Use the corresponding starter(s) from the 'Starters' section of this page.
>
Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
,
Link the previous move into the following move.
(X)
A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled.
~
Cancel the previous special into the following special.
cl.
Close to opponent.
f.
Far from opponent.
j.
Jumping move.
AA
Anti-air. Hit the opponent while they're mid-air.
[X]
Hold input briefly.
P & K
P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y
Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N {X} * N
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}".
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Light Starters
Combo
Damage
Notes
2B > 2A > 4B
78
Standard low confirm.
2B > 2A > 5A > 4B > 6B
98/122
Point blank low light confirm. If opponent is crouching, omit 6B.
Heavy Starters
Combo
Damage
Notes
cl.D > 4B > 6B
149
Standard close starter. Go to for DP punishes.
j.C/D > cl.D > 4B > 6B
211
Standard jump-in starter. Always follow-up with cl.D as it forces stand on hit, allowing 6B to connect.
Other Starters
Combo
Damage
Notes
CD
75
Joe can follow up with light Hurricane Upper (426A) into Slash Kick (426K) for an easy conversion.
Depending on the distance from midscreen to the corner, Joe can dash up after Hurricane Upper into Bakuretsuken (623A/C or 623AC) or 6B.
In the corner, if Joe is not point blank to his opponent, he can restand the opponent with 426A and can follow-up by linking 5A or cl.D if he is close enough.
Combos
Notes
623P and juggle combos
Joe's most damaging and stun-heavy corner combos involve 623P, usually with a single mash extension, hitting 3 times total, with the opponent bouncing up after each hit.
This is done by inputting 623P, which causes 2 hits, then inputting PPP while the 2nd hit is connecting. You can also just mash right up until the 2nd hit connects and Joe should stop after the 3rd hit.
Combos that end with 623P~PPPx2~214A are done by mashing 623P until the very last hit, then late-canceling that hit into 214A.
This will result the rapid punch hitting a total of 5 times, with 3 distinct bounces: 1~2, 3, 4, 5 > 214A.
All juggle combos listed should not require any manual timing outside of the ~214A ender; i.e. no manual delays are required. (WIP editing/adding combos for most practical routes)
2B 2A vs c.D starters vs crouching/standing
6B whiffs vs crouching opponents, but since c.D forces standing, c.D > 4B > 6B can always be used to start all relevant combos.
4B connects vs crouching opponents, so 2B > 2A > 4B will always work, but (2B > 2A > 4B) > 6B will whiff vs crouchers.
Light Starter/Heavy Starter > 236CD, run up cl.D > 4B > 6B > 623AC, 6B > 623A/C~PPP(3), 623A/C~214C, 623B, 623B > Level 1 Super
466/537
610/685
1 bar
-95%/-90%
Midscreen to corner
Shatter Strike into the third combo of the 0.5 bar routes. Can choose to omit super to break even for meter gain in exchange for less damage and no hard knockdown.