|
Navigation
Information
Resources
Community
|
|
|
 |
2-3-4 |
Reach: 73px |
 |
 |
Joe's light punch is typical. It's more of a "get off me" tool really. Joe some times has a chance to escape Birdie's LK loop with it, and like other LPs, can be used to force your opponent to block as you approach, hindering their mobility. |
 |
9-10-16 |
Reach: 87px |
 |
 |
Very niche "anti-air" option, it doesn't serve much real use, and has poor reach compared to other options. |
or  |
4-7-4-10-6 |
Reach: 99px |
 |
 |
A high risk, but other-wise very solid move. It has very good combo potential and is Joe's farthest reaching move, and while at it, it also launches most opponents, setting up lethal strings. While tempting to use, over-relying on it makes it easy to get punished due to its slow startup. Use wisely. |
 |
4-7-6 |
Reach: 81px |
 |
 |
Not good on offense, but it's a good mix-up tool, since upon using it, makes it look like you're using HP or HK due to the shared startup animation, so you can trick your opponent to think he can punish you, when in reality, you can follow it up with something to punish'em instead, it creates mind-games. |
 |
7-10-8 |
Reach: 86px |
 |
 |
One of the better anti-airs in the game for how reliable and quick it can be. But because it's so quick, using this by just guesses may make you miss, so try to react with it more as the opponent approaches. It also is very good to combine it with HP or HK, creating hard to approach mix-ups due to timing. |
2 or 2  |
9-10-6 |
Reach: 87px |
 |
 |
Niche, it's rather slow and is mostly used to duck under attacks for a longer period, and if you want an attack and dodge instead of just blocking, which also ducks under certain attacks. Strangely, it's also blockable, and does not launch like 2HK. |
2  |
9-5-6 |
Reach: 87px |
 |
 |
More reliable than the 2MK variant for being faster, completely unblockable, and a launcher. Great for starting strings, as well as punishes on block, particularly after blocking aerial attacks. |
2  |
25-10-6 |
Reach: 81px |
 |
 |
The neutral version of Joe's aerial attack is somewhat niche, often has been used to punish approaches. It's very tricky to land it, and probably not worth the risk most of the time, however it does have a high damage output, like his forward aerial. |
3  |
25-10-6 |
Reach: 81px |
 |
 |
Joe's signature move, it's a rather unique aerial attack, it's high damaging, but has a much lower arch than other aerial attacks, making it a high risk option, but very much worth it. This is often what is used to string oppnents with, along with HP or HK as well as following up 2HK, making his bread & butter. |
|
|