Joe (XII)

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PenPen
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Joe (XII)

Post by PenPen » Thu Apr 09, 2009 18:18

Joe seems to have most of his stuff intact.

Normals:
Note his d+D is now his slide.

Commands:
f+B - Same as his old f+B.

Special moves:
hcf+P - Now travels fullscreen.
dp+K - Comes out really fast, but it sorta overlaps with the below move...
hcf+K - Comes out really fast too. And it travels very much like his dp+K, which goes higher.
P,P,P - Looks like his EX Joe in 98. Does stick the opponent in a little. Finisher is qcf+P. But he can't move while doing this move, and the qcf+P doesn't move him forward (by much, iirc).

DM:
qcfx2+P - No invincibility, decent anticipation anti-air super.

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Re: Joe (XII)

Post by SonicTempest » Thu Apr 23, 2009 18:34

Cross-posting from combo vids thread:
http://game.snkplaymore.co.jp/official/ ... oe_cm.html" onclick="window.open(this.href);return false;

dobiqwolf
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Re: Joe (XII)

Post by dobiqwolf » Tue Apr 28, 2009 23:11

Played with him a lot today and he is user friendly, good damage output, good specials, good normals, it seems like an all around character, his tiger kick doesnt seem invincible anymore.

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Re: Joe (XII)

Post by PenPen » Thu Apr 30, 2009 18:46

The Joe combo to use since it's like, really safe.

Jump D -> Low B -> Low A -> Standing A -> f+B -> hcf+P on block/dp+K/hcf+K.

It's like his B&B already, people are doing this a lot.

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Re: Joe (XII)

Post by Iie-Kyo » Mon Aug 10, 2009 00:06

Fix plz.

http://dic.nicovideo.jp/v/sm7860393" onclick="window.open(this.href);return false;

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Re: Joe (XII)

Post by Gunsmith » Mon Aug 17, 2009 10:18

Fixed



well, it doesn't work every time. I might be drunk but I don't think it works if you hit more than twice in the air.

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