Joe threads die like flies so this is more for me than anybody but I am making it in hopes that this thread will help other aspiring joe players.
I think im going to jumpstart the thread with basics questions most people ask about joe (or that i asked myself)
Why play joe? This is very important to know why you want to try and take whatever character you are taking into high level competition. I personally want to make joe a main character in my team due to his rc fp hands baku cancelled. This seems like to me the most unexploited tactic in cvs2.
What is Baku Cancelling? Baku Cancelling is when you rc fp tnt punches then hit lp+fp twice after the first hit of the tnt punches and before the second, if you do this correctly you should get no recovery animation after the fourth hit of tnt punches and be able to combo things you normally can't.
things that you can combo after tnt punches baku cancelled:
(3) more tnt punches
(4) a-groove activate c.rh into cc
(5) screw super or rush super (any lvl)
possible uses for this could be very groundbreaking and cheap and could be very problematic for current top tier.
-wakeup tnt punches = half life in essence if they tried rc elec or anything but dodging or blocking your tnt's
-good for when YOU knock somebody down, but not overpowered, just good tactic
-c.lk, c.lk, c.lk, tnt punches is a combo, so if you baku cancel it you should be able to add on a c.rh to that combo, which would turn into a bnb combo
ok, there are other aspects to joe we can talk about now
lp fireball i find is good for baiting jumps, and it always stops unsuspecting low jumps in an attempt to move forward against joe. the hp fireball i sometimes like to do when i have created a knockdown too far for me to rc fp tnt (i.e. fp throw). if they block the double tornado's on wake up you get a free guardstring.
his dp kick is good and i will be experimenting more with this move when i get my stick back (within the week). anyways, the lk version is good at stopping jumpin's and allows joe to activate his custom combo.
lk uppercut, activate, s.mp, rh dash kick move, s.rh, rh dash kick move to the corner then jumping lp's to the super
his rh uppercut move has very funny properties and watching ver's videos gave me some idea's to test with it...but the way ver was using it was when ver knew the opponent was sick of joe's wakeup games and ver knew they would try to fp uppercut or try something that would stop his wake up games, he would psychic dp rh and it would hit his opponent out of many crazy things!
the hurricane kick move joe has CAN crossup but I can not imagine a very good use for it at the moment. maybe rc'ed it could be good for certain situations but i dont see why rc tnt punches or rc dash kick move wouldn't be a better problem solver. trying to cross over people with the hurricane kick move should only be used in desperation...and is not a reliable way to land ANY damage.
c.lp - your standard lp
c.mp - combos off of lp's and is your comboable medium
c.fp - the fierce you use for combos
s.rh - his longest and strongest poking utility
s.mk - i have not seen this listed in many joe threads in the past but i have had this snuff blanka's c.fp and i believe sagat's c.fp when I am near them, of course it snuffs their move because i did mine faster but still...i think it is worthwhile to note this normal
c.rh - SCORES YOU YOUR KNOCKDOWN
s.lk - has a little range on it, pretty quick
j.mk is his best normal to jump in with even though joe shouldn't be jumping a whole hell of a lot.
i will figure out what the most reliable air-to-air option is when I get my stick, as that has also been left out of the half assed joe threads.
-i feel that his wakeup game should look a lot like blanka's...which is scary and at the same time, it has not been done yet.
rc tnt punches leads into damaging options in any groove you play joe in when baku cancelled, so get them very accustomed to blocking this on wakeup, as blanka does with rc elec.
once they are trained to block tnt punches, you can begin doing the defensive wake up options such as jumping back, anticipating a super or activation, and possibly straight up, so you can keep the offensive if their option is to just block, come with with j.mk and go from there
dash, piano roll into throw always psychs the mind when people are trained to block a fearful rc
the ver rh dp trick, beating out stuff like sagats fp dp, i will test this more, just for the hell of it
out of all of these though, i believe rc tnt punches is the best option and should be used the most due to it leaving you in a GREAT position. the only way you can stop it is to rc wakeup or throw super and maybe some random lvl3, but i bet tnt punches rc'ed beats 95% of lvl3's.
;;sidenote about cc and wakeupgame ;; joe can actually cc activate off of c.lk, c.lp
if you need the exact commands for it then visit gunter's website as he has this custom in the specific section of joe.
i expect great things
i will post more when i actually get my stick, so people dont think im talkin that bullshit