Name: 徐晃 公明 (Jokō Kōmei) Real Name: Shanfu Historical Counterpart: Xu Huang - Gongming Voice Actress: Chiyo Ousaki She's an introvert who does not talk much and works quietly without showing much emotion. She's small in stature but wields a large axe with ease that is out of proportion to her size. She is one of the bravest in the Gi military forces.
Similar to Kakoton, in that she has a safe rekka to chip/frametrap opponents with in 214x, although without a comboable jab, with longer range and with a cancellable 2B low instead of 5B. This pushes Joko to play more passively, getting a lifelead and running with it, waiting for the opponent to make a mistake, further supported by the big retreating 236x projectile.
Recommended Strategists
Shoukatsuryou (Wind) - Will safely get you back in and out of the corner(where 236X can be easily punished). Follow up with j.C on hit.
Tei'iku (Lightning) - Use for bigger damage in Hougeki combos(examples in Videos), if you don't see yourself using assists otherwise. Can followup with crossup j.C > backturned j.236X > c.C > 214CCC/623AB on raw hit.
Normal Moves
5A
5A
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
300
Mid
5
2
10
±0
-2
-
Self-cancelable up to 3 times.
Fast, mid-hitting jab that is self- and special-cancelable, and can be used for stagger pressure.
c.B
c.B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
550, 550
Mid
6
3, 2
17
+5
-5
Knockback
Special-cancellable multi-hit. Combo into 214CCC or 623AB on hit. The 1st hit has a lot of hitstun, so you could even combo into 623C, if you wanted.
f.B
f.B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1100
Mid
10
3
26
+3
-7
Knockback
Your main poke and whiff-punishing normal.
c.C
c.C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1200
Mid
10
2
31
+4
-10
Knockback
Your big damage followup for when you land a jump-in.
f.C
f.C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
Uncharged
2800
Mid
28
3
49
+1
-28
Knockback
Hold the button to charge, can cancel the charge by pressing D.
Huge damage whiff-punish, but very unsafe on whiff.
Half-Charged
3000
Mid
49
3
70
+1
-28
Knockback
Comes out after 45F of charging.
Launches during Hougeki combos.
Fully-Charged
3200
-
65
3
86
+62
+4 / +27 Crouching
Collapse
Starts Hougeki on CH.
Launches during Hougeki combos.
Automatically comes out if you keep holding the button, Jokou will also glow white to indicate this. Hougeki starter on CH and also launches during one. Guard crushes for massive advantage if they're crouching, enough for a dash-up c.C to connect.
2A
2A
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
300
Mid
5
2
9
+1
-1
Knockback
Self-cancelable up to 3 times.
Longer range than 5A. Hits mid, so it will beat the low-crushing 6Bs.
2B
2B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
900
Low
11
2
29
+1
-9
Knockback
Low poke, same horizontal range as 5B but slightly slower to recover.
Special-cancellable, though a 214X will whiff at tip range.
2B > 623AB is a common whiff-punish that leads into oki.
2C
2C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1200
Mid
24
3
30
+8
-13
Knockback
Launches during Hougeki combos.
Guard crushes on crouching opponents only. Combos into 2B on both Guard Crush and CH.
j.A
j.A
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
300,300,300
High
5
3,3,6
-
+15
+7
Knockback
Three-hit air normal.
Can be specialcancelled into 236AB to beat out meterless anti-airs/mash.
j.B
j.B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1000
High
8
3
-
+20
+8
Knockback
Floor bounces during a Hougeki.
Fast normal with a long vertical hitbox.
Can beat some anti-airs if used early.
j.C
j.C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1300
High
10
3
-
+26
+8
Knockback
Huge spin, your main jump-in and crossup.
Can be specialcancelled into 236AB to beat out meterless anti-airs/mash, and can even beat out 3Cs on it's own sometimes.
Hougeki Moves
6B
6B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
900
High
24
2
24
+1
-13
Collapse
Lower-body invul on frames 13-26.
Airborne on frames 11-24.
Floor bounces during a Hougeki.
Universal overhead with an obvious animation. Shares properties across characters like being even on hit, punishable on block or whiff, and causing Hougeki on counter-hit.
6C
6C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1200
Mid
18
2
36
+2
-14
Collapse
Wall bounces during a Hougeki.
Universal lunge move. Shares properties across characters like causing Hougeki on counter-hit and wall bouncing during Hougeki.
3B
3B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1000
Mid
12
3
28
+1
-13
Blow Away
Aerial invul on frames 13-15.
Universal anti-air. Shares properties across characters like invulnerability to air moves during active frames, causing Hougeki on air counter-hit, and launching during Hougeki.
3C
3C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1100
Low
13
2
29
+47
-18
Collapse
Hardcoded to always be -18f on block
Universal sweep. Shares properties across characters like causing hard knockdown on hit and Hougeki on counter-hit.
Can be cancelled on block and hit.
Throws
Forward Throw
Throw 5D/6D/4D
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1600
Throw
7
1
24
+60
-
Throw
Initial hit causes proration, leading to 1280 actual damage.
Special Moves
236X
Dust Wave Fūjinha 236A/B/C
(Air OK)
(Air OK)
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
A
500, 900
Mid
14
0
53
+1
-27
Blow Away
Airborne on frames 14-42.
Both hits are projectiles.
An axe swing, followed by a big dust projectile. Although the recovery is massive, Joko jumps backwards during this move, making it hard to punish when spaced right.
The dust projectile reaches slightly below apex jump height(where the last bit of dust reaches horizontally) and stays up for a bit.
B
500, 900
Mid
14
0
53
+1
-27
Blow Away
Fires a longer projectile.
C
500, 900
Mid
14
0
53
+1
-27
Blow Away
Fires the longest projectile.
EX
520, 1600
Mid
14
0
57
+67
-28
Blow Away
Fully invul on frames 1-19.
Airborne and loses projectile invulnerability on frames 14-44.
Wall Bounces during Hougeki.
The projectile reaches slightly over round start distance
Can be nigh impossible to punish if only the followup projectile hits
Air
1000(A) 1100(B) 1200(C)
Mid
16
3
20
+13
-27
Blow Away
Does not fire a projectile, unlike the Ground version.
Moves Jokou further back with heavier buttons.
Does NOT hit overhead.
Rarely used for setting up big damage via following up with 2B at low height or backturned j.236Cs mid-Hougeki.
Air EX
1800
Mid
16
3
26
+47
+41
Blow Away
Fully invul on frames 1-19.
Can beat all meterless AA options.
623X
Quake Attack Daiyōgeki 623A/B/C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
A
1200
Mid
20
2
33
+3
-16
Knockback
Airborne on frames 5-20.
Projectile invul on frames 1-20.
Big shockwave along the ground, heavier versions gain more startup, but in turn the shockwave gets bigger.
Mostly used for following up 2B when not in 214x range.
B
1200
Mid
23
2
33
+3
-16
Knockback
Airborne on frames 7-23.
Projectile invul on frames 1-20.
C
1200
Mid
26
2
33
+3
-16
Knockback
Airborne on frames 9-26.
Projectile invul on frames 1-20.
EX
1800
Mid
16
2
38
+51
-28
Blow Away
Fully invul on frames 1-18.
Airborne on frames 1-16.
Comes out faster and reaches further than the A version, making it a decent punish on it's own. Also your best 2B followup on hit.
Press any button for up to 2 additional follow-ups, button strength doesn't matter
Press any button for up to 2 additional follow-ups, button strength doesn't matter
EX Unblockable
EX Unblockable
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
A
550
Mid
12
2
39
+2
-10
Knockback
Heavier buttons gain more startup, but also range and damage on the 1st explosion, followups remain unchanged.
Second followup will always combo, third followup can whiff at tip range.
Each explosion can additionaly be delayed to adjust spacing or for mindgames.
Your main cancel option for non-tip range 2Bs. With all followups, this will push Jokou far enough away to always be safe while applying chip damage, so you'll always want to be in range of this special.
Always use the A version when in range, as there is no gap after a blocked 2B.
B
600
Mid
14
2
39
+2
-11
Knockback
Slightly longer and more damage on hit, but has more startup.
2B>214B leaves a gap when blocked.
C
650
Mid
16
2
39
+2
-12
Knockback
The biggest startup with the most damage and range of the 3.
2B>214C has a large gap on block, enough that you can backdash and punish with some of the characters, so only do it on hit.
>X
600
Mid
2
2
38
+2
-13
Knockback
>X>X
600
Mid
2
2
38
+2
-16
Knockback
EX
1800
Unblockable
38
2
43
+53
-
Knockback
Not invuln, but unblockable.
Supers
Ougi
Heaven's Vengeance Tenmou Kaikai 2363214D
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
3640
Mid
20
10
33
+107
+4
Unique Hard Knockdown
Fully invul on frames 1-30.
Costs three bars. Will NOT connect from tip range 2B even on CH.
Your main followup for all the cancellable buttons, do it on block too for the chip damage. Skip the third followup if it would otherwise whiff at 214x tip range.
j.C > 3C > 214C~x~x / 623AB
Jump-in combo.
2C Guardcrush > 2B/3C > 214C~x~x / 623AB
f.C Guardcrush > dash c.C > 214C~x~x / 623AB
2A Counter-Hit > 214A~A~A
623x Counter-Hit > f.B
f.B Counter-hit > 2A
2C Counter-Hit > 2B > 214C~x~x / 623AB
623AB Counter-Hit > c.B / 2A
Assist hit > dash up c.C > 214C~x~x / 623AB
Basic followup for most assists (Chain, Pit, Items, Divekick, Ice)
Lightning or Pit assist hit > crossover j.C > j.236X > c.C > 214C~x~x / 623AB