Josie Move Analysis and Changes from Bruce

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Bopper
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#21 “Quote” Edit Post
Yeah it probably works exactly the same as 3,2.
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-Da Stunna-
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#22 “Quote” Edit Post
Her df+2 launches crouchers AND high crushes?

Whose the guy that keeps signing off on these move properties?
aviax
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#23 “Quote” Edit Post
Originally posted by -Da Stunna-
Her df+2 launches crouchers AND high crushes?

Whose the guy that keeps signing off on these move properties?


As a Josie user, I'd trade her uppercut for either of Leo's (d/f+2 or ws+2) in a heartbeat. Josie's is nice, but it's also punishable.

Anyway, after playing her several hundred times, here are some observations (I don't watch videos too often, so if any of this info is redundant, you can consider this (re)confirmation of whatever that may be):

[EDIT - Thanks to 123mine123 for putting the move list together. Saved me time in putting this one together]

3,f+3 [m,m] - NCC. Delayable to the same extent that 3>3 is, although delaying it spoils the NCC part.

f+3 [m] - On CH, 4 might be guaranteed, and it launches

d+3,4 [l,h] (Goes to Switch stance) - d+3(CH) guarantees the 4 hitting, too.

b+2 [h] - They took out Bruce's b+2 and b+3, and then combined them into one move here. Unlike b+3, there's no string, and the reach isn't nearly as good, of course, but it's an elbow, and it is +1 on block.

b+3 [m] (Homing) - A follow-up 3 can only be blocked (SS or BD will not come out fast enough). In practice mode, b+3, 3,3 registers as a combo, but this can't be true, of course. There just might be a chance that b+3, 3 is NC, but I haven't been able to reliably prove this yet.

b+1+2 [h] - Pushes the opp farther away on hit. It is very difficult to get f+3 to pick up after this. (f+2),3,4 (S!) might be the most reliable follow-up to this move hitting.

b+2+3 [h] (Unblockable) - Juggles! Pick up with d+3,4...

u/f+3(or u+3 ; or u/b+3) [m] - About as much reach as Bry's u/f+4, but about as slow as Lars'. Kinda the worst of both worlds. This move only really works if you can get your opponent to make a mistake. Jabs and mids with upward motion interrupt this with ease.

f,f+4 [m] (Homing) - FWIW, this move is a knee, which is why the hitbox is a bit wonky (short, and duckable by certain characters at certain distances)

WS1 [m] - I think I have seen this in a video, but just in case: On CH, f+1+2 is guaranteed, with the standard follow-up

MOVES FROM SWITCH

1 [h] - Breaks floors in juggles. Example (in Elevator Temple of Ganesh) : ff+3+4 (W!), d/f+4(w!),1 (F!), d/f+4(w!),1, d+3+4

3 [l] (Homing) - On CH, the easiest consistent juggle is d+3,4>f+1,3, (dash) u/f+3+4

4 [m] - Once the animation for this kick begins, she's in jump status. Crouch jabs and normal throw attempts will go right through her, but if you can interrupt this kick with a jab, she'll get floated.

MOVES FROM BACKSWAY

1 [h] - Always stuns; BnB juggle (see below) might be best follow up

MOVES FROM CROUCHDASH (input f,n,d,d/f)

CD1,3 [h,h] - NC, in case you were wondering
CD2 [m] - Since it's her fist and not her elbow, doesn't reach anywhere as closely to the ground as Bruce's did
CD3 [l] - After this hits, a d/f+4 will trade with a crouch punch, so this is still +4 on hit.

BnB juggle: f+3, 4, f+2,3,4 (dash) f+2,3,4. This works in about 90% of her juggle situations (including a LP). With launchers like d/f+2, you can get an extra point of damage by swapping out f+3 for f+1+2. With some few launchers like (SWS)3 (CH), you'll have to get a bit more creative.

I'd be willing to try to find answers to any questions people may have about her. Just lemme know.
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Bopper
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#24 “Quote” Edit Post
Originally posted by aviax

WS1 [m] - I think I have seen this in a video, but just in case: On CH, f+1+2 is guaranteed, with the standard follow-up



You sure about this? Seems unlikely. Why not just do ws+1, df+2 in that case?
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aviax
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#25 “Quote” Edit Post
Originally posted by Bopper
You sure about this? Seems unlikely. Why not just do ws+1, df+2 in that case?


d/f+2 is i15

f+1+2 is i14

Still, I'll try to lock this down a bit better. I've done it a few times, and I've seen others do it many times, but you're right - that doesn't mean for a second that it is necessarily guaranteed.

inatekken also lists ws+1(CH) as +14, but they're not always completely reliable.

EDIT: I stupidly forgot that I have already at least partly tested this in practice mode. I set the CPU to duck everything, used LC (a small character), nailed her with a CH w/s+1, f+1+2, and it always worked.

There's one more reason to go with f+1+2 as opposed to d/f+2 - f+1+2, d/f+1,4,2 does at least as much damage as d/f+2, (most juggle follow-ups), and gives some chance for oki.

Last edited by aviax on Jun 24th, 2015 at 09:19

Signature Autocrat1: "Default winning animation: Bryan punching face, minus punching just twerking"
My reply: OK, but only if they give him back his laugh and 'DIE!' during it.

handle: 六鬼袋《`´》武雷庵
radical_spike
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#26 “Quote” Edit Post
I saw people been consistently been doing that, look awsome, however its a nice addition to semi useless move, also in case of double hit shes unable to fallow it with f+1+2, unlike many others characters.
Bopper
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#27 “Quote” Edit Post
Wow its i14? Thats even more crazy haha, I figured it would be around 15-16- Thats basiclly a i14 launcher damage wise, sans wallcarry/floorbreak options.
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Nui_Ninja
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#28 “Quote” Edit Post
Not sure if its been said yet but CH WS1 you get F1+2 DF 1,4,2
https://www.youtube.com/watch?v=YuCHt6OpWIU 0:27
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123mine123
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#29 “Quote” Edit Post
Tekken 7 just arrived here in my country!!!
Edit a few stuff on key moves.
Unlike Bruce, Josie is definitely more of a poking character and emphasis on pressure rather than whiff punishing.
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LJE
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#30 “Quote” Edit Post
Josie's throws are BRUTAL.

Dumb how her parry is 1+2.

f+1+2 is -5. Not +frames.

Last edited by LJE on Dec 14th, 2015 at 11:34

Alley-Oop
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#31 “Quote” Edit Post
Josie punishment
123mine123
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#32 “Quote” Edit Post
Originally posted by Alley-Oop
Josie punishment


Thanks! I'll go add it to the front posts.
lol, backsway 2 is punishable? People don't seem to punish me for it. xD
Also, I didn't realize d/f+4 ~ Switch1 can be crouch jabbed. So that's why Switch4 makes Josie jump a little and has a low crush property.
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LJE
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#33 “Quote” Edit Post
Anyone tell me which of these are nc and which are not?

2, 3
f+2, 3
d/f+1, 4
d/f+3, 2
d/b+4, 2, 3
f, n, d, d/f+1, 3
123mine123
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#34 “Quote” Edit Post
Originally posted by LJE
Anyone tell me which of these are nc and which are not?

2, 3
f+2, 3
d/f+1, 4
d/f+3, 2
d/b+4, 2, 3
f, n, d, d/f+1, 3


2, 3 is not NC. I don't think it's NCC either, but not sure.
f+2, 3 is probably NC.
d/f+1, 4 is also probably NC.
d/f+3, 2 is only NCC.
d/b+4, 2, 3 is NCC. But the d/b+4, 2 is NC.
CD 1, 3 is NC
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LJE
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#35 “Quote” Edit Post
Thank you. What do you recommend for wall and floor breaks?
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#36 “Quote” Edit Post
f2,3,4 WB!_f3 uf3+4 WB!

uf3 FB!
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123mine123
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#37 “Quote” Edit Post
Originally posted by LJE
Thank you. What do you recommend for wall and floor breaks?


Once the opponent hits the wall:

1,2 ~ u/f+3+4 (sometimes the angle will get messed up and the last hit of u/f3+4 will hit behind the opponent, so keep that in mind)

As for the floor break.. Josie isn't the best character out there for floor break combos. So ur best bet is to remove ur opponents option on using floor breaks. But for combos, after a S!, just dash in and do d+2.
For an optimize combo though, I found breaking the earlier with a switch1 is a better option then do 3+4 for the S!. Like:

d/f2 ~ 2,4 ~ Switch1 ~ FB! ~ 3+4 ~ dash in ~ 3,2,f ~ CD1,3
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Nyrepose
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#38 “Quote” Edit Post
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#39 “Quote” Edit Post
Bruce Irving, he will miss me, but Josie it's very funny.
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alysefu
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#40 “Quote” Edit Post
So aparently , since the last patch her db2 on CH is full combo and on NH cd+3 is guaranteed . Is that move supposted to be like Bruce's b2 ? I guess so .

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