Hyper Combos
CONDOR MAGNUM (air ok)
QUARTER CIRCLE FORWARD + ANY TWO ATTACKS
Joe throws two waves of shurkens at the opponent before moving in and delivering a powerful punch which puts them into a crumple state. The animation differs depending on how close he is to the opponent. At close range he will walk over and punch them, but at far range he dashes offscreen and then flies in from above. The first hit of this super stuns while the last hit puts the opponent into a cinematic state, making only the first hit useful in Hyper Combinations. If used in the air, Joe will throw the shurikens diagonally downwards, and the punch will slam the opponent into the ground.
BIRD MISSLE STRIKE
FORWARD DOWN DOWN-FORWARD + ANY TWO ATTACKS
Joe summons the God Pheonix, which peppers the ground with bullets and then launches a Bird Missile. The Bird Missile will return exactly 5 seconds later and damage anyone who is standing on the ground, or down on the ground...including Joe himself or his partner. Not a particularly useful move by itself, but it can be canceled early into a Delayed Hyper Combination for some amusing results. With enough creativity it's possible to combo into it, especially if you have a partner such as Roll who can keep the opponent grounded for some time.
SCIENCE NINPO: TORNADO FIGHTER (air ok)
HALF CIRCLE BACK + ANY TWO ATTACKS
Joe and Ken team up, striking the opponent before sending them into a tornado. If Joe's partner is Jun, she will assist instead of Ken. The initial hit is easy to combo into and can be performed in the air. Afterwards, Joe can add a bit more damage by hitting the opponent with a light Wild Lasso as they hit the ground.