VOOMERANG - IN AIR OK
QUARTER CIRCLE FORWARD + ATTACK
Joe's Voomerang sports a thick hitbox and travels fairly slowly across the screen. While not exactly damaging, the Voomerang is critical to Joe's keepaway game. This projectile can be used in the air and will completely cancel out his aerial momentum and cause him to drop float slowly downwards, which means that if Joe jumps and immediately throws a Voomerang, the lag can be completely canceled by his landing, allowing him to throw Voomerangs rapidly in order to pressure the opponent with a constant barrage of ground- level projectiles. The light version goes straight while the mid version travel forward a short distance before going up (down if Joe is in the air) and the strong version goes forward a short distance before curving around and going backwards. This attack can also be charged infinitely before release. Charging will allow the projectile to gain some homing and multi-hit properties. A fully charged Voomerang will home in on the opponent and pester them for about 2-3 hits. While it doesn't combo, a charged Voomerang is very useful for pressuring the opponent after a knockdown.
RED HOT KICK
QUARTER CIRCLE BACK + ATTACK
A speedy kick in the air that rockets Joe across the screen to strike the opponent. The Red Hot Kick allows him to have surprising mobility, crossing the screen instantly or making the transition from ground to air faster than simply falling. The light version of this attack causes Joe to go straight down, the mid version causes him to go diagonally down and the strong version is straight ahead. The real beef of this attack however is that when hit by the Red Hot Kick, an airborne opponent will go into a complete free fall, making this an amazing way to end air raves into Delayed Hyper Combos with the right partner. Air Red Hot Kick into a DHC with Tekkaman's Daikaiten Space Lance super will do some serious damage for only 2 meter (or 3 if you were using Joe's Mach Speed to launch).
QUARTER CIRCLE BACK + ATTACK
Joe kicks out one of his trademark V-bombs which hangs about on the stage for a moment before exploding and damaging anyone standing near it, including Joe himself. This attack is a bit hit-and-miss, but with careful use it can be an asset to Joe's pressure game. The light version explodes almost immediately, the mid version takes longer to explode and the strong version takes the longest. When struck by the bomb, a character is sent flying into the air into a knockdown. There are a few ways for Joe to get the bomb over to his opponent without risking damage himself. One method is to hold the attack button, which causes Joe to bounce the bomb on his foot for a moment before dropping it. Releasing the button at the apex of the bounce will shoot the bomb out towards the opponent. Joe can also attack the bomb to make it bounce over to the opponent, though the opponent can also do the same. Another effective way to transport the bomb is to throw a Voomerang at it. The projectile will carry the bomb over to the opponent's side although this is fairly gimmicky and unreliable as a setup. Because it's a self-inflicted hit, Joe can use the bomb to give himself chip baroque if he blocks it, which is always good if used tactically.
TAP RAPIDLY IN AIR
Joe delivers an aerial beatdown on the opponent with a flurry of close-range punches and kicks. Can only be performed on the air, but like the Voomerang it will change his aerial momentum, causing him to float slowly downwards when it activates. All versions are the same, and mashing the attack button will cause him to prolong the attack until he reaches the ground or misses the opponent. The hits drag the opponent down slightly, allowing Joe to rack up quite a lot of hits before they slip out of the combo. Just like the Voomerang, this attack can also be done right at the start of a jump in order to quickly pressure the opponent at close range. It's possible for Joe to combo from it if it's used in this manner which makes it very useful for mix-ups.