Landing 2A, cl.5A, 2A, far 5A is going to take some practice, and it depends on some variables. For starters, jump in C, 2B, 2A, 5A, 4B, 6B Shatterstrike needs to be done fast, so as to minimize the amount of distance created between you and the opponent. This is to ensure that the quick ducking and standing A chain lands properly. The very instant Joe recovers from landing the Shatterstrike, run up and do the above quick chain. Eventually it's something that becomes ingrained in feeling, rather than worrying about the technical stuff behind it.
Regarding the first EX Slash Kick, it's possible to get all four hits to land, and then 6B, D Slash Kick. But the follow up machine gun punches has to be stopped at four hits in order to ensure that the next set connects - if you go for five, the fifth punch comes on too quick due to resulting lower altitude, and it will mess up access to doing another set (a lot of my retries for this combo was due to not figuring this out until much later on). Whereas, in this video, 3 hits of the EX Slash Kick was done, and five hits of the machine gun punch was done afterwards, providing access to juggle with another set of rapid punches due to ideal height and recovery. Either way, this stun route's total max hits will always result in 59 total.
With all that said, this is arguably the most meticulous combo in the game, or at least one of them. Think I'm done messing around with Joe for a while lol.
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