Difference between revisions of "The King of Fighters '94/Joe Higashi"
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Line 53: | Line 53: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_cla | | moveId = joe_cla | ||
| description = | | description = Generic close jab. Part of your stun combos. | ||
}} | }} | ||
Line 59: | Line 59: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_clb | | moveId = joe_clb | ||
| description = | | description = Not cancellable into anything, and not your best neutral or pressure option if you're within range of this move. Don't bother. | ||
}} | }} | ||
Line 65: | Line 65: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_clc | | moveId = joe_clc | ||
| description = | | description = Generic close c. Combos into specials, but the only one worth comboing into is the unreliable Tiger Kick. Worse at punishing than trying to go for a stun. | ||
}} | }} | ||
Line 71: | Line 71: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_cld | | moveId = joe_cld | ||
| description = | | description = Same as above, but now with slightly worse frame data and a bit of extra damage. I'd say to use this instead of close C, but really, don't use either. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_fa | | moveId = joe_fa | ||
| description = | | description = Pretty good far jab. Chainable into itself, but not special cancellable. Charge cancel it into f.C for a bit of extra reward. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_fb | | moveId = joe_fb | ||
| description = | | description = Pretty solid poke, if unrewarding. | ||
}} | }} | ||
Line 91: | Line 91: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_fc | | moveId = joe_fc | ||
| description = | | description = Another respectable, but unrewarding poke. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_fd | | moveId = joe_fd | ||
| description = | | description = Slow and tiny. No point. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_2a | | moveId = joe_2a | ||
| description = | | description = Another component of your stun combos. Good button to just throw out at close range. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_2b | | moveId = joe_2b | ||
| description = | | description = A very good chainable 2B. Combos into Tiger Kick from close ranges, but that's a gamble. Probably better to just chain it into itself into 2C. | ||
}} | }} | ||
Line 117: | Line 117: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_2c | | moveId = joe_2c | ||
| description = | | description = Slightly more range than 2B, and more reward from past half its range, where 2B leads into very little. Solid plus on block poke. | ||
}} | }} | ||
Line 123: | Line 123: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_2d | | moveId = joe_2d | ||
| description = | | description = Wimpy little slide tackle that goes nowhere. Barely more range than 2C and a lot more risk. | ||
}} | }} | ||
Line 131: | Line 131: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_ja | | moveId = joe_ja | ||
| description = | | description = Solid rising air-to-air. nj.CD does the job better, though. | ||
}} | }} | ||
Line 137: | Line 137: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_njb | | moveId = joe_njb | ||
| description = | | description = Not sure what the point of this move is. I wouldn't bother. | ||
}} | }} | ||
Line 143: | Line 143: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_jb | | moveId = joe_jb | ||
| description = | | description = Acceptable jump-in and air-to-air. For both purposes, however, use j.D instead. | ||
}} | }} | ||
Line 149: | Line 149: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_jc | | moveId = joe_jc | ||
| description = | | description = Solid jump-in. More disjoint than j.D if you want to try and beat their anti-air with that. | ||
}} | }} | ||
Line 155: | Line 155: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_njd | | moveId = joe_njd | ||
| description = | | description = Good rising air-to-air. | ||
}} | }} | ||
Line 161: | Line 161: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_jd | | moveId = joe_jd | ||
| description = | | description = Good jump-in that hits all around Joe. | ||
}} | }} | ||
Line 169: | Line 169: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_cd | | moveId = joe_cd | ||
| description = | | description = Standard blowback. | ||
}} | }} | ||
Line 175: | Line 175: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_jcd | | moveId = joe_jcd | ||
| description = | | description = Neutral jump version is nj.D, but it knocks down now, making it better. nj.CD is a go-to air-to-air if you want to use normals to | ||
}} | }} | ||
Line 182: | Line 182: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_cthrow | | moveId = joe_cthrow | ||
| description = | | description = The inputs for this throw are reversed: 6C is the back throw, 4C is the forward throw. Aside from that quirk, it's nothing special. | ||
}} | }} | ||
Line 188: | Line 188: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_dthrow | | moveId = joe_dthrow | ||
| description = | | description = 6D and 4D are identical. There is no back throw version of this throw. | ||
The player being grabbed can mash to reduce the number of hits. They can also use Team Attack to escape if they're in the right position. It also does comparable damage to C throw (unless they know to mash, in which case it does less) and gives a worse oki situation on hit. Stick to C throw. | |||
}} | }} | ||
Line 198: | Line 199: | ||
| moveId = joe_mash_a,joe_mash_c | | moveId = joe_mash_a,joe_mash_c | ||
| input = Mash A/C | | input = Mash A/C | ||
| description = | | description = The opponent will fall out of this move when they're hit by it, no matter the range or screen position. It won't lead to a big punish, but you will be giving up your turn in order to land a combo ender that isn't very damaging and won't stun as reliably as just mashing lights on a point-blank opponent. | ||
}} | }} | ||
Line 204: | Line 205: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_mash_a_followup | | moveId = joe_mash_a_followup | ||
| description = | | description = Won't combo out of Byakuretsu Ken no matter what. Very bad on block, and no useful evasive properties. Not very useful. | ||
}} | }} | ||
Line 210: | Line 211: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_mash_a_followup_hold_c | | moveId = joe_mash_a_followup_hold_c | ||
| description = | | description = Aside from being very hard to input, this version is appreciably worse than Byakuretsu Finish 1. The two hits will almost never combo into each other, meaning that even if you caught someone asleep at the wheel and hit them with the first hit, they can still block and punish the second 99% of the time. | ||
}} | }} | ||
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| moveId = joe_41236a,joe_41236c | | moveId = joe_41236a,joe_41236c | ||
| input = 41236A/C | | input = 41236A/C | ||
| description = | | description = Bog standard fireball. C version travels farther, but has extra recovery. Something to throw at people fullscreen. | ||
}} | }} | ||
Line 224: | Line 225: | ||
| moveId = joe_2369b,joe_2369d | | moveId = joe_2369b,joe_2369d | ||
| input = 2369B/D | | input = 2369B/D | ||
| description = | | description = Functional anti-air, if a bit unreliable at times. Your only special move that you can combo into, but since the second hit is the one that knocks down, it can, from some spacings, fail to combo into itself and leave you punishable on hit. | ||
}} | }} | ||
Line 231: | Line 232: | ||
| moveId = joe_[1]9b,joe_[1]9d | | moveId = joe_[1]9b,joe_[1]9d | ||
|input = [1]9B/D | |input = [1]9B/D | ||
| description = | | description = Plus on block from a distance and knocks down. The pressure you get from the distance it leaves you at on block isn't amazing, however. A pretty solid move to throw at people in neutral. | ||
Stick to the B version, though. It goes around 80% of the screen anyway, so the range increase of the D version isn't ever worth the generally worse advantage on hit/block. | |||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_6412bc | | moveId = joe_6412bc | ||
| description = | | description = This move does a fair amount of chip damage and is too tall for anything to go over it, but it's slow and bad on whiff, making it not great in neutral. You can't combo into it, either. Could potentially have some uses in neutral or pressure. | ||
}} | }} | ||
{{Navbox '94}} | {{Navbox '94}} | ||
[[Category:Joe Higashi]][[Category:The King of Fighters '94]] | [[Category:Joe Higashi]][[Category:The King of Fighters '94]] |
Revision as of 00:08, 21 July 2023
Introduction
Joe is a perfectly fine, but ultimately unremarkable shoto. He's on the same team as Terry and Andy, though, so learn to love him.
Strengths | Weaknesses |
---|---|
|
|
Movelist
Throws
Special Moves
Byakuretsu Finish 1 - Mash during Byakuretsu Ken
Byakuretsu Finish 2 - Mash , then hold during Byakuretsu Ken
Slash Kick - charge briefly then + /
Desperation Move
Normals
Close Standing Normals
cl.A
Close A
cl.A
cl.A |
---|
cl.B
Close B
cl.B
cl.B |
---|
cl.C
Close C
cl.c
cl.c |
---|
cl.D
Close D
cl.D
cl.D |
---|
Far Standing Normals
f.A
Far A
f.A
f.A |
---|
f.B
Far B
F.B
F.B |
---|
f.C
Far C
f.C
f.C |
---|
f.D
Far D
f.D
f.D |
---|
Crouching Normals
2A
Crouching A
2A
2A |
---|
2B
Crouching B
2B
2B |
---|
2C
Crouching C
2C
2C |
---|
2D
Crouching D
2D
2D |
---|
Jumping Normals
j.A
Jumping A
j.A
j.A |
---|
nj.B
Neutral Jump B
nj.B
nj.B |
---|
j.B
Jumping B
j.B
j.B |
---|
j.C
Jumping C
j.C
j.C |
---|
nj.D
Neutral Jump D
nj.D
nj.D |
---|
j.D
Jump D
j.D
j.D |
---|
Blowback Normals
Blowback
Standing CD
5CD
5CD |
---|
Jump CD
Jumping CD
j.CD
j.CD |
---|
Throws
Leg Throw
Leg Throw
4/6C when close
4/6C when close |
---|
Jiza Higoku
Hiza Jigoku
4/6D when close
4/6D when close |
---|
Special Moves
Byakuretsu Ken
Bakuretsu Ken
Mash A/C
Mash A/C |
---|
Byakuretsu Finish 1
Bakuretsu Finish 1
Mash A during Bakuretsu Ken A
Mash A during Bakuretsu Ken A |
---|
Byakuretsu Finish 2
Bakuretsu Finish 2
Mash A, then hold C during Bakuretsu Ken A
Mash A, then hold C during Bakuretsu Ken A |
---|
Hurricane Upper
Hurricane Upper
41236A/C
41236A/C |
---|
Tiger Kick
Tiger Kick
2369B/D
2369B/D |
---|
Slash Kick
Slash Kick
[1]9B/D
[1]9B/D |
---|
Desperation Move
Screw Upper
Screw Upper
6412BC
6412BC |
---|