Difference between revisions of "The King of Fighters '94/Joe Higashi"
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==Introduction== | ==Introduction== | ||
Joe is a | 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. | ||
{{ ProConTable | {{ ProConTable | ||
| pros= | | pros= | ||
*Can consistently set up stuns with the right hit | |||
*Has an ok fireball and a dp that exists, can play a basic fireball-and-uppercut game to some success | |||
*Pretty good set of pokes all around | |||
*Slash Kick is a fullscreen plus on block neutral skip | |||
| cons= | | cons= | ||
*Without a crossup starter or being within kissing distance, struggles to deal damage or knock down | |||
*Specials are all combo-unfriendly | |||
*Tiger Kick will sometimes trade unfavorably with jump-ins, and loses outright if they're landing on top of or behind you | |||
}} | }} | ||
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'''Special Moves''' | '''Special Moves''' | ||
Bakuretsu Ken - Mash [[image:a.gif]] / [[image:c.gif]] | |||
::Bakuretsu Finish 1 - Mash [[image:a.gif]] during Bakuretsu Ken [[image:a.gif]] | |||
::Bakuretsu Finish 2 - Mash [[image:a.gif]], then hold [[image:c.gif]] during Bakuretsu Ken [[image:a.gif]] | |||
Hurricane Upper - [[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]] | Hurricane Upper - [[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]] | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_cla | | moveId = joe_cla | ||
| description = | | description = Generic close jab. Part of your stun combos. | ||
}} | }} | ||
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{{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. | ||
}} | }} | ||
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{{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. | ||
}} | }} | ||
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{{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. | ||
}} | }} | ||
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{{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. | ||
}} | }} | ||
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{{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. | ||
}} | }} | ||
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{{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. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_ja | | moveId = joe_ja | ||
| description = | | description = Solid rising air-to-air. nj.CD does the job better, though. | ||
}} | }} | ||
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{{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. | ||
}} | }} | ||
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{{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. | ||
}} | }} | ||
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{{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. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_njd | | moveId = joe_njd | ||
| description = | | description = Good rising air-to-air. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_jd | | moveId = joe_jd | ||
| description = | | description = Good jump-in that hits all around Joe. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_cd | | moveId = joe_cd | ||
| description = | | description = Standard blowback. | ||
}} | }} | ||
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{{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 | ||
}} | }} | ||
== | ==Universal Mechanics== | ||
===Leg Throw=== | ===Leg Throw=== | ||
{{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. | ||
}} | }} | ||
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{{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. | |||
}} | |||
===Defensive Attack=== | |||
{{FrameDataCargo-KOF94 | |||
| moveId = joe_defensiveattack | |||
| description = It's a defensive attack. | |||
}} | }} | ||
==Special Moves== | ==Special Moves== | ||
=== | ===Bakuretsu Ken=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_mash_a,joe_mash_c | | moveId = joe_mash_a,joe_mash_c | ||
| | | input = Mash A/C | ||
| description2 = 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. C version might have some use as a defensive option or guard cancel, given it's a 1f strike you can OS with throw by holding 6 while inputting. | |||
Also has the bizarre property of being able to be special cancelled from anything, even moves that aren't special cancellable, and even on whiff. Practical applications of this tech are still unknown. | |||
}} | }} | ||
=== | ===Bakuretsu Finish 1=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_mash_a_followup | | moveId = joe_mash_a_followup | ||
| description = | | description = Won't combo out of Bakuretsu Ken no matter what. Very bad on block, and no useful evasive properties. Not very useful. | ||
}} | |||
===Bakuretsu Finish 2=== | |||
{{FrameDataCargo-KOF94 | |||
| moveId = joe_mash_a_followup_hold_c | |||
| description = Aside from being very hard to input, this version is appreciably worse than Bakuretsu 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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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_41236a,joe_41236c | | moveId = joe_41236a,joe_41236c | ||
| | | input = 41236A/C | ||
| description2 = Bog standard fireball. C version travels farther, but has extra recovery. Something to throw at people fullscreen. | |||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_2369b,joe_2369d | | moveId = joe_2369b,joe_2369d | ||
| | | input = 2369B/D | ||
| description2 = 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. | |||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_[1]9b,joe_[1]9d | | moveId = joe_[1]9b,joe_[1]9d | ||
| | |input = [1]9B/D | ||
| description2 = 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]] |
Latest revision as of 01:41, 13 November 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
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 |
---|
Universal Mechanics
Leg Throw
Leg Throw
4/6C when close
4/6C when close |
---|
Jiza Higoku
Hiza Jigoku
4/6D when close
4/6D when close |
---|
Defensive Attack
Defensive Attack
6A/B while blocking
6A/B while blocking |
---|
Special Moves
Bakuretsu Ken
Bakuretsu Ken
Mash A/C
Mash A/C |
---|
Bakuretsu Finish 1
Bakuretsu Finish 1
Mash A during Bakuretsu Ken A
Mash A during Bakuretsu Ken A |
---|
Bakuretsu 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 |
---|