Difference between revisions of "The King of Fighters '94/Joe Higashi"
(→Special Moves: fixed syntax error) |
|||
(6 intermediate revisions by 2 users not shown) | |||
Line 30: | Line 30: | ||
'''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]] | ||
Line 178: | Line 178: | ||
}} | }} | ||
== | ==Universal Mechanics== | ||
===Leg Throw=== | ===Leg Throw=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
Line 191: | Line 191: | ||
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. | 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 | | 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. | | 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 = Won't combo out of | | 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 | {{FrameDataCargo-KOF94 | ||
| moveId = joe_mash_a_followup_hold_c | | moveId = joe_mash_a_followup_hold_c | ||
| description = Aside from being very hard to input, this version is appreciably worse than | | 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. | ||
}} | }} | ||
Latest revision as of 01:41, 13 November 2023
The King of Fighters '94 | |
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 |
|
---|
Navigation
The King of Fighters '94 | |
System | |
Characters |
|