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Joe Higashi Wiki Building Thread

Started by desmond_kof, December 12, 2011, 03:44:08 AM

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desmond_kof

http://dreamcancel.com/wiki/index.php?title=Joe_Higashi_(XIII)

All pending submissions for his wiki shall be posted here for testing and analysis before approval. Whatever section you are submitting, just copy and paste a template from the wiki like for example:

"Screw Straight = (qcfx2+BD) - _____(your text)_______

    * Hit Detection: High
    * Damage: 18 x 25 "


Please share any questions, comments or feedback you may have on the wiki thus far, and we will try our best to keep it as accurate and updated as we can. Thanks in advance.
"Do not place so much importance on winning. The fight itself has value."

BioBooster

Ah, exactly what I was looking for. Thanks Desmond. I'll add here as prescribed above once I've done some lab confirmation ;)

BioBooster

I've flushed out the Specials section for today.


Special Moves

Hurricane Upper = (hcf+P) - Joe throws an uppercut that sends a hurricane projectile across the screen. Despite looking tall, the projectile can be hopped over. A version is slower and has faster recovery. C is the opposite of A. Both versions will travel to the edge of the screen. Effective when used mid range, A Hurricane followed by Slash Kick or Golden Heel are useful methods for dealing with opponents who roll through or jump over the projectile.
(EX) = hcf+AC - Throws 3 Hurricane Uppers in quick succession. Travels through normal fireballs. Each of the three hurricans can negate an EX fireball.
Super-cancellable
Hit Detection: High
Damage: 60; EX Damage: 40 x 2, 60

Tiger Kick = (dp+K) - Joe jumps forwards attacking with his knee hitting twice. The initial attack frames will cause the opponent to float allowing for drive cancels. B Tiger Kick has quick startup and quick recovery, but no invincibility. The D version behaves oppositely: slow startup, slow recovery and good invincibility. B is good for combos and D is good for regaining momentum.
(EX) = dp+BD - Is the best of both B and D versions. Fast startup, recovery and good invincibility. A high-damage EX that is also good for interrupting the opponent. Invincible frames last until attack frames are over. Can be used to go through fireballs and down the opponent at closer ranges.
Drive- / Super-cancellable
Hit Detection: High
Damage: 50 x 2; EX Damage: 120, 80

Slash Kick = (hcf+K) - A flying middle kick that advances horizontally. Upon hit the opponent is juggleable until hitting the ground making it a good drive cancell attack. B Slash Kick travels half a screen and is safe on block when you hit with the end of it. D travels and entire screen length, but is punishable on block at any distance making it inadviseable to use.
(EX) = hcf+BD - Slower than B, but hit's twice and floats the opponent for followups. Safe on block even close up.
Hit Detection: High
B Damage: 70; D Damage: 90; EX Damage: 70 x 2

Bakuretsuken = [A/C repeatedly] - Throws a series of rapid punches that can be followed up with a finisher. Minimum number of button presses: 4. No difference between A and C. The finisher motion can be inputted while pressing the button 4 times with one more button press at the end in order to finish with the least amount of punches (4 including finisher). This is a valuable technique for Joe's juggle combos as the finisher leaves the opponent juggleable. Bakuretsuken can be super cancelled only.
(EX) = [P repeatedly] - Moves forwards while performing Bakuretsuken. The finisher is automatically executed. As this move starts up very quickly, it can be used as a counter attack. Floats the opponent relatively high for easy non-cancel follow ups. ie- Ougon no Kakato can be used afterwards to juggle without drive cancelling.
Bakuretsuken Finish = (qcb+P) - Finisher mentioned above. The finisher can be drive cancelled. Drive cancelling with Ougon no Kakato is an effective way of extending combos.
Drive- / Super-cancellable
Hit Detection: High
Bakuretsuken Damage: 10 x n ; Follow-up Damage: 30, 50
EX Damage: 20 x 6, 40, 70

Ougon no Kakato (aka Golden Heel) = (qcb+K) - A jumping axe kick. B hits higher, has less range and doesn't combo off of normals. B is good for controlling the air, but is punishable. Leaves opponents juggleable when hit while airborne. D combos off of normals and f.B, and much safer on guard. Can be used to chase A Hurricane Upper. D also juggles jumping opponents.
(EX) = qcb+BD - Frame advantage on block. Follow-ups such as s.A, Bakuresuken, Bakuretsu Hurricane Tiger Kakato can be used on hit.
Hit Detection: High
Damage: 35 x 4; EX Damage: 60 x 4
Desperation Moves

Screw Upper = (qcfx2+P) - Creates a large hurricane just in front of Joe. Can combo off of strong normals.
(EX) = qcfx2+AC - Travels to the edge of the screen eliminating fireballs in its path. Hits the opponent sending them high into the air (lockon hit type). Damage received upon landing. Fast startup, can combo off of weak attacks. Extrememly punishable if blocked or whiffed.
Hit Detection: High
Damage: 20 x 13; EX Damage: 16 x 18, 16 (20), 20

Bakuretsu Hurricane Tiger Kakato (aka BHTK) = (qcf hcb+P) - A rambu style attack performing Bakuretsuken > Hurricane Upper > Tiger Kick > Ougon no Kakato. Can combo off of weak normals. Punishable when blocked.
MAX Cancellable
Hit Detection: High
Damage: 10 x 8, 30, 30 (60), 60
Neomax

Screw Straight = (qcfx2+BD) - Horizontal version of Screw Upper. Can be used to punishe fireballs. Can combo off of strong normals. Great for chipping as the opponent cannot guard cancel roll until the end of the move (does @100 chip damage).
Hit Detection: High
Damage: 18 x 25

desmond_kof

Thank you, it has been added. Check the link. :)
"Do not place so much importance on winning. The fight itself has value."

jay

Quote from: BioBooster on December 13, 2011, 01:41:39 PM
Bakuretsuken = [A/C repeatedly] - Throws a series of rapid punches that can be followed up with a finisher. Minimum number of button presses: 4. No difference between A and C. The finisher motion can be inputted while pressing the button 4 times with one more button press at the end in order to finish with the least amount of punches (4 including finisher). This is a valuable technique for Joe's juggle combos as the finisher leaves the opponent juggleable. Bakuretsuken can be super cancelled only.

I am pretty sure this can be drive cancelled after the follow up. I know that you covered that in the EX version, but maybe you should add it in the regular version as well.



BioBooster

Quote from: jay on December 14, 2011, 02:14:30 AM
Quote from: BioBooster on December 13, 2011, 01:41:39 PM
Bakuretsuken = [A/C repeatedly] - Throws a series of rapid punches that can be followed up with a finisher. Minimum number of button presses: 4. No difference between A and C. The finisher motion can be inputted while pressing the button 4 times with one more button press at the end in order to finish with the least amount of punches (4 including finisher). This is a valuable technique for Joe's juggle combos as the finisher leaves the opponent juggleable. Bakuretsuken can be super cancelled only.

I am pretty sure this can be drive cancelled after the follow up. I know that you covered that in the EX version, but maybe you should add it in the regular version as well.

Hey Jay, thanks for the suggestion. I was referring to being able to super cancel only off of just the Bakuretsuken part. Drive cancelling off the finish is covered in it's own blurb after 'Bakuretsuken Finish = (qcb+P)-'. One thing I did notice later on though is that screw upper is not cancellable on Bakuretsuken - only BHTK.

@Desmond, could we change:

'Bakuretsuken can be super cancelled only.'

to

'Bakuretsuken can be super cancelled by BHTK only.'

?

Thanks guys.

PS> I'll start working on the combos section - may take a bit of time though.

BioBooster

Hey Desmond, minor, but could we make the change above^
Thanks!

desmond_kof

"Do not place so much importance on winning. The fight itself has value."

BioBooster

Aiite had a couple of nights to craft up his wiki combo section.

The idea here was to go for realistic execution during a match while taking top damage combinations for both meter and positions scenarios. Glad I did this, didn't realize Joe could do so much damage with 0 meter and full drive. (pity I can't pull these off online)

Des, could you kindly add these to the wiki?


Joe Combos
No Meter
      s.A > f.B > B-Slash 145
      j.D > s.C > f.B > D-Tiger 272
(low)      c.B > s.A > f.B > B-Slash 145 | (close) D-Tiger 189
(Corner)   j.D > TnT 1~3 - finish > B-Tiger > TnT 1~3 - finish > j.D 316

1 Meter
      j.D > s.C > f.B > BHTK 364
(Corner)   j.D > s.C > f.B > Screw 411

2 Meters
      j.D > s.C > f.B > AC-Screw 497

No Meter|1 Drive
      j.D > s.C > f.B > B-Slash <DC> B-Tiger 326
(low)      c.B > s.A > f.B > B-Slash <DC> B-Tiger 243
(Corner)   j.D > s.C > f.B > B-Slash <DC> TnT 1~2 - finish > j.D 359

No Meter|2 Drive

(Corner)   j.D > s.C > f.B <HDB> BC-Slash <DC> (B-Tiger > D-Heel)x5
      > B-Tiger > TnT 1~2 - finish > j.D 608

1 Meter|1 Drive
(Corner)   j.D > s.C > f.B > C-Hurricane <DC> Screw 462
(Corner)   j.D > s.C > f.B > BD-Slash > B-Tiger <DC> D-Heel > B-Tiger
      > TnT 1~2 - finish > j.D 515

2 Meter|1 Drive
      j.D > s.C > f.B > B-Slash <SC> AC-Screw 521
(Corner)   j.D > TnT 1~3 - finish > B-Tiger <SC> AC-Screw 442
(Corner)   j.D > s.C > f.B > BD-Slash > B-Tiger <SC> Screw 524

1 Meter|2 Drive
(Mid)      j.D > s.C > f.B <HDB> BC-Slash <DC> (B-Tiger > D-Heel)x4
      > B-Tiger > TnT 1~2 - finish > j.D 641
(Corner)   j.D > s.C > f.B <HDB> BC-Slash <DC> (B-Tiger > D-Heel)x4
      > B-Tiger <DC> Screw 644

2 Meter|2 Drive
      j.D > s.C > f.B <HD> s.C > f.B > Slash <DC> NM 655
(Mid)      j.D > s.C > f.B <HDB> BC-Slash <DC> (B-Tiger > D-Heel)x3
      > B-Tiger <DC> Screw 670
(Corner)   j.D > s.C > f.B <HDB> BC-Slash <DC> (B-Tiger > D-Heel)x4
      > B-Tiger <DC> NM 767

3 Meter|2 Drive
(Corner)   j.D > s.C > f.B <HDB> BC-Slash <DC> (B-Tiger > D-Heel)x3
      > B-Tiger <DC> Screw(all hits) <MC> NM 840

4 Meter|2 Drive
(Corner)   j.D > s.C > f.B <HDB> BC-Slash <DC> (B-Tiger > D-Heel)x3
      > B-Tiger <DC> AC-Screw <MC> NM 872

desmond_kof

Quote from: BioBooster on December 28, 2011, 04:27:22 PM


Des, could you kindly add these to the wiki?



Sure man, but is it possible you can edit the names of the moves with the motions instead?

For example:
- s.A > f.B > B-Slash

shouldn't that be s.A > f.B > qcb+B?

I hope it isn't too much to ask for.
"Do not place so much importance on winning. The fight itself has value."

BioBooster

Ah, no probs.

Wasn't sure what to use as a standard for that. Pls let me know if there are any other formatting elements I should be incorporating.

thx

BioBooster

#11
Hey Des, cleaned it up and made a few tweaks. Here you are :)


Joe Combos
No Meter
      s.A > f.B > hcf+B 145 | (semi close) hcf+D 163 | (close) dp+B 169
      j.D > s.C > f.B > dp+B 272
(low)      c.B > s.A > f.B > hcf+B 145 | (close) dp+B 189
(Corner)   j.D > [A] (1~3 hits) - qcb+P > dp+B > [A] (1~3 hits) - qcb+P > j.D    @311~325

1 Meter
      j.D > s.C > f.B > qcf,hcb+P 364
(Corner)   j.D > s.C > f.B > qcfx2+P 411

2 Meters
      j.D > s.C > f.B > qcfx2+AC 479

No Meter|1 Drive
      j.D > s.C > f.B > hcf+B <DC> dp+B 326
(low)      c.B > s.A > f.B > hcf+B <DC> dp+B 243
(Corner)   j.D > s.C > f.B > hcf+B <DC> dp+B > [A] 1~2 - qcb+P > j.D @420

No Meter|2 Drive
(Corner)   j.D > s.C > f.B <HDB> hcf+BC <DC> (dp+B > qcb+D)x5
      > dp+B > [A] 1~2 - qcb+P > j.D 608

1 Meter|1 Drive
(Corner)   j.D > s.C > f.B > C-Hurricane <DC> qcfx2+P 462
(Corner)   j.D > s.C > f.B > hcf+BD > dp+B <DC> qcb+D > dp+B
      > [A] 1~2 - qcb+P > j.D 515

2 Meter|1 Drive
      j.D > s.C > f.B > hcf+B <SC> qcfx2+AC 521
(Corner)   j.D > [A] 1~3 - qcb+P > dp+B <SC> qcfx2+AC 442
(Corner)   j.D > s.C > f.B > hcf+BD > dp+B <SC> qcfx2+P 524

1 Meter|2 Drive
(Mid)      j.D > s.C > f.B <HDB> hcf+BC <HDC> hcf+BD <HDC> (dp+B <HDC> qcb+D)x4
      > dp+B > [A] 1~2 - qcb+P > j.D 647
(Corner)   j.D > s.C > f.B <HDB> hcf+BC <HDC> (dp+B <HDC> qcb+D)x4
      > dp+B <HDC> qcfx2+P 644

2 Meter|2 Drive
      j.D > s.C > f.B <HD> s.C > f.B > hcf+B <MC> qcfx2+BD 655
(Mid)      j.D > s.C > f.B <HDB> hcf+BC <HDC> (dp+B <HDC> qcb+D)x3
      > dp+B <HDC> qcfx2+P 670
(Corner)   j.D > s.C > f.B <HDB> hcf+BC <HDC> (dp+B <HDC> qcb+D)x4
      > dp+B <HDC> qcfx2+BD 767

3 Meter|2 Drive
(Corner)   j.D > s.C > f.B <HDB> hcf+BC <HDC> (dp+B <HDC> qcb+D)x3
      > dp+B <HDC> qcfx2+P(all hits) <MC> qcfx2+BD 840

4 Meter|2 Drive
(Corner)   j.D > s.C > f.B <HDB> hcf+BC <HDC> (dp+B <HDC> qcb+D)x3
      > dp+B <HDC> qcfx2+AC <MC> qcfx2+BD 872

desmond_kof

Thanks man, I started to add the first few combos and I will add the rest later.

I should've linked to you the format we are using, here is an example: http://dreamcancel.com/wiki/index.php?title=Billy_Kane_(XIII)#Combos

What is HDB? Is that Hyper Drive Activation?
"Do not place so much importance on winning. The fight itself has value."

nilcam


BioBooster

Yep that was supposed to be HD Bypass. How should we notate that, just HDB? or will the buttons be self explanatory?

Thanks for the reference to the format, will use it going forward.