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Joe Higashi

Started by Mr.Minionman, August 05, 2016, 07:07:26 AM

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Mr.Minionman



Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

(*) = EX OK
(!) = MAX OK

Throws
Hiza-Jigoku - (close) ;bk/ ;fd + ;c
Joe Special 2 - (close) ;bk/ ;fd + ;d

Command Normals
Step High Kick -  ;fd + ;b
Sliding - ;df + ;b
High Kick - ;bk + ;b

Special Moves
Hurricane Upper - ;hcf + ;a/ ;c (*)
Tiger Kick - ;dp + ;b/ ;d (*)
Slash Kick - ;hcf + ;b/ ;d (*)
Bakuretsuken - press repeatedly ;a/ ;c(*)
   ∟Bakuretsuken Finish [Bakuretsuken ;a or ;c ] ;qcb + ;a/ ;c
Ougon no Kakato - ;qcb + ;b/ ;d (*)

Super Special Moves
Screw Upper - ;qcf ;qcf + ;a/ ;c (!)
Baku-Sia Golden Tiger - ;qcf ;hcb + ;b/ ;d (!)

Climax Super Special Move
Bakuretsu Screw Premium - ;qcf ;qcf + ;b ;d

OJay

Some early combos:

Starters:

1. ;dn ;b,   ;b;bk ;b   (Against crouching opponent)
2. ;dn ;b;dn ;b;a;bk ;b, ;fd ;b   (Against Standing opponent)
3. ;d;bk ;b (Against crouching opponent)
4. ;d;bk ;b;fd ;b (Against Standing opponent)

The Meat:

dp + ;d = most meterless damage ( i think)
hcf +  ;d = further pushback

Max, ;d;bk ;b;fd ;b, EX mash punch, hcf  ;b+ ;d    399 damage from starter 4, anywhere, 1000 max mode
Max,  ;c + ;d, hcb  ;b;d;dn  ;c, ;fd ;b, ;bk ;b, hcf ;b;d    425 damage from starter 4, near corner only, 1000 max mode
Max,  ;c + ;d, hcb  ;b;d;dn  ;c, ;fd ;b, ;bk ;b, hcf ;d, qcfx2 ;a+ ;c 592 damage from starter 4, near corner only, 1000 max mode

I have other stuff but, i wanna go back to playing, will edit later

its_chubby

More Max combos assuming  ;d  ;bk ;b  ;fd ;b: starter
These all work regardless of location on screen. In the corner, the HCF ;d actually hits for more damage but still the same combo.

(1 bar)
MAX,  ;c+ ;d xx HCF ;d, ;a+ ;c x4, qcb ;b+ ;d, HCF ;d 1 bar 425 DMG (460 in corner)
MAX,  ;c+ ;d xx HCF ;d, ;a+ ;c x4, qcb ;b+ ;d, HCF  ;b+ ;d 441 (3rd char only) (473 in corner)

(2 bar)
MAX,  ;c+ ;d xx HCF ;d, ;a+ ;c x4, qcb ;b+ ;d, HCF ;d xx qcf qcf  ;a 610 DMG (3rd char only) (645 in corner)
MAX,  ;c+ ;d xx HCF ;d, ;a+ ;c x4, qcb ;b+ ;d, HCF ;d xx qcf hcb  ;b 583 (3rd char, carries to corner) (628 in corner)

(3 bar)
MAX,  ;c+ ;d xx HCF ;d, ;a+ ;c x4, qcb ;b+ ;d, HCF ;d xx qcf qcf  ;b+ ;d 660 DMG (3rd char only) (695 in corner)
I didn't think figuring the rest of the 3 or 4 bar combos would matter so I'll just skip to 5

(5 bar)
MAX,  ;c+ ;d xx HCF ;d, ;a+ ;c x4, qcb ;b+ ;d, HCF ;d xx qcf qcf  ;a xx qcf qcf ;b+ ;d 830 DMG (3rd char only) won't work in corner. Trick is to cancel both supers as fast as possble so that lvl 2 super doesn't lift them out of the climax

I feel like he was lacking before and I don't know if these combos are new but having a universal 400 for 1 bar and 600 for 2 bars as anchor means he's back on my team.


GarouStar

Damn, Joe gets no love. Is he any good?

KrsJin

Now that his D uppercut is invincible I think he's pretty damn viable. He's not going to be opening up people good on at defense but his standing D and tornadoes are great tools for zoning. He also hits like a truck if he does land a hit. He's a solid point character I feel but your fundamentals will need to be on point to make him work at higher levels of play.

marchefelix


Reiki.Kito

Bruno labeled his vid KOF XIII. >< But that's okay, the content is super impressive!

Kelter Skelter

#8
https://www.youtube.com/watch?v=0l0PzrRzhE8

My go to 1 bar combo. if you end outside the corner you go right to HCF ;d after the QCB+ ;b ;d
does 480 if you're close enough to the corner where the HCF+ ;d hits after the ;c ;d