Golden heel can still be used as an AA if done early. Both strengths allow juggles afterwards, but B is hell unsafe on block. Use D heel for that, afterwards you can use EX slash kick to carry them towards the corner for some juggling.
Near the corner you can D heel > tiger kick <DC> screw upper or > tiger kick > tnt punch + finish > jump D, etc.
For some odd reason i can do s.C, f+b, hcf+A....what gives?
^Not sure what you mean?
wait a sec, I think you can DC it off of hurricane.
Damn, that's right, no DC'ing off of hurricane....so no comboing into EX heel for ground combos... oh wells
You can do s.D <delay> f.B > A hurrican <no cancel> EX tnt > continue with fun punishings...for comboing from hurricane which is pretty good if you get the opportunity.
So just tried this which is pretty cool:
1 Stock, No Drive Gauge
(corner)j.D, s.D, (delay) f.B, hcf+A, [AC], qcb+D, dp+B, [A](2~3hits), qcb+A, j.D = 465
@Desmond, could we add this to the wiki? I think it's great damage for 1 meter and no drive and looks cool.
KOF XIII joe really reminds me of 97 joe. Anyways Im sorry i made a typo last post. I meat that i couldnt get hcf+A after his normal staple combo s.C, f+B, hcf+A. Do you have to delay after the standing D?
I know you can DC hcf +A into EX TNT punch. Starting to find joes combos arent really that hard! Even his simple ones do so much damage.
As for golden heel, BOTH are punishable by instant throw but you can make them (especially b) safe if you space it correctly (ie letting just the tip hit the opponent). B is for anti air and D is just for combos.