|
|
Line 348: |
Line 348: |
|
| |
|
| ==Special Moves== | | ==Special Moves== |
| | |
| | ===Hurricane Upper=== |
| | {{MoveData |
| | |image= |
| | |caption= |
| | |name= Hurricane Upper |
| | |input= 41236 A/C |
| | |data= |
| | {{AttackData-KOFXV |
| | |version= A |
| | |damage= |
| | |stun= |
| | |startup= |
| | |active= |
| | |recovery= |
| | |hitAdv= |
| | |blockAdv= |
| | |hitbox= |
| | |invul= |
| | }} |
| | {{AttackData-KOFXV |
| | |version= C |
| | |damage= |
| | |stun= |
| | |startup= |
| | |active= |
| | |recovery= |
| | |hitAdv= |
| | |blockAdv= |
| | |hitbox= |
| | |invul= |
| | }} |
| | {{AttackData-KOFXV |
| | |version= AC |
| | |damage= |
| | |stun= |
| | |startup= |
| | |active= |
| | |recovery= |
| | |hitAdv= |
| | |blockAdv= |
| | |hitbox= |
| | |invul= |
| | |description= Joe throws moving tornado at opponent |
| | *Version A tornado moves slow *Version B tornado moves fast *Version AC throws three tornados |
| | |
| | }} |
| | }} |
| | |
| | |
| | ===Tiger Kick=== |
| | {{MoveData |
| | |image= |
| | |caption= |
| | |name= Tiger Kick |
| | |input= 623 B/D |
| | |data= |
| | {{AttackData-KOFXV |
| | |version= B |
| | |damage= |
| | |stun= |
| | |startup= |
| | |active= |
| | |recovery= |
| | |hitAdv= |
| | |blockAdv= |
| | |hitbox= |
| | |invul= |
| | }} |
| | {{AttackData-KOFXV |
| | |version= D |
| | |damage= |
| | |stun= |
| | |startup= |
| | |active= |
| | |recovery= |
| | |hitAdv= |
| | |blockAdv= |
| | |hitbox= |
| | |invul= |
| | }} |
| | {{AttackData-KOFXV |
| | |version= BD |
| | |damage= |
| | |stun= |
| | |startup= |
| | |active= |
| | |recovery= |
| | |hitAdv= |
| | |blockAdv= |
| | |hitbox= |
| | |invul= |
| | |description= Joe does a jumping knee. Causes knock down on hit. Good for anti-air and reversals after getting knocked down. |
| | |
| | }} |
| | }} |
| | |
| | |
| | |
| | ===Slash Kick=== |
| | {{MoveData |
| | |image= |
| | |caption= |
| | |name= Slash Kick |
| | |input= 41236 B/D |
| | |data= |
| | {{AttackData-KOFXV |
| | |version= B |
| | |damage= |
| | |stun= |
| | |startup= |
| | |active= |
| | |recovery= |
| | |hitAdv= |
| | |blockAdv= |
| | |hitbox= |
| | |invul= |
| | }} |
| | {{AttackData-KOFXV |
| | |version= D |
| | |damage= |
| | |stun= |
| | |startup= |
| | |active= |
| | |recovery= |
| | |hitAdv= |
| | |blockAdv= |
| | |hitbox= |
| | |invul= |
| | }} |
| | {{AttackData-KOFXV |
| | |version= BD |
| | |damage= |
| | |stun= |
| | |startup= |
| | |active= |
| | |recovery= |
| | |hitAdv= |
| | |blockAdv= |
| | |hitbox= |
| | |invul= |
| | |description= A flying kick that causes knock down on hit. |
| | |
| | }} |
| | }} |
| | |
| | |
| | {{MoveData |
| | |image= |
| | |caption= |
| | |name= |
| | |input= |
| | |data= |
| | {{AttackData-KOFXV |
| | |damage= |
| | |stun= |
| | |startup= |
| | |active= |
| | |recovery= |
| | |hitAdv= |
| | |blockAdv= |
| | |hitbox= |
| | |invul= |
| | |description= |
| | * |
| | * |
| | }} |
| | }} |
| | |
| | |
| | ===Bakuretsuken === |
| | {{MoveData |
| | |image= |
| | |caption= |
| | |name= Bakuretsuken |
| | |input= 623 A/C |
| | |data= |
| | {{AttackData-KOFXV |
| | |version= A |
| | |damage= |
| | |stun= |
| | |startup= |
| | |active= |
| | |recovery= |
| | |hitAdv= |
| | |blockAdv= |
| | |hitbox= |
| | |invul= |
| | }} |
| | {{AttackData-KOFXV |
| | |version= C |
| | |damage= |
| | |stun= |
| | |startup= |
| | |active= |
| | |recovery= |
| | |hitAdv= |
| | |blockAdv= |
| | |hitbox= |
| | |invul= |
| | }} |
| | {{AttackData-KOFXV |
| | |version= AC |
| | |damage= |
| | |stun= |
| | |startup= |
| | |active= |
| | |recovery= |
| | |hitAdv= |
| | |blockAdv= |
| | |hitbox= |
| | |invul= |
| | |description= Joes throws several rapid punches. Repeatedly pressing A or C will add additional hits. |
| | *Using QCB with version A will have joe throw an elbow which causes a hard knock down |
| | *Using QCB with version C will have joe finish with an upper-cut which will put opponent into juggle state |
| | *version AC slightly move Joe forward doing the upper cut and puts opponent into juggle state. |
| | |
| | }} |
| | }} |
| | |
| | |
| | |
| | ===Ougon no Kakato=== |
| | {{MoveData |
| | |image= |
| | |caption= |
| | |name= Ougon no Kakato |
| | |input= 214 B/D |
| | |data= |
| | {{AttackData-KOFXV |
| | |version= B |
| | |damage= |
| | |stun= |
| | |startup= |
| | |active= |
| | |recovery= |
| | |hitAdv= |
| | |blockAdv= |
| | |hitbox= |
| | |invul= |
| | }} |
| | {{AttackData-KOFXV |
| | |version= D |
| | |damage= |
| | |stun= |
| | |startup= |
| | |active= |
| | |recovery= |
| | |hitAdv= |
| | |blockAdv= |
| | |hitbox= |
| | |invul= |
| | }} |
| | {{AttackData-KOFXV |
| | |version= BD |
| | |damage= |
| | |stun= |
| | |startup= |
| | |active= |
| | |recovery= |
| | |hitAdv= |
| | |blockAdv= |
| | |hitbox= |
| | |invul= |
| | |description= Joe jumps into the air with a circling kick. Good anti-air tool. |
| | |
| | }} |
| | }} |
|
| |
|
| ==Super Special Moves== | | ==Super Special Moves== |
Revision as of 03:21, 5 March 2022
Traveling alone to Thailand, Joe rose up the ranks to become a champion in Muay Thai Boxing. Though he has a playful and dynamic personality, Joe becomes far more serious when it comes down to training. He met Terry and Andy in South Town, and has remained good friends ever since.
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Hiza-Jigoku (close)
or +
Joe Special 2 (close)
or +
Command Normals
Step High Kick +
Sliding +
High Kick +
Special Moves
Hurricane Upper + or (*)
Tiger Kick + or (*)
Slash Kick + or (*)
Bakuretsuken + or (*)
-- (Repeatedly mash) or
-- + or
Ougon no Kakato + or (*)
Super Special Moves
Screw Upper + or (!)
Baku-Sla Golden Tiger + or (!)
Climax Super Special Move
Bakuretsu Screw Premium + or
Quick Combo Reference
Quick Combo Reference
Notation
0 Meter
|
Placeholder
Placeholder
|
( = dmg
( = dmg
|
1 Meter
|
Placeholder
Placeholder
|
( = dmg
( = dmg
|
2 Meters
|
Placeholder
Placeholder
|
( = dmg
( = dmg
|
Gameplay Overview
Joe Higashi is an XYZ charcter who does QWE using ASDF. |
Pros |
Cons |
|
|
Normals
Far Standing Normals
Far A
No results
NO IMAGE FOUND
|
No results
|
Far B
No results
NO IMAGE FOUND
|
No results
|
Far C
No results
NO IMAGE FOUND
|
No results
|
Far D
No results
NO IMAGE FOUND
|
No results
|
Close Standing Normals
Close A
close A
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
25
|
Mid
|
command
|
5
|
3
|
9
|
+3
|
+1
|
-
|
30
|
60
|
- Hits mid
- Easier to cancel into high kick off crouch A hit confirm
|
|
Close B
close B
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
30
|
Mid
|
command
|
6
|
3
|
9
|
+3
|
+1
|
-
|
30
|
60
|
|
|
Close C
close C
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
70
|
Mid
|
command
|
6
|
4
|
20
|
-3
|
-5
|
-
|
70
|
120
|
|
|
Close D
close D
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
80
|
Mid
|
command
|
7
|
3
|
19
|
-1
|
-3
|
-
|
70
|
120
|
- Hits mid
- Automatically stands crouched opponent which will allow you to use Step high kick in combos
|
|
Crouch Normals
Crouch A
No results
NO IMAGE FOUND
|
No results
|
Crouch B
No results
NO IMAGE FOUND
|
No results
|
Crouch C
No results
NO IMAGE FOUND
|
No results
|
Crouch D
No results
NO IMAGE FOUND
|
No results
|
Jump Normals
Jump A
jump A
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop
hop
|
40
|
High
|
-
|
6
|
5
|
1 on ground
|
-
|
-
|
-
|
30
|
50
|
jump
jump
|
45
|
High
|
-
|
6
|
6
|
1 on ground
|
-
|
-
|
-
|
30
|
60
|
|
|
Jump B
jump B
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop
hop
|
40
|
High
|
-
|
4
|
5
|
1 on ground
|
-
|
-
|
-
|
30
|
50
|
jump
jump
|
45
|
High
|
-
|
4
|
7
|
1 on ground
|
-
|
-
|
-
|
30
|
60
|
|
|
Jump C
jump C
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop
hop
|
70
|
High
|
-
|
7
|
6
|
1 on ground
|
-
|
-
|
-
|
70
|
100
|
jump
jump
|
70
|
High
|
-
|
7
|
6
|
1 on ground
|
-
|
-
|
-
|
70
|
120
|
|
|
Jump D
jump D
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop
hop
|
70
|
High
|
-
|
8
|
6
|
1 on ground
|
-
|
-
|
-
|
70
|
100
|
jump
jump
|
70
|
High
|
-
|
8
|
7
|
1 on ground
|
-
|
-
|
-
|
70
|
120
|
|
|
Blowback
Blowback
Blowback
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
75
|
Mid
|
special
|
14
|
4
|
22
|
Wall Splat - HKD (gnd) (74 to 90)
|
-3
|
-
|
100
|
160
|
|
|
ShatterStrike
No results
NO IMAGE FOUND
|
No results
|
jump CD
jump CD
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop
hop
|
80
|
Mid
|
-
|
10
|
6
|
1 on ground
|
SKD
|
-
|
-
|
80
|
120
|
jump
jump
|
90
|
Mid
|
-
|
10
|
7
|
1 on ground
|
SKD
|
-
|
-
|
80
|
140
|
|
|
Throws
Hiza-Jigoku
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Joe Special 2
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Command Moves
Step High Kick 6B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Sliding 3D
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
High Kick 4B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Special Moves
Hurricane Upper
Hurricane Upper 41236 A/C
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
A
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
C
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
AC
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Joe throws moving tornado at opponent
- Version A tornado moves slow *Version B tornado moves fast *Version AC throws three tornados
|
|
Tiger Kick
Tiger Kick 623 B/D
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
B
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
D
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
BD
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Joe does a jumping knee. Causes knock down on hit. Good for anti-air and reversals after getting knocked down.
|
|
Slash Kick
Slash Kick 41236 B/D
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
B
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
D
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
BD
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
A flying kick that causes knock down on hit.
|
|
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Bakuretsuken
Bakuretsuken 623 A/C
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
A
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
C
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
AC
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Joes throws several rapid punches. Repeatedly pressing A or C will add additional hits.
- Using QCB with version A will have joe throw an elbow which causes a hard knock down
- Using QCB with version C will have joe finish with an upper-cut which will put opponent into juggle state
- version AC slightly move Joe forward doing the upper cut and puts opponent into juggle state.
|
|
Ougon no Kakato
Ougon no Kakato 214 B/D
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
B
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
D
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
BD
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Joe jumps into the air with a circling kick. Good anti-air tool.
|
|
Super Special Moves
Misc
Videos
Joe Higashi Reveal Trailer
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