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The King of Fighters XV/Joe Higashi: Difference between revisions
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
<section begin="image"/>[[File:KOFXV Joe Profile.png|thumb|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.]]<section end="image"/> | <section begin="image"/>[[File:KOFXV Joe Profile.png|thumb|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. | ||
{{TOClimit|3}} | <div class="center" style="width: auto; margin-left: auto; margin-right: auto;"> | ||
<big>'''Jump:''' 41f | |||
<br>'''Hop:''' 33f | |||
<br>'''Backdash:''' 21f | |||
<br>'''Run Speed Ranking:''' 5 | |||
</big></div>]]<section end="image"/> | |||
{{TOClimit|3}} | |||
==Movelist== | ==Movelist== | ||
(*) = EX OK | (*) = EX OK | ||
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*Hits mid | *Hits mid | ||
*Automatically stands crouched opponent which will allow you to use Step high kick in combos | *Automatically stands crouched opponent which will allow you to use Step high kick in combos | ||
*Your go-to close heavy for combo-confirms. | *Your go-to close heavy for combo-confirms and punishes. | ||
* | *1 frame slower than close C so jump-ins need to hit a bit deeper to comfortably confirm into it | ||
}} | }} | ||
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|description= | |description= | ||
* Crouching elbow strike. Joe's fastest normal at 4 frames | * Crouching elbow strike. Joe's fastest normal at 4 frames | ||
* Good for keeping pressure on opponent | * Good for keeping pressure on opponent up close | ||
* Cancels into his command normals | |||
* Cancels into | Your go-to normal for jump-in pressure, but has very short range. | ||
}} | }} | ||
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|moveId=joe_2b | |moveId=joe_2b | ||
|description= | |description= | ||
* Crouching light kick with decent range. Hits low | * Crouching light kick with decent range. Hits low. | ||
* 0 on block | * 0 on block, good for ending blockstrings in pressure | ||
* Rapid, super, and max cancellable - Not command normal or special cancellable | * Rapid, super, and max cancellable - Not command normal or special cancellable | ||
Use this normal to open up standing opponents and apply pressure. Can match far A in speed and distance as a poke. | |||
}} | }} | ||
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|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2=* Very fast aerial strike. Short range air-to-air move | |description2=* Very fast aerial strike. Short range air-to-air move | ||
* Can be useful for whiffing in the air and to catch people off guard for a empty jump low or empty jump grab as recovery is fast | * Can be useful for whiffing in the air and to catch people off guard for a empty jump low or empty jump grab as recovery is fast | ||
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|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|description2= | |captions= Hop Version (Hitbox), Jump Version | ||
* Normal jump is a 4F aerial knee strike | |description2= | ||
* Normal jump is a 4F aerial knee strike. | |||
* Normal jump B is versatile normal as it can be an air-to-ground or air-to-air normal. Limited range. | * Normal jump B is versatile normal as it can be an air-to-ground or air-to-air normal. Limited range. | ||
* Use regular jump B for approaches and quickly countering airborne opponents. | * Use regular jump B for approaches and quickly countering airborne opponents. | ||
}} | }} | ||
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|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2=* Aerial downward punch. Decent horizontal range which makes it useful as an air-to-ground normal | |description2=* Aerial downward punch. Decent horizontal range which makes it useful as an air-to-ground normal | ||
* Does not hit downward very much and has ok speed with average active frames. | * Does not hit downward very much and has ok speed with average active frames. | ||
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|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2=* Aerial jumping kick. Joe's best air-to-ground normal | |description2=* Aerial jumping kick. Joe's best air-to-ground normal | ||
* Slower startup than jump C but has more active frames so it's easier to use when approaching opponents. | * Slower startup than jump C but has more active frames so it's easier to use when approaching opponents. | ||
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* Has poor vertical range and will easily whiff crouchers if pressed at apex of hop (even more so for jumps). Plan to press at slightly above head level. | * Has poor vertical range and will easily whiff crouchers if pressed at apex of hop (even more so for jumps). Plan to press at slightly above head level. | ||
* Has more pushback than jump C so may push Joe into far normal range on hit or block if not up close. | * Has more pushback than jump C so may push Joe into far normal range on hit or block if not up close. | ||
}} | |||
====Neutral Jump B==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=joe_nhb,joe_njb | |||
|name=neutral jump B | |||
|input=8j.B | |||
|description2=* | |||
* Neutral jump B is shown and is a 6F upward kick. | |||
* Neutral jump B has decent range and hits upward which can make it good air-to-air normal. | |||
* Use neutral jump B as a hop or jump reaction to aerial opponents, especially above Joe's head. | |||
}} | }} | ||
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* Works well as an anti-air with its large hitbox | * Works well as an anti-air with its large hitbox | ||
}} | |||
====AdvanceStrike==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=joe_214cd | |||
|description= | |||
*Same animation and range as his CD. | |||
* The throw counter is at the feet. | |||
}} | }} | ||
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|name=jump CD | |name=jump CD | ||
|input=j.CD | |input=j.CD | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2=* A corner stone of Joe's gameplan | |description2=* A corner stone of Joe's gameplan | ||
* Has a great horizontal hitbox and a great keep out tool to lame out opponents | * Has a great horizontal hitbox and a great keep out tool to lame out opponents | ||
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|name=Hurricane Upper | |name=Hurricane Upper | ||
|input=41236A/C/AC | |input=41236A/C/AC | ||
|captions= A Version (Hitbox), C Version (Hitbox), EX Version | |||
|description3=* Joe throws moving tornado at opponent | |description3=* Joe throws moving tornado at opponent | ||
* Version A tornado moves slow allows joe to run behind it to keep pressure on opponent | * Version A tornado moves slow allows joe to run behind it to keep pressure on opponent | ||
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|name=Tiger Kick | |name=Tiger Kick | ||
|input=623B/D/BD | |input=623B/D/BD | ||
|captions= B Version (Hitbox), ,D Version, ,EX Version | |||
|description3=* Joe does a super fast jumping knee | |description3=* Joe does a super fast jumping knee | ||
* Causes knock down on hit | * Causes knock down on hit | ||
* Good for anti-air and reversals after getting knocked down | * Good for anti-air and reversals after getting knocked down | ||
* Version B's height is close to a hop while distance is a hair from opponent at the start of a round | * Version B's height is close to a hop, while the distance is a hair from opponent at the start of a round | ||
** Has air attack invincibility | ** Has air attack invincibility | ||
* Version D's height is close to a jump while distance can connect with an opponent at the start of a round | ** Ideal ender into a super cancel | ||
* Version D's height is close to a jump, while the distance can connect with an opponent at the start of a round | |||
** Has full invincibility | ** Has full invincibility | ||
** Highest meterless damage combo ender | |||
* Version BD's height is like version D's but distance is much further. | * Version BD's height is like version D's but distance is much further. | ||
A great reversal that pairs well with Joe's kit, allowing him to reaction punish poor air approaches due to the horizontal distance. | |||
}} | }} | ||
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|name=Slash Kick | |name=Slash Kick | ||
|input=41236B/D/BD | |input=41236B/D/BD | ||
|captions= B Version (Hitbox), D Version, EX Version | |||
|description3=* A flying kick that causes knock down on hit | |description3=* A flying kick that causes knock down on hit | ||
* Version B reaches slightly further than the distance between you and your opponent at the start of a round | * Version B reaches slightly further than the distance between you and your opponent at the start of a round | ||
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|moveId=joe_623a,joe_623c,joe_623ac | |moveId=joe_623a,joe_623c,joe_623ac | ||
|name=Bakuretsuken | |name=Bakuretsuken | ||
|captions="Exploding Fist" | |captions="Exploding Fist"/Normal Version (Hitbox),,, EX Version | ||
|input=623A/C/AC | |input=623A/C/AC | ||
|description3= | |description3= | ||
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|name=Bakuretsuken Finish | |name=Bakuretsuken Finish | ||
|input=623A/C~PPP or 214A or 214C | |input=623A/C~PPP or 214A or 214C | ||
|description=* Repeatedly pressing A or C will add additional hits. | |description=* Repeatedly pressing A or C will add additional hits. | ||
* 623A/C on its own will perform 6 hits. It can be extended up to two times of 3 hits each/12 hits total by inputting PPP near the end of the previous extension. | * 623A/C on its own will perform 6 hits. It can be extended up to two times of 3 hits each/12 hits total by inputting PPP near the end of the previous extension. | ||
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|moveId=joe_214b,joe_214d,joe_214bd | |moveId=joe_214b,joe_214d,joe_214bd | ||
|name=Ougon no Kakato | |name=Ougon no Kakato | ||
|captions="Golden Heel" | |captions="Golden Heel" / Normal Version (Hitbox),,, EX Version | ||
|input=214B/D/BD | |input=214B/D/BD | ||
|description3= | |description3= | ||
A leaping heel kick. Too slow to combo from anything on the ground, restricting its use to airborne opponents. | A leaping heel kick. Too slow to combo from anything on the ground, restricting its use to airborne opponents. | ||
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|name=Screw Upper | |name=Screw Upper | ||
|input=236236A/C/AC | |input=236236A/C/AC | ||
|captions= Normal Version (Hitbox), Max Version (Hitbox) | |||
|description3=*Joes creates a giant tornado that hits the opponent multiple times | |description3=*Joes creates a giant tornado that hits the opponent multiple times | ||
*Version A/C stays in place | *Version A/C stays in place | ||
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|name=Baku-Sla Golden Tiger | |name=Baku-Sla Golden Tiger | ||
|input=2363214B/D/BD | |input=2363214B/D/BD | ||
|captions= All Versions (Hitbox) | |||
|description3=* Joe rushes forward to do a combination of Bakuretsuken, Slash Kick, Golden Heel, ending with Tiger Kick. | |description3=* Joe rushes forward to do a combination of Bakuretsuken, Slash Kick, Golden Heel, ending with Tiger Kick. | ||
Great super to confirm into midscreen due to the reach and more consistent than Screw Upper due to the fact that Joe moves forward during the move. | Great super to confirm into midscreen due to the reach and more consistent than Screw Upper due to the fact that Joe moves forward during the move. |
Latest revision as of 19:18, 21 July 2024
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
-- Bakuretsuken (Repeatedly mash) or
Super Special Moves
Baku-Sla Golden Tiger + or (!)
Climax Super Special Move
Quick Combo Reference
0 Meter |
Anywhere |
2B > 2A > 4B > 623D = 177 dmg |
0.5 Meter |
Anywhere |
2B > 2A > 4B > 623AC > 6B > 214D(3) > 5D = 344 dmg |
1 Meter |
Anywhere |
2B > 2A > 4B > 623AC > 6B > 214BD > 426D = 365 dmg |
2 Meters |
Placeholder |
( = dmg |
Gameplay Overview
Joe Higashi is a great all-around character. Joe has tools for zoning and for keeping pressure on an opponent which allows you to choose different styles of play based on the match up. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
far A
f.A
f.A
|
---|
Far B
far B
f.B
f.B
|
---|
Far C
far C
f.C
f.C
|
---|
Far D
far D
f.D
f.D
|
---|
Close Standing Normals
Close A
close A
cl.A
cl.A
|
---|
Close B
close B
cl.B
cl.B
|
---|
Close C
close C
cl.C
cl.C
|
---|
Close D
close D
cl.D
cl.D
|
---|
Crouch Normals
Crouch A
crouch A
2A
2A
|
---|
Crouch B
crouch B
2B
2B
|
---|
Crouch C
crouch C
2C
2C
|
---|
Crouch D
crouch D
2D
2D
|
---|
Jump Normals
Jump A
jump A
j.A
j.A
|
---|
Jump B
jump B
j.B
j.B
|
---|
Jump C
jump C
j.C
j.C
|
---|
Jump D
jump D
j.D
j.D
|
---|
Neutral Jump B
neutral jump B
8j.B
8j.B
|
---|
Rush
rush 1
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD
|
---|
ShatterStrike
Shatterstrike
236CD
236CD
|
---|
AdvanceStrike
AdvanceStrike
214CD
214CD
|
---|
jump CD
jump CD
j.CD
j.CD
|
---|
Throws
Hiza-Jigoku
Hiza-Jigoku
(close) 4/6C
(close) 4/6C
|
---|
Joe Special 2 (close)
Joe Special 2 (close)
(close) 4/6D
(close) 4/6D
|
---|
Command Moves
Step High Kick
Step High Kick
6B
6B
|
---|
Sliding
Sliding
3D
3D
|
---|
High Kick
High Kick
4B
4B
|
---|
Special Moves
Hurricane Upper
Hurricane Upper
41236A/C/AC
41236A/C/AC
|
---|
Tiger Kick
Tiger Kick
623B/D/BD
623B/D/BD
|
---|
Slash Kick
Slash Kick
41236B/D/BD
41236B/D/BD
|
---|
Bakuretsuken
Bakuretsuken
623A/C/AC
623A/C/AC
|
---|
Bakuretsuken Finish
Bakuretsuken Finish
623A/C~PPP or 214A or 214C
623A/C~PPP or 214A or 214C
|
---|
Ougon no Kakato
Ougon no Kakato
214B/D/BD
214B/D/BD
|
---|
Super Special Moves
Screw Upper
Screw Upper
236236A/C/AC
236236A/C/AC
|
---|
Baku-Sla Golden Tiger
Baku-Sla Golden Tiger
2363214B/D/BD
2363214B/D/BD
|
---|
Climax Super Special Moves
Bakuretsu Screw Premium
Bakuretsu Screw Premium
2141236CD
2141236CD
|
---|
Misc
Alternate Colors