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The King of Fighters XIV/Joe Higashi: Difference between revisions
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=Movelist= | =Movelist= | ||
('''*''') = EX OK | |||
('''!''') = MAX OK | |||
'''Throws''' | '''Throws''' | ||
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Step High Kick - [[image:fd.gif]] + [[image:b.gif]] | Step High Kick - [[image:fd.gif]] + [[image:b.gif]] | ||
Sliding - [[image:df.gif]] + [[image: | Sliding - [[image:df.gif]] + [[image:b.gif]] | ||
High Kick - [[image:bk.gif]] + [[image:b.gif]] | High Kick - [[image:bk.gif]] + [[image:b.gif]] | ||
'''Special Moves''' | |||
Hurricane Upper - [[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]] ('''*''') | |||
Tiger Kick - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] ('''*''') | |||
Slash Kick - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] ('''*''') | |||
Bakuretsuken - press repeatedly [[image:a.gif]] / [[image:c.gif]] ('''*''') | |||
:┗Bakuretsuken Finish [Bakuretsuken [[image:a.gif]] or [[image:c.gif]] ] [[image:qcb.gif]] + [[image:a.gif]] or [[image:c.gif]] | |||
Ougon no Kakato - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] ('''*''') | |||
'''Super Special Moves''' | |||
Screw Upper - [[image:qcf.gif]] [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] ('''!''') | |||
Baku-Sla Golden Tiger - [[image:qcf.gif]] [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] ('''!''') | |||
'''Climax Super Special Moves''' | |||
Bakuretsu Screw Premium - [[image:qcf.gif]] [[image:qcf.gif]] + [[image:b.gif]][[image:d.gif]] | |||
=Quick Combo Reference= | =Quick Combo Reference= | ||
Line 55: | Line 83: | ||
|} | |} | ||
=Gameplay Overview= | =Gameplay Overview= | ||
Health: 1000 | |||
Joe is a character who has good long range normals as well as a strong toolset to control the neutral. With a towering projectile, Joe can dissuade full jumping opponents with a variety of anti air tools. | |||
=Normals= | =Normals= | ||
Line 60: | Line 92: | ||
'''Standing''' | '''Standing''' | ||
* st. A: A good defensive option against opponent hop ins from short distance. It’s fairly quick at only 6 frames, it is +1 on block, can cancel to back kick (4B) then combo to step back kick (6B) | |||
* st. B: Another fairly quick normal (6 frames) that can be used to get into Quick max mode. At -2 on block this normal is fairly hard to punish.The main purpose of this normal is to pester your opponent with it. It also moves Joe slightly closer to his opponent | |||
* st. C: A slower version of st.A with pretty much the same purpose: keep hop ins out. It does have a longer range but only by a little bit. Does more damage than st.A as well | |||
* st. D: Joe’s best poke. On hit it can cancel into quick max. Also on a QCF buffer if another QCF+D comes out you can get a hit confirm into climax. It will be hard and not recommended to do as it might come out as Slash kick. The move does have a lot of recovery on whiff but make sure to use this normal as much as you can | |||
'''Close''' | '''Close''' | ||
* cl. A: A very close range normal, it is plus on block, it is cancel-able so it can connect into Bakuretsken, Tiger Kick or Slash Kick. +4 on block. | |||
* cl. B: You can use this normal to start your Max Mode combos into big damage. A low tool used to pressure opponents and has good footsie range. +1 on block. | |||
* cl. C: This does not bring crouchers to standing position so do not use this move after popping into Max Mode activation as high step kick will whiff | |||
* cl. D: This button is the button want to use when converting after you activate max mode. It is fairly fast, and brings crouchers to standing position. | |||
'''Crouching''' | '''Crouching''' | ||
* cr. A: A very close range normal, it is plus on block, it is cancelable so it can connect into Bakuretsken, Tiger Kick or Slash Kick | |||
* cr. B: Joe’s fastest normal it is 5 frames. You can use this normal to start your Max Mode combos into big damage | |||
* cr. C: One use for this normal is for combo filler in the corner. The normal cr. C can connect after EX Golden Heel only in the corner apart from that it is a mediocre poke | |||
* cr. D: Joe’s sweep is fairly slow and has a long recovery. It is also very minus on block and will have to be used very sparingly as it can get punished very easily | |||
'''Jumping''' | '''Jumping''' | ||
* j. A: The only use for this normal is to make contact with your opponent during air to airs. Close range so if your opponent has a far ranging air to air you will have to use j. D. | |||
* j. B: It does not cross up crouchers but does cross up standing opponents | |||
* Neutral j. B: Since this is a air normal that only comes up during neutral jump this can only be used for defensive purposes. Isn’t very good as a hop in as well. | |||
* j. C: The main purpose of this move is to be used for jump ins as it hits fairly low. | |||
* j. D: A fairly underrated air normal. Can be used for jump ins, air to airs as well. It does not cross up crouchers but does cross up standing opponents | |||
'''Blowback''' | '''Blowback''' | ||
* st. CD: This CD can be used immediately after quick max mod which opens other routes for combos. | |||
* j. CD: Very active, pretty good reach and also pretty quick. Use this for air to air as much as possible it can also used as a defensive anti air on already read short hops. | |||
=Throws= | =Throws= | ||
'''Hiza Jigoku''' - (b/f+C) close | |||
* Soft KnockDown | |||
'''Joe Special 2''' - (b/f+D) close | |||
* Soft KnockDown | |||
=Command Moves= | =Command Moves= | ||
'''Step High Kick''' - (f+B) | |||
* This whiffs crouchers unless they have a big hurtbox. Can be used as an antiair against hops. Has a very high hitstun which makes it useful to Max Mode Cancel into cl.D | |||
'''Sliding''' - (df+B) | |||
* A command normal that low profile projectiles. Hits low with a soft knockdown, It is very punishable on block. Can be used as a low profile anti-air against mid range hops | |||
'''High Kick''' - (back+B) | |||
* Has the same uses as Step High Kick but can hit crouchers this normal is a better normal to Max Mode Cancel into than Step High kick due to it being able to hit crouchers. | |||
=Special Moves= | =Special Moves= | ||
''' | '''Hurricane Upper''' - (hcf + A/C) | ||
(*) | |||
* A pretty good projectile to throw out to annoy your opponent from far range. It has a large amount of recovery so if you use either version on a mid-close range opponent, if they hope it you will get punished. It is super cancelable. EX version throw out 3 Hurricanes making it harder for the opponent to jump them. | |||
'''Slash Kick''' - (hcf + B/D) | |||
* Very unsafe unblock on all versions. It is very fast, can be used as AA punish if your opponent tries to jump over your Hurricane upper. It main use is in combos, Slash kick has a very lenient super cancel window. If you have your opponent in Juggle state off of EX Bakuretsuken you can get the D version of Slash Kick to hit and then super cancel into Screw Upper or Baku-sla. You will have to delay the super input by a few frames as the D version of Slash kick has a large super cancel window. | |||
'''Bakuretsuken''' - (Mash A/C) finish (qcb + A/C) | |||
* Joe does a flurry of punches to his opponent. | |||
( | '''Ougon No Kakato''' -- (qcb + B/D) | ||
* Light Kick version: 23F of startup. Travels 1/4th of the screen and can be used to anti air opponents. 0 on block. | |||
* Heavy kick version: 26F of startup, but travels 1 / 2 of the screen and can be used to anti air opponents. -1 on block. | |||
'''EX:''' (description here) | |||
=Super Special Moves= | =Super Special Moves= | ||
'''Screw Upper''' - QCFx2+A/C | |||
* Joe launches a huge hurricane in front of him. | |||
* 19 Frames of startup and is unsafe on block. | |||
* Can be used to anti air opponents. | |||
'''MAX:''' Has invincibility and can be used to anti air opponents.13 fframes of startup. Unsafe on block however. | |||
'''Baku-sla Golden Tiger''' - QCF, HCB + B/D | |||
* Joe does a series of punches and hurricanes before he ends it with a Ougon No Kakato. | |||
* A rush super that is typically used in combos. | |||
=Climax Super Special Moves= | =Climax Super Special Moves= | ||
'''Bakuretsu Screw Premium''' - QCFx2+B+D | |||
* Joe hypes himself up before he swings his arms around to release a big horizontal hurricane towards his opponent. | |||
=Combos= | =Combos= | ||
Line 132: | Line 212: | ||
==0 meter== | ==0 meter== | ||
* | * cr. B, cr. A, Back+B, F+B, HCF+D = 190dmg | ||
* cr. B, cr. A, DF+B | |||
==1 meter== | ==1 meter== | ||
* ( | * cr.B, cr.B, s.A, BC(quick max), cl.D, b.B, f.B, ACx4, hcf.BD, s.B | ||
* cr.B, cr.A, b.B, BC(quick max), s.CD, hcf.D, ACx4, hcb.BD, hcf.D | |||
==2 meters== | ==2 meters== | ||
* ( | * cr.B, cr.B, s.A, BC(quick max), cl.D, b.B, f.B, ACx4, hcf.D, (slight pause) qcfx2.AC | ||
( | |||
* (3rd character, 1500 max only) cr.B, cr.A, b.B, BC(quick max), s.CD, hcf.D, ACx4, hcb.BD, hcf.D, (slight pause) qcfx2.AC | |||
==3 meters== | ==3 meters== | ||
* ( | * cr.B, cr.B, s.A, BC(quick max), cl.D, b.B, f.B, ACx4, hcf.D, qcfx2.BD | ||
==4 meters== | ==4 meters== | ||
Line 157: | Line 241: | ||
==5 meters== | ==5 meters== | ||
* ( | * cr.B, cr.B, s.A, BC(quick max), cl.D, b.B, f.B, ACx4, hcf.D, qcfx2.AC, qcfx2.BD | ||
( | |||
* cr.B, cr.A, b.B, BC(quick max), s.CD, hcf.D, ACx4, hcb.BD, hcf.D, qcfx2.AC, qcfx2.BD | |||
=Misc= | =Misc= | ||
==Frame Data== | |||
[https://docs.google.com/spreadsheets/d/1v1Iy2d7Bc2YwwTqW34InN2X2TvegowxVh9G8Rn6l4vA/edit#gid=358870051 Joe KOFXIV Frama Data Link] | |||
=Videos= | =Videos= | ||
'''KoF XIV: Joe Beginner Breakdown''' | |||
{{#ev:youtube|YtP4eaPfsOo}} | |||
'''ver2.01 Joe basic combo 【KOF14 KOFXIV】''' | |||
{{#ev:youtube|NCsX3i3CgwI}} | |||
'''Joe Slow Motion Hitboxes''' | |||
{{#ev:youtube|Tl9LDwudXA4}} | |||
=External Links= | =External Links= | ||
=Discussion Threads= | |||
Discuss at [http://dreamcancel.com/forum/index.php?board=150.0 Dream Cancel] | |||
{{Navbox XIV}} | {{Navbox XIV}} | ||
[[Category:The King of Fighters XIV]] | [[Category:The King of Fighters XIV]] | ||
[[Category:Joe Higashi]] |
Latest revision as of 19:25, 17 December 2019
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Bakuretsuken - press repeatedly / (*)
Super Special Moves
Baku-Sla Golden Tiger - + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Health: 1000
Joe is a character who has good long range normals as well as a strong toolset to control the neutral. With a towering projectile, Joe can dissuade full jumping opponents with a variety of anti air tools.
Normals
Standing
- st. A: A good defensive option against opponent hop ins from short distance. It’s fairly quick at only 6 frames, it is +1 on block, can cancel to back kick (4B) then combo to step back kick (6B)
- st. B: Another fairly quick normal (6 frames) that can be used to get into Quick max mode. At -2 on block this normal is fairly hard to punish.The main purpose of this normal is to pester your opponent with it. It also moves Joe slightly closer to his opponent
- st. C: A slower version of st.A with pretty much the same purpose: keep hop ins out. It does have a longer range but only by a little bit. Does more damage than st.A as well
- st. D: Joe’s best poke. On hit it can cancel into quick max. Also on a QCF buffer if another QCF+D comes out you can get a hit confirm into climax. It will be hard and not recommended to do as it might come out as Slash kick. The move does have a lot of recovery on whiff but make sure to use this normal as much as you can
Close
- cl. A: A very close range normal, it is plus on block, it is cancel-able so it can connect into Bakuretsken, Tiger Kick or Slash Kick. +4 on block.
- cl. B: You can use this normal to start your Max Mode combos into big damage. A low tool used to pressure opponents and has good footsie range. +1 on block.
- cl. C: This does not bring crouchers to standing position so do not use this move after popping into Max Mode activation as high step kick will whiff
- cl. D: This button is the button want to use when converting after you activate max mode. It is fairly fast, and brings crouchers to standing position.
Crouching
- cr. A: A very close range normal, it is plus on block, it is cancelable so it can connect into Bakuretsken, Tiger Kick or Slash Kick
- cr. B: Joe’s fastest normal it is 5 frames. You can use this normal to start your Max Mode combos into big damage
- cr. C: One use for this normal is for combo filler in the corner. The normal cr. C can connect after EX Golden Heel only in the corner apart from that it is a mediocre poke
- cr. D: Joe’s sweep is fairly slow and has a long recovery. It is also very minus on block and will have to be used very sparingly as it can get punished very easily
Jumping
- j. A: The only use for this normal is to make contact with your opponent during air to airs. Close range so if your opponent has a far ranging air to air you will have to use j. D.
- j. B: It does not cross up crouchers but does cross up standing opponents
- Neutral j. B: Since this is a air normal that only comes up during neutral jump this can only be used for defensive purposes. Isn’t very good as a hop in as well.
- j. C: The main purpose of this move is to be used for jump ins as it hits fairly low.
- j. D: A fairly underrated air normal. Can be used for jump ins, air to airs as well. It does not cross up crouchers but does cross up standing opponents
Blowback
- st. CD: This CD can be used immediately after quick max mod which opens other routes for combos.
- j. CD: Very active, pretty good reach and also pretty quick. Use this for air to air as much as possible it can also used as a defensive anti air on already read short hops.
Throws
Hiza Jigoku - (b/f+C) close
- Soft KnockDown
Joe Special 2 - (b/f+D) close
- Soft KnockDown
Command Moves
Step High Kick - (f+B)
- This whiffs crouchers unless they have a big hurtbox. Can be used as an antiair against hops. Has a very high hitstun which makes it useful to Max Mode Cancel into cl.D
Sliding - (df+B)
- A command normal that low profile projectiles. Hits low with a soft knockdown, It is very punishable on block. Can be used as a low profile anti-air against mid range hops
High Kick - (back+B)
- Has the same uses as Step High Kick but can hit crouchers this normal is a better normal to Max Mode Cancel into than Step High kick due to it being able to hit crouchers.
Special Moves
Hurricane Upper - (hcf + A/C)
- A pretty good projectile to throw out to annoy your opponent from far range. It has a large amount of recovery so if you use either version on a mid-close range opponent, if they hope it you will get punished. It is super cancelable. EX version throw out 3 Hurricanes making it harder for the opponent to jump them.
Slash Kick - (hcf + B/D)
- Very unsafe unblock on all versions. It is very fast, can be used as AA punish if your opponent tries to jump over your Hurricane upper. It main use is in combos, Slash kick has a very lenient super cancel window. If you have your opponent in Juggle state off of EX Bakuretsuken you can get the D version of Slash Kick to hit and then super cancel into Screw Upper or Baku-sla. You will have to delay the super input by a few frames as the D version of Slash kick has a large super cancel window.
Bakuretsuken - (Mash A/C) finish (qcb + A/C)
- Joe does a flurry of punches to his opponent.
Ougon No Kakato -- (qcb + B/D)
- Light Kick version: 23F of startup. Travels 1/4th of the screen and can be used to anti air opponents. 0 on block.
- Heavy kick version: 26F of startup, but travels 1 / 2 of the screen and can be used to anti air opponents. -1 on block.
EX: (description here)
Super Special Moves
Screw Upper - QCFx2+A/C
- Joe launches a huge hurricane in front of him.
- 19 Frames of startup and is unsafe on block.
- Can be used to anti air opponents.
MAX: Has invincibility and can be used to anti air opponents.13 fframes of startup. Unsafe on block however.
Baku-sla Golden Tiger - QCF, HCB + B/D
- Joe does a series of punches and hurricanes before he ends it with a Ougon No Kakato.
- A rush super that is typically used in combos.
Climax Super Special Moves
Bakuretsu Screw Premium - QCFx2+B+D
- Joe hypes himself up before he swings his arms around to release a big horizontal hurricane towards his opponent.
Combos
0 meter
- cr. B, cr. A, Back+B, F+B, HCF+D = 190dmg
- cr. B, cr. A, DF+B
1 meter
- cr.B, cr.B, s.A, BC(quick max), cl.D, b.B, f.B, ACx4, hcf.BD, s.B
- cr.B, cr.A, b.B, BC(quick max), s.CD, hcf.D, ACx4, hcb.BD, hcf.D
2 meters
- cr.B, cr.B, s.A, BC(quick max), cl.D, b.B, f.B, ACx4, hcf.D, (slight pause) qcfx2.AC
- (3rd character, 1500 max only) cr.B, cr.A, b.B, BC(quick max), s.CD, hcf.D, ACx4, hcb.BD, hcf.D, (slight pause) qcfx2.AC
3 meters
- cr.B, cr.B, s.A, BC(quick max), cl.D, b.B, f.B, ACx4, hcf.D, qcfx2.BD
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- cr.B, cr.B, s.A, BC(quick max), cl.D, b.B, f.B, ACx4, hcf.D, qcfx2.AC, qcfx2.BD
- cr.B, cr.A, b.B, BC(quick max), s.CD, hcf.D, ACx4, hcb.BD, hcf.D, qcfx2.AC, qcfx2.BD
Misc
Frame Data
Videos
KoF XIV: Joe Beginner Breakdown
ver2.01 Joe basic combo 【KOF14 KOFXIV】
Joe Slow Motion Hitboxes
External Links
Discussion Threads
Discuss at Dream Cancel