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The King of Fighters '94/Joe Higashi/Data: Difference between revisions
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Line 7: | Line 7: | ||
| name = Close A | | name = Close A | ||
| input = cl.A | | input = cl.A | ||
| images = | | images = KOF94_Joe_clA.png | ||
| hitboxes = | | hitboxes = KOF94_Joe_clA_Hitbox.png | ||
| damage = | | damage = 9-12 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = 5A, 2A, SP | ||
| startup = | | startup = 3 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 5 | ||
| hitadv = | | hitadv = +3 | ||
| blockadv = | | blockadv = +6 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 27: | Line 27: | ||
| name = Close B | | name = Close B | ||
| input = cl.B | | input = cl.B | ||
| images = | | images = KOF94_Joe_clB.png | ||
| hitboxes = | | hitboxes = KOF94_Joe_clA_Hitbox-1.png, KOF94_Joe_clB_Hitbox-2.png | ||
| damage = | | damage = 18-21 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 4 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 6 | ||
| hitadv = | | hitadv = +1 | ||
| blockadv = | | blockadv = +4 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 47: | Line 47: | ||
| name = Close C | | name = Close C | ||
| input = cl.c | | input = cl.c | ||
| images = | | images = KOF94_Joe_clC.png | ||
| hitboxes = | | hitboxes = KOF94_Joe_clC_Hitbox.png | ||
| damage = | | damage = 26-33 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = SP | ||
| startup = | | startup = 3 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 9 | ||
| hitadv = | | hitadv = +4 | ||
| blockadv = | | blockadv = +6 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 67: | Line 67: | ||
| name = Close D | | name = Close D | ||
| input = cl.D | | input = cl.D | ||
| images = | | images = KOF94_Joe_clD.png | ||
| hitboxes = | | hitboxes = KOF94_Joe_clD_Hitbox.png | ||
| damage = | | damage = 33-42 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = SP | ||
| startup = | | startup = 4 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 10 | ||
| hitadv = | | hitadv = +3 | ||
| blockadv = | | blockadv = +5 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 88: | Line 88: | ||
| name = Far A | | name = Far A | ||
| input = f.A | | input = f.A | ||
| images = | | images = KOF94_Joe_fA.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 9-12 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = 5A | ||
| startup = | | startup = 3 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 5 | ||
| hitadv = | | hitadv = +2 | ||
| blockadv = | | blockadv = +5 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 108: | Line 108: | ||
| name = Far B | | name = Far B | ||
| input = F.B | | input = F.B | ||
| images = | | images = KOF94_Joe_fB.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 12-15 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 7 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 8 | ||
| hitadv = | | hitadv = -1 | ||
| blockadv = | | blockadv = +2 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 128: | Line 128: | ||
| name = Far C | | name = Far C | ||
| input = f.C | | input = f.C | ||
| images = | | images = KOF94_Joe_fC.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 26-34 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 17 | ||
| hitadv = | | hitadv = -4 | ||
| blockadv = | | blockadv = -2 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 148: | Line 148: | ||
| name = Far D | | name = Far D | ||
| input = f.D | | input = f.D | ||
| images = | | images = KOF94_Joe_fD.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 33-42 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 9 | ||
| active = | | active = 9 | ||
| recovery = | | recovery = 18 | ||
| hitadv = | | hitadv = -6 | ||
| blockadv = | | blockadv = -4 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 168: | Line 168: | ||
| name = Standing CD | | name = Standing CD | ||
| input = 5CD | | input = 5CD | ||
| images = | | images = KOF94_Joe_CD.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 30-47 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 16 | ||
| active = | | active = 10 | ||
| recovery = | | recovery = 10 | ||
| hitadv = | | hitadv = KD (+70) | ||
| blockadv = | | blockadv = +3 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 190: | Line 190: | ||
| name = Crouching A | | name = Crouching A | ||
| input = 2A | | input = 2A | ||
| images = | | images = KOF94_Joe_2A.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 8-11 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = 5A, 2A, SP | ||
| startup = | | startup = 3 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 5 | ||
| hitadv = | | hitadv = +3 | ||
| blockadv = | | blockadv = +6 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 210: | Line 210: | ||
| name = Crouching B | | name = Crouching B | ||
| input = 2B | | input = 2B | ||
| images = | | images = KOF94_Joe_2B.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 10-13 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = 5B, 2B, SP | ||
| startup = | | startup = 3 | ||
| active = | | active = 2 | ||
| recovery = | | recovery = 4 | ||
| hitadv = | | hitadv = +5 | ||
| blockadv = | | blockadv = +8 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 230: | Line 230: | ||
| name = Crouching C | | name = Crouching C | ||
| input = 2C | | input = 2C | ||
| images = | | images = KOF94_Joe_2C.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 32-37 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 11 | ||
| hitadv = | | hitadv = +5 | ||
| blockadv = | | blockadv = +7 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 250: | Line 250: | ||
| name = Crouching D | | name = Crouching D | ||
| input = 2D | | input = 2D | ||
| images = | | images = KOF94_Joe_2D.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 33-42 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Low | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 22 | ||
| hitadv = | | hitadv = KD (+38~+45) | ||
| blockadv = | | blockadv = -7~0 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 271: | Line 271: | ||
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_ja | {{MoveData-KOF94 | character = Joe Higashi | moveId = joe_ja | ||
| name = Jumping A | | name = Jumping A | ||
| input = j. | | input = j.A | ||
| images = | | images = KOF94_Joe_jA.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 10-12 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = High | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 3 | ||
| active = | | active = Until landing | ||
| recovery = | | recovery = 3 landing | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 292: | Line 292: | ||
| name = Neutral Jump B | | name = Neutral Jump B | ||
| input = nj.B | | input = nj.B | ||
| images = | | images = KOF94_Joe_njB.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 12-15 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = High | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 3 | ||
| active = | | active = Until landing | ||
| recovery = | | recovery = 3 landing | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 312: | Line 312: | ||
| name = Jumping B | | name = Jumping B | ||
| input = j.B | | input = j.B | ||
| images = | | images = KOF94_Joe_jB.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 12-15 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = High | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 3 | ||
| active = | | active = Until landing | ||
| recovery = | | recovery = 3 landing | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 332: | Line 332: | ||
| name = Jumping C | | name = Jumping C | ||
| input = j.C | | input = j.C | ||
| images = | | images = KOF94_Joe_jC.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 31-41 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = High | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 3 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = Until landing + 3 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 352: | Line 352: | ||
| name = Neutral Jump D | | name = Neutral Jump D | ||
| input = nj.D | | input = nj.D | ||
| images = | | images = KOF94_Joe_njD.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 33-43 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = High | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 3 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = Until landing + 3 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 372: | Line 372: | ||
| name = Jump D | | name = Jump D | ||
| input = j.D | | input = j.D | ||
| images = | | images = KOF94_Joe_jD.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 31-40 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = High | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = Until landing + 3 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 392: | Line 392: | ||
| name = Neutral Jump CD | | name = Neutral Jump CD | ||
| input = nj.CD | | input = nj.CD | ||
| images = | | images = KOF94_Joe_njD.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 33-43 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = High | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 3 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = Until landing + 3 | ||
| hitadv = | | hitadv = KD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
Line 412: | Line 412: | ||
| name = Jumping CD | | name = Jumping CD | ||
| input = j.CD | | input = j.CD | ||
| images = | | images = KOF94_Joe_jD.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 31-40 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = High | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = Until landing + 3 | ||
| hitadv = | | hitadv = KD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | |||
===Defensive Attack=== | |||
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_defensiveattack | |||
| name = Defensive Attack | |||
| input = 6A/B while blocking | |||
| images = KOF94 Joe DefensiveAttack.png | |||
| hitboxes = | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N/A | |||
| startup = 12 | |||
| active = 10 | |||
| recovery = 18 | |||
| hitadv = -8 | |||
| blockadv = -6 | |||
| invul = | |||
| display = 200px | |||
}} | }} | ||
Line 434: | Line 452: | ||
| name = Leg Throw | | name = Leg Throw | ||
| input = 4/6C when close | | input = 4/6C when close | ||
| images = | | images = KOF94_Joe_CThrow.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 30-46 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Throw | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 0 | ||
| hitadv = | | hitadv = +62 | ||
| blockadv = | | blockadv = N/A | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 454: | Line 472: | ||
| name = Hiza Jigoku | | name = Hiza Jigoku | ||
| input = 4/6D when close | | input = 4/6D when close | ||
| images = | | images = KOF94_Joe_DThrow.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 36-41 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Throw | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 0 | ||
| hitadv = | | hitadv = KD (+50) | ||
| blockadv = | | blockadv = N/A | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 471: | Line 489: | ||
==Specials== | ==Specials== | ||
=== | ===Bakuretsu Ken=== | ||
====Mash A==== | ====Mash A==== | ||
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_mash_a | {{MoveData-KOF94 | character = Joe Higashi | moveId = joe_mash_a | ||
| name = | | name = Bakuretsu Ken | ||
| | | version = Mash A | ||
| images = | | images = KOF94_Joe_Mash_A.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 12-15 per hit | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 1 | ||
| active = | | active = 3(4)3(4)3(4)3(4)3(4)3 | ||
| recovery = | | recovery = 4 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 494: | Line 512: | ||
====Mash C==== | ====Mash C==== | ||
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_mash_c | {{MoveData-KOF94 | character = Joe Higashi | moveId = joe_mash_c | ||
| name = | | name = Bakuretsu Ken | ||
| | | version = Mash C | ||
| images = | | images = KOF94_Joe_Mash_A.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 12-15 per hit | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 1 | ||
| active = | | active = 2(2)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2 | ||
| recovery = | | recovery = 4 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 512: | Line 530: | ||
}} | }} | ||
=== | ===Bakuretsu Finish=== | ||
====Mash A during | ====Mash A during Bakuretsu Ken A==== | ||
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_mash_a_followup | {{MoveData-KOF94 | character = Joe Higashi | moveId = joe_mash_a_followup | ||
| name = | | name = Bakuretsu Finish 1 | ||
| input = Mash A during | | input = Mash A during Bakuretsu Ken A | ||
| images = | | images = KOF94_Joe_Mash_A_Followup.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 27-31 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = | | startup = 13 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 36 | ||
| hitadv = KD (+58) | |||
| blockadv = -16 | |||
| invul = | |||
| display = 200px | |||
}} | |||
====Mash A, then hold C during Bakuretsu Ken A==== | |||
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_mash_a_followup_hold_c | |||
| name = Bakuretsu Finish 2 | |||
| input = Mash A, then hold C during Bakuretsu Ken A | |||
| images = KOF94_Joe_Mash_A_Followup_Hold_C.png | |||
| hitboxes = | |||
| damage = 13-15, then 27-31 | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = N/A | |||
| startup = 10 | |||
| active = 2(11)3 | |||
| recovery = 36 | |||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 537: | Line 575: | ||
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_41236a | {{MoveData-KOF94 | character = Joe Higashi | moveId = joe_41236a | ||
| name = Hurricane Upper | | name = Hurricane Upper | ||
| | | version = 41236A | ||
| images = | | images = KOF94_Joe_41236A.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 24-31 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 14 | ||
| active = | | active = Projectile | ||
| recovery = | | recovery = 42 | ||
| hitadv = | | hitadv = -6 | ||
| blockadv = | | blockadv = -4 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 557: | Line 595: | ||
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_41236c | {{MoveData-KOF94 | character = Joe Higashi | moveId = joe_41236c | ||
| name = Hurricane Upper | | name = Hurricane Upper | ||
| | | version = 41236C | ||
| images = | | images = KOF94_Joe_41236A.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 24-31 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 14 | ||
| active = | | active = Projectile | ||
| recovery = | | recovery = 54 | ||
| hitadv = | | hitadv = -6 | ||
| blockadv = | | blockadv = -4 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 578: | Line 616: | ||
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_2369b | {{MoveData-KOF94 | character = Joe Higashi | moveId = joe_2369b | ||
| name = Tiger Kick | | name = Tiger Kick | ||
| | | version = 2369B | ||
| images = | | images = KOF94_Joe_2369B.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 46-55 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 6 | ||
| active = | | active = 3(1)1(1)1(1)1(1)1(1)1(1)1(1)1 | ||
| recovery = | | recovery = 32 | ||
| hitadv = | | hitadv = KD (+51) | ||
| blockadv = | | blockadv = -17 | ||
| invul = | | invul = 2-8 full body, 9-42 lower body | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
Line 598: | Line 636: | ||
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_2369d | {{MoveData-KOF94 | character = Joe Higashi | moveId = joe_2369d | ||
| name = Tiger Kick | | name = Tiger Kick | ||
| | | version = 2369D | ||
| images = | | images = KOF94_Joe_2369B.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 46-55 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 14 | ||
| active = | | active = 3(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1 | ||
| recovery = | | recovery = 38 | ||
| hitadv = | | hitadv = +39 | ||
| blockadv = | | blockadv = -32 | ||
| invul = | | invul = 2-16 full, 17-60 lower body | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
Line 619: | Line 657: | ||
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_[1]9b | {{MoveData-KOF94 | character = Joe Higashi | moveId = joe_[1]9b | ||
| name = Slash Kick | | name = Slash Kick | ||
| | | version = [1]9B | ||
| images = | | images = KOF94_Joe_19B.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 31-46 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 19 | ||
| active = | | active = 13 | ||
| recovery = | | recovery = 12 | ||
| hitadv = | | hitadv = KD (+53~+65) | ||
| blockadv = | | blockadv = -1~+11 | ||
| invul = | | invul = 19-31 low crush | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
Line 639: | Line 677: | ||
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_[1]9d | {{MoveData-KOF94 | character = Joe Higashi | moveId = joe_[1]9d | ||
| name = Slash Kick | | name = Slash Kick | ||
| | | version = [1]9D | ||
| images = | | images = KOF94_Joe_19B.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 31-46 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 19 | ||
| active = | | active = 27 | ||
| recovery = | | recovery = 14 | ||
| hitadv = | | hitadv = KD (+58~+74) | ||
| blockadv = | | blockadv = -15~+11 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 658: | Line 696: | ||
==Supers== | ==Supers== | ||
===Screw Upper=== | ===Screw Upper=== | ||
{{MoveData-KOF94 | character = Joe Higashi | moveId = joe_6412BC | {{MoveData-KOF94 | character = Joe Higashi | moveId = joe_6412BC | ||
| name = Screw Upper | | name = Screw Upper | ||
| input = | | input = 6412BC | ||
| images = | | images = KOF94_Joe_6412BC.png | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 76-93 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 22 | ||
| active = | | active = 42 | ||
| recovery = | | recovery = 20 | ||
| hitadv = | | hitadv = +48~+89 | ||
| blockadv = | | blockadv = +4~+45 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
{{Navbox '94}} | |||
[[Category:The King of Fighters '94]] | [[Category:The King of Fighters '94]] | ||
[[Category:Joe Higashi]] | [[Category:Joe Higashi]] |
Latest revision as of 16:51, 11 November 2023
Close Standing Normals
cl.A
Joe Higashi joe_cla | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.A
cl.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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
9-12 | Mid | 5A, 2A, SP | 3 | 3 | 5 | +3 | +6 | - |
cl.B
Joe Higashi joe_clb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.B
cl.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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
18-21 | Mid | N/A | 4 | 6 | 6 | +1 | +4 | - |
cl.C
Joe Higashi joe_clc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.c
cl.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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
26-33 | Mid | SP | 3 | 8 | 9 | +4 | +6 | - |
cl.D
Joe Higashi joe_cld | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.D
cl.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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
33-42 | Mid | SP | 4 | 8 | 10 | +3 | +5 | - |
Far Standing Normals
f.A
Joe Higashi joe_fa | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
f.A
f.A Far 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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
9-12 | Mid | 5A | 3 | 4 | 5 | +2 | +5 | - |
f.b
Joe Higashi joe_fB | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
F.B
F.B Far 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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
12-15 | Mid | N/A | 7 | 4 | 8 | -1 | +2 | - |
f.C
Joe Higashi joe_fc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
f.C
f.C Far 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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
26-34 | Mid | N/A | 6 | 8 | 17 | -4 | -2 | - |
f.D
Joe Higashi joe_fd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
f.D
f.D Far 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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
33-42 | Mid | N/A | 9 | 9 | 18 | -6 | -4 | - |
5CD
Joe Higashi joe_cd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
5CD
5CD Standing CD | ||||||||||
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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
30-47 | Mid | N/A | 16 | 10 | 10 | KD (+70) | +3 | - |
Crouching Normals
2A
Joe Higashi joe_2a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2A
2A Crouching 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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
8-11 | Mid | 5A, 2A, SP | 3 | 3 | 5 | +3 | +6 | - |
2B
Joe Higashi joe_2b | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2B
2B Crouching 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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
10-13 | Mid | 5B, 2B, SP | 3 | 2 | 4 | +5 | +8 | - |
2C
Joe Higashi joe_2c | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2C
2C Crouching 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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
32-37 | Mid | N/A | 6 | 5 | 11 | +5 | +7 | - |
2D
Joe Higashi joe_2d | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2D
2D Crouching 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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
33-42 | Low | N/A | 6 | 8 | 22 | KD (+38~+45) | -7~0 | - |
Jumping Normals
j.A
Joe Higashi joe_ja | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.A
j.A Jumping 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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
10-12 | High | N/A | 3 | Until landing | 3 landing | - | - | - |
nj.B
Joe Higashi joe_njb | ||||||||||
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nj.B
nj.B Neutral Jump 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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
12-15 | High | N/A | 3 | Until landing | 3 landing | - | - | - |
j.B
Joe Higashi joe_jb | ||||||||||
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j.B
j.B Jumping 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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
12-15 | High | N/A | 3 | Until landing | 3 landing | - | - | - |
j.C
Joe Higashi joe_jc | ||||||||||
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j.C
j.C Jumping 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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
31-41 | High | N/A | 3 | 8 | Until landing + 3 | - | - | - |
nj.D
Joe Higashi joe_njd | ||||||||||
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nj.D
nj.D Neutral Jump 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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
33-43 | High | N/A | 3 | 8 | Until landing + 3 | - | - | - |
j.D
Joe Higashi joe_jd | ||||||||||
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j.D
j.D Jump 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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
31-40 | High | N/A | 6 | 8 | Until landing + 3 | - | - | - |
nj.CD
Joe Higashi joe_njcd | ||||||||||
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nj.CD
nj.CD Neutral Jump CD | ||||||||||
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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
33-43 | High | N/A | 3 | 8 | Until landing + 3 | KD | - | - |
j.CD
Joe Higashi joe_jcd | ||||||||||
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j.CD
j.CD Jumping CD | ||||||||||
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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
31-40 | High | N/A | 6 | 8 | Until landing + 3 | KD | - | - |
Defensive Attack
Joe Higashi joe_defensiveattack | ||||||||||
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6A/B while blocking
6A/B while blocking Defensive Attack | ||||||||||
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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
- | Mid | N/A | 12 | 10 | 18 | -8 | -6 | - |
Throws
Leg Throw
Joe Higashi joe_cthrow | ||||||||||
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4/6C when close
4/6C when close Leg Throw | ||||||||||
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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
30-46 | Throw | N/A | 1 | 1 | 0 | +62 | N/A | - |
Hiza Jigoku
Joe Higashi joe_dthrow | ||||||||||
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4/6D when close
4/6D when close Hiza Jigoku | ||||||||||
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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
36-41 | Throw | N/A | 1 | 1 | 0 | KD (+50) | N/A | - |
Specials
Bakuretsu Ken
Mash A
Joe Higashi joe_mash_a | ||||||||||
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Bakuretsu Ken | ||||||||||
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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
12-15 per hit | Mid | N/A | 1 | 3(4)3(4)3(4)3(4)3(4)3 | 4 | - | - | - |
Mash C
Joe Higashi joe_mash_c | ||||||||||
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Bakuretsu Ken | ||||||||||
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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
12-15 per hit | Mid | N/A | 1 | 2(2)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2 | 4 | - | - | - |
Bakuretsu Finish
Mash A during Bakuretsu Ken A
Joe Higashi joe_mash_a_followup | ||||||||||
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Mash A during Bakuretsu Ken A
Mash A during Bakuretsu Ken A Bakuretsu Finish 1 | ||||||||||
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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
27-31 | - | - | 13 | 3 | 36 | KD (+58) | -16 | - |
Mash A, then hold C during Bakuretsu Ken A
Joe Higashi joe_mash_a_followup_hold_c | ||||||||||
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Mash A, then hold C during Bakuretsu Ken A
Mash A, then hold C during Bakuretsu Ken A Bakuretsu Finish 2 | ||||||||||
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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
13-15, then 27-31 | Mid | N/A | 10 | 2(11)3 | 36 | - | - | - |
Hurricane Upper
41236A
Joe Higashi joe_41236a | ||||||||||
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Hurricane Upper | ||||||||||
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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
24-31 | Mid | N/A | 14 | Projectile | 42 | -6 | -4 | - |
41236C
Joe Higashi joe_41236c | ||||||||||
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Hurricane Upper | ||||||||||
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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
24-31 | Mid | N/A | 14 | Projectile | 54 | -6 | -4 | - |
Tiger Kick
2369B
Joe Higashi joe_2369b | ||||||||||
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Tiger Kick | ||||||||||
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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
46-55 | Mid | N/A | 6 | 3(1)1(1)1(1)1(1)1(1)1(1)1(1)1 | 32 | KD (+51) | -17 | 2-8 full body, 9-42 lower body |
2369D
Joe Higashi joe_2369d | ||||||||||
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Tiger Kick | ||||||||||
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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
46-55 | Mid | N/A | 14 | 3(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1 | 38 | +39 | -32 | 2-16 full, 17-60 lower body |
Slash Kick
[1]9B
Joe Higashi joe_[1]9b | ||||||||||
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Slash Kick | ||||||||||
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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
31-46 | Mid | N/A | 19 | 13 | 12 | KD (+53~+65) | -1~+11 | 19-31 low crush |
[1]9D
Joe Higashi joe_[1]9d | ||||||||||
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Slash Kick | ||||||||||
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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
31-46 | Mid | N/A | 19 | 27 | 14 | KD (+58~+74) | -15~+11 | - |
Supers
Screw Upper
Joe Higashi joe_6412BC | ||||||||||
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6412BC
6412BC Screw Upper | ||||||||||
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. 2 is about 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | ||
76-93 | Mid | N/A | 22 | 42 | 20 | +48~+89 | +4~+45 | - |