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The King of Fighters XIII/Joe Higashi: Difference between revisions

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===Crouching===
===Crouching===


'''cr. A'''
'''d. A:''' 25 damage, chain/cancel-able, hits mid. An quick elbow that is safe on block. The range isn't horrible either.
* Cancellable / Chain-able
* Hit Detection: High
* Damage: 25


'''cr. B'''
'''d. B:''' 30 damage, chain-able, hits low. A neutral positioning low kick. Quick and a great starter for his ground combos.
* Chain-able
* Hit Detection: Low
* Damage: 30


'''cr. C'''
'''d. C:''' 70 damage, cancel-able, hits mid. Similar to his far C, but in a crouch position. Has slightly less pushback on block than his far C though.
* Cancellable
* Hit Detection: High
* Damage: 70
 
'''cr. D'''
* Cancellable
* Hit Detection: Low
* Damage: 80


'''d. D:''' 80 damage, whiff/cancel-able, hits low. A sweep that can be canceled on whiff and on hit. Has a decent range but has bad recovery.


===Jumping===
===Jumping===

Revision as of 02:12, 11 December 2011

File:Joe sprite.gif


Normals

Standing

s. A: 25 damage, chain/cancel-able, hits mid. Nice, quick jab to the chin. Decent range, good for stopping hops and for poking at close range.

s. B: 30 damage, cancel-able, hits mid. A slightly toe pointed front kick that aims the the opponents mid-section. Good range, good for poking, and safe on block.

s. C: 80 damage, hits mid. An elbow hook that is slightly safe on block. Pushes Joe back on block very close to the range of his s.B.

s. D: 70 damage, cancel-able, hits mid. A thrusting knee attack that has more range than it looks. On block, this normal is pretty safe too.

far C: 70 damage, hits mid. This punch has great range, good pushback on block, and is safe too.

Crouching

d. A: 25 damage, chain/cancel-able, hits mid. An quick elbow that is safe on block. The range isn't horrible either.

d. B: 30 damage, chain-able, hits low. A neutral positioning low kick. Quick and a great starter for his ground combos.

d. C: 70 damage, cancel-able, hits mid. Similar to his far C, but in a crouch position. Has slightly less pushback on block than his far C though.

d. D: 80 damage, whiff/cancel-able, hits low. A sweep that can be canceled on whiff and on hit. Has a decent range but has bad recovery.

Jumping

j. A

  • Hit Detection: Mid
  • Damage: 45 (40)

j. B

  • Hit Detection: Mid
  • Damage: 45 (40)

j. C

  • Hit Detection: Mid
  • Damage: 72 (70)

j. D

  • Hit Detection: Mid
  • Damage: 70 (68)


Blowback Attack

CD

  • Cancellable
  • Hit Detection: High
  • Damage: 75

j. CD

  • Hit Detection: High
  • Damage: 90 (80)

GC CD

  • Can't be cancelled
  • Hit Detection: High
  • Damage: 10

Throw

Sou Hiza Jigoku = (bf/+C/D)

  • Can be broken
  • Hit Detection: Throw
  • Damage: 30 x 2, 48

Command Moves

Step In Middle Kick = (f+B)

  • Cancellable
  • Hit Detection: High
  • Damage: 60

Slide = (df+B)

  • Can't be cancelled
  • Hit Detection: Low
  • Damage: 75

Special Moves

Hurrican Upper = (hcf+P)

(EX) = hcf+AC

  • Super-cancellable
  • Hit Detection: High
  • Damage: 60; EX Damage: 40 x 2, 60


Tiger Kick = (dp+K)

(EX) = dp+BD

  • Drive- / Super-cancellable
  • Hit Detection: High
  • Damage: 50 x 2; EX Damage: 120, 80


Thrust Kick = (hcf+K)

(EX) = hcf+BD

  • Hit Detection: High
  • B Damage: 70; D Damage: 90; EX Damage: 70 x 2


Bakuretsuken = [A/C]

(EX) = [P]


Bakuretsuken Finish = (qcb+P)

  • Drive- / Super-cancellable
  • Hit Detection: High
  • Bubusken Damage: 10 x n ; Follow-up Damage: 30, 50
  • EX Damage: 20 x 6, 40, 70


Golden Heel = (qcb+K)

(EX) = qcb+BD

  • Hit Detection: High
  • Damage: 35 x 4; EX Damage: 60 x 4

Desperation Moves

Screw Upper = (qcfx2+P)

(EX) = qcfx2+AC

  • Hit Detection: High
  • Damage: 20 x 13; EX Damage: 16 x 18, 16 (20), 20


BHTK = (qcf hcb+P)

  • MAX Cancellable
  • Hit Detection: High
  • Damage: 10 x 8, 30, 30 (60), 60

Neomax

Screw Staight = (qcfx2+BD)

  • Hit Detection: High
  • Damage: 18 x 25

Combos

Links & References

Technical Reference

http://www.youtube.com/watch?v=TJ5qVBA3QjU#t=4m22s


Discussion Threads

Discuss at Dream Cancel

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