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The King of Fighters XIII/Joe Higashi: Difference between revisions
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===Blowback Attack=== | ===Blowback Attack=== | ||
'''CD''' | '''CD:''' 75 damage, cancel-able, hits mid. A side kick with decent range that can be canceled. Can be used as a poke but just remember to cancel it if it whiffs. | ||
'''j. CD''' | '''j. CD:''' 90(80) damage, hits mid. Great for air-to-air jumps because of its good horizontal range. It might whiff over the heads of some crouching opponents. | ||
''' | '''GCCD''' 10 damage, hits mid. Guard Cancel Blowback Attack. | ||
==Throw== | ==Throw== |
Revision as of 02:26, 11 December 2011
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: 45(40) damage, hits overhead. A slightly high angled elbow attack that completely misses on some crouching characters. Good for air-to-air though.
j. B: 45(40) damage, hits overhead. A short ranged jumping knee that is good for ground-to-air jumps.
j. C: 72(70) damage, hits overhead. The punch points downward, which can be good for jump-ins.
j. D: 70(68) damage, hits overhead. This kick has a downward angle too which can be useful for jump-in or fadeaway jump-outs.
Blowback Attack
CD: 75 damage, cancel-able, hits mid. A side kick with decent range that can be canceled. Can be used as a poke but just remember to cancel it if it whiffs.
j. CD: 90(80) damage, hits mid. Great for air-to-air jumps because of its good horizontal range. It might whiff over the heads of some crouching opponents.
GCCD 10 damage, hits mid. Guard Cancel Blowback Attack.
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
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