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

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=Throws=
=Throws=


* (Throw description)
'''Hiza Jigoku'' -  (b/f+C) close


* Soft KnockDown


* (Throw description)
'''Joe Special 2''' -  (b/f+D) close
 
* Soft KnockDown


=Command Moves=
=Command Moves=

Revision as of 22:09, 10 July 2017

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Hiza-Jigoku - close / +  

Joe Special 2 - close / +

Command Normals

Step High Kick - +

Sliding - +

High Kick - +

Special Moves

Hurricane Upper - + / (*)

Tiger Kick - + / (*)

Slash Kick - + / (*)

Bakuretsuken - press repeatedly / (*)

┗Bakuretsuken Finish [Bakuretsuken or ] + or

Ougon no Kakato - + / (*)

Super Special Moves

Screw Upper - + / (!)

Baku-Sla Golden Tiger - + / (!)

Climax Super Special Moves

Bakuretsu Screw Premium - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Normals

Standing

  • st. A: A good defensive option against opponent hop ins from short distance. It’s fairly quick at only 6 frames, it is +1 on block, can cancel to back kick (4B) then combo to step back kick (6B)
  • st. B: Another fairly quick normal (6 frames) that can be used to get into Quick max mode. At -2 on block this normal is fairly hard to punish.The main purpose of this normal is to pester your opponent with it. It also moves Joe slightly closer to his opponent
  • st. C: A slower version of st.A with pretty much the same purpose: keep hop ins out. It does have a longer range but only by a little bit. Does more damage than st.A as well
  • st. D: Joe’s best poke. On hit it can cancel into quick max. Also on a QCF buffer if another QCF+D comes out you can get a hit confirm into climax. It will be hard and not recommended to do as it might come out as Slash kick. The move does have a lot of recovery on whiff but make sure to use this normal as much as you can

Close

  • cl. A: A very close normal that hits crouchers and can be linked into Joe’s High Kick(b+B) to Quick Max into
  • cl. B: You can use this normal to combo into any of Joe’s step kick in any order as well. It is plus on block
  • cl. C: This does not bring Crouchers to standing position so do not use this move after popping into QM as high step kick will whiff
  • cl. D: This button is the button want to use when converting after you activate max mode. It is fairly fast, and brings crouchers to standing position.

Crouching

  • cr. A: A very close range normal, it is plus on block, it is cancelable so it can connect into Bakuretsken, Tiger Kick or Slash Kick
  • cr. B: Joe’s fastest normal it is 5 frames. You can use this normal to start your Quick Max combos into big damage
  • cr. C: One use for this normal is for combo filler in the corner. The normal cr. C can connect after EX Golden Heel only in the corner apart from that it is a mediocre poke
  • cr. D: Joe’s sweep is fairly slow and has a long recovery. It is also very minus on block and will have to be used very sparingly as it can get punished very easily

Jumping

  • j. A: The only use for this normal is to make contact with your opponent during air to airs. Close range so if your opponent has a far ranging air to air you will have to use j. D.
  • j. B: It does not cross up crouchers but does cross up standing opponents
  • Neutral j. B: Since this is a air normal that only comes up during neutral jump this can only be used for defensive purposes. Isn’t very good as a hop in as well.
  • j. C: The main purpose of this move is to be used for jump ins as it hits fairly low.
  • j. D: A fairly underrated air normal. Can be used for jump ins, air to airs as well. It does not cross up crouchers but does cross up standing opponents

Blowback

  • st. CD: This CD can be used immediately after quick max mod which opens other routes for combos.
  • j. CD: Very active, pretty good reach and also pretty quick. Use this for air to air as much as possible it can also used as a defensive anti air on already read short hops.

Throws

'Hiza Jigoku - (b/f+C) close

  • Soft KnockDown

Joe Special 2 - (b/f+D) close

  • Soft KnockDown

Command Moves

Special Moves

Notation Key (*) = EX OK

(!) = MAX OK


Super Special Moves

Climax Super Special Moves

Combos

0 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

1 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Videos

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina