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

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[[Image:Joexiiimoves.png]]
[[Image:Joexiiimoves.png]]


==Console Changes==
-Ex Screw Upper (qcf x2+P) will stay in position when it hits. With this change, Joe can’t be punished afterwards when he hits the opponent with it in the corner.
-Sliding can be canceled with his Bakuretsuken (rapid P). But not with any other specials.
-Hit detection will remain on the opponent after his sliding hits. Again, it can’t be canceled with anything but his Bakuretsuken, but he can go into HD mode from the slide.
-Slash Kick (hcf K) can be drive canceled.
-EX Tiger Kick (Ex dp+K) comes out faster. Has strong invincibility in the front.
-Screw Straight (qcf x2+K) comes out faster. It has no invincibility and it has the same shot limit as projectiles. (Probably means that you can’t do it while there’s another projectile on the screen.)
Producer Yamamoto says:
''"He can actually juggle other attacks aside from his Bakuretsuken after his slide so please try them from going into HD mode from his slide and whatnot. Also, his EX Screw Upper has been changed so you can use it in the corner without worrying. He does things a bit differently on a Max Cancel too."''


==Normals==
==Normals==

Revision as of 02:33, 11 December 2011

File:Joe sprite.gif

Console Changes

-Ex Screw Upper (qcf x2+P) will stay in position when it hits. With this change, Joe can’t be punished afterwards when he hits the opponent with it in the corner.

-Sliding can be canceled with his Bakuretsuken (rapid P). But not with any other specials.

-Hit detection will remain on the opponent after his sliding hits. Again, it can’t be canceled with anything but his Bakuretsuken, but he can go into HD mode from the slide.

-Slash Kick (hcf K) can be drive canceled.

-EX Tiger Kick (Ex dp+K) comes out faster. Has strong invincibility in the front.

-Screw Straight (qcf x2+K) comes out faster. It has no invincibility and it has the same shot limit as projectiles. (Probably means that you can’t do it while there’s another projectile on the screen.)

Producer Yamamoto says: "He can actually juggle other attacks aside from his Bakuretsuken after his slide so please try them from going into HD mode from his slide and whatnot. Also, his EX Screw Upper has been changed so you can use it in the corner without worrying. He does things a bit differently on a Max Cancel too."

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) close 101 damage, can be broken, does not cause a hard knockdown. Some knees to the stomach, with the final thrust throwing the opponent far.

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

KCE Basic Introduction

Discussion Threads

Discuss at Dream Cancel

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