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The King of Fighters 2002 UM/Joe Higashi: Difference between revisions

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==Normals==
==Normals==


====Standing====
'''Standing'''
st. A -Quick jab
*st. A  A quick jab, good for stopping incoming hops, chain-able into itself, whiffs on crouching opponents
* Hits mid
*st. B  A quick left kick, good for close range poking, not cancel-able
* dmg 30
*st. C  Far right punch, slower than st.A, good to stop incoming hops in advance, and to use as a close range poke, not cancel-able
*st. D  Far right heavy kick, good damage (90dmg), not cancel-able
'''Close'''
*cl. A:  A cancel-able jab, can't chain into anything though
*cl. B:  Same kick as st. B
*cl. C:  Elbow thrust, cancel-able into f+B or df+B
*cl. D:  Knee thrust, safer on block than cl.C, cancel-able into f+B, or df+B


st. B - Quick left kick
'''Crouching'''
* Hits mid
*cr. A:  A crouching Jab that is cancel-able into df+B and chain-able into itself, st.B, st.A, and cr. B
* dmg 50
*cr. BQuick low kick with nice range, chain-able into itself, cr.A, and st.A
*cr. C:  A crouched elbow thrust, cancel-able
*cr. D:  A good ranged sweep that is whiff cancel-able, and cancel-able on hit and if blocked


st. C - Far punch
'''Jumping'''
* Hits mid
*j. A: Horizontal elbow thrust, good for air-to-air attacks or air-to ground may whiff on crouching opponents
* Slower than st. A.
*neutral j. B: Horizontal kick, good for stopping mid to far range jumps and super jumps, may be whiff on crouching opponents
* dmg 75
*j.B is good for jumping in air-to-ground
 
*j. C:  A downward angled punch that is good for jumping to start combos
st. D - Far kick
*j. DKick with a slight downward angle, good for starting combos, and can be used as a instant overhead
* Hits mid
* dmg 90
 
 
====Close====
cl. A - Same jab as st. A
* dmg 30
 
cl. B - Same kick as st. B
* dmg 50
 
cl. C - Elbow thrust
* Hits mid
* dmg 75
 
cl. D - Knee thrust
* Hits mid
* dmg 90
 
 
====Crouching====
cr. A - Jab
* Hits low
* dmg 25
 
cr. B - Quick low kick
* dmg 45
 
cr. C - Elbow thrust
* Hits low
* dmg 75
 
cr. D - Sweep
* Knocks down
* dmg 110
 
 
====Jumping====
j. A - Horizontal elbow thrust
* Fast move
* Only hits jumping opponents
* dmg 50
 
j. B - Horizontal kick
* Only hits jumping opponents
* dmg 50
 
j. C - Downward punch
* dmg 95
 
j. D - Kick with a slight downward angle
* dmg 100


'''Blowback'''
*st. CD: A whiff-cancel-able high aiming round kick aimed at the face. Whiffs on some crouching opponents (except Daimon, Chang, Maxima for example).
*j.CD: A jumping forward thrust kick that is good for air-to-air approaches, whiffs on some crouching opponents, and can be low profiled anti-aired


==Command Moves==
==Command Moves==

Revision as of 21:26, 18 February 2015

Normals

Standing

  • st. A A quick jab, good for stopping incoming hops, chain-able into itself, whiffs on crouching opponents
  • st. B A quick left kick, good for close range poking, not cancel-able
  • st. C Far right punch, slower than st.A, good to stop incoming hops in advance, and to use as a close range poke, not cancel-able
  • st. D Far right heavy kick, good damage (90dmg), not cancel-able

Close

  • cl. A: A cancel-able jab, can't chain into anything though
  • cl. B: Same kick as st. B
  • cl. C: Elbow thrust, cancel-able into f+B or df+B
  • cl. D: Knee thrust, safer on block than cl.C, cancel-able into f+B, or df+B

Crouching

  • cr. A: A crouching Jab that is cancel-able into df+B and chain-able into itself, st.B, st.A, and cr. B
  • cr. B: Quick low kick with nice range, chain-able into itself, cr.A, and st.A
  • cr. C: A crouched elbow thrust, cancel-able
  • cr. D: A good ranged sweep that is whiff cancel-able, and cancel-able on hit and if blocked

Jumping

  • j. A: Horizontal elbow thrust, good for air-to-air attacks or air-to ground may whiff on crouching opponents
  • neutral j. B: Horizontal kick, good for stopping mid to far range jumps and super jumps, may be whiff on crouching opponents
  • j.B is good for jumping in air-to-ground
  • j. C: A downward angled punch that is good for jumping to start combos
  • j. D: Kick with a slight downward angle, good for starting combos, and can be used as a instant overhead

Blowback

  • st. CD: A whiff-cancel-able high aiming round kick aimed at the face. Whiffs on some crouching opponents (except Daimon, Chang, Maxima for example).
  • j.CD: A jumping forward thrust kick that is good for air-to-air approaches, whiffs on some crouching opponents, and can be low profiled anti-aired

Command Moves

Low kick - f + B

  • dmg 70


df + B - Slide

  • Slides into opponent's legs
  • Does not knock down
  • dmg 70


Throws

Hiza Jigoku - f + C

  • Joe knees the opponent 4 times. 4th knee is a jumping knee and knocks down
  • Can be teched out of
  • dmg 100


Leg throw - f + D

  • Scissors takedown
  • Untechable
  • dmg 90

Special Moves==

Hurricane Upper - hcf + A/C

  • A version creates single hurricane. Comes out faster; hurricane moves slower.
  • dmg 85
  • C version creates 2 hurricanes. Comes out slower but moves faster.
  • dmg 150


Slash kick - hcf + B/D

  • Flying horizontal kick
  • B version faster but travels half screen
  • dmg 110
  • D version travels full screen
  • dmg 150


Tiger kick - dp + B/D

  • 2 hit rising knee attack
  • Cancellable on first hit
  • dmg B 150; D 110


Golden heel - qcb + B/D

  • Hopping circular kick. B version travels half screen. D version travels three quarters. Good anti-air.
  • dmg 80


Bakuretsu Ken - Mash A/C

>qcf + A

>qcf + C

  • Joe performs a flurry of punches. Can be finished with qcf + A/C. qcf + A delivers a downward elbow thrust. qcf + C delivers a low thrust kick that knocks down.


DM

Screw Upper - qcf x 2 + A/C

  • Giant hurricane attack
  • dmg 290


Ougon no Tiger Kick - qcf, uf + B/D

  • Tiger kick DM. Can be charged
  • dmg 260


Bakuretsu Hurricane Tiger Kakato - qcf, hcb + A/C

  • Flurry of punches, 2 hurricanes, tiger kick, aerial golden heel
  • dmg 220


qcb x 2 + B/D

  • DM version of Joe's low kick
  • dmg 250


SDM

Screw Upper - qcf x 2 + AC

  • dmg ~400


HSDM

qcf x 2 + BD

  • 2 flaming hurricanes fly to either side of the screen


Combos

  • cl.C/D or cr.C, f+B, hcf+K /qcf hcb+P
  • cr.B, cr.A×1~2, [A] (2/4 or 5 hits)~qcf+A, (SC) DM
  • Far A, df+B, [A] (5 hits)~qcf+C/ [A] (4 hits)~qcf+A, (SC) DM
  • qcb+B (air hit), Far D/j.B/j.CD
  • qcb+B (air hit, corner), dp+B/tk+K
  • st./cr. strong X/cr.B, cr.A, df+B, (BC), cr.A×2, [A] (1), qcf+A, [(DC) dp+D (1), (DC) [A] (1), qcf+A]×2, (SC) qcfx2+AC/qcf hcb+P
  • st./cr. strong X/cr.B, cr.A, df+B, (BC), cr.A, df+B, [A] (4), qcf+A, (SC) qcfx2+AC/qcf hcb+P
  • GCCD (CH), [P] (air hit), qcf+C


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Videos

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