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The King of Fighters XIV/Joe Higashi: Difference between revisions
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=Command Moves= | =Command Moves= | ||
'''Step High Kick''' - (f+B) | |||
* This whiffs crouchers unless they have a big hurtbox. Can be used as an antiair against hops. Has a very high hitstun which makes it useful to Max Mode Cancel into cl.D | |||
'''Sliding''' - (df+B) | |||
* A command normal that low profile projectiles. Hits low with a soft knockdown, It is very punishable on block. Can be used as a low profile anti-air against mid range hops | |||
'''High Kick''' - (back+B) | |||
* Has the same uses as Step High Kick but can hit crouchers this normal is a better normal to Max Mode Cancel into than Step High kick due to it being able to hit crouchers. | |||
=Special Moves= | =Special Moves= |
Revision as of 22:20, 10 July 2017
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Bakuretsuken - press repeatedly / (*)
Super Special Moves
Baku-Sla Golden Tiger - + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (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 Max Mode cancel 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 Max Mode activation 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 Max Mode 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
Step High Kick - (f+B)
- This whiffs crouchers unless they have a big hurtbox. Can be used as an antiair against hops. Has a very high hitstun which makes it useful to Max Mode Cancel into cl.D
Sliding - (df+B)
- A command normal that low profile projectiles. Hits low with a soft knockdown, It is very punishable on block. Can be used as a low profile anti-air against mid range hops
High Kick - (back+B)
- Has the same uses as Step High Kick but can hit crouchers this normal is a better normal to Max Mode Cancel into than Step High kick due to it being able to hit crouchers.
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