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

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'''Bakuretsuken''' - (Mash A/C) finish (qcb + A/C)
'''Bakuretsuken''' - (Mash A/C) finish (qcb + A/C)
* (description here)
* Joe does a flurry of punches to his opponent.




'''Ougon No Kakato''' -- (qcb + B/D)
'''Ougon No Kakato''' -- (qcb + B/D)
* (description here)
* Light Kick version: 23F of startup. Travels 1/4th of the screen and can be used to anti air opponents. 0 on block.
 
* Heavy kick version: 26F of startup, but travels 1 / 2 of the screen and can be used to anti air opponents. -1 on block.
* (description here)


'''EX:''' (description here)
'''EX:''' (description here)

Revision as of 18:45, 6 June 2019

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

Health: 1000

Joe is a character who has good long range normals as well as a strong toolset to control the neutral. With a towering projectile, Joe can dissuade full jumping opponents with a variety of anti air tools.

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 range normal, it is plus on block, it is cancel-able so it can connect into Bakuretsken, Tiger Kick or Slash Kick. +4 on block.
  • cl. B: You can use this normal to start your Max Mode combos into big damage. A low tool used to pressure opponents and has good footsie range. +1 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

Hurricane Upper - (hcf + A/C)

  • A pretty good projectile to throw out to annoy your opponent from far range. It has a large amount of recovery so if you use either version on a mid-close range opponent, if they hope it you will get punished. It is super cancelable. EX version throw out 3 Hurricanes making it harder for the opponent to jump them.


Slash Kick - (hcf + B/D)

  • Very unsafe unblock on all versions. It is very fast, can be used as AA punish if your opponent tries to jump over your Hurricane upper. It main use is in combos, Slash kick has a very lenient super cancel window. If you have your opponent in Juggle state off of EX Bakuretsuken you can get the D version of Slash Kick to hit and then super cancel into Screw Upper or Baku-sla. You will have to delay the super input by a few frames as the D version of Slash kick has a large super cancel window.


Bakuretsuken - (Mash A/C) finish (qcb + A/C)

  • Joe does a flurry of punches to his opponent.


Ougon No Kakato -- (qcb + B/D)

  • Light Kick version: 23F of startup. Travels 1/4th of the screen and can be used to anti air opponents. 0 on block.
  • Heavy kick version: 26F of startup, but travels 1 / 2 of the screen and can be used to anti air opponents. -1 on block.

EX: (description here)

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

Frame Data

Joe KOFXIV Frama Data Link

Videos

KoF XIV: Joe Beginner Breakdown


ver2.01 Joe basic combo 【KOF14 KOFXIV】


Joe Slow Motion Hitboxes

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
System

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