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The King of Fighters XV/Joe Higashi/Combos: Difference between revisions
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Joe's most damaging and stun-heavy corner combos involve 623P, usually with a single mash extension, hitting 3 times total, with the opponent bouncing up after each hit. | Joe's most damaging and stun-heavy corner combos involve 623P, usually with a single mash extension, hitting 3 times total, with the opponent bouncing up after each hit. | ||
This is done by inputting 623P, which causes 2 hits, then inputting PPP while the 2nd hit is connecting. | This is done by inputting 623P, which causes 2 hits, then inputting PPP while the 2nd hit is connecting. You can also just mash right up until the 2nd hit connects and Joe should stop after the 3rd hit. | ||
The follow ups 214A/C can be canceled from any individual hit of 623A/C on hit or whiff. | |||
All juggle combos listed should not require any manual timing, i.e. no manual delays are required. (WIP editing/adding combos for most practical routes) | All juggle combos listed should not require any manual timing, i.e. no manual delays are required. (WIP editing/adding combos for most practical routes) |
Revision as of 16:23, 6 May 2022
Combo Notation Guide
Notation | Meaning |
---|---|
X Starter | Use the corresponding starter(s) from the 'Starters' section of this page. |
> | Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel'). |
, | Link the previous move into the following move. |
(X) | A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled. |
~ | Cancel the previous special into the following special. |
cl. | Close to opponent. |
f. | Far from opponent. |
j. | Jumping move. |
AA | Anti-air. Hit the opponent while they're mid-air. |
[X] | Hold input briefly. |
P & K | P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. |
X/Y | Do either X move or Y move in a combo (Both final damage & stun values will be shown). |
X * N {X} * N |
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}". |
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Light Starters
Combo | Damage | Notes |
---|---|---|
? | Standard low light confirm. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.X > ? | Standard jump-in starter. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
Notes
623P in juggle combos
Joe's most damaging and stun-heavy corner combos involve 623P, usually with a single mash extension, hitting 3 times total, with the opponent bouncing up after each hit.
This is done by inputting 623P, which causes 2 hits, then inputting PPP while the 2nd hit is connecting. You can also just mash right up until the 2nd hit connects and Joe should stop after the 3rd hit.
The follow ups 214A/C can be canceled from any individual hit of 623A/C on hit or whiff.
All juggle combos listed should not require any manual timing, i.e. no manual delays are required. (WIP editing/adding combos for most practical routes)
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 129 | 0 | Rush combo ending in a special move |
cl.A > A > A > C | 240 | 1 | Rush combo ending in a super |
cl.A > A > A > D | 348 | 2 | Rush combo ending in a Max super |
cl.A > A > A > A | 3 | Rush combo ending in a Climax super |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B > 2A > 4B > 41236D | 169 | 200 | Anywhere | |||
(st)2B > 2A > 4B > 6B > 623A/C(12)~214A | 205 | 300 | Anywhere |
| ||
j.D > D > 4B > 6B > 623D | 304 | 330 | Anywhere | |||
j.D > D > 4B > 6B > 623A/C~214C > 623A/C(9) > 623B | 329 | 380 | Corner |
|
0.5 Meter
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B > 2A > 4B > 623AC > 6B > 214D > 623D | 334 | 340 | Anywhere | |||
2B > 2A > 4B > 623A/C~PPPx2(12)~214C > 623A/C~PPP(3) > 623AC > 41236A > 6B > > 41236A, 623A/C~PPP(3) > 623A/C~PPP(5)~214A | 291 | 550 | Corner | Mash final 623P until 5th hit (3 bounces), then immediately cancel into ~214A | ||
j.D > D > 4B > 6B > 623AC > 6B > 214D > 623B | 459 | 490 | Anywhere | |||
j.D > D > 4B > 6B > 623AC > 6B > 214D > 623A/C(m) > 623A/C(m)~214A | 466 | 530 | Corner |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B > 2A > 4B > 41236D > 2363214B/D | 329 | 200 | Anywhere | |||
j.D > D > 4B > 6B > 623AC > 6B > 214BD > 41236D | 478 | 390 | Anywhere | |||
j.D > D > 4B > 6B > 623A/C~214C > 623A/C > 6B > 214D > 623B > 236236A/C | 555 | 520 | Corner | |||
j.D > D > 4B > 6B > 236CD > D > 4B > 6B > 623A/C(m)~214C > 623A/C(m) > 623AC > 6B > 214D > 623A/C(m) > 623A/C(m) > 2363214B/D | 567 | 870 | Corner |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
j.D > D > 4B > 6B > MAX > D > 4B > 6B > 623AC > 6B > 41236D > 236236A/C | 536 | 570 | Anywhere | |||
j.D > D > 4B > 6B > 41236D > 2363214BD | 541 | 330 | Anywhere | |||
j.D > D > 4B > 6B > 623A/C~214C > 623AC > 6B > 214D > 623B > 236236BD | 604 | 520 | Corner | |||
j.D > D > 4B > 6B > MAX > dl.CD > 41236A > D > 4B > 6B > 236CD > D > 4B > 6B > 623A/C(m)~214C > 623AC > 6B > 623B | 526 | 1000 | Corner | *Stun combo, see below for follow-up | ||
CD > 41236A > D > 4B > 6B > 623A/C(m)~214C > 623A/C(m) > 623B > 2363214B/D | 744 | Corner | *Follow-up |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Anywhere |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Anywhere |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Anywhere |