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! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
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| CD || 75 ||
| CD || 75 || Joe can follow up with light Hurricane Upper (426A) into Slash Kick (426K) for an easy conversion.
|}
Depending on the distance from midscreen to the corner, Joe can dash up after Hurricane Upper into Bakuretsuken (623A/C or 623AC) or 6B. 
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)
 
In the corner, if Joe is not point blank to his opponent, he can restand the opponent with 426A and can follow-up by linking 5A or cl.D if he is close enough.


==Combos==
==Combos==

Revision as of 20:19, 16 November 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

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
2B > 2A > 5A > 4B > 6B Standard low light confirm. If opponent is crouching, omit 6B

Heavy Starters

Combo Damage Notes
j.X > ? Standard jump-in starter.

Other Starters

Combo Damage Notes
CD 75 Joe can follow up with light Hurricane Upper (426A) into Slash Kick (426K) for an easy conversion.

Depending on the distance from midscreen to the corner, Joe can dash up after Hurricane Upper into Bakuretsuken (623A/C or 623AC) or 6B.

In the corner, if Joe is not point blank to his opponent, he can restand the opponent with 426A and can follow-up by linking 5A or cl.D if he is close enough.

Combos

Notes

623P and 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.


  • Combos that end with 623P~PPPx2~214A are done by mashing 623P until the very last hit, then late-canceling that hit into 214A.
  • This will result the rapid punch hitting a total of 5 times, with 3 distinct bounces: 1~2, 3, 4, 5 > 214A.


  • All juggle combos listed should not require any manual timing outside of the ~214A ender; i.e. no manual delays are required. (WIP editing/adding combos for most practical routes)

2B 2A vs c.D starters vs crouching/standing

  • 6B whiffs vs crouching opponents, but since c.D forces standing, c.D > 4B > 6B can always be used to start all relevant combos.
  • 4B connects vs crouching opponents, so 2B > 2A > 4B will always work, but (2B > 2A > 4B) > 6B will whiff vs crouchers.

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 > 623D 192 220 Anywhere Can 6B after 4B vs standing opponent
2B > 2A > 4B > 623A/C~PPPx2(12)~214A 191 250 Anywhere Higher stun route
2B > 2A > 4B > 623A/C~PPPx2(12)~214C > 623A/C~PPP(5)~214A 223 360 Corner Can 6B after 4B vs standing opponent

0.5 Meter

Combo Damage Stun Meter cost Meter Gain Location Notes
2B > 2A > 4B > 623AC > 6B > 214D(3) > f.D 351 370 Anywhere Can 6B after 4B vs standing opponent
2B > f.A > 623AC > 41236D 229 140 Anywhere If too far for above combo
2B > 2A > 4B > 623AC > 6B > 214D(3) > 623A/C~PPP(3) > 623A/C~PPP(5)~214A 357 400 Corner Can 6B after 4B vs standing opponent
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 291 560 Corner Higher stun route, can 6B after 4B vs standing opponent

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

External Links

Joe Combos by Meno

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