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The King of Fighters XV/Joe Higashi/Combos: Difference between revisions
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! Combo !! Damage !! Notes | ! Combo !! Damage !! Notes | ||
|- | |- | ||
| 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. | |||
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
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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. CombosNotes623P and juggle combos
2B 2A vs c.D starters vs crouching/standing
Rush Auto Combo
Meterless
0.5 Meter
1 Bar
2 Bars
3 Bars
4 Bars
5 Bars
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