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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
|-
|-
| || || || || || Anywhere ||  
| '''Light/Heavy Starter''' > 426D > 2141236CD || 563/492 || 185/230 || 3 bars || -285%/-275% || Anywhere || Easy confirm into climax.
|-
| '''Light/Heavy Starter''' > 623AC, 6B > 214D(3), 426B > 236236A/C > 2363214BD || 610/681 || 345/420 || 3 bars || -300% || Midscreen near corner/Corner || Joe builds just enough meter from a heavy starter to go into double super but requires slightly more to do it from a light starter.  Great confirm into double super.
Cannot be done on point because of the 3 bar cap as he cannot build the meter.
|}
|}



Revision as of 04:47, 20 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 > 4B 78 Standard low confirm.
2B > 2A > 5A > 4B > 6B 98/122 Point blank low light confirm. If opponent is crouching, omit 6B.

Heavy Starters

Combo Damage Notes
cl.D > 4B > 6B 149 Standard close starter. Go to for DP punishes.
j.C/D > cl.D > 4B > 6B 211 Standard jump-in starter. Always follow-up with cl.D as it forces stand on hit, allowing 6B to connect.

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 434 3 Rush combo ending in a Climax super

Meterless

Combo Damage Stun Meter cost Meter Gain Location Notes
Light/Heavy Starter > 623D 177/248 205/280 0 +25% Anywhere Simple go-to. Can choose 426D over 623D for corner carry instead of damage.
Light/Heavy Starter > 623A/C~PPPx2(12)~214A 176/247 175/247 0 +45% Anywhere Higher stun route that leads into a hard knockdown.
Light/Heavy Starter > 623A/C~PPPx2(12)~214C > 623A/C~PPP(5)~214A 196/264 215/285 0 +55% Corner Meterless corner combo that involves 623A/C juggles.
CD > 426A > 426D 198 230 0 +25% Midscreen Simple combo from blowback.

0.5 Meter

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter/Heavy Starter > 623AC > 6B > 214D(3) > 5D 344/415 285/430 50% -5% Anywhere Simple half bar combo. Can omit 5D to go for a soft knockdown instead of an air reset and damage.
2B > 5A > 623AC > 41236D 223 125 50% -35% Anywhere Simple low starter from far away. 623AC may whiff if too far.
Light/Heavy Starter > 623AC, 6B > 214D(3), 623A/C~PPP(3), 623A/C~214C, 623B, 623B 374/445 430/505 50% +40%/+45% Midscreen near corner/Corner For the second 623A/C, you must do the follow-up immediately or else the 623B will whiff.

If done from a jump-in starter, Joe will build back a whole bar, to which you can then go into super after the second 623B.

Light/Heavy Starter > 623AC, 6B > 214D(3), dl.623A/C~214C, 623B, 623B 393/464 400/475 +20%/+30% 50% Midscreen near corner/Corner Variation of the above combo where you go straight into the 214C follow-up from the first 623A/C for more damage in exchange for less meter build.

For the juggle into 623B, you must slightly delay the 623A/C to get the right height.

CD > 426A, run up, 623AC, 426A, 6B > 426A, 623A/C~PPP(3), 623A/C~214C, 623B, 623B 407 455 50% -15% Midscreen near corner Takes awareness to get down in terms of distance but worthwhile to get down.
Light/Heavy Starter > 623A/C~PPPx2(12)~214C > 623A/C~PPP(3) > 623AC > 41236A > 6B > 41236A > 623A/C~PPP(3) > 623A/C~PPP(5)~214A 226/337 400/470 50% +35% Corner High stun route that leads into a hard knockdown.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter/Heavy Starter > 426D > 2363214B/D 314/385 185/260 1 bar -70% Anywhere Easy super confirm to have in your back pocket in the heat of the moment.
Light Starter/Heavy Starter > 623AC > 6B > 214BD > 426D 365/436 245/320 1 bar -65% Anywhere Standard 1 bar EX route.
Light Starter/Heavy Starter > 236CD, run up cl.D > 4B > 6B > 623AC, 6B > 623A/C~PPP(3), 623A/C~214C, 623B, 623B > Level 1 Super 466/537 610/685 1 bar -95%/-90% Midscreen to corner Shatter Strike into the third combo of the 0.5 bar routes. Can choose to omit super to break even for meter gain in exchange for less damage and no hard knockdown.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light/Heavy Starter > 426D > Level 2 Super 430/501 185/260 2 bars -175% Anywhere Easy confirm in the heat of the moment, doesn't hurt to have in your back pocket.
Stuff > Quick Max > cl.D > 4B > 6B > 623AC, 6B > 426D > 236236A/C 424/495 425/500 2 bars -185% Anywhere Quick max confirm that can be done from any stray poke in any position.

After 623AC, slightly delay 6B. Screw Upper drops in the corner, so use 2363214B/D instead. Numbers taken from light and heavy starters.

Stuff > Quick Max > cl.D > 4B > 6B > 623AC, 6B > 214D(3), 2363214B/D 435/506 465/540 2 bars -185% Anywhere Does not work on point as the quick max timer is too short. Numbers taken from light and heavy starters.
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
Light/Heavy Starter > 426D > 2141236CD 563/492 185/230 3 bars -285%/-275% Anywhere Easy confirm into climax.
Light/Heavy Starter > 623AC, 6B > 214D(3), 426B > 236236A/C > 2363214BD 610/681 345/420 3 bars -300% Midscreen near corner/Corner Joe builds just enough meter from a heavy starter to go into double super but requires slightly more to do it from a light starter. Great confirm into double super.

Cannot be done on point because of the 3 bar cap as he cannot build the meter.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Anywhere

5 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Anywhere


Quick Max Stun Combo Routes

  • Far from the crux of Joe's gameplan, but a great addition to learn to either ensure a round or to tilt your opponent
  • Routes with shatter strike will not allow you to use shatter strike in the combo again, even when the opponent is stunned
  • On a stunned opponent, you have the time to do 623B to build a bit of meter, potentially twice depending on how the opponent is stunned ie stun with cl.D or stun with 623A/C~214A.
Combo Position Stun Meter cost Meter Gain Location Notes
CD > 426A, cl.D > Route of your choosing Anywhere N/A N/A 0% Corner The ideal follow-up against a stunned and cornered opponent due to the auto timed Hurricane Upper restanding the opponent. Point blank, Hurricane Upper will whiff, so adjust Joe to be at least half a character space in front of his opponent.
Quick Max > CD > 426A, cl.D > 4B > 6B > 236CD, dash up cl.D > 4B > 6B > 623 Anywhere 860 2 Bars 0% Corner Stun combo route starter from quick max. Consistent from doing a light/heavy starter, inconsistent from a stray poke. Uses up shatter strike to extend the combo and will stun from a jump-in.
Quick Max > CD > 426A, cl.D > 4B > 6B > 623A/C(12)~214C, 623A/C(3), 623AC, 426A, 6B > 426A, 623A/C(3), 623A/C(m)~214A Mid/Anchor 625 2 Bars 0% Corner Potential stun combo route that saves Shatter Strike for the when the opponent gets stunned, allowing for a stun combo follow-up to hurt even more.
Quick Max > cl.D > 4B > 6B > 236CD, dash up cl.D > 4B > 6B > 623A/C(12)~214C, 623A/C(3), 623AC, 426A, 6B > 426A, 623A/C(3), 623A/C~214A Anywhere 655 2 Bars 0% Midscreen near corner High stun route that takes your opponent into the corner and into a hard knockdown.

External Links

Joe Combos by Meno

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