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The King of Fighters XV/Joe Higashi/Combos: Difference between revisions
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| '''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. | | '''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. | ||
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| '''Quick Max''' > '''CD''' > 426A, cl.D > 4B > 6B > '''236CD''', dash up cl.D > 4B > 6B > | | '''Quick Max''' > '''CD''' > 426A, 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 || 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. | ||
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| '''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''' > '''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. |
Revision as of 23:43, 8 December 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 > 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.
CD Hurricane Upper in the Corner
Outside of zoning, Joe is also known for his explosive stun routes which can spell death in the right situation.
His ideal route involves using quick max (BC) in the corner and then going straight into CD and then light Hurricane Upper (426A), creating an autotimed restand in the corner.
When you restand the opponent, you are plus enough to do cl.D or 5A, with cl.D being the preferred button to use because of the damage and stun.
However if tagged in the corner by a raw CD, the combo becomes rather finicky depending on the distance, where:
- At point blank range, Hurricane Upper will whiff.
- If too far, he can instead use 5A instead to continue the combo.
- The ranges in the picture represent where Joe can follow-up after 426A restand.
- Distance is relative to Joe's foot towards the opponent.
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 |
---|---|---|---|---|---|---|
Light/Heavy Starter > 623AC, 6B > Quick Max > 426D > 236236A/C > 2141236CD | 609/680 | 245/320 | 3.5 bars | None | Anywhere | Highly rewarding combo in terms of damage and can be done anywhere. |
Light/Heavy Starter > 623AC, 6B > Quick Max > 426A, 426B > 236236A/C > 2141236CD | 625/696 | 275/350 | 3.5 bars | None | Corner | Slight variation of the above combo with the main difference being Hurricane Upper into light Slash Kick. |
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 > 623A/C(12)~214C, 623A/C(3), 623AC, 426A, 6B > 426A, 623A/C(3), 623A/C~214A | 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. |