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The King of Fighters 2002 UM/Joe Higashi
Normals
Standing
- st. A A quick jab, good for stopping incoming hops, chain-able into itself, whiffs on crouching opponents
- st. B A quick left kick, good for close range poking, not cancel-able
- st. C Far right punch, slower than st.A, good to stop incoming hops in advance, and to use as a close range poke, not cancel-able
- st. D Far right heavy kick, good damage (90dmg), not cancel-able
Close
- cl. A: A cancel-able jab, can't chain into anything though
- cl. B: Same kick as st. B
- cl. C: Elbow thrust, cancel-able into f+B or df+B
- cl. D: Knee thrust, safer on block than cl.C, cancel-able into f+B, or df+B
Crouching
- cr. A: A crouching Jab that is cancel-able into df+B and chain-able into itself, st.B, st.A, and cr. B
- cr. B: Quick low kick with nice range, chain-able into itself, cr.A, and st.A
- cr. C: A crouched elbow thrust, cancel-able
- cr. D: A good ranged sweep that is whiff cancel-able, and cancel-able on hit and if blocked
Jumping
- j. A: Horizontal elbow thrust, good for air-to-air attacks or air-to ground may whiff on crouching opponents
- neutral j. B: Horizontal kick, good for stopping mid to far range jumps and super jumps, may be whiff on crouching opponents
- j.B is good for jumping in air-to-ground
- j. C: A downward angled punch that is good for jumping to start combos
- j. D: Kick with a slight downward angle, good for starting combos, and can be used as a instant overhead
Blowback
- st. CD: A whiff-cancel-able high aiming round kick aimed at the face. Whiffs on some crouching opponents (except Daimon, Chang, Maxima for example).
- j.CD: A jumping forward thrust kick that is good for air-to-air approaches, whiffs on some crouching opponents, and can be low profiled anti-aired
Command Moves
Low kick - (f + B)
- A standing sweep leg kick that doesn't hit low. Special cancel-able, and is used canceled from as a combo from either cl.C or cl.D. You can cancel this kick from his cancel-able light normals but they wont combo.
- It is unsafe on block, but Joe is pushed back away from the opponent a fair distance, but some attacks may be able to punish him if they are fast enough and and reach him while in recovery.
Combo Advice: (optional cl.C/cl.D), f+B into which ever special or DM move is an easy confirm
Sliding - (df+B)
- Joe knee slides into opponent's legs, not special cancel-able, but an easy way to go into Max Mode (BC)
- Neutral on block
- Hits low
- Does not knock down
Combo Advice: Very easy combo or confirm you can try is cr.B, st.A, df+B
Throws
Knees of Hell - (b/f + C) close
- Joe knees the opponent 4 times. 4th knee is a jumping knee and knocks down
- Can be mashed out of
- Soft knockdown
Leg throw - (b/f + D) close
- A head Scissors take-down, the opponent lands near the corner of the screen
- Soft knockdown
Special Moves==
Hurricane Upper - hcf + A/C
- A version creates single hurricane. Comes out faster; hurricane moves slower.
- dmg 85
- C version creates 2 hurricanes. Comes out slower but moves faster.
- dmg 150
Slash kick - hcf + B/D
- Flying horizontal kick
- B version faster but travels half screen
- dmg 110
- D version travels full screen
- dmg 150
Tiger kick - dp + B/D
- 2 hit rising knee attack
- Cancellable on first hit
- dmg B 150; D 110
Golden heel - qcb + B/D
- Hopping circular kick. B version travels half screen. D version travels three quarters. Good anti-air.
- dmg 80
Bakuretsu Ken - Mash A/C
>qcf + A
>qcf + C
- Joe performs a flurry of punches. Can be finished with qcf + A/C. qcf + A delivers a downward elbow thrust. qcf + C delivers a low thrust kick that knocks down.
DM
Screw Upper - qcf x 2 + A/C
- Giant hurricane attack
- dmg 290
Ougon no Tiger Kick - qcf, uf + B/D
- Tiger kick DM. Can be charged
- dmg 260
Bakuretsu Hurricane Tiger Kakato - qcf, hcb + A/C
- Flurry of punches, 2 hurricanes, tiger kick, aerial golden heel
- dmg 220
qcb x 2 + B/D
- DM version of Joe's low kick
- dmg 250
SDM
Screw Upper - qcf x 2 + AC
- dmg ~400
HSDM
qcf x 2 + BD
- 2 flaming hurricanes fly to either side of the screen
Combos
- cl.C/D or cr.C, f+B, hcf+K /qcf hcb+P
- cr.B, cr.A×1~2, [A] (2/4 or 5 hits)~qcf+A, (SC) DM
- Far A, df+B, [A] (5 hits)~qcf+C/ [A] (4 hits)~qcf+A, (SC) DM
- qcb+B (air hit), Far D/j.B/j.CD
- qcb+B (air hit, corner), dp+B/tk+K
- st./cr. strong X/cr.B, cr.A, df+B, (BC), cr.A×2, [A] (1), qcf+A, [(DC) dp+D (1), (DC) [A] (1), qcf+A]×2, (SC) qcfx2+AC/qcf hcb+P
- st./cr. strong X/cr.B, cr.A, df+B, (BC), cr.A, df+B, [A] (4), qcf+A, (SC) qcfx2+AC/qcf hcb+P
- GCCD (CH), [P] (air hit), qcf+C
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