Difference between revisions of "XV Broken/Joe Higashi"
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| pros= | | pros= | ||
* '''Extreme Damage''': Joe has incredible damage potential. His EX moves give him solid 300-400 damage midscreen, and devastating stun combos in the corner. | * '''Extreme Damage''': Joe has incredible damage potential. His EX moves give him solid 300-400 damage midscreen, and devastating stun combos in the corner. | ||
* '''Terrifying Pressure''': While Joe doesn't have much in the way of mix, his safety, the speed of his buttons, and the sheer risk he puts on the opponent more than make up for it. When Joe gets an opponent to the corner, they have a very hard time getting out | * '''Terrifying Pressure''': While Joe doesn't have much in the way of mix, his safety, the speed of his buttons, and the sheer risk he puts on the opponent more than make up for it. When Joe gets an opponent to the corner, they have a very hard time getting out. | ||
* '''Fantastic Zoning''': Hurricane Upper is a massive, fast recovering projectile that has the perks of both ground and mid fireballs. Coupled with his very large DP and amazing EX fireball which shoots THREE uppers, Joe can keep out an opponent better than the best. | * '''Fantastic Zoning''': Hurricane Upper is a massive, fast recovering projectile that has the perks of both ground and mid fireballs. Coupled with his very large DP and amazing EX fireball which shoots THREE uppers, Joe can keep out an opponent better than the best. | ||
* '''Strong Confirms''': Joe's buttons chain into eachother quickly, and 4B and 6B make for fantastic, easy confirms from most hits. Even if they're not standing and able to be hit by 6B, the length of 4B's hitstun and hitstop makes his confirms realistic in any situation. | * '''Strong Confirms''': Joe's buttons chain into eachother quickly, and 4B and 6B make for fantastic, easy confirms from most hits. Even if they're not standing and able to be hit by 6B, the length of 4B's hitstun and hitstop makes his confirms realistic in any situation. | ||
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| cons= | | cons= | ||
* '''Extremely Linear''': Joe is a painfully straightforward character with a simple gameplan with very little variation, requiring strong fundamentals to make him shine | * '''Extremely Linear''': Joe is a painfully straightforward character with a simple gameplan with very little variation, requiring strong fundamentals to make him shine | ||
* '''Lacking in mix-ups''': While Joe packs a punch, he lacks cross-ups and standing overheads, relying on very basic mix-ups | * '''Lacking in mix-ups''': While Joe packs a punch, he lacks cross-ups and standing overheads, relying on very basic mix-ups and a very hard to execute instant overhead. | ||
* '''Fireball Reliant''': Joe's entire gameplan from zoning, to footsies, and to pressure, is defined by Hurricane Upper. In matchups where he cannot use it to his heart's content, he suffers greatly and misses out on many of his listed upsides. | * '''Fireball Reliant''': Joe's entire gameplan from zoning, to footsies, and to pressure, is defined by Hurricane Upper. In matchups where he cannot use it to his heart's content, he suffers greatly and misses out on many of his listed upsides. | ||
}} | }} | ||
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|description= | |description= | ||
* Hits mid | * Hits mid | ||
* Joes best neutral poke | * Joes best neutral poke and farthest hit confirm | ||
* Can be cancelled and connects with high kick if used one character length away from a standing opponent | * Can be cancelled and connects with high kick if used one character length away from a standing opponent | ||
* Can be cancelled and connects with high kick if used toe to toe length away from crouching opponent | * Can be cancelled and connects with high kick if used toe to toe length away from crouching opponent | ||
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* Version C tornado moves fast | * Version C tornado moves fast | ||
* Version AC throws three tornados | * Version AC throws three tornados | ||
* Has insane juggle potential, allowing for multiple Hurricane Uppers to be done in a combo in the corner or potentially a juggle into Tiger Kick/Slash Kick midscreen | |||
VERY quickly recovering and massive projectile. This move and its EX version make a mess of many characters neutral and is the most important special in your kit. | VERY quickly recovering and massive projectile. This move and its EX version make a mess of many characters neutral and is the most important special in your kit. | ||
}} | }} | ||
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* Version D reaches much further than version B and can connect if used after landing a CD attack | * Version D reaches much further than version B and can connect if used after landing a CD attack | ||
VERY slow recovery. Make sure you space this well, don't just use it nonchalantly or else you will get punished. | VERY slow recovery. Make sure you space this well, don't just use it nonchalantly or else you will get punished. | ||
The high profile of the kick isn't just for show, Joe will actually skate right over certain low to the ground projectiles such as Power Wave or Isla's Fill-In. | |||
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* 214C vs a grounded opponent is a juggle starter, which leads to high damage and stun in the corner. | * 214C vs a grounded opponent is a juggle starter, which leads to high damage and stun in the corner. | ||
* 214C with a single mash extension is a common filler in Joe's extended corner juggles. | * 214C with a single mash extension is a common filler in Joe's extended corner juggles. | ||
* Doing 623P~214A as fast as possible gives Joe a long range instant overhead that grants him an autotimed 4f safejump. | |||
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*Joe jumps into the air with a circling kick | *Joe jumps into the air with a circling kick | ||
*Good anti-air tool | *Good anti-air tool | ||
*Landing | *Landing an hit with the D or EX version puts opponent into juggle state | ||
*EX keeps the opponent closer to Joe and launches slightly higher, allowing for stronger follow-ups midscreen and a Hurricane Upper follow-up in the corner | |||
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|name=Baku-Sla Golden Tiger | |name=Baku-Sla Golden Tiger | ||
|input=2363214B/D/BD | |input=2363214B/D/BD | ||
|description3=* | |description3=* Joe rushes forward to do a combination of Bakuretsuken, Slash Kick, Golden Heel, ending with Tiger Kick. | ||
Great super to confirm into midscreen due to the reach and more consistent than Screw Upper due to the fact that Joe moves forward during the move. | |||
}} | }} | ||
Revision as of 23:33, 18 January 2023
The King of Fighters XV | |
Contents
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
-- Bakuretsuken (Repeatedly mash) or
Super Special Moves
Baku-Sla Golden Tiger + or (!)
Climax Super Special Move
Quick Combo Reference
0 Meter |
Anywhere |
2B > 2A > 4B > 623D = 177 dmg |
0.5 Meter |
Anywhere |
2B > 2A > 4B > 623AC > 6B > 214D(3) > 5D = 344 dmg |
1 Meter |
Anywhere |
2B > 2A > 4B > 623AC > 6B > 214BD > 426D = 365 dmg |
2 Meters |
Placeholder |
( = dmg |
Gameplay Overview
Joe Higashi is a great all-around character. Joe has tools for zoning and for keeping pressure on an opponent which allows you to choose different styles of play based on the match up. | |
Pros | Cons |
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Normals
Far Standing Normals
Far A
far A
f.A
f.A |
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Far B
far B
f.B
f.B |
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Far C
far C
f.C
f.C |
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Far D
far D
f.D
f.D |
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Close Standing Normals
Close A
close A
cl.A
cl.A |
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Close B
close B
cl.B
cl.B |
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Close C
close C
cl.C
cl.C |
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Close D
close D
cl.D
cl.D |
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Crouch Normals
Crouch A
crouch A
2A
2A |
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Crouch B
crouch B
2B
2B |
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Crouch C
crouch C
2C
2C |
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Crouch D
crouch D
2D
2D |
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Jump Normals
Jump A
jump A
j.A
j.A |
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Jump B
jump B
j.B
j.B |
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Jump C
jump C
j.C
j.C |
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Jump D
jump D
j.D
j.D |
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Rush
rush 1
cl.AA/cl.AAX
cl.AA/cl.AAX |
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Blowback
Blowback
Blowback
CD
CD |
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ShatterStrike
Shatterstrike
236CD
236CD |
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jump CD
jump CD
j.CD
j.CD |
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Throws
Hiza-Jigoku
Hiza-Jigoku
(close) 4/6C
(close) 4/6C |
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Joe Special 2 (close)
Joe Special 2 (close)
(close) 4/6D
(close) 4/6D |
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Command Moves
Step High Kick
Step High Kick
6B
6B |
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Sliding
Sliding
3D
3D |
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High Kick
High Kick
4B
4B |
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Special Moves
Hurricane Upper
Hurricane Upper
41236A/C/AC
41236A/C/AC |
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Tiger Kick
Tiger Kick
623B/D/BD
623B/D/BD |
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Slash Kick
Slash Kick
41236B/D/BD
41236B/D/BD |
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Bakuretsuken
Bakuretsuken
623A/C/AC
623A/C/AC |
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Bakuretsuken Finish
Bakuretsuken Finish
623A/C~PPP or 214A or 214C
623A/C~PPP or 214A or 214C
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No results
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Ougon no Kakato
Ougon no Kakato
214B/D/BD
214B/D/BD |
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Super Special Moves
Screw Upper
Screw Upper
236236A/C/AC
236236A/C/AC |
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Baku-Sla Golden Tiger
Baku-Sla Golden Tiger
2363214B/D/BD
2363214B/D/BD |
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Climax Super Special Moves
Bakuretsu Screw Premium
Bakuretsu Screw Premium
2141236CD
2141236CD |
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Misc
Videos
The King of Fighters XV | |
Navigation
The King of Fighters XV | |
System |
FAQ • Controls • Movement • Offense • Defense • Meters and Gauges • Patch Notes • Miscellaneous |
Characters |
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