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The King of Fighters XIII/Joe Higashi/Strategy

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The King of Fighters XIII

OverviewStrategyDataCombos

Spacing

Far Range

Mid Range

Close Range

Cornered Opponent

Cornered

Tips

Frame Traps and Links

  • (L) = Link, can be a frame trap as well.
  • "(n) frame gap" = The amount of frames that opponent has to counter a frame trap.

1. st. A > cl. C - 4 frame gap between st. A and cl. C.

2. st. A > cr. C - 4 frame gap between st. A and cr. C.

3. cr. A > cl. C - 3 frame gap between cr. A and cl. C.

4. cr. A > cr. C - 3 frame gap between cr. A and cr. C.

5. cl. A/C(x4, canceled immediately) > cl. C (L) - 3 frame gap between A/C(x4, canceled immediately) and cl. C.

6. cl. A/C(x4, canceled immediately) > cr. C (L) - 3 frame gap between A/C(x4, canceled immediately) and cr. C.

7. cl. A/C(x4, canceled immediately) > st. A (L) - 3 frame gap between A/C(x4, canceled immediately) and st. A.

Notes

  • It should be important to learn Joe's midscreen and corner HD combos. Midscreen, he's capable of doing 60% without using any meter to speak of and can make people respect your space when you have full meter.
  • Joe's basic frame trap is timing a slash kick so that you're farther away and you're safe on block. You can time it after a Hurricane upper to keep people from jumping or rolling through the fireball. This sets you up for a knockdown and crossup possibility.
  • Also note, his fireballs are fairly tricky. You can hop over them, but not many people are aware of it. The different speeds though make it a bit more difficult to react to. His EX fireball is great fore mid range pressure as it eats most EX fireballs in a fireball war.
  • A well-spaced Golden Heel can be safe on block, but it's still fairly safe except for command throws. You can use D Golden Heel to apply pressure, but it's always best to space it and be at a distance to keep applying pressure than to forfeit pressure completely at the end of a special. NOTE: The opponent must be blocking.
  • Bakuretsu punch is safe on block if the minimal amount of presses (4 punches) was pressed. It's a nice tool to bait out a GC roll because of how safe it is. Inversely, you should be aware that st.C, f+B string can be guard rolled so being aware of someone who is prone to do that is important.
  • Far D is a nice neutral poke that's meaty as well as long range. You can also delay the f+B after a hit to set up a small trap for someone to fall into and confirm into a special for safety. This could make people weary of throwing out specials or guard cancel rolling the Far D.


Best Team Position

Character Matchups

Andy Bogard

Ash Crimson

Athena Asamiya

Benimaru Nikaido

Billy Kane

Chin Gentsai

Clark Still

Duo Lon

Elisabeth Branctorche

Goro Daimon

Hwa Jai

Iori Yagami (Claw)

Iori Yagami (Flame)

Joe Higashi

K'

Kim Kaphwan

King

Kula Diamond

Kyo Kusanagi (XIII) (mirror match)

Kyo Kusanagi (NESTS)

Leona Heidern

Mai Shiranui

Mature

Maxima

Raiden

Ralf Jones

Robert Garcia

Ryo Sakazaki

Saiki

Shen Woo

Sie Kensou

Takuma Sakazaki

Mr. Karate

Terry Bogard

Vice

Yuri Sakazaki

The King of Fighters XIII

OverviewStrategyDataCombos

Navigation

The King of Fighters XIII
System

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Characters