Difference between revisions of "Joe Higashi (XIV)"

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(Normals)
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'''Standing'''
 
'''Standing'''
  
* st. A
+
* st. A: A good defensive option against opponent hop ins from short distance. It’s fairly quick at only 6 frames, it is +1 on block, can cancel to back kick (4B) then combo to step back kick (6B) 
  
* st. B
+
* st. B: Another fairly quick normal (6 frames) that can be used to get into Quick max mode. At -2 on block this normal is fairly hard to punish.The main purpose of this normal is to pester your opponent with it. It also moves Joe slightly closer to his opponent
  
* st. C
+
* st. C:  A slower version of st.A with pretty much the same purpose: keep hop ins out. It does have a longer range but only by a little bit. Does more damage than st.A as well
 +
 
 +
* st. D: Joe’s best poke. On hit it can cancel into quick max. Also on a QCF buffer if another QCF+D comes out you can get a hit confirm into climax. It will be hard and not recommended to do as it might come out as Slash kick. The move does have a lot of recovery on whiff but make sure to use this normal as much as you can
  
* st. D
 
  
 
'''Close'''
 
'''Close'''
  
* cl. A
+
* cl. A: A very close normal that hits crouchers and can be linked into Joe’s High Kick(b+B) to Quick Max into
  
* cl. B
+
* cl. B: You can use this normal to combo into any of Joe’s step kick in any order as well. It is plus on block
  
* cl. C
+
* cl. C: This does not bring Crouchers to standing position so do not use this move after popping into QM as high step kick will whiff
  
* cl. D
+
* cl. D: This button is the button want to use when converting after you activate max mode. It is fairly fast, and brings crouchers to standing position.
  
 
'''Crouching'''
 
'''Crouching'''
  
* cr. A
+
* cr. A: A very close range normal, it is plus on block, it is cancelable so it can connect into Bakuretsken, Tiger Kick or Slash Kick
  
* cr. B
+
* cr. B: Joe’s fastest normal it is 5 frames. You can use this normal to start your Quick Max combos into big damage
  
* cr. C
+
* cr. C: One use for this normal is for combo filler in the corner. The normal cr. C can connect after EX Golden Heel only in the corner apart from that it is a mediocre poke
  
* cr. D
+
* cr. D: Joe’s sweep is fairly slow and has a long recovery. It is also very minus on block and will have to be used very sparingly as it can get punished very easily 
  
 
'''Jumping'''
 
'''Jumping'''
  
* j. A
+
* j. A: The only use for this normal is to make contact with your opponent during air to airs. Close range so if your opponent has a far ranging air to air you will have to use j. D.
 +
 
 +
* j. B:  It does not cross up crouchers but does cross up standing opponents
  
* j. B
+
* Neutral j. B: Since this is a air normal that only comes up during neutral jump this can only be used for defensive purposes. Isn’t very good as a hop in as well.
  
* j. C
+
* j. C: The main purpose of this move is to be used for jump ins as it hits fairly low.
  
* j. D
+
* j. D:  A fairly underrated air normal. Can be used for jump ins, air to airs as well. It does not cross up crouchers but does cross up standing opponents 
  
 
'''Blowback'''
 
'''Blowback'''
  
* st. CD
+
* st. CD: This CD can be used immediately after quick max mod which opens other routes for combos.
  
* j. CD
+
* j. CD: Very active, pretty good reach and also pretty quick. Use this for air to air as much as possible it can also used as a defensive anti air on already read short hops.
  
 
=Throws=
 
=Throws=

Revision as of 22:05, 10 July 2017

Charaimg joe.png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Hiza-Jigoku - close Bk.gif / Fd.gif + C.gif 

Joe Special 2 - close Bk.gif / Fd.gif + D.gif

Command Normals

Step High Kick - Fd.gif + B.gif

Sliding - Df.gif + B.gif

High Kick - Bk.gif + B.gif

Special Moves

Hurricane Upper - Hcf.gif + A.gif / C.gif (*)

Tiger Kick - Dp.gif + B.gif / D.gif (*)

Slash Kick - Hcf.gif + B.gif / D.gif (*)

Bakuretsuken - press repeatedly A.gif / C.gif (*)

┗Bakuretsuken Finish [Bakuretsuken A.gif or C.gif ] Qcb.gif + A.gif or C.gif

Ougon no Kakato - Qcb.gif + B.gif / D.gif (*)

Super Special Moves

Screw Upper - Qcf.gif Qcf.gif + A.gif / C.gif (!)

Baku-Sla Golden Tiger - Qcf.gif Hcb.gif + B.gif / D.gif (!)

Climax Super Special Moves

Bakuretsu Screw Premium - Qcf.gif Qcf.gif + B.gifD.gif

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Normals

Standing

  • st. A: A good defensive option against opponent hop ins from short distance. It’s fairly quick at only 6 frames, it is +1 on block, can cancel to back kick (4B) then combo to step back kick (6B)
  • st. B: Another fairly quick normal (6 frames) that can be used to get into Quick max mode. At -2 on block this normal is fairly hard to punish.The main purpose of this normal is to pester your opponent with it. It also moves Joe slightly closer to his opponent
  • st. C: A slower version of st.A with pretty much the same purpose: keep hop ins out. It does have a longer range but only by a little bit. Does more damage than st.A as well
  • st. D: Joe’s best poke. On hit it can cancel into quick max. Also on a QCF buffer if another QCF+D comes out you can get a hit confirm into climax. It will be hard and not recommended to do as it might come out as Slash kick. The move does have a lot of recovery on whiff but make sure to use this normal as much as you can


Close

  • cl. A: A very close normal that hits crouchers and can be linked into Joe’s High Kick(b+B) to Quick Max into
  • cl. B: You can use this normal to combo into any of Joe’s step kick in any order as well. It is plus on block
  • cl. C: This does not bring Crouchers to standing position so do not use this move after popping into QM as high step kick will whiff
  • cl. D: This button is the button want to use when converting after you activate max mode. It is fairly fast, and brings crouchers to standing position.

Crouching

  • cr. A: A very close range normal, it is plus on block, it is cancelable so it can connect into Bakuretsken, Tiger Kick or Slash Kick
  • cr. B: Joe’s fastest normal it is 5 frames. You can use this normal to start your Quick Max combos into big damage
  • cr. C: One use for this normal is for combo filler in the corner. The normal cr. C can connect after EX Golden Heel only in the corner apart from that it is a mediocre poke
  • cr. D: Joe’s sweep is fairly slow and has a long recovery. It is also very minus on block and will have to be used very sparingly as it can get punished very easily

Jumping

  • j. A: The only use for this normal is to make contact with your opponent during air to airs. Close range so if your opponent has a far ranging air to air you will have to use j. D.
  • j. B: It does not cross up crouchers but does cross up standing opponents
  • Neutral j. B: Since this is a air normal that only comes up during neutral jump this can only be used for defensive purposes. Isn’t very good as a hop in as well.
  • j. C: The main purpose of this move is to be used for jump ins as it hits fairly low.
  • j. D: A fairly underrated air normal. Can be used for jump ins, air to airs as well. It does not cross up crouchers but does cross up standing opponents

Blowback

  • st. CD: This CD can be used immediately after quick max mod which opens other routes for combos.
  • j. CD: Very active, pretty good reach and also pretty quick. Use this for air to air as much as possible it can also used as a defensive anti air on already read short hops.

Throws

  • (Throw description)


  • (Throw description)

Command Moves

Special Moves

Notation Key (*) = EX OK

(!) = MAX OK


Super Special Moves

Climax Super Special Moves

Combos

0 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

1 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Videos

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
Kyo Kusanagi · Benimaru · Goro Daimon · Iori Yagami · Mature · Vice · Terry Bogard · Andy Bogard · Joe Higashi · Nelson · Zarina · Bandeiras Hattori · Ralf Jones · Clark · Leona Heidern · Ramon · Angel · King of Dinosaurs · K' · Maxima · Kula Diamond · Xanadu · Chang Koehan · Choi Bounge · Ryo Sakazaki · Robert Garcia · Yuri Sakazaki · Nakoruru · Mui Mui · Love Heart · Kim Kaphwan · Gang-Il · Luong · Shun'Ei · Tung Fu Rue · Meitenkun · Athena Asamiya · Sie Kensou · Chin Gentsai · King · Mai Shiranui · Alice · Geese Howard · Billy Kane · Hein · Sylvie Paula Paula · Kukri · Mian
Antonov · Verse
Vanessa · Rock Howard · Yamazaki · Whip
Oswald · Heidern · Najd · Blue Mary

General: Notation · Frame Data · Movement · Defensive Systems · Offensive Systems · The Power Gauge