Difference between revisions of "XV Broken/Joe Higashi"
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
[[File:KOFXV Joe Profile.png|thumb|Traveling alone to Thailand, Joe rose up the ranks to become a champion in Muay Thai Boxing. Though he has a playful and dynamic personality, Joe becomes far more serious when it comes down to training. He met Terry and Andy in South Town, and has remained good friends ever since.]] | <section begin="image"/>[[File:KOFXV Joe Profile.png|thumb|Traveling alone to Thailand, Joe rose up the ranks to become a champion in Muay Thai Boxing. Though he has a playful and dynamic personality, Joe becomes far more serious when it comes down to training. He met Terry and Andy in South Town, and has remained good friends ever since.]]<section end="image"/> | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
Line 60: | Line 60: | ||
| '''0 Meter''' | | '''0 Meter''' | ||
| | | | ||
Anywhere<br/> | |||
Corner<br/> | |||
| | |||
2B > 2A > 4B > 623D = 177 dmg<br/> | |||
2B > 2A > 4B > 623A/C~PPPx2(12)~214C > 623A/C~PPP(5)~214A = 196 dmg<br/> | |||
|- | |||
| '''0.5 Meter''' | |||
| | |||
Anywhere<br/> | |||
Near Corner/Corner<br/> | |||
| | | | ||
( = | 2B > 2A > 4B > 623AC > 6B > 214D(3) > 5D = 344 dmg<br/> | ||
( = | 2B > 2A > 4B > 623AC, 6B > 214D(3), 623A/C(3), 623A/C~214C, 623B, 623B = 430 dmg<br/> | ||
|- | |- | ||
| '''1 Meter''' | | '''1 Meter''' | ||
| | | | ||
Anywhere<br/> | |||
Anywhere<br/> | |||
| | | | ||
2B > 2A > 4B > 623AC > 6B > 214BD > 426D = 365 dmg<br/> | |||
2B > 2A > 4B > 426D > 2363214B/D = 314 dmg<br/> | |||
|- | |- | ||
| '''2 Meters''' | | '''2 Meters''' | ||
Line 89: | Line 97: | ||
| 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. His pressure also tends to deal tons of Guard Bar, making it a viable alternative to to his lack of mixups. | ||
* '''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. | ||
Line 95: | Line 103: | ||
* '''Versatility''': With Joe's fantastic kit, he works well on any spot. Be it point, mid, or anchor, Joe excels as a flex pick. | * '''Versatility''': With Joe's fantastic kit, he works well on any spot. Be it point, mid, or anchor, Joe excels as a flex pick. | ||
| 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 | ||
* ''' | * '''Lacking in mix-ups''': While Joe packs a punch, he lacks cross-ups and standing overheads, relying on very basic mix-ups at his disposal | ||
* '''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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* 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 | ||
* Whiffs on crouching ''Athena'', ''Blue Mary'', ''King'', ''Kula'', ''Leona'', ''Mai'', ''Nakoruru'', ''Whip'', and ''Yuri'' | |||
* Can be low profiled | |||
}} | }} | ||
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|moveId=joe_fb | |moveId=joe_fb | ||
|description= | |description= | ||
* | * Farthest reaching light normal in Joe's arsenal, but minus on block. | ||
* Super-cancellable and max cancellable only | |||
* Decent speed kick that hits crouching opponents. Use this normal by delaying it in a block string (IE: After a fireball trap) to catch people throwing slower heavier buttons | |||
}} | }} | ||
====Far C==== | ====Far C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=joe_fc | |moveId=joe_fc | ||
|description= | |description= | ||
* | * Fast horizontal punch that hits a little high (doesn't hit most crouchers) | ||
* Super-cancellable and max cancellable only. | |||
* Can be used as pseudo anti-air and a midrange poke. Avoid using against characters with strong low-profile options and on characters with shrinking air hurtboxes (IE: Kula, Mai, Whip, Chris, etc) | |||
* Use sparingly or switch between this & crouch C | |||
}} | }} | ||
====Far D==== | ====Far D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=joe_fd | |moveId=joe_fd | ||
|description= | |description= | ||
* Has long range which is good for whiff punishing and punishing unsafe moves | * Has long range which is good for whiff punishing and punishing unsafe moves | ||
* Has very long recovery on whiff (can be hop-punished) | |||
* Super-Cancellable and Max Cancellable - Special note: At max range, only lvl 2 ranbu super will connect if super cancelled | |||
* One of Joe's best far normals (0 on hit and -2 on block), has decent vertical range to catch hops but too slow for reactionary anti-airs | |||
* Use in frame traps or punishing attempts at ground advances | |||
}} | }} | ||
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|moveId=joe_cla | |moveId=joe_cla | ||
|description= | |description= | ||
* Hits mid | * Hits mid, but can be low-profiled by some characters (IE: Kula) | ||
* Easier to cancel into high kick off crouch A hit confirm | * Easier to cancel into high kick off crouch A hit confirm | ||
* Special, command normal, rapid, super, and max cancellable | |||
* Decent as a close anti-air and adequate frame advantage on block (+1) for frame traps | |||
* Very limited pushback so good for stagger pressure (In Example: 2B, close 5A, delay 2B - Natural frame trap) | |||
}} | }} | ||
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|moveId=joe_clb | |moveId=joe_clb | ||
|description= | |description= | ||
* | * Close step kick. Slower than close A, but similar parameters to close A. | ||
* Hits mid and will hit characters that can usually low-profile close A | |||
* Special, command normal, rapid, super, and max cancellable | |||
* Has similar pushback to close A so can be used as an alternative for frame traps & stagger pressure | |||
}} | }} | ||
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* Can connect with high kick on crouching opponents | * Can connect with high kick on crouching opponents | ||
* Pushes opponent back on block but recommend following up with high kick if blocked as it's unsafe | * Pushes opponent back on block but recommend following up with high kick if blocked as it's unsafe | ||
* Has decent speed and can OS as throw, but an awkward normal to confirm with. Use to contest/counter punch up close. | |||
* Close C has ok speed, but Joe has limited hitstun on jump-ins. Plan to hit deep with your jump-ins to confirm with this normal. | |||
}} | }} | ||
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*Hits mid | *Hits mid | ||
*Automatically stands crouched opponent which will allow you to use Step high kick in combos | *Automatically stands crouched opponent which will allow you to use Step high kick in combos | ||
*Your go-to close heavy for combo-confirms. | |||
*Even slower than close C so jump-ins need to hit very deep to comfortably confirm off it | |||
}} | }} | ||
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|moveId=joe_2a | |moveId=joe_2a | ||
|description= | |description= | ||
* Crouching elbow strike. Joe's fastest normal at 4 frames | |||
* Good for keeping pressure on opponent | * Good for keeping pressure on opponent | ||
* Have to keep very close to an opponent to land | * Have to keep very close to an opponent to land | ||
* Cancels into step high kick and high kick | * Cancels into step high kick and high kick | ||
* Also is special, super, rapid, and max cancellable | |||
* Your go-to normal for jump-in confirms, but has very short range | |||
}} | }} | ||
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|moveId=joe_2b | |moveId=joe_2b | ||
|description= | |description= | ||
* | * Crouching light kick with decent range. Hits low | ||
* 0 on block so not bad for ending blockstrings in pressure | |||
* Rapid, super, and max cancellable - Not command normal or special cancellable | |||
* Use this normal to open up standing opponents and apply pressure. Can match far A in speed and distance as a poke. | |||
}} | }} | ||
====Crouch C==== | ====Crouch C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=joe_2c | |moveId=joe_2c | ||
|description= | |description= | ||
* | * Crouching punch with good speed and range | ||
* Special, super, max, command normal cancellable - Special note: Command normals will whiff if not point blank or very close | |||
* Use this as a poke, ending blockstrings/frame traps, and an unreliable anti-air | |||
* Frame trap example: 2A to 2C is a 4F frame trap | |||
}} | }} | ||
====Crouch D==== | ====Crouch D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|guard= low | |guard= low | ||
|description= | |description= | ||
* Sweep. Standard speed and decent range for a sweep. | |||
* Has good range and can knock down opponent on hit | * Has good range and can knock down opponent on hit | ||
* Will low profile better than 2B | |||
* Special, super, and max cancellable but causes soft-knockdown so moot | |||
* Use to catch standing opponents and gain advantage on knockdown, counter poking higher hitting normals (most opponents' far C normals), and blockstrings into fireball. | |||
* Note: Sweep into fireball at max range is hop-punishable due to a very large gap and is ill-advised | |||
}} | }} | ||
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|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|description2=* | |description2=* Very fast aerial strike. Short range air-to-air move | ||
* Can be useful for whiffing in the air and to catch people off guard for a empty jump low or empty jump grab as recovery is fast | |||
* Very little hitstun and not advised as a jump-in | |||
}} | }} | ||
====Jump B==== | ====Jump B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|description2=* | |description2=* Has two versions - Neutral jump B and jump B | ||
* Normal jump is a 4F aerial knee strike (not shown). Neutral jump B is shown and is a 6F upward kick. | |||
* Normal jump B is versatile normal as it can be an air-to-ground or air-to-air normal. Limited range. | |||
* Neutral jump B has decent range and hits upward which can make it good air-to-air normal. | |||
* Use regular jump B for approaches and quickly countering airborne opponents. | |||
* Use neutral jump B as a hop or jump reaction to aerial opponents, especially above Joe's head. | |||
}} | }} | ||
====Jump C==== | ====Jump C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|description2=* | |description2=* Aerial downward punch. Decent horizontal range which makes it useful as an air-to-ground normal | ||
* Does not hit downward very much and has ok speed with average active frames. | |||
* Easily can whiff on crouching opponents if pressed at the apex of a hop (even more so for a jump). Ideal timing is when joe descends to about head level. | |||
}} | }} | ||
====Jump D==== | ====Jump D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|description2=* | |description2=* Aerial jumping kick. Joe's best air-to-ground normal | ||
* Slower startup than jump C but has more active frames so it's easier to use when approaching opponents. | |||
* Has decent range, hitting an opponent from a full character length away. | |||
* Has poor vertical range and will easily whiff crouchers if pressed at apex of hop (even more so for jumps). Plan to press at slightly above head level. | |||
* Has more pushback than jump C so may push Joe into far normal range on hit or block if not up close. | |||
}} | }} | ||
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|moveId=joe_236cd | |moveId=joe_236cd | ||
|description= | |description= | ||
* | * A strong shatter strike with the great potential that Joe has with his high stun combos in the corner | ||
* Works well as an anti-air with its large hitbox | |||
}} | }} | ||
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|name=jump CD | |name=jump CD | ||
|input=j.CD | |input=j.CD | ||
|description2=* | |description2=* A corner stone of Joe's gameplan | ||
* Has a great horizontal hitbox and a great keep out tool to lame out opponents | |||
* Pairs well with Hurricane Upper and Tiger Kick | |||
}} | }} | ||
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* Moves joe slightly forward | * Moves joe slightly forward | ||
* Can be canceled into special moves and high kick | * Can be canceled into special moves and high kick | ||
* Whiffs on crouching opponents | |||
}} | }} | ||
===Sliding=== | ===Sliding=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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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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|name=Ougon no Kakato | |name=Ougon no Kakato | ||
|input=214B/D/BD | |input=214B/D/BD | ||
|description3=* Joe jumps into the air with a circling kick | |description3= | ||
*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 01:13, 1 December 2022
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 |
|
|
Normals
Far Standing Normals
Far A
far A
f.A
f.A |
---|
Far B
far B
f.B
f.B |
---|
Far C
far C
f.C
f.C |
---|
Far D
far D
f.D
f.D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Rush
rush 1
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
Shatterstrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Throws
Hiza-Jigoku
Hiza-Jigoku
(close) 4/6C
(close) 4/6C |
---|
Joe Special 2 (close)
Joe Special 2 (close)
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Step High Kick
Step High Kick
6B
6B |
---|
Sliding
Sliding
3D
3D |
---|
High Kick
High Kick
4B
4B |
---|
Special Moves
Hurricane Upper
Hurricane Upper
41236A/C/AC
41236A/C/AC |
---|
Tiger Kick
Tiger Kick
623B/D/BD
623B/D/BD |
---|
Slash Kick
Slash Kick
41236B/D/BD
41236B/D/BD |
---|
Bakuretsuken
Bakuretsuken
623A/C/AC
623A/C/AC |
---|
Bakuretsuken Finish
Bakuretsuken Finish
623A/C~PPP or 214A or 214C
623A/C~PPP or 214A or 214C
|
No results |
---|
Ougon no Kakato
Ougon no Kakato
214B/D/BD
214B/D/BD |
---|
Super Special Moves
Screw Upper
Screw Upper
236236A/C/AC
236236A/C/AC |
---|
Baku-Sla Golden Tiger
Baku-Sla Golden Tiger
2363214B/D/BD
2363214B/D/BD |
---|
Climax Super Special Moves
Bakuretsu Screw Premium
Bakuretsu Screw Premium
2141236CD
2141236CD |
---|