Joe Higashi (KoF '94-Era) (KoF '98)

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Joe98 stance.gif

Introduction

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Joe98 colorA.png Joe98 colorB.png Joe98 colorC.png Joe98 colorD.png

Gameplay Overview

Joe '94 its another balanced EX Character but it have a lot of disadvantages, he loss his Overhead Special and Ryuko Ranbu alike DM, but have a buffed TNT Punch and Hurricane Upper useful for keepaway tactics.

In-depth Analysis

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 3/3/9 HL
Joe98 clA.png
Hits crouchers, cancelable. Can be used as combo filler.
Snkb.gif 7/3/7 HL
Joe98 clB.png
Snkc.gif 2/2/20 HL
Joe98 clC.png
Fast and cancelable, one of the main hard hit combo starters.
Snkd.gif 6/3/28 HL
Joe98 clD.png
Standing Far
Snka.gif 3/2/8 HL
Joe98 stA.png
Not a bad standing A. Not the best range but hits most characters crouching and is cancelable. Can be anti-air vs short hop.
Snkb.gif 7/3/7 HL
Joe98 stB.png
Nice front poke. A little slow, but good reach/hitbox and cancelable.
Snkc.gif 7/2/16 HL
Joe98 stC.png
Decent range/speed mid poke that hits all characters crouching other than Chin/Choi, but standing D is usually almost always better.
Snkd.gif 6/3/28 HL
Joe98 stD.png
Longer range, bigger hitbox, and slightly faster than standing C. Great long range poke.
Snkc.gif+Snkd.gif 20/2/25 HL
Joe98 stCD.png
Crouching
Snka.gif 3/3/6 HL
Joe98 crA.png
Standard low A, cancelable.
Snkb.gif 3/3/7 L
Joe98 crB.png
Good range for a low B, main combo starter in-close. Great meaty as well.
Snkc.gif 4/3/19 HL
Joe98 crC.png
Fast and cancelable, good for when you are too far for cl.C.
Snkd.gif 8/4/9+14 L
Joe98 crD.png
Nice range cancelable sweep. Good as a meaty.
Jump
Snka.gif 3/7/- -/- H
Joe98 jA.png
Snkb.gif 6/12/- -/- H
Joe98 jB.png
Good air-to-air since it does stay out for a moment.
Snkc.gif 4/9/- -/- H
Joe98 jC.png
Snkd.gif 4/12/- -/- H
Joe98 jD.png
Your main jump-in and also good air-to-air from range, jumping back. Has a nice big hitbox and can be used as an instant overhead effectively. Can cross-up if done very close to their head as well.
Snkc.gif+Snkd.gif 11/5/- KD/- HL
Joe98 jCD.png
Good air-to-air.
Command Normals
f + Snkb.gif 13/2/25 HL
Joe98 fB.png
Always the same speed and cancelable. not only your combo filler from hard hits, but it's actually a really good long-range poke. It has the longest range of any of his normals, and his entire lower leg up to the knee is invincible.
df + Snkb.gif 13/4/24 L
Joe98 dfB.png
Low slide kick. Crappy recovery, but you can use it to go under all non-ground fireballs.
Special Moves
hcf + Snka.gif HL Hurricane Upper - hcf + P
  • Joe releases one hurricane projectiles that travels fullscreen.
  • hcf + A sends out a slow projectile, while hcf + C sends aou a fast one.
  • the projectiles are tall and cannot be jumped by most characters.
hcf + Snkc.gif HL
hcf + Snkb.gif 14/4/4+22 KD/-12 HL
Joe02 hcfB.png
Slash Kick - hcf + K
  • Joe performs a horizontal kick moving across the screen, which does good damage
  • hcf + B version goes about 1/3 screen length while hcf + D goes 3/4 length
  • has some recovery time if blocked, though if done from far away it's usually difficult to punish on block
  • Depending on the distance, the startup of the D version is longer. The longer the startup, the shorter the recovery.
hcf + Snkd.gif 14+0~5/7/4~9+24 KD/-22 HL
Joe02 hcfD.png
dp + Snkb.gif 5/3*18/17+13 KD/-30 HL
Joe02 dpB1.png
Joe02 dpB2.png
Tiger Kick - dp + K
  • Joe does a very fast rising kick attack that does two hits
  • Invincible: B: Complete startup, D: Complete startup and first active period. Upper body invincible: First active period fo B version.
dp + Snkd.gif 5/3*22/21+13 KD/-38 HL
Joe02 dpD1.png
Joe02 dpD2.png
Snka.gif rapidly > qcf + A

/ qcf + C

HL Bakuretsu Ken - P rapidly
  • Joe performs a series of punches
  • You may press forward to make him slowly move forward.
  • each of those punches have a large hitbox, making it difficult to counter, though can be easily guard rolled and punished from behind
  • can be followed up by qcf + A or qcf + C after any punch, whether that punch connected or whiffed.
Snkc.gif rapidly > qcf + A

/ qcf + C

HL
> qcf + Snka.gif KD/?? HL Bakuretsu Finish (A) - qcf + A
  • Joe does a single hit uppercut that knocks down and is fast.
> qcf + Snkc.gif KD/?? HL Bakuretsu Finish (C) - qcf + C
  • Joe does jumping uppercut that deals two hits, knocks down and is slow (but can still combo).
DMs

qcf qcf + Snka.gif

8/-(24)-/67 KD/+9 HL
Joe02 qcfx2P1.png
Joe02 qcfx2P2.png
Screw Upper - qcf qcf + P
  • Joe creates a vertical wall of tornados that moves forward a slight bit, maybe 1/3 screen
  • can be rolled easily and punished
  • Invincible: A: Frame 1-7, C: Frame: 9-14.
  • First fireball is active for 24 frames. Second fireball is active for 48 frames and hits multiple times.
qcf qcf + Snkc.gif 15/-(24)-/71 KD/+5 HL
SDM
MAX: qcf qcf + Punch.gif 8/-(24)-/88 KD/-39 HL
Joe02 qcfx2AC1.png
Joe02 qcfx2AC2.png
Screw Upper - MAX: qcf qcf + P
  • Joe sends out a vertical wall of tornados similar to the DM version, except doing much more damage and traveling all the way across the screen
  • Invincibility: Frame 1-18.

Special Moves

Desperation Moves

Combos

  • cl.C / cr.C >
    • f + B >
      • D Slash Kick (hcf + D) (Whiffs on some crouchers.)
      • B Slash Kick (hcf + B)
    • (S)DM qcf qcf + C


  • cr.B, cr.A >
    • dp +
    • DM qcf qcf + A


  • st.B / st.A >
    • dp + D
    • dp + B (If not too far.)


  • cr.A / cr.B (meaty), cl.C > f + B >
    • D Slash Kick (hcf + D) (Whiffs on some crouchers.)
    • B Slash Kick (hcf + B)


Strategy Corner

  • MAX: cl.C > f + B > hcf + D

deals ??? than

  • cl.C > qcf qcf + A

Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.