Fatal Fury Special/Joe Higashi: Difference between revisions

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[[File:Ffspecjoe.png|right]]
[[File:Ffspecjoe.png|right|The Kick-Boxing Demon]]
[[File:Ffspecjoe_colors.png|right]]
{{TOClimit|3}}


==Introduction==
==Introduction==
{|  
{|  
Blessed with some of the best zoning tools in the game and highly damaging close range combos, Joe in FFS is here to rock you like a hurricane. As long as you can do half-circle inputs and jab chains consistently, he's an easy character to pick up and start winning games with right away.
|-style="text-align:left;"
|-style="text-align:left;"
! Pros !! Cons
! Pros !! Cons
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|}
|}


== Character Colors ==
==Move List==


[[File:Ffspecjoe_colors.png‎]]
===General Hurtboxes===
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Standing/Walking || align="center" | Crouching/Crawling || align="center" | Jumping || align="center" | Taunting
|-
| align="center"; valign="bottom" | [[File:FFS Joe Stand.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Joe Crouch.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Joe Jump.png|bottom]] || [[File:FFS Joe Taunt.gif|bottom|Orrra!]]
|-
| align="center" |  || align="center" |  || align="center" | 54F (4+47+3) duration. ||
|}


==Moves List==


===Normal Moves===
===Close Standing Normals===
'''Slide'''
*Down + HK


===Throw===
===== <span class="invisible-header">c5A</span> =====
{| border="1em" cellpadding="5" cellspacing="0" width="60%" style="border: 1px solid #999;"
<font style="visibility:hidden" size="0"></font>
|-
{{MoveData
| '''Move Name''' || '''Motion'''
|image=FFS Joe c5A.png
|-
|subtitle=Body Hook/ボディフック
| Thai Kick Throw || F/B+HP when close to opponent
|caption=
|-
|name=c5A
| Knee Inferno || F/B+HK when close to opponent
|data=
|-
{{AttackData-FFS
|}
|Damage=8
|Stun=2
|Guard=Mid
|Startup=3
|Active=3
|Recovery=4
|Total=9
|Hit Adv=+9
|Block Adv=+10
|Property=Kara Cancel
|description=*Links into itself and far 5A. Joe's most damaging combos start with this move.
}}
}}
 
===== <span class="invisible-header">c5B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS Joe c5B.png
|subtitle=Middle Kick/ミドルキック
|caption=
|name=c5B
|data=
{{AttackData-FFS
|Damage=10
|Stun=2
|Guard=Mid
|Startup=8
|Active=6
|Recovery=8
|Total=21
|Hit Adv=+2
|Block Adv=+3
|Property=Kara Cancel
|description=*Would probably be a decent poke, but being a close normal you can't make use of its reach. Unremarkable.
}}
}}
 
===== <span class="invisible-header">c5C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS Joe c5C.png
|subtitle=Elbow Strike/肘打ち
|caption=
|name=c5C
|data=
{{AttackData-FFS
|Damage=18
|Stun=4
|Guard=Mid
|Startup=10
|Active=9
|Recovery=10
|Total=28
|Hit Adv=+5
|Block Adv=+4
|Property=Kara Cancel
|description=*Hits so high, it whiffs against most crouching characters. Just awful.
}}
}}
 
===== <span class="invisible-header">c5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS Joe c5D.png
|subtitle=Knee Strike/膝蹴り
|caption=
|name=c5D
|data=
{{AttackData-FFS
|Damage=20
|Stun=4
|Guard=Mid
|Startup=6
|Active=13
|Recovery=9
|Total=27
|Hit Adv=+2
|Block Adv=+1
|Property=Kara Cancel
|description=*Much better than close C, but still doesn't lead to much damage on hit.
}}
}}
 
===Far Standing Normals===
 
===== <span class="invisible-header">f5A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS Joe 5A.png
|subtitle=Jab/ジャブ
|caption=
|name=f5A
|data=
{{AttackData-FFS
|Damage=6
|Stun=2
|Guard=Mid
|Startup=3
|Active=3
|Recovery=4
|Total=9
|Hit Adv=+9
|Block Adv=+10
|Property=Kara Cancel
|description=*Mostly used in combos. Links into itself, 2D, 5D and 5C.
}}
}}
 
===== <span class="invisible-header">f5B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS Joe 5B 1.png
|image2=FFS Joe 5B 2.png
|subtitle=High Kick /ハイキック
|caption=
|name=f5B
|data=
{{AttackData-FFS
|Damage=8
|Stun=2
|Guard=Mid
|Startup=7
|Active=5+7
|Recovery=12
|Total=30
|Hit Adv=-8
|Block Adv=-7
|Property=Kara Cancel
|description=OK anti-air, but 5D is generally better. This one is cancelable, though.
}}
}}
 
===== <span class="invisible-header">f5C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS Joe 5C.png
|subtitle=Straight/ストレート
|caption=
|name=f5C
|data=
{{AttackData-FFS
|Damage=16
|Stun=4
|Guard=Mid
|Startup=8
|Active=9
|Recovery=12
|Total=28
|Hit Adv=+2
|Block Adv=+1
|Property=/
|description=*Doesn't see a lot of use. Can be used to finish a combo, but 2D is better for that purpose.
}}
}}


===Special Moves===
===== <span class="invisible-header">f5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS Joe 5D.png
|subtitle=Spin Kick/後ろ回し蹴り
|caption=
|name=f5D
|data=
{{AttackData-FFS
|Damage=18
|Stun=4
|Guard=Mid
|Startup=8
|Active=11
|Recovery=18
|Total=36
|Hit Adv=-6
|Block Adv=-7
|Property=/
|description=*One of Joe's main anti-airs. Less risky than Tiger Kick.
*Use this against characters that can beat your slide AA.
}}
}}


{| border="1em" cellpadding="5" cellspacing="0" width="60%" style="border: 1px solid #999;"
===Crouching Normals===
|-
| '''Move Name''' || '''Motion'''
|-
| Hurricane Upper || HCF + P
|-
| TNT Punch || Tap P rapidly
|-
| Dynamite Fist || (During HP TNT Punch) Stop pressing P
|-
| Tiger Kick || QCF,UF + K
|-
| Slash Kick || Charge DB,UF + K
|}


===Super Move===
===== <span class="invisible-header">2A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS Joe 2A.png
|subtitle=Crouching Elbow Strike/しゃがみ肘打ち
|caption=
|name=2A
|data=
{{AttackData-FFS
|Damage=6
|Stun=2
|Guard=Mid
|Startup=3
|Active=4
|Recovery=4
|Total=10
|Hit Adv=+8
|Block Adv=+9
|Property=Kara Cancel
|description=*Extremely fast and safe. Ideal for close range pressure.
*Functions as a combo starter, great against smaller characters like Jubei.
}}
}}


{| border="1em" cellpadding="5" cellspacing="0" width="60%" style="border: 1px solid #999;"
===== <span class="invisible-header">2B</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Move Name''' || '''Motion'''
{{MoveData
|-
|image=FFS Joe 2B.png
| Screw Upper || F,HCF + LK+HP
|subtitle=Crouching Front Kick/しゃがみ前蹴り
|-
|caption=
|}
|name=2B
|data=
{{AttackData-FFS
|Damage=8
|Stun=2
|Guard=Low
|Startup=4
|Active=5
|Recovery=6
|Total=12
|Hit Adv=+5
|Block Adv=+6
|Property=Kara Cancel
|description=*Very hard to beat due to the tiny hurtbox. Use this often.
}}
}}


<sub>* Screw Upper will absorb projectiles.</sub>
===== <span class="invisible-header">2C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS Joe 2C.png
|subtitle=Crouching Straight/しゃがみストレート
|caption=
|name=2C
|data=
{{AttackData-FFS
|Damage=16
|Stun=4
|Guard=Mid
|Startup=8
|Active=8
|Recovery=8
|Total=23
|Hit Adv=+8
|Block Adv=+7
|Property=Kara Cancel
|description=Has more reach than 2A. Great poke, especially when cancelled into Hurricane Upper.
}}
}}


==Combos==
===== <span class="invisible-header">2D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS Joe 2D.png
|subtitle=Sliding Kick/スライディングキック
|caption=
|name=2D
|data=
{{AttackData-FFS
|Damage=14
|Stun=4
|Guard=Low
|Startup=7
|Active=16
|Recovery=24
|Total=46
|Hit Adv=+21
|Block Adv=-17
|Property=Upper-Body Invuln 7-22F, Head Invuln 1-6F, 23-29F
|description=A veritable swiss army knife of a move that does just about everything:
*Extremely low profile and moves Joe forward, allowing you to easily beat most mid pokes.
*Excellent anti-air that only loses against a small number of jump-ins.
*Allows Joe to slide past any projectile that doesn't travel along the ground.
*Links from standing and crouching A and grants a knockdown on hit, so it's also your best combo ender.
*It does have a slow recovery though, so don't get ''too'' greedy with it.
}}
}}


== Strategies ==
===Jumping Normals===


===The Basics===
===== <span class="invisible-header">jA</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS Joe jA.png
|subtitle=Jump Elbow/ジャンプエルボー
|caption=
|name=jA
|data=
{{AttackData-FFS
|Damage=8
|Stun=2
|Guard=Overhead
|Startup=5
|Active=∞
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=
|description=*Pitiful range. You don't need to use this.
}}
}}


= Advanced Strategy =
===== <span class="invisible-header">jB</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS Joe jfB.png
|image2=FFS Joe jB.png
|subtitle=Flying Knee Strike/跳び膝蹴り
|caption=Diagonal Jump
|caption2=Neutral Jump
|name=jB
|data=
{{AttackData-FFS
|version=Diagonal & Neutral Jump
|Damage=10
|Stun=2
|Guard=Overhead
|Startup=5
|Active=∞
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=
|description=*Diagonal: Solid jump-in that can beat low profile anti-airs. Instant overhead against tall characters.
*Neutral: Good against Kim divekicks or rushing special moves, as long as it hits on the way down.
}}
}}


FIREBALL.
===== <span class="invisible-header">jC</span> =====
*The Hurricane is a very fast FB with excellent recovery and means he can go head to head with just about anyone in FB wars. As with most jab projectiles in this game, the Jab version is very slow and is really good for meaty and follow up tactics. Because the Hurricane is a full character height characters like Tung and Jubei can't sweep underneath it to negate fireball pressure and the quick recovery sets up Joe's FB trap and anti air game (which is incredibly strong.
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS Joe jC.png
|subtitle=Jump Straight/ジャンプストレート
|caption=
|name=jC
|data=
{{AttackData-FFS
|version=Diagonal Jump
|Damage=18
|Stun=4
|Guard=Overhead
|Startup=6
|Active=26
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=
|description=*Decent air-to-air.
}}
{{AttackData-FFS
|header=no
|version=Neutral Jump
|Damage=18
|Stun=4
|Guard=Overhead
|Startup=6
|Active=17
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=
|description=*Neutral jump D makes this redundant.
}}
}}


ANTI AIR. FB TRAPPING.
===== <span class="invisible-header">jD</span> =====
*This to me is Joe's strongest area, he has multiple options in just about all AA situations. *If an opponent is able to close in when you are trying to zone him remember to make liberal use of the Quick Retreat (double tap back) to regain the range.
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS Joe jfD.png
|image2=FFS Joe jD.png
|subtitle=Joe Kick/ジョーキック
|caption=Diagonal Jump
|caption2=Neutral Jump
|name=jD
|data=
{{AttackData-FFS
|version=Diagonal Jump
|Damage=20
|Stun=4
|Guard=Overhead
|Startup=13
|Active=22
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=
|description=*Slow startup, but has the best range out of all Joe jump-ins.
}}
{{AttackData-FFS
|header=no
|version=Neutral Jump
|Damage=20
|Stun=4
|Guard=Overhead
|Startup=5
|Active=17
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=
|description=*Extremely strong air-to-air, and comes out fast to boot.
}}
}}


*The standing Roundhouse is is a good weapon. Although it looks like a pure 45 degree AA, it has infact got a huge striking area. its horizontal range is huge meaning it can cope with jumping attacks coming in from between 60 and 30 degrees. The recovery is so quick and you stay planted to the ground so you can really get good patterns going with just this and the Hurricane! Terrific move.
=== Universal Mechanics ===


*The Tiger Kick is almost unstoppable AA. Its startup is very slow but is almost completely invunerable and stays that way until it has reached the peak of its motion. The only downside is its limited range and slow recovery, meaning you will often land close to an opponent after countering with this with almost no time to plan you next move, so the standing Roundhoue is better for zoning opponents.
===== <span class="invisible-header">Lane Blast (CD)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS Joe CD.png
|image2=FFS Joe CD Back.png
|subtitle=
|caption=Front Lane
|caption2=Back Lane
|name=Lane Blast
|input=C+D
|data=
{{AttackData-FFS
|version=Front Lane
|Damage=22
|Stun=5
|Guard=Mid
|Startup=18
|Active=6
|Recovery=10
|Total=35
|Hit Adv=KD (+87)
|Block Adv=+3
|Property=Cancel
|description=*Joe's best long range poke. Works great especially when cancelled into Hurricane Upper on block.
}}
{{AttackData-FFS
|header=no
|version=Back Lane
|Damage=22
|Stun=5
|Guard=Mid
|Startup=12
|Active=7
|Recovery=18
|Total=36
|Hit Adv=KD (+80)
|Block Adv=-6
|Property=Cancel, Lower-Body Invuln 12-26F
|description=*Much worse range. Can anti-air, but Joe already has more than enough moves to AA with, so try to stick to using the front lane as Joe.
<gallery class="mw-collapsible">
  FFS Joe CD Back.png|
  FFS Joe CD Back 1.png|Recovery
</gallery>
}}
}}


*Opponents jumping in out of range can be landed on the crouching Roundhouse, ST Dhalsim style.
===== <span class="invisible-header">Lane Attack</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS Joe Lane Punch Front.png
|image2=FFS Joe Lane Kick Front.png
|image3=FFS Joe Lane Attack.png
|image4=FFS Joe Lane Attack 2.png
|subtitle=
|caption=Front Lane Punch
|caption2=Front Lane Kick
|caption3=Back Lane Punch
|caption4=Back Lane Kick
|name=Lane Attack
|input=A/B/C/D from opposite lane
|data=Joe's punch and kick lane attacks have the same frame data but different hitboxes.
{{AttackData-FFS
|version=A/B
|Damage=20
|Stun=2
|Guard=Overhead
|Startup=9
|Active=
|Recovery=4
|Total=
|Hit Adv=
|Block Adv=
|Property=
|description=
}}
{{AttackData-FFS
|header=no
|version=C/D
|Damage=20
|Stun=4
|Guard=Overhead
|Startup=9
|Active=
|Recovery=4
|Total=
|Hit Adv=
|Block Adv=
|Property=
|description=
}}
}}


*With good anticipation, opponents jumping in at high angles can be shot down by the Screw Upper (Super). The start up time is slow but the good thing is, once it has started to come out it will come out all the way even if Joe is hit, so unless you are one hit from death you can trade hits with any air attack and come off better.
===== <span class="invisible-header">Dodge Attack</span> =====
**The Screw Upper starts to come out about 3 frames into the move so you still need fairly good anticipation even to trade.
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS Joe Dodge Attack.png
|subtitle=Sway Kick/スウェーキック
|caption=
|name=Dodge Attack
|input=6A during proximity guard
|data=
{{AttackData-FFS
|Damage=11
|Stun=5
|Guard=Mid
|Startup=15
|Active=8
|Recovery=18
|Total=40
|Hit Adv=Air Reset (+14)
|Block Adv=-7
|Property=Kara Cancel, Upper-Body Invuln 1-22F
|description=*Above average dodge attack. Very good range.
}}
}}


*In some situations (like an opponent jumping at full screen range or jumping backwards) the Slash Kick can be used to knock them out of the air. This is a surprisingly good tactic.
===Throws===


*When fighting in close I like the crouching Jab. Its fast, will snuff many attacks and can be chained into other c.Jabs or the crouching Roundhouse. The standing Jab is just as good but can be ducked under especially by short characters. I find multipe jabs chained together is often better than the TNT punch because they don't push you out and will always combo.
===== <span class="invisible-header">Leg Throw (4/6C)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS Joe C Throw.png
|caption=
|name=Leg Throw
|input=close 4/6C
|data=
{{AttackData-FFS
|Damage=26
|Stun=3
|Startup=1
|Active=1
|Recovery=/
|Hit Adv=KD (+81)
|Block Adv=/
|Property=
|description=*Swaps sides.
<gallery class="mw-collapsible">
  FFS Joe C Throw 1.png|
</gallery>
}}
}}


*The horizontal range of the far standing Roundhouse as mentioned above is big. You can even beat some low attacks (like Terry's crouching Roundhouse) with certain timings. Experiment with the strange hitting properties of this move. The close s.Roundhouse is a knee attack that can be handy for a close attack because it hits low, unlike the close standing Feirce or Jab.
===== <span class="invisible-header">Hiza Jigoku (4/6D)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS Joe D Throw.png
|caption=
|name=Hiza Jigoku
|input=close 4/6D
|data=
{{AttackData-FFS
|Damage=8~32 (4 x 2~8)
|Stun=0
|Startup=1
|Active=1
|Recovery=/
|Hit Adv=-21
|Block Adv=/
|Property=
|description= * Hold throw. Opponent can mash to reduce hits.
* Hit advantage is when the opponent mashes out.
<gallery class="mw-collapsible">
  FFS Joe D Throw 1.png|
</gallery>
}}
}}


*The Tiger Kick can dig under (Dragon Punch style) most normal attacks that opponents stick out to poke. This is an excellent tactic that sort of makes up for Joe's weak med range and footsie game, but make sure you timing is good cause the whiff recovery is awfull.
===Special Moves===


*When jumping at an opponent the Rounhouse has excellent reach and is very similar to Sagats mirror move in ST. Very intimidating when used at full range. It is also an excellent cross up weapon.
===== <span class="invisible-header">Hurricane Upper (41236P)</span> =====
{{MoveData
| name    = Hurricane Upper
| input    = 41236A/C
| subtitle =
| image    = FFS Joe HUpper.png
| caption  =
| data  =
{{AttackData-FFS
  | version    = A
  | subtitle    =
  | Damage      = 16 (4)
  | Stun        = 3
  | Guard      = Mid
  | Startup    = 20
  | Active      =
  | Recovery    = 29
  | Total      = 48
  | Hit Adv    = +4
  | Block Adv  = +5
  | Property    =
  | description = *The best projectile in the game, bar none. Hard to avoid thanks to its huge size, and beats Dodge Attack attempts as the hitbox reaches all the way to the ground.  
*Very spammable thanks to its compact frame data.
}}
{{AttackData-FFS
  | header      = no
  | version    = C
  | subtitle    =
  | Damage      = 22 (5)
  | Stun        = 6
  | Guard      = Mid
  | Startup    = 23
  | Active      =
  | Recovery    = 31
  | Total      = 53
  | Hit Adv    = +10
  | Block Adv  = -1
  | Property    =
  | description = *Travels faster than the light version, but has worse frame data and less knockback on block making it less safe to use up close.
}}
}}


*The jump straight up Short is good when used at full range for dropping on opponents heads when they are getting up, again this is a very intimidating move because of its range and tricky striking angle.
===== <span class="invisible-header">Slash Kick (19K)</span> =====
{{MoveData
| name    = Slash Kick
| input    = 19B/D
| subtitle =
| image    = FFS Joe SKick.png
| caption  =
| data  =
{{AttackData-FFS
  | version    = B
  | subtitle    =
  | Damage      = 16 (4)
  | Stun        = 3
  | Guard      = Mid
  | Startup    = 22
  | Active      = 16
  | Recovery    = 17
  | Total      = 54
  | Hit Adv    = Air Reset
  | Block Adv  = -15
  | Property    =
  | description = *Range is about 3/4 of the screen. Rather difficult to use due to the slow startup. Can combo from heavy buttons if you happen to land a back hit, but there are much better options available.
}}
{{AttackData-FFS
  | header      = no
  | version    = D
  | subtitle    =
  | Damage      = 22 (5)
  | Stun        = 6
  | Guard      = Mid
  | Startup    = 25
  | Active      = 17
  | Recovery    = 19
  | Total      = 60
  | Hit Adv    = KD
  | Block Adv  = -15
  | Property    =
  | description = *Travels the entire screen. Not too great on its own, but can be a decent tool for pressure and chip damage when used in combination with light Hurricane Upper.
}}
}}


*The Screw Upper as mentioned above can trade hit well with a little anticipation. This is also true against dashing attacks. Remember this attack is a screen height, character thick collision box that takes half a bar you can put infront of yourself on commad, thats one hell of a weapon. Experiment with it.
===== <span class="invisible-header">Tiger Kick (2369K)</span> =====
{{MoveData
| name    = Tiger Kick
| input    = 2369B/D
| subtitle =
| image    = FFS Joe TigerKick.gif
| caption  =
| data    = Block advantage is from the second hit.
{{AttackData-FFS
  | version    = B
  | subtitle    =
  | Damage      = 14 (3)
  | Stun        = 3
  | Guard      = Mid
  | Startup    = 15
  | Active      = 7 (4) 8 (3)
  | Recovery    = 30
  | Total      = 66
  | Hit Adv    = KD
  | Block Adv  = -28
  | Property    =
  | description = *Joe's invulnerable anti-air/reversal. Less useful than you'd think due to its slow startup, so most of the time you'll be using either 5D or 2D to anti-air instead of this. Still, having an invulnerable move can often come in handy.
}}
{{AttackData-FFS
  | header      = no
  | version    = D
  | subtitle    =
  | Damage      = 20 (5)
  | Stun        = 6
  | Guard      = Mid
  | Startup    = 21
  | Active      = 11 (3) 6 (3) 3
  | Recovery    = 32
  | Total      = 78
  | Hit Adv    = KD
  | Block Adv  = -29
  | Property    =
  | description = *Even slower startup. Don't use unless you're absolutely certain it'll hit.
}}
}}


*The Slash Kick is a good surprise attack. Like Tung's Lunge Punch use it at a range where it will bounce you out to safety unless you are confident of a clean hit.
===== <span class="invisible-header">Bakuretsuken (Mash P)</span> =====
{{MoveData
| name    = Bakuretsuken
| input    = Mash A/C
| subtitle =
| image    = FFS Joe Bakuretsuken.gif
| caption  = A version
| data    = A series of punches that don't combo together and leave Joe punishable on hit. Does OK chip damage, but this move is generally impractical.
{{AttackData-FFS
  | version    = A
  | subtitle    =
  | Damage      = 8xN (2xN)
  | Stun        = 3
  | Guard      = Mid
  | Startup    = 7
  | Active      = 6+5+5 (5) 5 (5) 5+1...
  | Recovery    = 0
  | Total      = 43+
  | Hit Adv    = -1
  | Block Adv  = +6
  | Property    =
  | description = * Elipses (...) indicate where the attack repeats if P continues to be mashed.
* Block advantage is from Terry blocking 4 hits.
}}
{{AttackData-FFS
  | header      = no
  | version    = C
  | subtitle    =
  | Damage      = 12xN + 14 (3xN + 3x3)
  | Stun        = 6
  | Guard      = Mid
  | Startup    = 6
  | Active      = 5+4+4 (4) 4 (4) 4+4 (2+6) 3+8+4
  | Recovery    = 29
  | Total      = 90
  | Hit Adv    = KD (uppercut)
  | Block Adv  = -26
  | Property    =
  | description = * Damage values after the + are the finishing uppercut.
* Block advantage is from Terry blocking 7 hits.
}}
}}


*The crouching Roundhouse is usefull for sliding under most FB's (even Krouser's low fireball!!!). Use this move sparingly in close because all characters can snuff it
===Super Move===
before it gets going and its recovery is also slow meaning many characters can punish you if it is blocked even at full range.
===== <span class="invisible-header">Screw Upper (64123BC)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS Joe Screw Upper.png
|subtitle=When health is flashing
|caption=
|name=Screw Upper
|input=64123B+C
|data=
{{AttackData-FFS
|Damage=48 (12)
|Stun=4
|Guard=Mid
|Startup=29
|Active=34
|Recovery=13
|Total=75
|Hit Adv=KD
|Block Adv=-5
|Property=
|description=*Big stationary projectile wall. The startup looks like a regular Hurricane Upper, so you can use it to trick and punish an opponent trying to jump over your projectiles.
}}
}}


**I love to use this chip damage combo: When you have knocked an opponent down in a corner throw an early Screw Upper then hammer Punch. The last frames of the Screw Upper should hit the back of the opponent just as they get up, then you will chip them with another two hits of TNT punch before being pushed out to safety.
==Combos==
* (2B), c5A x 3~6, f5A x 1~3, 2D - 64 damage
Hold 6 to microwalk between 5A's for more hits.
* 2A x 1~4, 2D - 33 damage
Hold 3 between 2A's.
* 41236A (from a distance) > 19D - 35 damage
* (back turned, in corner) Hurricane Upper (C), 2C > 19B
Extremely situational trick combo you can use if you feel like showing off.


*I have not found any real uses for the TNT punch outside of the above mentioned chip combo. I have never landed that impressive looking last punch. Anyone any suggestions.
== Strategy ==


*Well thats all I can think of for now. I am going to be breaking down Lowrence Blood in the next few days so stay tuned.
===The Basics===


''Credit to Crayfish''
===Advanced Strategy===


=Match-ups=
==Matchups==


===Vs. Andy Bogard===
===Vs. Andy Bogard===
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{{Navbox-FFS}}
{{Navbox-FFS}}
[[Category:Fatal Fury Special]]
[[Category:Fatal Fury Special]]
[[Category:Joe Higashi]]

Latest revision as of 13:11, 11 April 2025

The Kick-Boxing Demon
Ffspecjoe colors.png

Introduction

Blessed with some of the best zoning tools in the game and highly damaging close range combos, Joe in FFS is here to rock you like a hurricane. As long as you can do half-circle inputs and jab chains consistently, he's an easy character to pick up and start winning games with right away.
Pros Cons
  • Hands down the best projectile in the game
  • Easy anti-air moves
  • Simple but deadly combos
  • Short range on most normals
  • Slow startup on most specials
  • Slow movement speed

Move List

General Hurtboxes

Standing/Walking Crouching/Crawling Jumping Taunting
FFS Joe Stand.png FFS Joe Crouch.png FFS Joe Jump.png Orrra!
54F (4+47+3) duration.


Close Standing Normals

c5A

c5A
Body Hook/ボディフック
FFS Joe c5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Mid 3 3 4 9 +9 +10 Kara Cancel
  • Links into itself and far 5A. Joe's most damaging combos start with this move.
c5B

c5B
Middle Kick/ミドルキック
FFS Joe c5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
10 2 Mid 8 6 8 21 +2 +3 Kara Cancel
  • Would probably be a decent poke, but being a close normal you can't make use of its reach. Unremarkable.
c5C

c5C
Elbow Strike/肘打ち
FFS Joe c5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 4 Mid 10 9 10 28 +5 +4 Kara Cancel
  • Hits so high, it whiffs against most crouching characters. Just awful.
c5D

c5D
Knee Strike/膝蹴り
FFS Joe c5D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
20 4 Mid 6 13 9 27 +2 +1 Kara Cancel
  • Much better than close C, but still doesn't lead to much damage on hit.

Far Standing Normals

f5A

f5A
Jab/ジャブ
FFS Joe 5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 3 3 4 9 +9 +10 Kara Cancel
  • Mostly used in combos. Links into itself, 2D, 5D and 5C.
f5B

f5B
High Kick /ハイキック
FFS Joe 5B 1.png
FFS Joe 5B 2.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Mid 7 5+7 12 30 -8 -7 Kara Cancel

OK anti-air, but 5D is generally better. This one is cancelable, though.

f5C

f5C
Straight/ストレート
FFS Joe 5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 4 Mid 8 9 12 28 +2 +1 /
  • Doesn't see a lot of use. Can be used to finish a combo, but 2D is better for that purpose.
f5D

f5D
Spin Kick/後ろ回し蹴り
FFS Joe 5D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 4 Mid 8 11 18 36 -6 -7 /
  • One of Joe's main anti-airs. Less risky than Tiger Kick.
  • Use this against characters that can beat your slide AA.

Crouching Normals

2A

2A
Crouching Elbow Strike/しゃがみ肘打ち
FFS Joe 2A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 3 4 4 10 +8 +9 Kara Cancel
  • Extremely fast and safe. Ideal for close range pressure.
  • Functions as a combo starter, great against smaller characters like Jubei.
2B

2B
Crouching Front Kick/しゃがみ前蹴り
FFS Joe 2B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Low 4 5 6 12 +5 +6 Kara Cancel
  • Very hard to beat due to the tiny hurtbox. Use this often.
2C

2C
Crouching Straight/しゃがみストレート
FFS Joe 2C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 4 Mid 8 8 8 23 +8 +7 Kara Cancel

Has more reach than 2A. Great poke, especially when cancelled into Hurricane Upper.

2D

2D
Sliding Kick/スライディングキック
FFS Joe 2D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
14 4 Low 7 16 24 46 +21 -17 Upper-Body Invuln 7-22F, Head Invuln 1-6F, 23-29F

A veritable swiss army knife of a move that does just about everything:

  • Extremely low profile and moves Joe forward, allowing you to easily beat most mid pokes.
  • Excellent anti-air that only loses against a small number of jump-ins.
  • Allows Joe to slide past any projectile that doesn't travel along the ground.
  • Links from standing and crouching A and grants a knockdown on hit, so it's also your best combo ender.
  • It does have a slow recovery though, so don't get too greedy with it.

Jumping Normals

jA

jA
Jump Elbow/ジャンプエルボー
FFS Joe jA.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Overhead 5 - - - - -
  • Pitiful range. You don't need to use this.
jB

jB
Flying Knee Strike/跳び膝蹴り
FFS Joe jfB.png
Diagonal Jump
FFS Joe jB.png
Neutral Jump
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal & Neutral Jump 10 2 Overhead 5 - - - - -
  • Diagonal: Solid jump-in that can beat low profile anti-airs. Instant overhead against tall characters.
  • Neutral: Good against Kim divekicks or rushing special moves, as long as it hits on the way down.
jC

jC
Jump Straight/ジャンプストレート
FFS Joe jC.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 18 4 Overhead 6 26 - - - - -
  • Decent air-to-air.
Neutral Jump 18 4 Overhead 6 17 - - - - -
  • Neutral jump D makes this redundant.
jD

jD
Joe Kick/ジョーキック
FFS Joe jfD.png
Diagonal Jump
FFS Joe jD.png
Neutral Jump
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 20 4 Overhead 13 22 - - - - -
  • Slow startup, but has the best range out of all Joe jump-ins.
Neutral Jump 20 4 Overhead 5 17 - - - - -
  • Extremely strong air-to-air, and comes out fast to boot.

Universal Mechanics

Lane Blast (CD)

Lane Blast
C+D
FFS Joe CD.png
Front Lane
FFS Joe CD Back.png
Back Lane
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Front Lane 22 5 Mid 18 6 10 35 KD (+87) +3 Cancel
  • Joe's best long range poke. Works great especially when cancelled into Hurricane Upper on block.
Back Lane 22 5 Mid 12 7 18 36 KD (+80) -6 Cancel, Lower-Body Invuln 12-26F
  • Much worse range. Can anti-air, but Joe already has more than enough moves to AA with, so try to stick to using the front lane as Joe.
Lane Attack

Lane Attack
A/B/C/D from opposite lane
FFS Joe Lane Punch Front.png
Front Lane Punch
FFS Joe Lane Kick Front.png
Front Lane Kick
FFS Joe Lane Attack.png
Back Lane Punch
FFS Joe Lane Attack 2.png
Back Lane Kick
Joe's punch and kick lane attacks have the same frame data but different hitboxes.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A/B 20 2 Overhead 9 - 4 - - - -
C/D 20 4 Overhead 9 - 4 - - - -
Dodge Attack

Dodge Attack
Sway Kick/スウェーキック
6A during proximity guard
FFS Joe Dodge Attack.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
11 5 Mid 15 8 18 40 Air Reset (+14) -7 Kara Cancel, Upper-Body Invuln 1-22F
  • Above average dodge attack. Very good range.

Throws

Leg Throw (4/6C)

Leg Throw
close 4/6C
FFS Joe C Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 - 1 1 / - KD (+81) / -
  • Swaps sides.
Hiza Jigoku (4/6D)

Hiza Jigoku
close 4/6D
FFS Joe D Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8~32 (4 x 2~8) 0 - 1 1 / - -21 / -
  • Hold throw. Opponent can mash to reduce hits.
  • Hit advantage is when the opponent mashes out.

Special Moves

Hurricane Upper (41236P)
Hurricane Upper
41236A/C
FFS Joe HUpper.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 16 (4) 3 Mid 20 - 29 48 +4 +5 -
  • The best projectile in the game, bar none. Hard to avoid thanks to its huge size, and beats Dodge Attack attempts as the hitbox reaches all the way to the ground.
  • Very spammable thanks to its compact frame data.
C 22 (5) 6 Mid 23 - 31 53 +10 -1 -
  • Travels faster than the light version, but has worse frame data and less knockback on block making it less safe to use up close.
Slash Kick (19K)
Slash Kick
19B/D
FFS Joe SKick.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
B 16 (4) 3 Mid 22 16 17 54 Air Reset -15 -
  • Range is about 3/4 of the screen. Rather difficult to use due to the slow startup. Can combo from heavy buttons if you happen to land a back hit, but there are much better options available.
D 22 (5) 6 Mid 25 17 19 60 KD -15 -
  • Travels the entire screen. Not too great on its own, but can be a decent tool for pressure and chip damage when used in combination with light Hurricane Upper.
Tiger Kick (2369K)
Tiger Kick
2369B/D
FFS Joe TigerKick.gif
Block advantage is from the second hit.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
B 14 (3) 3 Mid 15 7 (4) 8 (3) 30 66 KD -28 -
  • Joe's invulnerable anti-air/reversal. Less useful than you'd think due to its slow startup, so most of the time you'll be using either 5D or 2D to anti-air instead of this. Still, having an invulnerable move can often come in handy.
D 20 (5) 6 Mid 21 11 (3) 6 (3) 3 32 78 KD -29 -
  • Even slower startup. Don't use unless you're absolutely certain it'll hit.
Bakuretsuken (Mash P)
Bakuretsuken
Mash A/C
FFS Joe Bakuretsuken.gif
A version
A series of punches that don't combo together and leave Joe punishable on hit. Does OK chip damage, but this move is generally impractical.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 8xN (2xN) 3 Mid 7 6+5+5 (5) 5 (5) 5+1... 0 43+ -1 +6 -
  • Elipses (...) indicate where the attack repeats if P continues to be mashed.
  • Block advantage is from Terry blocking 4 hits.
C 12xN + 14 (3xN + 3x3) 6 Mid 6 5+4+4 (4) 4 (4) 4+4 (2+6) 3+8+4 29 90 KD (uppercut) -26 -
  • Damage values after the + are the finishing uppercut.
  • Block advantage is from Terry blocking 7 hits.

Super Move

Screw Upper (64123BC)

Screw Upper
When health is flashing
64123B+C
FFS Joe Screw Upper.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
48 (12) 4 Mid 29 34 13 75 KD -5 -
  • Big stationary projectile wall. The startup looks like a regular Hurricane Upper, so you can use it to trick and punish an opponent trying to jump over your projectiles.

Combos

  • (2B), c5A x 3~6, f5A x 1~3, 2D - 64 damage

Hold 6 to microwalk between 5A's for more hits.

  • 2A x 1~4, 2D - 33 damage

Hold 3 between 2A's.

  • 41236A (from a distance) > 19D - 35 damage
  • (back turned, in corner) Hurricane Upper (C), 2C > 19B

Extremely situational trick combo you can use if you feel like showing off.

Strategy

The Basics

Advanced Strategy

Matchups

Vs. Andy Bogard

Vs. Axel Hawk

Vs. Big Bear

Vs. Billy Kane

Vs. Cheng Sinzan

Vs. Duck King

Vs. Geese Howard

Vs. Joe Higashi

Vs. Jubei Yamada

Vs. Kim Kaphwan

Vs. Laurence Blood

Vs. Mai Shiranui

Vs. Ryo Sakazaki

Vs. Terry Bogard

Vs. Tung Fu Rue

Vs. Wolfgang Krauser

Game Navigation

General
FAQ
Controls
HUD
System
Strategy
Characters
Andy Bogard
Axel Hawk
Big Bear
Billy Kane
Cheng Sinzan
Duck King
Geese Howard
Joe Higashi
Jubei Yamada
Kim Kaphwan
Laurence Blood
Mai Shiranui
Terry Bogard
Tung Fu Rue
Wolfgang Krauser
Secret Boss
Ryo Sakazaki