Fatal Fury 2/Joe Higashi: Difference between revisions

From SuperCombo Wiki
 
(10 intermediate revisions by 2 users not shown)
Line 1: Line 1:
[[File:Ffspecjoe.png|right|The Kick Boxing King]]


=Introduction=
==Introduction==


=Move List=
When Joe is hit by a heavy attack while crouching he will momentarily lack a collision box, allowing for unique crossups.


==Move List==


===Close Standing Normals===


===== <span class="invisible-header">c5A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=c5A
|data=
{{AttackData-FF2
|damage=9
|stun=6
|guard=Mid
|startup=1
|active=2+4
|recovery=4
|total=10
|advHit=+2
|advBlock=+4
|property=Cancel
|description= * Instant startup lets this be used as a reversal, though the hitbox is small and it will trade.
}}
}}


===== <span class="invisible-header">c5B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=c5B
|data=
{{AttackData-FF2
|damage=11
|stun=6
|guard=Mid
|startup=7
|active=7
|recovery=9
|total=22
|advHit=-4
|advBlock=-2
|property=Cancel
|description=
}}
}}


*******************************************************************************
===== <span class="invisible-header">c5C</span> =====
* 3.7 Joe Higashi                                                            *
<font style="visibility:hidden" size="0"></font>
*******************************************************************************
{{MoveData
Colors
|image=
------
|subtitle=
LP - Orange-Red shorts w/ Yellow trim
|caption=
HK - Pink-Purple shorts w/ Pink trim
|name=c5C
|data=
{{AttackData-FF2
|damage=15
|stun=20
|guard=Mid
|startup=8
|active=8
|recovery=10
|total=25
|advHit=+5
|advBlock=+3
|property=Cancel
|description=
}}
}}


===== <span class="invisible-header">c5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=c5D
|data=
{{AttackData-FF2
|damage=17
|stun=20
|guard=Mid
|startup=6
|active=14
|recovery=11
|total=30
|advHit=-2
|advBlock=-4
|property=Cancel
|description=
}}
}}


===Far Standing Normals===


Throws
===== <span class="invisible-header">f5A</span> =====
------
<font style="visibility:hidden" size="0"></font>
Leg Throw                f + HP close  
{{MoveData
Rapid Knees              f + HK close
|image=
|subtitle=
|caption=
|name=f5A
|data=
{{AttackData-FF2
|damage=9
|stun=6
|guard=Mid
|startup=4
|active=5
|recovery=6
|total=14
|advHit=+1
|advBlock=+3
  |property=Cancel
|description=
}}
}}


===== <span class="invisible-header">f5B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=f5B
|data=
{{AttackData-FF2
|damage=11x2
|stun=6x2
|guard=Mid
|startup=6
|active=2+7
|recovery=11
|total=25
|advHit=-8
|advBlock=-4
|property=Cancel
|description=
}}
}}


Basic Move
===== <span class="invisible-header">f5C</span> =====
----------
<font style="visibility:hidden" size="0"></font>
Crawl                    hold df
{{MoveData
|image=
|subtitle=
|caption=
|name=f5C
|data=
{{AttackData-FF2
|damage=15
|stun=20
|guard=Mid
|startup=9
|active=10
|recovery=12
|total=30
|advHit=+1
|advBlock=-1
|property=Cancel
|description=
}}
}}


===== <span class="invisible-header">f5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=f5D
|data=
{{AttackData-FF2
|damage=17
|stun=20
|guard=Mid
|startup=12
|active=9
|recovery=18
|total=38
|advHit=-4
|advBlock=-6
|property=
|description=
}}
}}


Plane Moves
===Crouching Normals===
-----------
Low Dive Punch          LP / HP from            overhead
                          opposite plane 


High Thai Kick          LK / HK / LP+LK from    overhead  
===== <span class="invisible-header">2A</span> =====
                          opposite plane
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=2A
|data=
{{AttackData-FF2
|damage=7
|stun=6
|guard=Mid
|startup=3
|active=6
|recovery=5
|total=13
|advHit=0
|advBlock=+3
|property=Cancel
|description=
  }}
}}


===== <span class="invisible-header">2B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=2B
|data=
{{AttackData-FF2
|damage=9
|stun=6
|guard=Low
|startup=4
|active=6
|recovery=7
|total=16
|advHit=-2
|advBlock=+1
|property=Cancel
|description=
}}
}}


Command Moves
===== <span class="invisible-header">2C</span> =====
-------------
<font style="visibility:hidden" size="0"></font>
Stomach Kick/Wheel Kick HP+HK                    knocks opponent to opposite
{{MoveData
                                                    plane
|image=
Slide                    d + HK                  must be blocked low
|subtitle=
High Kick                f + LP while blocking    you will find this will work
|caption=
                                                    if you perform it while
|name=2C
                                                    blocking a whiffed attack,
|data=
                                                    not one that is striking
{{AttackData-FF2
                                                    your block animation
|damage=13
|stun=20
|guard=Mid
|startup=9
|active=10
  |recovery=11
|total=29
|advHit=+4
|advBlock=0
|property=Cancel
|description=
}}
}}


===== <span class="invisible-header">2D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=2D
|data=
{{AttackData-FF2
|damage=11
|stun=20
|guard=Low
|startup=6
|active=15
|recovery=30
|total=50
|advHit=KD (+20)
|advBlock=-24
|property=
|description=
}}
}}


Special Moves
===Jumping Normals===
-------------
Hurricane Upper          hcf + P                  LP=slow, HP=fast; will
                                                    collide with other
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
TNT Punch With Finish    tap P repeatedly
Tiger Kick              qcf, uf + K              LK=short, HK=further
Slash Kick              Charge db, uf + K /      LK=short, HK=long
                          db, uf + K


===== <span class="invisible-header">jA</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=jA
|data=
{{AttackData-FF2
|version=Diagonal/Neutral Jump
|damage=9
|stun=6
|guard=Overhead
|startup=6
|active=∞
|recovery=
|total=
|advHit=
|advBlock=
|property=
|description=
}}
}}


Super
===== <span class="invisible-header">jB</span> =====
-----
<font style="visibility:hidden" size="0"></font>
Screw Upper              f, hcf + LK+HP          absorbs projectiles
{{MoveData
|image=
|subtitle=
|caption=
|name=jB
|data=
{{AttackData-FF2
|version=Diagonal Jump
|damage=11
|stun=6
|guard=Overhead
|startup=5
|active=∞
|recovery=
|total=
|advHit=
|advBlock=
|property=
|description=
}}
{{AttackData-FF2
|header=no
|version=Neutral Jump
|damage=11
|stun=6
|guard=Overhead
|startup=7
|active=∞
|recovery=
|total=
|advHit=
|advBlock=
|property=
|description=
}}
}}


=The Basics=
===== <span class="invisible-header">jC</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=jC
|data=
{{AttackData-FF2
|version=Diagonal Jump
|damage=15
|stun=20
|guard=Overhead
|startup=9
|active=21
|recovery=
|total=
|advHit=
|advBlock=
|property=
|description=
}}
{{AttackData-FF2
|header=no
|version=Neutral Jump
|damage=15
|stun=20
|guard=Overhead
|startup=9
|active=16
|recovery=
|total=
|advHit=
|advBlock=
|property=
|description=
}}
}}


=Advanced Strategy=
===== <span class="invisible-header">jD</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=jD
|data=
{{AttackData-FF2
|version=Diagonal Jump
|damage=17
|stun=20
|guard=Overhead
|startup=11
|active=21
|recovery=
|total=
|advHit=
|advBlock=
|property=
|description=
}}
{{AttackData-FF2
|header=no
|version=Neutral Jump
|damage=17
|stun=20
|guard=Overhead
|startup=7
|active=16
|recovery=
|total=
|advHit=
|advBlock=
|property=
|description=
}}
}}


===Universal Mechanics===
===== <span class="invisible-header">Lane Blast (CD)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=Lane Blast
|input=C+D
|data=
{{AttackData-FF2
|version=Front Lane
|damage=21
|stun=20
|guard=Mid
|startup=17
|active=11
|recovery=1
|total=28
|advHit=KD (+114)
|advBlock=+9
|property=Lane Shift, Cancel
|description=
}}
{{AttackData-FF2
|header=no
|version=Back Lane
|damage=21
|stun=20
|guard=Mid
|startup=9
|active=6
|recovery=18
|total=32
|advHit=KD (+99)
|advBlock=-3
|property=Lane Shift, Lower-Body Invuln 9-14F
|description=
}}
}}
===== <span class="invisible-header">Lane Attack/Sway</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=Lane Attack
|input=A/B/C/D from opposite lane
|data= * Cells with two values (X/Y) list the front lane to back lane data first, then vice-versa.
{{AttackData-FF2
|version=A/C
|damage=19
|stun=20
|guard=Overhead
|startup=14
|active=18/17
|recovery=1
|total=32/31
|advHit=Air Reset (+47/+48)
|advBlock=+18
|property=
|description= * Doesn't hit the back lane until frame 30 and the front lane until frame 29.
}}
{{AttackData-FF2
|header=no
|version=B/D
|damage=19
|stun=20
|guard=Overhead
|startup=14
|active=39/36
|recovery=1
|total=53/50
|advHit=Air Reset (+46/+47)
|advBlock=+17
|property=Invincible 41-53F/41-50F
|description= * Doesn't hit the back lane until frame 50 and the front lane until frame 47.
}}
{{AttackData-FF2
|header=no
|version=Lane Sway
|subtitle=A+B on same lane
|damage=19
|stun=6
|guard=Unblockable
|startup=14
|active=39/36
|recovery=4
|total=56/53
|advHit=Air Reset (+43/+44)
|advBlock=/
|property=Invincible 41-52F/41-49F
|description= * Doesn't hit the back lane until frame 50 and the front lane until frame 47.
}}
}}
===== <span class="invisible-header">Dodge Attack</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=Dodge Attack
|input=6A during proximity guard
|data=
{{AttackData-FF2
|damage=13
|stun=20
|guard=Mid
|startup=7
|active=7
|recovery=11
|total=24
|advHit=KD (+92)
|advBlock=+3
|property=Upper-Body Invuln 1-23F, Cancel
|description=
}}
}}
===Throws===
===== <span class="invisible-header">Leg Throw (6C)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=Leg Throw
|input=close 6C
|data=
{{AttackData-FF2
|damage=24
|stun=20
|guard=Throw
|startup=1
|active=1
|recovery=/
|total=
|advHit=KD (+80)
|advBlock=/
|property=
|description= * Swaps sides.
}}
}}
===== <span class="invisible-header">Hiza Jigoku (6D)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=Hiza Jigoku
|input=close 6D
|data=
{{AttackData-FF2
|damage=15~39 (12 + 3 x 1~9)
|stun=0
|guard=Throw
|startup=1
|active=1
|recovery=/
|total=
|advHit=Air Reset (+4) / KD (+69)
|advBlock=/
|property=
|description= * Hold throw. Opponent can mash to reduce hits.
* Hits every 34 frames.
* First frame advantage value is when the opponent mashes out, the second is when all hits connect.
}}
}}
===Special Moves===
===== <span class="invisible-header">Hurricane Upper (41236P)</span> =====
{{MoveData
| name    = Hurricane Upper
| input    = 41236A/C
| subtitle =
| image    =
| caption  =
| data  =
{{AttackData-FF2
| version    = A
| subtitle    =
| damage      = 13 (3)
| stun        = 20
| guard      = Mid
| startup    = 15
| active      =
| recovery    = 49
| total      = 63
| advHit      = -6
| advBlock    = -6
| property    =
| description =
}}
{{AttackData-FF2
| header      = no
| version    = C
| subtitle    =
| damage      = 21 (5)
| stun        = 20
| guard      = Mid
| startup    = 15
| active      =
| recovery    = 46
| total      = 60
| advHit      = -2
| advBlock    = -3
| property    =
| description =
}}
}}
===== <span class="invisible-header">Slash Kick (19K)</span> =====
{{MoveData
| name    = Slash Kick
| input    = 19B/D
| subtitle =
| image    =
| caption  =
| data  =
{{AttackData-FF2
| version    = B
| subtitle    =
| damage      = 17 (4)
| stun        = 20
| guard      = Mid
| startup    = 19
| active      = 22
| recovery    = 10
| total      = 50
| advHit      = -18
| advBlock    = -10
| property    =
| description =
}}
{{AttackData-FF2
| header      = no
| version    = D
| subtitle    =
| damage      = 23 (5)
| stun        = 20
| guard      = Mid
| startup    = 22
| active      = 22
| recovery    = 10
| total      = 53
| advHit      = KD (+78)
| advBlock    = -10
| property    =
| description =
}}
}}
===== <span class="invisible-header">Tiger Kick (2369K)</span> =====
{{MoveData
| name    = Tiger Kick
| input    = 2369B/D
| subtitle =
| image    =
| caption  =
| data  =
{{AttackData-FF2
| version    = B
| subtitle    =
| damage      = 13 (3)
| stun        = 20
| guard      = Mid
| startup    = 18
| active      = 4+3+16
| recovery    = 23
| total      = 63
| advHit      = KD (+65)
| advBlock    = -23
| property    = Invincible 1-37F
| description =
}}
{{AttackData-FF2
| header      = no
| version    = D
| subtitle    =
| damage      = 19 (4x2)
| stun        = 20
| guard      = Mid
| startup    = 24
| active      = 6+4+16
| recovery    = 23
| total      = 72
| advHit      = KD (+78)
| advBlock    = -26
| property    = Invincible 1-40F
| description =
}}
}}
===== <span class="invisible-header">Bakuretsuken (Mash P)</span> =====
{{MoveData
| name    = Bakuretsuken
| input    = Mash A/C
| subtitle =
| image    =
| caption  =
| data  = * No pushback on hit.
* Opponent recovers between each hit and can easily reversal Joe. Advantage values are from the finishing hit.
{{AttackData-FF2
| version    = A
| subtitle    =
| damage      = 7x6 (1x6)
| stun        = 10x6
| guard      = Mid
| startup    = 6
| active      = 6+4+4+4+4 (7) 2+8+3
| recovery    = 29
| total      = 76
| advHit      = KD (+86)
| advBlock    = -9
| property    =
| description =
}}
{{AttackData-FF2
| header      = no
| version    = C
| subtitle    =
| damage      = 9x8 (2x8)
| stun        = 10x8
| guard      = Mid
| startup    = 5
| active      = 5+3+3+3+3 (3) 3+1 (4) 2+7+3
| recovery    = 27
| total      = 71
| advHit      = KD (+90)
| advBlock    = -7
| property    =
| description =
}}
}}
===Desperation Move===
===== <span class="invisible-header">Screw Upper (64123BC)</span> =====
{{MoveData
| name    = Screw Upper
| input    = 64123B+C
| subtitle = When health is flashing
| image    =
| caption  =
| data  =
{{AttackData-FF2
| damage      = 51 (12)
| stun        = 10
| guard      = Low
| startup    = 25
| active      = 37
| recovery    = 24
| total      = 85
| advHit      = KD (+79)
| advBlock    = -26
| property    =
| description =
}}
}}
==Strategy==
===The Basics===
===Advanced Strategy===
{{Navbox-FF2}}
[[Category:Fatal Fury 2]]
[[Category:Fatal Fury 2]]
[[Category:Joe Higashi]]

Latest revision as of 13:15, 5 July 2025

The Kick Boxing King

Introduction

When Joe is hit by a heavy attack while crouching he will momentarily lack a collision box, allowing for unique crossups.

Move List

Close Standing Normals

c5A

c5A
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
9 6 Mid 1 2+4 4 10 +2 +4 Cancel
  • Instant startup lets this be used as a reversal, though the hitbox is small and it will trade.
c5B

c5B
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
11 6 Mid 7 7 9 22 -4 -2 Cancel
c5C

c5C
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
15 20 Mid 8 8 10 25 +5 +3 Cancel
c5D

c5D
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
17 20 Mid 6 14 11 30 -2 -4 Cancel

Far Standing Normals

f5A

f5A
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
9 6 Mid 4 5 6 14 +1 +3 Cancel
f5B

f5B
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
11x2 6x2 Mid 6 2+7 11 25 -8 -4 Cancel
f5C

f5C
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
15 20 Mid 9 10 12 30 +1 -1 Cancel
f5D

f5D
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
17 20 Mid 12 9 18 38 -4 -6 -

Crouching Normals

2A

2A
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
7 6 Mid 3 6 5 13 0 +3 Cancel
2B

2B
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
9 6 Low 4 6 7 16 -2 +1 Cancel
2C

2C
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
13 20 Mid 9 10 11 29 +4 0 Cancel
2D

2D
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
11 20 Low 6 15 30 50 KD (+20) -24 -

Jumping Normals

jA

jA
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal/Neutral Jump 9 6 Overhead 6 - - - - -
jB

jB
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 11 6 Overhead 5 - - - - -
Neutral Jump 11 6 Overhead 7 - - - - -
jC

jC
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 15 20 Overhead 9 21 - - - - -
Neutral Jump 15 20 Overhead 9 16 - - - - -
jD

jD
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 17 20 Overhead 11 21 - - - - -
Neutral Jump 17 20 Overhead 7 16 - - - - -

Universal Mechanics

Lane Blast (CD)

Lane Blast
C+D
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Front Lane 21 20 Mid 17 11 1 28 KD (+114) +9 Lane Shift, Cancel
Back Lane 21 20 Mid 9 6 18 32 KD (+99) -3 Lane Shift, Lower-Body Invuln 9-14F
Lane Attack/Sway

Lane Attack
A/B/C/D from opposite lane
  • Cells with two values (X/Y) list the front lane to back lane data first, then vice-versa.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A/C 19 20 Overhead 14 18/17 1 32/31 Air Reset (+47/+48) +18 -
  • Doesn't hit the back lane until frame 30 and the front lane until frame 29.
B/D 19 20 Overhead 14 39/36 1 53/50 Air Reset (+46/+47) +17 Invincible 41-53F/41-50F
  • Doesn't hit the back lane until frame 50 and the front lane until frame 47.
Lane Sway
A+B on same lane
19 6 Unblockable 14 39/36 4 56/53 Air Reset (+43/+44) / Invincible 41-52F/41-49F
  • Doesn't hit the back lane until frame 50 and the front lane until frame 47.
Dodge Attack

Dodge Attack
6A during proximity guard
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
13 20 Mid 7 7 11 24 KD (+92) +3 Upper-Body Invuln 1-23F, Cancel

Throws

Leg Throw (6C)

Leg Throw
close 6C
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
24 20 Throw 1 1 / - KD (+80) / -
  • Swaps sides.
Hiza Jigoku (6D)

Hiza Jigoku
close 6D
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
15~39 (12 + 3 x 1~9) 0 Throw 1 1 / - Air Reset (+4) / KD (+69) / -
  • Hold throw. Opponent can mash to reduce hits.
  • Hits every 34 frames.
  • First frame advantage value is when the opponent mashes out, the second is when all hits connect.

Special Moves

Hurricane Upper (41236P)
Hurricane Upper
41236A/C
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 13 (3) 20 Mid 15 - 49 63 -6 -6 -
C 21 (5) 20 Mid 15 - 46 60 -2 -3 -
Slash Kick (19K)
Slash Kick
19B/D
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
B 17 (4) 20 Mid 19 22 10 50 -18 -10 -
D 23 (5) 20 Mid 22 22 10 53 KD (+78) -10 -
Tiger Kick (2369K)
Tiger Kick
2369B/D
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
B 13 (3) 20 Mid 18 4+3+16 23 63 KD (+65) -23 Invincible 1-37F
D 19 (4x2) 20 Mid 24 6+4+16 23 72 KD (+78) -26 Invincible 1-40F
Bakuretsuken (Mash P)
Bakuretsuken
Mash A/C
  • No pushback on hit.
  • Opponent recovers between each hit and can easily reversal Joe. Advantage values are from the finishing hit.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 7x6 (1x6) 10x6 Mid 6 6+4+4+4+4 (7) 2+8+3 29 76 KD (+86) -9 -
C 9x8 (2x8) 10x8 Mid 5 5+3+3+3+3 (3) 3+1 (4) 2+7+3 27 71 KD (+90) -7 -

Desperation Move

Screw Upper (64123BC)
Screw Upper
When health is flashing
64123B+C
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
51 (12) 10 Low 25 37 24 85 KD (+79) -26 -

Strategy

The Basics

Advanced Strategy

Fatal Fury 2
General

FAQControlsHUDSystem

Characters

Andy BogardBig BearCheng SinzanJoe HigashiJubei YamadaKim KaphwanMai ShiranuiTerry Bogard

Bosses

Axel HawkBilly KaneLaurence BloodWolfgang Krauser