Fatal Fury Special/Joe Higashi: Difference between revisions

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|image=FFS Joe jfB.png
|image=FFS Joe jfB.png
|image2=FFS Joe jB.png
|image2=FFS Joe jB.png
|subtitle=
|subtitle=Flying Knee Strike/跳び膝蹴り
|caption=Diagonal Jump
|caption=Diagonal Jump
|caption2=Neutral Jump
|caption2=Neutral Jump
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  |Block Adv=
  |Block Adv=
  |Property=
  |Property=
  |description=
  |description=*Diagonal: Solid jump-in. Instant overhead against tall characters.
*Neutral: Good against Kim divekicks.
  }}
  }}
}}
}}

Revision as of 07:33, 28 November 2024

The Kick-Boxing Demon
Ffspecjoe colors.png

Introduction

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

Close Standing Normals

c5A

c5A
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, Self Cancel
c5B

c5B
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
c5C

c5C
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
c5D

c5D
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

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, Self Cancel
  • Mostly used in combos.
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, Self 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, Self 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. Instant overhead against tall characters.
  • Neutral: Good against Kim divekicks.
jC

jC
FFS Joe jC.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 18 4 Overhead 6 26 - - - - -
Neutral Jump 18 4 Overhead 6 17 - - - - -
jD

jD
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 - - - - -
Neutral Jump 20 4 Overhead 5 17 - - - - -

Universal Mechanics

Lane Blast

Lane Blast
C+D
FFS Joe CD.png
Front Lane
FFS Joe CD Back.png
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
Back Lane 22 5 Mid 12 7 18 36 KD (+80) -6 Cancel, Lower-Body Invuln 12-26F
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
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

Throws

C Throw

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 (+75) / -
D Throw

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 -
C 22 (5) 6 Mid 23 - 31 53 +10 -1 -
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 -
D 22 (5) 6 Mid 25 17 19 60 KD -15 -
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 -
D 20 (5) 6 Mid 21 11 (3) 6 (3) 3 32 78 KD -29 -
Bakuretsuken (Mash P)
Bakuretsuken
Mash A/C
FFS Joe Bakuretsuken.gif
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
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 -

Combos

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

c5A and f5A are plus enough to hold 6 between them for more hits.

  • 2A x 1~4 > 2D - 33 damage

No harm in holding 3 between 2A's.

  • 2C > 41236A
  • 41236A (from a distance) > 19D - 35 damage

Strategies

The Basics

Advanced Strategy

Match-ups

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