Fatal Fury Special/Joe Higashi

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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
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