Capcom vs. SNK 2: Millionaire Fighting 2001 Joe Character FAQ
For the Dreamcast
Version 0.2 (30 October 2001)
By ProTect (e-mail:
[email protected])
Copyright (c) 2001 ProTect
The game Capcom vs. SNK 2 (hereafter referred to as CvS2) is a copyright of
Capcom.
Joe is a copyright of SNK.
I do not claim Joe as my intellectual property in any way. My contribution is
solely the organization of Joe's history, moves,etc. into one FAQ.
This FAQ is mine, ProTect's. Do not post it to public forums without my
permission. Do not in any way claim it as your own.
DO NOT rewrite it and pass it off as your Character FAQ for another game
and/or character!
Plagiarism is a very serious crime. It is intellectual theft.
----------CONTENTS----------
FAQ Disclaimers
Contents
Purpose of This FAQ
Abbreviations Used in This FAQ
Statistics
Official Story History
Game Appearances
Tactics
Combos
Colors
Joe Quotes
Links
Credits
----------PURPOSE OF THIS FAQ------------
This FAQ is a document all about Joe in CvS2.
----------ABBREVIATIONS USED IN THIS FAQ----------
B - Back: hold the control pad in the opposite direction of the opponent
T - Toward: hold the control pad in the direction facing the opponent
U - Up: press up on the control pad
D - Down (Ducking): press down on the control pad; this will cause the
character to duck
UB - Up/Back: press up and back on the control pad at the same time
UT - Up/Toward: press up and toward on the control pad at the same time
DB - Down/Back: press down and back on the control pad at the same time; this
will cause the character to duck
DT - Down/Toward: press down and toward on the control pad at the same time;
this will cause the character to duck
DP - Dragon Punch: press T, D, DT on the control pad
FB - Fire Ball: press D, DT, T on the control pad
HK - Hurricane Kick: press D, DB, B on the control pad
HCF - Half Circle Forward: press B, DB, D, DT, T on the control pad
HCB - Half Circle Back: press T, DT, D, DB, B on the control pad
J - Jab (also known as LP): the weakest, yet quickest punch (X button in the
default button configuration)
St - Strong (also known as MP): the punch that is average in strength and
speed (default: Y button)
Fi - Fierce (also known as HP): the strongest, yet slowest kick (default: L
button)
AP - Any Punch: press either J, St, or Fi
P! - Quick Punch: press any punch button repeatedly and rapidly
2P - Two Punches: press any combination of J, St, and Fi simultaneously
Sh - Short (also known as LK): the weakest, yet quickest kick (default: A
button)
Fo - Forward (also known as MK): the kick that is average in strength and
speed (default: B button)
R - Roundhouse (also known as HK): the strongest, yet slowest kick (default:
R button)
AK - Any Kick: press either Sh, Fo, or R
K! - Quick Kick: press any kick button repeatedly and rapidly
2K - Two Kicks: press any combination of Sh, Fo, and R simultaneously
AB - Any Button: press either J, St, Fi, Sh, Fo, or R
Cl - Close: press the button indicated while standing within throwing range
of the opponent
F - Far: press the button indicated while standing outside throwing range of
the opponent
D - Ducking: press the button indicated while pressing D, DB, or DT (ducking)
JS - Jumping Straight: press the button indicated while jumping straight up
into the air (U)
A - Jumping Angled: press the button indicated while jumping toward or away
from the opponent (UB, UT)
SC - Super Combo: a powerful move which requires a certain level of super gauge
to perform
L - Level: the degree (section) to which the super gauge is filled, or the
strength of an SC
----------STANDARD CvS2 GAMEPLAY FEATURES----------
GROOVES
The six grooves of CvS2 provide more than simply fan service nostalgia. Groove
selection takes a number of factors into account in the process of capturing the
feel of classic Capcom and SNK fighting games.
C-Groove is a groove based on Street Fighter Alpha. The super gauge is divided
into three sections, which fill mainly as the player attacks and slightly upon
taking damage. As each of these sections fill, one after the other, Super Combos
of varying strengths become available. Also, the amount of damage a player does
to the opponent increases slightly as the gauge fills.
L1 normal and special Moves do 101% the damage that L0 moves do.
L2 normal and special Moves do 102% the damage that L0 moves do.
L1 SCs performed with two levels of gauge do 101% the damage that L1 SCs do.
L3 normal and special Moves do 105% the damage that L0 moves do.
L1 SCs performed with a full gauge do 102% the damage that L1 SCs do.
Unique feature: Air Blocking
Other features: Dash, Roll, Counter Attack, Tactical Recovery
A-Groove is based loosely on Street Fighter Alpha 3's V-Ism. The super gauge has
two sections, which fill like C-Groove. When the first section is full, the
player can do L1 SCs. When the gauge is completely full, Custom Combos (CCs) can
be activated by pressing Fi and R simultaneously. CC mode causes the character
to cause less damage in exchange for being able to do moves more quickly,
effortlessly, and spontaneously than normal. It is possible to cancel the CC
into an SC at any point. Blocking is not possible during a CC; any attack that
hits the player will end the CC.
Non-CC normal and special moves do the same amount of damage that L0 C-Groove
moves do.
Non-CC SCs do the same amount of damage that L1 C-Groove SCs performed with one
level of gauge do.
CC normal moves and SCs do 72% the damage that non-CC normal moves and SCs do.
CC special moves do 80% the damage that non-CC special moves do.
Unique feature: Custom Combo
Other features: Dash, Roll, Counter Attack, Safe Fall
P-Groove plays a lot like Street Fighter III. The super gauge (which fills in
the same way as C-Groove) is not divided into sections; to do an SC a full gauge
is necessary.
Normal and special moves do the same amount of damage that L0 C-Groove moves do.
SCs do the same amount of damage that L3 C-Groove SCs do.
Unique feature: Parrying
Other features: Dash, Small Jump, Tactical Recovery
S-Groove is the classic King of Fighters system. The super gauge is not divided
into sections, but different levels of SCs are available. The gauge does not
fill automatically when the player attacks; there is a manual charge (activated
by pressing Fi and R simultaneously) which fills the gauge. L1 SCs are available
when the gauge is full. When the player's health is reduced below a certain
amount, the health gauge begins flashing red. At this point, the player can use
unlimited L1 SCs, or fill the gauge to perform one MAX level (L3) SC.
(Empty)When the super gauge is not full and the health gauge is not flashing,
normal and special moves do the same amount of damage that L0 C-Groove moves do.
(Desperation)When the super gauge is not full and the health gauge is flashing,
normal and special moves do 105% the damage that Empty moves do.
Desperation SCs do 105% the damage that L1 C-Groove SCs performed with one level
of gauge do.
(Charged)When the super gauge is full but the health gauge is not flashing,
normal and special moves do 115% the damage that Empty moves do.
Charged SCs do 115% the damage that L1 C-Groove SCs performed with one level of
gauge do.
(Charged Desperation)When the super gauge is full and the health gauge is
flashing, normal and special moves do 105% the damage that Charged S-Groove
moves do.
Charged Desperation SCs do 105% the damage that L3 C-Groove SCs do.
Unique features: Dodge, Manual Super Gauge Charge, Desperation Mode
Other features: Run, Counter Attack, Small Jump, Tactical Recovery
N-Groove resembles the Advanced system of more recent King of Fighters games.
Like S-Groove, the super gauge is not divided into sections. It fills, like C-
Groove's gauge, as the player attacks. When it is full, it will begin to fill
again, with the previous full gauge becoming a stock (a small dot), up to three
of which can be stored. This stock can be used to perform an SC, or it can be
broken (press Fi and R simultaneously) to power up the player's attacks (the
character will flash yellow). If the player has two or more stocks, it is
possible to do a MAX level (L3) SC by first breaking a stock, then doing the SC
as normal.
Non-powered up normal and special moves do the same amount of damage that L0 C-
Groove moves do.
Non-powered up SCs do the same amount of damage that L1 C-Groove SCs performed
with one level of gauge do.
Powered-up normal and special moves do 120% the damage that non-powered up moves
do.
Powered-up SCs do the same amount of damage that L3 C-Groove SCs do.
Unique features: Counter Movement, Stock Breaking
Other features: Run, Roll, Counter Attack, Small Jump, Safe Fall
K-Groove is similar to Samurai Shodown gameplay. The super gauge is like P-
Groove's gauge, undivided and with no stocks, but it fills only from being
attacked, not by attacking or manually charging. When the gauge is full, the
character will flash red and enter Rage mode. In Rage mode, the character's
moves become substantially more powerful. Rage mode continues until the gauge
runs out or the player does an SC.
Non-Rage normal and special moves do the same amount of damage that L0 C-Groove
moves do.
Rage normal moves do 135% the damage that non-Rage moves do.
Rage special moves do 130% the damage that non-Rage moves do.
SCs do 110% the damage that L3 C-Groove SCs do.
Unique features: Just Defense, Rage Mode
Other features: Run, Small Jump, Safe Fall
SPECIAL FEATURES
Air Blocking (press B, DB, or UB in the air): Guard against attacks in mid-air.
Only available in C-Groove.
Dash (press T T or B B): Quickly move forward or backward a short distance.
Available in C-Groove, A-Groove, and P-Groove.
Run (press T and hold T): Quickly move forward. Available in S-Groove, N-Groove,
and K-Groove.
Roll (press J and Sh simultaneously): Roll a short distance to avoid incoming
attacks. Available in C-Groove, A-Groove, and N-Groove.
Dodge (press J and Sh simultaneously): Step to the side to avoid incoming
attacks. Only available in S-Groove.
Counter Attack (press T, St, and Fo immediately after blocking): Attack an
attacking opponent with a pre-set move (uses super gauge). Available in C-
Groove, A-Groove, S-Groove, and N-Groove.
Counter Movement (press B or T and J and Sh immediately after blocking): Move
forward or backward a short distance to attack an attacking opponent with a move
of the player's choice. Only available in N-Groove.
Tactical Recovery (press and hold 2P when knocked down): Stay on the ground
slightly longer than usual to avoid follow-up attacks. Available in C-Groove, P-
Groove, and S-Groove.
Safe Fall (press 2P when knocked down): Flip backwards to avoid follow-up
attacks. Available in A-Groove, N-Groove, and K-Groove.
Parrying (press T while being hit): Take no damage from attacks and set up
counters. Only available in P-Groove.
Just Defense (press B while being hit): Absorb the energy of attacks as a small
amount of health and super gauge. Only available in K-Groove.
Small Jump (tap U quickly): Jump in such a way as to avoid most attacks.
Available in P-Groove, S-Groove, N-Groove, and K-Groove.
----------STATISTICS----------
Full Name: Joe Higashi
Also Known as: Tempest Man, Satan of Martial Arts
Birthdate: 29 March
Age: 23
Height: 180 cm
Weight: 71 kg
Hobby: Fighting
Favorite Food: Fried crocodile
Mastered Sport: All types of combat
Prized Possession: His headband
Dislikes: Dressing up
SNK Friends: Terry Bogard, Mai Shiranui, Kim Kaphwan, Andy Bogard, Duck King,
Tung Fu Rue, Hwa Jai, Axel Hawk, Blue Mary, Hon Fu, Bob Wilson, Franco Bash
SNK Rivals: Geese Howard, Billy Kane, King
Capcom Rivals: Sagat, Adon
Blood Type: AB
Nationality: Japanese
Fighting Style: Muetai Kick Boxing
----------OFFICIAL STORY HISTORY------------
Despite his great skill, Joe had been reluctant to compete in free-style
tournaments because he would risk being discharged from the Muetai Association
if he did so. His friends Terry and Andy Bogard persuaded him to compete in The
King of Fighters (KOF) '91 Tournament (Fatal Fury; FF1).
Ten years before KOF 91, the Bogards' adoptive father Jeff Bogard had been
killed by Geese Howard, an ambitious young martial artist who wanted to
establish a criminal rule over the Bogards' (and the Sakazakis') hometown of
Southtown. The Bogard boys had arrived just in time to see their father breathe
his last breath. Shortly thereafter, they had spent ten years training with the
martial arts master Tung Fu Rue to one day avenge their father's death.
KOF 91 was their chance. As if Geese Howard did not see enough violence in his
daily management of the Southtown underworld, he felt the need for more
brutality in the form of an annual ruthless, unregulated, underground martial
arts tournament. It was well-known that Geese's favorite part of the event was
challenging the champion and taking the unfortunate victor's life by his own
hands. This time, however, Geese would get the spoils of death. Joe and the
Bogards battled their way through Geese's relentless warriors, and finally Terry
challenged Geese himself atop Geese Tower. Geese fell out the window of the high
tower and down to his destruction.
Joe was not expelled, but rather commended, by the Muetai Association for his
brave display of power for the sake of his friends. He returned to do battle in
KOF 92 (FF2) and KOF 93 (FF Special). FF Special saw the return of Geese, who
had somehow survived his FF1 death plunge. Joe befriended Hwa Jai, a fellow
Muetai fighter who had been his enemy in FF1 but later became his manager, as
well as Duck King (another FF1 enemy), Tung Fu Rue (the Bogards' master, who
fought in FF1), Mai Shiranui (an FF2 contestant who had a crush on Andy), Kim
Kaphwan (FF2's Tae Kwon Do representative) and Axel Hawk (a powerful boxer from
FF2).
KOF 94 was very different from the previous KOF tournaments. The new sponsor,
Rugal Bernstein, had decided to abandon the one-on-one format of the previous
tournaments for a more exciting three-on-three team battle system. Not
surprisingly, the two Bogard brothers chose Joe as their partner. There were
many new teams in this tournament. One of them, consisting of Kyo Kusanagi,
Benimaru Nikaido, and Goro Daimon, went on to fight Rugal in the finals. It is
not certain why the team consisting of Terry, Andy, and Joe was not more
successful, but Joe did find a new rivalry, against the female Muetai fighter
King.
Joe and his friends returned to Southtown to find trouble in the form of the
Yakuza (Japanese mafia) villain Yamazaki (FF3). Yamazaki had taken over
Southtown after Geese disappeared again following FF Special. Joe and the
Bogards, along with their new friends Blue Mary (an expert grappler) Hon Fu (a
nunchaku-proficient Hong Kong detective on Yamazaki's trail), Bob Wilson (a
Capoeira-fighting bartender), and Franco Bash (a boxer), drove out Yamazaki, but
this only made it convenient for Geese to rise to power again. Around this time,
Joe started dating Lilly Kane (the blonde girl in the CvS2 London background),
the sister of Billy Kane, Geese's cane-wielding second-in-command from FF1.
In KOF 95, Billy Kane was on the same team as Iori Yagami, Kyo's rival. Geese
had sent Billy to "take care" of the Bogards and their friend Joe. Billy not
only lost to Joe and the Bogards, but he also found himself on the receiving end
of Iori's unreasonable rage. Geese vowed that next time he would not rely on
underlings to do his hunting for him.
In Real Bout FF, Geese was in power again. It was very clear to everyone in
Southtown that if they did not do something, they would all soon suffer. Joe,
the Bogards, and all their friends joined forces once again. Terry accidentally
knocked Geese off the top of Geese Tower, and despite all the evil Geese had
done, Terry could not bring himself to let him die. He reached out to grab
Geese, but Geese pushed back Terry's hand and allowed himself to fall to his
death as Terry could do nothing but watch him fall. Terry only recovered from
his anguish by being a substitute father for Geese's son Rock. Joe, meanwhile,
returned to his training grounds in Brazil.
Shortly thereafter, the KOF 96 tournament took place. Geese himself joined
forces with Wolfgang Krauser (the boss of Fatal Fury 2) and Mr.Big (a gang
leader who had been instrumental in Geese's conquest of Southtown many years
ago) to fight Joe and the Bogards. As usual, Geese lost.
After KOF 96, Joe continued entering KOF and FF tournaments, but nothing of any
great significance happened to him. All the while, he continued to hold the
title of greatest Muetai fighter, until around the time of SNK vs. Capcom, when
he was challenged by Adon (Sagat's former student from Street Fighter and the
Street Fighter Alpha series) and lost. Also, he somehow managed to win the
Capcom vs. SNK tournament even though he had not entered it. ;)
----------GAME APPEARANCES----------
Joe has appeared in the following fighting games:
Fatal Fury
Fatal Fury 2
Fatal Fury Special
The King of Fighters '94
Fatal Fury 3: Road to the Final Victory
The King of Fighters '95
Real Bout Fatal Fury
The King of Fighters '96
Real Bout Fatal Fury Special
The King of Fighters '97
Real Bout Fatal Fury 2: The Newcomers
Real Bout Fatal Fury Special Dominated Mind
The King of Fighters '98: Dream Match Never Ends
The King of Fighters R-1
Fatal Fury Wild Ambition
The King of Fighters R-2
The King of Fighters '99
Fatal Fury First Contact
The King of Fighters 2000
Capcom vs. SNK Pro
Capcom vs. SNK 2: Millionaire Fighting 2001
The King of Fighters 2001
Joe has made cameo appearances in these games:
SNK vs. Capcom: Match of the Millenium
Capcom vs. SNK: Millenium Fight 2000
----------TACTICS----------
All damage amounts were found using a Ratio 2 C-Groove Joe at L0 against a Ratio
2 C-Groove Joe on normal (2 stars) Damage Level and a Normal Groove Gauge
setting. Actual damage in gameplay will vary based on the ratio and groove of
Joe and his opponent.
The name of the move, in conventional English spelling, is given first,
followed by the name as translated from the katakana and kanji in the manual
and/or game command lists, the command input, sometimes alternate names (if
there are any) then a description of its properties.
NORMAL MOVES
Cl J - Body Hook (Bodei Hukku): Joe elbows his opponent. 400 damage.
Cl St: Joe punches his opponent in the stomach. 700.
Cl Fi: Joe punches straight at his opponent, then arcs his fist downward into
the opponent's stomach. 2 hits, 1200 damage.
Cl Sh: Joe knees his opponent with his front leg. 500 damage.
Cl Fo: Joe kicks his opponent in the shin. 1000.
Cl R: Joe knees his opponent with his back leg. 1300.
F J - Jab (Jabu): Joe does a straight jab. 300 damage.
F St: Joe does a low punch. 700.
F Fi - Straight (Sutoreeto): Joe swipes at his opponent. 1200.
F Sh: Joe kicks at waist level. 500.
F Fo: Joe swings his foot in an arc. 1000.
F R: Joe kicks at shoulder level. 1400.
D J: Joe does a straight jab. 300 damage.
D St: Joe does a low punch. 700.
D Fi: identical to D St. 1200.
D Sh: Joe kicks his opponent's foot with his front leg. 300.
D Fo: Joe kicks his opponent's foot with his back leg. 1000.
D R - Sliding Kick (Suraideingu Kikku): Joe does a sliding kick. This move
knocks down the opponent. 1300.
JS J: Joe punches downward. 500 damage.
JS St - Jump Straight (Jampu Sutoreeto): Joe swipes downward. 800.
JS Fi - Jump Straight (Jampu Sutoreeto): identical to JS St. 1200.
JS Sh: Joe thrusts up his knee. 600.
JS Fo - Joe Kick (Joo Kikku): Joe kicks down with his heel. 1000.
JS R - Deer(?) Kick (Shika Kikku): Joe kicks straight out. 1400.
A J: identical to JS J. 500 damage.
A St - Jump Straight (Jampu Sutoreeto): identical to JS St. 800.
A Fi - Jump Straight (Jampu Sutoreeto): identical to JS Fi. 1200.
A Sh: identical to JS Sh. 600.
A Fo - Joe Kick (Joo Kikku): identical to JS Fo. 1000.
A R - Deer(?) Kick (Shika Kikku): identical to JS R. 1400.
Punch throw (Press T or B and Fi Cl)
Joe throws his opponent over his shoulder. 1800 damage.
Kick hold (Press T or B and R Cl, then K!)
Joe grabs his opponent and smashes the opponent repeatedly with his knee. At
least 8 hits, 2249 damage.
SPECIAL MOVES
All moves can only be done on the ground.
Hurricane Upper (Harikeen Appaa)
HCF AP
Joe creates small hurricanes. The button used determines the number of
hurricanes and the move's range and damage.
J: 1 hurricane, 900 damage
St: 2 hurricanes, 1000 damage
Fi: 2 hurricanes, 1200 damage
Slash Kick (Surasshu Kikku)
HCF AK
The Kick, Special Kick
Joe jumps forward with a kick that knocks down the opponent. The button used
determines the move's range and damage.
Sh: 1100 damage Fo: 1200 R: 1300
Tiger Kick (Taigaa Kikku)
DP AK
Joe does a rising flaming knee. The button used determines the move's number of
hits, range, and damage.
Sh: 1 hit, 1500 damage Fo: 2 hits, 1600 R: 3 hits, 1800
Golden Heel (Ougon no Kakato)
HK AK
Golden Heel Hurter, Golden Heel Hunter
Joe jumps forward, slashing his heel downward in a wide arc. The button used
determines the move's range and damage.
Sh: 900 damage Fo: 1000 R: 1100
Bombshell Fist (Bakuretsu Ken)
P!
Machine-Gun Punch, Megaton Punch, TNT Punch, Exploding Fist
Joe punches very quickly. Each successful hit does 300 damage, but the St and Fi
versions will cause Joe to move forward slightly, whereas the J version does not
move.
SUPER COMBOS
All damage amounts were found using a Ratio 2 C-Groove Joe against a Ratio
2 C-Groove Joe on normal (2 stars) Damage Level and a Normal Groove Gauge
setting. The gauge was only as full as necessary to perform the move. Actual
damage in gameplay will vary based on the ratio and groove of Joe and his
opponent.
Screw Upper (Sukuryuu Appaa)
FB FB AP
Joe creates a huge hurricane.
Level 1: 4 hits, 2400 damage Level 2: 5 hits, 3400 Level 3: 6 hits, 4800
Bombshell Hurricane Tiger Heel (Bakuretsu Harikeen Taigaa Kakato)
FB HCB AP
Exploding Hurricane Tiger Heel
Just as the name implies, Joe does a Bombshell Fist, two Hurricane Uppers, then
a Golden Heel.
Level 1: 8 hits, 2600 damage Level 2: 13 hits, 3800 Level 3: 18 hits, 5600
Double Cyclone Upper (Daburu Seikuron Appaa)
HK HK AP
Joe creates two huge hurricanes. This super can only be done at Level 3 or
MAX Level and hits 12 times for 6000 damage.
----------COMBOS----------
Since Joe's JS attacks are the same as his A attacks, I am using A to represent
both.
As always, if you have any combos to add, feel free to e-mail them to the
address at the top of this FAQ.
Cl J, Cl J, F J, Bombshell Fist
Cl Sh, Cl J
D Sh, Tiger Kick
A J, Cl J
A J, Cl St
A J, Cl Sh
A St, Bombshell Fist
A St, Cl St
A St, Cl Fi
A St, Cl Sh
A St, Cl Fo
A St, Cl R
A Fi, Bombshell Fist
A Fi, Cl St
A Fi, Cl Fi
A Fi, Cl Sh
A Fi, Cl R
A Fi, Hurricane Upper
A Fo, Cl J
----------COLORS----------
These are Joe's default colors in CvS2.
X: Red shorts, yellow trim (FF)
Y: White shorts, bright blue trim
L: Raspberry shorts, white trim
A: Blue shorts, orange trim
B: Charcoal shorts, orange trim (KOF 97 Advanced Alternate color)
R: Bright green shorts, orange trim
X+Y+L: Yellow shorts, red trim
A+B+R: Bright blue shorts, yellow-orange trim (KOF 97 Extra Alternate color)
The following are edit colors I have made for Joe you may want to try. The
colors are listed left to right as the blocks appear on the bar at the bottom of
the screen, with the numbers representing red, green, and blue in that
order.
Pink shorts, purple trim
24-18-15
20-14-11
17-11-8
13-7-4
9-3-0
31-31-31
24-24-24
20-20-20
15-15-15
26-21-24
21-16-19
14-9-12
10-5-8
16-4-16
12-0-12
Orange shorts, magenta trim
26-16-17
23-13-14
20-10-11
15-5-6
10-0-1
31-31-28
24-25-21
20-21-17
15-16-12
31-15-3
26-12-0
18-8-0
13-8-0
31-7-31
24-0-24
Purple shorts, bright green trim
27-22-16
24-19-13
21-16-10
15-10-4
10-5-0
29-29-31
23-23-24
19-19-20
13-13-14
17-11-21
12-6-16
8-2-12
7-0-9
11-31-14
10-30-9
Khaki shorts, blue trim (inspired by his FF Real Bout Alternate color)
26-19-13
23-16-10
20-13-7
15-8-2
10-3-0
30-29-30
23-22-23
19-18-19
14-13-14
22-21-12
18-17-8
16-15-6
14-13-4
0-0-24
0-0-16
----------JOE QUOTES----------
From FF Special:
Heh, heh. Tempest Man enters the ring. Whoosh, whoosh.
Cheer up. I'm just too strong for you!
Hyaah. The legend of Joe Higashi begins a new chapter.
The legend of Joe Higashi expands. Soon to be a major motion picture.
From KOF 95:
You never had a chance against the kick-boxing king!
At this pace, I can win before lunch. Yo-shaaaa!
From KOF 96:
I saw right through you like... well, something transparent.
If I were you, I'd roll over and pretend to be dead.
From KOF 98:
How's that? I'm the Satan of Martial Arts.
----------VERSION HISTORY----------
v. 0.2 (30 October 2001) - Added standard CvS2 gameplay features section;
revised tactics section's damage information
v. 0.1 (26 October 2001) - First version which contained everything not
mentioned above
----------LINKS----------
GameFAQs
www.gamefaqs.com
The best resource for gaming information I've seen anywhere (but if you're
reading this you should already know that)
Shingotink's Capcom vs. SNK 2 Color Edit Archive
http://geocities.com/shingotink/
OR
http://shingotink.tripod.com/
A fantastic resource for color edits
SNK's English Homepage
http://www.neogeo.co.jp/english/en-oversea.html
The official site for SNK information in English
----------CREDITS----------
I, ProTect, wrote this.
Move names came from CvS2 command lists and from The King of Fighters '95
Official Guide Book for the Ultimate Fighters.
Joe's official history came from the SNK games as mentioned.
Joe's statistics came from SNK's KOF 2000 homepage and the All About SNK Head-
to-Head Fighting Games Guide.
All other material came directly from the author's trial-and-error
experimentation with CvS2.
Capcom made CvS2, CvS1, and CvS Pro.
SNK made all other games mentioned.
Joe Higashi, the Fatal Fury series, and the King of Fighters series belong to
SNK.