<=============Capcom Vs. SNK 2: Mark of the Millenium 2001==============>
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Platform: Arcade, Dreamcast, Playstation 2, Gamecube & XBox
Copyright 2001 Capcom, LTD and SNK
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Joe Character Guide: Version 1.0
by xeroph34r (
[email protected])
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=============================
--Table of Contents----------
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01. Copyright Information
02. Background Info
03. Legend
04. Grooves
05. Normal Moves
06. Special Moves
07. Super/Desperation Moves
08. Combos
09. Credits
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--01--Copyright Information--
=============================
All of the strategies and information in this guide are (c) 2003 (yes, im
writing this guide two years after it came out) xeroph34r (
[email protected]).
The characters and other information are copyright their respective creators
and owners (Capcom and SNK)
==============================
--02--Background Info---------
==============================
All background information is from Last Blade 2, the game Hibiki appeared in
before the CvS series
Name: Joe Higashi
Style: Muay Thai
Birthdate: 3/29
Age: 23
Nationality: Japanese
Likes: His headband, all types of combat
Dislikes: Dressing up
Special thanks to Robert M. again for the bio info.
Note: If you are looking for more info on Joe's history, as well as the history
of the King of Fighters tournaments, check out the King of Fighters FAQ over at
www.orochi.com. Good stuff!
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--03--Legend-----------------
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F - Forward
B - Backwards
U - Up
D - Down
UF - Diagonal Up/Foward
UB - Diagonal Up/Downward
DF - Diagonal Down/Forward
DB - Diagonal Down/Back
N - Neutral
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LP - Light Punch
MP - Medium Punch
HP - Hard Punch
LK - Light Kick
MK - Medium Kick
HK - Hard Kick
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PPP - All Punch Buttons
KKK - All Kick Buttons
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DPM - Dragon Punch Motion ( forward, down, down-forward)
HCF - Half-Circle Forward
HCB - Half-Circle Backwards
QCF - Quarter-Circle Forward
QCB - Quarter Circle Backwards
360 - come on now, thats self-explanatory
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Dash - Tap forward twice or backwards twice
Tactical Recovery - When your character is down, press PPP to delay your
character's getting up
Rolling - Press LP + LK simultaneously. You can roll through your opponents by
performing this near the opponent.
Counter Attack - Press Forward + MP + MK (while blocking). This counterattack
drains one level of your super meter, and can
never be used to knock out an opponent.
Run - Press and hold down forward twice or backwards twice
Dodge - Press LP + LK Simultaneously to quickly dodge an opopnents attack
Small Jump - Tap any up directional and quickly return to neutral to do a
smaller-than-usual jump
Parry - The moment you get hit by an opponent, press the directional button
towards the opponent if it is an upper attack, or down if it is a lower attack.
Can be done in the air.
Just Defend - Wait to block your opponents attack until just before the attack
touches your fighter. Can be done in the air.
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--04--Grooves----------------
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C - Groove :: ( Air Guard, Tactical Recovery, Dash, Counter Attack, Rolling)
- 3-Level Super Combo System
C groove is nearly identical to the Capcom Groove from CvS1, and plays like
the A-ism mode from the Street Fighter Alpha Series. This is a good groove for
beginners and experts alike, as its options play towards the strengths of many
characters.
Joe is a monster in C Groove, mainly because once his meter is full, he
carries the full threat of an instant double cyclone. Learn to act on your
opponents timidity once your meter is full, and punish even the smallest
mistake with his Level 3/MAX super. Joe has a fairly good roll, and combined
with air blocking, C-Groove offers solid options to play with.
Rating: 5 out of 5
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A - Groove :: ( Dash, Counter Attack, Rolling, Safe Fall)
- Custom Combo System
A Groove is similar to the V-ism mode from the Street FIghter Alpha series of
games. The only, and I must repeat, ONLY reason to pick this groove is if you
are comfortable pulling off custom combos, and can do so with most of your
team. Joe has a couple good A-Groove customs, that are both available at the
Namonaki Custom Combo Guide at
http://www.namonaki.com . A must read if you
are building an A-Groove team
Rating: 3 out of 5
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P - Groove :: ( Dash, Small Jump, Tactical Recovery)
- Super Combo Gauge System
- Parry
P groove is similar to the parry system used in the Street Fighter III series.
In order to play this groove well, you MUST be able to parry. Joe plays
fairly well in P-groove, being able to counter parried attacks with his great
standing HK. I can only recommend P-Groove for seasoned CvS players however,
and Joe would not be the best cornerstone for a P-Groove team in my opinion.
Rating: 3 out of 5
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S - Groove :: ( Run, Small Jump, Counter Attack, Tactical Recovery, Dodge )
- Groove Gauge System
In S-Groove, you can charge the super gauge by holding down the HP and HK
buttons. When the gauge is full, your character goes into Power MAX status and
their attack becomes more powerful; additionally, it allows for the use of a
Level 1 super move. When your characters vitality gauge is blinking, you can
use unlimited Level 1 Super moves. Joe isn't extremely well suited for
S-Groove. The main feature of S-Groove (other than the unlimited level 1's) is
the dodge, and Joe has a decent one. Still, I prefer the option of rolling to
the dodge, but a well placed dodge can work wonders. The lack of the ability
to do a Level 3 without having low vitality hurts his game. Only recommended
if you have two other teammates who excel in S-Groove.
Rating: 3 out of 5
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N - Groove :: ( Run, Small Jump, Counter Movement, COunter Attack, Rolling,
Safe Fall)
- Advanced Power Gauge System
Ah, now thats what i'm talkin about. N-Groove allows you to store up to three
'charges' of Level 1 special moves, as well as triggering Power MAX status by
pressing HP+HK. Triggering costs you one stock, and if you have at least one
more stock, you can perform a level 3/MAX super while in Power MAX. N-Groove
is a good fit for many teams, and Joe is a good fit in the system. He gets his
goofy-looking (but abuseable) run, as well as keeping his roll. The fact that
you have to trigger to do a Level 3/MAX super makes your Double Cyclone Uppers
more predictable, but it can still be a deadly weapon. The large number of
stock allows Joe to pull off a Level 3 while still having a Level 1 Screw Upper
super in the bank. Highly recommended.
Rating: 5 out of 5
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K - Groove :: ( Run, Small Jump, Safe Fall)
- Rage Gauge System & Just Defense
Thought by many to be a mainly defensive groove, K-groove is loved and
worshipped by rushdown players. If you can Just Defend, Joe is very very
dangerous with K Groove. The Rage Gauge system works both to Joe's advantage
and disadvantage; Joe has an amazing offensive attack, but without the mobility
of the roll, you are left with using Joe's attacks to move you across the
battlefield. A Raged Joe does insane amounts of damage however, and that
balances out against having to take damage or JD in order to fill the gauge.
Rating: 4 out of 5
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So, in my sole, all-important opinion, it is better to use Joe as a ratio 1 or
2 character. A ratio 4 Joe can be extremely tough; his special attacks already
do good damage, and with his Kick throw, he becomes a force to be reckoned
with. I often use Joe as a Ratio 2, mainly due to the insane amount of damage
that I get when landing a Double Cyclone super move. He can be a very
effective Ratio 1, and is a good character to round out a strong team, or
balance out a slightly weaker one.
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--05--Normal Attacks-----------------------
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Note: All attacks were recorded by ME in training mode with a Ratio 2 Joe in
C-Groove with L0 Super Meter against another Ratio 2 Joe in C Groove. Actual
damage values may vary, depending on Groove usage and ratio.
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Standing LP
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Joe does a standard jab, that has very good range and is aimed towards the
face. Does 300 damage, and is linkable into itself or a standing MP, standing
LK, and standing HP. Great poking move, but doesnt have the range of his
standing LK.
Rating: 4 out of 5
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Standing MP
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Joe throws a punch to the midsection that has a little bit of lag. Does 700
damage, and isnt linkable into a damn thing. Oh well, you won't be using this
too much anyway.
Rating: 1 out of 5
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Standing HP
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Joe does a far reaching punch towards the head of his opponent. Hits for 1200
damage, and up close changes into a two-hit elbow. The close version can be
comboed into from a standing LP.
Rating: 3 out of 5
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Standing LK
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Joe sticks his foot out towards his opponents waist; great move. This is, at
least for me, Joe's main poke (other than his far-reaching standing HK). It
only hits for 500 damage, but the Left Foot of Doom (tm) can be comboed up
close into a LK Tiger Kick or a LK Slash Kick.
Rating: 4 out of 5
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Standing MK
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Joe throws out a low-hitting kick without much range; not a very useful
attack, but hits for 1000 damage. Links into diddly squat.
Rating: 2 out of 5
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Standing HK
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Joe launches a high-hitting roundhouse kick that hits for 1400 damage. This
move is very quick to come out, and it makes for a good, long-distance heavy
poke. Throw a few of these out if your opponent is trying to invade your
personal space.
Rating: 5 out of 5
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Crouching LP
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Joe throws out a small jab, that has the same damage as his standing version -
300 - but less range. Decent as a combo starter however, and combos into
itself and its standing variety.
Rating: 3 out of 5
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Crouching MP
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Joe does an arcing punch to the knees (what is it with odd MP/MK attacks?)
from the crouching position. Hits for 700 damage, and has no linkability
whatsoever. When some kid approaches you and asks "why dont you try punching
with that button?" remember: just say no.
Rating: 1 out of 5
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Crouching HP
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Joe does the exact same animation from his crouching MP, but this version hits
for 1200 damage. Go figure.
Rating: 1 out of 5
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Crouching LK
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Joe does a quick jab with his foot, that can combo into itself, a LK Tiger
Kick, an LK Slash Kick, and a crouching or standing LP. Good move to start
your combos with, as it has decent range and comes out lightning quick. Hits
for 300 damage.
Rating: 5 out of 5
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Crouching MK
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Remember what mama said about Joe's MP/MK's? Well its still holding true.
Joe sluggishly (in comparison to his ultra-quick LK) sticks out his foot,
hitting the oponent for 1000 damage. Its about as linkable as Dan's Taunt
Super.
Rating: 1 out of 5
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Crouching HK
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Learn it. Live it. Love it. This is Joe's sweep, which reigns supreme over
most other sweeps in the game. Joe gets down with his bad self and slides
across the screen, covering nearly the distance of a forward dash and hitting
for nearly 1300 damage. Learn when to counter attacks and move in with this,
and you're as golden as Joe's crazy kicks.
Rating: 5 out of 5
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Jumping LP
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Joe does a great, fearsome flying....jab. Hits for 500 damage, and stays out
for an insanely long amount of time. Not as useful as his other airborne
attacks; then again, you shouldnt be in the air that much anyway.
Rating: 2 out of 5
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Jumping MP
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Joe does an odd downward-punch that only hits deep. Not very useful, and
considering the myriad of anti-air options out there for most characters, this
is pure, unadulturated suicide. Bad Joe, bad! Promise you wont use this move,
and i'll Fed-Ex you a shiny nickel.
Rating: 1 out of 5
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Jumping HP
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Once again, in the name of cheap sprite design, Joe's jumping HP is the same
animation as his jumping MP (with a yell thrown in to make it tougher). Hits
for 1200 damage. I shouldn't even have to warn you.
Rating: 1 out of 5
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Jumping LK
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Joe does a flying knee that hits for 600 damage. An absolutely fantastic
combo starter, you can link this easily into his standing LK, and then to a LK
Tiger Kick.
Rating: 4 out of 5
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Jumping MK
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Joe throws out a diagonally angled kick that looks good, but has about as much
priority as my Calculus homework (none, in case youre wondering). Hits for 700
damage, but like all of Joe's MP/MK normal attacks, should be avoided at all
costs.
Rating: 2 out of 5
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Jumping HK
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Joe does a nearly horizontal roundhouse in mid air. Great air-to-air move,
has good priority and hits for 1400 damage. Good combo starter, as you can
link into his standing or crouching LK if you are quick about it.
Rating: 4.5 out of 5
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--06--Special Moves-----------------------
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Note: All special moves are done with Joe facing the right, from the starting
perspective of 1P.
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Hurricane Upper
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HCF+P
Joe throws one large cyclone that travels slightly less than half-screen with
the LP version; on the MP version, he throws two hurricanes that travel almost
full screen, and the HP version throws two that travel full screen length. One
of the best projectile attacks in the game, this is your shield, and punisher.
Only King's fireball rivals this, and although it has start up lag, it is hell
to roll through or jump over. Make use of it and incorporate it into your
strategies.
LP Version: 900 damage
MP Version: 1000 damage (2 hits)
HP Version: 1200 damage (2 hits)
Rating: 5 out of 5
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Slash Kick
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HCF+K
Joe turns around and does a slashing kick towards his opponent. The button
used determines the strength, distance, and start up delay of the attack. This
should never be thrown out indiscriminately, because it equals a free throw if
blocked, or worse... the LK version can be used as a combo finisher for good
damage however.
LP Version: 1100 damage (mid-screen)
MP Version: 1200 damage (3/4 screen)
HP Version: 1300 damage (fullscreen)
Rating: 3 out of 5
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Tiger Kick
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DPM+K
Joe does a mostly-vertical kick in the air. Used as deep anti-air, or as a
combo finisher. Does good damage, and is easily linked into from his LK
attacks. A great all around move, as the LK version is tough to punish and the
HK version has tons of priority, as well as invincibility on startup. Don't
use the HK version unless you are sure it is going to hit, as it equals free
punishment for your opponent if you whiff.
LK Version: 1500 damage
MK Version: 1600 damage (2 hits)
HK Version: 1800 damage (3 hits)
Rating: 5 out of 5
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Golden Heel Hurter
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QCB+K
Joe throws down with a high-flying kick that hits in an arc around him. It
has to be timed well to be effective, but with practice, this move can even be
psychically used (think Ryu's psychic DP). The LK Version is fairly safe, and
the HK version smacks almost anything out of the sky. Great to use against
foes who jump in often, or for attacking fireballers from mid-range.
LK Version: 900 damage; 1300 damage (2-hits) if it hits opponent in the air
MK Version: 1000 damage; 1400 damage (2-hits) if it hits opponent in the air
HK Version: 1100 damage; 1500 damage (2-hits) if it hits opponent in the air
Rating: 5 out of 5
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TNT Punch
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Press P rapidly
Joe does his best Chun Li impression, throwing out a dizzying assault of
punches that each hit for 300 damage. Can be comboed into, and is a decent
defense against some attacks. Don't rely on this too often, but it is useful
for catching people in the corner to inflict block damage. The LP Version
keeps Joe stationary, while the MP and HP versions both move him forward
slightly at startup.
All versions: 300 damage per punch
Rating: 2 out of 5
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--08--Super Moves / Desperation Attacks---
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Screw Upper
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QCF, QCF+P
Joe throws a LP Hurricane upper, quickly followed by a tall, fiery cyclone.
This move is a great anti-air super, as it can punish careless jump-ins for big
damage. Can be comboed into from Joe's LP and LK attacks. A great super
overall, and a wonderful addition to Joe's arsenal.
Level 1: 2415 damage (4 hits, stationary)
Level 2: 3570 damage (5 hits, cyclone moves half-screen)
Level 3: 5040 damage (6 hits, cyclone moves full-screen)
Rating: 5 out of 5
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Exploding Hurricane Tiger Talon
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QCF, HCB+P
Joe launches into a medley of attacks, starting with his TNT punches, followed
by a pair of Hurricane Uppers, continuing with a Tiger Kick and ending with a
Golden Heel Hurter. A very impressive looking attack...however, you won't land
it often. In my experience, most people either miss it entirely or are knocked
away by the TNT punches. The super isnt great for block damage either, as the
hurricane uppers push you slightly away. Overall, you should be using the
Screw Upper or the Double Cyclone upper instead of this anyway.
Level 1: 2730 damage (8 hits)
Level 2: 3990 damage (13 hits)
Level 3: 5880 damage (18 hits)
Rating: 2 out of 5
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Double Cyclone Upper (Level 3 & MAX Only)
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QCB, QCB+P
This is it folks, the main attraction....ladies and gentleman, guys and gals,
let me introduce you to the Double Cyclone Upper. This move is pure greatness
personified, as Joe kneels, then lifts up with two gigantic cyclones on either
side of him. This attack stops all jump ins, and any physical attack that
tries to hit Joe in the process will be sucked upwards through the Cyclones for
all of the hits. This move destroys projectiles, and if I am not mistaken even
super projectiles. Its defensive capabilities rival that of the Raging Storm,
and whats better, it can be comboed into from Joe's LK or LP attacks. Any Joe
player with common sense and a full meter becomes an instant danger, as it does
an insane amount of damage to punish even the smallest mistake.
Level 3/MAX Only: 6300 damage (12 hits)
Rating: 5.5 out of 5
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--09--Combos------------------------------
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All of these combos were tested with the same specifications as the moves
listed above. Due to the size and height of some characters, some
specifications of the combo may change or be unuseable.
1. LK, LK Tiger Kick = 1500 damage
2. LP, C. LK, LK Tiger Kick= 1700 damage
3. C.LK, C.LK, LK Slash Kick = 1600 damage
4. (C Groove Only) Level 2 Screw Upper, Level 1 Screw Upper = 5734 damage
5. C.LP, C.LP, Level 3 Double Cyclone Upper = 6645 damage
If you have more Joe combos, feel free to email them to me and I will include
them, along with due credit, in the FAQ.
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--10--Credits------------------------------
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A special thanks goes out to the CvS2 players at Pinball Pete's Arcade in Ann
Arbor, Michigan. All the regulars - Mike, Vashgar, Evil Ryan, Jason, and
everyone else who kicked my ass on a regular basis until I stepped my game up.
I also need to thank Bill/Will & Armitage for countless hours of Capcom and
late night specials. If it wasn't for you guys jumping blindly into countless
Double Cyclone Uppers, I would have never gotten good with him. Good Show!
Thanks to Capcom, for its wonderfully craptacular voiceovers and
translations...without you, the phrases "I will stain my hand with your broad"
and "You cannot escape wrong death" would have no meaning to me. Thank you for
enriching our lives, one engrish phrase at a time.
Last but not least, thanks goes out to all the veteran faq writers like Dingo
Jellybean and ProTect who have made it easier for young guns like myself to get
started..hope you all enjoyed my first faq. Props to CJayC for keeping
GameFAQs free to the end-user, i know its a tough job on ads alone.
And remember, Joe players....
Fight! Fight! Win! Win! Joe Higashi in the end!
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Questions? Comments? Additions? send them all to
[email protected].
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