<=============Capcom Vs. SNK 2: Mark of the Millenium 2001==============> ------------------------------------------ Platform: Arcade, Dreamcast, Playstation 2, Gamecube & XBox Copyright 2001 Capcom, LTD and SNK ------------------------------------------ Joe Character Guide: Version 1.0 by xeroph34r (rhenyard@umich.edu) ------------------------------------------ ============================= --Table of Contents---------- ============================= 01. Copyright Information 02. Background Info 03. Legend 04. Grooves 05. Normal Moves 06. Special Moves 07. Super/Desperation Moves 08. Combos 09. Credits ============================= --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 (rhenyard@umich.edu). 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! ============================= --03--Legend----------------- ============================= 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 ------ LP - Light Punch MP - Medium Punch HP - Hard Punch LK - Light Kick MK - Medium Kick HK - Hard Kick ------ PPP - All Punch Buttons KKK - All Kick Buttons ------ 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 ------- 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. ============================= --04--Grooves---------------- ============================= ------------------------------------------ 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 ----------------------------------------- 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 ------------------------------------------ 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 ------------------------------------------- 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 ------------------------------------------ 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 ----------------------------------------- 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 ------------------------------------------ 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. ------------------------------------------ =========================================== --05--Normal Attacks----------------------- =========================================== 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. ------------------------------------------ Standing LP ------------------------------------------ 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 ------------------------------------------ Standing MP ------------------------------------------ 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 ------------------------------------------ Standing HP ------------------------------------------ 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 ------------------------------------------ Standing LK ------------------------------------------ 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 ------------------------------------------ Standing MK ------------------------------------------ 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 ------------------------------------------ Standing HK ------------------------------------------ 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 ------------------------------------------ Crouching LP ------------------------------------------ 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 ------------------------------------------ Crouching MP ------------------------------------------ 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 ------------------------------------------ Crouching HP ------------------------------------------ Joe does the exact same animation from his crouching MP, but this version hits for 1200 damage. Go figure. Rating: 1 out of 5 ------------------------------------------ Crouching LK ------------------------------------------ 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 ------------------------------------------ Crouching MK ------------------------------------------ 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 ------------------------------------------ Crouching HK ------------------------------------------ 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 ------------------------------------------ Jumping LP ------------------------------------------ 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 ------------------------------------------ Jumping MP ------------------------------------------ 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 ------------------------------------------ Jumping HP ------------------------------------------ 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 ------------------------------------------ Jumping LK ------------------------------------------ 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 ------------------------------------------ Jumping MK ------------------------------------------ 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 ------------------------------------------ Jumping HK ------------------------------------------ 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 ------------------------------------------ ========================================== --06--Special Moves----------------------- ========================================== Note: All special moves are done with Joe facing the right, from the starting perspective of 1P. ------------------------------------------ Hurricane Upper ------------------------------------------ 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 ------------------------------------------ Slash Kick ------------------------------------------ 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 ------------------------------------------ Tiger Kick ------------------------------------------ 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 ------------------------------------------ Golden Heel Hurter ------------------------------------------ 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 ------------------------------------------ TNT Punch ------------------------------------------ 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 ========================================== --08--Super Moves / Desperation Attacks--- ========================================== ------------------------------------------ Screw Upper ------------------------------------------ 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 ------------------------------------------ Exploding Hurricane Tiger Talon ------------------------------------------ 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 ------------------------------------------ Double Cyclone Upper (Level 3 & MAX Only) ------------------------------------------ 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 ========================================== --09--Combos------------------------------ ========================================== 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. =========================================== --10--Credits------------------------------ =========================================== 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! ----------------------------------------------- Questions? Comments? Additions? send them all to rhenyard@umich.edu. -----------------------------------------------