The King of Fighters '98/Joe
<GINGA_JOE> joes just boring ol joe he doesnt have a story
Joe is a high-mid tier character based on zoning/poking with some decent combo damage and mixup/pressure options. He requires a bit of execution for hit-confirming into super, but he is still a good solid character for a beginner to use.
- cl.C/cr.C,f+B xx Hurricane Tiger (qcf,hcb+P)/Slash Kick (hcf+K) (D Slash Kick whiffs on some crouchers)
- cr.B(x2),cr.A xx Exploding Hurricane Tiger Heel (qcf,hcb+P)
- anti-air B Golden Heel (qcb+B), short dash, st.D/D Tiger Knee (qcf+D) (corner only)
- cr.A/cl.A/cr.C/cl.C xx Exploding Fist (tap P rapidly~qcf+C) (not recommended, doesn't work properly on some crouchers)
- cr.A, cl.C,f+B xx Hurricane Tiger (qcf,hcb+P)/Slash Kick (hcf+K) (D Slash Kick whiffs on some crouchers)
- meaty cr.B, cl.C,f+B xx Hurricane Tiger (qcf,hcb+P)/Slash Kick (hcf+K) (D Slash Kick whiffs on some crouchers)
Use qcf+B,hcb+P to buffer super. Not much more to say!
b or f+C - Unbreakable (mashable), front knockdown, face forward, rollable.
b or f+D - Breakable, reverse knockdown, back turned, un-rollable.
C throw preferred of course because it's unbreakable!
Standing A - Not a bad standing A. Not the best range but hits most characters crouching and is cancelable. Can be anti-air vs short hop.
Standing B - Nice front poke. A little slow, but good reach/hitbox and cancelable.
Standing C - Decent range/speed mid poke that hits all characters crouching other than Chin/Choi, but standing D is usually almost always better.
Standing D - Longer range, bigger hitbox, and slightly faster than standing C. Great long range poke.
Close A - Hits crouchers, cancelable. Can be used as combo filler.
Close C - Fast and cancelable, one of the main hard hit combo starters.
Crouching A - Standard low A, cacnelable.
Crouching B - Good range for a low B, main combo starter in-close. Great meaty as well.
Crouching C - Fast and cancelable, good for when you are too far for cl.C.
Crouching D - Nice range cancelable sweep. Good as a meaty.
Jumping B - Good air-to-air since it does stay out for a moment.
Jumping D - You main jump-in and also good air-to-air from range, jumping back. Has a nice big hitbox and can be used as an instant overhead effectively. Can cross-up if done very close to their head as well.
Jumping CD - Good air-to-air.
f+B - Always the same speed and cancelable. not only your combo filler from hard hits, but it's actually a really good long-range poke. It has the longest range of any of his normals, and his entire lower leg up to the knee is invincible.
d/f+B - Low slide kick. Crappy recovery, but you can use it to go under all non-ground fireballs.
Hurricane Upper (hcf+P) - A version is best most of the time, since it covers a lot of space quickly and has great recovery. The C version can hit angles where someone would try to get past an A version and get tagged by the 2nd one. Of course a great thing to cancel into this when your hits get blocked.
Exploding Fist (tap P rapidly~qcf+P) - You can only cancel it by performing qcf+P after it starts. The qcf+A is an overhead, and the qcf+C can be blocked either way but knocks down and combos more easily. You can get a lot of hits from this on a back-turned opponent. Generally I would stay away from it because of guard cancel roll.
Slash Kick aka Slushy Kick (hcf+K) - B version preferred and safe from most things, D version is slower/more damage/goes further/whiffs on smaller crouchers. Still, don't cancel into it if your hits get blocked, that's silly. Can be used as a whiff punisher.
Golden Heel (qcb+K) - B version preferred, though the D version goes longer if you need it (and has longer recovery). You can also only juggle off the B version if it hits your opponent in the air (doesn't require a counter-hit). I listed the best damage combos above. If done close against a crouching opponent, it will cross up and give some advantage on hit (though nothing combos). The B version goes far enough to crossup after even 2 crouching As done at point blank range. This is a pretty good pressure/preventative anti-air move (like Terry's crack shoot but better on block), and it's a good move to cancel into, along with hcf+A.
Tiger Knee (dp+K) - D version preferred because it has full invincibility on startup. One of the better dp style anti-airs in terms of priority, but beware of hitting grounded opponents from long range (especially crouching), as the 2nd hit can whiff and not knock down.
Screw Upper (qcf,qcf+P) - Projectile-like super that is safe on block (beware of guard cancel roll). MAX version does more damage, travels full-screen, and has control-able speed using A or C. It's also punishable.
Exploding Hurricane Tiger Heel (qcf,hcb+P) - Rush super that has invincibility on startup. Ridiculously unsafe, good for combos. Also, if you roll/guard cancel roll past it and run toward Joe's back, the Tiger Knee part will hit you from behind! Cool!
Attack Info and Frame Data
|Command||Hits||Damage Scaling||Startup||Active||Recovery||Damage||Counter Damage||Dizzy||Guard Damage||Meter Increase (Whiff / Hit)|
|Crouching D||1||-||8||4||9 + 14||15||17||13||18||0/6|
|Neutral Jumping A||1||-||3||7||-||7||9||5||8||0/3|
|Forward Jumping A||1||-||3||7||-||6||8||4||8||0/3|
|Backwards Jumping A||1||-||3||7||-||6||7||3||7||0/3|
|Neutral Jumping B||1||-||6||12||-||8||9||6||9||0/3|
|Forward Jumping B||1||-||6||12||-||9||10||5||9||0/3|
|Backwards Jumping B||1||-||6||12||-||6||7||4||8||0/3|
|Neutral Jumping C||1||-||4||9||-||14||18||18||17||0/6|
|Forward Jumping C||1||-||4||9||-||11||15||16||17||0/6|
|Backwards Jumping C||1||-||4||9||-||11||15||15||16||0/6|
|Neutral Jumping D||1||-||4||12||-||15||18||15||18||0/6|
|Forward Jumping D||1||-||4||12||-||13||17||13||18||0/6|
|Backwards Jumping D||1||-||4||12||-||15||17||13||18||0/6|
|f + B||1||-||13||2||25||10||16||22||24||0/7|
|df + B||1||-||13||4||24||12||16||18||24||0/5|
|df + B (in a combo)||1||-||13||4||24||9||9||8||-||0/5|