The King of Fighters '98/Joe

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Introduction

<GINGA_JOE> joes just boring ol joe he doesnt have a story

Gameplay Overview

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.

Combos

  • 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!

In-depth analysis

Normal Throws

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!

Normal Moves

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.

Command Normals

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.

Special Moves

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.

Desperation Moves

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)
Standing A 1 - 3 2 8 5 7 3 7 0/3
Standing B 1 - 7 3 7 7 8 4 8 0/3
Standing C 1 - 7 2 16 11 21 17 24 0/6
Standing D 1 - 6 3 28 13 16 14 29 0/6
Close A 1 - 3 3 9 4 6 3 7 0/3
Close B 1 - 7 3 7 7 8 4 8 0/3
Close C 1 - 2 2 20 10 15 14 18 0/6
Close D 1 - 6 3 28 11 16 13 20 0/6
Crouching A 1 - 3 3 6 4 6 3 6 0/3
Crouching B 1 - 3 3 7 6 7 3 7 0/3
Crouching C 1 - 4 3 19 10 15 13 16 0/6
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
CD 1 - 20 2 25 16 20 18 24 0/8
Jumping CD 1 - 11 5 - 16 20 16 21 0/8
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