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=Introduction= | [[image:Joe98_stance.gif|right]] | ||
==Introduction== | |||
<GINGA_JOE> joes just boring ol joe he doesnt have a story | <GINGA_JOE> joes just boring ol joe he doesnt have a story | ||
=Gameplay Overview= | ===Colors=== | ||
{| | |||
! [[image:snka.gif]] | |||
! [[image:snkb.gif]] | |||
! [[image:snkc.gif]] | |||
! [[image:snkd.gif]] | |||
|- | |||
| [[image:Joe98_colorA.png]] | |||
| [[image:Joe98_colorB.png]] | |||
| [[image:Joe98_colorC.png]] | |||
| [[image:Joe98_colorD.png]] | |||
|} | |||
==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. | 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. | ||
= | ==In-depth analysis== | ||
===[[The King of Fighters 2002/Normals Guide|Movelist]]=== | |||
{|border="1" | |||
!width="8%"| | |||
! Frames | |||
! Advantage | |||
! Cancel | |||
! Block | |||
!colspan="2"| Hitbox | |||
! Notes | |||
|- | |||
|colspan="8" align="center"| '''Standing Close''' | |||
|- | |||
! [[image:snka.gif]] | |||
|align="center"| 3/3/9 | |||
|align="center"| -/- | |||
|align="center"| C | |||
|align="center"| HL | |||
|colspan="2" | [[image:Joe98_clA.png|center]] | |||
|align="left"| Hits crouchers, cancelable. Can be used as combo filler. | |||
Chain: ender | |||
|- | |||
! [[image:snkb.gif]] | |||
|align="center"| 7/3/7 | |||
|align="center"| -/- | |||
|align="center"| C | |||
|align="center"| HL | |||
|colspan="2" | [[image:Joe98_clB.png|center]] | |||
|Maybe Joe's best close poke. Cancelable (can combo with dp.K). | |||
Chain: - | |||
|- | |||
! [[image:snkc.gif]] | |||
|align="center"| 2/2/20 | |||
|align="center"| -/- | |||
|align="center"| C | |||
|align="center"| HL | |||
|colspan="2" | [[image:Joe98_clC.png|center]] | |||
|align="left"| Fast and cancelable, one of the main hard hit combo starters. | |||
|- | |||
! [[image:snkd.gif]] | |||
|align="center"| 6/3/28 | |||
|align="center"| -/- | |||
|align="center"| - | |||
|align="center"| HL | |||
|colspan="2"| [[image:Joe98_clD.png|center]] | |||
|Joe's best long range poke. Good priority. | |||
|- | |||
|colspan="8" align="center"| '''Standing Far''' | |||
|- | |||
! [[image:snka.gif]] | |||
|align="center"| 3/2/8 | |||
|align="center"| -/- | |||
|align="center"| S | |||
|align="center"| HL | |||
|colspan="2" | [[image:Joe98_stA.png|center]] | |||
|align="left"| Not a bad standing A. Not the best range but hits most characters crouching and is cancelable. Can be anti-air vs short hop. | |||
Chain: ender | |||
|- | |||
! [[image:snkb.gif]] | |||
|align="center"| 7/3/7 | |||
|align="center"| -/- | |||
|align="center"| C | |||
|align="center"| HL | |||
|colspan="2" | [[image:Joe98_stB.png|center]] | |||
|align="left"| Nice front poke. A little slow, but good reach/hitbox and cancelable. | |||
Chain: - | |||
|- | |||
! [[image:snkc.gif]] | |||
|align="center"| 7/2/16 | |||
|align="center"| -/- | |||
|align="center"| - | |||
|align="center"| HL | |||
|colspan="2" | [[image:Joe98_stC.png|center]] | |||
|align="left"| Decent range/speed mid poke that hits all characters crouching other than Chin/Choi, but standing D is usually almost always better. | |||
|- | |||
! [[image:snkd.gif]] | |||
|align="center"| 6/3/28 | |||
|align="center"| -/- | |||
|align="center"| - | |||
|align="center"| HL | |||
|colspan="2"| [[image:Joe98_stD.png|center]] | |||
|align="left"| Longer range, bigger hitbox, and slightly faster than standing C. Great long range poke. | |||
|- | |||
! [[image:snkc.gif]]+[[image:snkd.gif]] | |||
|align="center"| 20/2/25 | |||
|align="center"| -/- | |||
|align="center"| S | |||
|align="center"| HL | |||
|colspan="2"| [[image:Joe98_stCD.png|center]] | |||
| | |||
|- | |||
|colspan="8" align="center"| '''Crouching''' | |||
|- | |||
! [[image:snka.gif]] | |||
|align="center"| 3/3/6 | |||
|align="center"| -/- | |||
|align="center"| C | |||
|align="center"| HL | |||
|colspan="2" | [[image:Joe98_crA.png|center]] | |||
|align="left"| Standard low A, cancelable. | |||
Chain: repeatable | |||
|- | |||
! [[image:snkb.gif]] | |||
|align="center"| 3/3/7 | |||
|align="center"| -/- | |||
|align="center"| - | |||
|align="center"| L | |||
|colspan="2" | [[image:Joe98_crB.png|center]] | |||
|align="left"| Good range for a low B, main combo starter in-close. Great meaty as well. | |||
Chain: repeatable | |||
|- | |||
! [[image:snkc.gif]] | |||
|align="center"| 4/3/19 | |||
|align="center"| -/- | |||
|align="center"| C | |||
|align="center"| HL | |||
|colspan="2" | [[image:Joe98_crC.png|center]] | |||
|align="left"| Fast and cancelable, good for when you are too far for cl.C. | |||
|- | |||
! [[image:snkd.gif]] | |||
|align="center"| 8/4/9+14 | |||
|align="center"| -/- | |||
|align="center"| C | |||
|align="center"| L | |||
|colspan="2" | [[image:Joe98_crD.png|center]] | |||
|align="left"| Nice range cancelable sweep. Good as a meaty. | |||
|- | |||
|colspan="8" align="center"| '''Jump''' | |||
|- | |||
! [[image:snka.gif]] | |||
|align="center"| 3/7/- | |||
|align="center"| -/- | |||
|align="center"| - | |||
|align="center"| H | |||
|colspan="2" | [[image:Joe98_jA.png|center]] | |||
| | |||
|- | |||
! [[image:snkb.gif]] | |||
|align="center"| 6/12/- | |||
|align="center"| -/- | |||
|align="center"| - | |||
|align="center"| H | |||
|colspan="2" | [[image:Joe98_jB.png|center]] | |||
|align="left"| Good air-to-air since it does stay out for a moment. | |||
|- | |||
! [[image:snkc.gif]] | |||
|align="center"| 4/9/- | |||
|align="center"| -/- | |||
|align="center"| - | |||
|align="center"| H | |||
|colspan="2" | [[image:Joe98_jC.png|center]] | |||
| | |||
|- | |||
! [[image:snkd.gif]] | |||
|align="center"| 4/12/- | |||
|align="center"| -/- | |||
|align="center"| - | |||
|align="center"| H | |||
|colspan="2" | [[image:Joe98_jD.png|center]] | |||
|align="left"| Your 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. | |||
|- | |||
! [[image:snkc.gif]]+[[image:snkd.gif]] | |||
|align="center"| 11/5/- | |||
|align="center"| KD/- | |||
|align="center"| - | |||
|align="center"| HL | |||
|colspan="2"| [[image:Joe98_jCD.png|center]] | |||
|align="left"| Good air-to-air. | |||
|- | |||
|colspan="8" align="center"| '''Command Normals''' | |||
|- | |||
! f + [[image:snkb.gif]] | |||
|align="center"| 13/2/25 | |||
|align="center"| -/- | |||
|align="center"| S | |||
|align="center"| HL | |||
|colspan="2" | [[image:Joe98_fB.png|center]] | |||
|align="left"| 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. | |||
|- | |||
! df + [[image:snkb.gif]] | |||
|align="center"| 13/4/24 | |||
|align="center"| KD/- | |||
|align="center"| - | |||
|align="center"| L | |||
|rowspan="2" colspan="2" | [[image:Joe98_dfB.png|center]] | |||
|rowspan="2" align="left"| Low slide kick. Crappy recovery, but you can use it to go under all non-ground fireballs. | |||
|- | |||
! df + [[image:snkb.gif]]<br>(cancel) | |||
|align="center"| 13/4/24 | |||
|align="center"| KD/- | |||
|align="center"| - | |||
|align="center"| HL | |||
|- | |||
|colspan="8" align="center"| '''Special Moves''' | |||
|- | |||
! hcf + [[image:snka.gif]] | |||
|align="center"| 13/-/36 | |||
|align="center"| -4/-6 | |||
| | |||
|align="center"| HL | |||
|colspan="2" | [[image:Joe02_hcfA.png|center]] | |||
|rowspan="2"|'''Hurricane Upper - hcf + P''' | |||
* Joe releases one or two hurricane projectiles (depending on the button used) | |||
* hcf + A sends out one projectile, while hcf + C sends out two | |||
* the projectiles are tall and cannot be jumped by most characters. It's difficult to punish hcf + A but hcf + C is easy to punish by rolling the second projectile | |||
* hcf + A fireball stays active for 19 frames. both hcf + C fireballs stay active for 11 frames. | |||
|- | |||
! hcf + [[image:snkc.gif]] | |||
|align="center"| 19/-(22)-/36 | |||
|align="center"| KD/-6 | |||
| | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Joe02_hcfC1.png|center]] | |||
|valign="bottom" style="border-left:0px;"| [[image:Joe02_hcfC2.png|center]] | |||
|- | |||
! hcf + [[image:snkb.gif]] | |||
|align="center"| 14/4/4+22 | |||
|align="center"| KD/-12 | |||
|align="center"| | |||
|align="center"| HL | |||
|colspan="2" | [[image:Joe02_hcfB.png|center]] | |||
|rowspan="2"|'''Slash Kick - hcf + K''' | |||
* Joe performs a horizontal kick moving across the screen, which does good damage | |||
* hcf + B version goes about 1/3 screen length while hcf + D goes 3/4 length | |||
* has some recovery time if blocked, though if done from far away it's usually difficult to punish on block | |||
* Depending on the distance, the startup of the D version is longer. The longer the startup, the shorter the recovery. | |||
|- | |||
! hcf + [[image:snkd.gif]] | |||
|align="center"| 14+0~5/7/4~9+24 | |||
|align="center"| KD/-22 | |||
|align="center"| | |||
|align="center"| HL | |||
|colspan="2" | [[image:Joe02_hcfD.png|center]] | |||
|- | |||
! dp + [[image:snkb.gif]] | |||
|align="center"| 5/3*18/17+13 | |||
|align="center"| KD/-30 | |||
|align="center"| | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Joe02_dpB1.png|center]] | |||
|valign="bottom" style="border-left:0px;"| [[image:Joe02_dpB2.png|center]] | |||
|rowspan="2"|'''Tiger Kick - dp + K''' | |||
* Joe does a very fast rising kick attack that does two hits | |||
* Invincible: B: Complete startup, D: Complete startup and first active period. Upper body invincible: First active period fo B version. | |||
|- | |||
! dp + [[image:snkd.gif]] | |||
|align="center"| 5/3*22/21+13 | |||
|align="center"| KD/-38 | |||
|align="center"| | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Joe02_dpD1.png|center]] | |||
|valign="bottom" style="border-left:0px;"| [[image:Joe02_dpD2.png|center]] | |||
|- | |||
!rowspan="2"| qcb + [[image:snkb.gif]] | |||
|align="center" rowspan="2"|9+3/3*3*2*2/5+14 | |||
|align="center" rowspan="2"| -1/-3 | |||
|align="center" rowspan="2"| | |||
|align="center" rowspan="2" align="center"| HL | |||
|valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Joe02_qcbB1.png|center]] | |||
|valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Joe02_qcbB2.png|center]] | |||
|rowspan="4"|'''Ougon no Kakato - qcb + K''' | |||
* Joe executes a jumping spinning kick that does two hits and has very good recovery, usually being unpunishable | |||
* the move takes some time to come out but has a large hitbox that will almost always catch the opponent out of the air | |||
* it's possible to juggle the opponent if this move hits them airborne | |||
|- | |||
|valign="bottom" style="border-right:0px; border-top:0px;"| [[image:Joe02_qcbB3.png|center]] | |||
|valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Joe02_qcbB4.png|center]] | |||
|- | |||
!rowspan="2"| qcb + [[image:snkd.gif]] | |||
|align="center" rowspan="2"| 11+5/3*2*2*2/5+16 | |||
|align="center" rowspan="2"| -3/-5 | |||
|align="center" rowspan="2"| | |||
|align="center" rowspan="2" align="center"| HL | |||
|valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Joe02_qcbD1.png|center]] | |||
|valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Joe02_qcbD2.png|center]] | |||
|- | |||
|valign="bottom" style="border-right:0px; border-top:0px;"| [[image:Joe02_qcbD3.png|center]] | |||
|valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Joe02_qcbD4.png|center]] | |||
|- | |||
|- | |||
! [[image:snka.gif]] rapidly | |||
|align="center"| 9/2(7)2(9)2(10)1(11)2(6)1(16)2(7)2(8)2(10)1(11)2(5)1/28 | |||
|align="center"| variable | |||
|align="center"| > qcf + A, > qcf + C | |||
|align="center"| HL | |||
|colspan="2" style="border-bottom:0px;"| [[image:Joe02_MashP1-3.png|center]] | |||
|rowspan="2"|'''Bakuretsu Ken - P rapidly''' | |||
* Joe performs a series of punches while moving forward slightly during the move | |||
* he'll do about 10 punches, though after about 5 hits, Joe will be out of range and the next hits will not combo | |||
* each of those punches have a large hitbox, making it difficult to counter, though can be easily guard rolled and punished from behind | |||
* it's possible to juggle the opponent if this move hits them airborne | |||
* can be followed up by qcf + A or qcf + C after any punch, whether that punch connected or whiffed | |||
|- | |||
! [[image:snkc.gif]] rapidly | |||
|align="center"| 11/2(7)2(9)1(10)1(11)2(6)1(18)2(7)2(9)1(10)1(11)2(6)1/30 | |||
|align="center"| variable | |||
|align="center"| > qcf + A, > qcf + C | |||
|align="center"| HL | |||
|colspan="2" style="border-top:0px;" align="center"| [[image:Joe02_MashP4-6.png|center]]<br>entire sequence repeats once | |||
|- | |||
! > qcf + [[image:snka.gif]] | |||
|align="center"| 20/3/28 | |||
|align="center"| -11/-13 | |||
|align="center"| | |||
|align="center"| H | |||
|colspan="2" | [[image:Joe02_mashPqcfA.png|center]] | |||
|'''Bakuretsu Finish (A) - qcf + A''' | |||
* Joe performs an overhead elbow attack that deals good damage and is safe on block | |||
* overhead | |||
|- | |||
! > qcf + [[image:snkc.gif]] | |||
|align="center"| 14/12/24 | |||
|align="center"| KD/-18 | |||
| | |||
|align="center"| HL | |||
|colspan="2" | | |||
|'''Bakuretsu Finish (C) - qcf + C''' | |||
* Joe slides forward and does a high knockdown kick. | |||
* the recovery on this move isn't good, it's riskier to do it as opposed to the qcf + A followup | |||
|- | |||
|colspan="8" align="center"| '''DMs''' | |||
|- | |||
! <br>qcf hcb + [[image:snka.gif]]<br><br> | |||
|align="center"| 2/2(5)2(5)2(9)2(7)2(3)2(14)-(19)-(16)4*8(12)3/17+18 | |||
|align="center"| KD/-40 | |||
|align="center"| | |||
|align="center"| HL | |||
|align="center" rowspan="2" colspan="2" | [[image:Joe02_qcfhcbP.png|center]]<br>etc. | |||
|rowspan="2" | '''Bakuretsu Hurricane Tiger Kakato - qcf hcb + P''' | |||
* Joe dashes forward with a series of punches and tornados, followed with a rising attack | |||
* this DM comes out very fast, so it can be comboed into easily and used to punish things like blocked cd counters | |||
* Joe will perform the entire move regardless of whether it hits, gets blocked or whiffs. This makes it extremely punishable if it doesn't hit | |||
* the final hit does a hard knockdown | |||
* Fireballs stay active for 18 frames. | |||
* Invincible: Complete startup. | |||
|- | |||
! qcf hcb + [[image:snkc.gif]] | |||
|align="center"| 2/2(5)2(5)2(9)2(7)2(3)2(14)-(19)-(16)4*8(12)3/17+20 | |||
|align="center"| KD/-42 | |||
|align="center"| | |||
|align="center"| HL | |||
|- | |||
! <br>qcf qcf + [[image:snka.gif]]<br><br> | |||
|align="center"| 8/-(24)-/67 | |||
|align="center"| KD/+9 | |||
|align="center"| | |||
|align="center"| HL | |||
|rowspan="2" valign="bottom" style="border-right:0px;"| [[image:Joe02_qcfx2P1.png|center]] | |||
|rowspan="2" valign="bottom" style="border-left:0px;"| [[image:Joe02_qcfx2P2.png|center]] | |||
|rowspan="2"|'''Screw Upper - qcf qcf + P''' | |||
* Joe creates a vertical wall of tornados that moves forward a slight bit, maybe 1/3 screen | |||
* can be rolled easily and punished | |||
* Invincible: A: Frame 1-7, C: Frame: 9-14. | |||
* First fireball is active for 24 frames. Second fireball is active for 48 frames and hits multiple times. | |||
|- | |||
! qcf qcf + [[image:snkc.gif]] | |||
|align="center"| 15/-(24)-/71 | |||
|align="center"| KD/+5 | |||
|align="center"| | |||
|align="center"| HL | |||
|- | |||
|colspan="8" align="center"| '''SDM''' | |||
|- | |||
! <br>MAX: qcf hcb + [[image:punch.gif]]<br><br> | |||
|align="center"| | |||
|align="center"| KD/?? | |||
|align="center"| | |||
|align="center"| HL | |||
|align="center" colspan="2" | [[image:Joe02_qcfhcbP.png|center]]<br>etc. | |||
| '''Bakuretsu Hurricane Tiger Kakato - MAX: qcf hcb + P''' | |||
|- | |||
! MAX: qcf qcf + [[image:punch.gif]] | |||
|align="center"| 8/-(24)-/88 | |||
|align="center"| KD/-39 | |||
|align="center"| | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Joe02_qcfx2AC1.png|center]] | |||
|valign="bottom" style="border-left:0px;"| [[image:Joe02_qcfx2AC2.png|center]] | |||
| '''Screw Upper - MAX: qcf qcf + P''' | |||
* Joe sends out a vertical wall of tornados similar to the DM version, except doing much more damage and traveling all the way across the screen | |||
* Invincibility: Frame 1-18. | |||
|- | |||
|} | |||
===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! | |||
===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 (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! | |||
== Fastest Attacks == | |||
* 0F: C throw; D throw | |||
* 1F: - | |||
* 2F: '''cl.C'''; (S)DM qcf hcb + P | |||
* 3F: '''cl.A'''; '''st.A'''; '''cr.A'''; cr.B | |||
* 4F: '''cr.C''' | |||
* 5F: dp + K | |||
* 6F: cl.D; st.D | |||
* 7F: '''cl.B'''; st.B; st.C | |||
* 8F: '''cr.D'''; DM qcf qcf + A; SDM qcf qcf + P | |||
* 9F: A rapidly | |||
* 10F: - | |||
==Combos== | |||
* Best jump-ins: | |||
** j.D (Can crossup.) | |||
* cl.C / cr.C > | |||
** f + B > | |||
*** (S)DM Hurricane Tiger (qcf hcb + P) | |||
*** D Slash Kick (hcf + D) (Whiffs on some crouchers.) | |||
*** B Slash Kick (hcf + B) | |||
** (S)DM Hurricane Tiger (qcf hcb + C) | |||
** (S)DM qcf qcf + C | |||
** D Slash Kick (hcf + D) (Whiffs on some crouchers.) | |||
** B Slash Kick (hcf + B) | |||
* cr.B x 2, cr.A / st.A > | |||
** (S)DM Exploding Hurricane Tiger Heel (qcf hcb + P) | |||
** dp + D | |||
** dp + B (If not too far.) | |||
* cr.B, cr.A > | |||
** (S)DM Exploding Hurricane Tiger Heel (qcf hcb + P) | |||
** DM qcf qcf + A | |||
** dp + D | |||
** dp + B (If not too far.) | |||
* st.B > | |||
** (S)DM Exploding Hurricane Tiger Heel (qcf hcb + P) | |||
** dp + D | |||
** dp + B (If not too far.) | |||
* Anti-air: B Golden Heel (qcb + B), | |||
** hcf + D | |||
** D Tiger Knee (dp + D) (Corner) | |||
** st.D (Corner) | |||
* cr.A / cl.A / cr.C / cl.C > Exploding Fist (P rapidly > qcf + C) | |||
Not recommended, doesn't work properly on some crouchers. | |||
* cr.A / cr.B (meaty), cl.C > f + B > | |||
** (S)DM Hurricane Tiger (qcf hcb + P) | |||
** D Slash Kick (hcf + D) (Whiffs on some crouchers.) | |||
** B Slash Kick (hcf + B) | |||
* Simple buffers: | |||
** f + B > (S)DM qcf hcb + P | |||
*** qcf + B > hcb + P | |||
** st.A / cl.A / cl.C > (S)DM qcf hcb + P | |||
*** qcf + A/C > hcb + P | |||
** cl.A > DM qcf qcf + A | |||
*** qcf + A > qcf + A | |||
** cl.C > (S)DM qcf qcf + C | |||
*** qcf + C > qcf + C | |||
{{StrategyCorner| | |||
* MAX: cl.C > {{f}} + B > {{hcf}} + D | |||
deals considerable less damage (~ cl.C + cl.A) than | |||
* cl.C > {{f}} + B > {{qcf}} {{hcb}} + P | |||
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM. | |||
}} | |||
== | ==Attack Info and Frame Data== | ||
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: #F2F2F2;" | |||
|- | |||
! align="center" | Command | |||
! align="center" | Hits | |||
! align="center" | Damage Scaling | |||
! align="center" | Startup | |||
! align="center" | Active | |||
! align="center" | Recovery | |||
! align="center" | Damage | |||
! align="center" | Counter Damage | |||
! align="center" | Dizzy | |||
! align="center" | Guard Damage | |||
! align="center" | Meter Increase (Whiff / Hit) | |||
|- | |||
| align="center" | Standing A | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 3 | |||
| align="center" | 2 | |||
| align="center" | 8 | |||
| align="center" | 5 | |||
| align="center" | 7 | |||
| align="center" | 3 | |||
| align="center" | 7 | |||
| align="center" | 0/3 | |||
|- | |||
| align="center" | Standing B | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 7 | |||
| align="center" | 3 | |||
| align="center" | 7 | |||
| align="center" | 7 | |||
| align="center" | 8 | |||
| align="center" | 4 | |||
| align="center" | 8 | |||
| align="center" | 0/3 | |||
|- | |||
| align="center" | Standing C | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 7 | |||
| align="center" | 2 | |||
| align="center" | 16 | |||
| align="center" | 11 | |||
| align="center" | 21 | |||
| align="center" | 17 | |||
| align="center" | 24 | |||
| align="center" | 0/6 | |||
|- | |||
| align="center" | Standing D | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 6 | |||
| align="center" | 3 | |||
| align="center" | 28 | |||
| align="center" | 13 | |||
| align="center" | 16 | |||
| align="center" | 14 | |||
| align="center" | 29 | |||
| align="center" | 0/6 | |||
|- | |||
| align="center" | Close A | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 3 | |||
| align="center" | 3 | |||
| align="center" | 9 | |||
| align="center" | 4 | |||
| align="center" | 6 | |||
| align="center" | 3 | |||
| align="center" | 7 | |||
| align="center" | 0/3 | |||
|- | |||
| align="center" | Close B | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 7 | |||
| align="center" | 3 | |||
| align="center" | 7 | |||
| align="center" | 7 | |||
| align="center" | 8 | |||
| align="center" | 4 | |||
| align="center" | 8 | |||
| align="center" | 0/3 | |||
|- | |||
| align="center" | Close C | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 2 | |||
| align="center" | 2 | |||
| align="center" | 20 | |||
| align="center" | 10 | |||
| align="center" | 15 | |||
| align="center" | 14 | |||
| align="center" | 18 | |||
| align="center" | 0/6 | |||
|- | |||
| align="center" | Close D | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 6 | |||
| align="center" | 3 | |||
| align="center" | 28 | |||
| align="center" | 11 | |||
| align="center" | 16 | |||
| align="center" | 13 | |||
| align="center" | 20 | |||
| align="center" | 0/6 | |||
|- | |||
| align="center" | Crouching A | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 3 | |||
| align="center" | 3 | |||
| align="center" | 6 | |||
| align="center" | 4 | |||
| align="center" | 6 | |||
| align="center" | 3 | |||
| align="center" | 6 | |||
| align="center" | 0/3 | |||
|- | |||
| align="center" | Crouching B | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 3 | |||
| align="center" | 3 | |||
| align="center" | 7 | |||
| align="center" | 6 | |||
| align="center" | 7 | |||
| align="center" | 3 | |||
| align="center" | 7 | |||
| align="center" | 0/3 | |||
|- | |||
| align="center" | Crouching C | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 4 | |||
| align="center" | 3 | |||
| align="center" | 19 | |||
| align="center" | 10 | |||
| align="center" | 15 | |||
| align="center" | 13 | |||
| align="center" | 16 | |||
| align="center" | 0/6 | |||
|- | |||
| align="center" | Crouching D | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 8 | |||
| align="center" | 4 | |||
| align="center" | 9 + 14 | |||
| align="center" | 15 | |||
| align="center" | 17 | |||
| align="center" | 13 | |||
| align="center" | 18 | |||
| align="center" | 0/6 | |||
|- | |||
| align="center" | Neutral Jumping A | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 3 | |||
| align="center" | 7 | |||
| align="center" | - | |||
| align="center" | 7 | |||
| align="center" | 9 | |||
| align="center" | 5 | |||
| align="center" | 8 | |||
| align="center" | 0/3 | |||
|- | |||
| align="center" | Forward Jumping A | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 3 | |||
| align="center" | 7 | |||
| align="center" | - | |||
| align="center" | 6 | |||
| align="center" | 8 | |||
| align="center" | 4 | |||
| align="center" | 8 | |||
| align="center" | 0/3 | |||
|- | |||
| align="center" | Backwards Jumping A | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 3 | |||
| align="center" | 7 | |||
| align="center" | - | |||
| align="center" | 6 | |||
| align="center" | 7 | |||
| align="center" | 3 | |||
| align="center" | 7 | |||
| align="center" | 0/3 | |||
|- | |||
| align="center" | Neutral Jumping B | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 6 | |||
| align="center" | 12 | |||
| align="center" | - | |||
| align="center" | 8 | |||
| align="center" | 9 | |||
| align="center" | 6 | |||
| align="center" | 9 | |||
| align="center" | 0/3 | |||
|- | |||
| align="center" | Forward Jumping B | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 6 | |||
| align="center" | 12 | |||
| align="center" | - | |||
| align="center" | 9 | |||
| align="center" | 10 | |||
| align="center" | 5 | |||
| align="center" | 9 | |||
| align="center" | 0/3 | |||
|- | |||
| align="center" | Backwards Jumping B | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 6 | |||
| align="center" | 12 | |||
| align="center" | - | |||
| align="center" | 6 | |||
| align="center" | 7 | |||
| align="center" | 4 | |||
| align="center" | 8 | |||
| align="center" | 0/3 | |||
|- | |||
| align="center" | Neutral Jumping C | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 4 | |||
| align="center" | 9 | |||
| align="center" | - | |||
| align="center" | 14 | |||
| align="center" | 18 | |||
| align="center" | 18 | |||
| align="center" | 17 | |||
| align="center" | 0/6 | |||
|- | |||
| align="center" | Forward Jumping C | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 4 | |||
| align="center" | 9 | |||
| align="center" | - | |||
| align="center" | 11 | |||
| align="center" | 15 | |||
| align="center" | 16 | |||
| align="center" | 17 | |||
| align="center" | 0/6 | |||
|- | |||
| align="center" | Backwards Jumping C | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 4 | |||
| align="center" | 9 | |||
| align="center" | - | |||
| align="center" | 11 | |||
| align="center" | 15 | |||
| align="center" | 15 | |||
| align="center" | 16 | |||
| align="center" | 0/6 | |||
|- | |||
| align="center" | Neutral Jumping D | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 4 | |||
| align="center" | 12 | |||
| align="center" | - | |||
| align="center" | 15 | |||
| align="center" | 18 | |||
| align="center" | 15 | |||
| align="center" | 18 | |||
| align="center" | 0/6 | |||
|- | |||
| align="center" | Forward Jumping D | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 4 | |||
| align="center" | 12 | |||
| align="center" | - | |||
| align="center" | 13 | |||
| align="center" | 17 | |||
| align="center" | 13 | |||
| align="center" | 18 | |||
| align="center" | 0/6 | |||
|- | |||
| align="center" | Backwards Jumping D | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 4 | |||
| align="center" | 12 | |||
| align="center" | - | |||
| align="center" | 15 | |||
| align="center" | 17 | |||
| align="center" | 13 | |||
| align="center" | 18 | |||
| align="center" | 0/6 | |||
|- | |||
| align="center" | CD | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 20 | |||
| align="center" | 2 | |||
| align="center" | 25 | |||
| align="center" | 16 | |||
| align="center" | 20 | |||
| align="center" | 18 | |||
| align="center" | 24 | |||
| align="center" | 0/8 | |||
|- | |||
| align="center" | Jumping CD | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 11 | |||
| align="center" | 5 | |||
| align="center" | - | |||
| align="center" | 16 | |||
| align="center" | 20 | |||
| align="center" | 16 | |||
| align="center" | 21 | |||
| align="center" | 0/8 | |||
|- | |||
| align="center" | f + B | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 13 | |||
| align="center" | 2 | |||
| align="center" | 25 | |||
| align="center" | 10 | |||
| align="center" | 16 | |||
| align="center" | 22 | |||
| align="center" | 24 | |||
| align="center" | 0/7 | |||
|- | |||
| align="center" | df + B | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 13 | |||
| align="center" | 4 | |||
| align="center" | 24 | |||
| align="center" | 12 | |||
| align="center" | 16 | |||
| align="center" | 18 | |||
| align="center" | 24 | |||
| align="center" | 0/5 | |||
|- | |||
| align="center" | df + B (in a combo) | |||
| align="center" | 1 | |||
| align="center" | - | |||
| align="center" | 13 | |||
| align="center" | 4 | |||
| align="center" | 24 | |||
| align="center" | 9 | |||
| align="center" | 9 | |||
| align="center" | 8 | |||
| align="center" | - | |||
| align="center" | 0/5 | |||
|} | |||
[[ | == Links == | ||
{{Navbox-KOF98}} | |||
[[Category:The King of Fighters '98: The Slugfest]] | |||
[[Category:Joe Higashi]] |
Latest revision as of 01:16, 1 February 2021
Introduction
<GINGA_JOE> joes just boring ol joe he doesnt have a story
Colors
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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.
In-depth analysis
Movelist
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!
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 (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!
Fastest Attacks
- 0F: C throw; D throw
- 1F: -
- 2F: cl.C; (S)DM qcf hcb + P
- 3F: cl.A; st.A; cr.A; cr.B
- 4F: cr.C
- 5F: dp + K
- 6F: cl.D; st.D
- 7F: cl.B; st.B; st.C
- 8F: cr.D; DM qcf qcf + A; SDM qcf qcf + P
- 9F: A rapidly
- 10F: -
Combos
- Best jump-ins:
- j.D (Can crossup.)
- cl.C / cr.C >
- f + B >
- (S)DM Hurricane Tiger (qcf hcb + P)
- D Slash Kick (hcf + D) (Whiffs on some crouchers.)
- B Slash Kick (hcf + B)
- (S)DM Hurricane Tiger (qcf hcb + C)
- (S)DM qcf qcf + C
- D Slash Kick (hcf + D) (Whiffs on some crouchers.)
- B Slash Kick (hcf + B)
- f + B >
- cr.B x 2, cr.A / st.A >
- (S)DM Exploding Hurricane Tiger Heel (qcf hcb + P)
- dp + D
- dp + B (If not too far.)
- cr.B, cr.A >
- (S)DM Exploding Hurricane Tiger Heel (qcf hcb + P)
- DM qcf qcf + A
- dp + D
- dp + B (If not too far.)
- st.B >
- (S)DM Exploding Hurricane Tiger Heel (qcf hcb + P)
- dp + D
- dp + B (If not too far.)
- Anti-air: B Golden Heel (qcb + B),
- hcf + D
- D Tiger Knee (dp + D) (Corner)
- st.D (Corner)
- cr.A / cl.A / cr.C / cl.C > Exploding Fist (P rapidly > qcf + C)
Not recommended, doesn't work properly on some crouchers.
- cr.A / cr.B (meaty), cl.C > f + B >
- (S)DM Hurricane Tiger (qcf hcb + P)
- D Slash Kick (hcf + D) (Whiffs on some crouchers.)
- B Slash Kick (hcf + B)
- Simple buffers:
- f + B > (S)DM qcf hcb + P
- qcf + B > hcb + P
- st.A / cl.A / cl.C > (S)DM qcf hcb + P
- qcf + A/C > hcb + P
- cl.A > DM qcf qcf + A
- qcf + A > qcf + A
- cl.C > (S)DM qcf qcf + C
- qcf + C > qcf + C
- f + B > (S)DM qcf hcb + P
Strategy Corner
- MAX: cl.C >
+ B >
+ D
deals considerable less damage (~ cl.C + cl.A) than
- cl.C >
+ B >
+ P
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.
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 |