The King of Fighters '98/EX Joe: Difference between revisions

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==In-depth Analysis==
==In-depth Analysis==
===Normal Throws===
===[[The_King_of_Fighters_2002/Normals_Guide|Movelist]]===
 
{|border="1"
'''b or f+C''' -  
!width="8%"|
 
! Frames
'''b or f+D''' -  
! Advantage
 
! Cancel
===Normal Moves===
! Block
 
!colspan="2"| Hitbox
===Command Normals===
! Notes
 
|-
|colspan="8" align="center"| '''Standing Close'''
|-
! [[image:snka.gif]]
|align="center"| 3/3/9
|
|
|align="center"| HL
|colspan="2" | [[image:Joe98_clA.png|center]]
|align="left"| Hits crouchers, cancelable. Can be used as combo filler.
|-
! [[image:snkb.gif]]
|align="center"| 7/3/7
|
|
|align="center"| HL
|colspan="2" | [[image:Joe98_clB.png|center]]
|
|-
! [[image:snkc.gif]]
|align="center"| 2/2/20
|
|
|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"| HL
|colspan="2"| [[image:Joe98_clD.png|center]]
|
|-
|colspan="8" align="center"| '''Standing Far'''
|-
! [[image:snka.gif]]
|align="center"| 3/2/8
|
|
|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.
|-
! [[image:snkb.gif]]
|align="center"| 7/3/7
|
|
|align="center"| HL
|colspan="2" | [[image:Joe98_stB.png|center]]
|align="left"| Nice front poke. A little slow, but good reach/hitbox and cancelable.
|-
! [[image:snkc.gif]]
|align="center"| 7/2/16
|
|
|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"| 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"| HL
|colspan="2"| [[image:Joe98_stCD.png|center]]
|
|-
|colspan="8" align="center"| '''Crouching'''
|-
! [[image:snka.gif]]
|align="center"| 3/3/6
|
|
|align="center"| HL
|colspan="2" | [[image:Joe98_crA.png|center]]
|align="left"| Standard low A, cancelable.
|-
! [[image:snkb.gif]]
|align="center"| 3/3/7
|
|
|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.
|-
! [[image:snkc.gif]]
|align="center"| 4/3/19
|
|
|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"| 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"| H
|colspan="2" | [[image:Joe98_jA.png|center]]
|
|-
! [[image:snkb.gif]]
|align="center"| 6/12/-
|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"| H
|colspan="2" | [[image:Joe98_jC.png|center]]
|
|-
! [[image:snkd.gif]]
|align="center"| 4/12/-
|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"| 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"| 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"| L
|colspan="2" | [[image:Joe98_dfB.png|center]]
|align="left"| Low slide kick. Crappy recovery, but you can use it to go under all non-ground fireballs.
|}
===Special Moves===
===Special Moves===



Revision as of 04:27, 2 June 2014

Introduction

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Joe98 colorA.png Joe98 colorB.png Joe98 colorC.png Joe98 colorD.png

Gameplay Overview

In-depth Analysis

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 3/3/9 HL
Joe98 clA.png
Hits crouchers, cancelable. Can be used as combo filler.
Snkb.gif 7/3/7 HL
Joe98 clB.png
Snkc.gif 2/2/20 HL
Joe98 clC.png
Fast and cancelable, one of the main hard hit combo starters.
Snkd.gif 6/3/28 HL
Joe98 clD.png
Standing Far
Snka.gif 3/2/8 HL
Joe98 stA.png
Not a bad standing A. Not the best range but hits most characters crouching and is cancelable. Can be anti-air vs short hop.
Snkb.gif 7/3/7 HL
Joe98 stB.png
Nice front poke. A little slow, but good reach/hitbox and cancelable.
Snkc.gif 7/2/16 HL
Joe98 stC.png
Decent range/speed mid poke that hits all characters crouching other than Chin/Choi, but standing D is usually almost always better.
Snkd.gif 6/3/28 HL
Joe98 stD.png
Longer range, bigger hitbox, and slightly faster than standing C. Great long range poke.
Snkc.gif+Snkd.gif 20/2/25 HL
Joe98 stCD.png
Crouching
Snka.gif 3/3/6 HL
Joe98 crA.png
Standard low A, cancelable.
Snkb.gif 3/3/7 L
Joe98 crB.png
Good range for a low B, main combo starter in-close. Great meaty as well.
Snkc.gif 4/3/19 HL
Joe98 crC.png
Fast and cancelable, good for when you are too far for cl.C.
Snkd.gif 8/4/9+14 L
Joe98 crD.png
Nice range cancelable sweep. Good as a meaty.
Jump
Snka.gif 3/7/- -/- H
Joe98 jA.png
Snkb.gif 6/12/- -/- H
Joe98 jB.png
Good air-to-air since it does stay out for a moment.
Snkc.gif 4/9/- -/- H
Joe98 jC.png
Snkd.gif 4/12/- -/- H
Joe98 jD.png
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.
Snkc.gif+Snkd.gif 11/5/- KD/- HL
Joe98 jCD.png
Good air-to-air.
Command Normals
f+Snkb.gif 13/2/25 HL
Joe98 fB.png
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+Snkb.gif 13/4/24 L
Joe98 dfB.png
Low slide kick. Crappy recovery, but you can use it to go under all non-ground fireballs.

Special Moves

Desperation Moves

Combos