The King of Fighters '98/EX Joe

From SuperCombo Wiki
Joe98 stance.gif

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
hcf+Snka.gif 13/-/36 -4/-6 HL
Joe02 hcfA.png
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+Snkc.gif 19/-(22)-/36 KD/-6 HL
Joe02 hcfC1.png
Joe02 hcfC2.png
hcf+Snkb.gif 14/4/4+22 KD/-12 Fi HL
Joe02 hcfB.png
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.
  • free cancellable into
hcf+Snkd.gif 14+0~5/7/4~9+24 KD/-22 Fi HL
Joe02 hcfD.png
dp+Snkb.gif 5/3*18/17+13 KD/-30 Su,Fi,Fo HL
Joe02 dpB1.png
Joe02 dpB2.png
Tiger Kick - dp+K
  • Joe does a very fast rising kick attack that does two hits
  • dp+B does more damage than dp+D but has less priority
  • Invincible: B: Complete startup, D: Complete startup and first active period. Upper body invincible: First active period fo B version.
  • supercancellable on the first hit
  • free cancellable into
  • free cancellable out of on the first hit
dp+Snkd.gif 5/3*22/21+13 KD/-38 Su,Fi,Fo HL
Joe02 dpD1.png
Joe02 dpD2.png
qcb+Snkb.gif 9+3/3*3*2*2/5+14 -1/-3 Fi HL
Joe02 qcbB1.png
Joe02 qcbB2.png
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
  • free cancellable into
Joe02 qcbB3.png
Joe02 qcbB4.png
qcb+Snkd.gif 11+5/3*2*2*2/5+16 -3/-5 Fi HL
Joe02 qcbD1.png
Joe02 qcbD2.png
Joe02 qcbD3.png
Joe02 qcbD4.png
mash Snka.gif 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 variable >qcf+A, >qcf+C, Fo HL
Joe02 MashP1-3.png
Bakuretsu Ken - mash P
  • 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
  • free cancellable out of
mash Snkc.gif 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 variable >qcf+A, >qcf+C, Fo HL
Joe02 MashP4-6.png

entire sequence repeats once
> qcf+Snka.gif 20/3/28 -11/-13 Su,Fo H
Joe02 mashPqcfA.png
Bakuretsu Finish - qcf+A
  • Joe performs an overhead punch that deals good damage and is safe on block
  • overhead
  • supercancellable
  • free cancellable out of
> qcf+Snkc.gif 14/12/24 KD/-18 L
Joe02 mashPqcfC.png
Shijou Saikyou no Low Kick - qcf+C
  • Joe does a kick similar to his f+B, except that he slides forward a good distance (about 1/3 screen) while doing it
  • the recovery on this move isn't good, it's riskier to do it as opposed to the qcf+A followup
  • hits low
DMs

qcf,hcb+Snka.gif

2/2(5)2(5)2(9)2(7)2(3)2(14)-(19)-(16)4*8(12)3/17+18 KD/-40 HL
Joe02 qcfhcbP.png

etc.
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+Snkc.gif 2/2(5)2(5)2(9)2(7)2(3)2(14)-(19)-(16)4*8(12)3/17+20 KD/-42 HL

qcfx2+Snka.gif

8/-(24)-/67 KD/+9 HL
Joe02 qcfx2P1.png
Joe02 qcfx2P2.png
Screw Upper - qcfx2+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.
qcfx2+Snkc.gif 15/-(24)-/71 KD/+5 HL
SDM
qcfx2+Snka.gif+Snkc.gif 8/-(24)-/88 KD/-39 HL
Joe02 qcfx2AC1.png
Joe02 qcfx2AC2.png
Screw Upper - qcfx2+AC
  • 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.

Special Moves

Desperation Moves

Combos