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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.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! | Use qcf+B,hcb+P to buffer super. Not much more to say! |
Revision as of 18:19, 29 December 2007
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)
[air hit] 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 best dp style anti-airs in KOF98.
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!