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

Joe '94 its another balanced EX Character but it have a lot of disadvantages, he loss his Overhead Special and Ryuko Ranbu alike DM, but have a buffed TNT Punch and Hurricane Upper useful for keepaway tactics.

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 HL Hurricane Upper - hcf + P
  • Joe releases one hurricane projectiles that travels fullscreen.
  • hcf + A sends out a slow projectile, while hcf + C sends aou a fast one.
  • the projectiles are tall and cannot be jumped by most characters.
hcf + Snkc.gif HL
hcf + Snkb.gif 14/4/4+22 KD/-12 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.
hcf + Snkd.gif 14+0~5/7/4~9+24 KD/-22 HL
Joe02 hcfD.png
dp + Snkb.gif 5/3*18/17+13 KD/-30 HL
Joe02 dpB1.png
Joe02 dpB2.png
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 + Snkd.gif 5/3*22/21+13 KD/-38 HL
Joe02 dpD1.png
Joe02 dpD2.png
Snka.gif rapidly > qcf + A

/ qcf + C

HL Bakuretsu Ken - P rapidly
  • Joe performs a series of punches
  • You may press forward to make him slowly move forward.
  • each of those punches have a large hitbox, making it difficult to counter, though can be easily guard rolled and punished from behind
  • can be followed up by qcf + A or qcf + C after any punch, whether that punch connected or whiffed.
Snkc.gif rapidly > qcf + A

/ qcf + C

HL
> qcf + Snka.gif KD/?? HL Bakuretsu Finish (A) - qcf + A
  • Joe does a single hit uppercut that knocks down and is fast.
> qcf + Snkc.gif KD/?? HL Bakuretsu Finish (C) - qcf + C
  • Joe does jumping uppercut that deals two hits, knocks down and is slow (but can still combo).
DMs

qcf qcf + Snka.gif

8/-(24)-/67 KD/+9 HL
Joe02 qcfx2P1.png
Joe02 qcfx2P2.png
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 + Snkc.gif 15/-(24)-/71 KD/+5 HL
SDM
MAX: qcf qcf + Punch.gif 8/-(24)-/88 KD/-39 HL
Joe02 qcfx2AC1.png
Joe02 qcfx2AC2.png
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.

Special Moves

Desperation Moves

Combos

  • cl.C / cr.C >
    • f + B >
      • D Slash Kick (hcf + D) (Whiffs on some crouchers.)
      • B Slash Kick (hcf + B)
    • (S)DM qcf qcf + C


  • cr.B, cr.A >
    • dp +
    • DM qcf qcf + A


  • st.B / st.A >
    • dp + D
    • dp + B (If not too far.)


  • cr.A / cr.B (meaty), cl.C > f + B >
    • D Slash Kick (hcf + D) (Whiffs on some crouchers.)
    • B Slash Kick (hcf + B)


Strategy Corner

  • MAX: cl.C > F.png + B > Hcf.png + D

dealsĀ ??? than

  • cl.C > Qcf.png Qcf.png + A

Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.


Links

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