The King of Fighters '98 UMFE/EX Joe

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< The King of Fighters '98 UMFE
Revision as of 16:16, 21 October 2020 by Jaunty (talk | contribs) (rewrote and added combos, wrote descriptions for some of his special moves)
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Introduction

Normals

Throws

Knees of Hell: b/f + C


Leg Throw: b/f + D


Command Moves

Low Kick: f + B


Sliding: df + B


Special Moves

Hurricane Upper: hcf + A/C

A hurricane projectile that travels full screen. You can not hop over it. A version travels slower with a little less recovery while the C version travels faster but has a bit more recovery. This move is a good projectile with a big hitbox though with a fairly slow startup. It is the basis for your zoning game. The A version is a good move to go into after f+B in blockstrings as it leaves Joe fairly safe afterwards. Leaves the opponent standing on a grounded hit but knocks them down on an air hit.

Tiger Kick: dp + B/D

Joes dp sends him flying into the air with a knee strike. B version is faster and has invulnerability on startup that ends before the first active frame. D version is slower but has invulnerability on startup as well as the 3 first active frames of the move. Both are good to use as anti airs when you're sure they're going to hit. D can be used as a reversal since it has a large amount of invulnerability frames. Both moves are very unsafe if they get blocked or if they miss. causes soft knockdown.

Slash Kick: hcf + B/D

A horizontally flying kick. It is your main combo ender for damage and can be good to throw out to whiff punish things or catch forward movement but it is very unsafe if blocked or whiffed so it's not a good idea to throw it out recklessly. causes soft knockdown. A version travels about 1/2 of the screen while D version travels about 3/4s of the screen.

TNT Punch: A/C or tapped repeatedly, Push 4 buttons simultaneously to stop.


TNT Punch Finisher (During TNT Punch): qcf + A/C


Pressure Knee: dp + A/C


Golden Calf (During the seconded hit of Pressure Knee): qcb + B/D


Desperation Moves

Screw Upper: qcf qcf + A/C


Thunder Fire: qcf qcf + B/D

Combos

Basic

cr.B cr.A dp+A qcb+K

this is your low starter combo. gives hard knockdown

cr.B cl.A [A](1) ABCD cr.C f+B hcf+B

cl.C f+B hcf+K

far A dp+A qcb+K

cr.A cl.C f+B hcf+K

this is a link combo


Metered Combos

cr.B cr.A qcfqcf+K

cl.C f+B qcfqcf+K

TnT combos

(cl.A [A](1) ABCD)x3 (st/cr.A) dp+A qcb+K/cr.C f+B hcf+K

Ex Joes bakuretsuken aka TnT Punch is the key to his more damaging combos. By hitting a point blank cl.A/cr.A [A] and cancelling it on the first hit you can link other moves such as another cl.A [A] or a cl/cr.C afterwards. You should be holding forward during the entire loop portion of these combos as the minimal forward movement is key to making the combos work. cr.C f+B hcf+K is your most damaging meterless ender and the dp + A ender forgoes damage for a hard knockdown instead. the st/cr.A before the dp + K is optional because dp + A is fast enough to naturally link after the TnT by itself.

(cl.A [A](1) ABCD)x4 (st/cr.A) dp+A qcb+K/cr.C f+B hcf+K

Large characters only. On the large characters you can squeeze in another rep of the TnT loop for some extra damage.

cr.A [A](1) cr.A [A] dp+A / cr.C f+B hcf+K

This is the combo you need to use on the tiny crouchers Chin and Choi as cl.A will whiff on them and since you don't move forward when doing a cr.A you can't get 3 reps of the loop on them.

cr.B cl.A [A](1) ABCD cr.C f+B hcf+B

your most damaging low combo, but more spacing dependent than the others because your cr.B has to hit point blank for it to work.

cl.A/cr.A [A](1) ABCD cl.C f+B qcfqcf+K

a basic TnT combo ending in super.

(cl.A [A](1) ABCD)x3 st/cr.A qcfqcf + K

a more advanced metered combo that gives you the most damage he can get from a reliable fronthit combo, against low crouchers you have to use cr.A instead as the st.A will whiff.

crossup j.D (cl.A [A](1) ABCD)x3 cr.C f+B hcf+B/qcfqcf+K

this is a backturned combo and works when you hit a backturned opponent with a point blank cl.A/cr.A. If you're using advanced mode or dash type movement you need to do a cr.A instead of a cl.A on the last rep of the TnT loops as you'll be pushed out of cl.A range sooner than with step movement and st.A will whiff. If you do cr.A the combo will still work as intended.

Strategy & Tips

Videos

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro