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The King of Fighters '98 UMFE/EX Joe: Difference between revisions
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== Combos == | == Combos == | ||
====basic==== | |||
cr.B cr.A dp+A qcb+K | |||
this is your low starter combo. gives hard knockdown | |||
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 | |||
cl.A/cr.A [A](1) ABCD cl.C f+B qcfqcf+K | |||
====TnT combos==== | |||
(cl.A/cr.A [A](1) ABCD)x2 st.A dp+A qcb+K/cl.C f+B hcf+K | |||
Ex Joes 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.C afterwards. dp+A ender forgoes damage for Hard knockdown. 2 reps after a jump in is possible but it depends on when the jump in hit so you can omit the second rep for consistency. | |||
crossup j.D (cr.A [A](1) ABCD)x3 cl.C f+B hcf+K/qcfqcf+K | |||
this is a backturned combo and works when you hit a backturned opponent with a point blank cl.A/cr.A. | |||
== Strategy & Tips == | == Strategy & Tips == |
Revision as of 21:12, 10 May 2020
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
Tiger Kick: dp + B/D
Slash Kick: hcf + A/C
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
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
cl.A/cr.A [A](1) ABCD cl.C f+B qcfqcf+K
TnT combos
(cl.A/cr.A [A](1) ABCD)x2 st.A dp+A qcb+K/cl.C f+B hcf+K
Ex Joes 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.C afterwards. dp+A ender forgoes damage for Hard knockdown. 2 reps after a jump in is possible but it depends on when the jump in hit so you can omit the second rep for consistency.
crossup j.D (cr.A [A](1) ABCD)x3 cl.C f+B hcf+K/qcfqcf+K
this is a backturned combo and works when you hit a backturned opponent with a point blank cl.A/cr.A.