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The King of Fighters '98 UMFE/EX Joe: Difference between revisions
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this is your low starter combo. gives hard knockdown | 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 | cl.C f+B hcf+K | ||
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cl.C f+B 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 | cl.A/cr.A [A](1) ABCD cl.C f+B qcfqcf+K | ||
a basic TnT combo ending in super. | |||
(cl | |||
(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 | 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. | 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 == | == Strategy & Tips == | ||
Revision as of 15:42, 21 October 2020
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
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
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.