The King of Fighters '98 UMFE/Joe Higashi

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Introduction

Joe is primarily a mid-range zoner, with a good projectile and nice buttons to control space with. Up close, he has some nice pressure strings to annoy the opponent with, and a few mixup options as well, such as an untechable throw and an instant overhead. In Advanced mode, Joe gets some nice confirms into his DMs, and in Extra mode he gets really damaging Quick MAX combos near the corner. As a result, Joe wants to use his space control and pressure strings to push the opponent towards the corner, where his pressure is even stronger and his combo damage is higher. Joe's weaknesses are his floaty hop and his fairly slow movement speed.

Changes from Previous Versions

98 to 98UM

Normals:

  • st.D's startup has been increased by 2 frames, recovery reduced by 4 frames

Specials:

  • Increased recovery on hcf+A
  • dp+B now only does one hit and always knocks down on hit
  • qcf+C followup to his mash P move is now a more stable combo ender

98UM to 98UMFE

Normals:

  • df+B now has reduced recovery

Normal Moves

Close

  • cl.A: A quick close jab. Chainable and cancelable.
  • cl.B: Same as st.B.
  • cl.C: Excellent normal that's active on the third frame, making it Joe's quickest button. Staple tool in his combos and blockstrings.
  • cl.D: Same as st.D.

Standing

standing A
st.A

98FE Joe st.A 2 ima.png

98FE Joe st.A 2.png

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
CounterDamage dealt by the move on counter hit.
10 is 1%.
Stunz (x+y) means the move has two hits.
The first does x stun points,
the second does y,
for a total of z.
Stun dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
25 40 16 Mid C 5 2 8 +2 0 -


Standard jab. Can be used to stop hops, but good timing is required, as it only has 2 active frames. Whiffs on low crouchers.

  • Cancelable on hit/whiff.
  • Chains into every lights but cl.A/B.

  • st.B: A kick with good reach that is useful for poking.
  • st.C: A decent mid-range poke that hits a similar space to his st.B but a bit higher up, making it better against hops.
  • st.D: Has a nice hitbox that is excellent against hops and grounded opponents, though it does have a lot of recovery.

Crouching

  • cr.A : A standard crouching jab. Chainable and cancelable.
  • cr.B : Has good reach for a cr.B, and is your only option for a low combo starter. Chainable.
  • cr.C : Fairly fast and good to use in combos and frame traps. Cancelable.
  • cr.D: Has nice reach, but is on the slower side for sweeps. Cancelable on hit, block, and whiff.

Jumping

  • j.A: His fastest jumping normal, with has a good hitbox for air-to-airs. Use it when you don't think other buttons will come out fast enough.
  • j.B: Long range and a nice hitbox for air-to-airs. It has a lot of active frames.
  • j.C: A good jump-in button that also has a lot of active frames.
  • j.D: Another good jump-in button. Can be used for instant overheads and crossups.

CD Normals

  • st.CD: This move has a lot of startup, a lot of recovery, and only 2 active frames. However, it has low invulnerability right before the active frames through most of the recovery frames. Cancelable on hit, block, and whiff.
  • j.CD: Joe does a slower version of his j.B. Good for air-to-airs, and can hit low crouchers with the correct spacing and timing. Good jump-in choice for pressure.

Throws

Knees of Hell: b/f+C (close)

  • Hold throw, not techable.
  • At most Joe does 4 knee strikes, but the opponent can mash to get out sooner, though the Joe player can countermash to counteract this.
  • It's the preferred throw option, since the opponent cannot tech it to escape.
  • Causes soft knockdown.

Leg Throw: b/f+D (close)

  • Regular techable throw.
  • Joe does a backflip and slams the opponent down behind him, sending them away almost fullscreen.
  • Causes soft knockdown.

Command Moves

Low Kick: f+B

  • Joe does a forward kick that does not hit low, despite the name.
  • Staple tool in both combos and pressure, since you can cancel into it from most of your normals and you can special- and super-cancel out of it.
  • It's also Joes furthest-ranged poke, and it goes over low moves nicely.
  • Unsafe on block if you don't cancel into something.
  • The move is the same both raw and when cancelled into.

Sliding: df+B

  • A low-hitting slide that will go under every airborne projectile in the game.
  • Completely neutral on block both raw and when cancelled into, making it a great tool to close the gap at closer ranges and when you've pushed yourself out with a blockstring.
  • Leaves the opponent standing on hit.

Special Moves

TNT Punch: press A/C repeatedly

  • Joe does a series of 10 punches while walking forwards.
  • One of Joe's main combo tools, as it will combo from both lights and heavies.
  • You can input either of the followups on hit, block, and whiff.
  • Unsafe on block unless you cancel into his qcf+A followup.
  • Try to avoid doing this move on block, as the opponent can punish it by guard cancelling or simply waiting for the followup and dealing with it.
TNT Punch Finisher: qcf+A/C (during mash P)
  • A version is a safe-on-block overhead followup.
  • A version is not a true blockstring on block, meaning your opponent can reversal through it.
  • C version is a mid-hitting knockdown attack that is unsafe on block.

Hurricane Upper: hcf+A/C

  • Joe sends out a tornado. A version sends one projectile that goes about halfscreen, C version sends out two projectiles instead of just one.
  • The projectiles are very tall and hard to jump over.
  • A version is good to end blockstrings with, and when used as a midscreen poke.
  • C is good to mix up with the A version, as the second projectile can hit people trying to avoid only the first one.
  • C version can be punished easily by rolling through the second projectile.

Tiger Kick: dp+B/D

  • Joe's DP, sending him flying into the air with a knee strike.
  • B version is faster and has invincibility on startup that ends before the first active frame. D version is slower but has invincibility on startup as well as the 3 first active frames of the move, making it a good reversal.
  • Both are good to use as anti-airs when you're sure they're going to hit.
  • Both moves are very unsafe on block or whiff.
  • Causes soft knockdown.

Ougon no Kakato: qcb+B/D

  • An arching airborne kick. B version goes about halfscreen and D version goes 3/4 of the screen.
  • Has a lot of startup, but has a good hitbox that can hit people in the air and on the ground.
  • A fairly safe way to approach the enemy, as it's hard to punish on block.
  • You can juggle after it on an aerial hit.

Slash Kick: hcf+B/D

  • A horizontally flying kick.
  • This is your main combo ender for damage.
  • Can be good to throw out to whiff punish things or catch forward movement.
  • It is very unsafe on block or whiff, making it risky to just throw out.
  • Causes soft knockdown.
  • A version travels about halfscreen, while D version travels about 3/4 of the screen.

Desperation Moves

Explosive Hurricane Tiger Heel: qcf,hcb+A/C

  • Joe does a series of punches, ending in a flying knee and a hit that slams the opponent to the ground.
  • This DM does good damage and has good corner carry, making it excellent to combo into.
  • It's unsafe on block and whiff, so be sure to confirm into it.
  • It has very fast startup, so it can also be used as a punish.
  • MAX version does more hits and more damage.
  • Causes hard knockdown.

Screw Upper: qcfx2+A/C

  • Joe creates a giant tornado in front of him. This move has a multitude of uses.
  • It can be used to combo from lights.
  • It's got good anti-airing potential.
  • It's one of his better moves for dealing chip damage.
  • A version moves a bit faster and has slightly longer reach, while the C version moves slower with less horizontal travel.
  • Fairly safe on block.
  • Causes a soft knockdown.

Combos

General Notes

  • In any metered combo, you can replace qcf,hcb+A with qcf,hcb+AC for more damage if you have the resources.

Meterless

Low

cr.Bx1~2, cr.A, dp+D
cr.B, cr.A, mash P > qcf+C
Try to time the qcf+C follow-up after 4 hits of mash P.

Mid/Jump-In

(j.X), cl.C, f+B, hcf+B
cr.A, cl.C, f+B, hcf+B
cl.C can be linked after cr.A with good timing.

Other

qcb+B, hcf+B
Requires qcb+B to hit the opponent out of the air.

With Meter

Low

cr.B, cr.A/st.A, qcf,hcb+P
You can do this as cr.B, qcf+A, hcb+P for an easier cancel.

Mid/Jump-In

(j.X), cl.C, f+B, qcf,hcb+P
You can do this as cl.C, qcf+B, hcb+P for an easier cancel.

With Quick MAX

Low

cr.B, cr.A, mash A > qcf+C, ABC, mash C > qcf+C, hcf+K

Mid/Jump-In

(j.X), cr.A, ABC, cl.C, f+B, qcf,hcf+P
cr.C, df+B, ABC, cr.C, hcf+B
cr.A, ABC, cl.C, f+B, qcf,hcb+P
df+B, ABC, st.A, qcf,hcb+P
Quick MAX conversion from slide.
hcb+B, ABC, st.A, qcf,hcb+P

Strategy & Tips

Videos

King of Fighters 98 UM FE: Joe Guide by Mash It Out

External Links

Check Joe Higashi's move data

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced Strategy

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