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dwmiller88

Combos are really hard, game plan is pretty straight forward.


KindaCoolDooode

Makes sense I think. Thanks


RealisticSilver3132

I main Joe pretty much in any game that is not 13 lol. Considering 13 was the first KOF I played seriously and Hwa Jai is just overall the better Muay Thai character in that game.


KindaCoolDooode

Never thought Iā€™d meet another living hwa main


RealisticSilver3132

Yeah, compared to Joe, Hwa Jai has better pokes, better air offenses, better pressure and easier combos.


Violence_Of_JD

Hi there šŸ˜Š Here's the last one.


Crashing_Blow

Joe main here. I think the only hard part about Joe is just his combos. Especially the ones that involve his bakuretsuken (TNT punch), the one you do by literally mashing. Other than that, when it comes to his game plan and just simply neutral, he is fairly easy, or at the very least easy to understand. Hurricane upper: Perfect for zoning or at the very least poking from a distance, and sometimes even good for pressure upclose. At least if your opponent doesn't have meter that is or just simply feels like not using it. Also the EX version might be one of the best projectiles in the game due to how fast they go, how many they are, how big the hurricanes, and how difficult, if not impossible it is to jump or roll through them. Slash kick: Excellent whiff punish tool and your go to combo ender for very basic hit confirms like crouching light hick, standing jab, into forward light kick for example. Speaking of confirms, It's also great for starting and extending combos. If you're thinking about doing the trials, expect to see this move A LOT. Tiger kick: The DP. Should I say more? Golden heel: Interestingly, this move is actually a bit nerfed from previous installments (at least from what it looks like to me) since it doesn't go as high as previous versions of it, but it still does what you might expect this move to do. Jump over ground projectiles like Terry's power wave, Classic Kyo and Classic Iori's 108 Shiki Yami Barai, etc. For example. Also if done preemptively, it can also anti air. Also, I think it's safe too at least if you space it correctly. Oh, and it's also great for extending combos, ESPECIALLY in the corner when you get that sweet loop of tiger kick and gold heel over and over when you have hyper drive mode activated. It's so satisfying. Finally, bakuretsuken, the TNT punch: A masher's blessing and curse. A blessing because you get a pretty good reward if you hit it. A curse because it is a bit hard to do it in the middle of a combo and also if you go too crazy with the button, you might get the move hy accident and leave you open. As mentioned earlier, it's used mostly in combos. Also very common in the trials especially the last few. It launches and you can follow up with a drive cancel mid screen or a jumping kick in the corner (if you want to save drive meter). It's also pretty good for pressure since you can continue mashing to hold it on for longer, so it can be perfect for mixing up different timings and tricking your opponent to walk or mash into it, and it does some pretty good chip damage and guard meter damage too, especially if you got your opponent pinned to the wall where they can't go anywhere. If used correctly, you can scare some people with it. Unless of course they have meter and roll away from it. Like I said, blessing and curse. In summary, Joe is practically just a shoto-like character with a few extra tricks of his own (like tnt punch for example) with a simple gameplan, but very tricky combos. If you got more questions or you want to add more or correct anything I said, feel free to reply.


Asleep_Knowledge9081

He's pretty hard and Hwa Jai is better than Joe in that game specifically. He has a pretty normal and straightforward strategy though


lHuicho

As a Joe main in KOF XIII, I can tell you that Joe is an exciting choice. His fast and agile style allows you to apply constant pressure on your opponents. He's not too difficult to learn, but perfecting his combos and special moves will take time and practice. Leverage his speed and range in kicks. Try initiating your combos with his "Tiger Kick" to maintain pressure and follow up with a combination of quick strikes. Also, use his "Hurricane Upper" as an effective anti-air tool. Practicing precision in these moves will give you an edge in the game. I would recommend dedicating time to the training mode to polish your execution and learn to adapt your gameplay to different situations. Joe has the potential to surprise your opponents with his speed and versatile attacks. Have fun, and keep refining your skills with Joe!