UMVC3/Viewtiful Joe/Combos: Difference between revisions

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{{Character Subnav UMVC3|name=Viewtiful Joe}}
== Combo Theory ==


{{UMVC3_Notation}}
Joe is a link heavy character and knowing different link blocks lets you rearrange routing based on:
* hit confirm
* hitstun scaling
*character height
*character body type


== Combos ==
Link blocks are the arrangement of how to use the limited 3 air actions you get while airborne


=== Solo Combos ===
Joes air specials include:
* red hot kick (214X)
* air joe (236X)
* voomerang (XXX)


<code><nowiki>2M > 5H > 2H xx 623M, j.5H jc. j.5H xx 214M, 214H, land, 5H > 5S sjc. j.5M > j.5M > j.5H jc. j.5M > j.5H jc. j.5M > j.5H > j.5S, land, j.2369XX (560,000 damage for 1 bar, builds 1 bar).</nowiki></code> <br>
General rules are you cannot link another special after a voomerang or red hot kick H and the only following special you can do after airjoe H is another airjoe X


Joe's standard combo route, works off just about anything that confirms into 623M, including doing it raw. The j.5H link after 623M is quite tight, as is the 5H link after 214H. You can make the combo slightly easier at the cost of damage by substituting j.5M and 5M for those attacks, respectively.


<code><nowiki>6M xx 623XX, sjc. j.5L > j.5H xx j.214M, j.214M, j.214H xx 623XX sjc. j.5H jc. j.5H jc. j.5H > j.5S (574,000 for 2 bar)</nowiki></code> <br>


Use Mach Speed to confirm off an overhead. Can also be used off any early Mach Speed hit (including using it as a reversal), although the double Red Hot Kick extension only works in the corner. Delay each Red Hot Kick as long as possible to give the opponent time to drop and set up a relaunch.
{{TheoryBox
| Title      = Metered Midscreen Extension
| Oneliner  = No Assists Necessary
| Difficulty = Medium
| Damage    =
| Meter      =
| Video      = UMVC3 Viper Metered Midscreen Extension.mp4
| Recipe    = Any Standard Combo > {{clr|M|j.M}}{{clr|H|H}} > (dl).{{clr|S|j.5S}}, Land Dash > Dash, {{clr|S|623S}} > tk.{{clr|H|214H}}, {{clr|S|5S}} > {{clr|H|j.H}} > dJ {{clr|H|j.H}} > {{clr|S|j.5S}}, Land {{clr|L|623L}} > 214XX
| content    =
Helpful to reach the corner for a reset, to setup a DHC, or to have better positioning post kill.


=== X-Factor Combos ===
Delay the {{clr|S|j.5S}} prior to the extension if HSD allows in order to have more time to plink up for the extension. If you get too close Viper can side-switch on the Burning Kick, which won't drop the combo but usually isn't preferable. You'll want a fast TK {{clr|H|H}} Burning Kick to get the grounded version for maximum consistency and damage.


-
If this is done especially late in hitstun you may need to omit one of the {{clr|H|j.H}}s or leave them out altogether, if that's the case then you will need to airdash downward after the {{clr|S|j.S}} to hit the ground fast enough to OTG.
 
}}
=== Sample Team Combos ===
 
-
 
 
==Beginner Combos==
<br>
{{BeginnerComboDef}}
 
==Core Combos==
<br>
{{CoreComboDef}}
 
==Advanced Combos==
<br>
{{AdvancedComboDef}}
 
===Assist Extensions===
 
===Comboing in X-Factor===

Revision as of 14:39, 19 July 2024

Combo Theory

Joe is a link heavy character and knowing different link blocks lets you rearrange routing based on:

  • hit confirm
  • hitstun scaling
  • character height
  • character body type

Link blocks are the arrangement of how to use the limited 3 air actions you get while airborne

Joes air specials include:

  • red hot kick (214X)
  • air joe (236X)
  • voomerang (XXX)

General rules are you cannot link another special after a voomerang or red hot kick H and the only following special you can do after airjoe H is another airjoe X


Metered Midscreen ExtensionNo Assists Necessary
Medium
Any Standard Combo > j.MH > (dl).j.5S, Land Dash > Dash, 623S > tk.214H, 5S > j.H > dJ j.H > j.5S, Land 623L > 214XX

Helpful to reach the corner for a reset, to setup a DHC, or to have better positioning post kill.

Delay the j.5S prior to the extension if HSD allows in order to have more time to plink up for the extension. If you get too close Viper can side-switch on the Burning Kick, which won't drop the combo but usually isn't preferable. You'll want a fast TK H Burning Kick to get the grounded version for maximum consistency and damage.

If this is done especially late in hitstun you may need to omit one of the j.Hs or leave them out altogether, if that's the case then you will need to airdash downward after the j.S to hit the ground fast enough to OTG.