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{{MoveListRow | Standing Medium | m | 50,000 | }} | {{MoveListRow | Standing Medium | m | 50,000 | }} | ||
{{MoveListRow | Crouching Medium | d + m | 48,000 | low }} | {{MoveListRow | Crouching Medium | d + m | 48,000 | low }} | ||
{{MoveListRow | Viewtiful Overhead | f + m | 50,000 | high }} | {{MoveListRow | Viewtiful Overhead | f + m | 50,000 | high <br> Does not cancel into h attacks }} | ||
{{MoveListRow | Standing Heavy | h | 65,000 | }} | {{MoveListRow | Standing Heavy | h | 65,000 | }} | ||
{{MoveListRow | Crouching Heavy | d + h | 60,000 | low}} | {{MoveListRow | Crouching Heavy | d + h | 60,000 | low softknockdown }} | ||
{{MoveListRow | Standing Special | s | 70,000 | launch }} | {{MoveListRow | Standing Special | s | 70,000 | launch }} | ||
{{MoveListRow | Jumping Light | air l | 38,000 | high djcancel }} | {{MoveListRow | Jumping Light | air l | 38,000 | high djcancel }} | ||
{{MoveListRow | Jumping Medium | air m | 50,000 | high djcancel }} | {{MoveListRow | Jumping Medium | air m | 50,000 | high djcancel }} | ||
{{MoveListRow | Jumping Heavy | air h | 65,000 | high djcancel }} | {{MoveListRow | Jumping Heavy | air h | 65,000 | high djcancel }} | ||
{{MoveListRow | Jumping Special | air s | 25,000 | {{MoveListRow | Jumping Special | air s | 64,200 (25,000 x 3) | high }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Voomerang | qcf + atk | 70,000 | airok }} | {{MoveListRow | Voomerang | qcf + atk | 70,000 | airok }} | ||
{{MoveListRow | Charged Voomerang | qcf + hold atk | 50,000 per hit | airok }} | {{MoveListRow | Charged Voomerang | qcf + hold atk | 50,000 per hit | airok <br> Hits up to 3 times, but will not combo into itself }} | ||
{{MoveListRow | Shocking Pink | qcb + atk | 80,000 | otg <br> l lasts 2 sec <br> m lasts 3 sec <br> h lasts 4 sec }} | {{MoveListRow | Shocking Pink | qcb + atk | 80,000 | otg <br> l lasts 2 sec <br> m lasts 3 sec <br> h lasts 4 sec }} | ||
{{MoveListRow | Red Hot Kick | aironly qcb + atk | 80,000 l <br> 80,000 m <br> 35,000 | {{MoveListRow | Red Hot Kick | aironly qcb + atk | 80,000 l <br> 80,000 m <br> 94,800 (35,000 x 3) h | }} | ||
{{MoveListRow | Air Joe | aironly Mash atk | 25,000 | {{MoveListRow | Air Joe | aironly Mash atk | 96,800 (25,000 x 3 + 40,000) l <br> 119,700 (25,000 x 3 + 40,000 + 35,000) m <br> 146,200 (25,000 x 3 + 40,000 + 35,000 + 45,000) h | }} | ||
{{MoveListRow | Groovy Upper | dp + atk | 80,000 l <br> 80,000 m <br> 104,000 h | }} | {{MoveListRow | Groovy Upper | dp + atk | 80,000 l <br> 80,000 m <br> 104,000 (50,000 + 60,000) h | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
===Hyper Moves=== | ===Hyper Moves=== | ||
{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Desperado | qcf + atk + atk | 250,000 | }} | {{MoveListRow | Desperado | qcf + atk + atk | 250,000 | Damage scales by 0.95 }} | ||
{{MoveListRow | Viewtiful God Hand | qcb + atk + atk | 145,000 | {{MoveListRow | Viewtiful God Hand | qcb + atk + atk | 145,000 (50,000 + 100,000) | Slows oppponent for 10 seconds <br> Damage scales by 0.95 }} | ||
{{MoveListRow | Mach Speed | dp + atk + atk | 252,000 | launch startupinv }} | {{MoveListRow | Mach Speed | dp + atk + atk | 252,000 (30,000 + 15,000 x 13 + 70,000) | launch startupinv <br> Damage scales by 0.98 }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Revision as of 14:03, 26 April 2011


Viewtiful Joe
In a nutshell
Joe is a tiny little pest that frustrates his opponents with this size. He does lack range, but getting in is never a problem for Joe. His ability to put his opponents into a slow motion state is one of the game's most powerful tools, and building a strategy around this is the key to success with Viewtiful Joe.
Video Walkthrough
Move List
Assist Types
Name
Type
Damage
Special Properties
Cross-Over Combination
Normal Moves
Normal Moves
Double Jump
{{#motion: u while in the air }}
Removes one Air Dash
Triple Jump
{{#motion: u during a Double Jump }}
Removes one Air Dash
Air Dash
f or b + atk + atk in the air
Can be performed twice in a jump,
but each Air Dash removes one
of your remaining Jumps.
but each Air Dash removes one
of your remaining Jumps.
Standing Light
l
38,000
Crouching Light
d + l
35,000
low
Standing Medium
m
50,000
Crouching Medium
d + m
48,000
low
Viewtiful Overhead
f + m
50,000
high
Does not cancel into h attacks
Does not cancel into h attacks
Standing Heavy
h
65,000
Crouching Heavy
d + h
60,000
low softknockdown
Standing Special
s
70,000
launch
Jumping Light
air l
38,000
high djcancel
Jumping Medium
air m
50,000
high djcancel
Jumping Heavy
air h
65,000
high djcancel
Jumping Special
air s
64,200 (25,000 x 3)
high
Special Moves
Voomerang
qcf + atk
70,000
airok
Charged Voomerang
qcf + hold atk
50,000 per hit
airok
Hits up to 3 times, but will not combo into itself
Hits up to 3 times, but will not combo into itself
Shocking Pink
qcb + atk
80,000
otg
l lasts 2 sec
m lasts 3 sec
h lasts 4 sec
l lasts 2 sec
m lasts 3 sec
h lasts 4 sec
Red Hot Kick
aironly qcb + atk
80,000 l
80,000 m
94,800 (35,000 x 3) h
80,000 m
94,800 (35,000 x 3) h
Air Joe
aironly Mash atk
96,800 (25,000 x 3 + 40,000) l
119,700 (25,000 x 3 + 40,000 + 35,000) m
146,200 (25,000 x 3 + 40,000 + 35,000 + 45,000) h
119,700 (25,000 x 3 + 40,000 + 35,000) m
146,200 (25,000 x 3 + 40,000 + 35,000 + 45,000) h
Groovy Upper
dp + atk
80,000 l
80,000 m
104,000 (50,000 + 60,000) h
80,000 m
104,000 (50,000 + 60,000) h
Hyper Moves
Desperado
qcf + atk + atk
250,000
Damage scales by 0.95
Viewtiful God Hand
qcb + atk + atk
145,000 (50,000 + 100,000)
Slows oppponent for 10 seconds
Damage scales by 0.95
Damage scales by 0.95
Mach Speed
dp + atk + atk
252,000 (30,000 + 15,000 x 13 + 70,000)
launch startupinv
Damage scales by 0.98
Damage scales by 0.98
Apprentice Combos
Strategy
Tips and Tricks
- Joe becomes a nightmare when paired with a low hitting OTG assist. Being able to airdash in and hit 3 or 4 times before landing while a low assist is creating an unblockable for you will really scare opponents.
- While doing a short combo into God Hand is available, having an OTG assist allows you to do a much longer, much more damaging combo, and then OTG into God Hand to inflict the slowdown status.
- Joe's overhead can combo into launcher or Groovy Uppercut, letting him start nasty combos from it. Characters in slow motion will have a very hard time blocking this.