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Joe is one of the smallest characters in the game and is hailed as a versatile character with a strong zoning game and deadly mix-ups. He's viewed as a zoning and lock down character due to his chargred Shurikens as they will track their opponents. Once Joe is able charge his first Shuriken, he'll be able to maintain his charges and keep opponents locked in. His damage leaves much to be desired, but he always has the option to TAC or DHC into another character to finish the job. Perhaps his biggest strengths are his supers, God Hand is an ability that slows your opponent for 100 frames, though you can combo into it, you are unable to combo out of it but it's the perfect reset tool. He also has V-Dodge which allows him to dodge in place and Mach Speed which is Joe's version of a Bionic Arm and has easy follow up potential. This character has a lot going for him but it's not easy to unlock his full potential, with enough dedication you too can become Viewtiful.}} | Joe is one of the smallest characters in the game and is hailed as a versatile character with a strong zoning game and deadly mix-ups. He's viewed as a zoning and lock down character due to his chargred Shurikens as they will track their opponents. Once Joe is able charge his first Shuriken, he'll be able to maintain his charges and keep opponents locked in. His damage leaves much to be desired, but he always has the option to TAC or DHC into another character to finish the job. Perhaps his biggest strengths are his supers, God Hand is an ability that slows your opponent for 100 frames, though you can combo into it, you are unable to combo out of it but it's the perfect {{reset}} tool. He also has V-Dodge which allows him to dodge in place and Mach Speed which is Joe's version of a Bionic Arm and has easy follow up potential. This character has a lot going for him but it's not easy to unlock his full potential, with enough dedication you too can become Viewtiful.}} | ||
=== Alternate Colors === | === Alternate Colors === | ||
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{{UMvC3CharacterAssists | {{UMvC3CharacterAssists | ||
| Voomerang L | shot front | 70,000 | proj | Desperado (Six Cannon) | | Voomerang L | {{shot}} {{front}} | 70,000 | {{proj}} | Desperado (Six Cannon) | ||
| Shocking Pink L | shot tiltdown | 80,000 | proj softknockdown otg | Desperado (Six Cannon) | | Shocking Pink L | {{shot}} {{tiltdown}} | 80,000 | {{proj}} {{softknockdown}} {{otg}} | Desperado (Six Cannon) | ||
| Groovy Uppercut M | direct tiltup | 80,000 | strk | Mach Speed | | Groovy Uppercut M | {{direct}} {{tiltup}} | 80,000 | {{strk}} | Mach Speed | ||
}} | }} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Standing Light | l | 38,000 | rpdfire }} | {{MoveListRow | Standing Light | {{l}} | 38,000 | {{rpdfire}} }} | ||
{{MoveListRow | Crouching Light | d + l | 35,000 | low rpdfire }} | {{MoveListRow | Crouching Light | {{d}} + {{l}} | 35,000 | {{low}} {{rpdfire}} }} | ||
{{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 | 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}} }} | ||
{{MoveListRow | Special | s | 70,000 | launch nocancel }} | {{MoveListRow | Special | {{s}} | 70,000 | {{launch}} {{nocancel}} }} | ||
{{MoveListRow | Excellent Knuckle Punch | f + m | 50,000 | high }} | {{MoveListRow | Excellent Knuckle Punch | {{f}} + {{m}} | 50,000 | {{high}} }} | ||
{{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 X 3 <br> (64,200) | high aircombofinisher }} | {{MoveListRow | Jumping Special | air {{s}} | 25,000 X 3 <br> (64,200) | {{high}} {{aircombofinisher}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Forward Throw | f + h | 80,000 | throw hardknockdown }} | {{MoveListRow | Forward Throw | {{f}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }} | ||
{{MoveListRow | Back Throw | b + h | 80,000 | throw hardknockdown }} | {{MoveListRow | Back Throw | {{b}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }} | ||
{{MoveListRow | Forward Air Throw | air f + h | 80,000 | airthrow hardknockdown }} | {{MoveListRow | Forward Air Throw | air {{f}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }} | ||
{{MoveListRow | Back Air Throw | air b + h | 80,000 | airthrow hardknockdown }} | {{MoveListRow | Back Air Throw | air {{b}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Voomerang | qcf + atk | 70,000 | airok proj }} | {{MoveListRow | Voomerang | {{qcf}} + {{atk}} | 70,000 | {{airok}} {{proj}} }} | ||
{{MoveListRow | Voomerang <br> (charged version) | qcf + atk <br> (charge atk ) | 50,000 per hit | airok proj <br> homes in on opponent <br> hits multiple times, without comboing. }} | {{MoveListRow | Voomerang <br> (charged version) | {{qcf}} + {{atk}} <br> (charge {{atk}} ) | 50,000 per hit | {{airok}} {{proj}} <br> homes in on opponent <br> hits multiple times, without comboing. }} | ||
{{MoveListRow | Groovy Uppercut L / M | dp + l / m | 80,000 | strk <br> l version goes u <br> m version goes uf}} | {{MoveListRow | Groovy Uppercut L / M | {{dp}} + {{l}} / {{m}} | 80,000 | {{strk}} <br> {{l}} version goes {{u}} <br> {{m}} version goes uf}} | ||
{{MoveListRow | Groovy Uppercut H | dp + h | 50,000 + 60,000 <br> (104,000) | softknockdown on 1st hit <br> strk on 2nd hit }} | {{MoveListRow | Groovy Uppercut H | {{dp}} + {{h}} | 50,000 + 60,000 <br> (104,000) | {{softknockdown}} on 1st hit <br> {{strk}} on 2nd hit }} | ||
{{MoveListRow | Shocking Pink | qcb + atk | 80,000 | proj otg <br> softknockdown <br> atk used determines <br> length of timer <br> can be charged before releasing. <br> See Tips section.}} | {{MoveListRow | Shocking Pink | {{qcb}} + {{atk}} | 80,000 | {{proj}} {{otg}} <br> {{softknockdown}} <br> {{atk}} used determines <br> length of timer <br> can be charged before releasing. <br> See Tips section.}} | ||
{{MoveListRow | Red Hot Kick L / M | air qcb + l / m | 80,000 | }} | {{MoveListRow | Red Hot Kick L / M | air {{qcb}} + {{l}} / {{m}} | 80,000 | }} | ||
{{MoveListRow | Red Hot Kick H | air qcb + h | 35,000 X 3 <br> (94,800) | }} | {{MoveListRow | Red Hot Kick H | air {{qcb}} + {{h}} | 35,000 X 3 <br> (94,800) | }} | ||
{{MoveListRow | Air Joe L | air rapid l | 25,000 X 3 + 40,000 (repeating) <br> (96,800 per loop) | rpdfire <br> mashable until Joe lands }} | {{MoveListRow | Air Joe L | air rapid {{l}} | 25,000 X 3 + 40,000 (repeating) <br> (96,800 per loop) | {{rpdfire}} <br> mashable until Joe lands }} | ||
{{MoveListRow | Air Joe M | air rapid m | 25,000 X 3 + 40,000 <br> + 35,000 (repeating) <br> (119,700 per loop) | rpdfire <br> mashable until Joe lands }} | {{MoveListRow | Air Joe M | air rapid {{m}} | 25,000 X 3 + 40,000 <br> + 35,000 (repeating) <br> (119,700 per loop) | {{rpdfire}} <br> mashable until Joe lands }} | ||
{{MoveListRow | Air Joe H | air rapid h | 25,000 X 3 + 40,000 <br> + 35,000 + 45,000 (repeating) <br> (146,200 per loop)| rpdfire <br> mashable until Joe lands }} | {{MoveListRow | Air Joe H | air rapid {{h}} | 25,000 X 3 + 40,000 <br> + 35,000 + 45,000 (repeating) <br> (146,200 per loop)| {{rpdfire}} <br> mashable until Joe lands }} | ||
{{MoveListRow | V-Dodge | atk + s | 0 | Dodge. Invincible to proj and hits, still susceptible to throw . }} | {{MoveListRow | V-Dodge | {{atk}} + {{s}} | 0 | Dodge. Invincible to {{proj}} and hits, still susceptible to {{throw}} . }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Desperado <br> "Six Cannon" | qcf + atk + atk | 250,000 | airok proj otg softknockdown }} | {{MoveListRow | Desperado <br> "Six Cannon" | {{qcf}} + {{atk}} + {{atk}} | 250,000 | {{airok}} {{proj}} {{otg}} {{softknockdown}} }} | ||
{{MoveListRow | Mach Speed | dp + atk + atk | 30,000 + 15,000 X 13 + 70,000 <br> (252,000) | launch on final hit }} | {{MoveListRow | Mach Speed | {{dp}} + {{atk}} + {{atk}} | 30,000 + 15,000 X 13 + 70,000 <br> (252,000) | {{launch}} on final hit }} | ||
{{MoveListRow | Viewtiful God Hand | qcb + atk + atk | 50,000 + 100,000 (145,000) | Puts slow effect on opponent, <br> lasts about 10 seconds.}} | {{MoveListRow | Viewtiful God Hand | {{qcb}} + {{atk}} + {{atk}} | 50,000 + 100,000 (145,000) | Puts slow effect on opponent, <br> lasts about 10 seconds.}} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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=== Tips and Tricks === | === Tips and Tricks === | ||
* When charging a Shocking Pink bomb, if you continue to hold the button and use any Hyper, the bomb will be on-screen, and will not detonate until you release the button, or Joe leaves the screen. | * When charging a Shocking Pink bomb, if you continue to hold the button and use any Hyper, the bomb will be on-screen, and will not detonate until you release the button, or Joe leaves the screen. | ||
** Example: {{ | ** Example: {{ {{qcb}} + l}} (hold {{ l}} entire duration), then {{ {{qcf}} + {{m}} + {{h}} }}, notice that the bomb is still onscreen, the fuse is gone. Release {{ l}}, bomb explodes! | ||
=== Combos === | === Combos === | ||
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== Strategy vs. Viewtiful Joe == | == Strategy vs. Viewtiful Joe == | ||
[[Category: Ultimate Marvel vs Capcom 3]] | [[Category:Ultimate Marvel vs Capcom 3]] |
Revision as of 23:17, 8 December 2020


Viewtiful Joe
TBW
In a nutshell
Joe is one of the smallest characters in the game and is hailed as a versatile character with a strong zoning game and deadly mix-ups. He's viewed as a zoning and lock down character due to his chargred Shurikens as they will track their opponents. Once Joe is able charge his first Shuriken, he'll be able to maintain his charges and keep opponents locked in. His damage leaves much to be desired, but he always has the option to TAC or DHC into another character to finish the job. Perhaps his biggest strengths are his supers, God Hand is an ability that slows your opponent for 100 frames, though you can combo into it, you are unable to combo out of it but it's the perfect tool. He also has V-Dodge which allows him to dodge in place and Mach Speed which is Joe's version of a Bionic Arm and has easy follow up potential. This character has a lot going for him but it's not easy to unlock his full potential, with enough dedication you too can become Viewtiful.
Alternate Colors
Players to Watch
Dieminion, Kusoru, HowtoRead, Lythero
Character Vitals
Video Walkthrough
Combos
Team Lythero combos
2 combos by xBLACKJAGUAR13
Team Joe/RR/Arthur CMV
Tech
slow down ideas with Rocket Raccoon and Amaterasu
TAC infinite
Move List
Assist Types
Normal Moves






























(64,200)


Throws
















Special Moves




(charged version)


(charge



homes in on opponent
hits multiple times, without comboing.









(104,000)








length of timer
can be charged before releasing.
See Tips section.





(94,800)

(96,800 per loop)

mashable until Joe lands

+ 35,000 (repeating)
(119,700 per loop)

mashable until Joe lands

+ 35,000 + 45,000 (repeating)
(146,200 per loop)

mashable until Joe lands




Hyper Moves
"Six Cannon"










(252,000)




lasts about 10 seconds.
Mission Mode
Strategy
Tips and Tricks
- When charging a Shocking Pink bomb, if you continue to hold the button and use any Hyper, the bomb will be on-screen, and will not detonate until you release the button, or Joe leaves the screen.
- Example: {{
+ l}} (hold
entire duration), then {{
+
+
}}, notice that the bomb is still onscreen, the fuse is gone. Release
, bomb explodes!
- Example: {{