UMVC3/Viewtiful Joe: Difference between revisions

From SuperCombo Wiki
m (fix motion tags)
Line 4: Line 4:
TBW
TBW
|
|
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 ===
Line 52: Line 52:


{{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
}}
}}


Line 60: Line 60:


{{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}}


Line 77: Line 77:


{{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}}


Line 86: Line 86:


{{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}}


Line 102: Line 102:


{{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}}


Line 114: Line 114:
=== 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: {{#motion: qcb + l}} (hold {{#motion: l}} entire duration), then {{#motion: qcf + m + h }}, notice that the bomb is still onscreen, the fuse is gone. Release {{#motion: l}}, bomb explodes!
** 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 ===
Line 125: Line 125:
== 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

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

Viewtiful Joe

Umvc3 vjoe face.jpg

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 Reset.png 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

VJoe colors.jpg

Players to Watch

Dieminion, Kusoru, HowtoRead, Lythero

Character Vitals

CHARACTER DATA
Health:
950k.jpg
Double Jump:
Yes
Air Dash:
Yes
Air Dash/Jump count:
2
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
20.0 %
40.0 %
60.0 %
X-Factor Speed Boost:
20.0 %
30.0 %
40.0 %
X-Factor Duration:
10.0 s
15.0 s
20.0 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
10 %
10 %
10 %
20 %
60 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
60 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
60 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
60 %

Video Walkthrough



Tutorial by UMvC3Wild7

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

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Voomerang L
Shot.png Front.png
70,000
Proj.png
Desperado (Six Cannon)
Beta2.png Groovy Uppercut M
Direct.png Tiltup.png
80,000
Strk.png
Mach Speed
Gamma2.png Shocking Pink L
Shot.png Tiltdown.png
80,000
Proj.png Softknockdown.png Otg.png
Desperado (Six Cannon)

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
L.png
38,000
Rpdfire.png
Crouching Light
D.png + L.png
35,000
Low.png Rpdfire.png
Standing Medium
M.png
50,000
Crouching Medium
D.png + M.png
48,000
Low.png
Standing Heavy
H.png
65,000
Crouching Heavy
D.png + H.png
60,000
Low.png
Special
S.png
70,000
Launch.png Nocancel.png
Excellent Knuckle Punch
F.png + M.png
50,000
High.png
Jumping Light
air L.png
38,000
High.png Djcancel.png
Jumping Medium
air M.png
50,000
High.png Djcancel.png
Jumping Heavy
air H.png
65,000
High.png Djcancel.png
Jumping Special
air S.png
25,000 X 3
(64,200)
High.png Aircombofinisher.png

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
F.png + H.png
80,000
Throw.png Hardknockdown.png
Back Throw
B.png + H.png
80,000
Throw.png Hardknockdown.png
Forward Air Throw
air F.png + H.png
80,000
Airthrow.png Hardknockdown.png
Back Air Throw
air B.png + H.png
80,000
Airthrow.png Hardknockdown.png

Special Moves

Name
Command
Damage
Notes (glossary)
Voomerang
Qcf.png + Atk.png
70,000
Airok.png Proj.png
Voomerang
(charged version)
Qcf.png + Atk.png
(charge Atk.png )
50,000 per hit
Airok.png Proj.png
homes in on opponent
hits multiple times, without comboing.
Groovy Uppercut L / M
Dp.png + L.png / M.png
80,000
Strk.png
L.png version goes U.png
M.png version goes uf
Groovy Uppercut H
Dp.png + H.png
50,000 + 60,000
(104,000)
Softknockdown.png on 1st hit
Strk.png on 2nd hit
Shocking Pink
Qcb.png + Atk.png
80,000
Proj.png Otg.png
Softknockdown.png
Atk.png used determines
length of timer
can be charged before releasing.
See Tips section.
Red Hot Kick L / M
air Qcb.png + L.png / M.png
80,000
Red Hot Kick H
air Qcb.png + H.png
35,000 X 3
(94,800)
Air Joe L
air rapid L.png
25,000 X 3 + 40,000 (repeating)
(96,800 per loop)
Rpdfire.png
mashable until Joe lands
Air Joe M
air rapid M.png
25,000 X 3 + 40,000
+ 35,000 (repeating)
(119,700 per loop)
Rpdfire.png
mashable until Joe lands
Air Joe H
air rapid H.png
25,000 X 3 + 40,000
+ 35,000 + 45,000 (repeating)
(146,200 per loop)
Rpdfire.png
mashable until Joe lands
V-Dodge
Atk.png + S.png
0
Dodge. Invincible to Proj.png and hits, still susceptible to Throw.png .

Hyper Moves

Name
Command
Damage
Notes (glossary)
Desperado
"Six Cannon"
Qcf.png + Atk.png + Atk.png
250,000
Airok.png Proj.png Otg.png Softknockdown.png
Mach Speed
Dp.png + Atk.png + Atk.png
30,000 + 15,000 X 13 + 70,000
(252,000)
Launch.png on final hit
Viewtiful God Hand
Qcb.png + Atk.png + Atk.png
50,000 + 100,000 (145,000)
Puts slow effect on opponent,
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: {{ Qcb.png + l}} (hold L.png entire duration), then {{ Qcf.png + M.png + H.png }}, notice that the bomb is still onscreen, the fuse is gone. Release L.png, bomb explodes!

Combos

Basic Strategy

Advanced Strategy

Strategy vs. Viewtiful Joe