UMVC3/Viewtiful Joe: Difference between revisions

From SuperCombo Wiki
Line 841: Line 841:
Rocket Raccoon: Rocket's Log Trap assist quickly covers a large portion of the screen, making it a good tool for keepaway characters like Joe. Opponents have to be careful with how they approach a zoner backed up by Log Trap, lest they suddenly get hit and find themselves in a combo. Because Log Trap causes a wall bounce on hit, it can be inefficient when used with some characters, as it may "waste" the wallbounce which could be better used by the point character. However, Joe has no moves of his own which cause a wall bounce, so he can use Log Trap with no penalty or alteration to his combo routes.
Rocket Raccoon: Rocket's Log Trap assist quickly covers a large portion of the screen, making it a good tool for keepaway characters like Joe. Opponents have to be careful with how they approach a zoner backed up by Log Trap, lest they suddenly get hit and find themselves in a combo. Because Log Trap causes a wall bounce on hit, it can be inefficient when used with some characters, as it may "waste" the wallbounce which could be better used by the point character. However, Joe has no moves of his own which cause a wall bounce, so he can use Log Trap with no penalty or alteration to his combo routes.


'''Players to Watch:''' Kusoru Ageojoe (Joe/Frank/Rocket), Punisher (Joe/MODOK/Rocket)
'''Players to Watch:''' Kusoru Ageojoe (Joe/Frank/Rocket), Punisher (Joe/MODOK/Rocket) , Wero (VJoe/Raccoon/Morrigan, active)


Doctor Strange: Strange has two separate assists that both have a very high total duration, "Bolts of Balthakk" and "Eye of Agomotto". Joe can hide behind either of these assists to safely charge up a Voomerang 236[L]. Doing this is one of Joe's main goals in neutral, and Strange makes it relatively easy to pull off.
Doctor Strange: Strange has two separate assists that both have a very high total duration, "Bolts of Balthakk" and "Eye of Agomotto". Joe can hide behind either of these assists to safely charge up a Voomerang 236[L]. Doing this is one of Joe's main goals in neutral, and Strange makes it relatively easy to pull off.
Line 853: Line 853:
Beam Assists: While Joe can stack large amounts of projectiles to prevent the opponent's projectile game from getting started, Joe has trouble interrupting assists due to Voomerangs having a travel time. To make up for this, a beam assist is extremely important for maintaining control of the opponents assist calls so Joe doesn't get interrupted by neutral assists like Vajra, Hidden Missiles or the opponent's beam. Characters that have beam assists which work great with Joe are Doctor Strange, Doctor Doom, MODOK, and Magneto
Beam Assists: While Joe can stack large amounts of projectiles to prevent the opponent's projectile game from getting started, Joe has trouble interrupting assists due to Voomerangs having a travel time. To make up for this, a beam assist is extremely important for maintaining control of the opponents assist calls so Joe doesn't get interrupted by neutral assists like Vajra, Hidden Missiles or the opponent's beam. Characters that have beam assists which work great with Joe are Doctor Strange, Doctor Doom, MODOK, and Magneto


'''Players to Watch:''' IReidYou (Joe/Dormammu/Doom)
'''Players to Watch:''' IReidYou (Joe/Dormammu/Doom) Dieminion (VJoe/Strange/Morrigan, inactive),


Morrigan/Phoenix: One of the most powerful cores in the game, based around calling Morrigan's Dark Harmonizer assist as much as possible to build 5 bars for Dark Phoenix without even landing a combo. Joe is extremely strong with this core, as Joe's triple jump and small size allows him to call Dark Harmonizer in spots where the opponent has tons of trouble hitting him. On top of this, Joe can't cover Morrigan with Voomerangs and is fantastic at setting up TAC infinites, which Morrigan can perform as yet another way to build the meter needed for a Dark Phoenix sweep.
Morrigan/Phoenix: One of the most powerful cores in the game, based around calling Morrigan's Dark Harmonizer assist as much as possible to build 5 bars for Dark Phoenix without even landing a combo. Joe is extremely strong with this core, as Joe's triple jump and small size allows him to call Dark Harmonizer in spots where the opponent has tons of trouble hitting him. On top of this, Joe can cover Morrigan with Voomerangs and is fantastic at setting up TAC infinites, which Morrigan can perform as yet another way to build the meter needed for a Dark Phoenix sweep.


'''Players to Watch:''' SnakeTits (Joe/Morrigan/Phoenix)
'''Players to Watch:''' SnakeTits (Joe/Morrigan/Phoenix)


'''Other Players to Watch:''' Royal Flush (MODOK/Joe/Thor), HowtoRead (Joe/X23/Strider)
'''Other Players to Watch:''' Royal Flush (MODOK/Joe/Thor), HowtoRead (Joe/X23/Strider)

Revision as of 16:38, 4 August 2022


Introduction

Joe was a relatively average human and a big fan of superhero movies, who was sucked into the "movieverse" alongside his girlfriend Sylvia. There, the spirit of his favorite hero - Captain Blue - trained him to become a hero of his own, and gifted him the V-Watch which lets him transform. As Viewtiful Joe, he uses "VFX" powers themed after his favorite movies, including the ability to speed up or slow down time.

In UMvC3, Viewtiful Joe is a keepaway character who tries to keep opponents locked down with both the charged and uncharged versions of his Voomerang projectile. Although he doesn't have the flight or 8-way airdash capabilities of some other zoners, Joe has several unique tricks to stay evasive, including a command dodge and a special "triple jump".

Strengths Weaknesses
  • Very effective zoning game with repeated instant airdash voomerangs. Charged voomerangs can keep an opponent locked down for a long time
  • Several defensive and reversal tools to escape pressure. Mach Speed (623XX) is one of the most invincible hypers in the game, and can blow through almost anything.
  • Offers some very unique team support options with Shocking Pink assist and the slowdown effect from V. God Hand hyper.
  • Poor range on normal attacks.
  • Mediocre damage, and his combo routes make it awkward for him to get extra damage via assists or DHCs.
  • Very limited OTG options, in general does not get much damage from throws.

Unique Mechanics

Joe is one of two characters in the game with a "Triple Jump", alongside Chun-Li. This allows Joe to perform his doublejump twice in one air sequence, for a total of three jumps. It would be more accurate to describe this mechanic as having two aerial movement points, since Joe also has an airdash he can spend them on. In total, Joe can:

  • Doublejump and then doublejump a second time
  • Airdash and then airdash a second time
  • Doublejump and then airdash
  • Airdash and then doublejump

When combining this additional mobility with his divekick and Air Joe specials, Viewtiful Joe is extremely evasive. He rarely has to commit to any particular jump arc for very long.

Viewtiful Joe
Umvc3 vjoe face.jpg
Character Data
Health 950,000
Ground Magic Series Zig-Zag
Air Chain Combo Limit None
Forward Dash Duration 26 frames
Backdash Duration 26 frames
Jump Duration 50 frames
Superjump Duration 81 frames
Walljump? No
Doublejump? Yes
Airdash? Yes
X-Factor Damage Boost (1/2/3) 20% / 40% / 60%
X-Factor Speed Boost (1/2/3) 20% / 30% / 40%
Minimum Damage Scaling (Normals, Specials) 10%, 20%
Minimum Damage Scaling (Hypers) 60%
Minimum Damage Scaling (X-Factor) 35%

Move List

Assists

Voomerang
Assist A
Damage Startup Active Recovery
70,000 39 - 125, 95
On Hit On Block Guard Properties
- - Mid Priority: Low, Durability: 5

THC Hyper: Desperado. Shoots a single projectile on a straight horizontal trajectory. Compared to many other projectile assists, this has very low total durability and provides very little lockdown.

Groovy Uppercut
Assist B
Damage Startup Active Recovery
80,000 30 13 121, 91
On Hit On Block Guard Properties
- - Low Strk.png

THC Hyper: Mach Speed.

Shocking Pink
Assist Y
Damage Startup Active Recovery
80,000 50 - 114, 84
On Hit On Block Guard Properties
- - Mid Otg.png, Softknockdown.png, Priority: Low, Durability: 1 (bomb), 99 (explosion)

THC Hyper: Desperado. Joe deploys a bomb that detonates after 66 frames. The bomb can be moved around by both you and the opponent by hitting it with any attack. Similarly, when it explodes, it can hit both the opponent and your own characters.

This assist is associated with a glitch, due to the fact that it is the only assist in the game that can deal self-damage. This glitch only works for player 1 (determined by inputs, not screen side). If player 1's point character blocks the damage from this assist mid-combo, the game considers the combo to be over for certain purposes, even if the character is able to continue comboing afterwards. Namely, blocking Shocking Pink resets your assist call cooldowns, allowing you to use multiple calls of the same assist in the same combo. Many characters can set up simple loops or even infinites through repeated use of this assist to reset itself.

Ground Normals

Stand Light
5L
Damage Startup Active Recovery
38,000 4 3 11
On Hit On Block Guard Properties
-2 -3 Mid Rpdfire.png

-

Stand Medium
5M
Damage Startup Active Recovery
50,000 7 3 17
On Hit On Block Guard Properties
-3 -4 Mid -

-

Stand Heavy
5H
Damage Startup Active Recovery
65,000 9 3 21
On Hit On Block Guard Properties
-1 -3 Mid -

Causes Joe to advance forward while striking.


Crouching Light
2L
Damage Startup Active Recovery
35,000 5 3 10
On Hit On Block Guard Properties
-1 -2 Low Rpdfire.png

-

Crouching Medium
2M
Damage Startup Active Recovery
48,000 8 3 17
On Hit On Block Guard Properties
-3 -4 Low -

-

Crouching Heavy
2H
Damage Startup Active Recovery
60,000 9 13 21
On Hit On Block Guard Properties
- -13 Low Strk.png, Softknockdown.png

Joe slides forward while kicking, covering approximately 25% of the screen in total. This makes 2H one of his only normals with actually decent range. This also works as a low-profile button, allowing Joe to slide underneath beams and other projectiles (if 2H does not last long enough to completely juke an attack, it can be canceled into V-Dodge).


Launcher/Special
S
Damage Startup Active Recovery
70,000 8 3 23
On Hit On Block Guard Properties
Launch -5 Mid Launch.png, Nocancel.png

-

Aerial Normals

Jumping Light
j.5L
Damage Startup Active Recovery
38,000 5 3 15
On Hit On Block Guard Properties
+8 +7 OH Djcancel.png

-

Jumping Medium
j.5M
Damage Startup Active Recovery
50,000 7 3 20
On Hit On Block Guard Properties
+12 +11 OH Djcancel.png

-

Jumping Heavy
j.5H
Damage Startup Active Recovery
65,000 8 4 24
On Hit On Block Guard Properties
+15 +13 OH Djcancel.png

Works naturally as an instant overhead even against normal-sized characters. Timed correctly, it's actually faster than Joe's standing 6M overhead attack, although it has poor range and is difficult to combo after when used this way. Instant overhead j.5H is a good option after landing Joe's slowdown hyper (214XX), as it leaves Joe at the exact range to land this move, and the slowdown makes meterless/assistless conversions possible.

Jumping Special
Pizza Cutter
j.5S
Damage Startup Active Recovery
25,000 x3 9 8 24
On Hit On Block Guard Properties
+14 +12 OH Aircombofinisher.png

Joe's best normal by far. Completely surrounds Joe in a hitbox that can connect from any direction. Can be used to cover a retreat or used offensively, at is can very easily be made to hit crossup. If you land this attack while rising, a cancel into Red Hot Kick (214X) can allow you to convert into a combo.

Command Normals

Excellent Knuckle Punch
6M
Damage Startup Active Recovery
50,000 13 3 23
On Hit On Block Guard Properties
-9 -10 OH -

Very fast overhead attack with a very difficult-to-see animation. It is basically unreactable, and can be canceled into 5S or 623M to start a combo afterwards. 6M is only limited by its awful range, especially since Joe likes to be farther away from his opponents in the first place. Like with j.5H, this is a solid mixup option to use after landing Joe's slowdown hyper, as it the hyper always leaves you slightly plus and in range to connect with it.

Special Moves

Voomerang
236X
L
Qcf.png + L.png
Damage Startup Active Recovery
70,000 10 - 34
On Hit On Block Guard Properties
-12 -14 Mid Can be held/charged, Priority: Low, Durability: 5
M
Qcf.png + M.png
Damage Startup Active Recovery
70,000 10 - 37
On Hit On Block Guard Properties
-15 -17 Mid Can be held/charged, Priority: Low, Durability: 5
H
Qcf.png + H.png
Damage Startup Active Recovery
70,000 10 - 40
On Hit On Block Guard Properties
-18 -20 Mid Can be held/charged, Priority: Low, Durability: 5

Joe's standard grounded projectile. It is rarely used compared to the air version, which allows Joe to stay mobile and land-cancel the otherwise lengthy recovery. Button strength also affects the voomerang's trajectory:

  • L.png - Fires directly forward
  • M.png - Moves slightly ahead of Joe, then turns and fires straight upward
  • H.png - Moves slightly ahead of Joe, then performs a U-turn and fires directly behind him.

Holding down the button allows Joe to "charge" his Voomerang, although holding for fewer than 66 frames does nothing except allow you to delay the special. Sufficiently charging any voomerang toss replaces it with its "Charged" version (see below).

Air Voomerang
j.236X
L
j.Qcf.png + L.png
Damage Startup Active Recovery
70,000 15 - 37
On Hit On Block Guard Properties
+20 +17 Mid Can be held/charged, Priority: Low, Durability: 5
M
j.Qcf.png + M.png
Damage Startup Active Recovery
70,000 17 - 35
On Hit On Block Guard Properties
+20 +17 Mid Can be held/charged, Priority: Low, Durability: 5
H
j.Qcf.png + H.png
Damage Startup Active Recovery
70,000 19 - 33
On Hit On Block Guard Properties
+20 +19 Mid Can be held/charged, Priority: Low, Durability: 5

Air version of Voomerang. Instant airdash voomerang (especially the L version) is Joe's primary keepaway tool. It allows Joe to continue to advance or retreat during the projectile's startup. More importantly, this times the projectile so that Joe lands back on the ground just after it was fired, canceling the recovery with his landing animation. Joe can use this to fire air voomerangs very rapidly, and even combo them into each other, for a powerful zoning game. Like the grounded version, button strength alters the voomerang's path:

  • L.png - Fires straight forward
  • M.png - Moves slightly ahead of Joe, then turns and fires straight down
  • H.png - Moves slightly ahead of Joe, then performs a U-turn and fires directly behind him.

Joe can also hold down the button to charge his Voomerange, similarly to the grounded version. If Joe lands on the ground while charging an air Voomerang, he will transition automatically to charging a grounded one. However, if Joe releases his charge but lands before the projectile is fired, he will land-cancel the startup and throw nothing, wasting the charge. It is very difficult for Joe to fully-charge an air voomerang, as the charge time is usually longer than his airtime. However, a tiger-knee voomerang input (2369[L]) does give Joe just enough time to charge and fire before returning to the ground.

Charged Voomerang
236[X] (charge for ~60 frames)
Damage Startup Active Recovery
50,000 x3 66 - 73+ - 33 - 40
On Hit On Block Guard Properties
- - Mid Can be held, Priority: Low, Beam Durability: 3 per frame for 3 frames

If Joe holds a Voomerang for roughly 60 frames, it will glow bright orange and become a charged version. Charged voomerangs deal three staggered hits instead of one single hit (the three hits do not combo into each other). They also have enhanced durability compared to normal voomerangs. A charged voomerang will begin by following the flight path of whatever button was used to charge it (so an M.png voomerang will fly straight up/down). Afterwards, the voomerang will home in on the opponent's point character.

Charged Voomerang can be quite challenging to set up, usually requiring protection from an assist or a very passive opponent. However, if Joe does manage to deploy one, he gets a significant amount of free time to do anything he wants while the opponent is stuck dealing with the repeated staggered attacks. This includes charging another Voomerang, creating a pressure sequence that some characters struggle to escape from.


Shocking Pink
214X
Damage Startup Active Recovery
120,000 24 - 4
On Hit On Block Guard Properties
- - Mid Otg.png Softknockdown.png, can be held, Priority: Low, Durability: 1 (bomb), 99 (explosion)

Joe produces a bomb. Holding down the button causes Joe to keep the bomb with him, and the bomb will be deployed once the button is released. Once deployed, the bomb's fuse begins to count down (L.png - 66 frames, M.png - 130 frames, H.png 194 frames). During this time, the bomb can be knocked around by being attacked by either player. Similarly, the final explosion can not only hurt the opponent, but Joe and his teammates as well.

Because of the bomb's mechanic of being knocked around by any attack, and because poor placement could cause Joe to be hit by it as well as (or instead of) the opponent, this move is difficult to utilize effectively. A minor glitch allows this move to be slightly more consistent by controlling exactly when the bomb detonates. To perform the glitch, delay Shocking Pink by holding the button, then hold a different button, and finally release the original button (236[L] > [M] > ]L[). The bomb's fuse will count down as usual, but the bomb will not explode until all held buttons are released, or until Joe gets hit, at which point it will detonate instantly.


Groovy Uppercut
623
L
Dp.png + L.png
Damage Startup Active Recovery
80,000 8 13 14
On Hit On Block Guard Properties
+7 -6 Mid Strk.png
M
Dp.png + M.png
Damage Startup Active Recovery
80,000 6 13 13
On Hit On Block Guard Properties
+8 -5 Mid Strk.png
H
Dp.png + H.png
Damage Startup Active Recovery
50,000 + 60,000 10 11(19)14 7
On Hit On Block Guard Properties
+20 0 Mid Strk.png, Softknockdown.png

Dragon punch-style uppercut attack. Unfortunately, it does not have any invulnerability, but it is quite fast (especially the M version). The M version is the best in general, and an important combo tool as it is advantageous enough on hit for Joe to link a j.5M afterwards. The H version is even better on hit and on block, but it hits twice, with the second hit pushing the opponent further away and also causing noticeable amounts of extra hitstun deterioration.


Red Hot Kick
j.214X
L
j.Qcb.png + L.png
Damage Startup Active Recovery
80,000 12 Until grounded 23*
On Hit On Block Guard Properties
+9 +7 OH On contact, Joe bounces slightly away from the opponent, and only has 13 frames of recovery.
M
j.Qcb.png + M.png
Damage Startup Active Recovery
80,000 12 Until grounded 23
On Hit On Block Guard Properties
+9 +7 OH On contact, Joe bounces slightly away from the opponent, and only has 13 frames of recovery.
H
j.Qcb.png + H.png
Damage Startup Active Recovery
35,000 x3 18 Until Grounded 19
On Hit On Block Guard Properties
+2 0 Mid -

Divekick special that is useful as an offensive tool and combo extension. L.png is aimed straight down, while M.png and H.png shoot diagonally down-forward. L.png and M.png Red Hot Kicks bounce off the opponent on contact with faster recovery. If Joe bounces off at the correct angle, it is possible to link other attacks afterwards, including another Red Hot Kick. This is easiest to do with the M.png version.

The H.png version behaves differently from the others. On contact, Joe passes through the opponent and continues down towards the ground. This means that H divekick cannot get the bounce links that the other versions can get, but it can instead be used to bring Joe and his opponent lower down toward the ground for a potential follow-up. H Divekick is also useful for running away, as Joe can use it from superjump height to quickly reach the ground on the opposite side of the screen, and on whiff it has faster recovery than the other versions.


Air Joe
Mash Atk.png
L
Mash L.png
Damage Startup Active Recovery
25,000 x3 + 40,000 per loop 3 Lmao 6
On Hit On Block Guard Properties
- - Mid Mashable
M
Mash M.png
Damage Startup Active Recovery
25,000 x3 + 40,000 + 35,000 per loop 3 Lmao 8
On Hit On Block Guard Properties
- - Mid Mashable
H
Mash H.png
Damage Startup Active Recovery
25,000 x3 + 40,000 + 35,000 + 45,000 per loop 3 Lmao 21
On Hit On Block Guard Properties
- - Mid Mashable

Joe flashes repeatedly, dealing repeated attacks primarily a short range in front of him but occasionally also behind him. Every instance of this move is a "loop" of 4/5/6 attacks, and Joe can mash buttons to repeatedly loop the move. However, Joe cannot stop attacking mid-loop (except with a hyper or X-Factor cancel). This move is primarily useful for filler at the end of an air combo, or to stall a superjump height since it causes Joe to fall slower than normal.


V-Dodge
X+S
Damage Startup Active Recovery
- 1 32 13
On Hit On Block Guard Properties
- - - Invuln frames 1-32, special-cancelable

Joe performs an action pose and becomes invulnerable to physical attacks and projectiles for 32 frames. However, he can still be thrown during this time. Although this dodge move does have a recovery period, it can be canceled into other special moves. M Groovy Uppercut (623M) is a good choice for a cancel, as it is very fast and can punish the recovery of whatever attack Joe just dodged through.

Hyper Combos

Desperado
C'mon, Six Machine!
236XX (1 bar)
Damage Startup Active Recovery
250,000 18+1 - 72
On Hit On Block Guard Properties
- -52 Mid Invuln frames 1-15, Airok.png, Softknockdown.png, Otg.png (only in the air), Priority: High, Durability: 15

Joe fires a single, massive projectile. The cannon will track the opponent's point character slightly, but only within a limited range, so he cannot fire it straight up or down. This hyper is mainly useful as a combo ender, especially the air version which can be used after Red Hot Kick or as an Otg.png at the end of an air combo. It also can be used to punish assist calls, although keep in mind it is not a beam hyper and does take time to travel across the stage.

Although this hyper has some invuln starting from frame 1, it is much worse as a reversal than Mach Speed, and thus should only be considered for this purpose when airborne.


Viewtiful God Hand
Sloooooooow
214XX (1 bar)
Damage Startup Active Recovery
145,000 10+2 4 34
On Hit On Block Guard Properties
+3 -17 Mid Applies 25% slowdown to opponent for 600 frames

This hyper has poor range and very low damage. However, it applies a very strong debuff to the opponent's character on hit. Not only does the slowdown effect reduce the speed of the character's movement and attacks, it causes them to take longer to recover from blockstun and hitstun. Characters who have been slowed by Joe are much more susceptible to combos than normal, besides having a harder time defending themselves. It is even possible to guardbreak a slowed opponent by throwing them out of the recovery of a throw break.

On a successful hit, this hyper leaves the opponent standing right next to Joe, with Joe at minor frame advantage, which he can use to attempt a mixup. Its also possible to snap out a slowed opponent, causing the slow timer to not count down until they return to the stage. However, keep in mind that many character's assists become much stronger when slowed, due to having an effectively increased duration.


Mach Speed
623XX (1 bar)
Damage Startup Active Recovery
30,000 + 15,000 x13 - x26 + 70,000 8+4 3(7)80(9)4 49
On Hit On Block Guard Properties
Launch -32 Mid Invuln until frame 32, mashable, Launch.png

An extremely invincible reversal hyper. Can be activated on reaction to other hypers or other slow attacks in order to blow through them. This hyper finishes with a Launch.png which allows Joe to start an air combo on hit.

Universal Mechanics

Ground Throw
6H, 4H
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Throw Hardknockdown.png

If a Shocking Pink bomb happens to be in the right place before Joe performs his throw, the explosion can allow Joe to pick up afterwards and start a combo. This is easier to pull off if using the held button trick to manually time the explosion (see Shocking Pink's description). Otherwise, no follow-up is possible

Air Throw
j.6H, j.4H
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Airthrow Hardknockdown.png

Joe can follow up with air Desperado hyper in most cases, although throwing into the corner may make this impossible at certain ranges. A miraculous Shocking Pink explosion may also allow a follow-up, similar to the ground throw.


Snap Back
Qcf.png+A1.png/A2.png
Damage Startup Active Recovery
50,000 2 3 22
On Hit On Block Guard Properties
- +5 Mid Snapback

Animation and hitbox based on 5H.


Hard Tag
Hold 14f A1.png/A2.png
Damage Startup Active Recovery
27,000 - 20 33
On Hit On Block Guard Properties
- -15 OH Softknockdown.png

-


Team Position

Joe is most commonly played as a Point character. Like many zoning-focused characters, he benefits from having multiple assists to call and cover the holes in his projectile pattern. Assist calls can keep and opponent busy while he runs away and charges Voomerang, or offer extensions to beef up his poor solo damage.

Although very unconventional, Joe has some value as an Assist character. While his assists are not great neutral tools, Joe's Shocking Pink assist has a unique bug that can enable infinite combos with the proper setup. Shocking Pink can damage your own point character, and doing so (even on block) is considered as ending the current combo. Some point characters can intentionally block Joe's bomb midcombo, resetting damage scaling, hitstun deterioration, and even Joe's assist call. Note that this glitch only works on P1 side, and can be very inconsistent.

Notable Synergies

Rocket Raccoon: Rocket's Log Trap assist quickly covers a large portion of the screen, making it a good tool for keepaway characters like Joe. Opponents have to be careful with how they approach a zoner backed up by Log Trap, lest they suddenly get hit and find themselves in a combo. Because Log Trap causes a wall bounce on hit, it can be inefficient when used with some characters, as it may "waste" the wallbounce which could be better used by the point character. However, Joe has no moves of his own which cause a wall bounce, so he can use Log Trap with no penalty or alteration to his combo routes.

Players to Watch: Kusoru Ageojoe (Joe/Frank/Rocket), Punisher (Joe/MODOK/Rocket) , Wero (VJoe/Raccoon/Morrigan, active)

Doctor Strange: Strange has two separate assists that both have a very high total duration, "Bolts of Balthakk" and "Eye of Agomotto". Joe can hide behind either of these assists to safely charge up a Voomerang 236[L]. Doing this is one of Joe's main goals in neutral, and Strange makes it relatively easy to pull off.

Players to Watch: Di3minion (Joe/Strange/Morrigan)

Doctor Doom/Dante: Joe is strongest at regular jump height, where he can do repeated Box Dash Voomerangs to rapidly fire projectiles while advancing or retreating. Although he still has options at superjump height, Joe is considerably less strong there. Doctor Doom (Hidden Missiles) and Dante (Jam Session) both of assists that reach up to superjump height, and can help to discourage an opponent from trying to escape Joe's Voomerang pressure in the air.

Players to Watch: Lythero (Joe/Phoenix Wright/Dante)

Beam Assists: While Joe can stack large amounts of projectiles to prevent the opponent's projectile game from getting started, Joe has trouble interrupting assists due to Voomerangs having a travel time. To make up for this, a beam assist is extremely important for maintaining control of the opponents assist calls so Joe doesn't get interrupted by neutral assists like Vajra, Hidden Missiles or the opponent's beam. Characters that have beam assists which work great with Joe are Doctor Strange, Doctor Doom, MODOK, and Magneto

Players to Watch: IReidYou (Joe/Dormammu/Doom) Dieminion (VJoe/Strange/Morrigan, inactive),

Morrigan/Phoenix: One of the most powerful cores in the game, based around calling Morrigan's Dark Harmonizer assist as much as possible to build 5 bars for Dark Phoenix without even landing a combo. Joe is extremely strong with this core, as Joe's triple jump and small size allows him to call Dark Harmonizer in spots where the opponent has tons of trouble hitting him. On top of this, Joe can cover Morrigan with Voomerangs and is fantastic at setting up TAC infinites, which Morrigan can perform as yet another way to build the meter needed for a Dark Phoenix sweep.

Players to Watch: SnakeTits (Joe/Morrigan/Phoenix)


Other Players to Watch: Royal Flush (MODOK/Joe/Thor), HowtoRead (Joe/X23/Strider)

Combos

Solo Combos

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).

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.

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)

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.

X-Factor Combos

-

Sample Team Combos

-


Alternate Colors

VJoe colors.jpg

Videos and External Resources

Team Lythero combos
2 combos by xBLACKJAGUAR13
Team Joe/RR/Arthur CMV
slow down ideas with Rocket Raccoon and Amaterasu