< UMVC3 | Viewtiful Joe
Notation | Meaning |
---|---|
(Leave a space) cancel from the previous normal to the following. | |
, | Link from the previous move to the following. |
> | Cancel the previous move into the following special / super move. |
~ | Cancel special into set followup or plink previous attack into the following. |
dl. / delay | Delay the following move. |
whiff | Must whiff the following move. |
land | Must land on the ground before the next move. |
rejump | Must land then jump again before the next move. |
j. / sj. | Move is done in a jump / superjump. |
jc / sjc | Cancel previous move into a jump / superjump. |
ia./tk. | Instant Air or Tiger Knee Special or Super Move. |
XX | Any two attack buttons excluding S. |
NXX | Dash / Airdash in N direction. |
X+S | Any other attack button and S pressed at the same time. |
AA | Anti-Air |
[X] | Hold input |
-X- | Release input |
(N) | Connect with only the Nth hit of this attack. |
(Move) | Move is optional. |
[sequence] x N | Repeat sequence N times. |
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
Combos
Solo Grounded Hit Confirm
adf jS 5M 2H xx 623M, jM jc j.MH xx 214M, adf, j.H 214M 214H, land, 5S sjc. jMH > djH 214M(x1-3) adf jHS, land, j236XX
A simple Joe confirm from a very common airdash forward jS starter
623XX, sjcH MMM jH djH MMM LLL jS, land, j236XX
A simple mach speed confirm, also works on happy birthdays
X-Factor Combos
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Sample Team Combos
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Beginner Combos
Core Combos
Advanced Combos
Advanced Combos are specialized in usage, require awareness, execution, and have advantages over core combos.
- May only work on a few characters or in specific circumstances.
- Can have any amount of requirements such as meter, positioning, starter.
- Are not necessarily harder than core combos, but require more specific knowledge.