UMVC3/Viewtiful Joe/Combos

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Revision as of 14:39, 19 July 2024 by OhmsFGC (talk | contribs)

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


Metered Midscreen ExtensionNo Assists Necessary
Medium
Any Standard Combo > j.MH > (dl).j.5S, Land Dash > Dash, 623S > tk.214H, 5S > j.H > dJ j.H > j.5S, Land 623L > 214XX

Helpful to reach the corner for a reset, to setup a DHC, or to have better positioning post kill.

Delay the j.5S prior to the extension if HSD allows in order to have more time to plink up for the extension. If you get too close Viper can side-switch on the Burning Kick, which won't drop the combo but usually isn't preferable. You'll want a fast TK H Burning Kick to get the grounded version for maximum consistency and damage.

If this is done especially late in hitstun you may need to omit one of the j.Hs or leave them out altogether, if that's the case then you will need to airdash downward after the j.S to hit the ground fast enough to OTG.