Tatsunoko vs Capcom: Ultimate All Stars/Viewtiful Joe

From SuperCombo Wiki

Introduction

Viewtiful Joe gets to fight alongside and against all his favorite heroes in TvC! You might notice a similarity or two between him and some characters...

V. Joe is a zoner with obnoxious mobility that becomes capable of bursts of offense powered by his projectiles. Being able to recognize whether your opponent is approaching or retreating is crucial since V. Joe typically performs the opposite strategy better. Without his projectiles and movement he has to deal with stubby normals and a lack of reversal options, but with them, he can trap people very well and deal surprisingly high amounts of damage.

Gameplay

Strengths Weaknesses
  • Completely commands the air
  • Can fly across stages
  • Extremely annoying projectile that doesn't go away when he's hit
  • Damaging burst baits
  • Fast overheads
  • Small character privilege
  • Decent Damage
  • Red Hot Kick
  • Incredibly stubby normals
  • Two not-so-hot supers
  • Assist requires massive working around
  • Can hurt himself
TVC Viewtiful Joe Art.png

Moves List

Normal Moves

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
4 1 13 -1 640 - A very fast jab that can be rapid fired. Overshadowed by 2A since it hits low and has slightly more horizontal range.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
4 1 13 0 640 Low A very fast crouching jab that can be rapid fired. Hits low and reaches a tiny bit further than 5A so this should be used over it in neutral.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5 1 21 -7 1280 - A quick kick. Can combo into Level 3 if done quickly enough. Might knock V. Joe back too far to continue if it comes after a jab.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
6 4 21 -5 1040 Low A quick sweep. Does not move V. Joe backward like in UMvC3 so it can be used in magic series without issue. Can combo into Level 3 if done quickly enough.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
12 2 16 -2 960 Overhead A sneaky backhand that hits overhead. Only combos into supers by itself - baroque is needed to cancel into normals.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
13 4 18 -3 2480 - A strong kick that moves V. Joe forward slightly. Combos into Level 3 easily.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
8 13 16 -6 2240 Low A fast slide. Hits low and knocks down. Leads to air combos with baroque. Can combo into Level 3 if done quickly enough.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
11 6 21 -8 2240 Launcher An uppercut. Must be up close to combo. Not a reliable anti-air option.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5 2 18 - 480 Overhead A jab in front of V. Joe. Not very good in neutral as it's overshadowed by j.B.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
6 9 19 - 960 Overhead An airborne kick. Has a good amount of active frames and a big hitbox for V. Joe's size, making it useful for hitting foes under him. Randomly crosses up grounded opponents without switching sides.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
8/13/18 12 22 - 720/720/1280 Overhead A 360 kick. Hits 3 times. The first two hits have massive hitstun on airborne opponents. The last hit knocks down and leads to combos on grounded opponents.


Universal Mechanics

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR starter 11 9 - - 3200 - Same animation as j.C. Only one hit.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Crossover Counter 33 3 52 - 2400 - Same animation as Mach Speed's ender, lacks invuln, and leads to air combos.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Assist
(Shocking Pink C)
40 - - - 3600 Projectile
Autocorrect
V. Joe's assist is not very useful in neutral since it can hit the point character and it activates slowly, but certain characters can get combo extensions if they time it right. There's a slim chance it will prevent the opponent from approaching or act as a free Mega Crash. Doesn't give red life if blocked.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Forward Throw - - - - 4800 Throw It's a throw, use it as a reversal. Has more range than it looks like it should.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Back Throw - - - - 4800 Throw It's a throw, use it as a reversal. Has more range than it looks like it should.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Forward Throw - - - - 6000 Throw It's a throw, use it as a reversal or reset. Very fast recovery.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Back Throw - - - - 6000 Throw It's a throw, use it as a reversal or reset. Very fast recovery.


Special Moves

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes


20/24/26 - 43 -17 2400 Projectile Strength determines the flight path.
* A version goes straight across the screen
* B version goes forward a bit then goes upwards
* C version goes forward a bit then goes backward over V. Joe's head.
All versions travel at the same speed, can't be reflected, and deal a lot of hitstun. The standard ground versions have the most recovery so they're best used in combos/with baroque.
B version can be a good anti-air.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
84/88/90 - 43 - 2400/2400 Projectile The flight path is identical to the standard Voomerang at first. It starts tracking the opponent after some time.
*A version tracks after reaching the edge of the screen
* B version tracks after traveling roughly super jump height
* C version tracks after traveling roughly half the screen. If V. Joe gets hit the Voomerang will stay on screen, commanding respect. It hits twice but can only hit other projectiles once.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
14 - 48 - 3600 -
* A version explodes after ~3 seconds
* B after ~4 seconds
* C after ~5 seconds.
A version is best used in blockstrings if red life is gone since any punishes may get blown up, essentially giving V. Joe a free Mega Crash.
B and C versions have fewer uses, mainly as a scare tactic. Easy to get combos started if it does manage to hit. Has a very tight baroque window. All versions give a sliver of red life if blocked.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
14/15/17 - 25/25/12 ~+30 2440 Overhead * A version has V. Joe kick straight down
* B version has him kick at a 45-degree angle
* C version has him kick in a straight line across the screen until he hits the edge.
Causes hard knockdown. Very safe on block, while the C version is very safe on whiff as well due to the distance created or the awkward positioning in the corner. Used to pester foes, gain extra mobility, and end combos. Can't be baroqued after landing. Beats some weaker projectiles. Try throwing a C Voomerang after C Red Hot Kick if you miss!
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
4 [A]2(14)3(7)3(10)3[B](11)3 3 - - ~1850/~2925/4200 - V. Joe's biggest source of air damage.
* A version hits 4 times
* B version hits 5 times.
* C version hits 6 times After finishing the animation itloops. Leads to relaunches if done close to the ground.
C version is the only version that matters for combos. A version can be good for air stalling, while B version can be good for comboing short characters. Some characters fall out of Air Joe faster than others.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
- - - - - - Joe has a second taunt, it literally doesn't do anything, but look!!!


Super Moves

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
7+57 - 114/(air) 53 -79/(air 21) 16800 Projectile A.K.A. Six Cannon, fires one very powerful shot that wallbounces. Has a huge amount of recovery and is tricky to combo into so is generally unused. Loses to many other projectiles.
* Usable in air
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
1+7 2 50 -33 6363 - V. Joe rushes forward with a punch that, if it hits, leads to a flurry of punches ending with a launcher. Deals pitiful damage, has very little invuln, doesn't work on airborne foes and launches opponents too far away to effectively air combo them. Only useful for DHCs and preventing Mega Crashes.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
7+11 2 32 -15 20916 - V. Joe kicks the enemy, taunts them, launches them, and strikes a Viewtiful pose for big damage. Bad range but has a bit of startup invuln so it's good for punishing Mega Crashes. Can combo afterward. Usable on Giants

Notable Players

Notable Players

Player Name Point Character Anchor Character Social Media
Metaternal/M~Trnl
TvC Viewtiful Joe Face.png

Viewtiful Joe
TvC Tekkaman Face.png

Tekkaman
Youtube

Game Navigation

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