Henshin A Go Go, Baby! Viewtiful Joe Thread

Holy shit DHC trick with God hand? I might just pick him up…

Guy’s understand that DHC’ing with GodHand does not slow the opponent. Although there is that one combo in the video, where he did two GH’s and the first one he comboed off of with the bomb glitch.

Which means that if you want the dhc trick to be worth droping two bars on for no slow down and no damage, then your going to have to make the joe combo into godhand really long and really damaging AND have a really damaging combo with the next character to even make it worth doing.

anybody know any multiple-team-tag-combos with slow? not involving ammy that is. (as seen in the [media=youtube]mi9tzDxJBdo&feature=player_embedded"[/media]). Or maybe it only possible with double slow supers that stack. pretty flashy stuff. Gonna try to figure one out with joe only and will report back if anything

If he spaces his Web Swing properly, you can’t punish him. You can only go for the air throw if he Web Swings at point blank range, just hold up forward or up back and press H.

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Pretty cool vid from that jp guy’s channel.

I have a hard time connection snapback after the slow. Any tips?

So I know V-Joe has an overhead already with F. B, but I think that j. C is an instant overhead.

So J. C Airdash J. S would probably be a really sexy mixup.

It may or may not work. Its just something to sleep on. Good night people.

Yep and you can actually add another J. :h: right before you do the J. :s: after crossing up. The only downside is that hitstun deterioration prevents Joe from getting his Groovy Uppercut link to work after a ground chain. You can always keep it going with a Mach Speed or finish it nicely with Godhand.

so i did something awesome yesterday with joe. its kinda gimmicky but it will still work on people.

against people like
Sent
thor
wesker
Doom? (I think I did it to him, but i dont remember now)

when your in fireball fights from full screen, joes stance when hes charging voomerang puts him lower to the ground so that the beams of the above characters whiff on him.

more (or less depending on how you see it) importantly. when you throw a fully charged Voomerang at somebody, if they block it, it tracks and continues to hit the opponent long enough for you to fully charge another Voomerang at them. which means you can keep them in almost permanent block stun. if they ever try to shoot anything back at you, their move will get stuffed on the voomerangs return. basically if they hit a button, they get hit. pushblocking only helps you. the only thing they can really do is super jump or teleport, and the V will chase them even then.

this is great for stalling for time. if youre fighting a phoenix team, you probably want to take as much time killing the opponent as possible, its also good because if your forcing them to block, you can rush up to them after the V and continue the pressure. which is amazing since one of our best means of approach is IAD voomerangs anyway which is just more damage. and since they are scared of it hitting them on the back end, they wont shoot anything to stop you from approaching. combining that with our overheads can make things really ugly lol.

its not some rediculous kill combo, but it is something that can be very useful against certain keep away teams. and i feel that being well rounded is what makes Joe a great character.

Hmm that sounds very interesting. I definitely need to try that out. Good stuff man. Gimmicky but definitely sounds good enough to be applicable more often than not. I like it.

If the hit stun deterioration is preventing you from linking a j.:h: after a Groovy Upper, try j.:m:, dj.:m:, dj. :h:. It should work.

The thing is, how are you guys doing j.:h:, airdash, j.:s:? Joe’s air normals aren’t airdash cancelable, I guess you’re double jumping after the first j.:h:?

Yup, you do jump :h:, double jump and cancel into airdash. Once you get to the other side, you can fit in another :h: and :s: as you land.

Btw Tofu, what happened to that crazy mind blowing thing you found for Joe?

Haha, it’s not that crazy or mindblowing, it’s just a (hopefully) unique and fairly powerful mix up :razz: It’s funny because the day after I posted about the tutorial I had planned, the controlled detonation glitch was found, and those godlike Japanese vidoes were posted too. So I felt kind of discouraged! I’ll resume work soon though.

Yeah, I’ve been doing this against MODOK for a while now. It shuts him down more than most (He has to use a hyper to get a hit, but if you didn’t predict the hyper, it comes out fast enough that you eat it.). It also works well when paired with assists (I usually call in either morrigan for meter or Shuma for his beam right as I start to charge a new one. Doom would work really well with this too.).

Keep in mind though that they can get out of it by simply dashing forward after they block the first hit.

Used Joe at wnf tonight, made it one game away from winner’s finals with him. My match against tatsu is here around minute 6 - Justin.tv - offcast - Wedenesday Night Fights 3.3

[media=youtube]VmxJ6Q_a_Zo[/media]

pretty good joe there.

I’m finding it very hard match up to have Joe against Wesker (me as Joe). Every time he teleports, his air priority seems to trump mine. And after he does his B&B of A,B,C,S, Joe has not enough range to punish it to my knowledge. Any tips on how to get in on Wesker as Joe?

try to get full screen and make him try to shoot you with the pistol. at that point youre free to charge voomerang, and that can open up like 8 different approach options for you. thats what i do. that and trying to preemptively stuff his teleports with jumping S

joe cant punish wesker on block, so if he touches you just push block him and try to start your own approach.

rush wesker down, no matter who you’re using