"Some Like It Red Hot!" Viewtiful Joe UAS Basics Thread

Can somebody explain to me what the “AJ resets” are?

Not sure if you guys know this already, but I noticed these weren’t on the list of main changes on the front page:

  • 6B can combo into Mach Speed or Slow and Zoom supers.

If you’re great at hit confirming, this will work wonderfully. I actually used V.Joe with my Polimar in my last tournament more than my usual Ippatsuman/Polimar. Also works well after Air Joe lands and you think you won’t be able to combo… A mixup reset of sorts.

Check it out: http://www.youtube.com/user/RoyalFlush#grid/user/2C8179115833AC12

(BTW, I do 6B~Slow and Zoom against Warren’s Morrigan)

I just found a really fun VHC with Karas that’s well worth the meter spent to use it.

Normally when you combo into joe’s normal level 3, you can air combo afterwards and it nets you about 32b if you do it right.

doing a VHC with Karas off a 236AB gun super does 29000b right off the bat, but here’s the thing: after joe is finished firing his gun, you can backdash twice and then catch the opponent with a launcher into whatever air combo! It’s really cool and you get back a lot of meter using mashy air joe stuff.

Not to mention that this VHC’s startup is REALLY fast.

Well thats not entirely accurate. Joe can build a solid amount of damage as squirrel pointed out and has mobility, red hot kicks, and projectiles to make up for his range the way I see it. Maybe the character isn’t for you but I don’t think Joe is intended to be the heavy hitter like a Tekkaman blade. He’s more of a character like Morrigan or Ken; very versatile, better than solid mix ups and pressure, and the team is able to feed off the advantages he creates.

I’m interested tell me more.

First you have to know what a reset is. A reset is when you do combo then purposely let your opponent fall out of a combo to reset damage scaling, doing more damage than normally finishing the combo. Famous examples in this game are Polimar’s air rave to grab super, because of the way grabs work in this game Polimar can do like 24,000 damage off a launcher to air rave then top it off with the grab super that resets usually and go for an additional 14,000 unscaled.

AJ resets are when you use Air Joe, close to the ground ideally, then once you land you can try to go for another relaunch to attempt a reset. Cool username I like the Pillows too.

Very nice showcase of Joe and nice find.

Wow! Thats pretty cool got a vid?

Oh if you were having problems with joes Jump C into a ground combo launcher, I just realized that Joe can land his Jump C and proceed to dash in continuing the combo. If you launcher was whiffing then this will fix that.

I haven’t been able to play or visit here as much as I like cause of school starting up so forgive me.

I posted the input for the bomb combo earlier. I don’t have any way to record the VHC with karas, but it’s not too hard to pull off, just start a VHC with joe on point using the cannon super after a 5C and you’ll see what I mean.

The only problem is that Joe and Karas don’t have much of a team synergy besides that. Joe’s bombs don’t help Karas set off his unblockables, which is important for Karas now that his damage is so poor. Karas v-airing into joe air rave is nice though.

I’m not sure how much this has been discovered, I’ve been kind of out of TvC for a bit, but I was messing around a bit today, and you can air chain > red hot kick > six cannon and immediately DHC that into any partner’s super. I’ve got it consistently going into ridiculous Yatterman-2 stuff in the corner, I’m sure anyone with a beam super could make amazing use of this really easily.

EDIT: Here’s what I put together, there’s other ways to use it for sure but this is a good obvious way to use it.
[media=youtube]DT4SKR4JVAM[/media]

Try doing it with Tekkaman’s :dp:+:2p: :bgrin:

Yeah, that was a tactic that was used in CGoH too. It’s still useful with certain combinations, especially now that Joe can do so much more damage with his B&B’s into air combos.

One thing I’ve noticed that not many people do is use the first two hits of his j.5C in combos. you can do an air string: 5AA 5BB 5C(2 hits) jump 5BB 5C (2 hits) red hot kick. It lets you get in a few more hits.

Also I’m really liking V.Joe. I just realised how much meter he builds per combo with air joe. It’s actually really impressive.

It would have been cool if they kept the Mario theme song when he Juggles shocking pink on his foot

Nice! I’ll update the first post. Personally when I started playing I had trouble hitting the jumping AA before the BB now I think I got the hang of it.

One other nice thing I’ve realized with the removal of the old Red Hot Kick baroque glitch, is using Baroque to extend air combos after a red hot kick in the corner in the air. This is most useful after a Variable Air Raid, like in my combo I uploaded. Adding a Baroque’d B, B, C (2hits), Red Hot Kick to it makes that combo do 100% against Ryu.

o_O

So I haven’t played this game at all in 2 weeks because I’ve been wrapped up with med school stuff, and I don’t think I’ll have time to play it much in the upcoming weeks, either. But I totally forgot to share my last discovery before my hiatus.

Remember how I said Joe would be top tier if he could combo off of hitting an RHC on a grounded opponent? Well, the timing is REALLY strict, but it is possible to hit with the RHC, baroque, then combo into your launcher (I forget exactly what I used to combo or how I comboed; I think it might have been doing an airjoe right after landing the RHC, and doing a “reset” right after finishing that airjoe). Yes, with the right timing, your RHC pokes can become legitimate combos to rack up tons of damage/meter whenever you land it. Sexy, eh?

Also worked in CGoH

Is 6B any good? I’ve never seen a practical use for it.

It’s an overhead.

Look how fast it is.

6B is one of Joe’s best moves. Its ridiculously fast so it makes his rushdown game nearly unblockable if you’re smart with mixups between 2A or 2B and 6B.

I did not know it’s an overhead.

I’ma start using that move now.

I find Slow and Zoom to be one of the best level 3s in the game. After you land it the tiping to relaunch the opponent is easy. You can get back almost a whole bar of meter and deal very significant damage with a following air combo into air joe.

For anyone having trouble with getting air joe to combo into launcher: here’s a trick that I use.

just before the first launcher comes out, press A once and then start mashing B. Joe should start using Air Joe as close to the ground as possible after the launch. Hold 3 and keep mashing B. When you get low enough Joe will do a 2B which you can then combo into 3C for the relaunch. It’s much easier than timing 3C to go off as soon as you touch the ground.

I also found a hilarious corner combo into joe’s level 3 into an air combo.

2a 2B 5C 3C j.5BBBBBB 2B 5C 214AB j.214A pause 5C 3C ^ j.5AA j.5BB j.5C (2 hits ^ j.5B j.5C (2 hits) j.5CCCCCC or 214C

^_^’’

lol well there you go.

In the corner it’s much easier to do 5B 5C launcher after an air joe. Gets you more damage too.

Currently the best partners I’ve found for V.Joe are Soki, Roll, Polimar, Tekkaman and Jun.

Soki can ground combo into v.air for huge damage. He also has a combo that uses Joe’s bomb assist and actually combos into it then follows up with more hits into a launcher. Both characters build a lot of meter and have plenty of ways to use it. Soki can also DHC into Desparado from his Flame Sword super and it will connect. For V.Joe, Soki’s assist is good for pushing A-bombs across the screen quickly for pressure purposes.

It’s depressing to see all these made up tier lists with always V.joe in the bottom.