What do you guys do against Zero? It’s seems my Viewtiful Joe stands a better chance of beating Marn’s Zero than my Ippatsuman…
One of my personal favorite things to do is fire a Desperado as soon as the Lvl3 ends. Not only does it tack on a hefty amount of damage, but you can also follow up with a Red Hot Kick after it!
That is a fun way to end the level 3, but you can get more damage just by doing a normal air combo into air joe. It also gets you back a lot of meter.
I’m not sure if this is new or not, but…
VJoe IAD J.C is repeatable on airborne opponents for the first two hits? D:
I’ve gotten at least 2 reps in. Dunno how useful it is. Maybe to push into the corner easier or so. Usually I set this up just by starting with Y2K assist. VJoe 2C doesn’t knock high enough for more than 1 rep I think. You CAN however do 2C to Y2K assist, which will get them even higher. Chun might be a bit better for this, maybe even Joe.
Anyone else got any intel on this?
Frustratedsquirrel, you’re the best. I play Souki/Joe and that assist combo you posted a while back ups his BnBs to 20-22bil. Thanks
I came up with a setup for six machine with souki that works really well and nets almost 25 bill. It uses the wallbounce properties of DP+AB super.
You can perform this anywhere except in the corner:
bnb combo -> 2C (or B shoulder tackle for launch), DP+AB, on hit cancel into six machine
You can also DHCl into six machine from souki’s flame super.
you just have to activate flame super after a 6C BC and you can link it from the very last hit
A viewer of my vids contacted me through youtube and requested some stuff about using V.Joe. I sent him stuff that covers much of my V.Joe strategy. This might be some useful stuff to know:
"Hi! Thanks for watching my vids. I’ve been working on V.Joe/Polimar ever since late CGoH, and I’m just glad V.Joe is fun to play as.
Now to answer your questions:
- “C” Overhead? Do you mean j.C (jumping C attack)? If you want to follow up, try manual dashing with 66 into 5A/2A, then the combo should flow naturally.
If you meant 6B overhead, you can:
-combo into 623+2 attacks Mach Speed super into air combos
-combo into 214+2 attacks Slow and Zoom lvl.3 super, then either j.236+2 attacks super OR land, then 3C launch to air combos
-baroque into normal combos
-baroque into 7, IAD j.C, into normal combos
- Best way to approach Viewtiful Joe? V.Joe plays great runaway and rushdown with ground mixups.
To runaway with V.Joe, use his Red Hot Kicks (j.214A/B/C). Each has it’s own use.
j.214A tends to hit people if you’re right above them and can combo into some assists, but unsafe on whiff.
j.214B is unsafe on whiff, but is great for chip kills, and keeping opponent locked on the ground level.
j.214C is the best version because it’s the safest and V.Joe can throw a 236A/B/C projectile and charge it up as well.
Know the properties of each 236A/B/C projectile. Normally, 236A (both grounded and jumping) go horizontally forward. 236B on ground level goes upward, j.236B goes downward. 236C (both grounded and jumping) loops over V.Joe’s head and goes backwards (best after j.214C). If you charge it up, it has chance to hit the opponent twice in two separate time intervals (the second hit normal locks on to the opponent).
To mixup with V.Joe, use his speedy air dashes and j.C to keep your opponent on the defensive. Once you land, you can repeat air dash shenanigans or try going for ground mixups with 2B low/6B overhead. If either connect, know your respective combo options.
- Handling pokes and overheads… Definitely know how each attack of your opponent’s character will hit so you can block correctly. Especially if you’re cornered, don’t attack; focus on getting out of the corner with grounded blocking first, then look for opportunities to jump out. Don’t spam jumping block in the corner (because jumping blocking in TvCUAS can break your defense and you’ll end up getting hit in a combo). Also, refrain from advance guarding against a good series of pokes as this can also break your defense; just use normal blocking.
When the time seems right and you advance guarded an unsafe attack or know that your opponent will come rushing with grounded, non-low hitting pokes, go in for a (dashing) 2C into combos. V.Joe’s 2C is one of my favorite attacks because of the range it covers and it’s speed, (be careful, though, because it’s unsafe on block).
I hoped this helped. Good luck!
-RoyalFlush"
Really good info in this thread…I’ve been practicing with Joe and wanna put him on point with either Alex or Ippatsuman. I know the three of them don’t have any immediate compatibility, but they just happen to be my favorite right now. Do you guys know which team would work best between them or if I should try other assists? I also like Morrigan and Yatterman-1…
Viewtiful Joe’s assist probably won’t benefit many characters, but most other assist definitely help V.Joe. I use V.Joe/Polimar and that works very well with V.Joe’s runaway tactics as well as certain combos. Viewtful Joe lacks good ground attacks and has no real anti-airs (maybe except for 236B on the ground), so anything the covers his weaknesses should be fine.
If you really like the characters, don’t worry about the assist. For example, most people like to use Polimar only as an assist, but once their Polimar’s out there, they don’t know what to do. Case in point, use characters you are comfortable using (especially if you lose one of the characters)… Assists working with the point character is an added bonus.
V.Joe’s assist works with Soki and it seems that it can work nicely for Zero too! In fact, the assist is useful for anyone who has long air combos and a way to cause freefall on an aerial opponent. zero can combo an opponent into the air until the bomb is ready to go off, then use a buster shot to send them down into the explosion for a relaunch. I’m sure Roll could make good use of this too.
just want to throw this in if no one’s figured it out yet but u can comboo into joe’s slow zoom the easiest way by down sliding and immediatly doing slow zoom once youve hit, kind of a last desperate move if you u need a miracle
Pretty much all of Joe’s B to C normals will combo into slow and zoom. I didn’t know that the 2C comboed into it though. That’s pretty cool.
Has anybody found a way to combo into V.Joe Six machine cannon yet w/o assist?
I found a slide infinite/loop with V.Joe against Zero. I tested it against Ryu and it doesn’t seem to work on him so I guess this is character specific. This is how it goes…
5A > 5B > 5C > 2C > 236A > Ryu assist > back up a little 5C > 2C > [5A > 5C > 2C] and repeat whatever is in the brackets.
Edit: Forgot to mention, this is in the corner.
Edit 2: Just tested the combo on a few characters. So far I know it works on Volnutt, Roll, and Zero and doesn’t work on Ryu, Y1, Jun, Saki, V.Joe
Haven’t been on this game due to life and college. But now I have more free time to play so what’s good with this character right now?
Joes got throw setups
[media=youtube]vRcfXEP9YYU[/media]
[media=youtube]lMSy8o-Can8[/media]
So I’m getting into TvC and play joe and megaman. Hope this place livings up. I think it was asked about somewhere in the forum about level 3 super -> canon super -> red hot kick baroque -> air joe, and I got it to work messing around. Just thought I’d throw that out there since i think i remember reading it. Is this really the most active forum for TvC?
I’m just going to leave this here
[media=youtube]jaUz512tCR0[/media]
this is AWESOME!!! thank you! getting a fully charged voomerang is part of the challenge with joe but this can make it really doable, especially if its higher up on the screen
Something that’s kind of neat
If you’re in the middle of a low air-joe juggle in the corner and the hitstun scaling is starting to kick in, right before you hit the ground, do a Baroque C. the first three hits will touch the opponent, but the fourth (the combo ender) will whiff and it will actually knock the opponent right into the air so you can jump back up and start another air joe.
So obviously you have to start a corner air joe with an assist to do this, but it’s still pretty neat.