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

InfiniteInfinite Yurushite Nyan!Joined: Posts: 633
Disclaimer: The OP for this thread WILL use numeric notation. If you don't know how to read it, please refer to this thread.

Buffs and Nerfs

KEY:
[+] = positive change (buff)
[-] = negative change (nerf)[*] = unimportant change (no effect on gameplay
[?] = unknown change (unsure if this is a positive or a negative change)

VIEWTIFUL JOE
+ Six cannon super has slightly less startup time.
- Voomerangs have more startup time. Therefore no more infinite
- Slide infinite is gone too.
- Can only do 1 red hot kick in the air now
+ Mach Speed now has the same properties as Chun Li's lightning legs super. Joe can follow the opponent up after the launch and continue to combo.
* Bombs have a fire effect added to the hit
+ Air Joe now drags the opponent down, meaning more hits
+ Charged Voomerangs home in more sharply

The biggest changes here besides the infinites which I didn't expect them to keep anyway, is him being able to do one re hot kick in the air. It takes away a bit of damage from his B&B combos as well as his keep away tactics. As a trade off he can now combo from his "Mach Speed" super and his Air Joe deals more damage.

Special Moves and Supers

KEY
[*] = Do able in the air as well as the ground
[^] = Can only be done in the air

* Voomerang :qcf:+:p:
A projectile Joe sends out different properties for each button
:snka: - Goes Straight across the screen (If charged it travels across then comes back)
:snkb: - Goes up (if charged it goes up then comes around homing in on the opponent)
:snkc: - Goes behind Joe (If charged it goes behind Joe then comes back it seemingly homes in on the opponent)

Shocking Pink :qcb:+:k:
A bomb that Joe kicks out then explodes seconds later. Different button presses gives you different strength but in turn they blow up slower. When you hit the bombs they start to bounce as well. I haven't found a way to incorporate this into Joe's metagame, the seem a bit too impractical to consistently expect damage out of them. They seem good for controlling space however similar to Ai-chan's electric blasts (Heavy one that bounces up and down.)

^ Red Hot Kick :qcb:+:k:
A diving kick pretty much the standard combo finisher with knockdown. Attack in the air.
:snka: - Sends him straight down, if you played the Viewtiful Joe games it resembles another attack he has
:snkb: - Sends him diagonally
:snkc: -Send him horizontally
Its a solid move for ending certain combos and keeping away from the opponent.

^ Air Joe - Mash :p:
Like Chunlis lightning legs but only done in the air

Mach Speed - :dp:+:2p:
Joe charges at his opponent in blazing speed unleashing a barrage of punches then finally sends them into the air. This super is pretty cool, Joe can combo into then pursue his opponent in the air and combo afterward.

Six Machine Canon - :qcf:+:2p:
One of the six transformations of Joe's six machine. This one is a large canon that unleashes huge blast. This move has Looong start up time meaning it wont be very practical with out some help. That help being an assist that would make them stay air born long enough for it to land (Rock Vollnut and Pollimars would do the trick.) You can also use to punish dumb asses who spam full screen beam specials by jumping into the air and doing it.

Slow and Zoom - :qcb:+:2p:
Joe slowdowns time allowing making his opponent miss an attack then sends them into the air with an uppercut then uses Viewtiful Forever on them. Continuing the trend of special moves that take 3 meters away when done, this one is very damaging and can also be combo'ed into. Very useful if you wanna spend 3 bars and the super itself is quite a bit of fan service to people who like the franchise.

Combos
Let it be known that any combo that can be ended with a red hot kick can be ended with Air Joe instead. You'll deal more damage at the expense of a knockdown.

Standard (meaning no assist, baroques, and no meter)
:snka:,:snkb:,:d:+:snkb:,:snkc:,:df:+:snkc:,JUMP, :snkb:,:snkb:,JUMP,:snkb:,:snkb:,:qcb:+:snkc:
Pretty standard does about 12,500 damage. I don't think the A version of the red hot kick will combo so use B or C instead. I edited the combo I had prior connecting the standing C in the combo will give you more damage.

Baroque/Assist
Credit to Varleran Midscreen version with numbers:
15 hits, at minimum 14.238 damage: :snka:, :snkb:, :d:+:snkb:, :snkc:, :d:+:snkc:, baroque, :df:+:snkc:, sjc, :snkb:, :snkb:, :snkc:(2 hits), double jump, :snkb:, :snkb:, :snkc:(2 hits), Red Hot Kick

Credit to Varleran In corner, 20 hits, at minimum 16.135 damage: :snka:, :snkb:, :d:+:snkb:, :snkc:, :d:+:snkc:, baroque, :snka:, :snkb:, :snkc:, :df:+:snkc:, sjc, :snka:, :snka:, :snkb:, :snkb:, :snkc:(2 hits), double jump, :snkb:, :snkb:, :snkc:(2 hits), Red Hot Kick

Combos into supers
Mach Speed
5A, 5B, 5C, 236A, Mach Speed, JUMP, J.BB, J.C (2hits), Red hot Kick
Edited version. Damage is about 14,500 I think.

Slow and Zoom
:snka:,:snkb:,:snkc:,:d:+:snkc:,:qcf:+:snka:, :qcb:+:2p:
Edited version does more damage than before and Joe can combo after it into what I haven't experimented with yet other than the following...

Slow and Zoom 2 (Credit to Varleran)
:snka:,:snkb:,:snkc:,:d:+:snkc:,:qcf:+:snka:,:qcb:+:2p:,:qcf:+:2p:
Yeah soooo 4 meters, 10 hits, 29.528 Damage

-more coming soon-

Metagame
Joe is a well rounded character. He's not exceptionally at one thing but he does a lot of things well. He has great projectiles and the red hot kicks which allow him to play keep away and zone. The very unique bombs while not being immediately practical, allow him to control space. You have to get pretty creative to find some other uses for it. On the offensive he has the jump C which is pretty solid, I believe it hits overhead and its one of those ambiguous cross ups. Meaty Jump Cs is where his Okizeme shines at but he doesn't have a lot of options other than that. Fully charged Voomerangs is also decent for Oki, its possible to trap your opponent in block stun with it. Think of it like Kohaku's cactus from melty blood. He's capable of solid damage with out any tricky set ups as well. All in all he hasn't changed a great deal from CGoH (infinites aside) and he's a extremely versatile character who potential hasn't been tap into as of yet.

Miscellaneous
Quite a bit of fan service.

-His alt costumes are are Blue, Yellow, and Red and Black. The blue uniform resembles captain blues, Joe's idol. The yellow uniform is from an in game joke where Joe faces off with another Joe, one of the bosses, and says whoever loses wears a Yellow suit. I also believe that the yellow suit is a reference to power rangers. In the Japanese version there is 4 guys and 1 girl and one of the guys is wearing the yellow suit. In America there's 3 guys and 2 girls and the girl wears the yellow suit. This is most likely a reference to that saying "loser wears the girly suit." The red and black suit resembles Another Joe's uniform.

- Sexy Silvia, Joe's leading lady, is piloting the six machine while Joe uses the Six Machine Canon.

-The poses he strikes with Viewtiful forever are all taken from the game.

- When he does his throw he screams "Yamarashi" which is his throw move in Viewtiful Joe 2.

-will be continuously updated-
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Comments

  • VarleranVarleran Zako Joined: Posts: 645
    I've had a lot of trouble landing Mach Speed after :d:+:snkc:, I'm not sure it's doable. I always seem to go under them.

    The most damaging combo into Mach Speed I've been able to find is :snka:,:snkb:,:snkc:,:qcf:+:snka:, :qcf:+:2p:

    You can also continue the combo after Slow & Zoom In (the ingame name for his level 3), although timing is really tight. The most reliable thing I've found is a Red Hot Kick, but I'd like to see something really creative.

    EDIT: Found something, ooohhhh boy did I find something. :qcf:+:2p: AS SOON AS THE GLASS BREAKS, and you'll hit them.

    Have fun. :D

    Yeah soooo 4 meters, 10 hits, 29.528 Damage: :snka:,:snkb:,:snkc:,:d:+:snkc:,:qcf:+:snka:,:qcb:+:2p:,:qcf:+:2p:

    I'll get a video up tonight if I can.
  • InfiniteInfinite Yurushite Nyan! Joined: Posts: 633
    That's fucking sick bro! I'll update the OP. I haven't been able to play today cause I'm at school right now but can he still V Slide (that is 2C) still combos into air Joe with a Baroque and then can I relaunch them from there?
  • frustratedsquirrelfrustratedsquirrel Masky stripey man! Wtf is a raccoon? Joined: Posts: 3,761
    He can combo from Slow and Zoom? That's new. Adding that to the changelist.
    From team Sp00ky's TvC stream:
    "Alex? He will put his mitts all over you dude. Like he's so grimy, he shows up to the party and is like 'RAAAGH' and rips his shirt off"
  • SamuraiPanda001SamuraiPanda001 Joined: Posts: 175
    Aww, I was hoping to keep that under wraps for a little. Yes, he can combo after slow and zoom. If you do your launcher at the right time, you can follow it with an aerial rave, but Joe's cannon works too. Remember how I said I figured out why they went with that exact timing for the cannon? Thats why.

    Still working with a bunch of new tricks though. The new heavy physics open up some new possibilities for Joe combos.
  • VarleranVarleran Zako Joined: Posts: 645
    Keep us posted! With a forum this small we can't afford to be keeping secrets. The more we're sharing the more these characters will be able to grow.

    EDIT: If you hit them into the corner with the blast, you can Air Joe after they wallbounce from the Six Cannon. Anywhere else, a heavy Red Hot Kick will work. Timings are really dependent on spacing though.
    :bgrin: I fucking love this character.
  • InfiniteInfinite Yurushite Nyan! Joined: Posts: 633
    Just tried the Baroque combo from slide; it's still legit. What I tried was 5A, 5B, 2B, 5C, 2C, BAROQUE, Jump, AIR JOE. I tried to do the relaunch once you land but it doesn't seem to combo. Hmm. Maybe you can go for a grab once the Air Joe is done...

    EDIT: You CAN attempt a reset OR grab but the extra combo isn't guaranteed. Still another tool in Joe's offensive arsenal.
  • VarleranVarleran Zako Joined: Posts: 645
    You can also immediately ground chain, I'm looking into the potentials there right now.

    In the corner you can baroque after the sweep into the ground chain into a launch combo for big damage.
  • Killa SasaKilla Sasa I've made a huge mistake Joined: Posts: 609
    I finished someone with the Slow to Six Cannon the other day :D I would like to join the brotherhood of Joe. I'll be continuously following this thread, thanks OP and contributors
    Ultimate is dat fun.
    Peter/Clint/Laura
    GT: KillaBMike PSN: Killasasa
  • frustratedsquirrelfrustratedsquirrel Masky stripey man! Wtf is a raccoon? Joined: Posts: 3,761
    I thought of something interesting involving Joe's Bomb.

    The light version doesn't take very long to explode. And being a special move and all, it gives joe chip damage if it's blocked. You can pretty safely use the light bomb to give yourself a sliver of red life, which upon demand is VERY useful for prolonging his air raves, since baroque can give you your second jump back. This can also be used to do double ground voomerangs, double redhot kicks for mobility, and even double bomb to keep the mayhem going. Wouldn't it be funny to have 3 C-bombs on stage almost all the time, forcing your opponent to be extra careful while approaching?
    From team Sp00ky's TvC stream:
    "Alex? He will put his mitts all over you dude. Like he's so grimy, he shows up to the party and is like 'RAAAGH' and rips his shirt off"
  • Heroicmedic33Heroicmedic33 Joined: Posts: 308
    Sorry if this has been said before, however i found a interesting new combo with joe.

    After you do the slow and zoom in special (3 bar) do the cannon super RIGHT when you come out of it and it should combo
  • InfiniteInfinite Yurushite Nyan! Joined: Posts: 633
    Sorry if this has been said before, however i found a interesting new combo with joe.

    After you do the slow and zoom in special (3 bar) do the cannon super RIGHT when you come out of it and it should combo

    Yeah it's been said before and it's on the OP thanks anyway.

    Here's some interesting things I learned today

    Voomerangs
    Remember when I said it's a good for his Oki? Well, it is. After the aerial rave :snka:, :snkb:, :d:+:snkb:, :snkc:, :df:+:snkc:, JUMP, :snkb:, :snkb:, JUMP, :snkb:, :snkb:, :qcb:+:snkc:; Joe is free to charge a Voomerang. The Joe's rush down greatly benefits from this, with the voomerang bullying the opponent you're free to air dash in with Jump :snkc: (which is an OVERHEAD) and start a combo or continue pressure at the very least. It's sick I know. Which one you do are entirely up to spacing. The :snka: one travels full screen then come back around so I would use this midscreen. The :snkb: one goes straight down it's best when you got them pinned in the corner. The :snkc: one is a bit tricky to implement but it's a great mind game cause it travels behind Joe. I have to make vids showing it.

    Shocking Pinks
    By holding the button, Joe can hold the bomb and keep them bouncing on his foot. The timer for detonation doesn't start until the bomb touch the ground and I haven't tried to see what happens when the opponent hits you while you're doing this. It also give the bombs more of a vertical bounce on discharge. As frustrated squirrel pointed out:
    And being a special move and all, it gives joe chip damage if it's blocked. You can pretty safely use the light bomb to give yourself a sliver of red life, which upon demand is VERY useful for prolonging his air raves, since baroque can give you your second jump back. This can also be used to do double ground voomerangs, double redhot kicks for mobility, and even double bomb to keep the mayhem going.
    Also, he can Variable Counter from blocking his own bombs. Joe is nasty man.

    Slow and Zoom.
    You can do a couple of things when it's done. One is the Canon super. You can also go close to the ground, start an Air Joe, then attempt a reset. Lastly you can relaunch for an Aerial Rave.
  • Heroicmedic33Heroicmedic33 Joined: Posts: 308
    I'm still trying to find a good partner for joe. I usually use the team karas/Joe, while karas assist does work with joe good, joe's assist does not work for karas...
  • VarleranVarleran Zako Joined: Posts: 645
    All baroques done at 10% red life

    Midscreen version with numbers:
    15 hits, 14.238 damage: :snka:, :snkb:, :d:+:snkb:, :snkc:, :d:+:snkc:, baroque, :df:+:snkc:, sjc, :snkb:, :snkb:, :snkc:(2 hits), double jump, :snkb:, :snkb:, :snkc:(2 hits), Red Hot Kick

    In corner, 20 hits, 16.135 damage: :snka:, :snkb:, :d:+:snkb:, :snkc:, :d:+:snkc:, baroque, :snka:, :snkb:, :snkc:, :df:+:snkc:, sjc, :snka:, :snka:, :snkb:, :snkb:, :snkc:(2 hits), double jump, :snkb:, :snkb:, :snkc:(2 hits), Red Hot Kick

    You can end the corner variation with Air Joe instead for more damage, but sacrificing the knockdown. Resets can be good for Joe anyways though, because if you don't give them any room to breathe, Joe can end people without burning a single meter. He's hella fast.

    I'd also just like to take a moment to talk about Instant Air Dash :snkc:. This is a FANTASTIC combo starter, and a great tool for your rushdown. Because of the multiple hits, it's insanely easy to confirm into a ground chain, setting up all his great combos. Learn this trick, it's something that's well worth knowing.
  • SamuraiPanda001SamuraiPanda001 Joined: Posts: 175
    Just tried the Baroque combo from slide; it's still legit. What I tried was 5A, 5B, 2B, 5C, 2C, BAROQUE, Jump, AIR JOE. I tried to do the relaunch once you land but it doesn't seem to combo. Hmm. Maybe you can go for a grab once the Air Joe is done...

    EDIT: You CAN attempt a reset OR grab but the extra combo isn't guaranteed. Still another tool in Joe's offensive arsenal.

    Extra combo IS guaranteed. BBQ after slide into either A, B, Airjoe, 3C or B, B, Airjoe, 3C. I forget which off the top of my head. Been doing that since the first time I went into practice mode with Joe ^_~

    By the way, fuck Joe online. He's stupidly hard to play in lag.


    EDIT: Airdash C is indeed amazing. My Joe BnBs do ~16-18k without baroque or specials. With a baroque I can hit something like 21-22k off 10%. With an assist but no baroque, I do about 21-22k off a normal BnB.

    Honestly, why would ANYBODY end an air combo with RHC? That is the worst idea I've ever heard. Airjoe is Joe's best special by far, and needs to be abused wherever and whenever possible. RHC does silly bad damage in comparison to airjoe.
  • InfiniteInfinite Yurushite Nyan! Joined: Posts: 633
    Honestly, why would ANYBODY end an air combo with RHC? That is the worst idea I've ever heard. Airjoe is Joe's best special by far, and needs to be abused wherever and whenever possible. RHC does silly bad damage in comparison to airjoe.

    I already posted why. Red hot kick means knock down, knock down means oki read fully charged voomerangs, fully charged voomerang means better offense, offense mean more damage :bgrin: It's completely up to you I simply find it better to do what I just posted.

    I swear to God I can't get a combo after Vslide, Baroque, Air Joe. Maybe I'm doing it wrong but if I set the dummy to block, they will block after the air joe.

    Oh and do please contribute. It's annoying when you say "My combo does X amount of damage, it's so rad!" but you leave us in the dark. If you got any awesome things to share do so.
  • SamuraiPanda001SamuraiPanda001 Joined: Posts: 175
    Sorry about that, I'm kinda tired right now.

    Truth is the reason I don't contribute a whole lot is because I don't memorize my combos, I do it by muscle memory. Plus, I made a shitton of combos. Suffice to say that the airjoe -> launcher combo doesn't need to be done off a baroque. I can Airjoe -> launcher combo people from nearly every assist in the game (seriously, I've tried almost all of them) which is how my BnBs do so much damage.
  • InfiniteInfinite Yurushite Nyan! Joined: Posts: 633
    Ok so a vslide-->polimar assist-->Air Joe-->launch is legit?
  • SamuraiPanda001SamuraiPanda001 Joined: Posts: 175
    Haven't tried it with Polimar, but I'm 90% sure that with the correct spacing and timing you can do it. You need to be airjoe'ing them from below, so use whatever combination of 2 attacks will do that (jab-jab-airjoe will keep them at the same level, jab-medium airjoe will put them up a little, medium-medium airjoe will put them up more; different attacks/assists will require a different combination and timing). Note I say 2 attacks because that is what it requires to start airjoe. Sometimes you have to link to 5B after the airjoe before you 3C, but I forget the exact times when you need to do that over just doing 3C.

    This is why playing Joe on wifi is a bitch. If I didn't find out that the cannon combos from slow and zoom, I'd be nearly worthless in laggy games.
  • SamuraiPanda001SamuraiPanda001 Joined: Posts: 175
    Figured it out just for you. Combo into Polimar's assist from 2C, wait until Polimar's assist knocks them upwards (took me a few tries to realize that), then do jab-medium-airjoe-launcher and it will combo. Enjoy.
  • InfiniteInfinite Yurushite Nyan! Joined: Posts: 633
    alright cool thanks.
  • Heroicmedic33Heroicmedic33 Joined: Posts: 308
    So does anybody know a decent partner for joe? I know vollnutt and joe makes a good team but his playstyle is so different =/
  • InfiniteInfinite Yurushite Nyan! Joined: Posts: 633
    So does anybody know a decent partner for joe? I know vollnutt and joe makes a good team but his playstyle is so different =/

    Then the issue isn't synergy it's your skill with both characters. V Joe and Vollnut is not a bad team by no means.
  • frustratedsquirrelfrustratedsquirrel Masky stripey man! Wtf is a raccoon? Joined: Posts: 3,761
    Joe's gun super is definately not unblockable. I think that should be chained in the OP so as not to make confusion.
    From team Sp00ky's TvC stream:
    "Alex? He will put his mitts all over you dude. Like he's so grimy, he shows up to the party and is like 'RAAAGH' and rips his shirt off"
  • SamuraiPanda001SamuraiPanda001 Joined: Posts: 175
    Then the issue isn't synergy it's your skill with both characters. V Joe and Vollnut is not a bad team by no means.

    This x 1000. I'm great with Joe but not so hot with any other character. It just seems to me that nobody will ever truly work "well" with Joe, so just being good with another character is far more important than synchrony combo-wise.
  • InfiniteInfinite Yurushite Nyan! Joined: Posts: 633
    Joe's gun super is definately not unblockable. I think that should be chained in the OP so as not to make confusion.

    Consider it done.

    Am I the only one or does the Voomerangs charge a little bit faster than they did in CGoH? It;s already noted that they home better. I'm starting to feel the the Voomerangs are an essential piece to V Joe's metagame. Also can you still tiger knee them? I'm having no luck but it can maybe just be my skill in doing so.
  • Killa SasaKilla Sasa I've made a huge mistake Joined: Posts: 609
    I found some gimmicky crap with VJoe I think. If you're fighting someone really passive and are midscreen, you can super jump, red hot kick with C, and then charge a C Voomerang as you fall. Since you're facing the other way, it may catch them by surprise when it flips around and pesters them for a bit, allowing you to set your offense up again. Hopefully better players than me can find some sort of application for it.
    Ultimate is dat fun.
    Peter/Clint/Laura
    GT: KillaBMike PSN: Killasasa
  • frustratedsquirrelfrustratedsquirrel Masky stripey man! Wtf is a raccoon? Joined: Posts: 3,761
    I noticed that characters such as Soki and Karas may be able to combo into Joe's bombs. These characters have attacks that fling the opponent behind them, so you could use a bomb at the start of the combo, then use Soki 6C issen to throw them back into the exploding bomb. Karas could do this with his low ender to his Kasha.
    From team Sp00ky's TvC stream:
    "Alex? He will put his mitts all over you dude. Like he's so grimy, he shows up to the party and is like 'RAAAGH' and rips his shirt off"
  • InfiniteInfinite Yurushite Nyan! Joined: Posts: 633
    I think I'm settled on using Chun-li as V Joes partner.
  • SamuraiPanda001SamuraiPanda001 Joined: Posts: 175
    I'm onto Batsu with Joe atm. Frankly, I'm just gonna keep rotating my second until I find a few that work well AND that I enjoy, then work on them from there.
  • Heroicmedic33Heroicmedic33 Joined: Posts: 308
    Really, vollnutt is probaly your best choice, however you might not like his play style...
  • InfiniteInfinite Yurushite Nyan! Joined: Posts: 633
    I'm onto Batsu with Joe atm. Frankly, I'm just gonna keep rotating my second until I find a few that work well AND that I enjoy, then work on them from there.

    I like Joe/Chun. Justin's Jun/Chun inspired me.
  • InfiniteInfinite Yurushite Nyan! Joined: Posts: 633
    :looney:
  • SamuraiPanda001SamuraiPanda001 Joined: Posts: 175
    Honestly, there are specific combos with tons of characters that Joe can make; he's just that awesome. In the end, I think Joe's "best" partner starts with a list of ~half the cast, and your playstyle/personal preferences/opponent's characters determine which of those partners is best for you.
  • frustratedsquirrelfrustratedsquirrel Masky stripey man! Wtf is a raccoon? Joined: Posts: 3,761
    I really want to make a Joe + Karas team, but other than Karas being able to combo into Joe's bomb assist via a well-timed low rekka finisher (and that does need to be very well timed) I can't see them having much synergy together.
    From team Sp00ky's TvC stream:
    "Alex? He will put his mitts all over you dude. Like he's so grimy, he shows up to the party and is like 'RAAAGH' and rips his shirt off"
  • InfiniteInfinite Yurushite Nyan! Joined: Posts: 633
    Well Joe pretty much is a narcissistic bastard; he wants the spot light all the time and the fact that he doesn't support well is probably an ode to that fact. Basically any team you play with Joe on it, he'll probably take point until he dies.
  • Heroicmedic33Heroicmedic33 Joined: Posts: 308
    I really dont want to drop joe, i just wish his assist wasnt so terrible. I think vollnutt can actually take advantage of the bomb, but the problem is that it does no chip damage at all...

    :crybaby:
  • InfiniteInfinite Yurushite Nyan! Joined: Posts: 633
    I does do chip.
  • Heroicmedic33Heroicmedic33 Joined: Posts: 308
    I also get accused for spamming air joe a lot lol...
  • InfiniteInfinite Yurushite Nyan! Joined: Posts: 633
    Do what you need to do to win those games, brah. I haven't been able to play all week but tomorrow my college most likely is playing this so I'll come up with some more Joe strats. Seems like the player base for this character is gonna be rather small.
  • TsuKiyoMeTsuKiyoMe Trial of the Dragon! Joined: Posts: 385
    I think I'm settled on using Chun-li as V Joes partner.

    Orly? Hahaha. I'm a Chun-Li main. I think I'm settled on V Joe as my partner.

    I'm glad I'm not the only one using this combination.

    Chun is a great rush down character but she sucks at zoning. Joe is much better at that than Chun so they go well together in a sense that Joe covers most of Chun's Weaknesses, while Chun can offer a launcher and some pretty decent damage without meter (~16 Billion)
  • InfiniteInfinite Yurushite Nyan! Joined: Posts: 633
    That's cool bro. I like Chun li's assist especially, it's useful in so many ways to helping Joe's meta. I'm going to have to grind her out to learn her.
  • TsuKiyoMeTsuKiyoMe Trial of the Dragon! Joined: Posts: 385
    That's cool bro. I like Chun li's assist especially, it's useful in so many ways to helping Joe's meta. I'm going to have to grind her out to learn her.

    I wish Joe's assist was useful to Chun. I'm trying to determine the best use for it, so if you have any suggestions let me know/PM me. It seems really limited but I've just been experimenting with various pokes to push it around screen effectively. Hyakuretsukyaku gives it a nice push/bounce but it's far too slow I would assume for high level play.

    By the way, here's some basic BnBs to make your "grind" with Chun less painful if you want (Fair trade for the good Joe basics):

    Meterless: :snka:, :snkb:, :d:+:snkb:, :snkc:, :df:+ :snkc:, Jump, :snkb: :snkb: :snkc:, Jump, :snkb: :snkc:, Jump, :snkb:, Begin Charging :d:, :snkc:, :snkc: Spinning Bird Kick

    Meter: :snka:, :snkb:, :d:+:snkb:, :snkc:,:snkc: Kikoken, :dp:+:2p:, Jump, :snkb: :snkb: :snkc:, Jump, :snkb: :snkc:, Jump, :snkb:, Begin Charging :d:, :snkc:, :snkc: Spinning Bird Kick

    Level 3: :snkc:, :df:+:snkc:, Jump, :snkb: :snkc:, :qcf: + :2p:

    Not even joking on the lvl3, it's that simple. Most hits you can still do and get maximum damage outside of not comboing into it.
  • SamuraiPanda001SamuraiPanda001 Joined: Posts: 175
    Ugh, the Air Joe resets are far harder than I imagined against some opponents. Apparently you have to adjust the combos not just for normal vs small sized characters, but also tall characters like Alex require a different timing. It'll be pretty annoying to learn all the resets... Meh, I'll probably do it once I have a steady partner so I can just learn all the combos for those two specifically.

    After playing for a few hours against my first IRL opponent in UaS, I really feel like Joe is lacking rush down options as he suffers greatly against turtling (although, I'm not using his overhead nearly enough at the moment, so I may be wrong about it). If Joe could combo after landing an RHC while the opponent is on the ground, he would be top tier for sure. But right now, I honestly believe that Joe NEEDS a good assist to keep safe and leave options open. And anti-air assists are even better because of his lack of options for stopping opponents from approaching in the air (B voomerang is often too slow).

    So far here are the assists that I've seen in combination with Joe, and how I think they fare:

    - Tekkaman: Great assist for Joe. If you catch them in the air with it, you can jC into airjoe for a good ~6000 damage and possible reset, which is very nice for building meter and poking. Also leads to a ton of fun combos.

    - Yatterman 2: Good anti-air, good comboability, but rather difficult to combo off of it on reaction if it lands.

    - TBlade: Horrible because of how far behind you TBlade is when he jumps in.

    - Polymar: Good for keeping on pressure. Decent comboability (you can do your cannon in a combo with it... but it only does 1600). Can combo in the air on reaction. Only problem is that it takes too long and is too stationary; Joe is extremely mobile, so he could use something that is more flexible.

    - Batsu: Horrible assist for Joe. In fact, its a horrible assist in general.

    - Jun: One of Joe's best. This assist is great for combos, saves you, acts as an anti-air, keeps pressure on, follows you, and more. Only downside is that you can't combo from it on reaction if it lands by itself.

    - Ippatsuman: Decent. Its okay for combos and its okay for pressure, overall its mediocre at a lot of things but not great for any specific purpose.

    - Zero: Decent comboability and good anti-air. Not mobile, and hard to combo off of on reaction.

    - Roll: Another one of Joe's best. Allows for extremely good trap setting, it can save you from pressure, great comboability, can combo on reaction very easily, amazing for pressure, great range, etc. Downside is that its not anti-air.


    Thats all I've been through now. So far the best assists (not partners, just assists) that I've found for Joe are Tekkaman, Jun, and Roll. Gonna keep experimenting over the next few days to see who/what else works well.
  • InfiniteInfinite Yurushite Nyan! Joined: Posts: 633
    I was thinking the same thing its why I picked chun cause she has a great anti air assist.

    In CGoH the Air Joe resets were combos. I don't know if that's a buff or nerf.

    Thanks for the chun combos bro :pleased:
  • Heroicmedic33Heroicmedic33 Joined: Posts: 308
    Ugh, the Air Joe resets are far harder than I imagined against some opponents. Apparently you have to adjust the combos not just for normal vs small sized characters, but also tall characters like Alex require a different timing. It'll be pretty annoying to learn all the resets... Meh, I'll probably do it once I have a steady partner so I can just learn all the combos for those two specifically.

    After playing for a few hours against my first IRL opponent in UaS, I really feel like Joe is lacking rush down options as he suffers greatly against turtling (although, I'm not using his overhead nearly enough at the moment, so I may be wrong about it). If Joe could combo after landing an RHC while the opponent is on the ground, he would be top tier for sure. But right now, I honestly believe that Joe NEEDS a good assist to keep safe and leave options open. And anti-air assists are even better because of his lack of options for stopping opponents from approaching in the air (B voomerang is often too slow).

    So far here are the assists that I've seen in combination with Joe, and how I think they fare:

    - Tekkaman: Great assist for Joe. If you catch them in the air with it, you can jC into airjoe for a good ~6000 damage and possible reset, which is very nice for building meter and poking. Also leads to a ton of fun combos.

    - Yatterman 2: Good anti-air, good comboability, but rather difficult to combo off of it on reaction if it lands.

    - TBlade: Horrible because of how far behind you TBlade is when he jumps in.

    - Polymar: Good for keeping on pressure. Decent comboability (you can do your cannon in a combo with it... but it only does 1600). Can combo in the air on reaction. Only problem is that it takes too long and is too stationary; Joe is extremely mobile, so he could use something that is more flexible.

    - Batsu: Horrible assist for Joe. In fact, its a horrible assist in general.

    - Jun: One of Joe's best. This assist is great for combos, saves you, acts as an anti-air, keeps pressure on, follows you, and more. Only downside is that you can't combo from it on reaction if it lands by itself.

    - Ippatsuman: Decent. Its okay for combos and its okay for pressure, overall its mediocre at a lot of things but not great for any specific purpose.

    - Zero: Decent comboability and good anti-air. Not mobile, and hard to combo off of on reaction.

    - Roll: Another one of Joe's best. Allows for extremely good trap setting, it can save you from pressure, great comboability, can combo on reaction very easily, amazing for pressure, great range, etc. Downside is that its not anti-air.


    Thats all I've been through now. So far the best assists (not partners, just assists) that I've found for Joe are Tekkaman, Jun, and Roll. Gonna keep experimenting over the next few days to see who/what else works well.

    Vollnutt is a really good assist for joe, they both work really good together, you can combo the canon with his assist
  • SamuraiPanda001SamuraiPanda001 Joined: Posts: 175
    I haven't gotten around to trying Megaman with Joe, but he (along with Chun, actually) are at the top of my list of the next ones to test out.

    EDIT: Btw, one of these days I'm going to work with it, but I'm nearly positive that Slow and Zoom -> Cannon -> C RHC -> Baroque BEFORE RHC lands -> aircombo actually works. Its just really hard to practice because of his Slow and Zoom taking so long.
  • frustratedsquirrelfrustratedsquirrel Masky stripey man! Wtf is a raccoon? Joined: Posts: 3,761
    Wait. Can you guys confirm that joe's assist does chip damage?

    so can you use it to give your partner chip baroque?
    From team Sp00ky's TvC stream:
    "Alex? He will put his mitts all over you dude. Like he's so grimy, he shows up to the party and is like 'RAAAGH' and rips his shirt off"
  • dori.dori. Viewtiful. Joined: Posts: 281
    I played some cat on wifi using Megaman/Joe, that is a serious keep away team.

    Joe's assist was really good in that application, since I was afraid to pressure when I knew the bomb was right there behind me.

    Was using Roll and casshern btw, and that team has problems getting in on people in general.
    "New game, new Phoenix to snap in."
  • Heroicmedic33Heroicmedic33 Joined: Posts: 308
    I played some cat on wifi using Megaman/Joe, that is a serious keep away team.

    Joe's assist was really good in that application, since I was afraid to pressure when I knew the bomb was right there behind me.

    Was using Roll and casshern btw, and that team has problems getting in on people in general.

    Was the guy who u were fighting called medic?
  • dori.dori. Viewtiful. Joined: Posts: 281
    I guess that was you, huh? That's a solid team, from what I saw.
    "New game, new Phoenix to snap in."
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