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