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Saturday
Dec262009

Viewtiful Joe - Capcom

"Who's the most viewtiful hero around? That's right, yours truly!"

TATSUNOKO VS CAPCOM BIO:

Joe transforms himself into the invincible superhero, Viewtiful Joe, and battles enemies to save Movieland, a place of movies. He expertly manipulates VFX Power, a super ability which contains camera tricks such as Slow Motion and Zoom. With these amazingly beautiful tricks, he thrashes his enemies “viewtifully."

 

 


CHARACTER ORGIN

Viewtiful Joe originated in the 2D side-scrolling game series of the same name. The game's story concerns Joe, an avid movie-goer whose girlfriend Silvia is kidnapped during a film starring Joe's favorite superhero, Captain Blue. Joe is shortly thereafter thrust into Movieland, where Silvia is taken by the villainous group known as Jadow. After accepting a special V-Watch from Captain Blue, Joe transforms into the tokusatsu-style persona "Viewtiful Joe" and sets out to rescue her.

 

GAMEPLAY DETAILS

A fairly good character for beginners, Joe is a speedy character who can apply pressure at range and up close. His projectiles are versatile and his melee attacks are very quick. Though he tends to lack range thanks to his short limbs, he has the mobility to get in when he needs to and can pull off his simple but effective combos. Unfortunately, Joe is a show stealer and has trouble supporting his partner which makes him almost exclusively a point character.

 

CHARACTER STATS

Difficulty:

Style:

Defensive power:

Offensive power:

Approach strength:

Combo ability:

Meter Usage:

Key Techniques:

Partner Options:

Friday
Dec252009

Special Moves

VOOMERANG - IN AIR OK

   
QUARTER CIRCLE FORWARD + ATTACK

Joe's Voomerang sports a thick hitbox and travels fairly slowly across the screen. While not exactly damaging, the Voomerang is critical to Joe's keepaway game. This projectile can be used in the air and will completely cancel out his aerial momentum and cause him to drop float slowly downwards, which means that if Joe jumps and immediately throws a Voomerang, the lag can be completely canceled by his landing, allowing him to throw Voomerangs rapidly in order to pressure the opponent with a constant barrage of ground- level projectiles. The light version goes straight while the mid version travel forward a short distance before going up (down if Joe is in the air) and the strong version goes forward a short distance before curving around and going backwards. This attack can also be charged infinitely before release. Charging will allow the projectile to gain some homing and multi-hit properties. A fully charged Voomerang will home in on the opponent and pester them for about 2-3 hits. While it doesn't combo, a charged Voomerang is very useful for pressuring the opponent after a knockdown.

 

RED HOT KICK

IN AIR  
QUARTER CIRCLE BACK + ATTACK

A speedy kick in the air that rockets Joe across the screen to strike the opponent. The Red Hot Kick allows him to have surprising mobility, crossing the screen instantly or making the transition from ground to air faster than simply falling. The light version of this attack causes Joe to go straight down, the mid version causes him to go diagonally down and the strong version is straight ahead. The real beef of this attack however is that when hit by the Red Hot Kick, an airborne opponent will go into a complete free fall, making this an amazing way to end air raves into Delayed Hyper Combos with the right partner. Air Red Hot Kick into a DHC with Tekkaman's Daikaiten Space Lance super will do some serious damage for only 2 meter (or 3 if you were using Joe's Mach Speed to launch).

 

SHOCKING PINK

  
QUARTER CIRCLE BACK + ATTACK

Joe kicks out one of his trademark V-bombs which hangs about on the stage for a moment before exploding and damaging anyone standing near it, including Joe himself. This attack is a bit hit-and-miss, but with careful use it can be an asset to Joe's pressure game. The light version explodes almost immediately, the mid version takes longer to explode and the strong version takes the longest. When struck by the bomb, a character is sent flying into the air into a knockdown. There are a few ways for Joe to get the bomb over to his opponent without risking damage himself. One method is to hold the attack button, which causes Joe to bounce the bomb on his foot for a moment before dropping it. Releasing the button at the apex of the bounce will shoot the bomb out towards the opponent. Joe can also attack the bomb to make it bounce over to the opponent, though the opponent can also do the same. Another effective way to transport the bomb is to throw a Voomerang at it. The projectile will carry the bomb over to the opponent's side although this is fairly gimmicky and unreliable as a setup. Because it's a self-inflicted hit, Joe can use the bomb to give himself chip baroque if he blocks it, which is always good if used tactically.

 

AIR JOE

 TAP  RAPIDLY IN AIR

Joe delivers an aerial beatdown on the opponent with a flurry of close-range punches and kicks. Can only be performed on the air, but like the Voomerang it will change his aerial momentum, causing him to float slowly downwards when it activates. All versions are the same, and mashing the attack button will cause him to prolong the attack until he reaches the ground or misses the opponent. The hits drag the opponent down slightly, allowing Joe to rack up quite a lot of hits before they slip out of the combo. Just like the Voomerang, this attack can also be done right at the start of a jump in order to quickly pressure the opponent at close range. It's possible for Joe to combo from it if it's used in this manner which makes it very useful for mix-ups.

Thursday
Dec242009

Hyper Moves

DESPERADO

     
QUARTER CIRCLE FORWARD + ANY TWO ATTACKS

Joe takes out his Six Machine (with Sylvia in tow) and converts it to a huge cannon which then fires at the opponent after a long pause. Very powerful but also very slow. On the ground it fires straight ahead, in the air it fires diagonally down. Six Cannon's slow startup time is it's one crippling weakness. Since it's a single-hit projectile, it's great for damage because it doesn't scale much, but landing it is another story entirely. With the right partner it's possible to combo into the six cannon. A Polymar or Tekkaman assist will allow it to land raw, and other characters such as Jun the Swan or Casshern can help it hit as a Hyper Combination. Joe generally has better ways to spend 1 meter though.

 

MACH SPEED

   
FORWARD DOWN DOWN-FORWARD + ANY TWO ATTACKS

Joe enters his high-speed mode and a movie reel appears on the screen. He does one quick punch and if it hits he then goes on to pummel the opponent with a flurry of jabs, ending with an uppercut that can be treated as a launcher. Despite being very weak for a super, Mach Speed can be used to launch the opponent for damage at the end of a ground combo. It's also useful in Delayed Hyper Combos and can allow slower grab supers to be comboed into (such as those belonging to Frank West or Polymar.) as well as other close-range supers.

SLOW & ZOOM IN

    
 QUARTER CIRCLE BACK + ANY TWO ATTACKS

Joe activates the 'slow and zoom' mode, kicking the opponent once to enrage them, dodging their punch and then countering with two hits and a heart-stopping viewtiful pose, sending the opponent flying VERY high into the air. The startup is quite quick but not instant, and Joe has invulnerability during the initial attack. Since Joe relies on air combos to deal a lot of his damage, sometimes it may be better to combo into this level 3 to finish off an opponent before they can mega crash out of Joe's combo. It does somewhat poor damage for 3 meter, but it's possible to juggle afterwards with a well-timed air combo or even his level 1 Six cannon super for an amusing finish for 4 meter. Worth considering as an ace in the hole when Joe's partner is down for the count.

Wednesday
Dec232009

Assists

Partner Assist

Joe will drop a H version of his Shocking Pink. All properties remain the same.

Tuesday
Dec222009

Combos

BEGINNER

Light, Medium, Crouching Medium, Hard, Launcher -> Light, Medium, Hard (2 Hits) -> Light, Medium, Hard (2 Hits), Hard Red Hot Kick