UMVC3/Viewtiful Joe/Combos

From SuperCombo Wiki


Motion Input Chart
7 Ub.png 8 U.png 9 Uf.png
4 B.png 5 N.png 6 F.png
1 Db.png 2 D.png 3 Df.png
Notation Meaning
(Leave a space) cancel from the previous normal to the following.
, Link from the previous move to the following.
> Cancel the previous move into the following special / super move.
~ Cancel special into set followup or plink previous attack into the following.
dl. / delay Delay the following move.
whiff Must whiff the following move.
land Must land on the ground before the next move.
rejump Must land then jump again before the next move.
j. / sj. Move is done in a jump / superjump.
jc / sjc Cancel previous move into a jump / superjump.
ia./tk. Instant Air or Tiger Knee Special or Super Move.
XX Any two attack buttons excluding S.
NXX Dash / Airdash in N direction.
X+S Any other attack button and S pressed at the same time.
AA Anti-Air
[X] Hold input
-X- Release input
(N) Connect with only the Nth hit of this attack.
(Move) Move is optional.
[sequence] x N Repeat sequence N times.

Combos

Solo Combos

2M > 5H > 2H xx 623M, j.5H jc. j.5H xx 214M, 214H, land, 5H > 5S sjc. j.5M > j.5M > j.5H jc. j.5M > j.5H jc. j.5M > j.5H > j.5S, land, j.2369XX (560,000 damage for 1 bar, builds 1 bar).

Joe's standard combo route, works off just about anything that confirms into 623M, including doing it raw. The j.5H link after 623M is quite tight, as is the 5H link after 214H. You can make the combo slightly easier at the cost of damage by substituting j.5M and 5M for those attacks, respectively.

6M xx 623XX, sjc. j.5L > j.5H xx j.214M, j.214M, j.214H xx 623XX sjc. j.5H jc. j.5H jc. j.5H > j.5S (574,000 for 2 bar)

Use Mach Speed to confirm off an overhead. Can also be used off any early Mach Speed hit (including using it as a reversal), although the double Red Hot Kick extension only works in the corner. Delay each Red Hot Kick as long as possible to give the opponent time to drop and set up a relaunch.

X-Factor Combos

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Sample Team Combos

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Beginner Combos


Combos One Star.png
Basic, simple combos with few requirements or restrictions.
  • Work on all or nearly all characters.
  • Require little to no resources (Meter, Assists, Character Specific Stocks).
  • Need minimal adjustments for positioning or starter.

Core Combos


Combos Two Stars.png
Core combos that balances reward with execution and reliability.
  • Works against a selected set of characters.
  • Can require adjustments for positioning and resources.
  • Are expected to be consistently performable by a skilled player who main the character.

Advanced Combos


Combos Three Stars.png
Advanced Combos are specialized in usage, require awareness, execution, and have advantages over core combos.
  • May only work on a few characters or in specific circumstances.
  • Can have any amount of requirements such as meter, positioning, starter.
  • Are not necessarily harder than core combos, but require more specific knowledge.

Assist Extensions

Comboing in X-Factor