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Viewtiful Joe: Tatsunoko vs. Capcom Moves, Combos, Strategy Guide

Guide last updated on
June 29, 2010 at 3:54 a.m. PDT

Viewtiful Joe: Tatsunoko vs. Capcom Character Guide

Guide by Nyoronoru

Character Overview

Tatsunoko vs. Capcom Button Move Key

Viewtiful Joe is a character that is hard to measure. He has a lot of aerial versatility with his Red Hot Kick and Voomerangs, but it doesn't really add up to big damage or an exceptional keep away game.

He appears to have a lot of options without being really strong in one category. You can't slow down the game using the V-Watch in Tatsunoko vs. Capcom, so you'll have to depend on your good reactions instead.

+ Very flexible, dominating projectile.
+ Red Hot Kick is a really great movement tool.
+ Small hitbox makes him able to avoid a lot of attacks.
+ Has really fast normal moves.
+ Has tools to chase down runaway fighters.
+ Has some really damaging Hyper setups.
+ Has some good crossup attacks.

- Requires Hyper meter to lay on real damage to opponents.
- Normal moves have short range and don't stun well.
- Has no safe ground combo ender other than Shocking Pink.
- His combos do below-average damage.
- Requires a partner more so than other characters to bring out his full potential.

Special Moves

2.4 B
2.4 B
2.4 B

Joystick Joystick Joystick Joystick Joystick
(Can also be performed in the air)
Voomerang (Fireball)
Viewtiful Joe's projectile. It has a really big hitbox and depending on the button pressed, the properties of it change. You can charge each of these up by holding down the button, and if you can get a fully charged projectile then the Voomerang will attain homing properties after the first direction it travels.

From the ground, the Light version travels straight ahead. If you charge it the whole way, then it will pass through the opponent and come back around (usually off-screen) to hit them again.

The Medium version travels about half a screen's distance forward before it flies upward. If charged, then it comes down and descends on the opponent for a second hit.

The Hard version travels above and behind Joe, and is actually a really good anti-air. If charged, it comes back from behind Joe and auto-tracks the opponent just like all the other charged versions.

From the air, almost all the properties are the same other than the Medium version, which now travels forward and then down instead of up. The charged Medium version then travels forward to home in on the opponent.

This projectile is really good because of the quick startup and recovery. The only problem is that charging it takes way too long; almost two in-game seconds. During the entire time you're pretty much broadcasting your intention to your opponent, so firing off a fully charged projectile will probably be rare. Don't be afraid to fire off lots of Voomerangs though, they control space really well.

3.6 B
3.6 B
3.6 B

Joystick Joystick Joystick Joystick Joystick
Bomb Toss (Shocking Pink)
Joe throws out a bomb. The button you press determines how long the fuse of the bomb is. The Light version is one second, the Medium three and Hard five.

If you hold the button down you used to call the bomb with, Joe will juggle the bomb in place until you release the button. It's tough to tell how useful this move is because of its double-edged properties. For applying ground or corner pressure it's really great because your opponent cannot attack while there is a lit bomb behind them. However, since Joe can be hit by his own bomb, it is a liability for both players.

You can use attacks to move the bombs forward. A Voomerang is a good choice to shift a bomb already on the field. Low attacks will cause the bomb to bounce making it hard to avoid.

As an assist, the move is OK for corner pressure because the bomb will usually fall behind the opponent through the stage wall making it hard to see. Other than that though, it's not very good. It might force your opponent to stop a combo if you call Joe before you get hit.

Joe can put up to 4 bombs on screen at a time.

2.4 B
2.4 B
2.4 B

Joystick Joystick Joystick Joystick Joystick (In the air)
Red Hot Kick
Joe's signature dive kick is back. It has great speed and travel distance.

The Light version travels straight down into the ground and is unsafe if blocked. The Medium version travels at 45 degree angle and is mostly safe on block depending on the angle you strike the opponent; the closer to the feet, the safer. The Hard version travels straight across the screen REALLY FAR, more than fullscreen. You can use the Hard version to escape the giants, and you can use it close to the ground to attack opponents since it is mostly safe on block.

This move also knocks down on hit, so make sure you follow it up if it lands. If you use it to finish an air combo, you'll have enough time to charge a Voomerang before you land.

5.4 B
7.2 B

Joystick Joystick Joystick
(Press an Attack button rapidly in the air)
Auto Combo (Air Joe)
Another homage to the Viewtiful Joe series, simply mash a single attack button in the air to get Joe to start pummeling his opponent.

Great for ending air combos because it builds a lot of meter. Always use the Hard version because it comes out just as quickly as the other versions and does more damage. Joe will eventually stop attacking, so try to time the end of your button pressing so you can't get punished.

This doesn't knock your opponent down, but it does place them right next to you once it is finished. Joe doesn't have much reach on his normals, so he needs all the close-range opportunities he can get.

Hyper Moves

16.8 B

Joystick Joystick Joystick Joystick Joystick (Can also be done in the air)
Desperado (Level 1)
Viewtiful Joe calls on Sexy Silvia and Six Machine to deliver a devastating cannon shot. This is really damaging, but it has a lot of startup.

In Crossover Combinations, you'll want to use a Hyper that doesn't deal too many hits so that you get maximum damage. In DHCs, you're going to want to cancel from a Hyper that does a lot of stun or places an opponent in a juggled knockdown.

The startup on this move is a big hurdle to overcome since only Tekkaman and Polimar's assists will allow you to combo into it. If neither of these characters are your partner, use Mach Speed in place of this move.

6.4 B

Joystick Joystick Joystick Joystick Joystick
Mach Speed (Level 1, Hyper Punches)
Joe's begins a film sequence and starts to pummel the opponent. You can jump to cancel the last hit and begin an aerial combo. This Hyper is one you'll be depending on a lot to deal damage with Viewtiful Joe since it's easy to combo into and Joe has trouble dealing damage without meter.

It's really good for DHC purposes since Joe keeps the opponent right next to him while the Hyper is going.

21 B

Joystick Joystick Joystick Joystick Joystick
Slow and Zoom In (Level 3)
Joe dons a face shield and attempts to kick his opponent. If it lands, Joe mocks them and deals a lot of damage with a Viewtiful finish.

Unfortunately, this move is really hurt by damage scaling, but it's still worth it because once it's finished you can immediately activate Desperado to catch your opponent as they are falling, dealing an insane amount of damage. The obvious downside to this strategy is that you now need four levels of meter to deal real damage, but taking off such a huge amount of life that can't be avoided may be too tempting to let go.

The startup of this move is fast, and you can combo it from almost anything. The horizontal range isn't very good though, so don't get too overconfident.

Normal Moves

Joystick (In the air)
Jumping Hard Attack
A multi-hitting attack that can be used as a crossup and air combo ender. This move hits three times, but only the third hit knocks down.

The best way to utilize this move in air combos is to allow the first two hits to land, jump in the air to cancel it and then land it again. Big damage for just one normal move.

Joystick Joystick Joystick
VFX Slide
Joe's slide attack. Has really good range and an amazingly good horizontal hitbox. Since Joe has good crossup attacks, knockdowns are an essential starting point for his mixup game.

Joystick Joystick Joystick
This will launch your opponent into the air. Poor range for a launcher, try to use the correct hitstrings to make sure it hits.

Joystick Joystick Joystick
Hero Knuckle
A move that causes Joe to pause and throw his fist out. There's currently no known use for this move as it doesn't hit overhead, doesn't launch and can't be comboed from without Baroque. Possibly a developer oversight.


Partner Assist Variable Counter Variable Combination
Hard Bomb Toss Down-Toward + Hard Attack (Launcher) Desperado

Tatsunoko vs. Capcom Storyline

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 origin

Joe is a movie fanatic and while he's at a theater with his girlfriend Silvia, she's kidnapped and taken into the world of movies. Joe is able to get to Movieland with the aid of the robot, Six Machine, once there he was given a special V-Watch by his favorite super hero, Captain Blue, which he can use to transform himself into Viewtiful Joe.

Viewtiful Joe is a small character, about the size of Mega Man, but with a gigantic head, who has a lot of up close punches and kicks. The original Viewitful Joe title is a beat 'em up, so it's only natural he'd have a lot of up close and personal attacks in Tatsunoko vs. Capcom.

The Viewtiful Joe video game was originally released on the GameCube by Capcom, but was later ported to Sony's PlayStation 2 and had a few sequels on the portable gaming consoles. It's primarily a cult classic which received very good reviews from most gaming sites, but it was only a modest commercial success.

Contributions to this guide by Gnik.


J_Hausss said on January 4, 2011 at 11:13 p.m.

Joe+Doronjo=solid gold


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