viewtiful joe notes
on scale
in this write-up, i'm treating basic punch damage as 1. fractional calculations cut off after 2dp (eg, 1.5 * 2.25 works out as 3.37); so it might be better to think of basic punch damage as 100, and scale everything up accordingly.
enemy/hazard damage
- most things inflict 1 heart.
- captain blue (1/1) (pre-vfx only): no damage
- spiked barrel: 2
- hulk davidson/axe: 2 (except when thrown?)
- hulk davidson/charge: 2
- bazooka/tank shell: 2
- gelby/haymaker: 3
- gelby/somersault: 3
- lava: 2
- raging stones hulk/axe: 4 (except thrown)
- raging stones hulk/charge: 4
- burning leo/rock: 2
- burning leo/fireball: 2
- burning leo/claw: 2 (reduced to 1 with mach aura?)
- burning leo/fiery charge: 3 (1 if already burning)
- king blue/lightning: 2
- king blue/missiles: 2
- captain blue (7/3)/lightning: 2
damage modifiers
- player in civilian form: *2
- player is silvia: *2
- v-rated difficulty: *2
- ultra v-rated: *4
player attacks
base values
- most attacks have a base value of 1.
- rapid punch (zoom in then punch): 2.25 (so becomes 3.37 zoomed)
- descent (jump then zoom): 0.3 (both direct hit and shockwave) (so 0.45 zoomed)
- flaming kick (red hot kick, then zoom): 3 (so 4.5 zoomed)
- viewtiful forever, etc: variable (1/2/3/4: so 3/6/9/12 when slow and zoomed)
- sexy forever does the same damage as viewtiful forever and also dizzies enemies.
- voomerang: 2
- round trip only does 1.
- charging the voomerang doesn't increase damage.
- alastor's sword (in civilian punch combo): 4
all six machine attacks have the same base value... i think. in this write-up i'm assuming this is 1, the same as the basic punch and kick, but there's an equally good case for it being 2. more on this later.
damage modifiers
- target is dizzy: *2
- slow motion: *2
- zoomed in: *1.5
- rock-on: *6
- but ignores dizzy multiplier. same damage whether target is dizzy or not.
- so a basic rock-on attack, in slow motion, does 12.
- voomerang/round trip and shocking pink only do half the expected damage here.
- so voomerang 12; round trip 6; shocking pink 6.
- any vfx on kids difficulty: *2 (in addition to existing multipliers)
- player is silvia: *0.75
damage modifiers apply to indirect attacks too. deflect a bullet and zoom in before it hits for increased damage.
indirect attacks
this is the damage taken by rank and file enemies. bosses usually take different levels of damage (detailed below.)
- enemy collision: 1?
- chandelier: 10
- bullet: 2
- bomb (verdy): 1
- homing missile: 2
- flying sword: 2
- bazooka shell: 3?
- tank shell: when fired by tanks, 10? to enemies in its path. (deflected value not confirmed)
enemy energy
these values are for adults difficulty. also, except for bosses and a few others, energy levels vary; these are just typical values.
enemy |
energy |
notes |
bianky |
9 |
|
bianky-prima |
12 |
|
bianky-boxer |
16 |
|
bianky-sailor |
12 |
|
diver bianky |
14 |
|
diver bianky-prima |
18 |
|
diver bianky-boxer |
24 |
|
apollo bianky |
18 |
|
apollo bianky-prima |
24 |
|
apollo bianky-boxer |
32 |
|
verdy-chopper |
14 |
double damage when grounded |
verdy-jet |
18 |
double damage when grounded |
cromarty |
23 |
less on stage 7? |
cromarty-bazooka |
23 |
less on stage 7? |
cromarty-grenade |
23 |
less on stage 7? |
cromarty-surfer |
12 |
high damage from deflected bazooka? |
bianco billy |
20 |
doesn't vary? |
rosetta |
12 |
vfx modifiers |
red leader |
40 |
double damage if you attack while successfully dodging |
black leader |
40? |
double damage if you attack while successfully dodging |
gelby |
30 |
doesn't vary? |
joker (1/1) |
20 |
|
joker (2/1) |
30 |
|
joker (2/2) |
40 |
|
joker (3/2) |
40 |
|
joker (5/1) |
50 |
|
joker (7/2) |
60 |
|
captain blue (1/1) |
(10) |
vfx modifiers |
captain blue (1/2) |
(30) |
vfx modifiers |
captain blue (2/1) |
(60) |
vfx modifiers |
captain blue (7/3) |
(60) |
vfx modifiers |
black thunder |
(200) |
special damage |
harrier (3/1) |
(300) |
special damage |
harrier (5/1) |
(300) |
special damage |
tank |
(1500) |
special damage |
space tank |
(1500) |
special damage |
charles the third |
(100) |
special damage |
hulk davidson |
(300) |
special damage |
gran bruce |
(500) |
special damage |
another joe |
(266.67) |
special damage |
alastor |
(200) |
special damage |
raging stones/charles |
(400) |
special damage |
raging stones/hulk |
(500) |
special damage |
raging stones/gran |
(700) |
special damage |
raging stones/joe |
(333.33) |
special damage |
fire leo |
(600) |
special damage |
metal leo |
(400) |
special damage |
king blue |
(600) |
special damage |
boss energy interpretation
okay, here's the thing. the slow zoomed rapid punch normally does 6.74 (or possibly 6.75? depending how it's calculated); but most bosses take instead 6.6 or 6 from it. what i think is happening is: with a boss like black thunder, which takes 100 plain hits per colour bar, the bar isn't actually worth 100. instead, it's worth 10, but black thunder has a global damage modifier of *0.1. then, the rapid punch base value of 2.25 is modified to 0.22 (truncating after 2dp), then multiplied up for slow and zoom to get 0.66 damage. and 0.66 damage to a bar of 10 looks the same as 6.6 would to a bar of 100. in other words, i'm suggesting the following:
enemy |
energy bars |
face-value damage per bar |
face-value energy |
global modifier |
real energy |
captain blue (1/1) |
0.5 |
20 |
10 |
*0.5 |
5 |
captain blue (1/2) |
1.5 |
20 |
30 |
*0.5 |
15 |
captain blue (2/1) |
3 |
20 |
60 |
*0.5 |
30 |
captain blue (7/3) |
3 |
20 |
60 |
*0.5 |
30 |
black thunder |
2 |
100 |
200 |
*0.1 |
20 |
harrier (3/1) |
6 |
50 |
300 |
*0.2 |
60 |
harrier (5/1) |
3 |
100 |
300 |
*0.1 |
30 |
tank |
3 |
500 |
1500 |
*0.02 |
30 |
space tank |
- |
- |
1500 |
*0.02 |
30 |
charles the third |
1 |
100 |
100 |
*0.1 |
10 |
hulk davidson |
3 |
100 |
300 |
*0.1 |
30 |
gran bruce |
5 |
100 |
500 |
*0.1 |
50 |
another joe |
4 |
66.66... |
266.67 |
*0.15 |
40 |
alastor |
6 |
33.33... |
200 |
*0.3 |
60 |
raging stones/charles |
4 |
100 |
400 |
*0.1 |
40 |
raging stones/hulk |
5 |
100 |
500 |
*0.1 |
50 |
raging stones/gran |
7 |
100 |
700 |
*0.1 |
70 |
raging stones/joe |
5 |
66.66... |
333.33 |
*0.15 |
50 |
fire leo |
6 |
100 (equivalent) |
600 |
*0.1 |
60 |
metal leo |
- |
- |
400 |
*0.1 |
40 |
king blue |
6 |
100 (equivalent) |
600 |
*0.1 |
60 |
six machine interpretation
if six machine damage is 1, the same as the basic punch/kick, then: verdy-jet works out the same in 3/1 as elsewhere; harrier's face-value energy is the same on 3/1 as 5/1; but, cromarty-surfer works out to about half the energy cromarties have elsewhere.
if six machine damage is 2, cromarty-surfer's energy works out the same as cromarties elsewhere; and harrier's damage scale works out the same as on 5/1. (because on 3/1, 50 shots per colour bar, but on 5/1, 100 punches per colour bar.) but against that, verdy-jet works out with twice the energy it has elsewhere, and the harrier ends up with twice the energy they have on 5/1. (but then, it has twice as many colour bars, so it kind of seems like it should do. this is the point about the scale.)
so, i don't really know which way to call it. both ways have their disadvantages and there's no way to know for sure.
difficulty level modifiers
- kids: all enemy energy levels are the same as for adults.
- v-rated:
- helicopters, planes and tanks (but not the 3/1 harrier) keep the same energy level.
- stage bosses (including raging stones and king blue, but not captain blue 7/3) have 1.5* adults energy.
- everything else (including joker, captain blue, 3/1 harrier) has 1.25* adults energy.
- ultra v-rated: same as v-rated, except that charles, hulk, bruce, their raging stones counterparts, and king blue, all have 2* adults energy. (the other stage bosses still just have 1.5* adults energy.)
special damage
vfx modifiers
a few enemies take nonstandard damage under vfx. i'm not certain of every single entry in this table.
enemy |
slow only |
speed only |
zoom only |
slow + zoom |
speed + zoom |
captain blue (1/1) |
*2 |
*2 |
*2 |
*2 |
*2 |
captain blue (1/2) |
*2 |
*2 |
*2 |
*2 |
*2 |
captain blue (2/1) |
*1.6 |
*0.8 |
*1.6 |
*1.6 |
*0.8 |
captain blue (7/3) |
*0.8 |
*0.4 |
*0.2 |
*0.2 |
*0.4 |
rosetta |
*0.8 |
*0.6 |
*0.8 |
*0.8 |
*0.6 |
other damage and modifiers
- captain blue
-
- breaking his aura with a slow attack does a tiny amount of damage. 0.2%? (equivalent of 0.04 plain hits)
- joker (5/1)
-
- on v-rated difficulty, lava drips from the pipes. a slow-motion-enlarged drip can hit joker, but it only does something like 1 damage.
- black thunder, harrier (5/1)
-
- deflected bullets do 15% of bar (equivalent to 15 plain hits)
- deflected missiles do 5% of bar
- bianky collisions do 30% of bar
- harrier (3/1)
-
- deflected bullets do 2% of bar... i think. (equivalent to 1 normal shot)
- deflected missiles do 4% of bar.
- tank, space tank
-
- deflected shells do 20% of bar (equivalent to 100 plain hits). i think i've also seen them do 50% of the bar, but i might have imagined it.
- bianky collisions do 30% of bar.
- charles the third
-
- falling weights and launched stalagmites do 5% of bar (equivalent to 5 plain hits)
- destroying bats, either conventionally or with his sonic slicer, does 1% per bat... maybe.
- voomerang/round trip does 5* normal damage.
- during his drill attack, voomerang/round trip does 2* damage (so 10* overall); other attacks do 5* normal damage.
- hulk davidson
-
- it's hard to keep count, but i think deflected homing missiles just do 2%, equivalent to 2 plain hits, the same as normal enemies take.
- gran bruce
-
- while underwater, he gradually recovers energy.
- he can recover more energy by breathing deeply underwater.
- when out of water, he takes 2* normal damage.
- when breathless (after shark attack finishes out of water), and only if also in slow motion, he takes an additional 2* damage. (so a slow attack vs breathless delivers *2 (slow), *2 (out of water), *2 (breathless-and-slow) = 8 times normal damage.)
- if hit with a mine in his jaws, he takes 10* damage from that hit (plus explosive damage which i haven't measured.)
- when breathing deeply underwater... he usually seems to take normal damage, but i'm pretty sure i saw stylish alastor doing double damage in this situation. not sure about this.
- another joe
-
- destroying a mach image inflicts... some damage. i think it might be variable but is about the same as a plain hit. this damage can't kill him.
- he also takes damage if he falls into electricity, but i'm not sure how much.
- alastor
-
- a deflected sword does something like 5% of the bar, equivalent to about 1.5 plain hits.
- falling into lava does about 20% of the bar. he also takes damage if he's set on fire and left to burn for long enough, but again i haven't worked this out for sure.
- raging stones
-
- fire leo
-
- okay, this gets a bit complicated, because the way i'm interpreting it, at no point does he just take normal (1*) damage. so i may have made the wrong call about his face-value energy above. anyway.
- first, you hit him to extinguish his flames. this does 5* expected normal damage, where "normal" means a plain hit doing 1% of the bar.
- after breaking his shield, you can hit him once or twice before he starts to spin. attacks while he's shieldless and while he's spinning do 0.5* normal damage.
- then, after dodging spinning attacks, he's dizzy. plain attacks do double normal damage, as usual; but if you're in slow motion there's an added modifier of *1.5. so, while he's dizzy, plain hits do 2%, while slow hits do 6%. (plus any additional modifiers for zoom, rapid attack etc.)
- metal leo
-
- shieldless attacks (before he starts to spin) do 10* normal damage.
- here, i'm considering "normal" damage to be what he takes while spinning, since when dizzy, he takes twice this "normal" damage.
- slow motion attacks while he's dizzy get an additional modifier of *3. (so a dizzy slow hit is 1 * dizzy * slow * this = 12.)
- king blue
-
- damage here is mostly normal, except that he takes 3* damage if no vfx powers are in effect.
- or, perhaps i should read it as him taking normal damage from plain, and *0.33... modifier on all vfx powers? but recurring decimals aren't a good thing to bring into the picture.
tower reversed