Tatsunoko vs Capcom: Ultimate All Stars/Joe the Condor: Difference between revisions

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{{TVC Character Intro|char=Joe the Condor|content=
{{TVC Character Intro|char=Joe the Condor|content=
==Introduction==
==Introduction==
Joe the condor(コンドールのジョー) is G2, second in command of the science ninja team Gatchaman. He is more violent and impulsive than Ken the Eagle, his superior, and it shows in his moves, as he routinely makes wild punches and shoots people.
Joe the Condor (コンドールのジョー) is G2, second in command of the Science Ninja Team Gatchaman. He is more violent and impulsive than Ken the Eagle, his superior, and it shows in his moves, as he routinely makes wild punches and shoots people.


Joe lacks any real mixups, has an awkward couple of lvl1 supers, and even with some fairly technical combo extensions his combo damage is pretty average, so overall he is not considered a high tier character. However, he has strong block string pressure and some zoning tools that can make him difficult to pin down and deal with in the neutral.
Joe lacks any real mixups, has an awkward couple of level 1 supers, and even with some fairly technical combo extensions his combo damage is pretty average, so overall he is not considered a high-tier character. However, he has strong block string pressure and some zoning tools that can make him difficult to pin down and deal with in the neutral.


==Gameplay==
==Gameplay==
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{{ProConTable
{{ProConTable
|pros=
|pros=
* <span style="color:#87CEEB;">5A</span> is an incredible pressure tool
* {{TvC-Colors|blue|5A}} is an incredible pressure tool
* Can basically live in the air and fight off anyone trying to meet him there
* Can basically live in the air and fight off anyone trying to meet him there
* Decent unblockables
* Decent unblockables
* Air mixups
* Air mixups
* Damaging and stylish combos
* Damaging and stylish combos
* Bird Missles
* Bird Missiles
 
|cons=
|cons=
* Literally cannot chip
* Literally cannot chip
Line 21: Line 23:
* His non-level 3 supers are just okay
* His non-level 3 supers are just okay
* Assist is purely anti-air, has some small combo extensions but serves its purpose.
* Assist is purely anti-air, has some small combo extensions but serves its purpose.
}}
}}
}}
}}
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===Normal Moves===
===Normal Moves===
{| class = wikitable style="text-align: center;"
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
! Move  
|| Startup  
|| Active  
|| Recovery  
|| Block Adv  
|| Damage <br> (Billions)  
|| Properties  
|| Notes


|-
|-
| [[File:Condor 5A.webm|thumb| '''<span style="color:#87CEEB;">5A</span>''']] || 7 || 2 || 9 || - || 920 || Low || A fast shin kick. This is rapid cancellable and, has abnormally low recovery, a deceptively large hitbox, and also hits low, making dash jab strings using this move a cornerstone of Joe's offense.
| [[File:Condor 5A.webm|thumb|{{TvC-Colors|blue|'''5A'''}}]]  
|| 7  
|| 2  
|| 9  
|| -  
|| 920  
|| Low  
|| A fast shin kick. This is rapid cancellable, has abnormally low recovery, a deceptively large hitbox, and also hits low, making dash jab strings using this move a cornerstone of Joe's offense.
|-
|-
| [[File:Condor 2A.webm|thumb|'''<span style="color:#87CEEB;">2A</span>''']] || 6 || 2 || 10 || - || 720 || Low || A crouching kick. This hits low and is 1f faster startup than the <span style="color:#87CEEB;">5A</span>, but is outclassed in almost every other way by the <span style="color:#87CEEB;">5A</span>, so you don't see it as often.
| [[File:Condor 2A.webm|thumb|{{TvC-Colors|blue|'''2A'''}}]]  
|| 6  
|| 2  
|| 10  
|| -  
|| 720  
|| Low  
|| A crouching kick. This hits low and is 1f faster than the {{TvC-Colors|blue|5A}}, but is outclassed in almost every other way by {{TvC-Colors|blue|5A}}, so you don't see it as often.
|-
|-
|[[File:Condor 5B.webm|thumb| '''<span style="color:#FFD700;">5B</span>''']] || 10 || 2 || 19 || - || 1480 || - || A gut punch, joe leans forward and punches. Good for combo filler and can be useful for stabilizing some juggle situations.
| [[File:Condor 5B.webm|thumb|{{TvC-Colors|yellow|'''5B'''}}]]  
|| 10  
|| 2  
|| 19  
|| -  
|| 1480  
|| -  
|| A gut punch. Joe leans forward and punches. Good for combo filler and can be useful for stabilizing some juggle situations.
|-
|-
| [[File:Condor 2B.webm|thumb| '''<span style="color:#FFD700;">2B</span>''']] || 10 || 3 || 14 || - || 1365 || - || A 2 hit crouching attack where he spins some kind of weapon upwards. Not particularly good.
| [[File:Condor 2B.webm|thumb|{{TvC-Colors|yellow|'''2B'''}}]]  
|| 10  
|| 3  
|| 14  
|| -  
|| 1365  
|| -  
|| A 2-hit crouching attack where he spins some kind of weapon upwards. Not particularly good.
|-
|-
|[[File:Condor 5C.webm|thumb| '''<span style="color:#FF6347;">5C</span>''']] || 15 || 2 || 20 || - || 2500 || - || A wild haymaker. Joe steps and follows through, moving forward a lot. Important combo filler, the forward movement also means you end up directly next to the opponent, which can be used for some guessing games (cancel into 236 kicks, throw, reset pressure into <span style="color:#87CEEB;">5A</span>, <span style="color:#FF6347;">2C</span>)
| [[File:Condor 5C.webm|thumb|{{TvC-Colors|red|'''5C'''}}]]  
|| 15  
|| 2  
|| 20  
|| -  
|| 2500  
|| -  
|| A wild haymaker. Joe steps forward a lot. Important combo filler. The forward movement also means you end up directly next to the opponent, allowing for some guessing games (cancel into 236 kicks, throw, reset pressure into {{TvC-Colors|blue|5A}}, {{TvC-Colors|red|2C}}).
|-
|-
| [[File:Condor 2C.webm|thumb|'''<span style="color:#FF6347;">2C</span>''']] || 21 || - || 21 || - || 2000 || - || Instead of a sweep, Joe jumps back and shoots a projectile at a downwards angle. Can't be comboed into, but can be baroqued and followed up with a dash <span style="color:#87CEEB;">5A</span> for a full combo, making it a decent bait/frame trap. Also hits OTG.
| [[File:Condor 2C.webm|thumb|{{TvC-Colors|red|'''2C'''}}]]  
|| 21  
|| -  
|| 21  
|| -  
|| 2000  
|| -  
|| Instead of a sweep, Joe jumps back and shoots a projectile at a downwards angle. Can't be comboed into but can be baroqued and followed up with a dash {{TvC-Colors|blue|5A}} for a full combo, making it a decent bait/frame trap. Also hits OTG.
|-
|-
| [[File:Condor 3C.webm|thumb|'''<span style="color:#FF6347;">3C</span>''']] || 13 || 4 || 20 || - || 2820 || Launcher || A fairly standard launcher, upward palm strike. Has a good hitbox and pretty fast startup.
| [[File:Condor 3C.webm|thumb|{{TvC-Colors|red|'''3C'''}}]]  
|| 13  
|| 4  
|| 20  
|| -  
|| 2820  
|| Launcher  
|| A fairly standard launcher with an upward palm strike. Has a good hitbox and fast startup.
|-
|-
| [[File:Condor jA.webm|thumb|'''<span style="color:#87CEEB;">j.A</span>''']] || 5 || 9 || 23 || - || 740 || Overhead || A knee strike that angles downward. The hitbox is small, but it has fast startup, giving it high priority, and can be somewhat useful for iad pressure as well since it cancels into itself.
| [[File:Condor jA.webm|thumb|{{TvC-Colors|blue|'''j.A'''}}]]  
|| 5  
|| 9  
|| 23  
|| -  
|| 740  
|| Overhead  
|| A knee strike that angles downward. The hitbox is small but has fast startup, giving it high priority. Somewhat useful for IAD pressure since it cancels into itself.
|-
|-
| [[File:Condor jB.webm|thumb|'''<span style="color:#FFD700;">j.B</span>''']] || 7 || 4 || 30 || - || 1360 || Overhead || Upward angled jump kick, looks almost the same as Ken the Eagle's <span style="color:#FFD700;">j.B</span> but feels different because of his much faster jump arc. His most important combo filler normal, since you'll often have <span style="color:#87CEEB;">A</span> and <span style="color:#FF6347;">C</span> held down for shurikens.
| [[File:Condor jB.webm|thumb|{{TvC-Colors|yellow|'''j.B'''}}]]  
|| 7  
|| 4  
|| 30  
|| -  
|| 1360  
|| Overhead  
|| Upward-angled jump kick, looks similar to Ken the Eagle's {{TvC-Colors|yellow|j.B}} but feels different due to Joe's faster jump arc. His most important combo filler normal.
|-
|-
| [[File:Condor jC.webm|thumb|'''<span style="color:#FF6347;">j.C</span>''']] || 14 || 3 || 21 || - || 2700 || Overhead || Joe flips and does a double axe handle punch. Hits downward so it is his most common move for IAD pressure, also has a hitbox behind him towards the end so it can be used to cross up.
| [[File:Condor jC.webm|thumb|{{TvC-Colors|red|'''j.C'''}}]]  
|| 14  
|| 3  
|| 21  
|| -  
|| 2700  
|| Overhead  
|| Joe flips and does a double axe-handle punch. Hits downward, making it his most common move for IAD pressure. Also has a hitbox behind him towards the end, so it can be used to cross up.
|}
|}


===Universal Mechanics===
===Universal Mechanics===
{| class = wikitable style="text-align: center;"
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
! Move  
 
|| Startup  
|| Active  
|| Recovery  
|| Block Adv  
|| Damage <br> (Billions)  
|| Properties  
|| Notes
|-
|-
| '''VAR starter''' || 14 || 3 || - || - || 3200 || - || Same animation as <span style="color:#FF6347;">j.C</span>
| '''VAR starter'''  
|| 14  
|| 3  
|| -  
|| -  
|| 3200  
|| -  
|| Same animation as {{TvC-Colors|red|j.C}}.
|-
|-
| '''Crossover Counter''' || 27 || 4 || 21 || - || 2400 || - || Same animation as his <span style="color:#FF6347;">3C</span>, you can pick up off of it with <span style="color:#FFD700;">5B</span> into most of his BNBs.
| '''Crossover Counter'''  
|| 27  
|| 4  
|| 21  
|| -  
|| 2400  
|| -  
|| Same animation as {{TvC-Colors|red|3C}}. You can pick up off of it with {{TvC-Colors|yellow|5B}} into most of his BNBs.
|-
|-
| '''Assist <br> (Savage Shot)''' || 42 || - || - || - || 3850 || Projectile || Joe has a fairly unique assist, shooting his gun upward at an angle several times. It whiffs against most grounded opponents so it's not very useful for pressure, and can hit a variable number of times, making the way hit hits unpredictable. However, it controls a large area of the screen in the air for a long duration, and can be good for specific combo extensions.
| '''Assist <br> (Savage Shot)'''  
|| 42  
|| -  
|| -  
|| -  
|| 3850  
|| Projectile  
|| Joe has a fairly unique assist, shooting his gun upward at an angle several times. It whiffs against most grounded opponents, making it less useful for pressure. However, it controls a large area of the screen in the air for a long duration, useful for specific combo extensions.
|-
|-
| '''Forward Throw''' || - || - || - || - || 5200 || Throw || It's a throw, use it as a reversal.
| '''Forward Throw'''  
|| -  
|| -  
|| -  
|| -  
|| 5200  
|| Throw  
|| It's a throw, use it as a reversal.
|-
|-
| '''Back Throw''' || - || - || - || - || 5200 || Throw || It's a throw, use it as a reversal.
| '''Back Throw'''  
|| -  
|| -  
|| -  
|| -  
|| 5200  
|| Throw  
|| It's a throw, use it as a reversal.
|-
|-
| '''Air Forward Throw''' || - || - || - || - || 6000 || Throw || It's a throw, use it as a reversal.
| '''Air Forward Throw'''  
|| -  
|| -  
|| -  
|| -  
|| 6000  
|| Throw  
|| It's a throw, use it as a reversal.
|-
|-
| '''Air Back Throw''' || - || - || - || - || 6000 || Throw || It's a throw, use it as a reversal.
| '''Air Back Throw'''  
|| -  
|| -  
|| -  
|| -  
|| 6000  
|| Throw  
|| It's a throw, use it as a reversal.
|}
|}


===Special Moves===
===Special Moves===
{| class = wikitable style="text-align: center;"
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
! Move  
|| Startup  
|| Active  
|| Recovery  
|| Block Adv  
|| Damage <br> (Billions)  
|| Properties  
|| Notes
|-
|-
| [[File:Condor Wild Lasso.webm|thumb|'''<span style="color:#90EE90;">Wild Lasso</span>''' <br> [4]6X]]|| 17 || 16/19/21 || 26/28/36 || - || 4309 || - || Joe shoots a lasso out of his gun, standing in place until it goes all the way out and back. If it hits, it pulls the enemy down in front of Joe and he shoots them in the head. The <span style="color:#87CEEB;">L</span> version angles downwards, and can hit OTG to end combos, which is the only way you should really be using this move. Doesn't chip. '''''Usable on Giants'''''
| [[File:Condor Wild Lasso.webm|thumb|{{TvC-Colors|green|'''Wild Lasso'''}} <br> [4]6X]]  
|| 17  
|| 16/19/21  
|| 26/28/36  
|| -  
|| 4309  
|| -  
|| Joe shoots a lasso out of his gun, standing in place until it goes all the way out and back. If it hits, it pulls the enemy down in front of Joe and he shoots them in the head. The {{TvC-Colors|blue|L}} version angles downwards and can hit OTG to end combos. Doesn't chip. '''''Usable on Giants'''''
|-
|-
| [[File:Condor Savage.webm|thumb|'''<span style="color:#90EE90;">Savage Shot</span>''' <br> 623X]] || 18 || - || 15/18/28 || - || 2950/3850/4699 || Projectile || Joe angles his gun upwards and shoots 2/3/4 bullets into the air at an angle. Covers space very well, but is difficult to convert anything off of. Doesn't chip.
| [[File:Condor Savage.webm|thumb|{{TvC-Colors|green|'''Savage Shot'''}} <br> 623X]]  
|| 18  
|| -  
|| 15/18/28  
|| -  
|| 2950/3850/4699  
|| Projectile  
|| Joe angles his gun upwards and shoots 2/3/4 bullets into the air at an angle. Covers space very well, but is difficult to convert anything off of. Doesn't chip.
|-
|-
| [[File:Condor Savage Air.webm|thumb|'''<span style="color:#90EE90;">Savage Shot (air)</span>''' <br> j.623X]]|| 17/18/18 || - || 16/19/24 || - || 2950/3850/4699 || Projectile/OTG || Joe angles his gun downward and shoots several bullets down from the air. Covers a decent area and is difficult to approach against. This and the aerial shuriken feather form the core of Joe's zoning game.  It also leaves Joe at an advantage, allowing him to link off of it when juggling in the corner.  Hits OTG Doesn't chip.
| [[File:Condor Savage Air.webm|thumb|{{TvC-Colors|green|'''Savage Shot (air)'''}} <br> j.623X]]  
|| 17/18/18  
|| -  
|| 16/19/24  
|| -  
|| 2950/3850/4699  
|| Projectile/OTG  
|| Joe angles his gun downward and shoots several bullets down from the air. Covers a decent area and is difficult to approach against. Hits OTG. Doesn't chip.
|-
|-
| [[File:Condor Shuriken.webm|thumb|'''<span style="color:#90EE90;">Shuriken Feather</span>''' [X] -> Release]] || 16 || - || 23 || - || 1500/2200/2950 || Projectile || One of Joe's most unique and important specials, the 3 buttons do increasing numbers of hits (1/2/3). These can be cancelled out of his specials and leave joe very advantageous, but can be avoided completely by crouching. Doesn't chip.
| [[File:Condor Shuriken.webm|thumb|{{TvC-Colors|green|'''Shuriken Feather'''}} <br> [X] -> Release]]  
|| 16  
|| -  
|| 23  
|| -  
|| 1500/2200/2950  
|| Projectile  
|| One of Joe's most unique and important specials. The three buttons do increasing numbers of hits (1/2/3). These can be canceled out of his specials and leave Joe very advantageous, but can be avoided completely by crouching. Doesn't chip.
|-
|-
|[[File:Condor Shuriken Air.webm|thumb| '''<span style="color:#90EE90;">Shuriken Feather (air)</span>''' [X] -> j. Release]] || 17 || - || 18 || - || 1500/2200/2950 || Projectile || Once again a very important move for Joe. Not only are these good for zoning, but they leave Joe at an extreme advantage and are the cornerstone of all of his advanced juggle combos. Doesn't chip.
| [[File:Condor Shuriken Air.webm|thumb| {{TvC-Colors|green|'''Shuriken Feather (air)'''}} <br> [X] -> j. Release]]  
|| 17  
|| -  
|| 18  
|| -  
|| 1500/2200/2950  
|| Projectile  
|| Very important for Joe. Not only are these good for zoning, but they leave Joe at an extreme advantage and are the cornerstone of all his advanced juggle combos. Doesn't chip.
|-
|-
|[[File:Condor Battering Ram.webm|thumb| '''<span style="color:#90EE90;">Battering Ram</span>''' <br> 236X]] || 18/27/36 || - || 29/29/33 || - || 2800 || - || A strong, forward advancing kick to the chest. The light version comes out fastest (able to combo from <span style="color:#FF6347;">5C</span>) and gives a crumple which is only hittable for a short time. The medium version doesn't combo without baroque but gives a stagger. The heavy version starts up slowest, has armor, and gives a wall bounce.
| [[File:Condor Battering Ram.webm|thumb|{{TvC-Colors|green|'''Battering Ram'''}} <br> 236X]]  
|| 18/27/36  
|| -  
|| 29/29/33  
|| -  
|| 2800  
|| -  
|| A strong, forward advancing kick to the chest. The {{TvC-Colors|blue|L}} version comes out fastest and gives a crumple. The {{TvC-Colors|yellow|M}} version doesn't combo without baroque but gives a stagger. The {{TvC-Colors|red|H}} version starts up slowest, has armor, and gives a wall bounce.
|-
|-
|[[File:Condor Cactus.webm|thumb| '''<span style="color:#90EE90;">Cactus Bunker</span>''' <br> 214X]] <br>[[File:Joe counter.webm|thumb|The animation capcom doesn't want you to see]] || 5 || - || - || - || 2800 || - || Joe's counter, coolest looking move in the game. Short active time on this move, but can counter a variety of physical hits, and you can baroque to follow up afterwards. Even crazier, they added an entire post counter animation, but you'd never see it because the camera pans up, you can only see it in specific matchups under specific conditions, such as vs Roll
| [[File:Condor Cactus.webm|thumb|{{TvC-Colors|green|'''Cactus Bunker'''}} <br> 214X <br>[[File:Joe counter.webm|thumb|The animation capcom doesn't want you to see]]]]
 
|| 5  
 
|| -  
|| -  
|| -  
|| 2800  
|| -  
|| Joe's counter. Short active time, but can counter a variety of physical hits. You can baroque to follow up. Crazily, there’s a post-counter animation that you’d never see because the camera pans up. You can only see it under specific conditions.
|}
|}


===Super Moves===
===Super Moves===
{| class = wikitable style="text-align: center;"
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
! Move  
 
|| Startup  
|| Active  
|| Recovery  
|| Block Adv  
|| Damage <br> (Billions)  
|| Properties  
|| Notes
|-
|-
| [[File:Condor Magnum.webm|thumb|'''<span style="color:#90EE90;">Condor Magnum</span>''' <br> 236XX]]|| 12+1 || - || - || - || 12223 || - || Joe launches 2 sets of 3 shurikens forward. If the middle shuriken in the second salvo hits, it transitions to a cutscene where Joe teleports above the enemy's head for a huge punch. If it hits point blank there is an alternate animation where joe walks forward and punches them in the chest. '''''Useable on Giants'''''
| [[File:Condor Magnum.webm|thumb|{{TvC-Colors|green|'''Condor Magnum'''}} <br> 236XX]]  
 
|| 12+1  
|| -  
|| -  
|| -  
|| 12223  
|| -  
|| Joe launches 2 sets of 3 shurikens forward. If the middle shuriken in the second salvo hits, it transitions to a cutscene where Joe teleports above the enemy's head for a huge punch. If it hits point blank, there is an alternate animation where Joe walks forward and punches them in the chest. '''''Usable on Giants'''''
|-
|-
| [[File:Condor Magnum Air.webm|thumb|'''<span style="color:#90EE90;">Air Condor Magnum</span>''' <br> j.236XX]]|| 12+1 || - || - || - || 12223 || - || Air version of the <span style="color:#90EE90;">Condor Magnum</span>. Joe throws the projectiles at an angle downward, and is able to move and act in the air after it ends regardless of whether it hits or not. '''''Useable on Giants'''''
| [[File:Condor Magnum Air.webm|thumb|{{TvC-Colors|green|'''Air Condor Magnum'''}} <br> j.236XX]]  
*This version of the super also can cause a dead body glitch. After the second set of shuriken hit right before he disappears, DHC on the first available frame and Joe will continue his full animation regardless of whatever your point character does. Tag out and Joe is now invisible and almost fully invincible. '''Of course you don't need me to tell you this is banned'''
|| 12+1  
|| -  
|| -  
|| -  
|| 12223  
|| -  
|| Air version of {{TvC-Colors|green|Condor Magnum}}. Joe throws the projectiles at a downward angle, and he can move and act in the air after it ends, whether it hits or not. '''''Usable on Giants'''''.
* Causes a dead body glitch if you DHC right before he disappears, rendering Joe invisible and almost invincible. This glitch is banned.
|-
|-
| '''<span style="color:#90EE90;">Bird Missile Strike</span>''' <br> 623XX <br>[[File:Condor Bird Missle.webm|thumb|Activation]] <br>[[File:Condor Bird Missle Fall.webm|thumb| Fall]]|| 32+39 || - || - || - || ~10790 (+15000) || - || Cursed super.  The startup is extremely long, after which the God Phoenix appears and fires across the ground, then launching a missile up into the air.  The initial bullets don't do much damage and hit awkwardly, then after a long delay the missile comes down, exploding the entire ground and doing damage to friends and foes alike. Only useful for swag combos using team hyper combos and specific partners. '''''Useable on Giants'''''
| [[File:Condor Bird Missle.webm|thumb|{{TvC-Colors|green|'''Bird Missile Strike'''}} <br> 623XX]]  
|| 32+39  
|| -  
|| -  
|| -  
|| ~10790 (+15000)  
|| -  
|| The God Phoenix appears, firing bullets across the ground, then launching a missile that explodes after a delay. Hits both friends and foes. Only useful for swag combos and specific partners. '''''Usable on Giants'''''
|-
|-
| [[File:Condor Tatsu.webm|thumb|'''<span style="color:#90EE90;">Kagaku Ninpo: Tatsumaki Fighter</span>''' <br> 214XX]]|| 1+12 || 5 || 46 || - || 22852 || - || Invulnerable on startup, this super can be used to bait bursts. '''''Useable on Giants'''''
| [[File:Condor Tatsu.webm|thumb|{{TvC-Colors|green|'''Kagaku Ninpo: Tatsumaki Fighter'''}} <br> 63214XX]]  
|| 1+12  
|| 5  
|| 46  
|| -  
|| 22852  
|| -  
|| Invulnerable on startup. Useful for baiting bursts. '''''Usable on Giants'''''
|-
|-
| '''<span style="color:#90EE90;">Kagaku Ninpo: Tatsumaki Fighter (air)</span>''' <br> j.214A+B || 3+9 || 5 || 19 || - || 22852 || - || Invulnerable on startup, but the faster startup actually means it's harder to bait bursts with this than the grounded version, it will usually whiff. Even though the enemy falls through the air, it is impossible to hit them on the way down.  You can hit them OTG once they land on the ground however. '''''Useable on Giants'''''
| {{TvC-Colors|green|'''Kagaku Ninpo: Tatsumaki Fighter (air)'''}} <br> j.63214XX
|| 3+9  
|| 5  
|| 19  
|| -  
|| 22852  
|| -  
|| Invulnerable on startup, but harder to bait bursts than the grounded version. You can hit the opponent OTG once they land. '''''Usable on Giants'''''
|}
|}


==Combos==
==Combos==
Joe's standard midscreen bnb:   
Joe's standard midscreen BNB:   
<span style="color:#87CEEB;">5A</span>(hold),<span style="color:#FFD700;">5B</span>,<span style="color:#FF6347;">5C</span>,<span style="color:#FF6347;">3C</span>(hold),<span style="color:#FFD700;">j.B</span>,<span style="color:#FFD700;">j.B</span>,release <span style="color:#87CEEB;">A</span> and immediately hold again, 66, <span style="color:#FFD700;">j.B</span>, dj.<span style="color:#FFD700;">B</span>, release <span style="color:#FF6347;">C</span>, 66, <span style="color:#FFD700;">j.B</span>, release <span style="color:#87CEEB;">A</span>, 623<span style="color:#87CEEB;">A</span>, 236A+B
{{TvC-Colors|blue|5A}} (hold), {{TvC-Colors|yellow|5B}}, {{TvC-Colors|red|5C}}, {{TvC-Colors|red|3C}} (hold), {{TvC-Colors|yellow|j.B}}, {{TvC-Colors|yellow|j.B}}, release {{TvC-Colors|blue|A}} and immediately hold again, 66, {{TvC-Colors|yellow|j.B}}, dj. {{TvC-Colors|yellow|j.B}}, release {{TvC-Colors|red|C}}, 66, {{TvC-Colors|yellow|j.B}}, release {{TvC-Colors|blue|A}}, 623{{TvC-Colors|blue|A}}, 236A+B.


==Advanced Strategy==
==Advanced Strategy==

Revision as of 20:24, 11 September 2024

Introduction

Joe the Condor (コンドールのジョー) is G2, second in command of the Science Ninja Team Gatchaman. He is more violent and impulsive than Ken the Eagle, his superior, and it shows in his moves, as he routinely makes wild punches and shoots people.

Joe lacks any real mixups, has an awkward couple of level 1 supers, and even with some fairly technical combo extensions his combo damage is pretty average, so overall he is not considered a high-tier character. However, he has strong block string pressure and some zoning tools that can make him difficult to pin down and deal with in the neutral.

Gameplay

Strengths Weaknesses
  • 5A is an incredible pressure tool
  • Can basically live in the air and fight off anyone trying to meet him there
  • Decent unblockables
  • Air mixups
  • Damaging and stylish combos
  • Bird Missiles
  • Literally cannot chip
  • No real overheads besides air attacks
  • His non-level 3 supers are just okay
  • Assist is purely anti-air, has some small combo extensions but serves its purpose.
TVC Joe the Condor Art.png

Moves List

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
7 2 9 - 920 Low A fast shin kick. This is rapid cancellable, has abnormally low recovery, a deceptively large hitbox, and also hits low, making dash jab strings using this move a cornerstone of Joe's offense.
6 2 10 - 720 Low A crouching kick. This hits low and is 1f faster than the 5A, but is outclassed in almost every other way by 5A, so you don't see it as often.
10 2 19 - 1480 - A gut punch. Joe leans forward and punches. Good for combo filler and can be useful for stabilizing some juggle situations.
10 3 14 - 1365 - A 2-hit crouching attack where he spins some kind of weapon upwards. Not particularly good.
15 2 20 - 2500 - A wild haymaker. Joe steps forward a lot. Important combo filler. The forward movement also means you end up directly next to the opponent, allowing for some guessing games (cancel into 236 kicks, throw, reset pressure into 5A, 2C).
21 - 21 - 2000 - Instead of a sweep, Joe jumps back and shoots a projectile at a downwards angle. Can't be comboed into but can be baroqued and followed up with a dash 5A for a full combo, making it a decent bait/frame trap. Also hits OTG.
13 4 20 - 2820 Launcher A fairly standard launcher with an upward palm strike. Has a good hitbox and fast startup.
5 9 23 - 740 Overhead A knee strike that angles downward. The hitbox is small but has fast startup, giving it high priority. Somewhat useful for IAD pressure since it cancels into itself.
7 4 30 - 1360 Overhead Upward-angled jump kick, looks similar to Ken the Eagle's j.B but feels different due to Joe's faster jump arc. His most important combo filler normal.
14 3 21 - 2700 Overhead Joe flips and does a double axe-handle punch. Hits downward, making it his most common move for IAD pressure. Also has a hitbox behind him towards the end, so it can be used to cross up.

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR starter 14 3 - - 3200 - Same animation as j.C.
Crossover Counter 27 4 21 - 2400 - Same animation as 3C. You can pick up off of it with 5B into most of his BNBs.
Assist
(Savage Shot)
42 - - - 3850 Projectile Joe has a fairly unique assist, shooting his gun upward at an angle several times. It whiffs against most grounded opponents, making it less useful for pressure. However, it controls a large area of the screen in the air for a long duration, useful for specific combo extensions.
Forward Throw - - - - 5200 Throw It's a throw, use it as a reversal.
Back Throw - - - - 5200 Throw It's a throw, use it as a reversal.
Air Forward Throw - - - - 6000 Throw It's a throw, use it as a reversal.
Air Back Throw - - - - 6000 Throw It's a throw, use it as a reversal.

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
17 16/19/21 26/28/36 - 4309 - Joe shoots a lasso out of his gun, standing in place until it goes all the way out and back. If it hits, it pulls the enemy down in front of Joe and he shoots them in the head. The L version angles downwards and can hit OTG to end combos. Doesn't chip. Usable on Giants
18 - 15/18/28 - 2950/3850/4699 Projectile Joe angles his gun upwards and shoots 2/3/4 bullets into the air at an angle. Covers space very well, but is difficult to convert anything off of. Doesn't chip.
17/18/18 - 16/19/24 - 2950/3850/4699 Projectile/OTG Joe angles his gun downward and shoots several bullets down from the air. Covers a decent area and is difficult to approach against. Hits OTG. Doesn't chip.
16 - 23 - 1500/2200/2950 Projectile One of Joe's most unique and important specials. The three buttons do increasing numbers of hits (1/2/3). These can be canceled out of his specials and leave Joe very advantageous, but can be avoided completely by crouching. Doesn't chip.
Shuriken Feather (air)
[X] -> j. Release
17 - 18 - 1500/2200/2950 Projectile Very important for Joe. Not only are these good for zoning, but they leave Joe at an extreme advantage and are the cornerstone of all his advanced juggle combos. Doesn't chip.
18/27/36 - 29/29/33 - 2800 - A strong, forward advancing kick to the chest. The L version comes out fastest and gives a crumple. The M version doesn't combo without baroque but gives a stagger. The H version starts up slowest, has armor, and gives a wall bounce.
5 - - - 2800 - Joe's counter. Short active time, but can counter a variety of physical hits. You can baroque to follow up. Crazily, there’s a post-counter animation that you’d never see because the camera pans up. You can only see it under specific conditions.

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
12+1 - - - 12223 - Joe launches 2 sets of 3 shurikens forward. If the middle shuriken in the second salvo hits, it transitions to a cutscene where Joe teleports above the enemy's head for a huge punch. If it hits point blank, there is an alternate animation where Joe walks forward and punches them in the chest. Usable on Giants
12+1 - - - 12223 - Air version of Condor Magnum. Joe throws the projectiles at a downward angle, and he can move and act in the air after it ends, whether it hits or not. Usable on Giants.
  • Causes a dead body glitch if you DHC right before he disappears, rendering Joe invisible and almost invincible. This glitch is banned.
32+39 - - - ~10790 (+15000) - The God Phoenix appears, firing bullets across the ground, then launching a missile that explodes after a delay. Hits both friends and foes. Only useful for swag combos and specific partners. Usable on Giants
Kagaku Ninpo: Tatsumaki Fighter
63214XX
1+12 5 46 - 22852 - Invulnerable on startup. Useful for baiting bursts. Usable on Giants
Kagaku Ninpo: Tatsumaki Fighter (air)
j.63214XX
3+9 5 19 - 22852 - Invulnerable on startup, but harder to bait bursts than the grounded version. You can hit the opponent OTG once they land. Usable on Giants

Combos

Joe's standard midscreen BNB: 5A (hold), 5B, 5C, 3C (hold), j.B, j.B, release A and immediately hold again, 66, j.B, dj. j.B, release C, 66, j.B, release A, 623A, 236A+B.

Advanced Strategy

Match-Ups

Game Navigation

General

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