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

From SuperCombo Wiki
No edit summary
 
(33 intermediate revisions by 5 users not shown)
Line 1: Line 1:
=Introduction=
{{TVC Character Intro|char=Joe the Condor|content=
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.
 
==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==
{{Content Box|content=
 
{{ProConTable
|pros=
* {{TvC-Colors|blue|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
 
|cons=
* 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.
}}
}}
}}


=Moves List=
=Moves List=
==Normal Moves==
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes


|-
{{TvCOverviewHeader
| '''5A''' || 7 || 2 || 9 || - || 920 || - || 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.
|header=Normal Moves
|-
|move=[[File:Condor 5A.webm|thumb|{{TvCInput|A}}]]
| '''2A''' || 6 || 2 || 10 || - || 720 || Low || A crouching kick. This hits low and is 1f faster startup than the 5A, but is outclassed in almost every other way by the 5A, so you don't see it as often.
|startup=7
|-
|active=2
| '''5B''' || 10 || 2 || 19 || - || 1440 || - || Combo filler
|recovery=9
|-
|blockadv=-  
| '''2B''' || 9 || 3 || 23 || - || 1360 || Low || Ryu standard cr.mk, can be good for poking, also makes it easy to convert combos at difficult ranges.
|damage=920  
|-
|properties=Low
| '''6B''' || 21 || 1(3)2 || 27 || - || 2184 || Overhead || 2 hit overhead, special cancellable on both hits. Combos into light donkey kick for a conversion, along with other specials.
|notes=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.
|-
}}
| '''5C''' || 15 || 2 || 18 || - || 2480 || - || A strong hook. Too slow to be much good outside of combos, but it's got an lot of excess hit stun on juggle, making it possible to link 5C > 2A for some advanced combo loops in the corner.
 
|-
{{TvCOverview
| '''2C''' || 12 || 2 || 29 || - || 2400 || Low || Ryu's sweep.  Hits low, knocks down, can cancel into 6C.
|move=[[File:Condor 2A.webm|thumb|{{TvCInput|2A}}]]
|-
|startup=6  
| '''6C''' || 16 || 3 || 26 || - || 2160 || - || Special cancellable, this will combo into any of Ryu's specials after cancelling out of 2C, making it important in his combos.
|active=2  
|-
|recovery=10  
| '''3C''' || 9 || 6 || 29 || - || 2400 || Launcher || Ryu's launcher, both this and his air combos are awkward, so you might not use it much.
|blockadv=-  
|-
|damage=720  
| '''j.A''' || 5 || 9 || - || - || 960 || Overhead || Ryu's j.LK, a knee 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.
|properties=Low  
|-
|notes=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.
| '''j.B''' || 9 || 1(2)5 || - || - || 2028 || Overhead || Hits twice, so it can be used to mix up, but it's mostly his best juggling too.
}}
|-
 
| '''j.C''' || 11 || 9 || - || - || 2560 || Overhead || Ryu's classic j.HK.  It has extremely high priority once it's out, making ryu's IAD game a very potent threat.  Also knocks down, and can be used for setting up forced back roll situations.
{{TvCOverview
|}
|move=[[File:Condor 5B.webm|thumb|{{TvCInput|B}}]]
*5a - Joe sticks his foot out and does a quick shin kick. This move hits low, and can be canceled into itself.
|startup=10
*5b - Joe leans forwards with a gut punch. Joe moves forwards during this move, but will move back if not canceled into something else.  Useful for juggling your opponent after either 41236c or a counter.
|active=2
*5c - Joe moves forwards a long ways with a wild overhead punch. (It doesn't actually hit overhead, that's just how it looks.)  Has decent range, but is basically just filler for magic strings. The way it moves you forwards, however, can keep you in range for a somewhat iffy tick throw attempt on block if your opponent is expecting a continued string
|recovery=19
*2a - Joe crouches down and sticks his foot out in front of him for a low kick. Looks like it has good range, but is actually about the same as 5a. It does less damage than 5a, but it comes out faster, and Joe has a significantly smaller hitbox, meaning this move will beat out more moves than the 5a.
|blockadv=-
*2b - Joe pulls out some kind of weapon and whips it around in a circular manner in front of him up to above his head. Hits twice.  Stay away from this move.  It doesn't serve a purpose that other moves can't do better, and if you put it in a combo, it will scale the combo to do slightly less damage almost every time.
|damage=1480
*2c - a very strange move. One of the few 2c's in the game that doesn't knock down, Joe slowly jumps backwards in a strange crouching position and shoots his gun.  The bullet can go almost full screen and hits OTG.  You can use it to follow up after a knockdown or a lvl3 super in the corner.  It can not be special or super canceled, but can be baroque canceled and is very tricky in block strings. It comes out at a good speed to give opponents time to think they have an opening and then get hit and comboed when you baroque and dash up at them.
|properties=-  
*3c - A fairly straightforward launcher, Joe leans forwards, crouches down a little bit. and does an upward palm strike. Decent but not spectacular as an anti-air.
|notes=A gut punch. Joe leans forward and punches. Good for combo filler and can be useful for stabilizing some juggle situations.
}}
 
{{TvCOverview
|move=[[File:Condor 2B.webm|thumb|{{TvCInput|2B}}]]
|startup=10
|active=3
|recovery=14
|blockadv=-  
|damage=1365
|properties=-
|notes=A 2-hit crouching attack where he spins some kind of weapon upwards. Not particularly good.
}}
 
{{TvCOverview
|move=[[File:Condor 5C.webm|thumb|{{TvCInput|C}}]]
|startup=15
|active=2
|recovery=20
|blockadv=-
|damage=2500
|properties=-  
|notes=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}}).
}}
 
{{TvCOverview
|move=[[File:Condor 2C.webm|thumb|{{TvCInput|2C}}]]
|startup=21
|active=-
|recovery=21
|blockadv=-
|damage=2000
|properties=-
|notes=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.
}}
 
{{TvCOverview
|move=[[File:Condor 3C.webm|thumb|{{TvCInput|3C}}]]
|startup=13
|active=4
|recovery=20
|blockadv=-  
|damage=2820
|properties=Launcher
|notes=A fairly standard launcher with an upward palm strike. Has a good hitbox and fast startup.
}}
 
{{TvCOverview
|move=[[File:Condor jA.webm|thumb|{{TvCInput|ja}}]]
|startup=5
|active=9
|recovery=23
|blockadv=-
|damage=740
|properties=Overhead  
|notes=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.
}}
 
{{TvCOverview
|move=[[File:Condor jB.webm|thumb|{{TvCInput|jb}}]]
|startup=7
|active=4
|recovery=30
|blockadv=-
|damage=1360
|properties=Overhead
|notes=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.
}}
 
{{TvCOverview
|move=[[File:Condor jC.webm|thumb|{{TvCInput|jc}}]]
|startup=14
|active=3
|recovery=21
|blockadv=-
|damage=2700
|properties=Overhead
|notes=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.
}}
 
{{TvCOverviewHeader
|header=Universal Mechanics
|move='''VAR starter'''
|startup=14
|active=3
|recovery=-
|blockadv=-
|damage=3200
|properties=-
|notes=Same animation as {{TvC-Colors|red|j.C}}.
}}
 
{{TvCOverview
|move='''Crossover Counter'''
|startup=27
|active=4
|recovery=21
|blockadv=-  
|damage=2400
|properties=-
|notes=Same animation as {{TvC-Colors|red|3C}}. You can pick up off of it with {{TvC-Colors|yellow|5B}} into most of his BNBs.
}}
 
{{TvCOverview
|move='''Assist <br> (Savage Shot)'''
|startup=42
|active=-
|recovery=-
|blockadv=-
|damage=3850
|properties=Projectile
|notes=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.
}}
 
{{TvCOverview
|move='''Forward Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5200
|properties=Throw
|notes=It's a throw, use it as a reversal.
}}
 
{{TvCOverview
|move='''Back Throw'''
|startup=-  
|active=-
|recovery=-
|blockadv=-
|damage=5200
|properties=Throw
|notes=It's a throw, use it as a reversal.
}}
 
{{TvCOverview
|move='''Air Forward Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=6000
|properties=Throw
|notes=It's a throw, use it as a reversal.
}}
 
{{TvCOverview
|move='''Air Back Throw'''
|startup=-  
|active=-
|recovery=-
|blockadv=-
|damage=6000
|properties=Throw
|notes=It's a throw, use it as a reversal.
}}
 
{{TvCOverviewHeader
|header=Special Moves
|move=[[File:Condor Wild Lasso.webm|thumb|{{TvC-Colors|green|'''Wild Lasso'''}} <br> {{TvCInput|46x}}]]
|startup=17
|active=16/19/21
|recovery=26/28/36
|blockadv=-
|damage=4309
|properties= Animation/armor break <br> [4]6{{TvC-Colors|blue|A}} OTG
|notes=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'''''
}}
 
{{TvCOverview
|move=[[File:Condor Savage.webm|thumb|{{TvC-Colors|green|'''Savage Shot'''}} <br> {{TvCInput|623X}}]]
|startup=18
|active=-
|recovery=15/18/28
|blockadv=-  
|damage=2950/3850/4699
|properties=Projectile
|notes=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.
}}
 
{{TvCOverview
|move=[[File:Condor Savage Air.webm|thumb|{{TvC-Colors|green|'''Savage Shot (air)'''}} <br> j.{{TvCInput|623X}}]]
|startup=17/18/18
|active=-
|recovery=16/19/24
|blockadv=-
|damage=2950/3850/4699
|properties=Projectile/OTG
|notes=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.
}}
 
{{TvCOverview
|move=[[File:Condor Shuriken.webm|thumb|{{TvC-Colors|green|'''Shuriken Feather'''}} <br> {{TvCInput|holdX}}-> {{TvCInput|ReleaseX}}]]
|startup=16
|active=-  
|recovery=23
|blockadv=-  
|damage=1500/2200/2950
|properties=Projectile
|notes=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.
}}
 
{{TvCOverview
|move=[[File:Condor Shuriken Air.webm|thumb| {{TvC-Colors|green|'''Shuriken Feather (air)'''}} <br> {{TvCInput|holdX}}-> J.{{TvCInput|ReleaseX}}]]
|startup=17
|active=-
|recovery=18
|blockadv=-  
|damage=1500/2200/2950
|properties=Projectile
|notes=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.
}}
 
{{TvCOverview
|move=[[File:Condor Battering Ram.webm|thumb|{{TvC-Colors|green|'''Battering Ram'''}} <br> {{TvCInput|236x}}]]
|startup=18/27/36
|active=-
|recovery=29/29/33
|blockadv=-
|damage=2800
|properties=-
|notes=A strong, forward advancing kick to the chest. <br> * The {{TvC-Colors|blue|L}} version comes out fastest and gives a crumple. <br> * The {{TvC-Colors|yellow|M}} version doesn't combo without baroque but gives a stagger. <br> * The {{TvC-Colors|red|H}} version starts up slowest, has armor, and gives a wall bounce.
}}
 
{{TvCOverview
|move=[[File:Condor Cactus.webm|thumb|{{TvC-Colors|green|'''Cactus Bunker'''}} <br> {{TvCInput|214x}}<br>[[File:Joe counter.webm|thumb|The animation capcom doesn't want you to see]]]]
|startup=5
|active=-
|recovery=-
|blockadv=-
|damage=2800
|properties=-
|notes=Joe's counter. Short active time, but can counter a variety of physical hits including Yatterman-1's kendama. Follow up with {{TvC-Colors|blue|A Wild Lasso}}. Strangely enough, there’s a post-counter animation that you’d never see because the camera pans up. You can only see it under specific conditions.
}}
 
 
{{TvCOverviewHeader
|header=Super Moves
|move=[[File:Condor Magnum.webm|thumb|{{TvC-Colors|green|'''Condor Magnum'''}} <br> {{TvCInput|236xx}}]]
|startup=12+1
|active=-
|recovery=-
|blockadv=-  
|damage=12223
|properties= Animation/armor break (second half only)
|notes=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'''''
}}
 
{{TvCOverview
|move=[[File:Condor Magnum Air.webm|thumb|{{TvC-Colors|green|'''Air Condor Magnum'''}} <br> j.{{TvCInput|236xx}}]]
|startup=12+1
|active=-
|recovery=-
|blockadv=-
|damage=12223
|properties= Animation/armor break (second half only)
|notes=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.
}}


==Special Moves==
{{TvCOverview
*Wild Lasso-Charge 4 for a few seconds, then press 6A/B/C-Joe the Condor takes out his rope gun and slams the enemy down. He then takes out another gun and shoots the enemy in the back of their head. All three versions do the same amount of hits (5 hits) and has the same damage output (does around 4,300 Billion Damage). However, each version has its own trajectory. A version will shoot in a 45 degree declining angle, B version will shoot straight across the screen, and C version will shoot at a 45 degree inclining angle. The nice thing about Wild Lasso is after a knock down, you can combo into A/B (though B version is a little tricky and looks odd) version of Wild Lasso for more hits and damage (in this instance, this would be considered an off-the-ground (OTG) special move). You can also ground combo with A/B versions of Wild Lasso. C version of Wild Lasso can work as an anti-air, but the recovery on all versions of this move make it extremely risky to be thrown out.  It's very easy to punish on block.
|move=[[File:Condor Bird Missle.webm|thumb|{{TvC-Colors|green|'''Bird Missile Strike'''}} <br> {{TvCInput|623xx}}]]
*Savage Shot-623A/B/C (this move can also be done in the air)-Joe the Condor takes out his gun and shoots with it. Each version (both ground and air) has its own number of hits and damage output. All ground versions shoot at a 45 degree inclining angle: A version shoots 3 times and does around 3.,300 Billion Damage, B version shoots 4 times and does around 4,300 Billion Damage, and C version shoots 5 times and does around 5,300 Billion Damage. All air versions shoot at 45 degree declining angle: A version shoots 3 times and does around 2,900 Billion Damage, B version shoots 4 times and does around 3,850 Billion Damage, and C version shoots 5 times and does around 4,700 Billion Damage. In the corner, it is possible (with the right Assist) to go into a mini-loop with Joe the Condor's normal jumping Savage Shot loops (for instance, Kanji No Souki's Assist->Joe the Condor jumps, j.BB->B version Savage Shot->falling j.B->A version Savage Shot) repeat three or four times). This move is also great to use during an air combo, because it gives you enough frame advantage to hit a j.b in the corner and continue your combo. Note that the grounded version of this move will always whiff on standing opponents, no longer what range you are at.
|startup=32+39
*Shuriken Feathers-Press and hold A/B/C, then release A/B/C when desired (this move can also be done in the air)-Joe the Condor throws feathers at his enemy. Each version has its own number of hits and damage output. A version does 1 hit and does around 1,500 Billion Damage, B version does 2 hits and does around 2,250 Billion Damage, and C version does 3 hits and does around 3,000 Billion Damage. These are great to use to surprise your enemy with this attack (since you simply hold a button down until you are ready to release it). You can also use these in both ground and air combos. You can create a long loop air combos if by using Shuriken Feathers, since they give you significant frame advantage, enough to dash in and then attack.  They're also very unique in that you can use them to cancel other special moves, however, they will whiff on crouching opponents.
|active=-  
*Cactus Bunker-63214A/B/C-A counter special move. Joe the Condor turns his back on his enemy. If the enemy hits his back, the screen goes red, Joe turns black, and shoots the enemy with a large bullet (causing the enemy to go into a juggling state). You can juggle after this move, but it requires a baroque if the opponent is not extremely deep. This is great to use against offensive opponents (especially fighting against giants: Gold Lightan or PTX-40A)! Keep in mind that juggling off of this move will immediately scale the damage on your combo by 50%.
|recovery=-  
*Battering Ram-236A/B/C-Joe the Condor does a powerful kick. All three versions do 1 hit and has the same damage output (does around 2,800 Billion Damage). Each version has its own properties. A version will cause the enemy to go into a brief crumple stun, B version will make the enemy go into a stun state in which an attack will pop them up, and the C version will cause the enemy to bounce off the wall (or known as "wall bounce"). A version can naturally combo off of a 5c, but doesn't leave enough time to combo afterward naturally, however, it's fairly easy to combo by using a baroque or an assist (even an assist with very short hitstun such as ken the eagle will work if you time it correctly). B version, on the other hand, is too slow to combo off of a standing C without a baroque or assist, but leaves enough time to combo afterwards naturally.  Since this is one of the few moves that joe has that is capable of putting an opponent into a juggle state low to the ground, it is useful for setting up some more advanced combos. C version is very slow, and impossible to combo into without an assist with a long stun period, however, it has super armor, and as such can be used to go through and punish fireballs or other slow moves.
|blockadv=-  
|damage=~10790 (+15000)  
|properties=-  
|notes=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'''''
}}


==Super Moves==
{{TvCOverview
*Condor Magnum-236+Any two attack buttons (this super can also be done in the air)-Joe the Condor throws two sets of Shuriken Feathers, If the middle shuriken on the second set hits, it triggers a cutscene in which Joe punches the opponent so hard an explosion shoots out of their back. Both ground and air version do 9 hits (ground shooting the Shuriken Feathers straight across the screen; while in the air, shooting the feathers at a 45 degree declining angle) and the damage outputs are the same (does around 12.200 Billion Damage). This is a great way to end both ground and air combos with. If you miss the super, in the air Joe the Condor will simply teleport back to the ground and is pretty safe, but in the grounded version, he will do a little taunt-like animation and is open to attack. DHCing out of this attack on the same frame the triggering shuriken feather hits can cause a glitch that can make joe remain on the screen when he should tag out, or become invisible.
|move=[[File:Condor Tatsu.webm|thumb|{{TvC-Colors|green|'''Kagaku Ninpo: Tatsumaki Fighter'''}} <br> {{TvCInput|63214xx}}]]
*Bird Missile Strike-623+Any two attack buttons-Joe the Condor summons his ship. The ship shoots bullets along the ground while it shoots a missile in the air. 10 seconds later, the missile hits the ground, causing a large explosion. While the bullets varies on number of hits and damage output (due to where Joe the Condor and the enemy are on the screen), the missile, for 1 hit, does around 15,000 Billion Damage. If you are able to create a set-up where the missile hits, you can continue to ground or air combo your enemy. Be careful, if you do not jump out of the explosion (or block the explosion), you will take damage as well.  All parts of this super hit OTG, but it is very difficult to make useful.
|startup=1+12
*Science Ninpo: Tornado Fighter (Level 3 Super)-63214+Any two attack buttons (this super can also be done in the air)-Joe the Condor kicks the enemy in the air, and summons either Ken the Eagle or Jun the Swan (if she is your partner) to join him in a spinning bird dance (so powerful, in fact, they create a large tornado). This super does 33 hits, and does around 23,000 Billion Damage. This super is great to end your ground or air combos with. You can even connect A/B version of Ground Lasso to add more damage in the corner.
|active=5
|recovery=46/(air) 19
|blockadv=-  
|damage=22852
|properties=-  
|notes=Invulnerable on startup. Useful for baiting bursts. <br> '''Useable in air''' <br> '''''Usable on Giants'''''
}}


=As An Assist=
==Combos==
Joe the Condor jumps out and does his B version of Savage Shot. While his Assist is not great to combo with, it is good enough to use as an anti-air.
Joe's standard midscreen BNB: 
{{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.


=The Basics=
=The Basics=
*Whie Joe can do decently well enough playing keepaway with his guns, his real strength comes in his high damage combos and tricky block strings.  Most of his normal moves keep him moving forwards, and moves such as his confusing 2c, his counter attack, and his ability to cancel specials with shurikens can make it very difficult to figure out when you have an opening to attack him.
*You'll want to omit 2b in his combo strings, since it scales damage poorly.  The normal magic string you'll want to be using is just 2a,5b,5c.
*Learning how to combo effectively in the air with the shurikens is key to unlocking Joe's damage potential. A good combo off of a standing launch would be something like:
*2a(hold),5b,5c,3c(hold),(jump cancel),j.b,j.b,release a and immediately hold again,66,j.b,(jump cancel),j.b,release c,66,j.b,release a,623a,236ab
*an easier, and one that also works off of an aerial launch, such as the wallbounce 41236c, would be:
*3c(hold),(jump cancel),j.a,j.b,j.b,623b,release c,623b,236ab


=Advanced Strategy=
=Advanced Strategy=


=Match-Ups=
=Match-Ups=
{{TvCComboHeader
|header=Notable Players
}}
{{TvC-Players
| name = DoctorScience
| point = Joe the Condor
| anchor = Roll
| pointportrait = TvC_Joe_Face.png
| anchorportrait = TvC_Roll_Face.png
| social = [https://www.twitch.tv/doctorsc1ence Twitch]
}}
{{TvC-Players
| name = Muggshotter
| point = Karas
| anchor = Joe the Condor
| pointportrait = TvC_Karas_Face.png
| anchorportrait = TvC_Joe_Face.png
| social = [https://www.youtube.com/user/Muggshotter Youtube]
}}
{{TvC-Players
| name = BlingBloing
| point = Casshan
| anchor = Joe the Condor
| pointportrait = TvC_Casshan_Face.png
| anchorportrait = TvC_Joe_Face.png
| social = [https://www.youtube.com/@blingading4324 youtube]
}}


{{Navbox-TVC}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Latest revision as of 16:52, 18 March 2025

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

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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
10 3 14 - 1365 - A 2-hit crouching attack where he spins some kind of weapon upwards. Not particularly good.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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).
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
13 4 20 - 2820 Launcher A fairly standard launcher with an upward palm strike. Has a good hitbox and fast startup.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR starter 14 3 - - 3200 - Same animation as j.C.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Crossover Counter 27 4 21 - 2400 - Same animation as 3C. You can pick up off of it with 5B into most of his BNBs.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Forward Throw - - - - 5200 Throw It's a throw, use it as a reversal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Back Throw - - - - 5200 Throw It's a throw, use it as a reversal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Forward Throw - - - - 6000 Throw It's a throw, use it as a reversal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Back Throw - - - - 6000 Throw It's a throw, use it as a reversal.


Special Moves

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
17 16/19/21 26/28/36 - 4309 Animation/armor break
[4]6A OTG
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
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5 - - - 2800 - Joe's counter. Short active time, but can counter a variety of physical hits including Yatterman-1's kendama. Follow up with A Wild Lasso. Strangely enough, 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

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
12+1 - - - 12223 Animation/armor break (second half only) 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
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
12+1 - - - 12223 Animation/armor break (second half only) 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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Kagaku Ninpo: Tatsumaki Fighter
TVC-63214.png TVC-AT.pngTVC-AT.png
1+12 5 46/(air) 19 - 22852 - Invulnerable on startup. Useful for baiting bursts.
Useable in air
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.

The Basics

Advanced Strategy

Match-Ups

Notable Players

Notable Players

Player Name Point Character Anchor Character Social Media
DoctorScience
TvC Joe Face.png

Joe the Condor
TvC Roll Face.png

Roll
Twitch
Player Name Point Character Anchor Character Social Media
Muggshotter
TvC Karas Face.png

Karas
TvC Joe Face.png

Joe the Condor
Youtube
Player Name Point Character Anchor Character Social Media
BlingBloing
TvC Casshan Face.png

Casshan
TvC Joe Face.png

Joe the Condor
youtube

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants