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 | 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 | 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== | ||
Line 10: | Line 11: | ||
{{ProConTable | {{ProConTable | ||
|pros= | |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 | * 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 | * 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. | ||
}} | }} | ||
}} | }} | ||
Line 30: | Line 30: | ||
===Normal Moves=== | ===Normal Moves=== | ||
{| class = wikitable style="text-align: center;" | {| class = wikitable style="text-align: center;" | ||
! Move | ! Move | ||
|| Startup | |||
|| Active | |||
|| Recovery | |||
|| Block Adv | |||
|| Damage <br> (Billions) | |||
|| Properties | |||
|| Notes | |||
|- | |- | ||
| [[File:Condor 5A.webm|thumb| ''' | | [[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|''' | | [[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| ''' | | [[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| ''' | | [[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| ''' | | [[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|''' | | [[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|''' | | [[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|''' | | [[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|''' | | [[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|''' | | [[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 | ! Move | ||
|| Startup | |||
|| Active | |||
|| Recovery | |||
|| Block Adv | |||
|| Damage <br> (Billions) | |||
|| Properties | |||
|| Notes | |||
|- | |- | ||
| '''VAR starter''' || 14 || 3 || - || - || 3200 || - || Same animation as | | '''VAR starter''' | ||
|| 14 | |||
|| 3 | |||
|| - | |||
|| - | |||
|| 3200 | |||
|| - | |||
|| Same animation as {{TvC-Colors|red|j.C}}. | |||
|- | |- | ||
| '''Crossover Counter''' || 27 || 4 || 21 || - || 2400 || - || Same animation as | | '''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. | | '''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 | ! Move | ||
|| Startup | |||
|| Active | |||
|| Recovery | |||
|| Block Adv | |||
|| Damage <br> (Billions) | |||
|| Properties | |||
|| Notes | |||
|- | |- | ||
| [[File:Condor Wild Lasso.webm|thumb|''' | | [[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|''' | | [[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|''' | | [[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|''' | | [[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| ''' | | [[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| ''' | | [[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| ''' | | [[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 | ! Move | ||
|| Startup | |||
|| Active | |||
|| Recovery | |||
|| Block Adv | |||
|| Damage <br> (Billions) | |||
|| Properties | |||
|| Notes | |||
|- | |- | ||
| [[File:Condor Magnum.webm|thumb|''' | | [[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|''' | | [[File:Condor Magnum Air.webm|thumb|{{TvC-Colors|green|'''Air Condor Magnum'''}} <br> j.236XX]] | ||
* | || 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. | |||
|- | |- | ||
| | | [[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|''' | | [[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''''' | |||
|- | |- | ||
| ''' | | {{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 | 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. | |||
==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 |
---|---|
|
|
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. | |
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.
| |
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 | |
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.