Tatsunoko vs Capcom: Ultimate All Stars/Joe the Condor: Difference between revisions
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|header=Special Moves | |header=Special Moves | ||
|move=[[File:Condor Wild Lasso.webm|thumb|{{TvC-Colors|green|'''Wild Lasso'''}} <br> | |move=[[File:Condor Wild Lasso.webm|thumb|{{TvC-Colors|green|'''Wild Lasso'''}} <br> {{TvCInput|46x}}]] | ||
|startup=17 | |startup=17 | ||
|active=16/19/21 | |active=16/19/21 | ||
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|move=[[File:Condor Savage.webm|thumb|{{TvC-Colors|green|'''Savage Shot'''}} <br> 623X]] | |move=[[File:Condor Savage.webm|thumb|{{TvC-Colors|green|'''Savage Shot'''}} <br> {{TvCInput|623X}}]] | ||
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|move=[[File:Condor Savage Air.webm|thumb|{{TvC-Colors|green|'''Savage Shot (air)'''}} <br> j.623X]] | |move=[[File:Condor Savage Air.webm|thumb|{{TvC-Colors|green|'''Savage Shot (air)'''}} <br> j.{{TvCInput|623X}}]] | ||
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|move=[[File:Condor Shuriken.webm|thumb|{{TvC-Colors|green|'''Shuriken Feather'''}} <br> | |move=[[File:Condor Shuriken.webm|thumb|{{TvC-Colors|green|'''Shuriken Feather'''}} <br> {{TvCInput|holdX}}-> {{TvCInput|ReleaseX}}]] | ||
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|move=[[File:Condor Shuriken Air.webm|thumb| {{TvC-Colors|green|'''Shuriken Feather (air)'''}} <br> | |move=[[File:Condor Shuriken Air.webm|thumb| {{TvC-Colors|green|'''Shuriken Feather (air)'''}} <br> {{TvCInput|holdX}}-> J.{{TvCInput|ReleaseX}}]] | ||
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|move=[[File:Condor Battering Ram.webm|thumb|{{TvC-Colors|green|'''Battering Ram'''}} <br> | |move=[[File:Condor Battering Ram.webm|thumb|{{TvC-Colors|green|'''Battering Ram'''}} <br> {{TvCInput|236x}}]] | ||
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|move=[[File:Condor Cactus.webm|thumb|{{TvC-Colors|green|'''Cactus Bunker'''}} <br> | |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]]]] | ||
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{{ | {{TvCOverviewHeader | ||
|move=[[File:Condor Magnum.webm|thumb|{{TvC-Colors|green|'''Condor Magnum'''}} <br> | |header=Super Moves | ||
|move=[[File:Condor Magnum.webm|thumb|{{TvC-Colors|green|'''Condor Magnum'''}} <br> {{TvCInput|236xx}}]] | |||
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|move=[[File:Condor Magnum Air.webm|thumb|{{TvC-Colors|green|'''Air Condor Magnum'''}} <br> j. | |move=[[File:Condor Magnum Air.webm|thumb|{{TvC-Colors|green|'''Air Condor Magnum'''}} <br> j.{{TvCInput|236xx}}]] | ||
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|move=[[File:Condor Bird Missle.webm|thumb|{{TvC-Colors|green|'''Bird Missile Strike'''}} <br> | |move=[[File:Condor Bird Missle.webm|thumb|{{TvC-Colors|green|'''Bird Missile Strike'''}} <br> {{TvCInput|623xx}}]] | ||
|startup=32+39 | |startup=32+39 | ||
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|move=[[File:Condor Tatsu.webm|thumb|{{TvC-Colors|green|'''Kagaku Ninpo: Tatsumaki Fighter'''}} <br> | |move=[[File:Condor Tatsu.webm|thumb|{{TvC-Colors|green|'''Kagaku Ninpo: Tatsumaki Fighter'''}} <br> {{TvCInput|63214xx}}]] | ||
|startup=1+12 | |startup=1+12 | ||
|active=5 | |active=5 |
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 |
---|---|
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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.
|
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 |
---|---|---|---|---|---|---|---|
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 | ![]() Joe the Condor |
![]() Roll |
Twitch |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
Muggshotter | ![]() Karas |
![]() Joe the Condor |
Youtube |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
BlingBloing | ![]() Casshan |
![]() Joe the Condor |
youtube |