Tatsunoko vs Capcom: Ultimate All Stars/Joe the Condor

From SuperCombo Wiki

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 - 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
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.
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.


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
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
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
63214XX
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