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

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


=As An Assist=
|-
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.
| '''Condor Magnum''' <br> 236A+B || 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.
|-
| '''Air Condor Magnum''' <br> j.236A+B || 12+1 || - || - || - || 12223 || - || Air version of the Condor Magnum. 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.
|-
| '''Bird Missile Strike''' <br> 623A+B || 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.
|-
| '''Kagaku Ninpo: Tatsumaki Fighter''' <br> 214A+B || 1+12 || 5 || 46 || - || 22852 || - || Invulnerable on startup, this super can be used to bait bursts.
|-
| '''Kagaku Ninpo: Tatsumaki Fighter (air)''' <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.
|}


=The Basics=
=Combos=
*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.
Joe's standard midscreen bnb:
*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.
5a(hold),5b,5c,3c(hold),j.b,b,release a and immediately hold again, 66, j.b, dj.b, release C, 66, j.b, release a, 623a, 236a+b
*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=

Revision as of 13:06, 18 November 2020

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 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.

Moves List

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5A 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.
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.
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.
2B 10 3 14 - 1365 - A 2 hit crouching attack where he spins some kind of weapon upwards. Not particularly good.
5C 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 5a, 2C)
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 5L for a full combo, making it a decent bait/frame trap. Also hits OTG.
3C 13 4 20 - 2820 Launcher A fairly standard launcher, upward palm strike. Has a good hitbox and pretty fast startup.
j.A 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.
j.B 7 4 30 - 1360 Overhead Upward angled jump kick, looks almost the same as Ken the Eagle's j.B but feels different because of his much faster jump arc. His most important combo filler normal, since you'll often have A and C held down for shurikens.
j.C 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.

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR starter 14 3 - - 3200 - Same animation as j.C
Counter Tag 27 4 21 - 2400 - Same animation as his 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 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.
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
Wild Lasso
[4]6A/B/C
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, which is the only way you should really be using this move. Doesn't chip.
Savage Shot
623A/B/C
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.
Savage Shot (air)
j.623A/B/C
17/18/18 - 16/19/24 - 2950/3850/4699 Projectile 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. Doesn't chip.
Shuriken Feather Hold Then Release A/B/C 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.
Shuriken Feather (air) Hold Then Release A/B/C 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.
Battering Ram
236A/B/C
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 5C) 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.
Battering Ram
236A/B/C
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 5C) 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.
Cactus Bunker
214A/B/C
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.


Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Condor Magnum
236A+B
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.
Air Condor Magnum
j.236A+B
12+1 - - - 12223 - Air version of the Condor Magnum. 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.
Bird Missile Strike
623A+B
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.
Kagaku Ninpo: Tatsumaki Fighter
214A+B
1+12 5 46 - 22852 - Invulnerable on startup, this super can be used to bait bursts.
Kagaku Ninpo: Tatsumaki Fighter (air)
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.

Combos

Joe's standard midscreen bnb: 5a(hold),5b,5c,3c(hold),j.b,b,release a and immediately hold again, 66, j.b, dj.b, release C, 66, j.b, release a, 623a, 236a+b

Advanced Strategy

Match-Ups