Joe The Condor: Tatsunoko vs. Capcom Moves, Combos, Strategy Guide
Last updated on Jan. 29, 2010
Special Moves
A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to 'charge' the move.
With moves that charge by holding back or down, you can use the diagonal positions to charge up as well. For example, if you're holding back, you can jump backwards or block low and still maintain your charge.
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• Wild Lasso •
Joe fires out a cord that will wrap itself around your opponent and make them fall to the ground while he shoots them with his gun.
Light is aimed at a down-towards angle, Medium travels straight across and Hard at an anti-air up-towards angle.
(Can also be performed in the air)
• Savage Shot •
A gun attack that fires at a up-towards angle. When used from the air it fires at a down-towards angle. The strength of the button pressed determines the damage of this move with Hard doing the most.
(Hold down Attack button and release, can also be performed in the air)
• Shuriken Feathers •
Your projectile move. The strength of the button you hold down determines the speed and damage of the projectile, with Hard taking off the most life and flying fastest, but the heavier versions require you to hold down the button for a longer time to get it to come out.
Light hits one time and takes about 1.5 seconds of holding the button to charge up. Medium hits twice and takes about 2 seconds to charge. Hard hits three times and takes about 3 seconds to charge.
You can perform moves and combos while holding down an attack button and then release as soon as you're ready for the projectile to come out.
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• Battering Ram •
Joe poses and does a powerful kick. Light stuns your opponent and knocks them down. Medium is like the Focus Attack crumple from Street Fighter 4, as it allows you to combo your enemy after you connect while Hard performs a wall bounce.
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• Cactus Bunker (Counter) •
A counter move. Joe turns his back on his enemy baiting them to attack him, if they do he performs a counter hit.
Hyper Moves
(Can also be performed in the air)
• Condor Magnum (Level 1) •
Throws a series of projectiles at your opponent. Pretty solid damage on this for a level 1 Hyper and it's easy to combo into.
• Bird Missile Strike (Level 1) •
Summons and airplane that sprays a bunch of bullets along the ground, but also fires off a missile. After the plane disappears the missile takes about 6 seconds to come down and explode, taking off a decent portion of life.
The missile can also hit you though, so you need to avoid it.
(Can also be performed in the air)
• Science Ninpo: Tornado Fighter (Level 3) •
Joe does a flip kick and if this lands he'll summon a friend and beat the crap out of the other player. This can connect from about sweep distance out and it's pretty darn easy to combo with and the damage is nice as well.
Normal Moves
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• Launcher •
This will launch your opponent up into the air.
Assists
| Partner Assist | Variable Counter | Variable Combination |
| Medium Savage Shot | Down-Toward + Hard Attack (Launcher) | Bird Missile Strike |
Contributions to this guide by Wolf.

Posted by Balloon on January 28, 2010 at 8:43 p.m. #1
What happened to the comment(s) that used to be in here?
Anyway, if you want more details about Joe's specials and supers, I'm trying to learn him as best I can, and I'd love to share what little I know.
Wild Lasso:
Joe shoots out a rope that, if it hits, pulls a player to the ground, where Joe unleashes 3 shots onto the player. The angle of the lasso depends on which button you press (L is low, M is straight, and H is anti-air). All three do the same damage. If it's blocked or it misses, Joe is left vulnerable for a long time, so it's not very safe. However, you can cancel a cr.M or s.H into the M Wild Lasso.
Savage Shot:
Basic anti-air projectile, stronger button results in more shots.
Shuriken Feathers:
Basic straight projectile, even in the air it just goes straight. Stronger button will deal more damage and come out faster, but has to be held for longer.
Battering Ram:
A strong kick. Has different properties based on the button pressed. L will result in a Focus Attack-style crumple, M will cause the player to stagger backwards a bit, and H will launch the player to the wall. All three do the same damage, but the stronger attacks take longer to come out. Doesn't look safe on block, but you can cancel a s.M or cr.M into the Light version. Unfortunately, you can't follow the crumple up with any attacks like you can with a Focus attack. You can follow up the other two though, and the H version will absorb some normal damage during startup (you still take damage, but it does not interrupt the attack).
Cactus Bunker:
Standard counter. So far I can't tell a difference between any of the different attack versions.
Condor Magnum:
Joe launches two sets of feathers. If the feathers hit, Joe will follow up with a punch. In the air, the feathers are thrown at a downward angle. Can be combo'd into on both the ground and in the air.
Bird Missile Strike:
Joe calls in an air strike, which sprays the ground with a few small missiles. A short while after, a large bomb drops on screen, damaging everyone on the ground, including Joe.
Science Ninpo: Tornado Fighter:
If the first strike hits, Joe launches the player up into the air, where either Ken or Jun (regardless of who is the partner or opponent) will stand in a formation and blow the player away by forming a tornado. Can be combo'd into and has surprisingly good range.
Posted by Wolf on January 28, 2010 at 11:15 p.m. #2
Actually the shurikens take shorter than those. According to SRK, the estimates are...
L - 1 sec.
M - 1.5 sec.
S - 2 sec.
Since you can pretty much start charging during combos and immediately launch them.
Posted by NaokiB4u on February 1, 2010 at 3:15 a.m. #3
A quick correction to Science Ninpo: Tornado fighter. If ken or jun is your partner, that partner will come out to do the tornado. If its anyone else its random...usually ken tho i think
Posted by Joe on February 1, 2010 at 9:54 a.m. #4
Battering Ram Heavy has super armor
Posted by Balloon on February 2, 2010 at 8:33 a.m. #5
@NaokiB4u:
On iplaywinner, it says that it'll always be Ken unless your partner is Jun, in which case it'll be Jun.
Posted by Condor Joe on February 3, 2010 at 12:39 p.m. #6
Does anyone know which move is his overhead?
Posted by Balloon on February 4, 2010 at 12:03 a.m. #7
@Condor Joe:
You know, I was testing them out a couple nights ago. He doesn't have one. It completely sucks.
The animation on his standing C looks like it would be an overhead, but it's not. None of his specials are overheads, even the aerial Savage Shot which looks like it could be.
That said, you have to rely on his aerials for overheads. Which is tough, because the only one that actually hits down is his j.C, and the timing makes it hard to hit a crouching opponent.
As far as your opponent is concerned, there is no reason not to block low every time.
Posted by Balloon (again) on February 5, 2010 at 9:14 a.m. #8
Actually, testing it a second time, his j.A isn't bad. It stay out for a while, and you can combo into it with s.A or cr.A if it connects.
Posted by nicomatc on February 5, 2010 at 8:46 p.m. #9
joe is so fuq'n awesome he doesn't need an overhead but it would b nice
Posted by KillBot on February 7, 2010 at 3:19 a.m. #10
Joe is decidedly my #2, and one of my favorite characters in the entire game.
As it stands, my Polimar/Joe team kicks ass.
Posted by Darkneos on February 9, 2010 at 8:35 p.m. #11
Joe is awesome. My teams would usually be Yatterman-1/Joe or Ken/Joe. Just love how wicked Condor Magnum is in air combos.
Also one more bit of info. If you do crouching hard with Joe, he fires a shot at the opponent and jumps backward.
Posted by NaokiB4U on February 15, 2010 at 3:43 p.m. #12
Another graphical note on Science Ninpo: Tornado fighter. If your partner is Jun or Ken, Joe will call out that respective partner. Also if your partner dies but Joe is still alive, a ghost silhouette will be either Jun or Ken depending on your partner. I thought that was kindof cool and it showed how much detail they put into this game.
Posted by Spawn on March 2, 2010 at 2:48 p.m. #13
Quick and easy corner combo- L, M, cM, H, Launch, L, L, M, M, M Savage Shot, M, M Savage Shot, Lvl 1 Condor Magnum. Takes out half the opponents life.
Posted by Spawn on March 2, 2010 at 5:35 p.m. #14
Also a good way to connect Joe's assist is using it in specific combos with certain characters which launch the opponent a bit. For example using Ken's Light bird shot allows Joe's Savage shot to hit and Ken ends up going behind the opponent for more combo opportunities. Other then an anti-air it has some uses in combos with other characters.
Ken/Joe combo:
L, M, cM, H, L Bird Shot, Joe's assist, dash, L, L, M, H, Launch, L, L, M, M, L Bird Shot, Lvl 1 Hyper Bird Shot.
Takes out more then half the opponents life I believe.
Posted by saikyo on March 4, 2010 at 11:10 a.m. #15
joe can combo into the falcon punch after canceling his light battering ram
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