Joe The Condor: Tatsunoko vs. Capcom Moves, Combos, Strategy Guide

Guide last updated on
August 7, 2010 at 1:27 a.m. PDT


Joe the Condor: Tatsunoko vs. Capcom Moves, Combos, Strategy Guide

Guide by Nyoronoru

Character Overview

Tatsunoko vs. Capcom Button Move Key

Strengths
+ Has really good offensive abilities and corner juggles.
+ Viable Hyper moves that are damaging.
+ Can deal with runaway characters rather easily with Savage Shot and Shurikens.
+ Very damaging combos.
+ Great aerial mobility and toolset.
+ Can make blocked combo strings safe without assists or Baroque.
+ His dash has really good length.

Weaknesses
- Doesn't have many options for mixups. Almost everything can be blocked low.
- Depends a lot on feints and counters.
- Shuriken corner combos are fairly difficult.
- Footspeed is really slow.
- Has weak team capabilities with poor assists.

Joe the Condor is a powerful fighter with a lot of interesting offensive options. Built for rushdown, he can also attack keepaway fighters with ease.

While his mixup game isn't strong, Joe the Condor excels at keeping his opponent right where he wants them at all times, not to mention making them very afraid to counter attack.

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.

Light
4.3 B
Medium
4.3 B
Hard
4.3 B

Joystick Joystick Joystick Joystick
Wild Lasso
Joe the Condor fires a snare out and if he catches the opponent he pulls them up and shoots them. Each version has their uses, but the overall importance of this move is that once it is done your opponent is knocked down right next to you where you can begin your offensive pressure.

Light: Fires at the ground. Meant to be used for pulling up knocked down opponents. Good for placing at the end of air combos where you've finished with a knockdown. The aiming is a bit specific.

Medium: Fires straight ahead full screen. Meant to catch opponents off guard, but will trade with projectiles.

Hard: A sharp angle upwards. Meant to catch people trying to jump away from you.

You can use this after Science Ninpo: Tornado Fighter to add extra damage. The Medium and Hard versions are really unsafe if they miss, so be careful.

Light
3.2 B
Medium
4.3 B
Hard
5.4 B

Joystick Joystick Joystick Joystick Joystick
(Can also be performed in the air)
Savage Shot
This will cause Joe to fire shots at an upwards angle if used from the ground, and a downwards angle if used from the air.

It's hard to use this move as an anti-air because it comes out rather slowly. In the air, it's good for slowing down your falling speed. Use the aerial version of this move to avoid the Giants. The Hard version does the most damage and keeps you suspended in the air for the longest amount of time, so use it in air combos.

As an assist, it's not very good. You can use it somewhat in corners or as an anti-air but it just isn't as reliable as most assists.

Light
1.5 B
Medium
2.3 B
Hard
3.0 B

Joystick (Hold down Attack button and release, can also be performed in the air)
Shuriken Feathers
One of Joe's most important moves. In order to use your Shuriken Feathers, you have to charge them by holding down a button. The Light version charges in 1 second, Medium in 1.5 seconds and Hard in 2 seconds.

You can use these to make your blocked combo strings safe since the Shurikens don't have much recovery.

The second use for these is to extend air combos. By holding down buttons successively in the air you can continuously juggle the opponent for about four repetitions since the Shurikens do a lot of stun and damage.

It takes quite a bit of practice to get used to holding down buttons successively, but with a good amount of work you can land Joe's damaging air combos.

Light
2.8 B
Medium
2.8 B
Hard
2.8 B

Joystick Joystick Joystick Joystick Joystick
Battering Ram
Joe pauses for a bit and throws his leg out. If it lands, it has one of three powerful effects, which are controlled by the button you press.

Light: Crumples the opponent. You can combo into this, but you have to set it up with an assist or Baroque.

Medium: Does a huge amount of stun which is easy to combo from, but can't be comboed into. Still good as a counter as low attacks won't hit Joe's extended leg.

Hard: Wallbounces the opponent. Very slow, but has super armor, meaning that Joe can't be hit out of it by normal moves. Use it to blow through attacks.

All versions have their specific uses, so make sure you know when to apply them. Against certain characters you'll definitely want to use the Hard version.

Unfortunately, only the Light version is safe, and only at the right distances. You'll have to make sure you are actually countering a move before you just throw this out there.

Light
3.0 B
Medium
3.0 B
Hard
3.0 B

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
Cactus Bunker (Counter)
A counter move. If Joe is struck he will deal a counter-shot back to the opponent. This doesn't work on projectiles, grabs or other Hypers.

This move has pretty limited use, but it does have short recovery, so it might surprise your opponent enough to give you time to recover — if they don't throw out an attack.

Hyper Moves

12.2 B

Joystick Joystick Joystick Joystick Joystick
(Can also be performed in the air)
Condor Magnum (Level 1)
Joe the Condor throws out two sets of shurikens, and if they (mostly) connect, Joe will follow up with a really hard slam. Easy to combo into from either the air or the ground, not to mention it does pretty good damage. It also knocks down.

There's no real point in using this in Crossover Combinations unless you want to look flashy. Also, you can only DHC the initial shuriken hits and not the slam.

Bullets
10.1 B
Missile
15 B

Joystick Joystick Joystick Joystick Joystick
Bird Missile Strike (Level 1)
One of the more unique Hyper moves in the game where Joe summons an aerial strike of artillery which is followed up by a missile. The missile, once visible to the players, takes exactly five seconds to hit the ground.

It's really easy to interrupt Joe's call to his aerial unit, but this Hyper is meant to be used in Crossover Combinations so that someone can buy you time for the missile strike. If you feel that the three levels of Hyper meter are worth it, then try to pick a partner with a good Hyper that can cover for you. As long as the missile gets launched, then you don't have to worry about any more interruptions.

If your opponent is still being attacked by your partner's Hyper after the missile has launched, go up to them and keep the combo going. The missile that's about to hit the ground can also hit Joe, so you don't want to be grounded when the missile hits.

Since the missile strike hits on-the-ground, your goal is to get a combo into a knockdown just as the missile hits. If your opponent is not being attacked, your goal is to open their defense in time to get a combo going for that valuable knockdown.

If the missile hits the opponent successfully they will be spun into the air where you can keep a combo going.

This may seem like a lot of work, but with the right setups all of the damage can be very much worth it.

22.9 B

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
(Can also be performed in the air)
Science Ninpo: Tornado Fighter (Level 3)
Joe does a really fast flip kick with great range, and if he connects it he spins the opponent around in a tornado for good damage.

This is incredibly easy to combo into this and it isn't affected much by damage scaling.

If you have Jun the Swan as your partner, she will come out instead of Ken the Eagle to do the Hyper. It does not affect the damage in any way.

Normal Moves

Joystick Joystick Joystick
Sneak Shot
A move where Joe hops back and fires a bullet at his opponent's feet, although it doesn't hit low. You can use this in a blocked combo string to escape the opponent with no problems. It also hits on-the-ground, so you can use it as a combo ender if you don't have a charge for Wild Lasso.

Joystick Joystick Joystick
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.


Comments

Balloon said on September 1, 2010 at 6:22 p.m.

One normal I wanna give a shout-out to is his crouching L (or crouching A). It's less damaging than st.L (which also hits low), but is super quick. It's so fast it beats out Yatterjabs at the start of a match.

#1
Vodka said on March 25, 2011 at 9:15 p.m.

It's really useful! Yet..is it possible to do shuryken feather combos with a wiimote in the air?

#2


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