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SuperJoe
SupeJoe
Nero
Name Joseph "SuperJoe" Gibson
Gender Male
Abilities Experience with weapons and bio-mechs
Weapons Bioreign special Bio-Mech, several gun-type weapons
Affiliation Hero/Villain
Vitality 1,000,000
First Appearance Bionic Commando
Company Capcom

"So pretentious, and yet so ignorant..."
—Taunt quote

This incarnation of SupeJoe is the one of the (in)famous 2009 Bionic Commando: instead of the traditional by-foot soldier, here Joe is in his super Bio-Mech, wich was a good concept but was utilized in the game in less than 5 minutes. To make more sense i've added attacks based of the weapons that Spencer can find in BC. And yeah, i know that this character will be added only in a dream, but still i want to try this concept.

Crossover Assist Type Angle Crossover Hyper
α Bioreign Rush Direct Front The Ultimate Weapon
β Weapon Rush L Shot Front The Ultimate Weapon
γ Weapon Rush M Shot Front The Ultimate Weapon

"Keep moving!"
—Spoken during Frag Grenade.

SuperJoe is essentially a keep-away character, that can use his various types of guns if the enemy isn't too close. However, if the combat came to close-range, Joe has a power-up move, a Ouroboros-style HC and a powerful level 3 grab HC.

Move Name Input Details
Bioreign Rush AS Right+Attack button SuperJoe charge to the opponent; similar to Hulk's Gamma Charge, but it's only one slightly powerful hit.
Frag Grenade Arcade Stick DR+Attack hard SupeJoe throws a grenade to the enemy: the explosion can damage even him if is too close (like Viewtiful Joe's V-Bomb).
Weapon Rush Arcade Stick QCF+Attack button SuperJoe grabs a weapon and fires at the opponent: there are 3 possibilities, corresponding to the attack buttons.
  • SJMG Attack light: The SuperJoe Machine Gun, wich has a similar effect of Deadpool's Happy Trigger
  • Hiker Attack medium: A close-range multi-gun: the more the opponent is close, the more the damage is.
  • Bulldog Attack hard: A grenade launcher; if the opponent is too close, the explosion can damage even Joe.
Target Aquired Arcade Stick QCB+Attack button SuperJoe grabs the Tarantula rocket launcher and point to the enemy; before he fires, several green-red objects lights on the opponent, corresponding to the number of the missles launched. The light version uses 3 targets/missles, the medium version has 4 and the heavy version has 5. The more rockets Joe fires, the more is the recovery time.
Flight Arcade Modifier (Air) Arcade Stick QCB+Special SuperJoe flights in midair, but in this state he can't block enemy attacks.
Going Too Far Arcade-Stick-DownArcade-Stick-Down+Attack hard hold SuperJoe releas the hinibitors of his super Bio-Mech, wich grants him a bonus of 15% at speed, attack and defense for 30 seconds; however, at end of the time, Joe is extremely vulnerable due to cooldown. This move has not effect on Joe's Hyper Combos.
The Ultimate Weapon Arcade Stick QCB+Attack button 2x SuperJoe grabs the HIP Cutter laser gun and fires a single energy ray to the opponent. Can be moved with the analogic stick.
The Strenght Of The Number Arcade Stick QCF+Attack button 2x SuperJoe summons severals Drones that fires costantly at the opponent for 30 seconds; similar to Strider Hiryu's Ouroboros. It has short range.
Deadly Mors (Level 3) Arcade Stick S+Attack button 2x SuperJoe grabs the opponent, flies at the top of the stage, then crush the opponet and finally smacks him on the ground.

DLC Costume: Lost Planet's PTX40-A skin

Theme:

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