Special Moves
WILD LASSO
CHARGE BACK, FORWARD + ATTACK
Joe lassos his opponent, pulling them to the ground and firing his gun at them. The first hit comes out quite fast and counts as a projectile throw, but can be blocked. The light version fires at his feet, the Mid version fires straight ahead and the Heavy version fires diagonally upwards. The light version of this attack will hit opponents who are down, making it very useful to finish long combos ending with an aerial Heavy attack.
SAVAGE SHOT (air ok)
FORWARD DOWN DOWN-FORWARD + ATTACK
Joe fires his gun diagonally. If used in the air, he fires downwards at an angle. This projectile comes out
very fast and is good for playing keepaway and harassing opponents who are trying to jump too much. If used while airborn, it allows him to attack afterwards, which gives him the ability to string together some interesting air combos. The button pressed determines how many bullets he fires.
SHURIKEN FEATHERS (air ok)
HOLD
Joe flings a feather shuriken at his opponent. This projectile travels horizontally full screen quite quickly and has very little startup or lag. The button held determines the speed and power of the projectile. Light deals one hit and moves the slowest, Mid moves fairly quickly and deals two hits, and Heavy is the fastest with 3 hits. Joe can charge all three shurikens and release them separately, making it more useful to players using arcade sticks as opposed to game pads. The amount of time needed to charge the shurikens also increases with the strength of the button. This special is unique in that it can cancel from other special moves.
CACTUS BUNKER
A counter move that activates when Joe is hit while in a back-turned stance. The game cuts to a stylish red and black silhouette scene of Joe firing at his opponent, who is then launched into the air. This move will counter all melee attacks, regardless of whether they hit high, overhead or low including air moves. It doesn't hit Hyper moves. After the attack, Joe can baroque to continue a combo, or he can use wild lasso to get some more damage. If he's close enough he can even combo afterwards with a crouching light attack and turn it into a launcher combo.
BATTERING RAM
QUARTER CIRCLE FORWARD + ATTACK
Joe does a step kick, planting his boot in his opponents face. The light version of this attack is the fastest, but it causes a crumple when it hits. Opponents can only be hit out of the crumple via baroque, Hyper attacks or a partner's assist. The Mid version causes stagger and is a bit slower. The Heavy version is very slow but has super armor for the startup and wallbounces the opponent if it hits.