First of all, Why Glass Joe? Little Mac's Not even in SSF2. Well, While it would be cool to have Little Mac in SSF2, I doubt it needs Glass Joe to Accompany Little Mac. I just like his Character Concept, and Think it would be cool to see him as at least a semi clone in the next Smash game!Source game:
Nearly every "Punch Out!!" Game (NES, Arcade Machine, Wii),
Excluding "Super Punch out!!", Having Replaced him with Gabby Jay on the SNES, but hes Basically the same CharacterDescription: Glass Joe is usually seen as the
easiest character to beat in
any version of Punch-Out!! he is in. He has
poor defensive skills and takes quite a while to mount any offense. Nicknamed
"France's Glass Jaw", Glass Joe is by far the
easiest opponent in all the games. He has
lost 99 times and has won
once. The intro theme for him in all games is La
Marseillaise, the national anthem of France.
Competitive Analysis: Glass Joe May not be Able to take hits (
Or Deal them! ), and His Hitbox May be a bit big due to his height, but, Unlike Little Mac, He has a
relatively High Recovery, and His Hurtboxes usually are
quite Large. He is Also able to Delay some of his Attacks by double Tapping the Button for said Move, as reference to his
Delayed Punches in the "Punch Out!!" Games!
PROS:A very mobile character; can get to places with ease; both on the ground and in the air.
Range on most of his moves isn't bad.
Priority is
very good.
Can play pretty defensively for such a rushdown character.
Has a solid set of specials.
Can deal some wonderful shield damage.
His moves are, for the most part, very fast.
Grab game isn't too bad...
HoweverCONS:...his grab game isn't very good, either.
Pummel
barely deals 1%.
Damage output is
very, very bad. He's in the
Bottom 10.
His combo's are hurt by damage scaling, although they aren't ruined.
A rushdown character should be able to deal good damage.
Knockback on most of his moves is
terrid.Some of his more useful moves have pretty bad ending lag.
Entrance: Hops over the Ropes of a Boxing ring, and Holds his Hands up Triumphantly.
Idle: Shakes his glove and Makes a Painful face, almost as if his gloves are too tight
Mid-Air Dodge: Dips a Little into the background by arching his back to avoid attack
Dashing: Clumsily Dashes Forward, His Back Straight up and his Gloves at his sides, Moving as he runs.
Shield: Covers his Face with his Gloves in fear, his Knees Buckling as he does this
Roll: Quickly rolls to the left or right,
Almost looking like he's taking a hitStats!
Weight: Around
Weight
Height: Around
Height
Walk Speed: Similar to
Dash Speed: Slightly more than
Stage Jump: Slightly less than
Midair Jump: Just About
Fall Speed: Near
Air Speed: About
Basic Attacks!Jab 1: 1-2 Punch (1)
Range: Medium
Damage: 3%
Knockback: Low
GJ Punches the Opponent with a Weak Left Swing
Jap 2: 1-2 Punch (2)
Range: Medium
Damage: 4%
Knockback: Medium
GJ Attacks with a Right Uppercut, Sending Foes
Diagonally upward (
Weakly)
Dash Attack: Quick Jab
Range: Medium
Damage: 5%
Knockback: Low
GJ Dashes Forward with 1 fist and Punches Downward. Has a
Low Low chance (
2%) of
Burying Opponents for a Hot
Half-Second.Tilts!Forward Tilt: Fakeout Jab
Range: Medium
Damage: 6% (Fake Out is 8%)
Knockback: Medium (Fake out is High)
Joe steps back, and punches the opponent. Can be
faked out. While it's very
good for mind games, the
startup is very costly for the fakeout. If you opt to use the original move, it will deal a little less damage; however, it comes out
nice and fast. Both have their advantages and should be
used when necessary.
Up Tilt: Uppercut
Range: Medium
Damage: 7%
Knockback: Medium
Glass Joe jabs the opponent upward. A
2-hit move, very
quick and low damage dealing. Works well for combo's, but doesn't have much use out of it. Also a very good link into Usmash; depending on your opponent's health you may be able to link 2 Utilts into each other (and then Usmash, again depending on the opponent's health).
Can Be Faked Out as Well.
Down tilt: Trip Punch
Range: Low
Damage: 8%
Knockback: Low
A Decent Tilt Move GJ has that Also has a Chance Of
Burying Opponents (
1% this time), But also has a
chance of Tripping Opponents (
10% chance) No Faking Out This One
Smash Attacks!Forward Smash: Long Live France
Range: Medium (Fake out: High)
Damage: 16% (21% Charged)
Knockback: High
Joe punches forward with all his might. After he uses this, he pants for one second. Obviously,
it's a punishable move, but it's also Joe's best finishing option (aside from Final Smashes). The knockback is the best Joe is gonna get. It also has
good priority and range, so really, the only problem is the ending lag. Can Be Faked Out
Up Smash: Glass Flurry
Range: Medium
Damage: 2% (FInal hit 6%/) Max 14%
Knockback: Medium (Charged High)
Joe punches upward four times, finishing with a fairly powerful punch. Well, powerful for Joe, anyway. Linking this from a Utilt or two is an easy way to get relatively high damage. Really, that's the main use for this move. It's also a
decent anti-air, although its uses outside of that are varied. The
damage doesn't change when charged. This can't be Faked out
Down Smash: Spin out
Range: High
Damage: 12% (16% Charged)
Knockback: Medium
GJ punches downward in both directions. The move has some
Crazy range for a smash attack, and while the damage and knockback have room for improvement, the range certainly makes it a move that you can pull as a punisher. It's no projectile but it's an overall safe move to use. It's not impossible to punish this, though, so be careful. Can't be Faked out
Aerials!Neutral Air: Star Spread
Range: Medium
Damage: 9%
Knockback: Medium
GJ punches in both directions, arms stretched out. Another move with very good range and poor damage. Despite appearence, this move
does not have sex kick properties, so the damage does not change. To say the least, it's a good move because of that.
Forward Air: Spike Punch
Range: Low
Damage: 8%
Knockback: High
Joe punches the opponent in a forward-downward direction. It's similar to
Mario's Fair, but it's much
quicker and weaker. It still has functions of a (Weak) spike, and it's actually pretty useful. It isn't a move that should be used whenever, but it can be put into combos. This means you can get a stock off of your opponent nice and early
Back Air: Charge Jab
Range: Medium
Damage: 11%
Knockback: High
GJ turns his head around and performs a backwards punch. There's a
small amount of startup to this move, but otherwise there's nothing to it that really makes it useless. The damage
isn't that bad; it's great for Glass Joe. Probably Joe's best aerial attack, and one you'll want to use often. Deals 11%.
Up Air: Headbutt
Range: Low
Damage: 9%
Knockback: Medium
GJ head butts the opponent upward, with an Audible "Ow!", from hitting his head. Joe has better anti-air options than this, but this still isn't bad. It's a decent move to use as a mix-up, to say the least.
Down Air: Stamp
Range: Medium
Damage: 9%
Knockback: More Depending on enemy %
GJ kicks the opponent downward. Despite the appearance of the move, this is
actually a meteor smash. It's a very weak one, and at lower percentages it's very ineffective. It becomes useful at around
70% against Mario. Obviously it varies against other characters, but Joe has better moves to use in the air.
Grabs and Throws!Grab: Venez ici!
Range: Medium
GJ Reaches out for someone. Has
high end Lag if Failed, Making it
VERY Punishable
Pummel: Flick
Damage: 1%
GJ punches the opponent. This is
insanely quick; you can easily get
6 pummels in. However, the attack is extremely weak, even for GJ standards
Forward Throw: Lancer
Damage: 6%
Knockback: High
GJ throws the opponent forward. Joe must have one really good throwing arm; the damage isn't that great but the knockback is.
Back Throw: Sortez
Damage: 7%
Knockback: Low
GJ chucks the opponent backwards and performs a quick, crouching punch. You can follow this up with a move that hits a grounded opponent, but Joe doesn't have many of those.
Up Throw: Fusée Sky
Damage: 6%
Knockback: Medium
GJ jumps up and throws the opponent upward. This is actually a
good KO method on high locations, and even on middle terrain it can work if your opponent has a high enough %
Down Throw: Timbre
Damage: 10%
Knockback: Low
GJ throws his opponent to the ground. He then steps on them twice. You can't follow this up, but the
damage is very good, namely for Joe himself
SpecialsNeutral Special: Briser le verre (Charging Glass Shatter)
Range: High
Damage: Varies
Knockback: Medium
GJ leans back, preparing a punch. By pressing the Speical button, you can determine how long Glass Joe charges his punch. After about two seconds, Glass Joe's boxing glove
catches fire. If you hold it for another two seconds, he glares at his hand and (in pain) wipe his hand back and forth, getting the fire off. If you release by that point, you can release his punch. This is a unique special in that it's similar to other moves, yet it's totally different. It's still a standard punch, no doubt. The longer Joe holds the punch, the more damage the attack does. Not charging at all is what you'll mainly use for combo's; although if you can charge the maximum amount of time (
4 seconds) and land the hit, it's an
instant Shield Breaker. At minimum charge, the attack deals 6%. There's not much lag to it and it has bad priority. Releasing before the two second mark, the attack deals 9%. Same as first. Releasing when Joe's hand sets aflame deals 10%. More lag but better priority. At maximum charge, the attack deals 14%. There's a LOT of ending lag to it but amazing priority. Travels the
exact length of Final Destination. Will put you in a helpless state if you wind up going offstage. This is a very important move for Glass Joe, and will likely determine how he plays overall.
It's not a game changer, but it's a move to look out for.Side Special: Lunging Joe
Range: High
Damage: 6%
Knockback: Medium
GJ leans back quickly and lunges forward with a punch. If Joe misses, it'll be costly; he'll be
open to attack for about
half of a second, which is more than enough time to start some devastating combos, and the like. If he hits, though, he can instantly
cancel into a Charging Glass Shatter. With a
nicely timed Shield Break you can get max charge out of that. The attack deals the same as the above, minus 3% on each of them. Ok overall, But Probably GJ's worst Special.
Down Special: Spinning Jow
Range: Low
Damage: 11%
Knockback: Low
GJ leans down and starts spinning rapidly. He quickly forms a mini-tornado, which doesn't last very long. He then stops, dizzy (takes about half a second to recover) and then returns to a neutral stance. A relatively
humorous attack, although it isn't very useful... aside from one major point.The attack may not be very useful for dealing damage, combos, and the like,
but it does deal wonderful shield damage. Unlike his other moves,
this can literally break a shield from scratch. The range on this move is poor so you'll have to use it wisely or you'll get punished. Not very powerful; but good for some maddening shield breaks.
Up Special: Copter Joe
Range: High
Damage:
Knockback: Medium
GJ Performs a Spinning Upward Punch, Similar to Little Macs Up Special. While it doesn't Hit as Hard, and The Knockback is Lower, It
Travels Much Farther, and the Horizontal Direction can be controlled (Weakly). As a recovery move, it's very good. Despite the oddities of it, it really isn't that bad. It covers nice distance in a decent amount of time. You can use your aerials at will, so he isn't defenseless. A very good move to get Joe where he needs to go. Easily a move Joe users will want to use. In the right hands it can get Joe out of any situation. Sadly there
aren't invincibility frames to it, but overall it's still a great move.
Final Smash: Headgear
Range: none
Damage: none
Knockback: none
Glass Joe reaches into his pocket and... pulls out his
headgear from the Wii version of Punch-Out!. He places it on his head and taunts the opponent. While the headgear is on,
any attacks dealt to Glass Joe's face deal no damage. Joes Movements
Slow down when Attacked, but
no damage is dealt. After a certain amount of attacks, which vary on strength and priority,
the gear will come right off. Some attacks, like
Mac's Star Punch (
Or something Similar to 3 Half Charged Bowser Drop Kicks), knock the headgear right off. This is a very good Final Smash, as it basically protects Glass Joe's entire face from attacks. That's larger than you'd initially think. There are seriously some attacks that can be downright cheap that are useless against this.
Even Final Smashes like Yoshi's are
negated by the headgear (
To an Extent).
Taunts and other animationsNeutral Taunt: Says "Viva Le France!!" And Shoots his hand Upward
Up Taunt: Cheers for himself, walking around with his hands up, but Trips Halfway through, Returning to neutral
Down Taunt: Gently Rubs his Jaw, then adjusts his gloves
Star-KO: Glass Joe, in a star form, Spins into the Background
Screen-KO: GJ's Face gets planted on the screen and he slowly Descends
Victory Pose: Glass Joe Flexes his Scrawny Body while Saying "J'ai gagné!"
Losing Animation: Glass Jow Waves a White Flag, Looking Bruised and Beat up.