Viewtiful Joe
A hardcore movie fan, Joe cannot wait to see the new movie featuring Captain Blue! After a robot from the movie captures his girlfriend Silvia, Captain Blue has no choice but to pull Joe in to save her. Then, gaining awesome VFX powers, Joe starts his mission to save his girlfriend. The journey won't be so easy with the villains on your tail, eh Joe? It's a good thing Captain Blue is here to help you! Ahh, Life is Viewtiful.
"Henshin A Go-Go, Baby!"
The Basics:
Tether: No
Crawl: Yes
Glide: No
Wall Cling: No
Wall Jump: Yes
Stats:
Power: 3/5
Speed: 3/5
Range: 3/5
Projectile Range: 4/5
Drop Speed: 4/5
Weight: 2/5
1st Jump: 5/5 (Jumps about equal to Falco's)
2nd Jump: 4/5
Traction: 3/5
Priority: 5/5
Standard [A] Attacks:
Neutral A Combo: High Punch, Low Punch, High Kick combo. Think his combo from the game. If only first hit connects, 2%, if two of three do, 5%, if all three, 7%.
FTilt: Joe aims a kick at the midesection of the enemy, dealing 8% damage, and set knockback, with the set knockback at about a quarter of FD.
Dtilt: Joe sticks his leg out, as if to trip the foe. Similar to Ganon's Dtilt animation. Deals 8% and medium knockback. Lag is also similar to Ganon's.
UTilt: Joe jumps up and kicks the opponent high. This causes zero lag, as the animation is done very quickly. Deals 6% and minimum knockback.
Dash attack: When running, Joe sticks his foot perpendicular to his body, similar to ZSS' dashing attack. 6%, and medium knockback, with the knockback trajectory being straight away from his foot.
Smashes:
FSmash: VFX Flurry- Joe speeds up time in the immediate area in front of him, and unleashes a flurry of punches upon the enemy, ending with a wound up punch. This attack's lag is near unforgivable, for if he misses, he still performs the punches, but if the attack connects, it cannot be escaped and deals massive damage and knockback. This is a unique smash, because it cannot be charged, and it acts almost as a grab. It deals 28%, with knockback rivaling Ike's FSmash.
DSmash: Sliding Kick- Joe slides along the ground, traveling as far as Wolf's FSmash. This is another unique smash, for if it connects, the opponent trips as if they stepped on a banana. The attack has much more ending lag than Wolf's FSmash, which makes it less spammable. The attack deals 10% uncharged, and 16% fully charged, with no knockback.
USmash: Uppercut- A standard USmash, with a sweetspot slightly above and in front of Joe. Deals 15% uncharged and 22% fully charged. Knockback is similar to Peach's USmash in terms of both amount of knockback and trajectory.
Aerials:
Nair- Joe is the only character capable of performing his Neutral A combo while in the air, and for his Nair, he does just that. Joe pauses in the air, and performs his Neutral A combo. To avoid this attack being unfair, the Nair can only be performed once per time spent in the air.
Fair: Joe kicks with zeal, and there is a sweetspot at the tip of the toe. If it hits on the sweetspot, it does 16% and very good knockback. If not, 5% and minimal knockback.
Uair: Joe performs a circle kick similar to Captain Falcon's Uair. Same Damage and knockback.
Bair: Joe spins around in the air, hitting hard in back, and weakly in front. The kick connects around back first, then swings to the front. If it hits in back, 10% with great knockback. In front, 4% with minimal knockback.
Dair: Red Hot Kick: Joe kicks points his toe downward, instantly drilling toward the ground ablaze. A Stall-then-fall aerial. It has some splash damage when Joe hits the ground, and if it hits with the splash, it deals 2%. If Joe hits directly, it deals 9%, and spikes.
Special Attacks:
Neutral B: Shocking Pink!- Joe pulls out a signature bomb, called Shocking Pink. Joe can juggle the bomb on his feet for a while to cook it, and this attack has quite a lot of ending lag. He lobs it, and it travels about half the distance of FD. If Joe is in the Air, he drops it where he is, with no lag. He can only drop three per jump. The bombs deal 10% and medium knockback.
Side B: Voomerang- The Voomerang is Joe's best boss killing tool. Joe throws out one of these bad babies, and it travels across the stage, about as large and fast as a hothead. If it hits on the ledge, it spikes. It first travels straight for about half of FD, and curves around to hit behind him. does 15% and good knockback.
Down B: Zoom-In Ground Pound- If on the ground, Joe gets a pink field of energy around him, and punches the ground. It has a bit of start up lag, but it has great distance and it's VERY powerful. If performed in the air, Joe drills directly toward the ground, decimating all in his path. It takes a little while for Joe to disengage this attack, so the ending lag is punishable. Direct on the ground, 19%, great knockback. Splash on the ground, 5% weak knockback. Direct in the air, 21% great knockback.
Up B: Zoom-In Drill Boost- Joe uses his Zoom-In VFX, and gets another jump. He gains a pink drill of energy that surrounds him, and gains some distance. About as much as Ness' PKT recovery. If it connects directly, it deals good damage and good knockback. Joe has superarmor frames during the attack. 16% and good knockback.
Final Smash
Viewtiful Forever- Joe uses his VFX powers, slowing everyone else down, speeding himself up, and giving himself some extra power! This lasts for fifteen seconds, giving Joe some time to pummel his opponents and rack up some damage. Finally, after fifteen seconds, Joe strikes a pose that is just too cool! Everyone that was hit takes the collective knockback from all the hits he got on them.
Quirks/Miscellaneous Animations
Alternate Costumes: Joe's armor changes color. Yellow, Green, White, Blue, Purple, Black, and a retro black and white costume are available.
Joe's symbol is a film reel
Entrance: Joe blips into existence, at first blurry and without armor, then he says his signature phrase, and prepares for battle.
His Wiimote sound is, you guessed it, "Henshin a Go Go, Baby!"
Get up attack- Joe spins around, breakdance style. 4% no knockback.
Ledge Get-up attack, >100%- Joe vaults over the ledge, kicking as he goes. 6%, minimal knockback.
Ledge Get-up attack, <100- Joe climbs onto the stage, obviously spent and throws a weak punch. 3%, no knockback.
Trip animation: Joe falls, and goes back to normal, losing his VFX armor.
Dizzy: Joe sways on the spot, stars around his head.
Sleeping: Joe lays on his stomach, snoozing without his armor on.
Sidestep: Joe uses his dodge animation from the game, jumping slightly and throwing his hands in the air.
Air Dodge: Same as Sidestep.
Taunt 1: Henshin a Go-Go, Baby!
Taunt 2: C'mon, kick it up!
Taunt 3: Joe sheds his armor, yells "Take 5!" then comes to, realizes it's not the movie, and prepares for battle again.
Victory Pose 1: Joe turns around, claps at the other competitors, and takes a bow.
Victory Pose 2: Joe sits on the ground, sheds his armor, and pants tiredly.
Victory Pose 3: Joe says "Man, winning sure is tiring!"
Losing Pose: Joe claps without his armor on.
Kirby Hat: Kirby gains Joe's helmet.
Snake Codec
Snake: Otacon, who's that, some kind of Power Ranger?
Otacon: No Snake, that's Viewtiful Joe.
Snake: Well, in any case, he looks ridiculous.
Otacon: No Snake, he controls time! He's pretty... [At this time, Otacon's voice is sped up so fast, it's incoherent. This goes on for a couple of seconds between the two of them, until]
Snake: Eyyyeeeeee Seeeeeee Whaaaaaaat Yooouuuuu Meeeaaaannn, Otaaacoohhhn. Eyeeeeee'll Haaaaaaaave toooo beeee caaaarefulll. [Snake's voice is slowed down, and his words are stretched out. Then, Joe pauses time, walks up to the codec box, and says "Henshin a Go Go, Baby!"
Assist Trophy: Captain Blue
Captain Blue, Joe's hero and main enemy, has come to turn the tide of battle! Captain Blue shoots pillars of Lightning across the stage. They increase in size, and in damage, and they hold massive killing power. I'd watch it if I were you, Captain Blue, the King of Lightning, is a dangerous force not to be taken lightly!