zallard1 | Punch Out!! (Wii) - Title Defense Glass Joe [0:36.84] (WR) @zallard1 | Uploaded July 2020 | Updated October 2024, 10 minutes ago.
I tied the old record of 36.89 about a decade ago, but a couple of years ago, McHazard offhandedly mentioned an idea he thought of on improving phase 2 of TD Joe to Frame by Frame Animation (or Mysteryman95 if you're familiar with him on Twitch).
Mystery ended up testing this idea, and it actually just barely ended up being faster by about 1 frame! I hadn't gotten around to matching the new best possible time for TD Joe due to how recent it was, but considering I've gotten my recording setup for this game squared away, this seemed like a great time to give it a shot.
Two things I've done for this fight that differ from the other ties on this record. The first thing is I watch the cutscene, because on certain fights, the first possible counter/movement will very slightly depend on the precise frame you cancel the cutscene on. The exact behaviors of this mechanic is still somewhat unknown, however for most of the fights, letting the entire cutscene play out will guarantee you the fastest possible first movement of the fight.
Secondly, this fight is tedious because of how long it is. To have a blatantly obvious visual cue on if my first counter of the fight was frame perfect, I've rearranged the punches in phase 1. Usually after the first 2 star punches, we would do 5 jabs after each one, then 4 jabs for the next 2 star punches. Now I do them in the order of 5, 4, 5, 4, because if the timer lingers on 2:52 during the 3rd star punch, then it is 100% guaranteed that the first counter was frame perfect. This significantly weeded out bad attempts straight away so I could grind attempts on frame perfect paces more optimally.
Phase 2 used to be just a single star punch, but now it has a move cancel to skip Joe's delayed uppercut, which then moves him onto his taunt. Countering the taunt will get you a 2nd star The following star punch cannot be buffered off of that counter, meaning you have to delay for just a couple of frames as Joe starts to come back to the center. It's a pretty awkward adjustment compared to the old approach, but despite the added difficulty, I was still able to match the new best possible time relatively quickly!
Anyways, I hope you enjoy!
I tied the old record of 36.89 about a decade ago, but a couple of years ago, McHazard offhandedly mentioned an idea he thought of on improving phase 2 of TD Joe to Frame by Frame Animation (or Mysteryman95 if you're familiar with him on Twitch).
Mystery ended up testing this idea, and it actually just barely ended up being faster by about 1 frame! I hadn't gotten around to matching the new best possible time for TD Joe due to how recent it was, but considering I've gotten my recording setup for this game squared away, this seemed like a great time to give it a shot.
Two things I've done for this fight that differ from the other ties on this record. The first thing is I watch the cutscene, because on certain fights, the first possible counter/movement will very slightly depend on the precise frame you cancel the cutscene on. The exact behaviors of this mechanic is still somewhat unknown, however for most of the fights, letting the entire cutscene play out will guarantee you the fastest possible first movement of the fight.
Secondly, this fight is tedious because of how long it is. To have a blatantly obvious visual cue on if my first counter of the fight was frame perfect, I've rearranged the punches in phase 1. Usually after the first 2 star punches, we would do 5 jabs after each one, then 4 jabs for the next 2 star punches. Now I do them in the order of 5, 4, 5, 4, because if the timer lingers on 2:52 during the 3rd star punch, then it is 100% guaranteed that the first counter was frame perfect. This significantly weeded out bad attempts straight away so I could grind attempts on frame perfect paces more optimally.
Phase 2 used to be just a single star punch, but now it has a move cancel to skip Joe's delayed uppercut, which then moves him onto his taunt. Countering the taunt will get you a 2nd star The following star punch cannot be buffered off of that counter, meaning you have to delay for just a couple of frames as Joe starts to come back to the center. It's a pretty awkward adjustment compared to the old approach, but despite the added difficulty, I was still able to match the new best possible time relatively quickly!
Anyways, I hope you enjoy!