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Joker has some notable weaknesses however, both of his main recovery options, Grappling Hook and Wings of Rebellion, are linear and quite easy to gimp and he tends to struggle to secure stocks consistently due to Arsene's inconsistent appearances throughout the match, and his main kill confirm move (Forward Air) being unsafe on shield.
For anyone looking for a character with top tier movement and various moves that enable a variety of playstyles, this Phantom Thief might just be for you
Joker is a bait and punish character who forces the opponent's hand before dodging their attacks and launching a combo. | |
Pros | Cons |
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Joker has a bar beaneath his stock counter called the Rebellion's Gauge. The gauge fills up over time, but can also be filled up by getting hit. Hitting Joker while he uses the move Rebel's Guard will fill up the bar faster. When the bar fills up completely, Arsene is summoned.
Arsene increases Joker's movement speed, makes his normal moves stronger and enhances all of his special moves, or replaces them altogether with versions usable only while having Arsene. The Rebellion's Gauge will steadily decrease while Arsene is out, and will lose chunks of the bar if Joker is hit. Once the bar is empty, Arsene will be unsummoned, and Joker will regain back his normal moveset.
- Arsene lasts a maximum of 30s, without getting hit
Normal Moves
Jab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Jab 1 | 2.0 | 4-5 | 24 | 361/180 | -16 to -15 | N/A |
Jab 2 | 1.5 | 3-4 | 24 | 361/180 | -17 to -16 | N/A |
Jab 3 | 4.0 | 3-4 | 35 | 361 | -26 to -25 | N/A |
Jab 1, Arsene | 2.0/0.7 | 4-5 | 24 | 361/180 | -16 to -15/-17 to -16 | N/A |
Jab 2, Arsene | 1.5/0.7 | 3-4 | 24 | 361/180 | -17 to -16/-18 to -17 | N/A |
Jab 3, Arsene | 4.0/3.1Joker/Arsene | 3-4 | 35 | 361 | -26 to -25/-27 to -26 | N/A |
Jab is Joker's fastest normal at frame 4. Despite this, it's lack of range and bad shield safety make it a niche tool used primarily for jab locking and mixing up shield timings with the multiple hits. Due to the similarity in animation between Joker's Jab and Forward Tilt, the 3rd hit mixup can be more effective than other similar multi-hit mixups.
Arsene Joker's Jab and Base Joker's Jab are functionally identical in Joker's kit. The biggest difference being the increased damage and the higher knockback.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | 32/25 | 30/20 | N/A | N/A | 3 | ||||||||
Jab 2 | 25/30 | 30 | N/A | N/A | 3 | ||||||||
Jab 3 | 60 | 80 | N/A | N/A | 5 | ||||||||
Jab 1, Arsene | 32/25/33 | 30/20 | N/A | N/A | 3/2 | ||||||||
Jab 2, Arsene | 25/30 | 30 | N/A | N/A | 3/2 | ||||||||
Jab 3, Arsene | 60/65 | 80/135 | N/A | N/A | 5/4 |
Jab 3, Arsene:
- Total damage is 4.0 + 3.1 = 7.1
Forward Tilt
/ + (angleable)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
1st Hit | 3.0 | 8-9 | 35 | 93/40 | -22 to -21 | N/A |
2nd Hit | 5.0 | 13-15 | 35 | 35 | -15 to -13 | N/A |
1st Hit, Arsene | 3.0 | 8-9 | 35 | 93/40, 180/35Neutral/Down, Up | -22 to -21 | N/A |
2nd Hit, Arsene | 5.0 | 13-19 | 35 | 35/45/25Neutral/Up/Down | -11 to -5 | N/A |
Forward Tilt is one of Joker's core tools. The small disjoint combined with the forward lunge of the animation makes it a fantastic neutral poke that keeps opponent's from approaching on the ground. It can also function as a safe whiff punishing tool against long-range attacks. Its biggest weakness is a moderate commitment level. Whiffing an Forward Tilt when an opponent is trying to jump in will usually result in Joker losing the interaction. It is also very weak to parry on the second hit, ensuring that you'll likely be punished for using it too predictably.
Forward tilt is also angleable, giving it even more versatility:
- Upward Variation: The most niche variant of Forward Tilt for Joker. It is good at catching low aerial approaches but doesn't lead it anything nor possess high knockback.
- Forward Variation: The main version of Forward Tilt Joker will use. Possessing good range, above average startup, and potential for knockdowns to set up for longer advantage states.
- Downward Variation: The downward variant of Forward Tilt is used for killing and setting up tech chases. It has higher base knockback than any other variant and sends at a semi-spike angle, setting up for edgeguards or outright killing on its own.
Arsene Joker's Forward Tilt not only adds more knockback, more damage, and a bigger second hitbox, but it also makes the second hit linger for 7 frames. The lingering hitbox doesn't get weaken over time either, something unusual for tilt attacks of this nature. Because of this, Joker's Forward Tilt is transformed into a deadly option coverage move on top of the utility it already has with Base Joker. Being able to easily cover ledge options, tech options, and killing on its own at higher percents (130+ on medium weights). That being said, it possesses most of the same weakness as Base Joker Forward Tilt, although it is slightly safer on shield due to the lingering second hitbox.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st Hit | 20 FKB | 100 | N/A | N/A | 4 | ||||||||
2nd Hit | 45 | 110 | N/A | N/A | 6 | ||||||||
1st Hit, Arsene | 20 FKB, 10 FKB/25 FKBNeutral, Angled | 100 | N/A | N/A | 4 | ||||||||
2nd Hit, Arsene | 60 | 106, 121Neutral/Down, Up | N/A | N/A | 10 |
1st Hit:
- Can be angled up or down
<br/>1st Hit, Arsene:
- Can be angled up or down
Up Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hit 1 | 4.0 | 8-9 | 41 | 120/105/100/110/115/123, 130/367/133frames 8,9 | -27 to -26 | N/A |
Hits 2-4 | 1.0x3 | 10-19 | 41 | 367 | -28 to -19 | N/A |
Final Hit | 1.0 | 20-23 | 41 | 90 | -18 to -15 | N/A |
1st Hit, Arsene | 4.0 | 8 | 41 | 120/105/100/110/115/123, 130/367/133frames 8, 9 | -27 to -26 | N/A |
Hits 2-4, Arsene | 1.0/0.7Joker/Arsene | 10-19/11-19Joker/Arsene | 41 | 367 | -28 to -19 | N/A |
Final Hit, Arsene | 3.9 | 20-23 | 41 | 90 | -15 to -12 | N/A |
Up Tilt is in contention for Joker's worst move. It has okay startup, bad range, and lots of end-lag. It is most useful as a combo extender for Joker as well as a way to pressure opponents shielding on platforms. This move can be used as an anti-air, but it's bad range and high end-lag make that a risky endeavor.
Arsene Joker's version of Up Tilt is a kill tool for Joker, but also his worst one due to similar reasons as Base Joker's version of the move. Its most practical application is its unusually high chance to shield poke opponents shielding on platforms. Other than that, Up Smash is better in nearly every way.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 150 FKB/60 FKB/165 FKB, 20 FKB/0frames 8,9 | 100 | N/A | N/A | 5 | 3 | 1.0 | ||||||
Hits 2-4 | 20 | 20 | N/A | N/A | 2 | 3 | |||||||
Final Hit | 35 | 270 | N/A | N/A | 2 | ||||||||
1st Hit, Arsene | 150 FKB/60 FKB/165 FKB, 20 FKB/0frames 8, 9 | 100 | N/A | N/A | 5 | 3 | |||||||
Hits 2-4, Arsene | 20/50Joker/Arsene | 20 | N/A | N/A | 2 | 3 | |||||||
Final Hit, Arsene | 50 | 180 | N/A | N/A | 5 |
Down Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Down Tilt | 6.0 | 8-14 | 38 | 75/82/85frames 8-9/10-11/12-14 | -23 to -17 | N/A |
Down Tilt, Arsene | 6.0/7.0 | 8-14 | 38 | 75/82, 82, 85/82frames 8-9, 10-11, 12-14 | -20 to -14/-19 to -13 | N/A |
Joker's down tilt is a horizontal slide similar to Cloud. This move is, as with most of Joker's tools, extremely versatile. It is one of Joker's only tools that can hit ledge hangs/ledge snaps, it crosses up on shield when done point black, and it is also very good at catching non-aggressive landings. Down Tilt is one move that contributes to Joker's evasiveness and hurtbox-shifting attributes too, as he slides incredibly close to the ground. Joker's down tilt can also create combos via linking with Up Air, but usually you cannot get a true combo starter from it. Unlike other characters, Joker has no invincibility on his body when doing Down Tilt which makes it extremely vulnerable to disjoints, projectiles, and high priority moves. Because of this, the move is best used as a way to catch air dodges, prevent ledge stalls, and whiff-punish high pokes in neutral.
Arsene Joker's down tilt is significantly stronger than Base Joker's down tilt not only in damage and knockback, but also disjoint. Arsene Joker's down tilt has a substantially larger, and mostly disjointed hitbox. With it being roughly parallel to Joker's hand while sliding. Because of this, it is much better at challenging aggressive options compared to base down tilt. It also has the potential to kill at higher percents (roughly 175% on medium weights) as well. Other than that, the move is identical to Base Joker.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Down Tilt | 75 | 66 | N/A | N/A | 6 | ||||||||
Down Tilt, Arsene | 55/70 | 66/95, 66/98, 66/99frames 8-9, 10-11, 12-14 | N/A | N/A | 9/10 |
Dash Attack
While Dashing +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
1st Hit | 2.0 | 6-7 | 46 | 35/40/50/25/10/15 | -36 to -35 | N/A |
2nd Hit | 6.0 | 15-21 | 46 | 361 | -24 to -18 | N/A |
Hit 1, Arsene | 2.0 | 6-7 | 46 | 35/40/50/25/10/15 | -36 to -35 | N/A |
Hit 2, Arsene | 6.0 | 15-21 | 46 | 361 | -23 to -17 | N/A |
Dash Attack is an extremely strong burst option and one of the key reasons why Joker is so effective at playing mid-range and whiff punishing. The first linking hit is fast at frame 6 and has no vertical blind spot from the leg down, making it very good at punishing opponents attempting to evade Joker by utilizing pancaking (using landing aerials or crouches to avoid hitboxes that would normally hit grounded opponent). The second hit has Joker kicking his leg out very far, making dash attack strong as an overshooting tool for covering corner options. The second hit sends into tumble very early too and can lead into Joker's tech chase game, allowing him to extend his advantage state further. The biggest downfall of this move is its unsafety on shield. Although it can cross-up at short ranges, getting this move shielded is almost always a guaranteed punish. This means that Joker have to be sure it will work before committing, as it is one of the few moves that makes Joker easier to hit instead of harder to hit.
With Arsene, Dash Attack becomes a strong kill option for Joker that doubles as an anti-air on top of the utility it inherits from Base Joker. The first hitbox is exactly the same in terms of speed and size and base Joker, but the second kick becomes a big disjoint that travels upwards the longer the move is active. This is another move, similar to Arsene Joker's Forward Tilt, that has a long-lasting hitbox that doesn't get weaker over time. This means that it is very good at option coverage and threatening to kill opponents for trying to land near Joker aggressively or defensively. Despite its upside, Arsene Joker's Dash Attack suffers the same weakness as Base Joker. Being very weak to shield and a big commitment to take for Joker.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st Hit | 70 FKB/80 FKB/50 FKB/40 FKB/30 FKB/25 FKB | 95 | N/A | N/A | 3 | ||||||||
2nd Hit | 60 | 85 | N/A | N/A | 6 | ||||||||
Hit 1, Arsene | 70 FKB/80 FKB/50 FKB/40 FKB/30 FKB/25 FKB | 95 | N/A | N/A | 3 | ||||||||
Hit 2, Arsene | 85 | 82 | N/A | N/A | 7 |
Smash Attacks
Forward Smash
/ + {{SSBU Move Card |attack=Forward Smash,Forward Smash (Arsene) |specificHits= |description= Forward Smash is simultaneously Joker's slowest aggressive option as well as his strongest (in terms of raw knockback). It is one of the only ways that Base Joker has of threatening an early stock on-stage. Due to the great amount of startup in comparison to his other grounded tools, Joker must accurately predict his opponent to land this move. Although Joker does not usually outright die for whiffing this attack, he will almost always give up his advantageous position in an attempt to land it. This move is particularly good at catching landings, neutral getup from ledge, and predictable roll-ins. It can also cover a decent area in the corner if you predict that your opponent will try to dash back in the corner too. Use this move correctly, and your opponents will be scared to be habitual in any state of the game.
Arsene Joker's version of Forward Smash is one of the strongest moves in its class, regularly killing at ledge around 60% with no charge. It possesses a large disjointed hitbox that extends in front and upwards of Joker's face. This move possesses much more Vertical Range than Base Joker's version, making it able to effectively challenge many common short hop movements on top of the utility it inherits from Base Joker. The bigger hitbox also allows you to space it extremely far away making it less susceptible to punishes overall. Despite its upside, it is still his slowest normal attack and has quite a bit of end lag. You must use this move carefully and intelligently to be effective with it.
Up Smash
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. | |
---|---|---|---|---|---|---|
Up Smash | 12.018 charged | 10-14 | 52 | 83 | -33 to -29-29 to -25 charged | N/A |
Up Smash, Arsene | 12.0/5.0Joker/Arsene | 10-14 | 52 | 83 | -27 to -23/-34 to -30 | N/A |
Up Smash is Joker's most important smash attack. It is his fastest smash attack at frame 10 which gives it two compelling use-cases. Firstly, it is Joker's easiest way to threaten a kill out of shield. Being frame 10 and covering a lot of space around Joker's body, it allows Joker to hard punish people for overcommitting on his shield at kill percent. The second use case is as the main followup off of dragdown Up Air kill confirms. Due to its fast and relatively low hitting first hitbox and high hitting 2nd hitbox, it makes it ideal to followup off of from grounded and platform dragdowns. All that being said, the downfall of this move is the low hitting first hitbox. The lowest hitbox extends from Joker's right foot diagonally up towards the knife which leaves a massive blindspot directly underneath Joker's hand. Because of this blind-spot, Joker cannot hit many notable unsafe attacks on his shield (such as Pikachu's Back Air). On top of that, the blind-spot also effects the moves use as a dragdown followup. Many characters have a landing from tumble animation that makes them completely immune to getting hit by dragdown Up Air into Up Smash. This in-turn forces you to use Down Smash which does not kill nearly as consistently as Up Smash due to being a horizontal launcher instead of a vertical launcher. Despite this one glaring downside, the move still provides an extremely important and unique function for Joker. It is the only good tool Joker has to anti-air opponents directly above his head and can catch opponents completely out of position if used properly. ---
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Up Smash | 43 | 100 | N/A | N/A | 84 charged | ||||||||
Up Smash, Arsene | 43/59 | 100/181 | N/A | N/A | 14/7 |
Down Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Forward | 12.018 charged | 12-13 | 52 | 32 | -31 to -30-27 to -26 charged | N/A |
Backward | 12.018 charged | 16-17 | 52 | 30 | -27 to -26-23 to -22 charged | N/A |
Forward, Arsene | 12.0/6.0Joker/Arsene | 12-13 | 52 | 32/38 | -28 to -27/-33 to -32 | N/A |
Backward, Arsene | 12.0/6.0Joker/Arsene | 16-17 | 52 | 30 | -21 to -20/-27 to -26 | N/A |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forward | 30 | 93 | N/A | N/A | 84 charged | ||||||||
Backward | 35 | 93 | N/A | N/A | 84 charged | ||||||||
Forward, Arsene | 64/44 | 84/158 | N/A | N/A | 11/6 | ||||||||
Backward, Arsene | 35/40 | 93/158 | N/A | N/A | 14/8 |
Aerials
Neutral Air
Airborne
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. | |
---|---|---|---|---|---|---|
Neutral Air | 7.0 | 12-27 | 55 | 46 | -5 | N/A |
Neutral Air, Arsene | 7.0/4.0Joker/Arsene | 12-27 | 55 | 46 | -5 | N/A |
One of Joker's most important moves. This move can do it all, start combos, catch nearly every ledge option (roll from ledge, neutral getup, getup attack, jumps), and can even provide a lasting hitbox off stage which can gimp linear recoveries. Neutral Air can lead into grab, which is a crucial to Joker's combo game. It even has the potential to kill at high percents, but this is fairly rare.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Neutral Air | 35 | 93 | 8 | ? | 3 | ||||||||
Neutral Air, Arsene | 35/50 | 93/139 | N/A | N/A | 7/5 |
Neutral Air, Arsene:
- Total damage is 7.0 + 4.0 = 11.0
Forward Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
1st Hit | 2.0 | 7-8 | 48 | 367/76/80 | -10 | N/A |
2nd Hit | 5.0 | 12-14 | 48 | 361 | -9 | N/A |
1st Hit, Arsene | 2.0 | 7-8 | 48 | 367/76/80 | -10 | N/A |
2nd Hit, Arsene | 5.0/8.0Joker/Arsene | 12-14 | 48 | 34 | -9 | N/A |
A phenomenal move, especially when landing with its first hit. First hit Forward Air is an amazing combo tool, allowing for combos at only any percent. Most importantly is first hit Forward Air into dragdown Up Air. This works at mid percent if the opponent DI's in and at high percent (100% or higher, depending on the weight of the character), which can then combo into Down Smash or Up Smash, which has the potential to take stocks.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st Hit | 70/73 | 25/50/5 | 12 | ? | 2 | ||||||||
2nd Hit | 46 | 125 | 12 | ? | 3 | ||||||||
1st Hit, Arsene | 70/73 | 25/50/5 | N/A | N/A | 3 | ||||||||
2nd Hit, Arsene | 48/58 | 148/98 | N/A | N/A | 6/8 |
2nd Hit, Arsene:
- Total damage is 5.0 + 8.0 = 13.0
Back Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Back Air | 9.0 | 7-8 | 32 | 43 | -5 | N/A |
Back Air, Arsene | 9.0/7.0Joker/Arsene | 7-8 | 32 | 35 | -5 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Back Air | 54 | 90 | 9 | ? | 4 | ||||||||
Back Air, Arsene | 51/58/76 | 102/114/98 | N/A | N/A | 9/7 |
Back Air, Arsene:
- Total damage is 9.0 + 7.0 = 16.0
Up Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Multihits | 0.75x4 | 5-18 | 40 | 80/367 | -12 | N/A |
Final Hit | 3.0 | 20-21 | 40 | 80 | -12 | N/A |
Multihit, Arsene | 0.75x4 | 5-18 | 40 | 80/367 | -12 | N/A |
Final Hit, Arsene | 3.0/7.0Joker/Arsene | 20-21 | 40 | 80 | -12 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Multihits | 20/30 | 80/100 | 14 | ? | 2 | ||||||||
Final Hit | 50 | 155 | 14 | ? | 2 | ||||||||
Multihit, Arsene | 20/30 | 80/100 | N/A | N/A | 2 | ||||||||
Final Hit, Arsene | 50 | 155/126 | N/A | N/A | 4/7 |
Final Hit, Arsene:
- Total Damage is 3.0 + 7.0 = 10.0
Down Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Down Air | 8.0 | 13-16 | 47 | 38 | -7 | N/A |
Early, Arsene | 8.0 | 13-14 | 47 | 38 | -7 | N/A |
Late, Arsene | 8.0/8.0Joker/Arsene | 15-16 | 47 | 270/38 | -7 | N/A |
Unlike with base Joker, Arsene Down Air will spike, which is extremely useful. At low percent, this move can lead into grab, down tilt, etc. At mid percent, the move can also lead to tech chases if the opponent is able to tech. At high percent, Joker can do Down Air > Up Smash, Down Air Up Air, Down Air > dragdown Up Air, Down Air > Back Air, and Down Air Forward Air, which can all kill.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Down Air | 40 | 100 | 11 | ? | 4 | ||||||||
Early, Arsene | 40 | 60 | N/A | N/A | 8 | ||||||||
Late, Arsene | 35/50 | 96/50 | N/A | N/A | 8 |
Special Moves
Gun
(Hold OK, Air OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Gun | 5.0/3.0/1.0Close/Mid/Far | 12, 37, 62When each bullet comes out | 36/61/921/2/3 shots | 361 | - | N/A |
Gun, Arsene | 6.0/3.0/1.0, 2.0/1.5/1.0B x1, B x2/x3 | 12/18/24, 42/48/54, 72/78/84B x1,x2,x3 | 42, 65, 98B x1, x2, x3 | 361 | - | N/A |
Joker fires a shot from his gun horizontally, hitting the first target in range. Contrary to what the name implies, this is not treated as a projectile, rather as a very large hitbox (similar to Bayonetta's Bullet Climax). The damage and hitstun of the move decreases with range, with the furthest hitbox having no hitstun at all. He has different follow-ups from this move:
- Repeatedly pressing or holding will make Joker shoot again, cycling between 3 poses. He can input another shot as early as frame 26.
- Inputting or performs a Gun (Dash). Can be performed as early as frame 26.
- Jumping while grounded will cause Joker to perform Gun (Jump). Can be performed as early as frame 26.
- Inputting while airborne causes Joker to perform Gun (Spiral). Can be performed as early as frame 14.
- Inputting while airborne causes Joker to perform Gun (Shoot Below). Can be performed as early as frame 14.
This is one of Joker's most versatile tools. It can be used to control space and apply pressure from afar, gimp recoveries, make your movement more ambiguous, get out of juggles, stuff aggressive approaches and even during combos.
Gun with Arsene primarily functions the same, but instead of shooting one bullet, it will fire three each time with increased damage and knockback.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Gun | 5/1/0Close/Mid/Far | 75/50/0Close/Mid/Far | N/A | N/A | 6/5/3Close/Mid/Far | ||||||||
Gun, Arsene | 60/1/0 | 50/0 | N/A | N/A | 3/2 |
Gun:
- Earliest possible input for another shot, Dash or Jump: 26F
- Earliest possible input for Spiral shot or shoot below: 14F
- Hitstun decreases with range until 0.
<br/>Gun, Arsene:
- Data seperated as Close/Mid/Far
- Earliest you can input another shot, dash or jump is 34F.
- Earliest you can input spiral or shoot below is 15F.
Gun (Dash)
While firing Gun, / (Air OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Forward | 6.0/4.0/2.0Close/Mid/Far | 20 | 40 | 361 | - | all intangible 5-13 |
Back | 5.0/3.0/1.0Close/Mid/Far | 22 | 45 | 361 | -21/-22 | all intangible 5-14 |
Forward, Arsene | 7.0/4.0/2.0, 2.0/1.5/1.0Shot 1, 2/3 | 20, 26, 32Shot 1, 2, 3 | 46 | 361 | -23/-24 | all intangible 5-13 |
Back, Arsene | 5.0/3.0/1.0, 2.0/1.5/1.0Shot 1, 2/3 | 22, 28, 34Shot 1, 2, 3 | 50 | 361 | -25/-26 | all intangible 5-14 |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forward | 35/4/0Close/Mid/Far | 67/45/0Close/Mid/Far | N/A | N/A | 6/6/4Close/Mid/Far | ||||||||
Back | 5/1/0Close/Mid/Far | 75/50/0Close/Mid/Far | N/A | N/A | 7/5/3Close/Mid/Far | ||||||||
Forward, Arsene | 50/4/0 | 50/0 | N/A | N/A | 3/2 | ||||||||
Back, Arsene | 5/1/0 | 75/50/0 | N/A | N/A | 3/2 |
Forward:
- Affected by/Effects dodge staling
<br/>Forward, Arsene:
- Data seperated as Close/Mid/Far.
<br/>Back, Arsene:
- Data seperated as Close/Mid/Far.
Gun (Jump)
While firing Gun and Grounded, Jump
-
This is the nerfed hitbox btw
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. | |
---|---|---|---|---|---|---|
Gun (Jump) | 3.0/0.8Close/Far, x4 | 10,17,24,31 | 60 | 365, 365, 365/50, 125/90/45 1st, 2nd, 3rd, 4th Hit | - | all intangible 1-6 |
Gun (Jump), Arsene | 3.0/0.8, 1.0/0.5Close/Far x4, Close/Far x3 | 10, 13, 17, 20, 24, 27, 31 | 60 | 365, 125/90/45Multi, Final Shot | - | all intangible 1-6 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Gun (Jump) | 10/20,10/20 ,10/20 ,50/35 1st, 2nd, 3rd, 4th Hit | 70/120 | 14 | N/A | 2 | ||||||||
Gun (Jump), Arsene | 10/20, 0Joker/Arsene | 70/120Joker/Arsene | N/A | N/A | 2 |
Gun (Jump):
- Not affected by/ does not effect dodge staling
<br/>Gun (Jump), Arsene:
- Data seperated as Close/Mid/Far.
Gun (Shoot Below)
While firing Gun and Airborne,
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Gun (Shoot Below) | 4.0/1.2Close/Far | 1 | 29 | 50/45/55 | - | N/A |
Gun (Shoot Below), Arsene | 4.0/1.2, 1.6/0.8Initial, Followup x2 | 1, 8, 15, 22, 29 | 36 | 50/45/55 | - | N/A |
Joker shoots his gun straight down in the air, which can prevent opponents from catching their landing. However, the horizontal range is minimal, so opponents can avoid getting hit by not remaining directly under Joker or by standing under a platform. This move can also potentially gimp characters with poor recovery like Ganondorf or Dr. Mario.
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Gun (Shoot Below) | 25/29 | 80/0 | N/A | N/A | 2 | ||||||||
Gun (Shoot Below), Arsene | 25/291,22F, else 0 | 80/0 | N/A | N/A | 2 |
Gun (Shoot Below), Arsene:
- Can be extended\Shots fired sequence cycle: Strong, x2 Followup shots
Gun (Spiral)
While firing Gun and Airborne,
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Gun (Spiral) | 3.0Each bullet, x11 | 2, 5, 8, 14, 17, 20, 26, 29, 32, 38, 41, 4411 shots | 49 | 361 | -45 | N/A |
Gun (Spiral), Arsene | 4.5Each Bullet, x12 | 2, 5, 8, 14, 17, 20, 26, 29, 32, 38, 41, 4412 shots | 69 | 361 | - | N/A |
The least useful type of Joker's gun. This move can be situational, if used offstage it can potentially gimp characters with poor recoveries, but struggles to catch jumps above the move.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Gun (Spiral) | 5/0 | 75/0 | N/A | N/A | 2 | ||||||||
Gun (Spiral), Arsene | 5/0 | 75/0 | 20 | N/A | 3 |
Gun (Spiral), Arsene:
- Can be extended for more shots
Eiha
/ +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Projectile | 1.0/2.0Contact/Erupt | 16-42 | 53 | 361/75 | -27 | N/A |
Gradual Damage | 1.0 | N/A | 53 | 75 | NaN | N/A |
A projectile that, when hit, will damage the opponent 1% every second for a total of 8 seconds.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Projectile | 35/20 | 20/210 | N/A | N/A | 2 | ||||||||
Gradual Damage | - | - | N/A | N/A | - | 45 |
Gradual Damage:
- Damage every 361F
Eigaon
/ + while Arsene is out
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Projectile | 1.0 | 16-32 | 58 | 90 | -37 to -21 | N/A |
Explosion | 0.5/2.5x5, x1 | 1-15,16-27Multihit/Final | 58 | 367/73 | NaN0/4 | N/A |
Gradual Damage | 1.5 | - | - | N/A | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Projectile | 35 | 20 | N/A | N/A | 2 | ||||||||
Explosion | 5/105 | 100/105 | N/A | N/A | 2 | ||||||||
Gradual Damage | - | - | N/A | N/A | - | 40 |
Gradual Damage:
- Damage every 361F
Grappling Hook
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
11.0/5.0Ground/Air | 20-26 | 59/44Ground/Air | N/A | N/A | N/A |
A tether recovery that can reach from very low beneath the stage, allowing for deep edgeguards. However, this move is easily cancelled by long lasting aerials, like Incineroar's Neutral Air. Using Grappling Hook in the air will provide a slight vertical boost when first used, but if used again before landing, it will have no vertical boost. This move can also be used while grounded, where it can grab your opponent and drag them back down.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
N/A | N/A | N/A | N/A | N/A |
- Only ground version can grab
Wings of Rebellion
+ while Arsene is out
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
- | - | - | N/A | all intangible 1-25/3-25Ground/Air |
Arsene transforms into a pair of wings that ascend Joker upwards. Wings of Rebellion replaces Grappling Hook as his Up-B, and is oddly one of Joker’s only tools that isn’t purely buffed by Arsene.
On one hand, Wings of Rebellion has better range than Grappling Hook and has about half a second of invincibility at the start, so it can recover from further out and can pass through some edgeguards.
On the other, Wings of Rebellion is much slower and can only be angled slightly left or right, so it’s much easier to 2-frame.
While both have their strengths, it is generally believed that Grappling Hook is the better recovery tool, which is unfortunate, as Joker will likely have to use Wings of Rebellion after being knocked offstage and triggering Arsene.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | 30 | N/A | - | 40 |
Rebellion's Guard (Down-B)
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Guard | - | 3+ | 52 min | - | N/A | armor 3 onwards infinite hp |
Counterattack | 2.4 | 8-9 | 31 | 50 | -19 to -18 | all intangible 1-15 |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Guard | - | - | N/A | N/A | - | ||||||||
Counterattack | 82 FKB | 100 | N/A | N/A | 3 |
Counterattack:
- Can only counterattack after successful block
Tetrakarn / Makarakarn (Down-B)
+ while Arsene is out
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Counter / Reflector Detection | N/A | 4-31 | 57 | N/A | N/A | all intangible 3-4 |
Counterattack | 12.0Minimum | 5-7 | 39 | 361 | - | all intangible 1-8 |
Reflector | N/A | 1-29 | 42 | N/A | N/A | left arm intangible 1-29 |
This counter doubles as a reflect! Tetrakarn is one of the strongest and fastest counters in the game, making it extremely useful for edgeguarding characters with hixboxes on their Up Specials due to its fantastic hitbox when activated. Be careful however, as its extremely punishable on whiff so should be used sparingly.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Counter / Reflector Detection | N/A | N/A | N/A | N/A | N/A | ||||||||
Counterattack | 80 | 51 | N/A | N/A | 11 | ||||||||
Reflector | N/A | N/A | N/A | N/A | N/A |
Counterattack:
- 1.6x multiplier
<br/>Reflector:
- 1.6x multiplier
Grabs & Throws
Grab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Standing | N/A | 6-7 | 35 | N/A | N/A | N/A |
Dash | N/A | 8-9 | 43 | N/A | N/A | N/A |
Pivot | N/A | 9-10 | 38 | N/A | N/A | N/A |
Pummel | 1.5 | 1 | 7 | 361 | -2 | N/A |
- Standing Grab
- Dash Grab (While Dashing, )
- Pivot Grab (While Dashing, + )
- Pummel (After Grab, )
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Standing | N/A | N/A | N/A | N/A | N/A | ||||||||
Dash | N/A | N/A | N/A | N/A | N/A | ||||||||
Pivot | N/A | N/A | N/A | N/A | N/A | ||||||||
Pummel | 30 FKB | 100 | N/A | N/A | 3 |
Forward Throw
After Grab,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
8.0 | 9 | 30 | 45 | N/A | all invincible 1-9 |
Use for stage control when no other throws can combo or kill.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
65 | 65 | N/A | N/A | N/A |
Back Throw
After Grab,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
10.0 | 14 | 40 | 131 | N/A | all invincible 1-14 |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
70 | 66 | N/A | N/A | N/A |
Up Throw
After Grab,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
7.0 | 16 | 38 | 90 | N/A | all invincible 1-16 |
Joker throws the opponent high up into the air. Up Throw is used as a more niche version of Down Throw that's used for extensions at lower percents, as it combos into Up Air and dragdown Up Air earlier. One thing to note is that Up Throw into Up Air gives enough height to land on a platform, allowing Joker to continue the combo while simultaneously regaining his jumps and grounded options.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
70 | 72 | N/A | N/A | N/A |
Down Throw
After Grab,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
7.0 | 23 | 41 | 79 | N/A | all invincible 1-23 |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
55 | 95 | N/A | N/A | N/A |
Misc. Attacks
Ledge Attack
while holding the ledge
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
9.0 | 24-26 | 56 | 45 | -22 to -20 | all intangible 1-26 |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | 20 | N/A | N/A | 9 |
Getup Attack
after getting knocked down
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Up | 7.0 | 15-25 | 46 | 48 | -23 to -13 | all intangible 1-25 |
Down | 7.0 | 15-25 | 46 | 48 | -23 to -13 | all intangible 1-25 |
It's a get up attack.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Up | 80 | 48 | N/A | N/A | 7 | ||||||||
Down | 80 | 48 | N/A | N/A | 7 |
Trip Attack
after tripping
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.0 | 19-32 | 50 | 361 | -24 to -11 | all intangible 1-7 |
- Placeholder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 50 | N/A | N/A | 6 |
To edit frame data, edit values in SSBU/Joker/Data. |
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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