SSBU/Joker

From Dragdown


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Overview

Joker
Weight:93
Spotdodge:The duration and intangibility of this character's on-spot dodges.25F (3~17F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.3~30F intangible (Neutral)
3~21F intangible (Directional)
Unique Recovery Options:Recovery options that this character may have other than their Up Special.Wings of Rebellion* (Arsene)
Fastest OOS:Up Air (8F)
Rebel's Guard (Counter, 6F)
Tetrakarn (Arsene, Counter, 7F)
Overview
Joker is primarily a bait and punish character, but is also able to play as a sort of jack of all trades thanks to his unique and powerful tools. He can utilise his quick movement and safe moves to force errors out of the opponent and counterattack. Using moves like Gun or Neutral Air he can lock down areas of the stage and force his opponents to come to him. This isn't even considering his specially built in mechanic - Arsene which allows him to essentially double his power and become a monster no character can contest.

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

Summary
Joker is a bait and punish character who forces the opponent's hand before dodging their attacks and launching a combo.
Pros Cons
  • Movement: Joker has great movement stats overall as well as the ability to rapidly change his fall speed with his top 5 Fast Fall and Gun, allowing him to duck in and out of combat.
  • Evasiveness: Many of Joker's actions like running, jumping, or using moves like Neutral Air alter his hurtbox - which when combined with his movement, can make it very difficult to land hits on him.
  • Gun: Joker's Gun is an incredibly versatile move that can be used for movement, stalling off stage, recovering, gimping, etc.
  • Combo Demon: Joker is one of the most expressive characters in the entire game. Almost all of his moves have uses in combos, allowing for long strings that can rack up massive damage.
  • Arsene: Arsene state is a powerful install that grants Joker stronger KO potential and greater range on his moves. It even gives him access to Tetrakarn / Makarakarn, an incredible move that functions as both a counter and a reflector.
  • Joker Of All Trades, Master Of All Of Them: Joker is not limited to one type of playstyle. A Joker player could be as aggressive or as defensive as they so choose. He has the ability to camp with Gun and Eiha and can capitalize heavy on opponent errors; thanks to his absurdly good frame data and specials, Joker is able to play how other characters may want to play but be much better at it than them with the added ability to change whenever they need to.
  • Short Range: Without Arsene, Joker's Knife isn't very disjointed and has short range. Thus, most of his attacks will require him committing to approach.
  • Approaching: Joker gets the bulk of his reward from falling aerials and grab, which are too slow and/or small to be reliable approach options. Because of this, Joker prefers to attack second.
  • Input Heavy: Joker is a very precise character and, as such, can be difficult to play optimally at a competitive level consistently.
  • Mentally Draining: Joker is a mentally taxing character to play for longer periods of time, as a simple mistake or miscalculation on the players part may doom an entire stock which, especially in a tournament setting, can cause the player to become frustrated.
  • Lackluster Out of Shield: Joker has little options when an opponent is pressuring his shield. His fastest out of shield option is Up Air, which nine times out of ten will not hit the opponent. The most Joker can really do in shield is a defensive option, such as roll, spotdodge, or jump, which can be read and punished accordingly.
  • Arsene: Although Joker's Grappling Hook grants Joker an incredible recovery, Arsene replaces Grappling Hook with Wings of Rebellion, a recovery that is much more exploitable due to a lack of hitboxes on the move.
Rebellion's Gauge/Arsene
Rebellion's Gauge

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.

File:SSBU Joker ArseneActivation.png
Persona!

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


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

Gun with Arsene primarily functions the same, but instead of shooting one bullet, it will fire three.

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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.


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
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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


Forward, Arsene:

  • Data seperated as Close/Mid/Far.


Back, Arsene:

  • Data seperated as Close/Mid/Far.


Gun (Jump)

While firing Gun and Grounded, Jump

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
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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


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.


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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
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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
  • Commonly referred to as Joker's Counter.


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


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
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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


Navigation

To edit frame data, edit values in SSBU/Joker/Data.
Joker


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