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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
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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 a quick option and is useful for catching spot dodges. Can jab lock in certain situations.
Just like with base Joker, Jab can catch spotdodges and can jab lock. Jab locks can combo into down smash, which with Arsene can kill much earlier than it would with 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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 has multiple hits, making it able to catch spot dodges. It can also be used to catch neutral getup from ledge.
With Arsene's added killpower, Forward Tilt has the potential to kill at high percents.
- Angleable, with angled down having the most 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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 has long startup, and only really useful in combos. While it can be used as an anti air, its range is fairly small, so it cannot catch jumps very well.
Arsene's version of Up Tilt can kill, so if an opponent is on a platform, the move's multiple hits may be able to catch the opponent off guard and 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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 incredibly useful as it can catch landings, 2 frame, start combos, tech chase, and can cross up an opponent in shield. Not only this, but this move can be used out of shield, making this one of Joker's only semi-useful out of shield options.
All the same benefits as base Joker with the added ability to kill at high percents.
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 best used as a punish tool and is able to cross up an opponent in shield. It is good at catching low profiles, which in matchups where the opponent is very small, like Pikachu, can be very useful.
With Arsene, Dash Attack has much higher kill power. Still not the greatest whiff punish, but can be useful in situations where other punishes won't hit, like landing Pikachu Back Air.
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
/
+
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 Smash | 14.021 charged | 16-18 | 48 | 361 | -21 to -19-17 to -15 charged | N/A |
Forward Smash, Arsene | 14.0/8.0Joker/Arsene | 16-19 | 48 | 361 | -15 to -12/-21 to -18 | N/A |
Joker's hardest hitting smash attack, at the cost of a very slow startup. Forward Smash has 16 frames startup and has 28 frames of end lag, making it more of a hard read option than anything else. If you do read the opponent with this move, it can be extremely potent, but it is best if used only when you are certain it will hit.
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 Smash | 40 | 98 | N/A | N/A | 105 charged | ||||||||
Forward Smash, Arsene | 40/50, 0/50Joker/Arsene frames 16-18, 19 | 98/151Joker/Arsene | N/A | N/A | 16/10 |
Forward Smash, Arsene:
- Total damage is 14.0 + 8.0 = 21.0
Values are for uncharged version
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 |
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.
- 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 | 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 |
- 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
Forward, Arsene:
- Data seperated as Close/Mid/Far.
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
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 |
- 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 |
- 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 |
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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 •
Placeholder