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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 a character in SSBU.

Whilst Narukami was MIA for years due to the absence of the P4U2 2.0 patch in the west, Joker opted to pick up his Wild Card for himself, and try out being the Persona protagonist cemented in high/top tier in a fighting game spinoff for a while. (Placeholder, someone please write up this)

Summary
Joker is a bait and punish character who forces the opponents 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.
  • Incredibly Versatile: 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.
  • 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.
  • 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 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

+

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.


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)

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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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,

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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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,

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.



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

/ +

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.
1.0/2.0Contact/Erupt 16-42 53 361/75 -27 N/A
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.


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
35/20 20/210 N/A N/A 2
- - N/A N/A - 45
  • 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


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)

+

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.
- 3+ 52 min - N/A armor 3 onwards infinite hp
2.4 8-9 31 50 -19 to -18 all intangible 1-15
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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
- - N/A N/A -
82 FKB 100 N/A N/A 3
  • 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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