Joker (ジョーカー, Joker) is a playable character in Super Smash Bros. Ultimate. He was officially announced at The Game Awards 2018 on December 6th, 2018 as the first downloadable character from the Fighters Pass. He was released as part of Challenger Pack 1 on April 17th, 2019 and is classified as fighter #71.
Xander Mobus, who voiced Joker in Persona 5 in English as well as the announcer, Master Hand, and Crazy Hand in Ultimate, reprises his role as the character in the English version of the game, while Jun Fukuyama, who previously voiced the character in Japanese and also voices Roy, reprises his role in Japanese. Arsene, despite being voice by their same respective actors in the initial reveal trailer, remains completely silent during gameplay.
Joker is a middleweight who can wall jump. He boasts very quick mobility, with a fast dashing speed, above average walking, air and falling speeds, above average air acceleration and high gravity, though his initial dash is merely average. He also has a relatively thin and slightly shorter hurtbox compared to other humanoid characters and a quick and long-distance roll dodge, which when combined with his quick speed makes him slippery, hard to punish and hard to hit.
One of Joker's biggest strengths is his frame data. Many of Joker's attacks possess fast startup and, with the exception of his smash attacks, low ending lag. This synergizes well with his excellent mobility and thin hurtbox, since a lot of his attacks can cross up on shield or just cross up on opponents in general thanks to this. Due to his quick overall mobility, low-knockback attacks and frame data, Joker possesses a strong and varied combo game. He has several moves in his toolkit to start combos at low percents, such as his up and down throws, a late down tilt, up tilt, his Grappling Hook, the first hit of his forward aerial and the looping hits of up aerial. Some of these combo starters last well into later percentages. Joker also possesses among the best grab frame datas (comparable to that of Mario), which makes him especially adept at punishing shields (particularly from empty jumps).
Thanks to his fast frame data, most aspects of Joker's moveset are tailored towards comboing, giving him an overall solid regular kit. His grounded game possesses the overall faster frame data around his moveset, with his neutral attack, all tilt attacks and dash attack all coming out before frame 10. Neutral attack is his fastest punishing option, serving as well as a "get off me" move. Forward tilt has the highest power of his tilt attacks and, while still weak, has the lowest ending lag of them, making it hard to punish. His up and down tilt serve similar purposes: placing the opponent in the air to start a combo. Down tilt also serves well as a long-ranged punish option (similarly to Cloud's own down tilt), whereas up tilt is also one of Joker's many anti-air moves. None of Joker's smash attacks come out before frame 10, though they nevertheless remain decently fast. Forward smash has the highest power of them (although its hitboxes can be quite misleading as it will only hit in front of Joker), and up smash is his fastest smash attack as well as his strongest anti-air move. Down smash is somewhat less versatile than his other smash attacks, although it hits on both sides and can serve as a faster alternative to forward smash.
Joker's aerial game, while slightly more limited compared to his grounded game, has nevertheless interesting options. Back aerial serves as Joker's most versatile aerial, ranging from an aerial "get off me" tool and a spacing move due to its wide hitbox, to his best aerial pressuring and KOing move thanks to its very low lag. Both forward and up aerials are among his best combo moves, the former's first hit leading into other moves due to its high base knockback, whereas the latter's looping hits can set up for another grab at medium percentages or an up or down smash at high ones. Both moves' finishing hits also serve as good combo finishers outside of these ranges, with forward aerial also leading into dash attack and up aerial into Grappling Hook if the opponent does not react in time. Up aerial can also serve as a useful anti-air move and is Joker's fastest out of shield option, making him surprisingly harder to cross-up. Neutral and down aerials have the slowest startup of his aerial moves, although they have decently low landing lag and can lead to other moves when used sparingly. Neutral aerial, in particular, has the best range and combo ability of the two, both covering a wide area around Joker and sending at a high enough angle for followups.
His grab game is similar in terms of utility, with a lack of KOing options but good combo or "get off me" throws. Both up and down throws serve as combo throws, the former leading into up aerial (which can later reliably lead into Grappling Hook to continue a combo), while the latter is slightly more versatile as it can lead into forward and up aerials or a RAR back aerial. Surprisingly, this is also Joker's strongest throw, though it doesn't KO until well past realistic percentages. His forward throw is the least useful of his throws, serving primarily for setting up and edgeguard and/or putting the opponent at a disadvantage from where Joker can capitailze. Back throw has aspects of both his forward and down throws, mainly used to set up and edgeguard or put the opponent in a disadvantageous position at low percentages, while KOing near the edge at very high percentages.
Finally, Joker boasts versatile special attacks. His neutral special, Gun, is an efficient way of dealing damage at long ranges while also avoiding it, as he can dash during the move to dodge in between shots, and its grounded jumping and downward aerial versions are notorious for their versatility, the former allowing Joker to combat rushdowns and/or zonebreaking, and the latter being used to combat juggling. Eiha, his side special, is Joker's only projectile, being medium ranged and slow-moving, dealing weak damage upon contact while cursing opponents for reliable damage over time. Grappling Hook, his up special, has among the most varied uses of his kit; grounded, it's one of Joker's most common combo extenders and anti-air moves. In the air, this is Joker's primary recovery move, being a tether recovery with very high vertical reach, allowing him to safely edgeguard opponents far below the stage and recover with not much issue.
Joker posseses a fighter ability unique to him in the form of Rebellion Gauge. This gauge fills up each time Joker takes damage, one of his teammates takes damage, or one of his teammates is KO'd (the latter two happening during team battles). Joker will also respawn with some of the Rebellion Gauge filled up if he get's KO'd. His down special, Rebel's Guard, helps Joker during this, by negating the knockback he would receive from an attack and halving the damage he takes, while filling up the Rebellion Gauge; this move also doubles as a counterattack, albeit a very weak one (similarly to Incineroar's Revenge) by knocking nearby opponents away. Once the Rebellion Gauge is filled up, Joker summons his Persona, Arsene, to aid him in battle, similarly to Rosalina's Luma. With Arsene present, Joker's regular attacks gain a significant boost in damage (and thus safety on shield) and knockback, as well as slightly more range, and his down aerial gains the ability to meteor smash, giving him an additional edgeguarding tool. Arsene is completely invincible during any move boosted by him, which means opponents can't make him disappear without hitting Joker, which is the only way to deplete the Rebellion Gauge faster. Similarly to Cloud's Limit Break, Joker's special moves also become more powerful under Arsene's influence. Gun becomes Gun Special, which can shoot multiple times quickly and deals more than twice as much damage. Eiha becomes Eigaon, a much faster projectile that has a larger area of impact, explodes on contact with an opponent or solid ground, and deals considerably more curse damage. Grappling Hook is replaced with Wings of Rebellion, which functions similarly to Pit's Power of Flight, granting Joker high vertical distance and possessing long-lasting invincibility during startup (that starts on frame 1 on the ground), though it loses Grappling Hook's attack presence. Finally, his down special becomes Tetrakarn/Makarakarn, a very effective counterattack and reflector similar to Palutena's Counter/Reflect Barrier. Both counters are better than comparative moves as well; both have very low startup lag (with Tetrakarn having the fastest startup of any counterattack) and the lowest ending lag of any counterattack. Tetrakarn has a huge hitbox that completely covers Joker's body and a huge area around him, and has the strongest damage multiplier of any counterattack at 1.6x (while also hitting for a minimum of 12% damage regardless of the attack). Meanwhile, Makarakarn has the third highest damage multiplier of any reflector at 1.6x, and also greatly increases the speed reflected projectiles at 1.9x.
Despite all of these strengths, Joker is not without any weaknesses, most of which are noticeable when he does not have Arsene active. The most notable of these is the lack of quality between moves; as most of Joker's default moveset is tailored towards extending his advantage through combos, most of them tend to be highly lackluster or underwhelming in terms of KO power and individual damage. Particularly, Joker's lack of KO power can often make him reliant on gimping the opponent at early percentages, and his smash attacks, while having enough power to secure a stock against light and middleweight characters, have high ending lag, are heavily unsafe if shielded, and don't have enough power to KO heavyweights; as a result, Joker can be very susceptible to comebacks if he is not able to summon Arsene on time. His knife, while giving his attacks disjointed range, also renders said range short, especially when compared to the weapons of other fighters such as Ike and Lucina. His range issues can also cause him to struggle against certain small and fast characters, such as Inkling and Pikachu, as it's difficult for him to consistently apply pressure against them. Although Joker isn't necessarily the most vulnerable character to pressure, he is susceptible to combos because of his attributes and lack of moves to break them, and to projectile-based pressure due to his lack of ways to deal with projectiles, with Eiha failing to properly compensate. Rebel's Guard can aid with these issues, but this can also render him predictable if the move is overused.
Although Joker's moves are relegated to comboing, some of Joker's individual moves particularly lack much utility, with the most notable being his down aerial without Arsene and his grab game; the latter isn't particularly the most stellar, as Joker's throws lack guaranteed KO setups or notable KO power, with back throw only KOing at the ledge at very high percentages, and down throw KOing anywhere onstage past realistic percentages. When it comes to his normal recovery, Joker is reliant on his Grappling Hook, which gives him an outstanding vertical recovery, his overall horizontal recovery is lackluster as a result since the move can't be aimed horizontally. Its lack of safety makes Joker easier to gimp. This can be remedied somewhat by using the dashes from his Gun move to achieve sizable horizontal distance before employing the Grappling Hook, however, these dashes have considerable ending lag, so they must be used wisely, else it could be too late to deploy the Grappling Hook, leading to Joker's doom.
Since the Rebellion Gauge encourages a different kind of playstyle, Joker loses on some of his weaknesses without Arsene (such as a vulnerability to projectile camping), but this creates new weaknesses in return, meaning that if Joker gets Arsene at the wrong time or is unable to capitalize with him, he may either lose his advantage or be at a disadvantage. Notably, since all of Joker's moves hit much harder during Arsene's presence, this makes him able to deal more immediate damage at the cost of a lot of his moves' combo ability. The loss of Grappling Hook and the increased knockback on his moves means very few moves outside of his throws are capable of starting combos at low percentages, and only heavyweights are vulnerable to his limited combo ability during this state. This can cause his advantage state to be much shorter than without Arsene, and allows the opponent to play more defensively to stall out the Rebellion Gauge, especially if they are nimble. Gun Special and Eigaon can remedy this, although misuse of the latter not only leaves Joker more vulnerable than Eiha, but more mobile opponents are still capable of avoiding this move. Wings of Rebellion, despite reliably covering more distance than Grappling Hook, is more exploitable, as the lack of hitbox and vulnerability at the end of the moves makes it easy for opponents to intercept Joker before he reaches the ledge; in fact, Joker becomes notoriously prone to getting 2-framed. Additionally, Arsene doesn't boost Joker's throws further as mentioned above, which can leave Joker more kept at bay by shielding despite his moves' higher damage output. Lastly, despite Arsene's incredible power and strengths, the Rebellion Gauge can be depleted faster if an opponent is able to attack Joker; combined with his aforementioned vulnerability to combos, this can cause Arsene to disappear much faster until the Rebellion Gauge is filled again, removing Joker's advantage as a result.
Overall, Joker is a character whose playstyle is incredibly dynamic, but as with characters with many playstyles applicable, players should be expected to be able to smartly switch playstyles on the go. Without Arsene, Joker specializes in a hit-and-run, combo-oriented playstyle, as the majority of his arsenal boasts powerful combo ability, though he has short range and very low power overall on his standard attacks without Arsene available. His primary goal in each match is to rack up as much damage as possible and gain an early stock lead in order to massively widen the gap between him and his opponent. Arsene greatly helps Joker in dealing damage or securing a stock whenever he is out, as he gains several powerful traits that allow him to play more rushdown-oriented when he gains the advantage, without forgoing his excellent mobility. By actively filling up the Rebellion Gauge by using Rebel's Guard to capitalize on reading an opponent's attack, this can be devastating for the opponent, as it gives Arsene more opportunity to see play. At the same time, Joker's vulnerability to combos means he will have to make use of his excellent mobility more often than not to avoid being put at a disadvantage. Joker's viability in the competitive scene has been excellent since his release, with many people citing him as a top tier character and potentially the best character in the game, thanks to strong representation and results from smashers such as Eim, MkLeo, Tsu, Tweek, Wishes and Zackray.
Joker has been nerfed in game updates. In patch 3.1.0 a few game bugs were fixed, and Eigaon's hits now connect more reliably. With Update 4.0.0, Joker's Makarakarn was given a buff and a nerf. This nerf gave Makarakarn a damage cap for reflecting projectiles, being the usual 50% that others have. However, the searchbox became much more rounded, enabling it to catch projectiles that would otherwise fly right over Joker. Update 7.0.0 reduced the horizontal range of downward aerial Gun and Arsene loses more rebellion gauge when hit if there are two to three opponents in the match.
For a gallery of Joker's hitboxes, see here.
For simplicity, damage values for Joker and Arsene's individual attacks are separated by a slash (/). With Arsene active, the total damage of a move is the sum of both listed values.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
If Joker is involved in a fight with more than four fighters, Morgana will not appear during his taunts.
In all three of his victory poses, the transition to the victory screen will showcase a puff of cartoony smoke with star decals, and ending screen will always result in Joker moving continuously to the left with the results background being dimmed down, replicating the victory screen from Persona 5. Upon accessing the results screen, Joker will say "Begone," "Nice," or "Hah!" If there are three or more players, the color scheme will match the player's port (CPUs are always red). In Team Battles, the color will match the player's team color. If Joker wins on Mementos, the color of the victory screen will match the color of the stage, and the victory music will be replaced with the corresponding victory fanfare from the game Mementos' design is currently derived from.
When transitioning to the results screen, one of the Phantom Thieves will say one of the following quotes in place of the announcer's usual "[character] wins!"
In competitive play
Joker had a mixed albeit positive reception on his release. Many players praised his great movement with his horizontal and vertical speed and combo ability, as well as noting how all these traits were supplemented when Arsene was activated, granting him even greater damage and kill potential. However, many also noted how Joker had difficulty killing when Arsene was not active, given that his kill setups are unsafe on shield and quite difficult to consistently land, as well as many of his moves outright having low base knockback or knockback growth. This resulted in players labelling his kill potential as "inconsistent". As well, players also remarked base Joker's relatively low damage output per move, on top of having seemingly exploitable recoveries in both of Joker's forms (with and without his persona activated). Thus, opinions on him were divided. Smashers such as Tweek and CaptainZack held high opinions of Joker upon his release, labelling him as a potential top tier character, although others such as VoiD and Leffen regarded him as a low-high tier and a mid tier character respectively.
However, opinions regarding Joker's attributes have progressively grown since the success that MkLeo has attained with the character. His combination of quick movement and combos, alongside the devastating power of Arsene giving him a powerful advantage state, has granted him a large following, with many high level players solo maining him or using him as a secondary. Some of them started to use their previous main less, or even dropped it in favor of him, such as Tweek, who mained Wario with a Pokémon Trainer secondary, and was considered the second best player overall in Ultimate, as he started using them much less in favor of Joker. MkLeo, however, considered the best Ultimate player in the world, is the most notable example, using Joker's traits to great effect to win multiple S-Tier tournaments, while Zackray has also won one co-maining him with R.O.B. and Wolf, including being able to 3-stock Maister. However, some argue against Joker's strengths due to MkLeo's skill as a player allowing him to push the character extremely far, as not many players outside of Zackray have come close to his achievements with the character. Regardless, Joker is commonly considered a top tier and one of the best characters in the game, and some top players go as far to name him the single best character in Ultimate at most. However, with the recent nerfs Joker has received in patch 7.0.0, it is currently unknown as to how effective Joker remains as a character, although initial impressions seem to lean towards him still remaining to be a very strong contender in the metagame though somewhat less dominant.
Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.
Classic Mode: Shadows
Joker mainly fights opponents relating to shadows. On every round, the former enemy fighter becomes an ally to him under a new alternate costume, referencing how in Persona 5, Joker can negotiate with the Shadows and recruit them as Personas, freeing the corrupted demon in the process. Additionally, some items and Assist Trophies are references to Persona 5, such as the Kapp'n Assist Trophy referencing the Morgana Bus. The final boss makes reference to the god Yaldabaoth, the final boss of Persona 5, with the final boss theme Our Beginning also present. In addition, all rounds aside from the second round take place on Mementos.
Credits roll after completing Classic Mode. Completing it as Joker has Wake Up, Get Up, Get Out There accompany the credits. As a downloadable character, Joker uses the same character unlock tree as Mario.
Role in World of Light
Due to his status as downloadable content, Joker does not have a legitimate role in World of Light. Instead, he is unlocked for use in the mode after freeing 10 fighters from Galeem's control. If loading an existing save file that meets this condition prior to downloading Joker, he is immediately unlocked.
Joker's Fighter Spirit can be obtained by completing Classic Mode. It also available periodically for purchase in the shop for 500 coins, but only after Joker has been downloaded. Unlocking Joker in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. His student outfit has a Fighter Spirit of its own, available through the shop. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate. Arsene also makes an appearance in Joker's Fighter Spirits, having a unique render when shown with Joker's Ultimate artwork. Because of this, Joker's Ultimate renders in his Fighter Spirits will show him without his mask/glasses on.
Additionally, he appears in the Phantom Thieves of Hearts Spirit.
As the main opponent