Joker (SSBU): Difference between revisions

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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 rush downs and/or zone breaking, 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 [[curse|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.  
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 rush downs and/or zone breaking, 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 [[curse|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 possesses 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 happenings during [[team battle]]s). Joker will also respawn with some of the Rebellion Gauge filled up if he gets 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 {{SSBU|Incineroar}}'s [[Revenge]]) by knocking nearby opponents away. Once the Rebellion Gauge is filled up, Joker summons his Persona, [[Arsène]], to aid him in battle, similarly to [[Rosalina]]'s [[Luma]]. With Arsène 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. Arsène 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 Arsène'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 {{SSBU|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 [[Rebel's Guard|Tetrakarn/Makarakarn]], a very effective [[counterattack]] and [[reflection|reflector]] similar to {{SSBU|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.
Joker possesses 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 happenings during [[team battle]]s). Joker will also respawn with some of the Rebellion Gauge filled up if he gets 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 {{SSBU|Incineroar}}'s [[Revenge]]) by knocking nearby opponents away. Once the Rebellion Gauge is filled up, Joker summons his Persona, [[Arsène]], to aid him in battle, similarly to [[Rosalina]]'s [[Luma]]. With Arsène 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. Arsène 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 Arsène'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 {{SSBU|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 [[Rebel's Guard|Tetrakarn/Makarakarn]], a very effective counterattack and [[reflection|reflector]] similar to {{SSBU|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 Arsène 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 at reasonable percentages; as a result, Joker can be very susceptible to comebacks if he is not able to summon Arsène 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 {{SSBU|Ike}} and {{SSBU|Lucina}}. His range issues can also cause him to struggle against certain small and fast characters, such as {{SSBU|Inkling}} and {{SSBU|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.
Despite all of these strengths, Joker is not without any weaknesses, most of which are noticeable when he does not have Arsène 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 at reasonable percentages; as a result, Joker can be very susceptible to comebacks if he is not able to summon Arsène 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 {{SSBU|Ike}} and {{SSBU|Lucina}}. His range issues can also cause him to struggle against certain small and fast characters, such as {{SSBU|Inkling}} and {{SSBU|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.
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==Moveset==
==Moveset==
*Joker has a [[Fighter ability]] called the [[Rebellion Gauge]], which fills up over time. Joker can also charge it by being hit, or when Joker (or his teammates, if he is in a Team Battle) is behind in either score/stock. If [[Rebel's Guard]] is used while the opponent attacks, the Gauge fills up faster. When it is full, Joker automatically summons [[Arsène]], who grants several changes:
*Joker has a [[Fighter ability]] called the [[Rebellion Gauge]], which fills up over time. Joker can also charge it by being hit, or when Joker (or his teammates, if he is in a Team Battle) is behind in either score/stock. If [[Rebel's Guard]] is used while the opponent attacks, the Gauge fills up faster. When it is full, Joker automatically summons [[Arsène]], who grants several changes:
**If Joker is in an uninterruptible animation such as an attack, Arsène can be delayed for up to 31 frames. Arsène can also disappear in a similar fashion, although the delay is much shorter.  
**If Joker is in an uninterruptible animation such as an attack, Arsène can be delayed for up to 31 frames. Arsène can also disappear in a similar fashion, although the delay is much shorter.
***Curiously, if Arsène disappears during an attack, Awakened Joker's moves will deal increased knockback without Arsène's values being applied.
***Curiously, if Arsène disappears during an attack, Awakened Joker's moves will deal increased knockback without Arsène's values being applied.
**A dramatic screen effect consisting of Joker's eyes occurs (if the camera is close enough to the fighters, and the battle is either 1-on-1 or against CPU players only), where Joker removes either his masquerade mask or glasses (depending on his costume), which also alters his character icon in the HUD until the Gauge empties. If Joker is standing still during this, he gains [[intangibility]] during the animation.
**A dramatic screen effect consisting of Joker's eyes occurs (if the camera is close enough to the fighters, and the battle is either 1-on-1 or against CPU players only), where Joker removes either his masquerade mask or glasses (depending on his costume), which also alters his character icon in the HUD until the Gauge empties. If Joker is standing still during this, he gains [[intangibility]] during the animation.
**Arsène will attack in tandem with Joker during all attacks except his [[pummel]], [[throw]]s, [[floor attack]]s and [[edge attack]], enhancing his damage output and range. Many of his moves gain an additional blue slash effect while attacking. All of Arsène's attacks use the "heavy melee" hit sounds of heavyweights such as {{SSBU|Ganondorf}}.
**Arsène will attack in tandem with Joker during all attacks except his [[pummel]], [[throw]]s, [[floor attack]]s and [[edge attack]], enhancing his damage output and range. Many of his moves gain an additional blue slash effect while attacking. All of Arsène's attacks use the "heavy melee" hit sounds of heavyweights such as {{SSBU|Ganondorf}}.
**Joker's special moves change to "Gun Special", "Eigaon", "Wings of Rebellion", and "Tetrakarn/Makarakarn", all enhanced versions of his previous moves.
**Joker's special moves change to "Gun Special", "Eigaon", "Wings of Rebellion", and "Tetrakarn/Makarakarn", all enhanced versions of his previous moves.
**Joker announces "Arsène!" or "Persona!" upon summoning Arsène, and "Return!" or "Enough." upon using up his Gauge. He also announces "Endure!", "Not yet!" or "More..." when being attacked while performing [[Rebel's Guard]].  
**Joker announces "Arsène!" or "Persona!" upon summoning Arsène, and "Return!" or "Enough." upon using up his Gauge. He also announces "Endure!", "Not yet!" or "More..." when being attacked while performing [[Rebel's Guard]].
***On the first frame Joker would call out or recall Arsène, the animation can be skipped if Joker is already in an uninterruptible animation.
***On the first frame Joker would call out or recall Arsène, the animation can be skipped if Joker is already in an uninterruptible animation.
*Upon summoning Arsène, the Rebellion Gauge will slowly drain, and a small amount of Gauge will be lost each time Joker is damaged.
*Upon summoning Arsène, the Rebellion Gauge will slowly drain, and a small amount of Gauge will be lost each time Joker is damaged.
*Joker can [[wall jump]].
*Joker can [[wall jump]].
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|ftiltdmg=3% (hit 1), 5%/5% (hit 2)
|ftiltdmg=3% (hit 1), 5%/5% (hit 2)
|ftiltdesc=Joker: Performs a double thrust with his knife, with the second thrust going at a higher angle.<br>Arsène: Thrusts his right hand forward before raising it in a beckoning gesture.
|ftiltdesc=Joker: Performs a double thrust with his knife, with the second thrust going at a higher angle.<br>Arsène: Thrusts his right hand forward before raising it in a beckoning gesture.
The move can be [[angle]]d, and both hits are performed with one button press. With Arsène, the second hit (which now causes a darkness effect) is capable of KOing {{SSBU|Mario}} from the edge of [[Final Destination]] at around 125%. Useful as a spacing tool due to its range, with Joker moving forward at a decent distance after the first hit and the hitbox in the second hit reaches even over the knife. It comes out on frame 8 and is a very useful defensive option.
The move can be [[angle]]d, and both hits are performed with one button press. With Arsène, the second hit (which now causes a darkness effect) is capable of KOing {{SSBU|Mario}} from the edge of {{SSBU|Final Destination}} at around 125%. Useful as a spacing tool due to its range, with Joker moving forward at a decent distance after the first hit and the hitbox in the second hit reaches even over the knife. It comes out on frame 8 and is a very useful defensive option.
|utiltname=&nbsp;
|utiltname=&nbsp;
|utiltdmg=4% (hit 1), 1%/0.7% (hits 2-4), 1%/3.9% (hit 5)
|utiltdmg=4% (hit 1), 1%/0.7% (hits 2-4), 1%/3.9% (hit 5)
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File:Joker's model.png|A tease of Joker's model from the February 13th, 2019 [[Nintendo Direct]].
File:Joker's model.png|A tease of Joker's model from the February 13th, 2019 [[Nintendo Direct]].
File:Joker In-Game Model.png|A view of Joker's in-game model from behind.
File:Joker In-Game Model.png|A view of Joker's in-game model from behind.
JokerBestBuyLeak.png|The ad that [[leak|leaked]] Joker’s artwork
JokerBestBuyLeak.png|The ad that [[leak]]ed Joker’s artwork
File:Joker Steals the Show.png|Joker's splash art.
File:Joker Steals the Show.png|Joker's splash art.
Joker unlock notice SSBU.jpg|Joker's unlock notice after downloading him from the Nintendo eShop.
Joker unlock notice SSBU.jpg|Joker's unlock notice after downloading him from the Nintendo eShop.
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*Joker and {{SSBU|Inkling}} are the only newcomers in ''Ultimate'' to be announced without any gameplay footage in their first reveal trailer.
*Joker and {{SSBU|Inkling}} are the only newcomers in ''Ultimate'' to be announced without any gameplay footage in their first reveal trailer.
**While {{SSBU|Terry}}'s reveal trailer doesn't feature gameplay footage, a brief showcase was showed by Masahiro Sakurai during the same Nintendo Direct.
**While {{SSBU|Terry}}'s reveal trailer doesn't feature gameplay footage, a brief showcase was showed by Masahiro Sakurai during the same Nintendo Direct.
*Joker is the only fighter who has two reveal trailers, not including {{SSBU|Terry}}'s extended trailer after his release.  
*Joker is the only fighter who has two reveal trailers, not including Terry's extended trailer after his release.  
**Joker's first reveal trailer has two variants. One which was played during The Game Awards 2018, and one which was officially posted online afterward with dialogue altered to remove references to the Game Awards.
**Joker's first reveal trailer has two variants. One which was played during The Game Awards 2018, and one which was officially posted online afterward with dialogue altered to remove references to the Game Awards.
**Out of all the characters reveals in both ''Smash 4'' and ''Ultimate'', Joker is the only character to be revealed at/in a non-Nintendo event/video.
**Out of all the characters reveals in both ''Smash 4'' and ''Ultimate'', Joker is the only character to be revealed at/in a non-Nintendo event/video.
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**can manually select a victory pose if he is the leading character of a winning team in a Team Battle.
**can manually select a victory pose if he is the leading character of a winning team in a Team Battle.
*Joker is one of the few characters to speak during a KO: his alternate KO line has him saying "What?!" ("{{ja|済まない...|Sumanai...}}", ''I'm sorry...'').
*Joker is one of the few characters to speak during a KO: his alternate KO line has him saying "What?!" ("{{ja|済まない...|Sumanai...}}", ''I'm sorry...'').
*Excluding use of a [[Boss Galaga]], Joker is one of the few fighters to spin differently in their [[Star KO]]: he spins forwards instead of away from the screen, similar to how Star KOs acted in ''Smash 4''. He shares this trait with {{SSBU|Cloud}}, {{SSBU|Corrin}}, {{SSBU|Incineroar}}, {{SSBU|Inkling}} and {{SSBU|Shulk}}.
*Excluding use of a [[Boss Galaga]], Joker is one of the few fighters to spin differently in their [[Star KO]]: he spins forwards instead of away from the screen, similar to how Star KOs acted in ''Smash 4''. He shares this trait with {{SSBU|Cloud}}, {{SSBU|Corrin}}, {{SSBU|Incineroar}}, {{SSBU|Inkling}}, and {{SSBU|Shulk}}.
*When KO'd by reaching 0 HP in [[Stamina Mode]] during his last stock, Joker uses a unique knockout scream rather than his KO or high damage voice clips, although this can be difficult to hear under normal circumstances due to extremely low volume. {{SSBU|Banjo & Kazooie}} also share this trait.
*When KO'd by reaching 0 HP in [[Stamina Mode]] during his last stock, Joker uses a unique knockout scream rather than his KO or high damage voice clips, although this can be difficult to hear under normal circumstances due to extremely low volume. Banjo & Kazooie also share this trait.
**In the Japanese language, {{SSBU|Byleth}} shares this trait as well.
**In the Japanese language, {{SSBU|Byleth}} shares this trait as well.
** Additionally, Arsène laughs maniacally if Joker is KO'd in this way. However there is only an animation and no audio.
** Additionally, Arsène laughs maniacally if Joker is KO'd in this way. However there is only an animation and no audio.
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