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 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 a 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 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 a 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 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 former two happening during [[team battle]]s). 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 {{SSBU|Incineroar}}'s [[Revenge]]) by knocking nearby opponents away. Once the Reeballion 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 {{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 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 former two happening during [[team battle]]s). 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 {{SSBU|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 {{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 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 they 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 {{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 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 they 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 {{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.