Joker (SSBU): Difference between revisions

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''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.''
''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.''


{{MovesetTable
Up to date as of version 3.6.
|game=SSBU
 
|neutralcount=3
{|class="wikitable"
|neutralname= 
! colspan=2| !!Name!!Damage!!Description
|neutral1dmg=2%/0.7%
|-
|neutral2dmg=1.5%/0.7%
! colspan=2 rowspan=3 | Neutral attack
|neutral3dmg=4%/3%
| rowspan=3 | || 4% || rowspan=3 | Wolf slashes with one arm, then the other, and bites on the third hit. Very low start-up and ending lag and decent knockback, while being good for starting up combos. The third hit moves Wolf a great distance forward.
|neutraldesc=Joker: Performs an inward slash, backhanded stab, then an outward slash.<br>Arsene: Performs an inwards upward swipe, followed by a second swipe with the opposite arm, then a hand thrust.  
|-
The first two hits can [[jab lock]]. Functions as a typical get-off me and is one of Joker's quickest punishes. With Arsene, each hit gains a [[darkness]] effect.
|2%
|ftiltname=&nbsp;
|-
|ftiltdmg=3% (hit 1), 5%/5% (hit 2)
|4%
|ftiltdesc=Joker: Performs a double thrust with his knife, with the second thrust going at a higher angle.<br>Arsene: 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 Arsene, 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.
! colspan=2| Forward tilt
|utiltname=&nbsp;
| || 5% (hit 1), 6% (hit 2) || Wolf leans forward with both arms together and swipes, separating his claws on impact. It is a two-hitting move with relatively low startup and endlag, decent range and knockback. This move can KO opponents at higher percentages and is good for setting up [[edgeguard]]s.
|utiltdmg=4% (hit 1), 1%/0.7% (hits 2-4), 1%/3.9% (hit 5)
|-
|utiltdesc=Joker: An upwards swing with his knife that sends it spinning into the air, before Joker catches it backhandedly.<br>Arsene: Raises his hand with a beckoning gesture, emanating electricity from his palm.
! colspan=2| Up tilt
The initial swing sends opponents into the spinning knife, which does multiple hits before sending opponents vertically. With Arsene, the looping hits gain an [[electric]] effect, and can KO at around 135%. The move cannot hit opponents behind Joker. Useful for anti-airing opponents that are in close proximity to Joker.
| || 10% (foot), 9% (leg), 8% (body) || Wolf performs a jumping overhead splits kick. This move has great vertical range, but a poor horizontal range. Has decent knockback and can lead into combos.
|dtiltname=&nbsp;
|-
|dtiltdmg=6%/7%
! colspan=2| Down tilt
|dtiltdesc=Joker: A [[Wikipedia:Dropkick#Baseball slide|baseball slide]].<br>Arsene: A baseball slide alongside Joker.
| || 8% || Wolf sticks his foot out while crouching low. Has a decent horizontal range, but a poor vertical range. This move overall deals small knockback but is good for setting up combos and edgeguarding opponents.
Based off of Joker's ability to slide under lasers in ''Persona 5''. Unlike similar moves like {{SSBU|Cloud}}'s and {{SSBU|Simon}}'s, Joker's down tilt does not lose strength during the late hitboxes. Easily leads into up tilt and aerial attacks until high percents and has a great range. If Arsene is not out, it sends at a good angle for Grappling Hook.
|-
|dashname=&nbsp;
! colspan=2| Dash attack
|dashdmg=2% (hit 1), 6%/6% (hit 2)
| || 9% || Wolf takes a step forward and performs an upwards slash with his left claw. Has moderate knockback and is good for setting up combos.
|dashdesc=Joker: Performs a roundhouse kick followed by a spinning side kick.<br>Arsene: A delayed football kick, which comes out alongside Joker's second kick.
|-
With Arsene, the second hit can KO at the edge at around 105%.
! colspan=2| Forward smash
The speed and distance of this move make it one of Joker's best punishing tools, as it's safe on shield and it can cross-up opponent's shields when used at a certain distance.  
| || {{ChargedSmashDmgSSBM|5}} (hit 1), {{ChargedSmashDmgSSBM|10}} (hit 2) || Wolf stretches his arms in front of his body and thrusts forward, then twists his claws. The first hit has [[set knockback]], making it easier to link onto the second hit, which has greater knockback and is good for setting up combos.
|fsmashname=&nbsp;
|-
|fsmashdmg={{ChargedSmashDmgSSBU|14}}/{{ChargedSmashDmgSSBU|8}}
! colspan=2| Up smash
|fsmashdesc=Joker: Rears back and swings downwards with both hands directly in front of him.<br>Arsene: He swings his arms downwards, causing an X-shaped slash in front of the duo.
| || {{ChargedSmashDmgSSBM|15}}/{{ChargedSmashDmgSSBM|12}} (clean), {{ChargedSmashDmgSSBM|13}}/{{ChargedSmashDmgSSBM|11}} (late) || Wolf performs an upwards half-moon slash. This move overall has great knockback, being able to KO opponents at moderate percentages. At low percentages, it can lead into combos.
Moves Joker slightly forward while attacking. Without Arsene, the move KOs at around 76% from the edge of the stage, making it Joker's strongest finisher. However, despite Joker moving forward, its range is rather poor due to the length of his knife. Oddly, despite the knife leaving a trail that extends behind Joker, the attack can only hit in front of him. With Arsene, the move gains slightly more range and even higher KO power, KOing at around 55% from the edge of the stage. It can be an extremely potent punish or trapping tool, but its lag makes it highly punishable itself so it should be used with caution.
|-
|usmashname=&nbsp;
! colspan=2| Down smash
|usmashdmg={{ChargedSmashDmgSSBU|12}}/{{ChargedSmashDmgSSBU|5}}
| || {{ChargedSmashDmgSSBM|15}}/{{ChargedSmashDmgSSBM|13}} (front), {{ChargedSmashDmgSSBM|13}}/{{ChargedSmashDmgSSBM|11}} (back) || Wolf crouches low and swipes his claw across the floor, first in front then in back. This move has low low range, but immense knockback that can KO at lower to more moderate percentages.
|usmashdesc=Joker: Spins inwards while facing the screen, performing a knife uppercut with his right arm.<br>Arsene: Swings his leading arm above himself.
|-
It has a low horizontal range and a short-lasting hitbox, but covers a large area above Joker, making it a good anti-air. Like up tilt, this move cannot hit enemies behind Joker. With Arsene, the move gains extra range and KO power. KOs at around 130%/100% (without/with Arsene). Joker's fastest smash attack and strongest punish tool against enemies directly above him. Particularly effective against opponents on platforms. Resembles the second hit of Joker's standard three-hit attack in ''Persona 5''.
! colspan=2| Neutral aerial
|dsmashname=&nbsp;
| || 4% (hit 1), 2% (hits 2-5 & landing) || Wolf curls up and spins several times in the air, dealing multiple hits. The first hit will link into the other 4, all hits dealing [[set knockback]]. Has low startup lag with high ending lag, but is great move for setting up combos.
|dsmashdmg={{ChargedSmashDmgSSBU|12}}/{{ChargedSmashDmgSSBU|6}}
|-
|dsmashdesc=Joker: Sweeps the floor with a knife swipe in front of himself, then behind.<br>Arsene: Kicks in front, then behind himself.
! colspan=2| Forward aerial
Both hits deal the same amount of damage and lack reach, though Arsene boosts its range slightly. KOs at around 112%/73% near the edge (without/with Arsene). Functions as a typical sweeping smash attack and should be used to punish people who air dodge onto the ground or roll behind Joker. Resembles the first hit of Joker's standard three-hit attack in ''Persona 5''.
| || 15% (sweetspot), 11% (sourspot) || Wolf swipes forward in a downwards arc with his left claw. Can be used setup combos or even KO an opponent.
|nairname=&nbsp;
|-
|nairdmg={{ShortHopDmgSSBU|7}}/{{ShortHopDmgSSBU|4}}
! colspan=2| Back aerial
|nairdesc=Joker: Strikes in a circle while doing two inward corkscrews in the air.<br>Arsene: Lays his back against Joker and slashes alongside him, forming a perfect circle slash around the duo.
| || 14% (sweetspot), 11% (sourspot) || Wolf jams his leg backwards with deceiving range. This move is mainly used as a combo finisher or a finishing attack, depending on the situation.
Serves as one of Joker's best spacing tools, having an excellent range around him due to its wide coverage, though it has a very small hitbox located on the knife and the lack of shield pressure can make it risky when used carelessly. It also autocancels late, only doing so in a double jump. On a hit, it can lead to combos from down tilt, and it can condition the opponent into blocking making it good for granting grab opportunities.
|-
|fairname=&nbsp;
! colspan=2| Up aerial
|fairdmg={{ShortHopDmgSSBU|2}} (hit 1), {{ShortHopDmgSSBU|5}}/{{ShortHopDmgSSBU|8}} (hit 2)
| || 11% || Wolf swipes in an arc above his head with his right arm. This move has great vertical range and can set up combos quite easily.
|fairdesc=Joker: A hook kick, followed by a roundhouse kick.<br>Arsene: A delayed roundhouse kick that comes out alongside Joker's second kick.
|-
The first kick has low knockback growth and sends opponents lightly upwards, allowing it to initiate aerial combos into itself or other aerials; it can even catch air dodges with a smash attack and is a very good edgeguarding option. With Arsene, the second kick becomes a powerful KO move that can KO opponents at 100% from the edge, and even earlier when edge-guarding thanks to its base knockback.
! colspan=2| Down aerial
|bairname=&nbsp;
| || 15% (grounded), 14% (aerial) || Wolf plunges both his hands below himself. This move has great knockback and [[meteor smash]]es airborne opponent. Oddly, this attack [[spike]]s grounded opponents (300°).
|bairdmg={{ShortHopDmgSSBU|9}}/{{ShortHopDmgSSBU|7}}
<!--Grab aerial-->
|bairdesc=Joker: An upward swipe behind himself.<br>Arsene: A swift downward chop of his hand, causing the duo's attacks to interlock with each other.
|-
Wide hitbox, but lacks reach for both versions. It's an effective pressure tool against onstage and especially offstage opponents due to its incredible speed and low lag. With Arsene, its hitbox size increases due to Arsene mirroring Joker's attack, and it is capable of KOing at around 80% from the edge, and similarly to his Forward aerial, can kill at very early percents while edge-guarding due to its base knockback, making it a very strong KO option. Joker's only aerial that can autocancel in a short hop.  
! colspan=2| Grab
|uairname=&nbsp;
| || &mdash; ||
|uairdmg={{ShortHopDmgSSBU|0.75}} (hits 1-4), {{ShortHopDmgSSBU|3}}/{{ShortHopDmgSSBU|7}} (hit 5)
|-
|uairdesc=Joker: A corkscrew flying kick with a finishing kick.<br>Arsene: A delayed upwards hand swing in tandem with Joker's last hit.
! colspan=2| Pummel
Like Sheik and Greninja's up aerial, the move's hitboxes are positioned high on Joker's legs, making it difficult to hit small or medium-sized fighters and has a very low damage output, only dealing 6% without Arsene. However, the looping hits use the [[autolink angle]]; as a result, it can be used to drag opponents down consistently to extend combos. With Arsene, a full hop up air can KO at around 110%. It seems to resemble Joker spinning in the opening cinematic for ''Persona 5''.
| || 3% || Strikes the opponent with his right knee.
|dairname=&nbsp;
|-
|dairdmg={{ShortHopDmgSSBU|8}}/{{ShortHopDmgSSBU|8}}
! colspan=2| Forward throw
|dairdesc= Joker: An upside-down knife swing with a bit of delay before the swipe, similarly to Marth's down aerial.<br>Arsene: A delayed foot stomp that comes out a couple of frames after Joker's attack, instead of at the same time as his other moves. Unlike Joker's attack, it [[meteor smash]]es opponents.
| || 2% (hit 1), 2% (throw) || Slash the opponent forward. This throw can be used to pseudo [[chain throw]] some characters, such as Fox, at very low percentages by buffering a dash forward.
Somewhat of a niche move due to its lack of safety and startup, down air occasionally sees use as a crossup tool. With Arsene, it is a powerful all-purpose move due to its hitbox duration, combo potential and meteor smashing properties. The meteor smash itself is decently strong, KOing at around 60% at ground level.
|-
|grabname=&nbsp;
! colspan=2| Back throw
|grabdesc=Reaches out with one arm. All of Joker's throws have him toss the opponent with blue energy. Unlike his other moves, Arsene does not affect the power of Joker's throws.
| || 5% || Slams the opponent down behind him. The opponent gets launched diagonally upwards, allowing it to combo into a forward smash.
|pummelname=&nbsp;
|-
|pummeldmg=1.3%
! colspan=2| Up throw
|pummeldesc=Knees his opponent.
| || 5% (hit 1), 2% (throw) || Throws the opponent upward and slashes them with both claws.  
|fthrowname=&nbsp;
|-
|fthrowdmg=8%
! colspan=2| Down throw
|fthrowdesc=Tosses the opponent forward with a flourish of his arm.
| || 6% (hit 1), 3% (throw) || Throws the opponent on the ground, does a small jump and claws them. It sends the opponent diagonally upward. At very low percentages, it be followed up by a f-tilt, or d-smash. At low to mid percentages, it can also be followed up by a f-smash, or a Blaster.
|bthrowname=&nbsp;
|-
|bthrowdmg=10%
! colspan=2| Floor attack (front)
|bthrowdesc=Trips the opponent over his foot, similar to Marth's back throw. KO’s Mario at roughly 135% at the edge of Final Destination.
| || 6% || Wolf gets up and does a kick in the front and in the back.
|uthrowname=&nbsp;
|-
|uthrowdmg=7%
! colspan=2| Floor attack (back)
|uthrowdesc= Throws the opponent directly upwards with a flourish. KOing middleweights at around 221% on Final Destination. At low-mid percentages, it combos into up aerial.
| || 6% || Wolf gets up and punches forwards and kicks backwards.
|dthrowname=&nbsp;
|-
|dthrowdmg=7%
! colspan=2| Floor attack (trip)
|dthrowdesc=Magically slams the opponent onto the ground while posing and flourishing his left arm, sending the opponent bouncing upwards. An effective combo starter that can combo into aerials. It can also initiate long combo strings of falling up aerial's looping hits into grab, or [[Grappling Hook]] into followups. KO's middleweights at around 200% on Final Destination.
| || 5% || Wolf spins around, kicking foes with who are close.
|floorfname=&nbsp;
|-
|floorfdmg=7%
! colspan=2| Edge attack (fast)
|floorfdesc=Slashes in front of himself, then behind himself.
| || 8% (legs), 6% (head) || Quickly lunges at the opponent with a kick.
|floorbname=&nbsp;
|-
|floorbdmg=7%
! colspan=2| Edge attack (slow)
|floorbdesc=Slashes behind himself, then in front of himself.
| || 10% || Slowly gets up and hammers the ground with a kick.
|floortname=&nbsp;
|-
|floortdmg=5%
! colspan=2| Neutral special
|floortdesc=Kicks behind himself, then in front of himself.
| [[Blaster]] || 3% (gun), 3-5% (laser) || Wolf fires a single shot from his blaster. The gun portion of Wolf's blaster causes low knockback, while the laser causes no knockback. A great attack for halting airborne opponents and [[gimping]] their recoveries.
|edgename=&nbsp;
|-
|edgedmg=9%
! colspan=2| Side special
|edgedesc=Climbs up and slashes outward.
| [[Wolf Flash]] || 3% (sourspot), 16% (sweetspot) || Wolf quickly propels himself diagonally upwards at a 35° angle. The sourspot of the move causes low knockback and sends opponents upwards, but the sweetspot deals strong knockback and does not cause Wolf to become [[helpless]], allowing him to use another recovery move to get back on stage.
|nsname=Gun/Gun Special
|-
|nsdmg=Gun: 5%-3%-1% (standard, close-mid-far), 3%-0.8% (ground jump, close-far), 3% (circling), 4%-1.2% (downward, close-far)<br>Gun Special: 6%-3%-1% (standard, first bullet), 2%-1.5%-1% (standard, second and third bullets), 3%-1/0.8/0.5% (ground jump, first and second looping hits) 4.5% (circling), 4%-1.2% (downward, first bullet), 1.6%-0.8% (downward, second bullet)
! colspan=2| Up special
|nsdesc=Fires his gun once with a tap of the special move button. Like with Bayonetta's Bullet Arts, the shots technically are not projectiles, but rather [[indirect]] attacks with large [[disjointed]] hitboxes. As such, they cannot be [[reflect]]ed or blocked by [[Shield (Link)|the shields of all versions of Link]] or Hero. The shots decay in damage and knockback based on the opponent's distance from Joker, doing no knockback at the furthest distance. The button can be held to fire multiple times; additionally, Joker can dodge between shots by tilting the control stick horizontally, with each use causing the dodge to slow down (much like a roll or sidestep). If he is in midair, he can either fire in a circle around himself (in a similar fashion to {{SSBU|Bayonetta}}'s Bullet Arts up aerial) by tilting up, or below himself in a corkscrewing fashion by tilting down. On the ground, Joker can also press the jump button to perform a diagonal jump while rapidly firing shots downwards. When Arsene is out, it becomes '''Gun Special''', where it fires three bullets with each shot for the standard version, and two bullets per shot for the aerial downward version. Both Gun and Gun Special have penetrative properties, meaning they can pass through multiple opponents, and the downward aerial version, in particular, is notorious for its sheer versatility: it can counter combos and juggles, edge guard effectively, and rack up damage quickly, as Gun has low ending lag and is spammable when used in the air. The closest version of Gun can also lock opponents.
| [[Fire Wolf]] || 2% (startup), 8% (dash) || Wolf propels himself and kicks forward depending on which direction is held on the [[control stick]]. The move now deals only one hit, does not contain a finishing kick, and now has more horizontal movement whenever the move ends, making it a better recovery move. The kick deals great knockback, has good range, and can send opponents flying. It is also good for linking up into or finishing combos.
|ssname=Eiha/Eigaon
|-
|ssdmg=Eiha: 1% (hit 1), 2% (hit 2), 1% (gradual damage), 11% (total)<br>Eigaon: 1% (hit 1), 0.5% (hit 2-4), 2.5% (hit 5), 1.5% (gradual damage), 17% (total)
! colspan=2| Down special
|ssdesc=An extremely small projectile that travels at a diagonal angle downwards, similar to [[PK Fire]]. It deals little initial damage, but [[curse]]s opponents and inflicts further damage over time. Each use causes Joker to hover slightly. When Arsene is present, it becomes '''Eigaon''', which travels faster and farther, has an area of effect on hit, hits multiple times, has higher knockback, and deals further damage over time. Eiha has low knockback, but due to its being vertical it can function as a niche KO option near the upper blast line.
| [[Reflector]] || 5% (startup), 1.5x damage for reflected projectiles || Wolf activates his reflector around himself. Has very low start up and ending lag, and has decent knockback, sending the opponents diagonally upwards. It is great move for starting up combos, as Wolf can immediately jump after activation. It also slows down Wolf's air speed and can act as another recovery tool.
|-
! colspan=2| Final Smash
| [[Landmaster]] || Varies || Wolf summons his Landmaster. It's the most powerful and fastest out of all three Landmasters in the game. However, it lasts a shorter duration compared to Fox and Falco's Landmasters.
|}


|usname=Grappling Hook/Wings of Rebellion
|usdmg=Grappling Hook: 11% (grounded), 5% (aerial)<br>Wings of Rebellion: 0%
|usdesc=Shoots out a grappling hook at an upward angle. It functions as a [[tether recovery]]. As an attack, the grounded version can grab opponents, dragging them towards Joker and launching them above himself with low ending lag and knockback, making it a reliable combo starter. The aerial version cannot grab and only deals low vertical knockback but can act as a niche KO option at the upper blast line. However, the hook can be difficult to use due to its small size and hitbox position, and much like {{SSBU|Isabelle}}'s [[Fishing Rod]], Grappling Hook can be [[shield]]ed despite its grab properties. It can also let Joker grab physical items such as Peach’s turnips from afar. When Arsene is out, it becomes '''Wings of Rebellion''', where Joker flies upwards or at an angle (again depending on input) using Arsene's wings. It has no hitboxes, therefore doing no damage or knockback, but grants a long period of [[intangibility]] on startup (frames 1-25 if used on the ground; frames 3-25 if used in midair). Wings of Rebellion also travels considerable distance, going higher than most recovery up specials and being able to recover far below the stage.
|dsname=Rebel's Guard/Tetrakarn/Makarakarn
|dsdmg=Rebel's Guard: 2.4%<br>Tetrakarn: 1.6× (12% minimum)<br>Makarakarn: 1.6×
|dsdesc= Joker takes a defensive position, during which any direct damage done to him in this state is reduced by 0.4× and builds his Rebellion Gauge. Its period can be extended for at least 1.5 seconds, and if an attack was successfully countered, Joker performs a darkness-infused backhanded swipe at the end of the move that weakly launches opponents away. It quickly refills the Rebellion Gauge to summon Arsene, and when he is summoned, he will power up Joker's special attacks and attack with him, significantly increasing the damage, range, and power of his attacks and giving him a large advantage state compared to the rest of the cast, similarly to Rosalina's Luma, although he cannot be sent out as he follows Joker's movements. When Arsene is out, it becomes '''Tetrakarn''' against melee attacks and '''Makarakarn''' against projectiles, [[Counterattack|counter]]ing and [[reflect]]ing them respectively. Both Tetrakarn and Makarakarn are extremely powerful and are notorious for having some of, if not the best startup, end lag, and damage of all other counters and reflectors, especially given the near-universal nerfs to counters in ''Ultimate'', having extremely generous frame data and damage multiplier, as well as an abnormally huge hitbox around Joker that makes extremely hard to challenge it without getting punished and KO'd. With a four-frame startup for all variants, Rebel's Guard is a highly useful defensive option.
|fsname=All-Out Attack
|fsdmg=3% (trapping hit), {{rollover|33.6%|not affected by the 1v1 multiplier|y}} (cinematic), 13% (ending screen)
|fsdesc= Joker rushes forward, trapping opponents. If he misses, Joker can also rush backward if the control stick is pushed backward. If any fighter is hit during either of these swipes, they are attacked by Joker and three other Phantom Thieves. (The two possible groups are Ann, Ryuji, and Morgana and Makoto, Haru, and Yusuke.) They then rush at the opponent quickly, with either Futaba or Morgana commenting on the attack. After the barrage is complete, Joker lands in front of the opponent as the screen changes into a splash screen, with Joker in the front gripping his glove, the text "The Show's Over" appearing to the left, and the shadow of the unlucky fighter in the background, spewing sparkles. Causes an [[instant KO]] if the opponent was at 64% before Joker struck them when the cinematic is over. If the Final Smash's possible resulting KO is the final KO needed to win, the splash screen will remain throughout the [[victory screen]]. Arsene will not affect All-Out Attack.
}}
===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Drops from the top of the screen, similar to how the party begins most battles in ''Persona 5'', then adjusts a glove just like in his up taunt.
*Drops from the top of the screen, similar to how the party begins most battles in ''Persona 5'', then adjusts a glove just like in his up taunt.
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| <q>So much for them!</q>
| <q>So much for them!</q>
|}
|}


==In competitive play==
==In competitive play==
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