Joker (SSBU): Difference between revisions

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==Attributes==
==Attributes==
Joker is a [[middleweight]] who can [[wall jump]]. He boasts very quick mobility, with a fast [[dash]]ing speed; above-average [[walk]]ing, [[air speed|air]], and [[falling speed]]s; above-average [[air acceleration]]; and high [[gravity]], though his initial dash is merely average. His slender frame gives him a thinner and slightly shorter hurtbox compared to other humanoid characters, which, in conjunction with his quick speed makes Joker hard to punish, and hard to hit.
Joker is a [[middleweight]] who can [[wall jump]]. He boasts very quick mobility, with a fast [[dash]]ing speed; above-average [[walk]]ing, [[air speed|air]], and [[falling speed]]s; the 4th highest [[fast fall|fast fall speed]]; above-average [[air acceleration]]; and high [[gravity]], though his initial dash is merely average. His slender frame gives him a thinner and slightly shorter hurtbox compared to other humanoid characters, which, in conjunction with his quick speed makes Joker 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 data (comparable to that of Mario), which makes him especially adept at punishing shields (particularly from [[Mindgame#Tomahawk|empty jumps]]).
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 data (comparable to that of Mario), which makes him especially adept at punishing shields (particularly from [[Mindgame#Tomahawk|empty jumps]]).
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