Joker (SSBU): Difference between revisions

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==Attributes==
==Attributes==
Joker is a [[weight|middleweight]] who can [[wall jump]]. He has a fast [[dash]]ing speed, but his initial dash, [[walk]]ing and [[air speed]]s are merely average. He specializes in a mixed tricky/rushdown style gameplay, as the majority of his arsenal boasts powerful traits, though the range on his standard attacks can be a bit lacking without Arsene available. Joker also has a relatively short and thin hurtbox compared to other humanoid characters, a lot of his attacks can cross up on shield or just cross up on opponents in general, and he has a quick and long-distance roll dodge, which when combined with his quick speed makes him slippery, very hard to punish and hard to hit.
Joker is a [[weight|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. 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.


Due to his quick overall mobility, low-knockback attacks and frame data, Joker possesses a strong combo game. He has several moves in his toolkit to start combos at low percents, such as down throw, down tilt, up tilt, up special, and the first hit of his forward aerial, and last well into later percentages. His terrific grab data makes him especially effective at punishing shields (particularly from 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 most terrific grab frame data (comparable to that of Mario), which makes him especially adept at punishing shields (particularly from [[Mindgame#Tomahawk|empty jumps]]).


Joker boasts versatile special attacks. His [[neutral special]], [[Gun]], is an efficient way of dealing damage while also avoiding it, as he can dodge in between shots, and its downward aerial version it's notorious for its versatility. [[Eiha]], Joker's [[side special]], is a slow-moving, medium range projectile that deals weak damage upon contact, but curses opponents for what is eventually 11% damage on a successful hit. His [[up special]], [[Grappling Hook]], is a tether recovery with high vertical reach, allowing him to safely edgeguard opponents far below the stage. It can be used as a combo starter on foes above him and also doubles as a combo extender as well. His [[down special]], [[Rebel's Guard]], can be used to negate knockback and halve the damage he takes while filling up his [[Rebellion Gauge]]. As it can knock opponents away, it also doubles as a [[counterattack]], albeit a very weak one.
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 {{SSBU|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 biggest strength is when his Rebellion Gauge is full, in which Joker summons his Persona, [[Arsene]], to aid him in battle, similarly to [[Rosalina & Luma|Rosalina's Luma]]. With Arsene present, Joker's regular attacks gain a boost in damage, range, and knockback. Similarly to Cloud's [[Limit Break]] and Wii Fit Trainer's [[Deep Breathing]], Joker's special moves also become more powerful under Arsene's influence. Gun becomes Gun Special, which can shoot multiple times quickly and deals twice as much damage. Eiha becomes Eigaon, a fast projectile that has a much larger area of impact and deals considerably more curse damage. Joker's up special becomes the Wings of Rebellion, which functions similarly to {{SSBU|Pit}}'s [[Power of Flight]], granting Joker high vertical distance and possessing invincibility  that starts on frame 1 on the ground or frame 3 in the air and lasts until frame 25, though it loses Grappling Hook's attack presence. His down special becomes a very effective counter/reflector in the form of [[Rebel's Guard|Tetrakarn/Makarakarn]], similar to {{SSBU|Palutena}}'s down special. Both counters are better than comparative moves as well; they have very low startup lag, low ending lag, a huge hitbox that completely covers Joker's body and the area around him and Tetrakarn hits for a minimum of 12% damage regardless of the attack, with an incredibly strong 1.6 multiplier, while Makarakarn greatly increases the speed and damage of reflected projectiles. Arsene is also invincible, which means opponents can't make him disappear before the depletion of the Rebellion Gauge.
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.


However, Joker is not without any weaknesses, most of which are noticeable when he does not have Arsene active. While Joker's moves provide a lot of combo potential at lower percentages, they tend to be lackluster or underwhelming in terms of KO power and individual damage, with the exception of his forward smash. His short knife, while disjointed, also gives him poor range, especially when compared to the weapons of other fighters such as {{SSBU|Ike}} and {{SSBU|Lucina}}. Joker's range issues can 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. 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, or it will be too late to deploy the Grappling Hook. Additionally, while Arsene is active, Joker's recovery (despite covering significantly more distance than his regular up special) 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 ledges. In fact, Joker becomes notoriously prone to two-framing.
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 [[Reverse aerial rush|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.
Additionally, despite Arsene's incredible power and strengths, if an opponent is able to attack Joker while Arsene is active, the Rebellion Gauge depletes very quickly and causes Arsene to disappear as a result, which removes Joker's advantage. If Joker gets Arsene at the wrong time or is unable to capitalize with him, he may be at a disadvantage.  


Overall, Joker is a character who excels in quick movement and combos. His primary goal in each match is to rack up as much damage as possible with his devastating throw combos, and gain an early stock lead in order to massively widen the gap between him and his opponent. Arsene will greatly help Joker in dealing damage or securing the stock whenever he is out, but actively filling up the Rebellion Gauge by using Rebel's Guard to capitalize on reading an opponent's attack can be absolutely devastating for the opponent, as it gives Arsene more opportunity to see play. His viability in the competitive scene has shown to be very promising, despite his recent addition to the metagame. Joker has seen early success with {{Sm|dyr}} and {{Sm|Tsu}} placing 5th at {{Trn|Come to Papa 3}} and {{Trn|Umebura Japan Major 2019}} respectively using the character. Particularly, {{Sm|MkLeo}}'s victories at {{Trn|MomoCon 2019}}, {{Trn|Smash 'N' Splash 5}}, {{Trn|CEO 2019}}, {{Trn|EVO 2019}}, {{Trn|Super Smash Con 2019}}, {{Trn|Smash Ultimate Summit 2}}, and {{Trn|2GG: Kongo Saga}}, as well as {{Sm|Zackray}}'s victories at {{Trn|The Big House 9}} and {{Trn|Umebura SP 7}} serve as a demonstration of Joker's potential as a top-tier character.
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.
 
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.
 
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 dear 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 [[Edge#2 frame punish|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 {{Sm|Eim}}, {{Sm|MkLeo}}, {{Sm|Tsu}}, {{Sm|Tweek}}, {{Sm|Wishes}} and {{Sm|Zackray}}.


==Update History==
==Update History==
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