Joker (SSBU): Difference between revisions

Joker's aerial game is at least on par, if not more effective than his grounded game. His aerials make most of his pretty sure in neutral (Nair crossup, bair spacing) and gives him access to his best kill confirm (fair -> drag down uair into Smash attack)
(No need to mention the pronounciation)
(Joker's aerial game is at least on par, if not more effective than his grounded game. His aerials make most of his pretty sure in neutral (Nair crossup, bair spacing) and gives him access to his best kill confirm (fair -> drag down uair into Smash attack))
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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.
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 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.
Joker's aerial game, is comparably effective as his grounded game, with a variety of different options at his disposal. 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.


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 capitalize. 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.
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 capitalize. 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.
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