Editing Joker (SSBU)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 3: Line 3:
{{Infobox Character
{{Infobox Character
|name = Joker
|name = Joker
|image = {{tabber|title1=Phantom Thief|content1=[[File:Joker SSBU.png|250px]]|title2=Student|content2=[[File:Joker Shujin Uniform.png|250px]]|title3=With Arsène (Phantom Thief)|content3=[[File:Joker and Arsene SSBU.png|250px]]|title4=With Arsène (Student)|content4=[[File:Joker Student Alternate.png|250px]]}}
|image = {{tabber|title1=Phantom Thief|tab1=[[File:Joker SSBU.png|250px]]|title2=Student|tab2=[[File:Joker Shujin Uniform.png|250px]]|title3=With Arsène (Phantom Thief)|tab3=[[File:Joker and Arsene SSBU.png|250px]]|title4=With Arsène (Student)|tab4=[[File:Joker Student Alternate.png|250px]]}}
|game = SSBU
|game = SSBU
|availability = [[Downloadable content (SSBU)|Downloadable]]
|availability = [[Downloadable content (SSBU)|Downloadable]]
|final smash = [[All-Out Attack]]
|final smash = [[All-Out Attack]]
|tier = S-
|ranking = 10
}}
}}
:{{Cquote|''Joker Steals the Show!''|cite=Introduction tagline}}
:{{Cquote|''Joker Steals the Show!''|cite=Introduction tagline}}
'''Joker''' ({{ja|ジョーカー|Jōkā}}, ''Joker'') is a playable character in ''[[Super Smash Bros. Ultimate]]'' and the third fighter from [[Sega]] after {{SSBU|Sonic}} and {{SSBU|Bayonetta}}. He was officially announced at {{s|wikipedia|The Game Awards 2018}} on December 6th, 2018 as the first [[Downloadable content (SSBU)|downloadable]] character from {{h2|Downloadable content (SSBU)|Fighters Pass Vol. 1}}. Joker was released as part of Challenger Pack 1 on April 17th, 2019 <!--April 18th, 2019 in PAL and Japanese regions.--> and is classified as [[Fighter number|Fighter #71]].
'''Joker''' ({{ja|ジョーカー|Jōkā}}, ''Joker'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He is the third fighter from [[Sega]] after {{SSBU|Sonic}} and {{SSBU|Bayonetta}}. He was officially announced at {{s|wikipedia|The Game Awards 2018}} on December 6th, 2018 as the first [[Downloadable content (SSBU)|downloadable]] character from {{h2|Downloadable content (SSBU)|Fighters Pass Vol. 1}}. Joker was released as part of Challenger Pack 1 on April 17th, 2019 <!--April 18th, 2019 in PAL and Japanese regions.--> and is classified as [[Fighter number|Fighter #71]].


{{iw|wikipedia|Xander Mobus}}, who voiced Joker in ''Persona 5'' in English as well as the [[announcer]], [[Master Hand]], and [[Crazy Hand]] in ''Ultimate'', reprises his role as the character in the English version of the game, while {{iw|wikipedia|Jun Fukuyama}}, who previously voiced the character in Japanese and also voices {{SSBU|Roy}}, reprises his role in Japanese. Despite [[Arsène]] being voiced by the same respective voice actors in Joker's initial reveal trailer, he remains completely silent during gameplay.
Xander Mobus, who voiced Joker in ''Persona 5'' in English as well as the [[announcer]], [[Master Hand]], and [[Crazy Hand]] in ''Ultimate'', reprises his role as the character in the English version of the game, while Jun Fukuyama, who previously voiced the character in Japanese and also voices {{SSBU|Roy}}, reprises his role in Japanese. Despite [[Arsène]] being voiced by the same respective voice actors in Joker's initial reveal trailer, he remains completely silent during gameplay.
 
Joker is ranked 10th out of 82 on the current [[tier list]], placing him at the end of the S- tier and making him the highest ranking character from Fighters Pass Vol. 1. Joker boasts a plethora of amazing strengths, such as his mobility, frame data, safe moves, [[pressure]], and a solid [[combo]] game. Joker has many fast attacks that are core to his archetype as a rushdown fighter. He also has a variety of ways to [[Edgeguarding|edgeguard]] his opponent, with [[back aerial]], down [[Gun / Gun Special|Gun]], [[forward aerial]], [[neutral aerial]], and more. His strengths can be further enhanced after his [[Rebellion Gauge]] has been filled up, as he'll unleash his Persona [[Arsène]]. Arsène buffs nearly all his moves, giving him many [[KO]] options for a short time. His [[Special move|specials]] also get upgraded, improving their ability to rack up [[damage]] and replacing [[Rebel's Guard / Tetrakarn / Makarakarn|Rebel's Guard]] with Tetrakarn and Makarakarn, which serve as a simultaneous [[counter]] and [[Reflection|reflector]].
 
Despite all of these pros, Joker has some cons. One of his main weaknesses is that he sometimes struggles to take [[Stock|stocks]] at high percents when he does not have Arsène, making him reliant on edgeguards or raw KO moves. Joker also has mediocre [[out of shield]] options compared to much of the cast. This only limits him to using back aerial, [[grab]], and [[up smash]] if he wants to attack out of shield. While Arsène gives him many strengths, they also provide a few drawbacks. When Joker gets hit in this state, his meter depletes faster. Furthermore, while his [[recovery]] goes further with [[Grappling Hook / Wings of Rebellion|Wings of Rebellion]], it lacks a [[hitbox]] after the [[invincibility]] frames, allowing him to be [[2 frame punish|2 framed]] or edgeguarded. Joker is also quite a difficult character to master since he has to be precise with his combos and his edgeguarding while trying to compensate for these aforementioned weaknesses.
 
Overall, Joker's strengths outweigh his weaknesses, and he has since become one of the most popular characters in competitive play, having amassed impressive results from players such as {{Sm|MkLeo}} and {{Sm|Zackray}}. Even after MkLeo dropped the character for a few years and Zackray's activity decreased, Joker's representation remained high thanks to the rise of many new players, most notably {{Sm|Tsubaki|p=Shizuoka}}.


==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; 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.
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.


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]]).
Line 28: Line 20:
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 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, functioning as his best defensive aerial due to its effectiveness out of shield, as a spacing tool due to its good range, and as 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, most notably granting him a kill confirm, 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 [[Reverse aerial rush|RAR]] back aerial, and up aerial putting the opponent in the perfect position to be hit by Grappling Hook if they do 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 appropriately. 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. It's also Joker's best crossup tool, allowing him to pressure shields and be safe against most opponents if he manages to land behind them.
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, functioning as his best defensive aerial due to its effectiveness out of shield, as a spacing tool due to its good range, and as 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, most notably granting him a kill confirm, 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 [[Reverse aerial rush|RAR]] back aerial, and up aerial putting the opponent in the perfect position to be hit by Grappling Hook they do 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 appropriately. 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. It's also Joker's best crossup tool, allowing him to pressure shields and be safe against most opponents if he manages to land behind them.


His grab game is similar in terms of utility, with a lack of raw KOing options but fantastic for combos. Both up and down throws serve as combo throws, the former leading into up aerial, 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. Nonetheless, it's useful in a pinch, should Joker find himself in a situation where he struggles to finish off an opponent after dealing considerable damage. 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 raw KOing options but fantastic for combos. Both up and down throws serve as combo throws, the former leading into up aerial, 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. Nonetheless, it's useful in a pinch, should Joker find himself in a situation where he struggles to finish off an opponent after dealing considerable damage. 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.
Line 36: Line 28:
Joker possesses 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 latter two happenings during [[team battle]]s). Joker will also respawn with some of the Rebellion Gauge filled up if he gets 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, [[Arsène]], to aid him in battle, similarly to [[Rosalina]]'s [[Luma]]. With Arsène 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. Arsène 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 Arsène'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 travels further and has a larger area of impact, explodes on contact with an opponent or solid ground, and deals considerably more curse damage. Its speed and range make it effective for punishing opponents at a distance or pressuring opponents who attempt to edgeguard Joker. It also deals considerable damage as well, making it a highly potent punish tool. 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 of reflected projectiles at 1.9x.
Joker possesses 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 latter two happenings during [[team battle]]s). Joker will also respawn with some of the Rebellion Gauge filled up if he gets 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, [[Arsène]], to aid him in battle, similarly to [[Rosalina]]'s [[Luma]]. With Arsène 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. Arsène 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 Arsène'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 travels further and has a larger area of impact, explodes on contact with an opponent or solid ground, and deals considerably more curse damage. Its speed and range make it effective for punishing opponents at a distance or pressuring opponents who attempt to edgeguard Joker. It also deals considerable damage as well, making it a highly potent punish tool. 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 of 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 Arsène active. The most notable of these is the lack of strength on individual hits; as similarly to {{SSBU|Sheik}}, most of Joker's default moveset is tailored towards extending his advantage through combos, most of them 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, and are heavily unsafe if shielded; as a result, Joker can be very susceptible to comebacks if he is not able to summon Arsène in time. His knife, while giving his attacks disjointed range, also renders said disjointed range short due to its length, especially when compared to the weapons of other fighters such as {{SSBU|Marth}} and {{SSBU|Ike}}. 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. He is also vulnerable 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 this issue, 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 Arsène active. The most notable of these is the lack of strength on individual hits; as similarly to {{SSBU|Sheik}}, most of Joker's default moveset is tailored towards extending his advantage through combos, most of them 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, and are heavily unsafe if shielded; as a result, Joker can be very susceptible to comebacks if he is not able to summon Arsène in 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 Arsène. When it comes to his normal recovery, Joker is reliant on his Grappling Hook, which gives him an outstanding vertical recovery, though his overall horizontal recovery is somewhat exploitable due to its lack of horizontal range. Its lack of safety makes Joker easier to gimp as well, though Joker can mix up the timing when recovering to throw off edgeguarding attempts. He can also use 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.
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 Arsène. When it comes to his normal recovery, Joker is reliant on his Grappling Hook, which gives him an outstanding vertical recovery, though his overall horizontal recovery is somewhat exploitable due to its lack of horizontal range. Its lack of safety makes Joker easier to gimp as well, though Joker can mix up the timing when recovering to throw off edgeguarding attempts. He can also use 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.
Line 42: Line 34:
Since the Rebellion Gauge encourages a different kind of playstyle, Joker loses on some of his weaknesses without Arsène (such as a vulnerability to projectile camping), but this creates new weaknesses in return, meaning that if Joker gets Arsène at the wrong time or is unable to capitalize with him, he may either lose his advantage or be at a disadvantage. 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 move 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]]. Eigaon, while incredibly powerful and versatile, suffers from 10 more frames of endlag, making it (at times) riskier to use than Eiha. Lastly, despite Arsène'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 Arsène to disappear much faster until the Rebellion Gauge is filled again, removing Joker's advantage as a result.
Since the Rebellion Gauge encourages a different kind of playstyle, Joker loses on some of his weaknesses without Arsène (such as a vulnerability to projectile camping), but this creates new weaknesses in return, meaning that if Joker gets Arsène at the wrong time or is unable to capitalize with him, he may either lose his advantage or be at a disadvantage. 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 move 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]]. Eigaon, while incredibly powerful and versatile, suffers from 10 more frames of endlag, making it (at times) riskier to use than Eiha. Lastly, despite Arsène'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 Arsène 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 Arsène, Joker specializes in a hit-and-run, combo-oriented playstyle. Joker is particularly adept at conditioning the opponent to shield and has excellent grab frame data to take advantage of that, so players should be looking for opportunities to go for punishing grab combos whenever possible. He has notably short-range and low power overall on his standard attacks without Arsène available, and can struggle if he's a stock behind the opponent and unable to effectively make use of Arsène. His primary goal in each match is to rack up as much damage as possible through combos and gain an early stock in order to massively widen the gap between him and his opponent. Arsène 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. Arsène is also notable for giving Joker an absurdly effective comeback factor, as Joker can quickly close the gap by dealing out extreme damage with Arsène out and can KO early when given the opportunity, such as with an Arsène boosted back air. 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 Arsène more opportunity to be seen in-game. 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. Ultimately, Joker is a character who encourages proactive play, and particularly shines when players are able to make the most of edgeguarding opportunities, maximize their damage through combos and effectively make use of Arsène.  
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 Arsène, Joker specializes in a hit-and-run, combo-oriented playstyle. Joker is particularly adept at conditioning the opponent to shield and has excellent grab frame data to take advantage of that, so players should be looking for oppurtunies to go for punishing grab combos whenever possible. He has notably short-range and low power overall on his standard attacks without Arsène available, and can struggle if he's a stock behind the opponent and unable to effectively make use of Arsène. His primary goal in each match is to rack up as much damage as possible through combos and gain an early stock in order to massively widen the gap between him and his opponent. Arsène 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. Arsène is also notable for giving Joker an absurdly effective comeback factor, as Joker can quickly close to gap by dealing out extreme damage with Arsène out and can KO early when given the oppurtunity, such as with an Arsène boosted back air. 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 Arsène more opportunity to be seen in-game. 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. Ultimately, Joker is a character who encourages proactive play, and particularly shines when players are able to make the most of edgeguarding oppurtunities, maximize their damage through combos and effectively make use of Arsène. Joker's viability in the competitive scene has been excellent since his release, with many people citing him as a top tier character 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==
Aside from glitch fixes, Joker received a mix of buffs and nerfs via game updates, but he was slightly nerfed overall. The first nerf was in update 4.0.0 to Makarakarn, which could now be broken by reflected projectiles inflicting more than 50% damage; however this nerf was compensated by a buff to its searchbox, which became more rounded, allowing Joker to reflect projectiles that would fly right over him. Update 6.0.0 fixed an issue with Joker's forward smash pushing opponents too far during its charging animation, now making so Joker can't blatantly avoid damage by exploiting the move's previously wonky detection. The most significant nerfs came with update 7.0.0; downward Gun's horizontal range was significantly reduced, while the Rebellion Gauge would now lose more time when Joker is hit by attacks. These nerfs noticeably affected his best landing and edgeguarding tool, and punishing him more for losing interactions while Arsene is active, which rewards opponents with good damage racking capabilities. Version 11.0.0 would further affect the safety of his moves by making Eiha and his counters more punishable if they are used recklessly.
Joker has been nerfed in game updates. The first nerf was in update 4.0.0 to Makarakarn, which could now be broken by reflected projectiles inflicting more than 50% damage; however this nerf was compensated by a buff to its searchbox, which became more rounded, allowing Joker to reflect projectiles that would fly right over him. The most significant nerfs came with update 7.0.0; downward Gun's horizontal range was significantly reduced, while the Rebellion Gauge would now lose more time when Joker is hit by attacks. These nerfs noticeably affected his best landing and edgeguarding tool, and punishing him more for losing interactions while Arsene is active, which rewards in particular opponents with good damage racking capabilities. Version 11.0.0 would further affect the safety of his moves by making Eiha and his counters more punishable if they are used recklessly. Despite these nerfs, however, Joker is still considered a top tier character and a contender for best character in the game.
 
[[File:Joker bullet comparison.png|thumb|right|250px|A comparison of the range of downward aerial bullets pre and post 7.0.0]]
Version 13.0.0 buffed Joker by removing ten frames of ending lag from All-Out Attack.
 
Despite these nerfs, however, Joker is still considered to be a top tier character.
[[File:Joker bullet comparison.png|thumb|250px|A comparison of the range of downward aerial bullets pre and post 7.0.0]]
'''{{GameIcon|ssbu}} 3.0.1'''
'''{{GameIcon|ssbu}} 3.0.1'''
{{UpdateList (SSBU)/3.0.1|char=Joker}}
{{UpdateList (SSBU)/3.0.1|char=Joker}}
Line 71: Line 59:
'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
{{UpdateList (SSBU)/11.0.0|char=Joker}}
{{UpdateList (SSBU)/11.0.0|char=Joker}}
'''{{GameIcon|ssbu}} {{SSBU|12.0.0}}'''
{{UpdateList (SSBU)/12.0.0|char=Joker}}
'''{{GameIcon|ssbu}} {{SSBU|13.0.0}}'''
{{UpdateList (SSBU)/13.0.0|char=Joker}}


==Moveset==
==Moveset==
*Joker has an [[Fighter ability|ability]] called the [[Rebellion Gauge]], which fills up over time. Joker can also charge it by being hit, or when Joker (or his teammates, if he is in a Team Battle) is behind in either score/stock. If [[Rebel's Guard]] is used while the opponent attacks, the Gauge fills up faster. When it is full, Joker removes his mask (or glasses in costume 7 and 8) and automatically summons [[Arsène]], who grants several changes:
*Joker has an [[Fighter ability|ability]] called the [[Rebellion Gauge]], which fills up over time. Joker can also charge it by being hit, or when Joker (or his teammates, if he is in a Team Battle) is behind in either score/stock. If [[Rebel's Guard]] is used while the opponent attacks, the Gauge fills up faster. When it is full, Joker automatically summons [[Arsène]], who grants several changes:
**If Joker is in an uninterruptible animation such as an attack, Arsène can be delayed for up to 31 frames. Arsène can also disappear in a similar fashion, although the delay is much shorter.
**If Joker is in an uninterruptible animation such as an attack, Arsène can be delayed for up to 31 frames. Arsène can also disappear in a similar fashion, although the delay is much shorter.
***Curiously, if Arsène disappears during an attack, Awakened Joker's moves will deal increased knockback without Arsène's values being applied.
***Curiously, if Arsène disappears during an attack, Awakened Joker's moves will deal increased knockback without Arsène's values being applied.
Line 85: Line 67:
**Arsène will attack in tandem with Joker during all attacks except his [[pummel]], [[throw]]s, [[floor attack]]s and [[edge attack]], enhancing his damage output and range. Many of his moves gain an additional blue slash effect while attacking. All of Arsène's attacks use the "heavy melee" hit sounds of heavyweights such as {{SSBU|Ganondorf}}.
**Arsène will attack in tandem with Joker during all attacks except his [[pummel]], [[throw]]s, [[floor attack]]s and [[edge attack]], enhancing his damage output and range. Many of his moves gain an additional blue slash effect while attacking. All of Arsène's attacks use the "heavy melee" hit sounds of heavyweights such as {{SSBU|Ganondorf}}.
**Joker's special moves change to "Gun Special", "Eigaon", "Wings of Rebellion", and "Tetrakarn/Makarakarn", all enhanced versions of his previous moves.
**Joker's special moves change to "Gun Special", "Eigaon", "Wings of Rebellion", and "Tetrakarn/Makarakarn", all enhanced versions of his previous moves.
**Joker announces "Arsène!" or "Persona!" upon summoning Arsène, and "Return!" or "Enough." upon using up his Gauge.
**Joker announces "Arsène!" or "Persona!" upon summoning Arsène, and "Return!" or "Enough." upon using up his Gauge. He also announces "Endure!", "Not yet!" or "More..." when being attacked while performing [[Rebel's Guard]].
***On the first frame Joker would call out or recall Arsène, the animation can be skipped if Joker is already in an uninterruptible animation.
***On the first frame Joker would call out or recall Arsène, the animation can be skipped if Joker is already in an uninterruptible animation.
*Upon summoning Arsène, the Rebellion Gauge will slowly drain, and a small amount of Gauge will be lost each time Joker is damaged.
*Upon summoning Arsène, the Rebellion Gauge will slowly drain, and a small amount of Gauge will be lost each time Joker is damaged.
**When the Rebellion gauge is depleted, Arsène will disappear and Joker will put his mask (or glasses) back on. While Joker cannot cancel this animation, he is invincible for a majority of its duration and completely stops his descent for the entirety of the animation if it happens while airborne.
*Joker can [[wall jump]].
*Joker can [[wall jump]].


Line 124: Line 105:
|fsmashdmg={{ChargedSmashDmgSSBU|14}}/{{ChargedSmashDmgSSBU|8}}
|fsmashdmg={{ChargedSmashDmgSSBU|14}}/{{ChargedSmashDmgSSBU|8}}
|fsmashdesc=Joker: Rears back and swings downwards with both hands directly in front of him.<br>Arsène: He swings his arms downwards, causing an X-shaped slash in front of the duo.
|fsmashdesc=Joker: Rears back and swings downwards with both hands directly in front of him.<br>Arsène: He swings his arms downwards, causing an X-shaped slash in front of the duo.
Moves Joker slightly forward while attacking. Without Arsène, 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 Arsène, 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. Resembles the third hit of Joker's standard three-hit attack in ''Persona 5''.
Moves Joker slightly forward while attacking. Without Arsène, 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 Arsène, 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. Resembles the third hit of Joker's standard three-hit attack in ''Persona 5''
|usmashname=&nbsp;
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSBU|12}}/{{ChargedSmashDmgSSBU|5}}
|usmashdmg={{ChargedSmashDmgSSBU|12}}/{{ChargedSmashDmgSSBU|5}}
Line 153: Line 134:
|dairdesc= Joker: An upside-down knife swing with a bit of delay before the swipe, similarly to Marth's down aerial.<br>Arsène: 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.
|dairdesc= Joker: An upside-down knife swing with a bit of delay before the swipe, similarly to Marth's down aerial.<br>Arsène: 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.
Somewhat of a niche move due to its lack of safety and startup, down air occasionally sees use as a crossup tool. With Arsène, 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. Additionally, due to the Arsène variant being two hits and Joker's down aerial sending opponents away from him, Arsène's down aerial can then potentially meteor smash opponents standing at the edge of a stage and KO them outright.
Somewhat of a niche move due to its lack of safety and startup, down air occasionally sees use as a crossup tool. With Arsène, 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. Additionally, due to the Arsène variant being two hits and Joker's down aerial sending opponents away from him, Arsène's down aerial can then potentially meteor smash opponents standing at the edge of a stage and KO them outright.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=Reaches out with one arm. All of Joker's throws have him toss the opponent with blue energy. Unlike his other moves, Arsène does not affect the power of Joker's throws.
|grabdesc=Reaches out with one arm. All of Joker's throws have him toss the opponent with blue energy. Unlike his other moves, Arsène does not affect the power of Joker's throws.
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummelname=&nbsp;
|pummeldmg=1.5%
|pummeldmg=1.3%
|pummeldesc=A knee strike. Unique compared to other pummels, being marginally slower but stronger than similar pummels like {{SSBU|Mario}}, but slightly faster and weaker than stronger pummels like {{SSBU|Bowser}}. He shares this distinction with {{SSBU|Terry}}, {{SSBU|Min Min}}, {{SSBU|Steve}} and {{SSBU|Pyra}} & {{SSBU|Mythra}}.
|pummeldesc=Knees his opponent.
|fthrowname=&nbsp;
|fthrowname=&nbsp;
|fthrowdmg=8%
|fthrowdmg=8%
Line 184: Line 165:
|nsname=Gun / Gun Special
|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)
|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)
|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 Arsène 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, edgeguard 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, while the closest version of Gun Special applies knockback.
|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 Arsène 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, edgeguard 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.
|ssname=Eiha / Eigaon
|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)
|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)
Line 194: Line 175:
|dsname=Rebel's Guard / Tetrakarn / Makarakarn
|dsname=Rebel's Guard / Tetrakarn / Makarakarn
|dsdmg=Rebel's Guard: 2.4%<br>Tetrakarn: 1.6× (12% minimum)<br>Makarakarn: 1.6×
|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, during which he also announces "Endure!", "Not yet!" or "More...". It quickly refills the Rebellion Gauge to summon Arsène, 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 Arsène 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, ending 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.
|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 Arsène, 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 Arsène 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, ending 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
|fsname=All-Out Attack
|fsdmg=3% (trapping hit), {{rollover|33.6%|not affected by the 1v1 multiplier|y}} (cinematic), 13% (ending screen)
|fsdmg=3% (trapping hit), {{rollover|33.6%|not affected by the 1v1 multiplier|y}} (cinematic), 13% (ending screen)
|fsdesc= Joker announces "Ravage them!", then rushes forward, trapping opponents. Should he miss, Joker can also rush back if the control stick is pushed backwards. If any fighter is hit during either of these swipes (up to a maximum of 4), they are attacked by Joker and three other Phantom Thieves, either Ann, Ryuji, and Morgana, or Makoto, Haru, and Yusuke, while either Futaba or Morgana comments on the attack. After the barrage is complete, Joker lands in front of the opponent and tugs at his glove while the screen changes into a splash screen and the opponent's silhouette spews sparkles in the background. Causes an [[instant KO]] if the opponent was at 100% damage or higher at the end of the cinematic. If the Final Smash results in the final KO needed to win, the splash screen will remain throughout the [[victory screen]]. Arsène will not affect All-Out Attack.
|fsdesc= Joker announces "Ravage them!", then 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, or at 100% or higher 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]]. Arsène will not affect All-Out Attack.
}}
 
===Stats===
{{Attributes
| cast=89
| weight=93 | rweight=52
| dash=1.9 | rdash=47-49
| run=2.06 | rrun=18
| walk=1.12 | rwalk=44
| trac=0.13 | rtrac=9-10
| airfric=0.01 | rairfric=40-51
| air=1.1 | rair=38-39
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.07 | raddaccel=26-38
| gravity=0.127 | rgravity=11
| fall=1.63 | rfall=39-40
| ff=3.097 | rff=4
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=32.5 | rjumpheight=45-48
| shorthop=14.2 | rshorthop=70-71
| djump=34 | rdjump=38-39
}}
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Joker English Announcer SSBU.wav|English/Japanese/Chinese
</gallery>
===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Drops from the top of the screen, similar to how the party begins battles in ''Persona 5'' that start with Bullet Hail, then adjusts his 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.
<gallery>
<gallery>
JokerOnScreenAppearanceSSBU.gif|Joker's on-screen appearance
JokerOnScreenAppearanceSSBU.gif|Joker's on-screen appearance
Line 236: Line 189:
[[Morgana]] appears for each of Joker's taunts. If he is present, [[Arsène]] will also rear back and flourish with his left arm when Joker taunts, making a pose identical to his official artwork.
[[Morgana]] appears for each of Joker's taunts. If he is present, [[Arsène]] will also rear back and flourish with his left arm when Joker taunts, making a pose identical to his official artwork.


*'''Up taunt''': Smiles and tugs his glove while facing towards the camera, imitating the splash screen from the end of [[All-Out Attack]]. Morgana pumps his paw while saying "Looking cool, Joker!" ("{{ja|いけ、ジョーカー!|Ike, Jōkā}}", ''Go, Joker!'') before posing akimbo.
*'''Up taunt''': Smiles and tugs his glove while facing towards the camera, imitating the splash screen from the end of [[All-Out Attack]]. Morgana pumps his paw while saying "Looking cool, Joker!" before posing akimbo.
*'''Side taunt''': Poses with his gun pointed, gun arm over his dagger arm. Morgana poses akimbo and playfully laughs while showing starry eyes.
*'''Side taunt''': Poses with his gun pointed, gun arm over his dagger arm. Morgana poses akimbo and playfully laughs while showing starry eyes.
*'''Down taunt''': Faces his back towards the camera, resembling his official artwork for ''Catherine: Full Body''. Morgana goes "He-hey!" while bouncing on the spot, before crossing his arms.
*'''Down taunt''': Faces his back towards the camera. Morgana goes "He-hey!" while bouncing on the spot, before crossing his arms.


If Joker is involved in a fight with five or more fighters, Morgana will not appear during his taunts.
If Joker is involved in a fight with five or more fighters, Morgana will not appear during his taunts.
Line 252: Line 205:
*Twirls his gun before posing.
*Twirls his gun before posing.
<gallery>
<gallery>
SSBUJokerIdle1.gif|Joker's first idle pose.
SSBUJokerIdle1.gif|Joker's first idle pose
SSBUJokerIdle2.gif|Joker's second idle pose.
SSBUJokerIdle2.gif|Joker's second idle pose
</gallery>
</gallery>


Line 288: Line 241:
|-
|-
! scope="row"|Description
! scope="row"|Description
|Jok - er! *claps 3 times* || It's the Jo - ker! It's the Jo - ker! Eh! Eh! || Jok - er! *claps 3 times* || Jok - er! *claps 3 times*
|Jok - er! *claps 3 times* || || Jok - er! *claps 3 times* || Jok - er! *claps 3 times*
|}
|}
</div>
</div>
Line 294: Line 247:


===[[Victory pose]]s===
===[[Victory pose]]s===
In all three of his victory poses, the transition to the victory screen will showcase a puff of cartoony smoke with star decals, and the ending screen will always result in Joker moving continuously to the left with the results background being dimmed down, replicating the victory screen from ''Persona 5''. Upon accessing the [[results screen]], Joker will say "Begone," "Nice," or "Hah!". If there are three or more human players, the color scheme will match the player's port (CPUs and amiibo are always red). In Team Battles, the color will match the player's team color. If Joker wins on [[Mementos]], the color of the victory screen will match the color of the stage (overriding port or team settings) and the victory music will be replaced with the corresponding victory fanfare from the game Mementos' design is currently derived from.
In all three of his victory poses, the transition to the victory screen will showcase a puff of cartoony smoke with star decals, and the ending screen will always result in Joker moving continuously to the left with the results background being dimmed down, replicating the victory screen from ''Persona 5''. Upon accessing the [[results screen]], Joker will say "Begone," "Nice," or "Hah!". If there are three or more human players, the color scheme will match the player's port (CPUs and amiibos are always red). In Team Battles, the color will match the player's team color. If Joker wins on [[Mementos]], the color of the victory screen will match the color of the stage, and the victory music will be replaced with the corresponding victory fanfare from the game Mementos' design is currently derived from.
*'''Left:''' Morgana happily bounces around Joker. Joker gestures to Morgana before running towards the left.
*'''Left:''' Morgana happily bounces around Joker. Joker gestures to Morgana before running towards the left.
*'''Up:''' Joker scratches his head as Morgana, transformed as the Morganamobile, drives up next to Joker, picks him up, and drives towards the left. The head-scratching animation is Joker's victory animation if he is the only member of his party remaining in ''Persona 5''. The Morganamobile is the victory screen when winning a match in Mementos.
*'''Up:''' Joker scratches his head as Morgana, transformed as the Morganamobile, drives up next to Joker, picks him up, and drives towards the left. The head-scratching animation is Joker's victory animation if he is the only member of his party remaining in ''Persona 5''. The Morganamobile is the victory screen when winning a match in Mementos.
*'''Right:''' Morgana turns dramatically toward the screen, which ends up hitting him in the face. Joker gestures to Morgana before running towards the left. Morgana's positioning in the Left and Right poses references the positioning of the remaining members of the active party in the ''Persona 5'' victory screens, with one member always closer to the camera than Joker and two further away.
*'''Right:''' Morgana turns dramatically toward the screen, which ends up hitting him in the face. Joker gestures to Morgana before running towards the left.
*'''Special''': If Joker wins a [[Stock]] or [[Stamina Mode|Stamina]] match with [[All-Out Attack]], the match will conclude on the splash screen without returning to gameplay, and this will persist into the victory screen, just like in ''Persona 5'', in which experience points and money gained in battle are shown over the flash across the screen. This pose also automatically makes Joker pose in front in team battles.
*'''Special''': If Joker wins a [[Stock]] or [[Stamina Mode|Stamina]] match with [[All-Out Attack]], the match will conclude on the splash screen without returning to gameplay, and this will persist into the victory screen, just like in ''Persona 5''.
*'''Team''': If Joker is in a [[Team Battle]] and someone else poses in front, he will perform an exclusive animation where he tightens his glove and maintains a stance with his knife, although both of these are ported directly from his in-game up taunt and idle animation respectively. If he poses in front, none of his teammates will be seen.
*'''Team''': If Joker is in a [[Team Battle]] and someone else poses in front, he will perform an exclusive animation where he tightens his glove and maintains a stance with his knife, although both of these are ported directly from his in-game up taunt and idle animation respectively. If he poses in front, none of his teammates will be seen.
[[File:Persona5VictoryThemeUltimate.ogg|thumb|Joker's default victory theme, ripped directly from the battle results screen of ''Persona 5'', entitled "Triumph".]]
[[File:Persona5VictoryThemeUltimate.ogg|thumb|Joker's default victory theme, ripped directly from the battle results screen of ''Persona 5'', entitled "Triumph".]]
Line 308: Line 261:
SSBUJokerVictory2.gif
SSBUJokerVictory2.gif
SSBUJokerVictory4.gif
SSBUJokerVictory4.gif
SSBUJokerTeamVictory.gif
</gallery>
</gallery>


Line 361: Line 313:
|}
|}


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
Joker had a mixed, albeit positive reception on his release. Many players praised his movement with his horizontal and vertical speed alongside his great combo ability, and noted how all these traits were supplemented when Arsène was activated, granting him much greater damage and kill potential. His downward-angled Gun and Eiha/Eigaon were also viewed as fantastic tools that allowed him to easily escape disadvantageous situations and rack up percentage, respectively. However, many also noted how Joker had difficulty killing when Arsène was not active, given that his kill setups are unsafe on shield and quite difficult to consistently land, as well as many of his moves outright having low base knockback or knockback growth, which resulted in players labeling his kill potential as "inconsistent". In addition, players also remarked base Joker's relatively low damage output per move, seemingly exploitable recoveries with and without Arsène, and lack of out of shield options. Thus, initial opinions on him were divided: players such as {{Sm|Tweek}} and {{Sm|CaptainZack}} labeled him as a potential top tier character while others such as {{Sm|Leffen}} and {{Sm|VoiD}} regarded him as a mid-tier and low-high tier character, respectively.
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
 
''See also: [[:Category:Joker players (SSBU)]]''
 
*{{Sm|Eim|Japan}} - One of the best Joker player in Japan in the early metagame, ranking in the Area 51 on the [[Fall 2019 PGRU]] with several strong major placements such as 13th at {{Trn|Sumabato SP 11}} and 17th at both {{Trn|Umebura SP 5}} and {{Trn|Umebura SP 7}}. He dropped Joker in favor of {{SSBU|Sheik}} in 2021.
*{{Sm|eMass|Saudi Arabia}} - First gained recognition with his run to 5th at {{Trn|Ultimate WANTED 3}} and has since become the best Joker player in Europe and one of the Middle East's best players, especially in 2021 and 2022, most notably winning {{Trn|WANTED S4 C3 - Saint Valentin Edition}} and placing 17th at {{Trn|COLOSSEL 2022}} while ranking 74th on the [[OrionRank Mid-Year 2022]], the only Middle Eastern player ranked in the top 100. Since mid-2022, he has been mostly inactive, occasionally entering events using secondaries.
*{{Sm|Gorioka|Japan}} - Known for playing a variety of characters but primarily plays Joker, and is one of Japan's best Joker players since 2023. His greatest success has been at superregionals, including placing 3rd at {{Trn|Toyota Grand Slum 16}}, 4th at {{Trn|LEADD+2}}, and 9th at {{Trn|KOWLOON 7}}. Although less consistent compared to Tsubaki, Gorioka has also seen success at majors, most notably placing 13th at both {{Trn|UltCore}} and {{Trn|Maesuma TOP 15 "FINAL"}}.
*{{Sm|MkLeo|Mexico}} - The best ''Ultimate'' player of all-time, with Joker being one of his most recognizable characters thanks to his dominance with the character from May 2019 to February 2020. Although MkLeo relegated Joker to a rare counterpick in 2021, he returned the character into his roster in 2023 and has stuck with the character since.
*{{Sm|omega|USA}} - The best solo-Joker player in North America especially since 2023, achieving several strong superregional results such as 3rd at {{Trn|Riptide 2023}} and 4th at {{Trn|Santa Paws}}, as well as strong major performances including 13th at {{Trn|Collision 2024}} and 17th at {{Trn|Luminosity Makes BIG Moves 2024}}.
*{{Sm|Tsubaki|Japan|p=Shizuoka}} - The best solo-Joker player in the world in 2023, having placed top 8 at several majors including 3rd at {{Trn|Seibugeki 14}} and 5th at both {{Trn|UltCore}} and {{Trn|Maesuma TOP 14}}. He is ranked 46th on the [[LumiRank 2023]], the first new Joker player to be ranked in the top 50 globally since 2019.
*{{Sm|Zackray|Japan}} - Used a variety of characters over the course of his career, with one of his most notable characters being Joker. He is considered the second-best Joker player of all-time, having used the character to help win several supermajors and majors including {{Trn|The Big House 9}}, {{Trn|Umebura SP 7}} and {{Trn|Kagaribi 6}}.


===Tier placement and history===
However, opinions regarding Joker's viability had improved substantially since {{Sm|MkLeo}}, the best ''Ultimate'' player in the world, started using the character. MkLeo utilized Joker's quick movement, remarkable frame data, combos such as the drag-down combos, and the powerful advantage state of Arsène to place in the top 2 at every tournament he has attended since {{Trn|MomoCon 2019}}. Thanks to MkLeo's success, several other top players have picked up Joker as a secondary or co-main. Most notably, {{Sm|Zackray}} had used Joker as a co-main to win several Japanese nationals and a supermajor and is considered to be the best player in Japan. Due to their success, many top players have named Joker as the single best character in the game. On the other hand, some argue that Joker's success largely relies on MkLeo's skill as a player, which allows him to push the character extremely far, as no players outside of Zackray have even come close to his achievements. Regardless, Joker is commonly considered a top tier and one of the best characters in the game despite nerfs in subsequent patches, with Zackray getting 2nd at {{Trn|Kagaribi 4}}, the first supermajor after COVID, and using Joker to defeat {{Sm|Yamanaction}}, {{Sm|Raito}}, {{Sm|HERO}}, {{Sm|Tea}} and {{Sm|ProtoBanham}}'s {{SSBU|Lucina}}.
Joker had a mixed, albeit positive reception on his release. Many players praised his movement with his horizontal and vertical speed alongside his great combo ability, and noted how all these traits were supplemented when Arsène was activated, granting him much greater damage and kill potential. His downward-angled Gun and Eiha/Eigaon were also viewed as fantastic tools that allowed him to easily escape disadvantageous situations and rack up percentage, respectively. However, many also noted how Joker had difficulty killing when Arsène was not active, given that his kill setups are unsafe on shield and quite difficult to consistently land, as well as many of his moves outright having low base knockback or knockback growth, which resulted in players labeling his kill potential as "inconsistent". In addition, players also remarked base Joker's relatively low damage output per move, seemingly exploitable recoveries with and without Arsène, and lack of out of shield options. Thus, initial opinions on him were divided: players such as {{Sm|Tweek}} and {{Sm|CaptainZack}} labeled him as a potential top tier character while others such as {{Sm|Leffen}} and {{Sm|VoiD}} regarded him as a mid-tier and low-high tier character, respectively.


However, opinions regarding Joker's viability improved significantly after {{Sm|MkLeo}}, the best ''Ultimate'' player in the world at the time, started using the character. MkLeo utilized Joker's quick movement, remarkable frame data, combos such as the drag-down combos, and the powerful advantage state of Arsène to place in the top 2 at every tournament he has attended since {{Trn|MomoCon 2019}}. Thanks to MkLeo's success, several other top players have picked up Joker as a secondary or co-main. Most notably, {{Sm|Zackray}} had used Joker as a co-main to win several Japanese nationals and a supermajor and was considered to be the best player in Japan during the early metagame. Due to their success, many top players have named Joker as the single best character in the game.  
However, in online tournaments, MKLeo has opted not to play Joker due to the nature of Smash Ultimate's netcode necessitating a different playstyle; rather than doing so with Joker, he has decided to choose different characters, such as {{SSBU|Byleth}}, {{SSBU|Cloud}} and {{SSBU|Pyra}}/{{SSBU|Mythra}}. This has led to a perception that Joker is a significantly weaker character online, due to his more technical combos and reactionary playstyle becoming too hard to perform or unrewarding. However, Joker still possesses traits that are effective online, such as quick movements, a difficult to react to projectile, fast smash attacks and powerful aerials when Arsene is active. Most recently, the success of players such as {{Sm|Sharp|p=Rhode Island}} in online tournaments has challenged the perception that Joker is not well suited for the online metagame.  


During the online metagame as a result of the [[COVID-19 pandemic and its impact on competitive Smash|COVID-19 pandemic]], MkLeo chose not to play Joker due to the nature of the game's netcode necessitating a different playstyle, leading to a perception that Joker is a weaker character online due to his more technical combos and reactionary playstyle becoming too hard to perform or unrewarding, which has reflected in his middling online tournament representation. However, Joker still possesses traits that are effective online, such as quick movements, a difficult to react to projectile, and powerful attacks when Arsène is active. Most recently, the success of players such as naitosharp in online tournaments, such as their 13th placing at {{Trn|Frame Perfect Series 6: ONLINE}}, has challenged the perception that Joker is not well suited for the online metagame.
===Notable players===
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.''


On the other hand, some argue that Joker's success largely relies on MkLeo's skill as a player, which allows him to push the character extremely far, as no players outside of Zackray have even come close to his achievements. This argument was tested following the online metagame, as MkLeo relegated the character to a rare counterpick while Zackray went on a hiatus at the start of 2022. Although there was a notable decline in Joker's representation at a top level, this decline was ultimately negligent as other players such as {{Sm|naitosharp}} and {{Sm|eMass}} continued to see strong placements with the character, which kept Joker's representation in or around the top 10. Due to this, as well as Zackray's return and MkLeo slowly bringing Joker back into his main line-up, opinions on the character remained strong, and Joker was ranked 3rd on the first tier list, where he ranks in the S+ tier alongside {{SSBU|Steve}} and [[Pyra (SSBU)|the]] [[Mythra (SSBU)|Aegis]].
''See also: [[:Category:Joker professionals (SSBU)]]''
====Active====
*{{Sm|akasa|Japan}} - Placed 17th at {{Trn|Maesuma TOP 1}}, 25th at {{Trn|Sumabato SP 10}}, and 49th at {{Trn|Umebura SP 6}}.
*{{Sm|Blade|Mexico|p=Mexico}} - Placed 13th at {{Trn|Smash Fest to the Sky}} and 17th at {{Trn|Smash Factor 8}} with solo Joker.
*{{Sm|Eim|Japan}} (#51) - One of the best Joker players in Japan. Placed 3rd at {{Trn|Uprising 2019}}, 4th at {{Trn|Sumabato SP 7}}, and 33rd at {{Trn|EVO 2019}} with solo Joker.
*{{Sm|Enzo|USA}} - The best Joker player in Philidelphia. Placed 9th at {{Trn|Save Point: The PA State Championship}}, 17th at {{Trn|Tri-state Showdown: Fall 2019}}, and 33rd at {{Trn|Let's Make Big Moves}}. Ranked 1st for several seasons in his region and has wins on {{Sm|Tea}}, {{Sm|WaDi}}, {{Sm|VoiD}}, {{Sm|Rivers}}, and {{Sm|Juice}}.
*{{Sm|Eon|USA}} - Co-mains Joker with {{SSBU|Fox}} and placed 1st at {{Trn|Ascension IX}}, 25th at {{Trn|2GG: SwitchFest 2019}}, and 33rd at {{Trn|Mainstage}}, {{Trn|2GG: Nightmare on Smashville}}, and {{Trn|2GG: Kongo Saga}}.
*{{Sm|Hero|USA}} - Placed 13th at {{Trn|Overclocked Ultimate IV}}, 33rd at {{Trn|Shine 2019}}, and 65th at {{Trn|Super Smash Con 2019}}. Ranked 12th on the [[Massachusetts Smash Ultimate Power Rankings#Super Smash Bros Ultimate rankings|Massachusetts Ultimate Power Rankings]] with wins over {{sm|Tyroy}}, {{sm|Pugwest}}, and {{sm|DKwill}}.
*{{Sm|Marc|p=Spain|Spain}} - The best Joker player in Spain. Placed 1st at {{Trn|Tizona}}, 5th at {{Trn|Codec Call 5}}, 7th at {{Trn|Codec Call 4}}, 25th at {{Trn|Ultimate Fighting Arena 2019}}, and 33rd at {{Trn|VCA 2019}}. Ranked 3rd on the [[Spanish Power Rankings|Spanish Ultimate Power Rankings]] with wins over {{Sm|MVL}}, {{Sm|Tag}}, {{Sm|sisqui}}, and {{Sm|Robo~Luigi}}.
*{{Sm|OwlBBs|England}} - Known for his character diversity and has a strong Joker. Placed 5th at {{Trn|UKIE Ultimate Circuit Finale}} and 17th at {{Trn|Albion 4}} as one of his characters. Has wins over {{Sm|Deon}}, {{Sm|aperture}}, and {{Sm|Afro Smash}} with Joker.
*{{Sm|Ri-ma|Japan}} - Placed 13th at {{Trn|Maesuma TOP 1}}, 17th at {{Trn|Sumabato SP 11}}, and 25th at {{Trn|Sumabato SP 10}} and {{Trn|EVO Japan 2020}}.
*{{Sm|Roxas|USA}} - Placed 33rd at {{Trn|Shine 2019}} and at {{Trn|Frostbite 2020}} with wins on WaDi, Tamim, and Epic_Gabriel. Ranked 13th on the [[New Jersey Smash Ultimate Power Rankings#Super Smash Bros Ultimate rankings|New Jersey Ultimate Power Rankings]]
*{{Sm|Lemmon|Canada}} - The best Joker player in Canada. Placed 5th at both {{Trn|The Pinnacle 2019}} and {{Trn|VORTEX}}, 17th at {{Trn|Super Smash Con 2019}}, and 49th at {{Trn|MomoCon 2019}}.
*{{Sm|MkLeo|Mexico}} (#1) - The best Joker player in the world, as well as the overall best player in the world. Placed 1st at {{Trn|MomoCon 2019}}, {{Trn|Smash 'N' Splash 5}}, {{Trn|CEO 2019}}, {{Trn|EVO 2019}}, {{Trn|Super Smash Con 2019}}, {{Trn|Uprising 2019}}, {{Trn|Ultimate Fighting Arena 2019}}, {{Trn|Smash Ultimate Summit 2}}, {{Trn|VCA 2019}}, {{Trn|2GG: Kongo Saga}}, and {{Trn|Frostbite 2020}}, 2nd at {{Trn|Smash Factor 8}}, {{Trn|Shine 2019}}, {{Trn|Mainstage}}, and {{Trn|GENESIS 7}}, and 4th at {{Trn|Get On My Level 2019}} with primarily Joker. Has wins over almost every top player.
*{{Sm|Rox|Mexico}} - Placed 2nd at {{Trn|BIT MASTER MTY 5}}, 3rd at {{Trn|WeTecThose X}}, 7th at {{Trn|BIT MASTER MTY 6}}, and 17th at both {{Trn|Smash Factor 8}} and {{Trn|BIT MASTER MTY 8}}.
*{{Sm|Space|Netherlands}} - Mains {{SSBU|Inkling}} and has a strong Joker secondary. Placed 1st at {{Trn|The Ultimate Performance}} and {{Trn|Smashwick 4}}, 2nd at {{Trn|The Ultimate Performance 2}}, and 3rd at {{Trn|Syndicate 2019}}. Ranked 1st on the [[Dutch Power Rankings#Super Smash Bros. Ultimate rankings|Dutch Ultimate Power Rankings]].
*{{Sm|Stroder|USA}} - Has a strong Joker secondary and is considered one of the best Joker players in the United States. Placed 1st at both {{Trn|Ascension IV}} and {{Trn|Ascension V}} with Joker as one of his characters.
*{{Sm|Tsu|Japan}} - One of the best Joker players in Japan. Placed 4th at {{Trn|The Kid, the Goat, and the Mang0}} and 5th at {{Trn|Umebura Japan Major 2019}} using Joker alongside {{SSBU|Lucario}} and {{SSBU|Mii Swordfighter}}.
*{{Sm|Tyroy|USA}} - Placed 5th at {{Trn|Combo Breaker 2019}}.
*{{Sm|Venom|Canada}} - Considered the second best Joker player in Canada. Placed 17th at {{Trn|Defend the North 2019}} and 25th at {{Trn|Get On My Level 2019}} with primarily Joker and Ken. Ranked 3rd on the [[Montreal Power Rankings#Super Smash Bros Ultimate rankings|Montreal Ultimate Power Rankings]].
*{{Sm|wusi|Germany}} - One of the best Joker players in Germany. Placed 3rd at {{Trn|Luxembourg Gaming Xperience 2019}} and 5th at {{Trn|Calyptus Cup X: Purple Age}} with solo Joker.
*{{Sm|Zackray|Japan}} (#7) - Co-mains Joker with {{SSBU|R.O.B.}} and is the best player in Japan and the second best Joker in the world. Placed 1st at {{Trn|EGS Cup 2}}, {{Trn|EGS Cup 3}}, {{Trn| Sumabato SP 8}}, {{Trn|The Big House 9}}, {{Trn|Sumabato SP 9}}, {{Trn|Sumabato SP 12}}, {{Trn|Maesuma TOP 2}}, {{Trn|Eastern Powerhouse Invitational FINAL}}, {{Trn|Mēsuma}} and {{Trn|Umebura SP 7}}, with Umebura SP 7 going solo Joker, 2nd at {{Trn|Kagaribi 4}}, 3rd at {{Trn|Kagaribi}}, 5th at {{Trn|EVO Japan 2020}}, 7th at both {{Trn|Smash Ultimate Summit 2}} and {{Trn|Frostbite 2020}}, and 25th at {{Trn|Umebura SP 4}}. Has wins over several top 10 USA players and some of the best players in Japan.


Unfortunately, Joker's precise playstyle meant that the character was harder to maintain compared to many other top tier characters. As such 2023 marked a noticeable downturn for Joker at the top level: MkLeo's Joker performed worse than it did due to MkLeo's lower motivation and character crisis, while Zackray chose to play [[Pit (SSBU)|the]] [[Dark Pit (SSBU)|Pits]] over Joker. Although other Joker players such as {{Sm|omega}} and {{Sm|Tsubaki|p=Shizuoka}} were able to perform well during this time, their performances were unable to match MkLeo and Zackray's best results with the character. As such, opinions on Joker have since mellowed out, and he dropped on the following tier list to 10th, now ranking in the S- tier.
====Inactive====
*{{Sm|Aaron|USA|p=Florida}} - Placed 5th at {{Trn|Come to Papa 3}} and 49th at {{Trn|The Big House 9}}. While he hasn't officially dropped the character, he now only plays Diddy Kong in recent tournaments.
*{{Sm|Tweek|USA}} (#3) - Had a notable Joker but has since returned to Wario. Placed 1st at {{Trn|Return to Yoshi's Island}}, 2nd at {{Trn|Tri-state Showdown: Fall 2019}}, 13th at {{Trn|DreamHack Atlanta 2019}}, and 33rd at {{Trn|Smash 'N' Splash 5}} with solo Joker. Has wins over {{Sm|Dabuz}}, {{Sm|Nairo}}, and {{Sm|Rivers}}.
*{{Sm|VoiD|USA}} (#38) - Had a notable Joker but has since relegated him to a rare secondary. Placed 13th at both {{Trn|2GG: SwitchFest 2019}} and {{Trn|EGS Cup 3}}, 25th at both {{Trn|Super Smash Con 2019}} and {{Trn|Let's Make Big Moves}}, and 49th at {{Trn|Shine 2019}}. Has wins over {{Sm|Elegant}}, {{Sm|Larry Lurr}}, {{Sm|Charliedaking}}, and {{Sm|Toast}} before solo-maining Sheik.
*{{Sm|Wishes|USA}} - Placed 5th at {{Trn|Tri-state Showdown: Fall 2019}}, 9th at both {{Trn|CEO 2019}} and {{Trn|Defend the North 2019}}, 13th at {{Trn|Glitch 7 - Minus World}}, 17th at both {{Trn|The Big House 9}} and {{Trn|Let's Make Big Moves}}, and 33rd at {{Trn|Shine 2019}}.
*{{Sm|Wrath|USA}} (#51) - Co-mained Joker with {{SSBU|Sonic}}. Placed 17th at {{Trn|MomoCon 2019}} and 33rd at both {{Trn|CEO 2019}} and {{Trn|Super Smash Con 2019}} prior to dropping Joker for solo Sonic.


=={{SSBU|Classic Mode}}: Shadows==
=={{SSBU|Classic Mode}}: Shadows==
Line 394: Line 362:
|1||{{CharHead|Mr. Game & Watch|SSBU|hsize=20px}} (×6)||[[Mementos]]||''{{SSBUMusicLink|Persona|Last Surprise}}''||Horde Battle.
|1||{{CharHead|Mr. Game & Watch|SSBU|hsize=20px}} (×6)||[[Mementos]]||''{{SSBUMusicLink|Persona|Last Surprise}}''||Horde Battle.
|-
|-
|2||Giant {{CharHead|Kirby|SSBU|hsize=20px|color=Purple}}||[[Kalos Pokémon League]]||''{{SSBUMusicLink|Persona|Aria of the Soul}}''||{{head|Mr. Game & Watch|g=SSBU|s=20px|cl=White}} Mr. Game & Watch is a CPU ally. Kirby's purple costume is a possible reference to Black Frost. The music and stage choice represents the recurring Velvet Room of the ''Persona'' franchise.
|2||Giant {{CharHead|Kirby|SSBU|hsize=20px|color=Purple}}||[[Kalos Pokémon League]]||''{{SSBUMusicLink|Persona|Aria of the Soul}}''||{{head|Mr. Game & Watch|g=SSBU|s=20px|cl=White}} Mr. Game & Watch is a CPU ally. Kirby's purple costume is a possible reference to Black Frost. The stage choice represents the recurring Velvet Room of the ''Persona'' franchise.
|-
|-
|3||{{CharHead|Samus|SSBU|hsize=20px|color=Black}} and {{CharHead|Dark Samus|SSBU|hsize=20px|color=Black}}||Mementos||''{{SSBUMusicLink|Persona|Mass Destruction}}''||{{head|Kirby|g=SSBU|s=20px|cl=Blue}} Kirby is a CPU ally. Possibly a reference to the anti-shadow weapons from ''Persona 3'' (Aigis and Metis) and Jack Frost.
|3||{{CharHead|Samus|SSBU|hsize=20px|color=Black}} and {{CharHead|Dark Samus|SSBU|hsize=20px|color=Black}}||Mementos||''{{SSBUMusicLink|Persona|Mass Destruction}}''||{{head|Kirby|g=SSBU|s=20px|cl=Blue}} Kirby is a CPU ally. Possibly a reference to the anti-shadow weapons from ''Persona 3'' (Aigis and Metis) and Jack Frost.
Line 400: Line 368:
|4||{{CharHead|Meta Knight|SSBU|hsize=20px|color=Navy}}||Mementos ([[Battlefield form]]) ||''{{SSBUMusicLink|Persona|Beneath the Mask}}''||{{head|Dark Samus|g=SSBU|s=20px|cl=Grey}} Dark Samus is a CPU ally. References the masked Shadows before engaging in combat.
|4||{{CharHead|Meta Knight|SSBU|hsize=20px|color=Navy}}||Mementos ([[Battlefield form]]) ||''{{SSBUMusicLink|Persona|Beneath the Mask}}''||{{head|Dark Samus|g=SSBU|s=20px|cl=Grey}} Dark Samus is a CPU ally. References the masked Shadows before engaging in combat.
|-
|-
|5||{{CharHead|Link|SSBU|hsize=20px|color=Black}}, {{CharHead|Young Link|SSBU|hsize=20px|color=Black}} and {{CharHead|Toon Link|SSBU|hsize=20px|color=Black}} ||Mementos ||''{{SSBUMusicLink|Persona|Reach Out To The Truth}}''||{{head|Meta Knight|g=SSBU|s=20px|cl=White}} Meta Knight is a CPU ally. References the Shadow Selves most prominent appearance in ''Persona 4'', with the Meta Knight ally referencing Izanagi, the [[Protagonist (Persona 4)|Persona 4 protagonist]]'s Main Persona.
|5||{{CharHead|Link|SSBU|hsize=20px|color=Black}}, {{CharHead|Young Link|SSBU|hsize=20px|color=Black}} and {{CharHead|Toon Link|SSBU|hsize=20px|color=Black}} ||Mementos ||''{{SSBUMusicLink|Persona|Reach Out To The Truth}}''||{{head|Meta Knight|g=SSBU|s=20px|cl=White}} Meta Knight is a CPU ally. References the Shadow Selves most prominent appearance in ''Persona 4''.
|-
|-
|6||Giant {{CharHead|Incineroar|SSBU|hsize=20px|color=Grey}} ||Mementos ([[Ω form]]) ||''{{SSBUMusicLink|Persona|Rivers In the Desert}}''||{{head|Link|g=SSBU|s=20px|cl=Grey}} Link is a CPU ally. Incineroar is a reference to Shadow Shido's final form.
|6||Giant {{CharHead|Incineroar|SSBU|hsize=20px|color=Grey}} ||Mementos ([[Ω form]]) ||''{{SSBUMusicLink|Persona|Rivers In the Desert}}''||{{head|Link|g=SSBU|s=20px|cl=Grey}} Link is a CPU ally. Incineroar is a reference to Shadow Shido's final form.
Line 418: Line 386:


==[[Spirit]]s==
==[[Spirit]]s==
Joker's Phantom Thief fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It also available periodically for purchase in the shop for 300 Gold, but only after Joker has been downloaded. Unlocking Joker in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His student outfit has a fighter spirit of its own, available through the shop. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''. Arsène also makes an appearance in Joker's fighter spirits, having a unique render when shown with Joker's ''Ultimate'' artwork. Because of this, Joker's ''Ultimate'' renders in his fighter spirits will show him without his mask/glasses on.
Joker's fighter spirit can be obtained by completing [[Classic Mode]]. It also available periodically for purchase in the shop for 500 coins, but only after Joker has been downloaded. Unlocking Joker in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His student outfit has a fighter spirit of its own, available through the shop. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''. Arsène also makes an appearance in Joker's fighter spirits, having a unique render when shown with Joker's ''Ultimate'' artwork. Because of this, Joker's ''Ultimate'' renders in his fighter spirits will show him without his mask/glasses on.


Additionally, he appears in the Phantom Thieves of Hearts spirit.
Additionally, he appears in the Phantom Thieves of Hearts spirit.
Line 430: Line 398:
</center>
</center>


==In Spirit Battles==
==Spirit Battle==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
Line 491: Line 459:
Joker's model.png|A tease of Joker's model from the February 13th, 2019 [[Nintendo Direct]].
Joker's model.png|A tease of Joker's model from the February 13th, 2019 [[Nintendo Direct]].
Joker In-Game Model.png|A view of Joker's in-game model from behind.
Joker In-Game Model.png|A view of Joker's in-game model from behind.
JokerBestBuyLeak.png|The ad that [[leak]]ed Joker's artwork.
JokerBestBuyLeak.png|The ad that [[leak]]ed Joker’s artwork
Joker Steals the Show.png|Joker's splash art.
Joker Steals the Show.png|Joker's splash art.
Joker amiibo.png|Joker's [[amiibo]].
Joker unlock notice SSBU.jpg|Joker's unlock notice after downloading him from the Nintendo eShop.
Joker unlock notice SSBU.jpg|Joker's unlock notice after downloading him from the [[Nintendo eShop]].
Joker amiibo.png‎|Joker's Amiibo
Jokercutin.png|Joker's Cut-in when [[Arsène]] is summoned.
SSBUWebsiteJoker1.jpg|Joker on [[Fourside]].
SSBUWebsiteJoker1.jpg|Joker on [[Fourside]].
SSBUWebsiteJoker2.jpg|Joker wielding his gun on [[Moray Towers]].
SSBUWebsiteJoker2.jpg|Joker wielding his gun on [[Moray Towers]].
SSBUWebsiteJoker3.jpg|Joker attacking with Arsène on [[Mementos]].
SSBUWebsiteJoker3.jpg|Joker attacking with [[Arsène]] on [[Mementos]].
SSBUWebsiteJoker4.jpg|Joker with [[Morgana]] on [[Skyloft]].
SSBUWebsiteJoker4.jpg|Joker with [[Morgana]] on [[Skyloft]].
SSBUWebsiteJoker5.jpg|Joker posing with Arsène on [[Spear Pillar]].
SSBUWebsiteJoker5.jpg|Joker posing with Arsène on [[Spear Pillar]].
SSBUWebsiteJoker6.jpg|Joker in his school outfit with {{SSBU|Inkling}} and {{SSBU|Isabelle}} on [[Delfino Plaza]].
SSBUWebsiteJoker6.jpg|Joker in his school outfit with {{SSBU|Inkling}} and {{SSBU|Isabelle}} on [[Delfino Plaza]].
All Fighters from Fighters Pass Vol 1.jpg|Joker alongside all of the other DLC fighters of {{h2|Downloadable content (SSBU)|Fighters Pass Vol. 1}}.
Jokercutin.png|Joker's Cut-in when Arsène is summoned.
JokerKeyframeModelFSmashDSmash.jpg|The keyframes used when animating Arsene-enhanced [[forward smash]] and [[down smash]], released on [[Masahiro Sakurai]]'s [[Twitter]] page<ref>[https://twitter.com/Sora_Sakurai/status/1460459978523754496 Keyframe graphic release]</ref>.
JokerKeyframeModelTetrakarn.jpg|The keyframes used when animating [[Tetrakarn]] and [[Makarakarn]], released on [[Masahiro Sakurai]]'s [[Twitter]] page.
</gallery>
</gallery>


Line 510: Line 475:
*Joker's internal codename within the game files is "jack". It is probably a wordplay on "jack" and "joker" being both types of playing cards; additionally, it may reference Atlus' mascot, Jack Frost. The codename was [[Leak#DLC datamines|reportedly discovered]] in November 2018 by players who decompiled a leaked retail copy. However, this discovery was only made public in January 2019, after Joker had already been officially revealed.
*Joker's internal codename within the game files is "jack". It is probably a wordplay on "jack" and "joker" being both types of playing cards; additionally, it may reference Atlus' mascot, Jack Frost. The codename was [[Leak#DLC datamines|reportedly discovered]] in November 2018 by players who decompiled a leaked retail copy. However, this discovery was only made public in January 2019, after Joker had already been officially revealed.
**Arsène also has a codename within Joker's move articles and parameters, "doyle"<ref>https://rubendal.github.io/ssbu/#/Character/Joker</ref><ref>https://docs.google.com/spreadsheets/d/1rwDPL1jhE-KuEbbcBkkTb44z1smJp9rYme_xb4BIJTk/edit#gid=371065784</ref>. This is a reference to Sir Arthur Conan Doyle, who wrote the ''Sherlock Holmes'' novels. Sherlock Holmes was heavily referenced in the ''Arsène Lupin'' novels by Maurice Leblanc, which ''Persona''{{'}}s Arsène is based upon. Leblanc had originally written a story featuring an elderly Holmes meeting a young Lupin, but he changed the name to "Herlock Sholmes" after legal objections from Doyle; later stories feature the character under both "Herlock Sholmes" and "Holmlock Shears".
**Arsène also has a codename within Joker's move articles and parameters, "doyle"<ref>https://rubendal.github.io/ssbu/#/Character/Joker</ref><ref>https://docs.google.com/spreadsheets/d/1rwDPL1jhE-KuEbbcBkkTb44z1smJp9rYme_xb4BIJTk/edit#gid=371065784</ref>. This is a reference to Sir Arthur Conan Doyle, who wrote the ''Sherlock Holmes'' novels. Sherlock Holmes was heavily referenced in the ''Arsène Lupin'' novels by Maurice Leblanc, which ''Persona''{{'}}s Arsène is based upon. Leblanc had originally written a story featuring an elderly Holmes meeting a young Lupin, but he changed the name to "Herlock Sholmes" after legal objections from Doyle; later stories feature the character under both "Herlock Sholmes" and "Holmlock Shears".
*According to Masahiro Sakurai, the concept development for Joker was difficult for him due to coinciding with work to complete the base game of ''Ultimate'' as well as deciding on a general plan for DLC development.<ref>https://twitter.com/PushDustIn/status/1455925479723061248</ref> [[Arsène]]'s inclusion also extended Joker's development, with Sakurai using two figures in order to finalize Joker's animations and poses for his moves.<ref>https://twitter.com/PushDustIn/status/1455925571582509057</ref>
*Joker is the first selectable character in the series to share their voice actor with the announcer in the English version of the game, barring Master Hand's [[Adventure Mode: World of Light|playable]] [[Master Hand glitch|appearances]], as Master Hand is not a normally selectable character outside of these circumstances.
*Joker has the longest wait between their reveal and their launch out of ''Ultimate''{{'}}s DLC characters, at four months and 11 days; out of all DLC characters, he falls behind {{SSB4|Mewtwo}} in ''Smash 4'', who holds the record at five months and 24 days.
*Joker and {{SSBU|Piranha Plant}} are the only DLC in the series to be announced before the game's release.
**However, if the 3DS and Wii U versions of ''Smash 4'' are counted as separate games, {{SSB4|Mewtwo}} joins these two as he was announced after the release of the 3DS version, but prior to the Wii U version.
*Joker is currently the DLC fighter with the longest wait between their reveal and their launch, at four months and 11 days.
*Joker is the only fighter who has two reveal trailers, not including Terry's extended trailer after his release.
*Joker is the only fighter who has two reveal trailers, not including Terry's extended trailer after his release.
**They are the third and fourth reveal trailers to feature hand-drawn animation, after {{SSB4|Little Mac}} and {{SSB4|Palutena}}'s trailers from ''Smash 4''. Joker is also the only ''Ultimate'' newcomer with hand-drawn animation in his reveal trailers.
**They are the third and fourth reveal trailers to feature hand-drawn animation, after {{SSB4|Little Mac}} and {{SSB4|Palutena}}'s trailers from ''Smash 4''. Joker is also the only ''Ultimate'' newcomer thus far with hand-drawn animation in his reveal trailers.
**Joker's first reveal trailer has two variants. One which was played during The Game Awards 2018, and one which was officially posted online afterward with dialogue altered to remove references to the Game Awards.
**Joker's first reveal trailer has two variants. One which was played during The Game Awards 2018, and one which was officially posted online afterward with dialogue altered to remove references to the Game Awards.
**Out of all the characters reveals in both ''Smash 4'' and ''Ultimate'', Joker is the first character to be revealed at/in a non-Nintendo event/video. The second would be {{SSBU|Sephiroth}}. Coincidentally, both were revealed during The Game Awards.
**Out of all the characters reveals in both ''Smash 4'' and ''Ultimate'', Joker is the first character to be revealed at/in a non-Nintendo event/video. The second would be {{SSBU|Sephiroth}}. Coincidentally, both were revealed during The Game Awards.
*Joker, {{SSBU|Bowser}}, {{SSBU|Zero Suit Samus}}, {{SSBU|Mega Man}}, {{SSBU|Bowser Jr.}}, {{SSBU|Ridley}}, {{SSBU|Incineroar}}, and {{SSBU|Banjo & Kazooie}} are the only characters who make any sounds during their idle animations.
*In Joker's reveal trailer, it is mentioned that he must have gone to The Game Awards 2018 to steal a treasure. According to Masahiro Sakurai in a Famitsu column, the treasure was an [[Smash invitation|invitation]] to ''Super Smash Bros. Ultimate''.<ref>https://nintendoeverything.com/sakurai-on-smash-bros-ultimate-jokers-reveal-getting-some-rest-and-more/</ref>
*In Joker's reveal trailer, it is mentioned that he must have gone to The Game Awards 2018 to steal a treasure. According to Masahiro Sakurai in a Famitsu column, the treasure was an [[Smash invitation|invitation]] to ''Super Smash Bros. Ultimate''.<ref>https://nintendoeverything.com/sakurai-on-smash-bros-ultimate-jokers-reveal-getting-some-rest-and-more/</ref>
**An instrumental arrangement of Life Will Change plays fittingly during the reveal, as the song plays while the Phantom Thieves are infiltrating a Palace to steal a treasure after sending out a calling card.
**An instrumental arrangement of Life Will Change plays fittingly during the reveal, as the song plays while the Phantom Thieves are infiltrating a Palace to steal a treasure after sending out a calling card.
***Interestingly, despite Life Will Change being featured, it is not available as a track in-game.
***Interestingly, despite Life Will Change being featured, it is not available as a track in-game.
**Coincidentally, the concept of Palaces in the ''Persona'' series is vaguely similar to the "world of imagination" concept used to justify the ''Super Smash Bros.'' games, where events and characters are imaginary and are affected by cognition in the "real world" (including toys, such as Joker's [[Gun]], becoming real and functionally similar to the fighters themselves). As such, Joker's announcement and inclusion in the ''Smash Bros.'' world, particularly with regards to the "treasure" being stolen, can be considered a variation of the Phantom Thieves infiltrating a Palace.
**Coincidentally, the concept of Palaces in the ''Persona'' series is vaguely similar to the "world of imagination" concept used to justify the ''Super Smash Bros.'' games, where events and characters are imaginary and are affected by cognition in the "real world" (including toys, such as Joker's [[Gun]], becoming real and functionally similar to the fighters themselves). As such, Joker's announcement and inclusion in the ''Smash Bros.'' world, particularly with regards to the "treasure" being stolen, can be considered a variation of the Phantom Thieves infiltrating a Palace.
*Joker had his render leaked on March 31st, 2019, by Best Buy before his render was officially revealed.
*After {{SSBB|Sonic}} and {{SSB4|Bayonetta}}, Joker is the third guest fighter to represent Sega, as Atlus was acquired by Sega Sammy Holdings in 2013.
*Joker is the only character whose character render changes under certain circumstances, as his mask (or glasses, in his alternate costume) will be removed when Arsène is present.
*Joker had his render leaked on March 31st, 2019, by Best Buy before his official render was revealed.
*Joker, {{SSBU|Donkey Kong}} and {{SSBU|Sephiroth}} are the only characters to face {{SSBU|Master Hand}} on a stage other than {{SSBU|Final Destination}}.
*Joker is the only character so far whose character render changes under certain circumstances, as his mask (or glasses, in his alternate costume) will be removed when Arsène is present.
*Joker is the only character so far who utilizes a knife in their standard moveset.
*Joker's Classic Mode can be considered an antithesis of Mewtwo's. Both characters "recruit" the opponent they defeated on the previous round; however, Mewtwo's partners are turned into "corrupted" alternate costumes, while Joker's allies now have light alternate costumes to represent that they were "purified".
*Joker, {{SSBU|Donkey Kong}} and {{SSBU|Sephiroth}} are the only characters to face [[Master Hand]] on a stage other than [[Final Destination]].
*Joker is the only character in the series who:
*Joker is the only character in the series who:
**has more than one victory theme in one game.
**has the distinction of having more than one victory theme in one game.
**is not announced on the [[results screen]], instead, there is a comment from one of the Phantom Thieves.
**has a victory pose reserved for Team Battles.
**has a victory pose reserved for Team Battles.
**whose name is not announced on the [[results screen]], whether by the normal announcer or a custom one. Instead, there is a comment from one of the Phantom Thieves.
*Joker is the only character who has more than three victory poses, with the presence of his normal three, his [[All-Out Attack]] victory screen, and his exclusive Team Battle victory pose.
***Because of this, it is not possible to hear Joker's announcer call in-game without having purchased him oneself.
***Joker is the only character whose name isn't announced by the announcer, as Sephiroth and Kazuya's names are announced in their respective victory fanfares.
*Joker is one of the few characters to speak during a KO: his alternate KO line has him saying "What?!" ("{{ja|済まない...|Sumanai...}}", ''I'm sorry...'').
*Joker is one of the few characters to speak during a KO: his alternate KO line has him saying "What?!" ("{{ja|済まない...|Sumanai...}}", ''I'm sorry...'').
**Additionally, Arsène starts writhing in pain if Joker loses his last stock via depleted HP in [[Stamina Mode]]. However, there is only animation and no audio.
*Excluding the use of a [[Boss Galaga]], Joker is one of the few fighters to spin differently in their [[Star KO]]: he spins forwards instead of away from the screen, similar to how Star KOs acted in ''Smash 4''. He shares this trait with {{SSBU|Cloud}}, {{SSBU|Corrin}}, {{SSBU|Incineroar}}, {{SSBU|Inkling}}, and {{SSBU|Shulk}}.
*When KO'd by reaching 0 HP in [[Stamina Mode]] during his last stock, Joker uses a unique knockout scream rather than his KO or high damage voice clips, although this can be difficult to hear under normal circumstances due to extremely low volume. Banjo & Kazooie also share this trait.
**In the Japanese language, {{SSBU|Byleth}} shares this trait as well.
**Additionally, Arsène starts writhing in pain if Joker is KO'd in this way. However, there is only animation and no audio.
*Joker is the only character who speaks when transitioning from the victory animation to the results, saying either "Begone," "Nice," or "Hah!"
*Joker is the only character who speaks when transitioning from the victory animation to the results, saying either "Begone," "Nice," or "Hah!"
*Joker technically has the most victory screens of any fighter, having 39,449,444 victory screens in total. The reason for this is based on the [[All-Out Attack]] that is used for each non-clone/echo/alternate character (including male {{SSBU|Wii Fit Trainer}}, who has a different animation from his female counterpart) having their own one of 79 animations of when they get KO'd from it, which results in a victory screen.<ref>https://youtu.be/M-YsdP3CEjU?t=318</ref>
*Joker is the only character to not have the announcer talk and not have the crowd chant during their victory animation.
*Despite having his civilian/student appearance appear as his alternate costume and the fact that he is being given a default civilian name (Ren Amamiya) since the anime and most future media appearances like ''Smash'' (as described in his [https://store.nintendo.co.uk/en/joker-no83-amiibo-super-smash-bros-collection-000000000010004482 amiibo description]), the costume does not use the name of "Ren" and continues to be referred to as "Joker".
*Joker technically has the most victory screens of any fighter, having 30,397,354 victory screens in total. The reason for this is based on the [[All-Out Attack]] that is used for each character (when KOing the opponents at 100%) having their own animations of when they get KO'd from it, which results in a victory screen.
*Joker, {{SSBU|Meta Knight}}, {{SSBU|Inkling}}, {{SSBU|Hero}}, {{SSBU|Banjo & Kazooie}}, {{SSBU|Sephiroth}}, {{SSBU|Pyra}}, {{SSBU|Mythra}}, and {{SSBU|Sora}} are the only fighters who use their walking animations when navigating through the map in [[World of Light]].
*Joker, Byleth, {{SSBU|Pyra}} and {{SSBU|Mythra}} are currently the only DLC fighters who have both a Japanese and English voice actor. Hero, Terry, Min Min, and Sephiroth only have a Japanese voice actor (with Min Min's voicing her in Chinese, respectively), Banjo & Kazooie share an English voice actor, and Piranha Plant and Steve are completely mute.
*Joker and {{SSBU|Banjo & Kazooie}} are the only vocal DLC fighters who use their standard KO scream when KO'd by reaching 0 HP during their final stock in Stamina Mode (much like the base roster, minus {{SSBU|Mario}} and {{SSBU|Dr. Mario}}), rather than their heavy knockback scream.


==References==
==References==
Line 542: Line 516:
{{Persona universe}}
{{Persona universe}}
[[Category:Joker (SSBU)| ]]
[[Category:Joker (SSBU)| ]]
[[Category:Third-party characters]]
[[Category:Third party characters]]
[[Category:Downloadable content]]
[[Category:Downloadable content]]
[[Category:Sega]]
[[Category:Sega]]

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 1 meta category: