Editing Rebel's Guard / Tetrakarn / Makarakarn
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
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 15: | Line 15: | ||
When the player releases the button within 33 frames of being hit, Joker will perform a backhand, knocking the opponent away from him and dealing 2.4% and fixed knockback. Joker also has [[intangibility]] on frames 1-14 during the backhand. There are no true followups to the backhand in this scenario, although frame traps and general pressure can easily be executed, such as instant {{mvsub|Joker|SSBU|dash attack}} or precise use of {{mvsub|Joker|SSBU|back aerial}}. It is possible to counter the backhand if the player doesn't release it quickly enough, although these scenarios are few and far between, and the benefits to doing so are questionable. | When the player releases the button within 33 frames of being hit, Joker will perform a backhand, knocking the opponent away from him and dealing 2.4% and fixed knockback. Joker also has [[intangibility]] on frames 1-14 during the backhand. There are no true followups to the backhand in this scenario, although frame traps and general pressure can easily be executed, such as instant {{mvsub|Joker|SSBU|dash attack}} or precise use of {{mvsub|Joker|SSBU|back aerial}}. It is possible to counter the backhand if the player doesn't release it quickly enough, although these scenarios are few and far between, and the benefits to doing so are questionable. | ||
If | If Arsene is present when this move is inputted, Joker will instead use '''Tetrakarn''' ({{ja|テトラカーン|Tetorakān}}, ''Tetrakarn'') or '''Makarakarn''' ({{ja|マカラカーン|Makarakān}}, ''Makarakarn''), depending on what attack is being used against him. | ||
Tetrakarn is activated when the opponent uses a physical attack against him, causing Joker to counter the opponent with 1.6x the damage, with a 12% minimum. Furthermore, Tetrakarn has a 4 frame startup (among the fastest in the game) and a FAF of 57, making it extremely fast and harder to punish compared to other counters. It is also the most damaging counter in the game, beating out {{SSBU|King K. Rool}}'s [[Gut Check]] and {{SSBU|Mii Brawler}}'s [[Counter Throw]]'s 1.5x damage. Tetrakarn is also known for its notoriously large hitbox, which covers Joker's entire body and reaches a good distance around him due to the counterattack's particle effect. This makes it effortless to edgeguard recoveries with hitboxes, even from the ledge, unlike many, all while dealing very high damage. | Tetrakarn is activated when the opponent uses a physical attack against him, causing Joker to counter the opponent with 1.6x the damage, with a 12% minimum. Furthermore, Tetrakarn has a 4 frame startup (among the fastest in the game) and a FAF of 57, making it extremely fast and harder to punish compared to other counters. It is also the most damaging counter in the game, beating out {{SSBU|King K. Rool}}'s [[Gut Check]] and {{SSBU|Mii Brawler}}'s [[Counter Throw]]'s 1.5x damage. Tetrakarn is also known for its notoriously large hitbox, which covers Joker's entire body and reaches a good distance around him due to the counterattack's particle effect. This makes it effortless to edgeguard recoveries with hitboxes, even from the ledge, unlike many, all while dealing very high damage. |