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(Split Tetrakarn and Makarakarn details for coherency, as well as added more details and a link to the Rebellion Gauge page.) |
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==Overview== | ==Overview== | ||
When the attack is activated, Joker will assume a defensive pose, and any hit given to him will fill his Rebellion Gauge, and cause him to take 0.4x the amount of damage. Attacks which [[stun]], such as [[Rathalos]]'s Roar, won't stun Joker while Rebel's Guard is active. Taking 28.6% while Rebel's Guard is active will fill the [[Rebellion Gauge]] instantly. When the player releases the button, Joker will perform a backhand, and knock the opponent away from him and dealing 2.4%. | When the attack is activated, Joker will assume a defensive pose, and any hit given to him will fill his [[Rebellion Gauge]], and cause him to take 0.4x the amount of damage. The special armor that Rebel's Guard uses comes out on Frame 3, which is ironically faster than any other attack he has ([[Neutral attack]] being Frame 4). Attacks which [[stun]], such as [[Rathalos]]'s Roar, won't stun Joker while Rebel's Guard is active. Taking 28.6% while Rebel's Guard is active will fill the [[Rebellion Gauge]] instantly. When the player releases the button, Joker will perform a backhand, and knock the opponent away from him and dealing 2.4% and fixed knockback. There are no true followups to the backhand in this scenario, although frame traps and pressure can easily be enacted. It is possible to counter the backhand if the player doesn't release it quick enough, although these scenarios are few and far between. | ||
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. If a projectile hits Joker instead, he will use Makarakarn, and [[reflect]] the projectile with 1.6x the damage and 1.9x the speed. This makes it one of the strongest reflectors in the game, only being beaten out in damage by [[Reversal Slash]] and Ness's [[forward smash]], as | 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 total FAF of 53, 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 also has a very, very large hitbox. It covers both sides of Joker's body, as well as below and well above him. This allows for many plays that would be impossible for others, such as jumping down against recoveries with hitboxes and gimping the character without any real risk or chance of it missing. | |||
If a projectile hits Joker instead, he will use Makarakarn, and [[reflect]] the projectile with 1.6x the damage and 1.9x the speed. This makes it one of the strongest reflectors in the game, only being beaten out in damage by [[Reversal Slash]] and Ness's [[forward smash]]. The speed of the reflected projectiles make it very difficult for opponents to try and play reflector wars against it, usually resulting in them losing due to it. The large hitbox as mentioned with Tetrakarn still exists as well, meaning he has a solid defense against coordinated assaults as well. | |||
==Origin== | ==Origin== |