Joker (SSBU): Difference between revisions

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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 quality between moves; as 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, are heavily unsafe if shielded, and don't have enough power to KO heavyweights at reasonable percentages; as a result, Joker can be very susceptible to comebacks if he is not able to summon Arsène on time. His knife, while giving his attacks disjointed range, also renders said range short, especially when compared to the weapons of other fighters such as {{SSBU|Ike}} and {{SSBU|Lucina}}. His range issues can also cause him to struggle against certain small and fast characters, such as {{SSBU|Inkling}} and {{SSBU|Pikachu}}, as it's difficult for him to consistently apply pressure against them. Although Joker isn't necessarily the most vulnerable character to pressure, he is susceptible to combos because of his attributes and lack of moves to break them, and to projectile-based pressure due to his lack of ways to deal with projectiles, with Eiha failing to properly compensate. Rebel's Guard can aid with these issues, but this can also render him predictable if the move is overused.
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 quality between moves; as 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, are heavily unsafe if shielded, and don't have enough power to KO heavyweights at reasonable percentages; as a result, Joker can be very susceptible to comebacks if he is not able to summon Arsène on time. His knife, while giving his attacks disjointed range, also renders said range short, especially when compared to the weapons of other fighters such as {{SSBU|Ike}} and {{SSBU|Lucina}}. His range issues can also cause him to struggle against certain small and fast characters, such as {{SSBU|Inkling}} and {{SSBU|Pikachu}}, as it's difficult for him to consistently apply pressure against them. Although Joker isn't necessarily the most vulnerable character to pressure, he is susceptible to combos because of his attributes and lack of moves to break them, and to projectile-based pressure due to his lack of ways to deal with projectiles, with Eiha failing to properly compensate. Rebel's Guard can aid with these issues, but this can also render him predictable if the move is overused.


Although Joker's moves are relegated to comboing, some of Joker's individual moves particularly lack much utility, with the most notable being his down aerial without Arsène and his grab game; the latter isn't particularly the most stellar, as Joker's throws lack guaranteed KO setups or notable KO power, with back throw only KOing at the ledge at very high percentages, and down throw KOing anywhere onstage past realistic percentages. When it comes to his normal recovery, Joker is reliant on his Grappling Hook, which gives him an outstanding vertical recovery, his overall horizontal recovery is lackluster as a result since the move can't be aimed horizontally. Its lack of safety makes Joker easier to gimp. This can be remedied somewhat by using the dashes from his Gun move to achieve sizable horizontal distance before employing the Grappling Hook, however, these dashes have considerable ending lag, so they must be used wisely, else it could be too late to deploy the Grappling Hook, leading to Joker's doom.
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 and his grab game; the latter isn't particularly the most stellar, as Joker's throws lack guaranteed KO setups or notable KO power, with back throw only KOing at the ledge at very high percentages, and down throw KOing anywhere onstage past realistic percentages. When it comes to his normal recovery, Joker is reliant on his Grappling Hook, which gives him an outstanding vertical recovery, his overall horizontal recovery is lackluster as a result since the move can't be aimed horizontally. Its lack of safety makes Joker easier to gimp. This can be remedied somewhat by using the dashes from his Gun move to achieve sizable horizontal distance before employing the Grappling Hook, however, these dashes have considerable ending lag, so they must be used wisely, or else it could be too late to deploy the Grappling Hook, leading to Joker's doom.


Since the Rebellion Gauge encourages a different kind of playstyle, Joker loses on some of his weaknesses without 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. Notably, since all of Joker's moves hit much harder during Arsène's presence, this makes him able to deal more immediate damage at the cost of a lot of his moves' combo ability. The loss of Grappling Hook and the increased knockback on his moves means very few moves outside of his throws are capable of starting combos at low percentages, and only heavyweights are vulnerable to his limited combo ability during this state. This can cause his advantage state to be much shorter than without Arsène and allows the opponent to play more defensively to stall out the Rebellion Gauge, especially if they are nimble. Gun Special and Eigaon can remedy this, although misuse of the latter not only leaves Joker more vulnerable than Eiha, more mobile opponents are still capable of avoiding this move. Wings of Rebellion, despite reliably covering more distance than Grappling Hook, is more exploitable, as the lack of hitbox and vulnerability at the end of the moves makes it easy for opponents to intercept Joker before he reaches the ledge; in fact, Joker becomes notoriously prone to getting [[Edge#2 frame punish|2-framed]]. Additionally, Arsène doesn't boost Joker's throws further as mentioned above, which can leave Joker more kept at bay by shielding despite his moves' higher damage output. Lastly, despite 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. Notably, since all of Joker's moves hit much harder during Arsène's presence, this makes him able to deal more immediate damage at the cost of a lot of his moves' combo ability. The loss of Grappling Hook and the increased knockback on his moves means very few moves outside of his throws are capable of starting combos at low percentages, and only heavyweights are vulnerable to his limited combo ability during this state. This can cause his advantage state to be much shorter than without Arsène and allows the opponent to play more defensively to stall out the Rebellion Gauge, especially if they are nimble. Gun Special and Eigaon can remedy this, although misuse of the latter not only leaves Joker more vulnerable than Eiha, more mobile opponents are still capable of avoiding this move. Wings of Rebellion, despite reliably covering more distance than Grappling Hook, is more exploitable, as the lack of hitbox and vulnerability at the end of the moves makes it easy for opponents to intercept Joker before he reaches the ledge; in fact, Joker becomes notoriously prone to getting [[Edge#2 frame punish|2-framed]]. Additionally, Arsène doesn't boost Joker's throws further as mentioned above, which can leave Joker more kept at bay by shielding despite his moves' higher damage output. Lastly, despite 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.