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==Overview== | ==Overview== | ||
When the move is used, Joker will shoot a grappling hook upwards at an angle while being boosted up slightly (although the boost only works once in the air). It acts as a [[tether recovery]], similar to the [[Ice Climbers]]' [[Belay]] and [[Ivysaur]]'s [[Vine Whip]], and can pull opponents closer to Joker if it hits them while Joker is grounded. It can also grab items. If used in the air, the move instead has a weak hitbox that can be used to push the opponent into the blast zone if they're already close. Also, Joker may utter one of the same voice clips used for his smash attacks, grunting or saying "There!" or "You're mine!" when using this move. | When the move is used, Joker will shoot a grappling hook upwards at an angle while being boosted up slightly (although the boost only works once in the air). It acts as a [[tether recovery]], similar to the [[Ice Climbers]]' [[Belay]] and [[Ivysaur]]'s [[Vine Whip]], and can pull opponents closer to Joker if it hits them while Joker is grounded. It can also grab items; if the item is small like a [[Pitfall]], he will automatically grab it, and if it's a large item like a [[Crate]], it falls next to him. If used in the air, the move instead has a weak hitbox that can be used to push the opponent into the blast zone if they're already close. Also, Joker may utter one of the same voice clips used for his smash attacks, grunting or saying "There!" or "You're mine!" when using this move. Similar to {{SSBU|Isabelle}}'s [[Fishing Rod]], this move is treated as a [[projectile]], and thus it can be reflected and doesn't [[grab]] through [[shield]]s. Unlike Fishing Rod, if Grappling Hook is reflected, instead of Joker taking damage, the move is cancelled out, leaving both fighters unharmed. While grabbing the ledge with the Grappling Hook, like most tether recoveries, pressing down can allow Joker to cancel the grapple, giving some minor recovery mixup utility. | ||
Upon the throw's success, Joker gains enough frame advantage to always hit a | Upon the throw's success, Joker gains enough frame advantage to always hit a {{mvsub|Joker|SSBU|forward aerial}} or {{mvsub|Joker|SSBU|up aerial}} until around 110%, giving the move a lot of utility. Grappling Hook's grab hitbox will not work if the opponent is already in hitstun, limiting its use to starting combos against characters with frame 1 escape options, rather than extending them. However, characters without frame 1 escape options technically can't stop it from catching them. Grappling Hook has a few ways to confirm it, with the last hit of [[up aerial]] while Joker is close to the ground being the only "true" one; this can be set up with a [[fast fall]] [[up aerial]] out of {{mvsub|Joker|SSBU|down throw}} with precise timing. Outside of this, {{mvsub|Joker|SSBU|up tilt}} has situational use as a frame trap with this at lower percentages. Grappling Hook's combo-starting opportunities are extremely powerful if it connects, opening up numerous openings for drag down up aerial combos thereafter, thereby making it a crucial portion of Joker's combo game. | ||
If | If [[Rebellion Gauge|Arsène]] is present when the move is inputted, Joker will instead use '''Wings of Rebellion''' ({{ja|反逆の翼|Hangyaku no Tsubasa}}, ''Wings of Rebellion''), which has Joker fly upwards with Arsène's wings, or at a slight angle, akin to [[Power of Flight]]. Joker is [[intangible]] during Wings of Rebellion from frame 1 to 25 if used on the ground, and from frames 3 to 25 if it is used in the air. Much like Power of Flight, the move deals no damage and renders Joker [[helpless]], making it strictly a [[recovery]] tool. It has a sub-par 2-frame animation, leaving Joker vulnerable to long-lasting hitboxes on the ledge, such as {{SSBU|Banjo & Kazooie}}'s [[down tilt]]. This can, however, be mitigated by using Wings of Rebellion closer to the ledge, wherein Joker's intangibility will transition into his ledgegrab animation, making him hard or even impossible to hit. | ||
==Instructional quote== | ==Instructional quote== |