Super Smash Bros. Ultimate

Joker (SSBU)/Forward tilt

< Joker (SSBU)
Revision as of 01:14, July 11, 2019 by EyeDonutz (talk | contribs) (improved upon the writing.)
Joker forward tilt hitbox visualization
JokerFTiltUp.gif JokerFTiltUpArsene.gif
JokerFTilt.gif JokerFTiltArsene.gif
JokerFTiltDown.gif JokerFTiltDownArsene.gif

Overview

Joker's forward tilt is a very powerful, two hit spacing tool. It has extremely long range, most notably outranging Lucina's forward tilt. Given it's also frame 8, it can be used in neutral against reckless approaches to force the opponent to use other options. Forward tilt can be angled as well, allowing for a high degree of flexibility in its uses (such as the upward angle beating numerous short hop approaches). Given this uses Joker's knife, the disjoint is extremely large as well. As a result, forward tilt is often used defensively.

With Arsene active, forward tilt gains a larger disjoint along with a slightly lingering hitbox, improving its utility when it comes to stopping approaches. It also becomes slightly stronger, with +15 base Knockback and +1 Knockback Growth, and added damage from Arsene. Given the base knockback gets the highest increase, this means that the move will send opponents further away at lower percentages, allowing it to further be used as a defensive option. In addition, there is a shieldstun multiplier of 2 applied to the second hit, improving its safety on shield slightly. Given the way Arsene works, if Joker hits on Frame 19, Arsene will connect on Frame 20, effectively giving the hitboxes a slight extension.

All of forward tilt's angles also have different knockback stats. Angled up has a substantial increase (+15 - +18) compared to the other two, with an angle of 45 instead of 35. As a result, it is most optimal to angle forward tilt upwards when it comes to going for the KO; especially with Arsene. Downward angled forward tilt also has a knockback angle of 25, which is a solid semi-spike angle for gimping.

Hitboxes

Angled upwards

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Hit 1
1 0 0 3 0   Standard 0 100 10   2.5 knife 0.0 4.0 0.0 1.0× 0%               Slash   All All            
2 0 0 3 0   Standard 0 100 20   2.5 knife 0.0 -3.0 0.0 1.0× 0%               Slash   All All            
Hit 2
2 0 0 5 0   Standard 45 128 0   2.5 knife 0.0 -3.0 0.0 1.0× 0%               Slash   All All            

Angled forwards

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Hit 1
1 0 0 3 0   Standard 0 100 20   2.5 knife 0.0 4.0 0.0 1.0× 0%               Slash   All All            
2 0 0 3 0   Standard 0 100 20   2.5 knife 0.0 -3.0 0.0 1.0× 0%               Slash   All All            
Hit 2
2 0 0 5 0   Standard 45 110 0   2.5 knife 0.0 3.0 0.0 1.0× 0%               Slash   All All            

Angled downwards

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Hit 1
1 0 0 3 0   Standard 0 100 10   2.5 knife 0.0 4.0 0.0 1.0× 0%               Slash   All All            
2 0 0 3 0   Standard 0 100 20   2.5 knife 0.0 -3.0 0.0 1.0× 0%               Slash   All All            
Hit 2
2 0 0 5 0   Standard 45 105 0   2.5 knife 0.0 3.0 0.0 1.0× 0%               Slash   All All            

Arsene + Awakened Joker Hitboxes

While Arsene is active, two hitboxes get added onto Joker's forward tilt. These take up Hitbox ID positions 0 (Arsene's hit) and 1 (Awakened Joker's hit) on Hit 2. These are posted in the order given in Ruben's Data Viewer[1]. Arsene is coded to hit the frame after Hit 2 connects.

Angled upwards

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Hit 2 Awakened Joker
1 0 0 5 0   Standard 60 121 0   4.0 knife 0.0 3.5 0.0 1.7× 1.0× 0%               Slash   All All            
Hit 2 Arsene
0 0 0 5 0   Standard 60 121 0   4.0 knife 0.0 3.5 0.0 1.7× 1.0× 0%               Fire   All All            

Angled forwards

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Hit 2 Awakened Joker
1 0 0 5 0   Standard 60 106 0   4.0 knife 0.0 0.5 0.0 1.7× 1.0× 0%               Slash   All All            
Hit 2 Arsene
0 0 0 5 0   Standard 60 106 0   4.0 knife 0.0 0.5 0.0 1.7× 1.0× 0%               Fire   All All            

Angled downwards

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Hit 2 Awakened Joker
1 0 0 5 0   Standard 60 106 0   4.0 knife 0.0 0.5 0.0 1.7× 1.0× 0%               Slash   All All            
Hit 2 Arsene
0 0 0 5 0   Standard 60 106 0   4.0 knife 0.0 0.5 0.0 1.7× 1.0× 0%               Fire   All All            

Timing

Normal Joker

Hitboxes 8-9, 13-15
Interruptible 35
Animation length 34
                                                                     

Arsene active

Note that Arsene himself will hit on the next frame after an opponent is hit. As a result, it is possible for him to hit on Frame 20. If he leaves during the attack, the hit will still occur.

Hitboxes 8-9, 13-19
Interruptible 35
Animation length 34
                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Earliest continuable point
 
Interruptible