Neutral B (Gun)
12/37/65
36/61/92
--
Earliest you can input another shot, dash, or jump is frame 26. Earliest you can input spiral or shoot below is frame 14. Hitstun decreases with range, up to no hitstun at all when far.
5.0/3.0/1.0
6/0/0
6/5/3
Close/Med/Far
**
12
Gun, Dash Forward
20
39
--
Invulnerable on frame 4-13. Is affected by and contributes to dodge staling. Buffering gun maneuvers delays them by 4 frames.
6.0/4.0/2.0
6/0/0
6/6/4
Close/Med/Far
**
20
Gun, Dash Back
22
45
--
Invulnerable on frame 5-14. Is affected by and contributes to dodge staling. Buffering gun maneuvers delays them by 4 frames.
5.0/3.0/1.0
0/0/0
7/5/3
Close/Med/Far
**
22
Gun, Jump (From Ground Only)
10/17/24/31
59
14
Invulnerable on frame 1-6. Is *not* affected by nor contributes to dodge staling. Buffering gun maneuvers delays them by 4 frames.
3.0/0.8
5/0
4/3
Close/far
**
10/17/24/31
Gun, Spiral (From Air Only)
12/15/18/24/27/30/ 36/39/42/48/51/54
69
20
Can be extended for more shots. Buffering gun maneuvers delays them by 4 frames.
3.0
0
5
--
**
12/15/18/24/27/30/ 36/39/42/48/51/54
Gun, Shoot Below (From Air Only)
7/21/35/44
48
10
Can be extended for more shots. Buffering gun maneuvers delays them by 4 frames.
4.0/1.2
0/0
6/3
Close/Far
**
7/21/35/44
Neutral B, Arsene (Gun Special, Arsene)
12/18/24
41/**/**
--
Earliest you can input another shot, dash, or jump is frame 34. Earliest you can input spiral or shoot below is frame 15. Buffering gun maneuvers delays them by 4 frames.
6.0/3.0/1.0
6/0/0/0
*/4/4/3
close/med/far/farthest
**
12/18/24
Gun Special, Dash Forward
21/27/33
45
--
Invulnerable on frame 4-13. Is affected by and contributes to dodge staling. Buffering gun maneuvers delays them by 4 frames.
7.0/4.0/1.5/1.0
0/0/0/0
*/4/4/3
Close/Med/Far/Farthest
**
21/27/33
Gun Special, Dash Back
23/29/35
49
--
Invulnerable on frame 5-14. Is affected by and contributes to dodge staling. Buffering gun maneuvers delays them by 4 frames.
5.0/3.0/1.0
0/0/0
*/4/3
Close/Med/Far
**
23/29/35
Gun Special, Jump (From Ground Only)
10/13/17/20/24/27/31
59
14
Invulnerable on frame 1-6. Is *not* affected by or contributes to dodge staling. Added shots in Arsene version deal just 1.0 damage. Buffering gun maneuvers delays them by 4 frames.
3.0/0.8
5/2
*/2
Close/far
**
10/13/17/20/24/27/31
Gun Special, Spiral (From Air Only)
12/15/18/24/27/30/ 36/39/42/48/51/54
69
20
Can be extended for more shots. Buffering gun maneuvers delays them by 4 frames.
4.5
0
6
--
**
12/15/18/24/27/30/ 36/39/42/48/51/54
Gun Special, Shoot Below (From Air Only)
7/14/21/28/35/44
48
10
Can be extended for more shots. Added shots in Arsene version deal just 0.8. Buffering gun maneuvers delays them by 4 frames.
4.0/1.6
0/0
6/3
Close/Far
**
7/14/21/28/35/44
Side B (Eiha)
16
52
--
Erupts a frame after contact, but won't erupt on shields. Eiha has a Rehit Rate of 45, dealing 1% every 361 frames (additional damage in 1v1).
1.0/2.0
4
2
Contact/Erupt
-27
16—42/1—19
Side B, Arsene (Eigaon)
16 (1/6/11/16)
57
--
Eruption hits in parenthesis, but won't erupt on shields. Eigaon's Curse has a Rehit Rate of 40, and deals 1.5% each time. Lasts 321 Frames.
1.0/0.5/2.5
4
2
Contact/Erupt
**
16—32(1—15/16—27)
Up B (Grappling Hook)
20
59/44
--
Tethers on frame 12. Second total frames is for the air. Does not induce special fall
--
--
--
--
**
20—26
Air, Grappling Attack
5
28
--
The air version cannot grab, instead hitting the target for 5.0 damage.
11.0
--
--
--
--
5
Up B, Arsene (Wings of Rebellion)
**
**
30
Invulnerable on frame 1-25 (3-25 in air)
--
--
--
--
--
**
Down B (Rebel's Guard)
3 (Start of Block)
52
--
Total frames is for minimum usage. 33 endlag for extended usage. Begins blocking on frame 3. Can only counterattack after a block. When hit during Rebel's Guard, Joker will gain Rebellion Gauge units equal to Damage*6.7368*1.3*0.4. Taking 28.6% will fill the meter completely. He will also take 0.4* the damage. This IS affected by the 1v1 Multiplier. Has an inherent 1.1x Hitstun Multiplier, and 1.5x Hitlag Multiplier.
--
--
--
--
--
--
Rebel's Guard, Counterattack
8
30
--
Invulnerable on frame 1-14
2.4
--
--
--
--
8—9
Down B, Arsene (Tetrakarn/Makarakarn)
4 (Start of Counter)
57
--
Invulnerable on frame 3. Counters/reflects on frame 4-31. 1.6* Damage Multiplier with a minimum of 12% and maximum of 50%.
--
--
--
--
--
4—31(Counter/Reflect active)
Arsene, Tetrakarn Counterattack
4
38
--
Invulnerable on frame 1-8 in addition to counter freeze frames
--
--
--
--
--
5—7
Arsene, Makarakarn Reflect
--
41
--
Arm intangible on frame 1-29
--
--
--
--
--
1—29
Spot Dodge
20/25
--
Invulnerable on frame 3-17
Forward Roll
29
--
Invulnerable on frame 4-15.
Backward Roll
34
--
Invulnerable on frame 5-16.
Neutral Air Dodge
47
10
Invulnerable on frame 3-30.
Air Dodge, Down
67
11-19
Invulnerable on frame 3-21.
Air Dodge, Diagonally Down
73
11-19
Invulnerable on frame 3-21.
Air Dodge, Left/Right
83
11-19
Invulnerable on frame 3-21.
Air Dodge, Diagonally Up
90
11-19
Invulnerable on frame 3-21.
Air Dodge, Up
100
11-19
Invulnerable on frame 3-21.
Stats
Weight — 93
Gravity — 0.127
Walk Speed — 1.12
Run Speed — 2.06
Initial Dash — 1.9
Air Speed — 1.1
Total Air Acceleration — 0.08
SH / FH / SHFF / FHFF Frames — 30 / 45 / 20 / 30
Fall Speed / Fast Fall Speed — 1.63 / 3.097
Out of Shield, Up Air — 8 frames
Out of Shield, Forward Air or back Air or Up Smash — 10 frames
Out of Shield, Neutral Air or Gun or Jab — 15 frames
Out of Shield, Counters — (jump) Rebel's Guard: 6 frames, (jump) Tetrakarn: 7 frames
Shield Grab (Grab, post-Shieldstun) — 10 frames
Shield Drop — 11 frames (universal)
Jump Squat (pre-Jump frames) — 3 frames (universal)
Ledge Grab
Normal
Tether
Tethered Ledge
Getup Attacks
Facing Up
Facing Down
Trip
Ledge