joker

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Arsene's data is in parentheses. Arsene's hitboxes are colored orange on the standard hitbox images.

Rebellion Gauge

Joker's Rebellion Gauge has a 100 Unit Cap, in which Arsene will appear for 1800 Frames (30 seconds). Joker gains 0.00925 Units per frame, or 0.555 a second. Arsene, as a result, is guaranteed to appear after 3 minutes. If Joker takes damage, he will gain units equivalent to 1.3x the damage. Thus, taking exactly 76.92% will make Arsene appear guaranteed.

If Joker is hit while Arsene is active, the timer will drop by 16*Damage in Frames (this was 12*Damage Pre-7.0.0). As a result, taking 112.5% in total will remove Arsene (was 150% pre-7.0.0). The timer continues ticking in hitlag as well. For more information on Rebellion Gauge mechanics, check Meshima's tweet and Smash Wiki.

Ground Attacks

JokerHitbox Image ArseneHitbox Image
Jab 1
4
23
--
Transitions to jab 2 on frame 7
2.0(2.7)
7/7
3/3
--
-16
4—5(4—5)
18
JokerHitbox Image ArseneHitbox Image
Jab 2
3
23
--
Transitions to jab 3 on frame 11
1.5(2.2)
7/7
3/3
--
-17
3—4(3—4)
19
JokerHitbox Image ArseneHitbox Image
Jab 3
3
34
--
--
4.0(7.1)
9/10
5/5
--
-26
3—4(3—4)
30
NormalHitbox Image ArseneHitbox Image Up, NormalHitbox Image Up, ArseneHitbox Image Down, NormalHitbox Image Down, ArseneHitbox Image
Forward Tilt
8/13
34
--
Down-angled Forward Tilt does the most knockback of the three angles.
3.0/5.0(3.0/10.0)
5/6 // 5/10
4/6 // 4/10
--
**/-15(**/-11)
8—9/13—15(8—9/13—19)
15
NormalHitbox Image ArseneHitbox Image
Up Tilt
8/11/14/17/20
40
--
Rehit rate: 3
4.0/1.0/1.0 (4.0/1.7/3.9)
5/4/4 // 5/4/9
5/2/2 // 5/*/5
First/Multi/Final
-27
8/9(11—19) [Final Hit: 20—23(20—23)]
--
NormalHitbox Image ArseneHitbox Image
Down Tilt
8
37
--
--
6.0(13.0)
6/10
6/10
--
-22(-19)
8—9/10—11/12—14(8—9/10—11/12—14)
23
JokerHitbox Image ArseneHitbox Image
Dash Attack
6/15
45
--
--
2.0/6.0 (2.0/12.0)
4/6 // 4/10
3/6 // 3/7
--
**/-23
6—7/15—21(--/15—21)
24
NormalHitbox Image ArseneHitbox Image
Forward Smash
16
47
--
Charge hold is frame 5
14.0(22.0)
10/11
10/12
--
-21
16—18(16—19)
28
NormalHitbox Image ArseneHitbox Image
Up Smash
10
51
--
Charge hold is frame 4
12.0(17.0)
9/12
8/10
--
-32(-30)
10—14(10—14)
37
NormalHitbox Image ArseneHitbox Image
Down Smash
12/16
51
--
Charge hold is frame 5
12.0(18.0)
9/11
8/9
--
-24/-20(--/-18)
12—13/16—17(12—13/16—17)
34

Aerial Attacks

NormalHitbox Image ArseneHitbox Image
Neutral Air
12
54
8
Arsene version has a separate hit covering Joker's back. Autocancels on frame 1-4 and 48 onward
7.0/—(7.0/4.0)
7 // 7/5
3 // 3/3
front/back
-5
12—27(12—27)
--
--
27
NormalHitbox Image ArseneHitbox Image
Forward Air
7/12
47
12
Autocancels on frame 1-3 and 42 onward
2.0/5.0(2.0/13.0)
4/6 // 4/11
2/3 // 2/4
--
-10/-9
7—8/12—14(--/12—14)
FH
--
33
NormalHitbox Image ArseneHitbox Image
Back Air
7
31
9
Autocancels on frame 1-3 and 30 onward
9.0(16.0)
7/10
4/4
--
-5
7—8(7—8)
SH, FH, FHFF
SH, FH
23
NormalHitbox Image ArseneHitbox Image
Up Air
5...
39
14
Autocancels on frame 1-4 and 40 onward. Rehit rate: 4
0.7/3.0 (0.7/10.0)
4/5 // 4/11
2/2 // 2/3
multi/final
-12
5—18/20—21 (rehit: 4)
SH, FH, SHFF, FHFF
FH
18
NormalHitbox Image ArseneHitbox Image
Down Air
13
46
11
Arsene version has separate meteor hit on frame 15. Autocancels on frame 1-3 and 40 onward
8.0/—(8.0/8.0)
7 // 7/10
4 // 4/4
Knife/Meteor
-7
13—16(15—16)
FH
--
30

Special Attacks

GunHitbox Image
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
24
Gun, ForwardHitbox Image
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
19
Gun, BackHitbox Image
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
23
Gun, JumpHitbox Image
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
28
Gun, UpHitbox Image
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
15
Gun, DownHitbox Image
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
4
Gun (Arsene)Hitbox Image
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
17
Gun (Arsene), ForwardHitbox Image
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
12
Gun (Arsene), BackHitbox Image
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
14
Gun (Arsene), JumpHitbox Image
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
28
Gun (Arsene), UpHitbox Image
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
15
Gun (Arsene), DownHitbox Image
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
4
Hitbox Image
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
10
Hitbox Image
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)
25
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
33
Air, Grappling Attack
5
28
--
The air version cannot grab, instead hitting the target for 5.0 damage.
11.0
--
--
--
--
5
23
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.
--
--
--
--
--
--
--
Hitbox Image
Rebel's Guard, Counterattack
8
30
--
Invulnerable on frame 1-14
2.4
--
--
--
--
8—9
21
Hitbox Image
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)
--
Hitbox Image
Arsene, Tetrakarn Counterattack
4
38
--
Invulnerable on frame 1-8 in addition to counter freeze frames
--
--
--
--
--
5—7
31
Hitbox Image
Arsene, Makarakarn Reflect
--
41
--
Arm intangible on frame 1-29
--
--
--
--
--
1—29
12

Grabs / Throws

Hitbox Image
Grab
6
34
--
--
--
6—7
27
Hitbox Image
Dash Grab
8
42
--
--
--
8—9
33
Hitbox Image
Pivot Grab
9
37
--
--
--
9—10
27
Hitbox Image
Pummel
1
19
**
Total frames includes 13 frames of hitlag
1.5
Hitbox Image
Forward Throw
9
29
--
--
8.0
Hitbox Image
Backward Throw
14
39
--
--
10.0
Hitbox Image
Up Throw
16
37
--
--
7.0
Hitbox Image
Down Throw
23
40
--
--
7.0

Dodges / Rolls

Spot Dodge
20/25
--
Intangible on frame 3-17
Forward Roll
29
--
Intangible on frame 4-15.
Backward Roll
34
--
Intangible on frame 5-16.
Neutral Air Dodge
47
10
Intangible on frame 3-30.
Air Dodge, Down
67
11-19
Intangible on frame 3-21.
Air Dodge, Diagonally Down
73
11-19
Intangible on frame 3-21.
Air Dodge, Left/Right
83
11-19
Intangible on frame 3-21.
Air Dodge, Diagonally Up
90
11-19
Intangible on frame 3-21.
Air Dodge, Up
100
11-19
Intangible on frame 3-21.

Misc Info

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
NormalHitbox Image TetherHitbox Image Tethered LedgeHitbox Image
Ledge Hang
Hitbox Image
Getup Attacks
Facing UpHitbox Image Facing DownHitbox Image TripHitbox Image LedgeHitbox Image