joker

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Arsene's data is in parentheses. Arsene's hitboxes are colored orange.

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

Joker Arsene
Jab 1
4
23
--
Transitions to jab 2 on frame 7
2.0(2.7)
7/7
3/3
--
-16
4—5(4—5)
Joker Arsene
Jab 2
3
23
--
Transitions to jab 3 on frame 11
1.5(2.2)
7/7
3/3
--
-17
3—4(3—4)
Joker Arsene
Jab 3
3
34
--
--
4.0(7.1)
9/10
5/5
--
-26
3—4(3—4)
Normal Arsene Up, Normal Up, Arsene Down, Normal Down, Arsene
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)
Normal Arsene
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)]
Normal Arsene
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)
Joker Arsene
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)
Normal Arsene
Forward Smash
16
47
--
Charge hold is frame 5
14.0(22.0)
10/11
10/12
--
-21
16—18(16—19)
Normal Arsene
Up Smash
10
51
--
Charge hold is frame 4
12.0(17.0)
9/12
8/10
--
-32(-30)
10—14(10—14)
Normal Arsene
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)

Aerial Attacks

Normal Arsene
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)
Normal Arsene
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)
Normal Arsene
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)
Normal Arsene
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)
Normal Arsene
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)

Special Attacks

Gun
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, Forward
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, Back
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
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, Up
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, Down
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
Gun (Arsene)
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 (Arsene), Forward
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 (Arsene), Back
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 (Arsene), Jump
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 (Arsene), Up
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 (Arsene), Down
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
49
--
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)
53
--
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

Grabs / Throws

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

Dodges / Rolls

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.

Misc Info

Weight — 93
Gravity — 0.127
Walk Speed — 1.12
Run Speed — 2.06
Initial Dash — **
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
Ledge Hang