Jokers disadvantage is good, but nowhere near ZSS, Peach, or even Pika. Joker (SSBU)/Hitboxes. By using our Services or clicking I agree, you agree to our use of cookies. Arsene is coded to hit the frame after Hit 2 connects. 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). This angle is also substantially harder to DI than the others. ZSS is the same, one of the best recoveries in the game, plus her disadvantage is nonexistent. Jokers recovery isnt S tier but it's still very very good. Also, joker has no options to completely turn disadvantage around. This doesn’t change much actually. From SmashWiki, the Super Smash Bros. wiki, https://docs.google.com/spreadsheets/d/1rpBbWlrD_nEhWwWy6IlaObaEumy1xZJisk7Y7db137E/edit?usp=sharing, https://docs.google.com/spreadsheets/d/1ANcZM1Lk6P1ZXP46NemrzS7ROnIMrKfD43ednaHCdiM/edit?usp=sharing, https://rubendal.github.io/ssbu/#/Character/Joker, https://www.ssbwiki.com/index.php?title=Joker_(SSBU)/Forward_tilt&oldid=1464861. Given this uses Joker's knife, the disjoint is decently large as well. The editor who added this tag suggests: Missing Gun Special, Grappling Hook, Rebel's Guard If you have a good image for this article, upload it here. Remember in the beginning when everyone thought guns were bad and useless? Pika/zss have the ability to quickly and relatively safely steal center stage away while they are on the ledge. As a result, this move can be used in neutral as a niche shield pressure option while Arsene is around. The one thing about Melee that actually makes me jealous is that the top tiers are top tiers because of their aggressive strengths, not because they get to skip disadvantage. These are put in the order given in Ruben's Data Viewer[3]. Important to note that the part that deals hitstun (the reddish pink) is effectively unchanged, so he's just gonna have a smaller range for the part that only deals damage. This is because downward angled forward tilt also has a knockback angle of 25, which is a solid semi-spike angle for gimping if the player is facing characters like Little Mac. He has a fast dashing speed, but his initial dash, walking and air speeds are merely average. These take up Hitbox ID positions 0 (Arsene's hit) and 1 (Awakened Joker's hit) on Hit 2, unless the move is angled upwards, in which case they are swapped. Arsene makes Joker very formidable, with some of his hitboxes overriding Joker's hitboxes. Keep their agressive strengths strong, but take away (a bit of) their ability to skip playing half the game. From SmashWiki, the Super Smash Bros. wiki < Joker (SSBU) Jump to:navigation, search. Would love if someone could confirm it for sure though, all I did was go in training mode. This page was last edited on August 17, 2020, at 18:35. Important to note that the part that deals hitstun (the reddish pink) is effectively unchanged, so he's just gonna have a smaller range for the part that only deals damage. ; Dropping your shield (Shield Drop) takes 11 frames It is most optimal to angle forward tilt downwards when it comes to going for the KO; especially with Arsene. So I guess it's technically a buff since his gun skill leveled up and he became more accurate. Joker's Rebellion Gauge has a 100 Unit Cap, in which Arsene will appear for 1800 Frames (30 seconds). Arsene is coded to hit the frame after Hit 2 connects. Brawl Meta Knight and Smash 4 Bayonetta both had wildly free recoveries and both got out of juggles free too. Cool, No the hit box that causes hit stun is unchanged, New comments cannot be posted and votes cannot be cast. On shield, forward tilt remains the same regardless of angle: -22 on Hit 1, and -15 on Hit 2[1]. It costs $100 a year for the privilege to post an app on the Apple Store. Attacks with hitboxes that cannot clang; Energy attacks (SSBU) Darkness attacks (SSBU) Joker (SSBU) Neutral attacks (SSBU) This article is in need of additional images. While this sounds unsafe, Hit 2's formidable range makes it very safe when spaced correctly. So it's still broken, but if you play smart you can actually contest Joker landing? Lol, I’m a joker main and I still believe this is justified. 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. That’s an interesting pattern among the top tier though. As a result, forward tilt is often used defensively. Joker's forward tilt is a very powerful, two hit spacing tool. If a Joker player wishes to go for maximum hit advantage, starting with the up angled variant and gradually moving to the lower angled one is a viable strategy to make use of. In addition, Arsene makes it just -11, with very few characters being able to punish it without Joker being able to respond. Good, this is a good change. Press J to jump to the feed. RIP. Cookies help us deliver our Services. Media in category "Hitbox images (Joker SSBU)" The following 66 files are in this category, out of 66 total. The nerfs are definitely targeting the right thing though. God its one of the things that made him so annoying to fight. These are put in the order given in Ruben's Data Viewer. If he leaves during the attack, the hit will still occur. Hitbox images for Joker in Ultimate. Press question mark to learn the rest of the keyboard shortcuts, Don't be fooled by the flair, I'm a Rex main. It also becomes slightly stronger, with +15 base Knockback and +1 Knockback Growth, and added damage from Arsene. In terms of safety on hit, the safest version is the angled up one, being +6 at 0%[2]. Arsene, as a result, is guaranteed to appear after 3 minutes. The diagonal cones didn’t do hitstun before, just damage. . However, the low angled variant KOs the earliest, although the advantage becomes more consistent at around 125% (+19 Unangled, +21 Up, +18 Low on Mario). With Arsene active, forward tilt gains a larger disjoint along with a slightly lingering hitbox, improving its utility when it comes to stopping approaches. Note that Arsene himself will hit on the next frame after an opponent is hit. Unlike the no direction neutral B, the entire shot seems to make the opponent flinch, so that makes the nerf actually mean something. IOS App. . I feel like Shulk's is the best disadvantage state in the game purely because he can break out of true combos and multihits, but you're right, Joker's and ZSS's are really good. I disagree on joker having the best disadvantage. Joker has nothing of the sort. Y'know what, as a joker main, this is fine, and yea this nerf isn't anything too major, it's just making it better to not get gimped by gun and I'm completely fine with that. It has extremely long range, most notably outranging Lucina's forward tilt. I think this is untrue, the hotboxes in the linked image have the white lines that indicate knockback direction, which wouldn't exist on anything that has no hitstun. All of forward tilt's angles also have different knockback stats. If you come from the side the joker can’t airdodge or attack. Shield Lag is just extra freeze frames that both the attacker and defender suffer, so it does not affect frame advantage.Shield Stun is the amount of frames that the defender is stuck after Shield Lag ends. You're a joker main and you legit wouldn't notice this change if it wasn't for the patch notes. Monster airspeed plus flip kick plus big disjoints gets her out of anything. Melee Fox, on the other hand, gets combo'd and edgeguarded for free by the whole (viable) cast. EDIT: It appears the reddish pink hitbox is the high-damage zone that deals knockback, and the rest just makes the opponent flinch. Given it's also frame 8, it can be used in neutral against reckless approaches to force the opponent to use other options. Minor nerf and actually makes the move inline with the games conveyance. Welcome to Reddit's finest Smash Bros community! Joker is a middleweight who can wall jump. Frame Data Notes. EDIT: It appears the reddish pink hitbox is the high-damage zone that deals knockback, and the rest just makes the opponent flinch. Joker gains 0.00925 Units per frame, or 0.555 a second. While Arsene is active, two hitboxes get added onto Joker's forward tilt. Joker's Arsene-powered counter probably gets the most reward compared to … He can’t recover for free in certain matchups unlike pika/zss and maybe others, down guns can be punished if anticipated. Given the way Arsene works, if Joker hits on Frame 19, Arsene will connect on Frame 20, effectively giving the hitboxes a slight extension. If Joker takes damage, he will gain units equivalent to 1.3x the damage. These take up Hitbox ID positions 0 (Arsene's hit) and 1 (Awakened Joker's hit) on Hit 2, unless the move is angled upwards, in which case they are swapped. While Arsene is active, two hitboxes get added onto Joker's forward tilt. In addition, there is a shieldstun multiplier of 2 applied to the second hit, improving its safety on shield slightly. Actual hit stun is still there this move is still hard to fight. Angled up has a substantial increase (+15 - +18) compared to the other two, although with an angle of 45. He specializes in a mixed tricky/rushdown style gameplay, as the majority of his arsenal boasts powerful traits, though the range on his standard attacks can be a bit lacking without Arsene available. but gun + rebels guard + tetrakarn + makarakarn + being a beast in the air in general means that he has (probably) the best disadvantage state in the game. It’s barely different. A mac is required to make the app. As a result, it is possible for him to hit on Frame 20.