joker frame data

When hit during Rebel's Guard, Joker will gain Rebellion Gauge units equal to Damage*6.7368*1.3*0.4. Be cautious when using this move because it can be punished if the opponent Flawless Blocks. But he's got a pretty great recover so I see why he doesn't. Be careful when using Birdboy Beatdown as it is a bit slow at 23 frames of start-up and can be blocked on reaction or fuzzy guarded. Joker gains 0.00925 Units per frame, or 0.555 a second. Be careful when using ,, as the last hit is a high and can be punished if the opponent crouches without blocking. This string can be used on whiff due to the 2nd and 3rd hits having a large hitbox. It basically allows him to be played as a grab heavy character, in addition to many other styles like rushdown or passive. Press question mark to learn the rest of the keyboard shortcuts. If Joker is KO'd, he retains 20% of the gauge. The Joker can also cancel out of + on whiff into Batsy Pew Pew for another mix-up. It is also safe, leaving the Joker at -6 on block. Eiha has a Rehit Rate of 45, dealing 1% every 361 frames (additional damage in 1v1). Spins his gun before holding it close to himself. This means that Puppet Parry can be used to trick opponents into thinking the Joker will use Batsy-Poo and cause them to temporarily stop their movement. Capable of wall jumping. Selling high end corals including SPS, LPS, Zoanthids, and mushrooms. Frame Data Notes. List of Super Smash Bros. series characters, Super Smash Bros. for Nintendo 3DS and Wii U, Someone just please explain to me why they gave Joker a frame 6 grab, lmao.

Joker possesses high falling speed, average weight, and fast ground speed, which results in good mobility on the ground and air. Time slows after frame 41, giving victims about two frames to act.

The Joker’s Ace of Knaves variation gives him the ability to kick a Jack in the Box towards the opponent. 1.6* Damage Multiplier with a minimum of 12% and maximum of 50%. In order to do this, immediately input a Special Move after +. Regular text: Has at least a hitbox in front.

Joker then gets into the van as it continuously drives toward the left. Xander Mobus His inclusion was revealed at the Game Awards on December 6th, 2018, the day before Ultimate's release, and was released on April 17, 2019. Joker's throws also support his combo game, with Down Throw and Up Throw being most notable. Is it me or do people think "brave" would be a character from Bravely Default? The timer continues ticking in hitlag as well. Let me dream. Rather than the announcer calling out "Joker wins! Press question mark to learn the rest of the keyboard shortcuts.

If used from fullscreen, the final hit will act as a mid projectile thrown at the opponent.
RIP. In the Joker’s Mad Man variation, it’s ideal to end all combos with +,, to keep the opponent close and have enough advantage to attack on knockdown. Joker's Victory Poses reference the victory screen in Persona 5, with the transition to the victory screen will showcase a puff of cartoony smoke before showing Joker moving continuously left. On block, +, leaves the Joker at -5. Weight is 101, compared to Mario's 98. Final Smash Top ten for run speed and weighs about as much as Marth or Peach. To punish Backward Rolls, use Far Jack in the Box and Amplify it. ", one of the Phantom Thieves may follow up Joker's win with a quote. The most common attacks to use a Fatal Blow Cancel after are the Joker’s +, and +,. The air version cannot grab, instead hitting the target for 5.0 damage.

,, is a 3-hit string that will launch the opponent up for a combo. 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. By gnarly ending lag do you mean really low or really high? He's a good character but so far from being busted, he has glaring flaws that can be exploited (his recovery) and you have to understand how your opponent thinks.

Buffering gun maneuvers delays them by 4 frames. Struggles against disjointed reach and small characters.

Joker's normal recovery, while exceptional vertically, is rather lacking horizontally, which makes him easy to pressure toward the side blast zones, and Wings of Rebellion, while being a longer recovery, is also a more vulnerable one due to Joker having no hitbox and traveling in a linear path. Run speed on the slower side (1.72 to Mario's 1.76).

This is best done after combo enders such as that keep the opponent high off the ground. The final hit of this string is a high that leaves the Joker at merely -2 on block. So he’s tied for fastest grab with like half the characters in the game. If not cancelled, it’s best to complete the string by using +,. If cancelling out of Fatal Blow in the middle of a combo, it allows the Joker to save his Fatal Blow for future use while still dealing high damage. While Arsene is present, the Persona will attack in tandem with Joker, increasing its damage output and knockback, visually indicated by a blue slash. If the opponent reacts too late, it can be difficult to escape. Arsene will disappear briefly when Joker is grabbed or stunned, and if Joker is KO'd while Arsene is present, the Persona will disappear and the Rebellion Gauge will be reset to its charging state. If Amplified, the Joker will shoot 3 additional shots that will cause an immense amount of pushback. Gnarly landing lag on Aerials (10-18 frames). You drift back with it to be out of shieldgrab range for most characters, which makes a big difference. Press J to jump to the feed.

Can be extended for more shots. Blue bold: Left in helpless/freefall state. ,, launches the opponent up for a combo without having the need to hit confirm.

What’s great about this string is that it is a weapon attack, allowing the Joker to attack at a distance without putting himself at risk. Using Jumping Jester after , and Amplifying it will leave the Joker at least +43 on block and allow him to pressure opponents. I landed fair 1 on his shield, then buffered a spot dodge because he was facing me. ", Down Taunt: Turns his back to the camera and looks sideways while Morgana says "Hey hey! Characters (Playing as) Earlier today I was playing another joker. ", or "Hah!". +, = -1

Arsene also amplifies his Special moves to a powerful extent; Gun Special inflicts more damage and knockback, Eiagon deals knockback and its effect lasts longer, Wings of Rebellion travels significantly far and cannot be interrupted on startup, and Tetrakarn and Makarankarn grant Joker vast defensive options due to its long duration. I landed fair 1 on his shield, then buffered a spot dodge because he was facing me. Joker Fair 1 Frame Data.

Jack in the Box can be used at the end of combos for a setup.

Buffering gun maneuvers delays them by 4 frames. Fair 1 is harder to perfectly time an OOS option against because it has so little shieldstun/hitlag that the buffer window is reduced. For a list of Ledge Grab windows for all characters based on each move they have, check out Masonomace's Ledge Grab Window sheet. The Joker’s +,, can be used as well even though it is -11 on block. For a list of Ledge Grab windows for all characters based on each move they have, check out Masonomace's Ledge Grab Window sheet. = +2

Invulnerable on frame 1-8 in addition to counter freeze frames, Total frames includes 13 frames of hitlag, SH / FH / SHFF / FHFF Frames — 30 / 45 / 20 / 30, Fall Speed / Fast Fall Speed — 1.63 / 3.097, 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, Jump Squat (pre-Jump frames) — 3 frames (universal).

Second total frames is for the air. Ledge Stats. Fast mobility, enabling quick movement around the stage. There are a couple of benefits to using a Fatal Blow Cancel. Blue bold: Left in helpless/freefall state. Earliest you can input spiral or shoot below is frame 14. 5. It got down to last stock both at around 130%. +, = +7 never played persona is Joker gonna be another fast anime guy that runs almost parallel to the ground like a weeb? When delayed, the Joker will slowly walk towards the opponent, closing the distance before releasing the projectile. Added shots in Arsene version deal just 0.8. + = -5


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