Super Smash Bros. Ultimate Joker Guide – How to Play, Attack Moves

Super Smash Bros. Ultimate Joker

In this Super Smash Bros. Ultimate Joker Guide, we will guide you on how to play if you choose Joker as your character of choice in a fight. We will highlight all the moves that are specific to Joker, plus his defending moves, special moves and his final smash. In addition, this guide will also give you a better understanding of their moves, for if you find yourself fighting against Joker.

This guide will focus on Joker’s attacks like neutral attacks, special attacks, and grounded attacks. We will also detailed the amount of damage each attack deals to an opponent. In the end, we will finish off with what his final smash looks like and what it does to your foe.

Super Smash Bros. Ultimate Joker Guide

Below we have listed all the attacks that are specific and special to Joker. Refer to each attack for a better understanding of how Joker fights in the stage.

Introduction

Persona 5’s protagonist Joker, is the new additional character introduced in Super Smash Bros. Ultimate. Joker is mostly a close range fighter, though he does carry a pistol that can be used for mid range opponents, or to keep them far away.

Joker is quite mobile, but is not floaty as other characters like Kirby. But do not be fooled as he can dish out some punishing damage if he can land them successfully. Not to forget that his special moves introduces his Arsene form that give you more attack moveset.

Grounded Attacks

This section of the guide contains all the grounded attacks that Joker can perform while on the stage.

Neutral Attacks

Joker’s neutral attacks are basically a quick three hit jab that he hits with his blade. The first two are quick, while the third hit knocks the enemy a little.

Dash Attack

The dash attack that Joker has is double hit, which starts as a near attack before performing a kick.

Smashes

Joker has three smash attacks.

Side Smash

In this attack, Joker holds the blade above his head and them smashes it down in front. The attack has a hitbox above his head so any enemy would be hit. However, the full effect of the attack is when the blade is about to land in front.

Up Smash

In this attack, Joker jumps and slices his blade. This attack covers all the angles and can hit opponents behind or in front of you.

Down Smash

This attack also sweeps the blade in front and behind Joker, effectively covering both angles.

Tilts

Joker has three Tilt Attacks.

Side Tilt

In this attack, Joker hits with his blade in the front, and any enemy that is stabbed by the blade is knocked far back.

Up Tilt

In this attack, Joker throws the blade that spins above, hitting any airborne enemy that is coming to attack from the air. This attack can be used to launch the foe when they are downed. The spinning blade register a 5 hit combo if you manage to hit the enemy through the attack.

Down Tilt

This is a sliding attack that when performed by Joker, launches the enemy up in the air. This can be followed up with more combo attacks when the foe is vulnerable in the air.

Aerial Attacks

This section of the guide will cover all the Aerial attacks that Joker has.

Neutral Air Attack

This is a circular attack which catches any opponent in front, above, or behind Joker.

Forward Air Attack

This attack is very similar to Joker’s Dash attack, but it involves a double kick. Though it is weaker in dealing damage than the dash, it is pretty fast and provides you room to follow up with another attack or combos.

Back Air Attack

This is a simple jump and slash attack that deals with the opponents behind you that may be coming back to the stage after a grabbing the ledge.

Up Air Attack

This is a corkscrew kick which can be used to catch any opponents above you

Down Air Attack

This is a jump which flips Joker upside down to perform a downward swipe. If you perform this move towards the enemy in  front, it will knock them back. The enemies behind you that are caught in this attack are thrown in front of you.

Special Moves

Joker’s special moves come in two forms. His regular and the Arsene form moves. The regular Joker Form has 4 special moves. All of them are detailed below.

Neutral Special – Gun

The gun can be fired in accession by holding the fire button, though it fires more quickly if tapped repeatedly. Joker can also dodge while shooting the gun.

Side Special – Eiha

This fires a low projectile that causes some damage over a period of time. Successfully striking an opponent, Joker summons the Phantom Thieves.

Up Special – Grappling Hook

This can be used to grab onto edges as a tether recovery. Or, the hook can be used to draw enemies closer to Joker.

Down Special – Rebel’s Guard

This helps supercharge Joker’s Rebellion gauge and ultimately summons the Persona Arsene once the gauge has been filled.

Arsene Form Special Moves

Once Arsene has been summoned, Joker can blast off rounds in three round bursts from his gun.

Neutral Special – Gun Special

Once Arsene has been summoned, Joker can blast off rounds in three round bursts from his gun.

Up Special – Wings of Rebellion

Once Arsene has been summoned, Joker can fly upwards while earning momentary damage immunity.

Side Special – Eigaon

Once Arsene has been summoned, Joker can fire a projectile that deals superior damage and launches enemies into the air.

Down Special – Tetrakarn or Makarakarn

Once Arsene has been summoned, Joker can counter/reflect melee and range attacks.

Final Smash – All Out Attack

Joker dashes forwards, upwards of two times, in an attempt to strike an opponent. Upon

This concludes our Super Smash Bros. Ultimate Joker Guide. Feel free to comment below.

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About the Author: Salik Shah

An ardent lover for first-person shooter games, Salik has been part of GamesHedge all through its journey. His love for competitive gaming started with Counter-Strike and Call of Duty, and now can be seen lurking in Valorant and Rainbow Six: Siege.

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