The Joker

Move List


INPUT COMMANDS
Vaudeville Hook
1
Kard Trick
Forward+1
Joking Jab
Down+1
Ehh
2
The Joker Poker
Forward+2
Rise Up
Down+2
Silly Sidestep
3
Kurb Stomp
Back+3
Laughing Lunge
Forward+3
Wing Tip
Down+3
Chuck Chapp Lyn
4
Fritz Trip
Back+4
Big Finish
Down+4
JUMPING ATTACKS
Flying Clown
1
Full Swing
2
Clown Shoes
3or4
HOP ATTACKS
Fritz Slam
Up,1orUp,2
Ta-Da
Up,3orUp,4
GETUP ATTACKS
FOOOOOORE
Up+2
Astaire Step
Up+3
FLAWLESS BLOCK ATTACKS
FOOOOOORE
Up+2
Astaire Step
Up+3
THROWS
Toward Throw
1+3+ForwardorForward+1+3
Back Throw
1+3or1+3
ROLL ESCAPES
Forward Roll Escape
Forward+Stance Switch
Away Roll Escape
Back+Stance Switch
AIR ESCAPE
(Air) Breakaway
Down+Block
MOVE DATA
DAMAGE BLOCK DAMAGE F/BLOCK DAMAGE
N/A N/A N/A
MOVE TYPE VARIATION
N/A N/A
PROPERTIES
N/A N/A
DESCRIPTION
N/A
FRAME DATA
START-UP ACTIVE RECOVERY
N/A N/A N/A
CANCEL ADVANTAGE
N/A
HIT ADVANTAGE BLOCK ADVANTAGE F/BLOCK ADVANTAGE
N/A N/A N/A

Strategy


The Joker is a diverse character who excels at multiple styles of play depending on the variation that is used. The Joker becomes a solid zoner in his Clown Prince variation, having one of the strongest low projectiles in the game while also having the ability to counterzone. He gains powerful setups and pressure in his Ace of Knaves variation, using multiple trap projectiles to keep opponents locked down. In his Mad Man variation, the Joker relies on heavy-hitting combos and is able to convert off of almost any attack into a large amount of damage.

Key Moves

1,2,1 – High, hit confirmable, -2 on block, can be avoided by ducking under 3rd hit
1,2,3 – High, hit confirmable, -6 on block
Forward+1,4,2 – Fast 11 frame mid, hit confirmable, -6 on block
2,1,4 – High, great range, great pushback
Forward+2,1,2 – High, hit confirmable, leads into a Krushing Blow on Kounter or Punish
Back+3,2/Back+3,2,4 – Low, hit confirmable, -1 on block, can be Flawless Blocked on 3rd hit
Forward+3/Forward+3,2 – Slow 26 frame mid, 1st hit can be cancelled on whiff, leads into a Krushing Blow if the 2nd hit is the 1st to connect
BackForward1 (Batsy-Poo) – High projectile, can be delayed
BackForward2 (Birdboy Beatdown) – Overhead, used for mixups, unsafe on block, leads into a Krushing Blow after landing 3 Amplified Birdboy Beatdowns
BackForward4 (C C D D E G E C) – Mid projectile, short range, great pushback, can be delayed

Strengths

  • Fast normals
  • Good mix-ups
  • Great zoning

Weaknesses

  • Slow projectiles

Combo Starters

The Joker’s main combo starter is his 1,2,1 string. 1,2,1 is a 3-hit string that will launch the opponent up for a combo. In the Joker’s Mad Man variation, he is able to launch opponents for a combo with KAPOW (BackForward2). This is normally done after hit confirmable strings such as Forward+1,4 and Forward+2,1. In his Ace of Knaves variation, the Joker can combo by using Jumping Jester (DownBack1) after certain strings.

Combo Enders

The Joker’s combos are usually ended with his Birdboy Beatdown (BackForward2) Special Move. This move will send the opponent away, allowing the Joker to zone in his Clown Prince variation. If Amplified, Birdboy Beatdown will leave the opponent close for knockdown pressure. Amplifying Birdboy Beatdown may also be useful for meeting its Krushing Blow requirements. In his Ace of Knaves variation, the Joker can end combos with 2,1 into Amplified Jumping Jester (DownBack1) or Jack in the Box (DownBack4) for a setup. In the Joker’s Mad Man variation, it’s ideal to end all combos with Forward+1,4,2 to keep the opponent close and have enough advantage to attack on knockdown. The Joker can also end combos with KAPOW (BackForward2) for maximum damage and to send the opponent away, but will not gain much advantage after the combo.

Power of Laughter

The Joker’s main footsie move is his Power of Laughter (Forward+2,1) string. Forward+2,1 is a 13 frame high attack with very good range. The 2nd hit of this string is an overhead that can catch opponents off guard. On block, Forward+2,1 leaves the Joker at -5. The Joker’s Forward+2,1,2 can be used as well even though it is -11 on block. Due to pushback, Forward+2,1,2 can be difficult to punish for certain characters, and can sometimes be completely safe. Additionally, Forward+2,1,2 becomes a Krushing Blow if it hits as a Kounter or Punish. 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.

Laughing Lunge

The Joker’s Laughing Lunge (Forward+3) is a slow advancing attack. Using this attack at a distance can be useful for approaching opponents. Forward+3 has a unique property that allows The Joker to cancel out of it into a Special Move on whiff. In order to do this, immediately input a Special Move after Forward+3. If not cancelled, it’s best to complete the string by using Forward+3,2. On block, the Joker’s Forward+3,2 leaves him at merely -2. Using a Down+1 after this string will beat out any attack that is slower than 9 frames. Forward+3,2 also becomes a Krushing Blow if the second hit is the first to connect. This can usually happen if the opponent attempts to interrupt Forward+3 but reacts too late.

The Man Who Laughs

At close range, the Joker’s The Man Who Laughs (1,2,3) string can be used. The great thing about this string is that it has no gaps and can be easily hit confirmed. It is also safe, leaving the Joker at -6 on block. Along with 1,2,3, the Joker can use his 1,2,1 string as well. 1,2,1 launches the opponent up for a combo without having the need to hit confirm. Since this string leaves the Joker at -2 on block, using a Down+1 afterwards will beat out any attack that is slower than 9 frames. Be careful when using 1,2,1 as the last hit is a high and can be punished if the opponent crouches without blocking.

Have a Laugh

A great move to use up-close is the Joker’s Have a Laugh (Forward+1,4,2) string. Forward+1,4,2 is a very fast attack, starting with an 11 frame mid. While a bit difficult, it is possible to hit confirm Forward+1,4. On block, Forward+1,4 leaves the Joker at -7. The Joker can also complete the string by using Forward+1,4,2, which ends in a low and leaves him at -6 on block. Forward+1,4,2 has a small amount of pushback, allowing him to backdash afterwards to avoid short-ranged attacks. It’s a good idea to mix up both Forward+1,4 and Forward+1,4,2 to keep opponents guessing on when to attack.

Harlequin of Hate

The Joker’s Harlequin of Hate (2,1,4) string is a high attack with amazing range. When this string is used, the Joker throws around a body to attack his opponent. This string can be used on whiff due to the 2nd and 3rd hits having a large hitbox. 2,1,4 is also a weapon attack, allowing the Joker to use it without putting himself at risk. Although this string is -19 on block, it can be difficult to punish for certain characters. What’s interesting about this string is that the final hit is a projectile attack. If used from fullscreen, the final hit will act as a mid projectile thrown at the opponent.

Alongside 2,1,4, the Joker’s 2,1,3 can be used as well. The last hit of this string is a low attack. Although it is -11 on block, it is safe against many characters without a fast advancing attack.

Mix-ups

There a few ways the Joker can mix the opponent up. The Joker’s Birdboy Beatdown (BackForward2) is an overhead Special Move that can be used for mix-ups with his many low attacks. Birdboy Beatdown can be used as a mix-up with strings such as Forward+1,4,2 and 2,1,3 because these strings end in a low. It can also be used by itself as a mix-up with Back+3,2 as this string is a low combo starter. If used by itself, it can be more difficult for opponents to react to because the opponent must be ready to block high. 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. If blocked, Birdboy Beatdown is punishable at -27. Therefore, these mix-ups should not be used often because of how risky they are.

In The Joker’s Clown Prince variation, he gains additional mix-ups with his Batsy Pew Pew (BackForward3) Special Move. This is a slow low projectile that can occasionally be used for mix-ups with the Joker’s overhead attacks. This can be used as a mix-up with strings such as 1,2,2,Forward+2,1 and Forward+3,2. The Joker can also cancel out of Forward+3 on whiff into Batsy Pew Pew for another mix-up. These mix-ups are quite slow however and can usually be blocked on reaction.

C C D D E G E C

The Joker’s C C D D E G E C (BackForward4) Special Move is a short-ranged projectile that can be delayed by holding 4. When delayed, the Joker will slowly walk towards the opponent, closing the distance before releasing the projectile. This move can be used at the end of blockstrings such as 1,2,3 and Forward+1,4. On block, it will leave the Joker at -14, but will create a decent amount of pushback, making it difficult to punish or safe against many characters. If blocked low, it will leave the Joker at neutral or at a slight advantage. This can be useful when used after strings such as Forward+1,4 and 2,1 as opponents will attempt to block low in anticipation to 2,1,3 and Forward+1,4,2. Using C C D D E G E C after blockstrings will put the Joker in a much better position since he will not be at a disadvantage up-close. Be cautious when using this move because it can be punished if the opponent Flawless Blocks.

If Amplified, C C D D E G E C will become a fullscreen projectile that will bounce towards the opponent. This can be extremely hard for opponents to avoid, making it a great way to close out the round. Although it is -14 on block, it can be more advantageous when used at farther ranges. This can be a useful way to approach opponents because they will have no choice but to block the projectile, leaving the Joker at an advantage. Additionally, it can be used for pressure up-close. Using C C D D E G E C after the Joker’s 2,1 and Amplifying it will leave the Joker at an advantage and allow him to pressure opponents.

Fatal Blow Cancel

The Joker is one of the very few characters who has the ability to both delay and cancel out of his Fatal Blow. In order to cancel out of the Fatal Blow, input BackBack or ForwardForward while delaying it. There are a couple of benefits to using a Fatal Blow Cancel. 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. Furthermore, if the Fatal Blow is cancelled after a string on block, the Joker will be at an advantage depending on the move it is used after.

The following lists the block advantage for the Joker’s Fatal Blow Cancel:

1 = -3
1,2 = +6
1,2,3 = -1
Forward+1 = -3
Forward+1,4 = +8
Down+1 = -10
2 = +7
2,1 = +15
Forward+2 = +7
Forward+2,1 = +7
3 = +2
Back+3 = -4
Back+3,2 = -1
Forward+3 = +12
Down+3 = -5
4 = 0
Down+4 = -4

The most common attacks to use a Fatal Blow Cancel after are the Joker’s Forward+1,4 and Forward+2,1. After a Fatal Blow Cancel, the Joker will be at +8 and +7 on block respectively. This will create a frametrap as the Joker can follow up with a Forward+1,4, which cannot be interrupted. Even though some Fatal Blow Cancels leave the Joker at a disadvantage, the opponent must still respect the Fatal Blow in case it is not cancelled. Once the opponent is conditioned to block after the Fatal Blow Cancel, the Joker can then use a throw. It’s best to use a Toward Throw after the Joker’s Fatal Blow Cancel as it will become a Krushing Blow if his Fatal Blow is on cooldown. It’s also worth mentioning that the Krushing Blow will also activate if the Toward Throw is done shortly after a Fatal Blow hits.

Batsy-Poo Cancel & Puppet Parry

In the Joker’s Clown Prince variation, he has the ability to cancel out of Batsy-Poo by pressing Down. He also gains Puppet Parry (DownBack3) which can counter any physical attack besides low attacks. Since the Joker brings out a puppet in both moves, Puppet Parry can be used as a mix-up with Batsy-Poo. This is because the animations are a bit similar to each other and can be hard to distinguish in the heat of the moment. Batsy-Poo can bait opponents into attacking since they may assume the Joker is using Puppet Parry. Another important detail about Puppet Parry is that the Joker recovers quicker than cancelling out of Batsy-Poo. 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.

Jester Pressure

In the Joker’s Ace of Knaves variation, he gains access to Jumping Jester (DownBack1). This is an upwards projectile that can be directed close, mid or far. If Amplified, it will hit on the way down and will be extremely advantageous on block. Using Jumping Jester after 2,1 and Amplifying it will leave the Joker at least +43 on block and allow him to pressure opponents. The Amplified Jumping Jester cannot be jumped out of when used after 2,1. If it hits, it has enough advantage for the Joker to start a combo.

In addition to Jumping Jester, the Joker can use Jack in the Box (DownBack4) for pressure. Jack in the Box gives the Joker the ability to kick a Jack in the Box towards the opponent. It can be directed close, mid or far. Jack in the Box leaves the Joker at +24 on block, and +40 if Amplified. The Joker can pressure by using Close Jack in the Box after blockstrings. If the opponent reacts too late, it can be difficult to escape. The Jack in the Box will also stay on the screen even if the Joker is hit, so attempting to interrupt his pressure can be very risky. Amplifying the Jack in the Box will make it even tougher to escape, and will launch the opponent for a combo if they are hit. By mixing up Jumping Jester and Jack in the Box within the Joker’s blockstrings, it can be extremely hard for opponents to react to his pressure and escape.

Jack in the Box Setups

Jack in the Box can be used at the end of combos for a setup. This is done by ending combos with 2,1 and cancelling it into Jack in the Box. When spaced properly, the opponent will not be able to jump out. This will also make Delayed Getups less useful because the Joker can attack after the Jack in the Box while the opponent is getting up off the ground. Getup Attacks may prove to be ineffective as well because they may be too far to reach. This means that the opponent will must use a Roll Escape to get out of the setup. To punish Forward Rolls, wait after the Jack in the Box and attack as the opponent recovers. To punish Backward Rolls, use Far Jack in the Box and Amplify it.

KAPOW

In the Joker’s Mad Man variation, he gains access to KAPOW (BackForward2). KAPOW is a long-ranged attack that is mainly used as a combo starter. Outside of combos, KAPOW can be used after blockstrings. Although it is -20 on block, KAPOW creates a large amount of pushback which is only punishable by certain characters. It’s also important to note that even if a character can punish KAPOW, the punish may not deal much damage. Due to its range, KAPOW can also be used in the neutral. It’s best to use KAPOW at a distance since it becomes a Krushing Blow if it hits at maximum range and if it hits as a Kounter or Punish.

Getting Lit

The Joker’s Mad Man variation also includes the Getting Lit (DownBack3) Special Move. Getting Lit gives him the ability to create a trail of gasoline and set it on fire. This will cause damage over time to the opponent upon contact. Getting Lit can also be extended by holding 3. If extended, the Joker will continue to walk back until he reaches the end of the screen. This will allow the Joker to set the entire floor on fire, making it nearly impossible for opponents to avoid. This is especially useful to close out the round if the opponent is low on health. Getting Lit can also be Amplified, which will create an explosion up-close. This is useful to counter opponents attempting to attack while the Joker extends the move.

Zoning

To keep opponents out, the Joker can zone with his Batsy-Poo (BackForward1) Special Move. This is a rather slow projectile, having a start-up of 23 frames, but can be very rewarding on hit. If an opponent is hit, they will be knocked down. Batsy-Poo can also be delayed by holding 1. By delaying Batsy-Poo, opponents must guess on when the Joker will release the projectile. Delaying can also be useful to stall opponents while the Joker builds meter. If Amplified, Batsy-Poo will become a mid projectile and launch the opponent for a combo. Amplifying Batsy-Poo can hit opponents trying to attack while you are delaying it.

The Joker’s ability to zone is greatly enhanced in his Clown Prince variation as he has the option to cancel out of Batsy-Poo by inputting Down. He also gains Batsy Pew Pew (BackForward3), which is a low projectile and is one of the strongest zoning tools in the game. If Amplified, the Joker will shoot 3 additional shots that will cause an immense amount of pushback. It will also deal a massive 6.75% chip damage, which can be great for closing out the round. If the opponent is hit, they will be sent fullscreen and must attempt to make their way in again on the Joker. Another perk to Batsy Pew Pew is that the Joker will lower his hurtbox, avoiding high projectiles and allowing him to counterzone his enemies.

In his Ace of Knaves variation, the Joker can use Jumping Jester and and Jack in the Box to keep opponents at bay. Mixing up Batsy-Poo with these projectiles can make it much more troublesome for opponents to approach the Joker, as one wrong step can launch them up for a combo.

Combos


Clown Prince

The Joker - Clown Prince - Beginner Combos

The Joker – Clown Prince – Beginner Combos


The Joker - Clown Prince - Beginner Combos
The Joker - Clown Prince - Advanced Combos

The Joker – Clown Prince – Advanced Combos


The Joker - Clown Prince - Advanced Combos

Ace of Knaves

The Joker - Ace of Knaves - Beginner Combos

The Joker – Ace of Knaves – Beginner Combos


The Joker - Ace of Knaves - Beginner Combos
The Joker - Ace of Knaves - Advanced Combos

The Joker – Ace of Knaves – Advanced Combos


The Joker - Ace of Knaves - Advanced Combos

Mad Man

The Joker - Mad Man - Beginner Combos

The Joker – Mad Man – Beginner Combos


The Joker - Mad Man - Beginner Combos
The Joker - Mad Man - Advanced Combos

The Joker – Mad Man – Advanced Combos


The Joker - Mad Man - Advanced Combos

Guides


General

How to Fight the Joker

★ How to Fight the Joker


Punishing One Bad Day The Joker’s One Bad Day () string is a high attack mainly used up-close. The final hit of this string is a high that leaves the Joker at merely -2 on block. This can be punished by crouching underneath the last hit and punishing with a move such as a . Keep in mind that the Joker can mix this up by using instead, which cannot be punished. This string however will ...

Clown Prince

Ace of Knaves

Jack in the Box Setups

Jack in the Box Setups


The Joker’s Ace of Knaves variation gives him the ability to kick a Jack in the Box towards the opponent. By ending combos with Jack in the Box (), this will create a setup in which the opponent must block. This is best done after combo enders such as that keep the opponent high off the ground. When spaced properly, the Jack in the Box cannot be jumped out of. If the opponent does a ...

Mad Man