The Joker
Table of Kontents

Move List
INPUT COMMANDS |
Vaudeville Hook
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Kard Trick
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Joking Jab
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Ehh
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The Joker Poker
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Rise Up
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Silly Sidestep
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Kurb Stomp
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Laughing Lunge
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Wing Tip
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Chuck Chapp Lyn
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Fritz Trip
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Big Finish
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JUMPING ATTACKS
|
Flying Clown
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Full Swing
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Clown Shoes
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HOP ATTACKS
|
Fritz Slam
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Ta-Da
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GETUP ATTACKS
|
FOOOOOORE
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Astaire Step
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FLAWLESS BLOCK ATTACKS
|
FOOOOOORE
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Astaire Step
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THROWS
|
Toward Throw
Throw+
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Back Throw
Throwor
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ROLL ESCAPES
|
Forward Getup Roll
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Backward Getup Roll
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AIR ESCAPE
|
(Air) Breakaway
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MOVE DATA |
DAMAGE | BLOCK DAMAGE | F/BLOCK DAMAGE | ||
N/A | N/A | N/A | ||
MOVE TYPE | ||||
N/A | ||||
PROPERTIES | ||||
|
||||
DESCRIPTION | ||||
N/A |
FRAME DATA |
START-UP | ACTIVE | RECOVERY |
N/A | N/A | N/A |
CANCEL | ||
N/A | ||
HIT ADVANTAGE | BLOCK ADVANTAGE | F/BLOCK ADVANTAGE |
N/A | N/A | N/A |
Last Updated: January 27, 2021
Strategy

The Joker is a well-rounded character with decent-ranged normals and setups. The Joker uses a variety of weapons and objects to attack his opponents from a distance without having to put himself at risk. He has fast normal attacks and solid zoning tools, as well as tricky setups to keep opponents locked down.
Strengths | Weaknesses |
---|---|
|
|
Key Moves
Name | Input | Description |
---|---|---|
One Bad Day | ![]() ![]() ![]() |
High, hit confirmable, -2 on block, can be ducked on 3rd hit |
The Man Who Laughs | ![]() ![]() ![]() |
High, hit confirmable, -6 on block |
Have A Laugh | ![]() ![]() ![]() ![]() |
Fast 11 frame mid, hit confirmable, -6 on block |
Harlequin Of Hate | ![]() ![]() ![]() |
High, great range, great pushback |
Show’s Over | ![]() ![]() ![]() ![]() |
High, hit confirmable, triggers a Krushing Blow if it is a Kounter or Punish |
Joke’s On You | ![]() ![]() ![]() ![]() |
Low, hit confirmable, -1 on block, can be Flawless Blocked on 3rd hit |
Grand Entrance | ![]() ![]() ![]() |
Slow 26 frame mid, can be cancelled on whiff (1st hit), triggers a Krushing Blow if the 2nd hit is the 1st to connect |
Batsy-Poo | ![]() ![]() ![]() |
High projectile, can be delayed |
Birdboy Beatdown | ![]() ![]() ![]() |
Overhead, used for mixups, unsafe on block, triggers a Krushing Blow after landing 3 Amplified Birdboy Beatdowns |
C C D D E G E C | ![]() ![]() ![]() |
Mid projectile, short range, great pushback, can be delayed, Armor Break |
Combo Starters
,
,
- KAPOW
- Jumping Jester
The Joker’s main combo starter is his ,
,
string.
,
,
is a 3-hit string that will launch the opponent up for a combo. Using the KAPOW (
) ability, the Joker pulls out boxing gloves that will launch the opponent upwards for a combo. This is normally done after hit confirmable strings such as
+
,
and
+
,
. The Joker can also combo after certain strings using the Jumping Jester (
) ability.
Combo Enders
- Birdboy Beatdown
- Jumping Jester
- Jack In The Box
+
,
,
The Joker’s combos are usually ended with his Birdboy Beatdown () Special Move. This move will send the opponent away, allowing the Joker to start his zoning. If Amplified, Birdboy Beatdown will leave the opponent close for knockdown pressure. Amplifying Birdboy Beatdown is also useful for meeting its Krushing Blow requirements as it must be Amplified 3 times. The Joker can also end combos with
,
into Amplified Jumping Jester (
) or Jack In The Box (
) for a setup. If the KAPOW ability is equipped, it’s ideal to end all combos with
+
,
,
to keep the opponent close while having enough advantage to attack on knockdown because he will not have access to his Birdboy Beatdown ender. KAPOW will leave the Joker at a slight disadvantage on hit, but will grant maximum damage and send the opponent away.
Power Of Laughter
The Joker’s main footsie move is his Power Of Laughter (+
,
) string.
+
,
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,
+
,
leaves the Joker at -5. The Joker’s
+
,
,
can be used as well even though it is -11 on block. Due to pushback,
+
,
,
can be difficult to punish for certain characters, and can sometimes be completely safe. Additionally,
+
,
,
triggers 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 (+
) is a slow advancing attack. Using this attack at a distance can be useful for approaching opponents.
+
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
+
. If not cancelled, it’s best to complete the string by using
+
,
. On block, the Joker’s
+
,
leaves him at merely -2. Using a
+
after this string will beat out any attack that is slower than 9 frames.
+
,
also triggers a Krushing Blow if the second hit is the first to connect. This can usually happen if the opponent attempts to interrupt
+
but reacts too late.
The Man Who Laughs
At close range, the Joker’s The Man Who Laughs (,
,
) 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
,
,
, the Joker can use his
,
,
string as well.
,
,
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
+
afterwards will beat out any attack that is slower than 9 frames. Be careful when using
,
,
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 (+
,
,
) string.
+
,
,
is a very fast attack, starting with an 11 frame mid. While a bit difficult, it is possible to hit confirm
+
,
. On block,
+
,
leaves the Joker at -7. The Joker can also complete the string by using
+
,
,
, which ends in a low and leaves him at -6 on block.
+
,
,
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
+
,
and
+
,
,
to keep opponents guessing on when to attack.
Harlequin Of Hate
The Joker’s Harlequin Of Hate (,
,
) 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.
,
,
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 ,
,
, the Joker’s
,
,
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 () 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
+
,
,
and
,
,
because these strings end in a low. It can also be used by itself as a mix-up with
+
,
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.
C C D D E G E C
The Joker’s C C D D E G E C () Special Move is a short-ranged projectile that can be delayed by holding
. 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
,
,
and
+
,
. 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
+
,
and
,
as opponents will attempt to block low in anticipation to
,
,
and
+
,
,
. 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 ,
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 or
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:
= -3
,
= +6
,
,
= -1
+
= -3
+
,
= +8
+
= -10
= +7
,
= +15
+
= +7
+
,
= +7
= +2
+
= -4
+
,
= -1
+
= +12
+
= -5
= 0
+
= -4
The most common attacks to use a Fatal Blow Cancel after are the Joker’s +
,
and
+
,
. 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
+
,
, 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 trigger a Krushing Blow if his Fatal Blow is on cooldown.
Zoning
To keep opponents out, the Joker can zone with his Batsy-Poo () 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
. 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.
Abilities
Batsy-Poo Cancel
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---|
![]() Modifies Batsy-Poo. Can now cancel Batsy-Poo.
|
KAPOW
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![]() Replaces Birdboy Beatdown. The Joker pulls out boxing gloves and performs a multi hitting attack.
|
Batsy Pew Pew
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![]() Adds Batsy Pew Pew Special Move. The Joker places Batsy-Poo on the ground and Batsy-Poo fires a series of bullets at the opponent.
|
Puppet Parry
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![]() Adds Puppet Parry Special Move. Parry an incoming Normal Attack.
|
Getting Lit
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![]() Adds Getting Lit Special Move. The Joker creates a trail of gasoline and sets it on fire.
|
Corpse Trot
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---|
![]() Replaces C C D D E G E C. The Joker dances with a dead body before heaving it at his opponent.
|
Jack In The Box
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![]() Adds Jack In The Box Special Move. The Joker kicks a lethal Jack In The Box towards the opponent.
|
Hostage Hop
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![]() Adds Hostage Hop Special Move. The Joker releases a hostage that hops towards the opponent.
|
Jumping Jester
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![]() Adds Jumping Jester Special Move. An upward jumping jester in the box, attacks airborne opponents.
|
BOING
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![]() Adds BOING Special Move. Allows The Joker to leap into the air.
|
Batsy-Poo Cancel & Puppet Parry
The Batsy-Poo Cancel ability allows the Joker to cancel out of his Batsy-Poo () move by pressing
. The Puppet Parry (
) ability allows the Joker to counter any physical attack besides jump attacks, hop attacks and low attacks. Because the Joker brings out a puppet when using both moves, Puppet Parry can be used as a mix-up with Batsy-Poo. This is due to the fact that both moves have very similar animations and it can be hard to distinguish between the two. Batsy-Poo allows the Joker to bait opponents into attacking since they may assume the Joker is using his 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.
KAPOW
The KAPOW () ability allows the Joker to bring out a pair of boxing gloves. 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 thrown out somewhat safely in the neutral. It’s a good idea to use KAPOW at a distance since it triggers a Krushing Blow if it hits at maximum range and if it hits as a Kounter or Punish.
Batsy Pew Pew
Batsy Pew Pew () is a low projectile and is one of the Joker’s strongest zoning tools. 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.
Getting Lit
Getting Lit () gives the Joker 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
. 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.
Jumping Jester
Jumping Jester () is an upwards projectile and 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
,
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
,
. Jumping Jester can also be used after
,
at the end of combos, which will create a setup on knockdown. If the Jumping Jester hits, it has enough advantage for the Joker to start a combo.
Jack In The Box
The Jack In The Box () ability allows the Joker to kick a Jack In The Box towards the opponent and 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 use Jack In The Box for pressure by using the Close Jack In The Box after blockstrings. If the opponent reacts too late, it can be very difficult for them 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 ,
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.
Combos
Beginner
![]() The Joker – Clown Prince – Beginner CombosPatsy-Poo Cancel |
![]() The Joker – Ace of Knaves – Beginner CombosJack In The Box |
![]() The Joker – Mad Man – Beginner CombosKAPOW |
Advanced
![]() The Joker – Clown Prince – Advanced CombosBatsy-Poo Cancel |
![]() The Joker – Ace of Knaves – Advanced CombosJack In The Box |
![]() The Joker – Mad Man – Advanced CombosKAPOW |
Extra Guides
![]() Fighting the JokerGaps & Punishes
High attack that is 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 it then quickly standing up and punishing with a jab or . Keep in mind that the Joker can mix this up by using instead, which cannot be punished. This string however will leave the Joker at -6 on block ... |
![]() Jack in the Box SetupsThe 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 ... |