71-
Joker

Last Updated:
March 8th, 2021

Notes on the Young Link vs Joker MU

Attributes

Air Acceleration: 0.08 (#31)

Air Speed: 1.1 (#37)

Fall Speed: 1.63/3.097 (#39)

Dash Speed: 1.9 (#46)

Run Speed: 2.06 (#18)

Walk Speed: 1.12 (#43)

Weight: 93 (#52)

Wall Jump: Yes

Wall Cling: No

Crawl: No

Jumps: 2

Win Conditions

Joker's Win Conditions:
Approach through Young Link’s blindspots (above him, around projectiles, deadzone) and use the gained positional advantage to create advantage state. Play low-risk in neutral, spacing disjointed moves. Play patient, and use counterzoning as an option. Take stage control given up by Young Link trying to avoid avoiding Arsene.


Young Link’s Win Conditions:
Engage in footsies with shield pressure vs solo Joker, while dipping outside of his burst range (taking initiative). Chip away and avoid Arsene. Play low-risk and conservative with projectiles in neutral to avoid them being soaked up by Rebel's Guard. Be mindful of Gun Rainstorm.

Out of Shield

Note*: Arsene changes Joker's frame advantage on shield. Solo Joker will be this color, and Joker with Arsene will be this color.

Jab1 (-16), Jab2 (-17) & Jab3 (-26):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)

FTilt (
-15/-11):
GSA (Frame 9)
(Can be spaced)

UTilt (-27):
FSmash (Frame 26)

DTilt (
-22/-19):
GSA (Frame 9)
Grab (Frame 16)
(Can cross up)

Dash Attack (-23):
GSA (Frame 9)
Grab (Frame 16)
(Can cross up)

FSmash (-21):
GSA (Frame 9)
Grab (Frame 16)

USmash (
-32/-30):
FSmash (Frame 26)

DSmash (
-24/-20/-22/-18):
GSA (Frame 9)
Grab (Frame 16)
DSmash (Frame 20)

NAir (-5):
Unpunishable
(Safe on shield)

FAir (-9):
NAir (Frame 7)
GSA (Frame 9)

BAir (-5):
Unpunishable
(Safe on shield)

UAir (-12):
NAir (Frame 7)
GSA (Frame 9)

DAir (-7):
NAir (Frame 7)
(Can be spaced out and cross up)

Gun (--):
Unpunishable
(Even though it isn't, it functions like projectile usage, plus the movement options that come with this move)

Eiha/Eigaon (-27):
Unpunishable
(Projectile usage)

Grappling Hook/Wings of Rebellion (--):
--

Rebel's Guard/Tetrakarn/Makarakarn(--):
--

Neutral
What Moves To Watch Out For, When Neutral Is Happening, Main Strategies and Mix-Ups, Spacing, Stage Control.

  • Neutral Moves: Aerials (BAir and NAir namely) Grab, Tilts, Gun, Eiha.


  • Kill Moves: BAir, Smash Attacks, FTilt, Eigaon, Tetrakarn.


  • Joker possesses both fast attributes and frame data. He is quick and safe, using disjointed moves like BAir and NAir to pressure. Seceding stage control isn’t as high rewarding vs solo Joker, because he doesn’t have a threatening single hit move. Close quarters combat is better vs solo Joker.


  • In contrast, Arsene is much more threatening. Stay back to avoid his hits, and chip away at his meter. Do not overextend in trying to run away from Arsene, as he can use that for a free advantage state.


  • Dashback Fire Arrow is costly vs Joker. If he shields it, avoids it, or soaks it up with Rebel's Guard, he gains positional advantage. Fire Arrow is low reward vs solo Joker, but higher reward vs Arsene in order to chip away.


  • Boomerang follows a similar principle, alongside being easy to clank. Hard-read tool in neutral.


  • Joker also has one of the fastest short hops in the game. He will play mostly at short hop height for BAir and tomahawk Grab pressure, alongside full hop landing NAir.


  • Joker has a large amount of hurtbox shifting within his kit. His jumps, running, and moves shift his hurtbox. Hitting him is less lenient than other characters because of it.


  • Gun is usable both as a movement option, and for resetting common approaches. Gun Special (Gun with Arsene) can also set up tech chases.


  • Eiha in neutral is mainly used for controlling space though low-reward. The damage is good, but it doesn’t offer much reward, and it’s mostly a callout. Eigaon, however, is a high reward move. Short hop Eiha gives the move more range and allows for more aerial movement. It also goes over Fire Arrows, and short hop Eiha can usually high profile projectiles while reaching quite far.


  • Gun Rainstorm is a common approach and landing option for Joker. It’s extremely safe and can lead into shield pressure/combos. As an approach option it can be anti-aired. Rainstorm is a common option Joker players choose when on platforms.


  • Joker doesn't directly have safe ground moves, although Dash Attack and DTilt can cross up. DTilt can also low profile Fire Arrows.

Disadvantage
Above Stage, Ledgetrapping, Edgeguarding

Boxing:


  • BAir and FTilt pressure from Joker covers many options, alongside his Grab.


  • Joker can use two BAirs in one full hop.


  • Joker’s corner pressure is overall similar to Palutena’s. Aggressive options are less effective, so avoiding through reads are less risky than aggressive reads.


  • You can use platforms to stall Arsene.


  • Similarly, you can use tether cancels, re-tether and ASAs to stall. This is useful in particular towards the end of Arsene, but you can be punished for it.


Landing

(How do they cover it? What are my best options?):


  • Joker’s BAir is best for catching landings horizontally, and UAir for dragdowns/anti-airing.


  • Grappling Hook gives Joker extensions off of combos as a read. He’ll most likely do this when the opponent is high in the air and he is on a platform. This option is countered when anticipated by a double jump.


  • Joker can also catch landings with Smash Attacks, Grab, Dash Attack, and DTilt. DTilt and Dash Attack can cross up.


  • Arsene USmash hits through platforms and has more range than normal USmash. It can be used for catching air dodges and frame trapping.


  • Joker DTilt sets up for hit advantage situations.


Offstage

(How Do I Escape This Position And What Do I Look Out For?):


  • BAir, NAir, and DAir are all used by Joker to edgeguard Young Link. The strong hit of BAir, NAir and (solo Joker) DAir sends at a horizontal angle.


  • Eiha and Eigaon is mostly used for chip damage, at the cost of sending Young Link upwards.


  • Throwing Boomerang up can catch Joker using Gun Rainstorm. Joker won’t use this option as much vs Young Link because of ASA’s high vertical range.


  • Tetrakarn is Joker’s best means of edgeguarding Young Link with Arsene. Young Link wants to avoid his ASA being countered.


  • Mix-ups for getting around Tetrakarn include tether, delaying ASA, high ASA, drift away, wall jump, and using projectiles to trigger Makarakarn instead.


Ledge:


  • When recovering with tether, it can be used to stall Arsene for a few seconds by not reeling in tether instantly. It can be punished, but stalling Arsene, however possible, is valuable.


  • Joker uses stage control to ledgetrap, since moves like BAir allow him to cover all options. He uses stage control as a means of safety and baiting.

Advantage
What are my best options? What does advantage look like? What mix-ups are available?

Juggling/Boxing:


  • Juggling is extremely limited vs Joker, due to Gun Rainstorm protecting Joker’s landing.


  • If Joker is too high up, UAir is impossible to get. It’s better to trap Joker’s landing in situations like these.


  • Tetrakarn/Rebel’s Guard stalls Joker’s landing.


  • Joker shifts so much and so fast that holding stage control and conserving advantage is a daunting task. Advantage is lower reward vs him, but having it is still important.


  • This is key vs Arsene, as your goal is to outlast him and chip away at him.


Offstage:


  • Against solo Joker, low Nair is a great edgeguard to Grappling Hook. The angle of the Grappling Hook is low.


  • When edgeguarding, Joker can reverse the situation with a disjointed move, or Rebel’s Guard.


  • If he’s higher up, focus on positional advantage offstage and low-committal edgeguards to avoid a reversal situation.


  • Joker can safely cross up with ledge jump rainstorm. Avoid standing at the ledge for too long.


  • Joker is invulnerable during frames 3-25 of the Wings of Rebellion. He can hold down when using the move near the ledge to skip the 2 frame window. Use a double Bomb 2-frame to catch Joker using Wings of Rebellion from low.


Ledge Info:

XLR8’s Spreadsheet Young Link Ledge Info:

DTilt: Hits, specific

DSmash: Hits

FTilt: Hits

Most Reliable Move: All

Animation Info: The closer you get, aim for the head raise.

Note: Normal, but good spacing is needed.

Miscellaneous
Other Tips/General Notes, Move Kill Percents

  • FD DTilt ASA %s: 108, 97


  • FD FThrow Ledge %s: 173, 149


  • FD Milkshake %s: 100-123, 90-102. Can escape consistently with SDI.


  • Joker Kill Throws: BThrow


  • DI up and away out of FAir1 to avoid setups.


  • DI Towards Joker to end up behind him for UAir > regrab.


  • DI away from tether, as DI in gets caught by B-Reverse tether, but don’t jump out.


  • Boomerang will never win against Dash Attack, don’t go for that interaction.


  • Young Link should always DI out of DThrow as a combo throw to avoid dragdowns.


  • Joker’s FAir1 > dragdown UAir > DSmash is true from 92.5% onwards.


  • Gun Rainstorm doesn't pass through platforms.

Stages

  • Battlefield:
    Terrible. Bad stage for Young Link in general, and Arsene hitboxes are harder to avoid while on platforms. Joker forces Young Link to ledge more often.


  • Final Destination:
    Good. Blindspots are smaller, and Young Link’s boxing gameplan has more influence/pressure. No platforms for Gun Rainstorm protection, though.


  • Smashville:
    Bad. Central platform offers some protection from Gun Rainstorm, but it otherwise doesn’t restrict Joker's movement too much while giving him serious platform play.


  • Town & City:
    Great. Lots of space and platforms for the good aspects. The transitions and open airspace give more strength to Young Link’s boxing game, similar to FD.


  • Lylat Cruise:
    Indifferent. Fire Arrows are lower risk on a stage with slants and condensed airspace, but playing around Arsene is more difficult. Stage control is more flexible than stable. This stage is likely an uncommon pick for both players.


  • Pokémon Stadium 2:
    Indifferent. Great length to run away from Arsene, and good access to Fire Arrow > DAir on platforms. Joker weaves into blindspots well on this stage, however.


  • Kalos Pokémon League:
    Great. Same reasons as FD, but with more space.


  • Yoshi’s Story:
    Terrible. Triplats, same reasons as BF.

Reference Images