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Rebel's Guard is Joker's most defensive option, as it allows him to block most attacks with their damage output halved and knockback negated while simultaneously filling up Rebellion Gauge.
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Grappling Hook gives Joker an effective recovery when off-stage due to its range and ability to snap on ledges, and when used on the ground can catch opponents and draw them closer for setups. Eiha is a more conventional projectile which can intercept others, and when connected, can deal damage over time to the opponent. Despite its appearance, Gun is a disjointed hitbox that can be used to set up into various combos with its variations, most notably its aerial downward version, though it can also be used for evasion and recovery due to its ability to initiate a roll or jump while firing. Joker's Special Moves offer a wide number of options to make his approach tricky. The fast startup of Joker's moves also enables him to punish overextensions and whiffed moves exceptionally at close range, and enables him to edgeguard opponents well. Joker's throws also support his combo game, with Down Throw and Up Throw being most notable. His Down Tilt, the first hit of his Forward Air, Neutral Air, and Down Air serve as good combo starters, while his Up Aerial, Back Aerial, Forward Tilt, and Smash attacks serve as good finishers. Joker's strength lies in his powerful combo game due to the low startup and knockback of his moves. Unlike most humanoid characters, Joker has a rather slim frame, which gives him a rather difficult hitbox for opponents to connect to and allows him to avoid most attacks. Joker possesses high falling speed, average weight, and fast ground speed, which results in good mobility on the ground and air. Joker is a combo-reliant character in a similar vein to Sheik, excelling in stringing together moves off aerials and grabs for a mix-up playstyle, though unlike similar characters his combo game can be supplemented by Arsene to increase his damage output and effectively finish off combos into KOs.
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