In addition, Arsene's strengths only last for a short period of time, necessitating Joker to make the most out of them however, if Joker takes damage, Arsene's duration will be reduced, which can accelerate his removal. These weaknesses makes approaching characters with disjointed reach such as Lucina or small characters such as Pikachu difficult, as Joker's approach can be negated well enough without too much commitment. Joker's main weaknesses lie in the short reach of his attacks and lack of consistent kill options outside of edgeguarding when Arsene is not active.
Arsene also amplifies his Special moves to a powerful extent Gun Special inflicts more damage and knockback, Eiagon deals knockback and its effect lasts longer, Wings of Rebellion travels significantly far and cannot be interrupted on startup, and Tetrakarn and Makarankarn grant Joker vast defensive options due to its long duration. Joker's most powerful asset however is his unique Rebellion Gauge by charging it with Rebel's Guard or by taking damage, Joker can amplify the knockback and damage output of his combo game with Arsene's own power to rival that of Ganondorf's, allowing him to finish combos consistently and deal damage quickly in a short amount of time. 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. 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. Struggles against disjointed reach and small characters.Wings of Rebellion makes Joker easy to intercept due to having no hitbox and linear path.Struggles with recovering horizontally, though using Gun to dash remedies this somewhat.Arsene lasts a short amount of time, with the duration being shortened if Joker takes damage.Lacks KO options when Arsene is not active.Short reach, necessitating being close to the opponent.Tetrakarn/Makarakarn can intercept both forms of attacks, and has a long duration.Rebel's Guard can block attacks and reduce knockback for a long duration, giving Joker protection against aggression while charging Rebellion Gauge.Wings of Rebellion offers Joker invincibility on startup, making it difficult to interrupt on startup, and travels far.Grappling Hook enables recovery well off stage vertically and can anti-air opponents for setups if grabbed.Eiha deals damage over time while Eiagon does the same but possesses greater knockback for juggling.Gun enables movement options for evasion and recovery while setting up combos.High damage output when Arsene is active.Possesses good edgeguarding capabilities.Low knockback on moves, resulting in a strong combo and juggling game.Fast mobility, enabling quick movement around the stage.Somewhat slim form, making him difficult to hit.