It's also Joker's best crossup tool, allowing him to pressure shields and be safe against most opponents if he manages to land behind them. Neutral aerial, in particular, has the best range and combo ability of the two, both covering a wide area around Joker and sending at a high enough angle for followups. Neutral and down aerials have the slowest startup of his aerial moves, although they have decently low landing lag and can lead to other moves when used appropriately. Up aerial can also serve as a useful anti-air move and is Joker's fastest out of shield option, making him surprisingly harder to cross-up.
#JOKER PERSONA 5 RAR#
Both moves' finishing hits also serve as good combo finishers outside of these ranges, with forward aerial also leading into RAR back aerial, and up aerial putting the opponent in the perfect position to be hit by Grappling Hook they do not react in time. Both forward and up aerials are among his best combo moves, the former's first hit leading into other moves due to its high base knockback, most notably granting him a kill confirm, whereas the latter's looping hits can set up for another grab at medium percentages or an up or down smash at high ones. Back aerial serves as Joker's most versatile aerial, functioning as his best defensive aerial due to its effectiveness out of shield, as a spacing tool due to its good range, and as his best aerial pressuring and KOing move thanks to its very low lag. Joker's aerial game is comparably effective as his grounded game, with a variety of different options at his disposal. Down smash is somewhat less versatile than his other smash attacks, although it hits on both sides and can serve as a faster alternative to forward smash. Forward smash has the highest power of them (although its hitboxes can be quite misleading as it will only hit in front of Joker), and up smash is his fastest smash attack as well as his strongest anti-air move. None of Joker's smash attacks come out before frame 10, though they nevertheless remain decently fast. Down tilt also serves well as a long-ranged punish option (similarly to Cloud's own down-tilt), whereas up tilt is also one of Joker's many anti-air moves. His up and down tilt serve similar purposes: placing the opponent in the air to start a combo. Forward tilt has the highest power of his tilt attacks and, while still weak, has the lowest ending lag of them, making it hard to punish. Neutral attack is his fastest punishing option, serving as well as a "get off me" move. His grounded game possesses the overall faster frame data around his moveset, with his neutral attack, all tilt attacks, and dash attack all coming out before frame 10. Thanks to his fast frame data, most aspects of Joker's moveset are tailored towards comboing, giving him an overall solid regular kit. Joker also possesses among the best grab frame data (comparable to that of Mario), which makes him especially adept at punishing shields (particularly from empty jumps). Some of these combo starters last well into later percentages. He has several moves in his toolkit to start combos at low percents, such as his up and down throws, a late down tilt, up tilt, his Grappling Hook, the first hit of his forward aerial and the looping hits of up aerial. Due to his quick overall mobility, low-knockback attacks, and frame data, Joker possesses a strong and varied combo game. This synergizes well with his excellent mobility and thin hurtbox since a lot of his attacks can cross up on shield or just cross up on opponents in general thanks to this. Many of Joker's attacks possess fast startup and, with the exception of his smash attacks, low ending lag. One of Joker's biggest strengths is his frame data. His slender frame gives him a thinner and slightly shorter hurtbox compared to other humanoid characters, which, in conjunction with his quick speed makes Joker hard to punish, and hard to hit. He boasts very quick mobility, with a fast dashing speed above-average walking, air, and falling speeds the 4th highest fast fall speed above-average air acceleration and high gravity, though his initial dash is merely average. Joker is a middleweight who can wall jump. 4.1 Most historically significant players.