Joker vs Marth

Marth Matchup (Joker)

Joker vs Marth

Joker vs Marth is about refusing to stay in tipper space, breaking sword spacing with Gun and mobility, and cashing out at ledge or with Arsene.

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Matchup Summary (Win Condition and Game Plan)

Marth is very good at holding tipper range with walk speed and long sword buttons, so if Joker keeps contesting at the same height and straight in front, Fair, Bair, down tilt, and Uair will steadily take space away before Joker gets his whiff punish started. Because Marth’s tipper hits kill hard, Joker especially wants to avoid repeatedly entering that lane on autopilot.
Joker should use Gun, Eiha, retreat movement, and aerial drift to shift Marth’s spacing first, then whiff punish or pressure the shield once Marth is forced to swing early or sit still. Marth’s safer aerials and down tilt are good at preserving his preferred distance, but once he misses tipper spacing and gets pulled into closer contact, his damage and sequence control become much less stable. That makes this matchup more about disrupting distance management than forcing direct brawls.
The table shows Jab 1, Jab 2, Forward Tilt, Up Tilt, Dash Attack, every smash attack, Neutral B, and Side B are punishable on shield by OOS Uair (8f), Grab (10f), OOS Fair (10f), OOS Bair (10f), or Up Smash (10f). By contrast, down tilt, Nair, Fair, Bair, and Uair rarely give Joker a reliable immediate punish, and even Dair usually stops at OOS Uair (8f), so blocking those moves should often lead into covering the next landing or retreat instead of forcing the first answer.
Kills are more repeatable when Joker uses Gun and Eiha to keep Marth uncomfortable, pushes him to ledge, and then layers Bair, Up Smash, or Arsene Fair onto ledge jump, post-getup drift, or the landing after Up B. Marth’s recovery often funnels him toward Up B or air dodge routes, so Joker usually gains more by narrowing the return path than by overchasing into Dolphin Slash or Counter.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldJoker OOS Candidate MovesBarely Missed Moves
Jab 15-16/-14
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
  • OOS Nair (+1)
  • OOS Dair (+2)
Jab 24-19/-18
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
  • OOS Nair (15f)
  • OOS Dair (16f)
  • Up B (+2)
Forward Tilt8-16/-14
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
  • OOS Nair (+1)
  • OOS Dair (+2)
Up Tilt6-21/-18
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
  • OOS Nair (15f)
  • OOS Dair (16f)
  • Up B (+2)
Down Tilt7-9/-6
  • None
  • OOS Uair (+2)
Dash Attack13-22/-20
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
  • OOS Nair (15f)
  • OOS Dair (16f)
  • Up B (20f)
Forward Smash10-32/-29
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
  • OOS Nair (15f)
  • OOS Dair (16f)
  • Up B (20f)
Up Smash13-41/-36
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
  • OOS Nair (15f)
  • OOS Dair (16f)
  • Up B (20f)
Down Smash6/21-43/-41/-26/-23
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
  • OOS Nair (15f)
  • OOS Dair (16f)
  • Up B (20f)
Neutral Air6/15-5/-4/-4/-3
  • None
Forward Air6-6/-5
  • None
  • OOS Uair (+3)
Back Air7-6/-5
  • None
  • OOS Uair (+3)
Up Air5-4/-3
  • None
Down Air9/11-9/-9/-9
  • OOS Uair (8f)
  • Grab (+1)
  • OOS Bair (+1)
  • OOS Fair (+1)
  • Up Smash (+1)
Neutral B19—79-23 to Shieldbreak
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
  • OOS Nair (15f)
  • OOS Dair (16f)
  • Up B (20f)
Side B9-26/-16
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
  • OOS Nair (15f)
  • OOS Dair (16f)
Up B5
Down B6 (Start of Counter)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Use Gun, Eiha, retreat movement, and aerial drift so Joker is not standing in front of tipper space for free and Marth has to shield or swing first.
  • After blocking Jab 1, Jab 2, Forward Tilt, Up Tilt, Dash Attack, any smash attack, Neutral B, or Side B, prioritize OOS Uair (8f), and use Grab (10f), OOS Fair (10f), OOS Bair (10f), or Up Smash (10f) whenever spacing allows the better punish.
  • After blocking down tilt, Nair, Fair, Bair, or Uair, do not force a panic shield punish. Cover the retreat jump, fast-fall landing, or backstep with Bair, dash grab, or landing-trap Uair instead.
  • Even with Arsene, do not overcommit to center-stage sword fights. Build the stock around ledge pressure with Gun, Eiha, down tilt, and Bair so ledge jump and normal getup are both under stress.
  • Once Marth is offstage, watch for Up B and air dodge routes and prefer ledge-side Bair, Up Smash, or the next juggle over a deep chase that gives up stage control.

Actions to Avoid

  • Dashing or full hopping straight into the height where Marth wants to place tipper Fair, Bair, and down tilt, then giving him his best spacing for free.
  • Trying to punish every blocked down tilt or aerial immediately and getting clipped by the pullback or the next swing because the shield punish never really reaches.
  • Treating Arsene as a reason to throw big center-stage swings and letting Marth spend the timer with walking drift, shield, and Counter threat.
  • Chasing too deep offstage into Dolphin Slash or Counter and giving away the ledge pressure and stage advantage Joker already earned.

Reference Links

Related Pages