Matchup Summary (Win Condition and Game Plan)
This matchup gets rough for Joker whenever he keeps trying to run directly into Min Min’s long arm range. If Joker approaches on a fixed lane, Forward Tilt strings and Forward Smash variants keep sending him back to the ledge before he ever gets to play close range.
Joker does better by forcing Min Min to swing first with gun, Eiha, and dash shield, then slipping into point-blank range where Min Min’s defense is much less stable. The frame table shows that Jab 1-3, every Forward Tilt hit, Up Tilt, Down Tilt, Dash Attack, every smash attack, and Up B (2) are all heavily punishable if Joker blocks them close enough, with OOS Uair (8f), Grab (10f), OOS Fair/Bair (10f), or Up Smash (10f).
By contrast, later Neutral Air hits and Up Air are poor same-spot punish targets, so Joker should not throw away his position trying to force a shield punish that is not really there. When the punish is late, keeping close range and chasing Min Min’s landing or retreat matters more than one extra swing.
The win condition is to build Rebel Gauge steadily during the approach war, then cash Arsene out through ledge traps and edgeguards once Joker gets in. Min Min is much less comfortable brawling up close and her recovery is more linear than her neutral, so the matchup becomes far more stable once Joker turns one clean entry into repeated ledge pressure.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Joker OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 5 | -15 |
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| Jab 2 | 8 | -20 |
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| Jab 3 | 6 | -23 |
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| Rapid Jab | 6/8/10… | — | ||
| Rapid Jab Finisher | 7 | -28 |
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| Forward Tilt (1) | 14 | -31 |
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| Forward Tilt (2) | 14 | -29 |
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| Forward Tilt (3) | 14 | -31 |
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| Forward Tilt (4) | 14 | -30 — -34 |
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| Up Tilt | 5 | -31/-30/-29 |
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| Down Tilt | 10 | -18/-17 |
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| Dash Attack | 7 | -23 |
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| Forward Smash (1) | 16 (40) | -32/-29/-30 (-35) |
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| Forward Smash (2) | 16 (40) | -31/-31/-29 (-34) |
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| Forward Smash (3) | 16 (26) | -32/-31 |
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| Forward Smash (4) | 16 | -28 — -34 |
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| Up Smash | 8 | -35/-34 |
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| Down Smash | 6 | -33/-32 |
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| Neutral Air (1) | 10 | -8 |
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| Neutral Air (2) | 10 | -6 |
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| Neutral Air (3) | 8 | -9 |
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| Neutral Air (4) | 14 | -7 |
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| Up Air | 7 | -5 |
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| Down Air | 15 | //-20 |
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| Up B (1) | ** | ** | ||
| Up B (2) | 12 | -31 |
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| Down B | 1 | ** | ||
| Grab | 18 | — | ||
| Dash Grab | 18 | — | ||
| Pivot Grab | 18 | — |
Win Condition Checklist
- Joker should not keep dashing into Min Min’s arm range head-on; force the swing first with gun, Eiha, and dash shield.
- After Joker blocks Min Min’s Jab 1-3, Forward Tilt strings, Up Tilt, Down Tilt, Dash Attack, smash attacks, or Up B (2) at close range, take the punish immediately with OOS Uair (8f), Grab (10f), OOS Fair/Bair (10f), or Up Smash (10f).
- Joker should not force a same-spot punish into Min Min’s later Neutral Air hits or Up Air; stay close and chase the landing route or retreat route instead.
- Joker should convert Arsene time into ledge pressure and edgeguards rather than spending it on center-stage gambles.
Actions to Avoid
- Repeatedly running straight into Min Min’s Forward Tilt and Forward Smash spacing and donating stage control.
- Blocking Min Min’s big endlag moves and then failing to take the punish Joker actually earned.
- Swinging after late Neutral Air or Up Air, getting pushed back out, and resetting the match to long-range arm spacing.
- Burning Arsene on raw center-stage swings and missing the ledge trap and edgeguard kills this matchup gives Joker.