Matchup Summary (Win Condition and Game Plan)
Samus can close off run paths and jump lanes with Charge Shot, Missile, and Bomb, then punish sloppy close-range contact with Up B and Fair, so Joker loses ground quickly if he keeps forcing direct entries into the front of her zoning.
Joker should use Gun, Eiha, retreat movement, and aerial drift to shift the Charge Shot and Missile lanes first, then punish the shield or jump Samus is forced to pick with Fair, Bair, and Grab. Bomb lets Samus alter her landing timing, but once she is stuck defending, her descent still becomes readable enough for Joker to keep the juggle or push her to ledge.
The table shows Jab 1, Jab 2, tilts, dash attack, every smash attack, Fair, Uair, and Side B (1)(2) are all punishable on shield by OOS Uair (8f), Grab (10f), OOS Fair (10f), OOS Bair (10f), or Up Smash (10f). By contrast, Nair, Dair, Zair, and Charge Shot often do not give a stable immediate shield punish, so it is better to cover the escape route and landing rather than force the first answer.
Kills are more repeatable when Joker uses Gun and Eiha to keep disturbing stored Charge Shot, walks Samus to ledge, and then layers Bair, Up Smash, and Arsene Fair onto ledge jump or tether re-landing. If Rebel’s Guard becomes too obvious as a projectile callout, Samus can simply cancel charge into grab or swat it with Fair, so it should stay a threat rather than the whole plan.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Joker OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -10 |
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| Jab 2 | 6 | -15 |
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| Forward Tilt | 8 | -17/-16/-15 |
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| Up Tilt | 15 | -12 |
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| Down Tilt | 6 | -26 |
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| Dash Attack | 8 | -23 |
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| Forward Smash | 10 | -29/-28 |
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| Up Smash | 11/15/19/23/27 | -24 |
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| Down Smash | 9/17 | -27/-18 |
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| Neutral Air | 8/14 | -5/-5/-6 |
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| Forward Air | 6/12/18/24/30 | -12/-12/-11 |
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| Back Air | 9 | -9/-9/-10 |
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| Up Air | 5… | -16/-16/-15 |
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| Down Air | 17 | -8/-7 |
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| Z Air | 8/16 | -4/-3 |
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| Neutral B | 3(+13) | -17 to +4 |
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| Side B (1) | 18 | -26 |
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| Side B (2) | 21 | -24 |
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| Up B (1) | 4… | — | ||
| Up B (2) | 5… | — | ||
| Down B | 33 | — | ||
| Grab | 15 | — | ||
| Dash Grab | 17 | — | ||
| Pivot Grab | 18 | — |
Win Condition Checklist
- Use Gun, Eiha, retreat movement, and aerial drift to change the Charge Shot and Missile lanes so Samus has to shield or jump first before Joker commits.
- After blocking Jab 1, Jab 2, any tilt, dash attack, any smash attack, Fair, Uair, or Side B (1)(2), prioritize OOS Uair (8f), and use Grab (10f), OOS Fair (10f), OOS Bair (10f), or Up Smash (10f) when spacing allows the stronger conversion.
- Do not force immediate shield punishes on Nair, Dair, Zair, or Charge Shot when the situation is unstable. Let those miss or finish, then punish the escape route with Bair, dash grab, or the next landing trap.
- Even with Arsene, do not start swinging big in center stage. Build the kill around ledge pressure with Gun, Eiha, down tilt, and Bair so ledge jump and normal getup are both stressed at once.
- Show Rebel’s Guard mainly as pressure against stored Charge Shot, and if Samus starts fishing for the answer, return to movement immediately instead of sitting still for grab or Fair.
Actions to Avoid
- Jumping in from far away on one high route and running straight into Charge Shot, Missile, or Fair anti-air.
- Repeating shallow shield pressure into Samus and handing back the entire sequence to Up B out of shield.
- Trying to punish every Nair, Dair, Zair, and low-charge Charge Shot on the spot, then getting clipped by Fair or grab when the punish never really reaches.
- Making Rebel’s Guard too obvious as a projectile read and letting Samus break it up with charge cancel grab or a preemptive Fair while also dictating Joker’s Arsene timing.