Matchup Summary (Win Condition and Game Plan)
Wario is dangerous here because one grounded touch can quickly turn into big damage, corner carry, and eventually Waft pressure if Joker lets him start scrapping up close.
But Wario’s reach is not especially long, and it is hard for him to keep forcing clean entries if Joker keeps changing the tempo with Gun, drift, and retreating movement.
Because of that, Joker wants to make Wario jump or drift first, then punish the landing with fair, uair, and down tilt while pushing him toward the corner instead of forcing direct trades.
The clearest shield-punish points are jab, forward tilt, up tilt, dash attack, the smash attacks, bair, dair, and Down B, where OOS Uair (8f), Grab (10f), OOS Fair / OOS Bair (10f), and Up Smash (10f) matter most.
By contrast, nair, fair, uair, and down tilt are very safe, so forcing a shield punish there usually helps Wario reset rather than helps Joker win neutral.
With Arsene active, Wario often becomes more patient while also stalling for Waft, so Joker should value center control and repeated ledgetrap pressure over reckless overchases for a single hit.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Joker OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 2 | 4 | -23 |
| |
| Jab | 8 | -16 |
| |
| Forward Tilt | 12 | -15 |
|
|
| Up Tilt | 8 | -13 |
|
|
| Down Tilt | 5 | -7 |
|
|
| Dash Attack | 5 | -33 |
| |
| Forward Smash | 18 | -34 |
| |
| Up Smash | 11 | -35/-37 |
| |
| Down Smash | 8 | -44 |
| |
| Neutral Air | 4/20 | -4/-4 |
| |
| Forward Air | 5 | -7/-7 |
|
|
| Back Air | 9 | -11 |
| |
| Up Air | 8 | -2 |
| |
| Down Air | 9/11/13/15/17/19/21 | -16/-15 |
|
|
| Neutral B | 8 (11 Grab Release) | — | ||
| Side B | 20/24 | ** | ||
| Up B | 6/8/12/16/20/29 | ** | ||
| Down B | 16, 10, 8, 12 | —, -41, -24, -28 |
| |
| Grab | 8 | — | ||
| Dash Grab | 11 | — | ||
| Pivot Grab | 12 | — |
Win Condition Checklist
- Use Gun and retreating movement to make Wario commit his air drift first instead of letting him choose the timing freely.
- When you block jab, forward tilt, up tilt, dash attack, forward smash, up smash, down smash, bair, dair, or Down B, immediately choose between OOS Uair (8f), Grab (10f), OOS Fair / OOS Bair (10f), and Up Smash (10f).
- When you block nair, fair, uair, or down tilt, do not force the direct punish. Hold position and catch the next landing or reset instead.
- During Arsene, keep converting stage control into corner pressure so Wario cannot simply wait for Waft while escaping every juggle.
- Look for kills from up smash, bair, Arsene confirms, and repeated ledgetrap guesses before Waft becomes the main late-stock threat.
Actions to Avoid
- Swinging back immediately into Wario’s nair and fair pressure and getting whiff-punished by his drift.
- Trying to shield-punish every blocked nair, fair, uair, and down tilt, then giving Wario free resets.
- Overforcing kill attempts during Arsene and walking straight into retreating aerials or a Waft timer plan.
- Chasing too deep offstage and letting the position flip so Wario gets the ledgetrap instead.
- Repeating the same Gun or Eiha timing until Wario starts jumping over it on autopilot.