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Joker is a Mage/Ranged character in MultiVersus. Read on to find out how to play Joker, Joker's rating and basic info, as well as Joker's moveset, best combos, best perks, and a list of skins available for Joker!
List of Contents
Joker Changes | |
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Take A Whiff! |
・Fixed an issue that allowed The Joker to float in the air more than intended |
1.2.2 | ・Enemies can now knock back Steven to reduce stacks of bubble debuff |
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1.2.0 | ・Fixed an issue where certain animations had misaligned hurtboxes |
1.1.5 | ・Ground side dodge distance reduced 10% |
1.3.3 | ・Uncharged knockback reduced to 1600 from 1750 ・On-hit and On-whiff cancel windows delayed until after The Joker releases the balloon |
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1.2.2 | ・Fixed an issue where The Joker could sometimes not ride his balloon immediately on spawn |
1.2.0 | ・No longer prevents terrain bounce on knockback |
1.1.5 | ・Fixed an issue where riding the balloon would immediately ringout the rider |
1.3.3 | ・Now moves The Joker backwards when rocket projectile is launched ・Knockback increased to 2150 from 1800 |
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1.3.3 | ・Hitbox added to The Joker’s hand when the teeth are thrown ・Now moves The Joker forward ・Teeth projectile spawn advanced 2 frames ・Teeth projectile now better combos into subsequent hits |
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1.3.3 | ・Forward movement increased ・On-whiff cancel window delayed 10 frames |
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1.3.3 | ・Hitbox added to The Joker’s hand while he throws a card ・Now moves The Joker forward ・The Joker can now use this attack on cooldown to swipe his hand without throwing a card |
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1.3.0 | ・Now maintains more momentum when executed as part of a dodge attack |
1.1.5 | ・Diamond card now properly comes to a stop after colliding with terrain |
1.3.3 | ・Forward movement increased (First hit) ・Forward movement increased (Third hit) ・Knockback angle made more horizontal (Third hit) |
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1.3.0 | ・Hitbox active duration reduced 1 frame so it’s less likely for The Joker to hit behind himself |
1.2.2 | ・Hitbox size reduced; visuals updated to match |
1.2.0 | ・On-whiff cancel window delayed 6 frames |
1.1.5 | ・Hitbox size adjusted so it is less likely for The Joker to hit enemies behind him ・On-whiff branch window delayed 4 frames |
1.3.3 | ・Start-up window increased 2 frames ・Knockback influence multiplier increased to 1.2 from 1.0 |
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1.3.0 | ・Knockback reduced to 1450 from 1550 ・No longer allows fast fall during attack recovery ・Now maintains more momentum when executed as part of a dodge attack |
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1.2.0 | ・Now applies repeat-move lockout for 8 frames ・On-whiff branch window delayed 4 frames |
1.3.0 | ・Hitpause reduced |
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1.3.3 | ・Card knockback scaling reduced to 19 from 21 |
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1.3.0 | ・Fixed an issue where the Joker card and Spade cards could be thrown at the same time ・Fixed Joker card not being classified as a normal projectile ・Fixed certain projectile clank interactions |
1.1.5 | ・Knockback scaling reduced to 21 from 27 |
1.3.3 | ・Start-up window before charge reduced 4 frames |
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1.3.0 | ・Now maintains more momentum when executed as part of a dodge attack |
1.3.0 | ・On-whiff cancel window delayed 8 frames ・Now maintains more momentum during attack start-up |
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1.3.0 | ・Start-up window increased 5 frames ・On-whiff cancel window delayed 5 frames ・Now maintains more momentum when executed as part of a dodge attack ・No longer allows fast fall during attack recovery |
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1.1.5 | ・On-hit branch window delayed 10 frames |
1.1.2 | ・On-whiff branch window delayed 5 frames |
1.2.2 | ・Shield is considered an “untechable” surface |
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1.1.5 | ・Now takes damage on fighter terrain bounce and will break after 3 bounces; behavior matches side special shield |
1.2.2 | ・Shield is considered an “untechable” surface |
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1.1.5 | ・Spawned shield no longer counts as “solid ground” for beginning up special cooldown |
1.3.4 | ・Fixed an issue that allowed The Joker to float in the air more than intended |
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1.3.3 | ・Knockback angle made more downwards |
1.3.0 | ・Now maintains more momentum when executed as part of a dodge attack |
1.3.3 | ・Jack in the Box hitbox size increased ・Cannon fire start-up window reduced 12 frames |
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1.2.0 | ・On-hit cancel window delayed 3 frames ・On-whiff cancel window delayed 1 frame ・Repeat-move lockout increased to 20 frames from 15 frames |
1.1.5 | ・Repeat-move lockout increased to 15 frames from 8 frames |
1.2.2 | ・Start-up window increased 6 frames ・Fall acceleration reduced slightly ・Hitbox active duration after landing reduced 6 frames ・Air on-hit cancel window delayed 2 frames |
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1.1.5 | ・Hitbox size reduced once Steven has landed on the ground |
Joker | |
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Type: Mage Fighting Style: Horizontal Difficulty: Recommended Cost: 1,250 Gleamium Default Tags: Human, Villainous |
Strengths | Weaknesses |
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✔︎ Has multiple attacks that can be used to create space between your opponent
✔︎ Projectile attacks have decent range ✔︎ Plenty of attack to close gaps |
✖︎ Some attacks have a small hitbox
✖︎ Attacks can leave you vulnerable as it requires The Joker to be stationary |
Command | Move | Description | How to Use |
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Neutral (Neutral + Attack) |
Dirty Dealer! |
Effect: Projectile Throw out a card projectile. Each throw cycles to a new card. Diamond card sticks to opponents before exploding. Heart card passes through opponents, but then hits while returning to The Joker. Spade card throws multiple cards. |
Diamond cards are great for disrupting your opponent's flow as the delayed explosion can catch them off guard. Heart cards can be used to bring your opponent close to you, allowing for a great combo starter. Spade cards can be used for poke damage due to the volume of projectile attacks. |
Side (Side (Hold) + Attack) |
Joker, Baby! |
The Joker slides forward, striking a pose in the process. | Mainly used to close gaps between you and your opponent. Also knocks enemies back when it connects. |
Side (Side + Attack) |
Everything But The Kitchen Sink! |
Effect: Combo The Joker swings various objects in a combo attack. |
Can be used on its own or combined with other attacks to chain combos together. |
Up (Up + Attack) |
Crowbarred! |
Effect: Charge Swing a crowbar upward. The player can charge this attack. |
Use this to knock enemies in the air. Can be charged to deal more damage. |
Down (Down + Attack) |
Brushed and Ready! |
Effect: Break Armor, Charge Wind up some mechanical teeth to bite your opponents and break armor. The longer this is charged the more bites it will do. The charge can be saved for later if not fired initially. This saved charge is shared with his Take A Whiff!. |
Best used in between combos as this can help deal more damage with its break armor. |
Neutral (Neutral + Special) |
Let's Shake On It! |
Effect: Armor Offer a handshake. This move gives armor and if the opponent is too close or hits you, they will be shocked and knocked back. |
Best used between combos as this attack requires you to be right beside your enemy to be effective. |
Side (Side + Special) |
Blastoff! |
Effect: Charge The Joker fires a rocket projectile from a rocket launcher. This rocket can be charged. |
This is great for preventing enemies from climbing up the platform, allowing you to get a ringout. |
Up (Up + Special) |
Balloonatic! |
The Joker launches himself skyward with a balloon. When off cooldown The Joker will leave a balloon behind that he or his allies can ride to knock opponents back. | Use this to lift The Joker up in the air. Leaves behind a balloon you or your teammate can use to dash forward. |
Down (Down + Special) |
What's Behind The Curtain? |
When starting this attack, The Joker has a choice between two outcomes: input special again to bring out a cannon to shoot forward, while inputting attack will bring out a jack in the box to spring upward instead. | Great for catching enemies off guard as you can choose the outcome of this attack. |
Command | Move | Description | How to Use |
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Neutral (Neutral + Attack) |
Dirty Dealer! |
Same as ground neutral. | While the Diamond and Spade cards can be used for additional damage, Heart cards can be used to prevent enemies from jumping towards you. |
Side (Side + Attack) |
Lemme At 'Em! |
Effect: Charge Wind up a forward punch with your spring loaded boxing glove. This move can be charged. |
Used to knock back enemies using aerial attacks. Can be charged to increased damage and knockback distance. |
Up (Up + Attack) |
Flying Crowbar! |
Upward swing with a crowbar. | Used to displace aerial enemies. |
Down (Down + Attack) |
Oh No Pogo! |
Effect: Charge Jump on a pogo stick. This move can be charged to make your jump even higher after impact. |
Mainly used to as a quick recovery from aerial attacks. |
Neutral (Neutral + Special) |
Take A Whiff! |
Effect: Charge, Breaks Armor The Joker charges and fires acid from his acid flower that breaks armor. The charge can be saved for later if not fired initially. This saved charge is shared with his Brushed and Ready!. |
Use this when approaching enemies to break your opponent's armor to deal more damage. |
Side (Side + Special) |
Puttin' On A Blitz! |
The Joker dashes forward while twirling his cane in front of him. | Good to chain with aerial combos as this can knock enemies back. |
Up (Up + Special) |
Balloonatic! |
Same as ground up special. | Can be used to get higher in combat. |
Down (Down + Special) |
Fire In The Hole! |
The Joker throws a grenade down, launching himself slightly upward. | Use this to create space between you and your opponent when coming down from aerial combat. |
Perk and Rating | Description | Explanation |
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★★★★★ Joker's Wild |
When The Joker throws a card, he will occasionally throw an explosive Joker card instead of a normal playing card. | This perk gives Dirty Dealer! more damage, effectively increasing your Neutral attack for higher damage output on your projectiles. This is great for poking and increasing your overall damage against opponents. |
★★★★★☆ Runaway Inflation |
The Joker's balloon grows in size the longer he charges the attack. | This perk is excellent as it provides you with more space vertically to recover from the fight. |
Perk and Rating | Description | Explanation |
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★★★★★ That's Flammable, Doc! |
Your team can melee an enemy after hitting them with a projectile to ignite them. If your teammate also selects this perk, ignite damage and duration is increased. | The Joker has plenty of moves that shoots projectiles, allowing you to constantly deal damage over time with the ignite debuff. |
★★★★★ Armor Killer |
Hitting an armored enemy will briefly stop them from using armor | The Joker's moveset works excellently with this perk as he has many projectile attacks that can constantly poke enemies. This can deny your opponents from using armor and lets you follow up with good damage. |
★★★★☆ Static Electricity |
After moving on the ground for 4 seconds, your next projectile applies shocked to enemies. Leaving the ground restarts the timer. | Since The Joker's kit has plenty of projectiles, you can take advantage of this perk and deal the shocked debuff very easily. |
★★★☆☆ Speed Force Assist |
You receive 5% increased base movement speed. | This lets The Joker move around the playing area quicker, allow him to get more ranged attacks off. |
Neutral ► Side + Attack x2 ► Side Special |
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While this combo can work with any of Joker's Neutral attacks, we recommend queueing up a Heart card as this knocks your opponent closer to you, allowing you to hit this combo quicker. This combo inflicts horizontal damage and ends with a knock back that can knock opponents from the platform for a potential ringout. |
Aerial Down + Attack ► Up + Special ► Aerial Side + Attack ► Side + Special |
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This combo chains aerial and ground combos with your last move knocking your opponent off the platform, allowing for another potential ringout. |
Blastoff! is a projectile move that can be charged, with its damage and knockback increasing depending on the time you were able to charge. This move is great for finishing combos as it can be easier to hit on enemies trying to recover.
The Joker's Down + Attack, Brushed And Ready!, is another move that can be charged with the charge directly affecting how many bites it inflicts on your opponent. While you can get away with doing this move without having to charge it, keep in mind that you can charge this attack ahead of time and save it, allowing you to use it at a more opportune time.
Afterlife The Joker
(Uncommon) Tags: Villainous, Human 500 Gleamium |
Circuit Drone The Joker
(Uncommon) Tags: Villainous, Non-Human 500 Gleamium |
Clown Squad The Joker
(Uncommon) Tags: Human, Villainous 500 Gleamium |
Friday the 13th The Joker
(Uncommon) Tags: Human, Villainous 500 Gleamium |
Justice League Animated Series The Joker
(Epic) Tags: Villainous, Animated, Human 1500 Gleamium |
Matrix Code The Joker
(Uncommon) Tags: Non-Human, Villainous 500 Gleamium |
Shark Hat The Joker
(Uncommon) Tags: Human, Villainous 500 Gleamium |
The Batman Who Laughs
(Legendary) Tags: Human, Villainous, Detective 100,000 Prestige |
The Dark Prince Charming
(Rare) Tags: Human, Villainous 800 Gleamium |
The Killing Joke The Joker
(Epic) Tags: Human, Villainous 1500 Gleamium |
Tooniverse The Joker
(Uncommon) Tags: Human, Villainous, Animated 500 Gleamium |
List of Characters: Fighter Roster
Really nice how you put in the Title "Best Perks" and then don't proceed to list the best perks. Nice job
Joker Guide: Best Combos and Perks
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