MultiVersus

Joker Guide: Best Combos and Perks

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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!

Joker Latest Buffs and Nerfs

Patch 1.4.1 Updates (November 19)

Joker Changes
Let
Take A Whiff!
・Fixed an issue where stored charge would not be consumed when using this attack

General Updates

1.4.0 ・Ground movement speed increased to 2120 from 2040
1.2.2 ・Enemies can now knock back Steven to reduce stacks of bubble debuff
1.2.0 ・Fixed an issue where certain animations had misaligned hurtboxes
1.1.5 ・Ground side dodge distance reduced 10%

Balloonatic!

1.4.0 ・Hitbox size adjusted to better match visuals
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
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

Blastoff!

1.3.3 ・Now moves The Joker backwards when rocket projectile is launched
・Knockback increased to 2150 from 1800

Brushed and Ready!

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

Crowbarred!

1.4.0 ・Start-up window increased 1 frame
・Hitbox active duration reduced 1 frame
1.3.3 ・Forward movement increased
・On-whiff cancel window delayed 10 frames

Dirty Dealer!

1.4.0 ・Now limits fall speed during attack recovery
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
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

Everything But The Kitchen Sink!

1.4.0 ・Hitbox size adjusted to better match visuals
1.3.3 ・Forward movement increased (First hit)
・Forward movement increased (Third hit)
・Knockback angle made more horizontal (Third hit)
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

Fire In The Hole!

1.3.3 ・Start-up window increased 2 frames
・Knockback influence multiplier increased to 1.2 from 1.0

Flying Crowbar!

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
1.2.0 ・Now applies repeat-move lockout for 8 frames
・On-whiff branch window delayed 4 frames

Joker, Baby!

1.3.0 ・Hitpause reduced

“Joker’s Wild” Perk

1.3.3 ・Card knockback scaling reduced to 19 from 21
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

Lemme At 'Em!

1.4.0 ・Hitbox size adjusted to better match visuals
・Now limits fall speed during attack recovery
1.3.3 ・Start-up window before charge reduced 4 frames
1.3.0 ・Now maintains more momentum when executed as part of a dodge attack

Oh No Pogo!

1.3.0 ・On-whiff cancel window delayed 8 frames
・Now maintains more momentum during attack start-up

Puttin' On A Blitz!

1.4.0 ・Now limits fall speed during attack recovery
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
1.1.5 ・On-hit branch window delayed 10 frames
1.1.2 ・On-whiff branch window delayed 5 frames

Shield Stepper

1.2.2 ・Shield is considered an “untechable” surface
1.1.5 ・Now takes damage on fighter terrain bounce and will break after 3 bounces; behavior matches side special shield

Shield Wall, Activated!

1.2.2 ・Shield is considered an “untechable” surface
1.1.5 ・Spawned shield no longer counts as “solid ground” for beginning up special cooldown

Take A Whiff!

1.4.1 ・Fixed an issue where stored charge would not be consumed when using this attack
1.4.0 ・Now limits fall speed during attack recovery
1.3.4 ・Fixed an issue that allowed The Joker to float in the air more than intended
1.3.3 ・Knockback angle made more downwards
1.3.0 ・Now maintains more momentum when executed as part of a dodge attack

What's Behind The Curtain?

1.3.3 ・Jack in the Box hitbox size increased
・Cannon fire start-up window reduced 12 frames
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

X-Treme Moves!

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
1.1.5 ・Hitbox size reduced once Steven has landed on the ground

Updates and Patch Notes

Joker Ratings and Basic Info

Joker Basic Information

Joker
Joker.jpg
Tier Rating: S

Type: Mage
Fighting Style: Horizontal
Difficulty: Recommended
Cost: 1,250 Gleamium
Default Tags:
Human, Villainous

Character Tier List

Joker Strengths and Weaknesses

Strengths Weaknesses
✔︎ 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

As a Mage, The Joker's moveset requires the player to utilize his many traps to really get the most out of this character. Also he is put under the recommended difficulty, those that want to excel with this character will want to put in the time to get a grasp of this combos as poor timing with his moves can spell trouble for inexperienced players.

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Joker Moveset and Abilities

Ground Attacks

Command Move Description How to Use
Neutral
(Neutral + Attack)
Dirty Dealer! - MultiVersus
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! - MultiVersus
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! - MultiVersus
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! - MultiVersus
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! - MultiVersus
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
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! - MultiVersus
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! - MultiVersus
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
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.

For his ground moves, you will find yourself using Blastoff! most of the time as this not only deals decent damage but can be good for edgeguarding opponents. Balloonatic! is a useful tool as this can be used by you and an ally to dash quickly in a direction, bumping any opponents in the way.

Aerial Attacks

Command Move Description How to Use
Neutral
(Neutral + Attack)
Dirty Dealer! - MultiVersus
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)
Everything But The Kitchen Sink! - MultiVersus
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)
Crowbarred! - MultiVersus
Flying Crowbar!
Upward swing with a crowbar. Used to displace aerial enemies.
Down
(Down + Attack)
Brushed and Ready! - MultiVersus
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)
Let
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)
Blastoff! - MultiVersus
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! - MultiVersus
Balloonatic!
Same as ground up special. Can be used to get higher in combat.
Down
(Down + Special)
What
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.

Joker's aerial moves are great for moving around the stage as his side special and side attack are good for pushing opponents to the side. Flying Crowbar! and Balloonatic! are your main methods of ringing out vertically as this can take out opponents at lower damage.

Joker Best Perks and Signature Perks

Signature Perks

Perk and Rating Description Explanation
★★★★★
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.

Universal Perks

Perk and Rating Description Explanation
★★★★★
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.

Joker Best Combos and Moves

Side Attack and Side Special Combo

Neutral ► Side + Attack x2 ► Side Special

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 Combos to Blastoff!

Aerial Down + Attack ► Up + Special ► Aerial Side + Attack ► Side + Special

This combo chains aerial and ground combos with your last move knocking your opponent off the platform, allowing for another potential ringout.

Blastoff!

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.

Brushed And Ready!

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.

Joker Skins (Variants)

Afterlife The JokerAfterlife The Joker
(Uncommon)
Tags:
Villainous, Human
500 Gleamium
Circuit Drone The JokerCircuit Drone The Joker
(Uncommon)
Tags:
Villainous, Non-Human
500 Gleamium
Clown Squad The JokerClown Squad The Joker
(Uncommon)
Tags:
Human, Villainous
500 Gleamium
Dia de Muertos The JokerDia de Muertos The Joker
(Uncommon)
Tags:
Human, Undead, Halloween, Dia de Muertos
500 Gleamium
Friday the 13th The JokerFriday the 13th The Joker
(Uncommon)
Tags:
Human, Villainous
500 Gleamium
Justice League Animated Series The JokerJustice League Animated Series The Joker
(Epic)
Tags:
Villainous, Animated, Human
1500 Gleamium
Matrix Code The JokerMatrix Code The Joker
(Uncommon)
Tags:
Non-Human, Villainous
500 Gleamium
Shark Hat The JokerShark Hat The Joker
(Uncommon)
Tags:
Human, Villainous
500 Gleamium
The Batman Who LaughsThe Batman Who Laughs
(Legendary)
Tags:
Human, Villainous, Detective
100,000 Prestige
The Dark Prince CharmingThe Dark Prince Charming
(Rare)
Tags:
Human, Villainous
800 Gleamium
The Killing Joke The JokerThe Killing Joke The Joker
(Epic)
Tags:
Human, Villainous
1500 Gleamium
Tooniverse The JokerTooniverse The Joker
(Uncommon)
Tags:
Human, Villainous, Animated
500 Gleamium
Trigon Possessed The JokerTrigon Possessed The Joker
(Rare)
Tags:
Azarath, Villainous, Human
800 Gleamium

List of Skins (Variants)

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Comment

2 Anonymous7 months

lmao true

1 Anonymous7 months

Really nice how you put in the Title "Best Perks" and then don't proceed to list the best perks. Nice job

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