Unique Mechanic: Persona Break: Joker calls upon Arsene for a few of his attacks, however, there is a catch: Arsene is as big as Ridley, and if hit will interrupt the attack. If Arsene is hit three times, Arsene will be temporarily broken, making him inaccessible and cutting off his Down B. As a consequence, Joker’s attacks that normally use Arsene won’t be as strong.
Jab: Joker swipes twice with his knife, then stabs forward if tapped once. By rapid-jabbing, Joker will start unloading his pistol in the direction he’s facing before firing one final shot that performs the knockback. The pistol has some good range, and is the only rapid-jab to be a projectile.
F-Tilt: Joker strikes the opponent with the hilt of his knife. This causes some fairly good hitstun.
U-Tilt: Joker flip-kicks over himself. This is a good juggle tool and has some good range, similar to Ridley’s U-tilt.
D-Tilt: Joker stabs in front of himself with his knife. This has some decent range and is good for dealing damage.
Dash Attack: Joker does a sideways slash with his knife. The move comes out fast and has some pretty decent knockback.
N-air: Joker slashes in front of himself and behind himself, first downwards, second upwards. The move deals some decent damage and is safe on shield, but it doesn’t have much range.
F-air: Joker performs a dropkick. The move is pretty good in terms of damage and does amazing shield damage, but it’s reach isn’t as good as one would hope and it is easily punishable.
D-air: Joker swipes his knife in an arc underneath him. This doesn’t do much damage by itself, but at the apex of the arc, it has a sweet spot that creates a meteor smash.
B-air: Joker pistol whips behind himself. The move does more damage than the knife, and comes out quicker, but it’s range is less than optimal and it’s easy to interrupt before it comes out.
U-air: Joker fires above himself. This can be spammed, fast to come out, but the end lag gets worse the more shots you fire above him. The range is absolutely amazing, rivaling that of Snake’s Up Smash at full charge.
Pummel: Joker summons Arsene to grab the opponent with chains. This is a great tether move and has some great range. If Persona Break is in effect, Joker will only do the normal grab. Once the opponent is grabbed, Joker will hit the opponent in the temple with the hilt of his knife.
F-throw: Joker slashes the opponent with his knife three times before firing a single shot at the opponent’s face with the gun. Based on his critical hit animation from Persona 5.
D-throw: Joker places the opponent on the ground and unloads 8 rounds on the opponent before reloading. The eighth shot deals knockback to the opponent, though it’s not very good.
B-throw: Joker hops onto the opponent’s shoulders and tears off a ‘mask’. This deals great damage but isn’t a good way to kill opponents.
U-throw: Joker reels back and swipes upwards with the knife, seemingly uppercutting the opponent with the blade.
Side Smash: Joker calls Arsene, who poises to attack before swiping in front of himself with one of his wings. This has some great range thanks to Arsene’s size. If Persona Break is in effect, Joker will only do a knife stab, followed with a knife swipe.
Up Smash: Joker calls Arsene, who crouches down before kicking over himself with the blades on his feet. This is a great kill move, with its already-impressive range only made better by Arsene’s size. If Persona Break is in effect, Joker will only fire his gun above himself.
Down Smash: Joker calls Arsene, who poises to attack before smashing his wings on both sides of himself, similar to Palutena’s Down Smash. Unlike Palutena, this attack does not have a windbox, limiting its gimp potential. If Persona Break is in effect, Joker will only swipe in front of himself, then behind himself.
Neutral B: Bullet Hail: Joker will fire multiple shots with his gun. The projectiles are similar to that of Bayonetta’s Bullet Climax, however it’s limited. If Joker shoots 8 shots in a row, he must pause to reload his gun.
Side B: Ambush: Joker shoots forwards and grabs the opponent. He will then rip off the ‘mask’ of the opponent. When it’s complete, the opponent will be in complete hitstun, allowing Joker to follow up with another attack. Like Shulk’s Back Slash, this move does more damage if done from behind, but unlike Back Slash, the attack does more hitstun from behind too.
Up B: Down Shot: A two-press special similar to Corrin’s Dragon Lunge. Joker crouches down then jumps in the direction of the joystick. During this jump, the player can press the button again to make Joker fire his gun downwards in the direction he’s facing.
Down B: Arsene: Joker will call Arsene and command him to do one attack before calling him away. The player can use Down B to dispel Arsene should they desire. Doing so gives Joker plenty of room to do a different attack. However, listed past this are three options Arsene can perform. There are limits to Persona Specials, however: for example, you can’t follow up Arsene’s Cleave with Joker’s Down Shot if you're recovering.
Neutral B (Arsene): Eiha: Arsene summons a pillar of darkness at a certain location in front of himself, similarly to Palutena’s Explosive Flame. However, the player can tilt the joystick before the move comes out to change where Eiha is summoned, similarly to the Belmonts’ Axe. The pillar itself reaches slightly higher than Ridley’s Down Taunt, and is about as wide as Ganondorf.
Side B (Arsene): Dream Needle: Arsene lunges forward and stabs the opponent with a large needle of energy, dealing damage and putting the opponent to sleep. For how long they are put to sleep is dependant on damage, however at 0%, it's definitely not as drastic as when Splat Roller buries an opponent.
Up B (Arsene): Cleave: Arsene and Joker lunge upwards before slashing to the side, similarly to the second hit to Shulk’s Air Slash. This move is great for killing opponents, but causes recoil damage to Joker.
Final Smash: All-Out Attack: Joker uses “Hold Up!” on multiple opponents before calling upon four his teammates, the Phantom Thieves to barrage the opponent with multiple attacks in an All-Out Attack. If an opponent reaches over 100%, they will be instantly KO’d, accompanied with a flashy outro that any of the teammates will perform like in Persona 5. In team battles, up to three of whoever are your teammates will replace the Phantom Thieves that could be used in the Final Smash. (For example, If Joker is on the same team as Cloud, Ridley and Pichu, they will accompany Joker in the Final Smash instead of Ryuji, Morgana, Ann, Makoto and/or Haru. Each character even has their outro for the All-Out Attack.)