Gun's range when fired forward is roughly half of Battlefield's length, with its damage being reduced the further away Joker is from the opponent. Similar to Bayonetta's Bullet Arts, Gun functions with disjointed hitboxes as opposed to being a standard projectile, so it cannot be reflected but can clank with physical projectiles such as Gordo or trigger counters. Gun does not cause knockback, though if Joker fires close to the opponent they will flinch. By holding or repeatedly tapping the Special button, Joker will continuously fire, with the rate of firing being faster if repeatedly tapped.
If a direction is held while firing forwards after the first initial input, Joker will dodge in a roll-like manner in the inputted direction while firing. With each subsequent dodge, Joker gains less distance and rolls slower. Joker can only dodge a maximum of four times without ceasing fire, in which afterwards he will remain in place while firing. If a jump button is after inputting Gun, Joker will leap in the air and fire directly below him, in which his movement can be altered to either side, whether it be to vault over opponents or remain close to deal extra damage.
The aerial Gun functions similarly to the grounded version, however when dodging Joker will continue to fall, making dodges more strict. Joker also gains two variations of Gun while in the air; inputting downwards allows him to fire downward, similarly to the grounded version while jumping, while inputting upwards enables Joker to spins in a circle while firing. If the variations are initiated by tapping, the downwards variation with fire four times before ending, while the upwards variation will end when Joker completes two rotations, though it will end faster when he lands. Joker can also continue the variation by holding the button.
When compared to other ranged moves, Gun is rather mediocre due to its inability to cause flinching at long range and its rather average speed when used as a zoning tool. However, on the ground Gun allows Joker to move around the stage considerably, and can be used to avoid attacks or jump above them, while in the air Gun can confirm into buffered aerials or be used as a recovery or edgeguarding option, though it is risky as Joker cannot act out of it for a period of time, particularly if the held version is used.
Gun Special is Joker's Neutral Special when Arsene appears. It functions identically to Gun, however he fires three rapid bullets at a time in his normal variation with a blue flame aesthetic, with the normal and the multi-hit variations dealing more damage and knockback as well.
|Joker's Special Moves|
|w/o Arsene||with Arsene|
|Standard Special||Gun||Gun Special|
|Up Special||Grappling Hook||Wings of Rebellion|
|Down Special||Rebel's Guard||Tetrakarn/Makarakarn|
|Final Smash||All-Out Attack|
In Persona 5, each of the Phantom Thieves has a ranged weapon, with Joker's being semiautomatic pistols. Unlike their melee attacks and Persona-assisted attacks, ranged attacks do not consume their turn, however, they have limited ammo which will only refill if the player leaves the dungeon. Hence, the player has to use each character's guns strategically, as each of them does varying damage with varying ammo. It is especially helpful if enemies with gun weaknesses are encountered. The weapon that Joker uses in performing Gun is his initial gun the Tkachev, which is based on the Type 54, a Chinese copy of the Tokarev TT-33.