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My Personal Joker MU Chart.

Dja_Homies

Kaz...... I'm already a Fiddle.
Are there any patient joker players?
All the Times I've played vengeance he goes super patient that it intimidates and scares me lol. Nightwing vs joker is 6-4. Lord of the fly explained it well. Also I learned how to block most of jokers corner setups so it becomes way more difficult for joker to hit me hard in the corner lol.
 

Amplified$hotz

I like Tekken 8
All the Times I've played vengeance he goes super patient that it intimidates and scares me lol. Nightwing vs joker is 6-4. Lord of the fly explained it well. Also I learned how to block most of jokers corner setups so it becomes way more difficult for joker to hit me hard in the corner lol.
Yeah but does he block all of your stuff and consistently backdash ground spark?
 

Dja_Homies

Kaz...... I'm already a Fiddle.
Yeah but does he block all of your stuff and consistently backdash ground spark?
Yes he blocks most of my stuff. (Online crossups affect both of our blocking so flip kick schenanigans or jokers j2 are a bit tougher to block) He knows how to stop my zoning but sometimes I zone him out. online backdashing is quite weird. He Pisses me off because he knows when to stop my air attacks and how. We know eachother so well we basically have to adapt to each other every game. He knows my flaws and I know his. Jokers flaws outrank nightwings mu and my mu xp makes it even more difficult. We go back and forth with me having more won sets. When he beats me it's more like he outplayed me.it's really tough to explain since we have the saltiest sets when we play usually ending by a 1 or 2 game difference.
 

Amplified$hotz

I like Tekken 8
Yes he blocks most of my stuff. (Online crossups affect both of our blocking so flip kick schenanigans or jokers j2 are a bit tougher to block) He knows how to stop my zoning but sometimes I zone him out. online backdashing is quite weird. He Pisses me off because he knows when to stop my air attacks and how. We know eachother so well we basically have to adapt to each other every game. He knows my flaws and I know his. Jokers flaws outrank nightwings mu and my mu xp makes it even more difficult. We go back and forth with me having more won sets. When he beats me it's more like he outplayed me.it's really tough to explain since we have the saltiest sets when we play usually ending by a 1 or 2 game difference.
I think being able to consistently backdash might make a difference but I'm not sure. I feel like playing this mu Tonight but I'm on XboxXbox
 

Dja_Homies

Kaz...... I'm already a Fiddle.
I think being able to consistently backdash might make a difference but I'm not sure. I feel like playing this mu Tonight but I'm on XboxXbox
It probably would help. Being able to block his stuff is crucial. Which is why vengeance
based this mu chart on the hypothetical "if
they know the joker mu" well I know
there's a ton of nightwings you can run the
set with on Xbox. I'd love to run it with you
since I think my mu xp is huge due to my
numerous joker sets with vengeance and
dark. Have fun running the mu and if you
need tips on it ask vengeance. he pretty
much is a master of the mu with all the stuff he knows on how to counter most of
nightwing to the misfortune of my salt
meter :16Bit
Edit: ask qwark as well since I assume he has good knowledge of it even though I disagree with his mu number.
 

Vengeance135

Saltiest Joker Player
@AL Eevee bro @BillStickers doesn't really know the MU which is probably why he says harley loses. If you don't know the mu Joker will annihilate you and everybody knows that.

@Amplified$hotz I don't do much backdash evasion online because Jokers backdash is garbage. Backdashing spark wouldn't do much because Joker would still need to get in anyway. Jumping is a better choice. I have played the NW MU with way too many NWs and tbh the strongest NW I have ever played is @Dja_Homies and I play him consistently. He explained it better then I could. I can't base all my mu knowledge off of DJA because that would be stupid. He is by far the smartest NW and the quickest adapter I have ever played though so to get a better understanding of why Joker loses I would play him. And he spams IJ3 because he's a scrub.
 

Amplified$hotz

I like Tekken 8
@AL Eevee bro @BillStickers doesn't really know the MU which is probably why he says harley loses. If you don't know the mu Joker will annihilate you and everybody knows that.

@Amplified$hotz I don't do much backdash evasion online because Jokers backdash is garbage. Backdashing spark wouldn't do much because Joker would still need to get in anyway. Jumping is a better choice. I have played the NW MU with way too many NWs and tbh the strongest NW I have ever played is @Dja_Homies and I play him consistently. He explained it better then I could. I can't base all my mu knowledge off of DJA because that would be stupid. He is by far the smartest NW and the quickest adapter I have ever played though so to get a better understanding of why Joker loses I would play him. And he spams IJ3 because he's a scrub.
IJ3 is annoying. Which do you guys think is easier for joker? Escrima or staff?
 

Amplified$hotz

I like Tekken 8
Honestly it depends for me. I usually prefer to fight staff but against a few players like DJA that know what to do, I hate them both.
Yeah I agree. With staff I can jump like a scrub against certain players. But when they're good with space control and all that it's difficult to get in safely.
 

Qwark28

Joker waiting room
I wish I could play quark but our connection blows. Last time we played I mained Grundy

Honestly, From full screen NW can zone him fairly well with spark and wingding. If Joker can close the distance, NW can switch to staff and out do him up close. Obviously if joker gets the corner its his game.

NW:Joker
6-4 mid screen
6-4 up close
4-6 in the corner

Most of the game is played mid screen or up close so IMO its 6-4 NW favor.
You can say all that and it does sound nice but realistically what Joker experience do you have at a really high lvl? I feel like we have very good Jokers and very good Nightwings yet both characters can seem godlike online, Joker with his gimmicks and NW with flipkick shenanigans.

Here's how I see the matchup. The moment NW goes into staff stance he can attain some sort of mixup assuming he gets hella +, escrima is the runaway stance and staff the up close stance. The problem with his runaway is that it's not the kind that gives Joker problems. You will not chip him out, you will not frustrate him while doing something passive to win the match ( Sinestro trait and Zod Slappy ).

Nightwing zoning is not the kind of projectile you must block either, it's slow as hell, interruptible on startup if Joker reads it ( something that he can't do in other matchups in which zoning gives him hell ) and you can jump it on reaction. A counterargument would be that you can delay it but that's where the mindgames start and you're sitting there holding a 2 way dildo for 40-50 frames trying to catch a jump.

Wingdings are formidable and do send him fullscreen on hit. But they're hella - and the mixup with Joker's jump goes in 2 ways. Early wingding to clip any movement at neutral = Joker will have jumped first, late wingding while jumping back is good defense and will check Joker yet you're very - and Joker gets a free dash and d2/d3/crowbar check and is one of the few times that he can actually punish a backdash on a read with double dash d2 mb rlg. You have decent keepaway but not when Joker's air normal force you to make a read every time you want to jump ( which is always neutral or backwards, defensively ). You can't forcibly chip him out or frustrate him, only delay his getting in and check him with the occasional B2 to keep him honest.

Up close the game is definitely in Joker's favour. Escrima is meh and full of gimmicks during which you must simply see which string he does and block accordingly based on when he cancels flipkick or stance switch/neutral. Nightwing does not want to mix Joker up, he wants to do a string into mb flipkick every time he approaches the corner to get the fuck out. It's not a mixup, it's a +1 side switch which due to your frame data might as well be almost completely useless because Escrima is not fast up close.

Staff has no mixups, you either block crouching and and react to the S2 ( don't wanna hear bullshit on this, I used to do this online with a Greece - US connection ) or block high and react to 1F1 which is more safe but will 99% of the time be blocked on raw ground pound which is harder to react to but way more unsafe. The true mixup with staff is reading when Joker will start disrespecting you and adjusting accordingly. NJ2 for jumps and etc. Ideally you want to poke with F1 and S1, up close you want to cancel something heavily + to escrima backdash to continue keepaway as well as save meter for pushblock.

Once Joker gets in he will hurt much more than NW and he will hit you once and you'll be in the corner due to your runaway and him having 70% total stage length combos. That means a punish, j1, j2 or disrespected frametraps instantly start his corner game with NW being 44-48% down on HP.

You don't want to stay in the corner, ever. Even if you're the one pressuring you want to just throw a few swings, press your + a little bit and then start to back off so he has to chase you fullscreen again. One slip up in the corner is 100% as long as he has meter and he definitely will.

Once Joker has a lifelead he doesn't have to put up with any of NWs shit. He can chill and play footsies with D3 and J3 as well as J1 when needed offensively. Occasionaly gunshot to catch sparks when NW is building meter. Because that's what he'll be doing, building meter. Joker has no reason to approach since you can react to spark release far enough away and windwings obviously don't reach, that range is around 3/4 screen and the reason that it's not fullscreen is that incase he goes into staff stance you're just a dash ~ J3 away from immediately bullying him or playing gunshot cancel mixups since it is way easier to deal with interrupts when he's in stance, yet harder to avoid his projectiles. If NW REALLY wants to get in then I'd suggest MB staff pound into + on block flying grayson.

In general footsies Joker has way better reward and lesser risk vs escrima yet vs staff he has to commit more. 1 ~ staff pound and F1 are low risk moves where J3 and J1 from Joker can be pre emptively J2'd back from NW. At least one thing he has in his favor which doesn't require the Joker player to deviate from gameplan and fuck up.

Oki is better for Joker. NW has guaranteed block setups and safejumps, so does Joker yet NW can remain + and freely chip. The argument is whether you want guaranteed chip on oki and to wake up once a while depending on what mixup Joker goes for or whether you'd rate Joker's 50-50 immediate corner carry 35%+ combos better with the same exact scenario on wakeup flower as before ( if NW goes for a 50 50 you can wake up on a read, same with nightwing ). Difference is Joker CAN open up a respectful alert opponent. Nightwing can't. Chongo had to resort to stuff like BGB double dash underneath speedy gonzales flipkick or B2. That stuff will work once in a while but when people do their homework it will just not cut it.

If you want me to elaborate more then tell me.
 

Fromundaman

I write too much.
I absolutely think Joker beats Harley if 4-6 is actually a slight disadvantage and not "completely unwinnable" as most people on TYM would lead you to believe. Harley has to work to get in and then deal with Joker's excellent footsie tools (d2, b1, crowbar, teeth, etc.). I mean, in your own quote from @Fromundaman , he makes it sound like being A WHOLE MINUS FOUR on a blocked d2~crowbar that pushes you half-screen is some kind of death sentence. HELLO?! What can Harley do when she's +4? How about literally nothing! Not to mention that any stage with a BGB is a basically free double damage for Joker that Harley gets NOTHING out of. Your only hope in the corner vs. Joker is to have a bar of meter to pushblock. If you're meterless, Joker has a guaranteed win.
Ummm what? How do I imply that at all? I was invited into the Harley chat to talk about the MU and how they should play it, so I just threw frame data and personal experience on what Harley has to do to win.
The only reason I even mention it;s -4 is because a lot of people have asked me if it was plus in the past since it's unpunishable.

I admit due to where I posted this, it's more of "What can Harley do about Joker's options" type of post and not really exploring what Joker has, because he does have some advantages too, and once he gets in he REALLY hurts Harley.
The thing is that in the mid range Harley has a LOT of tools to keep Joker out.
Finally while Joker does win the full screen zoning war, it is not hard for Harley to get into air gunshot range, at which point she outzones Joker hard. That said, it is true that her zoning does next to nothing on chip other than the cupcakes, so if you have a good life lead, you can just block forever and not really suffer for it, forcing her to approach.



Also Harley has setups as well as play doctor follow ups off of BGB as well, although admittedly nothing like what Joker gets off of it.

Also the corner is actually the place where pushblocks hurt Joker the least.


______


Are there any patient joker players?
Depends on the matchup and life lead, but more often than not Joker is the one who has to approach.


______


@Vengeance135 I just want to point out that while you are right about opponents being able to pushblock out of the flower enders with teeth on the ground, it is still a guessing game as MB F3 will beat the pushblock on a read leading back to the same situation.
 

Vengeance135

Saltiest Joker Player
Ummm what? How do I imply that at all? I was invited into the Harley cht to talk about the MU and how they should play it, so I just threw frame data and personal experience on what Harley has to do to win.
The only reason I even mention it;s -4 is because a lot of people have asked me if it was plus in the past since it's unpunishable.

I admit due to where I posted this, it's more of "What can Harley do about Joker's options" type of post and not really exploring what Joker has, because he does have some advantages too, and once he gets in he REALLY hurts Harley.
The thing is that in the mid range Harley has a LOT of tools to keep Joker out.
Finally while Joker does win the full screen zoning war, it is not hard for Harley to get into air gunshot range, at which point she outzones Joker hard. That said, it is true that her zoning does next to nothing on chip other than the cupcakes, so if you have a good life lead, you can just block forever and not really suffer for it, forcing her to approach.



Also Harley has setups as well as play doctor follow ups off of BGB as well, although admittedly nothing like what Joker gets off of it.

Also the corner is actually the place where pushblocks hurt Joker the least.


______



Depends on the matchup and life lead, but more often than not Joker is the one who has to approach.


______


@Vengeance135 I just want to point out that while you are right about opponents being able to pushblock out of the flower enders with teeth on the ground, it is still a guessing game as MB F3 will beat the pushblock on a read leading back to the same situation.
On read. You still have to guess. You guess right and you get your damage. You guess wrong and you lost half your bar and if you haven't clashed already, you'll be at a disadvantage. To some characters thats favorable to Joker, to others not really. Don't get me wrong bro, stuff like that can work if you make the right reads or your opponent doesn't know the setup. But in most cases, if Joker messes up anything in a fair amount of matches, rather they have only 10% health left or not, he's finished. Joker gets raped when he's on knockdown and since Joker doesn't have easy, ambiguous, high damaging back into loop setups that aren't situational or require meter you have to make the right hit at the right time in the right area on the stage and your execution needs to be perfect.

But I do agree with you, if you guess right its rewarding.
 

The_Furax

I accept nothing. Nothing is inevitable.
You can say all that and it does sound nice but realistically what Joker experience do you have at a really high lvl? I feel like we have very good Jokers and very good Nightwings yet both characters can seem godlike online, Joker with his gimmicks and NW with flipkick shenanigans.

Here's how I see the matchup. The moment NW goes into staff stance he can attain some sort of mixup assuming he gets hella +, escrima is the runaway stance and staff the up close stance. The problem with his runaway is that it's not the kind that gives Joker problems. You will not chip him out, you will not frustrate him while doing something passive to win the match ( Sinestro trait and Zod Slappy ).

Nightwing zoning is not the kind of projectile you must block either, it's slow as hell, interruptible on startup if Joker reads it ( something that he can't do in other matchups in which zoning gives him hell ) and you can jump it on reaction. A counterargument would be that you can delay it but that's where the mindgames start and you're sitting there holding a 2 way dildo for 40-50 frames trying to catch a jump.

Wingdings are formidable and do send him fullscreen on hit. But they're hella - and the mixup with Joker's jump goes in 2 ways. Early wingding to clip any movement at neutral = Joker will have jumped first, late wingding while jumping back is good defense and will check Joker yet you're very - and Joker gets a free dash and d2/d3/crowbar check and is one of the few times that he can actually punish a backdash on a read with double dash d2 mb rlg. You have decent keepaway but not when Joker's air normal force you to make a read every time you want to jump ( which is always neutral or backwards, defensively ). You can't forcibly chip him out or frustrate him, only delay his getting in and check him with the occasional B2 to keep him honest.

Up close the game is definitely in Joker's favour. Escrima is meh and full of gimmicks during which you must simply see which string he does and block accordingly based on when he cancels flipkick or stance switch/neutral. Nightwing does not want to mix Joker up, he wants to do a string into mb flipkick every time he approaches the corner to get the fuck out. It's not a mixup, it's a +1 side switch which due to your frame data might as well be almost completely useless because Escrima is not fast up close.

Staff has no mixups, you either block crouching and and react to the S2 ( don't wanna hear bullshit on this, I used to do this online with a Greece - US connection ) or block high and react to 1F1 which is more safe but will 99% of the time be blocked on raw ground pound which is harder to react to but way more unsafe. The true mixup with staff is reading when Joker will start disrespecting you and adjusting accordingly. NJ2 for jumps and etc. Ideally you want to poke with F1 and S1, up close you want to cancel something heavily + to escrima backdash to continue keepaway as well as save meter for pushblock.

Once Joker gets in he will hurt much more than NW and he will hit you once and you'll be in the corner due to your runaway and him having 70% total stage length combos. That means a punish, j1, j2 or disrespected frametraps instantly start his corner game with NW being 44-48% down on HP.

You don't want to stay in the corner, ever. Even if you're the one pressuring you want to just throw a few swings, press your + a little bit and then start to back off so he has to chase you fullscreen again. One slip up in the corner is 100% as long as he has meter and he definitely will.

Once Joker has a lifelead he doesn't have to put up with any of NWs shit. He can chill and play footsies with D3 and J3 as well as J1 when needed offensively. Occasionaly gunshot to catch sparks when NW is building meter. Because that's what he'll be doing, building meter. Joker has no reason to approach since you can react to spark release far enough away and windwings obviously don't reach, that range is around 3/4 screen and the reason that it's not fullscreen is that incase he goes into staff stance you're just a dash ~ J3 away from immediately bullying him or playing gunshot cancel mixups since it is way easier to deal with interrupts when he's in stance, yet harder to avoid his projectiles. If NW REALLY wants to get in then I'd suggest MB staff pound into + on block flying grayson.

In general footsies Joker has way better reward and lesser risk vs escrima yet vs staff he has to commit more. 1 ~ staff pound and F1 are low risk moves where J3 and J1 from Joker can be pre emptively J2'd back from NW. At least one thing he has in his favor which doesn't require the Joker player to deviate from gameplan and fuck up.

Oki is better for Joker. NW has guaranteed block setups and safejumps, so does Joker yet NW can remain + and freely chip. The argument is whether you want guaranteed chip on oki and to wake up once a while depending on what mixup Joker goes for or whether you'd rate Joker's 50-50 immediate corner carry 35%+ combos better with the same exact scenario on wakeup flower as before ( if NW goes for a 50 50 you can wake up on a read, same with nightwing ). Difference is Joker CAN open up a respectful alert opponent. Nightwing can't. Chongo had to resort to stuff like BGB double dash underneath speedy gonzales flipkick or B2. That stuff will work once in a while but when people do their homework it will just not cut it.

If you want me to elaborate more then tell me.
WOW. This is a real demonstration of love for Joker. lol
 

AK L0rdoftheFLY

I hatelove this game
You can say all that and it does sound nice but realistically what Joker experience do you have at a really high lvl? I feel like we have very good Jokers and very good Nightwings yet both characters can seem godlike online, Joker with his gimmicks and NW with flipkick shenanigans.

Here's how I see the matchup. The moment NW goes into staff stance he can attain some sort of mixup assuming he gets hella +, escrima is the runaway stance and staff the up close stance. The problem with his runaway is that it's not the kind that gives Joker problems. You will not chip him out, you will not frustrate him while doing something passive to win the match ( Sinestro trait and Zod Slappy ).

Nightwing zoning is not the kind of projectile you must block either, it's slow as hell, interruptible on startup if Joker reads it ( something that he can't do in other matchups in which zoning gives him hell ) and you can jump it on reaction. A counterargument would be that you can delay it but that's where the mindgames start and you're sitting there holding a 2 way dildo for 40-50 frames trying to catch a jump.

Wingdings are formidable and do send him fullscreen on hit. But they're hella - and the mixup with Joker's jump goes in 2 ways. Early wingding to clip any movement at neutral = Joker will have jumped first, late wingding while jumping back is good defense and will check Joker yet you're very - and Joker gets a free dash and d2/d3/crowbar check and is one of the few times that he can actually punish a backdash on a read with double dash d2 mb rlg. You have decent keepaway but not when Joker's air normal force you to make a read every time you want to jump ( which is always neutral or backwards, defensively ). You can't forcibly chip him out or frustrate him, only delay his getting in and check him with the occasional B2 to keep him honest.

Up close the game is definitely in Joker's favour. Escrima is meh and full of gimmicks during which you must simply see which string he does and block accordingly based on when he cancels flipkick or stance switch/neutral. Nightwing does not want to mix Joker up, he wants to do a string into mb flipkick every time he approaches the corner to get the fuck out. It's not a mixup, it's a +1 side switch which due to your frame data might as well be almost completely useless because Escrima is not fast up close.

Staff has no mixups, you either block crouching and and react to the S2 ( don't wanna hear bullshit on this, I used to do this online with a Greece - US connection ) or block high and react to 1F1 which is more safe but will 99% of the time be blocked on raw ground pound which is harder to react to but way more unsafe. The true mixup with staff is reading when Joker will start disrespecting you and adjusting accordingly. NJ2 for jumps and etc. Ideally you want to poke with F1 and S1, up close you want to cancel something heavily + to escrima backdash to continue keepaway as well as save meter for pushblock.

Once Joker gets in he will hurt much more than NW and he will hit you once and you'll be in the corner due to your runaway and him having 70% total stage length combos. That means a punish, j1, j2 or disrespected frametraps instantly start his corner game with NW being 44-48% down on HP.

You don't want to stay in the corner, ever. Even if you're the one pressuring you want to just throw a few swings, press your + a little bit and then start to back off so he has to chase you fullscreen again. One slip up in the corner is 100% as long as he has meter and he definitely will.

Once Joker has a lifelead he doesn't have to put up with any of NWs shit. He can chill and play footsies with D3 and J3 as well as J1 when needed offensively. Occasionaly gunshot to catch sparks when NW is building meter. Because that's what he'll be doing, building meter. Joker has no reason to approach since you can react to spark release far enough away and windwings obviously don't reach, that range is around 3/4 screen and the reason that it's not fullscreen is that incase he goes into staff stance you're just a dash ~ J3 away from immediately bullying him or playing gunshot cancel mixups since it is way easier to deal with interrupts when he's in stance, yet harder to avoid his projectiles. If NW REALLY wants to get in then I'd suggest MB staff pound into + on block flying grayson.

In general footsies Joker has way better reward and lesser risk vs escrima yet vs staff he has to commit more. 1 ~ staff pound and F1 are low risk moves where J3 and J1 from Joker can be pre emptively J2'd back from NW. At least one thing he has in his favor which doesn't require the Joker player to deviate from gameplan and fuck up.

Oki is better for Joker. NW has guaranteed block setups and safejumps, so does Joker yet NW can remain + and freely chip. The argument is whether you want guaranteed chip on oki and to wake up once a while depending on what mixup Joker goes for or whether you'd rate Joker's 50-50 immediate corner carry 35%+ combos better with the same exact scenario on wakeup flower as before ( if NW goes for a 50 50 you can wake up on a read, same with nightwing ). Difference is Joker CAN open up a respectful alert opponent. Nightwing can't. Chongo had to resort to stuff like BGB double dash underneath speedy gonzales flipkick or B2. That stuff will work once in a while but when people do their homework it will just not cut it.

If you want me to elaborate more then tell me.
I can respect the time you took to play this match out. Very good.

I only have a few slight adjustments. Your post is written from the stand point of you are the one reacting to us always and we never do the opposite. NW zoning is different than other zoning...this is true. It is different from the fact that he has very specific options for both jumps and counterzoning and it flows back and forth depending on how the opponent reacts.

Example 1:
NW is zoning with ground spark. Once initiated, the opponent can jump or block or disrespect. 90% of the time the opponent wants to jump because of chip (2.0%) and meter build.

On jump 1 - NW can delay and force him to either block it (2%) or can actually hit him with it on his way down (8%).
On jump 2 - NW can delay and meterburn it on block giving him extra chip with ground pound, a way in for bock pressure, or just a heavy frame trap. On hit it is 12%. this is typically a tactic NW uses with life lead to close out matches
On jump 3 - NW from the right range can dash forward or back to create space. Sometimes a read, but in general, NWs best anti air can be dashing under an opponent who is jumping in on reaction to a gs. In the situation where joker is jump distance away, NW might do this and trip guard with a blockstring or grab or go straight for the 50/50

The nature of NW zoning lets him go back and forth between staff and escrima easily and both give him good offensive zoning as long s he maintains frame advantage.
Staff gives NW the same option that Jax had in MK which is ground pound vs fast advancing special. Upon changing into staff I can either ground pound or flying grayson. FG beats the jump and GP gives him + frames on the ground allowing him to create space and go back into escrima safely. The fact that you have to jump to get in (Based on your post) means that FG is going to give you problems. You can't delay your decent to avoid GP or FG or modify your hitbox so this is a read you have to make. It is safer for you to stay on the ground honestly because you can punish FG and counter zone staff with gunshot on a good read.

NW zoning also gives him opportunities to move in and out. I can start a block string and push you 3/4 screen away by ending it in mb staff spin mb ground pound (Assuming you block all of it). All together, NW zoning isn't great for braindead patterns like the way GL does air canon ground canon or batman does baterang trait bat baterang. Its harder to zone with NW in general but his options force you into a vulnerable situation no matter where you are on the screen by forcing you to jump or block.

I am totally fine with chipping you out. wing dings does 4% for regular and 5%for mb. SS does 7.5% and gs does 2%. I fine with you blocking all of that.

Once the corner game happens, a read can put me on my butt or full screen again. All this to justify why NW wins midscreen and up close and loses in the corner.

As far as my experience goes, I have played mostly Goomba's alt joker. He is obviously not going to be on your level or emp dark's level either but I use it to find out what works and what doesn't. This is just my opinion.
 

StevoSuprem0

I'm gonna make this skill gap... disappear.
On read. You still have to guess. You guess right and you get your damage. You guess wrong and you lost half your bar and if you haven't clashed already, you'll be at a disadvantage. To some characters thats favorable to Joker, to others not really. Don't get me wrong bro, stuff like that can work if you make the right reads or your opponent doesn't know the setup. But in most cases, if Joker messes up anything in a fair amount of matches, rather they have only 10% health left or not, he's finished. Joker gets raped when he's on knockdown and since Joker doesn't have easy, ambiguous, high damaging back into loop setups that aren't situational or require meter you have to make the right hit at the right time in the right area on the stage and your execution needs to be perfect.

But I do agree with you, if you guess right its rewarding.
Actually it's not really that risky. It takes practice, but you can hold the mb f3 for a moment to see if they pushblock and then confirm into it (I haven't done this in practice, but I'm almost certain it's possible... maybe not offline though due to the delay). If they just block the teeth and backdash, then you can cancel into back or forward dash and return to neutral. If they sit there and block the mb f3, you're at advantage so no loss. The only way they're taking health from you is if they counter with their own MB b/f3 or some other move with similar properties. It gives rise to complex situations, but that's how this character plays lol.
 

Qwark28

Joker waiting room
I can respect the time you took to play this match out. Very good.

I only have a few slight adjustments. Your post is written from the stand point of you are the one reacting to us always and we never do the opposite. NW zoning is different than other zoning...this is true. It is different from the fact that he has very specific options for both jumps and counterzoning and it flows back and forth depending on how the opponent reacts.

Example 1:
NW is zoning with ground spark. Once initiated, the opponent can jump or block or disrespect. 90% of the time the opponent wants to jump because of chip (2.0%) and meter build.

On jump 1 - NW can delay and force him to either block it (2%) or can actually hit him with it on his way down (8%).
On jump 2 - NW can delay and meterburn it on block giving him extra chip with ground pound, a way in for bock pressure, or just a heavy frame trap. On hit it is 12%. this is typically a tactic NW uses with life lead to close out matches
On jump 3 - NW from the right range can dash forward or back to create space. Sometimes a read, but in general, NWs best anti air can be dashing under an opponent who is jumping in on reaction to a gs. In the situation where joker is jump distance away, NW might do this and trip guard with a blockstring or grab or go straight for the 50/50
1 - True, that is your basic zoning gameplan to catch someone jumping.

2 - You're not + enough unless he's jumping from outside of jump distance right in your immediate sweep range where you B2 check for free, at that range Joker is halfway in so it's not recommended to jump. Joker should never jump outside of immediate jump distance and sweep distance depending on the stance. Escrima has a very low profile backdash which Joker has a ridiculously difficult time clipping with J3 which means that Joker is very reluctant to jump from that distance and will be looking for an opening to walk or dash forward into a better range.

3 - You won't do that because, as mentioned above, nightwing escapes for free with his backdash so you might as well occupy and defend ground with J3 since it makes no difference whether you whiff the J3 or not. Ground spark lowered hitbox frames render NW safe from J3 from just outside jump distance which I need to clarify further. If you dash under a Joker it means you already have him desperate enough to jump from that distance when you're in escrima which he should not be doing unless he's got a good read

Let me define "jump distance". Jump distance for 90% of this game's characters is what you'd imagine as the standard air normal distance. Joker's reaches farther and the effective reach is very large. Jump distance for Joker is his J2 with J3 having more range, J3 in that sense is very easy to become a scrub crutch to desperately try to get hits which is slightly outside the distance you're thinking he will jump in your post. In reality, unless you've already made a read or backdashed, Joker's 8f J1 is already +1 at total jump frames that even Flash cannot react with DP unless previously buffering.

Your main mindgame after a whiffed J3 is the standard B2 check or forward dash throw/string/whatever. In that case Joker MUST respect the B2 UNLESS he does the crowbar on the very last frames of the jump which cancels a lot of his recovery frames e.g when you're doing a last few frames air attack and it has barely any active and recovery frames.


The nature of NW zoning lets him go back and forth between staff and escrima easily and both give him good offensive zoning as long s he maintains frame advantage.
Staff gives NW the same option that Jax had in MK which is ground pound vs fast advancing special. Upon changing into staff I can either ground pound or flying grayson. FG beats the jump and GP gives him + frames on the ground allowing him to create space and go back into escrima safely. The fact that you have to jump to get in (Based on your post) means that FG is going to give you problems. You can't delay your decent to avoid GP or FG or modify your hitbox so this is a read you have to make. It is safer for you to stay on the ground honestly because you can punish FG and counter zone staff with gunshot on a good read.
You have multiple options against that as Joker and of much greater reward than Nightwing's. If someone switches to staff at a logical distance at which you'd jump you would use J1 primarily, J3 is a conditioned luxury. Reason being, if Joker has not already made his move then J3 will be way too slow to react to stance switch among all his other bullshit so you want to use J1 which has a cheeky cunt hitbox and amazing frame data to again occupy his space, even if you do not get any significant advantage because of the distance. J1 will not only catch flying grayson but he won't even be considered airborne yet, assuming you keep an eye out for stance switch, as you always should.

You are right that flying grayson will catch Joker sometimes but did he not just force you to make a punishable move for 13%? That flying grayson is at best - and in Joker's face, - enough for a basic INJ2/B1 mixup if he wants or a crossup/non crossup setup, throw etc. Worst case scenario is you whiff and get comboed, losing not only health but the lead possibly. You're pushing a very slow move ( accounting for stance switch frames as well ) just for a little bit of damage and understandably chip and positioning. Meanwhile he gets so much more and has 2 options ( J1/Gunshot ) to just catch anything you do anyway.

J3 on the other hand will catch a groundsparking NW or one who is hesitant. Gunshot will catch anything you attempt other than ducking.

NW zoning also gives him opportunities to move in and out. I can start a block string and push you 3/4 screen away by ending it in mb staff spin mb ground pound (Assuming you block all of it). All together, NW zoning isn't great for braindead patterns like the way GL does air canon ground canon or batman does baterang trait bat baterang. Its harder to zone with NW in general but his options force you into a vulnerable situation no matter where you are on the screen by forcing you to jump or block.

I am totally fine with chipping you out. wing dings does 4% for regular and 5%for mb. SS does 7.5% and gs does 2%. I fine with you blocking all of that.

Once the corner game happens, a read can put me on my butt or full screen again. All this to justify why NW wins midscreen and up close and loses in the corner.

As far as my experience goes, I have played mostly Goomba's alt joker. He is obviously not going to be on your level or emp dark's level either but I use it to find out what works and what doesn't. This is just my opinion.
What you said is correct but you just spent 2 bars trying to keep me out with about 13% chip damage, what does that say when you must resort to that when you already are meter hungry for your air to air conversions, pushblocks and occasional MB B3 vs max range D2s?

Imagine a character who gets easier frametraps, chases you easier than you him, has 100% corner combos, one combo equals corner, has a faster projectile, has faster and longer footsies, dominates the air to the point of you being unable to trip guard unless far away with projectiles and then imagine nightwing trying to spend 2 bars and make flying grayson reads while balancing on 3 forks just to send him fullscreen once. Your zoning is good and does require a brain but it just isn't what gives a patient Joker problems because you have no magic timer that will passively beat Joker like Sinestro, Aquaman, Zod etc. You just don't have any cheap bullshit that he has to deal with.
 

Amplified$hotz

I like Tekken 8
1 - True, that is your basic zoning gameplan to catch someone jumping.

2 - You're not + enough unless he's jumping from outside of jump distance right in your immediate sweep range where you B2 check for free, at that range Joker is halfway in so it's not recommended to jump. Joker should never jump outside of immediate jump distance and sweep distance depending on the stance. Escrima has a very low profile backdash which Joker has a ridiculously difficult time clipping with J3 which means that Joker is very reluctant to jump from that distance and will be looking for an opening to walk or dash forward into a better range.

3 - You won't do that because, as mentioned above, nightwing escapes for free with his backdash so you might as well occupy and defend ground with J3 since it makes no difference whether you whiff the J3 or not. Ground spark lowered hitbox frames render NW safe from J3 from just outside jump distance which I need to clarify further. If you dash under a Joker it means you already have him desperate enough to jump from that distance when you're in escrima which he should not be doing unless he's got a good read

Let me define "jump distance". Jump distance for 90% of this game's characters is what you'd imagine as the standard air normal distance. Joker's reaches farther and the effective reach is very large. Jump distance for Joker is his J2 with J3 having more range, J3 in that sense is very easy to become a scrub crutch to desperately try to get hits which is slightly outside the distance you're thinking he will jump in your post. In reality, unless you've already made a read or backdashed, Joker's 8f J1 is already +1 at total jump frames that even Flash cannot react with DP unless previously buffering.

Your main mindgame after a whiffed J3 is the standard B2 check or forward dash throw/string/whatever. In that case Joker MUST respect the B2 UNLESS he does the crowbar on the very last frames of the jump which cancels a lot of his recovery frames e.g when you're doing a last few frames air attack and it has barely any active and recovery frames.


You have multiple options against that as Joker and of much greater reward than Nightwing's. If someone switches to staff at a logical distance at which you'd jump you would use J1 primarily, J3 is a conditioned luxury. Reason being, if Joker has not already made his move then J3 will be way too slow to react to stance switch among all his other bullshit so you want to use J1 which has a cheeky cunt hitbox and amazing frame data to again occupy his space, even if you do not get any significant advantage because of the distance. J1 will not only catch flying grayson but he won't even be considered airborne yet, assuming you keep an eye out for stance switch, as you always should.

You are right that flying grayson will catch Joker sometimes but did he not just force you to make a punishable move for 13%? That flying grayson is at best - and in Joker's face, - enough for a basic INJ2/B1 mixup if he wants or a crossup/non crossup setup, throw etc. Worst case scenario is you whiff and get comboed, losing not only health but the lead possibly. You're pushing a very slow move ( accounting for stance switch frames as well ) just for a little bit of damage and understandably chip and positioning. Meanwhile he gets so much more and has 2 options ( J1/Gunshot ) to just catch anything you do anyway.

J3 on the other hand will catch a groundsparking NW or one who is hesitant. Gunshot will catch anything you attempt other than ducking.


What you said is correct but you just spent 2 bars trying to keep me out with about 13% chip damage, what does that say when you must resort to that when you already are meter hungry for your air to air conversions, pushblocks and occasional MB B3 vs max range D2s?

Imagine a character who gets easier frametraps, chases you easier than you him, has 100% corner combos, one combo equals corner, has a faster projectile, has faster and longer footsies, dominates the air to the point of you being unable to trip guard unless far away with projectiles and then imagine nightwing trying to spend 2 bars and make flying grayson reads while balancing on 3 forks just to send him fullscreen once. Your zoning is good and does require a brain but it just isn't what gives a patient Joker problems because you have no magic timer that will passively beat Joker like Sinestro, Aquaman, Zod etc. You just don't have any cheap bullshit that he has to deal with.
Very Well written. I'm glad you cared enough about the game for this write up.