Let's discuss it all here. I'll update the OP with new info and corrections as we go. Please be specific with timings/spacings so we can get this as solid as possible.
***NOTE: This is a compilation of 'tech' put together by the whole TYM Joker community***
(Also, if you want to be credited with something here, let me know, otherwise we will consider all of these 'community' intellectual property)
Thanks to StevoSuprem0 for testing/refining and putting together an excellent compilation of what patch 1.06 has to offer. Like every post this fellow makes and give him an internet while you're at it. Also, don't forget to watch the whole thing, as in the very end there is a new secret 3000% dmg meterless infinite submitted by Bom Trady himself! enjoy!
*** The basic idea for OTGS is that MB and regular Crowbar put the opponent into an OTG state, meaning that certain specials/normals can hit them out of wakeup moves and supers, completely nullifying them/beating them outright or immediately reset them into standing/crouching block stun if they do not use a wakeup move. This applies even to non-physically hitting wakeups like Teleports. A great way to keep teleporters stuck to the ground and totally remove that option from their game. Crowbar's OTG properties are not new to this patch, they have always been around but the MB Crowbar gives more frame advantage on hit now, giving room for new possibilities.**
* General rule of thumb is that whatever can OTG midscreen should OTG in the corner but not the other way around*
Crowbar can be followed up with: b1, d2, d3, crowbar, 3Mb Crowbar can be followed up with: b1, d2, d3, crowbar, 3, b3, f3, rlg-Crowbar allows time for 10 frame or slower wakeups to get stuffed by double dashing followed by a B1 midscreen i.e. Lantern or Black Adam but not faster wakeups like Lex
-MB Crowbar allows for D3 and B1 to OTG midscreen after one dash (d2, 3, b3/f3 yet to be determined as universal although they may work against certain characters)
-MB Crowbar allows for Rolling Laughing Gas to OTG done immediately after MB Crowbar
-MB Crowbar allows for an OTG with Crowbar again performed after one dash
-MB Crowbar allows for a crossup j2 performed immediately after two dashes that will stuff/punish some wakeups
-MB Crowbar in the corner allows for an OTG combo (not a reset like the other OTGs mentioned) with B3 in corners with transitions. F3 just OTGs like usual.
-OTG setups now lend viability to j3, b1, Crowbar/MB Crowbar combo
-MB Crowbar midscreen > d2 > either MB Rolling Laughing Gas (low) or Crowbar (high) gives us a midscreen 50/50 that cannot be woken up against. Ghetto and reactable, but still somewhat viable nonetheless. - Dr Jackal
-MB Crowbar in the corner gives time to throw out teeth and follow up with a b1,3 OTG and a combo back into MB Crowbar to loop the setup. MB Crowbar builds about a 1/5 of meter, so if you start off with 2 bars, an optimized loop should build enough for at least a third loop. First posted by Zino more discussion here: http://testyourmight.com/threads/ne...loop-100-guaranteed-death.38388/#post-1159517
-MB Crowbar > teeth > D2 > Crowbar is possible in the corner and makes blocking the teeth + overhead crowbar much more difficult than the B1,3 setup. If they don't attempt to block, it knocks them out of the corner. Refer to the video for an illustration of what exactly goes on here. -@Qwark28
-For the MB Crowbar>teeth>B1,3 setup, Gilbagz noted that it's more like Doomsday's earth shake attack. It's easier to block, less of an unblockable and more of a kind of hard-to-blockable:
AK elitegoomba ass tagged.
Let me know who else to tag.