Cat
This guy looks kind of tuff...
***VIDEOS ON 2ND POST BELOW**
I'll be posting all types of videos on here. Anyone else is welcome to post stuff as well.
I'll take all types of suggestions on him as we'll as I'm trying to get use to his style and develop a good strategy.
Look at the video below for a nice set between my Joker and Scar's Killer Frost.
So far my tips on joker are as follows
-jump 3 has amazing range and can beat out many air to airs from a distance. Jumping in with this at a range where it hits at Max range makes it difficult to anti air for your opponents and allows you to get some pressure in.
If you get a hit with it. D1 into flower is a good follow up combo. Still working on getting more.
-ending combos with sweep.
Sweeps are untechable. So your opponent cannot roll back and avoid the teeth set ups with jump ins.
Right after sweep knock down you can go for a unbigious (spell check someone?) cross up with his j2 or even j3. It tends to beat out wake ups as well. Since they aren't allow to wake up right away.
Setting up teeth right after knock down and baiting unsafe wake ups is also a good set up as teeth recover very fast.
You can also go for a grab right after and even if they tech it. The teeth will get them.
You can also go for pressure with f2,1 where the second part is overhead to combine with the teeth. Or even go for a b2 as well.
If you expect a wake up and have meter. Going for a f3 with armor can also cause some serious damage. And gives a follow up combo.
- the corner is jokers friend.
Knocking down in the corner after a combo with 3,2,3 (cancel the first stab of the last hit into teeth) can set you up for a unblockable with a jump 2. Since your opponent cannot roll back he can't avoid the set up all together.
A lot of times opponent gets antsy and wakes up and tries to jump out.
That's when jumping back with j3 comes into handy as its range will knock them back into the corner and if your lucky cause the teeth to pop them up for a good combo into another teeth set up.
So many set ups can be done in the corner an I'm still working on a ton. Using b3 or f3 with armor for ppl who wake up can also be effective.
-b1,3
The second part of this string crosses up the opponent on block and they must block the opposite way standing up right after the low. Very effective and if you space it right it will hit in front at times.
Very good string to do in the corner after a teeth set up as well.
-neutral jump 3
Very good for stopping opponent from jumping it at a distance. If you feel a jump coming. Neutral jump 3 is a good way to stop them since it has amazing range.
Neautral jump 2 is also good at a closer range after a knockdown or in between some pressure. If your opponent does a poke or a string that whiffs under your jump. You will get a full combo punish. If you watch street fighter this is used a lot to beat out grabs and certain strings.
My current combos include:
J2,3,db2,MB,b3, j2 3,2,3,flower (or teeth if near corner)
J23,db2 , MB,B3,j3(must jump right after b3 but wait a bit before hitting them with j3) into d3 (sweep. )
No meter. I usually go for j2,2,1,2, flower.
UPDATED WITH GAMEPLAY VIDEO.
I'll be posting all types of videos on here. Anyone else is welcome to post stuff as well.
I'll take all types of suggestions on him as we'll as I'm trying to get use to his style and develop a good strategy.
Look at the video below for a nice set between my Joker and Scar's Killer Frost.
So far my tips on joker are as follows
-jump 3 has amazing range and can beat out many air to airs from a distance. Jumping in with this at a range where it hits at Max range makes it difficult to anti air for your opponents and allows you to get some pressure in.
If you get a hit with it. D1 into flower is a good follow up combo. Still working on getting more.
-ending combos with sweep.
Sweeps are untechable. So your opponent cannot roll back and avoid the teeth set ups with jump ins.
Right after sweep knock down you can go for a unbigious (spell check someone?) cross up with his j2 or even j3. It tends to beat out wake ups as well. Since they aren't allow to wake up right away.
Setting up teeth right after knock down and baiting unsafe wake ups is also a good set up as teeth recover very fast.
You can also go for a grab right after and even if they tech it. The teeth will get them.
You can also go for pressure with f2,1 where the second part is overhead to combine with the teeth. Or even go for a b2 as well.
If you expect a wake up and have meter. Going for a f3 with armor can also cause some serious damage. And gives a follow up combo.
- the corner is jokers friend.
Knocking down in the corner after a combo with 3,2,3 (cancel the first stab of the last hit into teeth) can set you up for a unblockable with a jump 2. Since your opponent cannot roll back he can't avoid the set up all together.
A lot of times opponent gets antsy and wakes up and tries to jump out.
That's when jumping back with j3 comes into handy as its range will knock them back into the corner and if your lucky cause the teeth to pop them up for a good combo into another teeth set up.
So many set ups can be done in the corner an I'm still working on a ton. Using b3 or f3 with armor for ppl who wake up can also be effective.
-b1,3
The second part of this string crosses up the opponent on block and they must block the opposite way standing up right after the low. Very effective and if you space it right it will hit in front at times.
Very good string to do in the corner after a teeth set up as well.
-neutral jump 3
Very good for stopping opponent from jumping it at a distance. If you feel a jump coming. Neutral jump 3 is a good way to stop them since it has amazing range.
Neautral jump 2 is also good at a closer range after a knockdown or in between some pressure. If your opponent does a poke or a string that whiffs under your jump. You will get a full combo punish. If you watch street fighter this is used a lot to beat out grabs and certain strings.
My current combos include:
J2,3,db2,MB,b3, j2 3,2,3,flower (or teeth if near corner)
J23,db2 , MB,B3,j3(must jump right after b3 but wait a bit before hitting them with j3) into d3 (sweep. )
No meter. I usually go for j2,2,1,2, flower.
UPDATED WITH GAMEPLAY VIDEO.