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THE JOKER official Combo Thread: Lets put a smile on that face

SunLord5

Dualshock 2 User
* = extra automatic hit
1=Light
2=Medium
3=Heavy
xx=Cancel
Mb=Meterburn
b=Back
f=Forward
d=Down
ji=Jump in
nj=Neutral Jump, i.e. nj3 = jump straight up and heavy attack.
I=Interactable

ji2, 32* xx Mb RLG, b+3, ji2, 32* xx Acid Flower. (44% 12 hits, no teeth to block, Joker's Basic BnB)
ji2, 32* xx Mb RLG, b+3, d+2 xx far teeth, ji2, any range teeth, 3 xx Acid Flower, 3 xx Acid Flower. (48% 15 hits, highest damage BnB)
ji2, 32* xx Mb RLG, b+3, d+2 xx far teeth, ji2, far teeth, 3 xx Acid Flower, 32 xx Acid Flower. (48% 16 hits)
ji2, 32* xx Mb RLG, b+3, d+2 xx far teeth, f23 xx far teeth, 3 xx Acid Flower, 3 xx Acid Flower. (47%)
ji2, 32* xx Mb RLG, b+3, ji3, 32* Acid Flower. (12 hits 46%)
ji2, 32* xx Mb RLG, b+3, d+2, f23 xx far teeth, 1 xx Acid Flower (41%, 13 hits, blockable reset)
ji2, 32* xx Mb RLG, b+3, d+2 xx far teeth, 21 xx far teeth, f23 xx far teeth, b1 xx Acid Flower. (43%, 16 hits, blockable reset)
ji2, 32* xx Mb RLG, b+3, ji2, d+3 (39%, after this ji1/ji2 hits them in the back and ji3 hits them in the front, 50/50)
ji2, 32* xx Mb RLG, b+3, ji3, d+3 (41%, after this ji1/ji2 hits them in the back and ji3 hits them in the front, 50/50)
ji2, 32* xx Mb RLG, b+3, ji2, 323. (42%, hard knockdown)
ji2, 32* xx Mb RLG, b+3, ji2(or ji3 for +2%), 212 (41%) and you get a free Laughing Gas (Db 1) for 2% on block or 9-21% on hit/Mb->Gunshot. (Thanks to Jack White) Doesn't work on batgirl. Works best on Doomsday.

combo with most damage after blockable reset: b+3 ji2 32* xx Acid Flower (34%)
ji2, 3 xx Mb RLG, b+3, d+2 xx far teeth, ji2, far teeth, 3 xx Acid Flower, 32 xx Acid Flower. (47% 14 hits, cancel 32 before the 3rd hit)
ji2, 3 xx Mb RLG, b+3, d+2 xx far teeth, 21 xx far teeth, b+1 xx Acid Flower (40% 11 hits)
ji2, 3 xx Mb RLG, b+3, d+2 xx far teeth, f23 xx far teeth, 3 xx Acid Flower (41% 11 hits)
ji2, 3 xx Mb RLG, b+3, d+2 xx far teeth, 21 xx far teeth, f23 xx far teeth, b+1 xx Acid Flower (42% 14 hits)
ji2, 3 xx Mb RLG, b+3, d+2 xx far teeth, f23 xx far teeth, 213 (41%)
ji2, 21* xx Mb RLG, b+3, d+2 xx far teeth, ji2, far teeth, 3 xx Acid Flower, 32 xx Acid Flower. (43% 16 hits, no teeth to block)
ji2, 21* xx Mb RLG, b+3, d+2 xx far teeth,21 xx far teeth, 2 xx Acid Flower. (37% 13 hits, blockable reset)
ji2, 21* xx Mb RLG, b+3, d+2 xx far teeth,21 xx far teeth, 3 xx Acid Flower. (38% 13 hits, blockable reset)
ji2, 21* xx Mb RLG, b+3, d+2 xx far teeth,21 xx far teeth, f23 xx Acid Flower. (39% 16 hits, blockable reset)
ji2, 2 xx Mb RLG, b+3, d+2 xx far teeth, ji2, far teeth, 3 xx Acid Flower 32 xx Acid Flower (43% 14 hits, no teeth to block)
ji2, 2 xx Mb RLG, b+3, d+2 xx far teeth, ji2, far teeth, 2 xx Acid Flower (37% 10 hits)
ji2, 2 xx Mb RLG, b+3, d+2 xx far teeth, 21 xx far teeth, b+1 xx Acid Flower (36% 11 hits)
ji2, 2 xx Mb RLG, b+3, d+2 xx far teeth, ji2, far teeth, 32* xx Acid Flower (39%, 13 hits no teeth to block)
ji2, 2 xx Mb RLG, b+3, d+2 xx far teeth, 21 xx far teeth, f23 xx far teeth, b+1 xx Acid Flower (38%)
ji2, 2 xx Mb RLG, b+3, d+2 xx far teeth, 21 xx far teeth, 21 xx far teeth, b+1 xx Acid Flower (38%)
ji2, 2 xx Mb RLG, b+3, d+2 xx far teeth, 21 xx far teeth, 212* xx gun (39% 15 hits fullscreen knockback)
ji2, 2 xx Mb RLG, b+3, d+2 xx far teeth, 21 xx far teeth, f23 xx far teeth, b+13(3 whiffs)

JI2, 2 xx MB RLG, high-hitting B+3, D+2 xx Far teeth, 2 xx BF+2, B+3, D+2 xx Far teeth 2 xx BF+2, B+3, ji2, sweep, ji1 32* xx Acid Flower. (100%, Blockable resets)
This is a good combo for training your muscle memory to do Joker combos. Hits low first.

Using Teeth mid screen on people who only duck...
JI2, 2 xx MB RLG, high-hitting B+3, JI2, low-hitting D+2 xx Far Teeth (32%), JI3, Far Teeth, Ji2 Far Teeth Ji2 Far teeth 32* Acid Flower (48%)
(Hits Overhead then Low, but they can run away with roll, or armor out) Very swag combo though.
b+3 or Mb b+3 ji2 32* xx Acid Flower (30%, 6 hits)
d+2 xx far teeth, ji2, far teeth, 3 xx Acid Flower, 32* xx Acid Flower. (34%)
d+2 xx far teeth, ji2, far teeth, ji3, b+3, 32 xx Acid Flower (34%)
ji2 (delay) xx Mb RLG b+3, b+3 (31%) Best combo during the 2nd bar.
ji2 (delay) xx Mb RLG b+3, f+3 (31%) Sometimes places them behind you.
ji2 (delay) xx Mb RLG, MB RLG , b+3, b+3 (36%) Good to finish them if you have extra meter.
JI3 b+1 xx Acid Flower (21%, 3 hits)
JI3 2 xx Acid Flower (22%, 3 hits)
JI3 f23 xx Acid Flower (23%, 4 hits, places them closer than other options)
JI3 21 xx Acid Flower (24%, 4 hits, places them closer than other options)
JI3 32* xx Acid Flower (29%, 5 hits)
JI3 b13 (20%, 3 hits, random result)
Nj2, 11 xx Mb RLG, b+3, d+2 xx Far Teeth, Ji2, Far Teeth, 3 Acid Flower, 3 Acid Flower (42%, 14 hits)
Nj2, 11 xx Mb RLG, b+3, ji2, 32* xx Acid Flower (38%, 11 hits)
Nj2, 11 xx Mb RLG, b+3, ji2, d+3 (33%, 8 hits, allows for 50/50 combo opportunity with ji1/ji2: both cross up & ji3: frontal hit)
Nj2, 113 xx Crowbar (21%, 7 hits)
Nj2, d+1 xx Crowbar (16%, 5 hits)

possible after d+1
Nj2, 2 xx Mb RLG, b+3,
far teeth, JI2, far teeth, JI3, far teeth, JI3, b+3, 32* xx Acid Flower (53%, 11 hits)
far teeth, JI3, far teeth, NJ3, b+3, 32* xx Acid Flower (48%, 9 hits)
far teeth, ji3, far teeth, ji3, far teeth, 21 xx far teeth, 32 xx mb crowbar (53%)
far teeth, ji3, far teeth, ji3, far teeth, 21 xx far teeth, 32 xx Flower = 51-52% (makes them stand close or knocks them down depending on height)
far teeth, ji3, far teeth, ji3, far teeth, 21 xx far teeth, 32* xx Flower (52%)
far teeth, ji3, far teeth, ji3, far teeth, 3 xx Flower (42%, blockable reset)
far teeth, ji3, far teeth, ji3, far teeth, 3 xx Pistol (42/45% depending on where teeth hits)
far teeth, ji3, far teeth, ji3, far teeth, 3 xx Mb Crowbar (45-49%)
B+3, ji2, 32 xx Acid Flower (30%, 6 hits, best range AA too)
ji2, f21, dash, throw (27% and your choice of positioning. Don't mash anything or it will come out slower. I cannot 2 frame super out of this as superman when it's done right, and it isn't hard to do.)
ji2, 32* xx Acid Flower (25%)
ji2, 21* xx Acid Flower (21%)
D2, F232 xx Acid Flower (16%)
F232 xx Flower (17%)
ji2 32* xx Mb RLG, ji2, 32 xx Acid Flower (41%, 11 hits)
ji2 32* xx Mb RLG b+3, (Let Opponent Pass Overhead), ji2, 32 xx Acid Flower (44%, 12 hits)
ji2 32* xx Mb RLG b+3, Stage Transition (about 44%)
ji2, 3 xx Mb RLG, Close teeth, d+1, d+1 xx Close teeth, ji2, Close Teeth, 3 xx Acid Flower, 32 xx Acid Flower (54%, Check4900's combo, ultra hard)
ji2, 32* xx Mb RLG, ji2 212* xx Close Teeth -> f+3 NJ3 32* xx Acid Flower (55-70%, blockable and there's ways out)
ji2 32* xx Acid Flower (25%)
ji2 323 xx close teeth
B+3, (Let Opponent Pass Overhead), ji2, 32 xx Acid Flower (30%)
Close Teeth, ji2, 32 xx Acid Flower (33%)
ji2 113(15%) xx close teeth (blockable reset) f+3 NJ3 32* xx Acid Flower (34%)
D2, 32 xx Acid Flower (18%)
B+3, (Let Opponent Pass Overhead), ji2, 32 xx Acid Flower (30%)
Close Teeth, ji2, 32 xx Acid Flower (33%)
21* xx I, ji2, 32* xx Acid Flower (35%, 10 hits)
32* xx I, ji2, 32* xx Acid Flower (39%, 10 hits)
32* xx Mb RLG, b+3, 2 xx I, ji2, 32* xx Acid Flower (46%, 14 hits)
21* xx Mb RLG, b+3, 2 xx I, ji2, 32* xx Acid Flower (42%, 14 hits)
Note: 2+1 can be substituted for I
End any combo in Sweep dash Throw (Combo damage + 11%)
Far Sweep, dash, throw (7%+11% and unclashable)
No throw setup is guaranteed, they can tech it, wake up, etc. Sometimes it's a good option though.
 

Jack White

The Clown Prince of Crime
How do you guys feel about this combo?:

J2, 32, RLG-MB, B3, J2, 212, LG

Does around 40%, you launch the gas immediately after you do the combo so that on wake up, your opponent is pressured for free by the projectile. If they don't tech roll it, some characters can duck under it (but you can detonate it over their heads for some chip), and depending on the enemy's hit box, there are ways dodging the attack. Lastly, long range supers can punish it. However there are many benefits:

*No one expects an attack to reach you right as you wake up from a combo string. You'd be surprised at how effective this is.
*If the opponent blocks, that's a nice bit of chip damage, even more if you meter burn (about 3% damage I believe).
*If they get hit, that's a free 9% damage, 21% if you meter burn (explosion, ground bounce, gun shot).
*It catches tech rolls too.
*Hit confirmable which is really helpful. If you're going into the corner with a 212 combo, you can actually choose to instead cancel into teeth which can lead to some tricky set ups.

You can do the exact same thing with RLG at the end instead of LG since it hits low, but I'd recommend otherwise. Why? Well, LG does more damage, LG gives you way less time to jump over it, (and some characters flat out can't) and LG is just so much more jarring to see from other people. Players I face are legitimately confused by it for whatever reason. When I do RLG they just think to block low instead of giving them room to make a mistake.

The match up I find this to be the most effective against is Doomsday. He is too big to avoid it easily and Doomsday players generally don't think. Often, you'll see them try to immediately do a wake up Super Nova and this beats them outright. This also beats out a lot of full screen wake up options, but unfortunately not Batgirl's lol.

I don't know how effective this will be in competitive play but I can tell that this works very well online. This is something I actually found out from fighting a CPU at Very Hard difficulty and checking out some of his tactics. People just never expect the laughing gas...
 

lorenzo

Noob
That's one of the setups that I posted a while back. You can also do similar stuff with other strings. Is a really good setup, but you could also go for joker vortex.
 

SPECTRELIGHT

F, D, F + HP
Best out of all the 100 combo threads made. We should get this stickied.
Finally, an organized list of Joker combos. This helps, a lot.
SERIOUSLY!!!

Somehow, we need to combine all of the Joker Combo threads into this one or Cat's, sift through any fake set-ups, bad combos, etc. and get a mod to sticky it. Having too many combo threads is a joke, a bad joke. :joker:

Thanks SunLord5!!!
 

SPECTRELIGHT

F, D, F + HP
Videos are great learning tools. Personally, I like having packets of info in front of me when I am in the lab as it is easier to train. I feel like pulling a Bill Maher and making a new rule:
You must notate your Joker video combos...
 

AA25Mamba

Batman, Scarecrow, Bane
I do too. Joker is character I'm working on now. I'm just trying to get a few go to combos and a sound strategy with him. I've spent the last two days sifting through the info on here.
 

SPECTRELIGHT

F, D, F + HP
Prima Guide Combos, For Tits and Wiggles... (Pre-Patch) - Please do NOT credit me for these...

Open Space, Meterless:
D2, F232~BF2 - 16%
F232~BF2 - 17%
DB3, ji2, 32~BF2 - 30%
B3, ji2, 32~BF2 - 34%

Open Space MB:
D2~DB2 MB,B3,23~BF2 - 26%
11~DB2 MB,B3,ji2, 32~BF2 - 34% (Doesn't work on Bane, Doomsday, Solomon Grundy or Lex Luthor)
ji2, F23~DB2 MB,B3, ji2, 32~BF2 - 38% (Doesn't work on Bane, Doomsday, Solomon Grundy or Lex Luthor)
ji2, 3~DB2 MB, B3, ji2, 32~BF2 - 43%

Corner Meterless
D2, 32~BF2 -18%
B3, (Let Opponent Pass Overhead), ji2, 32~BF2 - 30%
DB3, ji2, 32~BF2 - 33%

Corner MB
11~DB2,ji2,32~BF2 - 32%
ji2, F32~DB2 MB, ji2, 32~BF2 - 36%
ji2, 3~DB2 MB, ji2, 32~BF2 - 40%


SunLord - Translate these to your notation if you wish. For newer Joker players, could you explain Teeth Advantage and No Teeth To Block, etc in the Key/Legend, please?
 

Bolton

Noob
I was really bored one day and came up with a combo that has the (oh so useful) far teeth starter and multiple different endings. I know starting a combo with far teeth > ji3 is very wishful thinking, but you'd at least know what your options are if you ever did land one.

ct(far), ji3, ct(far), ji3, ct(far), . . .
  • . . . , ; , 21(1slash) xx ct(far) 32 . . .
    • . . . (1slash), MB Crowbar = 53%
    • . . . (1slash), Flower = 51-52% (makes them stand close OR knocks them down)
    • . . . (2slash), Flower = 52%
  • . . . , 33, . . .
    • . . . , ct(far) = 48% (safe jump, tested against wakeup Supe's Super)
    • . . . , d3 = 48% (untechable, requires very minor adjustments to timing if miss)
    • . . . , (MB) Crowbar = 49(51)%
  • . . . , 3, . . . (useful if cannot hitconfirm 33 branch)
    • . . . , Flower = 42%, (blockable reset)
    • . . . , Pistol = 42/45% (depends on if it hits the ct(far))
    • . . . , (MB) Crowbar = 45/49%
Working on some ct(far), ji2... but I have NOT been having a lot of free time lately.

Oh, and there's also something I like to do despite it being inconsistent.
ji3, b13 = 20% (untechable, produces a seemingly random result)
 

SunLord5

Dualshock 2 User
Really? It doesn't work well for me vs a computer on very hard. Doomsday shoulder charges it, joker crowbars or gun shot after it, etc.

Akuma has a vortex? He's definitely the badass of Street Fighter. Maybe I'll play Street Fighter on next gen if I get a stick or hitbox for it. It seems impossible to do complicated things with 8 directions on controller pad. Maybe SF will make an alternate controls to switch to 4 directions someday, lol.
 

SunLord5

Dualshock 2 User
Does anyone know any interactable combos that continue off an interactable?

I changed teeth advantage to read as blockable reset. That just means you get a free combo if they don't block low at the end of your combo. Nobody mediocre is going to get hit by it, but it is highly abusable against someone that doesn't know how to block it. There are some combos with the electric wires in the bat cave, but the damage isn't any different from regular ones.
 

laudanum09

Darling
I actually find alternate controls extremely sensible coming from an SF background. D,F + button seems like it's too simple to be good but it is.

Also keep in mind computer is granted extra wakeup invincibility frames in practice mode so it might apply to CPU too. If you wanna test reversals against setups, record Joker as AI and defend as your opponent.

Also, Akuma has a nasty vortex but not too bad. Cammy and Seth's are worse IMO but they're worse characters overall. Akuma has options no matter what and how he is playing.

SF is a pretty good game as a pure fighter but I just have come to despise Capcom and their backwards game design philosophy overall. Dated story modes, options and extras. Barebones game that gets updated every 6 months to a year and charges you for balance updates. No story mode or extra stuff like unlockables, ancient button config system to boot.
 

SunLord5

Dualshock 2 User
Ah I didn't think about that. They shouldn't give CPU extra invincibility so that we have to record. I like Akuma's afterimage move ^^. I didn't play SF much though because I have no stick and I don't own the game. Pad+SF = unreliable... why do they make a game that requires a stick I'll never know.
 

laudanum09

Darling
Ah I didn't think about that. They shouldn't give CPU extra invincibility so that we have to record. I like Akuma's afterimage move ^^. I didn't play SF much though because I have no stick and I don't own the game. Pad+SF = unreliable... why do they make a game that requires a stick I'll never know.
because Street Fighter has always come out in arcades first. SF4 was no exception and was a console port and technically still is. That's why it's called SSF4 Arcade Edition. Arcades use and have used joysticks forever.

Get a stick is my motto but look at guys like Fanatiq that dominate in marvel of all games with a pad. Wolfkrone plays VIPER for chrissake with a pad.
 
I personally prefer SF-inputs, growing up with Capcom games. NRS really should have put in things like DPs for alternate controls.

It would be really difficult to do an alternate control system for a game like SF using an MK style because some moves are intentionally difficult to balance them. BF could not replace a HCF.

But we are digressing.

Has anyone tried timing a High Gas MB to detonate over an opponent as it passes over, rather than having it aimed right for them at the end of the string?
 

laudanum09

Darling
I actually am thinking about practicing with SF style inputs. It's what I'm used to but b.1 xx flower is so annoying lol.

I wanna try out this high gas tech, maybe there's something there.
 

Cat

This guy looks kind of tuff...
I use sf inputs. Best IMO with joker.

Also for those testing the meaty Gas Tank set ups after combos. Remember check discovered that the AI in training mode is able to wake up faster than you actually can. This can be like 6 frame difference at times.
So make sure to record player 2 as joker and attempt the wake ups yourselves. You will see a huge difference.


Also the B3 teeth set up after a combo is pretty useful in instances where you don't want your opponent Clashing (which they usually do right after the b3 in the combo )
 

TurboTaco

Mexican street vendor
Hi trying to learn Joker today, does anyone have a list of his most practical combos? I'm looking for his best midscreen and corner please. Thanks