That's true, but I prefer the setups that D2>Teeth gives, even though it is a bit unsafe. That said mixing both of those options up is where it's at.Just cancels d2 into flower and is +4 on block.
we as a whole believe that there are better ways to help joker, he needs a way to get in and increase his mobility, the crowbar buff will be a bit helpful when it comes to that part.Random thought: what if Joker had a high and low gun as well as his normal bang?. I know the animations are locked in and can't be changed, but the animations for joker's MB'd high and low canister could be easily used by NRS to produce my desired results. This could help with Joker being out zoned. Maybe I am just frustrated from tonight's online play where I got shell 15-0 by a solid Black Adam lost to a GL a few times and to Supes quite a bit. I am just tired of the bs zoning that joker can't get in on. With an upward and downward angled gun I think Joker could at least keep people honest. Give the dash cancel for both high and low angled guns and joker would be tournament viable. Once again, just a random thought.
nope, he doesnt win anything and i do hope we get actual buffs lol.So I decided to pick up Joker as my 2nd as he my favorite DC villain. Trying to find out how to play him effectively. Zoning full screen does seem ok to do but after awhile they will duck the hit. So then you have to rush down. His main gameplan im assuming revolves around teeth set ups. Are they also good for keeping rushdown out? Not sure but that what I been using.
I been looking over The Joker forum looking at some techs I can use. I thank you Qwark28 for putting all this together for Joker players. Does he have any winning match ups?
Also will the Joker buffs coming help him in anyway? I do hope Joker gets more buffs then those we saw Ed Boon post. What buffs would help him? Able to combo off of B1 with low laughing gas? Faster start up on air laughing gas?
Also I think he has really good damage output. He can do up to 55% from what I been doing midscreen without any meter.
Yeah those Joker buffs we saw weren't too impressive so I hope there are more and not another parry buff lol.nope, he doesnt win anything and i do hope we get actual buffs lol.
buffs thatd help would be f2 being an overhead and him having some increased mobility via dashes or some better advantage on gunshots. a gunshot vs people with slow projectiles is a free dash in but not vs chars like deathstroke.
b1 rlg would just leave him still unab;e to open people up.
Bummer. At least they're still hard-to-block-ables.
Unblockables do exist, have you tested this with 213 instead? I know all strings that don't have hard knockdowns and are cancelled with teeth are wonky.Guys was labbing today. Found some pretty wierd crap.
There is literally no such thing as an unblockable.
Off my current corner set up combo (opener ex rlg d2 teeth j2 teeth 3,2 teeth 3,2 teeth - j3)
If you manage to just frame the jump in with low teeth, there are a few scenarios which arise.
a) They block low. If they block low they block the entire thing and get out of the set up however they take full damage from the jump in and chip from teeth. With j3 and low teeth this amounts to 13.88% damage. Overall they remain in block stun though.
b) If they block high, they take 0.36% from the j3 and 7% from the teeth. but they get launched.
c) If they dont do anything they take 18% altogether (7 from the teeth and 11 from the j3) and get launched for a combo.
Whats interesting is if they try to block the 'unblockable' high low they get launched. But if they commit to low block they take about 14% but are able to block.
From this it looks like it is better to use the standard late teeth timing. With proper practice you can minimise the gap between the the jump in and the teeth. Even though it is technically blockable now, it is so hard to block the damage potential is much higher.
If people do start to catch on to this and commit to crouch block though, we can always delay our jump in to get a full combo with j2 instead.
Nothing major major but interesting stuff regardless.
I have a vid i'll upload later. Its a crappy phone cam vid, I couldnt be bothered grabbing the capture card.
Tl;dr: unblockables do not exist. By seperating the j2/j3 and teeth, it becomes much closer to an unblockable.
StevoSuprem0
Qwark28
laudanum09
Sorry for not tagging everyone else. Its late.
you're ass broguys I've found a serious mixup off of b1. on fortress of solitude menagerie with your back to the wall the interactable is a buttsplash like b13. so now your opponent will have to guess between b1 butt splash.... and b1..... delayed buttsplash. joker top 5?
lol yeah i know i said it was nothing majorUnblockables do exist, have you tested this with 213 instead? I know all strings that don't have hard knockdowns and are cancelled with teeth are wonky.
A move does not need to hit at the same time as the other to be an unblockable, it just has to be ridiculously close to being one, when someone can't block it because there is no consistent hard to get timing by the Joker player, it's unblockable, when the mixup is too fast for a human to transition from back to down it's unblockable.
IMO this does not change Joker's corner game one bit.
Yeah that's what I was thinking it would come down to as well- at some point, people literally cannot transition their input from back to down. But even above that point, a few frames is still VERY tough to pull off as well. His difficult to block / unblockables / whatever are safe. It's getting them there that's the problem. Commmeeee onnnnnnnnn patch. Daddy needs a new pair of buffs.lol yeah i know i said it was nothing major
Was just something funny I found