Basically any combo string you have when you approaching the corner, IF they won't be able to techroll out of your teeth placement, end in d2 xx teeth and go into whatever followup setups you'd like (mb f3, j2/3, etc) that produce the hard-to-block overhead-low hit. There won't be time for them to try to jump out, so it limits their options to wakeups and blocking, and your choice of which overhead option you use will determine whether their wakeup lets them escape (Doomsday's Venom, for instance, can rush him out of the corner if you go for a jump2/3 due to immunity, but will be stopped by a mb f3). Thus, matchup knowledge is crazy important for Joker, especially now with the OTG business in the corner adding another dimension to this when you catch them with crowbar.