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"You're Fired!" -- Joker General Discussion Thread

StevoSuprem0

I'm gonna make this skill gap... disappear.
Qwark28
StevoSuprem0
OnlineRon91
Fromundaman
Gilbagz

So what's the deal with all the stickies and guides?

I can't imagine that any of them are up to date, as a community do you guys want to do anything about this? Make new ones, update the old ones, sticky new stuff?

I think cat is still banned, and I have no idea if he even still gives a shit about this game.

IDK, what are your guys's thoughts on this?
We're in the process of starting to redo things and compile all of the tech and matchup strategies. I just got a capture card and was planning on recording alot of the setups and such, I've just been kinda busy as well (just finished up my thesis and am starting to apply for jobs).
...Cat's banned? The hell happened there lol?
Anyways, I'll take the roll of compiling the teeth setups into a single guide/video, because my old thread is waaaayyy old and basically only covers the unsafe options.
Gilbagz you wanna stick to general combo optimization for damage/wall carry/crowbar OTG setups?
We should probably just convert @OnlineRon91's new zoner thread into a new post 1.06 matchup thread rather than limit it to the zoners since we're gonna be talking about over half the cast anyway and going into what to do once we get past their zoning.
That sound good?
 

Gilbagz

Joker here~
We're in the process of starting to redo things and compile all of the tech and matchup strategies. I just got a capture card and was planning on recording alot of the setups and such, I've just been kinda busy as well (just finished up my thesis and am starting to apply for jobs).
...Cat's banned? The hell happened there lol?
Anyways, I'll take the roll of compiling the teeth setups into a single guide/video, because my old thread is waaaayyy old and basically only covers the unsafe options.
Gilbagz you wanna stick to general combo optimization for damage/wall carry/crowbar OTG setups?
We should probably just convert @OnlineRon91's new zoner thread into a new post 1.06 matchup thread rather than limit it to the zoners since we're gonna be talking about over half the cast anyway and going into what to do once we get past their zoning.
That sound good?
Sounds good i could do that
 

Fromundaman

I write too much.
Yeah, we definitely need to consolidate and organize these forums. That said not sure I really have the time or will to rewrite all of it myself, but if you have one aspect in particular you'd like me to cover I can do that.

just found some shit

32 on hit into teeth - completely safe
323 on hit into teeth - -6
21 on hit into teeth - completely safe

and thats with lightning uppercut reversal, now imagine characters who dont have a flying uppercut, wont yolo one on reaction and have anything close to it
Yeah, 21 teeth is safe on hit and I believe on block too. I usually do 21 far teeth then follow it with a J3, flower or crowbar depending on what I think they're going to do.
 

Qwark28

Joker waiting room
Yeah, we definitely need to consolidate and organize these forums. That said not sure I really have the time or will to rewrite all of it myself, but if you have one aspect in particular you'd like me to cover I can do that.



Yeah, 21 teeth is safe on hit and I believe on block too. I usually do 21 far teeth then follow it with a J3, flower or crowbar depending on what I think they're going to do.
not on block
 

OnlineRon91

Joker++
We're in the process of starting to redo things and compile all of the tech and matchup strategies. I just got a capture card and was planning on recording alot of the setups and such, I've just been kinda busy as well (just finished up my thesis and am starting to apply for jobs).
...Cat's banned? The hell happened there lol?
Anyways, I'll take the roll of compiling the teeth setups into a single guide/video, because my old thread is waaaayyy old and basically only covers the unsafe options.
Gilbagz you wanna stick to general combo optimization for damage/wall carry/crowbar OTG setups?
We should probably just convert @OnlineRon91's new zoner thread into a new post 1.06 matchup thread rather than limit it to the zoners since we're gonna be talking about over half the cast anyway and going into what to do once we get past their zoning.
That sound good?

I have to finish an Operating Systems related program, a Data Structures related program, and an Android program all due next week. I feel your pain, I feel your pain.
 

StevoSuprem0

I'm gonna make this skill gap... disappear.
Hmmm...
So I'm messing around in the corner a bit, and think this might be something interesting to add to the arsenal. When you get any variety of corner combo where you are hitting them with 3 xx flower to juggle them on teeth a few times, as you all know, if you time it a little too early, it can reset them on the teeth if they don't hold down to block (ghetto reset because it's pretty known, but you'll still have them in the corner), and from there you can follow up with d2 xx teeth and start the process all over again. I'm thinking something interesting to start using here is following with a d2 xx teeth even at times when we aren't resetting them, or if we are unsure based on our timing being slightly ambiguous at times. This gives rise to 3 situations:
1. They get reset, and you hit them for another 30% or so, or can go right back into this reset situation.
2. They block low, but are still stuck in a frame trap in most situations/mathcups because the d2 is coming our, which you can cancel into teeth, crowbar, or flower based on whether you think they are gonna block it and how you wanna follow up.
3. This is the interesting one that I'm thinking about. You timed it a little slow for the reset and they stay in the combo, but you still d2 xx teeth. This stands them up ridiculously fast due to the amount of juggling done previously, and I believe will prevent wakeups in most situations unless they mash them out crazy fast. I think this will catch people off guard quite often if used sparingly, and they will have teeth at their feet and can be kept in place with b13, or hit them with a j3/mb f3/whatever the hell else.
Like I said, should be used sparingly, if at all, but I thought it might be useful to milk a little more damage out of some situations and reset them in a way they haven't seen before. Lemme know what you guys think. Not crazy viable, but perhaps a useful tool when people are familiar with our other shenanigans.
 

Qwark28

Joker waiting room
Hmmm...
So I'm messing around in the corner a bit, and think this might be something interesting to add to the arsenal. When you get any variety of corner combo where you are hitting them with 3 xx flower to juggle them on teeth a few times, as you all know, if you time it a little too early, it can reset them on the teeth if they don't hold down to block (ghetto reset because it's pretty known, but you'll still have them in the corner), and from there you can follow up with d2 xx teeth and start the process all over again. I'm thinking something interesting to start using here is following with a d2 xx teeth even at times when we aren't resetting them, or if we are unsure based on our timing being slightly ambiguous at times. This gives rise to 3 situations:
1. They get reset, and you hit them for another 30% or so, or can go right back into this reset situation.
2. They block low, but are still stuck in a frame trap in most situations/mathcups because the d2 is coming our, which you can cancel into teeth, crowbar, or flower based on whether you think they are gonna block it and how you wanna follow up.
3. This is the interesting one that I'm thinking about. You timed it a little slow for the reset and they stay in the combo, but you still d2 xx teeth. This stands them up ridiculously fast due to the amount of juggling done previously, and I believe will prevent wakeups in most situations unless they mash them out crazy fast. I think this will catch people off guard quite often if used sparingly, and they will have teeth at their feet and can be kept in place with b13, or hit them with a j3/mb f3/whatever the hell else.
Like I said, should be used sparingly, if at all, but I thought it might be useful to milk a little more damage out of some situations and reset them in a way they haven't seen before. Lemme know what you guys think. Not crazy viable, but perhaps a useful tool when people are familiar with our other shenanigans.
penis.
 

StevoSuprem0

I'm gonna make this skill gap... disappear.
I think the only word to adequately describe that clip is... delightful. Haha good show old sport... or something.
 

Gilbagz

Joker here~
Hmmm...
So I'm messing around in the corner a bit, and think this might be something interesting to add to the arsenal. When you get any variety of corner combo where you are hitting them with 3 xx flower to juggle them on teeth a few times, as you all know, if you time it a little too early, it can reset them on the teeth if they don't hold down to block (ghetto reset because it's pretty known, but you'll still have them in the corner), and from there you can follow up with d2 xx teeth and start the process all over again. I'm thinking something interesting to start using here is following with a d2 xx teeth even at times when we aren't resetting them, or if we are unsure based on our timing being slightly ambiguous at times. This gives rise to 3 situations:
1. They get reset, and you hit them for another 30% or so, or can go right back into this reset situation.
2. They block low, but are still stuck in a frame trap in most situations/mathcups because the d2 is coming our, which you can cancel into teeth, crowbar, or flower based on whether you think they are gonna block it and how you wanna follow up.
3. This is the interesting one that I'm thinking about. You timed it a little slow for the reset and they stay in the combo, but you still d2 xx teeth. This stands them up ridiculously fast due to the amount of juggling done previously, and I believe will prevent wakeups in most situations unless they mash them out crazy fast. I think this will catch people off guard quite often if used sparingly, and they will have teeth at their feet and can be kept in place with b13, or hit them with a j3/mb f3/whatever the hell else.
Like I said, should be used sparingly, if at all, but I thought it might be useful to milk a little more damage out of some situations and reset them in a way they haven't seen before. Lemme know what you guys think. Not crazy viable, but perhaps a useful tool when people are familiar with our other shenanigans.
lol yeah i've been doing this for a while. Decent for ghetto resets.
Catches people offguard a lot of the time.
The main corner shenanigans I run are:
opener ex rlg d2 teeth j2 teeth 3,2 teeth
Then either
- 3 flower 3 flower for damage
- 3,2 teeth for a meaty teeth set up (can tech roll to ruin timing but most people don't tech roll in the corner). Can then safe jump unblockable j3 against a lot of the cast if you know the timing.
- 3,2 mb crowbar for the otg shenanigans
- 3 flower d2 teeth: If the 3 flower resets based on height you get the combo. If it doesnt the d2 fast restands. If they block, they are standing on your teeth and are forced to make a move. In the restand scenario I like to go straight into the easy to block. The timing doesnt coincide but people who arent ready for it get relaunched a lot of the time.
-
 

Qwark28

Joker waiting room
I usually end in flower then b1 teeth into b13. when they start to interrupt i counter with

parry for pokes

d2 for jumps or air to airs

nj2 sometimes
 

Fromundaman

I write too much.
- 3 flower d2 teeth: If the 3 flower resets based on height you get the combo. If it doesnt the d2 fast restands. If they block, they are standing on your teeth and are forced to make a move. In the restand scenario I like to go straight into the easy to block. The timing doesnt coincide but people who arent ready for it get relaunched a lot of the time.
-
In this setup couldn't you do a B2 to make it a "hard to block"-able that also starts a combo?
Been trying to find ways to work that overhead into my game since it is the fastest one we have, but as of yet all I've found has been to knock them into teeth in the corner.
 

StevoSuprem0

I'm gonna make this skill gap... disappear.
In this setup couldn't you do a B2 to make it a "hard to block"-able that also starts a combo?
Been trying to find ways to work that overhead into my game since it is the fastest one we have, but as of yet all I've found has been to knock them into teeth in the corner.
I would agrue that b13 is technically faster since, though it starts with a low, it catches them in a frame trap and the 3 is tough as hell to block. Same for f21, but f21 doesn't work as well most of the time. Either way though, b2 just doesn't have a whole lot of purpose in my experience. 25 frames of startup gives them time to poke and jump out or something.
 

StevoSuprem0

I'm gonna make this skill gap... disappear.
lol yeah i've been doing this for a while. Decent for ghetto resets.
Catches people offguard a lot of the time.
The main corner shenanigans I run are:
opener ex rlg d2 teeth j2 teeth 3,2 teeth
Then either
- 3 flower 3 flower for damage
- 3,2 teeth for a meaty teeth set up (can tech roll to ruin timing but most people don't tech roll in the corner). Can then safe jump unblockable j3 against a lot of the cast if you know the timing.
- 3,2 mb crowbar for the otg shenanigans
- 3 flower d2 teeth: If the 3 flower resets based on height you get the combo. If it doesnt the d2 fast restands. If they block, they are standing on your teeth and are forced to make a move. In the restand scenario I like to go straight into the easy to block. The timing doesnt coincide but people who arent ready for it get relaunched a lot of the time.
-
Yeah I think we've actually talked about it before now that I think about it, but I kinda forgot all about it... lol oh well.
 

Fromundaman

I write too much.
True, but for B13 they can block low then swap when the overhead hits. At least that one they can't see when it'll hit. That said, I agree, it doesn't really seem to have much use at all... I keep trying to find something for it though; maybe someday I'll succeed.
 

Gilbagz

Joker here~
True, but for B13 they can block low then swap when the overhead hits. At least that one they can't see when it'll hit. That said, I agree, it doesn't really seem to have much use at all... I keep trying to find something for it though; maybe someday I'll succeed.
nah guys this set up is super super gimmicky
(i cant really talk cuz i use it a lot lol)
but the d2 teeth restands them so fast
that doing b1,3 causes the overhead 3 to land before the teeth
if your not looking for it you'll still get launched
but it is very easy to block, much easier than es

if we delay the b1,3 to make it harder to block, the gap to poke out is much bigger
against people with good reactions they will escape it the majority of the time
the first time i did it to my friend he blocked it on reaction despite never seeing it before
never the less it is good to throw out every now and then

Edit: In regards, the only thing i've found with b2 is it leaves a floating state. So with teeth, even if its not unblockable, the floating state causes the teeth to always relaunch.
Not an unblockable, but gives joker somewhat of a decent 50/50 between b1,3 and b2 when the teeth are out.
 

Gilbagz

Joker here~
Yeah I think we've actually talked about it before now that I think about it, but I kinda forgot all about it... lol oh well.
lol i dont think you spoke to me about it
was probably cat
hes the one who came up with the d2 fast restand stuff
i just started mucking around with it on the side
was gimmicky so never brought it up

good shit and bringing it back up though
almost forgot about it
should add it to the joker compendium when we make the guide/thread
 

StevoSuprem0

I'm gonna make this skill gap... disappear.
In regards, the only thing i've found with b2 is it leaves a floating state. So with teeth, even if its not unblockable, the floating state causes the teeth to always relaunch.
Not an unblockable, but gives joker somewhat of a decent 50/50 between b1,3 and b2 when the teeth are out.
Yeah I think I included it in my teeth setups thread just because you can kinda fake them out with it by walking backwards briefly and then throwing this out to catch them when they go to react. Kinda goofy though. That moves more of an insult to people than useful haha, but you're right on the 50/50 situation.
good shit and bringing it back up though
almost forgot about it
should add it to the joker compendium when we make the guide/thread
Yeah I'll include it in the teeth guide when I make it. Unless we make a big overall guide.
 

OnlineRon91

Joker++
Aquaman can't do anything next to joker. If he jumps, d2 into 39% meterless. If he does any of his extremely slow overheads, parry. For everything else, there's holding down.
 

StevoSuprem0

I'm gonna make this skill gap... disappear.
Also, all joker mains should read death of the family, batman issues #13 - 17. Man do I wish joker had his new look as a skin.
Right?! Haha I actually have scaled back to only reading comics by TPB, but it just came out recently didn't it! I'm gonna pick it up toward the end of the month.
 

StevoSuprem0

I'm gonna make this skill gap... disappear.
Aquaman can't do anything next to joker. If he jumps, d2 into 39% meterless. If he does any of his extremely slow overheads, parry. For everything else, there's holding down.
Good Aquaman's shouldn't jump in this matchup though. They have no reason too. Things to watch for are making the right read on their wakeup for which corner game you run. Trait makes things annoying, but as long as you can stay in his face and avoid those d2's (jump WISELY), it's a pretty managable matchup I think.We can counterzone him with gun pretty easily and dash every blocked FTD or every hit gunshot to get in.