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

StevoSuprem0

I'm gonna make this skill gap... disappear.
I included the b2 -> teeth into the new combo thread, but it isn't really ideal at all. I find it interesting because you can throw teeth then just kinda walk backwards for a moments and bait them to try something, then throw it out, but there is a decent chance whatever they do will beat you out lol. It also doesn't setup a b3 (if it does, the timing is absurd). Can follow up with j2 32 flower or j2 32 crowbar for damage or setups though. Good to know, but I would use it very sparingly.
 

Crathen

Death is my business
Probably it's hard to set it up in a real game i get it , isn't there some setup that forces the opponent block a teeth?

Random thought doing a teeth right when the teeth explodes it's safe from even 6 frame reversals , so you could set it up from that , it may need some conditioning before tho... i don't know i'd have to start learning some Joker before talking about it.
 

OnlineRon91

Joker++
To add on to your hard knockdown setups idea. If you do try doing it midscreen, the b2 will miss with all of them (f21, 112, 213, 323) :( You can do it from d3 though.

b2's start-up should be reduced by 5 frames per HA. That would of been cool.
 

OnlineRon91

Joker++
Probably it's hard to set it up in a real game i get it , isn't there some setup that forces the opponent block a teeth?

Random thought doing a teeth right when the teeth explodes it's safe from even 6 frame reversals , so you could set it up from that , it may need some conditioning before tho... i don't know i'd have to start learning some Joker before talking about it.

Teeth is at least 25 on block but less than 29. Ample time to whatever you want lol.
 

Fromundaman

I write too much.
What's up with Lex Luthors 112? Its mid, mid, overhead, but I can duck the mids and parry the overhead. These mids bro.
Lex's 11 is high, like most of the cast's 11 strings. It goes high high overhead for 112 and high high mid for 113.

To be honest though, both strings are pretty worthless. The only time Lex will use 11 is in corner combos and even then we won't go into 112 or 113.



Also I did just post a set up where B2 was a viable option on my last post, but even then, j3 is way better in just about every conceivable way for that setup so meh...
 

OnlineRon91

Joker++
Lex's 11 is high, like most of the cast's 11 strings. It goes high high overhead for 112 and high high mid for 113.

To be honest though, both strings are pretty worthless. The only time Lex will use 11 is in corner combos and even then we won't go into 112 or 113.



Also I did just post a set up where B2 was a viable option on my last post, but even then, j3 is way better in just about every conceivable way for that setup so meh...
His 11 is mid, mid. It's just plagued like Jokers 21 and f23 where it misses some characters. I'll check out your last post I must of missed it :)
 

Gilbagz

Joker here~
Probably it's hard to set it up in a real game i get it , isn't there some setup that forces the opponent block a teeth?

Random thought doing a teeth right when the teeth explodes it's safe from even 6 frame reversals , so you could set it up from that , it may need some conditioning before tho... i don't know i'd have to start learning some Joker before talking about it.
there are some decent b2 set ups in the corner
its just shitty midscreen cuz you can't relly convert to anything to major
any meaty teeth set up will work

in the corner the damage is heaps better because we can d2 far teeth to extend the combo
but yeah b2 is really only good once you condition people to block the b1,3
b2 leaves a flow state which lets the teeth relaunch at basically any time
where most of his overheads just splat
 

Qwark28

Joker waiting room
there are some decent b2 set ups in the corner
its just shitty midscreen cuz you can't relly convert to anything to major
any meaty teeth set up will work

in the corner the damage is heaps better because we can d2 far teeth to extend the combo
but yeah b2 is really only good once you condition people to block the b1,3
b2 leaves a flow state which lets the teeth relaunch at basically any time
where most of his overheads just splat
it might have some use for wallcarry, sends them back plenty

hmm
 

Gilbagz

Joker here~
it might have some use for wallcarry, sends them back plenty

hmm
actually yeah
but thats he same for like basically all of jokers normals
if it seems like it had no use
the wall carry was ridiculously
e.g. crowbar and b2 lol
 

Qwark28

Joker waiting room
actually yeah
but thats he same for like basically all of jokers normals
if it seems like it had no use
the wall carry was ridiculously
e.g. crowbar and b2 lol
it has more than crowbar and maybe it can set up some very character specific shit
 

Fromundaman

I write too much.
His 11 is mid, mid. It's just plagued like Jokers 21 and f23 where it misses some characters. I'll check out your last post I must of missed it :)
I'll double check later, but I thought that was a glitch in data and that it missed on every character. That said even if it is a proper mid it's still pretty worthless outside of combos.



On a different note, how are you guys playing when you have the life lead?

I've found with a 25%-ish life lead I can comfortably zone/time out most of the cast by pulling out gun and either trading with their projectiles or, if they crouch (Which the eventually will do unless they have moves that just go completely under the shot while moving them forward or projectiles that spend the entire duration under gunshot), I can just hold the gun and wait for a reaction while wasting 6-8 seconds on the clock.

Granted, I eventually have to fire, so I tend to mix up when I release it or backdash then do it again and waste another 6-8 seconds.

This is building meter for you too so if you manage to keep them pinned down like this for long enough, you can trade projectiles with super instead of gun and solidify that lead even further. Since you end the super far enough to lame them out again, you can just restart the entire process afterwards.
 

StevoSuprem0

I'm gonna make this skill gap... disappear.
Depends on the matchup. Sometimes it's more dangerous to try to sit back and you kinda wanna try to stay in on them (Zod and Sinestro for example), and some of the good counterzoners are going to keep you on your toes anyways (Scorpion, Shazam, Ares, etc). But in general, yeah, when I get a comfortable life lead I will sit back and just lay out teeth and shoot guns, with an occasional cannister to prevent them from getting too comfortable sitting there ducked. So many people will press something when they see those teeth come out when they aren't used to fighting him, and even people that are sometimes take an interation or two to adjust. Once they get to a certain range, you can check them with j3 or 50/50 them with the sweep/crowbar mixup (but it's a little risky, especially in certain matchups *coughtGREENFUCKINGLANTERNcoughDON'TDOITcough*). Alot of matchups are drastically improved by keeping teeth around in a distance neutral game just to force them to try and work around it.
 

OnlineRon91

Joker++
I'll double check later, but I thought that was a glitch in data and that it missed on every character. That said even if it is a proper mid it's still pretty worthless outside of combos.



On a different note, how are you guys playing when you have the life lead?

I've found with a 25%-ish life lead I can comfortably zone/time out most of the cast by pulling out gun and either trading with their projectiles or, if they crouch (Which the eventually will do unless they have moves that just go completely under the shot while moving them forward or projectiles that spend the entire duration under gunshot), I can just hold the gun and wait for a reaction while wasting 6-8 seconds on the clock.

Granted, I eventually have to fire, so I tend to mix up when I release it or backdash then do it again and waste another 6-8 seconds.

This is building meter for you too so if you manage to keep them pinned down like this for long enough, you can trade projectiles with super instead of gun and solidify that lead even further. Since you end the super far enough to lame them out again, you can just restart the entire process afterwards.

Haven't checked everyone myself (probably wont either lmao). I know it doesn't miss Bane, Doomsday etc. I'm not sure if the developers intended to have some MID;s whiff on certain characters (the community was pretty vocal on how stupid it was, not just the Jokers) and it was still kept. Do they think this promotes depth? lol. It says MID when you hit someone in training mode as well as in his moves list.

Yea it's too punishable for my taste but I see online Lex's using that sometimes like it's a B&B starter, smh.