yeah it's the one that looks like something out of three stoogesi take it the b1 is where he smacks u on the top of the head and u have to guess? not a enjoyable experience. lol 40% from a d2
ah ok.That's B1, but you get a guaranteed trait grab off of it which automatically adds 30% to the combo.
I think high is safe. It has a lot of range, but it's inconsistent against aerial opponents and whiffs pretty often when it shouldn't. The hitbox in the air isn't nearly as large as the grounded hitbox at the very least. I actually prefer trying to air-to-air people with his air normals rather than use d2 when I read them jumping. If you use it on reaction, it is a bit more consistent because the delay cause by the reaction time allows them to get close enough for it to hit. Just another way that Joker takes more thought to play than a lot of the characters in this game .Joker's is top tier undisputably. 12f and reaches jump distance, reason he outfootsies characters at that range.
That seems to be a sentiment. I could ask a mod to change the title, and I can rework the list?I think high is safe. It has a lot of range, but it's inconsistent against aerial opponents and whiffs pretty often when it shouldn't. The hitbox in the air isn't nearly as large as the grounded hitbox at the very least. I actually prefer trying to air-to-air people with his air normals rather than use d2 when I read them jumping. If you use it on reaction, it is a bit more consistent because the delay cause by the reaction time allows them to get close enough for it to hit. Just another way that Joker takes more thought to play than a lot of the characters in this game .
Personally, I think an AA list would be more informative than a d2 list. Lobo, for instance, has a pretty bleh d2, but his standing 3 is a great AA.
The scaling on D2 is really bad. You really shouldn't be using it in combos outside of an anti air starter or a vortex character.ah ok.
Does anyone else other than myself not use meter in d2 combos? It seems to me that the damage is usually quite pitiful and not worth wasting a bar.
It's very comparable to the others higher than him imo.GL's d2 is very much up there. Can AA crossups, has a very high hitbox at the end, is 7 frames. Don't see why it's not higher.
Since you're specifically discussing d2 attacks at the moment, the current title would be more fitting. If you wanted to discuss anti-air options in general, your original post would need tons of reworking. If that is your intention, I will gladly change the title.That seems to be a sentiment. I could ask a mod to change the title, and I can rework the list?
@AK/RM GamerBlake
I don't unless it's Grundy, because it scales hella without using the resetah ok.
Does anyone else other than myself not use meter in d2 combos? It seems to me that the damage is usually quite pitiful and not worth wasting a bar.
Meh. Might as well just keep it the same. This was a spur of the moment thread tbh.Since you're specifically discussing d2 attacks at the moment, the current title would be more fitting. If you wanted to discuss anti-air options in general, your original post would need tons of reworking. If that is your intention, I will gladly change the title.
Yea Lobo's d2 is only really useful when he's directly below someone. Like when someone is throwing an interactable and Lobo dashes underneath to avoid it and than punish's with d2 into anything he wants.I think high is safe. It has a lot of range, but it's inconsistent against aerial opponents and whiffs pretty often when it shouldn't. The hitbox in the air isn't nearly as large as the grounded hitbox at the very least. I actually prefer trying to air-to-air people with his air normals rather than use d2 when I read them jumping. If you use it on reaction, it is a bit more consistent because the delay cause by the reaction time allows them to get close enough for it to hit. Just another way that Joker takes more thought to play than a lot of the characters in this game .
Personally, I think an AA list would be more informative than a d2 list. Lobo, for instance, has a pretty bleh d2, but his standing 3 is a great AA.
yeah that's what I figure too.also I'm not a huge fan of using meter in background bounce combos either,not when u can average around 35% meterless,not unless its going to end a round or the match anyway.The scaling on D2 is really bad. You really shouldn't be using it in combos outside of an anti air starter or a vortex character.
Doesn't matter, Joker's D2 is unique in the sense that it's a footsie tool more than an actual AA tool, noone else uses primarily their D2 in footsies in almost every matchup.I think high is safe. It has a lot of range, but it's inconsistent against aerial opponents and whiffs pretty often when it shouldn't. The hitbox in the air isn't nearly as large as the grounded hitbox at the very least. I actually prefer trying to air-to-air people with his air normals rather than use d2 when I read them jumping. If you use it on reaction, it is a bit more consistent because the delay cause by the reaction time allows them to get close enough for it to hit. Just another way that Joker takes more thought to play than a lot of the characters in this game .
Personally, I think an AA list would be more informative than a d2 list. Lobo, for instance, has a pretty bleh d2, but his standing 3 is a great AA.
exactly why aquamans is good too and its faster and lasts for a long timeWW's beats pretty much all jumping normals.
Sword stance does too, and its much faster.
I think its cause she uses weapons that dont count as a part of her hitbox.
I wouldn't say uniqueness of usage is a factor in a tier list for d2's. Maybe if the goal of this list is to determine who's d2 is the most essential to their overall function as a character, then yeah, sure, Joker's d2 is very important to his footsie game. But my impression is that this list was more regarding their ability to cover all the bases in terms of the move hitting a large space, being highly functional as an anti-air, and being able to convert off of it into good combos and setups. I'd say of those factors, Joker's is only great at about 1.5/3 (good spacing, good conversions in some situations), and average at the rest (anti-air and other conversions). That's my assessment based on my understanding of this thread, but I could be off!Doesn't matter, Joker's D2 is unique in the sense that it's a footsie tool more than an actual AA tool, noone else uses primarily their D2 in footsies in almost every matchup.
You can get 39% meterless, but only on read; get's a fair amount less when it's on reaction. Saying it does full circle is kinda missleading; the hitbox is pretty crappy once they are in the air until they are pretty close. I feel like it's more of a footsie tool than a traditional d2. Not a bad thing, but just very different from what pretty much every other d2 is used for, which make it weird to rate it in terms of it's effectiveness as a d2, since it doesn't really follow the rules lol... idk, I think high is the correct placement.@Qwark28 is correct. Jokers d2 has one of if not the best horizontal range in the game. It also goes full circle which can stuff early crossups as well. If your taking damage into account it goes up to high 30s without meter iirc.
See, I kinda think WW belongs in top for the same reasons I was listing above. As an AA (correct me if I'm wrong) it's got an amazing hitbox, she converts very well off of it when it connects, and it is very difficult to stuff if it even can be at all by those characters with really good air normals. The only thing I think it lacks is horizontal range, but she has other moves that meet her footsie requirements just fine.I think compared to the characters around him. Joker's is fine where it is. I think his is better than WW's though so I'll actually probably move her down.
It's 7 frames, and the hitbox is deceptively better once it gets to his head. Plus it leads to probably the most damage you can get off of a D2 in this game for 1 bar.Grundys d.2 shouldn't be that high, it gets decent combo points when it hits, but it's. Very awkward and clunky hitbox that doesn't do much against cross-ups from what I see.
I say replace joker with Grundy.
Doesn't matter, grundys d.2 is so bad I like to jump at him. Also damage-wise I'm like 10% sure Bane gets more.It's 7 frames, and the hitbox is deceptively better once it gets to his head. Plus it leads to probably the most damage you can get off of a D2 in this game for 1 bar.