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Dear NRS: Why was the Joker Nerfed so badly from Injustice 1?

Fromundaman

I write too much.
Copy pasting from a post I made elsewhere with slight modifications:

Running crowbar is a gimmick. MB B3 and his entire "Buff" is gone and full combo punished.
MB Gun is only marginally more useful than Lex's MB mine in IGAU.

Loss of flower means no more wakeup, loss of his main/best armor breaking tool (D2>Flower was amazing for anti-armor purposes) and his pressure now has holes, as the threat of flower was how you got opponents to block teeth and start mixups.

That's far from all of it though:

-OTGs are gone.
-Fast restands are gone.
-J2 got EXTREMELY nerfed.
-D2 got nerfed.
-212 got nerfed.
-213 got nerfed and is no longer a HKD.
-32 and 323 got nerfed.
-Teeth knockback decay was increased, meaning less teeth per combo, AKA less meter gain and damage. The damage is somewhat offset by moves in general seeming to hit harder though.
-Special inputs were changed for no reason (Less of a nerf and more of something that fucks with muscle memory).
-Mechanic changes have made all instant overheads mids, meaning he lost IA J2>11>Can for full combo, and therefore opponents have no reason to block high. These same mechanic changes actually make his level 3 trait useless since his aerials count as mid for almost the entirety of his jump when he's in it.
-Could be wrong but the range on J3 feels smaller.
-Crowbar lost a LOT of hitstun. Like more than half of what it used to have, especially on the MB version. Not really a reason to MB it now other than because it looks cool.
-Restand resets are gone since Flower is gone.

Things he gained:

-Better forward dash
-Better walk speed
-Better trait (Although barely... it still sucks)
-Gun is stronger. Maybe that's because less characters low profile it by moving now. I'm seeing people in this thread say his zoning got weaker; I 100% disagree. It's all he currently has going for him.
-Execution requirement is much lower (Also might be why people think he's better now.... they can actually do some of the teeth stuff without an insane amount of lab time).

Conclusion:

Not worth. While some of this is kind of justified (After all most legacy characters got some toning down), it is WAAAAAY too much.

The problem with old Joker was that his low mobility made it difficult to get started and that a LOT of things low profiled gun meaning he couldn't counter zone. Once he did get in he was a monster.
Now the problem with IJ2 Joker is that while slightly more mobile (emphasis on slightly), he lost the tools he needed to open people up and get started, as well as all of the tools that made it scary when he got in.

Give me back IGAU Joker with the MB dash mechanic and we might just have a good character.



PS:

To everyone who tells us to stop crying over the teeth nerfs because he shouldn't have a block infinite, I agree with half of that sentence. Block infinites are dumb... so nerf F23 startup or blockstun. Problem solved WITHOUT destroying the character's offense in the process.
 

Vengeance135

Saltiest Joker Player
Copy pasting from a post I made elsewhere with slight modifications:

Running crowbar is a gimmick. MB B3 and his entire "Buff" is gone and full combo punished.
MB Gun is only marginally more useful than Lex's MB mine in IGAU.

Loss of flower means no more wakeup, loss of his main/best armor breaking tool (D2>Flower was amazing for anti-armor purposes) and his pressure now has holes, as the threat of flower was how you got opponents to block teeth and start mixups.

That's far from all of it though:

-OTGs are gone.
-Fast restands are gone.
-J2 got EXTREMELY nerfed.
-D2 got nerfed.
-212 got nerfed.
-213 got nerfed and is no longer a HKD.
-32 and 323 got nerfed.
-Teeth knockback decay was increased, meaning less teeth per combo, AKA less meter gain and damage. The damage is somewhat offset by moves in general seeming to hit harder though.
-Special inputs were changed for no reason (Less of a nerf and more of something that fucks with muscle memory).
-Mechanic changes have made all instant overheads mids, meaning he lost IA J2>11>Can for full combo, and therefore opponents have no reason to block high. These same mechanic changes actually make his level 3 trait useless since his aerials count as mid for almost the entirety of his jump when he's in it.
-Could be wrong but the range on J3 feels smaller.
-Crowbar lost a LOT of hitstun. Like more than half of what it used to have, especially on the MB version. Not really a reason to MB it now other than because it looks cool.
-Restand resets are gone since Flower is gone.

Things he gained:

-Better forward dash
-Better walk speed
-Better trait (Although barely... it still sucks)
-Gun is stronger. Maybe that's because less characters low profile it by moving now. I'm seeing people in this thread say his zoning got weaker; I 100% disagree. It's all he currently has going for him.
-Execution requirement is much lower (Also might be why people think he's better now.... they can actually do some of the teeth stuff without an insane amount of lab time).

Conclusion:

Not worth. While some of this is kind of justified (After all most legacy characters got some toning down), it is WAAAAAY too much.

The problem with old Joker was that his low mobility made it difficult to get started and that a LOT of things low profiled gun meaning he couldn't counter zone. Once he did get in he was a monster.
Now the problem with IJ2 Joker is that while slightly more mobile (emphasis on slightly), he lost the tools he needed to open people up and get started, as well as all of the tools that made it scary when he got in.

Give me back IGAU Joker with the MB dash mechanic and we might just have a good character.



PS:

To everyone who tells us to stop crying over the teeth nerfs because he shouldn't have a block infinite, I agree with half of that sentence. Block infinites are dumb... so nerf F23 startup or blockstun. Problem solved WITHOUT destroying the character's offense in the process.
My man
 

Vengeance135

Saltiest Joker Player
Copy pasting from a post I made elsewhere with slight modifications:

Running crowbar is a gimmick. MB B3 and his entire "Buff" is gone and full combo punished.
MB Gun is only marginally more useful than Lex's MB mine in IGAU.

Loss of flower means no more wakeup, loss of his main/best armor breaking tool (D2>Flower was amazing for anti-armor purposes) and his pressure now has holes, as the threat of flower was how you got opponents to block teeth and start mixups.

That's far from all of it though:

-OTGs are gone.
-Fast restands are gone.
-J2 got EXTREMELY nerfed.
-D2 got nerfed.
-212 got nerfed.
-213 got nerfed and is no longer a HKD.
-32 and 323 got nerfed.
-Teeth knockback decay was increased, meaning less teeth per combo, AKA less meter gain and damage. The damage is somewhat offset by moves in general seeming to hit harder though.
-Special inputs were changed for no reason (Less of a nerf and more of something that fucks with muscle memory).
-Mechanic changes have made all instant overheads mids, meaning he lost IA J2>11>Can for full combo, and therefore opponents have no reason to block high. These same mechanic changes actually make his level 3 trait useless since his aerials count as mid for almost the entirety of his jump when he's in it.
-Could be wrong but the range on J3 feels smaller.
-Crowbar lost a LOT of hitstun. Like more than half of what it used to have, especially on the MB version. Not really a reason to MB it now other than because it looks cool.
-Restand resets are gone since Flower is gone.

Things he gained:

-Better forward dash
-Better walk speed
-Better trait (Although barely... it still sucks)
-Gun is stronger. Maybe that's because less characters low profile it by moving now. I'm seeing people in this thread say his zoning got weaker; I 100% disagree. It's all he currently has going for him.
-Execution requirement is much lower (Also might be why people think he's better now.... they can actually do some of the teeth stuff without an insane amount of lab time).

Conclusion:

Not worth. While some of this is kind of justified (After all most legacy characters got some toning down), it is WAAAAAY too much.

The problem with old Joker was that his low mobility made it difficult to get started and that a LOT of things low profiled gun meaning he couldn't counter zone. Once he did get in he was a monster.
Now the problem with IJ2 Joker is that while slightly more mobile (emphasis on slightly), he lost the tools he needed to open people up and get started, as well as all of the tools that made it scary when he got in.

Give me back IGAU Joker with the MB dash mechanic and we might just have a good character.



PS:

To everyone who tells us to stop crying over the teeth nerfs because he shouldn't have a block infinite, I agree with half of that sentence. Block infinites are dumb... so nerf F23 startup or blockstun. Problem solved WITHOUT destroying the character's offense in the process.
Though I disagree with the zoning. I feel joker can control space well on a decent life lead for a short period of time. He can't really zone an entire match, unless it's a Joker mirror
 

juicepouch

blink-182 enthusiast
They probably did it out of spite. Joker fanboys are literally like the worst people.


I mean no disrespect to the joker players but this is fucking hilarious
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EDIT: I think joker could use something. There's a reason we saw (in inj1) dozens of supermen and bladams and later zods and mmhs at tourneys but never any jokers. Considering he seems to have similarly poor representation this time around maybe we could skip the "lvl up scrubz" part and just buff him and see what happens, like they did with Bane over and over.
 
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Wigy

There it is...
Yeah i dont mind underdog characters, hell i played bo rai cho, but joker has no neutral, no decent mixups unless your teeth are out, jump ins are mediocre, antiairs are lacking, wakeup is one of the worst in the game, trait is dogshit.

This is on top of his combos probably being the tightest links i've seen so far.

For people saying trait gets you in on zoners.... Then what? How do you initiate? He gets totally out footsies by fucking everyone and his jump ins are average at best.

All the other characters that get zoned out have mucccch better tools when they get in.

He seems like a walking handicap. Its like the darksouls of characters.
 
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just_2swift

MK1 is the best MK period.
Yeah i dont mind underdog characters, hell i played bo rai cho, but joker has no neutral, no decent mixups unless your teeth are out, jump ins are mediocre, antiairs are lacking, wakeup is one of the worst in the game, trait is dogshit.

This is on top of his combos probably being the tightest links i've seen so far.

For people saying trait gets you in on zoners.... Then what? How do you initiate? He gets totally out footsies by fucking everyone and his jump ins are average at best.

All the other characters that get zoned out have mucccch better tools when they get in.

He seems like a walking handicap. Its like the darksouls of characters.
Lmao darksouls im done
 

Wigy

There it is...
Fucking give him access to a longer range mid at level 2-3 trait or something. Give you a proper reason to get it.
 
Not in the slightest, you play Joker?
no, but i am wondering: how quick are the ha's? can you basically trait up for free between 2 (maybe high) fullscreen projectiles? if so, its gonna be hard to convince me its not helpful at all in the neutral, even though its not a "get in for free tool".
 

Wigy

There it is...
no, but i am wondering: how quick are the ha's? can you basically trait up for free between 2 (maybe high) fullscreen projectiles? if so, its gonna be hard to convince me its not helpful at all in the neutral, even though its not a "get in for free tool".
Compare it to other traits, thats the point joker players are making.

Blackadam gets plus frames and unblockable damage and combo links

Atrocitous gets the most dominant neutral i've seen

Aquaman gets an 'jesus take the wheel' button

Harley gets oki and anti zoning tools

Cheetah with trait gets like 40% by accident

I could go on and on. All of those characters have better neutral tools also.
 
Compare it to other traits, thats the point joker players are making.

Blackadam gets plus frames and unblockable damage and combo links

Atrocitous gets the most dominant neutral i've seen

Aquaman gets an 'jesus take the wheel' button

Harley gets oki and anti zoning tools

Cheetah with trait gets like 40% by accident

I could go on and on. All of those characters have better neutral tools also.
that doesnt answer the question. can you sneak in a ha in between two projectiles, lets say even between two high deadshot gunshots - if you trait from ducked state immediately as the projectile has crossed you? obviously joker strait isnt amazing but the whole picture counts, and that is only finished when you have implemented the stuff his trait actually CAN do.
 

Wigy

There it is...
that doesnt answer the question. can you sneak in a ha in between two projectiles, lets say even between two high deadshot gunshots - if you trait from ducked state immediately as the projectile has crossed you? obviously joker strait isnt amazing but the whole picture counts, and that is only finished when you have implemented the stuff his trait actually CAN do.
You can sneak a ha in after a lot of ducked block projectiles. I dont think u can do it for deadshot though
 

Vengeance135

Saltiest Joker Player
that doesnt answer the question. can you sneak in a ha in between two projectiles, lets say even between two high deadshot gunshots - if you trait from ducked state immediately as the projectile has crossed you? obviously joker strait isnt amazing but the whole picture counts, and that is only finished when you have implemented the stuff his trait actually CAN do.
@Fromundaman and others explained why his trait wasn't good. I really don't want have to explain it again but in a nutshell his trait doesn't give him much. Movement is useless unless you have something threatening to follow. Joker doesn't, it's that simple. Great question though.
 
@Fromundaman and others explained why his trait wasn't good. I really don't want have to explain it again but in a nutshell his trait doesn't give him much. Movement is useless unless you have something threatening to follow. Joker doesn't, it's that simple. Great question though.
ok. as of right now he might at least have some dirty ambiguous jumpin options though, as probably nobody has labbed the joker matchup to the point where they know the exact jump distances for the different trait levels. but well, maybe you guys already checked all of that. im just trying to give some ideas.
what also comes to mind is using blockstrings with a little pushback that enable j2 crossups (or ambiguous crossups with j1/j3), i see it doesnt connect from minimum range anymore.
 
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Vengeance135

Saltiest Joker Player
ok. as of right now he might at least have some dirty ambiguous jumpin options though, as propably nobody has labbed the joker matchup to the point where they know the exact jump distances for the different trait levels. but well, maybe you guys already checked all of that. im just trying to give some ideas.
what also comes to mind is using blockstrings with a little pushback that enable j2 crossups (or ambiguous crossups with j1/j3), i see it doesnt connect from minimum range anymore.

Thanks for trying to actually give tips man, however, another problem joker has is the gaps in his strings, has no real mix up options outside the corner, only gimmicks, with the j2 nerfed, the ambiguous cross up was EXTREMELY dumbed down as j1 is fast but pretty blockable and we feel the difference in j3 as well. J3 does cross up but it has to be well-timed and deep to do so, which is easily reactable and he's unsafe, if not punishable, on almost all of his stuff. We have labbed this character for years. We Wouldn't complain unless we knew what we were talking about. Jokers wins at this point are gimmicks and matchup unfamiliarity. Once a player actually knows the joker, the MU instantly becomes extremely hard, to impossible depending on the character. Thanks again though for trying to help man.
 
Jokers wins at this point are gimmicks and matchup unfamiliarity.
i thought at least "get the teeth out" was a solid matchplan :D. im still not convinced hes trash though, the game is super-young and i hope you guys keep up the labbing. a pixel on the screen might change a lot. on a side note, i have quite a lot of joker matchup experience from igau, i found him most annoying when he went some kind of footsie/keepaway game with the occasional setup explosions.
 

Vengeance135

Saltiest Joker Player
i thought at least "get the teeth out" was a solid matchplan :D. im still not convinced hes trash though, the game is super-young and i hope you guys keep up the labbing. a pixel on the screen might change a lot. on a side note, i have quite a lot of joker matchup experience from igau, i found him most annoying when he went some kind of footsie/keepaway game with the occasional setup explosions.
See this game, being injustice 2, is still young for sure. However Joker isn't new. Everything about him is still the same minus his nerfs. This current version of joker, outside of his nerfs, is pretty much the same, while other legacy characters gotten stronger. From what it sounds like, you haven't actually dived into the Joker MU yourself personally to know enough about Jokers strengths and weaknesses. Not saying that you really needed to though. But before trying to say your not convinced, thoroughly learn joker and the MU and a lot of the questions you asked will be answered and you'll see what we are all talking about. Thanks again being respectful.
 

KeyserSoze

Fabled Villain
Honestly, as much as I am loving INJ2 so far, my biggest disappointment has easily been what they did with Joker. It's like they honestly don't think he was a bad character in the first game. He needed serious help. Instead he got (slightly) nerfed.