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Video/Tutorial Joker Midscreen AA combos & possible Teeth loops?

VGB Joe Kerr

Insane Brilliance
You think NRS knew cyrax had those resets??? hahaha.. who knows if he does.. we need someone like Tony t or @check4900 to look into it.. since they are the combo masters...
They didn't have to know about them in that game but they could have learned and know about that kind of thing now. I don't work there so I don't know. just saying.
 

Cat

This guy looks kind of tuff...
They didn't have to know about them in that game but they could have learned and know about that kind of thing now. I don't work there so I don't know. just saying.
yeah.. the way joker works. i doubt he will have something as broken as cyrax.. he might have char specific traps that cant be escaped vs chars who dont have good wake up options..
 
I'm sure most people playing joker know this by now, I typed it in the general thread, but f2,1 is an un-techable knockdown that is safe on block and puts them in perfect range for far teeth.
 

DreadzTsung

"Darkness is the heart's true essence"
I'm sure most people playing joker know this by now, I typed it in the general thread, but f2,1 is an un-techable knockdown that is safe on block and puts them in perfect range for far teeth.
Yes indeed. Thanks. Did you know if you stage bounce them of an object that's untechable? So you could do close teeth right after.
 
Really ? I remember testing it and opponents rolling out. Will have to check again.
Well, I have roll off in AI options and not getting up. The other awesome part is that it's an overhead at the end that does not look like one at all. Just looks like a normal kick.

A safe overhead hard knockdown 15 frame start just sounds like fun mix-ups to me. xP
 
This is sweet. I'm wondering, can you get a bit of extra damage at the end by cancelling the knife into a special like gunshot or acid flower or even crowbar? just like if they are 1% away from dying maybe it's worth it instead of going for the reset. I'm not really sure how the damage scaling in this game works yet so maybe it's not worth it.
 

VGB Joe Kerr

Insane Brilliance
Well, I have roll off in AI options and not getting up. The other awesome part is that it's an overhead at the end that does not look like one at all. Just looks like a normal kick. A safe overhead hard knockdown 15 frame start just sounds like fun mix-ups to me. xP
You have to turn roll on to test if something is untechable. if the ai rolls out then it is not untechable.
 
You can't cancel it, but if you time far teeth right they are JUST getting up as it goes off, you can also do crowbar before/right when the teeth explode. So you get a real fast high-low mix up. I was mainly thinking this would be a go to poke/get off me when someone is in your face.. 0 on block, 15 start up, overhead, untechable knockdown. So if someone is in your face you can do it, if it hits do far teeth if not so what. Most people won't think it's overhead especially online right now. Looks like you are kicking them in the stomach.
 

laudanum09

Darling
Hello everyone. Mainly a South Korean Capcom fighting gamer (AE, Marvel, SFXT, 3S, etc.) but Injustice has got me by the balls. CafeID will be playing this too, so I'm stoked to get on the Joker train.

Anyways, a few things:

on d2 xx teeth - try d2 from the df position and then do a QCB + 3. That's what I do and it works out pretty well. At first I was exceedingly frustrated by how tough this cancel is but this is my sweet spot.

on air crowbar teeth loop -this will become extremely easy once you 'get it'. You can buffer the entire input by putting in db3 as soon as you hit or even push the initial ji2 and same with all subsequent ji3s. You don't need to time the motion as you land, it will come out ASAP if you do it while airborne. Also, this is probably a given, but hold uf (far teeth activation) so you jump uf immediately. just react to the jump and push j.3 accordingly. For damage instead of another reset, forego the final far teeth and do b.3, 3,2 xx flower for 53% (the kill or round)

on hard knockdowns - f.2, 1 AND 1,1,2 are hard knockdowns leaving the opponent at approximately the same distance. You can teeth and jump in but there's a gap, a substantial one for jump back.

on resets - can grounded 3,2 xx teeth be useful at all? The opponent seems stunned for a long time and backdashes will just be hit with your jump in attack, no? They're already grounded so blocking/reversal seems to be the only way to deal with it? too simple?

EDIT: that 3,2 thing sucks and so does 2,1 which has longer stun but same thing. too simple to be useful at all.
 

VGB Joe Kerr

Insane Brilliance
will have to try the 32 teeth today, if they can only back dash or reversal resulting in punishment it could be useful. great pic btw
 
on hard knockdowns - f.2, 1 AND 1,1,2 are hard knockdowns leaving the opponent at approximately the same distance. You can teeth and jump in but there's a gap, a substantial one for jump back.
Yeah, that's why I was trying crowbar (bf3) cause it comes out so fast and is an overhead.
 

laudanum09

Darling
Yeah, that's why I was trying crowbar (bf3) cause it comes out so fast and is an overhead.
I don't get it, doesn't that move just lead to a knockdown that's pretty far away anyways? is there a way to have it so that the teeth interrupt crowbar to get the launch while not having to go into the full crowbar animation? there are probably better overhead normals or even strings right? Sorry I just don't get the context.
 
on resets - can grounded 3,2 xx teeth be useful at all? The opponent seems stunned for a long time and backdashes will just be hit with your jump in attack, no? They're already grounded so blocking/reversal seems to be the only way to deal with it? too simple?
on the 3,2 string, do you cancel the first knife swipe into teeth or the second? I wonder if that makes a difference. I noticed you can cancel either.
 

laudanum09

Darling
on the 3,2 string, do you cancel the first knife swipe into teeth or the second? I wonder if that makes a difference. I noticed you can cancel either.
dunno haven't spent much time with it, something I just noticed. I'm in the lab as we speak so I'll get back to you all on it. I just asked because it seemed too simple to be useful, like something everyone tried immediately and discovered useless but maybe it warrants a bit more testing.
 

laudanum09

Darling
it's shit. I just thought the stun from 2,1 was long enough to set something up but the animation is deceiving. backdash beats it just fine, you still don't have time to jump in fast enough to punish it.
 

Cat

This guy looks kind of tuff...
Hello everyone. Mainly a South Korean Capcom fighting gamer (AE, Marvel, SFXT, 3S, etc.) but Injustice has got me by the balls. CafeID will be playing this too, so I'm stoked to get on the Joker train.

Anyways, a few things:

on d2 xx teeth - try d2 from the df position and then do a QCB + 3. That's what I do and it works out pretty well. At first I was exceedingly frustrated by how tough this cancel is but this is my sweet spot.

on air crowbar teeth loop -this will become extremely easy once you 'get it'. You can buffer the entire input by putting in db3 as soon as you hit or even push the initial ji2 and same with all subsequent ji3s. You don't need to time the motion as you land, it will come out ASAP if you do it while airborne. Also, this is probably a given, but hold uf (far teeth activation) so you jump uf immediately. just react to the jump and push j.3 accordingly. For damage instead of another reset, forego the final far teeth and do b.3, 3,2 xx flower for 53% (the kill or round)

on hard knockdowns - f.2, 1 AND 1,1,2 are hard knockdowns leaving the opponent at approximately the same distance. You can teeth and jump in but there's a gap, a substantial one for jump back.

on resets - can grounded 3,2 xx teeth be useful at all? The opponent seems stunned for a long time and backdashes will just be hit with your jump in attack, no? They're already grounded so blocking/reversal seems to be the only way to deal with it? too simple?

EDIT: that 3,2 thing sucks and so does 2,1 which has longer stun but same thing. too simple to be useful at all.
Good info here.

For the teeth loop. I been doing the following and it's pretty simple. I have gotten it 9/10 times.

Far teeth, j3, far teeth, NEUTRAL jump 3, B3, j2, 32, flower mist.
 
but wait that doesn't lead to anything more than just the crowbar special landing right?
Nah, it doesn't lead to more except for the hard knock down. But like I was saying it could be a good mixup/get the fuck off me. 2 hard knock downs/mix ups seems decent to me.
 

laudanum09

Darling
Good info here.

For the teeth loop. I been doing the following and it's pretty simple. I have gotten it 9/10 times.

Far teeth, j3, far teeth, NEUTRAL jump 3, B3, j2, 32, flower mist.
I have no problems hitting this except for the final 3,2. I'm just slightly out of range for it. How do I need to adjust? I've tried hitting the Neutral Jump 3 at max height, B3 as early as possible and Jump In 2 late and early. If I do it late I can land 2,3 xx flower but other than that I can't get the ender to land.

Tried both going straight into it as well as doing far teeth, ji2, far teeth, ji3, far teeth and then your combo but no dice. Tips? And also does it do more than 53%? I know it's probably not as difficult as I'm making it but I still haven't gotten Netherrealm games to bend to my will quite like I can with capcom games so I'll probably stick with my far teeth, ji2, far teeth, ji3, far teeth, ji3, b3, 3,2 xx flower combo for consistency sake.
 

Steb

Noob
You can do a few teeth loops in a ji2 1 meter combo. Much harder than the basic combo though.

It only does 2% more damage and 2 more special moves worth of meter gain for an acid mist ender. Does around 5% more damage for a teeth ender (sweep, teeth or 32, teeth in the corner).