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Tech Dirty Joker Wall Loop

So recently I was trying to find out the best and most effective wall pressure set ups using his Chatter Teeth. And i found a particular setup that has proven to be quite filthy if I do say so myself. To initially start it you need to land his 2>1>2 string with the opponent on the wall and cancel it into his close Chatter Teeth. As soon as you you can do his back 1>3 as the opponent is getting up. Not only is this nearly impossible to block when they get hit the overhead bounces them off of the Chatter Teeth, giving you enough time to stand up and repeat the process with the 2>1>2 into Chatter Teeth. Another variation that I use to stuff most things on their wake up is instead of doing back 1>3 after the Chatter Teeth. You can do forward 2>1 and it will still setup a near unblockable bounce them off the teeth. Ive done this numerous times on both low and high level players with extremely good results. If someone wants a demonstration of what it looks like feel free to message me on PSN and ill show you how it looks and works.​
PSN: ItsRyanYabeezy
 

Doombawkz

Trust me, I'm a doctor
So recently I was trying to find out the best and most effective wall pressure set ups using his Chatter Teeth. And i found a particular setup that has proven to be quite filthy if I do say so myself. To initially start it you need to land his 2>3>2 string with the opponent on the wall and cancel it into his close Chatter Teeth. As soon as you you can do his back 1>3 as the opponent is getting up. Not only is this nearly impossible to block when they get hit the overhead bounces them off of the Chatter Teeth, giving you enough time to stand up and repeat the process with the 2>3>2 into Chatter Teeth. Another variation that I use to stuff most things on their wake up is instead of doing back 1>3 after the Chatter Teeth. You can do forward 2>1 and it will still setup a near unblockable bounce them off the teeth. Ive done this numerous times on both low and high level players with extremely good results. If someone wants a demonstration of what it looks like feel free to message me on PSN and ill show you how it looks and works.​

Honestly, I don't play joker but I had to see this for myself. It is indeed quite the filth.
The Swine of the Shanty will be most pleased. This really is dirty stuff. I used to use a similar set-up but using his MB f.3 since I could delay it to really make it unblockable. Only problem is the cost and pretty much banked on the opponent not getting over me. But this, this hits meaty but I wonder how does it fair against invincible wake-ups?
 
Honestly, I don't play joker but I had to see this for myself. It is indeed quite the filth.
The Swine of the Shanty will be most pleased. This really is dirty stuff. I used to use a similar set-up but using his MB f.3 since I could delay it to really make it unblockable. Only problem is the cost and pretty much banked on the opponent not getting over me. But this, this hits meaty but I wonder how does it fair against invincible wake-ups?
From what I've seen and I do this alot. Most wakeups will get stuffed if you do the back 1>3 quick enough. But if I'm intentionally trying to stuff their wakeup I use forward 2>1. Characters like Ares can teleport out but you can punish it if you sniff it out. But yes some characters can get out but not all. And if scorpion tries to teleport punch it whiffs and the teeth punish it then you're free to combo him.
 

Doombawkz

Trust me, I'm a doctor
From what I've seen and I do this alot. Most wakeups will get stuffed if you do the back 1>3 quick enough. But if I'm intentionally trying to stuff their wakeup I use forward 2>1. Characters like Ares can teleport out but you can punish it if you sniff it out. But yes some characters can get out but not all. And if scorpion tries to teleport punch it whiffs and the teeth punish it then you're free to combo him.
Nice nice. How much damage do you get per rotation?
 

Doombawkz

Trust me, I'm a doctor
So nothing to help boost the damage? Does he not have any relaunching strings to make use of or do they take too much because of the gravity increase per hit?
 
So nothing to help boost the damage? Does he not have any relaunching strings to make use of or do they take too much because of the gravity increase per hit?
The gravity increase makes it so there would be no reason to extend the setup. But after every 2>3>2 the combo resets so its consistently draining their health steadily. And from personal experience it's VERY effective. If a Joker player has this set up down it makes the player sooooo much scarier. And this set ups almost endlessly loops into itself.
 

Doombawkz

Trust me, I'm a doctor
The gravity increase makes it so there would be no reason to extend the setup. But after every 2>3>2 the combo resets so its consistently draining their health steadily. And from personal experience it's VERY effective. If a Joker player has this set up down it makes the player sooooo much scarier. And this set ups almost endlessly loops into itself.
Its a bit sad that I'm not even a joker player and I'm the only one posting here. This is really nice stuff, a bit low damage but its hard to stop honestly. If you don't mind me asking, in the offchance they do manage to block it whats the negatives?

Also back to Scorpion, what stops him from flip kicking out of there? Its safe on block, invuln, and takes him into the air. Can the teeth handle this?
 
Its a bit sad that I'm not even a joker player and I'm the only one posting here. This is really nice stuff, a bit low damage but its hard to stop honestly. If you don't mind me asking, in the offchance they do manage to block it whats the negatives?

Also back to Scorpion, what stops him from flip kicking out of there? Its safe on block, invuln, and takes him into the air. Can the teeth handle this?
Well If they block the setups which might I say is a long shot, and I'm not exaggerating. Back 1>3 is neutral so you're really not being set back. Same with forward 2>1. And lemme go check that flip quick right quick.
 

Doombawkz

Trust me, I'm a doctor
Well If they block the setups which might I say is a long shot, and I'm not exaggerating. Back 1>3 is neutral so you're really not being set back. Same with forward 2>1. And lemme go check that flip quick right quick.
That's really really good to hear, I was worried it would be dangerous but honestly if the worst you have to worry about is neutral on block plus whatever teeth gives on block as a bonus (if its plus) then it sounds solid enough to me.
 
That's really really good to hear, I was worried it would be dangerous but honestly if the worst you have to worry about is neutral on block plus whatever teeth gives on block as a bonus (if its plus) then it sounds solid enough to me.
Yeah that's how I feel. And I'm not sure if I'm the first Joker to find this set up, regardless I feel all Joker players need to learn it.

And to answer your question about Scorpion's flip kick, it will only escape the set up if it hits you while you're going for the back 1>3. If instead of doing the back 1>3 you block and let them try and mash out, the teeth will hit him on the way down from the flip kick, starting up the loop again.
 

Doombawkz

Trust me, I'm a doctor
Yeah that's how I feel. And I'm not sure if I'm the first Joker to find this set up, regardless I feel all Joker players need to learn it.

And to answer your question about Scorpion's flip kick, it will only escape the set up if it hits you while you're going for the back 1>3. If instead of doing the back 1>3 you block and let them try and mash out, the teeth will hit him on the way down from the flip kick, starting up the loop again.
That's really nifty. Still though, if theres a threat its pretty dangerous because if you just let him stand it won't be hard to avoid the loop, but if you constantly go for it then he can get out. Also if he lands the flip kick, does your teeth still hit?
 
That's really nifty. Still though, if theres a threat its pretty dangerous because if you just let him stand it won't be hard to avoid the loop, but if you constantly go for it then he can get out. Also if he lands the flip kick, does your teeth still hit?
The teeth still hit him but he kick you about half screen distance away from him. Yeah it ends up becoming a mind game for both people.
 

Doombawkz

Trust me, I'm a doctor
Could let in for some sick Yomi though, figure out what their panic button is and make them use it, then get the free 40% / 80% loopage
 

laudanum09

Darling
Joker doesn't have a 2,3,2 string

He does have a f.2,3,2 string but it's ass outside of guaranteed punishes because the second 3 whiffs on like half the cast.

You either mean 212 or 323

212 is probably your best bet in a situation like this because 212 xx teeth is already safe on block, so I'd imagine the hit advantage would be even better to set something up after a knockdown...that is unless 323 somehow sets up better results by giving you more time but 323 into teeth IIRC is not safe on block.

Also, I don't remember but if you cancel 323 on hit, does it still knock down? I thought the ending part of the last 3 is what causes the hard knockdown and that is not cancelable.

f.2,1 is good and b.1, 3 is okay but it is -4 on block, not 0. F.3 armored works too in that it will beat out jump attempts, stuff certain wakeups that are invincible to meaties and gives you huge block advantage in case they do somehow block.
 
Joker doesn't have a 2,3,2 string

He does have a f.2,3,2 string but it's ass outside of guaranteed punishes because the second 3 whiffs on like half the cast.

You either mean 212 or 323

212 is probably your best bet in a situation like this because 212 xx teeth is already safe on block, so I'd imagine the hit advantage would be even better to set something up after a knockdown...that is unless 323 somehow sets up better results by giving you more time but 323 into teeth IIRC is not safe on block.

Also, I don't remember but if you cancel 323 on hit, does it still knock down? I thought the ending part of the last 3 is what causes the hard knockdown and that is not cancelable.

f.2,1 is good and b.1, 3 is okay but it is -4 on block, not 0. F.3 armored works too in that it will beat out jump attempts, stuff certain wakeups that are invincible to meaties and gives you huge block advantage in case they do somehow block.
Yea I meant 2>1>2. My bad. And Yeah I also use MB forward 3, to beat out whatever they happen to do. Which makes them scared to do a wakeup, which leads to me being able to do the meaty loop. And yeah 3>2>3 if you cancel it as soon as the second 3 hits it won't knockdown, unless they're in a juggled state. The second 3 at the very last hit does do a knockdown, which is techable if I'm not mstaken.
 

B W1zZ

Noob
Hell yeah this is legit. You can mix it up after the teeth pop them up and go into a teeth reset loop, for example:

212 close teeth, B13 (teeth pop up) D2 close teeth, d1 d1 close teeth (pop up) B1 acid flower (blockable reset), from there assuming they got hit by the reset you can go into either j2 212 close teeth B13 again or do D2 close teeth, d1 d1 close teeth B1 1 or 2 flower etc again. I find using B1 is the most fluid since you have to do BF to get acid flower out, rather than doing say D1 acid flower (too tedious imo).
 
Hell yeah this is legit. You can mix it up after the teeth pop them up and go into a teeth reset loop, for example:

212 close teeth, B13 (teeth pop up) D2 close teeth, d1 d1 close teeth (pop up) B1 acid flower (blockable reset), from there assuming they got hit by the reset you can go into either j2 212 close teeth B13 again or do D2 close teeth, d1 d1 close teeth B1 1 or 2 flower etc again. I find using B1 is the most fluid since you have to do BF to get acid flower out, rather than doing say D1 acid flower (too tedious imo).
Yeah man this set up us so dirty. Glad you like it.
 

Gilbagz

Joker here~
Hell yeah this is legit. You can mix it up after the teeth pop them up and go into a teeth reset loop, for example:

212 close teeth, B13 (teeth pop up) D2 close teeth, d1 d1 close teeth (pop up) B1 acid flower (blockable reset), from there assuming they got hit by the reset you can go into either j2 212 close teeth B13 again or do D2 close teeth, d1 d1 close teeth B1 1 or 2 flower etc again. I find using B1 is the most fluid since you have to do BF to get acid flower out, rather than doing say D1 acid flower (too tedious imo).
Exactly what i'm running!
Wake up attacks still blow up the meaty b1 3 though ):

Actually if they get reset I like to run
d2 teeth, j2, 2,1 teeth, 3 acid flower, 3 teeth.
You can op for 3 flower for 43%, or 2 flower to replace to the 3 acid flower to get the blockable reset, but you end up having to drop like 10%.
You could probably increase the damage by changing the 2,1 teeth for d1,d1 teeth.
 

SonicFox5000

The Best.
So recently I was trying to find out the best and most effective wall pressure set ups using his Chatter Teeth. And i found a particular setup that has proven to be quite filthy if I do say so myself. To initially start it you need to land his 2>1>2 string with the opponent on the wall and cancel it into his close Chatter Teeth. As soon as you you can do his back 1>3 as the opponent is getting up. Not only is this nearly impossible to block when they get hit the overhead bounces them off of the Chatter Teeth, giving you enough time to stand up and repeat the process with the 2>1>2 into Chatter Teeth. Another variation that I use to stuff most things on their wake up is instead of doing back 1>3 after the Chatter Teeth. You can do forward 2>1 and it will still setup a near unblockable bounce them off the teeth. Ive done this numerous times on both low and high level players with extremely good results. If someone wants a demonstration of what it looks like feel free to message me on PSN and ill show you how it looks and works.​
PSN: ItsRyanYabeezy
I thought a lot of the Joker mains knew about this already! guess I was wrong lol, I knew about this but I thought this tech was already poste. /salty
Lol, theres a lot more filth he can do too! And did you know that you can cause the opponent to potentially have to block shift the low and overhead lol?
 

Gilbagz

Joker here~
I thought a lot of the Joker mains knew about this already! guess I was wrong lol, I knew about this but I thought this tech was already poste. /salty
Lol, theres a lot more filth he can do too! And did you know that you can cause the opponent to potentially have to block shift the low and overhead lol?
Alot of us do know this lol
What do mean by block shift though?
You mean by just altering the timing to the overhead hits after the teeth?
Doesn't launch though cuz the second hit of b+1,3 splats.
Or do you do b+1 cancelled into crowbar or charged f3?
 
I thought a lot of the Joker mains knew about this already! guess I was wrong lol, I knew about this but I thought this tech was already poste. /salty
Lol, theres a lot more filth he can do too! And did you know that you can cause the opponent to potentially have to block shift the low and overhead lol?
You talking about how sometime the overhead will cross up?