Qwark28
Joker waiting room
I promised more tech and here it is.
Now, what you see here is that the combo, while already known, provides you multiple setups and opportunities that have not been explored IIRC.
The first thing I noticed about this combo is the wallcarry, it carries your opponent half the screen away with a hard knockdown and enough time to get in their face.
Now, the specifics. The jump that you see is a completely safe jump. No wakeup in the game, including superman's super can prevent you from being in their face after this combo.
After that, you can choose to give up the jump in order to lay down far teeth. You cannot do anything after that as they recover in time. If they don't wakeup then you can J3 and combo them.
I do believe this combo solves Joker's wallcarry problem. It is very difficult to open your opponent up but when you do, you now have the tools to get them in the corner where the domination will begin.
Basically, you sacrifice 6% damage for an untechable knockdown, being in your opponents face or at jump distance from them with teeth out which are much more dangerous due to the nature of the knockdown.
This combo should be used on a select few characters in certain situations when the B3 dash under D3 ambiguous crossup setup has too many holes vs those characters.
I'm working more on this setup. Found a few interesting properties when you time it properly, things like anti air throws that were thought to be completely invincible aren't
HOWEVER, some characters like Batman have no way to escape this setup if it puts them in the corner with teeth up as they cannot tech roll, parry doesn't catch J3 and slide is not invincible. This helps matchups like GA, GL and more that I'm currently exploring. Maybe Joker will win the mirror match 6 4, his first winning matchup!!!
OmegaK
Metzos
laudanum09
Gilbagz
StevoSuprem0
Wild Card
giantqtipz
lorenzo
MetaSkipper
AK-Israel
AK elitegoomba
Dr Jackal
Zyphox
UsedForGlue
FixdSwine
Gysbert
snort
x5STAR
EMP Dark
Ren21
AA25Mamba
B W1zZ
Now, what you see here is that the combo, while already known, provides you multiple setups and opportunities that have not been explored IIRC.
The first thing I noticed about this combo is the wallcarry, it carries your opponent half the screen away with a hard knockdown and enough time to get in their face.
Now, the specifics. The jump that you see is a completely safe jump. No wakeup in the game, including superman's super can prevent you from being in their face after this combo.
After that, you can choose to give up the jump in order to lay down far teeth. You cannot do anything after that as they recover in time. If they don't wakeup then you can J3 and combo them.
I do believe this combo solves Joker's wallcarry problem. It is very difficult to open your opponent up but when you do, you now have the tools to get them in the corner where the domination will begin.
Basically, you sacrifice 6% damage for an untechable knockdown, being in your opponents face or at jump distance from them with teeth out which are much more dangerous due to the nature of the knockdown.
This combo should be used on a select few characters in certain situations when the B3 dash under D3 ambiguous crossup setup has too many holes vs those characters.
I'm working more on this setup. Found a few interesting properties when you time it properly, things like anti air throws that were thought to be completely invincible aren't
HOWEVER, some characters like Batman have no way to escape this setup if it puts them in the corner with teeth up as they cannot tech roll, parry doesn't catch J3 and slide is not invincible. This helps matchups like GA, GL and more that I'm currently exploring. Maybe Joker will win the mirror match 6 4, his first winning matchup!!!
OmegaK
Metzos
laudanum09
Gilbagz
StevoSuprem0
Wild Card
giantqtipz
lorenzo
MetaSkipper
AK-Israel
AK elitegoomba
Dr Jackal
Zyphox
UsedForGlue
FixdSwine
Gysbert
snort
x5STAR
EMP Dark
Ren21
AA25Mamba
B W1zZ