OnlineRon91
Joker++
Joker has trouble getting in on characters who use projectiles, which there are many of. I hope this thread can serve as a guideline on how to punish zoning type characters and shift the momentum to Joker’s favor.
Joker’s main punish tool is BANG! On hit we can safely forward dash once. On hit against an airborne opponent, we can safely forward dash two times.
You can also preemptively use BANG! on a read with some of the slower projectiles in the game, use at your discretion.
Joker’s main punish tool is BANG! On hit we can safely forward dash once. On hit against an airborne opponent, we can safely forward dash two times.
You can also preemptively use BANG! on a read with some of the slower projectiles in the game, use at your discretion.
Straight Grapple (1 Hit)
On Block: BANG! from 3/4 Screen or less or Forward Dash.
On Whiff: BANG! from Any distance.
Batarang (2 Hits)
On Block: Forward Dash.
MB Batarang (3 Hits)
On Block: Safe.
Notes: MB Batarang has "A shit-ton of advantage" - StevoSuprem0
On Block: BANG! from 3/4 Screen or less or Forward Dash.
On Whiff: BANG! from Any distance.
Batarang (2 Hits)
On Block: Forward Dash.
MB Batarang (3 Hits)
On Block: Safe.
Notes: MB Batarang has "A shit-ton of advantage" - StevoSuprem0
Lightning Storm (1 Hit)
On Block: Safe.
Black Magic (1 Hit)
On Block: BANG! from 3/4 Screen or less or Forward Dash.
Lightning Strike (1 Hit)
On Block: Forward Dash.
MB Lightning Strike (3 Hits)
On Block: Safe.
Notes: When trying to avoid MB Lightning Strike on reaction, jump when the Strike is about to hit you in order to avoid all three Strikes.
On Block: Safe.
Black Magic (1 Hit)
On Block: BANG! from 3/4 Screen or less or Forward Dash.
Lightning Strike (1 Hit)
On Block: Forward Dash.
MB Lightning Strike (3 Hits)
On Block: Safe.
Notes: When trying to avoid MB Lightning Strike on reaction, jump when the Strike is about to hit you in order to avoid all three Strikes.
Fear Blast (1 Hit)
On Block: BANG! from Mid Screen or less or Forward Dash.
On Whiff: BANG! from 3/4 Screen or less or Forward Dash.
MB Fear Blast (3 Hits)
On Block: Safe.
On Whiff: BANG! from Sweep or less.
Impact Event (1 Hit)
On Block: BANG! from Any distance.
Final Shackles (1 Hit)
On Block: BANG! from 3/4 Screen or less or Forward Dash.
Beware Your Fears (1 Hit x 3)
On Block: Safe.
Notes: Fear Blast and MB Fear Blast whiff from 3/4 Screen distance or less by crouching. Within this distance, if you were blocking high, you should still crouch to make the last hit of MB Fear Blast whiff. Forward Dashing before Impact Event fully comes down will cause the projectile to whiff.
On Block: BANG! from Mid Screen or less or Forward Dash.
On Whiff: BANG! from 3/4 Screen or less or Forward Dash.
MB Fear Blast (3 Hits)
On Block: Safe.
On Whiff: BANG! from Sweep or less.
Impact Event (1 Hit)
On Block: BANG! from Any distance.
Final Shackles (1 Hit)
On Block: BANG! from 3/4 Screen or less or Forward Dash.
Beware Your Fears (1 Hit x 3)
On Block: Safe.
Notes: Fear Blast and MB Fear Blast whiff from 3/4 Screen distance or less by crouching. Within this distance, if you were blocking high, you should still crouch to make the last hit of MB Fear Blast whiff. Forward Dashing before Impact Event fully comes down will cause the projectile to whiff.
Heat Vision (1 Hit)
On Block: BANG! from Jump distance or less or Forward Dash.
MB Heat Vision (2 Hits)
On Block: Safe.
(Air) Heat Vision (1 Hit)
On Block: BANG! from Any to 3/4 Screen or less (see Notes) or Forward Dash.
(Air) MB Heat Vision (2 Hits)
On Block: Safe.
Heat Zap (1 Hit)
On Block: Safe.
On Whiff: Forward Dash.
Notes: If (Air) Heat Vision is done at the peak of Superman's jump, you may punish with BANG! from Full Screen or less, but if done as low to the ground as possible (Instant Air version), you may punish from 3/4 Screen or less.
On Block: BANG! from Jump distance or less or Forward Dash.
MB Heat Vision (2 Hits)
On Block: Safe.
(Air) Heat Vision (1 Hit)
On Block: BANG! from Any to 3/4 Screen or less (see Notes) or Forward Dash.
(Air) MB Heat Vision (2 Hits)
On Block: Safe.
Heat Zap (1 Hit)
On Block: Safe.
On Whiff: Forward Dash.
Notes: If (Air) Heat Vision is done at the peak of Superman's jump, you may punish with BANG! from Full Screen or less, but if done as low to the ground as possible (Instant Air version), you may punish from 3/4 Screen or less.
Fire Kiss (1 Hit)
On Block: Safe.
On Whiff: BANG! from Jump distance or less.
Mb Fire Kiss (1 Hit)
On Block: Safe.
Linking Ring (1 Hit)
On Block: Safe.
MB Linking Ring (1 Hit)
On Block: Safe.
Puppet Master (1 Hit)
On Block: BANG! from Mid Screen or less or Forward Dash.
Fifty Two Pickup (1 Hit)
On Block: Forward Dash.
Straight Magic (1 Hit)
On Block: Safe.
On Whiff: Safe.
Ground Magic (1 Hit)
On Block: Safe.
Magic Pillar (1 Hit)
On Block: Safe.
Notes: All of Zatanna’s Projectiles can be forward jumped on reaction. The only two that will give you trouble are Linking Ring/MB Linking Ring outside of Jump distance and Fifty Two Pickup. The latter can be beaten out with ji3. You cannot preemptively Forward Dash Puppet Master.
On Block: Safe.
On Whiff: BANG! from Jump distance or less.
Mb Fire Kiss (1 Hit)
On Block: Safe.
Linking Ring (1 Hit)
On Block: Safe.
MB Linking Ring (1 Hit)
On Block: Safe.
Puppet Master (1 Hit)
On Block: BANG! from Mid Screen or less or Forward Dash.
Fifty Two Pickup (1 Hit)
On Block: Forward Dash.
Straight Magic (1 Hit)
On Block: Safe.
On Whiff: Safe.
Ground Magic (1 Hit)
On Block: Safe.
Magic Pillar (1 Hit)
On Block: Safe.
Notes: All of Zatanna’s Projectiles can be forward jumped on reaction. The only two that will give you trouble are Linking Ring/MB Linking Ring outside of Jump distance and Fifty Two Pickup. The latter can be beaten out with ji3. You cannot preemptively Forward Dash Puppet Master.
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