Qwark28
Joker waiting room
First of all, a fuck you to my PC for crashing when I was writing this thread for over an hour and losing everything, fuck you.
Basically, Joker can start a combo from J2 32 MB RLG B3 dash under the opponent and then sweep.
After the sweep, there's a window where J2 will always crossup, when that window ends J2 will no longer crossup. What you wanna do is take advantage of that window, shorten it as much as you can to make the crossup that much harder to deal with.
This crossup, if you don't wakeup, leads to a guaranteed jump in.
When it comes to wakeups, the only wakeups which escape this setup are fast advancing invincible ones e.g corp charge, batman slide, superman dash punch, nightwing flying grayson, doomsday air venom, a.k.a baitable.
What all these wakeups have in common is that they're all punishable on a read while they can't punish you on wakeup. Why? Because if you do the early jump and make J2 crossup, the game will NOT autocorrect in the right direction, make your J2 hit the air and their wakeup will go the opposite direction. This means that wakeups such as GL lift or sinestros arachnid will ALWAYS whiff if you do the J2 early since they will come out on the wrong direction. Some wakeups that seemingly would work against this early J2 e.g GL turbine, NW twirly wirly, Aquaman water shield will either whiff, be hit out of or be hit out of after the invincibility frames are up due to slow ass startup.
When it comes to choosing to wakeup. You opponent cannot see you jump and then wakeup on reaction because they will have eaten up all the invincibility frames with their hesitation, they either wakeup or block the ambiguous crossup. This opens up the option to bait wakeups that would escape the ambiguous crossup setup and full combo punish.
Early J2
Will crossup
Will screw up wakeup direction
Will not be hit by any wakeup in the game
Late J2
Susceptible to wakeups
Will not cross up
When you do this setup you should wait until almost the "J2 will crossup" window is up so your jump will be extremely ambiguous, I guarantee you, if you do this right, you'll be the only one who knows which direction you'll hit simply because you'll have so much practice doing it properly.
This is a vortex on 12/28 characters in the game. They legitimately cannot escape it.
fuck this, here we go again with the extremely long ass tag list i have to re-tag
Cat
StevoSuprem0
laudanum09
AK-Israel
B W1zZ
Jack White
@whitecard
lorenzo
MetaSkipper
Gilbagz
OmegaK
Dr Jackal
Comrade_Aleksey
PerrySenchals
Gysbert
Chill1208
giantqtipz
FixdSwine
Basically, Joker can start a combo from J2 32 MB RLG B3 dash under the opponent and then sweep.
After the sweep, there's a window where J2 will always crossup, when that window ends J2 will no longer crossup. What you wanna do is take advantage of that window, shorten it as much as you can to make the crossup that much harder to deal with.
This crossup, if you don't wakeup, leads to a guaranteed jump in.
When it comes to wakeups, the only wakeups which escape this setup are fast advancing invincible ones e.g corp charge, batman slide, superman dash punch, nightwing flying grayson, doomsday air venom, a.k.a baitable.
What all these wakeups have in common is that they're all punishable on a read while they can't punish you on wakeup. Why? Because if you do the early jump and make J2 crossup, the game will NOT autocorrect in the right direction, make your J2 hit the air and their wakeup will go the opposite direction. This means that wakeups such as GL lift or sinestros arachnid will ALWAYS whiff if you do the J2 early since they will come out on the wrong direction. Some wakeups that seemingly would work against this early J2 e.g GL turbine, NW twirly wirly, Aquaman water shield will either whiff, be hit out of or be hit out of after the invincibility frames are up due to slow ass startup.
When it comes to choosing to wakeup. You opponent cannot see you jump and then wakeup on reaction because they will have eaten up all the invincibility frames with their hesitation, they either wakeup or block the ambiguous crossup. This opens up the option to bait wakeups that would escape the ambiguous crossup setup and full combo punish.
Early J2
Will crossup
Will screw up wakeup direction
Will not be hit by any wakeup in the game
Late J2
Susceptible to wakeups
Will not cross up
When you do this setup you should wait until almost the "J2 will crossup" window is up so your jump will be extremely ambiguous, I guarantee you, if you do this right, you'll be the only one who knows which direction you'll hit simply because you'll have so much practice doing it properly.
This is a vortex on 12/28 characters in the game. They legitimately cannot escape it.
fuck this, here we go again with the extremely long ass tag list i have to re-tag
Cat
StevoSuprem0
laudanum09
AK-Israel
B W1zZ
Jack White
@whitecard
lorenzo
MetaSkipper
Gilbagz
OmegaK
Dr Jackal
Comrade_Aleksey
PerrySenchals
Gysbert
Chill1208
giantqtipz
FixdSwine