Pakman
Lawless Victory!
UPDATED:
Below is a diagram of Joker's space control at any one point in time. It does not include jump in attacks; certain specials (meter burns), traits or supers.
Please note this may not be 100% accurate as I do not have the actual hit box data. This is all just stuff I could find on training mode.
Direct link:
http://i48.photobucket.com/albums/f207/aamirsaab/44b5d6e1-a95c-46aa-9fab-ecbe487085c0_zps129e30db.jpg
Image courtesy of: DeusEx4Ever·
Legend:
A) Joker's stance in the diagram is considered OPEN (facing towards you)
B) 1 square floor tile = 1 character space
Red: Crow bar (UPDATED)
Green: Laughing Gas (approx 8 squares)
Green Dots: Rolling gas (full screen)
Purple: BANG
Brown star: Chattering teeth (close is approx 0.5 a square infront of Joker; Normal is 1.5; Far is 2.5
White: Acid Blossom
Blue: Standing 1
Blue dots: Back 1 (aka "Footsie")
Blue double line: Down 1
Yellow: Standing 2
Yellow dots: Back 2
Yellow dash: Forward 2
Yellow double line: Down 2 (UPDATED)
Orange: Standing 3
Orange dots: Back 3 (UPDATED)
Orange Dash: Forward 3 (UPDATED)
Orange double line: Down 3 (UPDATED)
Notes:
* Minor over lap with a couple of normals, but they tend to hit at different angles and have different frame data so nothing to really worry about.
* Acid Blossom has a weird hit box. Visually, it should hit further than it actually does but for whatever reason it doesn't. The hit box shown above is it's actual range.
* Down 3 has quite good range - one of his longest reaching normals.
* He can prime his gun shot and dash back or forwards to cancel it (building meter). Dash cancel forwards into Gun shot works. Dash cancel back gun shot doesn't
* Also, primed gun shot has a (long) time limit until it auto discharges, so you can't prime it indefinitely.
* I actually like his design much for the same reasons I liked Grundy's - everything about it screams Joker, so props to NRS for a really fun incarnation and realization of this character. But all this said, apparently he's not doing so hot on the tier list....:/ (See discussion below)
UPDATED
* Cat pointed out that some of Joker's moves have different ranges depending on the stance. I've not gone through all of them yet [WIP], but I'll give a quick list of what has been found so far:
Closed stance versus Open stance:
B1 (footsie) has slightly more range than in Opened stance
D, 3 has slightly more range than in Opened stance
Standing 2 has slightly less range than in Opened stance
Acid Blossim has slightly less range than in Opened stance
Haven't tested these extensively so don't know to full extent of how it will impact on the character and or match-ups.
Anyways, enjoy, and feel free to tag whoever else may find this useful!
Below is a diagram of Joker's space control at any one point in time. It does not include jump in attacks; certain specials (meter burns), traits or supers.
Please note this may not be 100% accurate as I do not have the actual hit box data. This is all just stuff I could find on training mode.
Direct link:
http://i48.photobucket.com/albums/f207/aamirsaab/44b5d6e1-a95c-46aa-9fab-ecbe487085c0_zps129e30db.jpg
Image courtesy of: DeusEx4Ever·
Legend:
A) Joker's stance in the diagram is considered OPEN (facing towards you)
B) 1 square floor tile = 1 character space
Red: Crow bar (UPDATED)
Green: Laughing Gas (approx 8 squares)
Green Dots: Rolling gas (full screen)
Purple: BANG
Brown star: Chattering teeth (close is approx 0.5 a square infront of Joker; Normal is 1.5; Far is 2.5
White: Acid Blossom
Blue: Standing 1
Blue dots: Back 1 (aka "Footsie")
Blue double line: Down 1
Yellow: Standing 2
Yellow dots: Back 2
Yellow dash: Forward 2
Yellow double line: Down 2 (UPDATED)
Orange: Standing 3
Orange dots: Back 3 (UPDATED)
Orange Dash: Forward 3 (UPDATED)
Orange double line: Down 3 (UPDATED)
Notes:
* Minor over lap with a couple of normals, but they tend to hit at different angles and have different frame data so nothing to really worry about.
* Acid Blossom has a weird hit box. Visually, it should hit further than it actually does but for whatever reason it doesn't. The hit box shown above is it's actual range.
* Down 3 has quite good range - one of his longest reaching normals.
* He can prime his gun shot and dash back or forwards to cancel it (building meter). Dash cancel forwards into Gun shot works. Dash cancel back gun shot doesn't
* Also, primed gun shot has a (long) time limit until it auto discharges, so you can't prime it indefinitely.
* I actually like his design much for the same reasons I liked Grundy's - everything about it screams Joker, so props to NRS for a really fun incarnation and realization of this character. But all this said, apparently he's not doing so hot on the tier list....:/ (See discussion below)
UPDATED
* Cat pointed out that some of Joker's moves have different ranges depending on the stance. I've not gone through all of them yet [WIP], but I'll give a quick list of what has been found so far:
Closed stance versus Open stance:
B1 (footsie) has slightly more range than in Opened stance
D, 3 has slightly more range than in Opened stance
Standing 2 has slightly less range than in Opened stance
Acid Blossim has slightly less range than in Opened stance
Haven't tested these extensively so don't know to full extent of how it will impact on the character and or match-ups.
Anyways, enjoy, and feel free to tag whoever else may find this useful!