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StevoSuprem0 this is an excellent video, you should be the one making the videos for Joker instead of @
Qwark28's handmade wooden camera recording.
Nah but really, you make it very in-depth and easy to understand even for people who have never touched Joker (or his boner). Only thing missing would be the fact that most supers can avoid the block infinite but that is quite obvious anyway.
The best thing about the block infinite is the amount of mixups that you can do to catch people trying to escape or to open up people who just stay crouch blocking. I will start with what I think is the best mixup option
113 after 21 teeth:
What this does is create an unblockable situation where the 3 in the 113 is an overhead and happens very close to the teeth explosion. Do the 113 as fast as possible and it is an overhead low, delay it a bit and it becomes low overhead. The problem with this is that they can duck the first 1 and punish with a d2 or a jab. The advantage that this has over 21 is that 1 is faster by a few frames, enough so that armor f3 and b3 is not possible. Also, rather than end in 113 one can do 11~teeth and it leads back into the block infinite. If the 113 lands the opponent bounces low to the ground for a low damage combo
b13 after 21 teeth:
This creates another unblockable situation that is overhead low. The "unblockable", however is quite easy to block and it is completely unsafe on block. The advantage that it has is that it is faster than 2 so one can't armor through it and it begins with a low, which we will see can be used in a 50/50 mixup. If the string lands the opponent is sent into the air for full combo.
Instant j2 after 21 teeth:
This is purely used to create a 50/50 mixup. Most characters can jab out and the opponent can backdash it, leaving Joker at minus. It still catches jumpers and of course people who just crouch and block. Do this or b13 and you a difficult to block 50/50. If they get hit by the jump 2 the teeth will hit for full combo.
As for the other strings, I found them to either be too slow, or have the overhead part far from teeth explosion.
On a final note, I want to say that it is not necessary to start with 21 teeth. Depending on when the teeth explode, you can do 2~teeth, 11~teeth, f2~teeth, obviously with different timing from 21. This is most useful after a hard knockdown, where you can do several anti-wakeup strings and go into the block infinite.
Thanks you for the video, I had fun playing around with Joker and might main him now.