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Guide Joker's Super Awesome Combo/BnB Thread Nov 2013

StevoSuprem0

I'm gonna make this skill gap... disappear.
Figured it was about time we updated our combo thread since the old one was a little dated (link below). I mostly stuck to optimized options in terms of ease of use, wall carry, and max damage for each section. I will be updating for the foreseeable future, so if you have anything that you think should be added, feel free to share!
Rathalos

Legend
1= Light
2= Medium
3= Heavy
xx= Cancel
MB= Meter Burn
,= Separates Input Sequences
f= Forward
b= Back
u= Up
d= Down
j= Jump
nj= Neutral Jump
ji= Jump In
BGB= Background Bounce Interactable
~= cancel string before multiple hits of an input (ex. 32~ indicates only 1 hit of the final input)
SHKD= Super Hard Knock Down; hard (untechable) knockdown with additional duration

Special Moves
BANG! (gun)= df1
Acid Flower (flower)= bf2
Crowbar= bf3
Laughing Gas (HLG)= db1
Rolling Laughing Gas (RLG)= db2
Chattering Teeth (teeth)= db3
Mid Chattering Teeth (mid teeth)= db3u
Far Chattering Teeth (far teeth)= db3f
Let's Be Serious (SUPER)= super command

Starters
11= 8f startup, 4% damage; fastest startup, but first hit is high
21= 11f startup, 7% damage; fastest recovery, frame trap on block, can be hit confirmed
f23= 13f startup, 4% damage; decent range and second hit advances
32= 15f startup, 12% damage; highest damage, easiest hit confirm
These are the ideal strings to begin combos with due to the fact that they can be cancelled into MB RLG, Joker's main launcher.
The remainder of this thread will use ji2, 32 as the starter string due to the fact that it is the highest damage option and Joker's ji2 is a great opener due to its ability to cross up and create ambiguous situations. That being said, each of these strings is useful in certain situations, described above.

Midscreen Meterless
j2 32 xx flower (25%, highest meterless damage off jump in not involving teeth)
j2 212 xx gun (23%, best meterless wall carry off jump in not involving teeth)
f3/b3, ji2 32 flower OR 32~ xx crowbar (###%/###%; easiest/most reliable option)
f3/b3, d2 xx far teeth, ji2 far teeth, 3 xx flower, 32~ xx flower (36%%, max meterless damage off f3/b3)

BGB Combos
j2 32 xx BGB, b3, d2 xx far teeth, ji2 far teeth, 3 xx flower, 32~ flower (47%, highest damage)
j2 32 xx BGB, b3, d2 xx far teeth, f23 xx far teeth, 21 xx crowbar (41%, OTG setup)
b1 xx BGB, b3, d2 xx far teeth, ji2 far teeth, 3 xx flower, 32~ flower (38%, low starter)
b1 xx BGB, b3, d2 xx far teeth, f23 xx far teeth, 21 xx crowbar (31%, low starter, OTG setup)

Midscreen Metered
j2, 32 xx MB RLG, b3, ji2, 32 xx flower (44%, easiest BnB)
j2, 32 xx MB RLG, b3, d2 xx far teeth, ji2 far teeth, 3 xx flower, 32~ xx flower (48%, highest damage BnB)
j2, 32 xx MB RLG, b3, d2 xx far teeth, f23 xx far teeth, 21 xx crowbar (42%, OTG setup, great wall carry, most lenient timing (delay slightly))
j2, 32 xx MB RLG, b3, d2 xx far teeth, f23 xx far teeth, 2 xx flower (41%, restand into flower for reset/frame advantage)
j2, 32 xx MB RLG, b3, d2 xx far teeth, f23 xx mid teeth, flower -> ji2 (40%, restand into flower, on blocked teeth after flower this is a true block string into the j2)
j2, 32 xx MB RLG, b3, d2 xx far teeth, j2 far teeth, f23 xx far teeth, 21~ xx crowbar (47%, difficult execution, great wall carry)
j2, 32 xx MB RLG, b3, d2 xx far teeth, f23 xx far teeth, d2 xx crowbar (39% + 15% = 54%, d2 fast restands into teeth and crowbar hits nearly simultaneously for a very tough to block restand setup)
MB f3/b3, d2 xx far teeth, ji2 far teeth, 3 xx flower, 32~ xx flower (42%, max damage off f3/b3)
j3, d2 xx MB RLG, b3, ji2, d3 (32%, ambiguous jump in setup)
j3, d2 xx MB RLG, b3, ji2, 1 xx crowbar (35%, corner carry/advantage)
j3, d2 xx MB RLG, b3, ji2, 32 xx flower (37%, max damage)
Approaching the corner, use these to avoid b3 so you don't get unwanted transitions. Inputs are also easier for general midscreen use, making them good for online.
j2 32~ MB RLG, d2 xx far teeth, j1 far teeth, 21~ xx far teeth, 3 xx flower, flower (44%, damage option)
j2 32~ MB RLG, d2 xx far teeth, j1 far teeth, 21~ xx far teeth, 32~ xx crowbar (42%, crowbar ender for OTG setup)
j2 32~ MB RLG, d2 xx far teeth, j1 far teeth, 21~ xx far teeth, 2 xx flower (39%, restand into teeth for reset/frame advantage)

Anti-Air
d2, ji2 32 flower (22%%, easiest/most reliable option)
d2 xx teeth, ji2 far teeth, ji3 far teeth, 3 xx flower, 32~ xx flower (39%, highest damage d2 option)
aa ji2, ji2, 32 xx flower OR 32~ xx crowbar (30%/27%)
aa ji2, ji2, 212 xx gun (28%, great wall carry)
aa ji3, j2, 32 xx flower (34%, specific timing, very height dependent)

Instant nj2
This is Joker's only option for an overhead combo starter (excluding f3); timing is strict, but will connect against ducking foes
insta nj2 11 xx MB RLG, b3, ji2 32 xx flower (38%, easiest)
insta nj2 11 xx MB RLG, b3, d2 xx far teeth, ji2 teeth, 3 xx flower, 32~ xx flower (42%, max damage)
insta nj2 11 xx MB RLG, b3, d2 xx far teeth, f23 xx far teeth, 21 xx crowbar (37%, good wall carry)
*21 also combos after an instant nj2 sometimes, but is far less consistent (may be stance dependent)

Corner
Meterless option:
j3, d2 xx teeth, d1, d1 xx mid teeth, 32~ xx teeth, 3 xx flower, 3 xx flower (43%; big meterless damage off j3 starter; can also be done off d2 starter, other enders are valid)
Ender options:
-3 xx flower, 3 xx flower (max damage)
-32~ xx crowbar (OTG Setup; MB only for better setup and 1% more damage)
-213 (produces SHKD)
-3 xx flower, 32~ xx teeth (meaty teeth setup)
-3 xx flower, d2 xx teeth (fast stand into teeth setup to throw off wakeups; follow with b13, 113, or f21)
j2 32 xx MB RLG, d2 xx teeth, ji2 mid teeth, 32~ xx teeth, ender (49%/42%*/44%/47%/46%)
f3, d2 xx far teeth, ji2 mid teeth, 32~ teeth, ender (39%/35%/34%/37%/36%; +6% on all if MB f3, and more if MB f3 + teeth, which also makes the timing less strict)
*must remove the 32~ xx teeth from this string to prevent the opponent from being hit out of the corner (crowbar pushes them out of the corner in some instances when they are against the wall if not meterburned)

Teeth Setups
j3 -> teeth (11%, j3 has good KD properties, but this can be techrolled and escaped by some wakeups, more effective in the corner)
j2 32 xx MB RLG, b3, ji2 323~ teeth (40%, can be escaped with tech roll into high block or back dash)
b1 xx BGB OR j2 32 xx BGB -> teeth (9%/23%, BGB produces a hard KD, so only certain wakeups escape)
j2, 32 xx MB RLG, b3, d2 xx far teeth, ji2 (delay) teeth OR far teeth (39%, 50/50 situation with close teeth catching non-techrolls and far teeth catching techrolls, certain wakeups can escape)
j2, 32 xx MB RLG, b3, d2 xx far teeth, f23 xx far teeth (36%, time the f23 early so they aren't hit by the previous set of teeth {deceptive}, can be techrolled out of and escaped by some wakeups)
*In the corner, anything combos ending in SHKD 213 or MB Crowbar will grant a solid setup when followed with teeth, and cancelling many strings, such as 32 or 212, into teeth will also grant decent setups, though easier to escape.

OTG Followups
After normal crowbar, midscreen
-dash, b1 xx flower/crowbar (12%/10%; doesn't setup additional OTG unless it puts them in the corner)
After normal crowbar, corner
-standing 3 -> corner combo (see corner combo section)
-b1 xx crowbar (low option, loops into OTG setup again)
-crowbar (overhead option, will generally knock out of corner)
-d2 xx teeth/flower (teeth setup, flower will leave you at advantage close up and make safe on block)
-d3 (low, hard KD, can produce ambiguous jump setup depending on spacing)
After MB crowbar, midscreen (spacing dependent depending on the distance crowbar hits from)
-dash, b1 xx crowbar (low option
-dash, crowbar (overhead option)
-dash, d2 (see above)
-dash, d3 (low, hard KD)
-RLG with or without dash first (another low, doesn't combo outside corner on MB)
-dash x2, crossup ji2 -> combo (confuses wakeups, some of which track)
After MB crowbar, corner
-All above options
-f3 -> combo (overhead option)
-b3 (good for going into stage transition, combos for some reason on transition)
-teeth, b13, 32 xx crowbar (b1 will connect while they are still OTG if timed correctly, MB to loop)

Teeth Combos
Simple Setups (designed to have an overhead and teeth (low) hit in close succession)
-teeth, 113, ji2 32 xx flower OR 32~ xx crowbar (30%/27%; difficult timing, but hardest to block)
-teeth, (delay) b2, j2, 32 xx flower OR 32~ xx crowbar (35%/32%; delay can sometimes bait action)
-teeth, (SLIGHT delay) f21, b3, ji2 32 xx flower OR 32~ xx crowbar (41%/39%)
-teeth, b13, 32 xx flower OR 32~ xx crowbar (33%/32%; most reliable option in and out of corner)
-mid teeth, 112, b3, ji2, 32 xx flower OR 32~ xx crowbar (41%/39%)
-teeth, f3, d2 xx far teeth, ji2 far teeth, 3 xx flower, 32~ xx flower (39%)
-teeth, f3, d2 xx far teeth, f23 xx far teeth, 32~ xx crowbar (32%)
Hard-to-block-able timing (when the j2/3 and teeth hit almost simultaneously)
-teeth, j2/3, b3, ji2 32 flower (37%/41%, easiest)
-teeth, j2/3, b3, d2 xx far teeth, f23 xx far teeth, 21 xx crowbar (36%/40%, OTG setup; great wall carry)
Easier-to-block timing (when j2/3 hits decently before teeth; more damaging, but less practical)
-teeth, j2, far teeth, ji3, far teeth, j3, b3, 32 flower (53%)
-teeth, j3, far teeth, ji3, far teeth, 3 xx flower, 32~ xx flower/SUPER (56%/66%)
-teeth, j2, far teeth, ji3, far teeth, j3, far teeth, 3 xx flower, 32~ xx flower (59%)

HA! Specific Combos
Not much here unfortunately. Combos involving j2 can generally be extended with 1 or 2 additional j2's, and instant nj2 can be linked into 21 and 32 once you reach 2 HA!'s, but that's about it. Only about 2-3% more damage in most cases.
It is best to just abuse the jumping speed by harassing the opponent with instant j3's and try to mix them up to land a combo, but his combo potential in the corner actually goes down because of the decreased air time during higher HA! levels.

Credit and thanks to the entire Joker community for all the contributions along the way.
Gilbagz
Qwark28
laudanum09
OnlineRon91
Wild Card
Dr Jackal
Ren21
B W1zZ
Jack White
Fromundaman
insomnia_ftw
Zino
AK elitegoomba
IJS Dislexsik
ThaShiveGeek
KonDcnT
JokersWild515
MrSunshine

Previous Combo Thread: http://testyourmight.com/threads/the-joker-official-combo-thread-lets-put-a-smile-on-that-face.33219/
 
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StevoSuprem0

I'm gonna make this skill gap... disappear.
It's very possible that I overlooked some things, so just post anything you feel I'm missing.
 

ThaShiveGeek

Est In Harvey 1989
Mannnnnnnnn so "32" is 15 start up frames instead of 10 like it says in the game?! lol. I knew I wasn't trippen. Maybe they fixed that in the last hotfix. I haven't played in a month, but I'm picking up my Ultimate Edition Tuesday.
 

OnlineRon91

Joker++
Steve I dont even think the HA combos are worth it lmao I be getting like 2-3% extra off of stuff and I'm like ugh ... its not even worth learning.
 

StevoSuprem0

I'm gonna make this skill gap... disappear.
Steve I dont even think the HA combos are worth it lmao I be getting like 2-3% extra off of stuff and I'm like ugh ... its not even worth learning.
There are some things that are useful though, like with 1 HA, you can insta nj2 into 21 to combo, with 2 HAs you can do it into 32, and so on. There are little things there that are useful.
 

OnlineRon91

Joker++
I tried 3 with level 2 against a crouching Joker, it's impossible, probably character specific. But that's what I'm saying, when you do the full combo, it's 2-3% more. To add insult to injury it's even HARDER to do instant nj2 as you go up the number of HA's. To the point that you can no longer instant nj2 against a crouching Joker at 3 HA's.
 

CommonNick

Europe, PSN: "CommonNick"
Just a minor mistake but it burrrrrns my eyes:
Midscreen Meterless
Spoiler
Toggle Spoiler
j2 32 xx flower (25%, highest meterless damage off jump in not involving teeth)
j2 212 xx gun (23%, best meterless wall carry off jump in not involving teeth)
f3/b3, ji2 32 flower OR 32~ xx crowbar (###%/###%; easiest/most reliable option)
f3/b3, d2 xx far teeth, ij2 far teeth, 3 xx flower, 32~ xx flower (36%%, max meterless damage off f3/b3)​
 

OnlineRon91

Joker++
Just a minor mistake but it burrrrrns my eyes:
Midscreen Meterless
Spoiler


j2 32 xx flower (25%, highest meterless damage off jump in not involving teeth)​
j2 212 xx gun (23%, best meterless wall carry off jump in not involving teeth)​
f3/b3, ji2 32 flower OR 32~ xx crowbar (###%/###%; easiest/most reliable option)​
f3/b3, d2 xx far teeth, ij2 far teeth, 3 xx flower, 32~ xx flower (36%%, max meterless damage off f3/b3)​
ij2 = INJUSTICE 2
 

StevoSuprem0

I'm gonna make this skill gap... disappear.
I tried 3 with level 2 against a crouching Joker, it's impossible, probably character specific. But that's what I'm saying, when you do the full combo, it's 2-3% more. To add insult to injury it's even HARDER to do instant nj2 as you go up the number of HA's. To the point that you can no longer instant nj2 against a crouching Joker at 3 HA's.
Yeah it's character specific and no very rewarding. That's just what I'm aware of. More interested in exploring other options, but I don't think it'll be too fruitful.

Typo fixed. Dicks. Lol.
 

OnlineRon91

Joker++
Yeah it's character specific and no very rewarding. That's just what I'm aware of. More interested in exploring other options, but I don't think it'll be too fruitful.

Typo fixed. Dicks. Lol.

I'm waiting for the day for someone to find out about an infinite at Level 3 Ha's ...
 

Gilbagz

Joker here~
nice stuff steve
some minor things to add
when comboing off a naked b3 using d2 teeth j2 far teeth 3 acid flower 32 acid flower
the 3 acid flower will often reset due to the reduced gravity scaling

also im not entirely sure of the damage on this combo, but it be the optimal damage for the otg set up midscreen
ji2 32 mb rlg b3 d2 far teeth j2 far teeth 3,2 crowbar
i'm not entirely sure if it does more damage than the d2 far teeth f2,3 far teeth 2,1 crowbar option
but based on the general trend i would assume it does like 43% or something

good stuff on this thread
 

Qwark28

Joker waiting room
i've got three ha's ONCE ever lol
got so hyped up i paused the game and jumped outta my chair LOL
thank god it was only casuals :L
i got em once randomly vs doosmday without even noticing, barely saw the 3 green has, noticed via movement i think
 

Gilbagz

Joker here~
i got em once randomly vs doosmday without even noticing, barely saw the 3 green has, noticed via movement i think
lol 3 ha joker is like doomsday on ex venom
gets in whenever you want
just walk forward and mash insta j3
should always connect and its like +1 000 000 lol
 

StevoSuprem0

I'm gonna make this skill gap... disappear.
Lol I haven't gotten over 2 in a match :-(
It's just a bad design.
Gilbagz, I went with the 21 instead of 32 in the optimal OTG because it has better wall carry (slightly), and 32 only gets you 1% more. Also, I've seen that reset occur as well if you don't delay the 3 enough. Gonna talk about that in the guide video I'm working on. So many threads, so little time :-P
I'll add that as an option when I get back from San Diego though.
There are a few things I need to add just to present all options. Right now it's mostly just optimal choices for certain situations.
 

StevoSuprem0

I'm gonna make this skill gap... disappear.
DarthArma
Learn him.
You know you want to.
:joker:
Gonna starting hitting the Break again in a few weeks to start gearing up to try and not lose too terribly bad at NEC. See ya there!
 

rehti

Noob
Hey Qwark the combo you were abusing against True, is it listed there? You know the one he was saying it was unblockable? I think it was something like 212-teeth then B1-crowbar, so the long teeth and the crowbar hit at the same time...

Thanks, GG btw always fun to see you play.
------------------
I just read the other post.. I think its what you mentioned:

http://testyourmight.com/threads/joker-otg-crowbar-tech-patch-1-06.38387/
-------------------
Well it's not in the video on 1st page. Can you please just clarify that combo to me plz plz? You know what im talking about don't you?
 

Qwark28

Joker waiting room
Hey Qwark the combo you were abusing against True, is it listed there? You know the one he was saying it was unblockable? I think it was something like 212-teeth then B1-crowbar, so the long teeth and the crowbar hit at the same time...

Thanks, GG btw always fun to see you play.
------------------
I just read the other post.. I think its what you mentioned:

http://testyourmight.com/threads/joker-otg-crowbar-tech-patch-1-06.38387/
-------------------
Well it's not in the video on 1st page. Can you please just clarify that combo to me plz plz? You know what im talking about don't you?
are you reffering to 32 into far teeth d2 crowbar as an unblockable?

i did a lot of different combos, can you tell me which one exactly? corner, midscreen?

in the corner maybe you mean

crowbar - b1 teeth b13
mb crowbar - teeth b13

the first is gimmicky, B1 teeth on block is -10 or close to that and if you know the setup you can jump out of it ( can be d2 for a combo though ) and with flash you can do flying uppercut

the second is very easy to block when practiced, its an otg that doesn't give you time to wake up, if joker delays it to truly be unblockable then you can wake up