Qwark28
Joker waiting room
Been playing around with him in the lab for the past week and I've found a lot of interesting shit.
MB Venom has different properties depending on the moment you press the MB button, at max opponent height after Venom, pressing MB causes your opponent to be launched as far as possible, needing 2 dashes to reach them, 2nd dash can be punished by fast wakeups. Doing it late leaves them one step out of F2 distance and changes the move's hitbox properties.
MB venom at lowest height allows some moves after a quick dash to make doomsday clip through the opponent, this is still unexplored midscreen but in the corner there is a 50/50 mixup for 2 bars.
Any combo into MB Venom at the lowest height into MB air venom at the first recovery frames will lead to a crossup that causes wakeups to completely whiff, as found by PND i2 Gaug3 delaying it for a few frames causes it not to crossup.
Now, to sweep and EX air snatch.
Both of these moves are hard knockdowns and allow for a mutual setup, whenever you hit with any of these ( sweep depends on the range, max range is the best ) You can dash in and neutral jump D3. This neutral jump D3 will be a deceiving crossup that reverses not the inputs but the direction of a wakeup attack, again, waiting half a second or so will make the JD3 not crossup, but wakeups will come out the right way.
Feel free to play with these and experiment, still trying to see if the air snatch/sweep ambiguous crossup setup is viable as most backdashes seem to beat it but by changing the timing perhaps you can bait out an accidentaly forward dash which has no invincible frames.
Credit to Metzos too for having a hunch about ex AS
MB Venom has different properties depending on the moment you press the MB button, at max opponent height after Venom, pressing MB causes your opponent to be launched as far as possible, needing 2 dashes to reach them, 2nd dash can be punished by fast wakeups. Doing it late leaves them one step out of F2 distance and changes the move's hitbox properties.
MB venom at lowest height allows some moves after a quick dash to make doomsday clip through the opponent, this is still unexplored midscreen but in the corner there is a 50/50 mixup for 2 bars.
Any combo into MB Venom at the lowest height into MB air venom at the first recovery frames will lead to a crossup that causes wakeups to completely whiff, as found by PND i2 Gaug3 delaying it for a few frames causes it not to crossup.
Now, to sweep and EX air snatch.
Both of these moves are hard knockdowns and allow for a mutual setup, whenever you hit with any of these ( sweep depends on the range, max range is the best ) You can dash in and neutral jump D3. This neutral jump D3 will be a deceiving crossup that reverses not the inputs but the direction of a wakeup attack, again, waiting half a second or so will make the JD3 not crossup, but wakeups will come out the right way.
Feel free to play with these and experiment, still trying to see if the air snatch/sweep ambiguous crossup setup is viable as most backdashes seem to beat it but by changing the timing perhaps you can bait out an accidentaly forward dash which has no invincible frames.
Credit to Metzos too for having a hunch about ex AS