Vengeance135
Saltiest Joker Player
But if the Joker is throwing close teeth and you are in d1 range, chances are that the Joker player is going to block after teeth, meaning a d1 into throw would eat the teeth and you will get the grab, of course the Joker player can read the grab but then we could go back and forth about the variables. My point is, you have ways to armor through jokers neutral pretty effectively. I will not downplay the teeth effectiveness in the slightest. However you do have effective options in the MU where jokers options are much more limited at a close range.The mb b3 is not used for whiff punishing its used for when he just does them on block. The only whiff punish bane has for raw teeth is the d1. His other buttons dont have the range. D1 doesnt connect into mb b3 on hit, and doesnt connect into uppercut unless point blank. D1 into elbow is his go to punish but that is quick enough that he is actually true punishing joker with the d1 then he just lands back on the teeth with the elbow. Button into command grab would only work as a tick on block which makes it not a true punish
Like I said, jokers the most effective when trying to keep bane out. Jokers tools to keep him out, are only teeth and gunshot. Gunshot can be ducked and dashed after and teeth which can pose just as much a risk to joker If you know how to deal with them. If bane gets in, joker is screwed plain and simple. 4-6 means joker has effective options that could grant him a win, but the risk/reward favors his opponent if he doesnt play it perfectly. Im not saying this is a 3-7 or 2-8. 4-6 means it's doable but the odds aren't in his favor. You can't possibly think it's even when joker has to play flawlessly to not get knocked down because if he does, he's screwed. While your character has the mobility, armor and damage to deal with joker and genuinely needs 1 knock down to blow joker up. Great conversation by the way man!!!