insomnia_ftw
It's simple.. We normalize the superman.
I've noticed that Joker's set ups aren't 100% scary unless you have the opponent stuck in the corner where they can't roll, backdash, or jump back effectively. So here are some tidbits of info that may help you if you are trying to get your opponent to the corner:
Throw:
I noticed that Joker's back throw (I guess technically it's neutral throw?) puts your opponent much farther away than the forward throw. This obviously is easiest to use if you have your back to the nearest corner. If you are facing the nearest corner, you can do a crossup j2 (it has to get blocked I think) and then throw them backwards toward the corner. This is much better if you're opponent blocks a MB low canister, because you get a (pretty much) free jump in afterward.
113 xx gun:
I don't know if there are any combos for midscreen that start with 113 (in the corner you can connect with low canister), but if you cancel the last hit into gunshot the pushback is really good. Since the 3 makes the opponent bounce, they are airborne, and the gun has great pushback if you hit someone in the air. This string is pretty good for catching people blocking low, but people will wise up to it quickly. This may work better if you use b1 a lot to condition people into blocking low. If you see the person block the 3, you can still use the gun to backdash but i'm not sure how safe that is.
212 xx gun:
Similar to 113, the last hit of this string sends the opponent airborne so adding a gunshot will carry them even farther. Canceling the gunshot into a forward dash will allow you to stay right on top of your opponent to continue pressure if you want to sacrifice distance for positioning.
This is best used if you only land the last hit. If you already get the first two hits, you're probably better off just canceling into low canister and going into your bnb.
Ending juggle combos with gun:
A lot of Joker's bnbs end with acid flower. If you are trying to carry the opponent to the corner, try ending with gun if you can. It may or may not sacrifice some damage, but it adds much more carry distance to your combo. Joker's combos already cover a lot of distance, so ending with gun makes them push the opponent even farther. You then have at least enough time to dash once safely (probably twice depending on if they have a fast advancing wakeup).
b2:
Not too useful of a move, but it's important to note how much it knocks the opponent back (pretty far). I think it pushes back almost as much as if you landed one of the gunshots described above. The startup isn't that bad, so it's pretty easy to catch people blocking low. This also works better if you have been poking with b1 to get your opponent used to crouching.
I'm not trying to pass this off as anything universally useful. These are just little things that may be useful depending on your style of play. I generally try to force the opponent into the corner and then play defense and do setups to keep them there. If you are fighting a character with a fast teleport, this is all pointless and you'll have to play completely different. We might as well talk more about meta game strategy though, since Joker's tools are really subjective to what matchup you are up against.
What do you guys think? Or better, what gameplan do you guys have going into a match? Is corner pressure valuable enough to consider any of these?
StevoSuprem0
Gilbagz
Throw:
I noticed that Joker's back throw (I guess technically it's neutral throw?) puts your opponent much farther away than the forward throw. This obviously is easiest to use if you have your back to the nearest corner. If you are facing the nearest corner, you can do a crossup j2 (it has to get blocked I think) and then throw them backwards toward the corner. This is much better if you're opponent blocks a MB low canister, because you get a (pretty much) free jump in afterward.
113 xx gun:
I don't know if there are any combos for midscreen that start with 113 (in the corner you can connect with low canister), but if you cancel the last hit into gunshot the pushback is really good. Since the 3 makes the opponent bounce, they are airborne, and the gun has great pushback if you hit someone in the air. This string is pretty good for catching people blocking low, but people will wise up to it quickly. This may work better if you use b1 a lot to condition people into blocking low. If you see the person block the 3, you can still use the gun to backdash but i'm not sure how safe that is.
212 xx gun:
Similar to 113, the last hit of this string sends the opponent airborne so adding a gunshot will carry them even farther. Canceling the gunshot into a forward dash will allow you to stay right on top of your opponent to continue pressure if you want to sacrifice distance for positioning.
This is best used if you only land the last hit. If you already get the first two hits, you're probably better off just canceling into low canister and going into your bnb.
Ending juggle combos with gun:
A lot of Joker's bnbs end with acid flower. If you are trying to carry the opponent to the corner, try ending with gun if you can. It may or may not sacrifice some damage, but it adds much more carry distance to your combo. Joker's combos already cover a lot of distance, so ending with gun makes them push the opponent even farther. You then have at least enough time to dash once safely (probably twice depending on if they have a fast advancing wakeup).
b2:
Not too useful of a move, but it's important to note how much it knocks the opponent back (pretty far). I think it pushes back almost as much as if you landed one of the gunshots described above. The startup isn't that bad, so it's pretty easy to catch people blocking low. This also works better if you have been poking with b1 to get your opponent used to crouching.
I'm not trying to pass this off as anything universally useful. These are just little things that may be useful depending on your style of play. I generally try to force the opponent into the corner and then play defense and do setups to keep them there. If you are fighting a character with a fast teleport, this is all pointless and you'll have to play completely different. We might as well talk more about meta game strategy though, since Joker's tools are really subjective to what matchup you are up against.
What do you guys think? Or better, what gameplan do you guys have going into a match? Is corner pressure valuable enough to consider any of these?
StevoSuprem0
Gilbagz