I've played and know at least 20 matchups and know about 15 of them inside out, I'll be the one doing the main analyses and it's a huge list of things per character.I was thinking more along the lines of splitting up the match ups amongst the group and have each person research a few match ups. What I have seen on this forum is a lot of a few people being spread thin over being responsible for researching match ups or tech. imho, if we share the responsibility we may find the missing linkalot fafaster. Just my thought at the moment
Can you elaborate on your reasoning/thought process?I'm completely redesigning my concepts of this character
Calculating risk/reward and thinking more long term with Joker, e.g accumulating and slow damage over sudden bursts with resets.Can you elaborate on your reasoning/thought process?
I pretty much agree everywhere except Lobo, which I think is a 4-6, maybe 5-5. And I guess I'd peg Flash more as a solid 3-7.
Otherwise I think you're pretty much dead on.
Also.... KI is awesome .
Not unless on a read, his pump shot is 17f and must be done on a read, not reaction.Glad to hear you are taking a more calculative approach. I need to rewire my brain to do the same, because it's absolutely necessary for this character.
Lobo can duck a gunshot and punish for I believe 26% with his 6f mid MB pump shot, which leads into a free reload. And I believe standing 3 can AA ji3, but I'm not certain... it has more range than most uppercuts though, and then he can cancel that into MB nuke pump shots for 34%. Plus he has massive damage which he can access off of 50/50 with 2 xx low nuke shot or 21 xx low nuke shot. His punish game is insane as well, 54% off a b12 xx MB b3, ~60% off of a 113 leading into BGB stuff, and 50%+ off of his 7 or 8 frame 113 punish regularly, which he can also choose to drop and safe load nuke shells and just lame us out. We have similar damage, but it necessitates the corner or a level with a BGB and a hell of a lot more risk.
Our reset game is great against him; I was wrong previously about his wakeups, he has no way out of a well times MB f3 on teeth, and the timing isn't very strict. I think its gotta be played patiently, but he has more/better options up close and a better distance game, so I think I gotta give it to the main man on this one. I'd stick to 4-6 or 5-5.
And why would you be shooting when you don't have the lifelead, much less in general when you suspect he's gonna throw it out? It benefits us to throw his shells, he's wasting damage and mixup opportunity, each time he uses up shells he forfeits any kind of his hard to access mixup game and counterzoning.Though a lot of times it's not him mindlessly shooting, but the fear that he has them loaded while he has the life lead. 1 mistake is another 28%
Who cares if S3 is safe, they cannot anti air your jumps, that's exactly what you want as Joker.I'm talking about b1 more as a punish (cancelling into MB b3 is confirmable), but the fact that he has a fast low as an option is always there.
Standing 2 is more of a threat to be simply after a ji2, even on block, because you can either go into the 50/50, or do 2 xx czar toss for a tick throw into a whole bunch of easy damage.
His high pump shot is 17 frames, but if you do df1b, it uses his MID pump shot, which is 6f and his for only 2% less damage; I don't know why more people don't talk about or use this, but there are some great Lobo's out there that know how to abuse this to punish very effectively.
You may be correct on standing 3 only working on read, but it doesn't really matter either way because even if you guess wrong and they stay on the ground you can cancel it to make it safe.
I agree on damage potential being bigger for Joker, but it's definitely more situational and requires more work.
We do slightly outfootsie him by about 1f (d1: 6f vs 7f, b1: 9f vs 10f, etc), but Lobo has superior screen control at most other places on the screen (50/50s with hook charge and low chain, constant nuke shell threat).
I can't see it being better than 5-5 for these reasons.
Yeah, most of this is in line with what I was thinking. However, Joker's d2 does connect from the starting position of a match (it has one of the largest horizontal ranges for a d2 in the game). That being said, I think hook charge's overhead still connects a little farther than that.snip
It does. B12 1+3 and Hook Charge on hit puts Joker in a situation where his D2 doesn't connect, but my Hook Charge will.Yeah, most of this is in line with what I was thinking. However, Joker's d2 does connect from the starting position of a match (it has one of the largest horizontal ranges for a d2 in the game). That being said, I think hook charge's overhead still connects a little farther than that.
Thanks for the input man .
Wait... the 1+3 on that string still comes out on block? Or are you talking about inputting it, but it doesn't come out on block and you are just following up with hook charge during that advantage from the b12?It does. B12 1+3 and Hook Charge on hit puts Joker in a situation where his D2 doesn't connect, but my Hook Charge will.