Guys just some stuff i've noticed
Joker has a fake mids =.=, namely f+2,3.
- ji2 into 3 is interruptible with armour, parries and trades with some pokes.
- ji2 into f+2,3 is duckable on the second hit.
- ji2 into 2,1,2 is duckable on the second hit of the 1 (Edit: Just tested this again and does not whiff if you do it off a ji2. It does whiff off neutral crouch though.)
From this, it seems the best options for ji2 is
1,1,3 which is +1 and 2,1,3 which is also +1.
After 1,1,3 you are positioned so that most d1's will whiff but your b1,3 can still connect. And since you are at +1, the b1 comes out at 8 frames which should beat alot of normals. This is obviously character specific with some characters having longer ranged d1s or faster d2's and d3's (ww for example as a 8 frame d2 and d3 in sword stance). But even for these characters you still have the low parry to beat out their normals.
For 2,1,3 you are left in range for d1. You're d1 will come out at 5 frames so it should be everything (perhaps you could armour or parry.)
For all these set ups im pretty sure you can back dash out though. Still trying to figure out jokers option to catch back dashes. I'm thinking of just using the gun and take the free damage.
Some other stuff of note. Doing b1,3 is -4 on block. Parry has a 2 frame start up. So it is kind of safe since the fastest moves are like 6 frames. Obviously this can be baited and punished, but just something to note. They do not get free pressure after blocking a b1,3.
Combo Enders
Just stuff for combo enders. I've been ending combos with either sweep into oki teeth, or the 2 flower teeth reset. I have been using 3,2,3 teeth to catch people who are sleeping and forget to tech roll. With the sweep, it seems mostly safe. I've been able to block most wake up attacks, and backdash out of longer range unblockable stuff (banes command throw).
Finishing combos with 2,1 flower and 3,2 flower also leaves you at the ideal range to land a ji3.
Character specific stuff
With Wonderwoman always go for the sweep knockdown finisher imo. Her wake up dp misses even if you go for the jump in, (havent tested her lasso spin but im guessing delayed j3 should beat it). If she does the wake up dp, she does get out free though. If you stand there blocking, you should be able to whiff punish.
Once you get her laying there though, her only option is to backdash on wake up to try use the invincibility to beat the teeth. Since her back dash range is so short, you can catch her with a j3 and the teeth will connect. Off this you can go into teeth loops or finish with a standard combo. [Other characters with short back dashes will probably be caught in this hard to blockable trap]
With bane the sweep finish seems to be good too. However unlike wonderwoman you aren't granted the free jump in. You can stand and block all his options. The teeth will punish the shoulder charge (you can actually react to this and hit him out of it), you can whiff punish the venom uppercut, and the teeth will punish his wake up command throw even if you fail to back dash it. Bane has epic back dash range though, and he can easily get out of the teeth set up even if you have the hard knockdown with sweep.
Because of this im slowly leaning towards finishing the combos with the 2 flower teeth reset.
Finishing with 3,2 flower and 2,1 flower is also ideal as it spaces you at the distance so that your j3 will beat banes venom uppercut.
I havent experimented much using 3,2,3 teeth but i expect it to be punishable given there is no untechable knockdown. Either that or it suffers from the same issues faced by the sweep ender.
What are your thoughts guys?
Cat