StevoSuprem0
I'm gonna make this skill gap... disappear.
Figured it was about time we updated our combo thread since the old one was a little dated (link below). I mostly stuck to optimized options in terms of ease of use, wall carry, and max damage for each section. I will be updating for the foreseeable future, so if you have anything that you think should be added, feel free to share!
Rathalos
Legend
Special Moves
Starters
Midscreen Meterless
BGB Combos
Midscreen Metered
Anti-Air
Instant nj2
Corner
Teeth Setups
OTG Followups
Teeth Combos
HA! Specific Combos
Credit and thanks to the entire Joker community for all the contributions along the way.
Gilbagz
Qwark28
laudanum09
OnlineRon91
Wild Card
Dr Jackal
Ren21
B W1zZ
Jack White
Fromundaman
insomnia_ftw
Zino
AK elitegoomba
IJS Dislexsik
ThaShiveGeek
KonDcnT
JokersWild515
MrSunshine
Previous Combo Thread: http://testyourmight.com/threads/the-joker-official-combo-thread-lets-put-a-smile-on-that-face.33219/
Rathalos
Legend
1= Light
2= Medium
3= Heavy
xx= Cancel
MB= Meter Burn
,= Separates Input Sequences
f= Forward
b= Back
u= Up
d= Down
j= Jump
nj= Neutral Jump
ji= Jump In
BGB= Background Bounce Interactable
~= cancel string before multiple hits of an input (ex. 32~ indicates only 1 hit of the final input)
SHKD= Super Hard Knock Down; hard (untechable) knockdown with additional duration
2= Medium
3= Heavy
xx= Cancel
MB= Meter Burn
,= Separates Input Sequences
f= Forward
b= Back
u= Up
d= Down
j= Jump
nj= Neutral Jump
ji= Jump In
BGB= Background Bounce Interactable
~= cancel string before multiple hits of an input (ex. 32~ indicates only 1 hit of the final input)
SHKD= Super Hard Knock Down; hard (untechable) knockdown with additional duration
Special Moves
BANG! (gun)= df1
Acid Flower (flower)= bf2
Crowbar= bf3
Laughing Gas (HLG)= db1
Rolling Laughing Gas (RLG)= db2
Chattering Teeth (teeth)= db3
Mid Chattering Teeth (mid teeth)= db3u
Far Chattering Teeth (far teeth)= db3f
Let's Be Serious (SUPER)= super command
Acid Flower (flower)= bf2
Crowbar= bf3
Laughing Gas (HLG)= db1
Rolling Laughing Gas (RLG)= db2
Chattering Teeth (teeth)= db3
Mid Chattering Teeth (mid teeth)= db3u
Far Chattering Teeth (far teeth)= db3f
Let's Be Serious (SUPER)= super command
Starters
11= 8f startup, 4% damage; fastest startup, but first hit is high
21= 11f startup, 7% damage; fastest recovery, frame trap on block, can be hit confirmed
f23= 13f startup, 4% damage; decent range and second hit advances
32= 15f startup, 12% damage; highest damage, easiest hit confirm
These are the ideal strings to begin combos with due to the fact that they can be cancelled into MB RLG, Joker's main launcher.
The remainder of this thread will use ji2, 32 as the starter string due to the fact that it is the highest damage option and Joker's ji2 is a great opener due to its ability to cross up and create ambiguous situations. That being said, each of these strings is useful in certain situations, described above.
21= 11f startup, 7% damage; fastest recovery, frame trap on block, can be hit confirmed
f23= 13f startup, 4% damage; decent range and second hit advances
32= 15f startup, 12% damage; highest damage, easiest hit confirm
These are the ideal strings to begin combos with due to the fact that they can be cancelled into MB RLG, Joker's main launcher.
The remainder of this thread will use ji2, 32 as the starter string due to the fact that it is the highest damage option and Joker's ji2 is a great opener due to its ability to cross up and create ambiguous situations. That being said, each of these strings is useful in certain situations, described above.
Midscreen Meterless
j2 32 xx flower (25%, highest meterless damage off jump in not involving teeth)
j2 212 xx gun (23%, best meterless wall carry off jump in not involving teeth)
f3/b3, ji2 32 flower OR 32~ xx crowbar (###%/###%; easiest/most reliable option)
f3/b3, d2 xx far teeth, ji2 far teeth, 3 xx flower, 32~ xx flower (36%%, max meterless damage off f3/b3)
j2 212 xx gun (23%, best meterless wall carry off jump in not involving teeth)
f3/b3, ji2 32 flower OR 32~ xx crowbar (###%/###%; easiest/most reliable option)
f3/b3, d2 xx far teeth, ji2 far teeth, 3 xx flower, 32~ xx flower (36%%, max meterless damage off f3/b3)
BGB Combos
j2 32 xx BGB, b3, d2 xx far teeth, ji2 far teeth, 3 xx flower, 32~ flower (47%, highest damage)
j2 32 xx BGB, b3, d2 xx far teeth, f23 xx far teeth, 21 xx crowbar (41%, OTG setup)
b1 xx BGB, b3, d2 xx far teeth, ji2 far teeth, 3 xx flower, 32~ flower (38%, low starter)
b1 xx BGB, b3, d2 xx far teeth, f23 xx far teeth, 21 xx crowbar (31%, low starter, OTG setup)
j2 32 xx BGB, b3, d2 xx far teeth, f23 xx far teeth, 21 xx crowbar (41%, OTG setup)
b1 xx BGB, b3, d2 xx far teeth, ji2 far teeth, 3 xx flower, 32~ flower (38%, low starter)
b1 xx BGB, b3, d2 xx far teeth, f23 xx far teeth, 21 xx crowbar (31%, low starter, OTG setup)
Midscreen Metered
j2, 32 xx MB RLG, b3, ji2, 32 xx flower (44%, easiest BnB)
j2, 32 xx MB RLG, b3, d2 xx far teeth, ji2 far teeth, 3 xx flower, 32~ xx flower (48%, highest damage BnB)
j2, 32 xx MB RLG, b3, d2 xx far teeth, f23 xx far teeth, 21 xx crowbar (42%, OTG setup, great wall carry, most lenient timing (delay slightly))
j2, 32 xx MB RLG, b3, d2 xx far teeth, f23 xx far teeth, 2 xx flower (41%, restand into flower for reset/frame advantage)
j2, 32 xx MB RLG, b3, d2 xx far teeth, f23 xx mid teeth, flower -> ji2 (40%, restand into flower, on blocked teeth after flower this is a true block string into the j2)
j2, 32 xx MB RLG, b3, d2 xx far teeth, j2 far teeth, f23 xx far teeth, 21~ xx crowbar (47%, difficult execution, great wall carry)
j2, 32 xx MB RLG, b3, d2 xx far teeth, f23 xx far teeth, d2 xx crowbar (39% + 15% = 54%, d2 fast restands into teeth and crowbar hits nearly simultaneously for a very tough to block restand setup)
MB f3/b3, d2 xx far teeth, ji2 far teeth, 3 xx flower, 32~ xx flower (42%, max damage off f3/b3)
j3, d2 xx MB RLG, b3, ji2, d3 (32%, ambiguous jump in setup)
j3, d2 xx MB RLG, b3, ji2, 1 xx crowbar (35%, corner carry/advantage)
j3, d2 xx MB RLG, b3, ji2, 32 xx flower (37%, max damage)
Approaching the corner, use these to avoid b3 so you don't get unwanted transitions. Inputs are also easier for general midscreen use, making them good for online.
j2 32~ MB RLG, d2 xx far teeth, j1 far teeth, 21~ xx far teeth, 3 xx flower, flower (44%, damage option)
j2 32~ MB RLG, d2 xx far teeth, j1 far teeth, 21~ xx far teeth, 32~ xx crowbar (42%, crowbar ender for OTG setup)
j2 32~ MB RLG, d2 xx far teeth, j1 far teeth, 21~ xx far teeth, 2 xx flower (39%, restand into teeth for reset/frame advantage)
j2, 32 xx MB RLG, b3, d2 xx far teeth, ji2 far teeth, 3 xx flower, 32~ xx flower (48%, highest damage BnB)
j2, 32 xx MB RLG, b3, d2 xx far teeth, f23 xx far teeth, 21 xx crowbar (42%, OTG setup, great wall carry, most lenient timing (delay slightly))
j2, 32 xx MB RLG, b3, d2 xx far teeth, f23 xx far teeth, 2 xx flower (41%, restand into flower for reset/frame advantage)
j2, 32 xx MB RLG, b3, d2 xx far teeth, f23 xx mid teeth, flower -> ji2 (40%, restand into flower, on blocked teeth after flower this is a true block string into the j2)
j2, 32 xx MB RLG, b3, d2 xx far teeth, j2 far teeth, f23 xx far teeth, 21~ xx crowbar (47%, difficult execution, great wall carry)
j2, 32 xx MB RLG, b3, d2 xx far teeth, f23 xx far teeth, d2 xx crowbar (39% + 15% = 54%, d2 fast restands into teeth and crowbar hits nearly simultaneously for a very tough to block restand setup)
MB f3/b3, d2 xx far teeth, ji2 far teeth, 3 xx flower, 32~ xx flower (42%, max damage off f3/b3)
j3, d2 xx MB RLG, b3, ji2, d3 (32%, ambiguous jump in setup)
j3, d2 xx MB RLG, b3, ji2, 1 xx crowbar (35%, corner carry/advantage)
j3, d2 xx MB RLG, b3, ji2, 32 xx flower (37%, max damage)
Approaching the corner, use these to avoid b3 so you don't get unwanted transitions. Inputs are also easier for general midscreen use, making them good for online.
j2 32~ MB RLG, d2 xx far teeth, j1 far teeth, 21~ xx far teeth, 3 xx flower, flower (44%, damage option)
j2 32~ MB RLG, d2 xx far teeth, j1 far teeth, 21~ xx far teeth, 32~ xx crowbar (42%, crowbar ender for OTG setup)
j2 32~ MB RLG, d2 xx far teeth, j1 far teeth, 21~ xx far teeth, 2 xx flower (39%, restand into teeth for reset/frame advantage)
Anti-Air
d2, ji2 32 flower (22%%, easiest/most reliable option)
d2 xx teeth, ji2 far teeth, ji3 far teeth, 3 xx flower, 32~ xx flower (39%, highest damage d2 option)
aa ji2, ji2, 32 xx flower OR 32~ xx crowbar (30%/27%)
aa ji2, ji2, 212 xx gun (28%, great wall carry)
aa ji3, j2, 32 xx flower (34%, specific timing, very height dependent)
d2 xx teeth, ji2 far teeth, ji3 far teeth, 3 xx flower, 32~ xx flower (39%, highest damage d2 option)
aa ji2, ji2, 32 xx flower OR 32~ xx crowbar (30%/27%)
aa ji2, ji2, 212 xx gun (28%, great wall carry)
aa ji3, j2, 32 xx flower (34%, specific timing, very height dependent)
Instant nj2
This is Joker's only option for an overhead combo starter (excluding f3); timing is strict, but will connect against ducking foes
insta nj2 11 xx MB RLG, b3, ji2 32 xx flower (38%, easiest)
insta nj2 11 xx MB RLG, b3, d2 xx far teeth, ji2 teeth, 3 xx flower, 32~ xx flower (42%, max damage)
insta nj2 11 xx MB RLG, b3, d2 xx far teeth, f23 xx far teeth, 21 xx crowbar (37%, good wall carry)
*21 also combos after an instant nj2 sometimes, but is far less consistent (may be stance dependent)
insta nj2 11 xx MB RLG, b3, ji2 32 xx flower (38%, easiest)
insta nj2 11 xx MB RLG, b3, d2 xx far teeth, ji2 teeth, 3 xx flower, 32~ xx flower (42%, max damage)
insta nj2 11 xx MB RLG, b3, d2 xx far teeth, f23 xx far teeth, 21 xx crowbar (37%, good wall carry)
*21 also combos after an instant nj2 sometimes, but is far less consistent (may be stance dependent)
Corner
Meterless option:
j3, d2 xx teeth, d1, d1 xx mid teeth, 32~ xx teeth, 3 xx flower, 3 xx flower (43%; big meterless damage off j3 starter; can also be done off d2 starter, other enders are valid)
Ender options:
-3 xx flower, 3 xx flower (max damage)
-32~ xx crowbar (OTG Setup; MB only for better setup and 1% more damage)
-213 (produces SHKD)
-3 xx flower, 32~ xx teeth (meaty teeth setup)
-3 xx flower, d2 xx teeth (fast stand into teeth setup to throw off wakeups; follow with b13, 113, or f21)
j2 32 xx MB RLG, d2 xx teeth, ji2 mid teeth, 32~ xx teeth, ender (49%/42%*/44%/47%/46%)
f3, d2 xx far teeth, ji2 mid teeth, 32~ teeth, ender (39%/35%/34%/37%/36%; +6% on all if MB f3, and more if MB f3 + teeth, which also makes the timing less strict)
*must remove the 32~ xx teeth from this string to prevent the opponent from being hit out of the corner (crowbar pushes them out of the corner in some instances when they are against the wall if not meterburned)
j3, d2 xx teeth, d1, d1 xx mid teeth, 32~ xx teeth, 3 xx flower, 3 xx flower (43%; big meterless damage off j3 starter; can also be done off d2 starter, other enders are valid)
Ender options:
-3 xx flower, 3 xx flower (max damage)
-32~ xx crowbar (OTG Setup; MB only for better setup and 1% more damage)
-213 (produces SHKD)
-3 xx flower, 32~ xx teeth (meaty teeth setup)
-3 xx flower, d2 xx teeth (fast stand into teeth setup to throw off wakeups; follow with b13, 113, or f21)
j2 32 xx MB RLG, d2 xx teeth, ji2 mid teeth, 32~ xx teeth, ender (49%/42%*/44%/47%/46%)
f3, d2 xx far teeth, ji2 mid teeth, 32~ teeth, ender (39%/35%/34%/37%/36%; +6% on all if MB f3, and more if MB f3 + teeth, which also makes the timing less strict)
*must remove the 32~ xx teeth from this string to prevent the opponent from being hit out of the corner (crowbar pushes them out of the corner in some instances when they are against the wall if not meterburned)
Teeth Setups
j3 -> teeth (11%, j3 has good KD properties, but this can be techrolled and escaped by some wakeups, more effective in the corner)
j2 32 xx MB RLG, b3, ji2 323~ teeth (40%, can be escaped with tech roll into high block or back dash)
b1 xx BGB OR j2 32 xx BGB -> teeth (9%/23%, BGB produces a hard KD, so only certain wakeups escape)
j2, 32 xx MB RLG, b3, d2 xx far teeth, ji2 (delay) teeth OR far teeth (39%, 50/50 situation with close teeth catching non-techrolls and far teeth catching techrolls, certain wakeups can escape)
j2, 32 xx MB RLG, b3, d2 xx far teeth, f23 xx far teeth (36%, time the f23 early so they aren't hit by the previous set of teeth {deceptive}, can be techrolled out of and escaped by some wakeups)
*In the corner, anything combos ending in SHKD 213 or MB Crowbar will grant a solid setup when followed with teeth, and cancelling many strings, such as 32 or 212, into teeth will also grant decent setups, though easier to escape.
j2 32 xx MB RLG, b3, ji2 323~ teeth (40%, can be escaped with tech roll into high block or back dash)
b1 xx BGB OR j2 32 xx BGB -> teeth (9%/23%, BGB produces a hard KD, so only certain wakeups escape)
j2, 32 xx MB RLG, b3, d2 xx far teeth, ji2 (delay) teeth OR far teeth (39%, 50/50 situation with close teeth catching non-techrolls and far teeth catching techrolls, certain wakeups can escape)
j2, 32 xx MB RLG, b3, d2 xx far teeth, f23 xx far teeth (36%, time the f23 early so they aren't hit by the previous set of teeth {deceptive}, can be techrolled out of and escaped by some wakeups)
*In the corner, anything combos ending in SHKD 213 or MB Crowbar will grant a solid setup when followed with teeth, and cancelling many strings, such as 32 or 212, into teeth will also grant decent setups, though easier to escape.
OTG Followups
After normal crowbar, midscreen
-dash, b1 xx flower/crowbar (12%/10%; doesn't setup additional OTG unless it puts them in the corner)
After normal crowbar, corner
-standing 3 -> corner combo (see corner combo section)
-b1 xx crowbar (low option, loops into OTG setup again)
-crowbar (overhead option, will generally knock out of corner)
-d2 xx teeth/flower (teeth setup, flower will leave you at advantage close up and make safe on block)
-d3 (low, hard KD, can produce ambiguous jump setup depending on spacing)
After MB crowbar, midscreen (spacing dependent depending on the distance crowbar hits from)
-dash, b1 xx crowbar (low option
-dash, crowbar (overhead option)
-dash, d2 (see above)
-dash, d3 (low, hard KD)
-RLG with or without dash first (another low, doesn't combo outside corner on MB)
-dash x2, crossup ji2 -> combo (confuses wakeups, some of which track)
After MB crowbar, corner
-All above options
-f3 -> combo (overhead option)
-b3 (good for going into stage transition, combos for some reason on transition)
-teeth, b13, 32 xx crowbar (b1 will connect while they are still OTG if timed correctly, MB to loop)
-dash, b1 xx flower/crowbar (12%/10%; doesn't setup additional OTG unless it puts them in the corner)
After normal crowbar, corner
-standing 3 -> corner combo (see corner combo section)
-b1 xx crowbar (low option, loops into OTG setup again)
-crowbar (overhead option, will generally knock out of corner)
-d2 xx teeth/flower (teeth setup, flower will leave you at advantage close up and make safe on block)
-d3 (low, hard KD, can produce ambiguous jump setup depending on spacing)
After MB crowbar, midscreen (spacing dependent depending on the distance crowbar hits from)
-dash, b1 xx crowbar (low option
-dash, crowbar (overhead option)
-dash, d2 (see above)
-dash, d3 (low, hard KD)
-RLG with or without dash first (another low, doesn't combo outside corner on MB)
-dash x2, crossup ji2 -> combo (confuses wakeups, some of which track)
After MB crowbar, corner
-All above options
-f3 -> combo (overhead option)
-b3 (good for going into stage transition, combos for some reason on transition)
-teeth, b13, 32 xx crowbar (b1 will connect while they are still OTG if timed correctly, MB to loop)
Teeth Combos
Simple Setups (designed to have an overhead and teeth (low) hit in close succession)
-teeth, 113, ji2 32 xx flower OR 32~ xx crowbar (30%/27%; difficult timing, but hardest to block)
-teeth, (delay) b2, j2, 32 xx flower OR 32~ xx crowbar (35%/32%; delay can sometimes bait action)
-teeth, (SLIGHT delay) f21, b3, ji2 32 xx flower OR 32~ xx crowbar (41%/39%)
-teeth, b13, 32 xx flower OR 32~ xx crowbar (33%/32%; most reliable option in and out of corner)
-mid teeth, 112, b3, ji2, 32 xx flower OR 32~ xx crowbar (41%/39%)
-teeth, f3, d2 xx far teeth, ji2 far teeth, 3 xx flower, 32~ xx flower (39%)
-teeth, f3, d2 xx far teeth, f23 xx far teeth, 32~ xx crowbar (32%)
Hard-to-block-able timing (when the j2/3 and teeth hit almost simultaneously)
-teeth, j2/3, b3, ji2 32 flower (37%/41%, easiest)
-teeth, j2/3, b3, d2 xx far teeth, f23 xx far teeth, 21 xx crowbar (36%/40%, OTG setup; great wall carry)
Easier-to-block timing (when j2/3 hits decently before teeth; more damaging, but less practical)
-teeth, j2, far teeth, ji3, far teeth, j3, b3, 32 flower (53%)
-teeth, j3, far teeth, ji3, far teeth, 3 xx flower, 32~ xx flower/SUPER (56%/66%)
-teeth, j2, far teeth, ji3, far teeth, j3, far teeth, 3 xx flower, 32~ xx flower (59%)
-teeth, 113, ji2 32 xx flower OR 32~ xx crowbar (30%/27%; difficult timing, but hardest to block)
-teeth, (delay) b2, j2, 32 xx flower OR 32~ xx crowbar (35%/32%; delay can sometimes bait action)
-teeth, (SLIGHT delay) f21, b3, ji2 32 xx flower OR 32~ xx crowbar (41%/39%)
-teeth, b13, 32 xx flower OR 32~ xx crowbar (33%/32%; most reliable option in and out of corner)
-mid teeth, 112, b3, ji2, 32 xx flower OR 32~ xx crowbar (41%/39%)
-teeth, f3, d2 xx far teeth, ji2 far teeth, 3 xx flower, 32~ xx flower (39%)
-teeth, f3, d2 xx far teeth, f23 xx far teeth, 32~ xx crowbar (32%)
Hard-to-block-able timing (when the j2/3 and teeth hit almost simultaneously)
-teeth, j2/3, b3, ji2 32 flower (37%/41%, easiest)
-teeth, j2/3, b3, d2 xx far teeth, f23 xx far teeth, 21 xx crowbar (36%/40%, OTG setup; great wall carry)
Easier-to-block timing (when j2/3 hits decently before teeth; more damaging, but less practical)
-teeth, j2, far teeth, ji3, far teeth, j3, b3, 32 flower (53%)
-teeth, j3, far teeth, ji3, far teeth, 3 xx flower, 32~ xx flower/SUPER (56%/66%)
-teeth, j2, far teeth, ji3, far teeth, j3, far teeth, 3 xx flower, 32~ xx flower (59%)
HA! Specific Combos
Not much here unfortunately. Combos involving j2 can generally be extended with 1 or 2 additional j2's, and instant nj2 can be linked into 21 and 32 once you reach 2 HA!'s, but that's about it. Only about 2-3% more damage in most cases.
It is best to just abuse the jumping speed by harassing the opponent with instant j3's and try to mix them up to land a combo, but his combo potential in the corner actually goes down because of the decreased air time during higher HA! levels.
It is best to just abuse the jumping speed by harassing the opponent with instant j3's and try to mix them up to land a combo, but his combo potential in the corner actually goes down because of the decreased air time during higher HA! levels.
Credit and thanks to the entire Joker community for all the contributions along the way.
Gilbagz
Qwark28
laudanum09
OnlineRon91
Wild Card
Dr Jackal
Ren21
B W1zZ
Jack White
Fromundaman
insomnia_ftw
Zino
AK elitegoomba
IJS Dislexsik
ThaShiveGeek
KonDcnT
JokersWild515
MrSunshine
Previous Combo Thread: http://testyourmight.com/threads/the-joker-official-combo-thread-lets-put-a-smile-on-that-face.33219/
Last edited: