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"You're Fired!" -- Joker General Discussion Thread

KonDcnT

KonDcnT
Went 0-6 against scorpion online finally learned the lag timing to parry the teleport and the jackass disconnected. Why are so many people afraid of losing to the joker? He is my one and only main. I'm not going to take the easy way out and bail on Jo. I am taking my licks, but my God, it is so effing frustrating!!!! Every gs I have to go 0-5 or 0-6 finally get a win only to have some a hole disconnect. Are people really that afraid of losing to a guy with a sub par trait and no armored spammable wake up?
 

laudanum09

Darling
forget about disconnects, it's all their loss anyways since the patch. sad, pathetic and now they don't get to screw you over with a loss.
 

Gilbagz

Joker here~
Guys found some interesting stuff
I think Cat mentioned something about this before, but just putting it out there.
3,2,3 acid flower has a stance specific pushback.
So far only tested this against a few characters, but there are some stance specific character specific frame traps.
On Superman for example, when you are in a closed stance, (i.e. both you and superman have the same foot leading. E.g. Superman is facing towards the screen, and you are facing away from the screen), 3,2,3 acid flower into b+1 does connect if b+1 is done as a just frame.

Probably not viable, and may not actually be based on open and closed stances. Could just relate to the direction each character is facing.

Anyways prob not that big.

One funny glitch I found too is after doing ji2 3,2,3 acid flower into b1. Joker's knife literally flies out of his hand and does a circle back into his hand. Nothing major just looks funny.
I did this on Atlantis practice mode against Superman, Aquaman and Joker.
It seems to only happen when you do b1 at the first possible frame after 3,2,3 acid flower.
Try it out, looks stupid as hell as the knife will fly out of his hand and circle around before going back to his hand.

On a more serious note.
2,1,2 into ex rlg is a true safe jump. Superman's 2 frame super cannot interrupt the ji2 attempt. It will whiff and you will reset, but you will not be punished
Same with my current new bnb
[opener] ex rlg b3 d2 far teeth j2 far teeth 2 acid flower. They can block the teeth after being dropped onto the teeth from the 2 acid flower. This is a safe jump. Again I could not be punished by superman's super or lex's corps charge.
Gives Joker a good way to maintain a continuous offense during combos.
Does 38% + the mix up (non existant mix up? At least you get a 2,1,2 mind game)
Or if they dont block the reset you can get and addition 30% from ji2 3,2 acid flower.
You can potentially get an additional 37% if you do b3 ji3 3,2 acid flower but the b3 can be interrupted after they block the teeth.
You could possibly condition them to block it by taking the guaranteed b+1 after blocking the teeth but if you read they are going to block, I think it would just be better to take the ji2.
Some things to note though is the timing on ji2 differs between characters based on crouching hitboxes.
 
I really hate doing DB1 by accident and getting punished for it really bad T.T
When in all reality I meant to do D1~B1~3...

Is there any real usage for DB1? (Air laughing gas) the move is so slow and its full screen punishable and can be seen coming a mile away.
 

lorenzo

Noob
I abuse air gas vs people that jump and for frame traps to trap back jumpers. You can also throw teeth and then throw the gas for protection.
 

KonDcnT

KonDcnT
I like th high LG but usually I don't pull out online. PSN' s lag is pretty bad. I am by no means a great player, but I am learning slowly. I've also noticed that a lot of character have a faster cool down frames after a chain is blocked. Played a Deathstroke last night that would spam swordflip and one combo string costantly. After blocking all 3 hits of the flip I would try to punish and get blocked and punished.(maybe I am just really bad) A lucky set of teeth disrupted a chain to give me just enough time to go on the offense. Got a BnB to win the round. Got a teeth reset on his second life bar then it was gun spamming at it's finest. I wanted to gun spam my brains out after that match. Chalk yet another set of losses to experience and spamming.
 

KonDcnT

KonDcnT
I tried a few thing. D2 to back him off so I could possibly have a JI 2 BnB. I tried the 32 BnB. I tried 21 BnB. Hell I even tried D3 just so I could possible have a JI2 BnB (granted the wake up flip would've probably stuffed it). Maybe I'm just playing him wrong.
 

Gilbagz

Joker here~
Random Rant: Had this in the buff thread but thought it fit better here. May feel slightly disjointed because of this.

Have you guys experimented much with 3 ha's? Outside of being super hard to anti air now, it doesn't seem that useful. The acceleration limit on start up is super annoying so walking back and forth to play sf style footsies isnt that viable. Also with 3 ha's, doing some combos have altered timings cuz of his changed jump arc. Granted i've been able to hit like 4 ji2's in a single combo now cuz of the short jump arc lol.

Regarding trait do we really just want longer active frames and shorter recovery? The 2 frame start up sorta sucks when compared to bats and kf's 1f parry. The shorter recovery would make it safer, but the damage still is only 11%. Is there any reason to respect that? We risk a full combo for 11% and a minor speed boost. Even if it was safer, people would still have no reason to respect it, and it is still a 50/50 cuz we have to guess high or low. Would zero recovery frames be over powered LOL? We still need to guess. The lackluster damage balances it out somewhat.
To make people fear the parry we need some crazy damage or crazy buff. Single HA joker is nothing to fear. Having a damage boost for the next combo after landing a parry could actually make people scared. I threw out the idea before, and it seemed kinda absurd, but after seeing other people's damage it doesnt seem so far now. Maybe just 1.5x damage or something. You still risk dropping the combo so it wouldn't be crazy overpowered. Actually with this he just sounds like Cyrax =='. One parry one dream? lol

Man I don't know what to do for this character. When he gets in he can do some crazy damage, but all his teeth set ups are pretty gimmicky. They only seem to be good for oki set ups and off 2,1,2. In the corner he really shines, but midscreen he seems really lacking. With my current playstyle, midscreen I can somewhat maintain continuous offense by relying on the blockable teeth to grant safe jumps, but he doesn't have any legitimate 50-50's to open people up. Unless maybe he's meant to rely on his teeth to create 50-50's.

Maybe we're just playing him wrong and he's not meant to be a 50-50 character. Maybe he's meant to played like Superman and Aquaman and just footsie people. But the range on his normals, aside from sweep, j3 and f2,3 is really lacking. Only one of these actually grant combos too. Looking at his moveset though, like everything he does gives a hard knockdown. Maybe he's all about oki teeth set ups.
Off most hardknockdowns, you can safely drop a set of teeth and block the wake up attack. Actually most attacks cancelled into teeth while people are in juggle state are safe too. So he can safely bait and punish wake up attacks with a teeth combo. Once they respect that the, teeth do grant a safe jump so you can sorta maintain pressure. But with his pressure, he has no 50-50 to get real damage.

Or maybe we are just meant to play him like sub-zero. Push to the corner and dominate with unblockable safe teeth set ups.

I really still do not understand this character right now. He for sure isn't a zoner. He has decent pressure but doesn't seem to frame trap heavy outside of 2,1; flower blockstrings and b1 shenanigans.

Aside
Some stuff I found in the lab today.
  • 3,2 acid flower on block opens up a decent whiff punish. I was able to beat Lex's 6f corps charge using joker's 13f f+2 (technically 9f since acid flower is +4 on block). Similarly I could beat corps charge with a standing 2.
  • 2,1 into standing 2 only trades with corps charge. Which makes sense frame data wise since standing 2 would come out at 6f following the 2,1 which is +5.
I still have no idea why 2,1 into standing 3 beats lantern's 10f lift. Standing 3 comes out at 10f after 2,1 so it should only trade. Its point blank so it does not involve longer frames from standing further apart.

Current Bnb's
Midscreen
[opener], ex rlg, b3, d2 far teeth, j2,teeth, 2 acid flower into safe jump 2
If the 2 is blocked I get to pressure, otherwise I get an extra 30% on the end of my 40%

Corner
[opener], ex rlg, d2 teeth, j2,teeth, 2,1(first hit) teeth, 3 acid flower, 3 teeth
Does just under 40% and grants a free oki teeth set up
You have more than enough time to block wake up attacks. I can't remember if the teeth hit meaty or not. (If they do you cannot jump out)
Either way they have to commit to a jump or wake up attack to get out.I believe you can also do a meaty mb f+3 and this should beat out the jump attempt. Meaty b+1,3 should also relaunch.
Memory is hazy, i'll write everything down when I test it again. Get back to you guys on this.

Teeth Corner Loop
The current loop i'm running after landing a set of teeth is
d2 teeth, j2 teeth, 2,1(first hit) teeth, 3 acid flower, 3 teeth
Can't remember the exact damage but does just under 30% a cycle I think.

Nifty thing about this is sometimes the 3 acid flower will instead reset. You can confirm this by the higher bounce after being hit by teeth. From this you can just repeat the teeth loop. If they block it, they are denied the wake up attempt and you get a free 2,1,2 into mindgames (assuming you aren't fighting shazam or green arrow)

Really unorganised, but just stuff i've been thinking about regarding Joker.

Actually one extra thing. I've noticed with Joker alot of his combos you can pretend to drop them and block/punish the follow up wake up attack. These are huge looking drops like a whiffed b3, b2 or d2. Its a huge gimmick but its there lol. Similarly I was experimenting today with ending combos with d2 far teeth into meaty jump in. You land and block just before the wake up attack comes out so you can block and punish. For some, the teeth will even launch for you. Probably not worth cuz you have to cut so much damage, but there is some random stuff there. Maybe you guys could do more.
 
I feel that Joker is a mix up character, and that they should center Joker's buffs around getting him in close, and letting him do layered mix-ups.
 
Random Rant: Had this in the buff thread but thought it fit better here. May feel slightly disjointed because of this.

Have you guys experimented much with 3 ha's? Outside of being super hard to anti air now, it doesn't seem that useful. The acceleration limit on start up is super annoying so walking back and forth to play sf style footsies isnt that viable. Also with 3 ha's, doing some combos have altered timings cuz of his changed jump arc. Granted i've been able to hit like 4 ji2's in a single combo now cuz of the short jump arc lol.

Regarding trait do we really just want longer active frames and shorter recovery? The 2 frame start up sorta sucks when compared to bats and kf's 1f parry. The shorter recovery would make it safer, but the damage still is only 11%. Is there any reason to respect that? We risk a full combo for 11% and a minor speed boost. Even if it was safer, people would still have no reason to respect it, and it is still a 50/50 cuz we have to guess high or low. Would zero recovery frames be over powered LOL? We still need to guess. The lackluster damage balances it out somewhat.
To make people fear the parry we need some crazy damage or crazy buff. Single HA joker is nothing to fear. Having a damage boost for the next combo after landing a parry could actually make people scared. I threw out the idea before, and it seemed kinda absurd, but after seeing other people's damage it doesnt seem so far now. Maybe just 1.5x damage or something. You still risk dropping the combo so it wouldn't be crazy overpowered. Actually with this he just sounds like Cyrax =='. One parry one dream? lol

Man I don't know what to do for this character. When he gets in he can do some crazy damage, but all his teeth set ups are pretty gimmicky. They only seem to be good for oki set ups and off 2,1,2. In the corner he really shines, but midscreen he seems really lacking. With my current playstyle, midscreen I can somewhat maintain continuous offense by relying on the blockable teeth to grant safe jumps, but he doesn't have any legitimate 50-50's to open people up. Unless maybe he's meant to rely on his teeth to create 50-50's.

Maybe we're just playing him wrong and he's not meant to be a 50-50 character. Maybe he's meant to played like Superman and Aquaman and just footsie people. But the range on his normals, aside from sweep, j3 and f2,3 is really lacking. Only one of these actually grant combos too. Looking at his moveset though, like everything he does gives a hard knockdown. Maybe he's all about oki teeth set ups.
Off most hardknockdowns, you can safely drop a set of teeth and block the wake up attack. Actually most attacks cancelled into teeth while people are in juggle state are safe too. So he can safely bait and punish wake up attacks with a teeth combo. Once they respect that the, teeth do grant a safe jump so you can sorta maintain pressure. But with his pressure, he has no 50-50 to get real damage.

Or maybe we are just meant to play him like sub-zero. Push to the corner and dominate with unblockable safe teeth set ups.

I really still do not understand this character right now. He for sure isn't a zoner. He has decent pressure but doesn't seem to frame trap heavy outside of 2,1; flower blockstrings and b1 shenanigans.

Aside
Some stuff I found in the lab today.
  • 3,2 acid flower on block opens up a decent whiff punish. I was able to beat Lex's 6f corps charge using joker's 13f f+2 (technically 9f since acid flower is +4 on block). Similarly I could beat corps charge with a standing 2.
  • 2,1 into standing 2 only trades with corps charge. Which makes sense frame data wise since standing 2 would come out at 6f following the 2,1 which is +5.
I still have no idea why 2,1 into standing 3 beats lantern's 10f lift. Standing 3 comes out at 10f after 2,1 so it should only trade. Its point blank so it does not involve longer frames from standing further apart.


Current Bnb's
Midscreen
[opener], ex rlg, b3, d2 far teeth, j2,teeth, 2 acid flower into safe jump 2
If the 2 is blocked I get to pressure, otherwise I get an extra 30% on the end of my 40%

Corner
[opener], ex rlg, d2 teeth, j2,teeth, 2,1(first hit) teeth, 3 acid flower, 3 teeth
Does just under 40% and grants a free oki teeth set up
You have more than enough time to block wake up attacks. I can't remember if the teeth hit meaty or not. (If they do you cannot jump out)
Either way they have to commit to a jump or wake up attack to get out.I believe you can also do a meaty mb f+3 and this should beat out the jump attempt. Meaty b+1,3 should also relaunch.
Memory is hazy, i'll write everything down when I test it again. Get back to you guys on this.

Teeth Corner Loop
The current loop i'm running after landing a set of teeth is
d2 teeth, j2 teeth, 2,1(first hit) teeth, 3 acid flower, 3 teeth
Can't remember the exact damage but does just under 30% a cycle I think.

Nifty thing about this is sometimes the 3 acid flower will instead reset. You can confirm this by the higher bounce after being hit by teeth. From this you can just repeat the teeth loop. If they block it, they are denied the wake up attempt and you get a free 2,1,2 into mindgames (assuming you aren't fighting shazam or green arrow)

Really unorganised, but just stuff i've been thinking about regarding Joker.

Actually one extra thing. I've noticed with Joker alot of his combos you can pretend to drop them and block/punish the follow up wake up attack. These are huge looking drops like a whiffed b3, b2 or d2. Its a huge gimmick but its there lol. Similarly I was experimenting today with ending combos with d2 far teeth into meaty jump in. You land and block just before the wake up attack comes out so you can block and punish. For some, the teeth will even launch for you. Probably not worth cuz you have to cut so much damage, but there is some random stuff there. Maybe you guys could do more.
You really helped me out with this I have been trying to find some new things to use to benefit my Joker play now i have some new ideas
 
I'd have to say gunshot imo. I could see why you suggested RLG and with good reason. However it's...situational as it does take time to come out and by then, the backdasher would already be out of the recovery frame state. But hey, it does start a combo if it lands and if they don't see it coming.

Gun shot projectile is instant which is why I picked it.

Also, another alternative for punishing a stupid backdash is Crowbar, which is obviously MB'able for punishing for 16 percent'ish.
 

Qwark28

Joker waiting room
I'd have to say gunshot imo. I could see why you suggested RLG and with good reason. However it's...situational as it does take time to come out and by then, the backdasher would already be out of the recovery frame state. But hey, it does start a combo if it lands and if they don't see it coming.

Gun shot projectile is instant which is why I picked it.

Also, another alternative for punishing a stupid backdash is Crowbar, which is obviously MB'able for punishing for 16 percent'ish.
its actually not instant.
 

Jack White

The Clown Prince of Crime
Joker buffs are up.

Joker

  • The level 2 HaHaHa (Character Power) buff now lasts 18 seconds and the level 3 HaHaHa buff now lasts 27 seconds.
  • The Joker’s Wild (Character Power) parry is active for 4 more additional frames.
They're not much honestly, but they're something I guess.
 
Joker buffs are up.

Joker

  • The level 2 HaHaHa (Character Power) buff now lasts 18 seconds and the level 3 HaHaHa buff now lasts 27 seconds.
  • The Joker’s Wild (Character Power) parry is active for 4 more additional frames.
They're not much honestly, but they're something I guess.
27 seconds is a massive amount of time. Thats amazing.

I am glad NRS buffed the trait, 4 more additional active frames is also a huge difference. I was hoping for more buffs that are outside of the trait, however I feel that pressing B won't be such a bad choice.

Due to this, the recovery frames would logically be shorter since the active frames are increased.
 
Not necessarily. They may have tacked on more time for the move. Unlikely, though. They actually went beyond what I suggest though. Rather than it ticking down each time, the buff lasts the whole time. Yay.

Stealth nerf to Joker in the Bane match-up: Raging Charge no longer can be parried. Gonna have to relearn the matchup now.
 

Ren21

Noob
Can't wait to see how his d2 turns out. Being able to AA characters like Batman out of his shenanigans will be so satisfying. WE HAVE A USEFUL TRAIT NOW!