AA25Mamba
Batman, Scarecrow, Bane
Let's get some positive Joker discussion going.
How does everyone feel about basing Joker's offense off the 212 attack string?
I feel as if this should be a staple strategy for Joker users for the following reasons:
1.) As we all know, you can cancel into Rolling laughing Gas for Joker's BNB combos from this string.
2.) The start up for the first hit is 11 frames, and it has decent reach. While this may not be ideal for punishing, a D1 into 212 can lead to some good damage.
3.) 21 has a block advantage of +5 while 212 has a block advantage of 0. Neither of these stings will lead to being punished.
4.) 212 begins the same way as 213. If opponents get comfortable crouch blocking the 212 string, use this to hit overhead for a hard knockdown. Then apply any pressure techniques from hard knockdowns.
5.) This string can easily be hit confirmed or block confirmed. It can also be confirmed off Jump in attacks.
And most importantly
6.) 212 can cancel into a set of close teeth on block.
Now, I know, I know, "Damn, that doesn't mean Joker isn't low tier. Besides, we've already seen this." Well, yea, but let's use our heads for a second here and examine some scenarios.
I believe the 212 string is essential for the options it provides. The combo potential is obvious, but the selling point comes from the options the string provides. Here are a few examples:
A.) You connect with a J2 and go into 212. You can cancel it to MB RLG and combo for 36-40% OR try for a BLOCKABLE reset using D2 after a wallbounce.
B.) You Jump in with J2 and it is blocked. Go into 212 and throw a set of close teeth out as the string ends. Now, your opponent has to make a choice.
Do they counterattack? If so, some attacks will get caught as the teeth explode. If not, pushblock the attack back into the teeth. You now have a wallbounce combo.
Do they jump toward you? If so you can D2 into a far teeth combo. You can meter burn a B3 to still get the wallbounce. You can also pushblock the jump in attack back into the teeth for a wallbounce.
Do they back jump the teeth? If so, retaliate with Bang!, Laughing Gas, or a dash in to continue pressure.
Do they crouch block? If so, Jump in attack, or respond with F3 or meter burn F3.
As you can see, the 212 string has many benefits. While it may not be as damaging as a starter such as 32, it has more options. So, how do the rest of the Joker players feel about the 212 string?
How does everyone feel about basing Joker's offense off the 212 attack string?
I feel as if this should be a staple strategy for Joker users for the following reasons:
1.) As we all know, you can cancel into Rolling laughing Gas for Joker's BNB combos from this string.
2.) The start up for the first hit is 11 frames, and it has decent reach. While this may not be ideal for punishing, a D1 into 212 can lead to some good damage.
3.) 21 has a block advantage of +5 while 212 has a block advantage of 0. Neither of these stings will lead to being punished.
4.) 212 begins the same way as 213. If opponents get comfortable crouch blocking the 212 string, use this to hit overhead for a hard knockdown. Then apply any pressure techniques from hard knockdowns.
5.) This string can easily be hit confirmed or block confirmed. It can also be confirmed off Jump in attacks.
And most importantly
6.) 212 can cancel into a set of close teeth on block.
Now, I know, I know, "Damn, that doesn't mean Joker isn't low tier. Besides, we've already seen this." Well, yea, but let's use our heads for a second here and examine some scenarios.
I believe the 212 string is essential for the options it provides. The combo potential is obvious, but the selling point comes from the options the string provides. Here are a few examples:
A.) You connect with a J2 and go into 212. You can cancel it to MB RLG and combo for 36-40% OR try for a BLOCKABLE reset using D2 after a wallbounce.
B.) You Jump in with J2 and it is blocked. Go into 212 and throw a set of close teeth out as the string ends. Now, your opponent has to make a choice.
Do they counterattack? If so, some attacks will get caught as the teeth explode. If not, pushblock the attack back into the teeth. You now have a wallbounce combo.
Do they jump toward you? If so you can D2 into a far teeth combo. You can meter burn a B3 to still get the wallbounce. You can also pushblock the jump in attack back into the teeth for a wallbounce.
Do they back jump the teeth? If so, retaliate with Bang!, Laughing Gas, or a dash in to continue pressure.
Do they crouch block? If so, Jump in attack, or respond with F3 or meter burn F3.
As you can see, the 212 string has many benefits. While it may not be as damaging as a starter such as 32, it has more options. So, how do the rest of the Joker players feel about the 212 string?