StevoSuprem0
I'm gonna make this skill gap... disappear.
Alright, so some of this has probably already been covered, but I wanted to put together a bit of a compilation of some of the possibilities that teeth combos and setups have. They are really where Joker shines as a character and have a huge potential for inflicting a ton of damage if you catch your opponent off guard or in a genuine trap (of which there are few and only in certain matchups). Yes, the quality is kinda shitty and the sound is weird, but bare with me, it's worth it (I hope...).
To start things off, here are a few of the most damaging teeth combos I could come up with (without setups) from midscreen:
Combo 1: far teeth, ji2, far teeth, ji3, far teeth, ji3, b3, 32 flower- 53%
Combo 2: far teeth, ji2, far teeth, ji3, far teeth, ji3, any teeth, 3 flower, 3 flower- 58%
Combo 3: far teeth, ji3, far teeth, ji3, any teeth, 3 flower, 3 SUPER (or flower)- 66% (55% with flower)
Combo 1 is an easier version of Combo 2 in essence, and can be combo'd off of again a little easier should you choose to end with another set of teeth instead of flower and potentially lead into another huge combo, or just keep the pressure on in general. Combo 3 is just for fun to use super, but also easy to pull off once you get the rhythm of the teeth-jump-teeth stuff and can be terminated with teeth or flower instead for more damage than Combo 1. However, Combo 1 with likely be superior in matches because ji2 is more reliable on crossups and more consistent in the corner Note that these are all meterless AND that (based on how ji2 and ji3 work) can be used from far teeth at a distance, or off a crossup with close teeth; that is, toss out a set of close teeth when an opponent is getting up and jump over them with ji2 or ji3, starting it off.
What about when they are on the wall, you ask? Well, you can use crossup mechanics like I just mentioned, or you can use either of these little beauties (which I haven't seen before):
Combo 1: close teeth, j2, close teeth, j2, close teeth, j2, close teeth, 3 flower, 3 flower- 52%
Combo 2: close teeth, j3, HLG MB, ji2, 323 flower- 45%
These do a tad less damage that the midscreen stuff. There may be better strings that what I've got here, but this is what I found. Combo 1 is the better of the two, but I have a soft spot for Combo 2 because it actually uses the shitty HLG haha. Either can, of course, be terminated with teeth instead of flower and keep the pressure on/setup another round of hurt.
Now for some setups. I like to use the original BnB (21/32 MB RLG, b3, ji2, 32 flower) because I find it alot more reliable than the newer one (probably just execution issues on my part) but it's also very nice for leading into teeth setups, as I'll demonstrate:
Combo 1: ji2, 21 xx MB RLG, b3, teeth, leads into Combo 1 from Video 1- 29%+53%= 82%
Combo 2: ji2, 21 xx MB RLG, b3, ji2, 323 xx teeth, Combo 1 Video 1- 36%+53%= 89%
I didn't record it, but also: ji2, 21 xx MB RLG, b3, ji2, teeth, Combo 1 Video 1- 32%+53%= 85%
And I suppose after the standing kick after the ji2 for 34% -> 87%.
Basically you are purposely dropping the BnB combo, setting up some teeth, and jumping in for big damage on one of the other combo options off teeth. The fact that there are several options as to when you drop the combo make it difficult to wakeup/techroll against (though not impossible on reaction). If they do manage to tech roll, using far teeth when you "drop" the combo will generally catch them, and you will be coming in with a ji2/3 so if they try to lowblock, they will be catching a heel/crowbar to the face and be taking a great deal of damage off of what follows. Unfortunately, if they block high instead, they will generally make enough space (or get hit far enough back off the ji2/3) to be out of the teeths range, so there in lies the flaw with this stuff, not to mention they aren't great against characters that have really good/safe wakeups. If the BnB leaves the opponent in the corner, it is exponentially easier to land these since you don't have to guess the techroll correctly. Also, I should mention that close teeth is definitely gonna catch (though can be blocked) them if they don't tech roll, but some of the drop spots will get caught by far teeth as well if they don't tech roll, just gotta play around with it to see. And if they don't tech roll, either the ji2/3 or the teeth or both are probably gonna catch them depending on how they block since they will be going off almost simultaneously.
*Sorry for not recording anything with techrolls in there. Laziness on my part =P
Lastly, I though it would be good to cover some more practical situations. Joker is, after all, a footsie-heavy character, so here are some footsie setups using non-jumping overheads:
Combo 1 uses f21, Combo 2 uses b13, and Combo 3 uses b2. You can also do stuff with f3, but I didn't record anything because it's pretty well known already.
f21 leads to a hard knockdown and is NOT techroll-able. Here, I show it hitting right as the teeth setups goes off, but you can also used it generally, throw down teeth, and try to catch them with a jump in. Also, Combo 1 launches high enough to lead into b3 and whatever BnB you want and potentially into teeth setups as shown previously. Combo 2 I showed how you can spam it a bit due to speed and priority of b1, and characters with bad wakeups might get caught (it's hard to time, but if batman tries to slide, b1 can beat it). Combo 3 I just threw b2 in there for good measure, I like how you can delay it by backing away for a moment then using it; may cause people to drop block. Don't forget some of the good old stuff like 212 teeth being safe and pushblocking people back onto the teeth!
That about sums up what I wanted to cover. If anyone wants to add anything else, throw it down. I still think Joker needs some things before he is a solid character, but he has a ton of potential with some of these tricks. Most of setups can be escaped by a bunch of the cast with wakeups or just proper tech rolling and blocking, but I tried coming up with ways to make it as difficult as possible with crossups and combo-drop-mixups.
Those of you going to EVO, I hope some of this comes in handy
TL;DR: Fuck you. Watch the videos or somethin'.
UPDATE: Gilbagz posted a video showcasing some of these approaches that are more difficult to escape using the newer BnB combo (with d2 far teeth). Adding it here so people don't have to dig for it!
Joker Community Tags: Cat laudanum09 Gilbagz AA25Mamba MetaSkipper Ren21 Wild Card Dr Jackal Jack White Gysbert AK elitegoomba OnlineRon91
To start things off, here are a few of the most damaging teeth combos I could come up with (without setups) from midscreen:
Combo 2: far teeth, ji2, far teeth, ji3, far teeth, ji3, any teeth, 3 flower, 3 flower- 58%
Combo 3: far teeth, ji3, far teeth, ji3, any teeth, 3 flower, 3 SUPER (or flower)- 66% (55% with flower)
Combo 1 is an easier version of Combo 2 in essence, and can be combo'd off of again a little easier should you choose to end with another set of teeth instead of flower and potentially lead into another huge combo, or just keep the pressure on in general. Combo 3 is just for fun to use super, but also easy to pull off once you get the rhythm of the teeth-jump-teeth stuff and can be terminated with teeth or flower instead for more damage than Combo 1. However, Combo 1 with likely be superior in matches because ji2 is more reliable on crossups and more consistent in the corner Note that these are all meterless AND that (based on how ji2 and ji3 work) can be used from far teeth at a distance, or off a crossup with close teeth; that is, toss out a set of close teeth when an opponent is getting up and jump over them with ji2 or ji3, starting it off.
What about when they are on the wall, you ask? Well, you can use crossup mechanics like I just mentioned, or you can use either of these little beauties (which I haven't seen before):
Combo 2: close teeth, j3, HLG MB, ji2, 323 flower- 45%
These do a tad less damage that the midscreen stuff. There may be better strings that what I've got here, but this is what I found. Combo 1 is the better of the two, but I have a soft spot for Combo 2 because it actually uses the shitty HLG haha. Either can, of course, be terminated with teeth instead of flower and keep the pressure on/setup another round of hurt.
Now for some setups. I like to use the original BnB (21/32 MB RLG, b3, ji2, 32 flower) because I find it alot more reliable than the newer one (probably just execution issues on my part) but it's also very nice for leading into teeth setups, as I'll demonstrate:
Combo 2: ji2, 21 xx MB RLG, b3, ji2, 323 xx teeth, Combo 1 Video 1- 36%+53%= 89%
I didn't record it, but also: ji2, 21 xx MB RLG, b3, ji2, teeth, Combo 1 Video 1- 32%+53%= 85%
And I suppose after the standing kick after the ji2 for 34% -> 87%.
Basically you are purposely dropping the BnB combo, setting up some teeth, and jumping in for big damage on one of the other combo options off teeth. The fact that there are several options as to when you drop the combo make it difficult to wakeup/techroll against (though not impossible on reaction). If they do manage to tech roll, using far teeth when you "drop" the combo will generally catch them, and you will be coming in with a ji2/3 so if they try to lowblock, they will be catching a heel/crowbar to the face and be taking a great deal of damage off of what follows. Unfortunately, if they block high instead, they will generally make enough space (or get hit far enough back off the ji2/3) to be out of the teeths range, so there in lies the flaw with this stuff, not to mention they aren't great against characters that have really good/safe wakeups. If the BnB leaves the opponent in the corner, it is exponentially easier to land these since you don't have to guess the techroll correctly. Also, I should mention that close teeth is definitely gonna catch (though can be blocked) them if they don't tech roll, but some of the drop spots will get caught by far teeth as well if they don't tech roll, just gotta play around with it to see. And if they don't tech roll, either the ji2/3 or the teeth or both are probably gonna catch them depending on how they block since they will be going off almost simultaneously.
*Sorry for not recording anything with techrolls in there. Laziness on my part =P
Lastly, I though it would be good to cover some more practical situations. Joker is, after all, a footsie-heavy character, so here are some footsie setups using non-jumping overheads:
f21 leads to a hard knockdown and is NOT techroll-able. Here, I show it hitting right as the teeth setups goes off, but you can also used it generally, throw down teeth, and try to catch them with a jump in. Also, Combo 1 launches high enough to lead into b3 and whatever BnB you want and potentially into teeth setups as shown previously. Combo 2 I showed how you can spam it a bit due to speed and priority of b1, and characters with bad wakeups might get caught (it's hard to time, but if batman tries to slide, b1 can beat it). Combo 3 I just threw b2 in there for good measure, I like how you can delay it by backing away for a moment then using it; may cause people to drop block. Don't forget some of the good old stuff like 212 teeth being safe and pushblocking people back onto the teeth!
That about sums up what I wanted to cover. If anyone wants to add anything else, throw it down. I still think Joker needs some things before he is a solid character, but he has a ton of potential with some of these tricks. Most of setups can be escaped by a bunch of the cast with wakeups or just proper tech rolling and blocking, but I tried coming up with ways to make it as difficult as possible with crossups and combo-drop-mixups.
Those of you going to EVO, I hope some of this comes in handy
TL;DR: Fuck you. Watch the videos or somethin'.
UPDATE: Gilbagz posted a video showcasing some of these approaches that are more difficult to escape using the newer BnB combo (with d2 far teeth). Adding it here so people don't have to dig for it!
Joker Community Tags: Cat laudanum09 Gilbagz AA25Mamba MetaSkipper Ren21 Wild Card Dr Jackal Jack White Gysbert AK elitegoomba OnlineRon91