i just got the game yesterday trying out the joker but having no luck right now. can’t figure out his neutral game yet so it been rather tough. gonna take some time for me to get comfortable with the clown
I thought the joker would be super popular too, then its going to be more fun when we blow them up. newbie question is 1=Light 2=Medium 3=Heavy
it seems like bounce cancels can be done with a qcb or qcf motion. Much easier than double tapping the direction for me since I’m coming from capcom games. im glad people are sleeping on Mr. J, like PurpleRain said, it will be much funner when we blow them up. Teeth traps are going to be so annoying lol.
Alternate 40% 1 bar combo:
j.2, 3,2 chain xx wall bounce (qcb R2), j2, 3,2 chain xx flower/gun
really simple, not as fun or flashy as the one with 1,1 xx gas but this one seems easier to hit confirm since 3,2 is a three hit chain and bounce cancels more or less cancel like capcom specials.
Cancelling into Wall Bounce or Ground Bounce costs 2 bars not one
really? damn. that sucks. I never noticed because I just had my meter on full the whole time.
Well, regardless, I just found a tough way to combo into teeth. I dunno if its viable, but back 3, down 2 xx far teeth, j.1, land, teeth etc.
there’s probably a better way though but at least it’s possible.
Having played a couple days of nothing but Joker I’ve found he is fun but is really going to struggle against anyone who gets good at zoning. Meter burning a b3 to give it armour goes some way to offsetting his crappy AA game and lets you go into a damaging combo after the wall bounce but still sucks that you have to use that bar.
j3 is ridiculously good as you’ve all already found and can really let you start to impose yourself once you’ve shown yourself willing to throw it out.
Oh also I’m super disappointed with his trait. It’s so slow to start up I can’t see it having much use anywhere other than against people who use the same strings over and over. Even then I’m not sold on how worth it is for the small bonus it grants. Maybe if it was a lot faster or could parry projectiles and/or jump ins then it wouldn’t be so bad but as it stands I don’t even consider it.
Need to start learning them teeth loops. b3 J2 land 1,2(hit 3 times) acid blossom 32% highest I’ve got atm. One thing I came across is a same thing you could do in MK9 where you could skip the input for the special move if you did it in the combo example 2,1 downback(laughing gas) as you did 1 you wouldn’t need to do it to get the laughing gas to come out, Not sure if people will use it just thought I would put it out there.
Just to put this in your ear for the moment-
1,1,2
f.2,1
3,2,3
These three strings are all safe on block, offer a hard knockdown and leave your opponent at the right distance to start teeth loops. The first two are also overheads. Let’s work out some practical setups.
I personally have just been doing 1,1,2, immediately throw far teeth and go into the standard teeth loop (starting with an immediate j.2) for 50% from the video earlier in this thread. The problem I have with that loop is that it’s hard to land the ender combo with the 3,2,3 xx gunshot.
On top of the fact that the loop needs to be height and execution perfect to finish with that 3,2,3 ender, it knocks down real far. I would rather forego damage and do something like this: replace the last j.3 with a j.2 to make the 3,2,3 easier to hit and throw in a sweep in there or maybe a 1,1,2 if possible. Something that does a hard knockdown and lets us do it all over again.
anyone got to face a hawkgirl yet. i had a hell of time fighting one. she can go way high into the air to avoid every thing joker does. the only thing to cover the space is the air laughing gas but that really slow. The only tip i found for moving in is that she takes forever to recover from a mace toss. That both the ground and air one. so i could jump over one air mace toss and jump again to punish with joker J3
Starting with b3 isn’t a good idea since you’ll never get the opportunity outside of a combo but what you have is a good way to follow up a meter burn 1,1 xx rolling gas. You want something you can hit confirm. 3,2,3 and maybe even 1,1 is good but meterless? Damn I dunno. I’d say teeth loop is the best bet and the most practical too. With Joker you want to do a simple chain into a knockdown and then set up that loop with a (semi) unblockable…at least that’s how Chad (I think) and I are approaching him.
My friend Carlos is maining her so I will let you know after I play him sometime this week but he says that she is ass. Her strings all whiff on crouching opponents apparently and you can mash interrupt all of her overheads.
yea i don’t see her being that good. joker can punish her ground mace throw from full screen with gun shot. She does not seem to recover till that thing is off screen . The air one the same way so you can move in when you dodge it. well that enough messing around with the game tonight i need to hit the lab next time i play.
knockdown from 1,1,2 or f2, 1, far teeth, j.2, far teeth, j.3, far teeth, j.3, b.3, 3,2xx flower does 52% and is easy to do.
backdashes will kill these teeth setups though, but I suppose that’s for later to figure out. either way, if you get a hard knockdown into the corner, they’re dead because you can afford to time a neutral jump 2 for a real unblockable. I guess wakeup reversals can deal with this but the fact that teeth is hitting and they don’t nullify if joker gets hit means it might end up in a neutral or advantageous situation regardless.
cool video! a lot of flash but definitely a few practical things too. I like the corner juggles with teeth, can probably lead to some good damage if done with practicality and meter usage in mind. there was some midscreen stuff that looked useful too.
I don’t know how to embed but here’s some more practical stuff
edit: well I guess that’s how you embed :0
http://www.youtube.com/watch?v=ax6zeZdm7q4&feature=share&list=UUo2M6S3T9x6F9FrkX7ayiOA
Apparently, Joker has a set up which forces the opponent to take a throw. If you normal teeth before a throw, if they tech, they get hit with the teeth, which they cannot block, and you can get a follow up such as B3. On the down side, if they take the throw, they only take 9%, as opposed to 11%, and they can tech roll after.
lol i just tested that in training, and joker can even do a wakeup after! i’m not sure if his wake ups are any good, but that’s dirty ^-^
i’m so excited to be playing joker now. gotta go learn all his stuff! sucks that his trait diminishes so quickly. i don’t have any time to practice with it active.
Yeah, it looks cool. Watching Valle’s Joker, teeth pressure seems very strong.