The Joker: party thread

link? i was having a fun time watching cat’s joker.

Still ongoing at time of writing.

Ooooo that throw force is cool. I wonder what the setup is for it outside of the corner? It seems like truly inescapable setups for it that force a wakeup move or to take the hit are few and far between. The corner seems like it’s his place to shine. I definitely noticed that I’ll get thrown myself and my teeth will cover me. Hidden teeth-siles?

anyways seems like his only viable wakeup is maybe flower? everything else is too slow…also I don’t really get wakeup moves, are they granted some degree of invincibility?

Don’t know if it’s been mentioned already or how useful it is, but it’s at least kinda interesting: Joker can do an instant overhead j.2 jumping forwards on a standing opponent and combo afterwards.

Sorry guys but I’m jumping ship to Test Your Might. More Joker scientists over there plus CAT posts frequently. Maybe I’ll see some of you in the Joker forum. That’s right, they have their own forum. lol.

Has anyone there shared the forced throw tech? I’d post it, but I don’t have an account.

They already know about it. Base Joker Lord CAT.

Just make an account, seriously. I doubt all the Joker players are going to migrate over here. There’s a lot of good discussion going on. There’s even a list of all the strings Joker can interrupt with his fast startup parry (fuck ha’s but parry can ‘punish’ strings that are otherwise unpunishable via other normals). Lots of good tech.

I’ve been reading TYM, I don’t think I’m making an account though. Right now I’m really liking ending his bnb with 323 instead of 32 flower for the knockdown into teeth. Potential 94% if the teeth hit! I believe the only escape is backdash on wakeup, need to test.

3,2,3 is a hard knockdown? You’re in range for far teeth? Because if they can roll out of it you might as well end with f2,1 or sweep.

edit: yeah I guess it is but doesn’t it knock away kind of far? or am I thinking of the wrong chain? Seems like 1,1,2 and f2,1 is best for distance and the hard knockdown.

323 is a hard knockdown, and my favorite timing for teeth. Like I said earlier, those other two strings are also overheads and good for teeth. 323 just seems to give me the most time to toss out teeth.

Gotcha, I’ll give it a try tonight. Since I’ll be mainly over at TYM and lurking here, I’ll let you guys know if anything is discovered over there that you guys already haven’t gone over and vice versa. I’d recommend checking out that parry thread if you’re having trouble getting pressured in a certain matchup.

Yeah I saw that, I plan to get in the lab and test interrupting some popular strings with parry. I’m not really using parry at all right now.

thanks so much for this. i really didn’t feel like going back and forth between forums.

anyways, i was playing battle mode earlier because i wanted to see joker’s ending, get some joker player card goodies, etc., and i decided to hit the opponent into an interaction so i could set up the teeth/grab tech. the AI joker wakes up with a super, and the teeth hit him lol! i’m not exactly sure what happened because it all happened so fast. i think i blocked the pie and the teeth hit him after his armor wore off. it was pretty funny.

Teeth are IGAU’s hidden missiles…toss em, get jumped in on and your opponent gets blown up. put em down on knockdown, go for the throw. They tech it, they get blown up. They don’t, they get thrown. Lol.

EDIT:

Parry is good, his trait is ass though. I foresee a patch however. This uselessness cannot stand. Unless parry makes Joker un-pressurable then we need a change. Having each HA drain on its own means you will never stack three HAs in a match against someone with a brain. It’s utterly useless unless they stack without draining until you have all three HAs. A way to balance this is to have the speed boost kick in only once all three HAs are stacked.

For sure- spaced correctly they can save you so often. I was finding them really helpful for getting in on Green Lantern and his hilarious anti air grab.

totally agree: parry is good, trait not so much. i was in training mode trying to play around with full HA’d joker, but they just drain so fast! unless we’re missing something, it’s just not good enough, and i don’t know how they’re going to make it good enough without making it too good.
i also got mk vs dcu with my injustice preorder, and joker had cool special moves in that game lol.

Best thing I found on TYM so far is:

b.3 (or anything that launches them high enough), d.2 xx teeth (hit d.2 real early), flower. They stand reset into teeth and it blows up as soon as they’re exiting hit animation from flower. You can time it to combo into teeth as well but this is like the most forced reset out of the bunch and definitely not the best. There are numerous variations on this. You can normal cancel into flower or something along those lines.

yea it seems really good. even if they block the teeth it gives joker some good pressure.

Especially if the frame data is true lol…plus 80 something on block? Anyone get how to read that? I’m assuming subtract the ‘advantage’ from the startup of the move or something and that’s how fast it actually comes out before Joker can block. Something like 10 or less frames I think. Startup is obviously until the teeth blow and recovery is from the moment you become safe after they are deployed until they explode, plus whatever extra frames are granted advantage.

So, ji.2, 1,1 is not duckable or downblockable. 1,1 is a forced block with the option to hit confirm easily into RLG or on block go into 1,1,2 for an overhead with +8 on block or cancel into flower or gun for more frame advantage.

Also, a perfectly meaty 1,1 is not duckable either but very difficult to execute…not worth it when he has other safe overheads starting with mids…seems like the gameplan is go for neutral game smart read ji.2 for combo damage, get a hard knockdown and pressure with teeth or meaty overheads, frame traps and throws.

2,1,3 is BOSS for frame traps. It’s an overhead ender with +1 on block and your b.1, 3 will connect on block or hit. Essentially makes b1 come out in 8 frames which is good and will likely trade with those 6 frame moves from that distance or punish completely. So 2,1,3, b.1,3 is a viable and safe frame trap and block string. Punishable by invincible/armored reversals of course, but we bait those with blocking and armored back/forward 3 son.