One thing that I have been experimenting with is Joker’s instant overhead j.2. For example, if you block a Green Lantern lift inside sweep range you can actually punish with instant overhead j.2 and combo into his 1,1 string.
Thinking about that, I’ve started doing a close d.1xxclose teeth followed by instant overhead j.2 into a string after you cross up. Even if they block, you’re basically creating a bubble of attacks around them to keep them confined.
Another nice setup is d.1xx close teeth, then jump over and cross up with j.3 for a cross-up overhead. Once they start jumping out you can follow the d.1xx close teeth with another d.1 to keep them in place and continue pressure.
Also, the second hit of Green Lantern’s popular 2 hit low to high string is easily parried on reaction.
Have you started implementing Joker’s low parry for command grab evasion yet?
Hey I’m having a lot of trouble with both approaching and breaking out of block strings with both aquaman and nightwing (pole stance). They can both keep me in block stun and outreach my normals and jump ins. I’m working on figuring out their parries but any other tips?
Sounds like they fixed Joker’s RLG so 1,1xxRLG will connect on the big bodies (how do they not even know the inputs for their own game? wtf at that one.). Maybe RLG will even become more useful from longer ranges! Trait is still garbage, oh well.
This is actually a big patch with a lot of changes. Glad to see they fixed the 1+2 interactable macro, it didn’t work at all before on my stick. Being able to clash Grundy’s throw combo is BIG.
So a nice change (I think this was not possible in vanilla) is to get some good damage off a crossup j.3
crossup j.3> d2, db1 mb, b3, j2, 32, flower for around 34%
Also, please sign up on TYM if only to post your QQs about Joker in this thread:
Sinestro got his trait arachnoid uppercut buffs because of all the QQing, Deathstroke got his nerfs because of all the QQing and so on. So if you wanna see Joker get his trait made from ‘worst parry and stat buffs in the game’ into something useful, make yourself heard. NRS members actively read and post on TYM.
so besides getting a free parry off of his charge move, does joker do exceptionally well against bane? i pulled out my (practically day 0) joker against a bane player and did okay. it seemed like he was just learning bane, too. after he realized charging was a no-no, he just stopped doing it lol.
Bane and Scorpion are good matchups because Joker shuts down charge and teleport with parry.
I personally think Bane v Joker is terrible for Bane. Gun keeps him out after he knows he cant approach with charge because of parry. Throw close teeth and gun and even if he does get in teeth blow him up. Similar tactic vs Catwoman who cant really just yolo charge at you with her swipes because if you throw out close teeth its not an option for her.
You can easily twitter ED Boon, and Hector Sanchez of NRS.
Has anyone tested this on Xbox?
Just want to Spread some HI Fives on the upcoming Joker trait buffs with the next patch. Hopefully trait will actually become useful. I can see people complaining about the 27 seconds for 3 HAs, but to get them it takes skill/hard work. Good to see NRS is listening to the community and acknnowledging how poor Joker’s trait has been.
Definitely going to be working on Joker…
Are there frame trap set-ups that could have a parry inserted within them to catch the opponent pressing buttons?
that 11 into laughing gas bug has been fixed for some time, it must have been the second or third patch. joker can now do 32 laughing gas, which is 10x better that 11 LG.
i am glad the duration and active frames of his trait can actually be used now, but it still sounds like the parry will be better than the trait since your opponent is basically the one who allows you to get HAs. it also got a significant nerf: bane’s charge can’t be parried =[
as for landing the parry, it’s best used against blockstrings that have holes in them.