If the KAPOW ability is equipped, +, can also lead into a combo. Birdboy Beatdown is best used when combined with +, because if used by itself, opponents will have less time to prepare and react to the overhead. If blocked, Birdboy Beatdown will leave the Joker highly punishable at -27. Be careful when using Birdboy Beatdown as it is a bit slow at 23 frames of start-up and can be blocked on reaction or fuzzy guarded. ![]() These low attacks include the Joker’s +, ,, ,, , +, as well as his + and + pokes. The Joker’s Birdboy Beatdown ( ) is an overhead attack that can be used for mix-ups with his many low attacks. There a few ways the Joker can mix the opponent up. Although it is -11 on block, it is safe against many characters due to pushback. Alongside, ,, the Joker’s, , can be used which ends in a low attack. It can also be somewhat difficult to punish for certain characters despite being -19 on block. This string can usually be thrown out at mid-range due to its large hitbox. When this string is used, the Joker throws around a body to attack his opponent. The Joker’s Harlequin Of Hate (, , ) string is a high attack with amazing range. It’s a good idea to mix up both +, and +, , to keep opponents guessing on when to attack. +, , has a small amount of pushback, allowing him to backdash afterwards to avoid short-ranged attacks. The Joker can also complete the string by using +, ,, which ends in a low and leaves him at -6 on block. While a bit difficult, it is possible to hit confirm +. +, , is a very fast attack, starting with an 11 frame mid. Have A LaughĪ great move to use up-close is the Joker’s Have A Laugh ( +, , ) string. ![]() Be careful when using, , as the last hit is a high and can be punished if the opponent ducks underneath it. Since this string leaves the Joker at only -2 on block, a good option is to use a + poke afterwards which will beat out any attack that is slower than 9 frames. Along with, ,, the Joker’s, , string can be used as well, which will launch the opponent up for a combo for meterless damage. It is also safe, leaving the Joker at -6 on block. The great thing about this string is that it has no gaps and can be easily hit confirmed. Using KAPOW at the end of combos will leave the Joker at a slight disadvantage on hit, but will grant maximum damage and send the opponent away.Īt close-range, the Joker’s The Man Who Laughs (, , ) is a decent string to use for offense. If the KAPOW ability is equipped, it’s ideal to end all combos with +, , to keep the opponent close while having enough advantage to attack on knockdown because he will not have access to his Birdboy Beatdown ender. If the abilities are equipped, combos can also be ended with, into Amplified Jumping Jester ( ) or Jack In The Box ( ) for a setup. Birdboy Beatdown should almost always be Amplified because it will trigger a Krushing Blow after Amplifying it 3 times. When Amplified, Birdboy Beatdown will keep the opponent nearby for knockdown pressure. This move will send the opponent away, allowing the Joker to start his zoning. The Joker’s combos are usually ended with his Birdboy Beatdown ( ) Special Move. The Joker can also combo from certain strings by equipping the Jumping Jester ( ) ability. This is normally done after hit confirmable strings such as +, and +. By equipping the KAPOW ( ) ability, the Joker is able to pull out boxing gloves that will also launch the opponent up for a combo. ![]() ,, is a high attack that will launch the opponent up for a combo. The Joker’s main combo starter is his, , string.
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