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(Created page with "- wavebounce down guns - Down tilt, dash grab, dash attack, full drift nair. All moves that employ similar purposes for Joker: burst options. When is it appropriate for Joker to use burst options? Dash Attack: The fastest option and also the one with the longest reach. Very good at covering nearly 1/3rd of the stage. Can anti-air with Arsene out. Stuffs out dash ins (particularly against characters with bad dash shields) and can catch dash backs into the corner. Can als...")
 
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- wavebounce down guns
- wavebounce down guns

- Down tilt, dash grab, dash attack, full drift nair. All moves that employ similar purposes for Joker: burst options. When is it appropriate for Joker to use burst options?
- Down tilt, dash grab, dash attack, full drift nair. All moves that employ similar purposes for Joker: burst options. When is it appropriate for Joker to use burst options?
Dash Attack: The fastest option and also the one with the longest reach. Very good at covering nearly 1/3rd of the stage. Can anti-air with Arsene out. Stuffs out dash ins (particularly against characters with bad dash shields) and can catch dash backs into the corner. Can also catch dash backs to center or under platforms if character is slow enough.
Dash Attack: The fastest option and also the one with the longest reach. Very good at covering nearly 1/3rd of the stage. Can anti-air with Arsene out. Stuffs out dash ins (particularly against characters with bad dash shields) and can catch dash backs into the corner. Can also catch dash backs to center or under platforms if character is slow enough.
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Dash Grab: The shortest range, but also the most threatening of Joker's burst options. Range can be extended with dash attack cancel grab. Forces opponents to think about having to jump or spotdodge instead of feeling safe in a dash shield.
Dash Grab: The shortest range, but also the most threatening of Joker's burst options. Range can be extended with dash attack cancel grab. Forces opponents to think about having to jump or spotdodge instead of feeling safe in a dash shield.
Full drift short hop nair: Very good at covering short hops, covers spot dodges and roll backs, also can cover dash backs on slower characters. The safest option by far when used in a position that covers the entire corner. Not good in center stage or when trying to reclaim neutral.
Full drift short hop nair: Very good at covering short hops, covers spot dodges and roll backs, also can cover dash backs on slower characters. The safest option by far when used in a position that covers the entire corner. Not good in center stage or when trying to reclaim neutral.
So then, when is it good to use Joker's burst options? Joker's burst options are best used at cornering your opponent while applying pressure as well as whiff punishing. Catching opponent's in their movement with Joker's burst options is difficult due to a combination of either short range or slow startups. To force opponents to play into the corner you have to use a combination of full hop neutral gun, full hop bair, and full hop fast fall nair to restrict their full hops as well as fadeback nairs and short hop double guns to restrict their ground movement and grounded approaches. If the opponent refuses to stop trying either of these there is no point in overcommitting with those burst options into the corner. You also don't have to directly commit to a move to take that powerful position. Your ultimate goal is to end up in a position where you are safe under a side platform or the edge of a center platform and have control over all of that space. On FD, Kalos, and sometimes on Town you really should be focusing more on backwards positions and the center of the stage. This means whittling it down in a slower way instead of slinging yourself into the corner recklessly (IE don't dash attack into the corner on FD because you will get stomp down aired for it by a falcon player or EWGF'd by a Kazuya player).
So then, when is it good to use Joker's burst options? Joker's burst options are best used at cornering your opponent while applying pressure as well as whiff punishing. Catching opponent's in their movement with Joker's burst options is difficult due to a combination of either short range or slow startups. To force opponents to play into the corner you have to use a combination of full hop neutral gun, full hop bair, and full hop fast fall nair to restrict their full hops as well as fadeback nairs and short hop double guns to restrict their ground movement and grounded approaches. If the opponent refuses to stop trying either of these there is no point in overcommitting with those burst options into the corner. You also don't have to directly commit to a move to take that powerful position. Your ultimate goal is to end up in a position where you are safe under a side platform or the edge of a center platform and have control over all of that space. On FD, Kalos, and sometimes on Town you really should be focusing more on backwards positions and the center of the stage. This means whittling it down in a slower way instead of slinging yourself into the corner recklessly (IE don't dash attack into the corner on FD because you will get stomp down aired for it by a falcon player or EWGF'd by a Kazuya player). Against characters where you are required to run at for whatever reason, you should be more concerned about taking that powerful space under the platform than conditioning them to be in the corner as most zoner players will work themselves into the corner trying to dashback on you and set up their projectiles and/or win conditioning (IE Steve mining and Samus charge shot). This also means that you should NOT take them to FD or Kalos as it makes their neutral significantly more effective against the general Joker gameplan.

Revision as of 15:30, 25 March 2024

- wavebounce down guns

- Down tilt, dash grab, dash attack, full drift nair. All moves that employ similar purposes for Joker: burst options. When is it appropriate for Joker to use burst options? Dash Attack: The fastest option and also the one with the longest reach. Very good at covering nearly 1/3rd of the stage. Can anti-air with Arsene out. Stuffs out dash ins (particularly against characters with bad dash shields) and can catch dash backs into the corner. Can also catch dash backs to center or under platforms if character is slow enough. Down Tilt: Covers landings, beats spot dodges, low profiles. However, it doesn't really have many notable advantages over Joker's other options. Dash Grab: The shortest range, but also the most threatening of Joker's burst options. Range can be extended with dash attack cancel grab. Forces opponents to think about having to jump or spotdodge instead of feeling safe in a dash shield. Full drift short hop nair: Very good at covering short hops, covers spot dodges and roll backs, also can cover dash backs on slower characters. The safest option by far when used in a position that covers the entire corner. Not good in center stage or when trying to reclaim neutral. So then, when is it good to use Joker's burst options? Joker's burst options are best used at cornering your opponent while applying pressure as well as whiff punishing. Catching opponent's in their movement with Joker's burst options is difficult due to a combination of either short range or slow startups. To force opponents to play into the corner you have to use a combination of full hop neutral gun, full hop bair, and full hop fast fall nair to restrict their full hops as well as fadeback nairs and short hop double guns to restrict their ground movement and grounded approaches. If the opponent refuses to stop trying either of these there is no point in overcommitting with those burst options into the corner. You also don't have to directly commit to a move to take that powerful position. Your ultimate goal is to end up in a position where you are safe under a side platform or the edge of a center platform and have control over all of that space. On FD, Kalos, and sometimes on Town you really should be focusing more on backwards positions and the center of the stage. This means whittling it down in a slower way instead of slinging yourself into the corner recklessly (IE don't dash attack into the corner on FD because you will get stomp down aired for it by a falcon player or EWGF'd by a Kazuya player). Against characters where you are required to run at for whatever reason, you should be more concerned about taking that powerful space under the platform than conditioning them to be in the corner as most zoner players will work themselves into the corner trying to dashback on you and set up their projectiles and/or win conditioning (IE Steve mining and Samus charge shot). This also means that you should NOT take them to FD or Kalos as it makes their neutral significantly more effective against the general Joker gameplan.

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