Veteran voice actor Richard Epcar reprises his role from Injustice and Injustice 2 and turns in an exceptional performance as the clown prince of crime, expertly evoking the same psychotic glee that makes Mark Hamill’s take on the character so iconic. He doesn’t really have any moves that leave him with advantage on block, forcing you to always give up your turn when your pressure is stopped he doesn’t have a fantastic way to close the distance if the opponent wants to keep him out and his otherwise excellent poke with his cane hits high, which can be easily ducked under and uppercutted if it’s scouted.Įven outside of his combat look and feel, Joker is similarly excellent. On top of all that, he also has very solid damage without even needing meter thanks to a fast meterless launching combo across every variation, a great far-reaching low poke, and a fantastic uppercut with great range,Īll of this strength isn’t balanced by any single glaring weakness, but a bunch of small inconveniences that you’ll just have to deal with when you decide to choose Joker. Not to mention, it also gives his less combo heavy variations a way to deal substantial damage by using the fatal blow cancel to extend otherwise impossible combos. Any block string can become a guessing game between whether he will fatal blow, cancel it into a krushing blow throw, or into another combo. This allows The Joker to be a character who is extremely good at comebacks since he becomes a lot more dangerous when he’s in fatal blow territory. It’s also one of the most satisfying krushing blows in the game, featuring the Joker literally exploding his opponent’s balls (or just general nether region for those lacking.) Even his Fatal Blow can be held and canceled, a quality shared only by Johnny Cage, which allows for all sorts of nastiness, especially considering that he has a krushing blow on his forward throw that can be utilized when the fatal blow is on cooldown. Joker is appropriately very mind game heavy, with the ability to hold many of his special moves and release them right as the opponent makes a move. In addition to that, this variation also has a one-of-a-kind gas can special move that allows him to drop a trail of gasoline and ignite it for big damage over time. My personal favorite variation is the third one, which outfits him with a launching special move in his “Kapow” spring-loaded boxing glove, allowing him to convert big damage off of his combo strings. Each variation seems uniquely viable so far, which is great because it allows for a lot of versatility in how Joker is played. His cane gives him a far-reaching high attack that is excellent for whiff punishes and establishing his range in the neutral he’s got great zoning in his first competitive variation, fantastic set ups in his second, and huge combo damage potential in his third. Of course, it also helps that, upon first impression, he seems really, really strong.
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