Kizuna Encounter/Joker

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Joker

Introduction

jokers trick

Strengths Weaknesses
  • Has the only match-practical infinite that works on every character (except Jyazu and crouching Rosa)
  • Guard cancel and basic mixup options lead into infinite
  • Even without the infinite, Roller Dash is just really good
  • A high priority projectile that follows the opponent vertically
  • His gameplan is really obnoxious
  • Completely folds under pressure if he can't Guard Cancel his way out
  • Weird janky normals that only work for the purpose of comboing into Roller Dash
  • Has a bunch of moves that are actually just useless
  • is a clown

Light Attacks

c.5A
c.5A
Damage Guard Cancel Level
- M o 1
Startup Active Recovery Block Adv Hit Adv
5 4 8 ±0 +5
c.5B
c.5B
Damage Guard Cancel Level
- M o 1
Startup Active Recovery Block Adv Hit Adv
6 5 8 ±0 +5
f.5A
f.5A
Damage Guard Cancel Level
- M o 1
Startup Active Recovery Block Adv Hit Adv
5 2 10 -2 +3
f.5B
f.5B
Damage Guard Cancel Level
- M o 1
Startup Active Recovery Block Adv Hit Adv
6 2 10 -2 +3
2A
2A
Damage Guard Cancel Level
- M o 1
Startup Active Recovery Block Adv Hit Adv
5 4 8 ±0 +5
2B
2B
Damage Guard Cancel Level
- L o 1
Startup Active Recovery Block Adv Hit Adv
5 4 9 -1 +4

pursuit

Strong Attacks

c.6A
c.6A
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
6 5[3+2] 12 -2 +2
c.6B
c.6B
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
7 3 12 ±0 +4
f.6A
f.6A
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
6 [2+2+2] 12 -4 ±0
f.6B
f.6B
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
7 4 12 ±0 +4
3A
3A
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
6 6[2+2+2] 12 -4 ±0
3B
3B
Damage Guard Cancel Level
- L RC 1
Startup Active Recovery Block Adv Hit Adv
7 4 20 -12 Knockdown

pursuit

Weapon Attacks

c.5C
c.5C
Damage Guard Cancel Level
- M o 3
Startup Active Recovery Block Adv Hit Adv
9 6[3+3] 15 ±0 +4
f.5C
f.5C
Damage Guard Cancel Level
- M o 3
Startup Active Recovery Block Adv Hit Adv
9 6[3+3] 15 ±0 +4
c.2C
c.2C
Damage Guard Cancel Level
- L o 3
Startup Active Recovery Block Adv Hit Adv
9 6[3+3] 15 ±0 +4
f.2C
f.2C
Damage Guard Cancel Level
- L o 3
Startup Active Recovery Block Adv Hit Adv
9 6[3+3] 15 ±0 +4
6C
6C
Damage Guard Cancel Level
- M/M o/o 2/3
Startup Active Recovery Block Adv Hit Adv
7/19 4/6[3+3] 17 -2 +2
3C
3C
Damage Guard Cancel Level
- L/L o/o 2/3
Startup Active Recovery Block Adv Hit Adv
7/17 4/6[3+3] 17 -2 +2

Jumping Attacks

j.A
j.A
Damage Guard Cancel Level
- H o 1
Startup Active Recovery Block Adv Hit Adv
3 - - - -
j.B
j.B
Damage Guard Cancel Level
- H o 1
Startup Active Recovery Block Adv Hit Adv
4 25 - - -
j.6A
j.6A
Damage Guard Cancel Level
- H o 2
Startup Active Recovery Block Adv Hit Adv
5 8 - - -
j.6B
j.6B
Damage Guard Cancel Level
- H o 2
Startup Active Recovery Block Adv Hit Adv
4 8 - - -
j.C
j.C
Damage Guard Cancel Level
- H o 3
Startup Active Recovery Block Adv Hit Adv
7 7[4+3] - - -
j.6C
j.6C
Damage Guard Cancel Level
- H/H o/o 2/3
Startup Active Recovery Block Adv Hit Adv
4/12 3/7[4+3] - - -

Universal Mechanics

3+A
3+A
Damage Guard Cancel Level
- L o 2
Startup Active Recovery Block Adv Hit Adv
8 11 13 -1 +3

pursuit

B+C
B+C
Damage Guard Cancel Level
- H x 3L
Startup Active Recovery Block Adv Hit Adv
13 11 15 -8 +6

best: B+2F/H+16F

GC
GC
Damage Guard Cancel Level
- M - 3L
Startup Active Recovery Block Adv Hit Adv
6 12[2+1*10] 14 -7 +7

pursuit

Special Moves

j.2A
Bloody Parasol
j.2A
Damage Guard Cancel Level
- M*n - 3*n
Startup Active Recovery Block Adv Hit Adv
9/10/15/16…(20) 1/2/1/2… (15) ±0 Knockdown

Multihit spinning dive, seems safe? Slow descent and weird hitbox make it hard to use, especially after air blocks. Not like you need to be jumping all that much as this character anyway.

41236A
Roller Dash
41236A
Rising Parasol
Rising Parasol
Normal
41236A
Damage Guard Cancel Level
- M - 3L
Startup Active Recovery Block Adv Hit Adv
10 12[2+1*10] 14 -7 +7
  • Pursuit
  • Best: B+4F/H+18F
Follow-up
41236A on hit
Damage Guard Cancel Level
- M*4 - 3*4
Startup Active Recovery Block Adv Hit Adv
- 2*4 41(17) -28* Knockdown

When the 3rd attack whiffs, B-34F. Block value when the 4th attack whiffs.

214A/214C
Transporter
214A/214C
Damage Guard Cancel Level
- - - -
Startup Active Recovery Block Adv Hit Adv
- - 50 - -

Teleport. A teleports in front of your opponent, C teleports in place. Recovery isn’t as much as you’d think, so you can potentially fake your opponent out, but I don’t know what that would accomplish other than maybe sneaking in a throw with an unexpected A teleport.

214B
Transporter Dive
214B
Damage Guard Cancel Level
- H - 2
Startup Active Recovery Block Adv Hit Adv
49 8 18(13) -10 Pursuit OK KD

Teleport into a divekick. Easily punished on block and telegraphed to boot. Lets you land an OTG if it hits, but, like. Who are you hitting with this?

1B
Scarecrow
1+B
Damage Guard Cancel Level
- M - 2
Startup Active Recovery Block Adv Hit Adv
15 7 41(19) -27 Pursuit OK KD

Must be input in the same way as 3+A, from a standing position. It is unknown if this move has any invincibility.

63214C
Mad Hatter's Heave
63214C
Damage Guard Cancel Level
- M o 3
Startup Active Recovery Block Adv Hit Adv
17 - 51[27] -5 Knockdown
  • Rank A projectile
  • 9F weapon drop window.

Operates a lot like Magician’s Card in startup and projectile velocity, but it has significantly better durability, completely beating low-priority projectiles and clashing with higher-priority ones, and it even homes in on the opponent’s vertical position, which makes it pretty decent to use at long distances. You also get to use this to shield your approach.

623C
Crazy Toy
623C
KE joker 623C(carol).png
Carol Stanzack?
Carol Stanzack?
Normal
623C
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
15 15 33 -21 Pursuit OK KD
  • 9F weapon drop window.

Joker opens up a jack in the box with a bunch of murderous implements flying out. Kind of hits vertically in front of him so it doesn’t really reach that far. One weird interaction is that trying to throw him out of this from behind seems to result in the attack trading with the throw. I don’t get it either.

Carol
Rare chance on 623C
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
14 19[3+16] 36 -40 -

There is a very rare chance of Carol (?) jumping out of the box for the special move. More horizontal range than the regular version.

236C
Magician's Card
236C
Damage Guard Cancel Level
- M o 3
Startup Active Recovery Block Adv Hit Adv
12 - 51[21] -10 -6
  • Rank B projectile

Relatively slow-moving projectile. Unfortunately has a slow enough recovery that Joker can’t use it to cover approaches. Mostly outclassed by Murder Hat Heave.

Desperation Moves

632146A
Good Face
632146A
@good_faces_bot
@good_faces_bot
Damage Guard Cancel Level
- M*6 o 3*6
Startup Active Recovery Block Adv Hit Adv
17 26 33 -32 Pursuit OK KD
  • Rank A projectile (?)

Crazy Toy except it’s a huge balloon clown face. Joker is invincible during a lot of the attack but it’s exceedingly easy to Circle Step behind him and get your biggest punish if it misses. lol

General
Controls
FAQ
Glossary
HUD
System
Esoterics
Training Room
Characters
Rosa
Gozu
King Lion
Chung
Hayate
Kim
Mezu
Gordon
Joker
Eagle