Hi everyone, I main with Cetrion (force of nature version) and often fight against my son who plays a version of the Joker that has the KAPOW combo. He very often starts off his combo's with a move called "Show's over" which is F+2,1,2. So if his first hit gets me he almost always manages to complete a 30% + combo after that. When I manage to block his initial opening I can't seem to find a way to punish him even though the block advantage is -11.
So after having loaded this move in the AI, I looked at which moves there are that have a start up of 11 or less but even though there are a few I can't seem to use any of these because when blocking this move, the Joker gets pushed back to a distance so that none of the quickest moves can connect.
Does anybody have any advice on how to deal with such a situation? Or do I just have to accept the fact that this opening move of his is safe, even though it's -11 on block?
Any advice is appreciated.
How do I punish Joker's End of World combo with Cetrion
- jasmikelos9
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- Aashvi7899
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Re: How do I punish Joker's End of World combo with Cetrion
To punish Joker's End of World combo with Cetrion, utilize her zoning abilities to keep him at bay. Utilize long-range attacks like Boulder Bash or Hell's Wrath to interrupt his combo and punish him from a distance, maintaining control of the match.PM kisan status
Re: How do I punish Joker's End of World combo with Cetrion
When the Joker starts performing the "End of World" combo, block by holding the back or down-back direction on your controller to defend against the incoming attacks.