
The Joker
The Joker is the polar opposite of the Dark Knight. Both were created by a great tragedy, but Batman has since vowed to do whatever it takes to prevent similar incidents, the Joker revels in creating chaos and destroying lives, believing that life’s a big joke and psychotically demonstrating that in a moment, it can all change.
Not much is known about his past, but his acts during the present are what define the Joker as one of the greatest threats to our heroes and the people they've sworn to protect. He's killed a Robin, crippled Batgirl, and tortured and murdered countless people throughout the DC Universe—all just for a laugh. Unpredictable, violent and incredibly dangerous, the Joker is chaos personified.
In a nutshell
Character Info
Move List
Normal Moves
to charge attack, pressing Meter
Burn during charge will add armor
to attack (1 bar), cancel by
dashing forward or backwards
h to charge attack, pressing Meter
Burn during charge will add armor
to attack (1 bar), cancel by
dashing forward or backwards
Combo Attacks
knockdown leaves opponent half screen
away
launches opponent into air
knockdown leaves opponent half screen
away
launches opponent into air
launches opponent into air
knockdown leaves opponent full screen
away
forward moving combo that ends
in knockdown
Bounce Cancels
cancel the combo and perform a
groundbounce
cancel the combo and perform a
wallbounce
Character Powers
Each successful parry will increase
The Joker's HA! Meter by 1 (Max of 3.)
For each HA! Joker gains movement speed increase.
Each successful parry will increase
The Joker's HA! Meter by 1 (Max of 3.)
For each HA! Joker gains movement speed increase.
Throws
Leaves opponent 1/4th screen away
Leaves opponent half screen away
Special Moves
Alternate Command:
qcf + l
hit Batman pulls himself toward the
opponent and delivers a flying
kick resulting in knockdown
Straight Grapple
hit, Batman stops in front of stunned
opponent allowing time to attack
or combo
Alternate Command:
qcb + l
45 degree angle, if hit Batman pulls
opponent to the ground landing full
screen away
Sky Grapple
hit, gives groundbounce half
screen away
Alternate Command:
hcf + m
damage a piece
Batarang
Batarangs causing knockdown if hit;
Batarangs can be detonated at any
time even after block or hit
Alternate Command:
qcb + m
angle, causes knockdown
Up Batarang
Batarangs, causing very high
groundbounce if hit; Batarangs
can be detonated at any time even
after block or hit
Alternate Command:
hcf + h
knockdown , slides under most
high projectiles
Slide Kick
hit causes Batman to throw a Batarang
for additional damage
Alternate Command:
qcb + m
front of Batman, knockdown on
air opponents and stuns ground
opponents
Alternate Command:
qcb + h
Overhead attacks, ends in
knockdown
Super Move
If hit, Joker gets flashbacks of Jason Todd with a crowbar.
First hit: 3.00 then 4.75, 4.75, 4.75, 4.75, 4.75, 4.75
Move Analysis
TBW
S.T.A.R. Labs Mode
TBW
Strategy
Basic Strategy
TBW
Advanced Strategy
TBW
Tips and Tricks
TBW
Combos
TBW
Alternate Costumes
![]() Insurgency |
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Unlocking
- Insurgency- 1 Armory Key in Hall of Justice Archives
- Arkham City- Pre Order from Walmart
- Killing Joke- Included in Killing Joke DLC Pack
- Final Confrontation- Included in Killing Joke DLC Pack
- Red Hood- Included in Killing Joke DLC Pack
Match Ups
TBW
Frame Data
TBW