Mortal Kombat Vs. DC Universe
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Special Moves
Joker produces a large spring-loaded boxing glove and attacks the foe with it. It can hit twice up close, and is capable of hitting during retraction if the initial hit misses.
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Special Moves
Joker slides out of the green cloud and smacks the opponent with a pistol. Hits high.
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Special Moves
Joker slides out of the green cloud with a smiley face bomb in his hands; detonation hits mid with pop-up.
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Special Moves
Joker leaps out of the green cloud with a double-footed jump kick. Hits overhead.
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Special Moves
Joker slides out from the green cloud on his back, tripping up the opponent.
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Special Moves
Joker sticks out his hand, which has a joybuzzer on the palm. If the opponent strikes Joker in this pose, they are electrocuted.
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Special Moves
Joker slides forward and grabs the opponent by the collar, then strikes them three times with his heel.
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Special Moves
Joker glows yellow as he dances and laughs, building up his Rage Meter.
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Special Moves
Joker disappears in a cloud of green smoke, obscuring his next movement and setting up for one of four unique attacks. Joker can also use either of his grapple moves from this move.
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Special Moves
Joker drops a smiley face bomb and cowers away. If the bomb explodes in the opponent's vicinity, they are damaged and popped up.
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Special Moves [Close]
Joker drops a smiley face bomb and cowers away. If the bomb explodes in the opponent's vicinity, they are damaged and popped up.
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Special Moves [Far]
Joker drops a smiley face bomb and cowers away. If the bomb explodes in the opponent's vicinity, they are damaged and popped up.
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Fatal Moves
Joker flings several playing cards that stick into the opponent. The final one is elegantly tossed into the forehead.
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Fatal Moves
Joker pulls out a pistol and fires it at the opponent. A small flag unfurls from the pistol barrel, with the word "BANG!" on it. Joker drops the gun and laughs, then suddenly whips out a second pistol and puts a bullet in the opponent's brain. In the North American release of the game, the camera shifts away from the opponent just as the second gun is fired.
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Injustice
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Basic Moves
Joker's Wild is a parry that counteracts a basic attack by stabbing the opponent in the chest with a knife, followed by kicking them off of the knife. Each time the parry is successful, Joker gets a "Ha!", up to three total. Each Ha! increases his movement speed and jumping range slightly.
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Special Moves
The Joker swings his crowbar with an overhead arc, knocking the opponent down, then proceeds to hit them twice more.
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Special Moves
Joker chucks a canister of gas with a lazy overhead arc.
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Special Moves
The Joker kicks a canister of gas across the ground.
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Special Moves
The Joker fires a long-barreled revolver. If delayed, it can be canceled by dashing.
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Special Moves
The Joker tosses some wind-up teeth slightly in front of him, which detonate after a second. Trajectory of the toss can be changed by tapping @term=backward@ or @term=forward@ before they are thrown.
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Super Moves
The Joker starts off by throwing a pie at the opponent's face. As they struggle to get the pie off, he approaches to hit them twice with his crow bar, then shoots them in the face with his revolver, following up with an overhead strike from his gas canister, and then finally, firing a close-range bazooka at them.
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