Injustice: Gods Among Us – Story Walkthrough & Characters Guide
Table of Contents
Chapter 4: The Joker
Basic Tips & Recommended Attacks
The Joker is a technical character with a challenging move set that can be unpredictable until you get the hang of his intricacies. To keep things simple, we’ll stick with a few combos and specials that will carry Joker through his chapter.
Joker’s Wild (Character Power): This one is tough. It’s a parry – use it just before an attack and you’ll gain an addition to Joker’s “HA!” meter. He can gain up to three, and each adds speed to the Joker. You can safely complete the Joker’s chapter without touching parries.
BANG! / Laughing Gas: A simple gunshot attack. It can be ducked and blocked, but it’s a mainstay for Joker’s ranged game. Rolling Laughing Gas is better at getting opponents to jump, which can then be followed up with a regular throw of gas that arcs in the air.
Crowbar: What seems like a pretty good heavy special really comes into its own when used with Meter Burn. A great attack that locks opponents into a series of crowbar hits similar to a grapple.
Clown Prince / Full Deck: A good combo that won’t put Joker in too much danger for retaliation.
Die Laughing / Put it There Pal: Another useful combo, handy for most situations that can be cut short or extended depending on your need.
Welcome back to Gotham. If you remember from the Green Lantern bout, there’s not much here to use. Just a dumpster the Joker and swing forward, a transition on the left, and a
Batman has an answer for anything, making him a pretty tricky opponent to manage. He’s also a fast brawler, so don’t get stuck attempting to use Joker’s specials like Laughing Gas or Clattering Teeth at the wrong range.
Use combos that transition from light or medium strikes to heavy, like Give Me A Smile, or HA HA HA HA. Combos like Shank Shank or more likely to leave Joker vulnerable.
Save your meter and use Joker’s super to send Batman across the screen. As he tries to approach, unload with a series of BANG! Specials to cheese the AI’s inability to jump.
VS Harley Quinn
Joker’s main squeeze is no push-over. She’s a quick fighter with a multitude of ranged gunshot attacks – even in her regular combos.
The AI loves to cartwheel in close and attempt to grab, so be ready. Just as you’re grappled, input a grapple yourself to escape.
Harley prefers to cartwheel close, attack, then back off before cartwheeling close again. This makes heavy / hard attacks a much easier proposition as she’ll offer precious frames of inactivity. Use a Meter Burn Crowbar to lay the beat down.
Use BANG! When she backs off, and beware that dumpster. Both Joker and Harley can use and reuse the hazard in the background.
Inside the Arkham Cafeteria, Joker can use that hanging pig carcass as a weapon. Classy.
Unsurprisingly, a girl with wings has plenty of anti-air abilities, so keep Joker grounded. At long range, use BANG!, it will fend off Hawkgirl’s slower ranged attacks and force her to swoop in for close combat.
The pig can quickly become a problem if you get cornered in the kitchen. After getting hit, Hawkgirl can immediately send it flying back. Stay out of the kitchen if possible. The Joker can only jump off the oven or swing on the chandelier – Hawkgirl can smash both into Joker.
Like previous mini-games, losing will drop Joker’s health while winning will drop Nightwing’s. The game is slightly more predictable thanks to the complete input readout, but failing just one will reset the whole list and fail the section.
Luckily, Nightwing doesn’t have super strength. He’ll still challenge the Joker with his faster combos and alternating weapons.
Counter Nightwing’s aggressiveness with your own. Use Joker’s Meter Burn Crowbar, hard combos and more to pummel the sidekick into submission.
Save your super meter for the second half of the fight, and use it to tear down Nightwing’s health bar before unloading with more of Joker’s revolver special.
If you’re having trouble, try to push Nightwing into the right corner and initiate a level transition with [Back+Hard] to enter the cell block, where there are far more opportunities for Joker to use stage hazards.