Joker's Upair (u-air/uair/upair) is a standard multi-hit attack sharing similarities to upairs of other characters, most notably, the ability to drag down opponents by combining the move with a fast-fall. The move itself is an unremarkable multi-hit move, but using it to drag down opponents can open up additional followups not otherwise possible. This page will explain the dragdown aspect of Joker's upair and its applications.
Possible followups include a grab or a Smash Attack to name a few, but even if those two followups were the only ones possible it still makes learning this tech worth it. Not to mention, it's easy to learn.
The input is so extremely simple that I worry I won't be able to explain it well. The only input is to fast-fall after using uair, or vice-versa. Sometimes, if you are already midair, then inputting fastfall and uair at the same type can work as well. That's it.
Fast-falling is only possible after hitting the apex, or peak, of your jump. Therefore, it's easier to pull off the dragdown if you don't input jump and uair at the same time. If you input both the commands at the same time the timing will be tighter, and you may find that you land the final hit of the uair before fast-falling.
πNote: When playing online fastfalling after inputting jump, then uair is easier to pull off. That is, inputting uair with a tiny delay after jump makes it easier to fastfall before landing the final hit of uair. It may help to think of executing the inputs like going down an ordered list. When playing offline the timing of the controls are way more responsive and snappier, so the above-mentioned advice doesn't apply as much when offline. Essentially, it's way easier to pull off the dragdown motion offline than online.
Of course, the explanations so far only applies if you are attempting a short-hop or full-hop uair dragdown.
The uair dragdown can be used in many situations, so once you get used to fast-falling the uair you can start to look for other areas where you can execute this tech.
1. Jump
2. uair
3. fastfall
...in that order in quick succession. The less time between steps 1 and 2 the less wiggle room your opponent will have to act.
In midair you have more flexibility with the order of inputs. You can either fastfall β uair on your way down, or uair β fastfall, or even uair and fastfall at the same time:
1. Start midair
2. fastfall β uair OR uair β fastfall OR uair + fastfall
Once you understand the inputs the next step is to practice it in Training Mode:
Mastering the Dragdown-Upair provides so much utility. Using dragdown upair as a followup to up-throw and down-throw are arguably the most useful applications of upair as it provides a relatively easy way to quickly rack up damage at early percents. These moves may not seem all that impressive, but there are some matchups where you may not have many openings to inflict damage, and these strings can help you get much more value with each neutral win to hopefully close the gap.
The next step is using the dragdown upair as an immediate followup of a prior move. If you've practiced the dragdown as a followup to Down-Throw or Up-Throw those can then be looped for more damage.
Note: There is a particular way of executing the upair dragdown that I consider to be the True way of doing it. Most of the loops that are in the compilation wouldn't fit this label. The true way is slightly tighter and gives the opponent less time to act making it more effective, but it can be difficult to pull off. Essentially, the true way involves inputting upair before you hit the peak of your jump, but even earlier. However, doing it like this especially in an online setting and still managing to dragdown before the final hit of upair is pretty difficult to do, at least for me. I still included an example for reference below.