I don't see Joker's corner game as a gamble in the slightest. If they wake up, they're still eating the teeth plus a gunshot. Crow has better normals for getting in, but Joker can play a very good zoning game. If you think for a split second that you need to hold a J2, you're dead wrong. You can shoot Crow out of it every time. Don't like that option? MB B3, D2, and if it's a J2 - just duck, it whiffs on all but big body characters and only with extreme precision. You can also parry between J2 and F1. Teeth cover his F1 almost free, but you should also be on your toes with a D1 whiff punish.
And teleport... What? Are you serious? It's good, but it's not THAT good. It doesn't drastically alter matchups. Just because you aren't punishing it doesn't mean they aren't quite negative. The Crow player is putting themselves at a disadvantage by using that as a way in. It really should only be done on a hard read for moves like the mid hitting canister.
I think Joker can condition with zoning and come in to start his pressure just fine, and if he gets Crow in the corner, ggs, your blocking better be on point.
5/5. Source: I recently got to play Heeyge0rge's Joker using Scarecrow.
Not all of jokers teeth set ups are plus my dude. As a matter of fact, the only ones that are plus are the ones that end with you having to block teeth. But even if you have to block teeth, you can just pushblock and jokers back in neutral where scarecrow has the advantage.
Joker has no plus frame strings other then f21, which is slow and can be blocked and push blocked easy.
Joker has no mix ups outside of corner teeth setups. Crowbar, rolling can, teeth and even spinning can (his new special) be punished and reacted to with ease.
Gunshot is not plus on block, only on hit and it's a high so idk how that's relevant.
Jokers d2 can't be used as a reactionary anti-air due to slow start up, and is -17 on block, so if you're consistently getting hit with it, you're jumping way too much.
Scarecrow has better ranged jump attacks and an amazing j3 with a big hitbox and cross up that leads to amazing damage and positioning. Scarecrow j3 can't be d2'd by joker on reaction, only by read.
And if you teleport on read of a gunshot or rolling or throwing can, joker can't punish due to recovery.
Even if you teleport and have to block immediately after you teleport, that's a win for you because you're in and joker has no mix ups.
And crows wake up pushes joker back, even if he takes the teeth pop.
Maybe you should learn jokers teeth setups. They aren't all plus, and some you can even d1 bounce cancel and ignore it completely or punish once you have successfully blocked them.
Jokers teeth setups are for the most part gimmicks, unsafe ones at that. The fact that people allow joker players to cancel into teeth from blockstrings shows peoples lack of knowledge in the MU.
Have you played any other joker besides before besides hey george or labbed joker to see how he operates?
I'm not saying scarecrow beats joker by a land slide, I'm saying scarecrow has an advantage in the MU.