112 is +5
21 is +3
213 is 0
f3/b3 are +6
Mb Gas canister +6
How many plus frame strings does he need?
Joker has no mix-ups? He has a low combo starter with b1 and an overhead combo starter with b2 that can be cancelled into low or overhead specials.
It's also kind of unfair for you to mention that d2 is -17 on block without mentioning that you can cancel it into any special including parry to catch quick punishes. It's only super unsafe if you do a raw d2 on block with no follow up.
Scarecrow's wake up is definitely not better than Joker's. Joker makes you guess between parry and deathspin which is relatively safe unless you do a just frame 6 frame punish which is not so easy.
You can definitely convert off a teeth pop if you block Scarecrow's wake up and he takes the hit. Definitely easy to follow up with a jump in.
Sure, you can't take Scarecrow out of the air necessarily but that's one of the things Scarecrow's really good at. If he didn't have that then Joker would win this match up free.
I'm not tryna up-play Joker but he's not as bad as you're making it seem. He has options.
I'm sorry, you're right about his plus strings. Let me clarify, what I meant is that none of those strings lead to anything viable once canceled into a special if blocked.
Example, 21 has pushback on block and the only followup you would have is b1 if they decide to take it. 21 into canister can be neutral jumped into full combo punish or easy to block on reaction. If blocked, its +5, last I remember, I could be wrong, also has pushback. The only thing joker can follow up with is b1 if your opponent doesn't just backdash away afterwards.
213 is 0 on block and can't be canceled last I remember so your opponent can easily challenge that with a d1 or even a mb f/b3 if they wanted or backdash.
112 is + but has pushback and anything canceled afterward is easily reacted to.
F/b3 isn't a string and most characters are plus on block anyway
Rolling canister canceled from any string can be poked or neutral jumped for a full combo so that's a gimmick.
Jokers b1 can only connect with his crowbar, which does 120-160 depending on of you mb or not, and throws them out of his strike range, and mb gunshot and it still has some whiff issues on characters, so its not super reliable.
B2 is slow and only connects with crowbar and mb gunshot.
Mb gunshot combos aren't very damaging and push opponents away from joker, which in some cases isn't a good thing.
Deathspin is -7 on block and can be punished. Tee Jay, I can't remember his name otherwise I would tag him, was punishing it yesterday pretty consistently.
Finally any string joker cancels into teeth is a gimmick and the fact that people don't challenge it is a lack of MU knowledge. If you don't have a forward advancing string or special you can easily challenge any teeth cancel with a d1 bounce cancel which ignores the teeth pop completely and gives up jokers turn.