I can agree with most of jokers. Some more match ups could be 5-5.
Only thing I disagree with is Joker beating Ares 6-4.
There is no way Joker wins that match up.
Ares d2 is fine for anti airing jokers j3, and if you space it so that he can't, he can air to air with his really good air normals.
He keeps Joker out fairly easily, and now with the teleport buff, Joker is going to have a hell of a time trying to chase him down.
Also he eliminates Joker's oki game with his wake up tele and he can duck Joker's best string so it eliminates a huge part of jokers game.
4-6 Ares imo minimum.
Ares d2 is slow and has a pretty mediocre hitbox. It can get the job done, but Jokers jump ins are fast and very difficult to anti air on reaction. Jokers jump 3 also tends to beat Ares j1 in my experience. On top of the Jokers sweep and crowbar out range Ares and shut down most of footsies options, so Ares has very little he can do up close or to get Joker off of him
Joker's oki game can be devastating to Ares. The only wake up that gets Ares some of the teeth set ups is far teleport or meter burn teleport. The far teleport is punishable on a read ad the mb one require meter that Ares needs to zone. The recovery on the far teleport is long, in addition to the long start up. If Ares is using far teleport to run away Joker can hit him with guns on reaction.
Joker outzones Ares in this match up. Jokers guns are faster than Ares fireballs(both in start up and projectile speed, meaning it's difficult for Ares to even trade projectiles), do more damage than Ares non-mb fireball, stuff teleport, and stuff Ares trait. In addition the ability to hold and cancel them is excellent for baiting out and punishing godsmacks and teleports. If Joker gets the life lead he can turtle very effectively. Teleport is punishable and Ares poor mobility makes it difficult to get in or do anything against a Joker who's just going to sit there waiting to punish a teleport or stuff/trade every projectile Ares tries to throw.