Vengeance135
Saltiest Joker Player
What up TYM,
The past few weeks I have been playing Injustice less and less due to other games and my salt for the game finally kicking in. I'm probably going stop playing Injustice all together and focus more on my original fighters. Before I do I wanted to put my personal MU chart out there that I had down before my disinterest for the game kicked in, as well as, where I think Jokers true placement is on a tier list before I bounce. Of course this is all a personal opinion but keep in mind while you read this, that I have played and mained only this character in every MU from day 1 to now so my opinion is, for the most part, pretty stern. I will provide essential details as to why the MU is the way I feel it is to avoid putting too much and will try to be as realistic BUT as optimized as I can. One last thing I ask is you guys try to stay respectful. I know how hard it is for people to stay respectful on this site, but I ask that you try.
Name: MU (Offline/Online)
Aquaman (3-7 overall AM)- He out ranges Joker, outzones Joker and has a trait that gets him out of any grounded hitconfirm Joker lands. He dominates both space and the pace of the fight, rather he has the health advantage or not. Jokers only way to secure the W is a BGB knockdown or against an Aquaman that is too lazy to learn how to block. Joker works way too hard in this MU and has to rely of some luck to win in some cases if the Aquaman knows the MU.
Ares (4-6 overall Ares)- This MU is pretty much all about landing clean shots on Ares to get the W. Since Ares has a teleport that can also be MB'd, Joker can't rely on knockdowns in this MU. However, Joker does have some good midrange options that Ares doesn't have like D2 and sweep but they aren't safe. Ares can space Joker out smartly, assuming the player knew the MU.
Bane (3-7 overall Bane) I agree with the Joker community.
Batman (4-6, strong 4-6 BM) Batman has a better neutral, air to air, Jump arc and overall just better tools then Joker. BM can zone Joker out pretty efficiently with a decent health advantage and online he has better mixups. The only thing that keeps me from 3-7 is BMs wakeups. Joker can put BM on blast on knockdown, especially if the BM player doesn't know how to block.
Black Adam (5-5) agree with the Joker community.
Catwoman (4-6 CW) This MU is one I've wanted to speak on for a while now. Most people think its even and let me tell you its not. I'll be as simple as possible here. Air game, CW's jump 1 and Jump 2 are freaking godlike vs Joker. In order for Joker to beat either he needs to anticipate them and even then that's not a sure fire solution. Jump 1 trades pretty consistently with Jokers jump 1. her Jump 2 stuffs Jokers AA and the majority of his air to airs ON REACTION, forcing him to respect her air options. On the ground, CW beats Joker due to her small hitbox and Jokers whiffing issues. He cannot zone because of cat dash. catching cat dashes start up with revolver is inconsistent because sometimes it whiffs so the best thing to do is respect it. She can B3 through most of Jokers strings and zoning tools also. On wakeup, she has more options then Joker. She can legit stuff ALL OF HIS wakeups, including acid, with her overhead, lows or even he B3 LOL so Joker just has to guess right. Joker can bully her on wakeup if she doesn't have trait. If she does then he has to be more cautious. Shes not meter dependent in this MU either so that always helps. Joker and her can expose each other in the corner.
Cyborg (5-5) This ones cut and dry. Cyborg can zone Joker out SMARTLY and Joker can bully him on knockdown. Each scenario can go back and forth in my experience at least.
Deathstroke (4-6 DS) He can Zone Joker out, he has better mixups, stronger Air to Airs, Strong AA, godly corner game and a better neutral.
Doomsday (STRONG 4-6, 3-7 DD) Doomsday pretty much says F*** you to Joker in almost every aspect. only thing Joker can really do is knock him down and hope the player can't block. also ES is more annoying online.
The Flash (3-7 Flash) I really feel like I don't need to explain this one but will if somebody seriously asks.
Green Arrow (4-6 Arrow) Honestly the only thing Joker can really do to win is corner Arrow. Outside of that, Arrow can space extremely well, assuming the player knows the MU, and can zone Joker.
Green Lantern (4-6 GL) GL has a better neutral and hella strong Air to Airs and AA. He can also zone well and has decent interactable control. Jokers saving grace is GL's lack of wakeups.
Harley Quinn- No clue. I've always did well in the MU for the most part but I haven't played it like I have played the others so I'll leave it up to you guys.
Hawkgirl (3-7 HG) She controls everything vs Joker. Jokers only shot is to corner her otherwise he is screwed. Its that simple. You want more info then just ask.
Killer Frost (4-6 KF) I've already discussed my thoughts about this MU when Astronaut made his chart. My opinions then haven't changed. Look up his chart or ask for specifics if you don't agree.
Lex Luthor (5-5) Whoever gets the first hit, most likely wins.
Nightwing (4-6 NW) NW can zone Joker out efficiently and out range him as well. I'm getting lazy now so if the NW community wants to debate this then just speak in the comments below.
Raven (4-6 Raven) Already discussed.
Shazam (5-5) A match of showing who has more balls.
Sinestro (3-7 Sinestro) Its simple, he out spaces, out zones, out vortex's, and overall just out plays the Joker in every aspect. Only thing Joker can do is corner the player and hope he doesn't block right.
Solomon Grundy (5-5?) Help me out here, I do well against Grundys for the most part but it should be discussed because I don't know how either character would have an advantage.
Superman (3-7 SM) Better neutral, CAN STILL ZONE EFFECTIVELY, good wakeups to keep Joker guessing, ridiculous mobility, better corner game, AMAZING AA, great Air to Airs. Assuming you know the MU of course
WW (3-7 WW) Everything I said about Superman minus the Zoning but can shut down any kind of zone game Joker tries to play. Only thing Joker can do is LEGIT outsmart the WW player because if they know the MU its ggs for Joker. That's it.
Batgirl (4-6 BG) Agree with Joker community.
Lobo (4-6 Lobo) He outdamages Joker, he doesn't have to deal with Jokers KD game unless cornered and just completely outranges Joker. His Jump 1 is godlike and his standing three is insane. Getting trait shells are free against Joker because in the end it favors lobo.
MMH (3-7 MMH) Everything about this character is better then Joker.
Scorpion No Clue.
Zatanna (3-7 Zatanna) already discussed.
Zod (2-8 Zod) Already discussed BUT add those FOR REAL IAZBs and Jokers Jailed the second it starts and he has NO options.
Overall Joker is somewhere in bottom 5. He truly has no winning MU and relies HEAVILY on MU knowledge and great reads to win. He has to work insanely hard to get W's and can get cheesed out EASY.
The past few weeks I have been playing Injustice less and less due to other games and my salt for the game finally kicking in. I'm probably going stop playing Injustice all together and focus more on my original fighters. Before I do I wanted to put my personal MU chart out there that I had down before my disinterest for the game kicked in, as well as, where I think Jokers true placement is on a tier list before I bounce. Of course this is all a personal opinion but keep in mind while you read this, that I have played and mained only this character in every MU from day 1 to now so my opinion is, for the most part, pretty stern. I will provide essential details as to why the MU is the way I feel it is to avoid putting too much and will try to be as realistic BUT as optimized as I can. One last thing I ask is you guys try to stay respectful. I know how hard it is for people to stay respectful on this site, but I ask that you try.
Name: MU (Offline/Online)
Aquaman (3-7 overall AM)- He out ranges Joker, outzones Joker and has a trait that gets him out of any grounded hitconfirm Joker lands. He dominates both space and the pace of the fight, rather he has the health advantage or not. Jokers only way to secure the W is a BGB knockdown or against an Aquaman that is too lazy to learn how to block. Joker works way too hard in this MU and has to rely of some luck to win in some cases if the Aquaman knows the MU.
Ares (4-6 overall Ares)- This MU is pretty much all about landing clean shots on Ares to get the W. Since Ares has a teleport that can also be MB'd, Joker can't rely on knockdowns in this MU. However, Joker does have some good midrange options that Ares doesn't have like D2 and sweep but they aren't safe. Ares can space Joker out smartly, assuming the player knew the MU.
Bane (3-7 overall Bane) I agree with the Joker community.
Batman (4-6, strong 4-6 BM) Batman has a better neutral, air to air, Jump arc and overall just better tools then Joker. BM can zone Joker out pretty efficiently with a decent health advantage and online he has better mixups. The only thing that keeps me from 3-7 is BMs wakeups. Joker can put BM on blast on knockdown, especially if the BM player doesn't know how to block.
Black Adam (5-5) agree with the Joker community.
Catwoman (4-6 CW) This MU is one I've wanted to speak on for a while now. Most people think its even and let me tell you its not. I'll be as simple as possible here. Air game, CW's jump 1 and Jump 2 are freaking godlike vs Joker. In order for Joker to beat either he needs to anticipate them and even then that's not a sure fire solution. Jump 1 trades pretty consistently with Jokers jump 1. her Jump 2 stuffs Jokers AA and the majority of his air to airs ON REACTION, forcing him to respect her air options. On the ground, CW beats Joker due to her small hitbox and Jokers whiffing issues. He cannot zone because of cat dash. catching cat dashes start up with revolver is inconsistent because sometimes it whiffs so the best thing to do is respect it. She can B3 through most of Jokers strings and zoning tools also. On wakeup, she has more options then Joker. She can legit stuff ALL OF HIS wakeups, including acid, with her overhead, lows or even he B3 LOL so Joker just has to guess right. Joker can bully her on wakeup if she doesn't have trait. If she does then he has to be more cautious. Shes not meter dependent in this MU either so that always helps. Joker and her can expose each other in the corner.
Cyborg (5-5) This ones cut and dry. Cyborg can zone Joker out SMARTLY and Joker can bully him on knockdown. Each scenario can go back and forth in my experience at least.
Deathstroke (4-6 DS) He can Zone Joker out, he has better mixups, stronger Air to Airs, Strong AA, godly corner game and a better neutral.
Doomsday (STRONG 4-6, 3-7 DD) Doomsday pretty much says F*** you to Joker in almost every aspect. only thing Joker can really do is knock him down and hope the player can't block. also ES is more annoying online.
The Flash (3-7 Flash) I really feel like I don't need to explain this one but will if somebody seriously asks.
Green Arrow (4-6 Arrow) Honestly the only thing Joker can really do to win is corner Arrow. Outside of that, Arrow can space extremely well, assuming the player knows the MU, and can zone Joker.
Green Lantern (4-6 GL) GL has a better neutral and hella strong Air to Airs and AA. He can also zone well and has decent interactable control. Jokers saving grace is GL's lack of wakeups.
Harley Quinn- No clue. I've always did well in the MU for the most part but I haven't played it like I have played the others so I'll leave it up to you guys.
Hawkgirl (3-7 HG) She controls everything vs Joker. Jokers only shot is to corner her otherwise he is screwed. Its that simple. You want more info then just ask.
Killer Frost (4-6 KF) I've already discussed my thoughts about this MU when Astronaut made his chart. My opinions then haven't changed. Look up his chart or ask for specifics if you don't agree.
Lex Luthor (5-5) Whoever gets the first hit, most likely wins.
Nightwing (4-6 NW) NW can zone Joker out efficiently and out range him as well. I'm getting lazy now so if the NW community wants to debate this then just speak in the comments below.
Raven (4-6 Raven) Already discussed.
Shazam (5-5) A match of showing who has more balls.
Sinestro (3-7 Sinestro) Its simple, he out spaces, out zones, out vortex's, and overall just out plays the Joker in every aspect. Only thing Joker can do is corner the player and hope he doesn't block right.
Solomon Grundy (5-5?) Help me out here, I do well against Grundys for the most part but it should be discussed because I don't know how either character would have an advantage.
Superman (3-7 SM) Better neutral, CAN STILL ZONE EFFECTIVELY, good wakeups to keep Joker guessing, ridiculous mobility, better corner game, AMAZING AA, great Air to Airs. Assuming you know the MU of course
WW (3-7 WW) Everything I said about Superman minus the Zoning but can shut down any kind of zone game Joker tries to play. Only thing Joker can do is LEGIT outsmart the WW player because if they know the MU its ggs for Joker. That's it.
Batgirl (4-6 BG) Agree with Joker community.
Lobo (4-6 Lobo) He outdamages Joker, he doesn't have to deal with Jokers KD game unless cornered and just completely outranges Joker. His Jump 1 is godlike and his standing three is insane. Getting trait shells are free against Joker because in the end it favors lobo.
MMH (3-7 MMH) Everything about this character is better then Joker.
Scorpion No Clue.
Zatanna (3-7 Zatanna) already discussed.
Zod (2-8 Zod) Already discussed BUT add those FOR REAL IAZBs and Jokers Jailed the second it starts and he has NO options.
Overall Joker is somewhere in bottom 5. He truly has no winning MU and relies HEAVILY on MU knowledge and great reads to win. He has to work insanely hard to get W's and can get cheesed out EASY.