Qwark28
Joker waiting room
If Joker jumps on aquaman, wonderwoman and sinestro, arrow does not fare that well. You will anti air joker, it's true, but he won't be discouraged. you will not do it often at all and your damage is pitiful.GA has a good anti-air that can definitely deal with joker, whilst I am unaware of Joker's true footsie capabilites GA actually has solid footsie options, not that people would believe it, so I don't see how joker out and out wins in footsies, more explanation is needed here. The damage is an issue but GA's damage comes from zoning and general hit and run which he does very well. GA has better options than most on wake-up to escape jokers bs so that isn't an issue, and again whilst I am unaware of joker's general wall carry off of practical set-ups Ga has good wall carry as well. So the only thing I'm currently seeing is that joker does more damage than arrow.
Overall, more explanation is need before conclusions are drawn.
Joker's d2 hits from jump distance and converts 37% into a setup.
green arrow's wakeup is full combo punishable by j3 d2 mb rlg while he only hits us for 7% and pushes himself further in the corner.
Joker has 60% wallcarry combos and if he catches you within jump distance of the corner than you're in for 100% resets.
Let me know what else you need to know.