Any blocked sweep is really easily full combo punished by Green Lantern's b1. He doesn't even need to think against Joker, he can just sit there spamming that shit all day, and we gotta sit on block until a small window opens where we can try to poke or jump out. 21 can kinda punish in some spots, but I just started trying that towards the end. Flower does not function well against him as a wakeup alot of the time either because for some reason his f3 gets to be a 19f anti-airing, hitbox shifting, bullshit move that he can use so quickly when he's getting up that it might as well be a wakeup.
Basically, we can't really tango with him up close, and we can kinda zone him, but not really because he can just jump/duck around it and be safe, forcing us to make a move if we are down on life, which plays right into his hand because of how reactionarily he can be played, or slowly force us into the corner. Idk, there are ways around some stuff, I just had a rough night with it lol. Rant over. I'll clear my head and write something better tomorrow after Qwark blows me up for being stupid
Lol yeah. For me GL is my toughest match up. You've seen my post from before but lantern controls the screen outside of full full screen
Its only worth zoning him when you have a huge lifelead, or if you notice the lantern is impatient. You cant win through zoning alone. One dash of the gun and hes back in his air rocket range. You need to go in till you reach his b1,3 range. From here you just gotta wait. He can aa you on reaction and check you with b1. You can try guess jump the b1 but its mega risky. (Idk if the wait strategy is the smartest but its the safest option.)
If you space yourself well you can whiff punish b1 with b1,3 or if your on point f2,3 but its really hard to space yourself at that perfect range cuz gl's walk speed out classes jokers.
What i generally do is like what qwark said, be ready to back dash b1,3. If you back dash you get a free b1,3 or free b1,crowbar. Make your choice based on positioning. If your back is to the corner take b1,3 cuz it grants a safe cross over j2. (He can try aa with d1,d2 but based on your j2 timing you can beat those options.
Once he wisens up to this he will no naked b1 gatling gun. This is what you want. After blocking gatling gun we get a safe jump 2. He cannot aa you with d2 or lift. You have to commit to the j2 though otherwise you will be anti aired. Make sure you learn the timing otherwise you will be aa'r.
If he mb gatling guns just block and dash back in. He only has so much meter.
Once you reach zero range, i.e he blocks a j2. He cannot duck 2,1,2 so run that teeth mindgame. If he plays safe and always jump backs, insta j3 will beat him. The guessing game is against us but its one of our better options. I think 2,1 whiffs on crouch block so we can't get the 2,1 b1 frame trap. After 2,1,2 teeth its all about the read. You make the right read you slowly push him into the corner. If he starts b1ing get ready for the push block trap.
Once you reach the corner the match up is much more even, his wake up is mega punishable so every knockdown is a guess for him if you know your knockdown set ups.
Now for your knockdown. You can react to the f3 b1 50/50 but know you'll probably eat grabs allday.
Wake up acid flower beats b1 and meaty f3. If he delays f3 to beat acid flower you can dash out and whiff punish with f3. You need to be able to make that read though. You cant be afraid of forward dashing on wake up. It'll beat that f3 if he delays to blow up wake ups. If he starts mb f3ing you just have to block.
A similar thing applies with the j3 fake cross over stuff. If its meaty wake up flower usually wins. If its not you can dash out.
Tl;dr: you alwaya have the option to block on knockdown. But if you start noticing pattern try to make the dash read on delayed f3. It nets you the most damage.
One final thing
Gun cancels do work up close to help get in, but once the gl wisens up he'll lift on reaction to gun. If you fire it should beat lift, however if he ducks a gunshot thats a free lift punish. In general i wouldnt recommend using gunshot from within lift range.
This match is hard man but it is winnable. Just have to make sure you capitalise on all opportunities. One touch can spell death for lantern if you convert everything. His punishable wake up hurts him bad.
With my midscreen teeth set up there is a very delayed teeth timing which still hits meaty enough to prevent jump/dash outs and allows you to reverse his wake up and punish. But you need to hit that initial combo which is hard against a smart lantern.
Just my thoughts on the match
3-7 imo