J3 and D2 are good in footsies, grundy is slow and teeth are good at keeping him out. Resets still work on him. He has damage going for him and MB swamp hands are good vs the occasional gunshot you should throw in this matchup.
Joker has
Inferior zoning
Better Damage
Better conversions
Better wallcarry
100% corner resets
Better footsie tools by far
Better anti air
Better J3
I think that all these give Joker a slight edge over Green Arrow. Not much, but just a little. GA's zoning is something to be respected, even if it's not that top-tier and you will be caught by the occasional mixup but I just can't see why a GA is not outplaying a Joker player when winning this matchup.
J3 dominance, D2 to check any movement, inability of NW to ever corner joker ( because one conversion means going into reset city, population : nightwing ), mediocre mixups. Up close Joker has the advantage and while NW can zone Joker to an extent, the damage is pitiful in escrima and really seeable + competable in staff.
This is a set I've ran with Chongo. One of the things I would say he hasn't yet added in his game is trip guarding Joker jumps like @Prycemonsta and knowing when to play very aggressive. It could change in the future, just like every other matchup on this list.
I believe it's 6-4 with 7-3 potential. I believe it is most likely to end up 6-4.
Joker completely dominates Cyborg up close and the fact that Joker has a 16f straight gunshot that can hit between perfect IANBS means that he gets to knock Cyborg done while trading damage and receiving 2 or even up to 3 free dashes. The only thing Cyborg has going for him is chip damage and alternating between IANBs and normal grounded fireballs which always trade in Cyborg's favor when it comes to recovering from the trade. That is quite weak since one good read and Joker is in.
Cyborg can not compete up close, is very ineffective fullscreen unless with a huge lifelead and relies on outsmarting the Joker player in a distance where one bad read from the Cyborg player means Joker enters. His grapple serves him poorly as Joker can simply jump back 3 to punish Cyborg for 11% minimum into crowbar setups.
Cyborg has holes in his strings which Joker can full combo punish, D1 SD is not a true blockstring unless from max range, has no footsie tools whatsoever and cannot establish a comeback unless he opens up Joker while having no mixups or ambiguous crossups outside of the corner, the one place Joker loves Cyborg being.