Qwark28
Joker waiting room
I actually don't think Joker does bad in the Doomsday matchup at all, and I put it around a 5-5. You can just hold back and mash parry whenever you block a shoulder in anticipation of d1 ES, and it'll option select to either block or parry depending on if it comes out or not. Once this is respected, you have to read whether the DD player will delay or switch the d3 or something, which opens up the jump game. Parrying shoulders is also pretty easy as well, and VERY gratifying lol. Air grab can give Joker problems though.
Option select parry doesn't work in this matchup, since it's a command parry, you have to just frame your parry because ex venom is +6 and d1 is 7f.I actually agree with you that this MU is not as bad as one may think for Joker. Air grab is a huge problem, but Joker can lame Doomy out out with parry, gun, teeth, push block setups, etc.
However, if Doomsday has a decent life lead on Joker, Doomturtle can be very effective against joker.
I won't put a MU number on it, but I will just say that Doomy doesn't run over him free like many think. It would not surprise me at all if this was an even MU.
Anyways, there are other threads for this MU talk. I won't derail it anymore. Great vids. Keep exploring this character guys.
Joker loses this matchup due to doomsday's oki, trait, d1, superior footsies, body splash and no way to keep him out. Gunshot is not a keepaway tool, it's use is to disrupt zoning, especially effective vs airborne zoning. Me and @Metzos have been grinding out this matchup since day 1, it's 6-4 DD.