Joker's base recovery (Grappling Hook) is very susceptible to Mewtwo's ariel attacks, especially N-air (Body Spark); Whenever it's possible, use your ariels to pressure Joker off-stage.
[While Arsene is active] Mewtwo's Foward Throw (Shadow Cannon) is a good tool to chip away at the Rebellion Gauge. If you want to shorten Arsene's screen-time, abuse this throw!
Whenever Joker decides to abuse his Down-B (Rebel's Guard/Tetrakarn/Makarakarn), use Mewtwo's Side-B (Confusion) to interrupt Joker out of the armor/counter.
Mewtwo's Signature Kill Confirm (Confusion [Command Grab] + F-air) can
reliably kill Joker starting at 124% [Mid FD/DI'd], 114% [Side FD/DI'd], and 150% [Full FD/Correct DI]
A general rule of thumb: >138% = A Dead Joker; He cannot survive B/U-Throw, F-Tilt, Any Smash attack, F-air, and B-air.
Joker [w/o Arsene] can reliably kill Mewtwo with this set-up @109%: Pop-up F-air (One-Hit), Drag-Down U-air, Up-Smash (True Combo).
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