Anyways i'll go over JPs wincons/arguments here
For starters it seems like the maximum amount of plants the player can spawn in is around 45ish (maybe more or maybe less idk) and assuming thats the case then the numbers advantage shouldn't mean much as JP can face much
bigger numbers and
win (SBA would handpick the best possible version of JP within anypoint in time so anything possible in-game that they can do would be applied here as far as skill goes, if you don't believe me you can ask mr bambu)
The plants mostly seem to rely on shooting their enemy with a ton of stuff, JP outside of being used to handling large numbers of enemies at once is also used to
handling danmaku even while having to dodge stuff from the terrain so the plants shooting at them shouldn't give them much of an issue either
ANPR would allow them to see when
they would attack, while also allowing them to see
when to parry the attack while parry would allow them to redirect it while healing hp in the process.
With their standard upgrades, they would gain access to boost boots, which would increase their movement speed while also providing
longer and more spamable dashes, resulting in longer I-frames (making it easier to i-frame opponents if they were to get caught off guard or hit with an undodgeable attack). This would be used in tandem with them
attacking and parrying simultaneously while also occasionally using counter whenever they can, making it to where they not only extremely difficult to hit but they would be unleashing pretty high amounts of DPS on the plants by spaming overchange (each attack hitting for 1.048 tons while they have around 0.81 tons for their durability). Half swing cooldown would also allow them to essentially swing twice as much as they normally do as well on top of all of this.
The real kicker in all of this is that the player would not only have to kill JP three times but they would also have to survive timestop each time...If JP at anypoint notices the player thats spawning them, they could just use air dashes to go straight to their position and kill them since they would see them as another enemy (plus they would notice some of the plants being planted over and over again and connect the dots). The player (PVZs) could try to use forcefields; however, JP
can just parry them away, or even worse, fling the forcefields towards them like they can other objects.
Overall based on profiles at least, I think JP wins more than not as the plants don't really seem to have a great answer for parry + dash I-frames + analytical prediction while JP would just keep slicing at them with tons of attacks each scaling above their ap and eventually notice the player, then use their vastly greater mobility to just kill them