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Green Lantern General Discussion Thread

SWonder916

When's DragonBall?
So, b13, trait, lantern's might still works as a f3 cross over set up. Here's a meter less option from that set up:

B13, 4, DB1; Walk Forward; F3 (Cross Up), F2, DB2-B, DB1, 223, DB1

Damage on Superman 138.82 then 421.8
560.62 for no bars ain't half bad...
I feel like you can get more after the F3. I'm not at home to try it but I remember doing F3, 3, DB+1, 223, DB+1 MB, B3 for more damage I believe
 

SWonder916

When's DragonBall?
I think he and Aquaman do the same thing: whiff punish and control mid screen.
They both have far reaching low normal starters with mid reaching overhead tools for mix ups. The big difference is that I think Lantern is a bit more offensive and Aquaman is more defensive.
Lantern has more zoning options but they're only good. Aquaman's Tentacle Strike is great from anywhere on screen. It seems like Lantern wants to keep you close in order to keep you guessing and use zoning as a means to bring you to him.
Hmm that's an interesting take on it, I like that perspective
 

SWonder916

When's DragonBall?
GL is feels more zoney and set up viable in this game imo, loving it lol. Like others have said, loving the explosive lantern move, great for defense, zoning and his new fireball great improvement NRS! Sure, not the easiest to win with but it's fun none the less.
The new fireball I do like but blowing up Oa's Rocket on hit to bring people towards you for follow ups was awesome. All good tho we'll adjust!!
 
New guy here, I'd like to drop my impressions as well if you all are interested in reading them.

I've had the game since last Wednesday, didn't go online until maybe Friday. Right off the bat I felt his kit is weaker than IJ1. Gatling was my most missed ability, and Lantern's Might range/hitbox nerf saddened me as well. However I decided not to judge until I played some sets.

I've played ranked, offline local, and even online sets with knowledgeable friends like chef and labbed a ton. I am currently struggling to find any consistent success, nor find Lantern's "place" so to speak. I believe he is a jack of all trades, master of none, and I think that is a weak characteristic competitively speaking =(

His mb'd bf1 is awesome. Gets a knockdown, super fast start up catches people by surprise, and of course hits mid. What I miss from his old bf1 was the ability to convert into a combo at midscreen after a mb. Mb bf1 is currently designed to get an advantage in the full screen zoning war, OR use it at the end of a combo to gain distance to start zoning.

Wall still requires more testing. I feel if it can't reliably catch opponents attempting to cross you up, it is a very weak new move. Sure, it gives him a wake up tool which is nice, but I would trade it for a better move in neutral in a heartbeat. In a corner combo, wall is one of the stronger enders, and mb'd gives you a safe(r) approach if blocked. Yet I still feel like it is a weak new move :( Maybe if I fight more rush down characters I'll be thankful for having it, lol.

Bowled over honestly doesn't wow me either. Uses: Hits low, so opponents are forced to jump or block, nice to mix in with bf1. Mb'd for a ranged knockdown and decent damage. Cons: unsafe, low property is next to useless since GL's only overhead he can cancel into is ff3 which is reactable now. Any smart opponent wouldn't have a reason to stop blocking low vs GL. This move could have been a mid hit and almost nothind would be different, I can't stress this enough!

My second biggest problem with GL is his low damage output midscreen. This is where I feel the changes to the game engine hurt Hal even more. Additional meter uses like pop out and roll, only make each bar even more life or death than before. Any GL player who lands a stray Lantern's Might will burn it to get any extra damage they can squeeze. If you're stuck in a ranged war, you will likely burn bf1 to get advantage. The extra bar is great, but he just relies on it so hard :(

Finally, my BIGGEST problem with him...he just doesn't feel fun in this one. Granted, one of my issues with him here could be said about him in IJ1, such as his lack of any creative set ups. Mix ups really only switch between b1 and f3 after a Lantern's Might, no matter how you dress it up. I suppose I was hoping he would have some new normals that could give him an extra mix up opportunity.

TL,DR: I feel he lacks identity. He has above average ranged attacks, but gets bopped hard by real ranged characters. FANTASTIC footsies but no real damage reward from them. One dimensional mix ups (though this may be the best way to rack up damage). And so on.

Ha, didn't mean to come in here and write a novel, plus bring anyone down. These are my opinions thus far, and hopefully I am wrong and he is taken to the next level. I am hoping that level is fun though, because even during my wins, I don't feel like I did anything special. Just solid play.

Would LOVE your input, guys. I do have one optimal wall combo I can post in the other thread, later.
 
I just did a100 matches against Batman then Darkseid a piece against Great batman player that knew how to punish me if I messed up doing high damaging combos his darkseid was decent I can still he was still trying to get his high damage combos down anyways I learned alot of things about gl. His zoning is really strong especially against characters lacking in that department he can go toe to toe with other zoners except he literally has to turtle has way against darkseid the zoning helps out but has to be used very carefully his teleport is super annoying it allows him escapes air pressure and that low stomp into a full combo. Plus I notice darkseid builds meter super fast like God like fast Lantern bombs did help tho I found that they can hit him out before he teleports but honestly best way to stop his teleports is the Lantern battery meter burned it's so fast it shuts that shit down.But problem is getting in on darkseid to get any serious offense going to hurt him but once you get in you usually can stay in his up close game is weak compared to gl. I found myself usually stuffing most his up close offense with mine but once he gets away you literally back to turtle his parademons are very good you have to be very careful once they are out and kinda gotta bait the explosive one or just wait it out or try to use Lanterns battery meter burned to hit darkseid so they go away. Usually when darkseid air teleports you can uppercut him with down 2 it's a very good anti air I found that I can stuff jump ins 80 percent of the time. But this match up is very hard I say a 6/4 in darkseids favor.Now let's get to batman.
 
I found fighting batman alot easier then Darkseid you can pretty much zone the hell out of batman he can get win with meter burn rolls but usually you can bait that and go into 13 for full punish or do lanterns rolling projectile now when batman gets in his pressure is pretty God like and he is a pain in the ass to block sucks that push block is even harder to do against characters like him now I did find myself using meter burn Lanterns wall alot to get him off me and it worked very well plus the push back puts him into back 13 distance and usually I found myself down 2 his jump ins alot then doing a full combo punish. Sucks that we can't use Lanterns might to punish jump ins the range is horrible now but lanterns wall did help stop jump ins cause how high it goes. I find this match up more in my favor as long as I do smart zoning force meter burn rolls and punish correctly then stuff the jumping cross ups batman has Lil options to get in besides using his trait and meter burn rolls Lantern can pretty much zone him out hard. I also find that when I would do meter burn roll it puts Lantern at a perfect back 13 distance and I would catch him off guard this fight feels like a 6/4 gl favor
 

Fred Marvel

It's actually Freddy Marvel
these "top players" dont know more tbh if you understand the game you understand it. someone like tom brady's opinion is valued more than mine but he picked GL vs slayers black adam in a matchup GL clearly doesnt win anymore he was only solid in that mu in IGAU because of lift range, turbine and air rocket. all which are gone now. he didnt or doesnt understand that but people will value his opinion on this character more than mine when ive been playin him for 4 years. GL needs buffs he cant hold his own in this game and couldnt in the last game.
 

SWonder916

When's DragonBall?
these "top players" dont know more tbh if you understand the game you understand it. someone like tom brady's opinion is valued more than mine but he picked GL vs slayers black adam in a matchup GL clearly doesnt win anymore he was only solid in that mu in IGAU because of lift range, turbine and air rocket. all which are gone now. he didnt or doesnt understand that but people will value his opinion on this character more than mine when ive been playin him for 4 years. GL needs buffs he cant hold his own in this game and couldnt in the last game.
Well since this is a GL thread what do you personally think is a solid way to play him now then, what's the alternative here besides buffs? Some solutions/positives
 

Fred Marvel

It's actually Freddy Marvel
Well since this is a GL thread what do you personally think is a solid way to play him now then, what's the alternative here besides buffs? Some solutions/positives
tbh just play how you did in INJ1 if you still lose then try harder. if you outplay your oppponent and still lose just pick a different character. this is a game where superman can still f23 to victory, aquaman can still d1 or b12 trident rush to victory and bartman can trait/j2 into whatver to victory but GL was heavily nerfed.....its piss poor balancing and the character is trash nobody will win tournaments with him either because there is no new tech his normals are all the same and his trait is the same. all his new specials are normalized as hell too. i dont care if i sound salty its the truth ive spent hours losing to players i know im better than he just needs to be buffed
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Just my thoughts on how I see things going so far.

GL is obviously different. Whether he's worse or better than in I1 is out on the table, but just a few things I've taken note of.

-b13 coming out on whiff has it uses. The 3 part of the string has a pretty high vertical hitbox...hitting someone jumping back leads to a second b13 for a combo.

-LM range reduction sucks...no ways around it lol. Gotta get accustomed to different combos that take this into account.

-Battery blast has its ups and downs. Lack of the MB oa is missed in some matchups, as is the minigun, air oa, and turbine. But, the beam is a great counterzoning option, provided you don't trade with it. But the traited fast blast might end up being super useful vs a couple stronger zoners since normal blast isn't too fast.

-Battery bomb is like battery blast...has its great parts such as the knockdown, but has its weaker parts in comparison to rocket power, such as the plus frames. It's great vs non-zoners. Also, air blast serves a different purpose by allowing him to check air movement that either he had to risk turbine to handle, or MBing it for the same air projectile effect.

-Bowl simply serves to cover up the main problem grounded oa and blast have, in not hitting crouching characters without MB. The knockdown in trait is neat though. Doesn't replace minigun though. ;_;

-Wall...I think that and the beam are the 2 most important things for GL, and is one of the main reasons I'm optimistic about the character. The wall does one thing well outside of being a safe wakeup option...it stops projectiles. While building meter. Now combine this with beam. Some matchups I'm finding hard atm, I think wall is going to be a big factor. Just gotta get it in my head to use it.

-I think his distance game is gonna consist mostly of getting into trait safely, and using blast, ball, bomb, and wall, peppered with beam for checking you from range as well as punishing stuff. Trait makes most of GL's ranged options either knock down or launch for juggles. And that's valuable.

Like I said, the jury is out for me...I think there's potential. Yeah, the damage drop bums me out and his old toolset is a thing of the past, but I also acknowledge there's potential in his new stuff that might make him overall better than I1.
 

Harlequin969

Always press buttons
Probably the one thing I hate the most in his zoning is the fact that bomb goes away when hit but the others don't. I wish bomb would stay even while hit to provide a threat. It's slow to come out on is.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Probably the one thing I hate the most in his zoning is the fact that bomb goes away when hit but the others don't. I wish bomb would stay even while hit to provide a threat. It's slow to come out on is.
Yeah that's my only dream change if I had to make balance changes on the spot.
 

SWonder916

When's DragonBall?
Just my thoughts on how I see things going so far.

GL is obviously different. Whether he's worse or better than in I1 is out on the table, but just a few things I've taken note of.

-b13 coming out on whiff has it uses. The 3 part of the string has a pretty high vertical hitbox...hitting someone jumping back leads to a second b13 for a combo.

-LM range reduction sucks...no ways around it lol. Gotta get accustomed to different combos that take this into account.

-Battery blast has its ups and downs. Lack of the MB oa is missed in some matchups, as is the minigun, air oa, and turbine. But, the beam is a great counterzoning option, provided you don't trade with it. But the traited fast blast might end up being super useful vs a couple stronger zoners since normal blast isn't too fast.

-Battery bomb is like battery blast...has its great parts such as the knockdown, but has its weaker parts in comparison to rocket power, such as the plus frames. It's great vs non-zoners. Also, air blast serves a different purpose by allowing him to check air movement that either he had to risk turbine to handle, or MBing it for the same air projectile effect.

-Bowl simply serves to cover up the main problem grounded oa and blast have, in not hitting crouching characters without MB. The knockdown in trait is neat though. Doesn't replace minigun though. ;_;

-Wall...I think that and the beam are the 2 most important things for GL, and is one of the main reasons I'm optimistic about the character. The wall does one thing well outside of being a safe wakeup option...it stops projectiles. While building meter. Now combine this with beam. Some matchups I'm finding hard atm, I think wall is going to be a big factor. Just gotta get it in my head to use it.

-I think his distance game is gonna consist mostly of getting into trait safely, and using blast, ball, bomb, and wall, peppered with beam for checking you from range as well as punishing stuff. Trait makes most of GL's ranged options either knock down or launch for juggles. And that's valuable.

Like I said, the jury is out for me...I think there's potential. Yeah, the damage drop bums me out and his old toolset is a thing of the past, but I also acknowledge there's potential in his new stuff that might make him overall better than I1.
There we go. Nice, interesting
 

HiddenSelectCounterPick

Crossplay Username: ProbablyMinus
So i labbed this morning i found this combo plus 50 50 set up. Does about 634.47dmg for 2 bars. No Gear

J3-b12~trait~db1-223-db1ex then dash towards and do f3~f2~223-bf2Ex

After the bowled over do a far lantern or mid then a lantern shot

Someone test it out and tell me how it works
 
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So i labbed this morning i found this combo plus 50 50 set up. Does about 50 for 2 bars.

J3-b12~trait~db1-223-db1ex then dash towards and do f3~f2~223-bf2Ex

After the bowled over do a far lantern or mid then a lantern shot

Someone test it out and tell me how it works
You really should check out tech/videos of lantern from igau!
Dashing after mb lanterns might was something a lot of people did. I get that it's unsafe now though since f3 is -
Good find though, but you might find some ideas watching old vids of lantern.
 

HiddenSelectCounterPick

Crossplay Username: ProbablyMinus
I'll keep labbing it up and I'll watch mor IGAU GLs but I'd like to see more vids and combos here guys. I got pretty dastardly in MKX I'm pumped for GL what else is there? I'm also not lv 20 with him yet and i only have the barrier ability :(
 

Harlequin969

Always press buttons
So GL has been made into a zoner or at the very least they want him to be primarily a zoner. I've found that using b13 wall or b13 trait wall is good for establishing respect with mb option.

However something I'm messing with is after a knock down so mb beam or overcharged lantern, can we get a safe trait from full screen to resume the zoning or is there no other good time to get the trait off?
 
Are there any "pros" that are maining Green Lantern? I haven't seen him on any of the streams I've been watching, or at NLBC or Wednesday Night Fights. Want to see some actual competitive matches with him.