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Match-up Discussion Green Arrow Matchup Discussion

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THTB

Arez | Booya | Riu48 - Rest Easy, Friends
I'll try it out, thanks. Don't know why I didn't think of using those lol.
Lol, yeah, I'm pretty sure every character gets something to punish LM, just it comes in moves most don't care to attempt to use for punishes. Like, Batman gets f2 MB grapple up to like jump distance (don't know why Batman players AREN'T using f2 anyway lol).
 

Scoot Magee

But I didn't want to dash
These are 2 posts I put in the lex matchup thread and figured I'd copy paste it here. I'd like to see what other people think and if they have any tips on fighting a good lex. I added just a little info from my original posts.

1st post.

Just some quick points, gotta run to work. In order to win this match you have to keep him from getting his armor because GA doesn't have a great way to stop it. In order to stop him from getting armor you have to keep arrows on the screen at pretty much all times. The problem with that is you can't get any big damage. Once you load an ice arrow he has a much easier time loading up his armor so it's hard to get anything going outside of a combo ender into ice. Also if he does manage to load armor from mid screen you cant really stop him. You can use one arrow to stop his armor but his corps charge brings him fast enough to punish the recovery of the arrow.

When he does get in with armor I had some success with d1 xx mb b3 but that burns 2 bars. It's useful though because you can just try to keep him out after and build more meter. He can bait it though, block the down 1, eat the mb b3 and punish.

It's pretty damn annoying, it seems like once lex gets armor at mid range the match goes very far into his favor.

2nd post.

The match really is bad. I thought my best bet was to run away with fire arrows but he will eventually get in. You can keep him from getting things on the screen for a short amount of time but just getting hit by 1 MB rocket grants a knockdown and the match goes right in his favor. I feel you have no choice but to try to get in, load an ice arrow and land it with f2d1 mix ups right away while looking out for the corpse charge. The problem with that is that when you respect wakeup corpse charge he'll just wake up and charge armor.

Don't get me wrong, there were some situations where I was able to nullify his armor but it's not long before he can recharge it again. Most of the time it was because he made a mistake. I found the best way to avoid and nullify armor as safe as possible was to savage blast away and shoot arrows from outside of corpse charge range. One of the fucked up things though is that arrows d1 whiffs on lex's forward dash. In some situations where I should have been able to d1 xx special to stop his armor safely I would just get a whiffed d1 canceled into nothing. That would leave lex in my face with his armor still active and me fucked.

Also rev0lver fuzzy guards the f2d1 ice mix up (people need to start doing this, it's been long enough). The best way around that imo is to f2d1 overhead ice arrow and delayed low ice arrow. Fuzzy guarding that mix up is huge because it makes all his f2d1 green arrow advantage setups pretty useless. In order for the f2d13 string to be a useful mix up you must have an ice arrow ready. This takes away from GA's game big time imo because when he has an ice arrow equipped his options become more limited outside of close range. Also having an ice arrow at all times when close is not easy to manage.
 

Jimmypotato

Mid Tier
I agree with you Scoot, I was playing a good lex last night, also started getting counter picked by everyone and they all went super man, I never had too many problems with him before, but now I see what Chris G doesn't use Arrow vs him, that match up is fuckin dumb.
 

ando1184

Noob
I agree with you Scoot, I was playing a good lex last night, also started getting counter picked by everyone and they all went super man, I never had too many problems with him before, but now I see what Chris G doesn't use Arrow vs him, that match up is fuckin dumb.
Yeh the supes MU is retarded, once he's in you're wasting meter with push blocks and MB b3/f3's or just stuck blocking. Patience is key when he's in your face but you need a lot of it. Eventually he will slip up with a blocked scoop and that's when you make your move. Otherwise, if they're zone happy just read my post on the previous page. Arrow has the tools to outzone him, but again requires focus and good reads. Hope this helps but at tournies, I'm even counter picking his ass.
 

Jimmypotato

Mid Tier
Yeh the supes MU is retarded, once he's in you're wasting meter with push blocks and MB b3/f3's or just stuck blocking. Patience is key when he's in your face but you need a lot of it. Eventually he will slip up with a blocked scoop and that's when you make your move. Otherwise, if they're zone happy just read my post on the previous page. Arrow has the tools to outzone him, but again requires focus and good reads. Hope this helps but at tournies, I'm even counter picking his ass.

You can maybe out zone him but you gotta be god like, cause anytime you need to reload arrows you are going to have to block a jump lazer, and if he pops trait and MBs it looks at the damage you take even on block.

The big problem is supermans hitbox is fuckin wierd and arrows seem to miss him alot.

Also the damage gap can not be over come, even if you could out zone him, which right now you cant because Low arrow needs to be fixed. One Combo and you are done. If you are beating supermans by "out zoning" them then you are playing shitty supermans.
 

shaowebb

Get your guns on. Sheriff is back.
Its helps a bit if you can abuse throw on Superman and then land jump ice arrows on them, but generally I go cheese and try to use the stage transitions off MB b3 to bridge my gaps in damage. Fuck that matchup.
 

ando1184

Noob
You can maybe out zone him but you gotta be god like, cause anytime you need to reload arrows you are going to have to block a jump lazer, and if he pops trait and MBs it looks at the damage you take even on block.

The big problem is supermans hitbox is fuckin wierd and arrows seem to miss him alot.

Also the damage gap can not be over come, even if you could out zone him, which right now you cant because Low arrow needs to be fixed. One Combo and you are done. If you are beating supermans by "out zoning" them then you are playing shitty supermans.
I agree, that's why I'm counter picking for this matchup and no, I play good supe players but I'm starting to learn their patterns and mixups since I play em so often.
 

Red Reaper

The Hyrax Whisperer
Hey. I was wondering how you guys feel about the Arrow vs Grundy Match Up?

Personally, I hate Grundy more than any other character in this game, so I would really love to be able to beat him with my favorite character.

Here's a match I played against Tyrant while in Arizona. I only used Arrow once though.
http://www.youtube.com/watch?feature=player_detailpage&v=pwtcEeA5hWQ#t=1h52m

PS: The kombo drops were because of the switch from the konverters on xbox to ps3 and vice versa.
 

ando1184

Noob
Hey. I was wondering how you guys feel about the Arrow vs Grundy Match Up?

Personally, I hate Grundy more than any other character in this game, so I would really love to be able to beat him with my favorite character.

Here's a match I played against Tyrant while in Arizona. I only used Arrow once though.
http://www.youtube.com/watch?feature=player_detailpage&v=pwtcEeA5hWQ#t=1h52m

PS: The kombo drops were because of the switch from the konverters on xbox to ps3 and vice versa.
This match is fairly easy if played correctly. You played it correctly on Grundy's 2nd life bar when you stayed with fire arrows and zoned em to hell. when close, use backdashing and savage blast to escape his throws and never jump in on him or try and cross em up bc Grundy's d2 is on par with Sinestro and Aquaman's. in corner if u do get knocked down ur better off either going for slide of MB b/f3's due to Grundy's pressure there. A MB b3 is good even to just take a hit, cancel dash, and it leaves room to jump out of the corner. That's the match in a nutshell, savage blast and fire/elect arrows all day. You were adapting well until that corner shenanigens.
 

Red Reaper

The Hyrax Whisperer
This match is fairly easy if played correctly. You played it correctly on Grundy's 2nd life bar when you stayed with fire arrows and zoned em to hell. when close, use backdashing and savage blast to escape his throws and never jump in on him or try and cross em up bc Grundy's d2 is on par with Sinestro and Aquaman's. in corner if u do get knocked down ur better off either going for slide of MB b/f3's due to Grundy's pressure there. A MB b3 is good even to just take a hit, cancel dash, and it leaves room to jump out of the corner. That's the match in a nutshell, savage blast and fire/elect arrows all day. You were adapting well until that corner shenanigens.


Yeah, that's what I hate. I landed so many Fire Arrows, then got reset.
Grundy is such BS...

The best answers against him are just putting you into the korner where he excels and he does this to almost every character in the game.
 

Jimmypotato

Mid Tier
Yeah, that's what I hate. I landed so many Fire Arrows, then got reset.
Grundy is such BS...

The best answers against him are just putting you into the korner where he excels and he does this to almost every character in the game.

This match up is another one that more explored feels bad for Arrow, they are adding up, your only real options are to run away and chip away at him with savage blasts. The fact WC can be canceled fucks Arrow up, also WC blowing up anything after D1 takes any type of pressure you might wanna do away, and the fact he really only has to catch you twice in a match to fuck you up really puts a damper on everything.

Even shooting fire arrows from far can just be blown up by MB swamp hands cause that fuckin move has Armor too!! lol. then bam he is back in your face and you are fucked.
 

Red Reaper

The Hyrax Whisperer
This match up is another one that more explored feels bad for Arrow, they are adding up, your only real options are to run away and chip away at him with savage blasts. The fact WC can be canceled fucks Arrow up, also WC blowing up anything after D1 takes any type of pressure you might wanna do away, and the fact he really only has to catch you twice in a match to fuck you up really puts a damper on everything.

Even shooting fire arrows from far can just be blown up by MB swamp hands cause that fuckin move has Armor too!! lol. then bam he is back in your face and you are fucked.

Yeah. He has waay too much and hardly anybody seems to think he's messed up.

Walking Korpse kancel into Walking Korpse is one of the greatest BS in this game. He kan also D2~into grab or D2~WC so you're always in a guessing situation after an 8 frame move that also Anti-Airs. Raw WC then MB grants him 50/50's and he has resets that net him 59% midscreen for 1 bar. 71% for two.

And then Grundy players still komplain about the ungrabable frames some moves have. If characters didn't have that, what options would they really have?

WC kancel also beats some wake ups for free.. Basically eliminating people's wake up options. Giving him the best oki in the game.
 

RM Truth

Unintentional Tier Whore Follow me @TruthRM
Green Arrow does pretty poorly against Deathstroke, in my opinion. My friend and I are Deathstroke and Green Arrow mains (respectively) and we play this match-up 30-40 times a day. The points I have learned from this grinding session:

  • Blocking and patience are your best tools against Deathstroke. You're going to get beat up by him if you try to play aggressively. His options beat yours. Look for punishes.
  • Green Arrow needs to end his strings by cancelling into DD4/DB4/DF4. This sacrifices a bit of damage (usually 5-10% raw damage on the end of your combo before degradation) but it allows you to safely equip an arrow. I can't stress enough how important this is. Green Arrow needs his trait to be on par with most of the cast in terms of ranged game. If you manage to dry equip (just by getting to midscreen+ and hitting the command) you're going to eat Deathstroke's DF1 for 6% damage and pushback, or 14% damage from his DF2. If you take a DF2MB, you're looking at 17% damage and a knockback, setting you up for a disadvantage. Consider this: You equip fire arrows and eat a DF2 MB. You're now farther away on the screen, where Deathstroke has better options and are down 17% health. Your fire arrows do 8% each; meaning you need to land all 3 to have a better trade than Deathstroke gets for free. Don't equip arrows unless you're cancelling in from a string.
  • On that note, it is extremely important to remember to -try and always have arrows equipped.- If you don't have a trait, your next pressure string (b23, b13, 113, f2d13 etc) should be ended with dd4, df4 or db4. The arrow choices are yours, but I prefer freeze arrows and fire arrows vs Deathstroke because each knockdown scores me 1-2 safe dashes to close the distance and reduce Deathstroke's power.
  • Once you're in on Deathstroke, the match-up goes from shitty to less shitty. Deathstroke's wake-up options are solid, but unsafe. This comes back to the first point: Blocking and patience are your best tools. Deathstroke players will often use the df3 (Sword Flip) as a wake-up option with it's extremely fast start-up and solid priority. If Deathstroke wakes up with a df3 and you block it- you get a free f2d13 xx Equip Arrow. It's not a lot of damage but it works and it gets you an arrow. Green Arrow's other options all pretty much suck so far as I'm aware. Slide is inconsistent: you win or it trades if it's meatier, but if you're a split second late you're gonna get owned and sent back into the zoning vortex. His DF3 isn't technically safe on block, but the pushback and startup of your strings means that most of your stuff is going to be blocked if you do actually manage to get in on him after a blocked df3, but I've found that most Deathstroke players (and players in general) aren't ready for the f2d13's quick low-overhead mixup so you'll usually score a hit off of an incorrect block, and it's relatively safe.
  • If Deathstroke is playing the zoning game from full-screen your only option that I've found is to walk forward and crouch block on reaction to Machine Gun startup. Crouch blocking severely reduces Deathstroke's zoning options: low pistols and does chip and gives you a little bit of a walk-forward, high-pistols whiff and give you a solid step or two forward, machine gun will hip and usually gives a dash in between firing. The only reaction ability you need to learn is to stand block if you notice him doing the EX machine gun. The grenade fired hits overhead and will push you back 1/4 to 1/2 screen. DO NOT JUMP AT DEATHSTROKE. It is the worst thing you can do. Jumping over the Machine Guns gives him a chance to react and EX the Machine gun and the grenade will hit you, knocking you back and returning you to the stupidity of his full-screen game. Slowly walk towards him. If he backdashes to open the gap, you have time to forward dash and close it. While this game is slow and methodical, you are getting closer to him which is what you want and if he's backdashing, you're still maintaining the gap and slowly pushing him into the corner.
  • If Deathstroke activates his power (at mid/fullscreen), it makes his bullets unblockable for a short period of time, so this is when you want to jump. When you jump you agree to take damage, but some of the bullets won't hit you in a juggled state so you are getting less damage than you otherwise would. You give up your progress by getting hit in the air as it knocks you back, but the trade off is when his power goes on cooldown (be aware of this) you usually get 2 free dashes easily. Just be aware to block the possible df3 because it beats everything you have at close enough range (joy).
  • If Deathstroke activates his power from mid-screen or closer, you have the option to dash (if necessary) and punish with j3, 223 xx DF1. It's 30% damage and scores a knockdown. Unfortunately, because Deathstroke is cool, you don't get to mix him up, you get to block his wake-up and then punish again. Blocking and patience.
  • Deathstoke can also corner-rush you down and once he scores a solid knock-down he can move in on you and start his mix-up. His b222 string is an overhead mix-up that ends -8 on block, his b1u2 is a low-mixup launcher that is safe on block and if lands can hit confirm easily into a 3231 xx df1 for 24% damage and reset you to midscreen, or a super if he has the bars (though Deathstroke playing a zoning game often won't have full bars due to his df3mb being so solid.
  • Once you have dealt with the full-screen zoning game and get to mid-screen, this is where you have a solid ability to deal with his zoning. If he does a machine gun at this middle range (from the range at the start of the match to a little farther than that) you have time to jump in and 3 him. You can sometimes pick up the 223xxarrow equip or 223xxdf1 or 223xbf3mb (unconfirmed) for some damage but if you don't have the arrows I recommend picking up fire arrows. A fire arrow does 8% and scores you a knockdown (which equals free dashes which eliminates a lot of the headache out of the matchup.
  • If you do for some reason get caught jumping in on Deathstroke and he plans to start machine gun just as you're coming down, you can use GA's db1 to delay your fall and possibly survive the machine gun. You don't get a punish off this but you won't eat damage and get knocked back either. Still, try not to ever jump in at Deathstroke from any range other than midscreen when he has no meter. Otherwise you'll just get hit, get pushed back, and deal with the horrible vortex all over again.
TL;DR: Deathstroke is a beast at full-screen, but walking forward and crouch-blocking when he fires beats most of his options. Watch for Machine Gun with Meter Burn: the grenade hits overhead. When you advance to midscreen you have more options, you can j3 him on reaction to a machine gun but if he has meter, a good deathstroke will meterburn and knock you back because the grenade will anti-air you. So only jump in on him if he's meterless or you feel he won't react in time. Off the j3, your best punish without arrows is usually 223xdf1. This gives a solid 30% damage and builds some meter. Dash in afterwards and then block his wake-up to keep pressure on. Remember to cancel your pressure strings into equipping your trait. f2d13 xx dd4 is a great mixup that leaves you with 3 fire arrows. Never think you can equip arrows freely, you'll eat sick damage and be forced to fight Deathstroke at range. Your best option is almost always blocking. Most of his shit is really safe but you can punish wiffed machine guns with jumpins if you get away with it, or if you block his b222 overhead mixup (hits high, mid, high) you can score a full punish. When Deathstroke is on top of you, crouch blocking beats most of his options, wait with one finger on the throw tech button and wait for the overhead mixups to stand block. His b1u2 launcher is too safe and fast for him not to use, so if you resort to stand blocking you're gonna get launched and eat constant 20+% combos.

Notice: I am not an amazing player. This game is still new. If there is misinformation, correct me. Let me know. I hate this match-up as much as the rest of us and would love tips on how to deal with it. I'd rate it as a 7-3 matchup in Deathstroke's favour: Green Arrow can't really beat Deathstroke's wake-up game with anything. (I've tried a lot of different things) Deathstroke's zoning is much more powerful at ALL ranges until Green Arrow equips arrows. The green arrows do 1% damage and will trade with Deathstroke's ranged attacks. It's never worth it to fire a green arrow. Green Arrow has to give up combo finishers to get his trait and the only good thing for Green Arrow is his super and ice arrows being good tools to reset and deal heavy (70%+) damage in a single combo. It's still an uphill battle though. Good luck fellow Green Arrows!

I disagree with point 2. You can easily dry equip an arrow after a blocked gun shot. I was playing Slips at the ghost battle series, and was able to get dry equips off of a few set ups, and some blocked gun shots. Other than that, I agree with all the other points
 

ando1184

Noob
Does anyone have the breakdown for the cyborg MU? A friend told me it was a 5-5 MU, but I cant get in on the guy? His fireballs are 8% with 2% chip and have incredible blockstun. If the cyborg player can instant air fireball and combine it with ground fireballs I feel im stuck in place. I only load arrow when I knock em down or check em with green arrows but most of the time those trade and the hitstun on his fireballs are just as good, if not better, than his blockstun. How do I fight this guy?
 

RM Truth

Unintentional Tier Whore Follow me @TruthRM
Does anyone have the breakdown for the cyborg MU? A friend told me it was a 5-5 MU, but I cant get in on the guy? His fireballs are 8% with 2% chip and have incredible blockstun. If the cyborg player can instant air fireball and combine it with ground fireballs I feel im stuck in place. I only load arrow when I knock em down or check em with green arrows but most of the time those trade and the hitstun on his fireballs are just as good, if not better, than his blockstun. How do I fight this guy?

I'd say your best bet is to look for an oppurtunity to equip an ice arrow. You might have to eat a fireball on your recovery to do this though. Ice arrow can make a cyborg scared to try and zone, because the trade can lead into a full combo when your close enough. Even if they block, you have enough time to dash in twice after you throw it out, and they shouldn't fireball you for fear of eating the arrow. If Cyborg tries to grapple away from your approach, try to discourage it by shooting out some sky blasts(one of the few times this special is good for something). Close up, you'll have to be careful, because Cyborg has some good wake-ups like grapple and sonic blast, but you can beat both with a jump over J3. All in all, I'd say this is 6-4 Cyborg. It's not as difficult to get in as you think to get in, but Cyborg makes it hard to stay in.
 

Red Reaper

The Hyrax Whisperer
Does anyone have the breakdown for the cyborg MU? A friend told me it was a 5-5 MU, but I cant get in on the guy? His fireballs are 8% with 2% chip and have incredible blockstun. If the cyborg player can instant air fireball and combine it with ground fireballs I feel im stuck in place. I only load arrow when I knock em down or check em with green arrows but most of the time those trade and the hitstun on his fireballs are just as good, if not better, than his blockstun. How do I fight this guy?

I have some tech against him.. Without the tech it's in Cyborg's favor. With the tech it's in Arrow's favor.

I'll ask Chef to record some stuff for me. I also have some korner tech I never showed people and keep forgetting about.

Midscreen tech as well. So that's 3 things total.

I'll make a new thread with this stuff if Chef records it.
 

ando1184

Noob
I have some tech against him.. Without the tech it's in Cyborg's favor. With the tech it's in Arrow's favor.

I'll ask Chef to record some stuff for me. I also have some korner tech I never showed people and keep forgetting about.

Midscreen tech as well. So that's 3 things total.

I'll make a new thread with this stuff if Chef records it.
Thanks, I'd really appreciate that. Any chance you might have it up by Sunday, I have a local turney on that day and some new tech could really help out?
 

Red Reaper

The Hyrax Whisperer
Thanks, I'd really appreciate that. Any chance you might have it up by Sunday, I have a local turney on that day and some new tech could really help out?

Chef didn't seem like he wanted to do it but I think I have another way. Probably recorded by tomorrow.
 

Karnage

Ancestors give me Strength!!
so how do you guys think the green arrow vs lex match up? i only ran it a few times but it seems like lex actually has the advantage here.
 

RM Truth

Unintentional Tier Whore Follow me @TruthRM
so how do you guys think the green arrow vs lex match up? i only ran it a few times but it seems like lex actually has the advantage here.

I actually think its even. Lex has the ability to zone GA out, but GA has the threat of ice arrow, and if he can land a combo, he can control the match as long as you watch out for Corps Charge.
 

Karnage

Ancestors give me Strength!!
you cant really threaten him outside of his zoning range though, thats how it feels.

i really didnt have a clue how to fight him
 
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