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Match-up Discussion Post-patch Match up List and Discussion

Fred Marvel

It's actually Freddy Marvel
Any tips is the Catwoman Matchup. I have been running into alot of them lately and i feel like lantern loses that. Any Tips for that?
try not to let her in but dont go too crazy with minigun because mb cat dash can beat it if timed right, i personally like to trait & throw rockets out then when shes used to evading use mb minigun to catch her slipping. make her respect wakeup lift (but dont abuse it) so she doesnt body you after knockdown
but then again i hardly know the matchup myself since there are hardly any catwoman players
what makes Grundy such a free mu for GL?
he cant do much about trait air rockets and minigun beats WCC but its not that free Grundy can win it if he knows what to do and gets in, there isnt much GL can do once grundy gets to him
 

juicepouch

blink-182 enthusiast
try not to let her in but dont go too crazy with minigun because mb cat dash can beat it if timed right, make her respect wakeup lift (but dont abuse it) so she doesnt body you after knockdown
but then again i hardly know the matchup myself since there are hardly any catwoman players

he cant do much about trait air rockets and minigun beats WCC but its not that free Grundy can win it if he knows what to do and gets in, there isnt much GL can do once grundy gets to him
fair enough. I was also thinking air gun and minigun stomping wcc but I didn't think that constituted 7-3 talk either
 

BunLantern

Long live b13 minigun
what makes Grundy such a free mu for GL?
Minigun destroys Walking Corpse which is Grundy's only way to get in, air rockets make landing swamp hands very difficult, and jumping for Grundy in this MU is just silly in most cases. The only thing that saves this from 8-2 territory is the fact that if Grundy corners Lantern he gains a HUGE advantage. Could be wrong but from my experience this MU is hell for Grundy. Maybe there's some Grundy out there who could show me something to change my mind but for now I'm sticking to 7-3.
 

BunLantern

Long live b13 minigun
GL vs Zatanna might be the worst matchup in the game? It's close to un winnable also what do you guys think about Arrow i think it's 4-6
The Zatanna match up is disgusting, simple as that lol

But yea Arrow could be 4-6 I guess but that's a tough call. There's not a lot of Arrows out there to really test that theory.
 

BunLantern

Long live b13 minigun
Hey Guys do any of you have any advice against Ares?
Always go for max damage. Setups will never work against a halfway decent Ares because just like Shazam and Zatanna he has a wake up teleport. Besides that just be patient when chasing him down, don't just start jumping and dashing when he's pushing you back with axes and fireballs. It's a pretty even matchup, both characters can piss the other off.
 

Amplified$hotz

I like Tekken 8
Hey you guise I just started maining green lantern and am wondering how to beat superman and Wonder Woman. Aqua man and green arrow also.
 

Amplified$hotz

I like Tekken 8
Welcome to the corps.
If you explain your problem with the mu's it's easier for us to help you.
Aqua man: This match up gets hard for me when he plays it lame. And it takes a while to get in on him. After a b1 my options suck without spending meter but he gets 15% guaranteed. And trait doesn't help
Wonder Woman: I can't zone her out. And it's easy for her to get in. I feel like I have to take risks to catch them off guard and she always has the meter lead. I have to risk more than she does.
Green Arrow: it's annoying trying to get a hold of him. I can't jump will try to get in and GLs dash is a little bad. Also I can only block his stuff for so long.
Superman: first if it's the end of the match and were full screen with half of the second health bar supes is usually going to win. Lasers are a pain at the end of the game. Superman can get people to the corner really easy and it sucks. I can't zone him so I have to play up close. But it's hard trying to get in against a superman player who is good at spacing and what not.
Sinestro: I do fairly well against rush down sinestros now after getting 17-2d by p2w but the ones who play it lame are really annoying. I lose whole bar life leads when he gets trait out and it sucks.
Flash: it's hard to beat a good flash. I have to keep spending meter to keep him out, and his mix ups are a pain. He can just walk in and out of b1 range forcing me to do something unsafe.
Lobo: just need help with his wake ups
Lex: he's a pain. I just need to be told how to play it cause I'm clueless.
Batgirl: baiting teles isn't something that will work forever. Like the lex matchup I just need to be told how to play it.

Harley:zoning sucks
Bane: everything in neutral
Doomsday: Neutral
Oh and I need anti wake up setups for flash,lobo, batgirl, and green arrow.
Thanks for responding!
 
Hehe, yeah I feel your frustration.
First, GL is pretty meter starved imo, but you really can't be afraid to spend it. Some of GLs shenaniganz don't work on half the cast and you need to go max damage.
If you're having trouble with the zoning of superman, arrow and sinestro i have to say ignore your instinct to block/dash/block/dash. Try instead to utilize his walk speed. It's among the top if not top in the game. Arrows zoning is more annoying than damaging though, try to deny him loading fire arrows with oas rocket, and if you get the hit mb it and turbine in.
I haven't played any really good WW but usually i tend to go max damage all the time, and punish wake up spin when possible. I think you should be careful waking up to her unless you make a read. I usually fall back to f21/f2~b1 mixed in with preemptive b1.
You should be able to zone flash until you force him to go in, I mean he can't speed dodge you forever, I like to dash in on kd like i'm going for a b1/f3 mixup but then baiting a wake up to punish. If you still have a problem you could end your combo with b233 leaving him almost full screen ready to lame out.

What if you mb f3 some on wu, just to get them to respect it? The f3 cross up after traited lm stuffes some wu and whiffes on others, but most of the time i tend to reverse wake up happy opponents in the corner by ending in 223~dash.
 
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Amplified$hotz

I like Tekken 8
Hehe, yeah I feel your frustration.
First, GL is pretty meter starved imo, but you really can't be afraid to spend it. Some of GLs shenaniganz don't work on half the cast and you need to go max damage.
If you're having trouble with the zoning of superman, arrow and sinestro i have to say ignore your instinct to block/dash/block/dash. Try instead to utilize his walk speed. It's among the top if not top in the game. Arrows zoning is more annoying than damaging though, try to deny him loading fire arrows with oas rocket, and if you get the hit mb it and turbine in.
I haven't played any really good WW but usually i tend to go max damage all the time, and punish wake up spin when possible. I think you should be careful waking up to her unless you make a read. I usually fall back to f21/f2~b1 mixed in with preemptive b1.
You should be able to zone flash until you force him to go in, I mean he can't speed dodge you forever, I like to dash in on kd like i'm going for a b1/f3 mixup but then baiting a wake up to punish. If you still have a problem you could end your combo with b233 leaving him almost full screen ready to lame out.

What if you mb f3 some on wu, just to get them to respect it? The f3 cross up after traited lm stuffes some wu and whiffes on others, but most of the time i tend to reverse wake up happy opponents in the corner by ending in 223~dash.
Yeah I just get them in the corner and use the setups ice learned but one side switch combo and I could be dead. Also it's hard to begin my offense on all of these characters because they have really good defensive tools. I can't really jump on them and they have pretty good mobility.
 
Yeah I just get them in the corner and use the setups ice learned but one side switch combo and I could be dead. Also it's hard to begin my offense on all of these characters because they have really good defensive tools. I can't really jump on them and they have pretty good mobility.
Side switch combo?
They should fear to jump, you've got lanterns might and you could always trip guard with b1 if you want a trait setup. You've come in with his super awesome walk speed now you can Ji3~B1 or Ji3~F3 or F2D1 or F2~B1 or F2~F3. If that doesn't work you can always B13~Minigun and B13~Rocket them until they get frustrated and make a mistake.
 
Do you guys think it is possible that mmh is gl's worst matchup??? The way i have been zoning lately makes it feel that green lantern has 0 answers to get in, along with the fact that mmh's f2 makes gl's back 1 whiff makes it kind of free... If any of you would ever like to play me in it i can show you what i am talking about, i think that proper usage of orbs and meteors basically forces him to do something which is very punishable... plus my meter barely goes away... I really feel empowered in this fight... I know some of you might say zatanna is worst but i am telling you mmh is REALLY bad. 3-7 at best.
 

Orochi

Scorpion Scrub
Zattanna is def the worst, I mean martian is also pretty bad but zattanna's the one matchup i felt there wasnt much i could do different to win or improve my odds, with martian at least you can do something on knockdown, bait wake ups, teleports, etc.
 

Amplified$hotz

I like Tekken 8
Zattanna is def the worst, I mean martian is also pretty bad but zattanna's the one matchup i felt there wasnt much i could do different to win or improve my odds, with martian at least you can do something on knockdown, bait wake ups, teleports, etc.
Start playing again!!! You were like my favorite GL player then you up and left.
 

Amplified$hotz

I like Tekken 8
Side switch combo?
They should fear to jump, you've got lanterns might and you could always trip guard with b1 if you want a trait setup. You've come in with his super awesome walk speed now you can Ji3~B1 or Ji3~F3 or F2D1 or F2~B1 or F2~F3. If that doesn't work you can always B13~Minigun and B13~Rocket them until they get frustrated and make a mistake.
Side switch= I mess up then I'm the corner. Like if superman wakes up with grab and it hits or Wonder Woman's lasso. Or if I take their life bar they can do an instant air dash out in the next round if I don't lanterns might. I said I can't jump on these characters. After a non mb minigun I'm negative meaning I have to take any follow up. So get 15% chipped or I'm taking a trip to 50/50 land. So I have to always spend meter. Yeah but smart players walk in and out of b1 range to force me to hang myself and I don't know what to do. Zyphox did this against me and i felt like I had no options.
 
Side switch= I mess up then I'm the corner. Like if superman wakes up with grab and it hits or Wonder Woman's lasso. Or if I take their life bar they can do an instant air dash out in the next round if I don't lanterns might. I said I can't jump on these characters. After a non mb minigun I'm negative meaning I have to take any follow up. So get 15% chipped or I'm taking a trip to 50/50 land. So I have to always spend meter. Yeah but smart players walk in and out of b1 range to force me to hang myself and I don't know what to do. Zyphox did this against me and i felt like I had no options.
I believe b1 makes rising grab whiff in the corner, then you have mbf3, but yeah ww and sm are both hard to keep in the corner.
Go to the lab and experiment with what wus whiffs what setups in the corner.
The instant air dash and instant j1 is hard to deal with no matter who you play but gl has both lm and a really good d2.
I've seen zyphox' walk style in tournament and I get that being hard to deal with.
Try making him respect ji3~b1 / ji3~f3, air oas rocket and minigun.

If you use b13~mini gun that should leave the opponent at a reasonable distance. If they jump in you have lm, if they block you can keep at it and if they dash in they're gonna eat a full combo punish. The real problem that I feel is dealing with zoning after.