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Green Lantern matchup impressions

FinalBoss_FGC

Day -4MONTHS Dual Jin main
Super man has absolutely had my number, have an awful time trading with air laser, especially if supes has bar. I get stuffed on any battery blast and have a tough time getting a roll in.
Yeah I'd say Supes is the hardest MU. Still probably 6-4, nothing worse. We benefit from having a 7 frame string starter to punish any attempts to f23~breath follow ups outside of d1...but our d1 is 7 frames too so it's good.

But full screen it's tough and the air dash, I hate it.
 

Bes110

Noob
Yeah I'd say Supes is the hardest MU. Still probably 6-4, nothing worse. We benefit from having a 7 frame string starter to punish any attempts to f23~breath follow ups outside of d1...but our d1 is 7 frames too so it's good.

But full screen it's tough and the air dash, I hate it.
For me Fate is the hardest matchup, then again, I probably just don't know the matchup well.
 

FinalBoss_FGC

Day -4MONTHS Dual Jin main
For me Fate is the hardest matchup, then again, I probably just don't know the matchup well.
The fact we have a hard knockdown special goes a long way. React to their orb startup with mb bf1 and dash or roll in. His normals are trash so we beat him in that.

Watch out about doing f3 oki stuff because his wake up glyph gets him out of f3 hit box since he scoots back some
 

DDutchguy

Stand 4'ing airplanes out of the sky
The Brainiac matchup may be 6-4 in Brainiac's favor. Played a set with a pretty decent Brainiac player and I noticed the following:

- Green Lantern's BF1 and BF2 have a lot of recovery to them so on a read,vBrainiac can do tentacle swing from maybe fullscreen into a divekick to full combo our projectiles. Now if he makes this read, GLs lantern projectile (DF2F) will catch himcfor about 10% damage so GL does have an option there.

- Brainiac also seems to have a fairly easily time bullying GL with his divekick. GLs D2 is alright but the divekick has much more priority so that's not gonna work. Lantern's Might catching divekick is pretty inconsistent and if it doesn't catch we can eat a full combo. I feel like Green Lantern has to respect Brainiac quite a bit because of this (either that or I just need to work on the matchup).

- In the corner, if Brainiac knocks you down with DF2 after a combo he can summon a bomb trait to combo off of his sweep and regular divekick. Now I believe a wakeup wall can catch this 50/50, but Brainiac can back up a bit to let wall whiff and punish it with a divekick. I think he can also use his command low into DF2 if he goes for backing up a bit to reset the situation. Maybe wit a bit less hot advantage though, I heard Brainiac's hit advantage on DF2 is higher if he hits an airborne opponent.
 

DreadKnight1

Beaten, by this mere man
These are rough numbers but here's my current thoughts:(GL-character)

aquaman: 4-6

Atrocitus: 5-5, if they're not careful while pressuring b13 dodges dexter shots and you punish him.

Batman: 4-6

Bane:5-5, be careful while zoning, he's not as threatening as in I1

Black Adam:4-6, next update when they nerf his damage I'd say potentially a hard 5-5
Captain Cold:6-4, could be 7-3 he's ass

Black Canary:6-4

Blue beatle:6-4

Brainiac: not much experience here...about 5-5?

Catwoman:6-4

Cheetah:6-4

Cyborg:6-4

Darkseid:4-6

Deadshot:3-7...hardest mu

Doctor fate:4-6

Firestorm:6-4

Grodd: 6-4

Green arrow:6-4

Harley: 5-5 she outzones you, you outfootsie her

Joker:6-4 outzone him

Poison ivy:not much experience but about 5-5

Red Hood:5-5, you can pressure him full screen if he's not careful but you don't have any big advantages here

Robin:6-4 but I hate this matchup because I just hate robin

Scarecrow:6-4 outzone him

Super girl:5-5 both deal with each other pretty well

Superman:5-5, not a great matchup but lantern can outfoosies superman in mid range

Swamp thing:6-4 or 7-3 lanterns zoning knocks him full screen if he gets hit and it's a mission to get back in

The Flash: 5-5 or 4-6, probably the latter

Wonder Woman:6-4 or even 7-3...she's kind of very bad...

Will add explanations if criticised on my numbers for certain matchups
 
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DDutchguy

Stand 4'ing airplanes out of the sky
Brainiac: not much experience here...about 5-5?
Yeah I'd say 5-5. Discussed this matchup today with a knowledgeable Brainiac player and he convinced me that my previous post doesn't mean that much. Brainiac can get around GL zoning fairly easy but besides that it was general Brainiac unfamiliarity that made me think it was 6-4 Brainiac.

Wonder Woman:6-4 or even 7-3...she's kind of very bad...
Keep in mind though that if the character isn't very good, the matchup isn't automatically against her.
 

DreadKnight1

Beaten, by this mere man
Keep in mind though that if the character isn't very good, the matchup isn't automatically against her.
She has nothing to compete with lanterns zoning and footsies, even if he gets comboed lasso leaves them in a neutral that lantern is much more comfortable with
 
Played the character since day 1 and used him againest every character at least a few times.
In my opinion his worst matchups are characters who have great mobility (especially in the air) to get around his zoning, out match him in the damage department, and worst of all: those who zone him out and do not enable GL to counter zone.
His best matchups are simply any character who doesn't meet the above criteria

MU numbers (my opinion again)
*: haven't explored or fought against character much

5-5
Atrocitus
Bane
Batman
Catwoman*
Flash
Grodd
Arrow
Harley
Joker
Scarecrow
Cheetah
Cyborg
Brainiac*
Firestorm*
Superman

6-4 or higher
Canary
Robin
Swamp Thing*
Wonder Woman
Cold
Beetle

4-6 or lower
Adam (Worst MU to me)
Deadshot
Fate
Supergirl
Darkseid
Ivy
 

BunLantern

Long live b13 minigun
If you guys think he beats Beetle, go play RagingRicans Beetle. The zoning game and meter game are way in Beetle's favor
 
Im shocked everyone thinks Bane is even. The matchup to me seems in favor of Green Lantern.
The biggest advantage in that matchup in my opinion is Bane's armour, he can use to get past GL's zoning and it doesn't help that GL sucks at breaking armour IMO
 

Fred Marvel

It's actually Freddy Marvel
I'm just gonna say that he fact that some of you think he beats cyborg or beetle means we have work to do. Ivy bodies GL too. Basically any good zoners or characters with good pressure beat GL he was even with Batman in injustice 1 but in this game gl has no wake up so it seems more in batmans favor
 

Cashual

PSN: Cansuela
I have no clue how to fight cheetah. None. She mixes me to death.

When I challenge blood lunge I eat her i assume it's her j3 where she drop kicks with both feet. What the fuck do I do?
 

Vigilante24

Beware my power, Red Lantern's Light
I have no clue how to fight cheetah. None. She mixes me to death.

When I challenge blood lunge I eat her i assume it's her j3 where she drop kicks with both feet. What the fuck do I do?
One of my friends mains Cheetah so I play against her on the regular. As soon as you see her blood lunge or you anticipate it, meet it with an air to air j1. 90% success rate with that 10% being occasional trades. Learn her mix so you know what to look for. At the end of the day, mix is mix so hopefully you guess right. Cheetah's 100% of the time are gonna F3 or MB F3 you on wakeup. Short delay wakeup and attempt to punish it. Once they stop in fear of delay wakeup, start wakeup grabs/buttons/MB Wall/etc.

Hope this helps. :)
 

Cashual

PSN: Cansuela
So I was trying to jump back j1, should I jump forward or nj1? Seems like the priority on her j3 is like scorpions in mkx. At best I was trading.

The delay wake up and punishing the f3 is really helpful.

Thanks for the help man I really appreciate it.

I just need to lab blocking her strings , but fuck, then she has strings where you have jump out of penne grabbed and the low grab. Shit is tricky. The startup for 121+3 looks so similar to 123 or whatever and if I'm not mistaken, the only way to beat 121+3 is jump the grab and the only way to stop 123 is to stand block because the last hit is overhead. Maybe I'm confusing inputs I don't play her it might not be 123 but like 113 or some shit
 

Vigilante24

Beware my power, Red Lantern's Light
So I was trying to jump back j1, should I jump forward or nj1? Seems like the priority on her j3 is like scorpions in mkx. At best I was trading.

The delay wake up and punishing the f3 is really helpful.

Thanks for the help man I really appreciate it.

I just need to lab blocking her strings , but fuck, then she has strings where you have jump out of penne grabbed and the low grab. Shit is tricky. The startup for 121+3 looks so similar to 123 or whatever and if I'm not mistaken, the only way to beat 121+3 is jump the grab and the only way to stop 123 is to stand block because the last hit is overhead. Maybe I'm confusing inputs I don't play her it might not be 123 but like 113 or some shit
Jump forward 1. Ive been air 2 airing it clean since its 5 frames and pretty active. And yea her 12 Grab and 113 string are stupid since they look exactly the same lol. Also fun fact, 12 ticks into both of her command grabs as well (I also have a very crappy Cheetah cuz I needed to learn).

No problem man, glad I could help.
 

BunLantern

Long live b13 minigun
aquaman: 4-6, losing diagonal air rocket was huge.

Atrocitus: 5-5, This is the top tier GL can compete against and he does it well. He can low profile Dex-Star's shots and when Dex isn't out he outfootsies and out zones Atrocitus. If it wasn't for the cat GL would win this imo.

Batman: 4-6, there is nothing GL has in this match up that Batman doesn't have but better. He's also free to jump all around the screen due to LM nerf.

Bane: Without minigun I want to say this is bad but GL can play a solid keep away game. Not giving this one a number.

Black Adam: Only a 4-6 because of the astronomical difference in damage output. GL just has to make less mistakes and guess right more. Zoning and footsies game is even.

Captain Cold: I refuse to believe people have played against Cold enough to give this a number.

Black Canary: Seems in GL's favor but I haven't played enough of them to give it a number. High damage off of unreactable 50/50s can't be ignored.

Blue beatle: 4-6, Beetle controls the screen from anywhere, always has a meter advantage, out damages GL, has a much better wake up game (any forward advancing wake ups fuck with GLs set up game and it being safe on block is just icing on the shit cake), and they gave him GLs diagonal air rocket (I'm just salty about that). I'm adamant that anyone whose played this match for at least 20 or so games against a good Beetle would agree that this is a struggle for GL......oh and LMing him out of the air while he's hovering around (ala Hawkgirl) is very inconsistent and almost un-doable.

Brainiac: Same answer as Cold.

Catwoman: 3-7 (hear me out, I'm going to list my reasons),
- Catwoman controls the air from mid screen and closer with her insane J2 which leads into full combos for huge damage, GL used to be able to LM from almost full J2 range but that's not even close to an option any more.
- Her ground whip out distances GLs B1 which is huge for the footsie game.
- She out damages GL with or without meter
- With the loss of minigun she can meter burn cat dash punish all of GLs ranged options on reaction except for meter burn battery blast (which needs to be a read) for huge damage, OR she could cat dodge them easily to gain trait. Which is a 1 button wakeup that ruins any and all set up attempts from GL due to there being no buttons to cross up.
- She can absolutely destroy GLs 1 wake up option with her low starter. This is probably the single worst thing on here imo. GL already has a weak wake up game but at least if you read a jump over you know you'll have to hold it and block. But when a character can blow up your wake up from anywhere so easily it pretty much means you're eating free pressure on almost all knock downs.
- All that on top of her tiny hurt box and low profiling bull crap (I know, not character specific but still) I think this might be one of GLs worst match ups. I would love to hear where I'm wrong but this is one I feel fairly confident on and I believe anyone just saying GL wins because that's how it was in IGAU1 really needs to take a look at her new tools compared to GLs.

Cheetah: 6-4, GL wrecks her, he controls the footsie game and obviously the zoning. The only thing Cheetah has is damage....risky risky punishable damage. Honestly if her damage wasn't so high I'd say this was 7-3.

Cyborg: I'm tempted to say this is still bad because they just made Cyborg even better from the first game but I haven't played enough against the new Cyborg to say anything.

Darkseid: 4-6, pretty straightforward bad match up. Darkseid wins the zoning game, meter game, damage game, he has comparable set ups to GL and he has a forward advancing safe wake up which messes with a lot of set ups.

Deadshot: 4-6, similar story to Darkseid but it's not as bad for one reason. GL's excellent walk speed makes getting in on Deadshot doable (no teleport shenanigans) and when you're in GL can do some work. Not to mention GL can compete zoning wise IF he has a sizable life lead and some meter. I feel like this match up is exaggerated in the GL community as of right now. Sure it takes more effort from the GL player to win but that's not really what match up numbers are supposed to reflect. Match up numbers take into account both players playing at a high level.

Doctor fate: 4-6, at this point we can pretty much list any about average zoning character as a bad match up for GL, similar to the first game. Fate is very similar to Deadshot, except instead of worrying about a 50/50 when you get in you have to worry about his shoulder charge/ankh combo which is safe on block.

Firestorm: Seems bad on paper but I haven't really labbed this match up too much. I played Red Raptors Firestorm for about 20 games but I had no idea what I was dealing with. Not gonna give a number.

Grodd: I haven't managed to play one of the 3 Grodds out there.

Green arrow: It was 4-6 in IGAU1 but they gave GL an option for dealing with jump shot and duck shot but also gave GA more tools. I have no clue what the number is, seems even though.

Harley: 5-5 Harley out damages GL, out zones him, and usually will have the meter advantage. Up close GL wins the footsie game and you should be able to get in before she gains too much meter. This is probably even.

Joker: Haven't played any new Jokers, who knows.

Poison ivy: I've played like 2 random Ivys since the game came out. Can't seem to find any to play against.

Red Hood: Obviously no numbers here.

Robin: No clue as I don't know Hayatei personally.

Scarecrow: Same as Robin except switch Hayatei with Whiteboi, Rico or Toxin. Seems in GLs favor on paper though.

Super girl:5-5 I hate the teleport but that's a personal gripe. This is probably 5-5, she out zones GL but she can't do it forever due to it being tied to her trait. This might be the only character GL out damages.

Superman: 5-5, might be 4-6 but GL getting a straight air projectile really gave him an option against air lasers. I think Superman still wins the zoning game but it's definitely a lot close than IGAU1. Footsie game is pretty similar here, know your gaps and make a read.

Swamp thing: At this point I'll probably run into an actual swamp monster before I face a Swamp Thing player.

The Flash: Probably still 5-5 but I haven't played many Flash players.

Wonder Woman: Who knows but the movie was good.

I didn't give a lot of numbers because the game is still new, these are just my first impressions.
 

Poser Paul

#1 Unbreakable
Why does everyone think gl loses to aquaman? Canary gets bodied in the match up, fate can get bodied in the match and same with darkseid