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When you want to punch someone really far away - several times. Green Arrow Combo Thread. v2 (6/23)

EntropicByDesign

It's all so very confusing.
***** Under Construction. If you want to report an error or request a change of any kind, PLEASE PM ME, rather than posting it in the thread itself, so we can keep clutter to a minimum. I will be cleaning the thread up, removing duplicates and organizing things in the coming days, I just wanted to get the skeleton of the thing posted , as once its in place its much easier to start sorting through.

******This is simply draft 1, the layout, formatting and everything will change. Some combos may be notated twice. Things are still a mess. Features planned over the next week or so will be a list of important strings and normals with relevant frame data. Combo video archive. Details on different techniques and tricks to landing some of the harder combos and links, etc.

*******Universal Damage #'s incoming at some point. These combos have been compiled from numerous people, many of whom have used different characters and methods to obtain listed damages. I will, as soon as is reasonable, try to get universal damage values up. Unless the community requests otherwise, these will be done in Comp Mode vs Superman.


Welcome to the GA combo and resource thread. With some luck and work from the GA community, this thread will be a one-stop solution for GA combos, strategy, general information and tech. I will strive to keep this resource useable and relevant for anyone, from a brand-new player who doesnt even know where to really start, to a seasoned veteran looking for information. Combos will be labeled in some cases to denote various properties. For instance a combo that is especially easy for a new player, or a combo that is considered the optimal mix of high damage but still practical enough to land consistently, or a combo that isnt practical for normal use, but is an exercise in pure max damage, or extra juggles or some other fun tidbit.



A few words before we get started. First, the information in this thread is most certainly not my own and is the result of the work and dedication of numerous members of the GA and Injustice 2 community. I will credit everyone who has contributed below in a special section dedicated to just that. Second, I am not perfect. I may misunderstand, mistype or simply say something that is wrong. Feel free to correct me - preferably in a PM so it doesnt overly clutter the thread itself. Third, this will be a living resource and will change over time. Please feel free to contribute in any way you feel you can.

A quick primer on notation:

U- Up
D- Down
F- Forward
B- Back

1- Light Attack
2- Medium Attack
3- Heavy Attack
4- Trait

MB or EX- Using a bar of meter to empower the move.

IA- Ice Arrow
FA- Fire Arrow
EA- Electric Arrow
BGA - Boxing Glove Arrow

HB- Hurricane Bow

xx- Cancel
, - manual timing

The following combos are the work of (Combos from other contributors will be added and credited as they are):


@KGA Prosaic

@Afrophysics

@Red Reaper

@DarksydeDash

In many cases their combos are directly copied and pasted here from the posts they made in the original, now defunct combo thread. This would not be possible without their work and them sharing what they have found.


Please note that almost anytime an IA is used to freeze an opponent in a combo, you have time to reload your arrow with either Fire or Electric. There is no reason not to do this.

Midscreen, No Meter

[Ice Arrow Required]

(Starter) xx 4, B3, ji2, B23 xx DF1 (Or ender of your choice)
(Starter) xx D4, (Reload), B3, 3 xx DB1, B23 xx DF1
(Starter) xx D4, (Reload), Dash, NJ2, 223 xx 4, B3, J3, 22 xx DF1

F2D13 xx D4, B3, 3 xx DB1, 11 xx DF1

[Side Switch] (Starter) xx D4, (Reload), Dash, NJ2, 223 xx 4, B3, Dash, 3 xx DB1, 11 xx DF1

AA

D2 xx 4, B3, J3, 111 xx DB4 (or 22 xx DF1)
B4, Dash, D1 xx DF1 (+MB, 111 xx DB4 for additional damage and reload)

Midscreen, One Bar

(Starter) xx DF1MB, B3, Dash, 3 xx DB1, B23 xx DF1
(Starter) xx DF1MB, Walk forward, 3 xx DB1, B3, J3, 22 xx DF1
(Starter) xx DF1MB, Walk forward, 3 xx DB1, B3, J2, B23 xx DF1

[Side Switch](Starter) xx DF1MB, Walk forward, 3 xx DB1, B3, Dash Forward, 3 xx DB1, 111 xx DB4

[IA Req] (Starter) xx D4, NJ2, 111 xx DF1MB, Walk Forward, 3 xx DB1, B3, J3, 22 xx DF1



Corner, No Meter

(Starter) xx DF2, 11 xx DB1, 111 xx DF1 (or Reload)
{111/F2D1} xx DF2, 11 xx DB1, 111 xx DF1 (or Reload)
F3, 3 xx DF2, 11 xx DB1, 11 xx DF1 (or Reload)
F2D13, 11(1) xx DB1, 11 xx DB1, 111 xx DF1 (or Reload) (The (1) will whiff.)

[IA Req] {B23/F2D13} xx 4, 11 xx DB1, 111 xx DF1
[IA Req] 223 xx U4, 11 xx DB1, 111 xx DF1 (or 3 xx DF1 - More Adv. Less Damage.)
[IA Req] B13, D1 xx D4, D1 xx DF1
[IA Req] (Starter) xx D4, NJ2, 111 xx DF2, 11 xx DB1, 111 xx DF1

[FA Req] (Starter) xx D4, 11 xx DB1, 111 xx DF1 (or Reload)


Slide, D1 Slide //166.76
Slide, D1 Hurricane Bow //193.91
Slide, D1 Hurricane Bow MB, 111 Slide //300.12
Slide, D1 Fire arrow //176.69
Slide, D1 Electric arrow, D1 Slide //219.38
Slide, D1 Electric arrow, D1 Hurricane Bow //241.31
Slide, D1 Electric arrow, D1 Hurricane Bow MB, D1 Slide //277.63 (Less damage than no electric arrow with meter, so not worth it)
Slide, D1 Ice arrow, load arrow, F3, 3 Sky Alert(1), 113 Slide //319.58
F2D13 arrow, walk forward, 113 Sky Alert (2), 111 load arrow //354.67
F2D13 arrow, walk forward, 113 Sky Alert (1), 111 Slide //369.47
F2D13 low Fire arrow, 113 Sky Alert (1), 111 slide //418.86
33 arrow, 113 Sky Alert (1), 111 Slide //362.03
113 arrow, 111 Sky Alert (1), 111 load arrow //366.63
113 arrow, 113 Sky Alert (2), 111 load arrow //389.36
113 arrow, 113 Sky Alert (1), 111 Slide //392.44
111 Hurricane Bow MB, 3 Sky Alert(1), 3 Sky Alert(1), 3 Sky Alert(1), D1 Slide //409.25
B23 arrow, walk forward, 113 Sky Alert (2), 111 load arrow //367.07
B23 arrow, walk forward, 113 Sky Alert (1), 111 Slide //380.22
F3. 3 Sky Alert (1), 3 Sky Alert (2), 111 Slide //413.76 or 429.29

(EA stocked) 111 df2 33 4 33 df1
(EA stocked) F2d13 4 d2 df2 33 4 3 df1
(EA stocked) F2d13 d2 df2 33 4 33 df1

Corner, One Bar

Starterxx DF1 MB, (F3), 3xxDB1, 3xxDB1, 111xxDF1/DB4
Starterxx D4, (DF4/DD4), NJ2, 111xxDB1 MB, (F3), 3xxDB1, 3xxDB1, 111xxDF1/DB4 ICE ARROW REQUIRED
MB F3, 3xx DB1, 3xxDB1, 111xxDF1/DB4
 
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Nexallus

From Takeda to Robin
Great formatting @EntropicByDesign although I would suggest listing the starters and then list the combo that they all would go into if they all utilize the same combo.

Also I may have missed it, but perhaps there could be something for J3, Or air to air j3? There's also Anti-Air combos with either d2 or S3 or even raw sky alert that are possible, but I am unsure which is optimal.
 

EntropicByDesign

It's all so very confusing.
Great formatting @EntropicByDesign although I would suggest listing the starters and then list the combo that they all would go into if they all utilize the same combo.

Also I may have missed it, but perhaps there could be something for J3, Or air to air j3? There's also Anti-Air combos with either d2 or S3 or even raw sky alert that are possible, but I am unsure which is optimal.
You are correct and I will get those added asap.
 
Looks awesome so far! Just found a weird one that I Yolo'd in ranked.

(MB) F3 d2xxdf2 ji2 111xbf3

It catches people trying to wake up out of corner, but its at a position where you cant get the 3xxdb1 after the MB f3.
Does ~30% damage
 

EntropicByDesign

It's all so very confusing.
Working on getting this compiled into something that's easy to read and parse, uses one notation and isnt redundant. I wont announce all additions and changes as I format and organize. I'll be doing do over the next day or two.
 
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Nexallus

From Takeda to Robin
The formatting is coming together nicely. Perhaps you could use different colored text for different sections? You're doing the lord's work here.
 

DarksydeDash

You know me as RisingShieldBro online.
About time someone did something with GA combo thread. Now if only we can get the same treatment for the Green Lantern players.

I'm starting to think that color might be cursed lol
 

Red Reaper

The Hyrax Whisperer
This may be a silly question, but what does the (1) or (2) next to Sky Alert mean?
I think it refers to the different directions of the sky alert although I am not too sure and would like to know.
I explained it more in the thread I originally posted it in, but it refers to the amount of arrows that hit the person (during Sky Alert)... More arrows hitting means more damage but they also add to the falling rate so if you kan get more arrows in that's better. I tried to get the most damage though so chances are, if you get another arrow in, you might get less hits on the follow up or have to drop part of the kombo. I was also trying to use as many Sky Alerts as I kould for the meterbuilding.
 
I seen other forums link their combos to giphy or daily motion something like that to show combos can this be done here as well because I don't understand the f2d13 4 11(1) combos where the last 1 whiffs and you do sky alert when it whiffs sky alert doesn't come out
 

Red Reaper

The Hyrax Whisperer
I seen other forums link their combos to giphy or daily motion something like that to show combos can this be done here as well because I don't understand the f2d13 4 11(1) combos where the last 1 whiffs and you do sky alert when it whiffs sky alert doesn't come out
Yeah.. That doesn't make sense to me either... At first I thought you were talking about the ones I posted with the "Sky Alert (1)" notation..
 
Yeah.. That doesn't make sense to me either... At first I thought you were talking about the ones I posted with the "Sky Alert (1)" notation..
Nahh yea I meant the one where the 1 whiffs unlearned that you can 113 and get sky alert then 111 into huricane bow but last part of the now whiffa