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Tech Green Arrow's Pressure Options

Cossner

King of the Jobbers 2015
*Updated for Patch 1.05*


Glossary:

f = forward
b = back
u = up
d = down
1 = Square on PS3, X on Xbox
2 = Triangle on PS3, Y on Xbox
3 = X on PS3, A on Xbox
4 = Circle on PS3, B on Xbox.
xx = Cancel into
-> = Followed by a...
EX/MB = R2

Useful Strings:
  • In F2d13, the d1 hits low, the 3 hits overhead. It's pretty much GA's best string (and it's safe!). You can cancel it into EX ff3 (overhead), Stinger (low), or hit-confirm it into a Savage Blast (makes it even more safe), or a single arrow (+3 on block). Also it's +1 on block.
  • b23 is an overhead. In corner it can be cancelled into a down Frozen Arrow into moar damage. It's also Green Arrow's most damaging string.
  • b13 mid-screen let's you follow up with a Stinger on hit, unlike b23, although 111 is easier to land for more or less the same damage (during combos).
Useful Tips:
  • Midscreen, the best follow up for a landed f2d13 is either ff 11/22 xx Hurricane Bow or 11/22 EX Stinger, if you have a Frozen Arrow you can d4 after the 11/22 and continue the combo. If that's too hard to pull of, then EX Stinger/Hurricane Bow/Frozen Arrow. Because shout outs to Injustice not reading inputs.
  • After a Frozen Arrow, if you want to continue your pressure/scaling is too much to continue a combo, you can do f2d1 xx arrow, b2 xx arrow, 11 xx arrow or 11 (they're +a billion on hit and it leaves them standing).
  • D1 xx arrow, b2 xx arrow, d1 -> jump out xx d4 are great mix ups.
  • For zoners, electric arrows are your best choice. They're fast, hard to predict and they have a longer shooting arc in the air than fire and frozen.
  • If you're near the corner, you can 113 into EX Up Haven Blast, dash in, then d2 into Freeze Arrow. Follow up with f2d1 xx arrow and then one of his corner pressure options, like LOTF's F3 -> d2 xx load arrow -> 11 xx d4, neutral jump 2 into F2D13 and all of it's variations, or whatever you prefer. You literally have time to grab a coffee, come back and still do your pressure.
Super Tips:
  • You used to be able to get a guaranteed Super after a blocked f2d13, it has been nerfed now but you can still catch unsuspecting victims. F2d13 on hit still works, and the Super will hit afterwards (unless it's at the end of a combo, they'll fall too fast and the super will whiff.).
  • If you have 4 bars, during the end of your combo (after the b3 -> j3) you can d2 xx load frozen arrow, then Super. It's hard to get out off, and you can continue your pressure after the super landed with that Frozen Arrow.
  • After d1 xx Savage blast on hit you can do a super, it's escapable but it'll hit most of the people who don't know the MU. Contribution by: ando1184 d1 xx fire arrow on hit will work the same way.
 

LEGEND

YES!
I've been using B2-D4 and F2D1-D4 alot in my pressure and i think they are solid options, i know you can interrupt B2-4 but thats when you start finishing the string

What i really need to know is how + arrows really are on hit and what the cancel adv is on some of his strings
 

Seapeople

This one's for you
I was going to make a video, but fuck it, I'm lazy.

Just so you guys know, b23 and b13 are +15 on block, and you get a free f2d13 afterwards.

After a Frozen Arrow, you can do 11 (+21 on hit), which gives you a free b23/b13, that on block allows you to do a f2d13.

b23 is an overhead. In corner it can be cancelled into a down Frozen Arrow into moar damage. It's also Green Arrow's most damaging string.

b13 mid-screen let's you follow up with a Stinger.

If you're near the corner, you can 113 into EX Up Haven Blast, dash in, then d2 into Freeze Arrow. Follow up with 11 and then the options above.

In F2d13, the d1 hits low, the 3 hits overhead. You can cancel it into EX ff3 (overhead), Stinger (low), or hit-confirm it into a Savage Blast (makes it safe), or a single arrow (+3 on block). Also it's +1 on block.

Midscreen, the best follow up for a landed f2d13 is either ff 11/22 xx Hurricane Bow or 11/22 EX Stinger, if you have a Frozen Arrow you can d4 after the 11/22 and continue the combo. If that's too hard to pull of, then EX Stinger/Hurricane Bow/Frozen Arrow. Because shout outs to Injustice not reading inputs.
I really like b23, f2d13, and cancelling strings into savage blast or arrows. Nice idea to use 11 at the end of combos, but why not use b2~arrow instead? It gives you more damage and bigger advantage. Hit confirming 113~ex up haven blast as a midscreen-to-wall combo sounds good too, I'll look into that.

For ending normal combos I'd suggest doing a slide or cancelling a string into loading arrows. Both of those options keep you at advantage without sacrificing hardly any damage, but hurricane bow leaves you negative. Does ex slide give you any real benefit over the regular slide? I don't see a reason to spend the meter.

String staggering & continuous offense are probably going to be really different than MK9 since #1 there's pushblock, and also I've heard 16 bit and Dizzy both talk about being able to option select d1 & block at the same time.

I think GA's up close game will rely a lot on playing near sweep distance because a lot of his attacks have decent reach even though they're fairly slow. That also gives you the space to abuse savage blast and air arrows more freely. He might have some good anti-counterpoke set ups by using stuff like d1~air arrow. Chris G was doing that a bunch last night.
 

Cossner

King of the Jobbers 2015
Nice idea to use 11 at the end of combos, but why not use b2~arrow instead? It gives you more damage and bigger advantage.
No it doesn't lol. 11 is for standing frozen ppl, after that d2 xx frozen arrow. D2 scales hella, no point in doing anything else after that, might as well get pressure options.
For ending normal combos I'd suggest doing a slide or cancelling a string into loading arrows. Both of those options keep you at advantage without sacrificing hardly any damage, but hurricane bow leaves you negative. Does ex slide give you any real benefit over the regular slide? I don't see a reason to spend the meter.
I do that for midscreen. In corner I go for damage. Ex Stinger gives you 5% more.
 

Seapeople

This one's for you
No it doesn't lol. 11 is for standing frozen ppl, after that d2 xx frozen arrow.

I do that for midscreen. In corner I go for damage. Ex Stinger gives you 5% more.
For example...
j2, 113, j2, 11~low freeze, j2, 11 = 29%
j2, 113, j2, 11~low freeze, j2, b2~arrow = 30% and the arrow leaves you somewhere around +20.
What exactly is the combo where you're using d2~freeze?
 

Cossner

King of the Jobbers 2015
For example...
j2, 113, j2, 11~low freeze, j2, 11 = 29%
j2, 113, j2, 11~low freeze, j2, b2~arrow = 30% and the arrow leaves you somewhere around +20.
What exactly is the combo where you're using d2~freeze?
If you're near the corner, you can 113 into EX Up Haven Blast, dash in, then d2 into Freeze Arrow. Follow up with 11 and then the options above.
 

Seapeople

This one's for you
Okay that's what I figured lol, here we go.....
113~ex up haven, d2~freeze, j2, 11 = 28%
113~ex up haven, d2~freeze, j2, 11~arrow = 28%
113~ex up haven, d2~freeze, j2, b2~arrow = 29%

But it doesn't even matter since you could just get more damage without meter for the same situation....
113, j2, 111~freeze, j2, b2~arrow = 30%

Checking combos in the middle of the night in a thread not about combos ftw :rolleyes:
 

Cossner

King of the Jobbers 2015
Okay that's what I figured lol, here we go.....
113~ex up haven, d2~freeze, j2, 11 = 28%
113~ex up haven, d2~freeze, j2, 11~arrow = 28%
113~ex up haven, d2~freeze, j2, b2~arrow = 29%

But it doesn't even matter since you could just get more damage without meter for the same situation....
113, j2, 111~freeze, j2, b2~arrow = 30%

Checking combos in the middle of the night in a thread not about combos ftw :rolleyes:
You're right.
 

Seapeople

This one's for you
I don't think you understood the point. 11 leaves you at +21, meaning you get a free b23/b13 that they need to block. If you finish with an arrow you lose all that advantage lol.
Arrows are more advantage on hit than 11.....And I said that in my very first reply.
 
Sure that his arrows are +3 on block? I´ve tested it online, d1xxArrow...d1 and Catwoman has beaten the d1 follow up every time.

Does GA have any EX midscreen juggles without an arrow?
 

Seapeople

This one's for you
Sure that his arrows are +3 on block? I´ve tested it online, d1xxArrow...d1 and Catwoman has beaten the d1 follow up every time.

Does GA have any EX midscreen juggles without an arrow?
D1~arrow causes you to shoot a low arrow and those are closer to around neutral.
 

Seapeople

This one's for you
Alright finally here's my thoughts about Green Arrow's corner pressure. It will probably change as I keep learning the game, but let me hear what you guys think. shaowebb Cossner BTK HY3NA Solid LEGEND Scoot Magee 7L Jimmypotato Ryu Gosling. I know I'm probably forgetting some people, sorry. Prepare to read a novel lol....

The mix up between low arrow/overhead arrow can be blocked on reaction, so I wouldn't rely on that too much as the game progresses. F3 can also be blocked on reaction.

Since there's pushblock & minimal chip in this game, I think the main goal of rushdown is to open the opponent up rather than keep them blocking forever. Green Arrow doesn't have a ton of high/low mix ups (but he's got a couple), so he has to open the opponent up in other ways.

-D1~savage blast:
This can't be escaped by counterpoking, using armor, or OS d1/d2. They can jump or backdash out but you'll still be safe. It ends your pressure on block. Basically if the opponent is determined to press buttons after d1 they will keep eating 7%.

-D1~slide:
Can't be escaped in any way (other than super). With a freeze arrow equipped it can be hit confirmed into a ~40% combo. This is the same idea as d1~savage blast but much higher risk/reward. Should be used sparingly.

-D1~low arrow:
Can be escaped by using armor, backdashing or counterpoking (it can't be escaped by jumping). Near max range it becomes really hard for most characters to counterpoke, which basically makes this a better version of d1~savage blast.
Follow ups to low arrow on block - At point blank you just have to play the neutral game (poke, block, jump, armor, etc). But at max range it always gets better...Against characters with short pokes you can keep them in check with another d1. If they respect this you can go straight into more pressure (i.e. d1~low arrow into f2d13).
Follow ups to low arrow on hit - Low arrow is +10 on hit. This gives you a free 223 or 11 check. If the opponent respects these options you can go right into b23 instead. Low electric arrow puts you at +22 for a free b23 follow up. Low fire & freeze both give you a full combo.
Best ways to set up a max range d1 - F2d13, f2d13~arrow, 223, 11, d1, and d1~low arrow all cause slight pushback which help bring you closer to max range.

-Raw D1:
Once the opponent is conditioned to block after your d1, now you can follow up with whatever you want.
Follow ups on block - D1 is -2 on block. Going straight into another d1 is decent because it's fast, otherwise I'd just suggest going into f2d13 or b23.
Follow ups on hit - D1 is +8 on hit, so f2d13 is pretty much the best follow up.

-The B23 "Block infinite" and Slide mix up:
See this thread for basic info...http://testyourmight.com/threads/green-arrows-block-infinite.30593/
This mainly applies to the corner, and after about 3-4 repetitions the b23 will whiff (When this is about to happen you would either step forward into another b23, or go straight into f2d13). The main reason for using this trap is to condition the opponent never to block low, which means you can randomly slip in a slide for around 20% damage (40% with a freeze arrow).

-F2d13~straight arrow:
This is the last really fundamental part of Arrow's corner pressure imho. F2d13 by itself is a decent stagger mix up because it's +1 on block. There's also always the mix up between f2d13 & f2d1~slide. This is the only string where the straight arrow can't be ducked afterward for a free +3.
Follow ups on block - If timed correctly d1 can't be escaped by jumping, using armor, or poking/OS d1. It can be backdashed but you'll still be safe. When the opponent respects this you can loop the scenario with another f2d13 or b23.


TL;DR: Pressure is complicated :confused: D1, f2d13, and b23 are the most important strings imo.
 

Ryu Gosling

When's Mahvel?
I would add that F2D13 can be cancelled with a crouching arrow during the overhead. I honestly think it's the nastiest thing in this game. Once someone finally figures out how to block that string, the overhead can be traded for a low that is plus and can be converted from

and by the way great post!
 

shaowebb

Get your guns on. Sheriff is back.
I would add that F2D13 can be cancelled with a crouching arrow during the overhead. I honestly think it's the nastiest thing in this game. Once someone finally figures out how to block that string, the overhead can be traded for a low that is plus and can be converted from

and by the way great post!
I can do what now!?

Oh lord things are about to get dirty...
 

Seapeople

This one's for you
I would add that F2D13 can be cancelled with a crouching arrow during the overhead. I honestly think it's the nastiest thing in this game. Once someone finally figures out how to block that string, the overhead can be traded for a low that is plus and can be converted from

and by the way great post!
Thanks. The f2d13/f2d1~low arrow seems really good, but I don't know how well it will work in the long run because the arrow can be fuzzied on reaction. It's a lot to deal with since the opponent has to learn to block low/high/low pretty quickly, but with some practice I think people will be able to handle it.

Going from a block button to back-to-block is making it tricky to block stuff correctly right now, at least for me.
 

Scoot Magee

But I didn't want to dash
So what comes out faster the overhead or the low ice arrow?

Also if they can fuzzy guard that string you can always just delay the release of the arrow, dash cancel the arrow into whatever or even jump back overhead arrow. You can even just finish the string with overhead then go low, overhead or dash cancel whatever arrow you have.
 

ShenChan

Noob
Yes, for F2D1~ low arrow you can block in anticipation of the overhead and react to the low arrow and block low.

However, you can't do that to F2D1~slide. It's a risk i'm willing to take if to show them that it's impossible to fuzzy guard the mixup, then you can proceed to mindblow them with more on the next attempt (Eg. F2D1- arrow dash cancel mixup)
 

knight x1868

Blue Lantern Corps
I've been having a hard time closing the gap. I feel like I am having to rehash my strategy with Green Arrow. I have a descent wake up option with db2 but even trying to ji2/ji3 is a hassle.