GodsLonelyman
Kombatant
F2-low arrow/overhead arrow, f2d13-low arrow/overhead arrow, f2d1-low arrow/overhead arrow all for like 28%-32% . He's op bro, nerf green arrow now!can u show me what endles mixups are these? who much damage they do?
F2-low arrow/overhead arrow, f2d13-low arrow/overhead arrow, f2d1-low arrow/overhead arrow all for like 28%-32% . He's op bro, nerf green arrow now!can u show me what endles mixups are these? who much damage they do?
That Overhead Arrow gotta be so damn good that ppl are getting bodied by it all the time.F2-low arrow/overhead arrow, f2d13-low arrow/overhead arrow, f2d1-low arrow/overhead arrow all for like 28%-32% . He's op bro, nerf green arrow now!
Yea, but he's still OP and NRS should keep nerfing him.The first mixup gets blocked, you no longer have ice arrow and then you're mixup damage is gone
Grabs are also unblockable and used in set ups to catch the opponent by using it's... unblockable property. Unblockable doesn't necessarily mean unavoidable. Its still a high damage super which does over 50% off any standard ice arrow mixup or confirm. You can also use it if you're very quick to catch people at mid-far range jumping to avoid lightning/fire arrow zoning
EDIT: Even if you only ever combo* into. The unblockable nature combined with the ice arrow reset allows for unscaled damage increasing damage output further.
What is the f3 just frame reset?And yet GA's super is designed to hit people even if they are in hitstun or in early jump frames, so it's clearly very different from command grabs, and should not be compared with them. My argument is that, when NRS designed GA's super, there is no way they did not think of the implications of giving him an unblockable super with a decent hitbox, and they designed his other tools with this in mind too. This is probably one of the reasons why he has very bad damage mid screen imo.
Also, we are talking about damage from from 4 bars, which you will only use in round 2 most of the time (Because it's not worth spending 4 bars on the last 30%~of the opponents life bar if you manage to get super in round 1), where you are forced to give up a lot of damage to avoid having the opponent clash (gain back life and reset screen position), and by giving up this damage, also give up pressure, since you need to end with f3/b3 (The f3 just frame reset is too hard to get consistent from my experience).
If you b3/f3 someone, you can hit another b3/f3 right after this, but it will usually slam them away from you. If you time the 2nd f3 to hit the opponent on the last frame before he hits the ground, he will get hard knocked down (Can't tech roll- normal property of 2nd f3) but he will be forced to wake up right before you the instant he hits the ground, basically giving you a restand, and GA allegedly has a few + frames on this set up. Check out this thread:What is the f3 just frame reset?
Cool, I'll try it out.If you b3/f3 someone, you can hit another b3/f3 right after this, but it will usually slam them away from you. If you time the 2nd f3 to hit the opponent on the last frame before he hits the ground, he will get hard knocked down (Can't tech roll- normal property of 2nd f3) but he will be forced to wake up right before you the instant he hits the ground, basically giving you a restand, and GA allegedly has a few + frames on this set up. Check out this thread:
http://www.testyourmight.com/threads/green-arrow-reset-no-meter-wait-what.34730/
PS: This is not GA only tech, but seems to be pretty universal from what I have heard.
Shazam's grab hits people in hitstun, in perjump frames and in the air. Cyborgs grab hits people in histun, in prejump frames and in the air. I don't see anything wrong with the comparison.And yet GA's super is designed to hit people even if they are in hitstun or in early jump frames, so it's clearly very different from command grabs, and should not be compared with them. My argument is that, when NRS designed GA's super, there is no way they did not think of the implications of giving him an unblockable super with a decent hitbox, and they designed his other tools with this in mind too. This is probably one of the reasons why he has very bad damage mid screen imo.
Also, we are talking about damage from from 4 bars, which you will only use in round 2 most of the time (Because it's not worth spending 4 bars on the last 30%~of the opponents life bar if you manage to get super in round 1), where you are forced to give up a lot of damage to avoid having the opponent clash (gain back life and reset screen position), and by giving up this damage, also give up pressure, since you need to end with f3/b3 (The f3 just frame reset is too hard to get consistent from my experience).
He's not losing his unclashable 50%GA got endless mixups you dont need an unclashable 50% on top of that which is 99% guaranteed
Exactly. This is what some of us are saying but others insist it's not the case. This is a good video that demonstrates how you can effectively completely shut down Green Arrow. At this point we can hope for no more nerfs at best, and at worst, 1 or 2 more nerfs down the road from NRS. I guess they see something we don't see.I think that as GA players we're carried quite a bit by the fact f2d13 is a tricky string to block and people still by default block low which opens them for b2.
When people learn to block like this, it's really going to push GA's footsies game, cus that's all he's getting at that point.
Can't get in, and when he does, he just wastes a ice arrow for the "incredibly good" countless mixup, then he is pushed away, has trouble because he has to load up again, and has to fight his way in again, then he wastes his arrow again, and the process repeats itself.I think that as GA players we're carried quite a bit by the fact f2d13 is a tricky string to block and people still by default block low which opens them for b2.
When people learn to block like this, it's really going to push GA's footsies game, cus that's all he's getting at that point.
F2d1~arrow is already very interruptible if the other person makes a read, or they could just fuzzy guard it instead.This is exactly what I feared but it's impossible to tell until we test. d1-arrow is already interruptable, imagine the f2d13 or f2d1-arrow mixup becomes interruptable. That would seriously hurt the character.
I thought so too, but guess not. Maybe next time around.Wasn;t the low arrows hitbox supposed to be fixed? I just tested and am still getting hit by high projectiles while in a crouching state with an arrow.
didnt make it into this one, still on the list tho.Wasn;t the low arrows hitbox supposed to be fixed? I just tested and am still getting hit by high projectiles while in a crouching state with an arrow.
There wasn't many of us claiming he was useless. In fact most of us argue that it doesn't affect us much. What we do want though, is for some of his broken (in a bad way) stuff to be fixed and for some of his other moves to be slightly buffed to make them more useful. When they are nerfing GA every patch without adding anything positive, this makes us want to speak up.So two very minor changes and arrow is useless? Where do you guys come up with this stuff? lol
you can escape the b1,3 super mid screen by jump straight up, in the corner it can only be escaped with a perfectly timed backdash. before there was no way at all to escape it anywhere.b1,3 super......
I understand the speaking up about nerfing him when it's unnecessary. I was kinda just calling out the people who were calling him useless.There wasn't many of us claiming he was useless. In fact most of us argue that it doesn't affect us much. What we do want though, is for some of his broken (in a bad way) stuff to be fixed and for some of his other moves to be slightly buffed to make them more useful. When they are nerfing GA every patch without adding anything positive, this makes us want to speak up.