Jimmypotato
Mid Tier
This Post will be Updated to reflect Changes in the OCT 1st patch once it drops and I have time to go through.
*(This is after you Block D1) I don't make videos, so if you are to lazy to read or practice these things, then have fun continuing to be frozen 8 times a match
Decided to make this thread so everyone knows that they have options vs D1~Arrow/ D1~Overhead Arrow, and also D1~SavageBlast(DB2). Also SavageBlast on wake up. (Going to do wake up blow ups later, possibly in a different thread.)
FIRST THING TO KNOW: D1~Arrow can be beat by any 7frame move that will reach after the push back of Arrows D1 on block. Supermans F2 is 8 frames but it's so fuckin godlike it trades with the follow up arrow if you do it after Blocked D1, Supes seems to be at slight advantage after this as well.
WORST CASE SENARIO: Honestly, if you don't have meter, or don't feel you have the skills to interrupt, then just block. Start blocking low and you can easialy fuzzy to stand block if overhead arrow comes, (this takes practice but is easy to do offline and online).
Aight, so on to some options. These are all after you block D1 and assume he goes for the next move, ie: has it dialed in. I cannot be held responsible for any Green Arrow that just D1's you and then blocks your follow up, thats called playing fighting games and making reads.
*Please note these characters may all have more options then this, I only play Green Arrow and spent 5 mins on each character, this will be updated daily.
*Also please note, who cares if you go for something and he does D1~Savage Blast and it hits you, it does like 7% damage and pushes Arrow away, 90% of matches Arrow needs to be close to you, it's a frustration mind game to chip away with Savage Blast, be patient.
*Regarding some MB B3s to interupt D1~Arrow, they can be blocked by GreenArrow, but it is likely they will go for a follow up not expecting the interruption, also if your characters MB F3 reaches on interrupt it is an over head and will be harder for the GreenArrow to block.
First exception i've found is Catwomans MB B3, it has 23 frame start up and hits, Green Arrow cannot block this.
Also When you MB B3 a D1~Overhead arrow most characters will always get full combo because Green Arrow will be airborn, so to me it's worth it to go for in most situations, as MOST MB B3's LEAVE YOU AT + FRAMES ON BLOCK ANYWAYS.
Flash:
D1~Arrow:
-MB B3
-Speed Dodge
-Flying UpperCut
-Super - Super will also hit if you block D1 and the Arrow, GreenArrow will not recover in time if you hit super right after you block the Arrow
*cannot poke due to his D1 not reaching after blocked D1 pushback
*Can also Jump after blocked D1, doesn't not have a cross over that will hit though
D1~Overhead Arrow:
-MB B3
-Flying UpperCut
-Speed Dodge
*if you make a godlike read you can just normal dash forward and punish and the over head arrow will wiff
-Super
D1~Savage Blast:
-MB Cancel dash in punish
-Back Dash
-Speed Dodge
-Super
Savage Blast on Wakeup:
Courtesy Mr Zyphox "flash can Far MB sonic pound on a read to a wake up savage blast if the flash is literally hovering over GA's body. or if i end in 32 dash up then on some madam cleo shit i far sonic pound MB you out of savage blast for 57%."
NightWing: (Cannot Jump after Blocked D1, Arrow will hit)
D1~Arrow:
Escrima-
-MB B3
*Escrimas D1 is 9 Frames so no go
-Super
STAFF-
-D1
-MB B3
-Super
D1~Overhead Arrow:
Escrima-
-MB F3
- *if you make a godlike read you can just normal dash forward and punish and the over head arrow will wiff,
-Super
STAFF-
-D1 (even at max range you can hit with this after block)
-MB B3
-Super
D1~Savage Blast:
-Super
Savage Blast on Wake up:
Escrima - doing wing dings is a super safe option
STAFF - Flying Grayson blows up Savage Blast on wake up
Batman
D1~Arrow
-Jump (yes he can fucking jump after blocked D1 and the arrow will wiff), Crossup J2 and J3 appear to hit 100% of the time without Green Arrow Being able to block.
-MB B3/F3- Both Reach but both can be blocked
-Super - will work after Blocked D1 and will also hit if you Block the D1 and the Arrow and hit Super right after
D1~Overhead Arrow
-Jump (yes again, arrow will wiff the down arrow and you can hit him, should be noted, if the Green Arrow player reads jump he may be able to release straight air arrow and hit you, I think Batmans J1 and or Jump Glide can beat this)
-MB B3/F3 - Will hit for full combo after blocked D1
-Super - Will hit after Blocked D1, Will also hit if you get hit by D1 and the Green Arrow goes for Overhead arrow, you can mash out super and beat the over head arrow.
D1~SavageBlast
-Trait bats on Blocked D1
-Super
Catwoman
D1~Arrow
*can Neutral Jump and Jump Back, cannot Cross over Jump
-MB B3/F3 - Both hit for combo
-D1 - into whatever for Combo
-LowEvade - Works, but was hard for me to do
-Super
D1~OverHeadArrow
-F3/B3 - Both hit without needing to MeterBurn
-HighEvade
-D1 - into whatever for Combo
-Super
D1~SavageBlast
-MB B3/F3 but it is blockable by GreenArrow
LOBO
D1~Arrow
-D1(works but only after a close range D1 from GreenArrow)
-MB B3/F3 (works but can be blocked)
-Jump Back D3 (it's tight, you have to jump back imediatly after blocking the D1, does not work if Lobo is cornered)
-Super
D1~OverHeadArrow
(Lobo does not have alot of great options to interrupt the OH, his MB B3/F3 wiff. You can alwasy MB cancel to try get pressure after)
-Standing 3
-Standing 2 (closeish range)
-Super
D1~SavageBlast
-Jump Forward Roll (doesn't work when Arrow is cornered)
-Super
Joker
D1~Arrow
-MB B3/F3 (they work but can be blocked)
-Super
-D1 (does not reach)
D1~OverHeadArrow
-MB B3/F3 (both do not work and wiff)
-Jump Forward 1 (has to be done on a read but it works)
-Dash Forward (also on read but the arrow will wiff)
-Super
D1~Savage Blast
-Super
Harley
D1~Arrow
-Neutral Jump Oopsy Daisy (GA can block but this is an over head)
-MB B3/F3 (Can be blocked but they reach)
-Super
-D1(does not reach)
D1~OverHeadArrow
-J1 (forward jump on read but works well)
-J2 (forward Jump 2, this seems to raise her hurtbox and easiely makes the Arrow wiff while hitting Green Arrow at the same time, this would be my go to on read)
-MB B3 (this will hit for combo)
-Jump Back Oopsie Daisy (dangerous as Green Arrow can react and fire straight Arrow)
-Super (seems blockable, not 100%)
D1~SavageBlast
-Jump Forward (no attacks seem to hit, but you close distance)
-Back Dash
-Neutral Jump
-Super
Grundy
D1~Arrow
-MB Trait
-MB B3/F3 (Can be blocked but they reach)
-Walking Corpse (fuck this move lol )
-Super (you can hit your Rape Face Super and hit a button right after to hit the full super and it seems to work 100%)
D1~OverHeadArrow
-MB Swamp Hands
-Walking Corpse (burn in hell Grundy)
-Standing 1 (on read)
-Standing 2 (on read)
D1~SavageBlast
-Walking Corpse
Cyborg
D1~Arrow
-MB B3/F3 (can be blocked)
-Super
-Grapple (both front and back)
-D1 (into whatever)
D1~OverHeadArrow
-MB B3/F3 (both hit)
-Super
-Power Fist
-Nova Blaster (trades, probably not the best idea if he has Ice arrow loaded)
-Dash in D2
-Grapple (both front and back)
-Jump Back MB Nova Blaster
D1~SavageBlast
-Grapple (both front and back)
-Super
-BackDash
-JumpBack NovaBlaster
Superman
D1~Arrow
-F2 (trades, seems to leave Superman at slight advantage off the trade)
-MB B3/F3 (Blockable)
-Super
*Superman can jump out in any direction, (best option probably D3 after, I dunno)
D1~OverHeadArrow
-MB B3/F3 (these Wiff)
-Rising Grab
-F23 (hits for full combo)
-Super
D1~SavageBlast
-Super
-Back Dash
Zod
D1~Arrow
-D1 (Hits at close, Trades 50% of the time at mid, Loses at max range Green Arrow D1 on block, if you are close range when you block, D12~Zod Dash is an easy 17%)
-MB B3/F3 (blockable)
-Jump Back (instant air Zod dash is possible close to the ground, but hard as fuck)
-Super
D1~OverHeadArrow
-Zod Dash
-MB B3/F3 (These both Wiff)
-Jump Back Zod Charge
-Super
D1~SavageBlast
-No real good options to blow this up with Zod, Super wiffs, best to just BackDash if you think its coming. if you do get hit, who cares it's 7% and Zod out zones Green Arrow so let him push himself away with Savage Blast
Lex Luthor
D1~Arrow
-Corp Charge
-MB B3/F3 (blockable)
-D1 (Hits Mid to close Range, Wiffs max range)
-Super
D1~OverHeadArrow
-Corp Charge
-Super
-MB B3 (wiffs)
-MB F3 (hits but blockable)
-D2
-D3
D1~SavageBlast
-Super Wiffs
-Jump Back Instant Air Corp Charge, (this was working pretty well for me)
*(This is after you Block D1) I don't make videos, so if you are to lazy to read or practice these things, then have fun continuing to be frozen 8 times a match
Decided to make this thread so everyone knows that they have options vs D1~Arrow/ D1~Overhead Arrow, and also D1~SavageBlast(DB2). Also SavageBlast on wake up. (Going to do wake up blow ups later, possibly in a different thread.)
FIRST THING TO KNOW: D1~Arrow can be beat by any 7frame move that will reach after the push back of Arrows D1 on block. Supermans F2 is 8 frames but it's so fuckin godlike it trades with the follow up arrow if you do it after Blocked D1, Supes seems to be at slight advantage after this as well.
WORST CASE SENARIO: Honestly, if you don't have meter, or don't feel you have the skills to interrupt, then just block. Start blocking low and you can easialy fuzzy to stand block if overhead arrow comes, (this takes practice but is easy to do offline and online).
Aight, so on to some options. These are all after you block D1 and assume he goes for the next move, ie: has it dialed in. I cannot be held responsible for any Green Arrow that just D1's you and then blocks your follow up, thats called playing fighting games and making reads.
*Please note these characters may all have more options then this, I only play Green Arrow and spent 5 mins on each character, this will be updated daily.
*Also please note, who cares if you go for something and he does D1~Savage Blast and it hits you, it does like 7% damage and pushes Arrow away, 90% of matches Arrow needs to be close to you, it's a frustration mind game to chip away with Savage Blast, be patient.
*Regarding some MB B3s to interupt D1~Arrow, they can be blocked by GreenArrow, but it is likely they will go for a follow up not expecting the interruption, also if your characters MB F3 reaches on interrupt it is an over head and will be harder for the GreenArrow to block.
First exception i've found is Catwomans MB B3, it has 23 frame start up and hits, Green Arrow cannot block this.
Also When you MB B3 a D1~Overhead arrow most characters will always get full combo because Green Arrow will be airborn, so to me it's worth it to go for in most situations, as MOST MB B3's LEAVE YOU AT + FRAMES ON BLOCK ANYWAYS.
Flash:
D1~Arrow:
-MB B3
-Speed Dodge
-Flying UpperCut
-Super - Super will also hit if you block D1 and the Arrow, GreenArrow will not recover in time if you hit super right after you block the Arrow
*cannot poke due to his D1 not reaching after blocked D1 pushback
*Can also Jump after blocked D1, doesn't not have a cross over that will hit though
D1~Overhead Arrow:
-MB B3
-Flying UpperCut
-Speed Dodge
*if you make a godlike read you can just normal dash forward and punish and the over head arrow will wiff
-Super
D1~Savage Blast:
-MB Cancel dash in punish
-Back Dash
-Speed Dodge
-Super
Savage Blast on Wakeup:
Courtesy Mr Zyphox "flash can Far MB sonic pound on a read to a wake up savage blast if the flash is literally hovering over GA's body. or if i end in 32 dash up then on some madam cleo shit i far sonic pound MB you out of savage blast for 57%."
NightWing: (Cannot Jump after Blocked D1, Arrow will hit)
D1~Arrow:
Escrima-
-MB B3
*Escrimas D1 is 9 Frames so no go
-Super
STAFF-
-D1
-MB B3
-Super
D1~Overhead Arrow:
Escrima-
-MB F3
- *if you make a godlike read you can just normal dash forward and punish and the over head arrow will wiff,
-Super
STAFF-
-D1 (even at max range you can hit with this after block)
-MB B3
-Super
D1~Savage Blast:
-Super
Savage Blast on Wake up:
Escrima - doing wing dings is a super safe option
STAFF - Flying Grayson blows up Savage Blast on wake up
Batman
D1~Arrow
-Jump (yes he can fucking jump after blocked D1 and the arrow will wiff), Crossup J2 and J3 appear to hit 100% of the time without Green Arrow Being able to block.
-MB B3/F3- Both Reach but both can be blocked
-Super - will work after Blocked D1 and will also hit if you Block the D1 and the Arrow and hit Super right after
D1~Overhead Arrow
-Jump (yes again, arrow will wiff the down arrow and you can hit him, should be noted, if the Green Arrow player reads jump he may be able to release straight air arrow and hit you, I think Batmans J1 and or Jump Glide can beat this)
-MB B3/F3 - Will hit for full combo after blocked D1
-Super - Will hit after Blocked D1, Will also hit if you get hit by D1 and the Green Arrow goes for Overhead arrow, you can mash out super and beat the over head arrow.
D1~SavageBlast
-Trait bats on Blocked D1
-Super
Catwoman
D1~Arrow
*can Neutral Jump and Jump Back, cannot Cross over Jump
-MB B3/F3 - Both hit for combo
-D1 - into whatever for Combo
-LowEvade - Works, but was hard for me to do
-Super
D1~OverHeadArrow
-F3/B3 - Both hit without needing to MeterBurn
-HighEvade
-D1 - into whatever for Combo
-Super
D1~SavageBlast
-MB B3/F3 but it is blockable by GreenArrow
LOBO
D1~Arrow
-D1(works but only after a close range D1 from GreenArrow)
-MB B3/F3 (works but can be blocked)
-Jump Back D3 (it's tight, you have to jump back imediatly after blocking the D1, does not work if Lobo is cornered)
-Super
D1~OverHeadArrow
(Lobo does not have alot of great options to interrupt the OH, his MB B3/F3 wiff. You can alwasy MB cancel to try get pressure after)
-Standing 3
-Standing 2 (closeish range)
-Super
D1~SavageBlast
-Jump Forward Roll (doesn't work when Arrow is cornered)
-Super
Joker
D1~Arrow
-MB B3/F3 (they work but can be blocked)
-Super
-D1 (does not reach)
D1~OverHeadArrow
-MB B3/F3 (both do not work and wiff)
-Jump Forward 1 (has to be done on a read but it works)
-Dash Forward (also on read but the arrow will wiff)
-Super
D1~Savage Blast
-Super
Harley
D1~Arrow
-Neutral Jump Oopsy Daisy (GA can block but this is an over head)
-MB B3/F3 (Can be blocked but they reach)
-Super
-D1(does not reach)
D1~OverHeadArrow
-J1 (forward jump on read but works well)
-J2 (forward Jump 2, this seems to raise her hurtbox and easiely makes the Arrow wiff while hitting Green Arrow at the same time, this would be my go to on read)
-MB B3 (this will hit for combo)
-Jump Back Oopsie Daisy (dangerous as Green Arrow can react and fire straight Arrow)
-Super (seems blockable, not 100%)
D1~SavageBlast
-Jump Forward (no attacks seem to hit, but you close distance)
-Back Dash
-Neutral Jump
-Super
Grundy
D1~Arrow
-MB Trait
-MB B3/F3 (Can be blocked but they reach)
-Walking Corpse (fuck this move lol )
-Super (you can hit your Rape Face Super and hit a button right after to hit the full super and it seems to work 100%)
D1~OverHeadArrow
-MB Swamp Hands
-Walking Corpse (burn in hell Grundy)
-Standing 1 (on read)
-Standing 2 (on read)
D1~SavageBlast
-Walking Corpse
Cyborg
D1~Arrow
-MB B3/F3 (can be blocked)
-Super
-Grapple (both front and back)
-D1 (into whatever)
D1~OverHeadArrow
-MB B3/F3 (both hit)
-Super
-Power Fist
-Nova Blaster (trades, probably not the best idea if he has Ice arrow loaded)
-Dash in D2
-Grapple (both front and back)
-Jump Back MB Nova Blaster
D1~SavageBlast
-Grapple (both front and back)
-Super
-BackDash
-JumpBack NovaBlaster
Superman
D1~Arrow
-F2 (trades, seems to leave Superman at slight advantage off the trade)
-MB B3/F3 (Blockable)
-Super
*Superman can jump out in any direction, (best option probably D3 after, I dunno)
D1~OverHeadArrow
-MB B3/F3 (these Wiff)
-Rising Grab
-F23 (hits for full combo)
-Super
D1~SavageBlast
-Super
-Back Dash
Zod
D1~Arrow
-D1 (Hits at close, Trades 50% of the time at mid, Loses at max range Green Arrow D1 on block, if you are close range when you block, D12~Zod Dash is an easy 17%)
-MB B3/F3 (blockable)
-Jump Back (instant air Zod dash is possible close to the ground, but hard as fuck)
-Super
D1~OverHeadArrow
-Zod Dash
-MB B3/F3 (These both Wiff)
-Jump Back Zod Charge
-Super
D1~SavageBlast
-No real good options to blow this up with Zod, Super wiffs, best to just BackDash if you think its coming. if you do get hit, who cares it's 7% and Zod out zones Green Arrow so let him push himself away with Savage Blast
Lex Luthor
D1~Arrow
-Corp Charge
-MB B3/F3 (blockable)
-D1 (Hits Mid to close Range, Wiffs max range)
-Super
D1~OverHeadArrow
-Corp Charge
-Super
-MB B3 (wiffs)
-MB F3 (hits but blockable)
-D2
-D3
D1~SavageBlast
-Super Wiffs
-Jump Back Instant Air Corp Charge, (this was working pretty well for me)