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Green Lantern General Discussion Thread

Poser Paul

#1 Unbreakable
yeah you get more damage with the trait active, and like you say you get big damage from f3/b3, and what do most people use for cross up set ups? f3. theres your damage pal, cross up f3s with trait active
Its hard for f3 to cross up if everyone delay wakeups the traited lift. I usually get my f3s in the corner or if they're respecting my b1. Along with trying trying to beat wakeups with mb f3
 

thlityoursloat

kick kick
I'm really really rusty at playing this character.. I remember being alright with him in I1, now I'm just terrible, dropping hit confirms with B13 and all.

What the fuck is up with his super? Why does it only have 1 hit of armor? I tried punishing a Superman doing air laser with it, and the 2nd hit of the MB laser broke my armor.
 

Paul the Octopus

Slow Starter
Yeah his super is basically just for styling on people lol.

Versus superman, what do you guys do after blocking f23 breath?

If he follows up with an immediate f23 afterward, you can beat that with d1 or 123. However if he delays his f2 slightly you will get whiff punished. You can back dash, but you still need to block the 3 part of f23 so it doesn't really accomplish anything. You can't jump out against another f23 and you also don't have time to walk back out of range. B1 trades with f2.

I've taken to hitting 123 unless I make a read that they'll delay their follow up, in which case I hold back. Not sure if there's something better though.
 

Poser Paul

#1 Unbreakable
Yeah his super is basically just for styling on people lol.

Versus superman, what do you guys do after blocking f23 breath?

If he follows up with an immediate f23 afterward, you can beat that with d1 or 123. However if he delays his f2 slightly you will get whiff punished. You can back dash, but you still need to block the 3 part of f23 so it doesn't really accomplish anything. You can't jump out against another f23 and you also don't have time to walk back out of range. B1 trades with f2.

I've taken to hitting 123 unless I make a read that they'll delay their follow up, in which case I hold back. Not sure if there's something better though.
D1 or walk back. Make him respect your poke
 

Poser Paul

#1 Unbreakable
If you are going to poke, why do you prefer d1 over 123? Might as well go for something confirmable that leads to bigger damage. D1 is whiff punishable by delayed f2 anyway.
Isn't 123 even more whiff punishable if they backdash. And if they're delaying it, just walk back b1. It's all about conditioning
 

Jhonnykiller45

Shirai Ryu
I've been looking at secondaries so far I think supergirl and darkseid complement his flaws rather well.

Both characters have knockdown projectiles and can use them in the air to get out of the way of aquadouche tenticle.
Both characters also use air teleports to punish movement whilst in the air.

Who have you guys been using?
I've been rolling with Batman and Black Adam alongside GL.
 

Fred Marvel

It's actually Freddy Marvel
losing matchups:
cyborg
deadshot
superman
fate
atrocitus
ivy
aquaman

not winning/possibly losing:
catwoman
batman
green arrow
adam
supergirl

winning matchups:
canary
Flash
Robin
grodd
Harley?
Wonder Woman?
 

Bes110

Noob
losing matchups:
cyborg
deadshot
superman
fate
atrocitus
ivy
aquaman

not winning/possibly losing:
catwoman
batman
green arrow
adam
supergirl

winning matchups:
canary
Flash
Robin
grodd
Harley?
Wonder Woman?
Nice thoughts! Care to elaborate on Superman and Aquaman? I feel like Green Lantern has the tools to make them even.
 

Paul the Octopus

Slow Starter
IMO Deadshot is the only matchup bad enough that you need to pick up a secondary.

Maybe Ivy, but I don't know that matchup very well at all.
 

jharris

I'm not surprised, motherfuckers
yeah deadshot match up is pretty rough for me. a well timed exbf1 can put a stop to ivys trait pressure
 

Bes110

Noob
Just wondering the communities thoughts on a question. Do you guys prefer to cut combos early for set-ups, or finish them all for maximum damage? Every time I miss my set-ups I feel like I left damage on the table.
 

BunLantern

Long live b13 minigun
Just wondering the communities thoughts on a question. Do you guys prefer to cut combos early for set-ups, or finish them all for maximum damage? Every time I miss my set-ups I feel like I left damage on the table.

That's just the nature of GL. High risk, high reward. There really isn't a right answer.
 

Cashual

PSN: Cansuela
Just wondering the communities thoughts on a question. Do you guys prefer to cut combos early for set-ups, or finish them all for maximum damage? Every time I miss my set-ups I feel like I left damage on the table.
I usually take the damage if it's the first touch of the match. My rationale is both that by landing the first touch I build the free bar of meter so I feel good about spending it. And on top of that, it's just nice having a life lead early as it opens up the option to do some zoning and force the other player to come in giving opportunities to get an AA d2 combo or to land a trip guard or whiff punish b1 combo.

Mid round or if I have a health deficit I will usually go for the setup to try and ultimately close the life gap with the better overall damage assuming a landed mix/setup.

Also, it depends on the opponent. If I land the f3 setup on a trait lift, in definitely going to do it again and again until they prove they can block it or delay wake up or whatever. Also depends on the character and their wake up options. Some characters have those fast advancing and sometimes invincible wake ups that make the f3 cross up whiff and if they show they know that, it tilts the risk reward ratio away from me.

Also, you should consider their meter situation and their willingness and knowledge of when best to use air escape.

Lastly, if I land a ji3 or a raw f3 starter, I usually commit to the damage because those starters just net a lot of damage and with GL those opportunities to break 400 are rare.
 

Bes110

Noob
I usually take the damage if it's the first touch of the match. My rationale is both that by landing the first touch I build the free bar of meter so I feel good about spending it. And on top of that, it's just nice having a life lead early as it opens up the option to do some zoning and force the other player to come in giving opportunities to get an AA d2 combo or to land a trip guard or whiff punish b1 combo.

Mid round or if I have a health deficit I will usually go for the setup to try and ultimately close the life gap with the better overall damage assuming a landed mix/setup.

Also, it depends on the opponent. If I land the f3 setup on a trait lift, in definitely going to do it again and again until they prove they can block it or delay wake up or whatever. Also depends on the character and their wake up options. Some characters have those fast advancing and sometimes invincible wake ups that make the f3 cross up whiff and if they show they know that, it tilts the risk reward ratio away from me.

Also, you should consider their meter situation and their willingness and knowledge of when best to use air escape.

Lastly, if I land a ji3 or a raw f3 starter, I usually commit to the damage because those starters just net a lot of damage and with GL those opportunities to break 400 are rare.
Thank you for the well thought out reply!