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Green Arrow Buffs That'll Never Happen

Scoot Magee

But I didn't want to dash
I want to see 113 link into a back 3 similar to Batman's 223 and 113. This would open up a copious amount of combo opportunities that aren't scaled due to the fact that they rely on ice arrows.
You can do this with electric arrows equipped. 113xx electric arrow b3.
 

Eric The Scruffy

Premium
Premium Supporter
So I was messing in the lab today and I was thinking: if unlimited arrows is a bridge too far for NRS, you know what would have actually made Electrical arrows really useful?
Imagine if when you held back and fired an arrow diagonally into the sky it actually went full screen to hit the peak of some characters jump arcs. The damage would still be whatever, and you'd have to actually load the arrows. Not much of a zoner still, but it *would* give him a pretty damn effective counter zoning tool for matchups like Superman and Zod.
 
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Cossner

King of the Jobbers 2015
So I was messing in the lab today and I was thinking: if unlimited arrows is a bridge too far for NRS, you know what would have actually made Electrical arrows really useful?
Imagine if when you held back and fired an arrow diagonally into the sky it actually went full screen to hit the peak of some characters jump arcs. The damage would still be whatever, and you'd have to actually load the arrows. Not much of a zoner still, but it *would* give him a pretty damn effective counter zoning tool for matchups like Superman and Zod.
But you can just jump and shoot though.
 

Red Reaper

The Hyrax Whisperer
Alright. You know what...

Here are the buffs I legitimately want.

Buffs

D1 to be +13 on hit to stop people from jumping out of pressure when hit!

F2D1 to be safer on wiff. (Less recovery.) It should not be punishable if someone jumps, then lands, then attacks. That's too much time.

F2D13~Arrow to have less push back so that characters kan't just walk away from the D1 frame trap. We're sacrificing an Arrow for pressure, at least let us have it.

Standing 2 to have a slightly bigger hitbox so that it hits krouching kornered opponents after a blocked F3.

For the 11 string to have a slightly longer hitbox so that it doesn't wiff. (Especially in kombos)

Less Important Buffs

J3 to hit krouching opponents higher so that you get a 11 follow up.

J2 to have a lower hitbox (also allows him to Neutral Jump and Punish Black Adam on Wake Up)

Character Specifc Buffs (To make the match ups not so bad for Arrow)

Ice Arrow Negating Aquaman's trait.

D2 going under Supes F2.

Will post more if I think of them.. Most of these are just tweaks and fixes, nothing that changes the character's design..
 
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Eric The Scruffy

Premium
Premium Supporter
But you can just jump and shoot though.
It might be a case of online versus offline and/or my admittedly dicey reactions, but I've given up going that route. More often than not against superman I just wind up trading which isn't in my favor, and in order to avoid that I have to try and read a jump, and risk the chance of eating a raw straight laser.
 

Red Reaper

The Hyrax Whisperer
It might be a case of online versus offline and/or my admittedly dicey reactions, but I've given up going that route. More often than not against superman I just wind up trading which isn't in my favor, and in order to avoid that I have to try and read a jump, and risk the chance of eating a raw straight laser.
Yup. This exactly.. You have to hold the arrow in order to jump and shoot Supes out of the air and if you do that you risk 12% or more...

Up arrow recovers faster so it might make it better, but then it seems like you may still have to hold it out so IDK. Then again, since you're grounded you may also get a follow up if you used Electric.
 

UsedForGlue

"Strength isn't everything"
Premium Supporter
I would straight up main Green arrow if two changes happened.DF1 having a MB option to make it safe with advantage, like nightwings staff spin, or batmans MB rangs, or at least make it pop up on hit...literally anything.Electric arrows having huge advantage on block and hit making them a rushdown tool, as of right now, there is not even enough advantage on hit to guarantee a follow up f3 except from B2 4 or D1 4 on hit with electric arrows loaded.
And a general damage buff, right now his game is flawed as a result of low damage as we don't clash, or use MB slide, or MB B3 as the second round Super reset really trumps every other option, and when that clash is initiated, we basically lose our best option, this is a huge problem vs characters like WW, Dooms, Bane etc.
This isn't allot to ask for, General big boy damage, electric arrows being a tool for attack, and DF1 being useful with MB, either pop up on hit for a B3, or grant advantage on block, which you can always just push block.Hopefully this day comes.
COMPUTER WONT SPACE MY WORDS :(
 

Eric The Scruffy

Premium
Premium Supporter
Yup. This exactly.. You have to hold the arrow in order to jump and shoot Supes out of the air and if you do that you risk 12% or more...

Up arrow recovers faster so it might make it better, but then it seems like you may still have to hold it out so IDK. Then again, since you're grounded you may also get a follow up if you used Electric.
You do still have to hold it out, but my thinking is that it would make reacting to Superman's zoning way easier because electrical arrow is so damn fast that whether he goes for ground lasers, straight lasers, or jumping its really just a decision to either hold back or not when you let it go. Like I said though...I only ever get to fight Superman online so I'm open to the idea that my perspective on how hard it is to counterzone Superman is somewhat scewed.
 

UsedForGlue

"Strength isn't everything"
Premium Supporter
Also, why is F2D1 (3) the hardest thing to hit confirm and convert in a fighting game that I have ever seen. Its not like if you do pull it off that it gets any massive damage, 223 knockdown. Big deal. Wonderwoman's B113 and Batmans 123 launch you into orbit for 40%+...Bullshit.
 

Red Reaper

The Hyrax Whisperer
You do still have to hold it out, but my thinking is that it would make reacting to Superman's zoning way easier because electrical arrow is so damn fast that whether he goes for ground lasers, straight lasers, or jumping its really just a decision to either hold back or not when you let it go. Like I said though...I only ever get to fight Superman online so I'm open to the idea that my perspective on how hard it is to counterzone Superman is somewhat scewed.
It's harder online but from full screen you kan react to air lasers and jump shoot him as long as you're holding it out.

Midscreen you risk a dash in F23 and the air laser katches you at most ranges kloser than fullscreen.
 

Red Reaper

The Hyrax Whisperer
Also, why is F2D1 (3) the hardest thing to hit confirm and convert in a fighting game that I have ever seen. Its not like if you do pull it off that it gets any massive damage, 223 knockdown. Big deal. Wonderwoman's B113 and Batmans 123 launch you into orbit for 40%+...Bullshit.
I don't mind having to work for it. If it's possible, I'll do it. But having it low damage and not even kombo (into dash 223) if only the 3 hits makes me upset.

More importantly, it upsets me more when someone backdashes or jumps away and then full kombo punishes me because F2D1 is so unsafe on wiff.

Man, he's my favorite character in this game and I still use him but I'm glad I'm not holding myself back anymore by dedicating soo much time to him and using him in tournaments.
 

UsedForGlue

"Strength isn't everything"
Premium Supporter
I don't mind having to work for it. If it's possible, I'll do it. But having it low damage and not even kombo (into dash 223) if only the 3 hits makes me upset.

More importantly, it upsets me more when someone backdashes or jumps away and then full kombo punishes me because F2D1 is so unsafe on wiff.

Man, he's my favorite character in this game and I still use him but I'm glad I'm not holding myself back anymore by dedicating soo much time to him and using him in tournaments.
This game isn't finished being patched. Almost every character is just as viable as the last, its so close though.

GA needs addressed, he is good, but untidy around the edges and allot of stuff that doesn't make any sense...For instance, a boss J3 that plants the opponent on the ground faster when hitting a crouched opponent...making hit confirmed conversions harder...considering it hits overhead and all his jump ins from his pressure always hits crossover. Stuff like that annoys me.
 

ando1184

Noob
Supermans breath does damage in combos, allow ice arrow to actually have a damage %, maybe it might help GAs damage output.
 
Just give me back my large Back 3 hitbox and it will suffice. Trying to his Back 3 after a Super is ludicrous in lag. I miss the mash out days.
 

Scoot Magee

But I didn't want to dash
I would straight up main Green arrow if two changes happened.DF1 having a MB option to make it safe with advantage, like nightwings staff spin, or batmans MB rangs, or at least make it pop up on hit...literally anything.Electric arrows having huge advantage on block and hit making them a rushdown tool, as of right now, there is not even enough advantage on hit to guarantee a follow up f3 except from B2 4 or D1 4 on hit with electric arrows loaded.
And a general damage buff, right now his game is flawed as a result of low damage as we don't clash, or use MB slide, or MB B3 as the second round Super reset really trumps every other option, and when that clash is initiated, we basically lose our best option, this is a huge problem vs characters like WW, Dooms, Bane etc.
This isn't allot to ask for, General big boy damage, electric arrows being a tool for attack, and DF1 being useful with MB, either pop up on hit for a B3, or grant advantage on block, which you can always just push block.Hopefully this day comes.
COMPUTER WONT SPACE MY WORDS :(
I use MB slide a decent amount. My main goal is just to push people into the corner with it where GA's pressure becomes harder to deal with and his damage output goes way up.
 

Red Reaper

The Hyrax Whisperer
This game isn't finished being patched. Almost every character is just as viable as the last, its so close though.

GA needs addressed, he is good, but untidy around the edges and allot of stuff that doesn't make any sense...For instance, a boss J3 that plants the opponent on the ground faster when hitting a crouched opponent...making hit confirmed conversions harder...considering it hits overhead and all his jump ins from his pressure always hits crossover. Stuff like that annoys me.
Exactly.. But I don't think they'll bother fixing him...

Most of the problems I have with the character are hitbox related stuff like that. You have no idea how much stuff I found with him that just makes me upset.
 

Scoot Magee

But I didn't want to dash
Also, why is F2D1 (3) the hardest thing to hit confirm and convert in a fighting game that I have ever seen. Its not like if you do pull it off that it gets any massive damage, 223 knockdown. Big deal. Wonderwoman's B113 and Batmans 123 launch you into orbit for 40%+...Bullshit.
1 trick I use to help confirm f2d13 into ice arrow is to jump back and shoot the arrow down after the 3. I do this because it gives me more time to confirm if the overhead hit before I release the ice arrow. Still even if you release the arrow normally and they block it you get a good amount of advantage to follow up with some sort of pressure.

It is insanely hard to dash 223 or 111 after a raw f2d13 though. That makes no sense to me but electric arrows are good in that situation.

Also I stand by my suggestion to have the freeze animation last longer. There's no reason why people should get out of it so quickly. It won't do anything but make trading with ice arrows viable.
 

Crusty

Retired ATM
I know I'm late but As a long time player of GA and having not notice this site till few months back. I feel that the following buffs should be given to him to make him more balanced as a character, followed by a reason why.

-Some of his better strings should be made a little faster,preferably f2d13, and b13 (more on that later). his normals have noticeably slow start up and I can't even recall on how many times I've been bodied because of them.
- his b1 should be made a low because, let's be serious it looks like a low and it hits low ergo it should be a low plus he has no low. Did I mention low :3
- his arrows should be balanced I would go with two of each arrow with the ice arrow do little-to-no scaling.
- f2d13 and b13 should be plus 3 or 4(in exchange for the low). Because I want some of his frame traps to stay. But some of his block advantage back
-df2 (fireworks) should be a faster anti-air, like 5 frames. Let's be real it is shit outside combos.
-better air normals, I want batman esque cross ups for pressure dammit cause his air normals have shitty range but only situationally good.j3 stays
-better back dash because his footsie game is decent but a better backdash would help. Yes injustice has footsies, stop judging me :(. My only problem is that if they would patch that our precious savage blast would be changed.

All I can say is NRS absolutely disappoints me and pardon my French but shits on GA players and fans and Chris G. Granted he abused the shit out of everything in GA but that's part of what makes him a good player and they just unnecessarily nerfed him because of the player using him. Granted some of the nerfs were fair, I don't care if people say GA is balanced because he's honestly not. That being said since not a lot of GA players appear in tourney I've been to (as of yet) people don't know what to expect because he's low tier. Some people can still get hit by his mix ups.