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Guide Green Arrow Character Guide written by Cossner

Cossner

King of the Jobbers 2015

This is version 1.2, Updated on January 31th 2015.
Index
  • Introduction
  • For Beginners
  • What is Green Arrow
  • Strengths
  • Weaknesses
  • Normals and Strings
  • Dashes
  • Jump Normals
  • Specials
  • BnBs
  • Up Close Pressure Game
  • D1 xx Arrow, a Double Edged Sword
  • How to use Arrows
  • Useful Tech
  • FAQ
  • Useful Threads
  • People that are good with GA and would love to give you MU experience
  • Match ups
  • Green Arrow Quotes
  • Other Stuff
Introduction

Green Arrow. The Arrow that is Green. To play with Green Arrow you must first accept the fact that he’s a poop character. No matter what scrubbadubs say, embrace the fact that he’s old lady farts. You won’t get any easy wins with Green Arrow, he’s a character that requires a lot of work, but it’s also very, very rewarding to play with him. If you champ him, you have my respect. That being said, Green Arrow is a character with so-so zoning and mediocre rushdown. It’s a character that rewards mid screen zoning and meter management, but he loses to pretty much everything in this game. What this guide aims to do is teach you his basic tools, his holes, and how to take advantage of what makes him good. A beautiful, shiny poop.​

For Beginners


What is Green Arrow

Green Arrow is, in theory, a keep away character. This means his whole game is based around zoning mid screen, get in, do a little damage then stay back. His full screen zoning is subpar, and his rushdown is mediocre. However, when he’s mid screen he controls the game.​

Strengths
  • Great mobility.
  • Great mid screen zoning.
  • One of the best Supers in the game.
  • He has a lot of up close frame traps.
  • Once he keeps his momentum going it’s hard for other characters to keep up.
  • Safe anti wake up options.
  • Best lines in the game where every character acts like a cardboard cutout.
Weaknesses
  • Slow normals.
  • Mediocre rushdown.
  • Mediocre full screen zoning.
  • Low damage output.
  • So-so mix ups.
  • Doesn’t have a decent low launcher.
  • Heavily Frozen arrow / Meter dependent.
  • High risk low reward character.
  • Loses to top tiers.
  • Got nerfed to death, more than half the tech that was found no longer works.
Normals and Strings

1 - 8 frame start up, making it his fastest normal. It can be used as a very unreliable anti air. It’s a high and it’s range is very shitty, so you’re barely gonna use it by itself.

2 - 10 frame start up. Hits a mid but it’s range is poop, still, you’re gonna use it a lot during your up close pressure.

3 - 15 frame start up. Useful during combos and a so-so setup.

b1 - 16 frame start up. Useless by itself.

b2 - 15 frame overhead. Very useful during pressure and combos.

f2 - 13 frame start up. Second move with the longest range, very useful all around.

d1 - 7 frame start up. Single most useful move Green Arrow has. Great range, fastest move GA has, a mid, it lowers his hitbox enough to avoid some jump ins/cross ups, extremely useful during his pressure and as a punishing move.

d2 - 13 frame start up. So-so anti air. Huge range but huge scaling as well. It’s a nice anti air but I wouldn’t rely too much in it. Pretty useful for some tech swagness.

d3 - 19 frame start up. Useless. A full combo punishable, slow as fuck low. Used for a knockdown to Dead on setup but that’s pretty much it.

b3 - 28 frame start up. It’s the bounce, you can mb it to add 1 hit of armor. Very useful. It’s one of the worst b3s in the game but it’s still useful.

f3 - 28 frame start up.

11 - First hit is high. Can be used for pressure since it’s +1, but since the first hit is high it’s pretty unreliable. Useful when you need that +21 frame advantage after freezes that scale too much, like the one in Arkham Asylum, unfortunately there are better options like b2 xx arrow and f2d1 arrow.

111 - First hit is high. It’s the starter for some of the most damaging mid screen and corner combos. Incredibly useful in the corner. First hit is a high so good luck landing it by itself. Useless for pressure.

113 - First hit is high. Starter for the most damaging meterless, arrowless mid screen combos. You’re never gonna land it so it’s pretty much useless.

b13 - +15 on block. Useful for pressure when you’re up close. It has a shitty range and it has 16 frames of start up so, do it after a j2 or if you land a standing arrow in the corner.

22 - Useful for super reset setups in the corner.

223 - First hit has 10 frame start up. VERY useful after a j3. Sometimes in the corner it’s the only available option to continue your safe pressure. Great string overall.

b23 - B2 is an overhead. Most damaging string. Kinda useful in some tight combo timing situations but not really that great.

f2d1 - d1 is a low. Very useful for pressuring. After it you can either follow up with a 3 or a low arrow for a mix up. F2 has a great range and it’s a great punisher.

f2d13 - 3 is an overhead. Pretty great string. Lots of damage if you have a frozen arrow or meter. If you don’t, follow ups are iffy and unreliable.

33 - There’s an anti wake up setup that you can do after this string, but good luck landing it. Pretty useless.

GRAB - One of the most underused tools in the game. Let's you increase your damage output and creates a mindset. It's range is pretty decent and it's a good punishing tool when you don't have arrows or meter.​

Dashes

Forward Dash. With 2 dashes you can be from full screen to up close. It's around 13 frames and it's one of GA's strong points.

Back Dash. It sucks. It's slow, it doesn't take you very far away, and it's the reason why you're gonna get punish a lot of times. Use it carefully and prefer Savage Blast.​

Jump Normals


Specials

Sky Alert (db1) - Great for punishing cross ups. Extends corner combos for more damage. Punishes MMH’s overhead teleport REALLY consistently. Use as a wake up to punish cross ups after a knowdown.

MB Sky alert - Seldom used. Makes start up 5 frames instead of 17 and increases damage. Still not that useful though.

Dead On (db1 in the air) - There are a few cool knockdown setups with it but you won’t be using it much. It’s

MB Dead On - Increases damage and spread of the arrows, but it’s probably gonna be your least used move.

Savage Blast - A+ move. Best keep away move. Makes your strings safe. Better than backdash. Does ok damage. Great wake up, it’s punishable but it’ll get you away safely. Punishable by air normals and moves with armor. It’s a game changer in some match ups.

MB Savage Blast - Throws another arrow that hits full screen. Good to catch the opponent off-guard, useful when you need to hit that last bit of chip.

Stinger - Great Low that slides Arrow across the screen. VERY unsafe, but a great wake up move, however, it can be punished by jumping backwards and 1/2/3 depending on the character.

MB Stinger - First hit hits low, second one hits overhead and leaves you with a tiny bit of advantage. Pretty much makes it safe. It’s also the most damaging special to end combos with if you have a bar. Not that you should use it every time lol.

Up Haven Blast - Great for corner combos. It’s a good tool to keep away jump happy - air characters that are mid range, but it’s NOT a good anti air at all.

MB Up Haven Blast - Hits full screen in the air. Kinda useful in the Superman match up and some situational corner combos but that’s pretty much it.

Hurricane Bow - Best meterless combo ender if you’re looking for damage. Does 5% of chip, so it’s good when your blocking opponent is about to die.

Super Move - Requires 4 bars, does 32% by itself, but you can increase it to 44% unclashable, 54% arrowless or 57% with a frozen arrow (but don’t waste your arrow like that!). There are a shit ton of setups with it, which will be covered in this guide.​

Moves highlighted in Green are your 3 main wake up attacks.​

BnBs

These are BnBs for January-April 2014. These are optimized combos for meter management and damage, not for swag purposes, so I’ll just cover 0, 1 and 2 bar combos. If you’re looking for random combos click here: http://testyourmight.com/threads/time-for-the-grand-finale-arrow-bnb-combo-thread-swag-combos-reset-combos-1-06.38427/

Remember that you can swap the J2 for a J1 for a tiny less damage.​

Midscreen Arrowless
Meterless

113 -> J2 -> 11 xx Hurricane Blade (25%)
J2 -> 113 -> J2 -> 11 xx Hurricane Blade (29%)
111 xx Hurricane Blade (21%)
J2 -> 111 xx Hurricane Blade (25%)
223 xx Hurricane Blade (21%)
J3 -> 223 xx Hurricane Blade (30%) (You’re gonna use this a metric shit ton)
B3 -> J3 -> J2 -> 111 xx Load Arrow (32%)
B3 -> Dash Forward -> D2 xx Load Arrow -> 1 xx d4 -> Setups! (16%)​

To change sides:

If you land the 3 when they’re high:
B3 -> Dash Forward -> 3 xx Sky Alert -> J2 -> 111 xx Load Arrow (30%)​

If you land the 3 when they’re about to touch the ground:
B3 -> Dash Forward -> 3 xx Sky Alert -> Sky Alert -> 111 xx Load Arrow (35%)

If you would rather have consistency, wait a little bit and then:
B3 -> Dash Forward -> 3 xx Sky Alert -> 111 xx Load Arrow (30%)​

Meter (1 bar)

113 -> J2 -> 111 xx MB Stinger (33%)
J2 -> 113 -> J2 -> 111 xx MB Stinger (36%)
111 xx MB Stinger (25%)
J2 -> 111 xx MB Stinger (29%)
223 xx MB Stinger (26%)
J3 -> 223 xx MB Stinger (34%)
MB B3 -> J3 -> J2 -> 111 xx Load Arrow (37%)​

Meter (2 bars)

F2D13 xx DB MB -> J3 -> J2 -> 111 xx Load Arrow (41%)
J2 -> F2D13 xx DB MB -> J3 -> J2 -> 111 xx Load Arrow (44%)
111 xx DB MB -> J3 -> J2 -> 111 xx Load Arrow (45%)
J2 -> 111 xx DB MB -> J3 -> J2 -> 111 xx Load Arrow (48%)
J3 -> 11 xx DB MB -> J3 -> 3 xx Hurricane Blade (43%)
J2 -> 22 xx DB MB -> J3 -> J2 -> 111 xx Load Arrow (41%)
J3 -> 22 xx DB MB -> J3 -> 3 xx Hurricane Blade (43%)​

ProTip: To land the J3 -> J2 -> 111 part of the DB MB combos, hit the J3 at the highest point of the bounce. To land it on Normal Bounce combos, hit the J3 at the lowest point of the bounce.

Midscreen with Frozen Arrow
Meterless

F2D13 xx 4 -> J3 -> 223 xx Hurricane Blade (30%)
F2D13 xx 4 -> B3 -> J3 -> J2 -> 111 xx Load Arrow (31%)
(You can add the J2, whatever, if you’re actually landing the J2 you should be doing 111)

J2 -> 111 xx 4 -> J3 -> 223 xx Hurricane Blade (37%)
J2 -> 111 xx 4 -> B3 -> J3 -> J2 -> 111 xx Load Arrow (38%)
J3 -> 11/22 xx 4 -> B3 -> J3 -> B23 xx Load Arrow (34%)
J3 -> 11/22 xx 4 -> B3 -> J3 -> 3 xx Hurricane Blade (34%) (In this case it’s better to do the SimSim reset).
Frozen -> J3 -> 223 xx Hurricane Blade (24%)
Frozen -> B3 -> J3 -> J2 -> 111 xx Load Arrow (25%)​

Meter (1 bar)

J2 -> B2 xx MB Up Haven Blast -> Dash Forward -> B2 xx D4 -> B3 -> J3 -> 22 xx Hurricane Blade (44%) (Only works in Big hurtbox characters)​

Meter (2 bars)

Frozen -> J2 -> 111 xx DB MB -> J3 -> J2 -> 111 xx Load Arrow (38%)

Corner Arrowless
F2D13 xx 4 -> 111 xx Sky Alert -> 111 xx Load Arrow (36%)
111 xx Up Haven Blast -> 111 xx Sky Alert -> 111 xx Load Arrow (41%) (ONLY works on mid to big hurtbox characters)
J2 -> 111 xx Up Haven Blast -> 111 xx Sky Alert -> 111 xx Load Arrow (46%)

Corner with Frozen Arrow
For small hitbox characters:
F2D14 -> 111 xx Sky Alert -> 1 xx D4 -> J2 -> 111 xx 4 -> Frame Traps (38%)
For normal hitbox character:
J2 -> 111 xx Up Haven Blast -> 111 xx 4 -> NJ2 -> 111 xx Up Haven Blast -> 111 xx Load Arrow (50%)
F3 -> D2 xx Load Arrow -> 111 xx 4 -> NJ2 -> 111 xx 4 -> Frame Traps. (26%)

Corner with Fire Arrow
F2D13 xx D4 -> 111 xx Sky Alert -> 111 xx Load Arrow (38%)

Air-to-Air
J1 -> 223 xx Hurricane Blade (24%)

Interactables
Please note that people can wake up out of the corner interactable setups.

Corner Interactable

F2D13 -> 4 -> 111 xx Sky Alert -> Dash Forward -> Interactable (24%~27% + 16% = 40%~43%)
111 xx Up Haven Blast -> 111 xx Sky Alert -> Dash Forward -> Interactable (33%~36 + 16% = 49%~52%)​

Corner Explosives

F2D13 -> 4 -> 111 xx Sky Alert -> Dash Forward -> Interactable and Hold Forward -> Dash Forward -> 111 xx Sky alert -> 111 xx Load Arrow (24% ~ 28% depending on the arrow that land on the sky alert + 34% = 58% or 62%)
111 xx Up Haven Blast -> 111 xx Sky Alert -> Dash Forward -> Interactable and Hold Forward -> Dash Forward -> 111 xx Sky Alert -> 111 xx Load Arrow (33% ~ 36% + 36% = 69% or 72%)

You can change the Load Arrow for Hurricane Blade or MB Stinger for a little bit more damage.
Corner Explosives With Frozen Arrow

F2D13 -> 111 xx Sky Alert -> Dash Forward -> Interactable and Hold Forward -> Dash Forward -> 111 xx Sky Alert -> 11/1 xx D4 -> J2 -> 111 xx 4 -> Frame Traps (24% or 28% + 37% = 61% or 65%)
111 xx Up Haven Blast -> 111 xx Sky Alert -> Dash Forward -> Interactable and Hold Forward -> Dash Forward -> 111 xx Sky Alert -> 11/1 xx D4 -> J2 -> 111 xx 4 -> Frame Traps (33% ~ 36% + 37% = 70% or 73%)
Corner Explosives Near Transition in Stryker's Island Cell Block Stage

F2D13 -> 4 -> 111 xx Sky Alert -> Dash Forward -> Interactable and Hold Forward -> B3 (24% or 28% + 36% = 60% or 64%)
Corner Explosives with 2 Bars Near Transition

F2D13 -> 111 xx Sky Alert -> Dash Forward -> Interactable and Hold Forward -> Dash Forward -> 111 xx DB MB -> Jump Back 3 -> D1 xx Hurricane Blade (24% or 28% + 42% = 66% or 70%)
111 xx Up Haven Blast -> 111 xx Sky Alert -> Dash Forward -> Interactable and Hold Forward -> Dash Forward -> 111 xx DB MB -> Jump Back 3 -> D1 xx Hurricane Blade (33% ~ 36% + 42% = 75% or 78%)
Corner Explosives with 2 Bars Near Transition

F2D13 -> 111 xx Sky Alert -> Dash Forward -> Interactable and Hold Forward -> Dash Forward -> 111 xx DB MB (24% or 28% + 44% = 68% or 72%)
111 xx Up Haven Blast -> 111 xx Sky Alert -> Dash Forward -> Interactable and Hold Forward -> Dash Forward -> 111 xx DB MB (33% ~ 36% + 44% = 77% or 80%)
Corner Explosives with Frozen Arrow

F2D13 -> 111 xx Sky Alert -> Dash Forward -> Interactable and Hold Forward -> Dash Forward -> 111 xx Sky Alert -> 11 xx D4 -> J2 -> 111 xx 4 -> Frame Traps (24% or 28% + 36% = 60% or 64%)
111 xx Up Haven Blast -> 111 xx Sky Alert -> Dash Forward -> Interactable and Hold Forward -> Dash Forward -> 111 xx Sky Alert -> 11 xx D4 -> J2 -> 111 xx 4 -> Frame Traps (33% ~ 36% + 36% = 69% or 72%)​

Background Bounces

F2D1 xx BGB -> J3 -> 111 xx Load Arrow (30%)
Bounce -> J3 -> J2 -> 3 xx BGB -> J3 -> D1 xx Hurricane Blade (40%) (Use when they’re too close in the air and the J2 after the bounce won’t land)
Bounce -> J3 -> J2 -> 1 xx BGB -> J2 -> 111 xx Load Arrow (38%)
Bounce -> J3 -> 3 xx BGB -> J3 -> 111 xx Load Arrow (39%)
Bounce -> J3 -> 22 xx BGB -> J3 -> D1 xx Hurricane Blade (38%) (Just do the one above)
J3 -> 22 xx BGB -> J3 -> 111 xx Load Arrow (37%)
J2 -> B2 xx BGB -> B3 -> J3 -> J2 -> 111 xx Load Arrow (41%) (Only works on stages with far away Background Bounces.)​

Background Bounce with Frozen Arrow

F2D13 xx 4 -> Dash Forward -> J3 -> 22 xx BGB -> Walk Slightly Backwards -> B3 -> J3 -> 11 xx Load Arrow (36%) (Again, only works on Background Bounces that are far in the background, like Stryker’s Island Yard and the Fortress of Solitude)​

Roomba (1 bar of Meter)

After a string that causes a knockdown xx Roomba -> MB B3 -> J3 -> J2 -> 111 xx Load Arrow (53%)​

Roomba with BGB (1 bar of Meter)

Roomba -> MB B3 -> J3 -> 3 xx BGB -> J3 -> 111 xx Load Arrow (70%)​

Note: If you have the opportunity to B3 after a Roomba explosion, Meter Burn it. Here’s why: http://testyourmight.com/threads/mb-b-f3-tech-glitch-increasing-damage-of-interactions-and-projectiles.39948/

Super
Super -> B3 -> J3 -> J2 -> 111 xx Load Arrow (54%)
Super -> B3 -> F3 to standing reset. (44%) (Unclashable) See more about 7L’s standing reset below.

Super Setups
Can be woken up out of

Bounce -> J3 -> D2 xx Load Arrow -> Super. (23%)
Bounce -> Dash Forward -> Sky Alert -> Sky Alert -> 223 xx Super (31%)
D1 xx Savage Blast -> Dash Forward -> Super (9%)​

100% guaranteed

Bounce -> Dash Forward -> D2 xx Load Arrow (do the inputs the other way, depending on where the D2 lands) -> 11 xx D4 -> Whiffed 1 -> Super (17%)
F2D13 xx Super​

Air interactables

Bounce -> J3 -> J3 xx Air Interactable Bomb -> Super (27% + 15%)​

Backdashable

111 xx Super (On block and on Hit)
F2D1 xx Super
22 xx Super​

Corner with Frozen Arrow

Frozen -> 22 xx Super (The idea is, of course, that you finish your combos with a freeze and then super reset them using stuff like this, making it harder to avoid).
Corner With Frozen Arrow and Explosive Interactable

F2D13 -> 111 xx Sky Alert -> Dash Forward -> Interactable and Hold Forward -> 111 xx Sky Alert -> 1 xx Frozen Arrow -> Backdash -> Whiffed 1 -> Super (24% + 29% + 44% = 97% )
J2 -> 111 xx Up Haven Blast -> 111 xx Sky Alert -> Dash Forward -> Interactable and Hold Forward -> Dash Forward -> 111 xx Sky Alert -> 1 xx D4 -> Backdash -> whiffed 1 -> Super -> B3 -> B3 (40% + 29% + 44% = 113%)

These are just some of his common, optimized BnBs. Mix them up, make more, use them as a base to create your own gameplan, there are literally hundreds of combos you can do with background interactables, background transitions, other arrows, etc. e.g.:


But remember, no one gives a shit about swag when you’re losing 10 games in a row.

Things you should know while doing combos with GA:
  • B23 is his most damaging string, but 111 is easier to land, it deals a lot of damage and it lets you load an arrow.
  • 111 and 223 deal the same amount of damage, but 111 leaves people standing and 223 produces a hard knockdown.
  • J3 -> J2 is a must. Here's how you land it:
  • DB MB will always do a shit ton of damage.
  • 111 xx Super is very escapable, but it requires timing, so you can get away with it from time to time.
  • J2 is a pain in the butt to land.
  • 3 takes more damage than 11/22, but it has an almost twice as slow start up.
Up Close Pressure Game

The main up close normals and strings GA uses up close are these:
  • F2D1D4: 13 frame start up. +5 on Hit. Neutral on Block. Hits MID, LOW, LOW. Great range.
  • F2D134: 13 frame start up. +27 or more on Hit. +2 on Block. Hits MID, LOW, OH, HIGH. Great range.
  • F2D13D4: 13 frame start up. +5 on Hit. Neutral on Block. Hits MID, LOW, OH, LOW. Great range.
  • B24: 15 frame start up. +27 or more on Hit. +2 on Block. Hits MID, HIGH. Great range. (Almost as much as F2!)
  • B2D4: 15 frame start up. +5 on Hit. Neutral on Block. Hits OH, LOW. Great range.
  • D1: 7 frame start up. +9 on Hit. -1 on Block. Hits MID. Great range.
  • D14: 7 frame start up. +5 on Hit. Neutral on Block. Hits MID, LOW. Great range.
  • 223: 10 frame start up. +2 on Block. Hits MID MID MID. Only up-close range.
  • 2234: 10 frame start up. +27 or more on Hit. +2 on Block. Hits MID MID MID, HIGH. Only up-close range.
  • B3: 28 frame start up. +6 on Block. Hits MID. Best range.
  • F3: 28 frame start up. +6 on Block. Hits OH. Great range.
  • B13: 16 frame start up. +15 on Block. Hits MID, MID. So-so range.
  • Normal Standing Arrow: 22 frame start up. More than +27 on Hit. +2 on Block.
  • Normal Crouching Arrow: 22 frame start up. +5 on Hit. Neutral on Block.
  • GRAB: 10 frame start up.
The frame advantage of the arrows may vary a frame or 2 depending on your range. The numbers above are an approximate.

The whole point of your up close mix ups is to use the frame advantage and the range to constantly keep pressuring your standing opponent with little to no holes, slowly chipping their life bar and building meter. Use the data above to constantly land frame traps.

For example, if you land a standing arrow on hit, you have the chance to do F2, B3 or F3 safely.
If you land a low arrow, you can do a D1 or a 223 (if you’re up close) safely. You can do a F2, but they can poke out of that (but they HAVE to know that they CAN poke out).

F2D1D4 and F2D13D4 are great mix ups that you need to swap from time to time to keep your opponent guessing.

If they start respecting your poke after a low arrow on hit, mix things up doing a B2 in the crouching opponent.

Grab is a really awesome tool. It takes 11% damage and it works great if they start to figure out your pressure, it'll mess them up. However, the range is pretty shitty and at higher levels of play they're probably gonna tech your throw, which leaves GA at a disadvantage (depending on the opponent's character).

It's important to note that the gap between your frame traps IS backdashable. You can always blow up the back dash with your own forward dash, so don't rely too much on the trap if you're playing against someone who knows what they're doing. Remember, maximize your damage output.​
D1 xx Arrow, Double Edged Sword

D1 xx Arrow may very well be the most infamous move Green Arrow has.

D1 has 7 frames of start up. It’s the fastest punisher you have and it has great range.
Low arrow is Neutral on block and +5 on it.

The problem with D1 xx Arrow is that it’s full combo punishable. Theres a 7 frame gap in between the D1 and the Arrow. If you’re playing an opponent who knows what he’s doing, you’re gonna get blown up if you use it on block. That’s why I recommend you mix it up with D1 xx Savage Blast, that’s punish THEIR attempt to punish you.

A lot of people use D1 (or another normal / string) xx Hold 4 Jump Backwards Let Go of D4. Now the issue with Hold 4 Jump Backwards Let go of D4 is that it’s also very, very punishable. Every character punishes it with D1 into a full combo. I do NOT recommend using it at all against someone smart.

Relevant: http://testyourmight.com/threads/d1...s-other-variations-with-each-character.35171/

How to use Arrows

Green Arrow has 3 different trait arrows he can equip:

Fire Arrow: Does 8%(?) damage, .8% chip. Great for mid to full screen range.
Electric Arrow: Does 5% damage, .7% chip. Great for full screen range.
Ice Arrow: Does 0% damage, 0% chip. It’s your main combo starter from mid screen. Great from mid to close range.
Normal Arrow: Does 1% damage, .1% chip. Great from every distance, specially mid and close.
Just to be clear, the frame data that appears in-game is incorrect, the actual frame data of the arrows is:

On standing Hit (Normal Arrow): More than +28 frames.
On crouching Hit: +5 frames.
On standing Block (Every Arrow): +2 frames
On crouching Block (Every Arrow): Neutral frames.
Start up: 22 frames.
The usage of arrows is what makes or breaks a Green Arrow player. It’s also the sole reason why he wins some match ups. The purpose of the Normal/Electric/Fire Arrows is to create pressure. By themselves, they make very little damage, but the frame advantage they give you is huge. You can effectively shut down your opponent safely from mid screen using low arrows, standing arrows and jump overhead arrows. An opponent that can’t move from that distance gets desperate and tries to rush in, and that’s where you punish him.​

Fire Arrows:

You get 3 of these by pressing DD4. In match ups where you have to zone your opponent out (like Green Lantern, Lobo or Wonder Woman) these are your best friends. They cause a knockdown that throw your opponent a little bit far away, giving you a chance to stay mid screen and throw arrows with Neutral Jump D4 and Low Arrow. if they try to jump, you shoot them out of the air. Damage is ok, so it takes patience to use them.​

Electric Arrows:

They shoot faster that the other arrows, but you only get 2 (by pressing DF4). They take too little damage, but they give you HUGE frame advantage on hit, giving you a chance to rush down and get up close. They're useful to throw the opponent you’re trying to zone out away. The fact that they’re so fast messes up with their timing, so you can blow random jumps and you can have a quick overhead from almost full screen. Remember, at this point, the usage of arrows is not limited to only taking damage, but also spacing out and playing mind games.​

Frozen Arrows:

You get 1 of these by pressing DB4. The purpose of this arrows is being up close and get a combo. Simple as that. You can’t use them for pressure since they’d just go to waste, however you can threaten your opponent by having it out. Remember, from mid screen, they have to guess/react between blocking it standing or crouching. The problem with Frozen Arrows is that the moment you equip them you’re setting yourself in a rush down mindset. The fact that you only get one makes you think “let’s make this one count”, since it takes half an hour to load another one. So it’s very important that you commit to rushing down if you load it. This means, not sitting full screen and throwing a slow ass arrow that’s never gonna hit. You need to go out there and jump or crouch and make your opponent guess.​

Normal Arrows:

These are the ones you get by default. They let you control the game pretty much. If you’re not up close, you should be throwing arrows at all times. No, it’s not “spamming”, it’s called controlling the space. You can shoot them while jumping, you can shoot them while crouching, you can shoot them into the air. You shoot those motherfucking arrows. Make your opponent regret making a move. And once they start to respect you and your authoritah, then you’re free to rush down and do your own shenanigans, maybe even switch arrows, try to get in or zone out, depends on the character you’re playing against. Normal arrows make or break match ups. Match ups where you’re not free to throw them like a mad man are awful for Green Arrow (See: Raven, Superman, Aquaman, Zod).
It's important to know that for whatever random reason, you can cancel Load Arrow into arrow. If you press 4 twice to load an arrow, it'll immediately ready an arrow. This is bad, this fucks up your timing and some setups. So be careful when loading an arrow, don't mash it, just press the button once.​

Useful Tech


LOTF’s Corner Loop

http://testyourmight.com/threads/another-arrow-trap-by-lotf.35878/
After Frozen -> F2D1 xx Arrow (in new patches, 111 xx Arrow is better), you can also do B2 xx Up Haven Blast (and the rest) for a safe, damaging combo.
SimSim's Reset

http://testyourmight.com/threads/green-arrow-50-50-reset.38563/

This is also the reason why super after a whiffed 1 on a frozen opponent is a 100% guaranteed.
7L’s B3 F3 Reset

JimmyPotato’s anti wake up tech

33 xx Arrow Cancel

After 33 xx Hold 4 -> Dash Forward, you can jump into a cross up 3 and the wake up of the opponent will come out the other way. This is useful if you accidentally landed a 33 and you don’t know what to do afterwards. It can be blown up if the opponent tech rolls, however, you can hit confirm it and not do the cross up.
Cross Up Follow up after Frozen Arrow

FAQ

Craster, I keep doing Jump In 3 but it seems sometimes they can hit me out of it.

As it’s explained in the “Understanding Green Arrow Jumping Normals and Jump Ins” thread, the frame advantage you get depends on where you land the hit of the J3. The higher you land it the less advantage you get. If you’re not sure if you have enough advantage to do your string, just go for d1 xx Savage Blast. Better safe than sorry!
Colbert, I can’t for my life land the J3 -> J2 portion of the combo, what do I do!?!?

You need to wait for the opponent to be as low as possible after the bounce when you do your J3, then hold Up Forward and press 2 as soon as possible. It requires a bit of practice but it’s very consistent, and it increases your damage output.
Coldsteal, I did J3 -> 11 xx DB MB -> J3 -> J2, but I can’t seem to land the J2.

Yeah, you can’t land the J2 if you start your combo with J3, because they fall too fast.
Kostner, I watched a bunch of Chris G videos and…

Stop. Don’t watch Chris G videos. Read the guide, play the game and get used to it by yourself. Chris G got away with a lot of stuff, since the game was new and not a lot of people knew what punishes what. He’s a great fundamentally strong player and I’m not taking away his wins, but the game needs to evolve further than that.
Coaster, I’m like, the best online player evar.

Online should only be used for practice and to get some vague knowledge of a match up. Netcode is not great at all, and the game radically changes from offline to online. If you want to play the game at a high level, you have to go offline, otherwise you’ll look like a fool if you say you’re “a pro”.
Crossner, what do you mean by “playing at a high level”?

Playing a character at a high level means:
  1. You know most of your character’s tech, optimized bnbs and situational combos and frame data.
  2. You know your opponent’s tech, frame data and you know how to punish most of his stuff.
  3. You understand how spacing changes the match. You understand where you have the most advantage, where you’re at a disadvantage and how to quickly change positions. (There are no footsies in injustice :DOGE but space is still important).
  4. You can play at a reactionary level. You can make reads and correct guesses. You can identify patterns and adapt.
  5. You’re minimizing your risks and maximizing your rewards.
  6. You’re playing offline against people who invest their time to learn the game, their character and your character.
It takes years to learn the mechanics of a fighting game at a high level, learning different playstyles for different characters and learning what to do in every situation. You can’t play a fighting game at a high level in the first year, you can’t argue tier lists, match ups, and know all that there is in such little time.
Kustnar, I watched this May 2013 video where they did b23 into f2d13 on block, but my friends keep blowing it up! What’s going on!?

Be wary of pre-october footage/tech. A LOT of the tech that was invented back then doesn’t work now. GA’s entire game has been changed a couple of times.
Cupholder, I think this Match up is 5 - 5 because…

I’d love to hear your opinion, specially if you’ve played that match hundreds of time, offline, against someone who’s an absolute beast with the character and that knows your character as well. Don’t be like someone who lurks on the Killer Frost forums downplaying, even though he’s never played offline and all his match up experience comes from ranked.
Caster, for my life I can't do D2 into Frozen Arrow!

Press down 2, then back 4. That's how negative edge works on NRS games! Try turning off the release check in the input configuration screen too, it may work better for you.
Cuntbag, Green Arrow is so broken, he has totally unescapable super resets like 111 xx Super on hit


Useful threads

List of characters where F2D13 xx Stinger whiffs
http://testyourmight.com/threads/list-of-characters-where-f2d13-xx-stinger-whiffs.38524/

Corner Mix ups with Fire Arrows
http://testyourmight.com/threads/green-arrow-corner-mix-ups-with-fire-arrows.38547/

An old, outdated thread written by a scrub that may be of use to some idk
http://testyourmight.com/threads/green-arrows-pressure-options.30509/

JimmyPotato’s wonderful list on how to blow up the infamous d1 xx arrow
http://testyourmight.com/threads/d1...s-other-variations-with-each-character.35171/

The Match up discussion thread. It has cool tidbits here and there
http://www.testyourmight.com/threads/green-arrow-in-depth-match-up-discussion-1-06.38428/

How to get online experience from people who actually know what they’re doing

Just ask TYM peeps:

@TYMAccount / PSN Name

Cossner / Cossner (if you add me, tell me who you are!)
@Jeduhay / Jeduhay (he’s great I don’t even know if he has a TYM account but hit him up)
RedTide00 / Heisenberg022 (he’s getting there for sure)
@HarmTheHomeless / How2BeatWomen (Free free free free)
@SoundsLikePAUSE / NRF_SoundsLikeII (I think? @SoundsLikePAUSE please confirm lol)

////////////////////////////////////////

@TYMAccount: XBL Gamertag

@Cossner / Cossner (Yup, I have an Xbox)
7L / i_Matzilla (This guy is hella free)
AK L0rdoftheFLY / L0rdoftheFLY (This guy reminds me of a pig head on a stick)
Jimmypotato / JimmyPotato (More like JimmyBrotato)

^Will add moar in the future.​

Match ups

[UNDER CONSTRUCTION BECAUSE I MEAN COME ON 2013 MU EXP]

Bane:

Top 3 Green Arrow Quotes

“How’s your sister whore?”
“I’ve got something you can bite.”
“Grow a real mustache”

Other stuff

Guys, if you see any mistakes or if you want me to add stuff, send me a private message. Keep this thread clean pls!
 
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Jimmypotato

Mid Tier
Def got some small notes, but I will go through everything and PM you Cossner, still a great job putting this together A+.

Be jelly other character communities lol.

And enjoy learning about our Beautiful poop.
 

Espio

Kokomo
Lead Moderator
This is the type of content all character forums need more so than just match up numbers, this feels very in depth and substantive. I've read over some of it, but am looking forward to reading it in its entirety later. Great organization and structure as well.

(That Hawkgirl cameo tho :))
 

B W1zZ

Noob
I'm confused about this frozen arrow corner combo:

J2 -> 111 xx Up Haven Blast -> 111 xx 4 -> 111 xx Sky Alert -> 111 xx Load Arrow (55%)

The 4 freezes (if i'm understanding the combo correctly), and 111 sky alert wont work because they aren't being juggled, however I can do 111 or nj2 111 Up Haven Blast into 111 load arrow for 48-50%
 

Cossner

King of the Jobbers 2015
I'm confused about this frozen arrow corner combo:

J2 -> 111 xx Up Haven Blast -> 111 xx 4 -> 111 xx Sky Alert -> 111 xx Load Arrow (55%)

The 4 freezes (if i'm understanding the combo correctly), and 111 sky alert wont work because they aren't being juggled, however I can do 111 or nj2 111 Up Haven Blast into 111 load arrow for 48-50%
Fixed*
Yeah Bwizz, all those drugs are messing up with my brain.
 
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