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Guide Green Arrow - How to Become a Legendary Archer Guide

MKPROJECT2359

EMPEROR | MKU PROJECT

Welcome to the thread where you're going to train your way up to become a Legendary Archer. Taking out master Green Arrow as an example, we are going to study him and learn all his moves; one by one. So, let's get this started:


- Outlander (standing 1):
This move is an 8 frames start-up, does 2% damage, and it's +2 on block, but the only problem is that it's a high making it easy to be interrupted. Can be used as an Anti-air and also is great for combos.

- Bow Poke (standing 2):
A 10 frame start-up move, being his fastest medium attack, is +8 on hit and -4 on block, but can be followed up by any special. Also, it can continue to 223 making it safe.
*This move is perfect to counter poke d1s, or interrupt pressure.

- Bow Slice (standing 3):
A 15 frames start-up that does 5%. Can become into 33 and it's better used in combos.

- Long Bow (b1):
A 16 frames start-up that does 5% on hit and can become into b13 for more combos.

- Quick Slash (b2):
A 15 start-up frames overhead that does 5% and can followed by 3 making it his most damaging string. Can also be done to set up damage after an ice arrow and stinger (bf3).

- Satisfaction (b3):
A really good stage transition attack that does 11% and is +6 on block; giving you the chance to do f2d13.

- Canary's Kiss (f3):
This move is a 28 start-up frames and it's an overhead. Also is +6 on block; giving you the chance to do f2d13.

- Bow Jab (d1):
An 8 frames start-up move that gives an advantage of +8 on hit.
*On block should be cancelled into db2 to be safe since his d1 is -2 on block.

- Rising Bow (d2):
Is a 14 frames start-up uppercut and it has a huge it box.

- Sweep Kick (d3):
This move is a 19 frames start-up knockdown; meaning that if it hits, you get a free jump over 3.
*You cannot be throwing this move randomly since it can be easily punished because is -9 on block.

-
Slicing bow (Jump 1):

This move is a 6 frames start-up but its hit box is not that great.

- Anchor Point (Jump 2):
This move is an 11 frames start-up but its hit box is really good.

- Spinning Release (Jump 3):
This move is a 10 frames start-up and it's great for start-up.

-
Minus Ten (1,1):

This move is a 6 frames start-up and starts with a high jab making it bad for pressure. Is 15 frames on hit, so it is great for ending combos with 1,1 and then you can get a free 3,3 charge arrow.

- More Fun (1,1,1):
It's the same as Minus Ten but with another hit. This move can be cancelled into df2 and jail some character (see link below for more information):
http://www.mortalkom...roes-jail-tech/

- Thrill Seeker (1,1,3):
Not that great. Better used in combos.

- Final Shot (b1,3):
This move is AMAZING for pressure since it's +15 on block; meaning that you can get a free f2d13. And if you have an ice arrow you can finish a combo with it then charge an ice arrow and start again with b13 - f2d13.

- Quiver and Night Ranger (2,2 and 2,2,3):
This move is really good to counter poke and also to finish combos with it charging an ice arrow.

- Light it Up (b2,3):
This move is his most damaging string and starts with an overhead. Great use in corner combos. Also, it is +3 on block which can give you a free d1 into low arrow / db2.


*Note: The d1 ~ low arrow / db2 can be interrupted. To know how to do this with a certain character make sure to check out this post by Jimmypotato:
http://testyourmight.com/threads/d1-arrow-how-to-blow-it-up-and-its-other-variations-with-each-character.35171/page-2#post-991130

- Longbow Hunter and Queen's Gambit (f2,d1 and f2,d1,3)
This move is his best tool for his pressuring game and can also jail some character if you cancel it into df2 (see link below for more information).
http://www.mortalkom...roes-jail-tech/

*It has been patched. Now it takes longer for the df2 to come out after a f2d13

- Beast Slayer (3,3):
This move is really good for combos. Also, if you do 3,3 you can charge your ice arrow and get a free f2,d1,3.


- Sky Alert (jump db1):
It's a great tool and works really good after a slide and if it hits you can get a free b1,3 - f2,d1,3 or grab.

- Dead on (db1):
This move seems to be useless but it's really good vs doomsday body slam.
*Really good for combos.

- Savage Blast (db2):
This move is Green Arrow's best tool to keep your opponent at a certain distance. Also, really good for ending combos with it and then Super for a 90% guarantee reset (Super most be done when the opponent touches the floor, otherwise some wake ups can bait it).
*You should end every string with a SB blast to safe.

- Stinger (bf3):
His best tool to end combos with. Although is negative on block, if you end a combo with it (in the corner) you can do a b2,3 and charge the ice arrow. If it is block you can get a free f2,d1,3 and if is not blocked you can do another slide and put your opponent into the same situation.

- Up Haven Blast (df2):
Although this move is slow and is a high move, you can jail your opponent on standing and have an infinite block by following up 1,1,1 / f2,d1,3 with an Up Haven Blast. Also, it is really good for combos.

- Hurricane Bow (df1):
This move is really good to end mid screen combos and to get cheap damage. But, if it's blocked you are at -38.
*If you end a corner combo with this you are at -16 on hit and you can get hit by any wake up attack.


- Arsenal Assault (R2 + L2):
This Super move is one of the bests in the game since it can reset damage. Examples of it should be:

~f2,d1,3:
If it hit or it's blocked the opponent still can get hit by the Super move.

*Can be escaped by dashing forward.

~1,1,1:
Same as f2,d1,3.
*But can be escaped with a well-timed Super.

~b1,3:
If it's blocked the Super jails them.
*If it hits the Super won't connect and you're going to waste your meter.

-Project