Crimson Panther
Noob
This thread is dedicated to Green Lantern's BnBs, combos and strategies.
There are "Beginner-Intermediate" combos listed for players just picking up the character followed by "Optimized BnBs" for when you gain a feel for the character and how he works.
If you have a combo that is better than what you see here, leave a comment with the inputs or a video and tag me.
Legend:
Beginner-Intermediate
Corner:
Optimal Midscreen BnBs:
Optimal Corner BnBs:
AAs:
AtA BnBs:
IBB Combos:
Strategies/Set-Ups:
Green Lantern is arguably the most balanced character in the game in terms of pressure ability, zoning ability. Not amazing at either but good at both and is probably the best footsie character in the game. Below I'll give a few tips to his pressuring and zoning, but bear in mind these don't all work in every matchup. Zoning characters will out zone and pressure characters will out pressure GL and you must change strategies based on match up, stage and generally what's going on in the match at the time.
There are "Beginner-Intermediate" combos listed for players just picking up the character followed by "Optimized BnBs" for when you gain a feel for the character and how he works.
If you have a combo that is better than what you see here, leave a comment with the inputs or a video and tag me.
Legend:
F= Forward (towards opponent)
B= Back (away from opponent)
D= Down
1= Light
2= Medium
3= Heavy
>= Step forward
>>= Dash forward
<= Step back
<<= Dash back
MB= Meter Burn
LM= Lantern's Might (DB1)
OR= Oa's Rocket (BF1)
AOR= Air Oa's Rocket
RP= Rocket Power (DB2)
CRP= Close Rocket Power (DB2B)
FRP= Far Rocket Power (DB2F)
MG= Minigun (BF2)
TS= Turbine Smash (BF3)
ATS= Air Turbine Smash
WBC= Wall Bounce Cancel (BB R2/RT)
GBC= Ground Bounce Cancel (FF R2/RT)
IBB= Interactive Background Bounce
AtA= Air to Air
B= Back (away from opponent)
D= Down
1= Light
2= Medium
3= Heavy
>= Step forward
>>= Dash forward
<= Step back
<<= Dash back
MB= Meter Burn
LM= Lantern's Might (DB1)
OR= Oa's Rocket (BF1)
AOR= Air Oa's Rocket
RP= Rocket Power (DB2)
CRP= Close Rocket Power (DB2B)
FRP= Far Rocket Power (DB2F)
MG= Minigun (BF2)
TS= Turbine Smash (BF3)
ATS= Air Turbine Smash
WBC= Wall Bounce Cancel (BB R2/RT)
GBC= Ground Bounce Cancel (FF R2/RT)
IBB= Interactive Background Bounce
AtA= Air to Air
Beginner-Intermediate
Meterless:
B13, Trait, LM, 223, LM -22%
One bar:
B13, LM MB, B3, JI3, 223, LM -31% No Trait
Credit: The_Riddler
B13, Trait, LM, 223, OR MB, 223, LM -33%
Two bars:
B13, OR MB, NJ2, B23, LM MB, B3, 223, LM -37% No Trait
B13, Trait, LM, 2, OR MB, B23, LM MB, B3, 223, LM -43%
Credit: Under_The_Mayo
B13, Trait, LM, 223, LM -22%
One bar:
B13, LM MB, B3, JI3, 223, LM -31% No Trait
Credit: The_Riddler
B13, Trait, LM, 223, OR MB, 223, LM -33%
Two bars:
B13, OR MB, NJ2, B23, LM MB, B3, 223, LM -37% No Trait
B13, Trait, LM, 2, OR MB, B23, LM MB, B3, 223, LM -43%
Credit: Under_The_Mayo
One bar:
223, OR MB, B3, JI3, 223, LM -38% No Trait
Credit: EGP Wonder_Chef
Two bars:
223, OR MB, B13, LM MB, B3, 223, LM -37%No Trait
223, OR MB, B13, Trait, LM, 223, LM MB, B3, B13, LM -40%
223, OR MB, B3, JI3, 223, LM -38% No Trait
Credit: EGP Wonder_Chef
Two bars:
223, OR MB, B13, LM MB, B3, 223, LM -37%No Trait
223, OR MB, B13, Trait, LM, 223, LM MB, B3, B13, LM -40%
Meterless:
F3, JI3, B13, Trait, LM, 223, LM -34%
Credit: EGP Wonder_Chef
One bar:
F3, JI2, B13, LM MB, JI2, 223, LM -34% No Trait
F3, JI2, B23, OR MB, 123, LM -39% No Trait
Credit: CptXecution
Two bars:
F3, JI3, 2, OR MB, B23, LM MB, >, B23, LM -45%No Trait
Credit: Tortonon
F3, JI3, B13, Trait, LM, 2, OR MB, 223, LM MB, B13, LM -45%
Credit: Tortonon
F3, JI3, B13, Trait, LM, 223, LM -34%
Credit: EGP Wonder_Chef
One bar:
F3, JI2, B13, LM MB, JI2, 223, LM -34% No Trait
F3, JI2, B23, OR MB, 123, LM -39% No Trait
Credit: CptXecution
Two bars:
F3, JI3, 2, OR MB, B23, LM MB, >, B23, LM -45%No Trait
Credit: Tortonon
F3, JI3, B13, Trait, LM, 2, OR MB, 223, LM MB, B13, LM -45%
Credit: Tortonon
Meterless:
B3, JI3, 123, LM -30% No Trait
B3, JI3, B13, Trait, LM, 223, LM -34%
One bar:
B3, JI3, 123, LM MB, JI2, 223, LM -40% No Trait
Credit: CptXecution
Two bars:
B3, JI3, 223, OR MB, B23, LM MB, >, 223, LM -44% No Trait
B3, JI3, 123, LM -30% No Trait
B3, JI3, B13, Trait, LM, 223, LM -34%
One bar:
B3, JI3, 123, LM MB, JI2, 223, LM -40% No Trait
Credit: CptXecution
Two bars:
B3, JI3, 223, OR MB, B23, LM MB, >, 223, LM -44% No Trait
One bar:
OR MB, JI2, 123, LM -34% No Trait
OR MB, JI2, B13, Trait, LM, 223, LM -38%
Two bars:
OR MB, JI1, 123, LM MB, B3, 223, LM -44% No Trait
OR MB, JI2, 123, LM MB, B3, 223, LM -46% No Trait
OR MB, JI2, 123, LM -34% No Trait
OR MB, JI2, B13, Trait, LM, 223, LM -38%
Two bars:
OR MB, JI1, 123, LM MB, B3, 223, LM -44% No Trait
OR MB, JI2, 123, LM MB, B3, 223, LM -46% No Trait
One bar:
JI3, B23, OR MB, 3, LM -40% No Trait
Two bars:
JI3, B23, OR MB, B23, LM MB, B3, B13, LM -51% No Trait
Credit: EMPEROR PSYCHO
JI3, B23, OR MB, 3, LM -40% No Trait
Two bars:
JI3, B23, OR MB, B23, LM MB, B3, B13, LM -51% No Trait
Credit: EMPEROR PSYCHO
Corner:
One bar:
B13, MG, D1, OR MB, 223, LM -29% No Trait
B13, Trait, OR MB, NJ2, 123, LM, B13, OR -40%
Credit: OFIDYAN
Two bars:
B13, Trait, LM MB, B23, MG MB -32%
B13, Trait, OR MB, 123, LM, 22, LM MB, JI2, LM -42%
B13, MG, D1, OR MB, 223, LM -29% No Trait
B13, Trait, OR MB, NJ2, 123, LM, B13, OR -40%
Credit: OFIDYAN
Two bars:
B13, Trait, LM MB, B23, MG MB -32%
B13, Trait, OR MB, 123, LM, 22, LM MB, JI2, LM -42%
One bar:
223, OR MB, 123, LM -31% No Trait
Two bars:
223, OR MB, NJ3, 123, LM MB, B3, B13, LM -44% No Trait
223, OR MB, 123, LM -31% No Trait
Two bars:
223, OR MB, NJ3, 123, LM MB, B3, B13, LM -44% No Trait
One bar:
F3, JI3, B13, Trait, LM, 2, OR MB, LM -39%
F3, NJ3, 123, OR MB, 223, LM -42% No Trait
Credit: WS sentinAL
F3, JI3, B13, Trait, LM, 2, OR MB, LM -39%
F3, NJ3, 123, OR MB, 223, LM -42% No Trait
Credit: WS sentinAL
Optimal Midscreen BnBs:
One bar:
B1, OR MB, F3, JI2, 123, LM -38% No Trait
B1, OR MB, F3, JI2, B13, Trait, LM, 223, LM -41%
Two bars:
B1, OR MB, F3, JI2, 123, LM MB, JI2, 2, LM -45% No Trait
B1, OR MB, F3, JI2, B13, Trait, LM, 223, LM MB, JI2, 2, LM -46%
B1, OR MB, F3, JI2, 123, LM -38% No Trait
B1, OR MB, F3, JI2, B13, Trait, LM, 223, LM -41%
Two bars:
B1, OR MB, F3, JI2, 123, LM MB, JI2, 2, LM -45% No Trait
B1, OR MB, F3, JI2, B13, Trait, LM, 223, LM MB, JI2, 2, LM -46%
One bar:
22, OR MB, F3, JI2, 123, LM -39% No Trait
22, OR MB, F3, JI2, B13, Trait, LM, 223, LM -42%
Two bars:
22, OR MB, F3, JI2, 123, LM MB, JI2, 2, LM -46% No Trait
22, OR MB, F3, JI2, 123, LM -39% No Trait
22, OR MB, F3, JI2, B13, Trait, LM, 223, LM -42%
Two bars:
22, OR MB, F3, JI2, 123, LM MB, JI2, 2, LM -46% No Trait
One bar:
B3, JI3, B23, OR MB, 123, LM -42%
Credit: CptXecution
Two bars:
B3, JI3, B23, OR MB, 123, LM MB, JI2, 2, LM -49%
B3, JI3, B23, OR MB, 123, LM -42%
Credit: CptXecution
Two bars:
B3, JI3, B23, OR MB, 123, LM MB, JI2, 2, LM -49%
One bar:
JI3, 2, OR MB, B3, JI3, 223, LM -48% No Trait
Two bars:
JI3, B23, OR MB, 3, LM MB, B3, 223, LM -53% No Trait
JI3, 2, OR MB, B3, JI3, 223, LM -48% No Trait
Two bars:
JI3, B23, OR MB, 3, LM MB, B3, 223, LM -53% No Trait
Optimal Corner BnBs:
Meterless:
B13, MG, D1, LM MB, JI2, 223, OR -28% No Trait
One bar:
B13, Trait, OR MB, 3, LM, 223, OR -38%
(Trait active) B1, OR MB, D2, CRP, NJ1, AOR, B13, LM, 2, LM -41%
B13, MG, D1, LM MB, JI2, 223, OR -28% No Trait
One bar:
B13, Trait, OR MB, 3, LM, 223, OR -38%
(Trait active) B1, OR MB, D2, CRP, NJ1, AOR, B13, LM, 2, LM -41%
One bar:
F3, D2, CRP, B13, Trait, LM MB, F3 -29%
(Trait active) F3, D2, CRP, NJ1, AOR, B13, LM MB, F3 -35%
F3, NJ2, B23, OR MB, 3, LM -38% No Trait
F3, D2, CRP, B13, Trait, LM MB, F3 -29%
(Trait active) F3, D2, CRP, NJ1, AOR, B13, LM MB, F3 -35%
F3, NJ2, B23, OR MB, 3, LM -38% No Trait
AAs:
Meterless:
D2, CRP, B13, Trait, LM, 223, LM -24%
Credit: KHAOTIC_BOSS
D2, JI3, B13, Trait, LM, 223, LM -25%
Credit: OFIDYAN
One bar:
LM MB, B3, JI3, 223, LM -32%
D2, D2, OR MB, B3, JI3, 223, LM -33%
Two bars:
D2, D2, OR MB, JI3, 223, LM MB, B3, 223, LM -37%
Credit: KHAOTIC_BOSS
LM MB, B3, JI2, 22, OR MB, 223, LM -40%
D2, CRP, B13, Trait, LM, 223, LM -24%
Credit: KHAOTIC_BOSS
D2, JI3, B13, Trait, LM, 223, LM -25%
Credit: OFIDYAN
One bar:
LM MB, B3, JI3, 223, LM -32%
D2, D2, OR MB, B3, JI3, 223, LM -33%
Two bars:
D2, D2, OR MB, JI3, 223, LM MB, B3, 223, LM -37%
Credit: KHAOTIC_BOSS
LM MB, B3, JI2, 22, OR MB, 223, LM -40%
AtA BnBs:
One bar:
AtA JI1, B1, OR (delayed) MB, B3, JI3, 223, LM -41%
Two bars:
AtA JI1, B1, OR (delayed) MB, B3, JI3, 223, LM MB, JI2, 2, LM -46%
AtA JI1, B1, OR (delayed) MB, B3, JI3, 223, LM -41%
Two bars:
AtA JI1, B1, OR (delayed) MB, B3, JI3, 223, LM MB, JI2, 2, LM -46%
One bar:
AtA JI1, 1, OR (delayed) MB, B3, JI3, 223, LM -41%
Two bars:
AtA JI1, 1, OR (delayed) MB, B3, JI3, 223, LM MB, JI2, 2, LM -46%
AtA JI1, 1, OR (delayed) MB, B3, JI3, 223, LM -41%
Two bars:
AtA JI1, 1, OR (delayed) MB, B3, JI3, 223, LM MB, JI2, 2, LM -46%
One bar:
AtA JI1, 2, OR (delayed) MB, B3, JI3, 223, LM -42%
Two bars:
AtA JI1, 2, OR (delayed) MB, B3, JI3, 223, LM MB, JI2, 2, LM -47%
AtA JI1, 2, OR (delayed) MB, B3, JI3, 223, LM -42%
Two bars:
AtA JI1, 2, OR (delayed) MB, B3, JI3, 223, LM MB, JI2, 2, LM -47%
One bar:
AtA JI1, B2, OR (delayed) MB, B3, JI3, 223, LM -43%
Two bars:
AtA JI1, B2, OR (delayed) MB, B3, JI3, 223, LM MB, JI2, 2, LM -49%
AtA JI1, B2, OR (delayed) MB, B3, JI3, 223, LM -43%
Two bars:
AtA JI1, B2, OR (delayed) MB, B3, JI3, 223, LM MB, JI2, 2, LM -49%
IBB Combos:
Meterless:
B13, Trait, LM, 22, IBB, B3, 223, LM -32%
One bar:
B13, Trait, LM, 22, OR MB, B2, IBB, B3, 223, LM -41%
Two bars:
B13, Trait, LM, 22, OR MB, B2, IBB, 3, LM MB, B3, B13, LM -45%
B13, Trait, LM, 22, IBB, B3, 223, LM -32%
One bar:
B13, Trait, LM, 22, OR MB, B2, IBB, B3, 223, LM -41%
Two bars:
B13, Trait, LM, 22, OR MB, B2, IBB, 3, LM MB, B3, B13, LM -45%
Strategies/Set-Ups:
Green Lantern is arguably the most balanced character in the game in terms of pressure ability, zoning ability. Not amazing at either but good at both and is probably the best footsie character in the game. Below I'll give a few tips to his pressuring and zoning, but bear in mind these don't all work in every matchup. Zoning characters will out zone and pressure characters will out pressure GL and you must change strategies based on match up, stage and generally what's going on in the match at the time.
Green Lantern doesn't have a lot in the way of pressure. What he does have, which is one of the best footsie tools in game, is his B1. It is a 9 frames advancing low starter that leads to some of his most damaging combos.
There is B1 OR, B12 and B13. If your opponent tends to try to duck the OR from B1 OR you can go for B12 to train them to block high after B1. If they aren't blocking high, but instead poking you out of the huge gap that's in B12 start going for B13. If you see them block all of B13 cancel it into MG MB to make it safe. This will of course change from opponent to opponent. You just need to see their habits and use what is best for that.
Another tool GL has is his 223 string. It's safe on block with a 10 frame start up and no gaps. To get the most damage for your meter (see Optimized BnB section) make sure you hit confirm it into 2 or 22 because the 3 lifts them off the ground and limits your combo potential.
In the corner GL can give almost everyone in the cast a hard time. If you use JI3 you're +10 on block and have to respect the B1 as a follow up. They only way out of that is to armor out or pushblock the JI3. If you have to respecting the B1 follow up you then go for the 20 frame standing 3 which leaves you at +13 on block and opens more options for follow up pressure.
There is B1 OR, B12 and B13. If your opponent tends to try to duck the OR from B1 OR you can go for B12 to train them to block high after B1. If they aren't blocking high, but instead poking you out of the huge gap that's in B12 start going for B13. If you see them block all of B13 cancel it into MG MB to make it safe. This will of course change from opponent to opponent. You just need to see their habits and use what is best for that.
Another tool GL has is his 223 string. It's safe on block with a 10 frame start up and no gaps. To get the most damage for your meter (see Optimized BnB section) make sure you hit confirm it into 2 or 22 because the 3 lifts them off the ground and limits your combo potential.
In the corner GL can give almost everyone in the cast a hard time. If you use JI3 you're +10 on block and have to respect the B1 as a follow up. They only way out of that is to armor out or pushblock the JI3. If you have to respecting the B1 follow up you then go for the 20 frame standing 3 which leaves you at +13 on block and opens more options for follow up pressure.
"Rocket Pressure" is a meter dependent jail. Similar to Johnny Cage's jail in MK9. This involves using B13 OR MB to force your opponent to stand in a jailed state leaving you at +18 frames. They must respect a follow up B1 after this. Using a combination of B13 OR MB and B13 CRP then B1 OR MB is a good, more meter friendly, way to do this.
However against the following characters you must use B13 CRP first followed by a B1 OR MB to jail them:
Aquaman
Ares
Batgirl
Batman
Catwoman
Flash
Harley
Hawkgirl
Killer Frost
Nightwing (Staff Stance)
Raven
Shazam
Sinestro
Zatanna
However against the following characters you must use B13 CRP first followed by a B1 OR MB to jail them:
Aquaman
Ares
Batgirl
Batman
Catwoman
Flash
Harley
Hawkgirl
Killer Frost
Nightwing (Staff Stance)
Raven
Shazam
Sinestro
Zatanna
GL, by far, doesn't have the best zoning in the game, but work very well, especially against pressure heavy characters, if done correctly.
His zoning tools are OR, AOR and his different ranges of RP.
OR is 15 frame start up and +6 on hit. On block it is -9 BUT during those frames you can delay a meter burn that will either lift them for a combo on hit if they try to punish the blocked OR or be +18 on block. Besides his B1 I hear about this the most being "cheap". At fullscreen one thing you can do is TS which is 0 recovery frames and either start pressuring or block. Up close your opponent has to respect a follow up LM or MG. The OR MB causes push back leaving poking out. So this is a relatively fast projectile that leads to a lot of options for GL.
AOR is kind of a double edged sword in some matchups. If you get the projection down (which depends on how high you are from the ground when you shoot it) you can do wonders with this against pressure heavy characters, but against zoning characters and if done while any of character is too close it can leave you completely vulnerable to a combo punish. I only recommend doing this sparingly in a lot of matchups and mixed with ORs and RPs.
RP is a little bit of a mind game. At it's max range (FRP) it's a good tool to have while zoning because it leaves you at +21 on block. But it is a 45 frame start up move. If you're pressuring your character and use, for instance, B13 RP there is a huge gap for your opponent to poke out of and even full combo punish it. But like I said it's a mind game and if used at the correct time being +21 going into your pressure game is a huge reward for the huge risk.
His zoning tools are OR, AOR and his different ranges of RP.
OR is 15 frame start up and +6 on hit. On block it is -9 BUT during those frames you can delay a meter burn that will either lift them for a combo on hit if they try to punish the blocked OR or be +18 on block. Besides his B1 I hear about this the most being "cheap". At fullscreen one thing you can do is TS which is 0 recovery frames and either start pressuring or block. Up close your opponent has to respect a follow up LM or MG. The OR MB causes push back leaving poking out. So this is a relatively fast projectile that leads to a lot of options for GL.
AOR is kind of a double edged sword in some matchups. If you get the projection down (which depends on how high you are from the ground when you shoot it) you can do wonders with this against pressure heavy characters, but against zoning characters and if done while any of character is too close it can leave you completely vulnerable to a combo punish. I only recommend doing this sparingly in a lot of matchups and mixed with ORs and RPs.
RP is a little bit of a mind game. At it's max range (FRP) it's a good tool to have while zoning because it leaves you at +21 on block. But it is a 45 frame start up move. If you're pressuring your character and use, for instance, B13 RP there is a huge gap for your opponent to poke out of and even full combo punish it. But like I said it's a mind game and if used at the correct time being +21 going into your pressure game is a huge reward for the huge risk.
This set-up is based on the OFIDYAN video posted in the comments. What this is is simply adding to OFIDYAN's set-ups and using combos that will get you the most damage for each set-up.
The purpose of this set up is essentially to get inside your opponent's head. You sacrifice 1-2% damage to end your combo with 223 which keeps your opponent from tech rolling, reversing position with TS, and have 0 recovery frames. If your opponent has to either wake up blocking and take the follow up pressure or try to do a reverse wake up attack (they have to quickly change input directions to get it in time) and risk you blocking it for a full combo punish on them. This is not a pressure tactic and this isn't fool proof. It's a mind game that should be used only at opportune times.
The damage percentage and trait usage is based on the B1 Optimized BnB found in the "Optimized BnB" section above, but can be used with any of the starters.
The Set-up
B1, OR MB, F3, JI2, B13, TRAIT, LM, 223, TS -40%
Low Starting Follow-up
B1, OR MB, F3, JI2, 223, LM, 223, TS -44%
B1, OR MB, F3, JI2, B23, LM, 223, TS -45%
Overhead Starting Follow-up
F2D1, OR MB, B3, JI3, 2, LM, 223, TS -44%
F2D1, OR MB, B3, JI3, B2, LM, 223, TS -45%
Anti-Wake Up Follow-up
B3 MB, JI3, B23, OR MB, 3, LM, B13, LM -50%
B3 MB, JI3, B23, OR MB, 3, LM, 22, LM MB, JI2, 2, LM -55%
<<, B1, OR MB, F3, JI2, B23, LM, 223, LM -46%
Fake Overhead to Low Follow-up
F2, B1, OR MB, F3, JI2, 223, LM, 223, TS -44%
F2, B1, OR MB, F3, JI2, B23, LM, 223, TS -45%
Here are some visual aids courtesy of OFIDYAN
Low Follow-up
www.youtube.com/watch?v=TTINq9wI7Eg
Overhead
www.youtube.com/watch?v=fN1Hqu9m_Zw
Fake Overhead Low
www.youtube.com/watch?v=YG5-HU4ieek
F2D1 Overhead Maxout
www.youtube.com/watch?v=iDasA3mN8ho
B1 Low Maxout
www.youtube.com/watch?v=DL2YtS8zT6g
B3 MB Anti-Wake up
www.youtube.com/watch?v=V6L-nK4dX48
The purpose of this set up is essentially to get inside your opponent's head. You sacrifice 1-2% damage to end your combo with 223 which keeps your opponent from tech rolling, reversing position with TS, and have 0 recovery frames. If your opponent has to either wake up blocking and take the follow up pressure or try to do a reverse wake up attack (they have to quickly change input directions to get it in time) and risk you blocking it for a full combo punish on them. This is not a pressure tactic and this isn't fool proof. It's a mind game that should be used only at opportune times.
The damage percentage and trait usage is based on the B1 Optimized BnB found in the "Optimized BnB" section above, but can be used with any of the starters.
The Set-up
B1, OR MB, F3, JI2, B13, TRAIT, LM, 223, TS -40%
Low Starting Follow-up
B1, OR MB, F3, JI2, 223, LM, 223, TS -44%
B1, OR MB, F3, JI2, B23, LM, 223, TS -45%
Overhead Starting Follow-up
F2D1, OR MB, B3, JI3, 2, LM, 223, TS -44%
F2D1, OR MB, B3, JI3, B2, LM, 223, TS -45%
Anti-Wake Up Follow-up
B3 MB, JI3, B23, OR MB, 3, LM, B13, LM -50%
B3 MB, JI3, B23, OR MB, 3, LM, 22, LM MB, JI2, 2, LM -55%
<<, B1, OR MB, F3, JI2, B23, LM, 223, LM -46%
Fake Overhead to Low Follow-up
F2, B1, OR MB, F3, JI2, 223, LM, 223, TS -44%
F2, B1, OR MB, F3, JI2, B23, LM, 223, TS -45%
Here are some visual aids courtesy of OFIDYAN
Low Follow-up
www.youtube.com/watch?v=TTINq9wI7Eg
Overhead
www.youtube.com/watch?v=fN1Hqu9m_Zw
Fake Overhead Low
www.youtube.com/watch?v=YG5-HU4ieek
F2D1 Overhead Maxout
www.youtube.com/watch?v=iDasA3mN8ho
B1 Low Maxout
www.youtube.com/watch?v=DL2YtS8zT6g
B3 MB Anti-Wake up
www.youtube.com/watch?v=V6L-nK4dX48
Characters that, as Green Lantern, you want to keep distance from (I.E. Grundy, Nightwing, etc.) you want to end your combos that puts the most distance between you and them and start zoning. Below are some examples:
B13, Trait, LM, 2, MG (MB)
19% (25% MG MB) (Normal MG places opponent about midscreen, MB places opponent fullscreen)
LM MB, B3, JI3, B233
33% (Ends fullscreen)
B13, Trait, LM, 2, MG (MB)
19% (25% MG MB) (Normal MG places opponent about midscreen, MB places opponent fullscreen)
LM MB, B3, JI3, B233
33% (Ends fullscreen)
A combo that includes a F3 then a B3 results in a techable knock down. Combos such as the once listed below gives GL trait and gives him time to send a mid or far RP for a meaty hit.
B1, OR MB, F3, JI2, B13, Trait, LM, 223, LM MB, B3~ MRP/FRP
45% plus 11% if RP hits.
A combo that includes a B3 then F3 results in a untechable knock down. Meaning they can't tech roll. Combo below is an example.
B13, Trait, LM, 223, LM MB, B3, F3~ MRP/FRP
31% plus 11% if RP hits.
B1, OR MB, F3, JI2, B13, Trait, LM, 223, LM MB, B3~ MRP/FRP
45% plus 11% if RP hits.
A combo that includes a B3 then F3 results in a untechable knock down. Meaning they can't tech roll. Combo below is an example.
B13, Trait, LM, 223, LM MB, B3, F3~ MRP/FRP
31% plus 11% if RP hits.
There are a few match-ups that Green Lantern has where his oki is limited and in some cases almost nonexistent. I have two things you can do to punish certain wake-up attacks; standing 2 and F3.
Instead of listing the whole thing again, here is the link to the thread.
http://www.testyourmight.com/threads/mu-specific-anti-wake-up.39293/
Instead of listing the whole thing again, here is the link to the thread.
http://www.testyourmight.com/threads/mu-specific-anti-wake-up.39293/
The F3 cross-up involves using the bounce from a Traited LM. It's untechable and gives you time to dash forward for an ambiguous F3 cross-up. Invented by dribirut, this set up involves delaying a F3 after the dash that will not cross up, and hitting F3 right after the dash to make it cross up. This will work inside any combo where Trait, LM is used. If either is blocked it will leave you at advantage from the F3 and allow you to continue pressure.
For videos and further discussion here is the thread:
http://testyourmight.com/threads/new-f3-crossup-pressure.39401/#post-1206812
@Ashenar's set-up into the F3 Cross-up:
B1, OR MB, F3, JI2, B13, Trait, LM, >> -36%
Follow up (after F3 hits):
F3, 3, OR MB, JI2, B2, LM -41%
For videos and further discussion here is the thread:
http://testyourmight.com/threads/new-f3-crossup-pressure.39401/#post-1206812
@Ashenar's set-up into the F3 Cross-up:
B1, OR MB, F3, JI2, B13, Trait, LM, >> -36%
Follow up (after F3 hits):
F3, 3, OR MB, JI2, B2, LM -41%
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