Harlequin969
Always press buttons
White lantern symbol with red lantern shader. Dishonor. But nice findHere ya go
White lantern symbol with red lantern shader. Dishonor. But nice findHere ya go
Yeah, it's weird. Better than having short range at all times thoughHas anyone noticed that GL's lantern's might range is nerfed to hell yet it will catch the shit out of people who try to pop out of combos. Like that range is insane
Go to Practice mode, set the AM dummy to do B123 D1 and try to backdash out of it.Advice?
You only do it when you have meter cause the amount of punish block makes him able to go straight into back 13 again for pressure I was doing that alot at the tournament I went to yesterday it was a great toolI'm seeing a couple people mention the Wall as a string ender as in B1,3 or B1 into Wall but isn't that like SUPER unsafe and risky?
Problem is gl backdash isn't it kinda slow and even then that matchup seem hella in aquamans favorGo to Practice mode, set the AM dummy to do B123 D1 and try to backdash out of it.
If he MB the Trident Rush, just push block.
Yeah I saw a couple of your matches from the archiveYou only do it when you have meter cause the amount of punish block makes him able to go straight into back 13 again for pressure I was doing that alot at the tournament I went to yesterday it was a great tool
Yeah but man I really had no ideal how to beat aquaman only person who beat me cause I felt so at a disadvantageYeah I saw a couple of your matches from the archive
Can't you zone Aquaman out? With From the deep being more negative on block I'd think it'd be easier.Problem is gl backdash isn't it kinda slow and even then that matchup seem hella in aquamans favor
I can zone him to a extent because our beam isn't that fast to punish him unless you do a reversal plus I didn't know how plus he was up close it was insane idk why they made aquaman plus on his back123 combo its so dam dumb then he does down 1 into trident rush on you problem is it felt he always had meter. But idk maybe it's more my fault for not knowing the matchup.Can't you zone Aquaman out? With From the deep being more negative on block I'd think it'd be easier.
Yeah. Also I saw you kept going for the Dash Under reset attempt after MB DB1 but it didn't seem to be too effective. Looks like it's relatively easy to see coming cause F3 is slower, they can block low and stand on reactionYeah but man I really had no ideal how to beat aquaman only person who beat me cause I felt so at a disadvantage
I know he has a really bad backdash and the MU is in his favor. You will need to get that backdash timing down since that AM player did not use some of the new Trident tech in Injustice 2.Problem is gl backdash isn't it kinda slow and even then that matchup seem hella in aquamans favor
The MU has changed a bit since Injustice1. The problem is Lantern has lost a few tools, from the LM nerf, to the loss of air os rockets. I will need to play it out in order to give you some better advice since all my MU knowledge is from the first game.I can zone him to a extent because our beam isn't that fast to punish him unless you do a reversal plus I didn't know how plus he was up close it was insane idk why they made aquaman plus on his back123 combo its so dam dumb then he does down 1 into trident rush on you problem is it felt he always had meter. But idk maybe it's more my fault for not knowing the matchup.
They can only be backdashedIsn't the difference between b13 wall being that is somewhat unsafe but b13 battery blast has a gap
I was actually trying to grab them but I forgot I took off my button shortcuts on accident so it didn't come out when I hit 12 together I know they can see it coming but that's when you do the grab,overhead,back13,or jump cross upYeah. Also I saw you kept going for the Dash Under reset attempt after MB DB1 but it didn't seem to be too effective. Looks like it's relatively easy to see coming cause F3 is slower, they can block low and stand on reaction
I agree with alot you say except I found that people underestimate how far reaching his back 1 is I was catching alot of people at the tournament off guard cause they didn't know the range. Only the Aquaman player I faced payed attention and watched the spacing I should have zoned him harder cause gl zoning us really good.The zoners he can't beat at zoning he can beat them up close you can do the back13 into trait into lanterns lift then combo into 223 into lanterns might meter burn then dash under them for at least 4 different options his sadly slow overhead 3 which really needs to be fast again,his back 13 again,a jumping cross up attack ,or grab I should have made sure my inputs were right cause I know that would have made player I faced alot more paranoid against me if I did grabs. I would have done alot better with that and zoning better but it was my first injustice 2 tournament I got 2 place which wasn't bad I just lost to aquaman which I'll have to figure out how to fight better.Ok so as promised here’s my initial impressions from playing him for one week.
I’ll start off by saying that this GL feels slightly worse than the INJ1 GL. Overall we have a character that has more control of the screen, but less damage and mix-up potential. Let’s talk about his tools. I’ll try to focus on the new character that we have but may make some comparisons to the old one.
First off let’s talk about his Lantern’s Might which has changed the most: Range has been reduced dramatically, it’s ability to punish certain moves like Aquaman’s from the deep and other negative moves at a specific range is gone. Raw lift on a read is gone as you may miss and get punished. Not only this but the air properties have slightly changed as well. I’ve had a lot of anti-air lifts miss just to get punished, it works only at a very specific range and after a close mb over charged lantern for some reason. It’s also lost its invincibility on wake-up and usually misses jump ins. Characters like batman pretty much get a free jump on knockdown and GL has to hold it. Overall I’m starting to use this move less and less for footsies and mainly use it for hit confirming. I’m very salty about the change lol.
Battery Blast: This is the move that replaces OAs rocket, it has interesting properties with traits and makes GL a really good zoner when trait is active being able to control different speeds.. The MB version is a really fast projectile that hits mid, great for punishing anti zoning attempts. I don’t mind the move I gotten used to it. Is it better than OAs rocket? I don’t think so. OAs rocket MB was +18 on block, could be used for pressure, and could get you 40%+ combos, it brought them closer to you for combo potential.
Air Battery Blast: This is an interesting move for the instant air fanatics, otherwise you’d wish you had air rockets. The thing about air rockets is that it put pressure on a grounded opponent, forcing chip damage.
Bowled over: this is a move that sometimes I forget it exists, that’s not to say it’s a bad move. I can’t say much for it but it seems like it will be decent after a battery blast in keeping the control and force people to jump. However it has a slow start up and your animation will be interrupted if you get hit by a faster projectile. I’m not sure about its setup properties. It is very negative on block so don’t use it up in a block string.
Overcharged Lantern: I really like this move, it gives GL more space control than Rocket Power did, it’s a mid and you can decide where to place it. The MB version has a big impact and can catch jumping opponents like Superman trying to do air lasers. The downside is it’s -8 on block so a lot of the cast can poke punish into a combo, which eventually people will catch on to.
Willpower Wall: This is your go to wake-up for catching jump attacks, I have seen the wake-up get stuffed though so use carefully, it’s -14 on block and the mb version is -1 and pushes them at GL’s optimal range. The MB will push your opponent far away so you can zone some.
Other noticeable things: His b13 has a huge hitbox to catch opponents jumping and can follow up with another b13, b13 still has a gap, b13 has a huge recovery on whiff and you’re bound to get punished if you miss the second hit, especially if it gets back dashed. B12 seems much slower than before. B2 is a mid, b23 is + 3 on block. F3 is so much slower than before and is very much reactable. His walkspeed is very good and his forward dash is much better than before. Do not backdash.
TLDR
Injustice 2 Green Lantern controls a lot of space and is quite good at zoning when he’s not getting zoned out by better zoners. Still very meter dependant and with slightly less damage I think he’s still a decent character. I don't think he's top 5 though. As for me I will keep exploring the character as he does decent in most match-ups. I’m mostly sad about the lift change more than anything.
I also think gl has top 10 potential but he definitely needs some buffs. Rollover needs a buff big time as slow as it is it should leave gl safe on block and the meter burn version should allow for a full combo follow up. GL back 12 should be fixed to have no gap same as back 13. His overhead needs to be fast again that was a great tool of his in inju1. Last his Lantern’s Might needs it's original range back period. If he has all the buffs added he definitely will be top 5 hands down.Ok so as promised here’s my initial impressions from playing him for one week.
I’ll start off by saying that this GL feels slightly worse than the INJ1 GL. Overall we have a character that has more control of the screen, but less damage and mix-up potential. Let’s talk about his tools. I’ll try to focus on the new character that we have but may make some comparisons to the old one.
First off let’s talk about his Lantern’s Might which has changed the most: Range has been reduced dramatically, it’s ability to punish certain moves like Aquaman’s from the deep and other negative moves at a specific range is gone. Raw lift on a read is gone as you may miss and get punished. Not only this but the air properties have slightly changed as well. I’ve had a lot of anti-air lifts miss just to get punished, it works only at a very specific range and after a close mb over charged lantern for some reason. It’s also lost its invincibility on wake-up and usually misses jump ins. Characters like batman pretty much get a free jump on knockdown and GL has to hold it. Overall I’m starting to use this move less and less for footsies and mainly use it for hit confirming. I’m very salty about the change lol.
Battery Blast: This is the move that replaces OAs rocket, it has interesting properties with traits and makes GL a really good zoner when trait is active being able to control different speeds.. The MB version is a really fast projectile that hits mid, great for punishing anti zoning attempts. I don’t mind the move I gotten used to it. Is it better than OAs rocket? I don’t think so. OAs rocket MB was +18 on block, could be used for pressure, and could get you 40%+ combos, it brought them closer to you for combo potential.
Air Battery Blast: This is an interesting move for the instant air fanatics, otherwise you’d wish you had air rockets. The thing about air rockets is that it put pressure on a grounded opponent, forcing chip damage.
Bowled over: this is a move that sometimes I forget it exists, that’s not to say it’s a bad move. I can’t say much for it but it seems like it will be decent after a battery blast in keeping the control and force people to jump. However it has a slow start up and your animation will be interrupted if you get hit by a faster projectile. I’m not sure about its setup properties. It is very negative on block so don’t use it up in a block string.
Overcharged Lantern: I really like this move, it gives GL more space control than Rocket Power did, it’s a mid and you can decide where to place it. The MB version has a big impact and can catch jumping opponents like Superman trying to do air lasers. The downside is it’s -8 on block so a lot of the cast can poke punish into a combo, which eventually people will catch on to.
Willpower Wall: This is your go to wake-up for catching jump attacks, I have seen the wake-up get stuffed though so use carefully, it’s -14 on block and the mb version is -1 and pushes them at GL’s optimal range. The MB will push your opponent far away so you can zone some.
Other noticeable things: His b13 has a huge hitbox to catch opponents jumping and can follow up with another b13, b13 still has a gap, b13 has a huge recovery on whiff and you’re bound to get punished if you miss the second hit, especially if it gets back dashed. B12 seems much slower than before. B2 is a mid, b23 is + 3 on block. F3 is so much slower than before and is very much reactable. His walkspeed is very good and his forward dash is much better than before. Do not backdash.
TLDR
Injustice 2 Green Lantern controls a lot of space and is quite good at zoning when he’s not getting zoned out by better zoners. Still very meter dependant and with slightly less damage I think he’s still a decent character. I don't think he's top 5 though. As for me I will keep exploring the character as he does decent in most match-ups. I’m mostly sad about the lift change more than anything.
And wall can be armored as wellThey can only be backdashed