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Green Lantern General Discussion Thread

Paul the Octopus

Slow Starter
A small bit of tech for the superman matchup - after a 223 knockdown, dash, immediate 123 breaks the armor of superman's dash punch wake up. Very lenient / easy to execute frame kill.
 

Paul the Octopus

Slow Starter
Does that work with his other wakeups?
I think the rising grab is truly invincible as far as I can tell, so if he does that, it will beat this frame kill set up.

Because his rising grab is a lot faster than his dash punch, I am thinking there is probably an OS where you can block the rising grab and then stuff the wake up, but I need to look into it more.
 

Poser Paul

#1 Unbreakable
I think the rising grab is truly invincible as far as I can tell, so if he does that, it will beat this frame kill set up.

Because his rising grab is a lot faster than his dash punch, I am thinking there is probably an OS where you can block the rising grab and then stuff the wake up, but I need to look into it more.
If you're worried about rising grab, end in lift. Throw out a meaty boulder or stagger b1, the wake up will whiff and you'll be able to punish it if you're fast enough.
 

pflyez

Noob
What does meaty boulder mean? Does it stand for meterburn?

Probably a dumb question, but i am new to this forum and got some difficulties to figure out certain slang.

Anyways, wanna introduce myself as well. I am from germany and used ro play smash bros wii u on local tournaments but to change things a bit up, i switched to injustice 2.... and wow this game is awesome. Love playing as GL, even though the visuals of his specials are a bit uncreative, but i guess he is no kyle rayner ^^ so greetings to all lanterns
 

Paul the Octopus

Slow Starter
What does meaty boulder mean? Does it stand for meterburn?

Probably a dumb question, but i am new to this forum and got some difficulties to figure out certain slang.

Anyways, wanna introduce myself as well. I am from germany and used ro play smash bros wii u on local tournaments but to change things a bit up, i switched to injustice 2.... and wow this game is awesome. Love playing as GL, even though the visuals of his specials are a bit uncreative, but i guess he is no kyle rayner ^^ so greetings to all lanterns
In simple terms, a meaty is just an early attack where the opponent is already getting hit as he's getting up from a knockdown or recovering from some kind of hit stun. It leaves them no time to press a button or move, and gives you more frame advantage.

In more technical terms, you are not hitting them with the first active frame.
 

Bes110

Noob
Hello all Green Lanterns. I have been practicing practicing practicing but I have been having two main issues.

Number 1, I always feel like I am pursuing characters. That is to say, many people i play against roll away seemingly every time I get a knockdown. Is there an ending to combos that makes sure they cannot roll, and if not, what is the best way to pursue/handle this?

Secondly, i am struggling a lot with wakeups. Is this simply a matter of making the right guess and meter burning a back or forward 3? Are there any tools for handling this of the character I am not aware of?

I appreciate any help! Thanks guys.
 

Poser Paul

#1 Unbreakable
Hello all Green Lanterns. I have been practicing practicing practicing but I have been having two main issues.

Number 1, I always feel like I am pursuing characters. That is to say, many people i play against roll away seemingly every time I get a knockdown. Is there an ending to combos that makes sure they cannot roll, and if not, what is the best way to pursue/handle this?

Secondly, i am struggling a lot with wakeups. Is this simply a matter of making the right guess and meter burning a back or forward 3? Are there any tools for handling this of the character I am not aware of?

I appreciate any help! Thanks guys.
Boulder, ex beam or lantern bomb if you want to deal tech roll. Just bait their wake ups
 

Jhonnykiller45

Shirai Ryu
MB F/B3 after 2231 on block is such a nice gimmick. Catches anyone trying to disrespect your + frame with a D1 or something alike for nice damage. Sucks when it gets blocked though even if you remain safe
 

Cashual

PSN: Cansuela
MB F/B3 after 2231 on block is such a nice gimmick. Catches anyone trying to disrespect your + frame with a D1 or something alike for nice damage. Sucks when it gets blocked though even if you remain safe
Are we sure 2231 is actually plus? I've been testing it by setting the AI to jump, and I'm not really convinced.

I mean....even a lot of moves that are slightly negative allow you to follow up with a MB b3/f3 (obviously depends on what they do with their turn, quick multi-hitting strings can win out) so it's still good to incorporate the follow up mb b3/f3 mind games now and then, but can anyone tell me if 2231 is definitely plus and how plus?
 

Poser Paul

#1 Unbreakable
Are we sure 2231 is actually plus? I've been testing it by setting the AI to jump, and I'm not really convinced.

I mean....even a lot of moves that are slightly negative allow you to follow up with a MB b3/f3 (obviously depends on what they do with their turn, quick multi-hitting strings can win out) so it's still good to incorporate the follow up mb b3/f3 mind games now and then, but can anyone tell me if 2231 is definitely plus and how plus?
+1, no gap, pretty much guarantees d1 or trade
 

Bes110

Noob
Hello all. I have asked this before but I am curious as to how opinions have changed in a few weeks and after another major tournament.

Can anyone suggest maybe 2-4 characters I could attempt to use as a secondary character to Green Lantern?
 

jharris

I'm not surprised, motherfuckers
Hello all. I have asked this before but I am curious as to how opinions have changed in a few weeks and after another major tournament.

Can anyone suggest maybe 2-4 characters I could attempt to use as a secondary character to Green Lantern?
ive pretty much dedicated the past 2 weeks to lantern and have set on him as my main. I think hes good, i wouldn't say top 10 but hes definitely not far off and i wouldn't dismiss if someone thought he was.

I'm picking up green arrow for my secondary, just think lanterns zoning is good but i prefer him up close and personal and enforcing the reset game, I think arrow will suit match ups more focused around zoning.
 
I've been looking at secondaries so far I think supergirl and darkseid complement his flaws rather well.

Both characters have knockdown projectiles and can use them in the air to get out of the way of aquadouche tenticle.
Both characters also use air teleports to punish movement whilst in the air.

Who have you guys been using?
 

Tundra81

Kombatant
I'm a tad drunk and salty at the moment, but the fact that GL hits like a 5 year old is starting to piss me off. I mean why do I have to push 10X the amount of buttons as others to get garbage damage.
 

Vigilante24

Beware my power, Red Lantern's Light
Does anyone else still use the old setup where you walk forward after a traited lift and do a F3 that can crossup?
Pretty much everyone lol


Alright guys im salty af. I just got Oa's Rocket and created a loadout with no gear on, just abilities (Oa and Air Oa). Not only did I feel right at home with this character, but his damage output and pressure increases greatly! MB Rocket is +10 on block and jails after 223 despite being a high. Why you limit this to gear NRS?? :(
 

jharris

I'm not surprised, motherfuckers
I'm a tad drunk and salty at the moment, but the fact that GL hits like a 5 year old is starting to piss me off. I mean why do I have to push 10X the amount of buttons as others to get garbage damage.
the big damage generally comes when you hit someone with your trait active. So when you hit confirm into your trait end in 223 into a cross up set up, then you can hit some nice damage. If you just finish the combo when you activate your trait mid combo then it runs out before you can hit them again, and yeah the damage is pretty embarassing then
 

Poser Paul

#1 Unbreakable
the big damage generally comes when you hit someone with your trait active. So when you hit confirm into your trait end in 223 into a cross up set up, then you can hit some nice damage. If you just finish the combo when you activate your trait mid combo then it runs out before you can hit them again, and yeah the damage is pretty embarassing then
No, it doesn't not generally come from trait
 

jharris

I'm not surprised, motherfuckers
No, it doesn't not generally come from trait
yeah you get more damage with the trait active, and like you say you get big damage from f3/b3, and what do most people use for cross up set ups? f3. theres your damage pal, cross up f3s with trait active