New guy here, I'd like to drop my impressions as well if you all are interested in reading them.
I've had the game since last Wednesday, didn't go online until maybe Friday. Right off the bat I felt his kit is weaker than IJ1. Gatling was my most missed ability, and Lantern's Might range/hitbox nerf saddened me as well. However I decided not to judge until I played some sets.
I've played ranked, offline local, and even online sets with knowledgeable friends like chef and labbed a ton. I am currently struggling to find any consistent success, nor find Lantern's "place" so to speak. I believe he is a jack of all trades, master of none, and I think that is a weak characteristic competitively speaking =(
His mb'd bf1 is awesome. Gets a knockdown, super fast start up catches people by surprise, and of course hits mid. What I miss from his old bf1 was the ability to convert into a combo at midscreen after a mb. Mb bf1 is currently designed to get an advantage in the full screen zoning war, OR use it at the end of a combo to gain distance to start zoning.
Wall still requires more testing. I feel if it can't reliably catch opponents attempting to cross you up, it is a very weak new move. Sure, it gives him a wake up tool which is nice, but I would trade it for a better move in neutral in a heartbeat. In a corner combo, wall is one of the stronger enders, and mb'd gives you a safe(r) approach if blocked. Yet I still feel like it is a weak new move
Maybe if I fight more rush down characters I'll be thankful for having it, lol.
Bowled over honestly doesn't wow me either. Uses: Hits low, so opponents are forced to jump or block, nice to mix in with bf1. Mb'd for a ranged knockdown and decent damage. Cons: unsafe, low property is next to useless since GL's only overhead he can cancel into is ff3 which is reactable now. Any smart opponent wouldn't have a reason to stop blocking low vs GL. This move could have been a mid hit and almost nothind would be different, I can't stress this enough!
My second biggest problem with GL is his low damage output midscreen. This is where I feel the changes to the game engine hurt Hal even more. Additional meter uses like pop out and roll, only make each bar even more life or death than before. Any GL player who lands a stray Lantern's Might will burn it to get any extra damage they can squeeze. If you're stuck in a ranged war, you will likely burn bf1 to get advantage. The extra bar is great, but he just relies on it so hard
Finally, my BIGGEST problem with him...he just doesn't feel fun in this one. Granted, one of my issues with him here could be said about him in IJ1, such as his lack of any creative set ups. Mix ups really only switch between b1 and f3 after a Lantern's Might, no matter how you dress it up. I suppose I was hoping he would have some new normals that could give him an extra mix up opportunity.
TL,DR: I feel he lacks identity. He has above average ranged attacks, but gets bopped hard by real ranged characters. FANTASTIC footsies but no real damage reward from them. One dimensional mix ups (though this may be the best way to rack up damage). And so on.
Ha, didn't mean to come in here and write a novel, plus bring anyone down. These are my opinions thus far, and hopefully I am wrong and he is taken to the next level. I am hoping that level is fun though, because even during my wins, I don't feel like I did anything special. Just solid play.
Would LOVE your input, guys. I do have one optimal wall combo I can post in the other thread, later.