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General/Other My Green Lantern Impressions

Ca$hFlagg

Online » Offline
Went through the story mode last night (to avoid spoilers) and then jumped into da lab for about an hour.

I have to admit I was surprised at Green's lack of combo ability without trait.

I really enjoyed that you can hit confirm a b,f+1~MB into a lift from almost full screen.

Chaingun seems okay. I've read that you should use it at the end of block strings. I don't know when I'd use it otherwise (maybe anti-armor).

I want to spend some more time on Rocket Power. +20 on block seems nice.

Turbine Smash is the black sheep for me. Is this to be used like Kitty's "ass out"?

I am also enjoying the combo system. I feel it's less timing centric. Its a system that basically tells you "either it works or it doesn't". I like that we aren't dash jabbing air combos anymore.

B+1 is a godlike whiff punisher and f+3 is very fast overhead so Green can open you up high and low.

I thought I would use lift more to AA but it doesn't lead to anything and it has been missing at closer jump in distances. Right now I am just air to air 1 into b233.

Overall the character has good tools with damage on the lower end. His damage come in bursts with trait, meter, or both. You won't like using him if you are more conservative. I don't anticipate seeing Green's super often at all if you feel me.

What are some of your day 1 impressions?
 

NKZero

Noob
What KT said pretty much. He has terrific space control and a myriad of options at mid-screen and beyond or a little closer in. At full screen is when you can keep him out because his zoning ability from there is fairly poor. His mobility is good though so he'll get into the range he wants and he'll start controlling the flow of the match from there.

His specials are too good.
 

Eddy Wang

Skarlet scientist
What KT said pretty much. He has terrific space control and a myriad of options at mid-screen and beyond or a little closer in. At full screen is when you can keep him out because his zoning ability from there is fairly poor. His mobility is good though so he'll get into the range he wants and he'll start controlling the flow of the match from there.

His specials are too good.
So a male version of Skarlet?
 

NKZero

Noob
So a male version of Skarlet?
Not really. The only similarities is the range at which they specialise in. Although Skarlet excels in a step inside max jump range...while Lantern prefers to be a step outside max jump range. They optimise their abilities in very different parts of the screen.

Green Lantern is a very solid zoner until he faces a true zoner who can keep him full screen e.g. Sinestro or Deathstroke. His specials on the whole are fairly safe and all have useful application....not to mention his trait increases the usefulness of these specials, whether in the form of higher damage or greater range etc. His normals are nothing to laugh at either...but I dunno much about them yet. Tbh I'm not playing him...I've learnt most of this from watching Arturo's stream.
 

Ca$hFlagg

Online » Offline
Not really. The only similarities is the range at which they specialise in. Although Skarlet excels in a step inside max jump range...while Lantern prefers to be a step outside max jump range. They optimise their abilities in very different parts of the screen.

Green Lantern is a very solid zoner until he faces a true zoner who can keep him full screen e.g. Sinestro or Deathstroke. His specials on the whole are fairly safe and all have useful application....not to mention his trait increases the usefulness of these specials, whether in the form of higher damage or greater range etc. His normals are nothing to laugh at either...but I dunno much about them yet. Tbh I'm not playing him...I've learnt most of this from watching Arturo's stream.
Do you agree that he uses a lot of resources to be effective. His meterless damage is poor.
 

PwnStar

Noob
Think one of his biggest perks is lift. While he can't outzone some of the better zoners you can play angles and bait them into jumping in and get caught. I pretty mush reserve all meter for converting lift into combos and then start throwing missiles on long range wake up. I use the turbine as a punish tool at mid range to punish zoning (EX: super man air laser, jump up and turbine him in the face from 3/4s screen). You can also use it to get in over particularly long recovery zoning attacks just to close the gap. Turbine~mb is also a great way to win a zoning match and move up if you can get it out in time. I'm still learning his normals and pokes, but so far he feels he has very viable tools. b+1 is sooo good, I need to test if it can be punished between the follow up though because that's an insanely good low.

Has anyone developed a strong anti-wake up game yet? In most cases I throw missiles if far and mix up f+3/b+12_3/f+1d+2
 

NKZero

Noob
Do you agree that he uses a lot of resources to be effective. His meterless damage is poor.
Well it's nothing special but then again not many characters have good meter less damage. With being able to do damage from all sorts of scenarios and building meter quicker etc. it makes sense (especially for a character with a lot of tools) to do not so impressive meter less damage. This is the way I see it though. You either burn meter on that lift move or you combo off normal lift providing you have trait activated.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
His universal mobility is bad, IMO, but otherwise, very solid at zoning. His trait is really solid as well, as it ramps up his zoning to near-fullscreen.

Like Zero said, true zoners are his issue.
 

Ca$hFlagg

Online » Offline
Great follow-up. It seems like there are chars that get free b+3 in their combos and those that don't. I'm curious if there will be a correlation that reflects this in the tier list.

Green Lantern is a guy that's gets his damage in bunches. If you get the hit but have no resources you will have trouble generating higher than low 20s damage.

I like that he doesn't feel op'd. He's got his situational damage issues and lacking AA as far as I can tell. Looking forward to making the GL community better!
 

G4S KT

Gaming4Satan Founder
D2, 223, combo of your choice to AA close jump ins. GL is tied for doomsday for best AA in the game and GL gets much more damage on his.

THTB we in there. I'm with you and the green in this game. FOR THE CORPS
 

sgZick

Noob
Green Lantern is my favorite char so far, when playing through normal battle mode initially with all 24 fighters he was the one that I instantly got along well with. Hours of training and some online later I'm going to stick with Hal. He has no real weakness and has good options for all possible situations, zoning, counter-zoning, rushdown, jump-in, anti-air. Some issues Two things though, his metered specials are incredibly good so I normally use all meter on specials and tend to loose almost every wager as a result. Then I have some problems getting grappled on wakeup, the lift is not as safe on wake-up as I thought. His basic combos are pretty good and more importantly easy to pull off even for a more casual player like me...
 

Zyos

Zyos aka Mr Mix ya Girl
Honestly i usually prefer doing regular lift as aa then go into a mixup as they get up either a jump in or mostly back 13 into full combo tends to catch people off guard