juicepouch
blink-182 enthusiast
what makes Grundy such a free mu for GL?Grundy is 7-3 Lantern
Flash is 5-5
Bane could be 4-6 imo
what makes Grundy such a free mu for GL?Grundy is 7-3 Lantern
Flash is 5-5
Bane could be 4-6 imo
try not to let her in but dont go too crazy with minigun because mb cat dash can beat it if timed right, i personally like to trait & throw rockets out then when shes used to evading use mb minigun to catch her slipping. make her respect wakeup lift (but dont abuse it) so she doesnt body you after knockdownAny tips is the Catwoman Matchup. I have been running into alot of them lately and i feel like lantern loses that. Any Tips for that?
he cant do much about trait air rockets and minigun beats WCC but its not that free Grundy can win it if he knows what to do and gets in, there isnt much GL can do once grundy gets to himwhat makes Grundy such a free mu for GL?
fair enough. I was also thinking air gun and minigun stomping wcc but I didn't think that constituted 7-3 talk eithertry not to let her in but dont go too crazy with minigun because mb cat dash can beat it if timed right, make her respect wakeup lift (but dont abuse it) so she doesnt body you after knockdown
but then again i hardly know the matchup myself since there are hardly any catwoman players
he cant do much about trait air rockets and minigun beats WCC but its not that free Grundy can win it if he knows what to do and gets in, there isnt much GL can do once grundy gets to him
i dont think it does, it is in GLs favor but a good grundy will give GL problems when he gets infair enough. I was also thinking air gun and minigun stomping wcc but I didn't think that constituted 7-3 talk either
Minigun destroys Walking Corpse which is Grundy's only way to get in, air rockets make landing swamp hands very difficult, and jumping for Grundy in this MU is just silly in most cases. The only thing that saves this from 8-2 territory is the fact that if Grundy corners Lantern he gains a HUGE advantage. Could be wrong but from my experience this MU is hell for Grundy. Maybe there's some Grundy out there who could show me something to change my mind but for now I'm sticking to 7-3.what makes Grundy such a free mu for GL?
The Zatanna match up is disgusting, simple as that lolGL vs Zatanna might be the worst matchup in the game? It's close to un winnable also what do you guys think about Arrow i think it's 4-6
4-6 imohow do you guys feel about the batgirl matchup?
Always go for max damage. Setups will never work against a halfway decent Ares because just like Shazam and Zatanna he has a wake up teleport. Besides that just be patient when chasing him down, don't just start jumping and dashing when he's pushing you back with axes and fireballs. It's a pretty even matchup, both characters can piss the other off.Hey Guys do any of you have any advice against Ares?
Hey you guise I just started maining green lantern and am wondering how to beat superman and Wonder Woman. Aqua man and green arrow also.
Aqua man: This match up gets hard for me when he plays it lame. And it takes a while to get in on him. After a b1 my options suck without spending meter but he gets 15% guaranteed. And trait doesn't helpWelcome to the corps.
If you explain your problem with the mu's it's easier for us to help you.
Yeah I just get them in the corner and use the setups ice learned but one side switch combo and I could be dead. Also it's hard to begin my offense on all of these characters because they have really good defensive tools. I can't really jump on them and they have pretty good mobility.Hehe, yeah I feel your frustration.
First, GL is pretty meter starved imo, but you really can't be afraid to spend it. Some of GLs shenaniganz don't work on half the cast and you need to go max damage.
If you're having trouble with the zoning of superman, arrow and sinestro i have to say ignore your instinct to block/dash/block/dash. Try instead to utilize his walk speed. It's among the top if not top in the game. Arrows zoning is more annoying than damaging though, try to deny him loading fire arrows with oas rocket, and if you get the hit mb it and turbine in.
I haven't played any really good WW but usually i tend to go max damage all the time, and punish wake up spin when possible. I think you should be careful waking up to her unless you make a read. I usually fall back to f21/f2~b1 mixed in with preemptive b1.
You should be able to zone flash until you force him to go in, I mean he can't speed dodge you forever, I like to dash in on kd like i'm going for a b1/f3 mixup but then baiting a wake up to punish. If you still have a problem you could end your combo with b233 leaving him almost full screen ready to lame out.
What if you mb f3 some on wu, just to get them to respect it? The f3 cross up after traited lm stuffes some wu and whiffes on others, but most of the time i tend to reverse wake up happy opponents in the corner by ending in 223~dash.
Side switch combo?Yeah I just get them in the corner and use the setups ice learned but one side switch combo and I could be dead. Also it's hard to begin my offense on all of these characters because they have really good defensive tools. I can't really jump on them and they have pretty good mobility.
Start playing again!!! You were like my favorite GL player then you up and left.Zattanna is def the worst, I mean martian is also pretty bad but zattanna's the one matchup i felt there wasnt much i could do different to win or improve my odds, with martian at least you can do something on knockdown, bait wake ups, teleports, etc.
Side switch= I mess up then I'm the corner. Like if superman wakes up with grab and it hits or Wonder Woman's lasso. Or if I take their life bar they can do an instant air dash out in the next round if I don't lanterns might. I said I can't jump on these characters. After a non mb minigun I'm negative meaning I have to take any follow up. So get 15% chipped or I'm taking a trip to 50/50 land. So I have to always spend meter. Yeah but smart players walk in and out of b1 range to force me to hang myself and I don't know what to do. Zyphox did this against me and i felt like I had no options.Side switch combo?
They should fear to jump, you've got lanterns might and you could always trip guard with b1 if you want a trait setup. You've come in with his super awesome walk speed now you can Ji3~B1 or Ji3~F3 or F2D1 or F2~B1 or F2~F3. If that doesn't work you can always B13~Minigun and B13~Rocket them until they get frustrated and make a mistake.
I believe b1 makes rising grab whiff in the corner, then you have mbf3, but yeah ww and sm are both hard to keep in the corner.Side switch= I mess up then I'm the corner. Like if superman wakes up with grab and it hits or Wonder Woman's lasso. Or if I take their life bar they can do an instant air dash out in the next round if I don't lanterns might. I said I can't jump on these characters. After a non mb minigun I'm negative meaning I have to take any follow up. So get 15% chipped or I'm taking a trip to 50/50 land. So I have to always spend meter. Yeah but smart players walk in and out of b1 range to force me to hang myself and I don't know what to do. Zyphox did this against me and i felt like I had no options.