It also hops over lows, and hits from higher.
The problem is the range, though, but with how reliably GL can set up getting that close due to his toolset at certain ranges, it quickly stops becoming an issue for the most part.
Also, Jimmy, GA doesn't beat GL. GA's awful range on his normals become a huge liability not only due to footsies, but because he has to pressure GL close enough to where GL can do f3, which is a huge plus at that range. Also, by nature, GA has a tough time continuing his zoning due to reloading arrows. This is where patient play from GL becomes a big plus. GA realistically will either not be able to keep GL out for long, or he will just throw himself into the corner.
Arrow doesnt need to "zone" in this match up, but I don't see how he has a tough time reloading. if I was going to "zone" i would stay full screen, and there is nothing you can do to me from there, if he starts the old jump bullet shot I just jump arrow and freeze.
Corners are not a real problem in this game due to interactables, Arrow has good set ups coming out of the corner and xploading shit to go into combo. Lift is punishable by arrow and seems to be GL only real wake up. D1 range is all you need for a normal in this match but F2 has good forward movement as well. The only thing I really have to look out for is the rediculous range of B1.
It could be closer to even at the highest level, but with all the Lanterns I've played I always feel in control. Arrow can win a poke battle up close and I can poke after the B1 on the one string. Arrow Can sit full screen all day and scout what lantern will do because of lanterns shitty dash and no way to get in without me having mega options. the jet ride move gets blow the hell up if that is used to try get in as well.
if you sit and fish for B1's all day I just DB2 away, if I need to get in I can trade with a freeze arrow and 2 dashes and i'm in super quick.
I just think Arrow has all the tools to maintain complete control.
Also with interactables, if your not full screen throwing it I can most likely Jump 3 you out of it with the insane range of Jump 3.
Maybe I have just out played most of the lanterns I've played, AwesomO showed me a need trap he has but he said you can just forward dash out of it and punish so thats not a real worry either.
Also in regards to jump ins, GL's don't seem to be that great and I can reliably D2 for anti air into combo arrow load or super set up.
After blocked Machine gun upclose I'm pretty much at the range I want to be at, and it becomes a game of who moves first, if you jump back to shoot shit i dash forward and punish before you land, if you go for lift I block, if you jump in I AA, if you go for B1 it should wiff. So it seems to come down to life lead which I usually have becuase I run like a bitch and shoot fire arrows for the first bit and there is nothing you can do to me.
Arrow can actually release and arrow and have the GL ground bullet thing wiff as well, but I get a hit, so even if it's just a normal arrow i get enough advantage to either load a power arrow or dash in and do my thing.
Oh also my super resets become viable because you won't really have meter to clash due to GL needing it to do any damage in his combos, and you won't be able to build it as well due to being un able to spam the bullet move, and if you do have meter to clash i can still get near 60 unclashable.
One thing I will say, Online, this is 100x harder for Arrow then offline.
But you are very knowledlgable THTB and I respect you, but In my experience playing Lanterns at the same "Fighting Game" skill level as me, I feel there is advantage for Arrow.
A better player then me all around, will whip my ass all day with Lantern, especially online. lol
Just my random thoughts, plus I'm at work and can't really think of everything right now.