Vigilante_FireDragon
New member
Green Arrow
Profile:
Spoiler:
Real Name: Oliver 'Ollie' Queen
Origin: Earth
Race: Human
Short Bio:
A modern day Robin Hood, former billionaire Oliver Queen acts on his progressive beliefs and ideals. As Green Arrow, his arsenal of trick arrows reflects his personality.
Powers and Abilities:
Expert archer
Uses a variety of trick arrows
Highly trained martial artist
Superb athlete
Origin: Earth
Race: Human
Short Bio:
A modern day Robin Hood, former billionaire Oliver Queen acts on his progressive beliefs and ideals. As Green Arrow, his arsenal of trick arrows reflects his personality.
Powers and Abilities:
Expert archer
Uses a variety of trick arrows
Highly trained martial artist
Superb athlete
The key to using Ollie is varied as he is one of the balanced characters, although more leaning towards as a keepaway, knocking them back away and making use with his arrows to prevent them from getting close. He can be also used as a rushdown, as he got tools and specials that can keep the combo flowing, especially with the use of his bow as a melee weapon.
Moveset:
Basic Keys:
F-Forward
B-Back
D-Down (Duck)
U-Up (Jump)
1-Light Attack
2-Medium Attack
3-Heavy Attack
4-Character Ability (Power or Trait)
LB(L1)-Throw Button
RB(R1)-Environment Interaction Button or EIB for short
LT(L2)-Flip Stance
RT(R2)-Meter Button
Frame Data Abbreviations:
Start-Up: SU
Hit Advantage: HA
Recovery Frames: RF
Block Advantage: BA
Pros and Cons:
Spoiler:
Pros:
-Very good mix-ups in his combos
-All-round character, making him either rushdown or zoner, depending on ones playstyle
-Can do extensive damage with a combo reset into his super.
-A lot of choices and options with his arrow
Cons:
-Has a somewhat learning curve.
-Low damage output.
-Very good mix-ups in his combos
-All-round character, making him either rushdown or zoner, depending on ones playstyle
-Can do extensive damage with a combo reset into his super.
-A lot of choices and options with his arrow
Cons:
-Has a somewhat learning curve.
-Low damage output.
Basic Attacks:
Spoiler:
Outlander: 1 (SU-8/HA-22/RF-14/BA-2)
Bow Poke: 2 (SU-10/HA-8/RF-21/BA--4)
Bow Slice: 3 (SU-15/HA-6/RF-29/BA--4)
Longbow: B+1 (SU-16/HA-8/RF-20/BA--4)
Bow Jab: D+1 (SU-7/HA-9/RF-18/BA--1)
Money Shot: F+2 (SU-13/HA-21/RF-17/BA--1)
Quick Slash: B+2 (SU-15/HA-4/RF-31/BA--16): Hits overhead
Rising Bow (Uppercut): D+2 (SU-14/HA-55/RF-27/BA--17)
Satisfaction: B+3 (SU-28/HA-57/RF-27/BA-6)
Canary's Kiss: F+3 (SU-28/HA-53/RF-28/BA-6)
Sweep Kick (Sweep): D+3 (SU-19/HA-25/RF-23/BA--9)
Bow Poke: 2 (SU-10/HA-8/RF-21/BA--4)
Bow Slice: 3 (SU-15/HA-6/RF-29/BA--4)
Longbow: B+1 (SU-16/HA-8/RF-20/BA--4)
Bow Jab: D+1 (SU-7/HA-9/RF-18/BA--1)
Money Shot: F+2 (SU-13/HA-21/RF-17/BA--1)
Quick Slash: B+2 (SU-15/HA-4/RF-31/BA--16): Hits overhead
Rising Bow (Uppercut): D+2 (SU-14/HA-55/RF-27/BA--17)
Satisfaction: B+3 (SU-28/HA-57/RF-27/BA-6)
Canary's Kiss: F+3 (SU-28/HA-53/RF-28/BA-6)
Sweep Kick (Sweep): D+3 (SU-19/HA-25/RF-23/BA--9)
Basic Preset Combos:
Spoiler:
Minus Ten: 1, 1 (SU-11/HA-21/RF-15/BA-1) 2 Hits-5%
More Fun: 1, 1, 1 (SU-16/HA-0/RF-36/BA--1) 3 Hits-13%: Last hit can stagger them back into his super.
Thrill Seeker: 1, 1, 3 (SU-20/HA-50/RF-26/BA--1) 3 Hits-11%: Last hit pops them up slightly for more combos, if fast enough.
Final Shot: B+1, 3 (SU-13/HA-33/RF-19/BA-15) 2 Hits-7%: Second hit knocks them back, and it can only combo into his Stinger special.
Quiver: 2, 2 (SU-12/HA-7/RF-25/BA--4) 2 Hits-5%
Wild Ranger: 2, 2, 3 (SU-18/HA-15/RF-33/BA-2) 3 Hits-13%: Can be canceled into his specials after either attack.
Light It Up: B+2, 3 (SU-13/HA-40/RF-20/BA-3) 2 Hits-14%: 1st hit is an overhead, while the 2nd hit knocks them down on clean hit.
Longbow Hunter: F+2, D+1 (SU-10/HA-0/RF-36/BA--10) 2 Hits-6%: Last hit hits low.
Queen's Gambit: F+2, D+1, 3 (SU-17/HA-48/RF-32/BA-1) 3 Hits-10%: 2nd attack hits low and the last one is an overhead and bounces them on a clean hit, making juggling combos possible.
Beast Slayer: 3, 3 (SU-18/HA-11/RF-38/BA--5) 2 Hits-12%
More Fun: 1, 1, 1 (SU-16/HA-0/RF-36/BA--1) 3 Hits-13%: Last hit can stagger them back into his super.
Thrill Seeker: 1, 1, 3 (SU-20/HA-50/RF-26/BA--1) 3 Hits-11%: Last hit pops them up slightly for more combos, if fast enough.
Final Shot: B+1, 3 (SU-13/HA-33/RF-19/BA-15) 2 Hits-7%: Second hit knocks them back, and it can only combo into his Stinger special.
Quiver: 2, 2 (SU-12/HA-7/RF-25/BA--4) 2 Hits-5%
Wild Ranger: 2, 2, 3 (SU-18/HA-15/RF-33/BA-2) 3 Hits-13%: Can be canceled into his specials after either attack.
Light It Up: B+2, 3 (SU-13/HA-40/RF-20/BA-3) 2 Hits-14%: 1st hit is an overhead, while the 2nd hit knocks them down on clean hit.
Longbow Hunter: F+2, D+1 (SU-10/HA-0/RF-36/BA--10) 2 Hits-6%: Last hit hits low.
Queen's Gambit: F+2, D+1, 3 (SU-17/HA-48/RF-32/BA-1) 3 Hits-10%: 2nd attack hits low and the last one is an overhead and bounces them on a clean hit, making juggling combos possible.
Beast Slayer: 3, 3 (SU-18/HA-11/RF-38/BA--5) 2 Hits-12%
Special Moves:
Spoiler:
Sky Alert: D, B+1: A good anti-air special against airborne enemies. [MB version will cause Ollie to fire 4 arrows upwards instead of 2] Normal version-10% if both arrows hit/MB version-1 arrow-8%=2 arrows-13%=3 arrows-18%=4 arrows-26% (hitting the enemy with all 4 is impossible)
Dead On: While in the air, D, B+1 [MB version will fire 4 arrows downward instead of 2, and it knocks the opponent down] Normal version-10% if both arrows hit/MB version-1 arrow-8%=2 arrows-13%=3 arrows-18%=4 arrows-26% (hitting the enemy with all 4 is impossible)
Savage Blast: D, B+2: Hits low and it's good for surprise wake-ups and as a keepaway when he hops back and shoots. [MB version will make Arrow shoot another concussive arrow further forward on the floor] Normal version-7%/MB version-2 Hits-14%
Stinger: B, F+3: Hits low and could be used to get in close to his opponents or as a rushdown wake-up. [MB version will cause Ollie to fire a concussive arrow to hit his opponent away further] Normal version-7%/MB version-2 Hits-15%
Hurricane Bow: D, F+1: A good multi-hit combo ender. Normal version-5 Hits-10%
Up Haven Blast: D, F+2: Good against jump ins, plus it can hit standing big opponents. [MB version will make Arrow fire another concussive arrow diagonally upwards, but further forward] Normal version-/MB version-2 Hits-8%
Character Ability:
Take Aim-Will make Green Arrow fire an arrow from his quiver. Holding 4 down will ready his shot. While in said position, he can move, crouch, jump. It can be canceled by dashing. Releasing 4 will him fire the arrow at the opponent. He can also aim his shots:
Straight Shot: 4
Diagonal Upward Shot: (While standing) Hold B before releasing 4
Low Shot: (While crouching) 4
Air Straight Shot: (While in the air) 4
Diagonal Downward Shot(While in the air) D before releasing 4: It hits as an overhead.
His trait also allows him to use one of four types of arrows to use, switching to them by inputting the command with trait button. It can also done during and after the combo:
Normal Arrow (Default Arrow): Highly under rated and almost never used, because people don't understand it. You know why Deathstroke got nerfed? Because he prevented people from dashing in between shots. GA can do the same thing with NAs. He has a dash trap. The opponent cannot dash between arrows. Standing arrow is +1,000,000 on hit. No character in the game can even backdash out of (string)~NA~(string). Even on full-screen hit, GA can dash in and get a free jump in on you or a F2 starter. Low NA is +3 on block. This leads into great pressure. After a blocked Low NA, another D1 cannot be interrupted. The only guaranteed way to get out for free is to backdash. But if the GA player respects that you will backdash, he can dash forward and punish you. The ONLY character that can't be punished for a backdash is, you guessed it, Black Adam. But he cannot avoid more block pressure even if he dashes. Reverse Throw is a guaranteed way to lead into D1 NA pressure.
Frozen Arrow (D, B+4): Does no damage, but great for setups and resets. D1 into Low FA will be a staple of your gameplay. As well as D1~Draw FA, Jump back and shoot down for an Overhead FA. Never use FA full screen, unless you're facing HawkGirl and she is in the air.
Electric Arrow (D, F+4): The fastest traveling arrow. Best arrow to use for pressure, because on hit it will cause a stagger. Has the longest overhead range out of any arrow. When using the EA for pressure, you want to keep them grounded. You can do stuff like... B2~Low EA, F2D1~Low EA, etc. Good to use for temporary zoning. Great recovery so you can easily shoot one then be able to block anything that might be incoming.
Burning Arrow (D, D+4): Decent option for temporary zoning. Causes a knock down on hit. Though it's not as fast as EA, it has the most damage. Even from full screen on hit, you can dash in and get a Super on wakeup. After a 223~load, you have two good options with BA. You can jump for an Overhead BA. If they backdash, you can shoot a low BA.
Dead On: While in the air, D, B+1 [MB version will fire 4 arrows downward instead of 2, and it knocks the opponent down] Normal version-10% if both arrows hit/MB version-1 arrow-8%=2 arrows-13%=3 arrows-18%=4 arrows-26% (hitting the enemy with all 4 is impossible)
Savage Blast: D, B+2: Hits low and it's good for surprise wake-ups and as a keepaway when he hops back and shoots. [MB version will make Arrow shoot another concussive arrow further forward on the floor] Normal version-7%/MB version-2 Hits-14%
Stinger: B, F+3: Hits low and could be used to get in close to his opponents or as a rushdown wake-up. [MB version will cause Ollie to fire a concussive arrow to hit his opponent away further] Normal version-7%/MB version-2 Hits-15%
Hurricane Bow: D, F+1: A good multi-hit combo ender. Normal version-5 Hits-10%
Up Haven Blast: D, F+2: Good against jump ins, plus it can hit standing big opponents. [MB version will make Arrow fire another concussive arrow diagonally upwards, but further forward] Normal version-/MB version-2 Hits-8%
Character Ability:
Take Aim-Will make Green Arrow fire an arrow from his quiver. Holding 4 down will ready his shot. While in said position, he can move, crouch, jump. It can be canceled by dashing. Releasing 4 will him fire the arrow at the opponent. He can also aim his shots:
Straight Shot: 4
Diagonal Upward Shot: (While standing) Hold B before releasing 4
Low Shot: (While crouching) 4
Air Straight Shot: (While in the air) 4
Diagonal Downward Shot(While in the air) D before releasing 4: It hits as an overhead.
His trait also allows him to use one of four types of arrows to use, switching to them by inputting the command with trait button. It can also done during and after the combo:
Normal Arrow (Default Arrow): Highly under rated and almost never used, because people don't understand it. You know why Deathstroke got nerfed? Because he prevented people from dashing in between shots. GA can do the same thing with NAs. He has a dash trap. The opponent cannot dash between arrows. Standing arrow is +1,000,000 on hit. No character in the game can even backdash out of (string)~NA~(string). Even on full-screen hit, GA can dash in and get a free jump in on you or a F2 starter. Low NA is +3 on block. This leads into great pressure. After a blocked Low NA, another D1 cannot be interrupted. The only guaranteed way to get out for free is to backdash. But if the GA player respects that you will backdash, he can dash forward and punish you. The ONLY character that can't be punished for a backdash is, you guessed it, Black Adam. But he cannot avoid more block pressure even if he dashes. Reverse Throw is a guaranteed way to lead into D1 NA pressure.
Frozen Arrow (D, B+4): Does no damage, but great for setups and resets. D1 into Low FA will be a staple of your gameplay. As well as D1~Draw FA, Jump back and shoot down for an Overhead FA. Never use FA full screen, unless you're facing HawkGirl and she is in the air.
Electric Arrow (D, F+4): The fastest traveling arrow. Best arrow to use for pressure, because on hit it will cause a stagger. Has the longest overhead range out of any arrow. When using the EA for pressure, you want to keep them grounded. You can do stuff like... B2~Low EA, F2D1~Low EA, etc. Good to use for temporary zoning. Great recovery so you can easily shoot one then be able to block anything that might be incoming.
Burning Arrow (D, D+4): Decent option for temporary zoning. Causes a knock down on hit. Though it's not as fast as EA, it has the most damage. Even from full screen on hit, you can dash in and get a Super on wakeup. After a 223~load, you have two good options with BA. You can jump for an Overhead BA. If they backdash, you can shoot a low BA.
Super Move:
Spoiler:
Arsenal Assault: LT+RT-Fires an explosive arrow that pops the opponent in the air. It can be comboed into and from it, doing more damage than ever. Plus it's unblockable. But he can be hit out of it after he fires the arrow, interrupting it, despite the opponent getting caught in the explosion.=6 Hits-32%
Custom Combos:
Spoiler:
Meterless Combos:
Spoiler:
B+1, 3, Stinger=3 Hits-17%
1, 1, 3, Up Haven Blast=4 Hits-16%
(Have Ice Arrow ready)1, 1, 3, 4~2, 2, 3, Hurricane Bow=12 Hits-24%
B+3~D+2, Sky Alert~Jump in 3, Dead On=7 Hits-26% (By Immortal Reaver)
(Have Ice Arrow ready)F+2, D+1, 3, 4~B+3, Jump in 3~2, 2, Hurricane Bow=13 Hits-29%
1, 1, 3, Up Haven Blast=4 Hits-16%
(Have Ice Arrow ready)1, 1, 3, 4~2, 2, 3, Hurricane Bow=12 Hits-24%
B+3~D+2, Sky Alert~Jump in 3, Dead On=7 Hits-26% (By Immortal Reaver)
(Have Ice Arrow ready)F+2, D+1, 3, 4~B+3, Jump in 3~2, 2, Hurricane Bow=13 Hits-29%
Meter Combos: (including Bounce Cancels)
Spoiler:
B+1, 3, MB Stinger=4 Hits-23%
1, 1, 3, MB Up Haven Blast=5 Hits-21%
(Have Ice Arrow ready)F+2, D+1, 3, 4~B+1, 3, MB Stinger=8 Hits-25%
1, 1, 3, MB Up Haven Blast=5 Hits-21%
(Have Ice Arrow ready)F+2, D+1, 3, 4~B+1, 3, MB Stinger=8 Hits-25%
Super Combos: [also contains his special reset combos showing with a (r) icon next to the combo]
Spoiler:
1, 1, 3, Super Move=9 Hits-34%
(r)1, 1, 1, Super Move~B+3~Jump in 2 or 3~2, 2, Hurricane Bow=18 Hits combined-64%
(r)(Have Ice Arrow ready)1, 1, 3, 4~1, 1, 1, Super Move~B+3~Jump in 3~2, 2, Hurricane Bow=22 Hits combined-70%
(r)(Have Ice Arrow ready)F+2, D+1, 3, 4~Jump in 1, 1, 1, 1, Super Move~B+3~Jump in 3~1, 1, 1, Load Special Arrow=19 Hits combined-51% (In courtesy of Immortal Reaver)
(r)(Have Ice Arrow ready)F+2, D+1, 3, 4~1, 1, 1, Super Move~B+3~Jump in 3~2, 2, Hurricane Bow=22 Hits combined-70%
(r)(Have Ice Arrow ready)B+3~Dash forward, Sky Alert, Sky Alert, 1, 1, Low Shot 4~1, 1, 1, Super Move~B+3~Jump in 3~2, 2, Hurricane Bow=25 Hits combined-80%
(r)1, 1, 1, Super Move~B+3~Jump in 2 or 3~2, 2, Hurricane Bow=18 Hits combined-64%
(r)(Have Ice Arrow ready)1, 1, 3, 4~1, 1, 1, Super Move~B+3~Jump in 3~2, 2, Hurricane Bow=22 Hits combined-70%
(r)(Have Ice Arrow ready)F+2, D+1, 3, 4~Jump in 1, 1, 1, 1, Super Move~B+3~Jump in 3~1, 1, 1, Load Special Arrow=19 Hits combined-51% (In courtesy of Immortal Reaver)
(r)(Have Ice Arrow ready)F+2, D+1, 3, 4~1, 1, 1, Super Move~B+3~Jump in 3~2, 2, Hurricane Bow=22 Hits combined-70%
(r)(Have Ice Arrow ready)B+3~Dash forward, Sky Alert, Sky Alert, 1, 1, Low Shot 4~1, 1, 1, Super Move~B+3~Jump in 3~2, 2, Hurricane Bow=25 Hits combined-80%
Injustice Combos: (includes environment interaction)[also contains his special reset combos]
Spoiler:
UNDER CONSTRUCTION
*May cause level transition if opponent is close enough to corner perimeter to be sent to the next part of arena.
Notice: This is a collaboration thread guide from myself and Immortal Reaver, as we both are proficient Green Arrow users. Any contributions to it, I'll give credit where it's due to.
Last edited: