Green Arrow: "Every Other Tuesday."

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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


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.


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)


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%


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.


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%


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%


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%


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.
 
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Strategic Planning
Spoiler:
General Strategy: When using Ollie, he can be used either as a keepaway, using his variation of trick arrows, or as a rushdown, using his knife-attached bow and his kicks to keep the pressure and be as variant as possible. His specials can be used in variant ways, and the properties are good. Although, he gotta open their defenses to do some good damage, like his B+2, 3 or F+2, D+1, 3 to his arrow firing are his BnB. Or he can do the combos before loading one of 3 special arrows.

Zoners and Keepaways: UNDER CONSTRUCTION

Rushdowns and Pressurers: Using his keepaway attacks are a good way of stopping most opponent's momentum. The key moves are his Take Aim (doesn't matter which arrow used), Savage Blast, B+2, 3....., B+1, 3....., MB Stinger and Up Haven Blast. Also if cornered, whenever a interaction is nearby, use to spring yourself out of the corner and continue playing keepaway with his arrow and knockback specials.


Gameplay Videos:
Spoiler:
UNDER CONSTRUCTION


The combos, planning and gameplay videos are all under construction. Will post them as soon as we either me or Reaver posts them in the next post so I can put them in the OP whenever can.
 
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Every character has "somewhat of a learning curve". That's not a legitamite con. Doesn't he have a low damage output?

GA has a much higher learning curve than most, if not all characters. His damage output is a little low. But his pressure and resets make up for that. You have to open people up more with GA than you do with other characters. There are a number of characters that are just "pick up and play" once you know how to play the game.

You might want to make sections for combos using the types of arrows. As well as info in each of the sections about how to use each arrow effectively. You could even color code the combos themselves if you'd like. I used lightblue for EA, bold font for FA, orange for BA, and green for NA.

Some notes...

EA: Electric Arrow
FA: Frozen Arrow
BA: Burning Arrow
NA: Normal Arrow

Electric Arrow: 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.

Frozen Arrow: 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 Hawk Girl and she is in the air.

Burning Arrow: 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.

Normal 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.

------

Some things you should add in, in whatever section they apply...

-End your combos with 223~Load Arrow for a safe arrow load.

-B13 is +15 on block, You can use this to get a free load. If you already have an arrow loaded and B13 is blocked, you can do into F2D13 without being interrupted.

-Any string can be made safe by canceling into Savage Blast. A good way to make 33 safe is to arrow cancel by drawing an arrow then dashing.

------

Meterless combos....

31%: B3, Dash, Sky Alert~Sky Alert, 223~Load.
30%: JI2, 223~Hurricane Bow.
35%: 113~EA, B3, JI3, 33~Stinger.
31%: F2D13~FA, B3, JI3, JI2, 111~Load Arrow.
26%: FA, JI1, 113, J2, 223~Hurricane Bow.

Resets....

85%: 113~EA, B3, JI3, 223~SUPER, B3, JI3, B2~Hurricane Bow.
74%: 113~FA, Load FA, SUPER, J3, 11~FA, B3, JI3, 11~Stinger.
51%: F2D13~FA, JI1, 111~SUPER, B3, JI3, 111~Load.
 
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UPDATE: Added combos in meterless, meter and super combo subsections, as well as added low damage output in the Con section. Will add the damage percentage later on.
 
Check in the special moves section Reaver. His character ability is on the bottom, although I'll add your version up there since we're both doing this guide, and it's better than my version. lol

Update: Replaced my version with Immortal Reaver's info concerning about the arrows at the Character Ability in the Special Moves section. Due to the word limit reach, I had to put the Strategic Planning in the second page instead.
 
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Highly flashy and badass combo by yours truly: B3, D2, Sky Alert, J3 Down Sky Alert. Not damaging. Only like 26%. But it's awesome.
 
I would thank you [MENTION=2567]Vigilante_FireDragon[/MENTION] for creating a good opening post about the mustache hero if I'd still have "thanks" left for today.
 
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