Vigilante_FireDragon
New member

Green Lantern
Profile:
Spoiler:
Real Name: Harold 'Hal' Jordan
Origin: Earth
Race: Human
Short Bio:
A former test pilot, Hal Jordan was chosen to join the Green Lantern Corps because of his fearless heroic nature. His power ring, which he uses to create anything he can think of, is powered by his will.
Powers and Abilities:
Incredible willpower
Fierce, fearless fighter
With possession of the Power Ring, he can imagine and create any hard light construct with his ring
Flight
Origin: Earth
Race: Human
Short Bio:
A former test pilot, Hal Jordan was chosen to join the Green Lantern Corps because of his fearless heroic nature. His power ring, which he uses to create anything he can think of, is powered by his will.
Powers and Abilities:
Incredible willpower
Fierce, fearless fighter
With possession of the Power Ring, he can imagine and create any hard light construct with his ring
Flight
The key to using Hal in this game can be varied depending on the user's playstyle, as he is an all-round character with specials and normals that can be used at whatever range. As a rushdown character, using his trait plus his juggling combos will be the key to crippling your opponents as well as his mixups. As a zoner, he has the tools needed to keep them in check and combos that can knock away his opponent. Also, his Lantern's Might is one of his most powerful moves in his arsenal. Don't hesitate to throw it in, but not recklessly.
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
-His specials have very good properties, if used correctly
-Good baiting traps
Cons:
-Somewhat slow mobility
-Despite him hovering on the ground, he doesn't have a air dash
-Has the weakest Super Move
-Reliance on the super meter for his signature combos (in courtesy of Known_Hero)
-Very limited wake-up options (in courtesy of Known_Hero)
-Very good mix-ups in his combos
-All-round character, making him either rushdown or zoner, depending on ones playstyle
-His specials have very good properties, if used correctly
-Good baiting traps
Cons:
-Somewhat slow mobility
-Despite him hovering on the ground, he doesn't have a air dash
-Has the weakest Super Move
-Reliance on the super meter for his signature combos (in courtesy of Known_Hero)
-Very limited wake-up options (in courtesy of Known_Hero)
Basic Attacks:
Spoiler:
Ring Cross: 1 (SU-7/HA-18/RF-16/BA--2)
Push Kick: 2 (SU-10/HA-13/RF-24/BA--9)
Hurricane Kick: 3 (SU-20/HA-12/RF-18/BA-13)=Can be delayed by holding down button and can be dash canceled during the delay
Feet Slide: B+1 (SU-9/HA-2/RF-21/BA--12)
Low Ring Jab: D+1 (SU-7/HA-14/RF-12/BA-0)
Forward Punch: F+2 (SU-16/HA-22/RF-13/BA-2)
Sweeping Uppercut: B+2 (SU-14/HA-11/RF-24/BA--2)
Rising Cut (Uppercut): D+2 (SU-/HA-/RF-/BA-)
High Tension: B+3 (SU-29/HA-76/RF-24/BA-7)
Standing Flipkick: F+3 (SU-18/HA-71/RF-28/BA-3)
Low Cross (Sweep): D+3 (SU-13/HA-25/RF-22/BA--9)
Push Kick: 2 (SU-10/HA-13/RF-24/BA--9)
Hurricane Kick: 3 (SU-20/HA-12/RF-18/BA-13)=Can be delayed by holding down button and can be dash canceled during the delay
Feet Slide: B+1 (SU-9/HA-2/RF-21/BA--12)
Low Ring Jab: D+1 (SU-7/HA-14/RF-12/BA-0)
Forward Punch: F+2 (SU-16/HA-22/RF-13/BA-2)
Sweeping Uppercut: B+2 (SU-14/HA-11/RF-24/BA--2)
Rising Cut (Uppercut): D+2 (SU-/HA-/RF-/BA-)
High Tension: B+3 (SU-29/HA-76/RF-24/BA-7)
Standing Flipkick: F+3 (SU-18/HA-71/RF-28/BA-3)
Low Cross (Sweep): D+3 (SU-13/HA-25/RF-22/BA--9)
Basic Preset Combos:
Spoiler:
Triple Barrage: 1, 2 (SU-10/HA--7/RF-25/BA--17) 3 Hits-7%: Sometimes can stop MB attacks as the 3 hits are quick enough to stop some attacks from being fully executed.
Volley Smash: 1, 2, 3 (SU-18/HA-47/RF-27/BA--3) 4 Hits-11%
Justice is Served: B+1, 2 (SU-20/HA-30/RF-34/BA-0) 2 Hits-11%: Last hit is an overhead.
Parallel Nature: B+1, 3 (SU-13/HA-62/RF-38/BA--4) 2 Hits-7%: Second hit pops up the opponent into the air.
Warp Power: 2, 2 (SU-13/HA-6/RF-27/BA--4) 2 Hits-5%
Hyperbollic: 2, 2, 3 (SU-12/HA-37/RF-25/BA--1) 3 Hits-9%: Can be canceled into his specials after the 3rd attack.
Grand Slam: 2, 2, 3, 1 (SU-20/HA-50/RF-32/BA--2) 4 Hits-14%
True Might: F+2, D+1 (SU-17/HA-58/RF-22/BA--6) 2 Hits-6%: Last hit is an overhead and bounces the opponent
Guardian: F+2, D+1, 3 (SU-13/HA-49/RF-23/BA-1) 3 Hits-12%
Lantern Corps: B+2, 3 (SU-18/HA-15/RF-25/BA-4) 2 Hits-8%
Brightest Day: B+2, 3, 3 (SU-19/HA-57/RF-25/BA--3) 3 Hits-16%
Volley Smash: 1, 2, 3 (SU-18/HA-47/RF-27/BA--3) 4 Hits-11%
Justice is Served: B+1, 2 (SU-20/HA-30/RF-34/BA-0) 2 Hits-11%: Last hit is an overhead.
Parallel Nature: B+1, 3 (SU-13/HA-62/RF-38/BA--4) 2 Hits-7%: Second hit pops up the opponent into the air.
Warp Power: 2, 2 (SU-13/HA-6/RF-27/BA--4) 2 Hits-5%
Hyperbollic: 2, 2, 3 (SU-12/HA-37/RF-25/BA--1) 3 Hits-9%: Can be canceled into his specials after the 3rd attack.
Grand Slam: 2, 2, 3, 1 (SU-20/HA-50/RF-32/BA--2) 4 Hits-14%
True Might: F+2, D+1 (SU-17/HA-58/RF-22/BA--6) 2 Hits-6%: Last hit is an overhead and bounces the opponent
Guardian: F+2, D+1, 3 (SU-13/HA-49/RF-23/BA-1) 3 Hits-12%
Lantern Corps: B+2, 3 (SU-18/HA-15/RF-25/BA-4) 2 Hits-8%
Brightest Day: B+2, 3, 3 (SU-19/HA-57/RF-25/BA--3) 3 Hits-16%
Special Moves:
Spoiler:
Oa's Rocket: B, F+1 (can also be done in the air)[although the MB version can only be used on the ground, it will make Lantern detonate the projectile mid-flight or after connecting to the opponent, to launch them up and bring them in a bit] Normal version-8%/MB version-2 Hits-17%
Rocket Power: D, B+2 (Mid)/D, B+2, B (Close)/D, B+2, F (Far)[MB version will make him shoot a third rocket across the screen that can knock the opponent down] Normal version-10%/MB version-2 Hits-18%
Lantern's Might: D, B+1: Has insane hit and range box. [MB version will make him do another slam that will bounce the opponent high up in the air] Normal version-2 Hits-6%/MB version-3 Hits-10%
Minigun: B, F+2 [MB version will make Lantern spray more shots for additional hits and damage] Normal version-4 Hits-7%/MB version-14 Hits-20%
Turbine Smash: B, F+3 (can be also done in the air): Best used if you need to close in on your opponent fast. [MB version will make Jordan toss the turbine at the opponent as a projectile instead] Normal version/MB version-8%
Character Ability:
Green Lantern's Light- Will cause Green Lantern to shine for 10 seconds, increasing his overall damage and add certain properties to the following specials:
-His normal Rocket Power will cause a pop-up on a clean hit.
-Minigun's attack range increases.
-Will cause a slight bounce up on his normal Lantern's Might, making combo juggles possible without wasting meter.
-His execution of the Turbine Smash becomes slightly faster.
After used, the cooldown only lasts for 5 seconds before it can be used again.
Rocket Power: D, B+2 (Mid)/D, B+2, B (Close)/D, B+2, F (Far)[MB version will make him shoot a third rocket across the screen that can knock the opponent down] Normal version-10%/MB version-2 Hits-18%
Lantern's Might: D, B+1: Has insane hit and range box. [MB version will make him do another slam that will bounce the opponent high up in the air] Normal version-2 Hits-6%/MB version-3 Hits-10%
Minigun: B, F+2 [MB version will make Lantern spray more shots for additional hits and damage] Normal version-4 Hits-7%/MB version-14 Hits-20%
Turbine Smash: B, F+3 (can be also done in the air): Best used if you need to close in on your opponent fast. [MB version will make Jordan toss the turbine at the opponent as a projectile instead] Normal version/MB version-8%
Character Ability:
Green Lantern's Light- Will cause Green Lantern to shine for 10 seconds, increasing his overall damage and add certain properties to the following specials:
-His normal Rocket Power will cause a pop-up on a clean hit.
-Minigun's attack range increases.
-Will cause a slight bounce up on his normal Lantern's Might, making combo juggles possible without wasting meter.
-His execution of the Turbine Smash becomes slightly faster.
After used, the cooldown only lasts for 5 seconds before it can be used again.
Super Move:
Spoiler:
Beware My Power: LT+RT-A close, yet wide range attack which can be used as a combo ender or as anti-air. Although would not recommend using at all due to being THE weakest super ever.=4 Hits-31%
Custom Combos:
Spoiler:
Meterless Combos:
Spoiler:
B+1, 3, GL's Light, Lantern's Might~2, 2, 3, 1=8 Hits-22%
F+2, D+1, GL's Light, Lantern's Might~2, 2, 3, Minigun=11 Hits-23%
*B+3 or F+3~Jump in 2~B+1, 3, GL's Light, Lantern's Might~B+1, 3, Lantern's Might=Hits-30%
F+2, D+1, GL's Light, Lantern's Might~2, 2, 3, Minigun=11 Hits-23%
*B+3 or F+3~Jump in 2~B+1, 3, GL's Light, Lantern's Might~B+1, 3, Lantern's Might=Hits-30%
Meter Combos: (including Bounce Cancels)
Spoiler:
B+1, 3, GL's Light, Lantern's Might~2, 2, 3, MB Lantern's Might~*B+3, MB Oa's Rocket~2, 2, 3, Lantern's Might=18 Hits 36%
F+2, D+1, B, B+MB~Jump in 2~2, 2, 3, MB Lantern's Might~MB Minigun=24 Hits-36%
1, 2, 3, MB Lantern's Might~*B+3~MB Oa's Rocket~2, 2, 3, Lantern's Might=15 Hits-39%(43% if trait is active)
F+2, D+1, GL's Light, Lantern's Might~2, 2, 3, MB Oa's Rocket~2, 2, 3, MB Lantern's Might~*B+3~B+1=17 Hits-40%
F+2, D+1, GL's Light, Lantern's Might~2, 2, 3, MB Oa's Rocket~2, 2, 3, MB Lantern's Might~MB Minigun= 28 Hits-42%
GL's Light, MB Oa's Rocket~Jump in 2~2, 2, 3, MB Lantern's Might~B+3, Jump in 3=11 Hits-46% (in courtesy of Known_Hero for the combo)
F+2, D+1, B, B+MB~Jump in 2~2, 2, 3, MB Lantern's Might~MB Minigun=24 Hits-36%
1, 2, 3, MB Lantern's Might~*B+3~MB Oa's Rocket~2, 2, 3, Lantern's Might=15 Hits-39%(43% if trait is active)
F+2, D+1, GL's Light, Lantern's Might~2, 2, 3, MB Oa's Rocket~2, 2, 3, MB Lantern's Might~*B+3~B+1=17 Hits-40%
F+2, D+1, GL's Light, Lantern's Might~2, 2, 3, MB Oa's Rocket~2, 2, 3, MB Lantern's Might~MB Minigun= 28 Hits-42%
GL's Light, MB Oa's Rocket~Jump in 2~2, 2, 3, MB Lantern's Might~B+3, Jump in 3=11 Hits-46% (in courtesy of Known_Hero for the combo)
Super Combos:
Spoiler:
B+1, 3, GL's Light, Lantern's Might~2, 2, Super Move=10 Hits-34%
1, 2, 3, Super Move=8 Hits-36%(38% if trait is active)
*B+3 or F+3~Jump in 2~B+2, 3, Super Move=8 Hits-40% (43% if trait is active)
1, 2, 3, Super Move=8 Hits-36%(38% if trait is active)
*B+3 or F+3~Jump in 2~B+2, 3, Super Move=8 Hits-40% (43% if trait is active)
Injustice Combos: (includes environment interaction)
Spoiler:
1, 2, 3, MB Lantern's Might~B+3~EIB~MB Oa's Rocket~2, 2, 3, Lantern's Might=16 Hits-40%
1, 2, EIB~2, 2, 3, MB Oa's Rocket~2, 2, 3, MB Lantern's Might~*B+3=(w/o transition)16 Hits-38%/(w transition)x Hits-x% (the x is determined number of hits and damage depending on type of arena transition)
GL's Light, MB Oa's Rocket~2, 2, EIB~2, 2, 3, MB Lantern's Might~*B+3=(w/o transition) 13 Hits-47%/(w transition)x Hits-x% (the x is determined number of hits and damage depending on type of arena transition)
F+2, EIB~B+1, 3, GL's Light, Lantern's Might~2, 2, Super Move=12 Hits-37%
1, 2, EIB~2, 2, 3, MB Oa's Rocket~2, 2, 3, MB Lantern's Might~*B+3=(w/o transition)16 Hits-38%/(w transition)x Hits-x% (the x is determined number of hits and damage depending on type of arena transition)
GL's Light, MB Oa's Rocket~2, 2, EIB~2, 2, 3, MB Lantern's Might~*B+3=(w/o transition) 13 Hits-47%/(w transition)x Hits-x% (the x is determined number of hits and damage depending on type of arena transition)
F+2, EIB~B+1, 3, GL's Light, Lantern's Might~2, 2, Super Move=12 Hits-37%
*May cause level transition if opponent is close enough to corner perimeter to be sent to the next part of arena.
Strategic Planning
Spoiler:
General Strategy: The general strategy is using Lantern very efficiently is using his meter during his combos, as most of his damaging combos mainly rely on using meter to keep his opponents juggling in the air. Don't be afraid to throw in Lantern's Might to keep your opponent in check, but not recklessly. He has very good mix-up options, so try to be more variant on your normal combos.
Zoners: There are two ways you can go about in this situation. First option is zoning right back with air Oa's Rocket, Minigun or MB Turbine Smash (although not recommended due to the move not doing any higher damage in MB version). Another option is closing in with the air Turbine Smash, landing at a safe spot. If within certain range, you can throw in Lantern's Might to stop their zoning momentum and head in with your offensive assault.
Rushdowns and Pressurers: If they try to close in really fast, use your minigun (both normal and MB versions) to keep them at bay. Also if they're not crossing up, and coming down in the air, use Lantern's Might to stop them at their tracks before either continuing to zone, or go on with the rushdown assault, including his signature BnB combos.
Zoners: There are two ways you can go about in this situation. First option is zoning right back with air Oa's Rocket, Minigun or MB Turbine Smash (although not recommended due to the move not doing any higher damage in MB version). Another option is closing in with the air Turbine Smash, landing at a safe spot. If within certain range, you can throw in Lantern's Might to stop their zoning momentum and head in with your offensive assault.
Rushdowns and Pressurers: If they try to close in really fast, use your minigun (both normal and MB versions) to keep them at bay. Also if they're not crossing up, and coming down in the air, use Lantern's Might to stop them at their tracks before either continuing to zone, or go on with the rushdown assault, including his signature BnB combos.
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