[Injustice 2] Green Lantern Character Guide – Movelist, Combos, Gear and Strategy

This page contains a character guide for Green Lantern in Injustice 2. Here you’ll find movelists, combos, juggles and strategy guides and recommended gear for the Hero character. For more Injustice 2 content, head over to our Injustice 2 top page.

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Green Lantern Character Guide

Character Profile

“My will is stronger than my hate.” – Green Lantern

Real Name: Harold “Hal” Jordan
Gender: Male
Species: Human
Debut: Showcase #22
Voice: Steve Blum

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. He is classified as a Power User.

Hal Jordan possesses a powerful force of will that allows him to wield the most powerful weapon in the universe: A green power ring, forged by the Guardians of the Universe and charged with the green light of the emotional spectrum, willpower. The ring can create any construct, and is only limited by Hal’s imagination. The ring afford’s Hal with a protective barrier of light around his entire body, shielding him from bodily harm that would kill a normal person, such as a punch from Superman, and allows him to survive and speak in the vacuum of space, as well as affording him with the power of flight at the speed of light and high degrees of superhuman strength.

Base Stats

Level Strength Ability Defense HP
1 1150 1050 1000 950

Movelist

Basic Moves

Flipkick

Input →+x
Move Data Type: Overhead/ Damage: 11.00 /Block Damage: 1.370
Frame Data Start-Up: 28/ Active: 5/ Recover: 29/Block Adv: 3/Hit Adv: 62/Cancel: N/A
Effects Meter Burn R2 (must press R2 at any time during Flipkick)

Delay Hold x

Cancel → → or ← ←

Notes Move affected by STRENGTH stat

High Tension

Input ←+x
Move Data Type: Mid/ Damage: 11.00 /Block Damage: 1.370
Frame Data Start-Up: 29/ Active: 5/ Recover: 25/Block Adv: 7/Hit Adv: 67/Cancel: N/A
Effects Meter Burn R2 (must press R2 at any time during High Tension)

Delay Hold x

Cancel → → or ← ←

Notes Move affected by STRENGTH stat

Hurricane Kick

Input x
Move Data Type: Mid/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 20/ Active: 5/ Recover: 19/Block Adv: 3/Hit Adv: 9/Cancel: 30
Effects Delay Hold x

Cancel → → or ← ←

Notes Move affected by STRENGTH stat

Low Cross

Input ↓+x
Move Data Type: Low/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 13/ Active: 5/ Recover: 23/Block Adv: -6/Hit Adv: 16/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Low Slide

Input ←+□
Move Data Type: Low/ Damage: 2.00 /Block Damage: 0.150
Frame Data Start-Up: 9/ Active: 9/ Recover: 22/Block Adv: -14/Hit Adv: 2/Cancel: 21
Effects
Notes Move affected by STRENGTH stat

Lunge Punch

Input →+△
Move Data Type: High/ Damage: 3.00 /Block Damage: 0.230
Frame Data Start-Up: 16/ Active: 3/ Recover: 11/Block Adv: 3/Hit Adv: 25/Cancel: 23
Effects
Notes Move affected by STRENGTH stat

Push Kick

Input
Move Data Type: Mid/ Damage: 3.00 /Block Damage: 0.230
Frame Data Start-Up: 10/ Active: 3/ Recover: 25/Block Adv: -11/Hit Adv: 13/Cancel: 16
Effects
Notes Move affected by STRENGTH stat

Ring Cross

Input
Move Data Type: High/ Damage: 2.00 /Block Damage: 0.150
Frame Data Start-Up: 7/ Active: 4/ Recover: 17/Block Adv: -4/Hit Adv: 18/Cancel: 14
Effects
Notes Move affected by STRENGTH stat

Ring Jab

Input ↓+□
Move Data Type: Mid/ Damage: 2.00 /Block Damage: 0.150
Frame Data Start-Up: 7/ Active: 2/ Recover: 16/Block Adv: -1/Hit Adv: 11/Cancel: 18
Effects
Notes Move affected by STRENGTH stat

Rising Ring

Input ↓+△
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 8/ Active: 6/ Recover: 23/Block Adv: -12/Hit Adv: 59/Cancel: 20
Effects
Notes Move affected by STRENGTH stat

Sweeping Uppercut

Input ←+△
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 14/ Active: 3/ Recover: 25/Block Adv: -4/Hit Adv: 11/Cancel: 22
Effects
Notes Move affected by STRENGTH stat

Jumping Attacks

Cyclone Kick

Input ↑+x
Move Data Type: Mid/ Damage: 11.00 /Block Damage: 0.820
Frame Data Start-Up: 10/ Active: 5/ Recover: 25/Block Adv: -2/Hit Adv: 44/Cancel: 34
Effects
Notes Move affected by STRENGTH stat

Dropkick

Input ↑+□
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 5/ Active: 16/ Recover: 25/Block Adv: -11/Hit Adv: 7/Cancel: 44
Effects
Notes Move affected by STRENGTH stat

Hammer Slam

Input ↑+△
Move Data Type: Mid/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 10/ Active: 6/ Recover: 25/Block Adv: -7/Hit Adv: 17/Cancel: 36
Effects
Notes Move affected by STRENGTH stat

Throws

Back Throw

Input L1 or □ +x
Move Data Type: Throw/ Damage: 11.00 /Block Damage: N/A
Frame Data Start-Up: 10/ Active: 2/ Recover: 34/Block Adv: N/A/Hit Adv: 6/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Forward Throw

Input L1+→ or→+□ +x
Move Data Type: Throw/ Damage: 11.00 /Block Damage: N/A
Frame Data Start-Up: 10/ Active: 2/ Recover: 34/Block Adv: N/A/Hit Adv: 4/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Bounce Cancels

Flipkick

Input →→R2 or ↓→R2
Move Data Type: Overhead/ Damage: 17.32 /Block Damage: 2.170
Frame Data Start-Up: 28/ Active: 5/ Recover: 29/Block Adv: 3/Hit Adv: 62/Cancel: N/A
Effects Must have 2 bars of super meter to perform Bounce Cancel
Notes Move affected by STRENGTH stat

High Tension

Input ←←R2 or ↓←R2
Move Data Type: Mid/ Damage: 17.32/Block Damage: 2.170
Frame Data Start-Up: 29/ Active: 5/ Recover: 25/Block Adv: 7/Hit Adv: 67/Cancel: N/A
Effects Must have 2 bars of super meter to perform Bounce Cancel

Used to trigger Arena transitions

Notes Move affected by STRENGTH stat

Quick Escape

Away Air Escape

Input ←+R2
Move Data N/A
Frame Data N/A
Effects Must have 2 bars of Super Meter to perform Away Air Escape
Notes

Roll Escape

Input →→R2
Move Data N/A
Frame Data Start-Up: 3/ Active: N/A/ Recover: 8/Block Adv: N/A/Hit Adv: N/A/Cancel: N/A
Effects Must have 1 bar of Super Meter to perform Roll Escape
Notes

Up Air Escape

Input ↑+R2
Move Data N/A
Frame Data N/A
Effects Must have 2 bars of Super Meter to perform Up Air Escape
Notes

Special Moves

(Air) Battery Blast

Input ←→□
Move Data Type: High/ Damage: 7.00/Block Damage: 1.880

(Air) Slow Battery Blast Type: High/ Damage: 7.00/Block Damage: 1.880

(Air) Quick Battery Blast Type: High/ Damage: 7.00/Block Damage: 1.880

(Meter Burn Version)Type: Mid/ Damage: 10.00/Block Damage: 2.250

Frame Data Start-Up: 17/ Active: N/A/ Recover: N/A/Block Adv: -32/Hit Adv: -17/Cancel: 16

(Air) Slow Battery Blast Start-Up: 18/ Active: N/A/ Recover: N/A/Block Adv: -32/Hit Adv: -17/Cancel: N/A

(Air) Quick Battery Blast Start-Up: 18/ Active: N/A/ Recover: N/A/Block Adv: -32/Hit Adv: -17/Cancel: N/A

(Meter Burn Version)  Start-Up: 2/ Active: 4/ Recover: 48/Block Adv: -16/Hit Adv: 14/Cancel: N/A

Effects (Air) Slow Battery Blast ←→□← (Power Ring must be active to perform Air Slow Battery Blast)

(Air) Quick Battery Blast ←→□→ (Power Ring must be active to perform Air Quick Battery Blast)

Meter Burn R2 (must press R2 at the beginning of Air Battery Blast)

Notes Move affected by ABILITY stat

Battery Blast

Input ←→□
Move Data Type: High/ Damage: 7.00/Block Damage: 1.880

Slow Battery Blast Type: High/ Damage: 7.00/Block Damage: 1.880

Quick Battery Blast Type: High/ Damage: 7.00/Block Damage: 1.880

(Meter Burn Version)Type: Mid/ Damage: 10.00/Block Damage: 2.250

Frame Data Start-Up: 17/ Active: N/A/ Recover: N/A/Block Adv: -18/Hit Adv: -3/Cancel: 16

Slow Battery Blast Start-Up: 18/ Active: N/A/ Recover: N/A/Block Adv: -18/Hit Adv: -3/Cancel: N/A

Quick Battery Blast Start-Up: 18/ Active: N/A/ Recover: N/A/Block Adv: -18/Hit Adv: -3/Cancel: N/A

(Meter Burn Version)  Start-Up: 2/ Active: 4/ Recover: 37/Block Adv: -5/Hit Adv: 25/Cancel: N/A

Effects Slow Battery Blast ←→□← (Power Ring must be active to perform Slow Battery Blast)

Quick Battery Blast ←→□→ (Power Ring must be active to perform Quick Battery Blast)

Meter Burn R2 (must press R2 at the beginning of Battery Blast)

Notes Move affected by ABILITY stat

Bowled Over

Input ←→△
Move Data Type: Low/ Damage: 8.00/Block Damage: 2.000

(Meter Burn Version)Type: Low/ Damage: 12.00/Block Damage: 2.500

Frame Data Start-Up: 16/ Active: N/A/ Recover: N/A/Block Adv: -29/Hit Adv: -6/Cancel: 15

(Meter Burn Version)  Start-Up: 2/ Active: N/A/ Recover: N/A/Block Adv: 19/Hit Adv: 16/Cancel: N/A

Effects Meter Burn R2 (must press R2 at the beginning of Bowled Over)
Notes Move affected by ABILITY stat

Close Overcharged Lantern

Input ↓←△←
Move Data Type: Mid/ Damage: 10.00/Block Damage: 2.250

(Meter Burn Version)Type: Mid/ Damage: 10.00/Block Damage: 2.250

Frame Data Start-Up: 32/ Active: 4/ Recover: 21/Block Adv: -8/Hit Adv: 45/Cancel: 10

(Meter Burn Version)  Start-Up: 11/ Active: 4/ Recover: 17/Block Adv: -4/Hit Adv: 63/Cancel: N/A

Effects Meter Burn R2 (must press R2 at the beginning of Close Overcharged Lantern)
Notes Move affected by ABILITY stat

Far Overcharged Lantern

Input ↓←△→
Move Data Type: Mid/ Damage: 10.00/Block Damage: 2.250

(Meter Burn Version)Type: Mid/ Damage: 10.00/Block Damage: 2.250

Frame Data Start-Up: 32/ Active: 4/ Recover: 21/Block Adv: -8/Hit Adv: 45/Cancel: 10

(Meter Burn Version)  Start-Up: 11/ Active: 4/ Recover: 17/Block Adv: -4/Hit Adv: 63/Cancel: N/A

Effects Meter Burn R2 (must press R2 at the beginning of Far Overcharged Lantern)
Notes Move affected by ABILITY stat

Lantern’s Might

Input ↓←□
Move Data Type: Mid/ Damage: 5.56/Block Damage: N/A

(Meter Burn Version) Type: N/A/ Damage: 4.00/Block Damage: N/A

Frame Data Start-Up: 11/ Active: 4/ Recover: 41/Block Adv: -28/Hit Adv: 16/Cancel: 61

(Meter Burn Version) Start-Up: 1/ Active: N/A/ Recover: 34/Block Adv: N/A/Hit Adv: 54/Cancel: N/A

Effects Meter Burn R2 (must press R2 at the end of Lantern’s Might)
Notes Move affected by ABILITY stat

Overcharged Lantern

Input ↓←△
Move Data Type: Mid/ Damage: 10.00/Block Damage: 2.250

(Meter Burn Version)Type: Mid/ Damage: 10.00/Block Damage: 2.250

Frame Data Start-Up: 32/ Active: 4/ Recover: 21/Block Adv: -8/Hit Adv: 45/Cancel: 21

(Meter Burn Version)  Start-Up: 11/ Active: 4/ Recover: 17/Block Adv: -4/Hit Adv: 63/Cancel: N/A

Effects Meter Burn R2 (must press R2 at the beginning of Overcharged Lantern)
Notes Move affected by ABILITY stat

Willpower Wall

Input ←→ x
Move Data Type: Mid/ Damage: 8.00/Block Damage: 2.000

(Meter Burn Version) Type: Mid/ Damage: 5.00/Block Damage: 1.620

Frame Data Start-Up: 12/ Active: 18/ Recover: 23/Block Adv: -14/Hit Adv: 13/Cancel: 32

(Meter Burn Version) Start-Up: 7/ Active: 7/ Recover: 21/Block Adv: -1/Hit Adv: 50/Cancel: N/A

Effects Meter Burn R2 (must press R2 at the beginning of Willpower Wall)
Notes Move affected by ABILITY stat

Combo Attacks

Brightest Day

Input ←+△, x, x
Move Data Type: Mid/ Damage: 9.00/Block Damage: 0.680
Frame Data Start-Up: 19/ Active: 3/ Recover: 26/Block Adv: -2/Hit Adv: 33/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Grand Slam

Input △, △, x, □
Move Data Type: Mid/ Damage: 7.00/Block Damage: 0.530
Frame Data Start-Up: 21/ Active: 3/ Recover: 33/Block Adv: 1/Hit Adv: 45/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Guardian

Input →+△, ↓+□, x
Move Data Type: Mid/ Damage: 7.00/Block Damage: 0.530
Frame Data Start-Up: 12/ Active: 2/ Recover: 27/Block Adv: 0/Hit Adv: 48/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Highball

Input △, △
Move Data Type: Mid/ Damage: 2.00/Block Damage: 0.150
Frame Data Start-Up: 13/ Active: 5/ Recover: 28/Block Adv: -6/Hit Adv: 6/Cancel: 24
Effects
Notes Move affected by STRENGTH stat

Hyperbolic

Input △, △, x
Move Data Type: Mid/ Damage: 5.00/Block Damage: 0.380
Frame Data Start-Up: 12/ Active: 4/ Recover: 26/Block Adv: -3/Hit Adv: 31/Cancel: 20
Effects
Notes Move affected by STRENGTH stat

Justice Is Served

Input ←+□ , △
Move Data Type: Overhead/ Damage: 9.00/Block Damage: 0.680
Frame Data Start-Up: 20/ Active: 3/ Recover: 35/Block Adv: -1/Hit Adv: 20/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Lantern Corps

Input ←+△, x
Move Data Type: Mid/ Damage: 3.00/Block Damage: 0.230
Frame Data Start-Up: 18/ Active: 3/ Recover: 26/Block Adv: 3/Hit Adv: 15/Cancel: 28
Effects
Notes Move affected by STRENGTH stat

Parallel Nature

Input ←+□ , x
Move Data Type: Mid/ Damage: 5.00/Block Damage: 0.380
Frame Data Start-Up: 13/ Active: 5/ Recover: 42/Block Adv: -5/Hit Adv: 54/Cancel: 24
Effects
Notes Move affected by STRENGTH stat

Triple Barrage

Input □, △
Move Data Type: Mid/ Damage: 4.85/Block Damage: 0.380
Frame Data Start-Up: 10/ Active: 14/ Recover: 26/Block Adv: -6/Hit Adv: 6/Cancel: 35
Effects
Notes Move affected by STRENGTH stat

True Might

Input →+△, ↓+□
Move Data Type: Overhead/ Damage: 3.00/Block Damage: 0.230
Frame Data Start-Up: 17/ Active: 2/ Recover: 27/Block Adv: -12/Hit Adv: 34/Cancel: 30
Effects
Notes Move affected by STRENGTH stat

Volley Smash

Input □, △, x
Move Data Type: High/ Damage: 5.00/Block Damage: 0.380
Frame Data Start-Up: 18/ Active: 3/ Recover: 28/Block Adv: -4/Hit Adv: 38/Cancel: 25
Effects
Notes Move affected by STRENGTH stat

Super Moves

Mechanized Assault

Input L2 + R2
Move Data Type: Mid/ Damage: 32.85/Block Damage: 5.750
Frame Data Start-Up: 27/ Active: 10/ Recover: 46/Block Adv: -19/Hit Adv: 4/Cancel: N/A
Effects
Notes Move affected by ABILITY stat

Character Power

Lantern Corps

Power Ring

Input o
Move Data N/A
Frame Data Start-Up: 1/ Active: N/A/ Recover: N/A/Block Adv: N/A/Hit Adv: N/A/Cancel: 49
Effects Increases Green Lantern’s  damage and amplifies  the power of many of his Special Moves
Notes Move affected by STRENGTH stat

 

Combos and Juggles

Below are combo and juggle inputs for Green Lantern , including corner strategies and restarts.

  1. □,△,x ~ ↓←+□ (MB) ~ ←+x (wall bounce) ~ jump △ ~ △,△,x,□
  2. (Activate Power Ring) ←+□, x ~ o ~ ↓←+□ ~ △,△,x ~ ↓←+□ (MB) ~ ←+x (wall bounce) ~ △,△,x ~ ↓←+□
  3. ←+△, x ~ ↓←+□ (MB) ~ walk ~ △,△,x ~ ↓←+□ or ←→△
  4. o ~  ←+x (wall bounce) ~ jump x ~ jump □ ~ ↓←+□ ~ △,△,x ~ ↓←+□ (MB) ~△,△,x ~ ↓←+□
  5. o ~ →+x ~ jump x ~ △,△,x ~ ↓←+□  ~ △,△,x ~ ↓←+□ (MB) ~ △,△,x ~ ↓←+□

Strategy Guide

The Green Lantern of Injustice 2 is quite different from his Injustice: Gods Among Us in terms of gameplay and strategy. Some of his known special moves have changed (his Mini Railgun and Rockets do not appear on his move list anymore but can be attained in gear abilities) and to most players the Green Lantern of Injustice 2 is more or less like a new character altogether. He can be a bit tricky to use. He can easily close the distance with opponents with his melee combo attacks while utilizing his special moves to bring an extra dosage of pain on his enemies with his juggle combos. In addition, if the opponent is fleeing and going on the defensive end there will always be the choice of putting pressure on the opponent with his new and various special moves (example would be Overcharged Lantern, Bowled Over and Lantern blast). With this tactic, not only are you applying pressure but also keeping your opponents at bay while setting up for combos. Furthermore, he can make due with increasing his special moves’ damage by utilizing his character power. Overall, Green Lantern is force to be reckoned with and would be classified more as a Mid-range character that has various option to deliver pressure while keeping his opponents out of range for him to setup his gameplay. As an opponent, it would be wise to always be on guard as most of his attacks types are Mid and its also best to improve your defense against range attacks, close range melee combos (like utilizing throw escapes, quick escapes, counters and reversals) and always look out for the perfect timing to deliver punish attacks to reset the situation or be the one to take advantage. The secret to mastering Green Lantern is by mastering timing and practicing his various combo attacks and special moves to be familiar of what to use in any situation.

Recommended Gear

Main article: Recommended gear for Green Lantern

Costumes

Prime

Green Lantern wears a green domino mask to hide his identity and a green and black uniform, like all Green Lanterns. His shoulder and torso are green while his legs and arms are black. He wears white gloves and green boots. His costume is laced with green energy that glows. He also has the Green Lantern symbol on his chest.

Regime

Green Lantern wears a modified costume with more padding on his shoulders. He also has green metallic gauntlets with the Green Lantern symbol on his wrists. He retains his green domino mask and torso, however the logo on his chest glows and the sides of his torso and underarms are black. He also has green straps on the sides of his torso. His inner thighs are also black while his outer thighs are green. His outfit is still laced with glowing green light. Despite the title, Hal is never seen wearing this as a member of the Regime.

Yellow Lantern

Outfitted in a Yellow version of his Regime Costume. It functions as both Hal’s uniform for the Sinestro Corps and as his official Regime costume. (Unlocked by winning one Ranked Match).

Trivia

Related Articles

Character Guides

Character Tier List

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