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.
Click here to go to our Injustice 2 Heroes Directory!
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.
- □,△,x ~ ↓←+□ (MB) ~ ←+x (wall bounce) ~ jump △ ~ △,△,x,□
- (Activate Power Ring) ←+□, x ~ o ~ ↓←+□ ~ △,△,x ~ ↓←+□ (MB) ~ ←+x (wall bounce) ~ △,△,x ~ ↓←+□
- ←+△, x ~ ↓←+□ (MB) ~ walk ~ △,△,x ~ ↓←+□ or ←→△
- o ~ ←+x (wall bounce) ~ jump x ~ jump □ ~ ↓←+□ ~ △,△,x ~ ↓←+□ (MB) ~△,△,x ~ ↓←+□
- 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).
Leave a Reply