to charge attack.
Cancel by Dashing Forward or Backwards.
Feet Slide
+
Sweeping Uppercut
+
High Tension
+
Hold
to charge attack.
Pressing
during charge will add armor to attack (Burns one bar of Meter).
Cancel by Dashing Forward or Backwards.
Forward Punch
+
Standing Flipkick
+
Hold
to charge attack.
Pressing
during charge will add armor to attack (Burns one bar of Meter).
Cancel by Dashing Forward or Backwards.
Low Ring Jab
+
Rising Cut
+
Low Cross
+
Air Attacks
Lowering Dropkick
Downward Overhand
Cyclone Kick
Throws
Forward Throw
+or++
Reverse Throw
or++
Combo Attacks
Triple Barrage
,
Volley Smash
,,
Justice Is Served
+,
Parallel nature
+,
Warp Power
,
Hyperbolic
,,
Grand Slam
,,,
True Might
+,+
Guardian
+,+,
Lantern Corps
+,
Brightest Day
+,,
Bounce Cancels
Standing Flipkick
,
During a combo, you can burn two bars of Super Meter to cancel the combo and perform a ground bounce and extend the combo.
High Tension
,
During a combo, you can burn two bars of Super Meter to cancel into a wall bounce and extend the combo, or cancel the combo into a level transition.
Special Moves
Oa's Rocket
Oa's Rocket fires a projectile that expands into a clamp grenade if it contacts an opponent.
Meter Burn
Pressing
during Oa's Rocket will detonate the projectile or clamp grenade for additional damage and launch the opponent.
(Air) Oa's Rocket
Air Oa's Rocket is a moderately damaging, slow moving projectile that travels down at an angle.
Rocket Power
Rocket Power summons 2 missile constructs above Green Lantern's head that he sends at a medium distance where they collide in midair and explode for heavy damage.
Meter Burn
Pressing
during Rocket Power will summon a third, larger missile that causes additional damage.
Close Rocket Power
,
Close Rocket Power summons 2 missile constructs above Green Lantern's head that he sends at a close distance where they collide in midair and explode for heavy damage.
Meter Burn
Pressing
during Close Rocket Power will summon a third, larger missile that causes additional damage.
Far Rocket Power
,
Far Rocket Power summons 2 missile constructs above Green Lantern's head that he sends at a far distance where they collide in midair and explode for heavy damage.
Meter Burn
Pressing
during Far Rocket Power will summon a third, larger missile that causes additional damage.
Lantern's Might
Lantern's Might is a short range attack that suspends the opponent in a field of energy, allowing Green Lantern to slam them violently to the ground behind him.
Meter Burn
Pressing
during Lantern's Might adds an additional slam and launches the opponent for easy follow-up attacks or combos.
Minigun
Minigun summons a powerful machine gun that sprays powerful projectiles at mid range.
Meter Burn
Pressing
during Minigun will fire an additional volley of projectiles.
Turbine Smash
Turbine Smash allows Green Lantern to summon a jet engine turbine construct that he uses to propel himself across the arena as a battering ram.
Meter Burn
Pressing
during Turbine Smash will release the turbine to be used as a heavy damage projectile.
(Air) Turbine Smash
Turbine Smash allows Green Lantern to summon a jet engine turbine construct that he uses to propel himself across the arena as a battering ram.
Meter Burn
Pressing
during Turbine Smash will release the turbine to be used as a heavy damage projectile.
Super Move
Beware My Power
+
Green Lantern releases a powerful blast of energy directly around his location, that if landed, teleports both Hal and his victim to Oa where he devastates them with a series of construct weapons.
Character Power
Green Lantern's Light
Green Lantern's Light bathes Hal Jordan in green energy which increases Hal's overall damage and amplifies the power of many of his Special Moves.