Injustice: Gods Among Us – Story Walkthrough & Characters Guide
Table of Contents
Chapter 2: Green Lantern
Basic Tips & Recommended Attacks
Hal Jordan is another all around heavy-hitter, with improved ranged attacks over Batman and a good collection of offensive combo strings that are easy to input. His Character Power is more immediately useful and doesn’t require as much prep as Batman’s. He doesn’t have the damage output of other fighters, but that shouldn’t be an issue in story mode.
Green Lantern’s Light (Character Power): Like Superman, Green Lantern will power-up and dish out more damage. The effect only lasts a short time. Best used after knocking back or stunning an opponent, then using a combo or special attack with meter burn.
Minigun / Oa’s Rocket: Green Lanter comes with several horizontal special attacks. Oa’s Rocket can also be using in air, making it difficult for enemies to approach him. Use these abilities to back-off and force your opponents to jump toward you – think of these powers as control. If they land, all the better.
Lantern’s Might: A great way to catch enemies as they try to jump toward Lantern, this attack instantly grapples opponents at medium range and throws them to the ground. Adding Meter Burn adds a second ground slam.
Turbine Smash (Aid / Ground): Turbine Smash is a good basic horizontal attack, but the air version is great for crossing distance or zipping over deadly horizontal attacks. Green Lantern doesn’t need to worry about mobility as much as Batman, but this ability is great for getting around, above, or behind opponents.
Grand Slam (Combo): An easy to dial-in 4-hit combo. It starts slow, so beware punishment from quick strikers. Otherwise, a very handy combo that’s great for almost any situation during the story mode.
Volley Smash (Combo): An easy 3-hit combo that’s much faster that Grand Slam to start, making it a safer bet when making an offensive approach.
Raven might use magic, but she is similar to Green Lantern in many ways. She flies, has ranged-grapples, and can dominate at medium-to-long distances with difficult to judge attacks.
In the hangar, Green Lantern can use his super strength in ways Batman can’t. Green Lantern can throw shelves on the left, gas canisters on the right (3 of them!), missiles in the right corner, and a turbine in the left. Use these advantages to easily tear down Raven’s health bar.
When Raven’s Super Meter is full, stay away. Her power lands near her. If she combos or attacks, try using Clash to goad her into wasting some of her meter.
Cyborg is a slower character with some hard-hitting abilities. He’ll use energy blasts and a vacuum to pull Green Lantern in close where he’ll be able to hit with quick combos despite his slow movement speed.
Green Lantern has Cyborg beat in the mobility department. Use the stage hazards again if you feel like laming it out, just remember that Cyborg can use these hazards too. Not a big fear in the story, but watch Cyborg and prepare to block if he goes for one of the stage objects.
Cyborg can shoot diagonally upward and downward, so watch out if you’re doing too many jumps. He wants you to jump into his blasts, don’t fall for it!
Before the fight begins, you’ll have a small mini-game to complete. Press the buttons as them appear, and when it’s time to mash, remember you can press ALL the face buttons at once to make it easier. For each failed section, Green Lanter will lose a portion of his health. Win and Sinestro starts with a lower health bar.
Time to face off against Green Lantern’s nemesis, with his very own power ring. The battle takes place in Gotham City – there’s a dumpster just left of the neutral starting position that’s very easy for Hal to get his hands on.
Sinestro is more technical than Green Lantern, and moves quick. He’ll try to drop spectral boulders on your head that are head to judge – block while standing to avoid taking damage, or side-step left or right quickly.
If Sinestro attemps his Super Move, jump! Jump and use (Air) Turbine Smash to avoid it.
Otherwise, Sinestro is more of a melee fighter during this battle. His distance attack, similar to Oa’s Rocket, is can ducked or jumped over.
VS Yellow Lantern
This doppelganger battle is the toughest for Hal. Don’t rely on distance and special moves – close the distance with offensive powers like Turbine Smash and follow-up with quick combos.
If you’re quick, Yellow Lantern will teach you a new combo. Use Meter Burn Lantern’s Light, then after the second slam use Lantern’s Light (regular) again for a third easy hit to extend the combo.
Or, use Meter Burn Lantern’s Light, followed by Meter Burn Minigun for four hits.
Take advantage of the AI’s difficulty in breaking grabs. Get in close and grapple whenever possible for quick, easy damage.