Wednesday, May 17, 2017

Injustice 2 game informatics Part 09: Green Lantern Hal Jordan


Rehabilitated by the Guardians of Oa, Hal Jordan overcame his worst fears from his time as a member of the Sinestro’s Corps. Now a Green Lantern once more, Hal returns to Sector 2814 on a mission to stop Brainiac’s invasion and prove to himself that he deserves a second chance at a brighter day.

Powers and abilities
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 affords 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.

The ring's primary power of construct creation is manifested in Jordan's preferred use: As a trained test pilot for the Air Force, Hal primarily uses his ring to create constructs such as missiles, miniguns, and even fully functioning fighter crafts and engine turbines. Aside from these, Hal uses his ring to make simpler constructs like swords, baseball bats, a mace, and for defensive purposes, barriers of solid light and beams he can trap his foes in.

Hal's incredible willpower and ability to overcome fear allows him not only to be able to use a green power ring, but he can also use a yellow Qwardian ring, which affords him to the exact same abilities of a green ring, with the added bonus of being able to channel and empower himself with the yellow light of fear.
  • Oa's Rocket: Green Lantern fires a green missile shaped construct at his opponent. Can be fired from the air. The Meter Burn version causes the missile to explode on contact.
  • Rocket Power: Green Lantern fires two missile constructs from above his head at his opponent. The Meter Burn version fires a third missile after the first two connect.
  • Lantern's Might: Green Lantern captures his opponent in a beam from his ring and tosses them over his shoulder. The Meter Burn version has Green Lantern toss them a second time, allowing for a follow-up attack.
  • Minigun: Green Lantern summons a minigun construct and opens fire on his enemy. The Meter Burn version increases the amount of bullets fired and damage done.
  • Turbine Smash: Green Lantern summons a large turbine construct and rams it into his opponent. Can be done in the air. The Meter Burn version has the turbine go farther and increases damage.
  • Battery Blast: Green Lantern pulls his Power Battery and fires a single energy blast from it. Meter Burn causes it to fire a faster and higher damaging beam.
  • Bowled Over: Green Lantern rolls a low-hitting spiked ball construct at his opponent's feet. Meter Burn causes it to deal more damage and knock down on hit.
  • Overcharged Lantern: Green Lantern summons his Power Battery, which then explodes after a short period. Meter Burn deals more damage and knocks the opponent higher into the air.
  • Willpower Wall: Green Lantern summons a tall brick wall construct to stop opponents in their tracks. Meter Burn has Green Lantern demolish the wall towards the opponent, dealing more damage and knocking away on hit.

Super Move
Beware My Power: Green Lantern teleports the player/opponent to the Green Lantern homeworld of Oa before the Guardians of the Universe. First, he proceeds to smash the player/opponent with a hammer, He then proceeds to crash two touring coach buses into the opponent/player, then fires a swarm of jets and missiles into the opponent/player before teleporting him/her back to the stage. Yellow Lantern's variant is similar, except the constructs are yellow and he teleports the opponent/player to the antimatter world of Qward.

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