With sprites drawn by Maximoff meant to look like John's appearance in his first issue, this character has two Specials moves that can be abused to infinitely combo its opponent. Beware this character's power, Green Lantern's spam.
Madcook's take on the John Stewart Green Lantern uses six buttons and uses Kung Fu Man as a base. He has some awkward Chain Comboing that allows him to combo (A) > (B) > (C), but he can't chain (X) > (Y) > (Z) (the (Z) is unsafe on hit). He can combo some crouching attacks into itself, like crouching (B) five times. The air Normals cause him to lose his momentum and immediately start dropping down. They can be chained into themselves, for example air (B) three times as the character begins to drop.
He has a launcher (with crouching (Z)) despite not having a Super Jump, making Aerial Raves impossible. Not only this, but the launcher has such a short range that it's not possible to combo into it. He can Air Jump once, but the poorly coded air Normals ruins his air game. The hitboxes are horribly unoptimized, possibly made with the assistance of auto CLSN. The clustered hitboxes will change depending on the animation frames, for example during the slight movement in the idle stance. There are so many CLSNs that some of the animations cause Fighter Factory 3 to crash, particularly the second frame of the large blast.
The ReadMe states that he's a beta, as he only has two Specials and one Hyper, although the M.U.G.E.N engine recognizes the Hyper as a Normal. The two Specials are both projectiles, both miss close up, and both can be used to do easy infinites with certain timing. Neither of them cause chip damage as well. The last move is simply a large blast that is misaligned (it comes from a specified place on the stage) and deals more damage than the regular large blast. The large hyper blast costs 900 Power and gives back some Power on hit. There is no Super Pause to accompany the move when it comes out. It can only be done with (Y)+(Z), instead of the usual any two punches.
Green Lantern uses the default M.U.G.E.NA.I. Despite the character's very potent moves, the A.I. just spends its time jumping around and blocking, squandering its potential as an opponent.
Hovering the mouse cursor over the Command Input icons will display text that refers to the inputs set in M.U.G.E.N's Key Config.
Icons encased in square brackets [ ] require the respective button(s) to be held down. Hovering the mouse cursor over the icon displays the hold duration if applicable.
This character does not have any victory quotes, meaning it uses the screenpack's default.