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Sinestro VS MMH Matchup Tips

Hi everyone, i have a lot of problems in the MMH matchup, is there any possibility here? can you please give some tips to this MU, i cant charge my trait, i cant even zone to much, please.. any tip is welcome..
 

IMakeItL00kC00L

Do not provoke a god
(Admittedly, this is one of my personal worst matchups. I'd rather face an aquaman that a mmh but thats just me). My first tip is to be paitient. This is huge because you cant get reckless trying to waddle through martians zoning. My second tip is to vortex him as much as possible. As much as i would love to get a significant trait charge, i'd rather keep the martian player guessing to potentially take his lifebar off even though it's at the risk of not getting trait for that time (granted this might be more of a personal preference as well). My third tip is that if you do get trait out, go in and go ham. Just the threat of trait will enable you to do whatever you want to, and trait does wonders for huge unclashable damage against him. Idk if this is what top players would say but this is just based off of my personal experience against mmh players
 
I hate the matchup too. Try to stay in b12 range, vortex when you can. If you manage to get trait, you can interrupt his OH teleport with a trait shot and hit him with a b3.
 
Thanks guys, do you think this MU is 7-3? i think that charge trait is impossible, and when i can finally get a vortex i am not so sure about finish my combo with 112 to charge as much as possible, i rather to keep MMH close. I always finish this match without charge trait.
 

IMakeItL00kC00L

Do not provoke a god
Thanks guys, do you think this MU is 7-3? i think that charge trait is impossible, and when i can finally get a vortex i am not so sure about finish my combo with 112 to charge as much as possible, i rather to keep MMH close. I always finish this match without charge trait.
Top reps for both characters say 4-6. If we were to go decimals i'd give it a 3.5-6.5 because that seems the most accurate imo. Trait charge isn't impossible, you just need to pick your spots and know when to charge and when not to.
 

AK Stormthegates

WOOLAY!!!!
Vortex will get you far in this matchup. You have to play super patient in the mid/far range game as MMH can react to everything you do. I'm not a sinestro expert (But i'm learning =D ) but you should try to look for shackles if you think he is going to tele to catch him. B12 is also a very good post OH-teleport option in the matchup so he has that going for him. I can definitely see it being bad for Sinestro though.
 

TKB

Noob
The number 1 key to this matchup from my experience is patience. MMH does not allow sinestro to go all willy nilly with his usual zoning but you can still throw lemons at him; just be patient and pick your moments carefully. Same goes for trait charge. When it comes to the footsie game they're mostly on equal ground; b12 Ofcourse is your go-to. You definitely have to be careful jumping at him because standing 3 even without trait is ridiculous.


I find that trait cancels are very useful in this matchup; Martians that like to zone will be reluctant to teleport in which allows you to bait them by trait canceling into lemons. Condition them like that and you'll have trait out a bit easier as well. Ofcourse every MMH player is different and may just Tele like crazy so you have to just judge it by the player.


If he does teleport in(OH) and you block it, you can catch his backdash every time with b12 as well.
 

Ninequads93

Beware your Fears
Don't charge trait unless it's guaranteed (schackles,mb fb,combo enders) tap trait and block to bait low teleports and punish with d2 since its most consistent, you can punish with b.3 i believe but you have to be on point. Abuse footsies when he's on trait cooldown. Getting the first bar is super important. Practice reacting to 222(overhead) and find ways to punish mb b.3 , backdash im not sure im working on it too. Respect him after blocking a telekenetic strike. Pushblock blockstrings that end in close mb orbs. D1 when he does blockstrings with non meter burn orb. I would say the most important thing is getting trait. With trait he can't teleport because you can punish with trait shot b.3. Be patient you just need one trait activation so pick your spots carefully. b12 after blocked oh tele then when he starts respecting that go for forward dash throw or overhead or instant air axe or b.3(throw immune) be careful of mb.b3. After a blocked b12 Mmh can instant-air forward dash and make you block a mixup you can negate this by b12 arachnid, or b12 and just block. You have to know how he's reacting to b12.

Im not the best at matchup advice because im still working on it myself but as soon as i get more of a grasp ill be glad to update you.
 

Pnut

Mouth of the Illuminati
Additionally you can punish the OH teleport with trait. There is a hidden option select within this punish. When martian teleports you can trait him out of the sky and back 3. But if he does low teleport, you block it, trait doesn't fire, and you get a free b3 punish. Test it in the lab ... its awesome and helps make the matchup much more manageable. The matchup is about making the right reads and taking whats given to you. You have to punish pretty much everything to win. If you see a martians trait wear off when he's doing 22 or b3 (and the first hit whiffs) you need to punish. If they are getting too aggressive with their zoning, then throw a shackles MB boulder and charge trait.

It is a difficult matchup, but not as bad as aquaman. At least we can hit this character.
 

Ninequads93

Beware your Fears
Additionally you can punish the OH teleport with trait. There is a hidden option select within this punish. When martian teleports you can trait him out of the sky and back 3. But if he does low teleport, you block it, trait doesn't fire, and you get a free b3 punish. Test it in the lab ... its awesome and helps make the matchup much more manageable. The matchup is about making the right reads and taking whats given to you. You have to punish pretty much everything to win. If you see a martians trait wear off when he's doing 22 or b3 (and the first hit whiffs) you need to punish. If they are getting too aggressive with their zoning, then throw a shackles MB boulder and charge trait.

It is a difficult matchup, but not as bad as aquaman. At least we can hit this character.
Option Selects in Injustice! Are dabes
 

EMPEROR_JUPITER

Your ego betrays you.
6-4 MU. MMH's role in this MU would obviously be to rush down / counter zone, as a sinestro player you wouldn't want to challenge up close. So stay away, fear blast is very fast and shuts down a big part of MMH meter game because it can punish pillars from 2/3 screen distance. Charge trait but don't get too comfortable with it, use it to bait teles, pillars etc. Work on using trait shot to punish over head teleports, it's not the easiest thing to do but it can be done. B1 outranges anything MMH does without trait, so if you need to go in and open an MMH player up for vortex set ups do it when he isn't able to use trait or when it has just ran out. Try to stay outside of trait 3 distance and use b12 or fear blasts to punish any movement. Zone smartly and pick your spots, read movements.. when the MMH player likes to tele, pillar, orb etc.
 

Shaazzyam

undefeated online evo champion
Sinestro's footsies are superior. As for his projectiles, try to use them more as footsie tools than lockdown. You can check Martian's zoning with reversal fear blast(or shackles)which is safe anywhere but fullscreen. Bait MMH with trait. Punish OH tele. Vortex, vortex, vortex. Patience. Basic guideline on how to play the MU.

One thing I feel Martian struggles with is a jumpy Sinestro. Outside of trait, Martian doesn't have a reliable anti air to deal with it up close. After a blocked J3/Air axe it's risky for MMH to counter poke giving you with a solid mindgame.
 
thanks for your tips guys i have already played a local tournament, i lost in the grand final against MMH, just like i thought. But i sent him to loser bracket, but i am happy because finally i am understading the MU, i will try to upload and post the Grand Final tomorrow... thanks a lot h tips were very useful...
 

Ninequads93

Beware your Fears
thanks for your tips guys i have already played a local tournament, i lost in the grand final against MMH, just like i thought. But i sent him to loser bracket, but i am happy because finally i am understading the MU, i will try to upload and post the Grand Final tomorrow... thanks a lot h tips were very useful...
Good shit dude! That's great to hear, yeah no problem the Sinestro Corps is getting strong! I can feel the fear rising! I'd love to check out your match and if there is any other match-ups you need help with if I am familiar with them I can help you out:)
 

dittO

Noob
Vortex will get you far in this matchup. You have to play super patient in the mid/far range game as MMH can react to everything you do. I'm not a sinestro expert (But i'm learning =D ) but you should try to look for shackles if you think he is going to tele to catch him. B12 is also a very good post OH-teleport option in the matchup so he has that going for him. I can definitely see it being bad for Sinestro though.
In what exactly can MMH react to?
Fear Blast? Nope...
He can anticipate it though. And that's why I have always stated that's this matchup is an even one (5-5)
That is of course If you can react to his teleport. Doesn't matter which teleport, they're both really slow moves and waaaaay overrated. I still haven't figured out why US players keep bocking these teleports...
You can react to both teleports with a MB B3 (eyes on MMH at first), you don't have to look at your character. After a while your eyes (you'll be able to confirm even while not looking directly at MMH) will be trained against teleport animations and instantly react with an MB B3 (if you have the meter of course).
When a MMH player realizes that he can't use teles then he'll start trying to close in using his trait. Things get dangerous here. In a worst case scenario push block him while he is in trait.
Lastly he'll resort to zoning. Interestingly enough his zoning can deal more chip damage to you. However slowly build trait and keep fishing for random teleports.
EVERY MMH PLAYER THROWS RANDOM TELEPORTS! Make sure he's dead when he does throw one.
Keep you meter for:
- MB B3 to punish teles
- push block whenever he's in trait and ONLY when you think you are in a tight spot (ie approaching corner)
- a mix of MB fear blast to finish charging trait (or restart charging it)
Last but not least a "correct" use of boulder in this matchup may prove useful in some occations, such as trading or against his wake up, but always with caution.
DON'T FORGET: OH TELE can be punished with: 1 xx shuckles, only If you block it with forward! No meter usage in this situation, however you are susceptible to the other teleport, the unsafe one).
 

Ninequads93

Beware your Fears
Yeah doesnt MMH have different animations for his teleports like one he expands his arms out and the other he just teleports, I think. If this is true then training yourselve for the animation can make it so you know which teleport he is doing everytime.
 

IMakeItL00kC00L

Do not provoke a god
In what exactly can MMH react to?
Fear Blast? Nope...
He can anticipate it though. And that's why I have always stated that's this matchup is an even one (5-5)
That is of course If you can react to his teleport. Doesn't matter which teleport, they're both really slow moves and waaaaay overrated. I still haven't figured out why US players keep bocking these teleports...
You can react to both teleports with a MB B3 (eyes on MMH at first), you don't have to look at your character. After a while your eyes (you'll be able to confirm even while not looking directly at MMH) will be trained against teleport animations and instantly react with an MB B3 (if you have the meter of course).
When a MMH player realizes that he can't use teles then he'll start trying to close in using his trait. Things get dangerous here. In a worst case scenario push block him while he is in trait.
Lastly he'll resort to zoning. Interestingly enough his zoning can deal more chip damage to you. However slowly build trait and keep fishing for random teleports.
EVERY MMH PLAYER THROWS RANDOM TELEPORTS! Make sure he's dead when he does throw one.
Keep you meter for:
- MB B3 to punish teles
- push block whenever he's in trait and ONLY when you think you are in a tight spot (ie approaching corner)
- a mix of MB fear blast to finish charging trait (or restart charging it)
Last but not least a "correct" use of boulder in this matchup may prove useful in some occations, such as trading or against his wake up, but always with caution.
DON'T FORGET: OH TELE can be punished with: 1 xx shuckles, only If you block it with forward! No meter usage in this situation, however you are susceptible to the other teleport, the unsafe one).
You're assuming that every martian HAS to get in. This is far from the truth. I've never ran a set with a martian that "resorts" to zoning. Instead, it's usually them trying to zone me out hard. This is because mmh's fullscreen zoning is better than ours. Your other point about ALL martian players throwing out a teleport at random is also rare (meaning they'll maybe do it once). Think about it from a martian perspective, if you're just going to do nothing fullscreen waiting to mbb3 my teleport, why would i teleport? Im just gonna keep chucking orbs and pillars at you. I also would advise NOT to mb fear blast fullscreen because it's just too risky. Only do it from 3/4-2/3 of the screen and maybe 1 at about halfscreen to keep them honest. 1 final thing, we get free pressure off of OH tele, so blocking straight up without the risk of getting bodied by regular teleport is not that bad of a thing compared to other characters
 

dittO

Noob
You're assuming that every martian HAS to get in. This is far from the truth. I've never ran a set with a martian that "resorts" to zoning. Instead, it's usually them trying to zone me out hard. This is because mmh's fullscreen zoning is better than ours. Your other point about ALL martian players throwing out a teleport at random is also rare (meaning they'll maybe do it once). Think about it from a martian perspective, if you're just going to do nothing fullscreen waiting to mbb3 my teleport, why would i teleport? Im just gonna keep chucking orbs and pillars at you. I also would advise NOT to mb fear blast fullscreen because it's just too risky. Only do it from 3/4-2/3 of the screen and maybe 1 at about halfscreen to keep them honest. 1 final thing, we get free pressure off of OH tele, so blocking straight up without the risk of getting bodied by regular teleport is not that bad of a thing compared to other characters
You are probably the first person in here that has actually witnessed a true metagame of Sinestro vs MMH (at least that I have talked with).
Metagame wise we are actually saying the same thing :)
In my previous post I sort of described how the flow of this matchup will eventually be turned on a heavy zoning war.
You are completely correct of two things:
- MMH zoning can be more effective than Sinestro's
- Fullscreen game is not the best in this matchup, but as you said 3/4 or 2/3
 

IMakeItL00kC00L

Do not provoke a god
You are probably the first person in here that has actually witnessed a true metagame of Sinestro vs MMH (at least that I have talked with).
Metagame wise we are actually saying the same thing :)
In my previous post I sort of described how the flow of this matchup will eventually be turned on a heavy zoning war.
You are completely correct of two things:
- MMH zoning can be more effective than Sinestro's
- Fullscreen game is not the best in this matchup, but as you said 3/4 or 2/3
I understand your point, and i agree that at some point it will be a fullscreen game, i don't think it will be a zoning war but rather just sinestro trying to get in because both players know Sinestro can't win the fullscreen game. Im not sure if you mean heavy zoning by both players or just one of them, but the only player that is heavily zoning in this MU is mmh. I wonder what your opinion on rushing martian down is in this MU? I think that's what we have to do considering how important getting a hit on mmh is (imo).
 

IMakeItL00kC00L

Do not provoke a god
Hi guys, thanks for your help, here are my Matches against the best MMH in Chile, i sent him to loser bracket, but then he won 3-0 reset and 3-0 final. Nothing to do but i am always close.


Im in school right now so i'll post a more detailed analysis later. 1 thing that stood out to me the most was whenever the mmh player did 22b3, you never interrupted the end of the string. This is the equivalent of getting away with muder. You can full combo punish the gap in 22(gap)b3 with 111 xx shackles into whatever you want to end with (i do 111 xx db1 b3 j3 f2d13 for a trait charge and 30% damage. You can substitute f2d13 with 112 to get a trait charge and keep him about half screen for a little less damage).
 
jajaja i would like to have the opinion of woundcowboy or P2w, all the people told me charge trait charge trait, but playing i dont find any moment to charge, cuz every "free" time that i have i try to get close to MMH, i had about 10 fights last time and i didnt have any time to charge, BTW what do you think about the level of the matches? i think that is a really good MMH, but i would like to get your opinion.