What's new

Match-up Discussion Sinestro Matchup Discussion

Any tips against Batman when you lose a life lead? With a life lead I do very well vs him, but as soon as I lose it and he goes into zoning mode things get really tough as I cant charge trait do to constant batarangs and bats plus when I get in Sinestro isn't that hard to block.
 

LEGEND

YES!
Any tips against Batman when you lose a life lead? With a life lead I do very well vs him, but as soon as I lose it and he goes into zoning mode things get really tough as I cant charge trait do to constant batarangs and bats plus when I get in Sinestro isn't that hard to block.
dodge Batarangs with Ji1 so the MB wont touch you. And in general it is nice to be familiar with how the trait bats track so you can dodge those as well, so i suggest going into training mode and practice with that.

you can trade MB FB with batarangs here and there to make up a alittle bit of the life deficit and give you some breathing room

trait should be your number one goal at all times, even when low on life you want to use every opportunity that you have to build it, even if that means giving up a change to close in

if you can make a round of batarangs and trait bats wiff then you'll have a great opening to build up trait

Batman doesn't have the range to deal with F2D13, D2, B1 ect so most of the time he'll be forced to jump to get in on you, so make sure you are trying to maintain the correct spacing for your D2 to aa his Ji2, if you are too close D2 will get stuffed

trying to catch dashes with B13 is very risky vs batman since you can't mix up B13 with arachnid on him and his damage is very high, if you try it you'll have to go with the MB FB option after a blocked B13

Batman's AA are on the weak side so Ji1-axe and instant air axe are great options in this MU, ofc he has the up batarang but you just have to bait that. Just try not to be predicable with your jumps

can't think of anything else atm. . . PLAYING TO W1N probably has alot of experience in this MU too
 

RIF

Noob
I still have the worst time against Ares. I KNOW I am supposed to rush him down, but I constantly lose this match-up. I basically need help against all characters with a teleport. I think the problem is my rush down against these characters is weak. I am so used to using spacing/projectiles to get my trait to mount pressure that when I lose that, I panic. I feel like I lose against players I should be beating just because I SUCK at the match-up. Losing when I am outplayed, I can live with.

Against Ares, since I cannot trade with him, I end up going in. It FEELS like I have better normals, but he hits me with ONE D1 and I fall to pieces. It happens ALL the time.

That's sort of what's missing from my game: The ability to rushdown and implement the vortex with any consistency. There are times when I can and am somewhat successful, but many times, I just can't get momentum.
 

LEGEND

YES!
I still have the worst time against Ares. I KNOW I am supposed to rush him down, but I constantly lose this match-up. I basically need help against all characters with a teleport. I think the problem is my rush down against these characters is weak. I am so used to using spacing/projectiles to get my trait to mount pressure that when I lose that, I panic. I feel like I lose against players I should be beating just because I SUCK at the match-up. Losing when I am outplayed, I can live with.

Against Ares, since I cannot trade with him, I end up going in. It FEELS like I have better normals, but he hits me with ONE D1 and I fall to pieces. It happens ALL the time.

That's sort of what's missing from my game: The ability to rushdown and implement the vortex with any consistency. There are times when I can and am somewhat successful, but many times, I just can't get momentum.
just build trait all day vs Ares, he will have to teleport in to try and stop you witch will give you an opening to bait and punish him, and if he tries approaching from the ground you'll basically get full trait every time due to how shitty his mobility is. His projectiles aren't very fast so you can usually cancel the charge up on reaction, block it, then keep going. though i think if Ares makes you block a MB-(whatever his normal projectile is called) then i don't think you can start chagring trait without giving up a free teleport, you should test that though cause im not sure

Teleport punish should be 22-shackles and not D1-shackles because its hard to hit confirm witch side he Teleported on sometimes and you'll just get D1-FB
 
... holy shit i finally got to play good aquas in a long set and that is fricken ridiculous. the amount of tools aqua has blows my mind. meterless b3/f3 mb dashes, no hurt box on trident and j2, water shield, 15% chip on a safe special move??????????, b1 thats as good as green lantern, and his trait... even if aqua makes a mistake he doesn't care, lastly trident... punish everything including normal fear blast at half screen...

this match is extremely hard.
 

LEGEND

YES!
... holy shit i finally got to play good aquas in a long set and that is fricken ridiculous. the amount of tools aqua has blows my mind. meterless b3/f3 mb dashes, no hurt box on trident and j2, water shield, 15% chip on a safe special move??????????, b1 thats as good as green lantern, and his trait... even if aqua makes a mistake he doesn't care, lastly trident... punish everything including normal fear blast at half screen...

this match is extremely hard.
The MU is definitely ridiculous. It plays so unique that i have a hard time breaking it down completely. I really want to do a video tutorial on how to play it, but i have no way to record outside of my room on a shitty computer cam

-this MU is 100% focused around building trait.
-Every time you hit Aquaman you have to chose between using all available resources on maintaining life lead or just build trait and sacrifice damage all together
-Standing 3-Trait Charge is really good in this MU because its one of the only ways to create pressure in footsies and build trait.
-Instant air axe is a good poke after F2D13, B3, B1 ect. and go straight to trait charge after since most of the time you won't be able to combo off of it
-lots of patience when up close, eventually Aquaman will have to do something negative and you can poke or dash/jump your way out
-Jumps can be delayed with air axe to make Trident wiff
-After a blocked trident full screen, you can get a free dash or a split second of trait charge. Sometimes you can start a mix-up between jumping after the recovery from a blocked Trident to go over their next one which can get you almost a bar of trait if they go for it (wiff recovery) and if they scout this and try to wait for your jump you can create another level to the mix-up by delaying your landing with air axe
-Learning the distance in which you can punish Trident is a must, MB FB punishes can give you the advantage you need to start build trait or dash in for a mix-up
-Never try to AA Aquaman unless he jumps from the max range of your D2. His Ji2 will beat you every time
-background bounces are a huge asset, make sure to make use of them if possible
-be very smart about your wake-ups, Aquaman can punish Arachnid no problem (for 40%), can ji3 over it and pressure you with B3 which will beat it outright, but you can use FB on wake-up if you catch Aquaman being to reckless after a knockdown
-the D3 vortex works fairly well in this MU, since D3 is one of the only ways you can open Aquaman up without trait
-if you ever have the life lead just walk back and zone, don't take any unnecessary risks
-Lots of F2D13
-Don't bother with D1-shackles in the poke game, just use the hit advantage from D1 to follow up with something else
-B1 is pretty useful. i've also thought about buffering bounce cancel with it to catch dash ins safely, and since it launches immediately his trait doesn't matter
-No mix-up after B13 works to prevent it getting punished on block, but confirming the block into arachnid still forces them to be on point with their punishes (its better than not inputting anything)
-Aquaman can trait out of MB boulder combo's in the corner.

. . . thats all i can think of atm
 
The MU is definitely ridiculous. It plays so unique that i have a hard time breaking it down completely. I really want to do a video tutorial on how to play it, but i have no way to record outside of my room on a shitty computer cam

-this MU is 100% focused around building trait. i can agree with this
-Every time you hit Aquaman you have to chose between using all available resources on maintaining life lead or just build trait and sacrifice damage all together - cannot vortex so ya... max damage everytime u touch him
-Standing 3-Trait Charge is really good in this MU because its one of the only ways to create pressure in footsies and build trait. naa your even after a blocked stand 3
-Instant air axe is a good poke after F2D13, B3, B1 ect. and go straight to trait charge after since most of the time you won't be able to combo off of it no, d2 blows it up
-lots of patience when up close, eventually Aquaman will have to do something negative and you can poke or dash/jump your way out he just can trident rush you all day in footsies. u cannot make him respect your mid range. at a range where you can f2d13 or st 3 he can literally jump 2 and you cannot anti air him
-Jumps can be delayed with air axe to make Trident wiff good players will adapt to that in 2 seconds
-After a blocked trident full screen, you can get a free dash or a split second of trait charge. Sometimes you can start a mix-up between jumping after the recovery from a blocked Trident to go over their next one which can get you almost a bar of trait if they go for it (wiff recovery) and if they scout this and try to wait for your jump you can create another level to the mix-up by delaying your landing with air axe im not sure what aquas u have played but good ones can anti air u full screen off reaction... not a guess. trait charge after a blocked trident will get hit by another trident if just framed.
-Learning the distance in which you can punish Trident is a must, MB FB punishes can give you the advantage you need to start build trait or dash in for a mix-up no idea what this means. what trident? it doesn't have a hurt box. trident rush can be made safe if the aqua man knows how/when to stop dashing but still make the trident hit
-Never try to AA Aquaman unless he jumps from the max range of your D2. His Ji2 will beat you every time yep
-background bounces are a huge asset, make sure to make use of them if possible never learned sinestro bounce combos yet...
-be very smart about your wake-ups, Aquaman can punish Arachnid no problem (for 40%), can ji3 over it and pressure you with B3 which will beat it outright, but you can use FB on wake-up if you catch Aquaman being to reckless after a knockdown
-the D3 vortex works fairly well in this MU, since D3 is one of the only ways you can open Aquaman up without trait nope it doesn't man, water shielt of d2. if you do the d3 cross axe low enough he can wake up scoop u, if you do not do it low enuogh d2 blows it up
-if you ever have the life lead just walk back and zone, don't take any unnecessary risks did you just say... "zone him" u realize that the ONLY thing you can do is mb fear blast at most ranges except near full screen? and if you walk back he just trident rushes you all day
-Lots of F2D13 again... people keep saything this but the string sux an has limited uses. f2 can be visually confirmed and the rest of the string jumped... even if you only do f2 and he jumps... who cares bc u cant anti air jump 2
-Don't bother with D1-shackles in the poke game, just use the hit advantage from D1 to follow up with something else this is not a poke... its a punish... u should NEVER be doing this in the poke game unless you are option selecting d1 to shackles if your guessing dash
-B1 is pretty useful. i've also thought about buffering bounce cancel with it to catch dash ins safely, and since it launches immediately his trait doesn't matterso u burn all the meter u need to push block trident rush... b 1 is unsafe and gives him free string to trident rush... if you b1 bounce cance aqua d1 to trident rush beats it bc of how fast the two hits are
-No mix-up after B13 works to prevent it getting punished on block, but confirming the block into arachnid still forces them to be on point with their punishes (its better than not inputting anything) yep... again, good players punish this all day... even if its not predictable. d1 after the b13 beats the arachnid... if they just block the arachnid then its 40% percent gone
-Aquaman can trait out of MB boulder combo's in the corner.

. . . thats all i can think of atm

a lot of the things u mentioned only apply to scrub aqua mans. when i talk about match ups... i am only tallking the highest level of play. i absolutely destroy mediocre aquas. im talking high level like tom brady, insane, ryo, forever king...

i know i blew up everything u wrote and im sorry... but man if you don't know a lot of that stuff then i question how much time u practice. unless your trying to tell me about how to beat shitty players.
 

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
... holy shit i finally got to play good aquas in a long set and that is fricken ridiculous. the amount of tools aqua has blows my mind. meterless b3/f3 mb dashes, no hurt box on trident and j2, water shield, 15% chip on a safe special move??????????, b1 thats as good as green lantern, and his trait... even if aqua makes a mistake he doesn't care, lastly trident... punish everything including normal fear blast at half screen...

this match is extremely hard.
Exactly what ive been saying

NRS man, Awesome ........ lol

This is why when aquaman players lose its always a blow up for them

No tears for them
 

M2Dave

Zoning Master
... holy shit i finally got to play good aquas in a long set and that is fricken ridiculous. the amount of tools aqua has blows my mind. meterless b3/f3 mb dashes, no hurt box on trident and j2, water shield, 15% chip on a safe special move??????????, b1 thats as good as green lantern, and his trait... even if aqua makes a mistake he doesn't care, lastly trident... punish everything including normal fear blast at half screen...

this match is extremely hard.
Sinestro's reoccurring problem always appears to be the lack of a safe, mid range tool. (Deathstroke has the same problem but to a lesser extent). MB fear blast is great, but there is only so much meter that you can waste. I think 90% of Sinestro's (and Deathstroke's) bad match ups may be attributed to this problem.

Depending what happens in the next patch, I suggest that you try Aquaman or Zod as a secondary character because Sinestro has some highly difficult match ups. I believe either Aquaman or Zod would perfectly fit your style.

What I find really peculiar is the regular fear blast's frame data. Why is this move so fast yet so unsafe? A properly designed fireball in this game ought to function similarly to Batman's batarang. Somewhat slow but hits mid at all times and is fairly safe. Ironically, Batman has superior zoning than Deathstroke or Sinestro, which is pathetic.
 

LEGEND

YES!
a lot of the things u mentioned only apply to scrub aqua mans. when i talk about match ups... i am only tallking the highest level of play. i absolutely destroy mediocre aquas. im talking high level like tom brady, insane, ryo, forever king...

i know i blew up everything u wrote and im sorry... but man if you don't know a lot of that stuff then i question how much time u practice. unless your trying to tell me about how to beat shitty players.
you seemed new to the MU so i gave alot of basic info


Standing 3 trait charge is pressure because it forces a reaction. . .

F2D13 is a great string if you are using it properly, you don't just throw it out in footsies and hope for the best

Ofc B13-arachnid isn't a good idea, read again. If you go to catch a dash with it then input the arachnid anyway, it force a 2 frame window to punish, if you're getting punished anyway then why not. I guess this wasn't really worth saying

by trident i meant from the deep, didn't know the actual name of the move at the time

im skeptical about all jumps being AA-able on reaction by from the deep, its a 19 frame move, its something you have to time. Using the air axe at the right point on your return to the ground can cause the Trident to wiff and let you build some trait or move in. I'm not saying you should build a gameplan around it but it does work, and makes the AM player second guess AAing jumps with from the deep

The D3 vortex isn't strictly a 50/50 in this MU, you're right about how Aquaman's wake-ups effect it but you can adjust the timing to beat his wake-ups, he isn't going to react to you crossing him up and jumping into the air and know at what high you do the axe AND still have invincibility frames on his wake-up every time

everything else is really you not understanding what i meant , or not willing to adapt to a tough mu through unconventional tactics
 

Paul the Octopus

Slow Starter
a lot of the things u mentioned only apply to scrub aqua mans. when i talk about match ups... i am only tallking the highest level of play. i absolutely destroy mediocre aquas. im talking high level like tom brady, insane, ryo, forever king...

i know i blew up everything u wrote and im sorry... but man if you don't know a lot of that stuff then i question how much time u practice. unless your trying to tell me about how to beat shitty players.

lol wow asshole post
 
I say aqua is hard and a get a book of incorrect stuff. Tell him why those things are only viable against scrubs and people continue to try and make themselves look smart.

At the highest level of play... Aqua beats sinestro. Period.
 

R3CK3Dx

KNEEL
hey guys new to sinestro just watched you tutorial PLAYING TO W1N if thats how you tag it was great really good stuff you should record and commentate more since it looks like you havent posted in 2 months :( lol what are his bad match ups and i am also using wonder woman do you think she is a good main/secondary for sinestro?
 

RIF

Noob
You can't ever shackle or Boulder Aqua because he will full screen punish with FTD. Why is his zoning so damn good? His trident throw, while relatively shitty, has a TON of active frames.

His D2 is literally 3x better than Sinestro's: it's faster, has better reach, AND a better overall hitbox.

About the only thing I do against good Aquaman players is FB, backdash, and play for interactables. FB / Charge baiting seems to be moderately effective. If I get him airborn in a combo, I will blow trait charges to deal damage since if I hit him, he's going to trait up and end the combo.

Aquaman has better footsies, so playing up close doesn't work out for me.

Bad, bad, bad match-up.
 

Paul the Octopus

Slow Starter
I say aqua is hard and a get a book of incorrect stuff. Tell him why those things are only viable against scrubs and people continue to try and make themselves look smart.

At the highest level of play... Aqua beats sinestro. Period.

No one is disputing Aquaman beats Sinestro. I'm not a high level player at all but that's clear to even me.

Regarding your post - most of it was good information, but saying "if you don't know a lot of that stuff then i question how much time u practice. unless your trying to tell me about how to beat shitty players" is indisputably an asshole statement. I'm baffled that you're even disputing that.
 

EVB SomeCubanGuy

*Hissssssssssss*
Aqua
Frost
Doomsday
Scorpion
Raven
MMH
Zatanna

Those are Sinestro's worst MUs imo. BA and Batgirl are both even. I was hearing BA may even be in Sinestro's favor after TFC.

Sent from my HTCONE using Tapatalk 2
 

babalook

Noob
I hope the fact that 2 sinestro's made it into top 8 at TFC doesn't make NRS think that the character doesn't need some buffs too.
 

MrSoloLobo

I have a keen eye for all things broken.
I recently picked Sinestro back up and I think I will main him 100% now, but I have a question for you guys. Do you guys get counterpicked like 80% of the time? Every time I pick Sinestro my oponent immediately goes Aquaman or Batgirl or Frost. Like immediate too lol. I just find it hilarious especially after I kick their ass and make them #FearMe.
 

RIF

Noob
I recently picked Sinestro back up and I think I will main him 100% now, but I have a question for you guys. Do you guys get counterpicked like 80% of the time? Every time I pick Sinestro my oponent immediately goes Aquaman or Batgirl or Frost. Like immediate too lol. I just find it hilarious especially after I kick their ass and make them #FearMe.
Yup.