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General/Other Instill Great Fear -- Sinestro General Discussion Thread

if anyone here wants to divulge the secrets to beating this character with cyborg i will greatly appreciate it
as of now this matchup is broken
 
its what i do but getting the lifelead is extremely hard. ground fireball trade with mb fear blast is bad, cant iafb at a constant pace at all basically because if you get knocked out of the air he gets a free trait, boulder bodies him up and down, he now has safe footsies...the matchup is hideous
 

cR WoundCowboy

WoundCowbae <3
Alright, so I was able to run a fair number of games with Michalangelo's Aqua, post patch and it is definitely still a bad MU. After a B12 you are forced to backdash because of the frame disadvantage. If he does F13~trident rush the first hit will miss but the second will have to be blocked unless you backdash it as well. The timing is pretty tight, but it works. Backdashing is something that I think we'll need to be really good at with this new footsie tool. I find that you generally need to do it as late as possible.

PLAYING TO W1N AK Pig Of The Hut LEGEND
 
Alright, so I was able to run a fair number of games with Michalangelo's Aqua, post patch and it is definitely still a bad MU. After a B12 you are forced to backdash because of the frame disadvantage. If he does F13~trident rush the first hit will miss but the second will have to be blocked unless you backdash it as well. The timing is pretty tight, but it works. Backdashing is something that I think we'll need to be really good at with this new footsie tool. I find that you generally need to do it as late as possible.

PLAYING TO W1N AK Pig Of The Hut LEGEND

Good to know man. For me, when playing good players, just having the thread of b12 helps slow them down. With te frame disadvantage u can jump back low starters, bd or just block! I hear ya ryan but at least we have a safe threat at that range.

Another layer of this mind game... Just throw out a b1 then throw or insta axe or whatever. Condition them to see the b12.

I still cannot comment heavily on aquaman matchup. Cowboy, is the only sinestro who can in an educated manor bc of his exp.
 
hey cowboy...what did michalangelo's aqua do in comparison to rico's to make him harder?watching your gameplay at TFC it looked like sinestro has a good chance against aqua...now with the new buff I thought it would be more even
 
hey cowboy...what did michalangelo's aqua do in comparison to rico's to make him harder?watching your gameplay at TFC it looked like sinestro has a good chance against aqua...now with the new buff I thought it would be more even
Rico's aqua is average. He doesn't even use him. Cowboy had so much exp vs mich that he will beat average aquas.
 

AK rtd

Noob
disclaimer: all of this info would be better served coming form PTW or Wound Cowboy but here is my opinion.

vs. Aquaman, first of all, this is a fucked up match. that being said, here are some facts that are essential to know in this MU:

1) you can punish Aquaman's trident from about 1/2 of the screen or closer or even his trident toss with a FB after you duck it
2) never do shackles or bolder unless you are sure they will hit because that Aquaman can punish that with trident from anywhere
3) you can FB at about 3/4 of the screen safely or further. if you are any closer, Aquaman gets a free trident.
4) you can bait a trident from Aquaman by doing a FB and then MB it as he attempts to punish. this will make Aquaman players think twice about punishing FB when you have meter. you can delay MB after the FB too
5) you can shackle Aquaman after jumping over trident or a trident toss

Switching gears. Here are my thoughts on the patch regarding the b1,2 buff/fix. it's really good and it has it's applications:

1) safe footsie to close dead space(3-4 character spaces away) as mentioned before
2) opens up safe advancing block strings. for example, you can now do b1,2 arachnid for chip and it can't be interrupted. very helpful for closing out matches. b1,3 arachnid can be interrupted with 6 frame moves or faster
3) b1,2 on block with trait is scary because if the opponent challenges it, you get a free 4, b3 trait combo. 4, b3 doesn't work with b1,3 because the recovery is too slow.

don't get too b1,2 happy though because 1) most of the time, the opponent is losing damage trying to get in. so why make it easy for them with +5 adv? 2) you want to do b1,3 instead of b1,2 when you know it will hit(when you catch a whiff punish or jump in) that's because you can b3 after b1,3 for more(and unclashable) damage.
 

cR WoundCowboy

WoundCowbae <3
hey cowboy...what did michalangelo's aqua do in comparison to rico's to make him harder?watching your gameplay at TFC it looked like sinestro has a good chance against aqua...now with the new buff I thought it would be more even
The problem with aqua is that he can play any game better than Sinestro: lame out, footsies, rushdown. Mike takes advantage of Aqua's reach and his retarded jump 2. Sinestro can also do absolutely nothing about trident rush. One thing I have gotten better at after playing Mike last time is backdashing, so at least now we are not guaranteed to eat chip after b12 is blocked.
 
thanks for the info guys.I have some regionals this year and im going to represent Trinidad and of course the Sinestro corps in VXG next year.....im tightening the gaps that sinestro has and im going to play some high level ppl for the first time post patch this weekend....I realized that pre patch against me and I assume other sinestro players that opponents usually dash and duck until they stay around b1,2 or b1,3 range to force an error from one of those moves or to punish a ducked fear blast or dash and block upclose to force a d2 and then punish.......would the thought of the new b1,2 being safer would it make it easier for sinestro to be more respected in that range so aqua and his other more troublesome matchups would be easier because the thought of him just whipping out a safer b1,2 would cause them to block more thus opening the trick book and *cough*"rushdown" with sinestro?
 

RIF

Noob
The new B12 is useful in various match-ups. (Batgirl, Flash, MMH specifically) Fighting Aquaman still sucks. It feels like he can just backup all day and win against Sinestro.

Overall though, I am still not sure if the changes made to other characters has yielded a positive or negative impact on Sinestro. Scorpion's changes certainly means there will be more people playing him in tournaments. That is not a good thing as I feel it's one of his worst match-ups. Superman always felt like a 5-5, but now it seems Sinestro has the advantage. B12 or B13 NEVER used to outpoke F23. Now it seems to win outright all the time. (I hated Superman, but I do think they went too far)

Still feel like he loses to Aqua, Frost, Flash, MMH, Scorpion and possibly Raven. (Batgirl is still a potential bad-matchup IMHO)

Questions:

- Do Catwoman's changes pose a potential change in the match-up? Her improved dodge up close seems like it could be a problem.

- Does the extra armor on DD's Venom impact Sinestro? In the past, I would break through the charge with a MB FB, but now it's not possible when done at the right range.

- Do the Ares changes hurt Sinestro in this match-up? I've had a mixed experience. You can no longer punish meter burned teleports.

- I am starting to pickup Lobo and I can see this guy being a problem in the future. He can play outside Sinestro's footsie range and make you guess with this chains. The increased range on his projectile means he can punish FB from a good distance. This match-up used to be laughable, now I feel that is not the case.

Overall, I am not sure if this patch has had a positive, negative, or neutral impact on Sinestro.
 

Rude

You will serve me in The Netherrealm
Hi guys. I'm a Batman player. I won't throw a number out because I do not understand this match-up, yet. It's why I'm here.

This is what I know:

Shackles and Boulders are very negative. From full-screen, blocked versions grant free dashes/projectiles. Up close, I get a full combo. Yay.
Tennis Balls. You can block and dash. Seems fair.
MB Tennis Balls. Appear to be advantage on block. Next tennis ball after MB Tennis Ball is blocked seems to always connect, even when trying to block after the dash. If MB Tennis Ball is blocked and I try to dash, you can catch me with shackles. Is this true?
Sinestro's D2 is something like -11. Due it's hitbox(it is away from his body), many of my punish options(B2 = 12 frames) do not work. Mechanical Bats could...but I can never hold onto them for this to be practical due to the strong zoning. What is the best way to handle a D2 on block? This move controls so much space when advancing toward Sinestro that I'm always watching out for it. Which opens up other options for him.

He has a vortex. It is butt and I hate it. It starts after shackles. Sinestro jumps in with a connected jump attack, then jumps again and uses his axe move, which crosses up. Is there something I am missing from this?

A word on the axe move. I think he tosses it down from the air or something. This move baffles me. I'm unsure how to punish it on block. It seems like you could just jump up and nail him, but he recovers pretty fast and I've eaten d2s trying to hit him after this move.

Also...his trait. Ye gods, his trait. He can do anything and it will always cover his ass. He can cancel out of trait into special moves, too. I've been baited by a trait charge only to eat a shackles when I advance. What do I do to get around this?

I appreciate any feedback and respect your character.
 

Rude

You will serve me in The Netherrealm
Also, is there any way to get him OUT of trait besides clash/level transitions?
 

Rude

You will serve me in The Netherrealm
That's interesting. I didn't know supers could knock him out of it. I mean...I wouldn't waste full meter just to get rid of an easily re-charged trait, but it's good to know.
 

babalook

Noob
I have a question why is it that when most sinestro's are baiting a punish with trait(ex: B13 on block into traitshot) they follow it up with unsafe moves like B2 shackles or D2? I was just playing around in training a found that 22 works just as well, it is way simpler to hit confirm, leads to more damage, and if they block it you can do 223 which is completely safe and can allow you to continue pressure if you want. Also if you mess up your hit confirm, trait shot into 223 will consistently combo.
 

cR WoundCowboy

WoundCowbae <3
I have a question why is it that when most sinestro's are baiting a punish with trait(ex: B13 on block into traitshot) they follow it up with unsafe moves like B2 shackles or D2? I was just playing around in training a found that 22 works just as well, it is way simpler to hit confirm, leads to more damage, and if they block it you can do 223 which is completely safe and can allow you to continue pressure if you want. Also if you mess up your hit confirm, trait shot into 223 will consistently combo.
Yea it is kind of a bad habit I have because if B2 lands the hit confirm is difficult for me to get 100%; hence B2 Shackles. I will say that if you have more than one trait shot, it can be good to use because they will want to punish the shackles on block.
 

babalook

Noob
Yea it is kind of a bad habit I have because if B2 lands the hit confirm is difficult for me to get 100%; hence B2 Shackles. I will say that if you have more than one trait shot, it can be good to use because they will want to punish the shackles on block.
I feel that at the moment B2 is more effective because people still block low against sinestro but I think everyone should be using 22shackles/223.
 

AK rtd

Noob
yeah, i was messing around with 223 and was thinking about using it more. it leads to advantage on block and you can easily hit confirm for a combo.

Edit: 223 is actually -5 on block. i guess we were thinking about the 1, b2, 3 string that has +5 on block.

b2 is a 14 frame overhead that catches people a lot and 2 is a mid. so 223 is less tricky but safer.

in general, more sinestros may start using 223. at the same time, the 2nd hit of that string has less range than the first, so the 2nd hit can whiff easily if you are not relatively close. this makes the string somewhat unreliable. that's why f2,d1,3 is more of the go string in close range.
 

babalook

Noob
I just wish F2D13 had a better hit box so if trait shot hit, the rest of the string would too, it would give him a opportunity to stay at advantage without wasting another trait shot. I found that trait shot into instant air axe works really well but the timings really tricky but it's probably the best option for his punish bait setups because on hit it combos into D2 B1 shackles and on block your at about +5.
 

AK rtd

Noob
I just wish F2D13 had a better hit box so if trait shot hit, the rest of the string would too, it would give him a opportunity to stay at advantage without wasting another trait shot. I found that trait shot into instant air axe works really well but the timings really tricky but it's probably the best option for his punish bait setups because on hit it combos into D2 B1 shackles and on block your at about +5.
yeah...if you are looking for a nice block string with trait though, do B12(opponent blocks and tries to counter), trait~B3. Do the trait at the very end of B12 and slide the trait B3 input so that it connects. If they block, you are advantage and if the trait hits, you get a nice meterless 37%(trait, B3, J3, B12~shackles, Ji2, F2D13) combo.
 

RIF

Noob
Is it just my sloppy execution that is causing boulder to come out when I want D2? Or 111 comes out when I am holding back for B12 after a D2?

Or why when I try to charge trait, it doesn't come out if I am pressing it. It seems like the game does not register buttons properly.

I have alternative controls & release check off, but this seems to happen way too often. Maybe I am just lazy with my inputs.