Problems I am having:
Doomsday. Once Doomsday has meter and trait up, I feel like a human punching bag. Cannot seem to find any answers to his pressure besides pushblock (which doesn't work when he has his trait on). I just simply cannot keep him out for any substantial length of time. When he has me in the corner, I feel like I may as well put my pad down.
Sinestro: Even practising for hours against very hard ai, I just cannot find any kind of repeatable answer to Sinestro's zoning. Using our air projectile is pointless because the trade is always in his favour if he uses meteor and even if he doesn't, you're back to fullscreen from the pushback of your own projectile. I feel Sinestro has ample time to sit back and keep you in check while he stacks his trait, and once he gets it, the matchup becomes very difficult so long as he has his trait to close gaps after blockstrings.
Batman: Fked if I know how to beat Batman. Calls in his bats, can do unsafe stuff to you. His dash is incredible at going underneath air fireballs. Once he gets a knockdown, I find it incredibly hard to deal with the ambiguous crossover and with his high/low mixups. Feel like you NEED an Aquaman trait to successfully defend against it.
MB f3 and pushblock is all I've really been able to find to help me against the ambiguous cross up stuff and getting out of pressure. The good news is if f3 connects, we get a combo. Isn't that awesome.
There are ways to deal with Doomsday. The only really that GL can't deal with is Doomsday's Trait with SN MB. (Supernova) Even still he only has to time to do that once before his trait runs out. From there pushblocking or B3 MB will get him away, or if blocked leaves you at advantage.
If he activates his Trait and starts coming in to pressure, use MG MB to hold him back and cause damage until his trait runs out.
If he throws out a SN MB you can either dash and full combo punish, or an easier option, a delayed B3 MB for a full B3 combo punish. You will of course take damage with this option but it's only 9% vs your full combo punish damage. This will certainly make the Doomsday player not rely on SN MB.
As far as Sinestro, it's up in the air at the moment. Myself and
Pig Of The Hut believe it's 6-4 in favor of Sinestro, but
KT Smith suggests 5-5. I will be looking into this MU in depth very soon.
With Batman, it's very difficult for GL. Especially if the Batman player is aware and punishes the string gaps in GL's B1 strings leaving the GL player to pretty much rely on 223. Best thing you can do in this MU I've found so far is keeping Batman just within LM range by using pushblocking, throws, and limited OR and AOR zoning. It's winnable for GL but probably not in his advantage.