E
Eldriken
Guest
From what I've heard from Sinestro players and Doomsday players alike, Doomsday is apparently a "bad" MU for Sinestro. I'm wondering if this really is the case.
This question could very well arise from my lack of experience with the MU, but from what I have played, I don't see how it's favorable. It seems more even than anything.
What advantage(s) does Doomsday have against Sinestro? Trait? MB Venom?
Sinestro seems to be able to check Doomsday's trait with d1 spam pretty easily. The only thing that I can think of that makes his trait useful is when you knock Sinestro down in the corner because then he can't wake up. Or, if the Sinestro player knows d1 can keep your trait in check, they may dash into d1 range to keep hitting you, and you can punish it by baiting it out by activating trait.
It took me a few times against P2W last Sunday to realize that every single time I would activate trait outside of the corner, he would immediately dash into d1 range and just keep using it until my trait was gone. After realizing this, I would activate trait far enough away from him and punish his dash in.
Others have suggested that after activating trait, block his d1 and poke back with a d1 one of my own. I tried this and it didn't seem to consistently work. Maybe that's on me and I have to work on my timing.
MB Fear Blast seems to keep Doomsday in check at mid to full screen because it blows up MB Venom, especially if the Sinestro player makes the right read.
Then there's Sinestro's trait. But let's be honest here, WHO DOESN'T have an issue once his trait is out? This makes it even easier for him to blow up MB Venom or stop your oki game, even in the corner. If you block his Arachnid Sting or whatever it is called on wake up and you try to punish, he can stop you with his trait.
d1~Earth Shake anywhere other than the corner gives him a free d2 into vortex as well. So, having to tell yourself to stop using it is certainly a key factor in winning this MU in my opinion. So, it's basically boiling down to raw Earth Shake, d3 and throws.
Trying to body splash him is about as effective as it is against Zod because he pretty much always beats it out with a d2 and even if it trades, he can hit you with Shackles and you're back in the vortex.
Is there something I'm missing as to why this is supposed to be favorable? If I am, please enlighten me. This is one of the MUs I struggle with the most, which is certainly my fault because I don't play enough Sinestro players.
@WoundCowboy
@Hysteria
@Wowbiggulps
This question could very well arise from my lack of experience with the MU, but from what I have played, I don't see how it's favorable. It seems more even than anything.
What advantage(s) does Doomsday have against Sinestro? Trait? MB Venom?
Sinestro seems to be able to check Doomsday's trait with d1 spam pretty easily. The only thing that I can think of that makes his trait useful is when you knock Sinestro down in the corner because then he can't wake up. Or, if the Sinestro player knows d1 can keep your trait in check, they may dash into d1 range to keep hitting you, and you can punish it by baiting it out by activating trait.
It took me a few times against P2W last Sunday to realize that every single time I would activate trait outside of the corner, he would immediately dash into d1 range and just keep using it until my trait was gone. After realizing this, I would activate trait far enough away from him and punish his dash in.
Others have suggested that after activating trait, block his d1 and poke back with a d1 one of my own. I tried this and it didn't seem to consistently work. Maybe that's on me and I have to work on my timing.
MB Fear Blast seems to keep Doomsday in check at mid to full screen because it blows up MB Venom, especially if the Sinestro player makes the right read.
Then there's Sinestro's trait. But let's be honest here, WHO DOESN'T have an issue once his trait is out? This makes it even easier for him to blow up MB Venom or stop your oki game, even in the corner. If you block his Arachnid Sting or whatever it is called on wake up and you try to punish, he can stop you with his trait.
d1~Earth Shake anywhere other than the corner gives him a free d2 into vortex as well. So, having to tell yourself to stop using it is certainly a key factor in winning this MU in my opinion. So, it's basically boiling down to raw Earth Shake, d3 and throws.
Trying to body splash him is about as effective as it is against Zod because he pretty much always beats it out with a d2 and even if it trades, he can hit you with Shackles and you're back in the vortex.
Is there something I'm missing as to why this is supposed to be favorable? If I am, please enlighten me. This is one of the MUs I struggle with the most, which is certainly my fault because I don't play enough Sinestro players.
@WoundCowboy
@Hysteria
@Wowbiggulps