Crimson Panther
Noob
If you don't fire them from the peak of your jump, yeah. It's better to duck and dash.Joker's super can punish air fireballs from full screen. Had it happen today.....
If you don't fire them from the peak of your jump, yeah. It's better to duck and dash.Joker's super can punish air fireballs from full screen. Had it happen today.....
This is false on all accounts.superman rick rolls green lantern 6-4, dat down back 3 yo
also theres no way he beats black adam
and also deathstroke kicks his ass
The more I play this matchup against good Batmans the more i feel this match is 6-4 in Batmans favor. GL has his death zone that id just a tad less than half screen. With good use of trait, Batman can move in for pressure and back out of this range with little risk. He's better up close and better at full screen. Best thing i have found is to trade often with missile to remove the bats, but by the time i actually get in a decent range they are back up and he's in and out again. Jumping at anything but close range seems dangerous. He will usually be dashing back just at the edge of air missile range so he can punish with grapple. When you get him to the corner he can send in bats, pressure into another bat, and/or crossup into b23 and be out of ideal range again.I play both of them since the beginning, and I tend to think it as a 5.5-4.5 to Batman.
Keep at it. You'll get them down.I have problems in matches against Deathstroke, Black Adam and Catwoman
I agree. However. When I dash a boulder into full combo it feels good. He is very negative on all 3 zoning optionsI definitely think that Sinestro goes even with or beats GL. The main problem is that GL has lousy mobility. Dashes get blown up by fear blasts, and jumping by boulders. He can walk in, but that gives Sinestro time to charge his trait. Trait charge has great recovery so it would be very difficult to punish him and once Sinestro has his trait, the MU gets a whole lot worse.
Lol yea, you have to be careful with boulder. However, his fear blast is not nearly as punishable when it is meter burned at closer ranges.I agree. However. When I dash a boulder into full combo it feels good. He is very negative on all 3 zoning options
Cyborg - unlike all other zoners it's very difficult (as in impossible) to block then advance forward. Instead, walk forward and pick your spots to hit or trade with EX rocket. For example after he does a fireball that goes over your head or on anticipation of him shooting one. It does good damage (17%) and is a UTKD that pops him towards you. This will allow you to dash in and apply pressure. After that try to make good reads and not let him get away.Alright guys has anyone figured out a decent way to deal with cyborg, raven, death stroke and superman?
Yea, EX fireball is pretty much totally safe for sinestro.Lol yea, you have to be careful with boulder. However, his fear blast is not nearly as punishable when it is meter burned at closer ranges.
Yeah, but one dropped 223LM turns into 2231 and they are so far away and you slap yourself in the face because you just realized you gave the match away. T_T And online play makes for A LOT of dropped combos.Yea, EX fireball is pretty much totally safe for sinestro.
I would say its even ATM. Sinestro absolutely rapes impatient GLs that's for sure.
One thing I haven't seen anyone touch on is that GL starts every match in his optimal range so right off the bat it's kind of GLs match to lose. If Sinestro gets caught before he gets out to full screen he has a pretty significant uphill battle.
Plus depending on how the first life bar is done he gets sent back to almost full screen. I cant tell you how many times those matches with Pig came down to a hit or short combo each. Best bet is to get him in the corner (that doesn't have a reloadable intractable) and keep him there. Otherwise it's difficult.Yea, EX fireball is pretty much totally safe for sinestro.
I would say its even ATM. Sinestro absolutely rapes impatient GLs that's for sure.
One thing I haven't seen anyone touch on is that GL starts every match in his optimal range so right off the bat it's kind of GLs match to lose. If Sinestro gets caught before he gets out to full screen he has a pretty significant uphill battle.
You gotta be careful about that... The timing for dashing between duck and dash between 2 high guns is fairly strict and you won't have time to wait and watch for MB. Same goes for blocking low guns and dashing before high ones shoot you.I've found that GL gets a free dash after any DS projectile after crouch blocking it/avoiding it. There's some frame trap he has, but I'm not sure what it is or if it even works on GL. The trap works on Lex, but I'm fairly certain GL has a faster forward dash than him. Either way, DS is not bad at all for GL. As long as you don't panic about chip damage, you'll get in easy and get to have your way with DS. I try to stay grounded as much as possible just because of his push back if you get hit in the air. A DS could read you on a jump, but there's no reading after dashing in after his own projectile.