dittO
Noob
This thread should serve as a database for any Sinestro combos you may find.
I'll try to update the OP with the best possible combos for each situation.
Any combo videos are also welcome in here as well of course.
Notes #1: Generally I would advise NOT to use meter in combos, since it only adds 1%, 2% or 3% maximum. Meter should mostly be used in order to pushblock the opponent or when going for the kill. However there are some exceptions to this rule, which I'll point out in this guide. The same also applies to the use of trait. Do not spend your precious trait, unless you are about to kill the opponent or in some special situations (which I'll also point out).
(In order to avoid confusion, I have marked with an asterisk ( * ) the most basic/applicable combos for each situation)
111 (i7 high starter):
- 111 xx qcb1, b3, j3 xx (air) qcb1, b12 xx qcf1/MB = 31%/33% (0 MB/1 MB) "Main bnb, use MB only to kill opponent" *
- 111 xx qcb1, b3, j3, b213, 4, qcf1/MB = 33%/35% (0 MB/1 MB) "Trait combo, use 4 and/or MB only to kill opponent"
- 111 xx qcb1, b3, j3 xx (air) qcb1, b12 xx Ultra = 39% (4 MBs) "Ultra finisher, use only to kill opponent"
112 (i7 high starter):
- 112 xx bbMB, j3, b12 xx qcb1, j2, b213 = 38% (2 MBs) "Main bnb, requires two MBs for decent damage" *
d1 (i7 mid starter):
- d1 xx qcb1, b3, j3 xx (air) qcb1, b12 xx qcf1/MB = 25%/27% (0 MB/1 MB) "Main bnb, use only when 111 whiffs" *
- d1 xx qcb1, b3, j3, b213, 4, qcf1/MB = 27%/29% (0 MB/1 MB) "Trait combo, use only when 111 whiffs and to kill opponent"
- d1 xx qcb1, b3, j3 xx (air) qcb1, b12 xx Ultra = 34% (4 MBs) "Ultra finisher, use only when 111 whiffs and to kill opponent"
b13 (i16 mid starter):
- b13, b3, j3, b12 xx qcb1, j2, b213 = 34% (0 MB) "Main bnb, no meter, decent damage" *
- b13, j2, 22 xx qcb1, b3, j2, b213 = 29% (0 MB) "Main bnb, easier version of the above"
- b13, b3, j3, b12 xx qcb1, j2, b12 xx Ultra = 39% (4 MBs) "Ultra finisher, use only to kill opponent"
4 (i5 mid starter):
- 4 xx qcb1, b3, j3, b213, 4, qcf1/MB = 30%/32% (0 MB/1 MB) "Main bnb inside b3 range, use MB only to kill opponent" *
- 4 xx qcb1, qcb2MB, 4 xx qcf1MB, 4 = 28% (2 MBs) "Inferior bnb outside b3 range, but easier to confirm"
- 4 xx qcb2MB, 4 xx qcb2 = 29% (1 MB) "Main bnb outside b3 range that needs only one MB" *
- 4 xx qcf1MB, 4 xx qcf1MB, 4 xx qcf1MB = 42% (3 MBs) "Very damaging fullscreen bnb, needs three MBs and all trait" *
- 4, b3, j3, b12 xx qcb1, j2, b213 = 37% (0 MB) "Not-hit-confirmable, but good damage without MB and only one trait" *
b3 (i28 mid starter):
- b3, j3, b12 xx qcb1, j2, b213 = 34% (0 MB) "Main bnb, no meter, decent damage" *
- b3, j3, b12 xx qcb1, j2, b213, 4, qcf1/MB = 37%/38% (0 MB/1 MB) "Trait combo, use MB only to kill opponent"
- b3, j3, 4, j3, 4, j3, 4, b1 xx qcb1, j2, b213 = 50% (0 MB) "Full trait combo, good damage without MB usage" *
b2b3 (i14 overhead starter):
- b2b3 xx bbMB, j3, b12 xx qcb1, j2, f2d13 = 35% (2 MBs) "Main bnb that requires two MBs" *
j1/j2 (i8/i9 overhead starter):
- j2 xx (air) qcb1, f2 xx qcb1, b3, j3, b213 = 32% (0 MB) "Use j1 for more active frames, but less range and damage" *
- j2 xx (air) qcb1, 4, b3, j3, b12 xx qcb1, j2, f2d13 = 41% (0 MB) "Trait combo, use j1 for the same reasons as above" *
j3 (i13 overhead starter):
- j3, 4, b1 xx qcb1, b3, j2, b213 = 35% (0 MB) "Trait combo, not easy to hit confirm"
- (cross up) j3 xx (air) qcb1, 4, b3, j3, b213 = 43% (0 MB) "Trait combo, good damage without MB usage and only one trait" *
b2 (i14 overhead starter):
- b2, 22 xx qcb1, b3, j3, b213 = 27% (0 MB) "Main bnb, decent damage for a quick overhead and without MB usage" *
- b2, 11 xx qcb1, b3, j2, b213 = 24% (0 MB) "Main bnb, much easier version of the above with slightly less damage"
- b2, 4, b3, j3, b12 xx qcb1, j2, f2d13 = 38% (0 MB) "Trait combo, easy to hit-confirm and without MB usage" *
d2 (i11 mid starter):
- d2, d2 xx qcb1, b3, j3, b213 = 22% (0 MB) "Bnb that works as an AA also"
- d2, b1 xx qcb1, b3, j3, b213 = 21% (0 MB) "Easier version of the above, with slightly less damage" *
- d2, 4, b3, j3, b12 xx qcb1, j2, f2d13 = 29% (0 MB) "Trait combo, decent damage for an AA starter and only one trait" *
d3 (i14 low starter):
- d3, 4, d1 xx qcb1, b3, j3, b213 = 27% (0 MB) "Trait combo, decent damage for a low starter and only one trait" *
f2d1 (i13 + i17 low starter):
- f2d1 xx qcb1, b3, j3, b213 = 24% (0 MB) "Whiff 1st hit, for a low starting combo trap" *
- f2d1 xx qcb1, qcb2MB, qcf1MB, [4 xx qcf1MB] x 2, 4 = 37% (4 MBs) "Same as above, but with full MB usage"
b21 (i14 + i20 low starter):
- b21, 4, b3, j3, b213 = 39% (0 MB) "Trait combo at close range, whiff 1st hit for a low starting combo trap"
- b21, 4, b12 xx qcb1, qcb2 = 25% (0 MB) "Trait combo at medium range, same as above" *
- b21, 4 xx qcb1, qcb2 = 17% (0 MB) "Trait combo at far range, same as above" *
- b21, 4 xx qcb1, qcb2MB, [4 xx qcf1MB] x 2 = 38% (3 MBs) "Trait combo at far range but with full MB usage, same as above"
Notes #2:Generally, as you may have noticed, you can use different enders for your combos. Each of them covers different aspects and are dependent on situation. These usually involve:
- b12 xx qcf1: "Has the best range and works everywhere. Not good for trait charge though"
- b12 xx qcf2: "Use this ender as a variation of the above ONLY near the corner for longer trait charge"
- f2d13: "Medium range but works everywhere also. Best ender for charging your trait"
- b213: "Small range and doesn't work near the corner. However it offers the best damage"
(air) qcb1 (i18 mid starter):
- (air) qcb1, f2 xx qcb1, b3, j3, b213 = 28% (0 MB) "Height/distance relevant, decent damage for a safe starting special" *
- (air) qcb1, 4, b3, j3, 4, j3, 4, b1 xx qcb1, j2, b213 = 46% (0 MB) "Full trait combo, good damage without MB usage"
qcb2 (i19 overhead starter):
- qcb2MB, qcb1, qcb2 = 20% (1 MB) "Works in any distance, easy to hit confirm" *
- qcb2MB, qcf1MB, 4 xx qcf1MB, 4 xx qcf1MB, 4 xx qcb1, qcb2 = 50% (4 MBs) "Sinestro's most damaging fullscreen combo"
- qcb2MB, b3, j3, b12 xx qcf1 = 38% (1 MB) "Close range only, not very applicable but creative"
qcf1 (i9 mid starter):
- qcf1, 4, d2 xx qcf1MB, 4 xx qcb1, qcb2MB, 4 = 32% (2 MBs) "Close range only, not very applicable but creative"
- qcf1MB, 4, qcb1, qcb2MB, 4, qcf1MB, 4 = 37% (3 MBs) "Trait combo, fullscreen only and not very applicable meter and trait wise"
qcf2 (i12 high starter):
- qcf2, 4, qcb1, qcb2 = 15% (0 MB) "Trait combo, works as an AA also, decent for charging trait"
- qcf2, 4, qcb1, qcb2MB, 4 xx qcf1MB, 4 = 31% (2 MBs) "Full trait combo, use only to kill opponent"
qcb1 (i21 mid starter):
- qcb1, qcb2MB, qcb2 = 16% (1 MB) "Works in every distance, but needs one MB"
- qcb1, b3, j3 xx (air) qcb1, b12 xx qcf1 = 24% (0 MB) "Main bnb inside b3 range, without MB usage" *
- qcb1, qcb2MB, 4 xx qcf1MB, 4 xx qcf1MB, 4 xx qcf1MB = 36% (4 MBs) "Full trait & full MB combo, use only to kill opponent"
Notes #3: Regarding trait combos. At some point you'll start being cautious about when and how to spend your trait. Generally and after watching pure numbers in the combos above, you'll notice that spending only one trait, especially/usually near the beginning of the combo (in order to extend it), deals a fairly good damage output. Your main goal is to use qcb1 as late as possible in each situation. Of course, there is also the 'j3-4-loop', which really adds to the damage, but it may be wiser to use this mostly to end the round and just use one trait per combo.
Corner Combos:
- j3, 3, 4, 3, 4, 3, 4, 3 xx Ultra = 72% (4 MBs) "Full trait combo, MB usage is optional"
- j3, [3 xx qcf2, 4] x 3, 3 xx Ultra = 77% (4 MBs) "Most damaging combo so far that requires full trait, MB usage is optional" *
- d3, 4, [3 xx qcf2, 4] x 2, 3 xx qcf2 = 47% (0 MB) "Full trait combo, very good damage for a sweep starter" *
Notes #4: This guide is by no means completed yet, and as far as my experience goes as a moderator in the 8wayrun forums, such kind of threads need more time to reach a "somewhat" completed status. As there have been some additions, there will also be some deletions from now on, since better combos are being discovered, while others are becoming obsolete. This guide is NOT my work alone. Thanks to everyone contributing so far and to those who keep discovering new things.
***STATUS: Currently testing more corner options/enders and got a bit into interactable objects/backgrounds***
Will be updated soon...
I'll try to update the OP with the best possible combos for each situation.
Any combo videos are also welcome in here as well of course.
Notes #1: Generally I would advise NOT to use meter in combos, since it only adds 1%, 2% or 3% maximum. Meter should mostly be used in order to pushblock the opponent or when going for the kill. However there are some exceptions to this rule, which I'll point out in this guide. The same also applies to the use of trait. Do not spend your precious trait, unless you are about to kill the opponent or in some special situations (which I'll also point out).
(In order to avoid confusion, I have marked with an asterisk ( * ) the most basic/applicable combos for each situation)
111 (i7 high starter):
- 111 xx qcb1, b3, j3 xx (air) qcb1, b12 xx qcf1/MB = 31%/33% (0 MB/1 MB) "Main bnb, use MB only to kill opponent" *
- 111 xx qcb1, b3, j3, b213, 4, qcf1/MB = 33%/35% (0 MB/1 MB) "Trait combo, use 4 and/or MB only to kill opponent"
- 111 xx qcb1, b3, j3 xx (air) qcb1, b12 xx Ultra = 39% (4 MBs) "Ultra finisher, use only to kill opponent"
112 (i7 high starter):
- 112 xx bbMB, j3, b12 xx qcb1, j2, b213 = 38% (2 MBs) "Main bnb, requires two MBs for decent damage" *
d1 (i7 mid starter):
- d1 xx qcb1, b3, j3 xx (air) qcb1, b12 xx qcf1/MB = 25%/27% (0 MB/1 MB) "Main bnb, use only when 111 whiffs" *
- d1 xx qcb1, b3, j3, b213, 4, qcf1/MB = 27%/29% (0 MB/1 MB) "Trait combo, use only when 111 whiffs and to kill opponent"
- d1 xx qcb1, b3, j3 xx (air) qcb1, b12 xx Ultra = 34% (4 MBs) "Ultra finisher, use only when 111 whiffs and to kill opponent"
b13 (i16 mid starter):
- b13, b3, j3, b12 xx qcb1, j2, b213 = 34% (0 MB) "Main bnb, no meter, decent damage" *
- b13, j2, 22 xx qcb1, b3, j2, b213 = 29% (0 MB) "Main bnb, easier version of the above"
- b13, b3, j3, b12 xx qcb1, j2, b12 xx Ultra = 39% (4 MBs) "Ultra finisher, use only to kill opponent"
4 (i5 mid starter):
- 4 xx qcb1, b3, j3, b213, 4, qcf1/MB = 30%/32% (0 MB/1 MB) "Main bnb inside b3 range, use MB only to kill opponent" *
- 4 xx qcb1, qcb2MB, 4 xx qcf1MB, 4 = 28% (2 MBs) "Inferior bnb outside b3 range, but easier to confirm"
- 4 xx qcb2MB, 4 xx qcb2 = 29% (1 MB) "Main bnb outside b3 range that needs only one MB" *
- 4 xx qcf1MB, 4 xx qcf1MB, 4 xx qcf1MB = 42% (3 MBs) "Very damaging fullscreen bnb, needs three MBs and all trait" *
- 4, b3, j3, b12 xx qcb1, j2, b213 = 37% (0 MB) "Not-hit-confirmable, but good damage without MB and only one trait" *
b3 (i28 mid starter):
- b3, j3, b12 xx qcb1, j2, b213 = 34% (0 MB) "Main bnb, no meter, decent damage" *
- b3, j3, b12 xx qcb1, j2, b213, 4, qcf1/MB = 37%/38% (0 MB/1 MB) "Trait combo, use MB only to kill opponent"
- b3, j3, 4, j3, 4, j3, 4, b1 xx qcb1, j2, b213 = 50% (0 MB) "Full trait combo, good damage without MB usage" *
b2b3 (i14 overhead starter):
- b2b3 xx bbMB, j3, b12 xx qcb1, j2, f2d13 = 35% (2 MBs) "Main bnb that requires two MBs" *
j1/j2 (i8/i9 overhead starter):
- j2 xx (air) qcb1, f2 xx qcb1, b3, j3, b213 = 32% (0 MB) "Use j1 for more active frames, but less range and damage" *
- j2 xx (air) qcb1, 4, b3, j3, b12 xx qcb1, j2, f2d13 = 41% (0 MB) "Trait combo, use j1 for the same reasons as above" *
j3 (i13 overhead starter):
- j3, 4, b1 xx qcb1, b3, j2, b213 = 35% (0 MB) "Trait combo, not easy to hit confirm"
- (cross up) j3 xx (air) qcb1, 4, b3, j3, b213 = 43% (0 MB) "Trait combo, good damage without MB usage and only one trait" *
b2 (i14 overhead starter):
- b2, 22 xx qcb1, b3, j3, b213 = 27% (0 MB) "Main bnb, decent damage for a quick overhead and without MB usage" *
- b2, 11 xx qcb1, b3, j2, b213 = 24% (0 MB) "Main bnb, much easier version of the above with slightly less damage"
- b2, 4, b3, j3, b12 xx qcb1, j2, f2d13 = 38% (0 MB) "Trait combo, easy to hit-confirm and without MB usage" *
d2 (i11 mid starter):
- d2, d2 xx qcb1, b3, j3, b213 = 22% (0 MB) "Bnb that works as an AA also"
- d2, b1 xx qcb1, b3, j3, b213 = 21% (0 MB) "Easier version of the above, with slightly less damage" *
- d2, 4, b3, j3, b12 xx qcb1, j2, f2d13 = 29% (0 MB) "Trait combo, decent damage for an AA starter and only one trait" *
d3 (i14 low starter):
- d3, 4, d1 xx qcb1, b3, j3, b213 = 27% (0 MB) "Trait combo, decent damage for a low starter and only one trait" *
f2d1 (i13 + i17 low starter):
- f2d1 xx qcb1, b3, j3, b213 = 24% (0 MB) "Whiff 1st hit, for a low starting combo trap" *
- f2d1 xx qcb1, qcb2MB, qcf1MB, [4 xx qcf1MB] x 2, 4 = 37% (4 MBs) "Same as above, but with full MB usage"
b21 (i14 + i20 low starter):
- b21, 4, b3, j3, b213 = 39% (0 MB) "Trait combo at close range, whiff 1st hit for a low starting combo trap"
- b21, 4, b12 xx qcb1, qcb2 = 25% (0 MB) "Trait combo at medium range, same as above" *
- b21, 4 xx qcb1, qcb2 = 17% (0 MB) "Trait combo at far range, same as above" *
- b21, 4 xx qcb1, qcb2MB, [4 xx qcf1MB] x 2 = 38% (3 MBs) "Trait combo at far range but with full MB usage, same as above"
Notes #2:Generally, as you may have noticed, you can use different enders for your combos. Each of them covers different aspects and are dependent on situation. These usually involve:
- b12 xx qcf1: "Has the best range and works everywhere. Not good for trait charge though"
- b12 xx qcf2: "Use this ender as a variation of the above ONLY near the corner for longer trait charge"
- f2d13: "Medium range but works everywhere also. Best ender for charging your trait"
- b213: "Small range and doesn't work near the corner. However it offers the best damage"
(air) qcb1 (i18 mid starter):
- (air) qcb1, f2 xx qcb1, b3, j3, b213 = 28% (0 MB) "Height/distance relevant, decent damage for a safe starting special" *
- (air) qcb1, 4, b3, j3, 4, j3, 4, b1 xx qcb1, j2, b213 = 46% (0 MB) "Full trait combo, good damage without MB usage"
qcb2 (i19 overhead starter):
- qcb2MB, qcb1, qcb2 = 20% (1 MB) "Works in any distance, easy to hit confirm" *
- qcb2MB, qcf1MB, 4 xx qcf1MB, 4 xx qcf1MB, 4 xx qcb1, qcb2 = 50% (4 MBs) "Sinestro's most damaging fullscreen combo"
- qcb2MB, b3, j3, b12 xx qcf1 = 38% (1 MB) "Close range only, not very applicable but creative"
qcf1 (i9 mid starter):
- qcf1, 4, d2 xx qcf1MB, 4 xx qcb1, qcb2MB, 4 = 32% (2 MBs) "Close range only, not very applicable but creative"
- qcf1MB, 4, qcb1, qcb2MB, 4, qcf1MB, 4 = 37% (3 MBs) "Trait combo, fullscreen only and not very applicable meter and trait wise"
qcf2 (i12 high starter):
- qcf2, 4, qcb1, qcb2 = 15% (0 MB) "Trait combo, works as an AA also, decent for charging trait"
- qcf2, 4, qcb1, qcb2MB, 4 xx qcf1MB, 4 = 31% (2 MBs) "Full trait combo, use only to kill opponent"
qcb1 (i21 mid starter):
- qcb1, qcb2MB, qcb2 = 16% (1 MB) "Works in every distance, but needs one MB"
- qcb1, b3, j3 xx (air) qcb1, b12 xx qcf1 = 24% (0 MB) "Main bnb inside b3 range, without MB usage" *
- qcb1, qcb2MB, 4 xx qcf1MB, 4 xx qcf1MB, 4 xx qcf1MB = 36% (4 MBs) "Full trait & full MB combo, use only to kill opponent"
Notes #3: Regarding trait combos. At some point you'll start being cautious about when and how to spend your trait. Generally and after watching pure numbers in the combos above, you'll notice that spending only one trait, especially/usually near the beginning of the combo (in order to extend it), deals a fairly good damage output. Your main goal is to use qcb1 as late as possible in each situation. Of course, there is also the 'j3-4-loop', which really adds to the damage, but it may be wiser to use this mostly to end the round and just use one trait per combo.
Corner Combos:
- j3, 3, 4, 3, 4, 3, 4, 3 xx Ultra = 72% (4 MBs) "Full trait combo, MB usage is optional"
- j3, [3 xx qcf2, 4] x 3, 3 xx Ultra = 77% (4 MBs) "Most damaging combo so far that requires full trait, MB usage is optional" *
- d3, 4, [3 xx qcf2, 4] x 2, 3 xx qcf2 = 47% (0 MB) "Full trait combo, very good damage for a sweep starter" *
Notes #4: This guide is by no means completed yet, and as far as my experience goes as a moderator in the 8wayrun forums, such kind of threads need more time to reach a "somewhat" completed status. As there have been some additions, there will also be some deletions from now on, since better combos are being discovered, while others are becoming obsolete. This guide is NOT my work alone. Thanks to everyone contributing so far and to those who keep discovering new things.
***STATUS: Currently testing more corner options/enders and got a bit into interactable objects/backgrounds***
Will be updated soon...