Paul the Octopus
Slow Starter
What do you guys think are Sinestro's best options when he is in footsie range? I find it challenging to play the footsie game against a lot of the top tiers. At this range, fear blast goes over many characters and i feel like Sinestro's footsies are slower, have little range (besides b1), and less advanatgeous on block compared to many other (good) characters.
Below is a list of what options i try to make use of, and my view on his options. Feel free to correct me and/or disagree. Interested in others' thoughts. Perhaps I'm misevaluating certain options or missing some things entirely.
- B13 (naked): Reasonably good option. It's unsafe against most the cast but works if you read that your opponent will walk/dash forward (which they will do a lot since most characters need to approach Sinestro). Also works as a counterpoke if you think your opponent will throw out a move, this is a good option that leads to damage and/or resets. While the risk is high, the reward is as well.
- B13, arachnid: Bad option IMO. I see high level players doing this, but I don't understand why. Perhaps I'm missing something but it seems like it's very unsafe (many characters can interrupt you between the 3 and the arachnid, and many can punish you after arachnid. Plus this isn't hit confirm able as far as I can tell and also leads to low damage.
-B12, arachnid: reasonably good option and strictly better than B13 arachnid. Not interruptable before the arachnid (I think) and also safer after the arachnid (more pushback). Not much damage. The 2 can be ducked but I've rarely had that be an issue.
- D2: reasonably good option. Hard to punish at max range for most characters, and leads to decent damage/resets.
- Run away (backdash or jump back) and zone: good option as Sinestro beats most characters at full screen.
- Neutral jump 1: solid option that is safe and leads to damage/resets. Punishable if opponent reads it.
Below is a list of what options i try to make use of, and my view on his options. Feel free to correct me and/or disagree. Interested in others' thoughts. Perhaps I'm misevaluating certain options or missing some things entirely.
- B13 (naked): Reasonably good option. It's unsafe against most the cast but works if you read that your opponent will walk/dash forward (which they will do a lot since most characters need to approach Sinestro). Also works as a counterpoke if you think your opponent will throw out a move, this is a good option that leads to damage and/or resets. While the risk is high, the reward is as well.
- B13, arachnid: Bad option IMO. I see high level players doing this, but I don't understand why. Perhaps I'm missing something but it seems like it's very unsafe (many characters can interrupt you between the 3 and the arachnid, and many can punish you after arachnid. Plus this isn't hit confirm able as far as I can tell and also leads to low damage.
-B12, arachnid: reasonably good option and strictly better than B13 arachnid. Not interruptable before the arachnid (I think) and also safer after the arachnid (more pushback). Not much damage. The 2 can be ducked but I've rarely had that be an issue.
- D2: reasonably good option. Hard to punish at max range for most characters, and leads to decent damage/resets.
- Run away (backdash or jump back) and zone: good option as Sinestro beats most characters at full screen.
- Neutral jump 1: solid option that is safe and leads to damage/resets. Punishable if opponent reads it.