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=== Character Powers === | === Character Powers === | ||
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{{ MoveListRow | Beware Your Fears | Trait | 5.00 per shot | Hold Trait to charge Sinestro's Fear meter, full meter will create a construct above Sinestro's head<br>Press Trait to firing a fast homing shot at opponent<br>Each construct contains three shots}} | {{ MoveListRow | Beware Your Fears | Trait | 5.00 per shot | Hold Trait to charge Sinestro's Fear meter, full meter will create a construct above Sinestro's head<br>Press Trait to firing a fast homing shot at opponent<br>Each construct contains three shots}} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Revision as of 18:33, 13 July 2013

Sinestro
Originally hailing from the planet Korugar, Sinestro once served as the Green Lantern of Sector 1417 and quickly gained recognition among the Corps for his ability to police his sector. However, peace came at a price. Sinestro's determination to preserve order caused him to act more as a dictator than a protector, conquering his own home planet in the process. Control became his means to an end, the true path to order in both his sector and the universe as a whole, and Sinestro did anything necessary to achieve it. It wasn't until then new recruit Hal Jordan learned of Sinestro's methods that the Guardians were informed and Sinestro was ejected from the Corps.
Steadfast in his belief of moral superiority and methods of maintaining order, Sinestro formed the Sinestro Corps, harnessing the yellow energy of fear, to not only combat the Guardians, whom he sees as the main obstacle on the path to intergalactic peace, but to also strengthen the Green Lantern Corps. For it is Sinestro’s opinion that the Green Lanterns have long since been held back by their creators.
Highly intelligent with an almost unbreakable will, Thaal Sinestro will do anything to achieve control and thereby order—control over his emotions, control over others, and even control over the entire universe.
In a nutshell
Character Info
Move List
Normal Moves
to charge attack, pressing Meter
Burn during charge will add armor
to attack (1 bar), cancel by
dashing forward or backwards
h to charge attack, pressing Meter
Burn during charge will add armor
to attack (1 bar), cancel by
dashing forward or backwards
Combo Attacks
knockdown 1/4th screen away
knockdown half screen away
knockdown 1/4th screen away
advancing combo
launches opponent into the air
knockdown 1/4th screen away
knockdown outside sweep range
knockdown 3/4th screen away
launches opponent into the air
knockdown full screen away
Bounce Cancels
cancel the combo and perform a
groundbounce
cancel the combo and perform a
wallbounce
Character Powers
Press Trait to firing a fast homing shot at opponent
Each construct contains three shots
Throws
leaves opponent 3/4th screen away
leaves opponent 3/4th screen away
Special Moves
Alternate Command:
qcf + l
Fear Blast
Alternate Command:
qcb + m
Impact Event
Alternate Command:
qcf + m
Arachnid Sting
Alternate Command:
qcb + l
Pulls an axe from the ground to Sinestro, launches opponent on hit
Alternate Command:
qcb + l
Super Move
On hit, Sinestro transports the opponent to space to meet some meteors
First hit: 10.00 then 7.60, 7.60, 9.50
Move Analysis
TBW
S.T.A.R. Labs Mode
TBW
Strategy
Basic Strategy
TBW
Advanced Strategy
TBW
Tips and Tricks
TBW
Combos
TBW
Alternate Costumes
![]() Regime |
Unlocking
- Regime- 1 Armory Key in Hall of Justice Archives
Match Ups
TBW
Frame Data
Move Name | Startup | Recovery | On Guard | On Hit |
---|---|---|---|---|
Palm Strike | 6 | 12 | 4 | 8 |
Hammer Fist | 10 | 29 | -3 | 7 |
Roundhouse | 13 | 22 | 1 | 10 |
Crusader Kick | 9 | 16 | 0 | 9 |
Batarang Swipe | 12 | 24 | -9 | 11 |
Flying Kick | 29 | 22 | 12 | 81 |
Caped Crusade | 14 | 24 | 1 | 11 |
Wheel Kicks | 29 | 26 | 8 | 79 |
Low Jab | 7 | 12 | 0 | 14 |
Uppercut | 7 | 29 | -16 | 62 |
Low Hammerfist | 15 | 20 | -5 | 42 |
Flying Knee | 5 | 22 | -8 | 4 |
Straight Kick | 7 | 22 | -4 | 17 |
Flip Kick | 10 | 16 | 10 | 10 |
Forward Throw | 10 | 21 | - | - |
Back Throw | 10 | 21 | - | - |
Showdown | 9 | 18 | 1 | 16 |
Injustice | 9 | 41 | -6 | -5 |
Vengeance | 21 | 25 | 5 | 67 |
Tricky Bat | 22 | 46 | -23 | 11 |
Intimidation | 13 | 19 | 6 | 16 |
Mind Games | 17 | 18 | -5 | 80 |
Millionaire | 12 | 25 | -4 | 11 |
High Tech | 18 | 17 | -5 | 46 |
Darkness | 18 | 26 | -6 | 67 |
Tragic | 11 | 18 | 8 | 14 |
Caped Crusader | 15 | 14 | -1 | 88 |
Stay Down | 10 | 3 | -15 | 55 |
Winged Avenger | 6 | 25 | -7 | 45 |
Straight Grapple | 20 | 27 | -32 | -11 |
Straight Grapple (Meter Burn) | 0 | 31 | - | -31 |
Sky Grapple | 14 | 44 | -42 | 57 |
Sky Grapple (Meter Burn) | 0 | 12 | - | 83 |
Batarang | 20 | -155 | -18 | -7 |
Batarang (Meter Burn) | 8 | 0 | 38 | 65 |
Up Batarang | 19 | -167 | -5 | 6 |
Up Batarang (Meter Burn) | 6 | 0 | 38 | 102 |
Side Kick | 16 | 50 | -35 | -2 |
Side Kick (Meter Burn) | 15 | -125 | - | 16 |
Scatter Bombs | 8 | 31 | -16 | 7 |
Cape Parry | 1 | 42 | -84 | 14 |
The Dark Knight | 121 | 44 | -14 | 14 |
Trait: Mechanical Bats | 0 | 15 | -15 | -15 |
Trait: Release The Bats | 5 | 0 | 15 | 46 |
Trait: Bat Swarm | 10 | 8 | 12 | 81 |