get rid of the habit of doing hair whip as an anti air, trust me, itll get you punished1~Scream or 3~Scream as AA combo starters.
Also, you can step back (half screen at least otherwise you get jip'd) use Hair Whip to prevent a jump in.
D1~Hair Whip/Cartwheel is good for cross-overs.
Best aa is standing 1What do you guys and gals think is the best AA for Sindel, or what do you find yourself using the most? I'm trying to get a read on what other people do since I just find myself usually going for iAFs. Is a back dash then standing 1 a good option to lead into a short combo? I'm guessing Scream and u4 is pretty situational, but her crouching d1 seems to have some merit too (as far as crossovers go). Any tips?
once you get it down, its not too hard, its great on crossups too, and offline its a breezeThe only drawback about 1~Scream it's tough to do online, I guess that's why everyone hops around XD
Njp works if you can read timing.
Awesome, thanks, I really appreciate itBest aa is standing 1
dont use styanding 3, it's too slow, horrible hitbox, and unreliable
up 4 and up 2 take skill and good timing, u4 is punish on whiff or block, whil eb2 is too, but a little safer
stick to yells too,
but her standing 1 is by far an amazing AA
im not sure. but online, its super super hard to punish the ex tele without the sai, its easier offline.Mr. Mileena just saw your YouTube comment. I personally can't do d1 into punish unless they do the sai. So this is the alternative for some one like myself that can't punish it.
Also this really should just be a sindel thing because she's the only character that can dash out of the second hit. Also like you said if health is low you can avoid the chip death by doing this.
Really I'd like to know why only certain characters can jump out and why others can't. It's not a hit box thing. Weird.
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yea online bleh. I can't dash or jump out at all.im not sure. but online, its super super hard to punish the ex tele without the sai, its easier offline.
yea she does. So hmm maybe they don't realize that it's not a glitch. They have it listed as one of the random advantage glitches. I have never noticed It before.random advantage?
doesnt she get + on hit and block?
what is this ??
The disadvantage increases if a sai cancel is used, that's why. Also, her hitbox moves closer so it is just inviting to get punished. I'm not sure about the dash thing, I'll have to check sometime.Mr. Mileena just saw your YouTube comment. I personally can't do d1 into punish unless they do the sai. So this is the alternative for some one like myself that can't punish it.
Also this really should just be a sindel thing because she's the only character that can dash out of the second hit. Also like you said if health is low you can avoid the chip death by doing this.
Really I'd like to know why only certain characters can jump out and why others can't. It's not a hit box thing. Weird.
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The random advantage is a little overblown, I need to post in the other thread explaining it. It's about 50% if you are holding any button, say, trying to jump or poke back after you block it in crouch. But, you can cancel out of the extra animation, so it is really only a problem if you are trying to jump out. The bugged "advantage" is 9 frames.yea online bleh. I can't dash or jump out at all.
I was reading that osu 16 bit thread and I saw that sindel has a random plus advantage on 2 do you know what it is and how often it happens?? Somberness do you know???
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Was testing 2, d1 as a pseudo frame trap catching jumps, to mix up with levitate cancels and d1~kartwheel. Sometimes it seems like theres a point where they cant poke back even when holding a 6 frame d1 on a turbo controller vs my own timing and execution of a "manual" d1.The random advantage is a little overblown, I need to post in the other thread explaining it. It's about 50% if you are holding any button, say, trying to jump or poke back after you block it in crouch. But, you can cancel out of the extra animation, so it is really only a problem if you are trying to jump out. The bugged "advantage" is 9 frames.
Reset set-up with f+1,2 !?!?! How it works?Very interested.Are you kidding me?
Remove f+1?
That removes her f+1, 2, a reset set-up.
I wouldn't mind if her f+3 was removed.
her f3 is the same animation for 44 but can cancel to levitate, mix it in with 44, and you got mind fucks. I think the tools this character has lies solely on the player using her, if you can mix up enough to melt the brain of your opponent you can usually keep your life lead long enough to win, but tbh she gets beaten at all ranges with little defensive options and its really hard work.Sindel's F3 is annoying online, sometimes when I start a combo with B3, F2 (I omit her Scream online or use her Ex Scream to guarantee a combo) but I dash forward to attempt 3,Scream but an F3 comes out instead kicks them away full screen. It comes out by accident but I work with it since it allows Sindel to keep spamming fireballs. I do find F3 only helpful in the corner when you connect Scream for a combo. Now if only her Up3 had some kind of purpose? Overhead maybe?
In order for this to work the opponent must be standing when f1-2 is landed. It leaves them a bit staggered for a follow up which can be either a throw or the more preferable b1-2 into dash 3-1 scream for the reset. This is kinda like scorpions vortex, a guessing game to say the least and is not guaranteed. However if you manage to pull it off the next follow up from f1-2 should be b3 f2 only if you suspect your opponent might block low then the f2 overhead will get him for another reset which you can end with a throw for guaranteed damageReset set-up with f+1,2 !?!?! How it works?Very interested.
b3 is not guaranteed. you are at like +14 if im not mistaken after f21, so you have 19 free frames.In order for this to work the opponent must be standing when f1-2 is landed. It leaves them a bit staggered for a follow up which can be either a throw or the more preferable b1-2 into dash 3-1 scream for the reset. This is kinda like scorpions vortex, a guessing game to say the least and is not guaranteed. However if you manage to pull it off the next follow up from f1-2 should be b3 f2 only if you suspect your opponent might block low then the f2 overhead will get him for another reset which you can end with a throw for guaranteed damage
Is the "reset" off f1,2 based off the hitstun/stagger allowing you to get off a b1 or a 1 before they can do anything but block?b3 is not guaranteed. you are at like +14 if im not mistaken after f21, so you have 19 free frames.
b3 is punishable since it takes 27 frames to come out, meaning a 12 or 13 move can punish it if they choose too, as well as an armor move.
f2,1 b1, or standing 1 is a legit frame trap
standing 2 is 17 frames, but you usually have to dash a little bit in for it to hit due to its weird hitbox, but by the time you mvoe in, they will be able to poke out
leave me a lone, im a kitana user XD f1,2 f2,1 same thing hehe jkIs the "reset" off f1,2 based off the hitstun/stagger allowing you to get off a b1 or a 1 before they can do anything but block?
I dont understand the difference between that and just a really close frame trap, can you possibly go more into why it works and why i should ever do that?
Edit: F1,2 not f2,1.