Mr. Mileena
Champion
We all know how difficult General Cross Overs can be for Sindel.
I believe I have found a possible solution for cross overs.
It is incredibly difficult to Anti air cross overs, and her D+3 doesn't lower her hitbox too much, you either get hit, or sit there blocking.
However, her Low fireball lowers her hitbox SIGNIFICANTLY, and is Incredibly effictive towards Jump in Punch Cross overs.
Jump Kick Cross Overs can be tricky.
Jump in Punch Cross overs
~ As soon as you seem them jump over you, low fireball. Delayed - Normal Timed Jump in Punches 99% of the chance get evaded and the fireball hits them mid air as they land and/or whiff the Jump in punch.
The Jump in Punch that connects at the peak of the cross over can be tricky, and this is the method we will have to use for jump in kicks as well.
~You have to dash a little but under them, and quickly input Down Down F3
The reason we have to input the first down is because the moment you input the low fireball, she actually moves toward the opponent reducing the spacing/gap for her to evade the attack
Sometimes, the jump punch might hit you, but not until she releases her fireball. So you take 5%, and they take an 8% fireball that knocks them down mid air.
~ Jump in Kick
These have to follow the method above, but with further spacing ( a bigger dash under them)
Deep jump kicks are easily avoided, but early to mid times jump kicks on cross over can be a problem.
I am still working on a method to incorporate the low fireball to help her anti cross over game.
Her hitbox is so incredibly decreased, this might prove to be vital.
So, I will be testing it hard.
SURPRISE TECH:
I'm working on something else in which during her levitate dashes, attacks nullify her, and your opponent actually goes through Sindel, especially during a levi dash canceled to ground. This needs way more testing, but it's exciting nonetheless if proven successful.
Just thought I'd share this with you all.
I believe I have found a possible solution for cross overs.
It is incredibly difficult to Anti air cross overs, and her D+3 doesn't lower her hitbox too much, you either get hit, or sit there blocking.
However, her Low fireball lowers her hitbox SIGNIFICANTLY, and is Incredibly effictive towards Jump in Punch Cross overs.
Jump Kick Cross Overs can be tricky.
Jump in Punch Cross overs
~ As soon as you seem them jump over you, low fireball. Delayed - Normal Timed Jump in Punches 99% of the chance get evaded and the fireball hits them mid air as they land and/or whiff the Jump in punch.
The Jump in Punch that connects at the peak of the cross over can be tricky, and this is the method we will have to use for jump in kicks as well.
~You have to dash a little but under them, and quickly input Down Down F3
The reason we have to input the first down is because the moment you input the low fireball, she actually moves toward the opponent reducing the spacing/gap for her to evade the attack
Sometimes, the jump punch might hit you, but not until she releases her fireball. So you take 5%, and they take an 8% fireball that knocks them down mid air.
~ Jump in Kick
These have to follow the method above, but with further spacing ( a bigger dash under them)
Deep jump kicks are easily avoided, but early to mid times jump kicks on cross over can be a problem.
I am still working on a method to incorporate the low fireball to help her anti cross over game.
Her hitbox is so incredibly decreased, this might prove to be vital.
So, I will be testing it hard.
SURPRISE TECH:
I'm working on something else in which during her levitate dashes, attacks nullify her, and your opponent actually goes through Sindel, especially during a levi dash canceled to ground. This needs way more testing, but it's exciting nonetheless if proven successful.
Just thought I'd share this with you all.