Mr. Mileena
Champion
I want to open up 2013 with a runback of Sindel <3 (STILL BEING WORKED ON)
Special Moves:
Hair Whip: This special move is great because it prevents your opponent from tech rolling. This does normally 1% more damage than cartwheels when choosing to end a combo with this.
Strong Points:
- Switches positions without the use of meter.
- -7 on block, but due to the length of her hair, most pokes and attacks cannot punish her in the right distance.
- Unbreakable
- Unexplored Anti Air.
- Eliminated Tech roll, which in turn can cause a mix up on opponents wake up with Sindel's B3.
Weak Points:
- When used incorrectly, she can corner herself by switching positions.
- Pretty Punishable on Whiff.
Ex Version: Should never be used unless to end a round/match.
Cartwheel: This special move is an overhead, which can be used after strings to cause a mixup game. This should be used to end combos when you are not cornered/close to being cornered to push your opponent away. This move also causes TOASTY BOOST to occur, which is convenient.
Strong Points:
- Pushes opponent full screen, where Sindel wants the opponent at all times.
- Causes Toasty Boost to occur.
- 2 Hit Overhead
Weak Points:
- -7 on block, all pressure ends once this move is blocked.
Ex Version: Used to switch positions. Causes a little more damage. More invincibility on wakeup. I rarely use this, but is not a bad option in some cases.
Fireball/Lowfireball *Grounded*
-The normal fireball should never be used grounded. It is -15 on block, and causes no mix up. It should only be used rarely when trading projectiles as it can sometimes cause the fireball to hit the falling opponent. (Example: As Kitana falls when throwing an IAF)
-The Lowfireball should be more commonly used instead of the mid fireball
Strong Points (Low)
- DRASTICALLY decreases her hitbox, useful for crossovers.
- Low hit
- + 5 on hit
- Can evade certain projectiles
Weak Points
- -14 on block (low), -15 (regular)
- Punished on Whiff
- Despite low fireball being +5 on hit, (+4 regular), this does not guarantee Standing 4 pressure.
Air: The regular fireball in the air is most commonly used, as it travels further, while the low fireball should be used on advancing opponents.
Ex Version (ground)
-Low Fireball causes more damage, and grants a knockdown.
Air:
- Causes two different angled fireballs to come out; ideal for chipping an enemy to death (finishing them off)
Yell: Used to elongate combos, normally used during combos. Can be used to heavily punish opponents who do not respect 2,1 levi cancel for a full combo punish by inputting 2,1 yell, instead of levitating canceling.
Strong Points:
- Grants +104 on hit
- Causes combos to do more damage, causes a combo setup on hit.
Weak Points:
- Punishable on block
- Punishable on whiff
- Slow startup
- Not unbreakable
Ex Version:
- Faster startup and can be canceled.
The big one, Levitation
Levitation is one of her more useful specials. It can be used during strings to psyche opponents out, gain advantage on hit/block, and create a much more deadly rushdown Sindel. While a timed poke can be performed to escape such pressure; the opponent runs the risk of eating a special, string, etc.
*Wall specialty video can help explain more in detail*
It is Ideal to perform naked levitate cancels full screen to gain meter, and psyche opponents out. (Trick opponent to teleport, block, punish , etc)
Air: Can be used at peak to rapidly throw out fireballs. Can throw out fireball, then dash forward or back and quickly input fireball choice to throw out 2 rapid fireballs back to back that combo for 15%
There is no Ex Version for this.
Special Moves:
Hair Whip: This special move is great because it prevents your opponent from tech rolling. This does normally 1% more damage than cartwheels when choosing to end a combo with this.
Strong Points:
- Switches positions without the use of meter.
- -7 on block, but due to the length of her hair, most pokes and attacks cannot punish her in the right distance.
- Unbreakable
- Unexplored Anti Air.
- Eliminated Tech roll, which in turn can cause a mix up on opponents wake up with Sindel's B3.
Weak Points:
- When used incorrectly, she can corner herself by switching positions.
- Pretty Punishable on Whiff.
Ex Version: Should never be used unless to end a round/match.
Cartwheel: This special move is an overhead, which can be used after strings to cause a mixup game. This should be used to end combos when you are not cornered/close to being cornered to push your opponent away. This move also causes TOASTY BOOST to occur, which is convenient.
Strong Points:
- Pushes opponent full screen, where Sindel wants the opponent at all times.
- Causes Toasty Boost to occur.
- 2 Hit Overhead
Weak Points:
- -7 on block, all pressure ends once this move is blocked.
Ex Version: Used to switch positions. Causes a little more damage. More invincibility on wakeup. I rarely use this, but is not a bad option in some cases.
Fireball/Lowfireball *Grounded*
-The normal fireball should never be used grounded. It is -15 on block, and causes no mix up. It should only be used rarely when trading projectiles as it can sometimes cause the fireball to hit the falling opponent. (Example: As Kitana falls when throwing an IAF)
-The Lowfireball should be more commonly used instead of the mid fireball
Strong Points (Low)
- DRASTICALLY decreases her hitbox, useful for crossovers.
- Low hit
- + 5 on hit
- Can evade certain projectiles
Weak Points
- -14 on block (low), -15 (regular)
- Punished on Whiff
- Despite low fireball being +5 on hit, (+4 regular), this does not guarantee Standing 4 pressure.
Air: The regular fireball in the air is most commonly used, as it travels further, while the low fireball should be used on advancing opponents.
Ex Version (ground)
-Low Fireball causes more damage, and grants a knockdown.
Air:
- Causes two different angled fireballs to come out; ideal for chipping an enemy to death (finishing them off)
Yell: Used to elongate combos, normally used during combos. Can be used to heavily punish opponents who do not respect 2,1 levi cancel for a full combo punish by inputting 2,1 yell, instead of levitating canceling.
Strong Points:
- Grants +104 on hit
- Causes combos to do more damage, causes a combo setup on hit.
Weak Points:
- Punishable on block
- Punishable on whiff
- Slow startup
- Not unbreakable
Ex Version:
- Faster startup and can be canceled.
The big one, Levitation
Levitation is one of her more useful specials. It can be used during strings to psyche opponents out, gain advantage on hit/block, and create a much more deadly rushdown Sindel. While a timed poke can be performed to escape such pressure; the opponent runs the risk of eating a special, string, etc.
*Wall specialty video can help explain more in detail*
It is Ideal to perform naked levitate cancels full screen to gain meter, and psyche opponents out. (Trick opponent to teleport, block, punish , etc)
Air: Can be used at peak to rapidly throw out fireballs. Can throw out fireball, then dash forward or back and quickly input fireball choice to throw out 2 rapid fireballs back to back that combo for 15%
There is no Ex Version for this.