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Guide Sindel Combo Guide

peachyO

Apprentice
Thanks DanCock for making this its own thread! I will soon add corner combos and some low-hitting b+1, EnScream combos...if anybody would like to add more, it would be greatly appreciated. Here it is...yes it's lengthy, but I figured since players vary in skill, or experience with Sindel, it would be wise to include many beginner/intermediate combos in addition to the more advanced combos (though I know the overall skill level of the TYM community might make the simpler ones unnecessary. Anyway, thanks again:


SINDEL
special attacks:
fireball: d, f, 1
low fireball, d, f, 3
high air fireball (haf): d, f, 1 (in mid-air)
low air fireball (laf): d, f, 3 (in midair)
yell: d, b, 2
levitate: d, d, u
hair whip: d, f, 2
step up: d, f, 4

combos:
2, 1, high or low fireball: 4 hits, 13%
2, 1, step up: 6 hits, 15%
2, 1, hair whip: 5 hits, 16%


*the following starter (2, yell) may be substituted with 2, 1, ex yell for 1 extra hit, 1% extra damage, and the advantage of the yell following a low hit (1) instead of a high hit (2)*

2, yell, jp, 2, 1, high or low fireball: 8 hits, 22%
2, yell, jp, 2, 1 step up: 10 hits, 23%
2, yell, jp, 2, 1 hair whip: 9 hits, 24%

2, yell, jp, 3, 1, high or low fireball: 7 hits, 22%
2, yell, jp, 3, 1, step up: 9 hits, 24%
2, yell, jp, 3, 1, hair whip: 8 hits, 24%

2, yell, jp, f+1, 2, high or low fireball: 7 hits, 23%
2, yell, jp, f+1, 2, hair whip: 8 hits, 25%
2, yell, jp, f+1, 2, step up: 9 hits, 25%
2, yell, jp, b+1, 2, dash, b+1, 2, step up: 11 hits, 24%

2, yell, jp, b+1, 2, dash, b+1, 2, dash, uppercut: 9 hits, 26%
2, yell, jp, b+1, 2, dash, b+1, 2, dash, 1, 1, 1, high or low fireball: 12 hits, 27%
2, yell, jp, b+1, 2, dash, b+1, 2, dash, 1, 1, 1, hair whip: 13 hits, 28%
2, yell, jp, b+1, 2, dash, b+1, 2, dash, 1, 1, 1, step up: 14 hits, 28%
2, yell, jp, b+1, 2, dash, b+1, 2, dash, b+2, laf: 10 hits, 30%

2, yell, jp, b+3, f+2, f+3, low fireball: 8 hits, 30%
2, yell, jp, b+3, f+2, dash, 2, 1, high or low fireball: 10 hits, 28%
2, yell, jp, b+3, f+2, dash, 2, 1, step up: 12 hits, 29%
2, yell, jp, b+3, f+2, dash, 2, 1, hair whip: 11 hits, 30%
2, yell, jp, b+3, f+2, dash, 3, 1, high or low fireball: 9 hits, 29%
2, yell, jp, b+3, f+2, dash, 3, 1, step up: 11 hits, 30%
2, yell, jp, b+3, f+2, dash, 3, 1, hair whip: 10 hits, 31%

2, yell, jp, b+3, f+2, dash, 4, 4, u+3, haf: 10 hits, 33%

2, yell, jp, b+3, f+2, dash, b+2, 4, haf: 9 hits, 31%
2, yell, jp, b+3, f+2, b+2, 4, haf: 9 hits, 34%
2, yell, jp, b+3, f+2, b+3, high or low fireball: 8 hits, 30%
2, yell, jp, b+3, f+2, b+3, step up: 10 hits, 31%
2, yell, jp, b+3, f+2, b+3, hair whip: 9 hits, 32%

2, yell, jp, b+3, f+2, f+1, 2, high or low fireball: 9 hits, 31%
2, yell, jp, b+3, f+2, f+1, 2, hair whip: 10 hits, 32%
2, yell, jp, b+3, f+2, f+1, 2, step up: 11 hits, 32%

2, yell, jp, b+3, f+2, dash, b+1, 2, dash, uppercut: 9 hits, 33%
2, yell, jp, b+3, f+2, dash, b+1, 2, dash, 3, low fireball: 10 hits, 34%
2, yell, jp, b+3, f+2, dash, b+1, 2, dash, 3, hair whip: 11 hits, 35%
2, yell, jp, b+3, f+2, dash, b+1, 2, dash, 3, step up: 12 hits, 35%
2, yell, jp, b+3, f+2, dash, b+1, 2, dash, 1, 1, 1, low fireball: 11 hits, 35%
2, yell, jp, b+3, f+2, dash, b+1, 2, dash, 1, 1, 1, hair whip: 12 hits, 36%
2, yell, jp, b+3, f+2, dash, b+1, 2, dash, 1, 1, 1, step up: 13 hits, 36%
2, yell, jp, b+3, f+2, dash, b+1, 2, dash, b+1, 2, dash, uppercut: 11 hits, 37%

4, 4, step up: 5 hits, 16%
4, 4, uppercut: 3 hits, 18%
4, 4, u+3, haf: 4 hits, 20%
4, 4, ex haf: 4 hits, 20%
4, 4, b+2, laf: 4 hits, 19%
4, 4, b+2, 4, haf: 5 hits, 22%
4, 4, 1, 1, 1, high or low fireball: 6 hits, 21%
4, 4, 1, 1, 1, hair whip: 7 hits, 27%
4, 4, 1, yell, jp, b+1, 2, dash, uppercut: 8 hits, 26%
4, 4, 1, yell, jp, f+3, hair whip: hits, 27%
4, 4, 1, yell, jp, b+3, step up: 9 hits, 27%
4, 4, 1, yell, jp, b+3, hair whip: 8 hits, 28%
4, 4, 1, yell, jp, b+3, ex step up: 8 hits, 30%

4, 4, 1, yell, jp, 2, 1, hair whip: 10 hits, 27%
4, 4, 1, yell, jp, 2, 1, step up: 11 hits, 27%
4, 4, 1, yell, jp, 3, 1, high or low fireball: 8 hits, 25%
4, 4, 1, yell, jp, 3, 1, step up: 10 hits, 27%
4, 4, 1, yell, jp, 3, 1, hair whip: 9 hits, 27%
4, 4, 1, yell, jp, f+1, 2, high or low fireball: 8 hits, 26%
4, 4, 1, yell, jp, f+1, 2, hair whip: 9 hits, 28%
4, 4, 1, yell, jp, f+1, 2, step up: 10 hits, 28%
4, 4, 1, yell, jp, b+2, laf: 7 hits, 26%
4, 4, 1, yell, jp, 4, 4, haf: 9 hits, 32%

b+1, 2, high or low fireball: 3 hits, 11%
b+1, 2, step up: 5 hits, 12%
b+1, 2, hair whip: 4 hits, 13%
b+1, 2, jump kick, haf: 4 hits, 15%
b+1, 2, b+3. high or low fireball: 4 hits, 15%
b+1, 2, b+3, step up: 6 hits, 16%
b+1, 2, b+3, hair whip: 5 hits, 17%

b+1, 2, dash, b+2, ex haf: 5 hits, 19%
b+1, 2, dash, b+1, 2, dash, uppercut: 5 hits, 18%
b+1, 2, dash, b+1, 2, dash, 1, 1, 1, high or low fireball: 8 hits, 19%
b+1, 2, dash, b+1, 2, dash, 1, 1, 1, hair whip: 9 hits, 21%
b+1, 2, dash, b+1, 2, dash, 1, 1, 1, step up: 10 hits, 20%

b+1, 2, yell, jp, b+1, 2, dash, uppercut: 7 hits, 19%
b+1, 2, yell, jp, 2, 1, high or low fireball: 8 hits, 18%
b+1, 2, yell, jp, 2, 1, step up: 10 hits, 20%
b+1, 2, yell, jp, 2, 1, hair whip: 9 hits, 20%
b+1, 2, yell, jp, 3, 1, high or low fireball: 7 hits, 18%
b+1, 2, yell, jp, 3, 1, step up: 9 hits, 20%
b+1, 2, yell, jp, 3, 1, hair whip: 8 hits, 20%
b+1, 2, yell, jp, f+1, 2, high or low fireball: 7 hits, 19%
b+1, 2, yell, jp, f+1, 2, step up: 9 hits, 20%
b+1, 2, yell, jp, f+1, 2, hair whip: 8 hits, 21%
b+1, 2, yell, jp, b+3, high or low fireball: 6 hits, 19%
b+1, 2, yell, jp, b+3, step up: 8 hits, 20%
b+1, 2, yell, jp, b+3, hair whip: 7 hits, 21%
b+1, 2, yell, jp, f+3, hair whip: 7 hits, 20%

b+1, ex yell, jp, b+3, f+2, dash, b+1, 2, dash, 1, 1, 1, hair whip: 12 hits, 27%


b+3, f+2, uppercut: 3 hits, 22%
b+3, f+2, b+3, high or low fireball: 4 hits, 23%
b+3, f+2, b+3, step up: 6 hits, 24%
b+3, f+2, b+3, hair whip: 5 hits, 25%

b+3, f+2, dash, f+1, 2, high or low fireball: 5 hits, 23%
b+3, f+2, dash, f+1, 2, step up: 7 hits, 24%
b+3, f+2, dash, f+1, 2, hair whip: 6 hits, 25%
b+3, f+2, dash, b+1, 2, dash, b+1, 2, dash, uppercut: 7 hits, 31%

b+3, f+2, dash, b+2, ex haf: 5 hits, 29%
b+3, f+2, dash, 2, 1, high or low fireball: 6 hits, 21%
b+3, f+2, dash, 2, 1, hair whip: 7 hits, 22%
b+3, f+2, dash, 2, 1, step up: 8 hits, 22%

b+3, f+2, dash, 3, 1, high or low fireball: 5 hits, 22%
b+3, f+2, dash, 3, 1, step up: 7 hits, 23%
b+3, f+2, dash, 3, 1, hair whip: 6 hits, 24%

b+3, f+2, dash, 1, 1, 1, high or low fireball: 6 hits, 24%
b+3, f+2, dash, 1, 1, 1, step up: 8 hits, 25%
b+3, f+2, dash, 1, 1, 1, hair whip: 7 hits, 26%

b+3, f+2, yell, jp, f+3, low fireball: 6 hits, 27%
b+3, f+2, yell, jp, f+3, hair whip: 7 hits, 29%

b+3, f+2, yell, jp, 4, 4, u+3, haf: 8 hits, 35%
b+3, f+2, yell, jp, 1, 1, b+2, 4, haf: 9 hits, 35%

b+3, f+2, yell, jp, b+3, f+2, dash, b+2, ex haf: 9 hits, 39%
b+3, f+2, yell, jp, b+3, f+2, dash, 4, 4, haf: 9 hits, 36%

b+3, f+2, yell, jp, b+3, f+2, b+3, high or low fireball: 8 hits, 35%
b+3, f+2, yell, jp, b+3, f+2, b+3, step up: 10 hits, 37%
b+3, f+2, yell, jp, b+3, f+2, b+3, hair whip: 9 hits, 37%

b+3, f+2, yell, jp, b+3, f+2, dash, 2, 1, high or low fireball: 10 hits, 34%
b+3, f+2, yell, jp, b+3, f+2, dash, 2, 1, step up: 12 hits, 35%
b+3, f+2, yell, jp, b+3, f+2, dash, 2, 1, hair whip: 11 hits, 36%

b+3, f+2, yell, jp, b+3, f+2, dash, 3, 1, high or low fireball: 9 hits, 35%
b+3, f+2, yell, jp, b+3, f+2, dash, 3, 1, step up: 11 hits, 36%
b+3, f+2, yell, jp, b+3, f+2, dash, 3, 1, hair whip: 10 hits, 37%
b+3, f+2, yell, jp, b+3, f+2, dash, 1, 1, 1, low or high fireball: 10 hits, 36%
b+3, f+2, yell, jp, b+3, f+2, dash, 1, 1, 1, step up: 12 hits, 37%
b+3, f+2, yell, jp, b+3, f+2, dash, 1, 1, 1, hair whip: 11 hits, 37%

b+3, f+2, yell, jp, b+3, f+2, dash, b+1, 2, dash, 1, 1, 1, low or high fireball: 12 hits, 40%
b+3, f+2, yell, jp, b+3, f+2, dash, b+1, 2, dash, 1, 1, 1, step up: 14 hits, 40%
b+3, f+2, yell, jp, b+3, f+2, dash, b+1, 2, dash, 1, 1, 1, hair whip: 13 hits, 41%
b+3, f+2, yell, jp, b+3, f+2, dash, b+2, 4, haf: 9 hits, 40%

corner combos:
b+3, f+2, yell, 3, 1, b+2, b+1, 2, uppercut: 9 hits, 38%
b+3, f+2, yell, 3, 1, b+2, u+1, 1, ex step up: 10 hits, 40%
b+3., f+2, yell, 3, 1, b+2, 4, 4, ex af: 10 hits, 41%
b+3., f+2, yell, 3, 1, b+2, b+2, 4, ex af: 10 hits, 41%
b+3., f+2, yell, 3, 1, b+2, 4, 4, u+3, haf: 10 hits, 39%
b+3., f+2, yell, 3, 1, b+2, 4, 4, u+3, ex af: 11 hits, 43%

3, 1, b+2, u+4, 3, 1, ex yell, f+1, 2, step up: 12 hits, 38%
3, 1, b+2, u+4, 3, 1, ex yell, 2, 1, , step up: (13 hits, 37%) OR hair whip (12 hits, 38%
3, 1, b+2, b+1, 2, 1, yell, 3, 1, 1, hair whip OR ex step up OR ex low fireball: 12 hits, 40%

3, 1, b+2, u+4, 1, yell, b+3, hair whip: 9 hits, 36%
3, 1, b+2, u+4, 1, yell, b+3, ex low fireball: 9 hits, 38%
3, 1, b+2, u+4, 1, yell, b+3, ex step up: 9 hits, 39%
3, 1, b+2, u+4, 1, yell, 4, 4, u+3, ex af: 11 hits, 43%

3, 1, b+2, u+4, 1, yell, 3, 1, 1, hair whip: 11 hits, 41%
3, 1, b+2, u+4, 1, yell, 3, 1, 1, ex low fireball OR ex step up: 11 hits, 42%

3, 1, b+2, u+4, 1, yell, 3, 1, b+2, 1, 1, 1, hair whip (14 hits, 45%) OR ex low fireball (14 hits, 46%)
x-rays:
2, 1, x-ray: 7 hits, 34%
2, yell, jp, b+1, 2, dash, b+1, 2, dash, 1, 1, 1, x-ray: 15 hits, 35%
2, yell, jp, b+3, f+2, dash, 2, 1, x-ray: 13 hits, 40%
2, yell, jp, b+3, f+2, dash, 3, x-ray: 11 hits, 43%
2, yell, jp, b+3, f+2, b+3, x-ray: 11 hits, 44%
2, yell, jp, b+3, f+2, dash, f+1, 2, x-ray: 12 hits, 45%
2, yell, jp, b+3, f+2, dash, b+1, 2, dash, 3, x-ray: 13 hits, 47%
2, yell, jp, b+3, f+2, dash, b+1, 2, dash, b+1, 2, dash, 1, 1, 1, x-ray: 17 hits, 48%

4, 4, dash, 3, x-ray: 7 hits, 34%
4, 4, 1, 1, 1, x-ray: 9 hits, 36%
4, 4, 1, yell, jp, 1, x-ray: 10 hits, 40%
4, 4, 1, yell, jp, 2, 1, x-ray: 12 hits, 41%
4, 4, 1, yell, jp, 3, 1, x-ray: 11 hits, 42%
4, 4, 1, yell, jp b+1, 2, x-ray: 11 hits, 42%
4, 4, 1, yell, jp b+3, x-ray: 10 hits, 43%

b+1, 2, yell, jp, 2, 1, x-ray: 11 hits, 31%
b+1, 2, yell, jp, b+3, x-ray: 9 hits, 33%
b+1, 2, yell, jp, 3, 1, x-ray: 10 hits, 32%
b+1, 2, yell, jp, f+1, 2, x-ray: 10 hits, 33%

b+3, f+2, b+3, x-ray: 7 hits, 38%

b+3, f+2, dash, 3, x-ray: 7 hits, 37%
b+3, f+2, dash, 1, 1, 1, x-ray: 9 hits, 39%
b+3, f+2, dash, f+1, 2, x-ray: 8 hits, 39%
b+3, f+2, dash, 2, 1, x-ray: 9 hits, 33%
b+3, f+2, dash, b+1, 2, dash, 3, x-ray: 9 hits, 42%

b+3, f+2, yell, jp, b+3, f+2, dash, 2, 1, x-ray: 13 hits, 46%
b+3, f+2, yell, jp, b+3, f+2, dash, 3, x-ray: 11 hits, 49%
b+3, f+2, yell, jp, b+3, f+2, dash, 1, 1, 1, x-ray: 12 hits, 49%
b+3, f+2, yell, jp, b+3, f+2, dash, f+1, 2, x-ray: 12 hits, 49%
b+3, f+2, yell, jp, b+3, f+2, b+3, x-ray: 11 hits, 50%
b+3, f+2, yell, jp, b+3, f+2, dash, b+1, 2, dash, 1, 1, 1, x-ray: 15 hits, 50%
b+3, f+2, yell, jp, b+3, f+2, dash, b+1, 2, dash, 3, x-ray: 13 hits, 51%

3, 1, b+2, b+1, 2, 1, yell, b+3, x-ray: 12 hits, 48% (corner)
3, 1, b+2, u+4, 1, yell, b+3, x-ray: 11 hits, 50% (corner)
3, 1, b+2, u+4, 1, yell, f+1, 2, x-ray: 12 hits, 50% (corner)
3, 1, b+2, u+4, 1, yell, 3, 1, 1, x-ray: 13 hits, 51 % (corner)
3, 1, b+2, u+4, 1, yell, 3, 1, b+2, 1, 1, 1, x-ray: 16 hits, 54% (corner)
b+3, f+2, yell, 3, 1, b+2, u+4, 1, x-ray: 12 hits, 52% (corner)

The dreaded Empress of Outworld, Sindel, has been resurrected to guarantee her husband Shao Kahn’s victory in his invasion of Earthrealm. formerly a benevolent and just sovereign, Sindel’s reborn soul has been enslaved by Quan Chi for the emperor, who intends to unleash her terrible power against the Earthrealm defenders at the critical moment. robbed of her memory and filled with rage, Sindel will soon find herself pitted against her own daughter, the princess Kitana, who has defected to Earthrealm.
Sindel has all the skills needed to lay waste to earthrealm.Tthe Queen of Scream combines fierce projectile firepower with lengthy, vicious combos and the unique ability to fly in order to crush her foes. Sindel is maybe the best zoner of all the kombatants, and her special attacks are some of the flashiest and most useful in the game. despite her mighty projectile game, sindel is also a very capable close and mid-range fighter. She has an intermediate learning curve, mainly because of her vast special attack and combo list, but with a bit of training you will be causing severe headaches for all opponents, no matter how skilled or powerful they may be.

Sindel is one of the most versatile characters, but her greatest strength lies in her fearsome projectiles. she has 4 variations, and each is essential to bringing the Outworld monarch victory. She has two standard fireballs to begin with. The first is the simply named fireball; it is a purple bolt which Sindel spits directly at an enemy. The second is the low fireball, which is similar to the regular fireball except that Sindel ducks before firing, causing the projectile to strike low. Both of these are damaging, very fast, and have excellent start/recovery times. switching back and forth between the two can cause great difficulties for an opponent. Enhancing these fireballs will make them more powerful and will cause them to knock enemies to the ground when they connect.

Her next set of projectiles are her high and low air fireballs. these can be fired any time Sindel takes to the air (which will be frequently). both fire at a downward angle; the high air fireball will catch opponents further away, and the low air fireball will take care of those at closer ranges. enhancing an air fireball will cause both to fire in unison. Like their land-based counterparts, these two fireballs are extremely fast, and they are the reason Sindel is such a dangerous zoner. whether crouching, standing, floating, or leaping, she is capable of blasting her foes. this makes it very dangerous to attack her; whether she is on the offensive or retreating from close range, sindel can strike at any time, and from any distance or direction. She can pin down most fighters with her projectile attacks wherever and whenever she chooses. She can also use them all in combos, and to utterly control air space. Few other fighter has such a potent projectile: only Shang Tsung, Kabal, and Freddy Krueger can compete in a zoning war with her.

Fireballs play an integral part in her strategy, but Sindel has many more weapons in her arsenal. Next up is the hair whip. This flashy attack is a high-hitting, throw-like maneuver with excellent range and good speed. Sindel’s whips her hair at her enemy, which coils around the unfortunate and holds him/her firmly in place. Sindel suddenly snaps her head back, and the opponent is hurled through the air and violently slammed to the ground. The hair whip is superb for snatching jumpers, teleporters, foes who attempt projectiles from any distance other than extreme far range, and thwarting enemy wake-up attacks. While fast enough to use as a stand-alone move, it works even better as a combo- ender. The Enhanced version adds additional slams to the hair whip, but while it looks fierce, it is actually the most pointless ex move in the game; using a meter to perform this move earns a miserable 2% points extra damage (and only 1% point if used in a longer combo). Only use if that that 1% is necessary to end the match, or if you have meter to spare to add extra style to your combo.

Another stylish special attack is the step up, a multi-hit cartwheel kick. The step up is an absolutely superb weapon, one of the best special moves in Mortal Kombat. It is very fast, easy to use in combos, and it has both high and mid strikes, meaning it can break enemies’ low blocks, or confuse them altogether.Tthe step up is also one of the finest wake-up attacks, especially if enhanced (the same must be said for the ex low fireball), as it inflicts greater damage. However you use it, it will cause serious trouble for your foe, and help bring you the win time after time.

Adding to her arsenal is her levitate. This unique move gives sindel the unique ability to remain suspended in the air, from where she can rain fireballs down upon her adversaries. She can also float backwards or forwards. Take care not to remain afloat for too long, however, as she is vulnerable to many forms of attack. From long or mid-range, try repeatedly levitating, then rapidly firing an air fireball and canceling the levitate by pressing block. It is a wonderful zoning tool, as well as a great way to build meter.

Sindel’s final ability is her famous scream. The scream is a stun attack which will immobilize a foe and allow Sindel to unleash the attack of her choice. The scream can be used as an anti-air counter, but its true potential is realized when used to link combos. Like Quan Chi’s trance or Scorpion’s spear, this move sets Sindel apart from her competition; it allows her to create elegant, extensive, destructive combos. The enhanced scream is faster and has greater range, but it normally is unnecessary; the regular scream is sufficient. One exception is when following her sneaky low-hitting b+1 with an enhanced scream; this can result in a nice 30% damage attack on those who neglect to block low. Otherwise, save the meter instead to enhance her step up, fireballs, or perhaps even for her x-ray. Speaking of which, it is one of the few that starts with a low hit, and is very easily combo’d into. On its own, it makes for an excellent anti-air defense. It includes a savage kick straight to the crotch, making it maybe the cruelest x-ray imaginable.

Sindel has many combo starters. 2, 1 is quick, hits high and low, and can cancel into most of her special attacks, including her scream (after the first hit; after the second hit, an enhanced scream will be required). 4, 4, is also fast, and is high-hitting. b+1, 2, starts with a low strike and is a pop-up combo, opening the door for many juggle opportunities. b+3, f+2 is her best starter; her strongest combos will result from it. It appears to hit low, but actually hits high, which can confuse opponents. The second blow is an overhead mid-strike and will break low blocks. 3, 1 is another high-hitting starter, but using it will require an ex scream in order to link it into a longer combo.

With so many tools to choose from, Sindel has a strategy to deal with any opponent. always follow up jump kicks with an air fireball. Also throw them any time Sindel is retreating; this will teach them not to follow you. As soon as you have distance, fire your regular and low fireballs. Should they be able to break through this barrage, use her hair whip to stop them in their tracks and keep them in firing range. any time you land a combo, cancel into your scream. This will enable you to inflict a much more powerful combo than any you could perform without it. If you are pitted against an opponent without a teleport, feel free to throw in a quick levitate and launch a few more fireballs. When fighting against those who do have a teleport, block the move and punish with her b+3, f+2 starter and shave off 40% of their life meter.

Sindel combines peerless projectile and zoning capabilities with fast, versatile special moves and powerful combos to confound and destroy her enemies. Properly mixing up her numerous fireballs when at far range, and her high, mid, and low combo starters when in close, will keep foes constantly guessing and keep you from becoming too predictable. Sindel has some rather useless EN moves, and she can have some difficulty with teleporters, but her versatility and high damage output should ensure that the advantage will remain with the empress. Sindel will prove that she truly does reign supreme, and that all others are merely pathetic and weak pretenders to her throne.
 

Seapeople

This one's for you
I made a list of bnbs for myself a long time ago just to remember them all. Some aren't in this thread yet so I'll post them. Hope its helpful :)
(I'll edit the format later to match the original post)

Midscreen meterless
1:
jip 11b24~fb = 23%

b12:
jip b12, 31~scream, jip 311~(levi fb) = 27%
jip b12, 31~scream, jip 31 = 20% + up to 6% chip damage

b3f2 reset set up:
jip b3f2, b12, 1~scream, jip 311~(levi fb) = 38%
jip b3f2, b12, 1~scream, jip 31 = 31% + up to 6% chip damage

b3f2 full damage set up:
jip b3f2, scream, jip b3f2, b24~fb = 42%
jip b3f2, scream, jip b3f2, b12, 111~hairwhip = 44%

b3f2 easier combos:
jip b3f2, 31~scream, jip 311~(levi fb) = 34%
jip b3f2, 31~scream, jip 31 = 27% + up to 6% chip damage

2:
jip 2~scream, jip b3f2, b12, 311~(levi fb) = 40%

44:
jip 44, 1~scream, jip 311~(levi fb) = 31%
jip 44, 1~scream, jip 31 = 26% + up to 6% chip damage

Midscreen 1 bar
1:
jip 1~ex scream, crossover jip b3f2, 1 311~(levi fb) = 36%

21:
jip 21~ex scream, crossover jip b3f2, 1, 311~(levi fb) = 37%

31:
jip 31~ex scream, jip b3f2, 1, 311~(levi fb) = 38%

*Any jip after ex scream can be replaced with a levi cancel

Midscreen X-ray
2:
jip 2~scream, jip b3f2, b12, 111~X-ray = 49%

3:
jip 31~X-ray = 38%

44:
jip 44, 1~scream, jip f12~X-ray = 45%

b3f2:
jip b3f2, scream, jip b3f2, b12, 111~X-ray = 53%

Corner meterless
1:
jip 11b2~lfb, d1~cartwheel = 27%

2:
jip 2~scream, levi cancel x2, 31b2, u4, 311~(levi lfb) = 41%

3:
jip 311~levi cancel, d1~cartwheel = 26%
jip 31b2, u4, 1~scream, levi cancel x3, 111~levi cancel, (311~levi cancel) = 39% + up to 6% chip damage
jip 31b2, u4, 1~scream, crossover jip 311~step up = 45%

44:
jip 44, u4, 1~scream, levi cancel x3, 111~levi cancel, (311~levi cancel) = 33% + up to 6% chip damage
jip 44, u4, 1~scream, crossover jip 311~cartwheel = 40%
jip 44~lfb, d1~cartwheel = 26%

b12:
jip b12, 3~scream, levi cancel x3, 111~levi cancel, (311~levi cancel) = 24% + up to 6% chip damage
jip b12, 3~scream, crossover jip 311~cartwheel = 29%

Corner 1 bar
1:
jip 1~ex scream, levi cancel x2, 31b2, u4, 311~(levi lfb) = 39%

21:
jip 21~ex scream, levi cancel x2, 31b2, u4, 311~(levi lfb) = 39%

311:
jip 311~ex scream, levi cancel x2, 31b2, u4, d1~cartwheel = 40%

44:
jip 44~lfb, d1~ex scream, crossover jip 311~cartwheel = 36%

Corner X-ray
2:
jip 2~scream, 31b2, u4, u4, d1~X-ray = 54%

3:
jip 311~X-ray = 40%
jip 31b2, u4, 1~scream, crossover jip 311~X-ray = 56%

44:
jip 44, u4, 1~scream, crossover jip 311~X-ray = 51%
 

Axel_Redd

Vampire Jesus....he wants YOUR blood now!!
doesnt sindel have an otg involving her scream balls? i coulda sworn i've seen it somewhere...
 

Seapeople

This one's for you
doesnt sindel have an otg involving her scream balls? i coulda sworn i've seen it somewhere...
Sindel can OTG with an iaf after any fireball that hits an airborne opponent. However, the opponent can escape this OTG by doing a tech roll into wakeup.
If you need info on her other OTGs, just check the 1st post of the general strategies thread. Hope that helps :)
 

Axel_Redd

Vampire Jesus....he wants YOUR blood now!!
i just want to know so i know what to look outfor, and the general strategy is where again? lol
 

CanadianBaconX

Let's see how long this lasts...
i just want to know so i know what to look outfor, and the general strategy is where again? lol
The best way to get the OTG is to do it off a 2,1,2 string and then when they hit the ground do an air fireball to their downed body and it will OTG them. The basic concept is that you're hitting them with an air fire ball before they can recover on the ground.

Another example of it is in the corner you can get it if you do 3,1,1 xx levitate xx air low fireball.
 

CanadianBaconX

Let's see how long this lasts...
What do you guys do for anti cross ups?

d1 into ???
I just get crossed up and block or I go for a d1 and eat a full combo :(

If d1 works...
D1, Hairwhip or
D1, EnScream, B3F2, combo should work (I literally just went into training mode now and did it since like I said above... I'm ass and can't d1 anti-air for my life T_T)

Sometimes if you hit the D1 hits high enough you can dash 11 into Hairwhip/EnScream

Also U4 can anti-cross up but, it's really inconsistent and you can only combo off of it with meter and if you hit them at the right part of their jump arc.
 

Red Reaper

The Hyrax Whisperer
I just get crossed up and block or I go for a d1 and eat a full combo :(

If d1 works...
D1, Hairwhip or
D1, EnScream, B3F2, combo should work (I literally just went into training mode now and did it since like I said above... I'm ass and can't d1 anti-air for my life T_T)

Sometimes if you hit the D1 hits high enough you can dash 11 into Hairwhip/EnScream

Also U4 can anti-cross up but, it's really inconsistent and you can only combo off of it with meter and if you hit them at the right part of their jump arc.
Very interesting. I was seeing that d1 into regular yell works but it has to be done at the highest possible point of the d1.

EX Scream is probably the safest but I'd rather not use meter if I don't have to.

Very interesting about that U4... I gotta try that.
 

Urichinan

@Urichinan
Who recorded this? This is a great combo! I typically do 44 1 Scream...21levi cancel pressure. This is great!
I did. I literally just found the combo. XD

Also, here's a 40% variant:


You can do 1,1,1 > Hair Whip for 42%, but 1,1,1 > Step Up doesn't work because the last two hits whiff and they flop out of the corner.
 

RunwayMafia

Shoot them. Shoot them all.
I did. I literally just found the combo. XD

Also, here's a 40% variant:


You can do 1,1,1 > Hair Whip for 42%, but 1,1,1 > Step Up doesn't work because the last two hits whiff and they flop out of the corner.
Im going to note this combo as being the max damage combo from a 44 starter in the corner.
 

Urichinan

@Urichinan
I think that you might be able to do 3 > Scream after U4 like you can do after 3,1,b+2 > U4, but I haven't been able to get it a single time.

Also, you can replace 1 for d+4 > Scream, but it does the same amount of damage. Personally I like to use it for the extra hitstun, it makes the combo easier.

EDIT: Another discovery! You can do 1,1,1 > Levitate > Close Fireball and force them to block it. I tested it with rolls and wakeup attacks on and they always blocked it. Of course, this is just training mode, so it could be bugged out. But if it works like I think it does it's guaranteed chip damage and a restand.
 

CanadianBaconX

Let's see how long this lasts...
EDIT: Another discovery! You can do 1,1,1 > Levitate > Close Fireball and force them to block it. I tested it with rolls and wakeup attacks on and they always blocked it. Of course, this is just training mode, so it could be bugged out. But if it works like I think it does it's guaranteed chip damage and a restand.
Yeah it's a forced get up/free chip and hell when they don't block cause they don't know about it, it's a unscaled 8%. I usually end all my corner combos with 311 xx levi xx close fireball for just that reason.
 

Urichinan

@Urichinan
Yeah it's a forced get up/free chip and hell when they don't block cause they don't know about it, it's a unscaled 8%. I usually end all my corner combos with 311 xx levi xx close fireball for just that reason.
Oh yeah, 3,1,1 is the best way to do it. But I wasn't aware that you could preform the same setup from a low hitting 1,1,1. That adds a lot to her oki game from scaled combos.
 

CanadianBaconX

Let's see how long this lasts...
Urichinan BTW You can use this ender off of your normal 31b2 starter as well... So like...

jip, 31b2, u4, 1 xx scream, jump over, jip, 31b2, dash, 111 xx levi xx low fireball will get you 46% (48% with chip, 54% if they don't block the fireball) and it forces standing in the corner.

111 xx fireball gives you 49% and keeps them in the corner, 111 xx hairwhip I think was like 51% and 111 xx Xray was 59%

I'm sure you all did this anyways but, I felt cool doing it so wtvs :D Also does this ender hitbox specific at all? Maybe it is when you do it off of this combo because I swear I can't hit Mileena with it for junk but, I get get it on Sub-Zero (And Sheeva lolz) :( So, yeah awesome find :D
 

Urichinan

@Urichinan
Mileena is a hard one to get it on, but I managed to do it. Personally I'd just go for Dash > D4 > Step Up against her, or try for some Levicancel pressure after the JIP.

And you can do it off of any combo that ends with 1,1,1 and the opponent close to the ground. You should be able to do B1,2 > U4 > 1 > Scream > Jump Over > JIP > 3,1,B2 > 1,1,1 > Levitate~Fireball.

If you can, you should try learning how to get 3,1,B2 > U4 > 3 > Scream to hit. It boosts up her damage and isn't too hard with some practice.

I really wish U4 had some extra float properties, that way we could link 2 or 3 together before a Scream. :(

EDIT: This is DEFINITELY character specific though. I can't get it to work on Raiden at all.
 

EGP Wonder_Chef

Official Quan Chi Nerf Demander™
Okay so someone tell me if these are the best combos ending in a scream:

Midscreen

44 > b12 > 1 xx Scream > etc.

B3F2 > B12 > 1 xx Scream > etc.

B12 > 31 xx Scream > etc.

Corner

44 > U4 > 1 xx Scream > etc.

B3F2 > U4 > U4 > 1 xx Scream > etc.

31B2 > U4 > 3 xx Scream > etc.


Am I missing anything?
 

Urichinan

@Urichinan
Mid-Screen do B3,F2 > Scream, it allows you to do a second B3,F2 after a JIP and continue the combo for more damage.
If you want to go for Levicancel pressure then use the one you listed.

Everything else is good, for those are the most damaging versions of all those starters.

You're missing B1,2 in the corner, in which you should do B1,2 > U4 > 3 > Scream

EDIT: Also, if you manage to land a U4 do NJP > U4 > 1 > Scream
 

Flagg

Champion
Okay so someone tell me if these are the best combos ending in a scream:

Midscreen

44 > b12 > 1 xx Scream > etc.

B3F2 > B12 > 1 xx Scream > etc.

B12 > 31 xx Scream > etc.

Corner

44 > U4 > 1 xx Scream > etc.

B3F2 > U4 > U4 > 1 xx Scream > etc.

31B2 > U4 > 3 xx Scream > etc.


Am I missing anything?
I used to like doing a scream off of a hit confirmed B3F2 midscreen, because you could extend the damage a bit more.

For example, Jip, B3F4 scream, jip, B2F4, F12>>hair grab did about 42% damage? I havent used her in awhile though.

If you have meter, ending some of her corner combos in 44, ex air fireball, really used to crank up the damage.
 

EGP Wonder_Chef

Official Quan Chi Nerf Demander™
Well the way I see it is if I do B3F2 > Scream > JP, B3F2 > B12 > 111 xx Cartwheel I get like 40%.

If I do B3F2 > B12 > 1 xx Scream > JP 31 xx Levi Instant Fireball I get 32% and it guarantees me at least a blocked 44 xx Air Fireball which is 5% chip.

So at the worst I trade 3% damage for 3 blocked attacks of meter (plus the meter for the levi and the air fireball) and deny them 5% damage worth of meter (you gain meter from taking damage, but not from taking chip damage).

At best They don't respect the 44 and I go into another full combo, or once they start really respecting it, I can potentially go in for some more Levi Cancel stuff.

Not to mention it takes away the option of a wakeup for them.