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Guide Sindel Combo Guide

Urichinan

@Urichinan
You can also do JIP > B3,F2 > Scream > JIP > B3,F2 > Dash > B1,2 > Dash > 1 > Dash > 1,1,1 > Levitate~Fireball and that will OTG them, if they block it that's 42% and a restand, if they get hit it's 48% and a restand.

Personally I like to try and push them to the corner when I can, so unless I'm too far away to get them there I opt for the push.

You're setup is really strong though, I like it.
 

Flagg

Champion
You can also do JIP > B3,F2 > Scream > JIP > B3,F2 > Dash > B1,2 > Dash > 1 > Dash > 1,1,1 > Levitate~Fireball and that will OTG them, if they block it that's 42% and a restand, if they get hit it's 48% and a restand.

Personally I like to try and push them to the corner when I can, so unless I'm too far away to get them there I opt for the push.

You're setup is really strong though, I like it.
Yeah, I forgot she has some nice stand up combos, I posted one in the Sindel forums a few months back, not sure if it is still there since the wipe.
 

Urichinan

@Urichinan
Oh yeah, I know you can do that. What I meant was something like Kabal's B1,2,1 so you could do combos like 4,4 > U4x3> 1 > Scream > Jump Over > JIP > 3,1 > Levifireball > 4,4 Pressure for like 45% damage and a reset.

Then she might be one of the better characters. Lol
 

CanadianBaconX

Let's see how long this lasts...
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.
You can otg with levicancel 111 into fireball on any airborn combo, you just have to hit them when they're on the group. Like if they're high you would just delay it.

Yeah I had a feeling it was character specific... Well it was either that or I'm just bad :p Either or works haha
 

RunwayMafia

Shoot them. Shoot them all.
What are Sindels Max Damage combos from each starter in the corner (meterless). Im going to include them in my Punishment Guide.
 

CanadianBaconX

Let's see how long this lasts...
What are Sindels Max Damage combos from each starter in the corner (meterless). Im going to include them in my Punishment Guide.
Are we talking most damage as in the % on the top of the screen, are we considering keeping them in the corner important, do we count if it does more damage assuming they don't block a blockable OTG fire. Haha :D
 

Seapeople

This one's for you
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.
I normally use one of these 2 combos...
Full damage: jip b3f2, scream, jip b3f2, b24~air fb = 44% and a guaranteed followup air fb if the opponent doesn't techroll into wakeup.
Reset: jip b3f2, b12, 1~scream, jip 31 = 31% and a guaranteed 111~cartwheel followup (6% chip), guaranteed throw (43%), or levi cancel mixups.

You can otg with levicancel 111 into fireball on any airborn combo, you just have to hit them when they're on the group. Like if they're high you would just delay it.
This won't work if they tech roll into wakeup. You can OTG fireball after almost any knockdown as long as they don't tech roll into wakeup. You can even OTG fireball after an air fb.
 

CanadianBaconX

Let's see how long this lasts...
This won't work if they tech roll into wakeup. You can OTG fireball after almost any knockdown as long as they don't tech roll into wakeup. You can even OTG fireball after an air fb.
I'm guessing doing this in training mode with roll+wakeup on won't let me actually test this properly? Cause when I do it with that the fire ball will hit before the roll even starts.
 

Seapeople

This one's for you
I'm guessing doing this in training mode with roll+wakeup on won't let me actually test this properly? Cause when I do it with that the fire ball will hit before the roll even starts.
Idk, they were able to wakeup in time when i tried in training mode. Maybe you're timing the fb different than me. If that actually works it could really useful
 

CanadianBaconX

Let's see how long this lasts...
Idk, they were able to wakeup in time when i tried in training mode. Maybe you're timing the fb different than me. If that actually works it could really useful
Are you takling about doing a seperate fireball AFTER you get the knock down? Like when you fireball them out of the air and try to get another air fireball right after?

I'm talking about like you do 111 then levitate cancel fireball so that it doesn't combo but, hits just as they hit the ground. The AI can roll out of it if timed wrong but, more often then not I was getting it before the roll. Like I'd stand them up before it even said recovery on their xray meter.
 

Seapeople

This one's for you
Are you takling about doing a seperate fireball AFTER you get the knock down? Like when you fireball them out of the air and try to get another air fireball right after?

I'm talking about like you do 111 then levitate cancel fireball so that it doesn't combo but, hits just as they hit the ground. The AI can roll out of it if timed wrong but, more often then not I was getting it before the roll. Like I'd stand them up before it even said recovery on their xray meter.
I had tried 111~levi lfb and 111~fb into ialfb and both of them were getting escaped by tech roll into wakeup.
 

KH_Captain

Nightwolf wannabe
im sure the only thing that cant be tech roll wakeupd is ending in 311levifb in corner. anybody have good ideas for toastyboost combos. you can get toasty off and u4 can you not?
 

KH_Captain

Nightwolf wannabe
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.
wow i didnt know 31 levifb linked on hit that puts you at +13 i always thought they could block before the levifb. too bad you cant hit confirm the fb after 44 or you could do a full 44 1 yell combo instead of 44fb d1 cartwheel/hairwhip. i always just did jip 31 (+14) then pressured after that. good to know that i can get an extra iafb in there. one thing is after the 31levifb it knocks back pretty far making your only option 44. and at that range a lower hit box character can neutral crouch the second hit of 44 and d1 juggle you. so in reality just jip 31 then pressure is the better option since pretty much everybody plays low hitbox characters.
 

Seapeople

This one's for you
im sure the only thing that cant be tech roll wakeupd is ending in 311levifb in corner.
311, f3, 212, and 21b3 all give you a guaranteed iafb or levi fb anywhere on the screen. I'm not sure how much they get affected by gravity in combos though. If I'm remembering right, I think using b3f2 when it splats the opponent will give you a guaranteed iafb even in high gravity combos. Hope that makes sense.
 

KH_Captain

Nightwolf wannabe
311, f3, 212, and 21b3 all give you a guaranteed iafb or levi fb anywhere on the screen. I'm not sure how much they get affected by gravity in combos though. If I'm remembering right, I think using b3f2 when it splats the opponent will give you a guaranteed iafb even in high gravity combos. Hope that makes sense.
true true i was thinkin as in combo enders. what about after an enh step up or hairwhip would you be able to get off a quick iafb those are untechable knockdowns also arent' they. probably have too much recovery though. Ive never tried it. Ive been doin this thing where i end a combo in 311levi then i pause and use the double fireball trap as fullscreen pressure on wakeup instead of always cancelling into the fb. whats your opinion on doing that.
 

Seapeople

This one's for you
true true i was thinkin as in combo enders. what about after an enh step up or hairwhip would you be able to get off a quick iafb those are untechable knockdowns also arent' they. probably have too much recovery though. Ive never tried it. Ive been doin this thing where i end a combo in 311levi then i pause and use the double fireball trap as fullscreen pressure on wakeup instead of always cancelling into the fb. whats your opinion on doing that.
I haven't tried iafb after ex cartwheel or hairwhip yet, but if it works that would make ex cartwheel even better on wakeup. The double levi fireball combo ender sounds like a really good idea too. Can any wakeup attacks punish you in time?
 

KH_Captain

Nightwolf wannabe
i spent some time testing it vs different characters wakeups and tech roll wakeups and overall it seems like a pretty solid option to make opponent think about instead of just 311levifb or f214levifb all the time. there are a lot of situational things you have to look for which is where baiting the wakeup cancelling and punishing or when to use dash forward or dash back (in air)or when to use long range or close range fireballs. a good mind game all in all. go to practice mode and mess with it vs wake ups and roll wakeups to see where the best situations for it are and what to watch out for when to cancel vs different characters. for instance i was using close fbs and dash back vs kabal and hitting him out of enh nomad dash. about the enh cartwheel it isnt an untechable knockdown i coulda swore it was but its not. hairwhip is untechable but with recovery time she doesnt have enough time to do an iafb best option there just seems to be another hairwhip lol. b3f2 still seems to work a lot after an enh cartwheel though for some reason. 311 and f3 have to be cancelled into the levifb to make it guaranteed and 212 and 21b3 you just do one as quick as possible after the knockdown. i never use f3 cuz its a pain to cancel into levi and never use 21b3 cuz its hella punishable (-9) that leaves just 311 and 212 any other strings can be techrolled as far as i could tell.
 

Seapeople

This one's for you
^Great explanation right there. I'll have to play with the double fireball combo ender, it sounds really interesting. Have you tried an air fireball after her throw?
 

KH_Captain

Nightwolf wannabe
na shes only at +9 frames after a throw and levi fireball takes way too long since she throws opponent to full screen. maybe in the corner where the fb doesnt have to travel very far. i'll have to mess with it. usually i'm looking for opportunity to use d4and2 levicancel pressure in the corner and never seem to throw much in the corner. the only thing about it is when you are that close to them and you do an iafb thats blocked shes at -7 which guarantees pressure for opponent. using the otgs is better when they are out of range to pressure you afterwards if blocked. you definitely wanna avoid being caught in pressure situations with sindel since she has a big hitbox and her fast pokes suck. d1 is hella short and d3 gives shit advantage on hit. with sindel you wanna keep them at range until you find the opportunity to pressure them and always end with something that knocks em away. her best tool is probably 44lowfb so i use that religiously. then mix in other stuff here and there lol.
 

DanCock

Cock Master!!
Mr. Mileena can you think of the best combos that end with 44 and nothing else. I'm brain storming here at work and was just curious


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EGP Wonder_Chef

Official Quan Chi Nerf Demander™
I actually like finishing combos with 44 fball DanCock.
I find it more reliable than her 1 111 hair ender.
44 b12 44fball is an all-time classic 25% B'n'B.
As well as b3 f2 b12 44fball coz I like the Liafs you can follow it with.
I also like her b3 f2 b12 f1 hair as an easy 30%.
I love the fact that she can successfully Liaf even after her breakers.
After air breakers I always do d3 otg xx cartwheel

I swear it hits like everybody, haha