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Sindel Combos

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RunwayMafia

Shoot them. Shoot them all.
I think it's a ghetto bug. Why would gravity play a part in the connection between the f3 and hair whip when in both cases the opponent is standing on the ground (because regardless..you do 3, scream they are stunned on the ground...you do 3, 1, scream...they are stunned on the ground...same situation) For me it works EVERYTIME after they are staggering stunned from the scream, I JIP and F3 hair whip...but if I add the 1 after the 3, then do the exact same thing as mentioned before, the hair whip NEVER connects....it's so odd.
 

Urichinan

@Urichinan
I think it's a ghetto bug. Why would gravity play a part in the connection between the f3 and hair whip when in both cases the opponent is standing on the ground (because regardless..you do 3, scream they are stunned on the ground...you do 3, 1, scream...they are stunned on the ground...same situation) For me it works EVERYTIME after they are staggering stunned from the scream, I JIP and F3 hair whip...but if I add the 1 after the 3, then do the exact same thing as mentioned before, the hair whip NEVER connects....it's so odd.
Gravity doesn't only go into play when the opponent is airborne, gravity is put into effect throughout the entire combo, it's a part of the damage scaling/hitstin deterioration. It has nothing to do with whether or not the opponent is airborne or grounded, it has to do with what moves you do and how long the combo is. The reason gravity would come into play when using 3,1 instead of just 3 is because there is more hits in the combo, causing the proration of the combo to be heavier.
 

PPJ

()
Elder God
NetherRealm Studios
corner meterless:

31b2, u4, 1~scream, jump towards, reverse JIP 31b2, dash in 1, 111~hairwhip 49%
 

Flagg

Champion
With all this talk of Sindel tech, I decided to go back into the lab and play around with her.

It's amazing how long you play this game, go back to an old main and start finding so much more then you did initially.

Some interesting things you can do off of 44 I never really thought of before:

44, D3 Scream, Jp, F12, hair 28%

44, 1, dash, 1, dash, 111, hair 28%

44, 1, dash, 1, dash, 111, fireball 25%

44, 1, dash, 1, dash, 111, Ex Scream, Jp, F12, special 34%

Those 28% combos are 3% higher if you start those with a jp.

Here's a nice damaging midscreen meterless I found:

Jp, B3F2, scream, jp, B3F2, F1, dash, 111, cartwheel 43%

A 1 bar combo I found midscreen: Jp B3F2, F12, dash, 111, ex scream, Jp, F12, hair 38%
 

Asodimazze

https://twitter.com/AlfioZacco
I've practiced a bit today and come up with this:

Midscreen
fjp; b3,f2; scream; fjp; b3,f2; b1,2; 1; 111xxhairwhip 45%
fjp; b3,f2; dash u4; dash 11xxEXscream; fjp; f1,2xxhairwhip 41%
 

Sindelia

Nether Witch
I've practiced a bit today and come up with this:

Midscreen
fjp; b3,f2; scream; fjp; b3,f2; b1,2; 1; 111xxhairwhip 45%
fjp; b3,f2; dash u4; dash 11xxEXscream; fjp; f1,2xxhairwhip 41%
The first is her official highest % midscreen no meter.
Easier without the 1 just 111. And offline friendly sadly.
The second seems hard. u4 after a b3 f2 offers dash + hair whip opportunities, how can you link 11+scream?
Are you near a wall for that?
 

Asodimazze

https://twitter.com/AlfioZacco
The first is her official highest % midscreen no meter.
Easier without the 1 just 111. And offline friendly sadly.
The second seems hard. u4 after a b3 f2 offers dash + hair whip opportunities, how can you link 11+scream?
Are you near a wall for that?
The first combo with just 111 does 44% instead of 45%, but you are right: it is way easier. I should probably use that.
The second combo is 100% midscreen. Linking 11xxEXscream after b3f2, u4 is hard but totally possible...it looks really flashy too :D
 

Asodimazze

https://twitter.com/AlfioZacco
I came up with these 2 combos today while practicing:

Corner, Meterless

fjp; 31b2; u4; 3xxScream; 31b2; 1; 111xxHairwhip = 51%

Corner, 3 bars

fjp; 31b2; u4; 3xxScream; 31b2; 111xxX-Ray = 59%

*I don't think it is possible to use 1; 111 before X-Ray in the 2nd combo. I have tried this for a while but the opponent always touched the ground before being hit by x-ray.

** In some sindel corner combo videos, the player is able to hit the opponent with a second fjp after scream and continue the combo with him in the corner....I tried this for 1 hour lol, I am not able to do it.
What's the trick? Am I an idiot?


 

Sindelia

Nether Witch
^ You mean the jump over them part? Just jump asap after the yell/scream, then again jump where you were.
Sometimes it'll mess up and you'll end up on the wrong side, it's timing sensitive.
There are so little chances of comboing with 31b2 in the corner online.
But once you do and don't screw up, it's 40%+ time.
 

Flagg

Champion
Okay guys, this may not be new, or it just might not be obvious, but you will probably find that hitting 21, results in your opponent often not blocking the 1.

Well I found a nice combo.

Jp, 21, ex scream, jp, 33, 1, 1, 111, hair 36%

Pretty nice for one bar, and not too hard to do (though harder online as the timing of the dash 1's is trickier).

Now in the event they block jp and first 2, you will still do 30% plus 3% for chip (providing they dont block the low 1). Even if you just hit the 21 without a jump in, the blocked 2 will still do 2% chip.

It's dawned on me just how good her 21 is. Even if they block low, you could 21, cartwheel, as the cartwheel is an overhead. Failing that, you could 21, levi cancel, throw. If they get the idea to hold low without blocking after a blocked 21, this is where you can apply pressure. Just the simple tool of 21 creates many possible sets ups and mind games.

If you can land 21 into the above, twice, that's at least 64% for two bars of meter, without jump ins. If you're fortunate enough to land this three times, you pretty much won the round.

Granted you could apply this mindset to any string, but I thought i'd share, as it still surprises me the amount of people that will not block that low 1 in the 21.

21 is zero frames on block. Cartwheel is -7 I believe, so unless you're Sektor, that's pretty safe on block as well.

The downside to this, is that 21 works better off a jp. 21 on it's own is about 17 frames and often can be interupted. You could 32 into ex scream as 32 is quicker, but 32 hits high, rather than high low, that 21 does.
 

DanCock

Cock Master!!
Hey combo guys not sure if there's any b2 combos posted but what are your biggest combos off of a anti air b2?

So far I have

anti air
B2, 1 xx scream, jip b3 xx hair whip 26% with enhanced HW 28%
B2 1 xx scream, jip b3 X-ray 42%




Sent from my iPad 2 using Tapatalk
 

Iustinus

Deus Fulminatus
What do you guys think about the viability of this reset, which I don't think I've seen before? I always drop it when I try to perform it, so I'm never really sure how they would have reacted to it.:(

jip, b3f2, b12, dash, 1 scream, jip b3, levi cancel, [31%] dash, 21, yell, b3f2, b12, 31, hair whip/cartwheel [33%]
Total: 64%

Obviously it can be interrupted, but just wondering if you think it's a good risk/reward, or even viable at all.
 

DanCock

Cock Master!!
What do you guys think about the viability of this reset, which I don't think I've seen before? I always drop it when I try to perform it, so I'm never really sure how they would have reacted to it.:(

jip, b3f2, b12, dash, 1 scream, jip b3, levi cancel, [31%] dash, 21, yell, b3f2, b12, 31, hair whip/cartwheel [33%]
Total: 64%

Obviously it can be interrupted, but just wondering if you think it's a good risk/reward, or even viable at all.

Ending with 3,1 flight cancel leaves sindel at +10, 2-+13 and b3 leaves her at only +3, f1,2-+5, 111 is +16.

I say use the one that leaves you closer to her foe. I personally like using 111 but it does create a big gap.


Sent from my iPad 2 using Tapatalk
 

RTM2004

Revenant Jade
What do you guys think about the viability of this reset, which I don't think I've seen before? I always drop it when I try to perform it, so I'm never really sure how they would have reacted to it.:(
jip, b3f2, b12, dash, 1 scream, jip b3, levi cancel, [31%] dash, 21, yell, b3f2, b12, 31, hair whip/cartwheel [33%]
Total: 64%


B3, Levitate-Cancel - I never tried that before but it looks hard to do.

Interesting set-up for Sindel.
 

Iustinus

Deus Fulminatus
Ending with 3,1 flight cancel leaves sindel at +10, 2-+13 and b3 leaves her at only +3, f1,2-+5, 111 is +16.

I say use the one that leaves you closer to her foe. I personally like using 111 but it does create a big gap.


Sent from my iPad 2 using Tapatalk
Yeah, I don't know why I went for b3, when 3,1 is a more obvious choice. It ends up doing 63% altogether without it.

I guess I liked forcing them to block high though, like they're expecting the f2, and then hit low, but I think there's too much of a gap there
 

smokey

EX Ovi should launch
B3, Levitate-Cancel - I never tried that before but it looks hard to do.

Interesting set-up for Sindel.
After a hair whip if you are ballzy enough to go for it, b3 levi cancel into b12. You are at great spacing after the hair whip to get a b3 off and barge your way back in there.
 

CanadianBaconX

Let's see how long this lasts...
what are some good combos with 2,1 EN: scream
Try...
2, 1, ENscream, jip, B3, F2, dash F1, 2, Hairwhip. 33% (36% with jip) Very easy to do.
2, 1, ENscream, jip, B3, F2, dash, B1, 2, dash, 111, Hairwhip. 37% (40% with jip) Harder to do but more damage.

Both combos you can replace Hairwhip with Cartwheel or Fireball if you want to push/keep your opponent in the corner but you will lose like 1 or 2%.

Basically just look at 2, 1, ENscream as if you just his B3, F2, Scream and just do what ever ender you normally with that except the mid combo jip will crossover.
 
31b2, u4, 1, scream 311 levi LF
In the corner it does 43% and resets them in the corner with a +12 Advantage I believe
Has this been posted?
 

peachyO

Apprentice
if i may, i created a sindel combo guide i would like to contribute. here it is; it is rather extensive, so hopefully there will be something new and useful for sindel players here.

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%

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+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@, 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%



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%






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. the 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 sindel; whether she is on the offensive or retreating from close range, sindel can attack strike at any time, and from any distance or direction. sindel 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. no other fighter has such a potent projectile except for one: only shang tsung 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 command throw 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. the step up is also one of the finest wake-up attacks, especially if enhanced (the same must be said for the ex low fireball), since the ex step up is armored and 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 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. it is a wonderful zoning tool, and well 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. save the meter instead to enhance her step up, fireballs, or for her x-ray. speaking of her x-ray, it is one of the few that starts with a low hit, and is very easily combo’d into. it includes a 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). 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.



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 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.
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 ex 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.
 
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