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.