it is best to stay on him, but non-teleporters have a harder time of it. sindel has to bait him with a combination of fuzzy blocking, dashing in, turtling, air fireballs, and levitate cancels. or and intetionally wiffed air fieball (for example, fire the low air fire if they are far away and out of range in order to bait him into parrying, and then dash in and use hair whip, or a string if close enough). even if you eat a parry, it's ok...it puts smoke in position for a step-up or low fireball wake-up. as you said, he doesn't do much chip damage at all, so he will HALF to eventually get in to seal the deal. his options are teleport (block and punish as i described above) rush in with 3,d2,1 or 3,2 (hair whip, step-up, yell, EN yell, low fireball) or try a lump kick/air throw combo (punish with string of your choice or uppercut). so long as sindel remembers time is on her side and doesn't get caught up in that cat-and-mouse game, she will be fine