Sindel

Move List


INPUT COMMANDS
Throat Cutter
1
Edenian Burst
Down+1
Shrill Screech
2
Arcane Overload
Back+2
Royal Procession
Forward+2
Rising Purpose
Down+2
Leaping Heel
3
Patella Smash
Back+3
Kewl Whip
Down+3
Heel Drop
4
Achilles Slicer
Back+4
Wheeling Crash
Forward+4
Tousle Twist
Down+4
JUMPING ATTACKS
Aerial Burst
1
Royal Whip
2
Royal Descent
3or4
HOP ATTACKS
Crashing Edict
Up,1orUp,2
Spiral Weave
Up,3orUp,4
GETUP ATTACKS
Hair Snap
Up+2
Screech
Up+3
FLAWLESS BLOCK ATTACKS
Hair Snap
Up+2
Screech
Up+3
THROWS
Toward Throw
1+3+ForwardorForward+1+3
Back Throw
1+3or1+3
ROLL ESCAPES
Forward Roll Escape
Forward+Stance Switch
Away Roll Escape
Back+Stance Switch
AIR ESCAPE
(Air) Breakaway
Down+Block
MOVE DATA
DAMAGE BLOCK DAMAGE F/BLOCK DAMAGE
N/A N/A N/A
MOVE TYPE VARIATION
N/A N/A
PROPERTIES
N/A N/A
DESCRIPTION
N/A
FRAME DATA
START-UP ACTIVE RECOVERY
N/A N/A N/A
CANCEL ADVANTAGE
N/A
HIT ADVANTAGE BLOCK ADVANTAGE F/BLOCK ADVANTAGE
N/A N/A N/A


Version 1.19
Last Updated: June 12, 2020

Strategy


Sindel is a mid-range character with long-reaching normals and great offensive options. Her Splitting Hairs variation has amazing combo potential and includes a wide variety of mix-up options. Sindel’s Loud and Klear variation boosts her aerial mobility and allows her to achieve unbreakable damage. Her Royal Edenian variation gives her additional zoning and counterzoning options to keep opponents out.

Strengths Weaknesses
  • Strong mix-ups
  • Fast movement
  • Long-ranged normals
  • Slow pokes
  • Slow normals

Key Moves

Name Input Description
Arcane Overload Back+2 Low combo starter, great range, used for mix-ups, good pushback
Evil Queen Forward+2,1,Up+2 Slow 25 frame overhead, hit confirmable, great range, used for mix-ups, -8 on block, can be Flawless Blocked on 3rd hit
Back it Up Back+3,4,2 Mid to low, hit confirmable, +3 on block, triggers a Krushing Blow if only the final hit connects, can be ducked on 3rd hit
Bride of Kahn Back+3,4,4 Mid into low, ends in an overhead, unsafe on block
Dark Intentions Forward+4,Up+3 Advancing mid, hit confirmable, safe on block, great pushback
Mane Squeeze BackForward1 High, great range, combo ender, Armor Break
Scream BackForward2 Slow 18 frame mid, great range, triggers a Krushing Blow if it is a Kounter or Punish

Combo Starters

The general way to combo with Sindel is by utilizing her Back+2, which is a low attack that will launch the opponent upon contact. Sindel’s Splitting Hairs variation is able to launch opponents for a combo by using Hair Kut (DownBack1). This is normally done after hit confirmable attacks such as 2,3, Forward+2,1, Back+3,4 and Forward+4. In her Loud and Klear variation, Sindel’s combos are primarily done while airborne, using aerial Special Moves such as Deadly Echo (DownBack2) and Banshee Dash (BackForward3).

Combo Enders

Sindel’s basic combo ender is Mane Squeeze (BackForward1). This is typically done after Back+3,4 for maximum damage. Mane Squeeze can also be Amplified for additional damage. If Amplified, Sindel has the option to switch positions with the opponent by holding Back. In her Splitting Hairs variation, combos are best ended with Up + Forward3 into Whip & Flip (DownBack1).

Wheeling Crash

Sindel’s best move to use in footsies is her Wheeling Crash attack (Forward+4). Forward+4 is an advancing multi-hitting attack that is safe on block (-7). What makes Forward+4 such a great tool is that because it is two hits, it can be hit confirmed. This is especially good in Sindel’s Splitting Hairs variation because she can combo off of Forward+4 into Hair Kut. If Forward+4 is blocked, Sindel also has the option to use Forward+4,Up+3 which allows her to retreat from her opponents. Forward+4,Up+3 is -13 on block, but due to the amount of pushback it creates, it is completely safe against 99% of characters.

Mix-ups

Sindel has great mix-up options with her Back+2 and Forward+2,1. Back+2 is a low combo starter with decent range and pushback on block. It is punishable at -17 on block, but can be more difficult when used at maximum range. Forward+2,1, while a bit slower, is an overhead combo starter that reaches near halfscreen and can be hit confirmed into a combo. When using Forward+2,1, complete the string on block by doing Forward+2,1,Up+2 because Forward+2,1 by itself is -15 on block. Forward+2,1,Up+2 on the other hand is -8 on block with pushback. Be wary as the last hit of this string can be Flawless Blocked. To be completely safe, use Scream after Forward+2,1 and immediately cancel out of it. This will leave you at -5 on block. It costs 1 bar of Defensive Meter to cancel out of Scream, but can be worth it for safe measures. Keep in mind that Forward+2 has a slow start-up of 25 frames, so it can be blocked on reaction. It’s advised to condition opponents to block low with Back+2, then when your opponent is least expecting it, use Forward+2 for a mix-up.

Anti-airs

While Sindel’s Down+2 has incredible range, it’s also very slow compared to other characters’ Down+2s. Instead of using Down+2 to anti-air with Sindel, use Down+4 as it’s a much more reliable option. Sindel’s Down+4 lowers her hurtbox, allowing you to dodge jump attacks. This is a great anti-air not only due to its ability to low profile, but also because it can be converted into a combo.

Scream

Scream (BackForward2) is a Special Move that has great range and triggers a Krushing Blow if it hits as a Kounter or Punish. Although Scream is -20 on block, it can be made safer when appropriately spaced out. If Amplified, Scream reaches even farther which can be useful as a surprise attack at longer ranges. What makes this even better is that Scream can still trigger a Krushing Blow if it’s Amplified, so opponents must always be hesitant on when to throw out an attack.

Scream Cancel Pressure

To pressure with Sindel, Scream can be used after blockstrings up-close and cancelled out of. Depending on which attack it’s used after, a Scream cancel can range from -13 to +2 on block.

The following lists the block advantage for Sindel’s Scream cancel:

1 = -11
1,1 = -6
Down+1 = -13
2 = +2
2,3 = -3
Forward+2 = 0
Forward+2,1 = -5
3 = 0
Back+3 = -6
Back+3,4 = -4
Down+3 = -10
4 = -3
Forward+4 = -7
Down+4 = -13

After a Scream cancel, Sindel can follow up with another attack. Although most Scream cancels leave Sindel at a disadvantage, the threat of Scream will force opponents to block. Because Scream can be delayed, Sindel can release Scream at any moment. Opponents must predict if Sindel will release it, or if she will cancel out of it into pressure. If the opponent attempts to interrupt a Scream cancel, they risk being hit by a non-cancelled Scream. Additionally, Scream will trigger a Krushing Blow because it will hit as a Kounter or Punish. Sindel can combo off of this and net huge damage, making Scream a powerful tool to use up-close. It’s worth noting that Scream is -20 on block so pressuring with Scream cancels can be risky.

Back it Up

Sindel’s Back it Up (Back+3,4,2) string is +3 on block which can be applied for pressure. The last hit of this string triggers a Krushing Blow if it’s the only hit to connect, but it’s also a high attack making it extremely punishable on crouch block. This can be mixed up by using Back+3,4,4. The last hit of Back+3,4,4 is an overhead attack, which will hit crouch blocking opponents. Back+3,4,4 is punishable at -12 on block, so it should be used with caution.

Whip & Flip Mix-ups

In Sindel’s Splitting Hairs variation, she gains access to Whip & Flip (DownBack4) which is an overhead Special Move that can be directed close, mid or far. It can also be used mid-air as an additional attack option. When used alongside Sindel’s many low attacks, Whip & Flip gives Sindel a plethora of mix-ups. For example, coupling this with Sindel’s Back+2 creates an instant 50/50 mix-up at mid-range. More often than not, Forward+2,1 should be used over Whip & Flip because it is safer and can lead into a combo. However, Forward+2 is quite slow and can be blocked on reaction. Whip & Flip has the benefit of having 21 frames of start-up, which is more difficult to react to.

Other attacks Whip & Flip can be used as a mix-up with are Forward+2,1,Down+2 and Back+3,4. Both of these are low attacks, which makes Whip & Flip a great mix-up tool when used with these strings. This can a pretty effective way to open opponents up, especially when used after Forward+2,1, as opponents must guess twice in a row: The first mix-up being Back+2 or Forward+2,1, and the second mix-up being Forward+2,1,Down+2 or Forward+2,1 Whip & Flip.

Reversal Whip & Flip

Whip & Flip has a unique property that allows Sindel to go over certain attacks. Usually, these will consist of pokes because of their low hitboxes. If Whip & Flip is cancelled after a poke, it will avoid your opponent’s counterpoke and punish them. Additionally, Whip & Flip will trigger a Krushing Blow and lead into a combo because it will hit as a Kounter or Punish. The downside to this is that you cannot confirm a poke into Whip & Flip. If your poke hits and it is cancelled into Whip & Flip, your opponent will most likely block and punish you.

When Whip & Flip is used as a Reversal, it allows Sindel to escape certain situations. For example, opponents may try to take advantage of Sindel’s slow mid attacks by using consecutive pokes against her. Normally Sindel will have a difficult time against this, but using a Reversal Whip & Flip will counter your opponent’s poke. There are also other situations where a Reversal Whip & Flip can work. Using Geras as an example, a common strategy for him is to use Forward+2,1,2 and then poke afterwards with a Down+1. Sindel can use a Reversal Whip & Flip after Forward+2,1,2 to punish Geras’ poke. This strategy can be used in any situation where Sindel is at a slight advantage to counter your opponent’s pokes, or when there is a large amount of pushback on block.

Far Whip & Flip

When ending a combo with Whip & Flip, it’s best to use the Far version. While it may not seem like much, using Far Whip & Flip grants slightly more corner carry than normal. Another great aspect about Far Whip & Flip is that it reaches almost fullscreen. This can be used in the neutral as a quick overhead that can hit near anywhere on the screen. This can also be a useful counterzoning tool as Sindel usually does not have a strong fullscreen presence in her Splitting Hairs variation.

Maleficent March

In Sindel’s Loud and Klear variation, she acquires Maleficent March (BackForward2). Maleficent March allows Sindel to walk forward while delaying her Scream. It also triggers a Krushing Blow after marching a far distance. This is a great way to close the distance because opponents must be ready to block Scream at any moment and must respect its Krushing Blow. Maleficent March can also be cancelled out of, allowing Sindel to approach opponents easier. While the Amplified Maleficent March does not trigger a Krushing Blow, it does a hefty 57.5 chip damage on block. This can be useful for closing out the round if your opponent is low on health.

Shriek

Sindel’s Shriek (DownForward2) replaces her standard Scream attack in her Loud and Klear variation. In comparison to Scream, Shriek is a high rather than a mid. This means that it can be ducked under, making Sindel’s cancels less effective. Shriek cancels can still be applied for pressure if done after Sindel’s 2 or Forward+2 as Shriek cannot be crouched and interrupted.

Float Cancels

In the Loud & Klear variation, Deadly Echo (DownBack2) gives Sindel the ability to stay in the air for an extra second. If Deadly Echo is done after a jump attack, it can be followed up with a 2nd jump attack. Typically it’s best to use Up + Forward1 or Up + Forward3 after the float because Sindel’s Up + Forward2 does not have a good vertical hitbox. Opponents trying to interrupt the float will be beat out by the Up + Forward1 and Up + Forward3. If using Up + Forward1, it can lead into a combo on hit, but can be interrupted afterwards on block due to having little block advantage. If using Up + Forward3, it does not give a combo on hit (unless in the corner), but is safe or advantageous on block.

Deadly Echo & Banshee Dash

Sindel’s Deadly Echo (DownBack2) and Banshee Dash (BackForward3) moves greatly boost her aerial mobility. Both can be used while jumping at opponents as a way to approach from the air. Attempting to anti-air Sindel can be very risky because if timed correctly, Sindel will avoid your opponent’s anti-air with Deadly Echo or Banshee Dash and punish them.

At farther ranges, Banshee Dash can be a pretty decent zoning tool. Although it’s -25 on block up-close, it becomes more advantageous the farther it’s used. If Banshee Dash hits and is Amplified, Sindel will teleport towards her opponent and can combo into a jump attack. What’s great about this is that if the opponent throws a projectile and is hit before their projectile reaches Sindel, it will trade in Sindel’s favor because she will teleport and avoid the projectile. Another interesting aspect about Banshee Dash is that if it’s blocked and the Amplified button is inputted, Sindel will not perform the teleport, preventing any sort of risk. When using Banshee Dash, always input the Amplify button. By doing this, you will option select the Banshee Dash so that if it hits then you will convert into a combo.

It’s also important to be able to use Banshee Dash instantly after jumping or before touching the ground. Using Banshee Dash immediately after a jump is known as an Instant Air Banshee Dash. If done correctly, you will be able to use Banshee Dash right after leaving the ground while also making it more difficult to react to. Since Banshee Dash is a high, your opponent will want to crouch to avoid it. Once your opponent respects the Banshee Dash, you can then mix this up by doing a forward jump to approach your opponent. By mixing up your approach and how you use Sindel’s aerial attacks, your opponent will have a rough time predicting your movements.

Unbreakable Damage

Sindel can obtain unbreakable damage any time she hits a grounded opponent while she is in the air. Unbreakable damage means that opponents will not be able to use a Breakaway to escape the combo. This can be done off of Up + Forward1, Up + Forward2 or Amplified Banshee Dash. In order to do this, you must combine both Sindel’s Deadly Echo and Banshee Dash moves. With 2 bars of Offensive Meter, Sindel can reach up to 390.66 damage. If adding in Fatal Blow, Sindel can reach up to 452.15 damage. The following is an example of an unbreakable combo:

Up + Forward2DownBack2Up + Forward2BackForward3AmplifyUp + Forward2DownBack2Up + Forward2BackForward3AmplifyUp + Forward2Back+3,4BackForward1

Royal Trap

Sindel’s Royal Edenian variation includes Royal Trap (DownBack2), which is a Special Move that creates a floating orb in the air. This orb will automatically damage nearby opponents and will stay on the screen for a short period of time. The Royal Trap orb cannot be destroyed and will stay on the screen once it’s been placed. Sindel can also place multiple orbs on the screen, adding onto its damage. While the damage may seem minuscule, this can be a great way to close out the round if your opponent is low on health. This is especially useful in the corner because your opponent will not be able to avoid it.

Low Star Screamer

Royal Edenian also strengthens Sindel’s zoning ability. Low Star Screamer (BackForward3) is a low projectile that is primarily used as a zoning tool to keep opponents at bay. What makes this projectile so special is that it also acts as a counterzoning tool. When using Low Star Screamer, Sindel will lower her hurtbox and avoid any high projectile. Low Star Screamer also hits as a low, which can be used as a mix-up with Forward+2,1 and Back+3,4,4. For a safe mix-up, use Sindel’s 4 along with Low Star Screamer. Even though it requires one input, Sindel’s 4 has two hits. The first hit can be cancelled into Low Star Screamer while the second hit is a quick overhead that leaves Sindel at -3 on block.

Combos


Loud and Klear

Sindel - Loud and Klear - Beginner Combos

Sindel – Loud and Klear – Beginner Combos


Sindel - Loud and Klear - Beginner Combos
Sindel - Loud and Klear - Advanced Combos

Sindel – Loud and Klear – Advanced Combos


Sindel - Loud and Klear - Advanced Combos

Royal Edenian

Sindel - Royal Edenian - Beginner Combos

Sindel – Royal Edenian – Beginner Combos


Sindel - Royal Edenian - Beginner Combos
Sindel - Royal Edenian - Advanced Combos

Sindel – Royal Edenian – Advanced Combos


Sindel - Royal Edenian - Advanced Combos

Splitting Hairs

Sindel - Splitting Hairs - Beginner Combos

Sindel – Splitting Hairs – Beginner Combos


Sindel - Splitting Hairs - Beginner Combos
Sindel - Splitting Hairs - Advanced Combos

Sindel – Splitting Hairs – Advanced Combos


Sindel - Splitting Hairs - Advanced Combos

Guides


General

How to Fight Sindel

★ How to Fight Sindel


General Mixups Sindel’s basic mixup comes from her (low) and (overhead). Both of these attacks have great reach so you must always be ready to block when in range. Since the low comes out much quicker than the overhead, it’s important to always block low. has a start-up of 25 frames which can be blocked high on reaction. The moment Sindel lifts her weapon, quickly switch from crouch to stand block in order to ...
Scream Cancel Pressure

Scream Cancel Pressure


Sindel’s Scream is a mid attack with great range. On top of that, it can be used after blockstrings and cancelled for pressure. Scream cancels can make almost every attack safe on block. This is especially useful when used after Sindel’s and , both normally being punishable. The following lists the block advantage for Sindel’s Scream cancel: = -11 = -6 = -13 = +2 = -3 = 0 = -5 = 0 = -6 = ...

Loud and Klear

Royal Edenian

Splitting Hairs

Whip & Flip Mixups

Whip & Flip Mixups


In Sindel’s Splitting Hairs variation, she gains access to Whip & Flip. This is an overhead attack that can be directed close, mid or far. It can also be used in the air making it an extremely versatile tool. Whip & Flip can be used for mixups when used alongside Sindel’s many low attacks. Sindel’s is a low combo starter with great reach and pushback. While opponents are blocking low and expecting this attack, you ...
Reversal Whip & Flip Strategy

Reversal Whip & Flip Strategy


Whip & Flip has a unique property that allows Sindel to go over certain attacks. Usually, these will be your opponent’s pokes. If Whip & Flip is cancelled after a poke, it will avoid your opponent’s counterpoke and punish them. Additionally, Whip & Flip will become a Krushing Blow and lead into a combo because it will be a Kounter or Punish. The downside to this is that you cannot confirm a poke into Whip & ...