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Ultimate Mortal Kombat 3 - Strategy Guide - Sindel
Basics
Special Moves,
General Gameplay Guide
Advanced Character Guides
Kabal,
Human Smoke,
Kung Lao,
Kano,
Reptile,
Ermac,
Nightwolf,
Smoke,
Sindel,
Jax,
Sonya,
Kitana,
Stryker,
Scorpion,
Sub-Zero,
Jade,
Liu Kang,
Sektor,
Classic Sub-Zero,
Cyrax,
Shang Tsung,
Mileena,
Sheeva
Sindel - Rank: 9
Sindel is ranked #9. She has easy, powerful combos, a small
hittable area, an air special attack, a containment move that acts as
decent anti air, and some other unique properties that I will get into
later as well, but her normals are kind of lacking, generally in range.
Overall what you're going to look for with her is setting up situations
to abuse the Scream, jump away air fireballs can work to an extent
depending on whether your opponent has a teleport or not, and some run
jab game is good as well because you can get 43% (or more) on any
character from a standard knee to launcher combo. Very few characters
can relaunch her. The only combo you should ever go for during rush down
is her HK, HP, HP D+HP combo.
Basic Moves:
Her uppercut is good to
counter attacks that are very much directly over her head, but it
otherwise has a very narrow range to it, causing a lot of undesirable
situations when you think an uppercut might be guaranteed. Particularly
when they land in close range, it often times misses. Her roundhouse has
reasonable height, but short on range. This makes anti air roundhouses
nearly useless with her against most characters, but you can use it for
a run under anti air roundhouse quite easily since it hits so close to
her. If you are in a situation where you might want to use an anti air
roundhouse, go with an anti air HP instead because you can link a
scream, or 3 or 4, off it. Her HPs have slightly less range than some,
her LPs are normal. Her HK is good anti air, as are most in MK because
of the distance a character's collision box is from the hit box of the
kick. Her standing LK hits about normal height, even though she's
smaller than most characters. Her sweep has nice range, deceptively more
than most characters, even though it may be by pixels, but so is
everything else in this game. Her ducking LK is about average in terms
of speed and pointiness, but she may still be open to some characters'
knee combos after doing one if the second isn't timed right. Her JK is
nice, but her JP is a bit close to her hittable area, she has a
reasonably good cross up game with them.
The Scream is a vital
part of her defense. It has some recovery time to it if it's blocked so
don't throw them out too often or you'll be punished. It's an excellent
anti air move and you can link many aaHPs off it if you sequence them
right. Abuse it in all punisher combos. The rules for the scream are
kind of strange because you can easily break it's rules based on it's
own programming flaws. The standard amount of hits you can do before it
without glitching it is 2, and it has no discernable time limit between
uses. So that means, for example, aaHPHP scream should be the most you
can do before it at once because if you do aaHP, HP, HP you cannot do a
scream. If you do a single aaHP followed by a scream, the scream removes
the hit from the combo counter, but still adds the damage for some
reason. This means you can do as many single punch to scream repetitions
as you can throw out before they are too close to the ground to juggle.
If you do two aaHPs, followed by a scream, it will count and store these
two hits and their collective damage as part of the full combo, but you
can still do a single aaHP after these two and scream because it doesn't
add another hit until two are done consecutively. The counter at this
point still recognizes 2 comboed aaHPs, but the damage of 3. You can
then do another single aaHP scream, or, 2 aaHPs and then the scream is
disabled for the rest of your combo. By doing a single aaHP, canceling
to scream when starting a punisher combo, you can easily allow yourself
to following it up with 2 aaHPs after, knocking them a lot higher, and
easily enabling a 4th aaHP followed by yet another scream. Remember to
try and cancel the HP as soon as it hits without double scream
backfiring, or canceling too late and having the scream miss, or have
them land too low to abuse it more. The occurrence of unorthodox hit
counting is not limited to just aaHP or LP attacks, but they are the
only conventional means for comboing a scream. In essence, for a
standard punisher combo, anyone should be able to get aaHP, scream,
aaHPHP, scream, aaHP, scream, to auto combo/juggle. An interesting note
on the scream in terms of countering is that you can run into it and
block it and get a full combo afterward. If you see someone do a scream
you have a couple seconds to think of the best way to punisher her for
it. Generally what you can do is teleport behind her and take advantage
that way, but most of the time people just do a free projectile. Try
running into her scream and blocking it right at the edge because it has
a moving hit box, now you have a very short time to run in again and
combo her.
The Firebreath is kind of slow when used normally,
but after a grounded jump kick it comes out SUPER fast like Nightwolf's
Arrow for example. It is not recommended to use for zoning, even though
I see people try it all the time. She has a great deal of recovery and
an opponent can easily see it start up, jump over it and counter her. It
is pretty much only good to use if someone is jumping away and
connecting it will win you the match. Using it in juggle combos is kind
of pointless as well because it would only serve to terminate what could
be a better combo, and leaving her slightly vulnerable afterward, at
least putting her on the defensive which is not where you want to be. A
corner Scream tactic you can try that ties in with run jabs: If you go
to run jab and someone while they are in the corner and they try to jump
to get out of it, watch for this because you'll LP them and juggle them,
after this LP, stick in a quick aaHP with the intent of canceling it to
the scream, you can then easily run in and get another aaHP scream,
while that scream holds them, walk backwards as they descend to allow
enough room to get her pop up combo to corner juggle, resulting in
possibly over 65%.
The Air Firebreath is a very useful, but also
very dangerous move. Many players can easily scout when you are going to
jump straight up, or jump in and fake out for an air fireball. Don't
fall into this pattern because they will run under uppercut you every
time. Use it for zoning and keep away, but don't use it that much (try
not to at all) against teleporting characters because it's just too easy
to counter. You can use it to allow her to hover over projectiles like
Sub's freeze but you have to time it right or she'll come out of the
fire frames and drop just enough to touch. If you do a naked JK,
sometimes you should cancel to a fireball if the JK is blocked because
they will try to counter you and then get hit by it. Use it to terminate
juggle combos after a JK to add a bit of extra damage, as this is
standard. Anytime you anticipate a double JK scenario, try and cancel
the JK as soon as it connects as if you were Kung Lao canceling to a
dive kick collision situation. It is sometimes better in general usage
to wait until Sindel is close to the ground before firing it to reduce
her falling recovery time and also bait your opponent into running in
early, expecting the air fireball at maximum height. For example, using
it against Kabal, do an early jump kick, make them try and spin you, and
cancel the JK with a fireball, beating Kabal's spin.
Flight is a
unique move to UMK3/MKT. It is subsequently useless in nearly all
tactical situations except as a taunt. The flight , if intended to
actually get her in air to fly around and do air fireballs has so much
start up before you can move, and so much vulnerability when you get
there still, it really is pointless to even try in a match. What you can
do with it is, perform the motion, then instantly cancel it with block
before she even leaves the ground. It makes a woosh sound and she sort
of dances in place, and has a profound psychological effect on the other
player. She can also instantly block pretty much any attack and it makes
your opponent rush in so there is no risk at doing this, and sets them
up for a decent possible counter if they do rush in blindly. You can
perform multiple flight cancels in a row by doing B, B, F,
HK/BL/HK/BL/HK/BL. Don't do this too much because that means you're not
attacking and attacking is the goal here. Another use for the flight is
to extend corner combos by linking aaHPs off it and stopping the push
back or "ice skate" in the corner. This is an extremely difficult skill
to perform with her, and adds only a few percent to a corner combo if
you do it once, and it has to be done perfectly to do it over and over.
It is not advised. One of my own corner rjabs strat is to cancel the
pushback with flight cancel and start rjabbing again. You dont risk to
get fireball or special move if you doing it right (rj, rj, rj, rjx4,
flight cancel, rj, rj, knee).
Sindel has one real infinite, made
famous by DreemerNJ, which is the previously mentioned and notorious
"Flight Cancel" infinite. It is performed by doing an aaHP, or LP,
canceling with her flight move the instant it hits, and then doing
another aaHP or LP. It is incredibly difficult. Test it out and you will
realize even 2 volleys of this infinite can be annoying to get at times,
3 is pretty much the limit as far as I've heard anyone get except
DreemerNJ.
Sindel can relaunch infinite Sheeva, Kung Lao,
unmasked Sub-zero, Jax, Nightwolf, Kabal, Cyrax, Sektor, and Robot
Smoke. Her relaunch sometimes requires crazy timing. You have to pause
very slightly before jumping after the launcher and wait until the very
last instant before they hit the ground to relaunch them, often times it
will look like it's going to miss, but it will connect. It's easier to
mash out her 3 hit pop up right after, but it's also possible, and
stylish, to stick in her HK before the second launcher combo.
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Basic Juggles:
1. punch starter,
HK, HP, HP, D+HP, JK, air fireball 7 hits 50% 2. aaHPHP,
scream, HK, HP, HP, D+HP, JK, air fireball 8 hits 54%
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Advanced Juggles:
1. punch starter, HK,
HP, HP, D+HP, aaHP, JK, air fireball, 8 hits 53% (you can substitute
aaHP,HP on Jax, Stryker, Sub-zero, Kano, Nightwolf, the Robots, etc
for 9 hits 56%, with reasonable reliability, and most characters
whom it is sometimes difficult to get two aaHPs, you can easily get
two aaLPs, for 55%) 2. (for a standard mid screen punisher
combo) aaHP, scream, aaHP,HP, scream, aaHP, scream, HK, HP, HP,
D+HP, aaHPHP, JK, air fireball 11 hits 73%.
In the corner
you can get multiple scream and HP combinations resulting in very
close to 100% damage, and it is very much worth learning. You can
try her flight cancel infinite but it is not recommended.
Super Advanced Corner Combo:
1. HK, HP, HP, D+HP,
JK, aaHP, flight cancel, aaHP, flight cancel, JK, air fireball 9
hits 54% (doing a little more than ending her popup in JK, RH, run
in HK, which is difficult to line up because of weak RH properties.)
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Ultimate Mortal Kombat 3 - Strategy Guide Sindel Advanced Corner Punisher
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Ultimate Mortal Kombat 3 - Strategy Guide Sindel Punisher
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Last Update
10.22.2009
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