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Become a PatronSindel's Mortal Kombat 1 gameplay is layered. Starting with her zoning, then her up-and-close aggression, and then her utilization of Kameos and her Inspire and Queen's Command specials. All these parts play off each other and combine to create a strong character a fair amount of practice to really get going past the initial steps.
If you want a pro player to break down the character for you, you can check out our collaboration with Dreammxy below to learn how a top player in the NRS competitive scene tackles this character.
However, this text guide is intended to give you a wider scope, and teach how to work up your way up with Sindel so you can start taking names in Kombat League.
Sindel can make use of her projectiles and spacing to win some fights, but more often than not, you will want to close down the gap and instead rely on your great pokes to open up opponents. Moves like D3, which has excellent range, or even D4 can help you bridge the gap and punish opponents when they press buttons without thinking too much about the spacing between you and them.
As for pressure, F1, S1,1, and S2,4 will be key moves, as well as canceling into levitate (DB2) and then back to pressuring opponents for a mix-up. Rounding out your arsenal is F4, which, like F1, can help you break through your opponent's armored moves thanks to its multiple hits, and the two can also serve as good wake-up moves.
You have a wide range of Hairball projectiles at your disposal. The low Hairball version, which is DB1, can be amplified to turn it into a mid and also open up the possibility to convert a combo from it when up close. That high version is DF1 and comes out a little bit quicker. This version can also be amplified, which makes the projectile destroy other projectiles in its path.
Finally, if you are in the air you can once again input DF1 to throw out another hairball, this time amplifying it will allow you to cancel the move into Levitate.
Sindel's BF2's biggest positive is that it is a stand, and on-hit gives you a lot of time to follow up with a combo. Landing it can be difficult, but you will rewarded for doing so.
When off the ground, you can DB2 to start levitating. The biggest reason to use this move is to be able to cancel out of it for combos, mix-ups, or just to stack up more pressure. You can also use it to avoid grounded attacks that are otherwise unblockable, like Jax's Kameo assist.
A straightforward DF4 overhead with a lot of damage, even more so when amplified. It also has armor and is unbreakable during combos in its amplified version.
Inspire, which is DB3, gives you a short buff that recharges your Kameo meter faster. It has about a second of recovery, making it very dangerous to go through with it without any protection, but it is also a vitally important part of Sindel's Kit.
When amplified, it will disable your opponent's Kameo Combo Breaker for a short time, meaning that if you are able to activate it and follow up with a very strong combo, you are looking at dealing devastating damage to your opponent.
Like Inspire, Queen's Kommand, which is DB4, will affect Kameos. In this case, the normal version will disable your opponent's Kameo moves for a short time and allow you to gain your own Kameo meter back.
When amplified, Sindel will effectively steal her opponent's Kameo, both disabling it and being able to use it herself for a short duration. This is where we go back to talking about the various layers of strategy with Sindel, as you generally want to have a good understanding of most Kameos to make use of this ability.
Name |
Input | Tips |
Hairball | DF1 | A high-hitting Projectile is good for zoning. |
Enhanced Hairball | DF1(AMP) | Destroys projectiles in its path. |
Low Hairball | DB1 | Low-hitting projectile. |
Enhanced Low Hairball | DB1(AMP) | Comes out faster and is a mid, good for combos. |
Air Hairball | j.DF1 | Air projectile. |
Enhanced Air Hairball | j.DF1(AMP) | Allows you to cancel into levitate. |
Scream | BF2 | Good to re-stand opponents and get out a combo. |
Levitate | j.DB2 | It can cancel into other moves and you can also shift forwards or backward with it. |
Enhanced Levitate | j.DB2(AMP) | Even faster cancel. |
Kartwheel | DF4 | Strong hitting Overhead. |
Enhanced Kartwheel |
DF4(AMP) | More damage and armor. |
Inspire | DB3 | It will recharge your Kameo faster for a short time, its kind of risky. |
Enhanced Inspire | DB(AMP) | Disables the opponent's Kameo Combo Breaker. |
Queen's Kommand | DB4 | Disables the opponent's Kameo for a time and gives you a bit of Kameo meter on hit. |
Enhanced Queen's Kommand | DB4(AMP) | Steals the opponent's Kameo for a short time. |
Because of Sindel's Inspire and Queen's Kommand specials, the best way to maximize her Kameos is by trying to lean on the most common ones to use yourself and steal from your opponents when given the chance.
Kameos like Sub-Zero, Sareena, Stryker, and Kung Lao, are very frequently used by many of the MK1 rosters. Familiarizing yourself with those will help you survive other zoners with Sub-Zero, Extend combos, and drain meter with Sareena, dominate the neutral and keep away with Stryker, or be an even bigger threat on the neutral with Kung Lao.
You can try to use niche picks like Motaro, Jax, Sektor, Cyrax, and Kano. Doing so will allow you to lean into their unique utility while stealing and disabling your opponent's Kameo at critical times in the round. Ultimately, Sindel has enough tools on her own to survive, so choosing a Kameo will come down to what aspect of her gameplay you want to focus on the most.
Sub-Zero (Kameo)
Sareena (Kameo)
Stryker (Kameo)
Kung Lao (Kameo)
Motaro (Kameo)
Jaxx Briggs (Kameo)
Sektor (Kameo)
Cyrax (Kameo)
Kano (Kameo)
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