A high into mid attack that is mainly used at close-range to punish unsafe moves.
Shear GeniusF+1High, Mid, Mid
A multi-hitting high into mid attack that has good range and can be hit confirmed into a combo.
Turning Heel2,4High, Mid
A high into mid attack that is +2 on block and is used at close-range for pressure.
Beneath MeB+2Mid
A mid attack that sends Sindel upwards. It's cancelable into (Air) Special Moves.
Divine DecreeB+2,3Mid, Overhead
A mid into overhead attack that launches for a combo.
Brush With DeathD+3Low
A low attack that has very good range.
Special Moves
Low HairballDB1Low
A low projectile that is used in zoning to keep opponents away. When enhanced, it becomes a fast 9 frame mid attack followed by a low projectile.
HairballDF1High
A high projectile that is used in zoning to keep opponents away. When enhanced, it destroys the opponent's projectiles.
ScreamBF2Mid
A mid attack with very good range. It stuns the opponent briefly allowing for a combo. ?If hitting an airborne opponent, it keeps the opponent standing. It can be thrown out occasionally from mid-range as a surprise attack.
(Air) LevitateDB2
Allows Sindel to float in the air. It can move Sindel backward or forward by inputting B or F, and cancelled by inputting D. Levitate is a core part of Sindel's gameplan as it gives her strong mobility and pressure.
InspireDB3
Increases Kameo Meter regeneration speed. When enhanced, it instead allows Sindel to counter the opponent's Kombo Breaker for a duration.
Queen's KommandDB4
Disables the opponent's Kameo for a short duration and recovers Kameo Meter on hit. It can only hit the opponent's Kameo. When enhanced, Sindel's Kameo is replaced with the opponent's Kameo for a duration.
KartwheelDF4Overhead
An advancing overhead attack. When enhanced, it grants armor and becomes unbreakable.
Sindel's combos require a bit more execution compared to others. Combos usually start by using her F+1 and hit-confirming into Scream (BF2), which will leave the opponent in a stunned state and allow for a follow-up attack. Being able to use Sindel's (Air) Levitate (DB2), moving with B or F, and using a jump attack immediately after is highly important as it's very common in Sindel's combos and will allow her to deal as much damage as possible. Combos are ended with Kartwheel (DF4), knocking the opponent down while granting very high hit advantage.
F+1 BF2 FF B+2 DB2 2 F+4,3 U+F+2 DB2 Hold F 2 FF 2,4 DF4
MEDIUM
322.23
F+4,3 will also launch the opponent up for a combo and can be followed up with a jump attack U+F+2. If Scream is done while the opponent is airborne, it'll cause a restand and prevent them from using a Getup Attack. If done near the end of a combo, it's usually best to keep the opponent standing and end with Hairball (DF1).