
#Sindel mortal kombat 9 free#
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. If you see someone do a scream you have a couple seconds to think of the best way to punisher her for it.
#Sindel mortal kombat 9 full#
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. In essence, for a standard punisher combo, anyone should be able to get aaHP, scream, aaHPHP, scream, aaHP, scream, to auto combo/juggle. The occurance of unorthodox hit counting is not limited to just aaHP or LP attacks, but they are the only conventional means for comboing a 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. 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. You can then do another single aaHP scream, or, 2 aaHPs and then the scream is disabled for the rest of your combo. The counter at this point still recognizes 2 comboed aaHPs, but the damage of 3. 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. 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 a single aaHP followed by a scream, the scream removes the hit from the combo counter, but still adds the damage for some reason. 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. The standard amount of hits you can do before it without glitching it is 2, and it has no discernable time limit between uses. The rules for the scream are kind of strange because you can easily break it's rules based on it's own programming flaws. It's an excellent anti air move and you can link many aaHPs off it if you sequence them right. It has some recovery time to it if it's blocked so don't throw them out too often or you'll be punished.

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 HPs have slightly less range than some, her LPs are normal.

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. 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. Her roundhouse has reasonable height, but short on range. Particularly when they land in close range, it often times misses. 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.
