Unless specified, all moves are ground only.
==============
Extras
==============
Guard Push (air OK)
PP
Mr. Sinister can use a Guard Push to get pesky opponents out of his face. Use when blocking.
Counter
B, DB, D + P (Lvl 1)
In case a Guard Push is not enough to break an opponents assault, a Counter can knock the enemy away.
A Counter uses 1 bar and Mr. Sinister is invulnerable while in the animation.
Throw
F+z or B+z (when close)
A basic throw. If it connects, Mr. Sinister picks up the opponent with telekinesis and throws them into either direction.
Overhead Smash
z
The standing heavy punch is an overhead attack that has to be blocked high. Knocks the opponent down.
Axe Kick
c
Standing heavy Kick is an axe kick that hits overhead. Hits twice if the opponent is near.
This move can be easily canceled into Telekinetic Slam mid (QCB B) if it hits.
Healing Factor
(passive)
Thanks to genetic tampering and his X-Gene, Mr. Sinister has a limited healing factor in combat.
==============
Special Attacks
==============
Concussive Blast
D,DF,F + P
It's a simple energy beam. Can destroy projectiles. Slow startup.
Area Concussive Blast
D,DF,F + K
A shortranged cone of energy bolts emitted from Mr. Sinister's hand. Can hit opponents behind his back
and can act as an anti air option. Fast start up, can destroy projectiles.
Telekinetic Throw
D,DB,B + P
Short ranged telekinetic grab. Can grab the opponent out of the air, but can be blocked.
A successful grab will throw the opponent into the opposite direction and slam them into the wall,
performing a wallbounce that can be comboed off of. Only one Telekinetic Throw can be done per combo.
Telekinetic Slam
D,DB,B + K
Strength of the kick determines the range of this move. It will scoop the opponent up and slams them
onto the ground again, leaving them open for further combos. As with Telekinetic Throw, it acts as
a combo extender and only one Telekinetic Slam can be landed per combo.
==============
Hyper Attacks
==============
Uber Concussive Blast
D,DF,F + PP (Lvl 1)
The Uber Concussive Blast is a high damage energy beam. It can destroy projectiles but is not easy to
combo into. 15 frames of invulnerability on startup.
Uber Area Concussive Blasts
D,DF,F + KK (Lvl 1)
Uber Area Concussive Blasts cover a lot of ground, so it's a great tool to deny area.
It hits for more damage if the opponent is close and can be used as a combo ender.
Can destroy projectiles and has 15 iframes on startup.
Healing Ability
D,DB,B + KK (Lvl 1)
Greatly accelerates his Healing Factor for a short time. Grants no iframes; Mr. Sinister is vulnerable during his cast animation.
Gameplay notes
- Telekinetic Slam and Throw are central moves in his kit. Use both extensively to maximize combo damage.
- again: both can only be used ONCE per combo (unless I made some terrible coding mistake

)
- Use his kicks to start combos or extend them, punches can sometimes make it easier to hit opponents off of a wall bounce however.
- jMK has huge reach and can act as a combo opener
- Jumping normals can be zigzag combos
- Area Concussive Blast, Uber Concussive Blast and Uber Area Concussive Blast are all good if situational combo enders
Example combo:
jMK, sWK, sMK, sHK -> QCB B, F (might need FF)-> jWK, jMK, jHK -> sWP, sMP, QCB P, FF, sWP, sMP, QCF K or QCF KK
Should do ~400 damage.
Alternate version:
jMK, sWK, sMK, sHK -> QCB B, FF -> jWK, jMP, jMK -> sWP, sMP, QCB P, F-> sMK, QCF K or QCF KK
This version can make juggling the opponent easier and more consistent but does slightly less damage.