(→R.T.L) |
m (→Instant Kill) |
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|guts=1 | |guts=1 | ||
|stun=60 | |stun=60 | ||
|weight=Medium | |||
|jumpStartup=3F | |jumpStartup=3F | ||
|backdashTime=24F | |backdashTime=24F | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Fast poke; cancelable into itself, a special, and a jump as well. Decent anti-air when opponent is too close to 6P. Whiffs on crouchers. | Fast poke; cancelable into itself, a special, and a jump as well. Decent anti-air when opponent is too close to 6P. Whiffs on crouchers. Chains into 5H on standing and for anti-air confirms. | ||
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|inv= | |inv= | ||
|description= | |description= | ||
2 hits: first is mid and jump cancelable, second is a low. Special cancelable on both hits, and knocks down on air hit. Really solid combo filler/ender | 2 hits: first is mid and jump cancelable, second is a low. Special cancelable on both hits, and knocks down on air hit. Really solid combo filler/ender for both hits; the first hit as an ender gives more time to eat and lands them closer while the second hit can be used for more damage and spacing, even at ranges that voltic deign would prove as an effective oki. Combos from 2H but normals such as 5P, 5K, and 5S will only combo if the opponent was standing. | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Universal overhead. Slow startup, but safer than other Dusts. | Universal overhead. Slow startup, but safer than other Dusts. Sin gets access to simple charged beak driver loops using the wall version and a techable air combo from the upwards version. The only way to fully knockdown meterlessly from upwards 5D would be a lone air beak driver. | ||
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======<font style="visibility:hidden" size="0">2P</font>====== | ======<font style="visibility:hidden" size="0">2P</font>====== | ||
{{MoveData | {{MoveData | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Universal Sweep with no 85% Initial Proration. Long reach and moves Sin very slightly forward. }} | Universal Sweep with no 85% Initial Proration. Long reach and moves Sin very slightly forward. Nuetral on block means it's a decent pressure tool. It is common to see 2D used in normals>2D>236K>236H for BnBs. Otherwise, 2D is a tool to knockdown the opponent without using food meter and safely eat.}} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Fastest air to air poke. | Fastest air to air poke. Low air to air mashing with this move into air beak driver for knockdown. | ||
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======<font style="visibility:hidden" size="0">j.K</font>====== | ======<font style="visibility:hidden" size="0">j.K</font>====== | ||
{{MoveData | {{MoveData | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Overhead for a maximum of 4 hits, but with low hit/blockstun. Can be used as a rising overhead along with j. D, but you need RC for a stable confirm. Forces standing on hit | Overhead for a maximum of 4 hits, but with low hit/blockstun. Can be used as a rising overhead along with j. D, but you need RC for a stable confirm. Otherwise, a meterless mixup into vulture seize is a scary mixup option. Forces standing on hit | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Great tool for IOH off of jump cancelable normals and in general. Can confirm into j.214S, and pick up with dashing j.P or j.S; You can also RC after j.214S for a more stable/damaging confirm. This move completely halts momentum during jumps/leaps until which it will return to normal. | Great tool for IOH off of jump cancelable normals and in general. Can confirm into j.214S, and pick up with dashing j.P or j.S; You can also RC after j.214S for a more stable/damaging confirm. This move completely halts momentum during jumps/leaps until which it will return to normal. Ground bounces on counter hit for easy follow-ups. | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Throw with 65% proration. RC and dash or leap after them to combo. Otherwise, it knocks the opponent far enough where eating is safe. Since Sin can easily crank guard gauge, throwing the opponent when the opponent's gauge is high enough will allow you to combo from this without meter. | Throw with 65% proration. RC and dash or leap after them to combo midscreen. Otherwise, it knocks the opponent far enough where eating is safe. Since Sin can easily crank guard gauge, throwing the opponent when the opponent's gauge is high enough will allow you to combo from this without meter. | ||
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|roman=YRP | |roman=YRP | ||
|startup=11-33 [34-251] | |startup=11-33 [34-251] | ||
|active=2(1) | |active=2(1)8 | ||
|recovery= | |recovery=27[19] | ||
|frameAdv=- | |frameAdv=-16[+4] | ||
|inv= | |inv= | ||
|description= | |description= | ||
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|description= | |description= | ||
*Burns 1,000 Calories | *Burns 1,000 Calories | ||
Your air combo ender for the most part. Enemies can tech if this is used on them too high in the air. Can also poke enemies out of the sky from a reasonable distance in which most moves would not. TK'ing can be used to catch jump outs from pressure. Cannot be charged. | Your air combo ender for the most part. Enemies can tech if this is used on them too high in the air. Can also poke enemies out of the sky from a reasonable distance in which most moves would not. TK'ing can be used to catch jump outs from pressure. Cannot be charged. If used by itself after upwards 5D, it is the only way to confirm into knockdown from it. | ||
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|description= | |description= | ||
*Burns 1,000 Calories | *Burns 1,000 Calories | ||
Long range overhead attack; Air unblockable. If you hit with the tip of the flag when the opponent is airborne it does ~10% less damage, but bounces them higher than if you hit with the middle of the flag. This move is best controlling space, catching jump attempts, or keeping the opponent awake during a blockstring, as it is far too slow to ever mix someone up with. | Long range overhead attack; Air unblockable. If you hit with the tip of the flag when the opponent is airborne it does ~10% less damage, but bounces them higher than if you hit with the middle of the flag. This move is best controlling space, catching jump attempts, or keeping the opponent awake during a blockstring, as it is far too slow to ever mix someone up with. Useful when combo'd into charged beak driver in the corner and the combination of the two moves can destroy the opponents when they make an unfavorable burst in between. | ||
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|description= | |description= | ||
*Burns 1,000 Calories | *Burns 1,000 Calories | ||
Low slide used in neutral, as combo filler, or as a blockstring ender though it's now even on block. Floats the opponent on hit, can no longer link into 2P on CH due to the recovery frame change. | Low slide used in neutral, as combo filler, or as a blockstring ender though it's now even on block. Floats the opponent on hit, can no longer link into 2P on CH due to the recovery frame change. Chains into beak driver for knockback and knockdown in the corner and midscreen. In the corner, is useful when chained into 623S for corner confirms off of 623S's critical hit. | ||
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*The P version vaults you upwards | *The P version vaults you upwards | ||
*The K version thrusts you forwards | *The K version thrusts you forwards | ||
Doesn't use any of the calorie gauge, even if canceled into from another special. Useful for surprise gapclosing, punishing, or making specials safer without using calories, as well as general positioning. You maintain your your airdashes after a leap, and if you jump install you can double jump as well. Another interesting thing to note is that inputting a jump by itself immediately before inputting the move will also grant a double jump. You can control the arc by holding 4 or 6. | Doesn't use any of the calorie gauge, even if canceled into from another special. Useful for surprise gapclosing, punishing, or making specials safer without using calories, as well as general positioning. You maintain your your airdashes after a leap, and if you jump install you can double jump as well. Another interesting thing to note is that inputting a jump by itself immediately before inputting the move will also grant a double jump. You can control the arc by holding 4 or 6. Backwards airdash after a leap are useful for his nuetral game and baiting anti-airs and blitz attack. | ||
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|description= | |description= | ||
*Burns 1,000 Calories | *Burns 1,000 Calories | ||
Aerial combo fodder into Air Beak Driver, as well as confirming off of rising/fuzzy overheads. Can also be used in gimmicky airdash crossups. }} | Aerial combo fodder into Air Beak Driver, as well as confirming off of rising/fuzzy overheads. Can also be used in gimmicky airdash crossups and even after the first hit of crossup j.H. }} | ||
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<br clear=all/> | <br clear=all/> | ||
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{{Navbar-GGXRD-R}} | {{Navbar-GGXRD-R}} | ||
[[Category:Guilty Gear | [[Category:Guilty Gear|Sin Kiske]] | ||
Latest revision as of 04:50, 25 December 2023
Sin Kiske |
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Defense Modifier: x1.04 Guts Rating: 1 Weight: Medium Stun Resistance: 60 Jump Startup: 3F Backdash Time 24F / Invul: 1-16F
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Overview
First introduced in Guilty Gear 2: Overture, Sin is the happy-go-lucky son of Ky Kiske and Dizzy, who fell in love after the events of Accent Core. Due to the Gear blood he inherited from Dizzy, Sin developed extremely quickly after his birth; with Ky ruling a nation and Dizzy in stasis, Sin's rearing was entrusted to bounty hunter and fellow Gear Sol Badguy. Under Sol's tutelage, Sin accompanies him across the world in search of bounties, carrying most of their equipment along the way. Sin is slowly warming up to his father, and with his mother out of the picture for the moment, he looks up to Sol as a mentor and father figure. In battle Sin utilizes lightning magic, which arcs wild and red due to his Gear heritage; he also possesses a battle standard that he brandishes as a makeshift pole arm. He isn't the most well-spoken kid and can be cocky at times, but he has a big heart and tries to improve his shortcomings one at a time.
Note that the character was nerfed as of 1.03: some information (mostly frame data) is outdated
Strengths
- Very high damage with calorie meter.
- Has the unique ability to cancel any special into any other special.
- Good pressure and decent frame traps.
- Good neutral with long ranged normals and specials.
- Somewhat safe DP, as it can be canceled on block into his other specials.
- Great backdash.
- Has one of the best anti-air 6P's of the game with great range and reward + fast recovery on whiff.
Weaknesses
- Meter hungry, in terms of both Tension and his own gauge. Most strong combo confirms/okizeme conversions require 50 meter and/or calories.
- Limited gatling paths
- Can be hard to open people up(needs to use tension meter to make mixups more terrifying)
- While DP is safe on block, it has a poor hitbox and slow speed, easy to make whiff. Ride The Lightning is not a true reversal(invulnerability starts on frame 4)
Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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6P
6P |
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6H
6H |
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5D
5D |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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3K
3K |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.6H
j.6H |
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Calorie Gauge
Calorie Gauge |
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Hawk Baker
Hawk Baker 623S |
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Beak Driver
Beak Driver 236H (air OK) |
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I'm Sure I'll Hit Something
I'm Sure I'll Hit Something HHH... during Beak Driver |
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Bull Bash
Bull Bash 214S |
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Elk Hunt
Elk Hunt 236K |
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Leap
Leap 214P/K |
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Still Growing
Still Growing 214H |
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Vulture Seize
Vulture Seize j.214S |
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Overdrives
R.T.L
R.T.L 632146H (air OK) |
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Voltic Deign
Voltic Deign 236236P (air OK) |
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Instant Kill
Raiden in IK mode: 236236H |
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