(→2P) |
(→5D) |
||
(3 intermediate revisions by the same user not shown) | |||
Line 243: | Line 243: | ||
|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. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">2P</font>====== | ======<font style="visibility:hidden" size="0">2P</font>====== | ||
{{MoveData | {{MoveData | ||
Line 764: | Line 765: | ||
|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. | ||
}} | }} | ||
Line 819: | Line 820: | ||
|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 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. | ||
}} | }} | ||
}} | }} | ||
Line 1,015: | Line 1,016: | ||
*Entering a direction (8-way) with HS allows you to continue the attack in that direction (possible 2 times after initial hit) | *Entering a direction (8-way) with HS allows you to continue the attack in that direction (possible 2 times after initial hit) | ||
*Can only do a followup attack if the previous hit actually touched the opponent | *Can only do a followup attack if the previous hit actually touched the opponent | ||
Full invul until the hitbox appears. Can provide corner carry and knockdown depending on how you use your charges. Good use for when you need this to kill in your combo. If blocked, try to steer away using another dash to be less punishable. On whiff, you lose the benefit of steering it. | Full invul until the hitbox appears. Can provide corner carry and knockdown depending on how you use your charges. Good use for when you need this to kill in your combo and you can even combo off of this in certain cases. If blocked, try to steer away using another dash to be less punishable. On whiff, you lose the benefit of steering it. | ||
}} | }} | ||
}} | }} |
Revision as of 06:31, 30 August 2016
Sin Kiske |
---|
Defense Modifier: x1.04 Guts Rating: 1 Stun Resistance: 60 Jump Startup: 3F Backdash Time 24F / Invul: 1-16F
|
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 |
---|
5K
5K |
---|
c.S
c.S |
---|
f.S
f.S |
---|
5H
5H |
---|
6P
6P |
---|
6H
6H |
---|
5D
5D |
---|
2P
2P |
---|
2K
2K |
---|
2S
2S |
---|
2H
2H |
---|
3K
3K |
---|
2D
2D |
---|
j.P
j.P |
---|
j.K
j.K |
---|
j.S
j.S |
---|
j.H
j.H |
---|
j.6H
j.6H |
---|
j.D
j.D |
---|
Universal Mechanics
Ground Throw
Ground Throw |
---|
Air Throw
Air Throw |
---|
Dead Angle Attack
Dead Angle Attack |
---|
Blitz Shield Charge Attack
Blitz Attack |
---|
Special Moves
Calorie Gauge
Calorie Gauge |
|
---|
Hawk Baker
Hawk Baker 623S |
---|
Beak Driver
Beak Driver 236H (air OK) |
---|
I'm Sure I'll Hit Something
I'm Sure I'll Hit Something HHH... during Beak Driver |
---|
Bull Bash
Bull Bash 214S |
---|
Elk Hunt
Elk Hunt 236K |
---|
Leap
Leap 214P/K |
---|
Still Growing
Still Growing 214H |
---|
Vulture Seize
Vulture Seize j.214S |
---|
Overdrives
R.T.L
R.T.L 632146H (air OK) |
---|
Voltic Deign
Voltic Deign 236236P (air OK) |
---|
Instant Kill
Raiden in IK mode: 236236H |
---|