GGXRD-R2/Sin Kiske

From Dustloop Wiki

Overview

Overview

Sin is a neutral-focused monster with a frighteningly high damage output thanks to his Calorie ("food") gauge which lets him cancel all his special attacks into other special moves. However, if Sin tries to do any special attack with an empty food gauge, he'll be forced into a starving animation that gives his opponent a giant punish. If Sin doesn't find a good chance to eat, he'll often have to give up okizeme or pressure just to refill his food.

Sin has great neutral, pressure, and mixup options. f.S and 2S are fast, solid normal pokes, 6P is a great anti-air, and the infamous Beak DriverGGXRD Sin BeakDriver.pngGuardMidStartup11-33
[34-251]
Recovery29
[19]
Advantage-16
[+4]
(236H) will counter-poke just about anything.

Sin's other special moves include a low profile slideGGXRD Sin ElkHunt.pngGuardLowStartup15-21Recovery11Advantage0 that can be used as a frame trap, a reversal he can make safeGGXRD Sin HawkBaker.pngGuardMidStartup9Recovery45Advantage-33, a command jumpGGXRD Sin Leap.pngGuardStartupRecovery19Advantage- that he can steer forwards and backwards, and a jump-in that will beat any anti-air that isn't completely invulnerable. Sin's neutral and mixups are very strong, especially when he gets to set up something like his crossup, multi-hit j.H and/or his air braking j.D.

Sin's best combos often use a lot of the food gauge, but moves like 5H(1) and Beak Driver will always knock down. With proper combo routes, Sin can do a combo, eat, and still apply okizeme or a mixup.

Furthermore, Sin has a strong strike/throw game thanks to RISC-cranking moves like 2H, so even his basic pressure can be quite scary with 50 meter to RRC a throw. Sin also builds meter quickly and has two versatile supers that deal high damage. The world is Sin's oyster - as long as you keep him fed.
Sin Kiske
GGXRD-R Sin Portrait.png
Defense
x1.04
Guts Rating
1
Weight
[100] Medium
Stun Resistance
60
Prejump
3F
Backdash
24F (1~12F invuln)
Wakeup Timing
30F (Face Up)/ 21F (Face Down)
Fastest Attack
2P (5F)
Reversals
623S (9F), 632146H (10+1F)

 Sin Kiske is a well-rounded character boasting an excellent neutral game, extremely high damage, and solid tools for pressure and rushdown. Sin's versatility and sheer damage output allow him to do anything - as long as he doesn't go hungry.

Pros
Cons
  • Low Barrier to Entry: Sin's neutral is very simple and very rewarding off most hits. His combos are mostly universal and easy to confirm into.
  • Calorie Cancels: Sin can cancel nearly all his special moves into other specials by using his food gauge, which lets him make his pressure safe and powerful.
  • Neutral Monster: Good pokes with a great balance of speed and reach, such as 6P, f.S, 2S, Beak DriverGGXRD Sin BeakDriver.pngGuardMidStartup11-33
    [34-251]
    Recovery29
    [19]
    Advantage-16
    [+4]
    , and Elk HuntGGXRD Sin ElkHunt.pngGuardLowStartup15-21Recovery11Advantage0.
  • High Damage: Among the highest consistent damage in the game, without needing to burn as much tension to extend combos relative to other characters.
  • Strong Okizeme Game: Most of Sin's ground combos let him set up a safejump or high-low mixup with his leap (214P/K) and j.H/j.D.
  • Safe Reversal: Hawk BakerGGXRD Sin HawkBaker.pngGuardMidStartup9Recovery45Advantage-33 is a reversal that can be special cancelled into moves that are safe on block, as long as it connects.
  • Burst Safety: Several of Sin's most important moves (Beak Driver, Bull Bash, 5H(1)) are burst safe, which limits his opponent's ability to escape damage and okizeme.
  • Reliant on Resources: Requires good food management, and is much weaker when food is low. Occasionally has to give up advantage (mainly okizeme) to eatGGXRD Sin StillGrowing.pngGuardStartup40Recovery17Advantage-. Bursting is also extra effective against Sin if his calorie gauge is low, as it prevents him from eating safely.
  • Slow Wakeup: When face-up, Sin's wakeup animation is a lengthy 30 frames. Some characters get specific okizeme on Sin if they knock him down face-up.

Unique Mechanics

Calories
Treat your calorie gauge like a baby.
GGXRD-R2 Sin Kiske Calorie Gauge.png

Sin has a unique meter called the calorie/food gauge which is a resource that is used to cancel specials into other specials. Sin starts each round with the gauge partially full at 10,000 calories (10 "pips"), although the gauge can hold up to 16,000/16 pips. Every time Sin uses a special attack other than his Leap (214P/K) or Still Growing (214H), he loses 1,000 calories/1 pip. Special cancelling into a special attack that consumes calories will cost another 1,000 calories/1 pip.

Sin can eat using Still Growing (214H) to refill his food gauge: it will restore him to 10,000 calories/10 pips if is under that many, and give him 3,000 calories/3 pips otherwise. Eating is the only way for Sin to regain lots of food, so finding safe spots to eat at the end of combos or in neutral is very important. Sin can also eat > YRC, but this is a steep price to pay considering how easily he can eat without spending tension.

If Sin reaches 0 Calories when doing special attacks, he will be forced into a hunger animation for 95 frames after the special attack finishes recovering. However, it's possible to RC the final special done in order to avoid the hunger animation activating.

Funnily, Faust's chocolate and doughnut items will give Sin 500 calories/half a pip if he picks them up. There is no effective difference between 500 and 1,000 calories.

Normal Moves

5P

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16 Mid 7 3 12 -3

Good neutral poke and pressure tool that can be used to beat the opponent's low options at specific spacings.

In neutral, 5K is notably Sin's fastest button for ranges further than 2P and c.S, but closer than f.S and 2S, which also gives it use as a throw OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. option when 6P+H would be too risky. While it's a strong poke, it's easily low profiled if spaced wrong.

In pressure, 5K has a large number of gatling options while also having a slightly longer cancel window compared to his other normals. It is also useful in combos in situations where c.S would be used, without the risk of getting f.S instead due to distance, which can happen during sideswap or juggle combos.

  • Jump and special cancelable.
  • One of Sin's few normals that will combo directly into 5H on a standing opponent since it does not force crouching state.

Gatling Options: 6P, 3K, c.S, f.S, 5H, 5D, 2D

c.S

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Mid 9 3 18 -7

Great neutral poke, ranged punish option, and spacing tool.

Similar to 2S, except 2S hits low profile moves and has less recovery. However, f.S has slightly more range, so use as needed. Especially useful as a hit confirm with 50 Tension for Beak Driver RRC afterwards or f.S YRC OSf.S+RC will YRC on whiff or RRC on hit/block.

Forces crouching on hit, which makes combos slightly easier. Can confirm into Elk Hunt at close range, or on CH at any range.

Gatling Options: 2S, 5H, 5D, 2D

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25, 35 Mid,Low 11 3(15)3 24 -8

Really solid combo tool, especially the first hit thanks to its giant size and long hitstun. 5H is used throughout almost all Sin's combos, and it can be used as an ender to enable strong okizeme and/or safely eatingGGXRD Sin StillGrowing.pngGuardStartup40Recovery17Advantage-.

5H is divided into two hits with a large gap between them. The first hit is a mid that whiffs against crouching opponents, and the second is a low that knocks down. As many of Sin's normals force crouching state on hit, this makes it much harder to do a traditional P>K>S>H gatling combo. 5H can be comboed into from 2H, 5P, 5K, and 2S - but 2H is the only one that will work on crouchers because it forces standing.

Sin usually combos into 5H in a juggle after his usual Hawk Baker > Bull Bash > Leap loop. 5H's gatling into 6H can be delayed significantly, which is invaluable for letting opponents fall to the right height and preventing combo drops.

The second hit vacuums on hit and block, which can open up some different combo routes (making sure Hawk Baker hits red, for instance) or be used for okizeme. In the corner, the second hit will drag opponents slightly towards Sin, enabling very ambiguous cross-ups.

  • First hit is jump cancelable and can gatling into 6H
  • Both hits are special cancelable
  • 5H is often burst safe since Sin crouches down for the second hit
  • First hit knocks down on air hit (unless your opponent is really high and you've reached very strict hitstun scaling).

Gatling Options (First hit only): 6H, 5D, 2D

5D

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Mid 9 6 18 -10 1-14 Upper Body

Incredible anti air and counter-poke. Easily one of the game's best 6Ps due to its height, range, disjoint, and easy conversions.

While the frame data is rather average for a 6P, the sheer range can outright beat a lot of 6P bait or anti-anti-air attempts. On normal hit, the usual cancel is c.S into a standard route, but on counterhit 6P can combo into Bull BashGGXRD Sin BullBash.pngGuardHighStartup31Recovery32Advantage-19 if it hits high enough.

A high normal hit can sometimes be awkward due to c.S and/or f.S not coming out or reaching high enough, but this is a small price to pay for everything else this move does. Use it and love it.

  • Occasionally, Sin can link into 5K/c.S>5H>etc on CH if the opponent is not too far away from Sin.

Gatling Options: c.S, f.S, 5D, 2D

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
38 Mid 15 4 13 +2

High damage combo starter that can punish very unsafe moves on block or whiff. 6H is a very useful combo tool and occasional blockstring option since it moves Sin forward about 1/4 of the screen.

6H is awkward to use in neutral as Sin's hurtbox extends while he lunges forward, so he can be stuffed during the long startup pretty easily. It can be gatlinged into from 5H(1), usually for combos, and 3K, usually for blockstrings.

5H(1) > 6H is useful for stabilizing combos when the 5H(1) connects on a very high opponent, since the gatling can be done between 5H's hits and 6H generally slides Sin forward enough for a critical/red 623S or to start an air combo. But be mindful that 623S may be unstable in more extreme situations or on characters with small hurtboxes.

3K > 6H has a 2f gap on normal block, so it's a scary frame trap option but low profile moves can evade it, like Faust's crawl. The gap may be larger at 3K range, and may not connect at max range, but it's still a very good option to represent.

  • Links into 2P on normal hit on lightweights
  • Links into itself on counter hit
  • Floats opponent on hit
  • Special and jump cancellable

2P

2K

3K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 Low 11 4 12 -2

Highly disjointed low poke with great range. Used as a meaty option in okizeme and a counterpoke in neutral, with occasional frametrap use against opponents that are attempting to mash out of Sin's pressure.

While 3K only has a single gatling option into 6H, it has only a 2f gap and 6H is plus on block; 3K into 6H is a blockstring only contestable if the opponent uses an invulnerable reversal. When spaced well during okizeme, a meaty 3K is an excellent option to make wakeup reversals whiff and, if blocked, Sin can vary between special cancelling 3K, jump canceling the 6H followup into j.D for a fast overhead, or simply pressing the frame advantage of blocked 6H.

Can also be used as a read option to beat out low profile attacks and slides due to properties of its hitbox, though usually too slow to do so on reaction.

  • Staggers on counter hit

Gatling Options: 6H

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
27 Mid 9 4 15 -5

2S is sadly not a low, but is otherwise a great poke in neutral and pressure. Used mostly to hit things that go under f.S, like 6Ps and slides . It also has a little bit less recovery than f.S, although slightly smaller range. 2S is also somewhat more disjointed around the tip than f.S.

Similarly to f.S, this is great to confirm into Beak DriverGGXRD Sin BeakDriver.pngGuardMidStartup11-33
[34-251]
Recovery29
[19]
Advantage-16
[+4]
RRC with 50 meter or Beak Driver > HHHH without. Unlikes f.S it does not force crouching, which can make it slightly less lenient combo into Elk Hunt or Beak Driver, but does enable a combo into 5H on standing opponents. This is pretty fringe, though.

Gatling Options: 5H, 5D, 2D

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28×2,16 Mid 11 2,2,2 34 -17

Slow, 3-hit launcher used primarily as a punish tool, combo fodder, and occasional frametrap. Builds a lot of RISC on block, to the point some characters' RISC bars can start flashing (see this chart to compare RISC gain rates). In some matchups simply cranking the RISC bar and watching your opponent sweat can be enough.

2H can be used as a frame trap thanks to the delay gatling from 2K, but if Sin gets FD'd out or if the opponent backdashes in between 2K>2H, he will be wide open thanks to 2H's immense recovery.

With fast reaction times, you can react to people bursting as they get hit by 2H and then jump cancel to block the burst. The burst gauge empties instantly as soon as the burst begins, so there's a short but reactable window with a distinct visual cue.

  • All hits are jump and special cancellable.
  • First two hits force standing, third hit launches.
  • Can potentially be used as a very specific nuclear anti air option.

Gatling Options: 5H, 5D, 2D

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Low 10 6 8 0

Sin's sweep, used for knockdowns, pressure, meaties, and as combo filler after S normals.

Has good reach and moves Sin forward very slightly. Outside of its staple combo route applications, 2D is a reliable way to knock down the opponent without consuming food and safely eat. Sin's hurtbox actually rises above the ground during 2D, which means he can evade/beat certain low pokes that only hit along the ground (Ky 2K or 2D, for instance).

2D links universally into 2P on counter hit or as a meaty hitting on the last 2 active frames. Can also link into other normals on counter hit such as 2H, but this is somewhat character specific

j.P

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20 High, Air 8 3 24

Used as combo filler and as an air to air to hit opponents high enough that j.P would whiff against. Because the hitbox reaches down into Sin's leg, j.K is more reliable filler as a jump-in during airdash strings with j.S.

Pops the opponent up on hit. On counter hit, j.K launches into a very long untechable fall/knockdown, allowing Sin a lot of time to convert into combos. This property makes it a strong choice for air-to-airing opponents above Sin for CH fishing.

  • Can hit cross-up

Gatling Options: j.P, j.S, j.H, j.D

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 High, Air 9 6 19

j.S is an all-purpose, long reaching air normal useful for both jump ins and air to air situations. It is Sin's primary jump-in button, often out of a leapGGXRD Sin Leap.pngGuardStartupRecovery19Advantage- after a knockdown.

While j.S is a good jump-in thanks to its reach in front of Sin, it doesn't hit as deep as it looks, and is barely disjointed at all so it can easily be anti-aired or low-profiled if the opponent sees it coming.

The gatling into j.6H virtually guarantees Sin will be plus on block, even if the j.S was performed from very high up.

Gatling Options: j.P, j.K, j.H, j.6H, j.D

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32,16×3 High, Air 9 3,2×3 12

Multi-hitting overhead primarily used for safe jumps high-lows and occasionally as a jump-in. Surprisingly annoying to antiair with some characters when done early in a jump-in, although Sin will be forced to gatling into j.D before landing to avoid being thrown if the opponent were simply to block it or get hit. The gatling into j.D can be done from any hit of j.H, which can help make it more ambiguous - but there is always a gap that the opponent can use to escape or challenge.

Notably, the first hit of j.H is a higher attack level than the rest and has a vacuum effect, allowing it to combo into j.214S or even 2H pretty consistently. The other hits can more reliably convert into a combo with 2P/2K, or even 5P.

j.H can be used as an instant overhead, but to get a stable combo Sin needs to use an RRC, set up Voltic Deign, or have built up enough RISC on the opponent to force a counter hit and combo into j.214S. They also need to be rather close.

Gatling Options: j.D

j.6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 High, Air 11 4 20

A long reaching horizontal strike that vaccuums the opponent towards Sin. Mostly used as combo/blockstring filler since even at the lowest possible height, j.6H whiffs on all crouching opponents and is easily low profiled. Doing j.S > j.6H as a jump-in can help to crank RISC and get free pressure against passive opponents.

j.6H can be used to side switch during combos (usually after a Leap or an airdash) and to set up crossups where Sin pulls the opponent out of the corner, then does IAD j.H. Due to its great horizontal reach and great reward on counterhit, j.6H can be a very potent normal to throw out while in the air, although the whiff recovery is awful.

Surprisingly awkward to convert on normal hit against an airborne opponent.

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 High, Air 18 2 18+5 after landing

Jump normal used for mixups, in pressure as a fast overhead, and occasionally as an anti-anti air due to its air brake properties.

j.D completely halts Sin's air momentum, then returns it to normal after the attack's recovery, which can be useful during a jump-in to add some spice to his otherwise pretty standard air strings. Using j.D this way or by itself are good ways to beat a delayed throw or mash, which will score a juicy counter hit.

This is also one of Sin's only ways to get a guaranteed knockdown from air combos without spending food or tension. The knockdown doesn't give good okizeme as Sin will land fairly close to the opponent with no time to eat, but it's an option for repositioning or conserving resources.

In pressure, raw j.D is a 21 frame overhead (including jump startup), which can be confirmed into j.214S if close enough or j.236236P if farther away. The j.214S option is a little riskier since savvy opponents can FD the j.D, cause j.214S to whiff, and punish Sin. Not an amazing mixup option, but worth trying out.

Oddly, j.D can be jump cancelled, although because Sin often uses Leap for okizeme, which doesn't give him a double jump, this has only niche uses without a jump install An advanced technique that lets you access air mobility options, usually double jumping, after doing a move that is supposed to prevent you from doing them. Usually performed by cancelling a grounded normal into a jump, but then before leaving the ground, doing another grounded attack. (2147P/K).

  • Ground bounces on counter hit.

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0, 0, 60 Ground Throw: 75250 1 +55

Sin's throw knocks the opponent far enough to make eating safe, though in the corner he will be -2. Since Sin can easily crank R.I.S.C, throwing the opponent when the opponent's gauge is high enough will allow him to combo from it without meter.

For metered combos, RC and dash or leap afterwards at midscreen. In the corner, leads into Charged Beak Driver loops from RC, which leads to a lot of damage off of a throw if if done consistently (Can go up to 5+ Charged Beaks).

Air Throw

Dead Angle Attack

Blitz Attack

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50: Blitz

Universal Blitz Charge attack. Sin famously has a safe DP in Hawk Baker, but it can be awkward to challenge pressure done from outside its small range. Blitz can help with that, or against safe jump setups that would cause Hawk Baker to whiff.

Partial charge blitz will crumple on counter hit and full charge blitz will crumple on normal hit, which gives Sin an easy 2H starter for enormous damage. Blitz attacks also wallsplat easily, which lets Sin convert into a Beak Driver airdash loop or his standard corner combo.

Blitz attacks will steal a sliver of the opponent's burst gauge, which can be useful for locking out burst or just finishing a round when you have spare meter.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Hawk Baker

623S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 [35] Mid 9 2 45 -33 1-10 All

Sin's meterless invincible reversal can be special canceled, which gives him a DP that can be safe or even start combos. Hitting with the closer hitbox will produce a "red hit" that gives more hitstun and a higher launch. Hawk Baker is a staple combo tool with useful routes into basically all Sin's other specials and his supers.

On defense, Hawk Baker is usually canceled into Elk Hunt, but Sin's other special moves are worth considering:

  • Elk Hunt: The most common option. Leads to a knockdown in most cases, but if you get a counter hit red Hawk then your opponent will be launched and you'll recover from the Elk just in time for a combo.
  • Beak Driver: Beak is unsafe at close ranges where you can actually connect with Hawk. Mostly used when you expect to hit an extended hurtbox that Elk wouldn't properly combo into.
  • Leap: Potentially better than Elk since you can airdash afterwards. Potentially way riskier since Hawk's block/hitstun doesn't even cover Leap's startup.
  • Bull Bash: 31f startup. Please do not do this.

Despite sounding absurd (which, honestly, it is), Hawk Baker is a bit slow at 9f startup, pretty small, and not very active. When used against disjointed attacks, Hawk Baker will tend to flat out lose, or trade at best. It also has counter hit recovery and is hideously unsafe on hit, which means it's practically a 3,000-calorie commitment at all times.

Although Hawk Baker can let Sin survive safejumps unlike other DPs, advanced safejump OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did.es can make Hawk Baker whiff (backdashes in particular). These are pretty specialized and not every character has easy access to them, but they may force more caution when on defense.

  • Burns 1,000 Calories if not cancelled.

Beak Driver

236H (Hold OK) or j.236H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236H 36,32
[36,66]
Mid 11-33
[34-251]
2(1)6 29
[19]
-16
[+4]
j.236H 40,36 9 3,6 17/Landing 6

The infamous Beak Driver. Incredible neutral and pressure option, long range punisher, and staple combo tool. All versions cost 1,000 calories.

236H

Due to its sheer range, fast startup and highly disjointed second hit, Beak Driver alone makes other characters think twice when playing the ground game with Sin. The first hit is much shorter in range, not very active, and surprisingly easy to low profile. While powerful, the whiff recovery is long enough for many characters to reliably punish, especially on jump-in.

On normal hit, Beak Driver can convert into a knockdown with Elk HuntGGXRD Sin ElkHunt.pngGuardLowStartup15-21Recovery11Advantage0 or 236H~HHHHH depending on distance. These are Sin's only meterless options, but he can also spend 50 Tension to RRC and dash forward into 6H and combo from there.

On counter hit, the second hit causes a wallbounce which allows Sin to meterlessly convert into a high damage combo with his Leap hit confirmInput Beak Driver, then a 214 motion and press P/K in reaction to the counterhit.. This wallbounce can sometimes be odd depending on character weight or position, but the appropriate combination of j.S, j.K, and j.6H will usually stabilize things.

Beak Driver is considerably less scary on block, but Sin can still special cancel for pressure, usually to Elk or Leap to keep his opponents on their toes or reposition himself. Sin can also charge Beak Driver by holding H, which can delay the startup without committing to the actual charged version, potentially ruining timings of the opponent's approach/whiff punish attempts and counterattacks.

Both versions are used in combos, but the uncharged version is Sin's standard combo ender as it gives a knockdown that allows him to eat safely, or LeapGGXRD Sin Leap.pngGuardStartupRecovery19Advantage- in for oki.

The second hit:

  • removes 1 hit of durability from projectiles and "keeps going" so it can still make physical contact with the opponent
  • will wallbounce from almost anywhere on counterhit
  • is active on frame 14
  • is harder to low profile the further away from Sin the opponent is

236[H]

After holding H, Beak Driver becomes the charged version and will activate instantly upon release. The charged version's second hit is much taller, but is actually slightly stubbier than uncharged. This version also has massive blockstun (more than lvl 4 attacks), making it hard to punish Sin even if he cancels into Eat. Notably, the charged version is significantly safer than uncharged on whiff.

In combos and on normal hit, it does huge damage and wallsplats in the corner, which allows Sin access to his most damaging combos. It can even loop into itselfusually 2-3 times, but more are possible with microdashes when sticking the opponent at a low enough height to trigger the wall slump state. On midscreen counterhit, the 2nd hit still does wallbounce, so the same conversions off of uncharged Beak Driver second hit counter hit are still possible.

Generally, outside of the corner Sin doesn't get to convert off of normal hit charged Beak Driver without spending Tension, but he does get to eat afterwards. Even eating twice is safe.

The second hit:

  • Causes tumble on normal hit midscreen
  • Causes wallsplat (and possibly a slump) on normal hit in the corner
  • Causes wallbounce on counter hit anywhere

j.236H

Air Beak Driver is the same principle of Beak Driver moved upwards into the air. In neutral, air Beak will hit opponents trying to jump or airdash over ground Beak, and can be used to disrupt characters who like to stall in the air such as Dizzy or Bedman. Sin can act in the air after air Beak, but doing it too low, such as by TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input.'ing Beak, will force him to the ground and into landing recovery. Air Beak alters Sin's air movement, which can make it hard for other characters to air-to-air him.

Air Beak cannot be charged like its grounded brother, so in combos it's mostly an ender. At low heights (around the peak of a normal vertical jump) air Beak will knock down and give Sin a chance to eat or approach for okizeme. Higher in the air, air Beak will not knock down but will usually send opponents far enough away to eat safely.

Air Beak will wallbounce on normal hit, which allows Sin to airdash in and extend a combo if he's high and close enough. These combos usually start with j.D > j.214S or one of Sin's ground launchers. These combos don't use as much food as a normal corner combo but still do a lot of damage and are generally quite stable.

Ending corner combos in low height air Beak Driver, either through TKs or earliest air Beak out of Leap, leaves a small enough gap in the corner for Sin to cross the opponent up.

  • Second hit wall bounces in the corner on normal hit
  • Second hit wall bounces from anywhere on counter hit

I'm Sure I'll Hit Something

HHH... during Beak Driver

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
15×5,18×3,21×3,24×2,35 All 8 [2(2)]×N 23 -10

Also commonly referred to as "Staff Rain" or "Stabs".

Mostly used to combo meterlessly off of Beak Driver normal hits at ranges where other followups would not reach.

Used to burn through opponents' guts when their health is low and Sin have the calories to spare. This move also tends to give the opponent a ton of meter on hit during combos while building their burst meter back quickly, although it is the most damaging combo ender Sin can do from a lot of normals at max range. Repeated presses of H will continue striking, burning more calories up to a maximum of 13 hits. While it's unsafe on block, it's good for causing chip or cranking R.I.S.C after a blocked 236H and certain characters can't punish it due to the range.

If all 5,000 calories are spent for the full move, the opponent is forced into a knockdown. On air hit, will always cause a knockdown regardless of how many hits are used.

  • Burns up to a maximum of 5,000 Calories.
  • Going into this from 236H doesn't have the extra cost of canceling a special into a special, and so ends up costing 6,000 total calories.

Bull Bash

214S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
60 High 31 6 32 -19

Long range overhead attack used for combos, controlling space, catching late jump/IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. attempts, or keeping the opponent awake during a blockstring.

If it hits with the tip of the flag when the opponent is airborne it does ~10% less damage, but bounces them higher than if it hits with the middle of the flag. Useful when combo'd into charged Beak Driver in the corner as the combination of the two moves' complete safety against Burst can force the opponents to take a lot of damage. Also leads to Sin being quite advantaged as a combo ender into Eat if Bull Bash is done from a height high enough to ground bounce into an untechable knockdown.

In pressure, is generally far too slow to ever mix someone up with, and opponents can always react to it if they have not done anything with high commitment. Most characters can even avoid it completely by double jumping, and every character can Blitz or backdash it on reaction. If Bull Bash is blocked and then RRC'd, IADing afterwards with j.S/j.K will still be a true blockstring. Should Bull Bash actually hit as a starter, Sin can convert into highly damaging meterless combos, especially on counterhit.

Elk Hunt

236K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Low 15-21 6 11 0 7F onwards low profile

Low profiling slide used to evade/punish pokes and projectiles, stabilize combos, as a frame trap, or as a blockstring ender.

Elk Hunt is practically always 0 on block due to having variable startup and travel distance (15-21f). This is why f.S/2S > Elk Hunt is distance dependent to combo. Despite the awkwardness, Elk is a very threatening move that a lot of characters must respect since Sin can easily convert to a combo on normal or counter hit.

In neutral, Elk's variable startup means it tends to lose to other lows and slides rather easily from a distance, even if Sin started Elk Hunt very early. This property can also make it lackluster at chasing backdashes. Elk goes from 0 to -4 and potentially punishable on Instant Block, forcing Sin to back off or spend food to stay safe/frame trap.

  • Knocks down on normal hit, but not if the opponent was already airborne (like from 2D)
  • Floats higher on counter hit, allowing a link into c.S or (microdash)2P/5P

Leap

214P/K

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214P 19
214K 18

Ground to air mobility option used for surprise gapclosing, punishing, making specials safer without using calories, general positioning, and safejumps on okizeme.

Sin maintains his airdashes after a leap, and if he jump install An advanced technique that lets you access air mobility options, usually double jumping, after doing a move that is supposed to prevent you from doing them. Usually performed by cancelling a grounded normal into a jump, but then before leaving the ground, doing another grounded attack.s, he can double jump as well. The arc of Leap can be controlled by holding 4 or 6. Backwards airdashes after a leap are useful for Sin's neutral game and baiting anti-airs or blitz attacks.

Note that any specials (with the exception of charged Beak Driver) when canceled into leap are actually easily anti-aired or even air to aired on reaction, so the pressure reset gained from leap cancelling is not "real". Holding 4 can be used to bait sloppy antiair attempts when used in this manner however.

  • Does not use any calories even when canceled from another special
  • Can be canceled into other specials while rising.
  • The P version vaults Sin upwards
  • The K version thrusts Sin forwards

Still Growing

214H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 17

Sin's only way of restoring calories. Commonly referred to as "eat" or "eating".

Has a long animation commitment and decent amount of recovery, so is generally used after a knockdown or when Sin pushes the opponent far away with a blocked special. Restores calories in two parts; can be YRC'd early but will only fill 1,000 calories unless YRCed much later into the animation.

If H is mashed during the animation while the calorie bar is not full, Sin will eat again with a slightly faster animation.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.

  • If Calorie Gauge is below 10,000 you will recover the difference to return it to 10,000
  • If Calorie Gauge is above 10,000 you will recover 3,000 (maximum stock is 16,000)
  • Recovers 1,000 calories on 25F. Recovers remaining calories on 43F
  • Mashing H results in up to two additional eats (each eat follows Still Growing rules)

Vulture Seize

j.214S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 All 14 6 Until landing + 10

Aerial combo fodder into air Beak Driver, nuclear anti-anti-air option, and used to combo off of rising overheads or fast cross-ups. Slows air momentum on use.

Vulture will beat most anti-airs if done as a jump-in due to its enormous disjointed hitbox under Sin, and on counter hit it converts into a full combo easily. The landing recovery makes it usually unsafe on block however, and awkward to convert without a CH unless Sin is extremely low to the ground.

The air momentum slowing property can also be used in a similar fashion as j.D RC after j.H.

Overdrives

R.T.L

632146H (Air OK or 632146D (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
632146H 50 [62] Mid 10+1 12 47 -40 4-16 All
[1-16 All]
j.632146H 50 [62] All 10+1 12 Until landing + 32 4-16 All
[1-16 All]
RTL > H 50 [62] All 6 after direction change 12 47 -40
RTL > j.H 50 [62] All 6 after direction change 12 Until landing + 32

Sin dashes forward, and can do up to 2 additional 8-way dashes (direction + H) as long as he makes contact with his opponent. Not a true reversal since it's only invincible from frame 4 and the follow-up dashes aren't invincible, but very useful for extending or finishing combos.

R.T.L can provide corner carry and knockdown depending on how which directions are used, and is good for tacking on extra damage at the end of most air or ground combos.

This super is generally a free high-damage punish if your opponent blocks it, but you can try to position yourself far away with the second dash to make the punish harder or do an extremely gimmicky frame trap with the second/third dashes.

If a grounded R.T.L.'s third hit connects late against an opponent who has been juggled high enough, Sin can recover in time to link into 2P and extend the combo even more. This is pretty hard, though, and often requires small delays when doing the second and third hits depending on height.

If you happen to clash with R.T.L, inputting a direction and H to attempt to use the followup attacks will cancel into other moves (2H, 6H, etc), so keep that in mind.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
632146H 4 20 10
j.632146H 4 20 10
RTL > H 4 20 10
RTL > j.H 4 20 10

632146H:

  • Values in [ ] are for Burst version
  • Minimum damage: 20% [40%]

j.632146H:

  • Values in [ ] are for Burst version
  • Minimum damage: 20% [40]

RTL > H:

  • Values in [ ] are for Burst version
  • Minimum damage: 20% [40]

RTL > j.H:

  • Values in [ ] are for Burst version
  • Minimum damage: 20% [40]

Voltic Deign

236236P (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236236P 27×5 Mid 26+2 Total 37 +60
j.236236P 27×5 Mid 10+4 Total 31

Slow projectile that hits 5 times.

Fast recovery after usage, along with slow projectile speed make it only ideal for okizeme set ups, or using it as a "shield" to approach behind in neutral from a distance.


Grounded

Very useful for okizeme, as Sin can do rising j.H and still combo from it after landing. Since Voltic doesn't disappear when Sin is hit, it's also reversal/dead angle safe. Optimized combos utilizing Voltic usually only spend around 3,000 calories while gaining %40~ meter, so it's possible to loop the setup.

It also proves useful during pressure, where Sin should throw this move out and immediately eat to refill lost calories then keep his pressure going. A gimmick for long range use is to use it full screen while covering the aerial height with air Beak Driver if they jump.


Air

Aerial version shoots at a 45 degree angle towards the ground, but has far less startup than the grounded version and can be followed up with an airdash for combos.

The aerial version can be pretty powerful when jumping in. On hit, it translates into a full combo, whereas on block it allows Sin to pressure them or go for a mixup (while building high R.I.S.C if the opponent doesn't FD). If the opponent is attempting to anti-air, most anti-airs will get beaten by air Voltic. However, they probably can interrupt the start up with an air-to-air or choose to get out of the situation by dashing if they were not committed to anti-airing, as they are not forced to block it.

Unlike most other projectiles, this will always hit the opponent 5 times, regardless of how many hits it has "tanked".

Instant Kill

Raiden

During IK Mode: 236236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
DESTROY 9+12
[5+12]
6 34 -23 9-26 All
[5-22 All]

Shares the animation and hitbox of his 2H. Getting a gold IK is more practical for Sin than most other characters due to his high stun output, Tension gain, and combo flexibility.

If you can't stun your opponent, the two most common ways to land an IK are:

  • 50 Tension: after getting a wall slump with a corner (charged Beak Driver into) 5D.
  • 100 Tension: midscreen combos that have a Bull Bash groundbounce around head height, which lets you cancel Bull Bash into Voltic Deign and prepare the IK while your opponent is being juggled.

If you miss, though, this move is tied with Millia's for the most unsafe IK in the game. So just don't miss.

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