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Line 590: |
Line 590: |
| |data= | | |data= |
| {{AttackData-GGXRD-R2 | | {{AttackData-GGXRD-R2 |
| |version=Ground |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid | | |version=Ground |damage=50 [62] |tension= |risc= |prorate= |level=4 |guard=Mid |
| |cancel= |roman=YRP |startup=10+1 |active=12 |recovery=47 |frameAdv=-40 |inv=4-16 All }} | | |cancel= |roman=YRP |startup=10+1 |active=12 |recovery=47 |frameAdv=-40 |inv=4-16 All<br/>[1-16 All] }} |
| {{AttackData-GGXRD-R2 | | {{AttackData-GGXRD-R2 |
| |header=no | | |header=no |
| |version=Air |damage=50 |tension= |risc= |prorate= |level=4 |guard=All | | |version=Air |damage=50 [62] |tension= |risc= |prorate= |level=4 |guard=All |
| |cancel= |roman=YRP |startup=10+1 |active=12 |recovery=Until landing + 32 |frameAdv=-44 |inv=4-16 All }} | | |cancel= |roman=YRP |startup=10+1 |active=12 |recovery=Until landing + 32 |frameAdv=-44 |inv=4-16 All<br/>[1-16 All] }} |
| {{AttackData-GGXRD-R2 | | {{AttackData-GGXRD-R2 |
| |header=no | | |header=no |
| |version=Ground Followups |subtitle=R.T.L > Direction + H |damage=50 |tension= |risc= |prorate= |level=4 |guard=All | | |version=Ground Followups |subtitle=R.T.L > Direction + H |damage=50 [62] |tension= |risc= |prorate= |level=4 |guard=All |
| |cancel= |roman=RP |startup=6 after direction change |active=12 |recovery=47 |frameAdv=-40 |inv=4-16 All | | |cancel= |roman=RP |startup=6 after direction change |active=12 |recovery=47 |frameAdv=-40 |inv=4-16 All |
| |description=}} | | |description=}} |
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Line 604: |
| {{AttackData-GGXRD-R2 | | {{AttackData-GGXRD-R2 |
| |header=no | | |header=no |
| |version=Air Followups |subtitle=R.T.L > Direction + H |damage=50 |tension= |risc= |prorate= |level=4 |guard=All | | |version=Air Followups |subtitle=R.T.L > Direction + H |damage=50 [62] |tension= |risc= |prorate= |level=4 |guard=All |
| |cancel= |roman=RP |startup=6 after direction change |active=12 |recovery=Until landing + 32 |frameAdv= |inv=4-16 All | | |cancel= |roman=RP |startup=6 after direction change |active=12 |recovery=Until landing + 32 |frameAdv= |inv=4-16 All |
| |description=*Entering a direction (8-way) with HS allows you to continue the attack in that direction (possible 2 times after initial hit) | | |description=*Entering a direction (8-way) with HS allows you to continue the attack in that direction (possible 2 times after initial hit) |
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.
Strengths/Weaknesses
Strengths |
Weaknesses
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- Simple core gameplan and low execution requirements for his BnBs, which are mostly universal.
- Generally regarded as having one of the best grounded neutral games, while still faring relatively well in the air. Has access to long ranged normals(2S, f. S, 6P) that have a great balance of speed and recovery. 6P is one of the best anti-airs in the game, can even be used to low profile certain ground normals from a large distance. Great long ranged specials(236H, 236K) that is safe on block in most situations, while having great reward on CH or with meter.
- High damage/reward on average with meter, even with basic BnBs.
- Has solid okizeme, with an easy way to setup safe jumps off of most, if not all hard knockdowns on the ground. With meter and the right setup, Voltec Dein setups are very potent.
- Solid pressure with his normals.
- Can extend pressure after specials as he has the unique ability to cancel any special into any other special on block(and on hit).
- Somewhat non-committal DP, as it can be cancelled on block into his other specials. Can be very annoying in some match ups for certain opponents when they don't have access to advanced safe jumps on oki, or when pressuring Sin as they might have to commit hard to make it whiff.
- Possesses a backdash that travels the furthest in the game while having invulnerability for a large portion of it. Useful for creating distance, and also useful to make DPs with large hitboxes whiff. Can be annoying to punish midscreen on his wake up.
|
- Becomes a worse character the less calories he has. Eating safely requires either meter, a knockdown(which probably also require calories) or at the very least a lot of distance(which might not even matter in some match ups/with YRC).
- Generally easy to burst during the damaging part of his combos. Can be especially bad when opponents burst during low calories as he cannot safely eat after being bursted on in some match ups.
- His stronger combos and mixups usually require 50 meter and/or calories. Will have to forgo oki to refill calories at times, disrupting momentum.
- Limited gatling paths, resulting in rather predictable pressure without calories. Although he has the ability to cancel specials into specials, you are limited by how much calories you have.
- Can be difficult to convert into a knockdown from air conversions. Oki from meterless air conversions aren't strong either.
- While DP is safe on block due to special cancels, it has a poor hitbox, slow startup and requires calories to keep safe. His backdash has a large total frame count, making it not great as a defensive option in the corner/when opponent has dash momentum.
- 30f face up wake up timing.
- Close range buttons are on the slower side.
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Template:CharLinks-GGXRD-R2
Normal Moves
5P
5P
Loser's bracket is that way, kid.
|
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5K
5K
The perfect middle ground normal.
|
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c.S
f.S
5H
5H
The helicopter that catches everyone.
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25, 35
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Mid,Low
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11
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3(15)3
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24
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-
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-
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6P
6P
King of the universal antiairs.
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6H
6H
Fasten your seatbelts! We goin' for a ride!
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5D
5D
Smack'em into next week.
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2P
2P
Mash to your heart's content.
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2K
2S
2S
The people's poke 2: Electric Boogaloo
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2H
2H
Ultimate combo starter.
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28,28,16
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Mid
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11
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2,2,2
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34
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-
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-
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3K
3K
WhAt'rE ThOoOoOoOoSe?!?
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2D
2D
Open the door, knock'em down to the floor, everybody walk the dinosaur.
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j.P
j.K
j.S
j.S
The people's poke: Air Edition
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j.H
j.H
Cloud's nair
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32,16x3
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High, Air
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9
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3,2,2,2
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12
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-
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-
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j.6H
j.D
j.D
Wait a sec... Aaaaaand THERE!
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40
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High, Air
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18
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2
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18+5 after landing
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-
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-
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Universal Mechanics
Ground Throw
Ground Throw
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0, 0, 60
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Throw: 75250
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1
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|
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-
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-
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Air Throw
Air Throw
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60
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Air Throw: 192500
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1
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|
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-
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-
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Dead Angle Attack
Blitz Shield Charge Attack
Blitz Attack
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50
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Mid
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(15-48)+13
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3
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Hit: 11 Whiff: 20
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-
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-
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50
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Mid
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50+13
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3
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Hit: 11 Whiff: 20
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-
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-
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Special Moves
Calorie Gauge
Calorie Gauge
Calorie Gauge at 10,000 calories (top) and empty (bottom) Starving will cost you 95 frames. Treat your calorie gauge like a baby. If it isn't full, it will cry and so will you.
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- Sin starts each round with 10,000 Calories (with a maximum of 16,000)
- Every time Sin uses a Special attack (with the exception of 214+P/K and 214+HS) he will burn 1,000 Calories
- You can also cancel Special attacks into other Special attacks by burning an additional 1,000 Calories (ex. 623+S > 236+K will burn a total of 3,000 Calories)
- If you hit 0 Calories when doing Special Attacks, you will be forced into a hunger animation for 95F after the Special Attack.
- Use 214H to refill Calories
- Starving will cost you 95 easily reactable and punishable frames that can no longer be PRC'd to save you
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Hawk Baker
Hawk Baker 623S
Shocking!
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Normal: 30 Counter: 35
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Mid
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9
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2
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45
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-
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-
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Beak Driver
Beak Driver 236H (air OK)
Ground Air
The reason you play Sin.
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36,32 [36,66]
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Mid
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11-33 [34-251]
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2(1)6
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29 [19]
|
-
|
-
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40,36
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9
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3,6
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17/Landing 6
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-
|
-
|
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I'm Sure I'll Hit Something
I'm Sure I'll Hit Something HHH... during Beak Driver
When you don't feel like doing a combo.
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15,5,18,3,21,3,24,2,35
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All
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8
|
{2(2)}*N
|
23
|
-
|
-
|
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Bull Bash
Bull Bash 214S
A scary move to be hit with.
|
|
Elk Hunt
Elk Hunt 236K
Sliiiide into the DMs
|
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Leap
Leap 214P/K
You thought this combo was over?!
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|
Still Growing
Still Growing 214H
Your most important move.
|
|
Vulture Seize
Vulture Seize j.214S
Smack'em up in the air.
|
28
|
All
|
14
|
6
|
Until landing + 10
|
-
|
-
|
|
Overdrives
R.T.L
R.T.L 632146H (air OK)
For the love of God, do not throw this out in neutral.
|
50 [62]
|
Mid
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10+1
|
12
|
47
|
-
|
-
|
50 [62]
|
All
|
10+1
|
12
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Until landing + 32
|
-
|
-
|
50 [62]
|
All
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6 after direction change
|
12
|
47
|
-
|
-
|
50 [62]
|
All
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6 after direction change
|
12
|
Until landing + 32
|
-
|
-
|
|
Voltic Deign
Voltic Deign 236236P (air OK)
Sin's only projectile
|
27*5
|
Mid
|
26+2
|
|
Total: 37
|
-
|
-
|
27*5
|
Mid
|
10+4
|
|
Total: 31
|
-
|
-
|
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