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|image=GGXRD_Sin_5P.png |caption= Loser's bracket is that way, kid. | |image=GGXRD_Sin_5P.png |caption= Loser's bracket is that way, kid. | ||
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{{#lsth:GGXRD-R2/Sin Kiske/Data|5P}} | |||
{{!}}- | |||
{{Description|6|Fast poke; cancelable into itself, a special, and a jump as well. Decent anti-air when opponent is too close to 6P. Chains into 5H on standing and for anti-air confirms. | |||
Oddly the normal with the most gatlings for Sin, but very hard to actually apply in pressure since it whiffs on crouchers. | Oddly the normal with the most gatlings for Sin, but very hard to actually apply in pressure since it whiffs on crouchers. | ||
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|image=GGXRD_Sin_5K.png |caption= The perfect middle ground normal. | |image=GGXRD_Sin_5K.png |caption= The perfect middle ground normal. | ||
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{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|5K}} | |||
{{!}}- | |||
{{Description|6|Jump and Special cancelable. Small hurtbox on the non-kicking foot can go over opponents as they mash 2P/2K at the right distance and timing. Can also avoid low pokes at further ranges, but might not hit them due to a relatively short range. Has a large number of gatlings while also having a slightly larger window to chain into them, when compared to his other normals, all of these making 5K one of his better normals during pressure. | |||
In neutral, notably Sin's fastest button for ranges further than 2P and c. S, but closer than f. S and 2S. Also why it can be useful as a throw install option besides 6P+H. Keep in mind 5K can easily be low profiled. | In neutral, notably Sin's fastest button for ranges further than 2P and c. S, but closer than f. S and 2S. Also why it can be useful as a throw install option besides 6P+H. Keep in mind 5K can easily be low profiled. | ||
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|image=GGXRD_Sin_cS.png |caption= Bonk! | |image=GGXRD_Sin_cS.png |caption= Bonk! | ||
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{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|c.S}} | |||
{{!}}- | |||
{{Description|6|Fast startup, along with being jump and special cancelable. Forces crouching on hit. Mostly combo filler. Can antiair unexpectedly due to its hitbox but don't rely on it. | |||
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|image=GGXRD_Sin_fS.png |caption= The people's poke. | |image=GGXRD_Sin_fS.png |caption= The people's poke. | ||
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{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|f.S}} | |||
{{!}}- | |||
{{Description|6|Good poke, especially with 50 for 236H RC afterwards. Similar in functionality to 2S, except 2S hits low profile moves and has lower recovery. However, f. S has slightly more range and doesn't lose to moves that have feet invulnerability. | |||
Forces crouching on hit, which give you a little bit more time if you're trying to confirm into 236H-HHHH. Can confirm into 236K on CH. | Forces crouching on hit, which give you a little bit more time if you're trying to confirm into 236H-HHHH. Can confirm into 236K on CH. | ||
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|image=GGXRD_Sin_5H.png |caption= The helicopter that catches everyone. | |image=GGXRD_Sin_5H.png |caption= The helicopter that catches everyone. | ||
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{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|5H}} | |||
{{!}}- | |||
{{Description|6|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 on either hit, setting up some of Sin's stronger oki. Combos from 2H. Combos from 5P, 5K, and 2S, but only combo if the opponent is standing and if you are close enough. When used as a combo ender, it is usually best to cancel the first hit into 214H to restore calories safely and maintain pressure. | |||
Due to its high hitbox, can unexpectedly catch people jumping during pressure when trying to bait raw throw inputs, although it's generally better to throw install with 5K or 6P in those situations. Can be used as an antiair for jump-ins directly above you, but due to its startup and recovery, it's not recommended. Airthrow or j. K instead, blitz, or even 6P before you consider using this to antiair. | Due to its high hitbox, can unexpectedly catch people jumping during pressure when trying to bait raw throw inputs, although it's generally better to throw install with 5K or 6P in those situations. Can be used as an antiair for jump-ins directly above you, but due to its startup and recovery, it's not recommended. Airthrow or j. K instead, blitz, or even 6P before you consider using this to antiair. | ||
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|image=GGXRD_Sin_6P.png |caption= King of the universal antiairs. | |image=GGXRD_Sin_6P.png |caption= King of the universal antiairs. | ||
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{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|6P}} | |||
{{!}}- | |||
{{Description|6|Special cancellable and low profile(below midsection) until active frames. The low profile is actually rather average for a 6P, the thing that makes this 6P one of the best 6Ps in the game is its' impressive hitbox in front of Sin. Chain into c.S>5H>... when enemy is caught low enough from anti-air. On CH can combo into Bull Bash with the right height and if close enough. Occasionally you can link into 5K/c.S>5H... on CH if they are not too far away from you. As of Rev 2, you don't get anything off of an anti-aired very high and deep jump-in on normal hit. | |||
Due to its long range and having low profile properties as mentioned earlier, can even be used to counterpoke ground normals with a high hitbox. Confirm into (f. S)>236H>236H-HHHH or (f. S)>236K if close enough. | Due to its long range and having low profile properties as mentioned earlier, can even be used to counterpoke ground normals with a high hitbox. Confirm into (f. S)>236H>236H-HHHH or (f. S)>236K if close enough. | ||
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|image=GGXRD_Sin_6H.png |caption= Fasten your seatbelts! We goin' for a ride! | |image=GGXRD_Sin_6H.png |caption= Fasten your seatbelts! We goin' for a ride! | ||
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{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|6H}} | |||
{{!}}- | |||
{{Description|6|Floats opponent on hit along with being special and jump cancelable. Frame advantage on block. Can be gatling into from 5H(1) and 3K(crouch). Slides you forward for a critical 623S or air combo. Hits all crouchers. On female characters, you can link 2P afterwards on normal hit, which is only possible on other weight classes on CH. Also combos into itself on CH. | |||
Awkward to use in neutral as Sin's hurtbox travels forward during the move along with a large startup. The hitbox isn't as great either. Can be used to whiff punish/block punish things with a lot of recovery however, and it is one of his best starters, so it will hurt a ton if you can combo into red 623S. | Awkward to use in neutral as Sin's hurtbox travels forward during the move along with a large startup. The hitbox isn't as great either. Can be used to whiff punish/block punish things with a lot of recovery however, and it is one of his best starters, so it will hurt a ton if you can combo into red 623S. | ||
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|image=GGXRD_Sin_5D.png |caption= Smack'em into next week. | |image=GGXRD_Sin_5D.png |caption= Smack'em into next week. | ||
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{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|5D}} | |||
{{!}}- | |||
{{Description|6|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 5D8 is to do a small (3 hits max) air combo ending in j.D (ex. j.H > j.S > jump cancel > j.D), which makes 5D6 probably the go to in most situations. | |||
Basic 5D6 combo is 2H(3)>236K>623S>214S>214H. Can continue further for more meter build/damage if you have the calories. Also goes into Charged Beak Driver loops. | Basic 5D6 combo is 2H(3)>236K>623S>214S>214H. Can continue further for more meter build/damage if you have the calories. Also goes into Charged Beak Driver loops. | ||
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|image=GGXRD_Sin_2P.png |caption= Mash to your heart's content. | |image=GGXRD_Sin_2P.png |caption= Mash to your heart's content. | ||
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{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|2P}} | |||
{{!}}- | |||
{{Description|6|Sin's fastest starter. Quick and cancels into itself and specials. This is also what you use to extend combos after R.T.L in some situations. Frame advantage. | |||
Great for stagger pressure and tick throws, and great as a meaty. | Great for stagger pressure and tick throws, and great as a meaty. | ||
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|image=GGXRD_Sin_2K.png |caption= Kick'em in the shins! | |image=GGXRD_Sin_2K.png |caption= Kick'em in the shins! | ||
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{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|2K}} | |||
{{!}}- | |||
{{Description|6|Worst proration of Sin's lows and fairly slow for a 2K as well, but serves its purpose. Forces crouching on hit which will cause 2K>5K>3K>6H to combo because of crouching state. | |||
Decent for stagger when used alongside 2P. Also used for basic leap oki mixups, via empty leap low. When used in this way(or a meaty), it can be a little challenging to space it just out of the enemy's throw range, but it is possible to do so. | Decent for stagger when used alongside 2P. Also used for basic leap oki mixups, via empty leap low. When used in this way(or a meaty), it can be a little challenging to space it just out of the enemy's throw range, but it is possible to do so. | ||
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|image=GGXRD_Sin_2S.png |caption= The people's poke 2: Electric Boogaloo | |image=GGXRD_Sin_2S.png |caption= The people's poke 2: Electric Boogaloo | ||
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{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|2S}} | |||
{{!}}- | |||
{{Description|6|Not a low, but otherwise a great poke. Similarly to f. S, this is great to confirm into 236H with 50 meter or 236H-HHHH without. Can confirm into 236K on CH. | |||
You'd use this instead of f. S when you need something that beats low profiling moves, such as certain 6Ps and slides/sweeps. It also has a little bit less recovery than f. S, although slightly smaller range. | You'd use this instead of f. S when you need something that beats low profiling moves, such as certain 6Ps and slides/sweeps. It also has a little bit less recovery than f. S, although slightly smaller range. | ||
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|image=GGXRD_Sin_2H.png |caption= Ultimate combo starter. | |image=GGXRD_Sin_2H.png |caption= Ultimate combo starter. | ||
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{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|2H}} | |||
{{!}}- | |||
{{Description|6|Slow, 3-hit launcher type move. Not a great anti-air, so best used as a punisher. First two hits force standing, third hit floats the opponent. All hits are jump cancelable. Builds a lot of RISC if opponents do not choose to FD. | |||
Can be used as a frame trap if delayed chained from 2K, as mentioned earlier. However, do note that if you get FD'd out from 2K, or if they backdash in between 2K>2H, you will get punished if you whiff 2H as it has immense recovery. | Can be used as a frame trap if delayed chained from 2K, as mentioned earlier. However, do note that if you get FD'd out from 2K, or if they backdash in between 2K>2H, you will get punished if you whiff 2H as it has immense recovery. | ||
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|image=GGXRD_Sin_3K.png |caption= WhAt'rE ThOoOoOoOoSe?!? | |image=GGXRD_Sin_3K.png |caption= WhAt'rE ThOoOoOoOoSe?!? | ||
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{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|3K}} | |||
{{!}}- | |||
{{Description|6|Low flag poke. Staggers on ch, only gatlings into 6H which is plus on block and all special moves ;3K into 6H is a blockstring only contestable if your opponent uses a invul reversal. When spaced well, be used as a meaty to make reversals whiff and you can mix between special cancelling 3K,jump canceling the 6H followup into j. D, or simply pressing the frame advantage of 6H. | |||
Another great property of 3K is that is has a disjointed hitbox, which can be useful against moves such as slides and low pokes if you predict these coming. You need to predict them most of the them as the start up is on the slower side. | Another great property of 3K is that is has a disjointed hitbox, which can be useful against moves such as slides and low pokes if you predict these coming. You need to predict them most of the them as the start up is on the slower side. | ||
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|image=GGXRD_Sin_2D.png |caption= Open the door, knock'em down to the floor, everybody walk the dinosaur. | |image=GGXRD_Sin_2D.png |caption= Open the door, knock'em down to the floor, everybody walk the dinosaur. | ||
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{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|2D}} | |||
{{!}}- | |||
{{Description|6|Universal Sweep with 90% Initial Proration. Long reach and moves Sin very slightly forward. Seems to also shift his hurtbox back before the active frames come out(?). Neutral 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. | |||
Links universally into 2P on CH or meaty. Can also link into other normals on CH, but somewhat character specific. | Links universally into 2P on CH or meaty. Can also link into other normals on CH, but somewhat character specific. | ||
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|image=GGXRD_Sin_jP.png |caption= 2P but in the air. | |image=GGXRD_Sin_jP.png |caption= 2P but in the air. | ||
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{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|j.P}} | |||
{{!}}- | |||
{{Description|6|Fastest air to air poke. Above average reach and hitbox to hurtbox ratio for a j. P, though there are faster j. Ps out there. Very good for hitting opponents above or at the same height as you, not so much for opponents below you. | |||
}} | }} | ||
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|image=GGXRD_Sin_jK.png |caption= KICK! | |image=GGXRD_Sin_jK.png |caption= KICK! | ||
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{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|j.K}} | |||
{{!}}- | |||
{{Description|6|Possesses crossup hitbox. Pops opponent up while keeping them close. Since GGXRD-R2 no longer causes wallstick. | |||
On CH, gives a very long untechable fall/knockdown, giving a lot of time to convert into combos. This property makes it a valid choice for air-to-airing people above you for CH fishing. | On CH, gives a very long untechable fall/knockdown, giving a lot of time to convert into combos. This property makes it a valid choice for air-to-airing people above you for CH fishing. | ||
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|image=GGXRD_Sin_jS.png |caption= The people's poke: Air Edition | |image=GGXRD_Sin_jS.png |caption= The people's poke: Air Edition | ||
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{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|j.S}} | |||
{{!}}- | |||
{{Description|6|All purpose, long reaching air normal useful for both jump ins and air to air situations, possessing a lot of horizontal range. Often used as a safe jump out of leap after a grounded Beak Driver knockdown. | |||
The downward portion of the hitbox can be somewhat modest, so it can easily be anti-aired with low profiling moves in general despite being his staple jump-in, or even crouched under if done very early during a jump or IAD. | The downward portion of the hitbox can be somewhat modest, so it can easily be anti-aired with low profiling moves in general despite being his staple jump-in, or even crouched under if done very early during a jump or IAD. | ||
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|image=GGXRD_Sin_jH.png |caption= Cloud's nair | |image=GGXRD_Sin_jH.png |caption= Cloud's nair | ||
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{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|j.H}} | |||
{{!}}- | |||
{{Description|6|Overhead for a maximum of 4 hits, but with low hit/blockstun. Can be used as an instant overhead, but you need RC for a stable confirm, or a high amount of RISC built up on your opponent to combo into j. 214S. You also need to be rather close for j. H to hit them in this fashion. | |||
An interesting property of j. H is that the first hit is off a higher attack level than the other hits, while also having a vacuum effect. This is used in several different cross up mixups where you would be able to combo into j. 214S or even 2H. | An interesting property of j. H is that the first hit is off a higher attack level than the other hits, while also having a vacuum effect. This is used in several different cross up mixups where you would be able to combo into j. 214S or even 2H. | ||
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|image=GGXRD_Sin_j6H.png |caption= SMACK! | |image=GGXRD_Sin_j6H.png |caption= SMACK! | ||
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{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|j.6H}} | |||
{{!}}- | |||
{{Description|6|Pulls the opponent towards you on hit. Also vacuums on block as long as they block it on the ground. Can be used in side switch combos and hard-to-react-to crossup mixups where you pull them out of the corner. | |||
Due to it's great horizontal reach, and great reward on CH, can also be a very potent normal to throw out while in the air. Very awkward to confirm if you get a normal hit with it in on an airborne opponent however. | Due to it's great horizontal reach, and great reward on CH, can also be a very potent normal to throw out while in the air. Very awkward to confirm if you get a normal hit with it in on an airborne opponent however. | ||
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|image=GGXRD_Sin_jD.png |caption= Wait a sec... Aaaaaand THERE! | |image=GGXRD_Sin_jD.png |caption= Wait a sec... Aaaaaand THERE! | ||
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{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|j.D}} | |||
{{!}}- | |||
{{Description|6|Can be done instantly off a jump as a 21 frame overhead, including jump start up. Can confirm into j.214S, although you need to be close for this to work. Otherwise, you need meter to confirm into j. 236236P. This move completely halts momentum during jumps/leaps until which it will return to normal, which can be useful after doing an IAD j. H cross up to convert into better combos with RC(j. H~D RC j. 6H), since your air momentum will completely halt if you RC j. D before recovery frames. This can also be done using j. 214S RC however, and is arguably easier to do with. | |||
The halted air momentum also makes it great to sneak it an extra overhead during air gatlings on a grounded opponent, similar to I-NO's own j. D. Ground bounces on counter hit, which is easier to convert off of on the way down as opposed to on the way up from a jump. Can also be used to bait throws during leap oki by doing it right before you land, which also is plus on block if you do it at a very low height. | The halted air momentum also makes it great to sneak it an extra overhead during air gatlings on a grounded opponent, similar to I-NO's own j. D. Ground bounces on counter hit, which is easier to convert off of on the way down as opposed to on the way up from a jump. Can also be used to bait throws during leap oki by doing it right before you land, which also is plus on block if you do it at a very low height. | ||
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|image=GGXRD_Sin_GroundThrow.png |caption= | |image=GGXRD_Sin_GroundThrow.png |caption= | ||
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{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|Ground Throw}} | |||
{{!}}- | |||
{{Description|6|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. | |||
Also leads into Charged Beak Driver loops in the corner with RC, which leads to a lot of damage off of a throw if you are able to do them(at least 5 Charged Beaks in a combo) | Also leads into Charged Beak Driver loops in the corner with RC, which leads to a lot of damage off of a throw if you are able to do them(at least 5 Charged Beaks in a combo) | ||
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|image=GGXRD_Sin_AirThrow.png |caption= | |image=GGXRD_Sin_AirThrow.png |caption= | ||
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{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|Air Throw}} | |||
{{!}}- | |||
{{Description|6|Universal Anti-Air with 65% Proration. Like his ground throw it knocks opponent far enough to eat safely. | |||
Can convert into a combo on RC, although you usually still need to have an airdash available to do this as well. | Can convert into a combo on RC, although you usually still need to have an airdash available to do this as well. | ||
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|image=GGXRD_Sin_fS.png |caption= | |image=GGXRD_Sin_fS.png |caption= | ||
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{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|DAA}} | |||
{{!}}- | |||
{{Description|6|Universal Alpha Counter(Guard Cancel from blockstun) | |||
}} | }} | ||
}} | }} | ||
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|image=GGXRD-R_Sin_BlitzAttack.png |caption= | |image=GGXRD-R_Sin_BlitzAttack.png |caption= | ||
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{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Uncharged }} | |||
{{ | {{#lsth:GGXRD-R2/Sin Kiske/Data|Blitz Attack }} | ||
{{!}}- | |||
{{AttackVersion|name=Max Charge}} | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|Blitz Attack Max Charge }} | |||
{{!}}- | |||
{{Description|7| Universal Blitz Charge attack. | |||
}} | }} | ||
}} | }} | ||
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|image=GGXRD_Sin_HawkBaker.png |caption= Shocking! | |image=GGXRD_Sin_HawkBaker.png |caption= Shocking! | ||
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{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|623S}} | |||
{{!}}- | |||
{{Description|6|*Burns 1,000 Calories | |||
Invincible until active frames, but can be relatively unreliable reversal due to it's small hitbox and small amount of active frames. When used against moves with disjointed hitboxes, Hawk Baker will tend to flat out lose, or trade at best. HOWEVER, it can also be cancelled on block into other specials to make it safe, provided you have the calories. You pretty much always want to be cancelling it into a different special, even on hit, as it is massively unsafe otherwise. | Invincible until active frames, but can be relatively unreliable reversal due to it's small hitbox and small amount of active frames. When used against moves with disjointed hitboxes, Hawk Baker will tend to flat out lose, or trade at best. HOWEVER, it can also be cancelled on block into other specials to make it safe, provided you have the calories. You pretty much always want to be cancelling it into a different special, even on hit, as it is massively unsafe otherwise. | ||
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The reason you play Sin. | The reason you play Sin. | ||
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{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground }} | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|236H }} | |||
{{!}}- | |||
{{Description|7|*[ ] values are charged version | |||
*Burns 1,000 Calories | *Burns 1,000 Calories | ||
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}} | }} | ||
{{AttackVersion|name=Air }} | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|j.236H }} | |||
{{!}}- | |||
{{Description|6|*Burns 1,000 Calories | |||
*Causes wall bounce | *Causes wall bounce | ||
Used in corner for wall bounce loops after j.D > j.214S starter. Deals slightly more damage than grounded variant. Used in some midscreen combos by cancelling into during the rise of Leap. No longer knockdowns but still knocks them away. Corner crossups from this move's ability to pull them out of the corner are available if you're creative. 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. | Used in corner for wall bounce loops after j.D > j.214S starter. Deals slightly more damage than grounded variant. Used in some midscreen combos by cancelling into during the rise of Leap. No longer knockdowns but still knocks them away. Corner crossups from this move's ability to pull them out of the corner are available if you're creative. 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. | ||
Line 483: | Line 509: | ||
|image=GGXRD_Sin_ImSureIllHitSomething.png |caption= When you don't feel like doing a combo. | |image=GGXRD_Sin_ImSureIllHitSomething.png |caption= When you don't feel like doing a combo. | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|Beak Driver > HHH..}} | |||
{{!}}- | |||
{{!}}- | |||
{{Description|6|*Burns up to 5,000 Calories | |||
Staff Rain Omega/Stabby Stab, whatever you want to call it. On hit, gives knockdown if all 5,000 calories are spent. Good for causing chip or cranking the guard gauge after a blocked 236H, although unsafe on block and not burst safe. Going into this from 236H doesn't have the extra cost of canceling a special into a special, and ends up costing 6,000 calories. Up to 13 hits, not counting the first two from Beak Driver. Use this to burn through opponents' guts when their hp is low and you have the calories. | Staff Rain Omega/Stabby Stab, whatever you want to call it. On hit, gives knockdown if all 5,000 calories are spent. Good for causing chip or cranking the guard gauge after a blocked 236H, although unsafe on block and not burst safe. Going into this from 236H doesn't have the extra cost of canceling a special into a special, and ends up costing 6,000 calories. Up to 13 hits, not counting the first two from Beak Driver. Use this to burn through opponents' guts when their hp is low and you have the calories. | ||
Line 499: | Line 527: | ||
|image=GGXRD_Sin_BullBash.png |caption= A scary move to be hit with. | |image=GGXRD_Sin_BullBash.png |caption= A scary move to be hit with. | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|214S}} | |||
{{!}}- | |||
{{Description|6|*Burns 1,000 Calories | |||
Long range overhead attack; Air unblockable if not FD'd. 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 at controlling space, catching late jump/IAD attempts, or keeping the opponent awake during a blockstring. | Long range overhead attack; Air unblockable if not FD'd. 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 at controlling space, catching late jump/IAD attempts, or keeping the opponent awake during a blockstring. | ||
Line 519: | Line 548: | ||
|image=GGXRD_Sin_ElkHunt.png |caption= Sliiiide into the DMs | |image=GGXRD_Sin_ElkHunt.png |caption= Sliiiide into the DMs | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|236K}} | |||
{{!}}- | |||
{{Description|6|*Burns 1,000 Calories | |||
Low profiling slide used in neutral, as combo filler, as a frame trap, or as a blockstring ender, though it's now even on block. Floats the opponent on hit and on CH allows you to link into (microdash)2P/5P/c. S, depending on how it hits. Cancel 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. | Low profiling slide used in neutral, as combo filler, as a frame trap, or as a blockstring ender, though it's now even on block. Floats the opponent on hit and on CH allows you to link into (microdash)2P/5P/c. S, depending on how it hits. Cancel 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. | ||
Line 541: | Line 571: | ||
|image=GGXRD_Sin_Leap.png |caption= You thought this combo was over?! | |image=GGXRD_Sin_Leap.png |caption= You thought this combo was over?! | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|214P/K}} | |||
{{!}}- | |||
{{Description|6|*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 airdashes after a leap, and if you jump install you can double jump as well. You can control the arc by holding 4 or 6. Backwards airdash after a leap are useful for his neutral game and baiting anti-airs and blitz attack. Can be canceled into other specials while rising. | 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 airdashes after a leap, and if you jump install you can double jump as well. You can control the arc by holding 4 or 6. Backwards airdash after a leap are useful for his neutral game and baiting anti-airs and blitz attack. Can be canceled into other specials while rising. | ||
Line 558: | Line 589: | ||
|image=GGXRD_Sin_StillGrowing.png |caption= Your most important move. | |image=GGXRD_Sin_StillGrowing.png |caption= Your most important move. | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|214H}} | |||
{{!}}- | |||
{{Description|6|*Restores Calories | |||
*If Calorie Gauge is below 10,000 you will recover the difference to return it to 10,000 (starts out at giving 1,000 at 25f before giving the other 9,000) | *If Calorie Gauge is below 10,000 you will recover the difference to return it to 10,000 (starts out at giving 1,000 at 25f before giving the other 9,000) | ||
*If Calorie Gauge is above 10,000 you will recover 3,000 (maximum stock is 16,000) | *If Calorie Gauge is above 10,000 you will recover 3,000 (maximum stock is 16,000) | ||
Line 574: | Line 606: | ||
|image=GGXRD_Sin_VultureSeize.png |caption= Smack'em up in the air. | |image=GGXRD_Sin_VultureSeize.png |caption= Smack'em up in the air. | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|j.214S}} | |||
{{!}}- | |||
{{Description|6|*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 and even after the first hit of crossup j.H. Can also be used as an anti-antiair against weaker antiairs or sloppy antiair attempts if done from a height, as on CH it converts into a combo easily. It is unsafe on block however, and awkward to confirm without a CH unless you are extremely low to the ground. | 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. Can also be used as an anti-antiair against weaker antiairs or sloppy antiair attempts if done from a height, as on CH it converts into a combo easily. It is unsafe on block however, and awkward to confirm without a CH unless you are extremely low to the ground. | ||
Line 591: | Line 624: | ||
|image=GGXRD_Sin_RTL.png |caption= For the love of God, do not throw this out in neutral. | |image=GGXRD_Sin_RTL.png |caption= For the love of God, do not throw this out in neutral. | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground }} | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|632146H }} | |||
| | {{!}}- | ||
{{AttackVersion|name=}} | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|j.632146H }} | |||
{{!}}- | |||
{{AttackVersion|name=}} | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|RTL > H }} | |||
{{!}}- | |||
{{AttackVersion|name=}} | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|air RTL > H }} | |||
{{!}}- | |||
| | {{Description|7|*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 if done with Burst, otherwise invul only starts on frame 4. 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. | Full invul until the hitbox appears if done with Burst, otherwise invul only starts on frame 4. 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. | ||
Line 622: | Line 652: | ||
|image=GGXRD_Sin_Voltic Deign.png |caption= Sin's only projectile | |image=GGXRD_Sin_Voltic Deign.png |caption= Sin's only projectile | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground }} | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|236236P }} | |||
| | {{!}}- | ||
{{AttackVersion|name=}} | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|j.236236P }} | |||
{{!}}- | |||
{{Description|7|Slow projectile that hits 5 times. Fast recovery after usage, along with slow movement speed make it only ideal for okizeme set ups, or using it as a shield to approach behind when close. It also proves useful during pressure, where he should throw this move out and immediately eat to refill lost meter 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. Aerial version shoots it at an angle similar to Ky's air Charged Stun Edge in previous GG games but has far less startup and can be followed up an airdash for combos. | |||
The aerial version actually can be pretty powerful when jumping in. On hit it translates into a combo, whereas on block it allows Sin to pressure them or go for a mixup(while building RISC if the opponent doesn't FD). If the opponent is attempting to anti-air, most anti-airs will get beat. However they probably can interrupt the start up with an air-to-air or choose to get out of there if they were not committed to anti-airing, as they are not forced to block it. | The aerial version actually can be pretty powerful when jumping in. On hit it translates into a combo, whereas on block it allows Sin to pressure them or go for a mixup(while building RISC if the opponent doesn't FD). If the opponent is attempting to anti-air, most anti-airs will get beat. However they probably can interrupt the start up with an air-to-air or choose to get out of there if they were not committed to anti-airing, as they are not forced to block it. | ||
Line 643: | Line 674: | ||
|image2=GGXRD_Sin_Raiden2.png |caption2= Local Boy Destroys Entire Mountain Range to Kill 1 Person. | |image2=GGXRD_Sin_Raiden2.png |caption2= Local Boy Destroys Entire Mountain Range to Kill 1 Person. | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sin Kiske/Data|IK}} | |||
{{!}}- | |||
{{Description|6|*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension | |||
*Invulnerable: 1-17 All | *Invulnerable: 1-17 All | ||
*Uses the animation of the first hit of his 2H. | *Uses the animation of the first hit of his 2H. |
Revision as of 06:11, 15 February 2019
Sin Kiske |
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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.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5P
5K
5K |
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{{{text}}} |
c.S
c.S |
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{{{text}}} |
f.S
f.S |
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{{{text}}} |
5H
5H |
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{{{text}}} |
6P
6P |
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{{{text}}} |
6H
6H |
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{{{text}}} |
5D
5D |
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{{{text}}} |
2P
2P |
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{{{text}}} |
2K
2K |
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2S
2S |
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{{{text}}} |
2H
2H |
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{{{text}}} |
3K
3K |
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{{{text}}} |
2D
2D |
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j.P
j.P |
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{{{text}}} |
j.K
j.K |
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{{{text}}} |
j.S
j.S |
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{{{text}}} |
j.H
j.H |
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{{{text}}} |
j.6H
j.6H |
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{{{text}}} |
j.D
j.D |
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{{{text}}} |
Universal Mechanics
Ground Throw
Ground Throw |
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{{{text}}} |
Air Throw
Air Throw |
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{{{text}}} |
Dead Angle Attack
Dead Angle Attack |
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{{{text}}} |
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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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.