m (removed useless, potentially misleading playstyle evaluation) |
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{{Description|6|text= | {{Description|6|text= | ||
*80% proration | *80% proration | ||
Can be done instantly off a jump as a | Can be done instantly off a jump as a 22 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. |
Revision as of 04:29, 11 December 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 and Weaknesses
Strengths | Weaknesses |
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Unique Mechanics
Calories
- Sin Kiske has a unique meter called Calories which is a replenishable resource that is used to cancel specials into other specials.
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. One can cancel Special attacks into other Special attacks by burning an additional 1,000 Calories. One must use Sin's special Still Growing (214H) to refill Calories.
Normal Moves
5P
5P |
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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. |
5K
5K |
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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. Also useful in combos in situations you would use c.S, but don't want to risk getting f.S instead, due to distance, which can happen during sideswap or juggling combos. |
c.S
c.S |
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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. |
f.S
f.S |
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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. |
5H
5H |
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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. As of version 2.1, the second hit has some vacuum properties, which has opened up some new combo potential, but ultimately not changed the functionality of the move. |
6P
6P | |||||
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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. |
6H
5D
5D |
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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. |
2P
2P |
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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. |
2K
2K |
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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. Has an interesting ability to be delayed chain into 2H. |
2S
2S |
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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. |
2H
2H |
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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. If you have the reactions for it, you can react to people bursting as they get hit by 2H, especially on the ground(you can tell they have bursted if they rise up from the ground before the third hit) |
3K
3K |
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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. |
2D
2D |
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Universal sweep. 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. |
j.P
j.P |
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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. |
j.K
j.K |
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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. |
j.S
j.S |
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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. |
j.H
j.H |
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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. Surprisingly annoying to antiair with some characters when done at certain heights, although you will be forced to chain into j.D before you land to avoid being thrown upon landing if they were to just block it, or on normal hit if not done low enough to the ground, which would be the height you usually should have gotten antiaired anyway if your opponent has solid antiair options. The chain into j.D can be difficult for players to deal with as you can choose which hit of j.H to cancel into j.D (although opponents can always just upback it). Can be difficult to convert into a combo when used in this fashion however, as you need to commit heavily into j.214S on the first hit of j.H, which also only combos on CH. You can also convert into a combo with 2P, 2K, and even 5P (forced standing on hit) if done from the right height. |
j.6H
j.6H |
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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. Do note that even at the lowest height, all crouchers do not get hit by it and it's easily low profiled. |
j.D
j.D |
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Can be done instantly off a jump as a 22 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. This is also one of Sin's only ways of getting guaranteed knockdowns midscreen from air combos meterlessly in Rev 2. j.D won't provide strong oki as you will land fairly close to them with no time to eat afterwards, but the option is there. Oddly, j.D can be jump cancelled on block or hit, although you won't get to use it very often, except for certain j.D knockdown setups. |
Universal Mechanics
Ground Throw
Ground Throw |
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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). |
Air Throw
Air Throw |
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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. |
Dead Angle Attack
Dead Angle Attack |
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Fast for a DAA and with good range (shares the animation of f.S), but only active for 2 frames. Significantly safer than R.T.L. |
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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Invincible until active frames, but can be a relatively unreliable reversal due to its 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. Although Sin can reversal Hawk Baker against safejumps while having special cancel options to keep himself safe (236K/236H/214P or 214K), advanced safejump OSes will be able to make Hawk Baker whiff, in particular, landing proximity block OSes. Not every character have easy access to these however, so they have to resort to hard baiting it, unless Sin is low on calories, or has no meter. This move is a staple for many of Sin's combos as it is useful when cancelled with 236H, 236K, or even leap. Has a CRITICAL HIT effect when used point-blank, causing the opponent to shine red and increasing the untech time. |
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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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. However, it is 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 everyone 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. Useful when combo'd into charged beak driver in the corner and the combination of the two moves can destroy the opponents when they make an unfavorable burst in between. Also leads to Sin being quite + as a combo ender into eat, if Bull Bash is done from a height high enough to ground bounce into untechable knockdown. |
Elk Hunt
Elk Hunt 236K |
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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. A strange property of Elk Hunt is that it has variable start up and travel distance, which changes depending on how close Sin is to an opponent during start up. What happens is that Sin accelerates until he comes within a certain proximity of the opponent. Once he is close enough, only then the active frames come in. This is why Sin is practically always +0 on normal block as it rarely, if not, never ever hits meaty from distance alone, unless if done from full screen. It is also why f. S/2S>Elk Hunt is very distance dependent to combo. The distance you end up with after an opponent blocks Elk also can change subtly depending on how far away you were before it hits. The mixture of its variable startup is also why it tends to lose to other lows and slides rather easily from a distance, even if you started Elk Hunt very early, as Elk Hunt can go up to 21 frames in start up if done from max range. This property can also make it lackluster at chasing backdashes. Also be careful of opponents catching onto you doing it too often in neutral even though it is safe on block, as preemptive neutral jumping can translate into a punish. Getting Elk Hunt IB'd forces you on the defensive as well or force you to spend even more calories to keep yourself safe/frame trap which may not pay off. |
Leap
Leap 214P/K |
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Still Growing
Still Growing 214H |
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Has a decent amount of recovery, so you generally want to use it after a knockdown or when you push them far away with a blocked special. Can be YRC'd but will only fill 1,000 calories unless you YRC much later. |
Vulture Seize
Vulture Seize j.214S |
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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-anti-air against weaker anti-airs or sloppy anti-air 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. The air momentum halting property can also be used in a similar fashion as j.D RC after j.H, which actually can be easier to perform for some players. |
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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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.