(→6H) |
(→6P) |
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|jumpStartup=3F | |jumpStartup=3F | ||
|backdashTime=24F | |backdashTime=24F | ||
|backdashInv=1- | |backdashInv=1-14F | ||
}} | }} | ||
;Movement Options | ;Movement Options | ||
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|inv=1-14 Upper Body | |inv=1-14 Upper Body | ||
|description= | |description= | ||
Standard GG 6P. Special cancellable and head invul until active frames. Chain into c.S>5H>6H when enemy is caught low enough from anti-air. Since GGXRD-R2 this move is no longer jump cancelable. | Standard GG 6P. Special cancellable and head invul until active frames. Chain into c.S>5H>6H when enemy is caught low enough from anti-air. On CH can combo into Bull Bash. Since GGXRD-R2 this move is no longer jump cancelable. | ||
}} | }} | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Universal Sweep with | Universal Sweep with 90% Initial Proration. Long reach and moves Sin very slightly forward. Nuetral 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.}} | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Fastest air to air poke | Fastest air to air poke. | ||
}} | }} | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Possesses crossup hitbox. | Possesses crossup hitbox. Pops opponent up while keeping them close. Since GGXRD-R2 no longer causes wallstick. | ||
}} | }} | ||
}} | }} | ||
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|header=no | |header=no | ||
|version=Air | |version=Air | ||
|damage=40, | |damage=40,36 | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
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|startup=9 | |startup=9 | ||
|active=3,6 | |active=3,6 | ||
|recovery= | |recovery=- | ||
|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Burns 1,000 Calories | *Burns 1,000 Calories | ||
*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 canceling into during the rise of Leap. 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. | |||
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|inv= | |inv= | ||
|description= | |description= | ||
*Burns | *Burns up to 5,000 Calories | ||
Staff Rain Omega. Good for causing chip or cranking the guard gauge after a blocked 236H, although unsafe | Staff Rain Omega. 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. 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 safely end rounds | ||
}} | }} | ||
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*The P version vaults you upwards | *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 nuetral game and baiting anti-airs and blitz attack. | 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 nuetral game and baiting anti-airs and blitz attack. Can be canceled into other specials while rising. | ||
}} | }} | ||
}} | }} |
Revision as of 21:35, 23 June 2017
Sin Kiske |
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Defense Modifier: x1.04 Guts Rating: 1
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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.
Note that the character was nerfed as of 1.03: some information (mostly frame data) is outdated
Strengths
- Very high damage with calorie meter.
- Has the unique ability to cancel any special into any other special.
- Good pressure and decent frame traps.
- Good neutral with long ranged normals and specials.
- Somewhat safe DP, as it can be canceled on block into his other specials.
- Great backdash.
- Has one of the best anti-air 6P's of the game with great range and reward + fast recovery on whiff.
Weaknesses
- Meter hungry, in terms of both Tension and his own gauge. Most strong combo confirms/okizeme conversions require 50 meter and/or calories.
- Limited gatling paths
- Can be hard to open people up(needs to use tension meter to make mixups more terrifying)
- While DP is safe on block, it has a poor hitbox and slow speed, easy to make whiff. Ride The Lightning is not a true reversal(invulnerability starts on frame 4)
This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning) |
Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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6P
6P |
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6H
6H |
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5D
5D |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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3K
3K |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.6H
j.6H |
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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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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