GGXRD-R2/Sin Kiske

From Dustloop Wiki
< GGXRD-R2
Revision as of 07:12, 29 September 2022 by Bubba (talk | contribs) (→‎Beak Driver: Does not quite wallbounce if Sin's back is in corner and the opponent is near the minimum range of the 2nd hit.)


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

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

Great 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 its a strong poke. it's also easily low profiled if spaced incorrectly.

In pressure, it has a large number of gatling options while also having a slightly longer window to chain into them, when compared to his other normals, making 5K one of his better normals on block. It is also useful in combos in situations you normally would use c.S, but don't want to risk getting f.S instead due to distance, which can happen during sideswap or juggle combos.

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.

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 filler/ender on either hit, setting up some of Sin's stronger okizeme options. Occasional frametrap option for catching jump attempts.

A very unusual 5H that 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 on hit, this makes him unable to do a traditional "rainbowP>K>S>H" gatling hit confirm series. Combos from 2H, 5P, 5K, and 2S, but only if the opponent is standing and if Sin is 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 the first attack's high hitbox, it can unexpectedly catch people jumping out during Sin's pressure when trying to bait raw throw inputs, although it's generally better to throw OS with 5K or 6P in those situations. The second hit also has some vacuum properties both on hit and block, which can open up some different combo routes or be used for pressure sequences.

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 strong counterpoke option that's easily confirmed into highly damaging combos.

While the invuln window is rather average for a 6P, the thing that makes this one of the best 6Ps in the game is its incredibly far reaching hitbox and ease of confirming into highly rewarding combos for Sin, both in damage and okizeme setups. The sheer range can outright beat a lot of 6P bait or anti anti-air attempts outright. On counterhit, 6P can even combo into Bull BashGGXRD Sin BullBash.pngGuardHighStartup31Recovery32Advantage-19 if it hits high enough. Occasionally, you can link into 5K/c.S>5H>etc on CH if the opponent is not too far away from Sin.

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

Highly damaging combo starter used primarily to punish very unsafe moves on block or whiffs. Occasional combo filler.

Moves sin forward about 1/4 of the screen. 6H is awkward to use in neutral as Sin's hurtbox extends and travels forward during the move, along with carrying a fairly lengthy startup. It can be gatlinged into from 5H(1) and 3K(vs crouch) to use as a frametrap or CH confirm. Slides Sin forward enough for a critical/red 623S or air combo extension. On female/lightweight characters, you can link 2P afterwards on normal hit, which is only possible on counterhit for other weight classes.

  • Floats opponent on hit
  • Special and jump cancellable
  • Combos into itself on Counterhit

5D

2P

2K

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
18 Low 7 2 9 +1

Worst proration of Sin's lows and fairly slow for a 2K as well, but serves its purpose.

Decent for stagger pressire 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 gatling into 2H.

Forces crouching state on hit which will allow 2K>5K>3K>6H to combo.

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

Not a low, but otherwise a great poke in neutral and pressure.

Used instead of f.S when you need something that hits low to the ground, such as against certain 6Ps and slides that go under f.S. It also has a little bit less recovery than f.S, although slightly smaller range.

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. Can confirm into Elk HuntGGXRD Sin ElkHunt.pngGuardLowStartup15-21Recovery11Advantage0 on counter hit. In combos and hit confirm situations, it can have use for routes where the forced crouch properties of f.S aren't desired.

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 type move, used primarily as a punish tool, combo fodder, and occasional frametrap.

Can be used as a risky frame trap if delayed chained from 2K. If you get FD'd out from 2K, or if they backdash in between 2K>2H, you will be open to a punish due to whiffing 2H as it has immense recovery. It also has some minor use as a situation specific nuclear anti air option against predictable slow air approaches.

With fast reaction times, 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) and then jump cancel to block the burst.

  • All hits are jump cancelable.
  • First two hits force standing, third hit floats the opponent.
  • Builds a lot of RISC on block if opponents do not choose to FD.
  • Gatling Options: 5H, 5D, 2D

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 is nearly gapless 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, you 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.

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 option, 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 tool to knockdown the opponent without consuming food meter and safely eat to restore it. Links universally into 2P on counterhit or as a well timed meaty. Can also link into other normals on counterhit such as 2H, but this is somewhat character specific.

  • 90% proration

j.P

j.K

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

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 leapGGXRD Sin Leap.pngGuardStartupRecovery19Advantage- after a grounded Beak Driver knockdown. While it's an excellent jump in, it doesn't hit that deep and is barely disjointed at all, 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 too high.

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 mixups and occasionally as a jump in. Can be used as an instant overhead, but must be RCed for a stable confirm, or a high amount of RISC built up on the opponent to combo into j.214S. You also need to be rather close for j.H to hit in this fashion.

Surprisingly annoying to antiair with some characters when done at certain heights, although you will be forced to chain into j.D before you landing to avoid being thrown if they were to just block it or get hit while sin is too high in the air. The gatling into j.D can be difficult for opponents to deal with as Sin can choose which individual hit of j.H to cancel into j.D, though they can jump back to block all cancel options. Can be difficult for Sin 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 counter hit.

An interesting property of j.H is that the first hit is of 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.

You can also convert into a combo with 2P, 2K, and even 5P (forced standing on hit) if done from a low enough height.

  • Unlike most H normals, has low hit/blockstun due to the multihit nature.
  • 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 on hit (or grounded block).

Can be used in side switch combos and hard-to-react-to crossup mixups where Sin pulls the opponent out of the corner. Due to its great horizontal reach and great reward on counterhit, j.6H it 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 opponents however.

Do note that even at the lowest possible height, all crouching opponents do not get hit by it and it's easily low profiled.

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 mixups, in pressure as an instant overhead, and occasionally used as an anti-anti air due to its air brake properties.

j.D completely halts momentum during jumps/leaps, after which it will return momentum to normal, which can be useful after doing an 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. j.H cross up to convert into better combos with (j.H~D RC j.6H), since Sin's air momentum will completely halt if you RC j.D before recovery frames. This can also be done using j.214S RC, which is arguably easier.

In pressure, j.D can be performed instantly off a jump as a 21 frame overhead (including jump startup), which can be confirmed into combos via j.214S if close enough ir j.236236P if too far. The halted air momentum also makes it great to sneak in an extra overhead during air gatlings on a grounded opponent, similar to I-No's own j.D. Can also be used to bait throws during leap oki by doing it right before you land, which also will also leave Sin plus on block if done at a low enough height.

This is also one of Sin's only ways of scoring guaranteed knockdowns midscreen from air combos without spending food or tension. j.D won't provide strong oki when used this way as you will land fairly close to the opponent with no time to eat afterwards, however. Oddly, j.D can be jump cancelled, although it's not a very useful property except for specific j.D knockdown setups.

  • 80% proration
  • Ground bounces on counter hit for easier combos

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 you 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 you to combo from this 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 you are able to do them consistently (Can go up to 5+ Charged Beaks).

  • 65% proration.

Air Throw

Dead Angle Attack

Blitz Attack

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
50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
50 Mid 50+13 3 20 +5 1~50: Blitz

Universal Blitz Charge attack. Optimal round ender.

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.
Initial: 55% 1
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 only meterless invincible reversal.

Invincible until active frames, but can be a unreliable due to its narrow reach 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, despite these weaknesses, it can also be cancelled on block into other specials to make it safe, provided Sin has enough calories available. 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 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 will be able to make Hawk Baker whiff (Proximity block OS in particular). Not every character have easy access to these however, so they have to instead resort to hard baiting it. On whiff, it is extra dangerous for Sin due to being fully counterhit recovery.

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 property when used point-blank, causing the opponent to shine red, increasing the untech time to extend combos.

  • Data in [ ] is for critical hits
  • 60% forced [65% Initial] proration
  • Burns 1,000 Calories

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 option, pressure special, long range punish, and staple combo tool.

  • Data in [ ] is for charged version
  • Burns 1,000 Calories (All versions)
236H

Due to its sheer range, relatively fast start up and highly disjointed hitbox of the 2nd hit, it's clear why this special alone makes other characters think twice when playing the ground game with Sin, as on CH (2nd hit) or with 50 meter, it translates into highly damaging combos from nearly anywhere on the screen. On top of that, when blocked, Sin still has to ability to special cancel for pressure. While powerful, the whiff recovery is long enough for many characters to reliably punish, especially on jump-in.

The 1st hit is much shorter in range and not very active. It is also relatively easy to low profile, as it doesn't actually hit a lot of characters when they crouch. The 2nd hit is the main draw of Beak Driver; it reaches much further and is far more active. On counter hit, the second hit wallbounces the enemy which allows Sin to meterlessly convert into a high damage combo with his buffered hit confirm leapsBeak Driver can be reliably hit confirmed into Leap by buffering a 214 input and pressing P/K in reaction to the counterhit, leading into Leap. from midscreen.

Closer up on normal hit, it can convert into a knockdown with Elk Hunt, but if further out, the only option is to continue the combo without RC is 236H~HHHHH. The uncharged version is also the standard combo ender as it gives a knockdown long enough that allows Sin to eat safely, or leap in for oki.

Sin also has the ability to charge the move by holding H, which can delay the startup of Beak without committing to the charged version, potentially ruining timings of your opponent's approach/whiff punish attempts and counterattacks.

  • First hit cancels projectiles (second does not)
  • 2nd hit wallbounces from anywhere on counterhit
  • 2nd hit is active on frame 14
  • 2nd hit is harder to low profile the further away from Sin the opponent is.

236[H]

After a certain amount of time Beak Driver is held, it becomes the charged version upon release, massively increasing the vertical reach of the second hit while reducing its horizontal reach. 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 more damage than the uncharged version and wallsticks in the corner, which allows Sin access to his most damaging combos. It can even loop into itself(usually up to 2~3 times, but more is possible with microdashes) if you manage to get the opponent to stick at the right height to trigger the wall slump state. However, on counterhit, the 2nd hit still does wallbounce, so the same conversions you get off of Beak Driver 2nd hit CH are still possible midscreen.

Generally, outside of the corner Sin doesn't get to convert off of normal hit charged Beak Driver without burning meter, but you do get to eat afterwards, at least twice while keeping yourself safe.

  • Wallsticks in the corner on normal hit
  • 2nd hit wallbounces on counter hit(will still wallstick on CH if both hits connect as only the first hit will be CH)

j.236H

The air version is mostly used in the corner for wall bounce loops after j.D > j.214S starter. Unlike the grounded version, it cannot be charged.

Used in some midscreen combos by cancelling into it during the rise of Leap. Can also poke enemies out of the sky from a reasonable distance in which most moves would not, though the high recovery can make this risky. 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 Driver can be used as a callout option to catch jump outs from pressure.

Ending corner combos in low height air Beak Driver, either through TKs or earliest air Beak out of Leaps leaves a small enough gap in the corner for Sin to cross the opponent up. Thanks to the wallbounce, corner crossups from this move are available if you're creative.

  • 2nd hit wall bounces in the corner on normal hit
  • 2nd hit wall bounces from almost anywhere on counter hit
  • Slows air momentum on use
  • Does not knockdown at most heights, but does push the opponent far enough away to usually eat safely.

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.

Use this to burn through opponents' guts when their health is low and you have the calories to spare. This move also tends to give your opponent a ton of meter on hit during combos while building their burst meter back quickly, although it is the most damaging combo ender you 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 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. 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.

  • Burns 1,000 Calories

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 in neutral, as combo filler, as a frame trap, or as a blockstring ender.

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; Sin accelerates until he comes within a certain proximity of the opponent and once he is close enough, only then will the active frames come in. This is why Sin is practically always +0 on normal block as it rarely won't hit "meaty" from distance alone, unless done from full screen. It's also why f.S/2S>Elk Hunt is distance dependent to combo.

In neutral, its variable startup is 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 startup if done from max range. This property can also make it lackluster at chasing backdashes.

Even though it is safe on block, be careful of opponents catching onto you using it too often in neutral as a preemptive neutral jump from the opponent can translate into a punish. Getting Elk Hunt IB'd forces Sin on the defensive as well or forces you to spend calories to keep yourself safe/frame trap which may not pay off.

On normal hit, Elk Hunt floats the opponent and a counterhit allows Sin to link into (microdash)2P/5P/c.S, depending on how it hits. Special cancel into Beak Driver for knockback and knockdown in the corner and midscreen. In corner combos, it is useful to close distance and cancel into 623S's critical hit.

  • 85% proration
  • Burns 1,000 Calories

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 you 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. you can double jump as well. You can control the arc of the leap 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 you get 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 you upwards
  • The K version thrusts you 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 you generally want to use it after a knockdown or when you push 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 you YRC much later into the animation.

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

  • 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)
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, as well as confirming off of rising/fuzzy overheads.

Halts air momentum on use. Can also be used in gimmicky airdash crossups and even after the first hit of crossup j.H. Has some minor utility as an anti-anti-air against weaker anti-airs or sloppy anti-air attempts if done from a certain height, as on counter hit 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.

  • Burns 1,000 Calories

Overdrives

R.T.L

632146H/D (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

Invincible from frame 4 onwards (frame 1 with burst version). Additional hits are performed by holding any 8 way direction and pressing H up to two times after the initial hit.

On hit, R.T.L can provide corner carry and knockdown depending on how you use your charges. Useful to squeeze extra damage at the end of a combo, and Sin can occasionally combo off of raw R.T.L itself. If blocked, try to steer away from the opponent using another dash to be less punishable. On whiff, you lose the benefit of steering it or being able to use the followups.

An annoying property of R.T.L during clashes is that inputting a direction and H to attempt to use the followup strikes will cancel into other moves (2H, 6H, etc), so keep that in mind.

  • Can only do a followup attack if the previous hit actually touched the opponent
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 you 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

In 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.

This move is only practical if you manage to stun the opponent long enough to get it out or when the conditions to combo into Gold IKs are met. The startup attack also happens to be one of the most disadvantageous hits for an IK on block, tied only with Millia.

  • Data in [ ] indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension

External References

Navigation

 Sin Kiske


To edit frame data, edit values in GGXRD-R2/Sin Kiske/Data.

GGXRD-R2/Navigation