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| |description=*Burns 1,000 Calories | | |description=*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 canceling into during the rise of Leap. 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 canceling 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. |
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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
- Simple core gameplan and low execution requirements for his BnBs, which are mostly universal.
- Very high damage/reward with calorie meter or CH, even with basic BnBs.
- Has solid okizeme, with an easy way to setup safe jumps off of most, if not all hard knockdowns. With meter and the right setup, Voltec Dein setups are very potent.
- Solid pressure and frame traps. Has the unique ability to cancel any special into any other special on block(and on hit), enabling extended pressure.
- Very strong neutral game with long ranged pokes that have a great balance of speed and recovery, with very favourable risk-reward. Has one of the best anti-air 6P's of the game which can even be used to low profile certain ground normals from a large distance.
- Somewhat non-committal DP, as it can be cancelled on block into his other specials.
- Possesses a backdash that travels the furthest in the game while having invulnerability for a large portion of it. Useful for re-positioning, and also useful to make DPs with large hitboxes whiff.
Weaknesses
- Calorie management is essential. Eating safely requires either meter, a knockdown(which probably also require calories) or at the very least a lot of distance(which isn't enough in some matchups/prepared opponents). Depending on how low your calories are(about 3k), opponents get to more aggressively in neutral since you can't confirm into knockdowns as easily, and also offensively since you can't convert into a knockdown from DP as freely. Some opponents will even go as far to burst during high calorie combos just to have this advantage.
- His stronger conversions and okizeme require 50 meter and/or calories. He also requires them to get better conversions off of his okizeme afterwards. Will have to forgo stronger okizeme to refill calories at times, disrupting momentum.
- Limited gatling paths, resulting in rather predictable pressure without calories. Although he has the ability to cancel specials into specials, you are limited by how much calories you have.
- Can be difficult to convert into a knockdown from air conversions, especially higher up in the air, or when you have expended both jumps.
- While DP is safe on block due to special cancels, it has a poor hitbox and slow startup. Ride The Lightning, without burst, is not a true reversal(invulnerability starts on frame 4) On top of that, he has one of the longest wake up times(face up) which enables stronger oki on him. On the other hand, his backdash has a large total frame count, making it not great as a defensive option in the corner/when opponent has dash momentum.
Normal Moves
5P
5K
c.S
f.S
5H
5H
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25, 35
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Mid,Low
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11
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3(15)3
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24
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-
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-
|
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6P
6H
5D
2P
2K
2S
2H
2H
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28,28,16
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Mid
|
11
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2,2,2
|
34
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-
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-
|
|
3K
2D
j.P
j.K
j.S
j.H
j.H
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32,16x3
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High, Air
|
9
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3,2,2,2
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12
|
-
|
-
|
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j.6H
j.D
j.D
|
40
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High, Air
|
18
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2
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18+5 after landing
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-
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-
|
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Universal Mechanics
Ground Throw
Ground Throw
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0, 0, 60
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Throw: 75250
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1
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|
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-
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-
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Air Throw
Air Throw
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60
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Air Throw: 192500
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1
|
|
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-
|
-
|
|
Dead Angle Attack
Blitz Shield Charge Attack
Blitz Attack
|
50
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Mid
|
(15-48)+13
|
3
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Hit: 11 Whiff: 20
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-
|
-
|
50
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Mid
|
50+13
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3
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Hit: 11 Whiff: 20
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-
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-
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Special Moves
Calorie Gauge
Calorie Gauge
Calorie Gauge at 10,000 calories (top) and empty (bottom) Starving will cost you 95 frames
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- Sin starts each round with 10,000 Calories (with a maximum of 16,000)
- Every time Sin uses a Special attack (with the exception of 214+P/K and 214+HS) he will burn 1,000 Calories
- You can also cancel Special attacks into other Special attacks by burning an additional 1,000 Calories (ex. 623+S > 236+K will burn a total of 3,000 Calories)
- If you hit 0 Calories when doing Special Attacks, you will be forced into a hunger animation for 95F after the Special Attack.
- Use 214H to refill Calories
- Starving will cost you 95 easily reactable and punishable frames that can no longer be PRC'd to save you
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Hawk Baker
Hawk Baker 623S
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Normal: 30 Counter: 35
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Mid
|
9
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2
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45
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-
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-
|
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Beak Driver
Beak Driver 236H (air OK)
Ground Air
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36,32 [36,66]
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Mid
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11-33 [34-251]
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2(1)8
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27 [19]
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-
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-
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40,36
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9
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3,6
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17/Landing 6
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-
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-
|
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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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15,5,18,3,21,3,24,2,35
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Mid
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8
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2*N
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23
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-
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-
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Bull Bash
Elk Hunt
Leap
Still Growing
Vulture Seize
Vulture Seize j.214S
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28
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High
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14
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6
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Until landing + 10
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-
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-
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Overdrives
R.T.L
R.T.L 632146H (air OK)
|
50
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Mid
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10+1
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12
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47
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-
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-
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50
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All
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10+1
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12
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Until landing + 32
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-
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-
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50
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All
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6 after direction change
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12
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47
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-
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-
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50
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All
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6 after direction change
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12
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Until landing + 32
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-
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-
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Voltic Deign
Voltic Deign 236236P (air OK)
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27*5
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Mid
|
26+2
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Total: 37
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-
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-
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27*5
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Mid
|
10+4
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Total: 31
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-
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-
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