GGXRD-R2/Sin Kiske: Difference between revisions

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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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Revision as of 07:23, 19 August 2017

Sin Kiske
GGXRD-R Sin Portrait.png
Defense Modifier: x1.04

Guts Rating: 1
Weight: Medium
Stun Resistance: 60
Prejump:
Backdash Time 24F / Invul: 1-14F
Wakeup (Face Up/Down): /

Movement Options
Double Jump, 1 Airdash, Dash Type: Run, Leap
  

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
5P
GGXRD Sin 5P.png
12 Mid 6 2 8 - -
5K
5K
GGXRD Sin 5K.png
16 Mid 7 3 12 - -
c.S
c.S
GGXRD Sin cS.png
32 Mid 7 3 15 - -
f.S
f.S
GGXRD Sin fS.png
28 Mid 9 3 18 - -
5H
5H
GGXRD Sin 5H.png
25, 35 Mid,Low 11 3(15)3 24 - -
6P
6P
GGXRD Sin 6P.png
28 Mid 9 6 18 - -
6H
6H
GGXRD Sin 6H.png
38 Mid 15 4 13 - -
5D
5D
GGXRD Sin 5D.png
25 High 29 2 15 - -
2P
2P
GGXRD Sin 2P.png
6 Mid 5 4 4 - -
2K
2K
GGXRD Sin 2K.png
18 Low 7 2 9 - -
2S
2S
GGXRD Sin 2S.png
27 Mid 9 4 15 - -
2H
2H
GGXRD Sin 2H.png
28,28,16 Mid 11 2,2,2 34 - -
3K
3K
GGXRD Sin 3K.png
22 Low 11 4 12 - -
2D
2D
GGXRD Sin 2D.png
28 Low 11 6 8 - -
j.P
j.P
GGXRD Sin jP.png
12 High, Air 6 6 6 - -
j.K
j.K
GGXRD Sin jK.png
20 High, Air 8 3 24 - -
j.S
j.S
GGXRD Sin jS.png
28 High, Air 9 6 19 - -
j.H
j.H
GGXRD Sin jH.png
32,16x3 High, Air 9 3,2,2,2 12 - -
j.6H
j.6H
GGXRD Sin j6H.png
36 High, Air 11 4 20 - -
j.D
j.D
GGXRD Sin jD.png
40 High, Air 18 2 18+5 after landing - -


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Sin GroundThrow.png
0, 0, 60 Throw: 75250 1 - -
Air Throw
Air Throw
GGXRD Sin AirThrow.png
60 Air Throw: 192500 1 - -
Dead Angle Attack
Dead Angle Attack
GGXRD Sin fS.png
25 All 9 3 24 - -
Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Sin BlitzAttack.png
50 Mid (15-48)+13 3 Hit: 11
Whiff: 20
- - 50 Mid 50+13 3 Hit: 11
Whiff: 20
- -


Special Moves

Calorie Gauge
Calorie Gauge
GGXRD Sin CalorieGauge.png
Calorie Gauge at 10,000 calories (top) and empty (bottom)
GGXRD Sin Hungry.png
Starving will cost you 95 frames
  • 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
Hawk Baker
Hawk Baker
623S
GGXRD Sin HawkBaker.png
Normal: 30
Counter: 35
Mid 9 2 45 - -
Beak Driver
Beak Driver
236H (air OK)
GGXRD Sin BeakDriver.png
Ground
GGXRD Sin AirBeakDriver.png
Air
36,32 [36,66] Mid 11-33 [34-251] 2(1)8 27 [19] - - 40,36 9 3,6 17/Landing 6 - -
I'm Sure I'll Hit Something
I'm Sure I'll Hit Something
HHH... during Beak Driver
GGXRD Sin ImSureIllHitSomething.png
15,5,18,3,21,3,24,2,35 Mid 8 2*N 23 - -
Bull Bash
Bull Bash
214S
GGXRD Sin BullBash.png
60 High 32 6 32 - -
Elk Hunt
Elk Hunt
236K
GGXRD Sin ElkHunt.png
30 Low 15-21 6 11 - -
Leap
Leap
214P/K
GGXRD Sin Leap.png
P:19
K:18
- -
Still Growing
Still Growing
214H
GGXRD Sin StillGrowing.png
40 17 - -
Vulture Seize
Vulture Seize
j.214S
GGXRD Sin VultureSeize.png
28 High 14 6 Until landing + 10 - -


Overdrives

R.T.L
R.T.L
632146H (air OK)
GGXRD Sin RTL.png
50 Mid 10+1 12 47 - - 50 All 10+1 12 Until landing + 32 - - 50 All 6 after direction change 12 47 - -


50 All 6 after direction change 12 Until landing + 32 - -
Voltic Deign
Voltic Deign
236236P (air OK)
GGXRD Sin Voltic Deign.png
27*5 Mid 26+2 Total: 37 - - 27*5 Mid 10+4 Total: 31 - -


Instant Kill

Raiden
in IK mode: 236236H
GGXRD Sin Raiden.png
GGXRD Sin Raiden2.png
DESTROY 9+12 [5+12] 6 34 - -



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