GGXRD/Sin Kiske: Difference between revisions

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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 true blockstring only stopped by reversals with invul. 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.
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.
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Revision as of 06:22, 27 February 2015

Sin Kiske
GGXRD Sin Portrait.png

Defense Modifier: x1.04

Guts Rating: 1

Stun Resistance: 60

Jump Startup: 3F

Backdash Time: 24F

Backdash Invincibility: 1-16F

Movement Options
Double Jump, 1 Airdash, Dash Type: Run, Leap
Full Frame Data
Sin_Frame_Data_(GGXRD)

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
  • Very high damage with calorie meter.
  • Has the unique ability to cancel any special into any other special.
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


Move List

Normal Moves

5P
5P
GGXRD Sin 5P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
8 Mid CSJ YRP 6 2 8 +2

Fast poke; cancelable into itself, a special, and a jump as well. Decent anti-air when opponent is too close to 6P. Whiffs on crouchers.

5K
5K
GGXRD Sin 5K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16 Mid SJ YRP 7 3 12 -3

Jump and Special cancelable. Small hurtbox on the non-kicking foot makes this move good for hitting your opponent as they mash 2P/2K. Gatlings into 3K; 2K>5K>3K>6H will combo because 2K forces crouching

c.S
c.S
GGXRD Sin cS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 Mid SJ YRP 7 3 15 -5

Fast startup, along with being jump and special cancelable. Forces crouching on hit; option select throw with 6H~S. Mostly combo filler

f.S
f.S
GGXRD Sin fS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid S YRP 9 3 18 -7

Good poke, especially with 50 to confirm into 236H RC. Forces crouching on hit.

5H
5H
GGXRD Sin 5H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30x2 Mid,Low SJ,S - 11 3(16)3 29 -13

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

6P
6P
GGXRD Sin 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid S YRP 9 6 15 -7

Standard GG 6P. Special cancelable and head invul until active frames.

6H
6H
GGXRD Sin 6H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
42 Mid JS YRP 15 4 13 +2

Floats opponent on hit along with being special and jump cancelable. Frame advantage on block. Can be gatling into from 5H(1) and 3K(crouch). Slides you forward for a critical 623S or air combo. Whiffs on May and Faust crouching.

5D
5D
GGXRD Sin 5D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 High - YRP 29 2 15 -3

Universal overhead. Slow startup, but safer than other Dusts.

2P
2P
GGXRD Sin 2P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
6 Mid CS YRP 5 4 4 +2

Quick and cancels into itself and specials. Frame advantage.

2K
2K
GGXRD Sin 2K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
18 Low S YRP 7 2 9 +1

Worst proration of Sin's lows and fairly slow for a 2K as well, but serves its purpose. Forces crouching on hit, and can link into 2H

2S
2S
GGXRD Sin 2S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 Mid S YRP 9 4 15 -5

Not a low, but otherwise a great poke. Similarly to Far Slash, this is great to confirm into 236H with 50 meter.

2H
2H
GGXRD Sin 2H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32,32,16 Mid SJ YRP 11 2,2,2 34 -17

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.

3K
3K
GGXRD Sin 3K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 Low S YRP 11 4 12 -2

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.

2D
2D
GGXRD Sin 2D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Low SJ YRP 11 6 8 0

Universal Sweep with no proration. Long reach and moves Sin very slightly forward.

j.P
j.P
GGXRD Sin jP.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 High, Air CSJ YRP 6 6 6 -

Fastest air to air poke.

j.K
j.K
GGXRD Sin jK.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20 High, Air SJ YRP 8 3 24 -

Possesses crossup hitbox. Blows the opponent away on air hit and wallsticks on corner air hit.

j.S
j.S
GGXRD Sin jS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 High, Air SJ YRP 9 3 22 -

All purpose, long reaching air normal useful for both jump ins and air to air situations.

j.H
j.H
GGXRD Sin jH.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32,16x3 High, Air S YRP 9 3,3,3,3 9 -

Overhead for a maximum of 4 hits, but with low hit/blockstun. Can be used as a rising overhead along with j. D, but you need RC for a stable confirm. Forces standing on hit

j.6H
j.6H
GGXRD Sin j6H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
44 High, Air S YRP 11 4 20 -

Pulls the opponent towards you on hit or block. Can be used in side switch combos.

j.D
j.D
GGXRD Sin jD.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 High, Air SJ YRP 18 2 18+5 after landing -

Great tool for IOH off of jump cancelable normals and in general. Can confirm into j.214S, and pick up with dashing j.P or j.S; You can also RC after j.214S for a more stable/damaging confirm. This move completely halts momentum during jumps/leaps until which it will return to normal.


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Sin GroundThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 Throw - R 1 - - -

Throw with 65% proration. RC and dash after them to combo

Air Throw
Air Throw
GGXRD Sin AirThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 Throw - R 1 - - -

Universal Anti-Air. 65% Proration

Dead Angle Attack
Dead Angle Attack
GGXRD Sin fS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 Mid - - 9 3 24 -12

Universal Alpha Counter(Guard Cancel from blockstun)


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
Hawk Baker
Hawk Baker
623+S
GGXRD Sin HawkBaker.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
35 Mid - R 9 2 45 -33
  • Burns 1,000 Calories

Invincible until active frames, but still a relatively unreliable reversal due to it's small hitbox. Unsafe on HIT unless canceled into another special, and only combos into 236H. Has a CRITICAL HIT effect when used point-blank, causing the opponent to shine red and increasing the untech time.

Beak Driver
Beak Driver
236+H (air OK)
GGXRD Sin BeakDriver.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 46,3 [46,76] Mid - YRP 11-33 [34-251] 3,6 19 -6
  • Burns 1,000 Calories

Quick and long reaching stab that hits twice, with the first hit canceling out projectiles. The uncharged version is the standard combo ender on the ground and in the air, and the charged version is a great starter or counter hit follow-up, causing a sliding knockdown midscreen or a wall stick in the corner.

Air 50,26 - - YRP 9 3,6 until landing + 10 -
I'm Sure I'll Hit Something
I'm Sure I'll Hit Something
HHH... during Beak Driver
GGXRD Sin ImSureIllHitSomething.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
15*(4-13) Mid - YRP 8 4*(4-13) 24 -14
  • Burns 1,000 Calories (regardless of how many times you hit HS)

Staff Rain Omega. Good for causing chip or cranking the guard gauge after a blocked 236H, although unsafe. Probably best reserved for when you have 50 meter to RC. Going into this from 236H doesn't have the extra cost of canceling a special into a special, and ends up costing 2k calories. Up to 13 hits, not counting the first two from Beak Driver

Bull Bash
Bull Bash
214+S
GGXRD Sin BullBash.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 High - YRP 32 6 32 -19
  • Burns 1,000 Calories

Long range overhead attack; Air unblockable. 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 this move is best controlling space or keeping the opponent awake during a blockstring, as it is far too slow to ever mix someone up with.

Elk Hunt
Elk Hunt
236+K
GGXRD Sin ElkHunt.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Low - YRP 15-21 5 12 +2
  • Burns 1,000 Calories

Low slide used in neutral, as combo filler, or as a blockstring ender since it has frame advantage. Floats the opponent on hit, can link into 2P on CH.

Leap
Leap
214+P/K
GGXRD Sin Leap.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - Y - - P:19
K:18
-
  • The P version vaults you upwards
  • 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 your airdashes after a leap, and if you jump install you can double jump as well. Another interesting thing to note is that inputting a jump by itself immediately before inputting the move will also grant a double jump. You can control the arc by holding 4 or 6.

Still Growing
Still Growing
214+H
GGXRD Sin StillGrowing.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - Y - - 57 -
  • Restores Calories
  • 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)

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.

Vulture Seize
Vulture Seize
j.214+S
GGXRD Sin VultureSeize.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 High - YRP 14 6 Until landing + 10 -
  • Burns 1,000 Calories

Aerial combo fodder into Air Beak Driver, as well as confirming off of rising/fuzzy overheads. Can also be used in gimmicky airdash crossups.


Overdrives

R.T.L
R.T.L
632146+H (air OK)
GGXRD Sin RTL.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 60 Mid - YRP 10+1 12 48 -40
Air 60 All - YRP 10+1 12 Until landing + 32 -44
Followups
R.T.L > Direction + H
60 All - RP 1 12 Until landing + 25 -44
  • Entering a direction (8-way) with HS allows you to continue the attack in that direction (possible 2 times after initial hit)

Full invul until the hitbox appears. Can provide corner carry and knockdown depending on how you use your charges

Voltic Deign
Voltic Deign
236236+P (air OK)
GGXRD Sin Voltic Deign.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 27*5 Mid - YRP 26+2 - 9 +60
Air 27*5 Mid - YRP 10+4 - 17 -

Slow projectile that hits 5 times. Fast recovery after usage, along with slow movement speed make it only ideal for okizeme set ups, or using it as a shield to approach behind when close. It also proves useful during pressure, where he should throw this move out and immediately eat to refill lost meter 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 to completley fill the screen, they will never see it coming! Aerial version shoots it at an angle similar to Ky's air Charged Stun Edge in previous GG games but has far less startup and can be followed up an airdash for combos.


Instant Kill

Raiden
in IK mode: 236236+H
GGXRD Sin Raiden.png
GGXRD Sin Raiden2.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
DESTROY - - - 9+12 [5+12] 6 46 -23

Uses 2H as the startup attack if 2H only did one hit. 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 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.

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Strategy

General Tactics

Sin Evernote translated by Haigo from 4gamer wiki, posted by Zidane on twitter.
Sin Google Doc

Tips and Tricks

Combos

Day -1 Combos


Basic Day 3 Stuff

Combos
List calorie cost/dmg
All combos ending in specials can be cancelled into 214H to regain calories.
Damage is on Sol Badguy
Any combo ending in 236H can be setup into a safejump j.S with 214K[6], with proper timing
Vs Female chars(I-No, Milia, May, Elphelt,Ram)214P[4]>late j.6H>5S>5H(1)>(236H) in midscreen 623S(crit) confirms. 214K[6] sideswaps if you are near the corner. Combo is difficult but possible on Pot, doesn't work on Bedman.

Midscreen
5/2K>5S>2S>236K>236H(1)>236K>236H 168 dmg 7k cal
2K>2H(3)>5H(1) >6H>j.S>j.6H>j.214S>j.236H 165 dmg 3k cal
2K>2H(1)>5H(1)>6H>623S(crit)>214S>214K[6]>late j.6H>5S>5H(1)>236H 187dmg 5k cal only works on a deep hit/with dash momentum


PUNISH COMBO(when they whiff dp, etc.) Always run up
[Standing]2S or 2H(2)>5H(1)>6H>623S(crit)>214S>214K[6]>Late j.6H>5S>5H(1)>6H>236H 245 dmg 4k cal

RC confirm from 5S
[50 meter]5S > 2S > 236H>RC> Dashing (2HS(1) > 5HS(1)) > 6HS > 623S (crit) > 214S > 214K[6]>Late j.6H > 5S > 5HS(1) > 6HS > 236H 214dmg 5k cal

[Crouching/CH]3K>6H>623S(crit)>214S>214K[6]>Late j6H>5S>5H(1)>6H>236H 214 dmg 4k cal

214S>RC>Dash>2H(2)>5H(1)>6H>623S(crit)>214S>214K[6]>Late j.6H>5S>5H(1)>6H>236H 228 dmg 5k cal

5D>8/9>j.6H>j.6H>j.S>j.P>j.S>dj.S>j.6H>j.214S>j.236H 139 dmg 3k cal


Anti-Air
Anti Air 5P/6P > c.S > j.S >j.p>j. S> dj.S > dj.6H >j.236H 140(6P) dmg 3k cal
Anti Air 5P/6P>5S>5HS(1)>6HS>j.S>dj.S>j.6HS>j.214S>j.236H 148(5P)/189(6P) dmg 3k cal
Air to air j.P > j.P > j.S > dj.S > dj.6H > j.214S > j.236H 138 dmg 3k cal

Throw
[50 meter]Throw>RC>2H>j. S>j. P>j.S>jc. S>j. H?> j. 214S> j. 236H [50 meter]Throw>RC>66>214S>214P?>j.6H>623S(crit)>214S>214P?>j.6H>623S(crit)>214S>236[H]>214P?>j.K>5H ~165 dmg 9k cal
[50 meter]Air throw>(small delay)RC> air dash>2H(2)>5H(1)>6H>j.S>j.P>j.S>dj.S>j.6H>j.214S>j.236H 180dmg 3k cal (sometimes 151dmg? maybe because of whether you get first 2 hits of 2H or last 2)

Midscreen to Corner(Most of these work in the corner)
2K>2H(2)>5H(1)>6H>236K>623S(crit)>236[H]>214S>214K>j.K>5H(1)>6H>236H 199 dmg 8k cal Does not work on Slayer, I-No or Axl (236K whiffs)
2K>5K>3K>6H>623S(crit)>214S>236[H]>214K>j.K 5H(1)>6H>236H>214H/214K 183 damage 6k cal Does not work on May/Faust

[Standing, Near Corner]2S or 2H(2) > 5H(1)>6H>623S(crit)>214S>236[H]>214K>j.K>5H(1)>(6H>236H) 259 dmg 5k cal (6k)

[50 meter, Near Corner]Far Slash/2S>236H[1]>RC>Dashing 6H>623S(crit)>214S>236[H]>214K>j.K>5H>(6H>236H)213 dmg 6k cal (7k with 236H ender)

j.D>j214S>RC>Dashing 214S>236[H]>214K>j.K>Dashing 5H(1)>6H>236H 178 dmg 5k cal

[Near Corner]CH/Air Hit 214S>236[H]>214K>j. K>5S>5H>623S



Corner
5D>6>5H(1)>6H>214S>236K>623S(crit)>214S>214P[4]>late j.6H>5S>5H(1)>6H>236H 173dmg 5k cal
3K>6H>236K>623S(crit)>236[H]>214S>214K>j.K>5H(1)>6H>236H 218dmg 8k Does not work on Slayer, Axl, or I-No

Sin's Colors

1 2 3 4 5 6 Same Color
Normal
Sin Color 1.jpg
Sin Color 2.jpg
Sin Color 3.jpg
Sin Color 4.jpg
Sin Color 5.jpg
Sin Color 6.jpg
Sin Color Mirror.jpg



Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc