Overview
Making his debut in the series, Sin is a close to midrange monster. With large, sweeping moves and high mobility attacks, Sin has no issue controlling the flow of battle. He also has possibly one of the most versatile special moves with Beak Driver, allowing him to both shred Masters and Servants alike.
Sin's skills include Patecatl Stain, one of the best abilities in the game. It shoots out a healing beam that will heal back a significant amount of HP to any servants it hits. This skill is made even stronger when playing in 2v2, as it will heal your ally's servants and even their master as well. He also has Exciter, boosting his already excellent damage to do massive damage off any hit.
Nothing is without weakness, and Sin is definitely no exception. His main weakness is the slow speed of all his attacks. His quickest attacks have issues of their own, being easy to avoid due to hitbox weaknesses such as avoiding his 6X by walking to the right. However, while fighting with his tribe, Illyria, Sin can cover the slow speed of his attacks with his servant's attacks and bodies.
Sin's overall poor normals results in him needing to use Beak Driver very often, and although it's an amazing move it does cost tension to use. He also relies on Beak Driver to convert all his hits into highly damaging combos. Without the threat of a combo off his attacks, Sin is a much weaker character and thus heavily relies on tension to win master fights.
While Sin can be weak without tension, when he does have tension he is an incredibly strong character who can stop any attempt to harm his own servants with Beak Driver. As long as Sin fights with his servants, they'll do a good job of covering him.
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Health |
480 |
Skills |
Patecatl Stain, Phantom Barrel, Exciter, Humming Sword |
Tribe |
Illyria |
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Pros | Cons |
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Lock-off Attacks
Excluding F8X, these moves are bad. Most of them are just worse versions of Sin's locked on attacks. They all deal low damage, and their slowness combined with their low stun means you can't even combo off them most of the time.
F5X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
21 | Low | No | None | Side & Back |
Same animation as 6X.
F5XX
- GG2 Sin F5XX.png
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
21 (12, 9) | Low | No | None | None |
Same animation as 5XX2X
F8X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
90 | High | Yes | Long | Side & Jump |
The high guard damage makes it useful for quickly performing a guard crush. It can also be useful for servant clear due to it's high damage.
This move has extremely long recovery, so it's important not to whiff it. It can be quite safe to use in big battles, though, as it has a high chance to hit a servant and allow you to cancel from it.
- Can be canceled for it's entire recovery as long as it hits.
Lock-on Attacks
5X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
42 | Low | Yes | None | Side, Back, & Jump |
Good range but slow compared to other characters 5X attacks. If you hit this at it's tip then 5XX will whiff so you will want to go into something else like 5YY, side/back step cancel, or jump cancel with a well spaced j.8X.
In most cases where you need a fast yet short range button 6X takes it's place.
Ground bounces airborne opponents.
5XX
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
37 | Low | No | None | Side & Back |
Gets you from 5X to 5XXX.... unless you hit 5XX at tip range then 5XXX will whiff. In this case cancel 5XX into something else like back/side step cancel or 5YY.
5XXX
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
52 | Low | No | Normal | Side, Back, & Jump |
A launcher that can set up good juggle combos. It can be seen as a tensionless version of 5YY, with similar followups but it's more difficult to land.
5XX2X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
36 (15,11,10) | Low | No | None | Side & Back |
Would be good for catching sidesteps but it does low damage and doesn't combo into Beak Driver
4X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
52 | Low | No | None | Forward & Back |
Sin spins his flag around his left side. Has high damage and good AoE making this move a go to way to meterlessly kill groups of Servants. Only the later portion of the move has a hitbox.
Can gatlingThe special category of cancels that describe how each character can cancel normals into other normals and specials. into 5X which can gatling back into 4X, this sequence can cancel into itself repeatedly which is great for damaging groups of servants quickly.
4X is also great poke which can catch sidesteps. Just don't throw it out too often as if you get predictable the opponent can jump over it and depending on the matchup that could hurt alot for Sin.
6X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
30 | Low | No | None | Side, Back, & Jump |
A quick jab that might whiff on an opponent walking slightly to your left. The visual effects are a bit misleading as to the range this hits.
Since it's jump cancelable it can be used as combo filler in between two j.8X in some combos.
2X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
45 | Low | Yes | Long | Forward & Back |
A quick sweep that leads to hard knockdown. Hitting a Lock-on Dash then doing this move as you near the target will carry a little bit of momentum and probably inspired Xrd Sin's Elk Hunt.
8X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
52 | High | Yes | None | Side & Jump |
A vaulting kick that covers a great distance. Unsafe on block and can be sidestepped so it is a high risk option in neutral. Needs meter to convert into combos on grounded opponents.
- Sin is in the air during the move, so it can dodge certain attacks (such as his own Beak Driver)
- Sometimes used after 5YY (Beak Driver follow up) to juggle and jump cancels into an air combo
Jumping Attacks
j.5X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
30 | Low | No | None | None |
Air combo filler.
j.5XX
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
30 | Low | No | None | None |
Air combo filler.
j.5XXX
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
55 | Low | No | None | None |
When hit on an opponent in the air, it will send them away onto the ground. This move is rarely used since you can't extend combos off of it and it doesn't leave Sin in a good place to chase his opponent.
j.8X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
52 | Medium | Yes | Normal | None |
A useful tool in neutral to move around quicker and punish moves from the air, but it doesn't lead into much without a modern cancel. Also an important asset in Sin's more advanced combos.
Specials
Beak Driver
F5Y/5Y
- GG2 Sin 5Y-Hitbox.png
overpowered hitbox
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
69 | Medium | No | None | 10% |
Sin's signature attack. High damage and the 5YY follow up launches allowing you to continue with a juggle combo.
Beak Driver (Followup)
F5YY/5YY
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
90 (67) | High | Yes | Normal | 10% |
A follow up to Beak Driver that creates a sphere of energy which explodes to launch the opponent.
- Sin can Combo off F5YY/5YY's launch with 8X at most ranges which iteself is jump cancelable into an air combo.
- If you cant hit 8X after the launch, an IADAn 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. will let you go into an air combo instead for less damage.
Voltic Daze
4Y/6Y
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
77* | High* | No | None | 15% |
Orb of dark lightning which stays active for some time. Appears diagonal to Sin forward and in the direction inputed.
Electroreverb
2Y
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
90 | Unblockable | No | None | 10% |
If Sin is hit while the move is active, he will block it and launch a counterattack. If he doesn't counter anything, he will be left wide open.
- Costs no tension unless the counterattack comes out
- When an enemy hits the counter they can still cancel the move into any options available from their attack, meaning if the enemy hits your counter with a jump cancelable attack, they can jump to nullify your followup combo or avoid the attack completely and punish you.
Big Beak Driver
8Y
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
160 | Very High | Yes | Normal | 10% |
A forward advancing version of Beak Driver, This version is primarily a high damage combo ender with better AoE range than regular Beak Driver. Has a very far launching knockback.
Thrust like there's no tomorrow
j.5Y
- GG2 Sin-J5Y.png
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
114 (33,27,20,18,16) | High* | No | Normal | 10% |
Sin stabs with his flag several times. Almost never used due to the high knockback, low untech time, and Sin's long recovery after performing the move almost guaranteeing an escape for the opponent. Routing into j.8X loops tends to give more damage than ending a combo with this attack.
Overdrive
R.T.L
X+A
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
585 (195*3) | Medium | Yes | Launch | 100% |
Sin performs his version of his Father's Overdrive 'Ride the Lightning'. Sin is inexperienced in combat though and doesn't know what makes an Overdrive useful so R.T.L. is a really bad way to use Sin's Tension compared to his other options like Beak Driver.
What makes Sin's Overdrive bad is that unlike Ky who has one big damaging attack, Sin has 3 with less damage which don't connect to each other in any way. Even if you hit the opponent with the first one you will be punished on the recovery of the last one.
Skills
Phantom Barrel
B
- GG2 Sin-Phantom Barrel.png
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
150 | Low | No | No |
Sin takes a small bit of his own and nearby servants health and fires a beam straight forward. The move powers up it's damage based on how much health it takes from servants, but has a long startup and recovery while not really dealing worthwhile damage unless it's greatly powered up.
Exciter
B
- GG2 Sin-Exciter.png
Install for more damage & stun.
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
45 | Low | Yes | Launch |
Gives Sin a boost to his damage, and also allows his 8Y to stun if all three hits connect raw or early in a combo. Very useful ability, and certainly worth buying.
Patecatl Stain
B
- GG2 Sin-Patecatl Stain.png
Heals all it touches
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
N/A | N/A | N/A | N/A |
Sin shoots a projectile which heals a large amount of health for all allies it passes through, including masters. This is one of the best skills in the game, and Sin should buy and use it in almost every match.
Humming Sword Summons
B
- GG2 Sin-Humming Sword Summons.png
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
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N/A | N/A | N/A | N/A |
Summons Humming Sword.