GGST/Sin Kiske

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Overview

Overview

Rushing forward with an unmatched flair, keep your opponent on their toes with an absolutely relentless offense! Just make sure they're dead before you get too tired.

Sin Kiske is an aggressive rushdown character, sporting a powerful suite of tools for closing the distance, mixing up the opponent, and then tearing their life bar to shreds. However, these tools are limited by Sin's defining mechanic, the Stamina Gauge. As long as Sin has Stamina, he can cancel his special moves into followups that can frame trap and improve his frame data on block, or into Gazelle Step, a lightning fast dash that puts him right into his opponent's face. In addition, Stamina is also very important for combos, allowing Sin to convert good hits into long combos with great corner carry, and even allowing weaker hits to combo into Tyrant Barrel for good damage and a possible wallbreak.

However, this means that when he is without Stamina, Sin's options are far more limited. He loses access to many of his pressure options, and his reward on hit is reduced dramatically. Playing Sin requires one to be considerate of when to push their advantage, and when to back off and give themselves time to recover. He has a decent enough selection of tools for handling himself on the back foot, though nothing spectacular. His 2S and 5K are solid pokes in neutral, and Beak Driver hits from very far away, though its hurtbox leaves much to be desired. He fares much better against airborne opponents, with 6P, 5P, and j.H providing stellar control over his airspace. On defense, Hawk Baker is a strong DP, though the minigame around its follow up can be bypassed completely by punishing it before the second hit.

If you want powerful rekka-esque offense, consistent damage, and a healthy helping of resource management, Sin Kiske might be the character for you!
Playstyle
Sin Kiske is classified as a Rush type, using an assortment of follow-up attacks to keep up the pressure and chase down his opponent.
Pros Cons
  • Built for Distance: Sin's special follow-ups, blockstrings and combos all have incredible corner carry. His R.T.L super in particular can wallbreak from nearly 1/4th of the way to the corner.
  • Always Raring: Sin gets great combos off of many of his best buttons, like 2S and 6P. Beak Driver launches from any hit and his BnBA staple combo that is simple yet effective.s are Stamina efficient, giving Sin consistently good reward.
  • False Flags: Sin's special move overhead Hoof Stomp and the command normal low 6K are exactly the same speed and are fast enough to beat most AbareAn attack during the opponent's pressure, intended to interrupt it. from common cancels, making them powerful mixup tools that are also safe (or plus) if Sin has Stamina or Tension.
  • Runs in the Family: Gazelle Step is a very low range low that can with two Stamina turns into a terrifying Strike/Throw mixup on block. It is a constant threat that any opponent of Sin's has to be ready for.
  • Too Much Muscle: The Stamina Gauge is central to using Sin's Specials and cannot be recovered any other way than waiting. This means Sin can encounter situations where he must choose to return to neutral or risk overextending his pressure without the means to keep himself safe.
  • Odd Choice of Weapon: Sin's normals overall have lackluster startup and recovery, and while he has extremely powerful special moves this can still make midrange neutral, punishment, and scramble situations difficult.

Stamina

GGST Sin Stamina Gauge Full.png

Stamina is a unique resource that allows Sin to use follow-ups after any of his special moves (other than Still GrowingGGST Sin Kiske 63214P.pngGuard:
-
Startup:
-
Recovery:
Total 49
Advantage:
-
) on hit or block. The follow-ups for each special move are unique moves themselves, and have a variety of uses ranging from combo extenders to Guard Crushing pressure extenders. He also has access to a command dash follow-up in Gazelle StepGGST Sin Kiske GazelleStep.pngGuard:
-
Startup:
-
Recovery:
Total 24
Advantage:
-
after both the special moves and their follow-ups, opening up mix-ups, pressure resets, and combo routes.

The Stamina gauge is comprised of 3 bars, and performing a follow-up will use 1 bar. 2 seconds120 frames (1 second60 frames for Gazelle Step) after spending a bar, the gauge will begin to automatically gradually refill, refilling faster the less Stamina Sin currently has remaining. If the gauge does not have at least 1 bar filled, Sin will be unable to cancel his special moves, weakening his offense or leaving him open to punish.

The Stamina gauge is comprised of 3 bars, and performing a follow-up will use 1 bar. 2 seconds (1 second for Gazelle Step) after spending a bar, the gauge will begin to automatically gradually refill, refilling faster the less Stamina Sin currently has remaining. Each bar has 5000 units, for a total of 15000 units. Regeneration rates are different for each bar of Stamina.


1st bar regens at 40 units/frame

2nd bar regens at 70 units/frame

3rd bar regens at 100 units/frame


Sin Kiske
GGST Sin Kiske Portrait.png
Defense:1.05
Guts Rating:2
Prejump:4
Backdash:28/1~5 strike invuln/1~22 airborne
Weight:Normal
Unique Movement Options:Gazelle Step
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.2PGGST Sin Kiske 2P Hitbox.pngGuard:
All
Startup:
5
Recovery:
9
Advantage:
-2
(5F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.623SGGST Sin Kiske 623S 1 Hitbox.pngGuard:
All
Startup:
9
Recovery:
36
Advantage:
-26
(10F)
632146HGGST Sin Kiske 632146H Hitbox.pngGuard:
All
Startup:
10+5
Recovery:
25+32 After Landing
Advantage:
-55
(10+5F)

Normal Moves

StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. frames
Toggle Chart Off
Toggle Chart On
ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames

5P

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
26 All 6 3 7 0 -

A fast long range jab you can use to poke, or use as an anti-air if you're too close to use 6P. Crouching options are more suitable for pressure.

  • Whiffs on all crouching characters and standing Giovanna.

Gatling Options: 5P, 2P, 6P, 6K, 6H

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
29 All 7 3 12 -3 -

Solid normal to use in neutral taking up decent space, good cancels, and decent startup and recovery. Combos into 2D at almost all ranges.

Gatling Options: 6P, 6K, 6H, 5D, 2D

c.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
41 All 7 6 10 +1 -

c.S is very flexible and important to his pressure, thanks to its frame advantage and wide array of gatlings. The same can be said for the move on hit as well, having gatlings into all of Sin's important combo tools. Note that the hitbox is a bit smaller vertically than it might seem at first glance.

  • Ground bounces on air hit.
  • Jump and dash cancellable.

Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D

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
34 All 13 3 19 -8 -

A high recovery, long startup, mid poke that is easily low profiled, whiff punished, and generally made to look foolish. Sin is usually better off using his 5P and 5K to check approaches or challenge in up close scrambles, and his 2S is far better suited for use as a midrange poke in neutral. Though it is slightly longer range than 2S, it can often be low profiled and 6Ped. Can hitconfirm into 2H for a launch or 5H for a safer option on block.

  • 2H and 5H gatlings have a natural gap of 2 and 3 frames respectively.
  • Disjointed at its tip.

Gatling Options: 5H, 2H

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, 25 All 16 3(12)3 18 -4 -

Combo filler and blockstring ender. Usually combos into 623S unless a combo is very scaled, and is a useful gatling from f.S and 2S in blockstrings due to being only -4 on block. Just a bit too slow for use in most neutral situations. The fact that it has two hits, both of which are special cancellable, allows you to vary your tempo and keep your opponent guessing on defense. You may be able to surprise your opponent by cancelling into 214S for an overhead or 236K for a low on either hit.

  • Both hits are special cancellable
  • Advances forward during execution
  • Small disjoint at its edge

5D

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
Uncharged 45 High 20 3 26 -15 -
Charged 56 High 28 4 25 -10 -
Uncharged Dust

Universal overhead attack that's pretty fast. It can gatling from 5K, 2K, or c.S for an unsafe mix-up that can be made safe on block or converted into a full combo on hit by using Roman Cancel. 214S is overall more useful as an overhead due to it's speed and low crushing properties.


Charged Dust
  • Holding any upwards direction during the hitstop of Charged Dust will perform a Homing Jump:
    • Performing a Homing Jump puts the opponent into a unique high damaging air combo state and will cause an Area Shift afterwards, resetting character positions to neutral at slightly farther than round start distance.
    • Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown and leaving Sin at +23 instead of neutral (+-0).

Similar to uncharged Dust but is slow enough for opponents to reliably react to. On raw hit, it results in a very high damage Homing Jump combo. Due to its slow startup Charged Dust is primarily used for juggling during combos to add damage after a Red Roman Cancel launch or Counter Hit c.S, but can also be used for simple punishes on extremely unsafe moves.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input TensionThe amount of Tension gained when the move is input.
(Usually only applicable to Special moves)
Uncharged 80% 2 Mid 0 1125 3000 700 (900) 60% - -
Charged 100% 4 Mid KD 1875 1500 700 (900) 60% - -

Uncharged:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F)
  • Wall damage if opponent is touching the wall: 900


Charged:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • Wall damage if opponent is touching the wall: 900

2P

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
21 All 5 3 9 -2 -

Legally required 5F mash. Sin's main AbareAn attack during the opponent's pressure, intended to interrupt it. method for mashing his way out of pressure and beating tickthrows. Quite good reward on counterhit, as Sin can link 2K>2D at most spacings for a Hard KnockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.. He can also confirm 2P into 6P>236H~H>66 on normal hit for a good amount of wall carry and the ability to take OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., though this comes at the cost of two stamina bars.

Gatling Options: 5P, 2P, 6P, 6K, 6H

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
25 Low 6 3 11 -2 -

Low commit low poke. A useful move both in neutral and as combo filler due to its helpful gatling into 6H on corner juggles and 2D in blockstrings. Can be a strong option to take advantage of 6K's plus frames after your opponent blocks that move due to its relatively long range, hard knockdown on hit, and fast enough startup to frametrap jump startup when +3.

  • 2K > 2D consistently combos at almost all ranges.
  • 2K > 6H combos on crouching hit and counterhit.

Gatling Options: 6P, 6K, 6H, 5D, 2D

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
32 All 12 6 13 -5 -

The low-reaching complement to f.S in Sin's suite of pokes. Don't be fooled by its appearance - this is not a low attack, and can be blocked standing. Its relatively fast startup, large amount of active frames, low recovery, and the fact it can't be low profiled make it a strong choice of pokes when its slightly shorter range isn't a concern. As with f.S, can hitconfirm into 2H for a launch or 5H for a safer option on block (though given it's only -5, this move doesn't usually need to be cancelled at all to be safe on block)

  • 2H and 5H gatlings have a natural gap of 2 and 3 frames respectively on block.
  • Disjointed at its tip.

Gatling Options: 5H, 2H

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
15, 25 Low, All 14 3(12)6 27 -16 -

Combos from c.S, f.S, and 2S. Deals less damage than 5H, but its launch and forward movement make it a good tool for combos, comboing into 214S up close and 236K from farther away. In blockstrings, this move is very unsafe. It's -16 on block and advances forward, so it must be cancelled to be safe. All special cancel options except 236H and 623S have large mashable gaps, and 236H and 623S are themselves very unsafe on block unless cancelled into their followups at the cost of the stamina bar.

  • Both hits are special cancellable
  • Advances forward during the second hit
  • Small disjoint on the first hit's edge
  • The first hit launches, the second hit does not

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
33 Low 10 6 15 -7 -

Solid 10f option, trades with some other 10f normals at round start and gives hard knockdown. Combos into 623S for a combo with decent corner carry or cancels into 63214P for some RNG buffs on hit.

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
34 All 11 6 20 -12 1~3F Upper Body
4~16F Above Knee

Strong anti-air and counterpoke option due to the large range it has and the disjointed hitbox.

  • Causes Hard Knockdown on Air Counter Hit.

6K

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 Low 21 4 10 +3 -

6K's good meterless reward on hit and plus frames on block make it a strong meaty option. The fact that it gatlings from 5K and c.S mean that it can be used as a pressure reset or stagger option against overly cautious opponents. Since it is a low, it can also be a strong choice for calling out fuzzy jumps when gatlinged into from c.S. There is a 5 frame gap between the c.S>6K gatling, trading with 5 frame AbareAn attack during the opponent's pressure, intended to interrupt it. buttons. The launch afforded by 6K means that this trade often still leads into a combo for Sin, particularly in the corner. The 5F gap means that certain spacings are vulnerable to Instant BlockA special type of blocking done by inputting a block immediately before blocking an attack. Usually improves frame data against blocked moves or gives more meter than a normal block or both. throw punishes. Since 6K doesn't move Sin forward during startup, these attempted punishes can be avoided with careful spacing.

  • Plus on block
  • Launches upward on hit.

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
48 All 15 4 17 -4 -

Can combo off 5K/2K on crouching opponents or counter hit.

  • Launches on hit. Launches higher on Counter Hit.

j.P

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
19 High 6 3 9 - -

Decent air to air for scramble situations. Best used when moving upwards because the hitbox hits higher than most.

Gatling Options: j.P

j.K

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
26 High 7 3 15 - -

Rising kick for air to airing people above you.

Gatling Options: j.D

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
33 High 9 4 21 - -

Probably Sin's best jump-in. Takes up some good screen space and is both jump and dash cancelable.

Gatling Options: j.H, j.D

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
44 High 11 4 26 - -

Decent as a jump-in, but is an incredible air-to-air button.

Gatling Options: j.D

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
41 High 28 Until Landing 16 -3 at worst -

Slow divekick that stalls air momentum, useful to bait anti-airs. Can hit later on block to be safe, punishable by throw otherwise.

  • Ground and wall bounces on air hit.

Universal Mechanics

Ground Throw

6D or 4D

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
80 - 2 3 38 - none
Total: 42

Allows for a auto timed safejump via 5P (whiff)>IAD with FD> j.S.

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • Counter Hit state during recovery.

Air Throw

j.6D or j.4D

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
80 - 2 3 38+10 Landing - none
Total: 14
  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • Counter Hit state during recovery until landing.

Special Moves

Beak Driver

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
Beak Driver 35 All 16 6 22 -14 -
Beak Driver Follow-up 47 All 13 11 9 -3 -
236H

Large poke and pressure extender. Comes with an extended hurtbox during recovery and is vulnerable to 6Ps, but that's all part of the plan. Just don't whiff it and Sin will take care of the rest.

Beak Driver should never be used without a bar of stamina ready, as without the followup it's punishable on hit (unless used as an anti-air), and the extended hurtbox during recovery means it can't be spaced to be safe.

  • Launches into a Rolling Tumble on air hit.

236H~H

Massive, advancing strike, able to frametrap opponents and confirm on hit from almost any range. Makes Beak Driver safe on block and allows Sin to threaten with Gazelle Step off Beak Driver in neutral.

  • Costs 1 bar of Stamina.
  • Launches into a Rolling Tumble on hit.

Hawk Baker

623S

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
Hawk Baker 20, 30 All 9 6(23)4 36 -26 1-15 Strike
Hawk Baker Follow-up 43 All 12 3 33 -19 1-14 Strike
623S

Meterless invincible reversal with two hits. There is a punishable gap between the first and second hit, allowing the opponent to skip the minigame altogether if they're ready.

  • 16f gap on block between the first and second hits.

623S~S

Powerful, comboable frametrap to threaten opponents into not punishing Hawk Baker. However, if they wait, you will still get punished.

  • Costs 1 bar of Stamina.
  • Launches on hit.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input TensionThe amount of Tension gained when the move is input.
(Usually only applicable to Special moves)
Hawk Baker 60% 2 Large, Very Small KD, -22 700×2 1000 250×2 - - -
Hawk Baker Follow-up 60% 3 Mid KD 2000 2000 700 - - -

Hawk Baker:

  • Cancellable into Hawk Baker Follow-up or Gazelle Step from start of recovery until last 24 frames of recovery, requiring and using 1 Stamina bar
  • Forced crouching on the second hit, granting +1 hitstun.
  • Reversal


Hawk Baker Follow-up:

  • Cancellable into Gazelle Step from ??~??f, requiring and using 1 Stamina bar
  • Reversal

Elk Hunt

236K

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
236K 33 Low 24 7 15 -8 10-30 Low Profile
236K~K 41 All (Guard Crush) 13 3 20 +8 -
236K

Sneaky low-hitting, low-profile approach tool. Somewhat limited by it's start up in combos and blockstrings, but still has its uses compared to other Stamina-less special moves due to it's relative safety.


236K~K

Extremely plus pressure extender.

Cancelling this into Gazelle StepGGST Sin Kiske GazelleStep.pngGuard:
-
Startup:
-
Recovery:
Total 24
Advantage:
-
is +6 on block, letting Sin approach while maintaining large frame advantage at the cost of 2 Stamina bars.

  • Costs 1 bar of Stamina.
  • Inflicts Guard Crush on block.
  • Launches on hit.

Hoof Stomp

214S

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
214S 17, 17 High 21 3(?)3 22 -11 6-23 Foot
214S~S 41 All 13 3 22 -8 -
214S

Overhead mixup and low-crush, great for dealing with moves like Nagoryuki's 2SGGST Nagoriyuki 2S.pngGuard:
Low
Startup:
11
Recovery:
15
Advantage:
-5
. Can still lose to some high hitting or active lows like LeoGGST Leo Whitefang 2D.pngGuard:
Low
Startup:
12
Recovery:
19
Advantage:
-8
or GiovannaGGST Giovanna 2D.pngGuard:
Low
Startup:
17
Recovery:
12
Advantage:
-8
's 2D.

  • Ground bounces on air hit.

214S~S

Frametrap pressure ender. Has enormous pushback to make it safe on block, but is left disadvantageous.

  • Costs 1 bar of Stamina.
  • Launches into a Rolling Tumble on hit.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input TensionThe amount of Tension gained when the move is input.
(Usually only applicable to Special moves)
214S 80% 2 Mid -8 525×2 1000 150×2 - - -
214S~S 100% 3 Mid KD 2000 1000 300 - - -

214S:

  • Airborne 6-22f
  • Cancellable into Hoof Stomp Follow-up or Gazelle Step from start of recovery until last 12 frames of recovery, requiring and using 1 Stamina bar


214S~S:

  • Cancellable into Gazelle Step from ??~??f, requiring and using 1 Stamina bar

Gazelle Step

66 after special move

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
- - - - Total 24 - -

Gazelle Step is important to maintain pressure on hit after midscreen followups since they send the opponent far away. Can also be used in pressure to keep close.

  • Costs 1 bar of Stamina.
  • Sin can cancel into this on hit or block from any special or special followup besides 63214P.
  • Can be Kara Canceled into either R.T.L or Tyrant Barrel.

Still Growing

63214P

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
63214P - - - - Total 49 - -

Sin will eat a random food item, granting a random effect, with a random potency and a duration from 2-6 seconds. A freebie for your hard work getting good oki.

The effect of the food varies from irrelevant to fairly decent. Due to the atrociously long recovery, this can only be safely received from very favourable okizeme, such as from 2D, or after launching opponents full-screen with one of his many Stamina-consuming follow-ups. Due to usually receiving the weakest strength benefits, it is rarely worth using unless completely free of risk.

  • Meat on the Bone: increases Damage for a short time.
  • Lobster: reduces Damage taken for a short time.
  • Fish: increases Movement Speed.
  • Ice-Cream: grants Tension.
  • Lizard: restores Health

For full information on the rates and effects of food items, see the Full Frame Data page

Overdrives

R.T.L

632146H (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 30×2, 60 All 10+5 12 25+32 After Landing -55 1~18 All
632146HH 10 ~ 100 All 12 8 39+15 After Landing (Grounded) -43 (Grounded) -
632146H

During R.T.L Sin can perform up to 2 follow up hits by holding a direction and pressing H. Can go into 643216H~H by pressing H without a direction

Invincible overdrive, with (almost) full-screen carry into a wallbreak for massive damage. However, it is very slow. Only the final hit wallbreaks, so RTL backwards can be used to unstick enemies from the wall, either to keep the corner or to allow breaking the wall with 632146H~H afterwards.

  • Can only perform the follow up attacks if the previous hit connected.
  • Follow up attacks have a punishable 5F gap between them.



632146H~H

Sin produces a large explosion in place, consuming all remaining Tension regardless of how much is left over.

  • The damage dealt and size of the hitbox is proportional to the amount of Tension consumed upon use.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input TensionThe amount of Tension gained when the move is input.
(Usually only applicable to Special moves)
632146H 100% 2 Mid HKD 500×3 1000 0 - - -
632146HH 100% 4 Very Small HKD 2500 0 0 - - -

632146H:

  • Air version recovery is Until Landing+32 After Landing
  • Cancellable into follow-ups from ??~??f
  • Reversal


632146HH:

  • Air version recovery is Until Landing+15.
  • Consumes all remaining Tension on use. Damage dealt is 10+1 per 1% consumed Tension (rounded down) up to 59 total damage at 49% Tension. At 50% consumed Tension, damage dealt is 100.
  • Hitbox size changes when used at <25%, 25-49%, and 50% consumed Tension.

Tyrant Barrel

236236P

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 50 All 9+1 3 38 -22 None
236236P~]P[ 50→70→90→120 All (Guard Crush) 3 3 39 -12 None
236236P

High damage combo ender, simple tool for a simple job.

Particularly good on wall break or for confirming off pokes if lacking the Stamina to do so, as it can be used even from grounded hits. The initial strike hits into the ground, meaning it can sometimes whiff on high launches.

For a very niche use, Tyrant Barrel without the follow-up can be used to un-stick an opponent from the wall, regaining the corner, with barely enough time to use Still GrowingGGST Sin Kiske 63214P.pngGuard:
-
Startup:
-
Recovery:
Total 49
Advantage:
-
and okizeme with 2S. However this costs 50% meter and doesn't deal particularly high damage, making it properly not worth the cost.

  • Does not cause a Wall Break without performing the follow-up attack.

236236P~]P[

A precise but high value timing check. The timing is all about hitting the opponent dead-center, meaning its timing differs based on the opponent's position after the preceding combo. Be careful being greedy for the Perfect Hit, as if the input is even slightly late the strike will instead OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.", dealing an awful 40 damage and causing a soft knockdown.

  • Launches into a Hard Knockdown on hit. Causes a Rolling Tumble on Perfect Hit.
  • Perfect Hit has a 1 Frame timing.
  • On Wall Break results in a Hard Knockdown for +36 frame advantage.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input TensionThe amount of Tension gained when the move is input.
(Usually only applicable to Special moves)
236236P 100% 4 Mid HKD 2500 1000 0 - - -
236236P~]P[ 100% 4 Mid HKD 2500 0 0 - - -

236236P~]P[:

  • Releasing P after the first hit of Tyrant Barrel performs a powerful follow-up strike. The damage increases the closer the release input is to the Perfect Hit. If the button was not held before Tyrant Barrel hit, it may be pressed and released a second time to get the input. If the button is simply tapped during this period, it is often not possible to land a Perfect Hit, especially on Counter Hit and on a high wallsplat. Holding the button is often required in order to land it.

2 Frame window for the 90 Damage hit, 3 Frame window for the 70 Damage one, 8 Frames for 50 Damage

  • Guard Crush duration 29F.
  • A Perfect Hit is impossible if the opponent is too far away, at the very edge of the attack (more than 450 units of distance).
  • The Follow-up is considered a new attack, and therefore is affected by R.I.S.C. scaling caused by the previous hit of Tyrant Barrel.
  • P can be released 1 Frame before superflash ends at the earliest (64 Frames after the 236236P input).
  • Pressing P (if it hasn't already been held down) has a valid input window Frames 64~96 after inputting 236236P
  • If the P button is pressed and held for less than 17 frames during the valid press input window, the Follow-up comes out 17 frames after the button press.
  • If the P button is pressed and held for more than 36 frames during the valid press input window, the Follow-up comes out 36 frames after the button press.

Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8
Color 9
Color 10
Color 11
Color 121Ultimate Edition exclusive
EX3Pre-order exclusive
1Ultimate Edition exclusive
3Pre-order exclusive

Navigation

Sin_Kiske
Ambox notice.png To edit frame data, edit values in GGST/Sin Kiske/Data.