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 all of his special moves (except for Still GrowingGuard:
-Startup:
Recovery:
Total 49Advantage:
) into follow-ups that can deal extra damage, frame trap, and improve his frame data on block, or into Gazelle StepGuard:
-Startup:
Recovery:
Total 24Advantage:
, a lightning fast dash that quickly closes the space between him and his opponent. 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 BarrelGuard:
AllStartup:
9+1Recovery:
38Advantage:
-22 or R.T.LGuard:
AllStartup:
11+5Recovery:
25+32 After LandingAdvantage:
-55 for good damage and a possible wall break.
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, his specials can be punished without the fear of a frame trap, 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 2SGuard:
AllStartup:
12Recovery:
13Advantage:
-5 and 5KGuard:
AllStartup:
7Recovery:
12Advantage:
-3 are solid pokes in neutral, and Beak DriverGuard:
AllStartup:
16Recovery:
22Advantage:
-14 hits from very far away, though its hurtbox leaves much to be desired. He fares quite well against airborne opponents, with 6PGuard:
AllStartup:
11Recovery:
20Advantage:
-12, 5PGuard:
AllStartup:
6Recovery:
7Advantage:
0, and j.HGuard:
HighStartup:
11Recovery:
26Advantage:
+3 (IAD) providing stellar control over his airspace. On defense, Sin has Hawk BakerGuard:
AllStartup:
9Recovery:
36Advantage:
-26, an incredibly 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!
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Damage Received Mod |
×1.05 |
Guts Rating |
2 |
Weight |
Normal |
Prejump |
4F |
Backdash |
28/1~5 strike invuln/1~22 throw invuln/1~22 airborneSin is considered airborne if he is hit during backdash and grounded otherwise |
Unique Movement Options |
Gazelle Step |
Fastest Attack |
2P![]() AllStartup: 5Recovery: 9Advantage: -2 (5F) |
Reversals |
Hawk Baker (9F) R.T.L (10+5F) |
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Pick if you like | Avoid if you dislike |
|
|
Stamina is a unique resource that allows Sin to use Follow-ups after any of his special moves (other than Still GrowingGuard:
-Startup:
Recovery:
Total 49Advantage:
) 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 StepGuard:
-Startup:
Recovery:
Total 24Advantage:
, which is usable after any special move or it's follow-up (other than Still Growing), opening up the way for mix-ups, pressure resets, and far-carrying combo routes.
The Stamina Gauge is comprised of 3 Bars, and performing a Follow-up uses 1 Bar. Two seconds (one second for Gazelle Step) after spending a Bar, the Gauge will begin to gradually refill, filling faster the less Stamina Sin currently has remaining. If the Stamina 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 punishment.
The First Bar is the closest to the flag icon, while the Last Bar is the farthest from it.
Each bar consists of 5000 units, for a total of 15000 units.
After 120 frames (60 frames for Gazelle Step), the Gauge will begin to gradually refill.
Regeneration rates are different for each bar of Stamina.
- First Bar refills at a rate of 40 units/frame (125 frames to full).
- Middle Bar refills at a rate of 70 units/frame (72 frames to full).
- Last Bar refills at a rate of 100 units/frame (50 frames to full).
Normal Moves
5P
A fast long range jab that is mostly used as an anti-air.
A decent check for against airborne opponents, but otherwise should be used with caution as its hitbox is relatively thin, causing it to whiff on all crouching characters and even standing Giovanna
Quite good as an AA if the opponent is too close for 6PGuard:
AllStartup:
11Recovery:
20Advantage:
-12 or you don't want to commit to its longer animation. This is not always recommended though as 5P lacks 6P's upper-body invulnerability.
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 with low startup/recovery.
A great compliment to f.SGuard:
AllStartup:
13Recovery:
19Advantage:
-8 and 2SGuard:
AllStartup:
12Recovery:
13Advantage:
-5 as it is faster to start at the cost of some range. Great for stuffing opponent's approaches where speed is more valued than size. Can also function as a decent high-profile to some low pokes.
- 5K > 2D combos at most ranges on grounded opponents.
- 5K > 6H combos on crouching hit and counter hit.
Gatling Options: 6P, 6K, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 1 | Small | 0 | 1000 | 1000 | 300 |
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 |
The cornerstone of Sin's pressure.
Its frame advantage, wide array of gatlings, and cancel options force his opponents to respect this move. Thanks to its many active frames c.S also makes for a great meaty attackHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals., giving great reward on hit and leading to good pressure on block.
On block, Sin can either delay gatling into another normal and go for a strike/throw mix-up, or choose between Hoof StompGuard:
HighStartup:
21Recovery:
22Advantage:
-11 and 6KGuard:
LowStartup:
21Recovery:
10Advantage:
+3 for an easy high/low mix-up. Both Hoof Stomp and 6K leave a 5 frame gap when cancelled from c.S, so a ready opponent can punish with 5 frame or faster abareAn attack during the opponent's pressure, intended to interrupt it. or an invincible reversal.
On hit, Sin can gatling into 2HGuard:
Low, AllStartup:
14Recovery:
27Advantage:
-16 for highly damaging combo routes with lots of corner carry that usually results in a wall break, especially with meter. Given 2H's hit-confirm difficulty and disadvantage on block, it may sometimes be worthwhile to use 5HGuard:
AllStartup:
16Recovery:
18Advantage:
-4 or 6HGuard:
AllStartup:
15Recovery:
17Advantage:
-4 instead for safety. The reward on hit for 5H/6H is not as good, but saves some stamina if the opponent does block.
The upper hitbox doesn't reach quite as high as the animation would suggest. That being said, c.S can still serve as a high-risk high-reward anti-air as an air Counter Hit results in a massive combo.
- Ground bounces on air hit.
- Jump and dash cancellable.
Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | 3 | Mid | +4 | 2000 | 1000 | 300 |
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 decently long, if somewhat slow midrange poke and whiff punish tool.
Somewhat outshined by 2SGuard:
AllStartup:
12Recovery:
13Advantage:
-5, which has better overall frame data but with a shorter range. 2S also benefits from a lower hitbox, allowing it to fight 6P's whereas f.S can be counterhit.
For most of this move's range, gatling into H options will cause Sin to whiff, leaving him very punishable. Buffering into 236HGuard:
AllStartup:
16Recovery:
22Advantage:
-14 or 236KGuard:
LowStartup:
24Recovery:
15Advantage:
-8 are generally safe options, though both still have exploitable flaws. Keep your opponent on their toes by not cancelling into anything, wait for their counter-attack, and then punish.
- Disjointed at its tip.
- Loses to low profile.
Gatling Options: 5H, 2H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -5 | 1500 | 1000 | 300 |
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 |
A two-hit advancing normal that is the safer, but less rewarding, counterpart to 2HGuard:
Low, AllStartup:
14Recovery:
27Advantage:
-16.
Not useful in neutral due to having a relatively small hitbox and exceptionally long total animation time. In pressure this is a very useful normal as it is only -4 on block and has decently strong cancel options, giving Sin good stagger pressure and strike/throw mixups. However, these attributes are not very unique, with 6HGuard:
AllStartup:
15Recovery:
17Advantage:
-4 being equally safe and having substantially better CH reward and 2H being the better pick for combos. 5H instead has niches in stalling for stamina and forward movement, as it's extended duration and subsequent pressure gives him options to build up stamina without retreating and its forward movement allows combos such as CH 236H~HGuard:
AllStartup:
13Recovery:
9Advantage:
-3 -> 2SGuard:
AllStartup:
12Recovery:
13Advantage:
-5 -> 5H to connect in the corner despite pushback that would cause moves like 2H to whiff.
Sin's primary option to combo off 5H is 623S~S~66Guard:
AllStartup:
12Recovery:
33Advantage:
-19 which in low gravity scaling gives strong extensions at the cost of 2 bars of Stamina.
- Both hits are special cancellable.
- Small disjoint at its edge.
- Leaves opponents grounded.
- Can be low profiled.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Large | -1 | 1000×2 | 1000 | 150×2 |
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 5KGuard:
AllStartup:
7Recovery:
12Advantage:
-3, 2KGuard:
LowStartup:
6Recovery:
11Advantage:
-2, or c.SGuard:
AllStartup:
7Recovery:
10Advantage:
+1 for an unsafe mix-up that can be made safe on block or converted into a full combo on hit by using Roman Cancel.
Hoof StompGuard:
HighStartup:
21Recovery:
22Advantage:
-11 (214S) is overall more useful as an overhead due to its 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. 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
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Uncharged | 80% | 2 | Mid | 0 | 1125 | 3000 [1000] | 700 (900) | 60% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Charged | 100% | 4 | Mid | KD +36 | 1875 | 1500 [1000] | 0 (200) | 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)
- R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
- Wall Damage in ( ) refers to if opponent is touching the wall.
- Has no additional Combo Delay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
- Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.
Charged:
- Hitstop on block: 20F
- Hitstop on raw hit: 45F
- Properties for opponent on block follow Level 4 rules.
- R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
- Wall Damage in ( ) refers to if opponent is touching the wall.
- Wall Damage when hit raw is increased to 700 (900).
- Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
- Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.
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. Is otherwise a fairly standard 2P.
This is 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 2 stamina bars.
Gatling Options: 5P, 2P, 6P, 6K, 6H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | +1 | 500 | 1500 | 300 |
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 |
A fast low poke with decent range.
A useful move both in neutral and as combo filler due to its helpful gatlings into 6HGuard:
AllStartup:
15Recovery:
17Advantage:
-4 for corner juggles and 2DGuard:
LowStartup:
10Recovery:
15Advantage:
-7 for blockstrings. Is also a strong option to take advantage of 6KGuard:
LowStartup:
21Recovery:
10Advantage:
+3's plus frames due to its relatively long range, potential to hard knockdown on hit, and is fast enough to frametrap jump startup when +3.
- 2K > 2D combos at most ranges on grounded opponents.
- 2K > 6H combos on crouching hit and counterhit.
Gatling Options: 6P, 6K, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
70% | 1 | Small | +1 | 750 | 1000 | 300 |
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 |
A fairly strong, low-to-the-ground, midrange poke.
The low-reaching complement to f.SGuard:
AllStartup:
13Recovery:
19Advantage:
-8 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, up close it can be cancelled into 2HGuard:
Low, AllStartup:
14Recovery:
27Advantage:
-16 or 5HGuard:
AllStartup:
16Recovery:
18Advantage:
-4, though their limited ranges makes special cancels a generally stronger option from anywhere besides point blank.
- 2H and 5H gatlings have a natural gap of 2 and 3 frames respectively on block.
- Disjointed at its tip.
Gatling Options: 5H, 2H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -2 | 1500 | 1000 | 300 |
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 |
Your bread and butter combo tool.
Combos from c.SGuard:
AllStartup:
7Recovery:
10Advantage:
+1, f.SGuard:
AllStartup:
13Recovery:
19Advantage:
-8, and 2SGuard:
AllStartup:
12Recovery:
13Advantage:
-5. Deals less initial damage than 5HGuard:
AllStartup:
16Recovery:
18Advantage:
-4, but its launching property and forward movement make it a good tool for combos, comboing into Hoof StompGuard:
HighStartup:
21Recovery:
22Advantage:
-11 (214S) up close and Elk HuntGuard:
LowStartup:
24Recovery:
15Advantage:
-8 (236K) from farther away.
In blockstrings, this move is very unsafe but very rewarding on hit. It's -16 on block and advances forward, so it must be cancelled to be safe. All special cancel options except Beak DriverGuard:
AllStartup:
16Recovery:
22Advantage:
-14 (236H) and Hawk BakerGuard:
AllStartup:
9Recovery:
36Advantage:
-26 (623S) have mashable gaps, and 236H and 623S require Sin to spend stamina to stay safe. When paired with Hoof StompGuard:
HighStartup:
21Recovery:
22Advantage:
-11 in blockstrings, 2H is vulnerable to fuzzy guardA defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right. if not delayed, but is the most rewarding low in Sin's kit, netting him high damaging combos with extended wall carry.
In 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. 2H becomes scarier, as it no longer can be fuzzy guarded and has the speed and range to consistently meaty from Sin's knockdowns. However, 6KGuard:
LowStartup:
21Recovery:
10Advantage:
+3 is significantly safer with only moderately less reward and higher startup.
- 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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Large | KD +25 | 750, 1000 | 1000 | 250×2 |
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 |
Highly rewarding low poke with good range.
Sin's main knockdown tool and most common gatling from 5KGuard:
AllStartup:
7Recovery:
12Advantage:
-3/2KGuard:
LowStartup:
6Recovery:
11Advantage:
-2. Fills the gap between the faster but shorter 2K and longer but slower 2SGuard:
AllStartup:
12Recovery:
13Advantage:
-5.
Easily one of Sin's best round start options as it can often trade and give a hard knockdown. Most of his other options are either lacking in speed or range, so if you want to contest on round start, this is probably your best option.
Combos into Hawk BakerGuard:
AllStartup:
9Recovery:
36Advantage:
-26 (623S) for a combo with decent corner carry at the cost of 2 bars of stamina. Confirmable on counter-hit into Hoof StompGuard:
HighStartup:
21Recovery:
22Advantage:
-11 (214S) for a strong combo.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Large | HKD +53 | 1125 | 1000 | 300 |
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 |
Fast, long reaching upper body invulnerable strike. Great for counter poking and anti-airing.
Sin's go-to mid-crusher and anti-air due to its simple input, fast startup, and massive horizontal hitbox. Easily Sin's best anti-air as 5PGuard:
AllStartup:
6Recovery:
7Advantage:
0 and c.SGuard:
AllStartup:
7Recovery:
10Advantage:
+1 lack upper body invulnerability, and Hawk BakerGuard:
AllStartup:
9Recovery:
36Advantage:
-26 (623S) requires a DP motion which can potentially be missed in the heat of the moment.
On a close air counter hit, confirm into Hoof StompGuard:
HighStartup:
21Recovery:
22Advantage:
-11 (214S) for a damaging conversion. Only do this if you're confident on the range, as whiffing 214S sacrifices what could otherwise be an advantageous situation. Any other time, cancel into Elk HuntGuard:
LowStartup:
24Recovery:
15Advantage:
-8 (236K) to close the distance for some decent oki.
- Causes Hard Knockdown on Air Counter Hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -9 | 1500 | 1000 | 500 |
- If the first hit of a combo, applies an additional +20 Combo Decay.
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 |
Decently far reaching and low hitting pressure reset tool.
One of Sin's main pressure resets alongside Elk Hunt's follow-upGuard:
All (Guard Crush)Startup:
13Recovery:
20Advantage:
+8 (236K~K). 6K's ability to combo meterlessly on-hit and give plus frames on block make it a great gatling option from 5KGuard:
AllStartup:
7Recovery:
12Advantage:
-3 or c.SGuard:
AllStartup:
7Recovery:
10Advantage:
+1 if you're looking to stagger against a cautious opponent.
6K also serves as low-hitting counterpart to Hoof StompGuard:
HighStartup:
21Recovery:
22Advantage:
-11 (214S). Both 6K and 214S are 21f startup, potentially creating an un-fuzzyable high/low situation from any move that can gatling into 6K.
Be aware that 6K has a large amount of pushback on block, making it vulnerable to faultless defenseA special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource. and often pushing Sin too far back for his stronger buttons for pressure to connect after c.S gatlings. Dash momentum when using 6K, and somewhat c.S, as a meaty will counter this pushback, increasing both the moves consistency on hit for combos, and followup pressure on block.
- Plus 3 on block.
- Launches upward on hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Mid | KD +39 | 1500 | 1000 | 300 |
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 |
A forward advancing, safe on block normal with great utility in combos or as a frame trap.
While its relatively small hitbox prevents 6H from being much use in neutral, Sin's many gatling routes into it and its launching properties give it a variety of uses for combos and pressure.
c.SGuard:
AllStartup:
7Recovery:
10Advantage:
+1 > 6H on block is gapless when done immediately, but if delayed, 6H can be used to counter abareAn attack during the opponent's pressure, intended to interrupt it. or catch jump-outs. 5KGuard:
AllStartup:
7Recovery:
12Advantage:
-3/2KGuard:
LowStartup:
6Recovery:
11Advantage:
-2 > 6H on block has a 4f gap, which can be used to callout and punish people looking to interrupt a 5K/2K > 6KGuard:
LowStartup:
21Recovery:
10Advantage:
+3 pressure reset.
- Combos from 5K/2K on crouching or counter hit.
- Launches on hit. Launches higher on counter hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Large | KD +30 | 2000 | 1000 | 300 |
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 |
Quick, forward reaching air button.
A decent button for air-to-air scramble situations where speed is key. Combos into itself on hit for some free damage or better yet, if you manage to connect with j.P while high in the air, you can potentially confirm into j.SGuard:
HighStartup:
9Recovery:
21Advantage:
+1 (IAD) and/or j.HGuard:
HighStartup:
11Recovery:
26Advantage:
+3 (IAD) to convert into a grounded combo.
Gatling Options: j.P
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | 375 | 1000 | 300 |
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 | -1 (IAD) |
An angled kick that hits diagonally upward in front of Sin.
A slightly slower, but more rewarding version of j.PGuard:
HighStartup:
6Recovery:
9Advantage:
. Doesn't combo into itself but its higher launch allows for more consistent confirms. If used when rising, throw in another j.K or j.HGuard:
HighStartup:
11Recovery:
26Advantage:
+3 (IAD) to keep them airborne long enough for you to land and confirm. Otherwise if you connect at the height of your jump, or when falling you should have plenty of time to land and confirm without an additional arial button.
- Air jump and air dash cancelable.
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 | Small | +2 (IAD) | 750 | 1000 | 300 |
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 | +1 (IAD) |
A downward angled flagpole strike.
Sin's best jump-in for what it's worth, though its vertical hitbox leaves much to be desired. Otherwise it takes up a good amount of air space in front of Sin. Its gatling into j.HGuard:
HighStartup:
11Recovery:
26Advantage:
+3 (IAD) makes getting extra damage on an air hit a breeze, especially on counter hit where it because quite easy to convert into a ground combo.
- Air jump and air dash cancelable.
Gatling Options: j.H, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | +4 (IAD) | 1125 | 1000 | 300 |
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 | +3 (IAD) |
Long reaching disjointed flagpole strike.
An incredible air-to-air button given its size, disjoint, and reward on counter hit. Generally not as good of a jump-in button as j.SGuard:
HighStartup:
9Recovery:
21Advantage:
+1 (IAD), but when spaced correctly to take advantage of its disjoint it can work quite well. You will mostly be canceling this into jump or air dash, as j.DGuard:
HighStartup:
28Recovery:
16Advantage:
-3 at best is usually too slow to connect on hit.
- Air jump and air dash cancelable.
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | +6 (IAD) | 1125 | 1000 | 300 |
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 best |
Momentum stalling divekick.
Useful for baiting anti-airs but is otherwise too slow to really be useful. Has some niche uses in the corner as a way to save stamina after a Roman Cancel due to its ground/wall bounce on air hit. This is most useful after a throw into the corner.
Can hit lower on block to be safe, but is usually punishable by throw otherwise.
- Air jump and air dash cancelable.
- Ground and wall bounces on air hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | 0 at best | 1125 | 1000 | 500 |
- Special cancellable after landing on hit or block
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 |
Allows for a auto timed safejump via Throw > 5PGuard:
AllStartup:
6Recovery:
7Advantage:
0 (whiff) > IAD > FDC > j.SGuard:
HighStartup:
9Recovery:
21Advantage:
+1 (IAD).
Optionally, Throw > 236KGuard:
LowStartup:
24Recovery:
15Advantage:
-8 (whiff) > c.SGuard:
AllStartup:
7Recovery:
10Advantage:
+1 is an auto-timed meaty, thought it loses to back-dash unless slightly delayed, and is not safe to reversals.
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- Counter Hit state during recovery.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +53 | 2500 | 1000 |
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
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 or Until Landing + 10 | none |
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- Counter Hit state during recovery until landing.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +54 (IAD) | 2500 | 1000 |
- Air Throws have both normal recovery and special recovery frames upon landing. It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their IAS'"`UNIQ--item-13734--QINU`"' height instead.
- Frame advantage decreases as height increases (+49 to +57).
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
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
Massive horizontal thrust attack that covers roughly 1/2 of the screen.
Sin's largest poke and his main pressure extender. Comes with an extended hurtbox during recovery and is vulnerable to 6Ps, but that's all part of the plan. Conditioning your opponent around this move is one of Sin's best ways to force counter hits and whiff punishes. 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 both on block and 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
Quick, safe-on-block advancing strike.
Used to confirm from Beak Driver on hit into a soft knockdown. Great for frametrapping opponents and makes Beak Driver safe on block as well. Allows Sin to threaten with Gazelle Step off of Beak in neutral as they might be afraid to challenge due to this move's existence.
- 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
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Beak Driver | 90% | 2 | Mid | -11 | 1500 | 1000 | 300 | |||||||||||||||||||||||||||||||||||||||||||||||||||||
Beak Driver Follow-Up | 90% | 3 | Mid | KD +29 | 2000 | 1000 | 300 |
Beak Driver:
- Cancellable into Beak Driver Follow-up or Gazelle Step during 17~31f, requiring and using 1 Stamina bar
Beak Driver Follow-Up:
- Cancellable into Gazelle Step during 14~23f, requiring and using 1 Stamina bar
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 | 1-11 Strike |
Hawk Baker Follow-Up | 43 | All | 12 | 3 | 33 | -19 | 1-14 Strike |
- 623S
Rising invincible flag strike.
Meterless invincible reversal with two hits. There is a large, punishable gap between the first and second hit, granting the opponent a guaranteed punish if they are ready, skipping the minigame of the follow-up altogether.
Notably confirms into Tyrant BarrelGuard:
AllStartup:
9+1Recovery:
38Advantage:
-22 (236236P) on hit using a kara cancel at the cost of 1 stamina. This allows Sin to steal back his turn with a wallbreak in the corner after being left negative by moves such as Beak Driver's FollowupGuard:
AllStartup:
13Recovery:
9Advantage:
-3 (236H~H).
Normally, 623S into Gazelle StepGuard:
-Startup:
Recovery:
Total 24Advantage:
will allow for meatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. c.SGuard:
AllStartup:
7Recovery:
10Advantage:
+1, allowing Sin to start his pressure. When used in combos or on CounterhitHitting someone while they are in the startup of an attack. In some games counter hits get enhanced by dealing more damage and giving more frame advantage, which can open up new combo possibilities., Sin will instead be + enough after Gazelle Step to allow 6KGuard:
LowStartup:
21Recovery:
10Advantage:
+3 and Hoof StompGuard:
HighStartup:
21Recovery:
22Advantage:
-11 (214S) to meaty, giving Sin a high / low mix.
- Strike invincible during start-up.
- Counter Hit state during recovery.
- Cannot Roman Cancel unless the opponent is in hitstun or blockstun.
- 16f gap on block between the first and second hit.
- 623S~S
Large invincible upward strike
Powerful, invincible frametrap to mindgame opponents into not punishing Hawk Baker. However if they wait, you will still get punished as this follow-up is -19 on block.
Useful in combos where opponents aren't high enough to be picked up after Hoof StompGuard:
HighStartup:
21Recovery:
22Advantage:
-11 (214S), though this does cost 2 bars of stamina, since you will need to use both this move and Gazelle StepGuard:
-Startup:
Recovery:
Total 24Advantage:
to continue the combo.
This move is heavily affected by Combo Decay, launching high enough to combo into 5KGuard:
AllStartup:
7Recovery:
12Advantage:
-3 on optimal starters, but quickly scaling to not combo after Sin's worst starters or a few hits of a combo.
- Strike invincible during start-up.
- Counter Hit state during recovery.
- 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
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hawk Baker | 60% | 2 | Large, Very Small | KD +3 [-22] | 700×2 | 1000 | 250×2 | |||||||||||||||||||||||||||||||||||||||||||||||||||||
Hawk Baker Follow-Up | 60% | 3 | Mid | KD +28 | 2000 | 2000 | 700 |
Hawk Baker:
- Values in [ ] are for when only the second hit connects.
- Follow-up cancellable during 39~54f. Delayable for a maximum of +15 frames.
- If only the first hit connects, it is not cancellable until after the last active frame, 42~54f
- If Hawk Baker hits a non-player entity, it may still perform the Follow-Up, but does not gain access to Roman Cancels.
- Forced crouching on the second hit, granting +1 hitstun.
- Airborne 9~37F
- If the first hit of a combo, applies an additional +20 Combo Decay.
Hawk Baker Follow-Up:
- Only cancellable into Gazelle Step during Active frames 13~15f.
- If the first hit of a combo, applies an additional +20 Combo Decay.
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
Fast moving, low-profile approach tool that hits low.
Somewhat limited by its startup as it's not fast enough to be usable in most combos pre-launch and leaves a large gap for the opponent to fight back in blockstrings. Still has its uses as compared to other special moves it is somewhat safe on block without its follow-up, and can catch people low that are blocking high in anticipation of Hoof StompGuard:
HighStartup:
21Recovery:
22Advantage:
-11.
One of Sin's best combo enders on already launched opponents and it lets him close the gap and knocks them just high enough to give Sin time to run in and get a meaty.
- 236K~K
Large energized punch that leaves Sin quite plus for pressure extensions.
Useful as a low-risk, high-reward frame trap. Elk Hunt is just minus enough to tempt opponents into trying to punish it on block, and if delayed, this follow-up can counter hit them for a sizable combo at the cost of 1 more stamina for Gazelle StepGuard:
-Startup:
Recovery:
Total 24Advantage:
. If they resist the temptation and continue blocking, this will still guard crush and leave you very plus on block.
Cancelling this into Gazelle Step 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.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236K | 90% | 2 | Mid | -5 | 1125 | 1000 | 300 | |||||||||||||||||||||||||||||||||||||||||||||||||||||
236K~K | 90% | 3 | Mid | KD +33 | 2000 | 1000 | 300 |
236K:
- Cancellable into Elk Hunt Follow-up or Gazelle Step from 25~37f, requiring and using 1 Stamina bar
236K~K:
- Guard Crush duration: 30f.
- Cancellable into Gazelle Step during 14~16f, requiring and using 1 Stamina bar
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
Forward advancing, low-crushing, multi-hitting overhead stomp.
Great for dealing with moves like Nagoryuki's 2SGuard:
LowStartup:
11Recovery:
21Advantage:
-11. It can still lose to some high hitting or active lows like LeoGuard:
LowStartup:
12Recovery:
19Advantage:
-8 or GiovannaGuard:
LowStartup:
17Recovery:
12Advantage:
-8's 2Ds.
214S also serves as high-hitting counterpart to 6KGuard:
LowStartup:
21Recovery:
10Advantage:
+3. Both 214S and 6K are 21f startup, potentially creating an un-fuzzyable high/low situation from any move that can gatling into 6K.
Be ready to cancel this move with either the follow-up or a Roman Cancel because the move is -11 on block and still -8 on hit. Given its forward advancing nature, is punishable on hit by almost, if not, everyone's c.S for big damage depending on who's hitting it.
- Ground bounces on air hit. Useful for combos with Gazelle Step into 5K/2K/c.S.
- 214S~S
Large forward swipe with plenty of pushback on block.
Basic frametrap ender. Usually used to make Hoof Stomp safe when the opponent guesses correctly on the high mix. The pushback is usually enough to make it safe but disadvantageous on block as long as it is not instant blocked. This is usually not a problem though as there is a hefty cancel window to delay the timing, so long as you're not worried about reversals.
- 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
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214S | 80% | 2 | Mid | -8 | 525×2 | 1000 | 150×2 | |||||||||||||||||||||||||||||||||||||||||||||||||||||
214S~S | 90% | 3 | Mid | KD +23 | 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 (25~37f), requiring and using 1 Stamina bar
214S~S:
- Cancellable into Gazelle Step from 14~16f, 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 |
Lightning fast forward dash follow-up.
Used to punish opponents sleeping at the wheel. While mostly reactable, Gazelle Step is fast enough to catch opponents off-guard, especially if they've been conditioned to block. This is best done after making them block a special move such as Beak DriverGuard:
AllStartup:
16Recovery:
22Advantage:
-14 (236H) but before you do the follow-up. This will make it harder to react to/punish, as they also have the threat of the follow-up to consider. If done after the follow-up, it's much easier to react to as Sin has exhausted all of his other options at that point, making Gazelle much more predictable.
Gazelle Step is also incredibly important for maintaining pressure on hit after most combos since they tend to send the opponent far away. This leaves you much closer, sometimes with the potential of oki, at the cost of an extra bar of stamina.
Finally, Gazelle also opens the way to Sin's most optimal combo enders through Kara R.T.LGuard:
AllStartup:
11+5Recovery:
25+32 After LandingAdvantage:
-55 (632146H) and Kara Tyrant BarrelGuard:
AllStartup:
9+1Recovery:
38Advantage:
-22. These allow Sin to convert most of combos into a highly advantaged wall break, so long as he has one extra stamina and 50% Tension. The timing of both of these inputs vary based on which special or follow-up was done beforehand, making this a tricky but highly rewarding technique.
- Costs 1 bar of Stamina.
- Sin can cancel into this on hit or block from any special or special follow-up besides Still Growing
Guard:
-Startup:
Recovery:
Total 49Advantage:
(63214P).
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Requires and uses 1 Stamina bar
- Gazelle Step Frame Advantage Chart
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 |
A semi-long animation in which Sin eats one of five random food items.
Still growing grants Sin a random effect, with a random potency and duration from 2-6 seconds. This move is best used after a hard knockdown, or after a combo that sends the opponent away from Sin.
Sadly the effect of the food varies from irrelevant to okay at best. Besides the food item and color around Sin indicating which buff he got, there are no visual indicators (except for the Health/Tension rewards) to show what strength or length of buff you are recieving, limiting the usefulness of this move, as you cannot play around a buff that you do not know. Additionally, due to usually receiving the weakest strength benefits, it is rarely worth using unless completely free of risk.
- Meat on the Bone: increases damage done 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
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
63214P |
63214P:
- Food takes effect on frame 38, but since the move is 49 total frames, there are 12 wasted frames for Meat/Lobster/Fish buffs.
- See notes.
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 | 11+5 | 12 | 25+32 After Landing | -55 | 1~18 All |
632146HH | 10~100 | All | 12 | 8 | 39+15 After Landing | -43 |
- 632146H
During R.T.L Sin can perform up to two additional follow-up hits by holding a direction and pressing H. Can go into 643216H~H by pressing H without holding a direction
A flashy, invincible, forward advancing charge attack. A technique he inherited from his fatherGuard:
AllStartup:
8+1Recovery:
99Advantage:
-82, but with a twist.
Sin's invincible overdrive, with (almost) full-screen carry into a wall break for massive damage. It is slightly slower than other invincible reversals, making it somewhat easier to evade. 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.
Kara R.T.L is an invaluable tool in Sin's arsenal, allowing him to wall break from nearly any combo so long as he has an extra bar of stamina to spare. This results in massively damaging combos, and advantageous situations post-wallbreak. It is recommended to learn this technique once you've gotten the basics down to fully take advantage of this super.
- Can only perform the follow up attacks if the previous hit connected.
- Follow up attacks have a punishable 11F gap between them on block.
- On Wall Break results in a Hard Knockdown for +36 frame advantage.
- 632146H~H
A large explosion radiating from Sin.
Produces an explosion in place, consuming all remaining Tension regardless of how much is left over. The damage dealt and size of the hitbox is roughly proportional to the amount of Tension consumed upon use. Because this move leaves you with 0% Tension afterwards, it is not recommended to use unless you are sure it will end the round, or you are confident enough to continue the round with whatever meter you will build afterwards.
- 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
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
632146H | 100% | 2 | Mid | HKD +20 | 500×3 | 1000 | 0 | |||||||||||||||||||||||||||||||||||||||||||||||||||||
632146HH | 100% | 4 | Very Small | HKD +20 | 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
A point blank explosion followed by a powerful punch. A technique Sin likely created as an homageGuard:
AllStartup:
7+2Recovery:
41Advantage:
-44 to the man who raised him.
Sin's highest damage combo ender, if timed correctly. The initial strike hits closer to the ground, meaning it can sometimes whiff on high launches, particularly after 2HGuard:
Low, AllStartup:
14Recovery:
27Advantage:
-16 or 6HGuard:
AllStartup:
15Recovery:
17Advantage:
-4.
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 GrowingGuard:
-Startup:
Recovery:
Total 49Advantage:
and okizeme with 2S. However this costs 50% meter and doesn't deal particularly high damage, generally making it 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 Clean 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. Thus, it is often better to aim to hit slightly early, and get most of the damage unless the Clean Hit is absolutely necessary.
A Clean Hit will almost always allow for followup c.SGuard:
AllStartup:
7Recovery:
10Advantage:
+1, Hoof StompGuard:
HighStartup:
21Recovery:
22Advantage:
-11, or 2HGuard:
Low, AllStartup:
14Recovery:
27Advantage:
-16 okizeme midscreen, giving Sin a full strike/throw, high/low mixup. Non-Clean Hits allow for much weaker okizeme midscreen, only giving enough time for longer reaching buttons to meaty (such as 2SGuard:
AllStartup:
12Recovery:
13Advantage:
-5, 2H, and 6HGuard:
AllStartup:
15Recovery:
17Advantage:
-4). Near the corner, if the wall doesn't break, any Hit will allow even 6KGuard:
LowStartup:
21Recovery:
10Advantage:
+3 to meaty the opponent, giving him even more extremely potent mixups.
- Launches into a Hard Knockdown on hit. Causes a Rolling Tumble on Clean Hit.
- Clean 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
|
CH Type
|
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 Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236236P | 100% | 4 | Mid | HKD +53 | 2500 | 1000 | 0 | |||||||||||||||||||||||||||||||||||||||||||||||||||||
236236P~]P[ | 100% | 4 | Mid | HKD +19 [CL HKD +56] (OTG -6) | 2500 | 0 | 0 |
236236P~]P[:
- Releasing
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.
1 Frame window for the 120 Damage hit, 2 Frame for the 90 Damage hit, 3 Frame 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.
can be released 1 Frame before superflash ends at the earliest (64 Frames after the 236236P input).
- Pressing
(if it hasn't already been held down) has a valid input window Frames 64~96 after inputting 236236P
- If the
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
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
1Included in Additional Color Pack #2 |