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Matchups
- Replay Theater is a great resource to find high-level matchup footage.
- High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
- The Counterstrategy page will generally have some basic counterstrategy against each character in the game.
- Please keep in mind that matchup charts are subjective and not all players may agree on them.
Anji Mito
Round Start
Notable Interactions
Since the projectile has a very long startup and a lot of recovery, it is possible to low profile the move with Elk HuntGuardLowStartup21Recovery15Advantage-8 on reaction. Best case scenario, Sin will get a CH, otherwise Anji will be forced to block.
Spin is the biggest problem in the matchup, as Sin has a lot of slow buttons that struggle to hit it's startup. MidareGuardAllStartup7Recovery30Advantage+11 makes Sin's aerial buttons such as IABD j.HGuardHighStartup11Recovery26Advantage+3 (IAD) equally as dangerous as grounded options. The Spin makes the roundstart tricky, where it's best to backdash or block because it's rather easy to react with 2KGuardLowStartup6Recovery11Advantage-2 or ThrowGuardStartup2Recovery38Advantage-.
All followup options are punishable if Anji has bad spacing or if one of the moves is IB'd.
Neutral
Neutral must be played very patiently because of the spin, often defensively using 2SGuardAllStartup12Recovery13Advantage-5, f.SGuardAllStartup11Recovery19Advantage-8, and IABD j.HGuardHighStartup11Recovery26Advantage+3 (IAD).
Beak DriverGuardAllStartup16Recovery22Advantage-14 is also very sensitive to SpinGuardStartupRecoveryTotal 34~50Advantage- as it can punish Beak Driver from any range. Be careful of Anji's f.SGuardAllStartup11Recovery21Advantage-9 which outranges Sin's 2SGuardAllStartup12Recovery13Advantage-5.
Sin's f.SGuardAllStartup11Recovery19Advantage-8 remains the best option in terms of distance to manage neutral, but be careful not to overuse it as it is weak on spin.
Offense
Anji does not have a normal in 4f or meterless reversal, but has a metered ParryGuardStartup1Recovery10Advantage-, which can still be beaten by ThrowGuardStartup2Recovery38Advantage-. It lasts 30f, and thus is not possible to bait with a delayed meaty or j.DGuardHighStartup28Recovery16Advantage-3 at best.
Safe Jump post wall break is OK if Anji does not have meter.
On the other hand, Anji's 2PGuardAllStartup5Recovery10Advantage-2 can trade against Elk HuntGuardLowStartup21Recovery15Advantage-8 and Hoof StompGuardHighStartup21Recovery22Advantage-11 after 2H on block.
Defense
Anji's okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. can be scary with ShitsuGuardAllStartup29RecoveryTotal 52Advantage-6 as it can offer him safe mixups, but Sin can use Hawk BakerGuardAllStartup9Recovery36Advantage-26 against some of them to steal back his turn.
Anji's 2D is -11 on block, meaning it can be punished with Hawk BakerGuardAllStartup9Recovery36Advantage-26 if close enough.
Asuka R
Round Start
Wins* - Sin gets a punish but very small reward.
Loses* - Sin can punish if you add a microwalk forward before your 6P.
Whiffs* - Sin is plus after whiff.
Neutral
Offense
Defense
Axl Low
Round Start
Sin Blocks* - Enough time to react with 6P.
Whiffs* - Sin is plus after whiff.
Whiffs** - You can punish RainwaterGuardAllStartup24Recovery21Advantage+3 on whiff with Elk HuntGuardLowStartup21Recovery15Advantage-8 or Wild AssaultGuardAllStartup16~28Recovery20Advantage-4.
Notable Interactions
Neutral
Offense
Defense
Baiken
Round Start
Wins* - Move will whiff if Sin walks back too far.
Wins** - Sin gets a punish but a very small reward.
Notable Interactions
Neutral
Offense
Defense
Bedman
Round Start
Note on j.7, AD3 j.S - Timing on this option is manual and thus variable, so results may differ.
Wins* - Sin can get a punish here, but it's difficult to do so.
Wins** - Sin gets a punish but a very small reward.
Wins*** - 6P can whiff based on timing.
Sin Blocks* - Sin can backdash on reaction.
Neutral
Offense
Defense
Bridget
Round Start
Wins* - Sin gets a punish but a very small reward.
Sin Blocks* - Sin can jump the 236HGuardAllStartup15RecoveryTotal 38Advantage-4 on reaction.
Notable Interactions
Neutral
For neutral against Bridget it's mostly about playing around 2S and Calling out yo-yo toss with Elk Hunt (236K) beak driver can carry a lot of weight for calling out Rolling Movement and Kick Start My Heart. You can also use a run up Hoof Stomp (214S) to call out a 2S attempt in which case you hop over it and punish Bridget. 6P can carry a good amount as well for pressure and calling out gaps as well as the ability to Elk Hunt (236K) under 5H and F.S for a big punish and chance to start your turn. Like most matchups with sin hitting F.S is a death sentence (19 Frames of recovery :() especially seeing as how Bridget can control space better than you. Seeing as how sin simply lacks a backdash, dealing with Rock The Baby is best done by either jumping and using an aerial or challenging it with a grounded normal.
Offense
While pressing advantage with Sin against Bridget you don't have to be worried about much she can do, especially when shes so squishy and prone to exploding. Mostly search for a random Starship or 2K mash and proceed as normal occasionally using 6K to reset pressure and potentially open her up. When trying to get your turn if you have conditioned Bridget to block after Elk Hunt (236K) you can gazelle afterwards and force your turn even when it shouldn't be.
Defense
This is where having a good 6P really comes into play being able to 6P 5H is a incredible thing especially when it can lead to a Beak Driver (236H) into Kara Tyrant Barrel for massive damage and potential wall break. Elk Hunt (236K) under 5H is a consistent option as well while in the corner. If the Bridget likes to pressure with 2S you can Hoof Stomp (214S) over it for a chance to actually play the game. Obviously you can also Hawk Baker (623S) to skip all of this but that isn't entirely consistent and can lead to your demise.
Chipp Zanuff
Round Start
Wins* - Sin gets a punish but a very small reward.
Wins** - Sin can win with 6P on reaction (either after 2K recovery or after walk back).
Notable Interactions
Neutral
Offense
Defense
Elphelt Valentine
Round Start
Neutral
Offense
Defense
Faust
Round Start
Notable Interactions
Neutral
Offense
Defense
Giovanna
Round Start
Wins* - Sin gets a punish but very small reward.
Notable Interactions
Neutral
Offense
Defense
Goldlewis Dickinson
Round Start
Wins* - Sin gets a punish but a very small reward.
Sin Blocks* - 5P autotimes a backdash.
Sin Blocks** - Sin can backdash the 236DGuardAll (Guard Crush)Startup20~31Recovery20Advantage+7 on reaction.
Notable Interactions
Neutral
Offense
Defense
Happy Chaos
Round Start
Walk back f.S* - Sin may be able to whiff punish but is always at risk of losing to RNG shot.
Wins* - It can be hard for Sin to get a punish, but it is possible.
Whiffs* - Sin can jump CurseGuard-Startup-Recovery29 totalAdvantage- on reaction.
Loses* - Sin can lose to RNG shot.
Notable Interactions
Neutral
Offense
Defense
I-No
Round Start
Notable Interactions
Neutral
Offense
Defense
Jack-O
Round Start
Wins* - Results can vary depending on how far Sin walks back, with at worst a whiff.
Notable Interactions
Neutral
Offense
Defense
Johnny
Round Start
Wins* - Sin gets a punish but very small reward.
Whiffs* - Sin can punish with f.S on reaction.
Whiffs** - Sin ends up perfectly spaced to punish with c.S.
Neutral
Offense
Defense
Ky Kiske
Round Start
Notable Interactions
Neutral
Offense
Defense
Leo Whitefang
Round Start
Notable Interactions
Neutral
Offense
Defense
May
Round Start
Notable Interactions
Neutral
Offense
Defense
Millia Rage
Round Start
Notable Interactions
Neutral
Offense
Defense
Nagoriyuki
Round Start
Notable Interactions
Neutral
Offense
Defense
Potemkin
Round Start
Notable Interactions
Neutral
Offense
Defense
Ramlethal Valentine
Round Start
Notable Interactions
Neutral
Offense
Defense
Sin Kiske
Round Start
Notable Interactions
Neutral
Offense
Defense
Sol Badguy
Round Start
Notable Interactions
Neutral
Offense
Defense
Testament
Round Start
Notable Interactions
Neutral
Offense
Defense
Zato-1
Round Start
Notable Interactions
Neutral
Offense
Defense