GG2/Sin: Difference between revisions

From Dustloop Wiki
< GG2
Line 100: Line 100:
Images =  ---->
Images =  ---->
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Sin-8X.png |Bad speed, great range
GG2_Sin-F8X.png |Bad speed, great range
</gallery>
</gallery>
<!-----|-|
<!-----|-|

Revision as of 11:28, 4 October 2022


Overview
Overview

Making his debut in the series, Sin is a close to midrange monster. With large, sweeping moves and high mobility attacks, Sin has no issue controlling the flow of battle. As well, he has possibly one of the most versatile special moves with Beak Driver, allowing him to both shred Masters and Servants alike.

Nothing is without weakness, and Sin is definitely no exception. His hurtboxes extend far more than they may look, leading to quite a few situations where Sin can get pre-emptively counter-poked and have to Burst to get his pressure back. As well, his combos don't do any exceptional damage with or without Modern Cancel, generally falling slightly below the average.

Sin's purchasable abilities are a projectile that heals Servants or one that drains nearby Servants of their life to power a very strong projectile. Late game Sin becomes a rather flexible character with good zoning and a very sturdy army to wall the opponent out.

If Sin is a character you wanted to play, don't be disappointed. With all of his tools combined, Sin makes life hellish for the opponent in larger scale conflicts. So long as a Sin player is good at covering his troops then his troops will do a good job of covering him.

 Sin  Sin is Master with large yet slow attacks which give him good Servant ClearWhen a Master takes time to clear massive swathes of enemy Servants, often by abusing strong single-hitting attacks with wide reach.. Alone Sin's attacks can be whiff punished but next to his strong Tribe he becomes an offensive powerhouse.

Pros
Cons
  • Amazing Reach: Able to pressure other characters from a distance, Sin is almost never out of range to threaten the opponent
  • Counter: Electroreverb, one of the only other reversals in the game, allows Sin to exploit gaps in the opponent's pressure and strike back with high power.
  • Pressure Nightmare: Sin's normals aren't anything special on Guard, but Big Beak Driver and Voltic Eye make the thought of blocking against Sin impossible. With the highest possible Guard damage of a single attack, Big Beak Driver is pivotal to Sin's gameplan and lets him open up opponents, while Voltic Eye can be used to make them take a powerful attack if they sidestep.
  • Strong Army: With an army that's generally strong in all stages of the game, Sin can focus on playing where he wants to be and avoid engagement until it becomes advantageous.
  • Beak Driver: Beak Driver and Big Beak Driver do massive damage, enable combos, and can easily hit multiple opponents. It's useful in any context that he has Tension.
  • Counter-poking: Sin's hurtboxes are questionable, and as such, he's susceptible to counter-poking, which most characters aren't due to the nature of this game.
  • Slow buttons: Most of Sin's attacks have long start up and recovery meaning if a rushdown oriented Master like Ky, Sol, or Izuna get in they can pin Sin in a disadvantage state where his only ways out both cost meter and are punishable when read. Due to this Sin is often forced to fight around his Servants using them as cover.
  • Tension-reliant: Without Tension, Sin's pressure and combos leave much to be desired and don't give him any room to threaten the opponent. In between battles, he has to recover the Tension he spent to remain as a threat throughout a match.
  • Bad Overdrive: Sin's R.T.L. can't decide what it wants to do. It does ok damage for each of its three hits, but less than Ky's one-directional Ride the Lightning, meaning it can struggle to wipe out crowds. As well, Sin cannot combo all three hits against a single enemy, making its single target damage lackluster compared to competition like Tyrant Rave.
  • Expensive Army: Sin's army is expensive and since Sin is reliant on them so he might be forced into engagements if they enemy Master is targeting his troops.
Sin
GG2 Sin Portrait.png
Health
480
Skills
Patecatl Stain, Phantom Barrel, Exciter, Humming Sword
Tribe
Illyria

Lock-off Attacks

Most aren't very useful for Sin besides F8X so this will be filled in after Sin's more important moves are completed for this page.


F5X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
21 Low No None Side & Back

F5XX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
21 (12, 9) Low No None None

F8X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
90 High Yes Long Side & Jump

Lock-on Attacks

5X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
42 Low Yes None Side, Back, & Jump

Good range but slow compared to other characters 5X attacks. If you hit this at it's tip then 5XX will whiff so you will want to go into something else like 5YY, side/back step cancel, or jump cancel with a well spaced j.8X.

In most cases where you need a fast yet short range button 6X takes it's place.

5XX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
37 Low No None Side & Back

Gets you from 5X to 5XXX.... unless you hit 5XX at tip range then 5XXX will whiff. In this case cancel 5XX into something else like back/side step cancel or 5YY.

5XXX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
37 Low No None Side & Back

A launcher can set up good juggle combos.

4X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
52 Low No None Forward & Back

Sin spins his flag around his left side. Has high damage and good AoE making this move a go to way to meterlessly kill groups of Servants. Only the later portion of the move has a hitbox.

Can gatling into gatling The special category of cancels that describe how each character can cancel normals into other normals and specials. which can gatling The special category of cancels that describe how each character can cancel normals into other normals and specials. back into 4X, this sequence can cancel into itself repeatedly which is great for damaging groups of servants quickly.


4X is also great poke which can catch sidesteps. Just don't throw it out too often as if you get predictable the opponent can jump over it and depending on the matchup that could hurt alot for Sin.

6X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
30 Low No None Side, Back, & Jump

A quick jab that might whiff on an opponent walking slightly to your left. The visual effects are a bit misleading as to the range this hits.

Since it's jump cancelable it can be used as combo filler in between two j.8X in some combos.

2X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
45 Low Yes Long Forward & Back

A quick sweep that leads to hard knockdown. Hitting a Lock-on Dash then doing this move as you near the target will carry a little bit of momentum and probably inspired Xrd Sin's Elk Hunt.

8X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
52 High Yes None Side & Jump

A vaulting kick that covers a great distance. Unsafe on block and can be sidestepped so it is a high risk option in neutral. On grounded opponents Needs meter to convert into combos.

Also sometimes used after 5YY (Beak Driver follow up) to juggle and jump cancels into an air combo.

Jumping Attacks

j.5X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
30 Low No None None

Air combo filler.

j.5XX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
30 Low No None None

Air combo filler.

j.5XXX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
55 Low No None None

j.8X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
52 Medium Yes Normal None

Divekick

Specials

Beak Driver

F5Y/5Y

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.

Sin's signature attack. High damage and the 5YY follow up launches allowing you to continue with a juggle combo.

Beak Driver

F5YY/5YY

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
90 (67) High Yes Normal 10%

A follow up to Beak Driver that creates a sphere of energy which explodes to launch the opponent.

  • Sin can Combo off F5YY/5YY's launch with 8X at most ranges which iteself is jump cancelable into an air combo.
  • If you cant hit 8X after the launch, an IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. will let you go into an air combo instead for less damage.

Voltic Daze

4Y/6Y

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
77* High* No None 15%

Orb of dark lightning which stays active for some time. Appears diagonal to Sin forward and in the direction inputed.


Electroreverb

2Y

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
90 Unblockable No None 10%

A counter. the attack that follows has somewhat stubby range so your opponent might whiff punish you.

Big Beak Driver

8Y

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
160 Very High Yes Normal 10%

A forward advancing version of Beak Driver, This version is primarily a high damage combo ender with better AoE range than regular Beak Driver. Has a very far launching knockback.


Overdrive

R.T.L

X+A

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
585 (195*3) Medium Yes Launch 100%

S Sin performs his version of his Father's Overdrive 'Ride the Lightning'. Sin is inexperienced in combat though and doesn't know what makes an Overdrive useful so R.T.L. is a really bad way to use Sin's Tension compared to his other options like Beak Driver.

What makes Sin's Overdrive bad is that unlike Ky who has one big damaging attack, Sin has 3 with less damage which don't connect to each other in any way. Even if you hit the opponent with the first one you will be punished on the recovery of the last one.

Skills

Phantom Barrel

B

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
150, 240, 360 Low No None, Normal 10%

Exciter

B

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
45 Low Yes Launch 10%

Patecatl Stain

B

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
N/A N/A N/A N/A 4% per target

Sin shoots a projectile which can heal Servants it passes through.

Humming Sword Summons

B

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
N/A N/A N/A N/A 15%

Summons Humming Sword.


Navigation

Guilty Gear 2 -Overture-/Navigation