GGST/Sin Kiske: Difference between revisions

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==Overview==
{{MFlag|sticky=yea}}
{{GGST/CharacterLinks}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
<div id="home-content" class="home-grid">
{{Overview
{{card|width=4
| 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.
| header = Overview
| content = Rushing forward with an unmatched flair, keep your opponent on their toes with an absolutely relentless offense! Just make sure they're dead before you get too tired.


Sin Kiske is an aggressive rushdown character, sporting a powerful suite of tools for closing the distance, mixing up the opponent, and then tearing their life bar to shreds. However, these tools are limited by Sin's defining mechanic, the Stamina Gauge. As long as Sin has Stamina, he can cancel his special moves into followups that can frame trap and improve his frame data on block, or into [[#Gazelle Step|Gazelle Step]], a lightning fast dash that puts him right into his opponent's face. In addition, Stamina is also very important for combos, allowing Sin to convert good hits into long combos with great corner carry, and even allowing weaker hits to combo into [[#Tyrant Barrel|Tyrant Barrel]] for good damage and a possible wallbreak.
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 {{MMC|input=63214P|label=[[#Still Growing|Still Growing]]}}) into follow-ups that can deal extra damage, frame trap, and improve his frame data on block, or into {{MMC|input=66 after special move|label=[[#Gazelle Step|Gazelle Step]]}}, 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 {{MMC|input=236236P|label=[[#Tyrant Barrel|Tyrant Barrel]]}} or {{MMC|input=632146H|label=[[#R.T.L|R.T.L]]}} 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, 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 {{clr|S|2S}} and {{clr|K|5K}} are solid pokes in neutral, and [[#Beak Driver|Beak Driver]] hits from very far away, though its hurtbox leaves much to be desired. He fares much better against airborne opponents, with {{clr|P|6P}}, {{clr|P|5P}}, and {{clr|H|j.H}} providing stellar control over his airspace. On defense, [[#Hawk Baker|Hawk Baker]] is a strong DP, though the minigame around its follow up can be bypassed completely by punishing it before the second hit.
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 {{MMC|input=2S|label={{clr|S|2S}}}}, {{MMC|input=f.S|label={{clr|S|f.S}}}} and {{MMC|input=5K|label={{clr|K|5K}}}} are solid pokes in neutral, {{MMC|input=236K|label=[[#Elk Hunt|Elk Hunt]]}} is a fast moving approach tool with a low profile, and {{MMC|input=236H|label=[[#Beak Driver|Beak Driver]]}} hits from very far away, though its hurtbox leaves much to be desired. He fares quite well against airborne opponents, with {{MMC|input=6P|label={{clr|P|6P}}}}, {{MMC|input=5P|label={{clr|P|5P}}}}, and {{MMC|input=j.H|label={{clr|H|j.H}}}} providing stellar control over his airspace. On defense, Sin has {{MMC|input=623S|label=[[#Hawk Baker|Hawk Baker]]}}, 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!
If you want powerful rekka-esque offense, consistent damage, and a healthy helping of resource management, Sin Kiske might be the character for you!
| lore = He is the child of Ky Kiske, Allied King of Illyria, and Dizzy, a half-Gear, making him one-quarter Gear. Ky entrusted him to Sol as a child to avoid unwanted attention due to his incredible rate of growth caused by his Gear blood. Sol’s education leaned a bit too far into survival (self-admittedly), leading to Sin now being strong but mischievous and somewhat lacking in the academic department. Despite his looks, he’s actually not even ten years old yet, and is still rather immature mentally. He’s optimistic and doesn’t think too deeply about things. He could be called clueless at worst, and innocent at best. His simplistic thinking, however, can lead to a breakthrough in handling situations at times.
| lore = He is the child of Ky Kiske, Allied King of Illyria, and Dizzy, a half-Gear, making him one-quarter Gear. Ky entrusted him to Sol as a child to avoid unwanted attention due to his incredible rate of growth caused by his Gear blood. Sol’s education leaned a bit too far into survival (self-admittedly), leading to Sin now being strong but mischievous and somewhat lacking in the academic department. Despite his looks, he’s actually not even ten years old yet, and is still rather immature mentally. He’s optimistic and doesn’t think too deeply about things. He could be called clueless at worst, and innocent at best. His simplistic thinking, however, can lead to a breakthrough in handling situations at times.
| summary =is classified as a ''Rush'' type, using an assortment of follow-up attacks to keep up the pressure and chase down his opponent.
}}
| pros =
{{GGST/Infobox
* '''Built for Distance:''' Sin's special follow-ups, blockstrings and combos all have incredible corner carry. His [[#R.T.L|R.T.L]] super in particular can wallbreak from nearly 1/4th of the way to the corner.
* '''Always Raring:''' Sin gets great combos off of many of his best buttons, like {{clr|S|2S}} and {{clr|P|6P}}. [[#Beak Driver|Beak Driver]] launches from any hit and his {{keyword|BnB}}s are Stamina efficient, giving Sin consistently good reward.
* '''False Flags:''' Sin's special move overhead [[#Hoof Stomp|Hoof Stomp]] and the command normal low {{clr|K|6K}} are exactly the same speed and are fast enough to beat most {{keyword|abare}} from common cancels, making them powerful mixup tools that are also safe (or plus) if Sin has Stamina or Tension.
* '''Runs in the Family:''' [[#Elk Hunt|Elk Hunt]] is a very long range and low-profiling low that can turn into a terrifying Strike/Throw mixup on block by spending two Stamina. It's a threat that opponents have to be constantly aware of both in neutral and in pressure.
| cons =
* '''Too Much Muscle:''' The Stamina Gauge is central to using Sin's Specials and cannot be recovered any other way than waiting. This means Sin can encounter situations where he must choose to return to neutral or risk overextending his pressure without the means to keep himself safe.
* '''Odd Choice of Weapon:''' Sin's normals overall have lackluster startup and recovery, and while he has extremely powerful special moves this can still make midrange neutral, punishment, and scramble situations difficult.
| fastestAttack = {{MMC|input=2P|hitboxMode=true|label=[[#2P|{{clr|P|2P}}]]}} (5F)
| fastestAttack = {{MMC|input=2P|hitboxMode=true|label=[[#2P|{{clr|P|2P}}]]}} (5F)
| reversal = {{MMC|input=623S|hitboxMode=true|label=[[#Hawk Baker|{{clr|S|623S}}]]}} (10F)<br/>{{MMC|input=632146H|hitboxMode=true|imageNumber=1|label=[[#R.T.L|{{clr|H|632146H}}]]}} (10+5F)
| reversal = [[#Hawk Baker|Hawk Baker]] (9F)<br/>[[#R.T.L|R.T.L]] (10+5F)
| difficulty_rating = 4
}}
| official_difficulty = yes
{{ReasonsToPick
|unique_mechanic1_name=<span id="Stamina">Stamina</span>
|intro={{Character Label|GGST|Sin Kiske}} is an aggressive character who uses his unique resource and special move follow-ups to keep up the pressure on his opponent.
|unique_mechanic1=[[File:GGST Sin Stamina Gauge Full.png|300px|center]]
|pickMe=
*Combos with great damage and corner carry, through the use of a secondary resource.
*Scary stagger pressure, strike/throw, and even some decent high/low.
*Many large and far-reaching moves that allow for control of space on the screen well.
*A meterless, invincible reversal that gives solid oki on hit or can even confirm into a super.
|avoidMe=
*Thoughtful meter management to avoid losing most of your pressure and damage potential.
*Your best buttons being somewhat slow to start, making them slightly weaker in fast-paced scramble situations.
*Difficult kara-cancel and/or just-frame inputs for optimal combo enders which often punish you for messing up.
*A slightly slower backdash that can be awkward to use in a couple situations.
}}
</div>


Stamina is a unique resource that allows Sin to use Follow-ups after any of his special moves (other than {{MMC|input=63214P|label=Still Growing}}) 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 {{MMC|input=66 after special move|label=Gazelle Step}} after both the special moves and their Follow-ups, opening up mix-ups, pressure resets, and combo routes.
{{card|width=4
|header=Unique Mechanic: Stamina
|content=
[[File:GGST Sin Stamina Gauge Full.png|300px|center]]
Stamina is a unique resource that allows Sin to use Follow-ups after any of his special moves (other than {{MMC|input=63214P|label=[[#Still Growing|Still Growing]]}}) 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 {{MMC|input=66 after special move|label=[[#Gazelle Step|Gazelle Step]]}}, which is usable after any special move or it's follow-up (other than [[#Still Growing|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 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.


<div class="mw-collapsible mw-collapsed additional-data-section" data-expandtext="Show Stats for Nerds" data-collapsetext="Hide Additional Data" style="width: 100%; max-width: 1920px; padding-top: 5px; padding-left: 7px">
{{StatsForNerds|
<span class="mw-collapsible-toggle" style="width: 100%"/>
content=
The First Bar is the closest to the flag icon, while the Last Bar is the farthest from it.
The First Bar is the closest to the flag icon, while the Last Bar is the farthest from it.


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* Last Bar refills at a rate of 100 units/frame (50 frames to full).
* Last Bar refills at a rate of 100 units/frame (50 frames to full).
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}}
}}
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|frameChart=auto
|frameChart=auto
|description=
|description=
A fast long range jab you can use to poke, or use as an anti-air if you're too close to use {{clr|1|6P}}. Crouching options are more suitable for pressure.
A fast long range jab that is mostly used as an anti-air.
* Whiffs on all crouching characters and standing {{Character Label|GGST|Giovanna}}.
 
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 {{Character Label|GGST|Giovanna}}
 
Quite good as an AA if the opponent is too close for {{MMC|input=6P|label={{clr|P|6P}}}} or you don't want to commit to its longer animation. This is not always recommended though as {{clr|P|5P}} lacks {{clr|P|6P}}'s upper-body invulnerability.
 
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}
}}
}}
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|frameChart=auto
|frameChart=auto
|description=
|description=
Solid normal to use in neutral taking up decent space, good cancels, and decent startup and recovery. Combos into 2D at almost all ranges.
Solid normal to use in neutral, taking up decent space with low startup/recovery.
 
A great compliment to {{MMC|input=f.S|label={{clr|S|f.S}}}} and {{MMC|input=2S|label={{clr|S|2S}}}} 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.
 
It's possible to cancel {{clr|K|5K}} into {{MMC|input=623S|label={{clr|S|Hawk Baker}}}}, letting Sin start his extremely powerful meterless wallbreak combos beyond the range of {{MMC|input=c.S|label={{clr|S|c.S}}}}, but it can fail to combo at the very tip of the hitbox. This cancel is also important for meterless damage in the corner, as after {{MMC|input=2H|label={{clr|H|2H}}}} > {{MMC|input=214S|label={{clr|S|214S}}}} the opponent will bounce with just enough height to be picked up by {{clr|K|5K}}.
* {{clr|K|5K}} > {{clr|D|2D}} combos at most ranges on grounded opponents.
* {{clr|K|5K}} > {{clr|H|6H}} combos on crouching hit and counter hit.


[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
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|description=
|description=


{{clr|S|c.S}} is very flexible and important to his pressure, thanks to its frame advantage and wide array of gatlings. The same can be said for the move on hit as well, having gatlings into all of Sin's important combo tools. Note that the hitbox is a bit smaller vertically than it might seem at first glance.
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 {{clr|S|c.S}} also makes for a great {{keyword|meaty attack}}, 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 {{MMC|input=214S|label=[[#Hoof Stomp|Hoof Stomp]]}} and {{MMC|input=6K|label={{clr|K|6K}}}} for an easy high/low mix-up. Both Hoof Stomp and {{clr|K|6K}} leave a 5 frame gap when cancelled from {{clr|S|c.S}}, so a ready opponent can punish with 5 frame or faster {{keyword|abare}} or an invincible reversal.
 
On hit, Sin can gatling into {{MMC|input=2H|label={{clr|H|2H}}}} for highly damaging combo routes with lots of corner carry that usually results in a wall break, especially with meter. Given {{clr|H|2H}}'s hit-confirm difficulty and disadvantage on block, it may sometimes be worthwhile to use {{MMC|input=5H|label={{clr|H|5H}}}} or {{MMC|input=6H|label={{clr|H|6H}}}} instead for safety. The reward on hit for {{clr|H|5H}}/{{clr|H|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, {{clr|S|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.
* Ground bounces on air hit.
* Jump and dash cancellable.
* Jump and dash cancellable.
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|frameChart=auto
|frameChart=auto
|description=
|description=
A high recovery, long startup,  mid poke that is easily low profiled, whiff punished, and generally made to look foolish.
A fairly strong long and fast midrange poke and whiff punish tool.
 
Faster and longer range than {{MMC|input=2S|label={{clr|S|2S}}}}, but with less active frames and more recovery. While {{clr|S|2S}} benefits from a lower hitbox, allowing it to fight {{clr|P|6P}}'s, {{clr|S|f.S}} can counter moves that would high profile {{clr|S|2S}}.


Sin is usually better off using his {{clr|P|5P}} and {{clr|K|5K}} to check approaches or challenge in up close scrambles, and his {{clr|S|2S}} is far better suited for use as a midrange poke in neutral. Though it is slightly longer range than {{clr|S|2S}}, it can often be low profiled and {{clr|P|6P}}ed. Can hitconfirm into {{clr|H|2H}} for a launch or {{clr|H|5H}} for a safer option on block.
For most of this move's range, gatling into {{clr|H|H}} options will cause Sin to whiff, leaving him very punishable. Buffering into {{MMC|input=236H|label=[[#Beak Driver|Beak Driver]]}} or {{MMC|input=236K|label=[[#Elk Hunt|Elk Hunt]]}} are generally safe options, though Beak Driver won't combo at max range without Counter Hit, and Elk Hunt won't combo without counter hit, requiring stamina to be made safe.


* {{clr|H|2H}} and {{clr|H|5H}} gatlings have a natural gap of 2 and 3 frames respectively.
* Disjointed at its tip.
* Disjointed at its tip.
* Loses to low profile.


[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
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|frameChart=auto
|frameChart=auto
|description=
|description=
Combo filler and blockstring ender.
A two-hit advancing normal that is the safer, but less rewarding, counterpart to {{MMC|input=2H|label={{clr|H|2H}}}}. A good choice to avoid eating a reversal after a blocked {{clr|S|c.S}}, as other options require stamina or tension to become safe.


Usually combos into {{clr|S|623S}} unless a combo is very scaled, and is a useful gatling from {{clr|S|f.S}} and {{clr|S|2S}} in blockstrings due to being only -4 on block. Just a bit too slow for use in most neutral situations. The fact that it has two hits, both of which are special cancellable, allows you to vary your tempo and keep your opponent guessing on defense. You may be able to surprise your opponent by cancelling into {{clr|S|214S}} for an overhead or {{clr|K|236K}} for a low on either hit.
Not useful in neutral due to having a relatively small hitbox and exceptionally long total animation time. This move instead shines in pressure. Being Sin's only level 4 normal, this move allows for Sin to frametrap into {{MMC|input=214S|label=[[#Hoof Stomp|Hoof Stomp]]}} and {{MMC|input=236K|label=[[#Elk Hunt|Elk Hunt]]}}, trading with 3 frame buttons. It's only -2 on block, meaning it is impossible to punish without Instant Block. However, the large amount of pushback on block also means that throws require a notable dash up, making the strike / throw mix on {{clr|H|5H}} somewhat weak.
* Both hits are special cancellable
 
* Advances forward during execution
Sin's primary options to combo off {{clr|H|5H}} are {{MMC|input=623S~S|label={{clr|S|623S~S}}}}~66, Hoof Stomp, and Elk Hunt which in low gravity scaling gives strong extensions at the cost of 2 bars of Stamina.
* Small disjoint at its edge
 
* Both hits are special cancellable.
* Small disjoint at its edge.
* Leaves opponents grounded.
* Can be low profiled.
}}
}}


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;Uncharged Dust
;Uncharged Dust


Universal overhead attack that's pretty fast. It can gatling from {{clr|K|5K}}, {{clr|K|2K}}, or {{clr|S|c.S}} for an unsafe mix-up that can be made safe on block or converted into a full combo on hit by using [[GGST/Offense#Roman Cancels|Roman Cancel]].
Universal overhead attack that's pretty fast. It can gatling from {{MMC|input=5K|label={{clr|K|5K}}}}, {{MMC|input=2K|label={{clr|K|2K}}}}, or {{MMC|input=c.S|label={{clr|S|c.S}}}} for an unsafe mix-up that can be made safe on block or converted into a full combo on hit by using [[GGST/Offense#Roman Cancels|Roman Cancel]].
{{clr|S|214S}} is overall more useful as an overhead due to it's speed and low crushing properties.
{{MMC|input=214S|label=[[#Hoof Stomp|Hoof Stomp]]}} ({{clr|S|214S}}) is overall more useful as an overhead due to its speed and low crushing properties. 1f faster than {{clr|K|6K}} while gatling off of a lot of the same buttons, letting it frametrap if the opponent has been conditioned to block low or interrupt {{clr|K|6K}} with 5f buttons.
----
----
;Charged Dust
;Charged Dust
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<!-->(Please verify) ** Homing Jump combos can sometimes increase [[GGST/Gauges#Tension Balance|Tension Balance]] enough to activate [[GGST/Gauges#Positive Bonus|Positive Bonus]].-->
<!-->(Please verify) ** Homing Jump combos can sometimes increase [[GGST/Gauges#Tension Balance|Tension Balance]] enough to activate [[GGST/Gauges#Positive Bonus|Positive Bonus]].-->


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


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|frameChart=auto
|frameChart=auto
|description=
|description=
Legally required 5F mash. Sin's main {{keyword|abare}} method for mashing his way out of pressure and beating tickthrows. Quite good reward on counterhit, as Sin can link {{clr|K|2K}}>{{clr|D|2D}} at most spacings for a {{keyword|Hard Knockdown}}. He can also confirm {{clr|P|2P}} into {{clr|P|6P}}>{{clr|H|236H~H}}>66 on normal hit for a good amount of wall carry and the ability to take {{keyword|okizeme}}, though this comes at the cost of two stamina bars.
Legally required 5F mash. Is otherwise a fairly standard {{clr|P|2P}}.
 
This is Sin's main {{keyword|abare}} method for mashing his way out of pressure and beating tickthrows. Quite good reward on counterhit, as Sin can link {{clr|K|2K}}>{{clr|D|2D}} at most spacings for a {{keyword|Hard Knockdown}}. He can also confirm {{clr|P|2P}} into {{clr|P|6P}}>{{clr|H|236H~H}}~66 on normal hit for a good amount of wall carry and the ability to take {{keyword|okizeme}}, though this comes at the cost of 2 stamina bars.


[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}
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|frameChart=auto
|frameChart=auto
|description=
|description=
Low commit low poke. A useful move both in neutral and as combo filler due to its helpful gatling into {{clr|H|6H}} on corner juggles and {{clr|D|2D}} in blockstrings. Can be a strong option to take advantage of {{clr|K|6K}}'s plus frames after your opponent blocks that move due to its relatively long range, hard knockdown on hit, and fast enough startup to frametrap jump startup when +3.
A fast low poke with decent range.
 
A useful move both in neutral and as combo filler due to its helpful gatlings into {{MMC|input=6H|label={{clr|H|6H}}}} for corner juggles and {{MMC|input=2D|label={{clr|D|2D}}}} for blockstrings. Is also a strong option to take advantage of {{MMC|input=6K|label={{clr|K|6K}}}}'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.


* {{clr|K|2K}} > {{clr|D|2D}} consistently combos at almost all ranges.
* {{clr|K|2K}} > {{clr|D|2D}} combos at most ranges on grounded opponents.
* {{clr|K|2K}} > {{clr|H|6H}} combos on crouching hit and counterhit.
* {{clr|K|2K}} > {{clr|H|6H}} combos on crouching hit and counterhit.


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|frameChart=auto
|frameChart=auto
|description=
|description=
The low-reaching complement to {{clr|S|f.S}} in Sin's suite of pokes. Don't be fooled by its appearance - this is not a low attack, and can be blocked standing. Its relatively fast startup, large amount of active frames, low recovery, and the fact it can't be low profiled make it a strong choice of pokes when its slightly shorter range isn't a concern. As with {{clr|S|f.S}}, can hitconfirm into {{clr|H|2H}} for a launch or {{clr|H|5H}} for a safer option on block (though given it's only -5, this move doesn't usually need to be cancelled at all to be safe on block)
A fairly strong, low-to-the-ground, midrange poke.
 
The low-reaching complement to {{MMC|input=f.S|label={{clr|S|f.S}}}} in Sin's suite of pokes. Don't be fooled by its appearance - this is not a low attack, and can be blocked standing. Its relatively 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 {{clr|S|f.S}}, up close it can be cancelled into {{MMC|input=2H|label={{clr|H|2H}}}} or {{MMC|input=5H|label={{clr|H|5H}}}}, though their limited ranges makes special cancels a generally stronger option from anywhere besides point blank.


* {{clr|H|2H}} and {{clr|H|5H}} gatlings have a natural gap of 2 and 3 frames respectively on block.  
* {{clr|H|2H}} and {{clr|H|5H}} gatlings have a natural gap of 2 and 3 frames respectively on block.  
Line 173: Line 215:
|frameChart=auto
|frameChart=auto
|description=
|description=
Combos from {{clr|S|c.S}}, {{clr|S|f.S}}, and {{clr|S|2S}}. Deals less damage than {{Clr|H|5H}}, but its launch and forward movement make it a good tool for combos, comboing into {{Clr|S|214S}} up close and {{Clr|K|236K}} from farther away. In blockstrings, this move is very unsafe. It's -16 on block and advances forward, so it must be cancelled to be safe. All special cancel options except {{Clr|H|236H}} and {{Clr|S|623S}} have large mashable gaps, and {{Clr|H|236H}} and {{Clr|S|623S}} are themselves very unsafe on block unless cancelled into their followups at the cost of the stamina bar.
Your bread and butter combo tool.
 
Combos from {{MMC|input=c.S|label={{clr|S|c.S}}}}, {{MMC|input=f.S|label={{clr|S|f.S}}}}, and {{MMC|input=2S|label={{clr|S|2S}}}}. Deals less initial damage than {{MMC|input=5H|label={{clr|H|5H}}}}, but its launching property and forward movement make it a good tool for combos, comboing into {{MMC|input=214S|label=[[#Hoof Stomp|Hoof Stomp]]}} ({{clr|S|214S}}) up close and {{MMC|input=236K|label=[[#Elk Hunt|Elk Hunt]]}} ({{clr|K|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 {{MMC|input=236H|label=[[#Beak Driver|Beak Driver]]}} ({{clr|H|236H}}) and {{MMC|input=623S|label=[[#Hawk Baker|Hawk Baker]]}} ({{clr|S|623S}}) have mashable gaps, {{clr|H|236H}} requires Sin to spend stamina to stay safe, and {{clr|S|623S}} is never truly safe. When paired with {{MMC|input=214S|label=[[#Hoof Stomp|Hoof Stomp]]}} in blockstrings, {{clr|H|2H}} is vulnerable to {{keyword|fuzzy guard}} if not delayed, but is the most rewarding low in Sin's kit, netting him high damaging combos with extended wall carry.


* Both hits are special cancellable
In {{keyword|okizeme}} {{clr|H|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, {{MMC|input=6K|label={{clr|K|6K}}}} is significantly safer with only moderately less reward and higher startup.
* Advances forward during the second hit
 
* Small disjoint on the first hit's edge
* Both hits are special cancellable.
* The first hit launches, the second hit does not
* Advances forward during the second hit.
* Small disjoint on the first hit's edge.
* The first hit launches, the second hit does not.
}}
}}


Line 186: Line 234:
|frameChart=auto
|frameChart=auto
|description=
|description=
Solid 10f option, trades with some other 10f normals at round start and gives hard knockdown. Combos into {{clr|S|623S}} for a combo with decent corner carry or cancels into {{clr|P|63214P}} for some RNG buffs on hit.
Highly rewarding low poke with good range and active frames.
 
Sin's main knockdown tool and most common gatling from {{MMC|input=5K|label={{clr|K|5K}}}}/{{MMC|input=2K|label={{clr|K|2K}}}}. Fills the gap between the faster but shorter {{clr|K|2K}} and longer but slower {{MMC|input=2S|label={{clr|S|2S}}}}.
 
Easily one of Sin's best round start options as it can often trade and give a hard knockdown. Most of his other choices are either lacking in speed or range, so if you want to contest on round start, this tends to be your best option.
 
Decently safe if spaced, and auto-frametraps into {{MMC|input=236H|label=[[#Beak Driver|Beak Driver]]}} on block, but this costs stamina, so it shouldn't be used belligerently.
 
Combos into {{MMC|input=623S|label=[[#Hawk Baker|Hawk Baker]]}} ({{clr|S|623S}}) for a combo with decent corner carry at the cost of 2 bars of stamina. Confirmable on counter-hit into {{MMC|input=214S|label=[[#Hoof Stomp|Hoof Stomp]]}} ({{clr|S|214S}}) for a strong combo.


}}
}}
Line 195: Line 251:
|frameChart=auto
|frameChart=auto
|description=
|description=
Strong anti-air and counterpoke option due to the large range it has and the disjointed hitbox.
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 {{MMC|input=5P|label={{clr|P|5P}}}} and {{MMC|input=c.S|label={{clr|S|c.S}}}} lack upper body invulnerability, and {{MMC|input=623S|label=[[#Hawk Baker|Hawk Baker]]}} ({{clr|S|623S}}) requires a DP motion which can potentially be missed in the heat of the moment.
 
On a close air counter hit, confirm into {{MMC|input=214S|label=[[#Hoof Stomp|Hoof Stomp]]}} ({{clr|S|214S}}) for a damaging conversion. Only do this if you're confident on the range, as whiffing {{clr|S|214S}} sacrifices what could otherwise be an advantageous situation. Any other time, cancel into {{MMC|input=236K|label=[[#Elk Hunt|Elk Hunt]]}} ({{clr|K|236K}}) to close the distance for some decent oki.


* Causes Hard Knockdown on Air Counter Hit.
* Causes Hard Knockdown on Air Counter Hit.
Line 205: Line 265:
|frameChart=auto
|frameChart=auto
|description=
|description=
{{clr|K|6K}}'s good meterless reward on hit and plus frames on block make it a strong meaty option. The fact that it gatlings from {{clr|K|5K}} and {{clr|S|c.S}} mean that it can be used as a pressure reset or stagger option against overly cautious opponents. Since it is a low, it can also be a strong choice for calling out fuzzy jumps when gatlinged into from {{clr|S|c.S}}. There is a 5 frame gap between the {{clr|S|c.S}}>{{clr|K|6K}} gatling, trading with 5 frame {{keyword|abare}} buttons. The launch afforded by {{clr|K|6K}} means that this trade often still leads into a combo for Sin, particularly in the corner. The 5F gap means that certain spacings are vulnerable to {{keyword|Instant Block}} throw punishes. Since {{clr|K|6K}} doesn't move Sin forward during startup, these attempted punishes can be avoided with careful spacing.
Far reaching, plus on-block low hit.
* Plus on block
 
One of Sin's main pressure resets alongside {{MMC|input=236K~K|label=[[#Elk Hunt|Elk Hunt's follow-up]]}}. +3 on block, allows for meterless conversions on hit, while having good range AND hitting low, {{clr|K|6K}} is a move that shines when the opponent has been appropriately conditioned.
 
Outranges {{clr|D|2D}}, but is weaker as a round-start option due to its startup. Making an opponent block this move almost always allows for Sin to get in with {{MMC|input=236K|label=[[#Elk Hunt|Elk Hunt]]}} which leads to another frametrap if Sin has stamina. Has a 5f gap when cancelled from a blocked {{clr|S|c.S}}, but the high pushback of {{clr|S|c.S}} means it can space-trap every character's fastest move (except Axl and Bridget), but to attempt this, {{clr|S|c.S}} must be done without dash momentum and with decent spacing. At worst it will trade (or lose to 4-frame buttons) and grant oki.
 
On-hit, it can combo into {{clr|S|c.S}} at point-blank to continue with a BnB, but it's usually going to hit too far, so {{clr|K|5K}} should be used in its place. CH {{clr|K|6K}} can be easily confirmed into any special except {{MMC|input=236K|label=[[#Elk Hunt|Elk Hunt]]}}.
 
{{clr|K|6K}} also serves as low-hitting counterpart to {{MMC|input=214S|label=[[#Hoof Stomp|Hoof Stomp]]}} ({{clr|S|214S}}). Both {{clr|K|6K}} and {{clr|S|214S}} are 21f startup, potentially creating an un-fuzzyable high/low situation from any move that can gatling into {{clr|K|6K}}.
 
Be aware that {{clr|K|6K}} has a large amount of pushback on block, making it vulnerable to {{keyword|faultless defense}} and often pushing Sin too far back for his stronger buttons for pressure to connect after {{clr|S|c.S}} gatlings. Dash momentum when using {{clr|K|6K}}, and somewhat {{clr|S|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.
* Launches upward on hit.
}}
}}


Line 216: Line 286:
|frameChart=auto
|frameChart=auto
|description=
|description=
Can combo off {{clr|K|5K}}/{{clr|K|2K}} on crouching opponents or counter hit.
A forward advancing, safe on block normal with great utility in combos or as a frame trap.
 
While its relatively small hitbox prevents {{clr|H|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.
 
{{MMC|input=c.S|label={{clr|S|c.S}}}} > {{clr|H|6H}} on block is gapless when done immediately, but if delayed, {{clr|H|6H}} can be used to counter {{keyword|abare}} or catch jump-outs. {{MMC|input=5K|label={{clr|K|5K}}}}/{{MMC|input=2K|label={{clr|K|2K}}}} > {{clr|H|6H}} on block has a 4f gap, which can be used to callout and punish people looking to interrupt a {{clr|K|5K}}/{{clr|K|2K}} > {{MMC|input=6K|label={{clr|K|6K}}}} pressure reset.


* Launches on hit. Launches higher on Counter Hit.
* Combos from {{clr|K|5K}}/{{clr|K|2K}} on crouching or counter hit.
* Launches on hit. Launches higher on counter hit.
}}
}}


Line 226: Line 301:
|frameChart=auto
|frameChart=auto
|description=
|description=
Decent air to air for scramble situations. Best used when moving upwards because the hitbox hits higher than most.
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 {{clr|P|j.P}} while high in the air, you can potentially confirm into {{MMC|input=j.S|label={{clr|S|j.S}}}} and/or {{MMC|input=j.H|label={{clr|H|j.H}}}} to convert into a grounded combo.


[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|j.P}}
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|j.P}}
Line 236: Line 313:
|frameChart=auto
|frameChart=auto
|description=
|description=
Rising kick for air to airing people above you.
An angled kick that hits diagonally upward in front of Sin.
 
A good option to use against jump-happy opponents. A slightly slower, but more rewarding version of {{MMC|input=j.P|label={{clr|P|j.P}}}}. Doesn't combo into itself but its higher launch allows for more consistent confirms. If used when rising, throw in another {{clr|K|j.K}} or {{MMC|input=j.H|label={{clr|H|j.H}}}} 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 aerial button.
 
Can be used as a surprise deep jump-in when an opponent was expecting an empty jump or failed to anti-air, connects to Sin's 7 frame buttons when it hits as late as possible.
 
* Air jump and air dash cancelable.


[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}}
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}}
Line 246: Line 329:
|frameChart=auto
|frameChart=auto
|description=
|description=
Probably Sin's best jump-in. Takes up some good screen space and is both jump and dash cancelable.
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 {{MMC|input=j.H|label={{clr|H|j.H}}}} 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.


[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}}
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}}
Line 256: Line 343:
|frameChart=auto
|frameChart=auto
|description=
|description=
Decent as a jump-in, but is an incredible air-to-air button.
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 {{MMC|input=j.S|label={{clr|S|j.S}}}}, 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 {{MMC|input=j.D|label={{clr|D|j.D}}}} is usually too slow to connect on hit.
 
* Air jump and air dash cancelable.


[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}}
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}}
Line 264: Line 355:
{{GGST_Move_Card
{{GGST_Move_Card
|input=j.D
|input=j.D
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData
|input = j.D
|active = 0
|recovery = 0
|specialRecovery = 16
|isProjectile = yes
}}<small>({{tt|Note|The red line indicates that the move has become active, but has a variable active window.}})</small>
|description=
|description=
Slow divekick that stalls air momentum, useful to bait anti-airs. Can hit later on block to be safe, punishable by throw otherwise.
Momentum stalling divekick.


Useful for baiting anti-airs as well as counterhitting opponents who plan to throw or mash {{clr|P|2P}} as you land, done by performing a gatling into it from a jump-in. Otherwise too slow and unsafe to see much use in neutral, and even in the event you make the correct read with {{clr|D|j.D}}, using meter to cancel into {{clr|H|632146H}} or RC is still recommended to get consistent reward as it is throw punishable on normal hit at most spacings.
Simple to gatling into from a rising {{clr|K|j.K}} air-to-air, which is VERY rewarding in the corner with the wallbounce property, allowing it to start a full juggle combo with {{clr|S|c.S}}, also has some niche uses in corner combos as a way to save stamina after a Roman Cancel, this is mostly seen after a throw.
Can hit lower on block to be safe, but is usually punishable by throw otherwise. If Sin lands before the attack goes active, he doesn't suffer from additional landing recovery, potentially allowing him to ambiguously land and go for a low. General strategies employing {{clr|D|j.D}} often leave large gaps, however, so ensure the opponent is properly conditioned before attempting them.
* Air jump and air dash cancelable.
* Ground and wall bounces on air hit.
* Ground and wall bounces on air hit.
}}
}}
Line 282: Line 388:
|recovery = 38
|recovery = 38
}}
}}
Allows for a auto timed safejump via {{clr|P|5P}} (whiff)>IAD with FD> j.S.  
Allows for a auto timed safejump via Throw > {{MMC|input=5P|label={{clr|P|5P}}}} (whiff) > IAD > FDC > {{MMC|input=j.S|label={{clr|S|j.S}}}}.
 
Optionally, Throw > {{MMC|input=236K|label={{clr|K|236K}}}} (whiff) > {{MMC|input=c.S|label={{clr|S|c.S}}}} 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.
* Can throw the opponent either forward or backwards.
* Hard knockdown on hit.
* Hard knockdown on hit.
Line 293: Line 402:
{{GGST_Move_Card
{{GGST_Move_Card
|input=j.6D or j.4D
|input=j.6D or j.4D
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=38}}{{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=0|specialRecovery=10}}
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 2
|active  = 3
|specialRecovery = 10
}}
* Can throw the opponent either forward or backwards.
* Can throw the opponent either forward or backwards.
* Hard knockdown on hit.
* Hard knockdown on hit.
* Counter Hit state during recovery until landing.
* Counter Hit state during recovery until landing.
}}


===<big>Wild Assault</big>===
{{InputBadge|{{clr|D|236D}} with 50% Burst (Hold OK)}}
{{GGST Move Card
|input=236D,236[D] |versioned=input
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData
|input = 236D
|title = '''Wild Assault'''
|startup = 16
}}
{{#invoke:GGST-FrameChart|drawFrameData
|input = 236[D]
|title = '''Fully Charged Wild Assault'''
}}
|description=
{{GGST/WildAssaultLabel|type=orange}}
Sin's preferred way to spend his burst, if he doesn't have enough for gold psych burst.
A fast lunge forward commonly used for combos and pressure extension.
This move is especially powerful on Sin thanks to its ability to reset pressure and convert without the use of stamina or tension, allowing him to more frequently threaten full combos from pokes and mixups. Since he has an easier time securing a wallbreak to gain positive bonus than most characters, it's good to use it liberally.
Using wild assault when an opponent is wall-splat is almost always worth it if Sin is lacking tension for {{MMC|input=236236P|label={{clr|P|Tyrant Barrel}}}}, since it grants him HKD oki to continue pressure afterwards, shouldn't be done if  {{MMC|input=5D|label={{clr|D|5[D]}}}} or {{MMC|input=6H|label={{clr|H|6H}}}} can end the round instead.
Combos off of any level 2 normal ({{MMC|input=f.S|label={{clr|S|f.S}}}} / {{MMC|input=2S|label={{clr|S|2S}}}}) or higher, which notably allows sin to more extensively combo off of his long range pokes or start pressure if they are blocked.
Charging Wild Assault results in a greater launch, Charged Wild Assault is often used as a reversal punish, as it locks the opponent out of burst and gives a full air combo.
*Normal, special, jump, and backdash cancelable.
*Drains 7.14% of the opponent's [[GGST/Gauges#Burst Gauge|Burst Gauge]] on hit or block.
*Applies Hard Knockdown when launching or when used to [[GGST/Damage#The Wall|Wall Break]].
}}
}}


==Special Moves==
==Special Moves==
{{note|Sin's Special moves have specific cancel windows into Follow-Ups and Gazelle Step which are denoted using squares with yellow underlines on framecharts of the Specials.}}
===<big>Beak Driver</big>===
===<big>Beak Driver</big>===
{{InputBadge|{{clr|H|236H}}}}
{{InputBadge|{{clr|H|236H}}}}
Line 311: Line 449:
|input=236H, 236H~H
|input=236H, 236H~H
|versioned=name
|versioned=name
|frameChart=auto
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData
|input = 236H
|title = '''Beak Driver'''
|frcStart = 17
|frcEnd = 31
}}
{{#invoke:GGST-FrameChart|drawFrameData
|input = 236H~H
|title = '''Follow-Up'''
|frcStart = 14
|frcEnd = 23
}}
|description=
|description=
;{{clr|H|236H}}
;{{clr|H|236H}}
Large poke and pressure extender. Comes with an extended hurtbox during recovery and is vulnerable to {{clr|P|6P}}s, but that's all part of the plan. Just don't whiff it and Sin will take care of the rest.


Beak Driver should never be used without a bar of stamina ready, as without the followup it's punishable ''on hit'' (unless used as an anti-air), and the extended hurtbox during recovery means it can't be spaced to be safe.
Sin's signature move, a 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 {{clr|P|6P}}s, 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 be used cautiously without a bar of stamina ready, as without the followup it's punishable both on block and ''on hit'' (if the opponent is left grounded, it's still safe to use after {{MMC|input=6K|label={{clr|K|6K}}}}, {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=6H|label={{clr|H|6H}}}}, or {{MMC|input=2D|label={{clr|D|2D}}}}), and the extended hurtbox during recovery means it can be difficult to make properly spaced to stay safe.
 
On block, it can either continue into the follow-up to become safe, or sin can use Gazelle Step to threaten with a throw. Due to the window for a follow-up extending well into the recovery frames, delaying either of these options is powerful for frametraps and measuring the opponent's reactions.


* Launches into a Rolling Tumble on air hit.
* Launches into a Rolling Tumble on air hit.
Line 322: Line 477:
----
----
;{{clr|H|236H~H}}
;{{clr|H|236H~H}}
Massive, advancing strike, able to frametrap opponents and confirm on hit from almost any range. Makes Beak Driver safe on block and allows Sin to threaten with Gazelle Step off Beak Driver in neutral.
Quick, safe-on-block advancing strike. Sin advances ''before'' the hitbox comes out, so the move will rarely meaty outside of opponents falling into it or being hit during backdash.
 
Used to confirm from Beak Driver on hit into a soft knockdown, providing great corner carry while keeping Sin close to his opponent and adding some extra damage. Great for frametrapping opponents and makes Beak Driver safe on block as well. Allows Sin to threaten with Gazelle Step off of a blocked Beak Driver in neutral as they might be afraid to challenge due to this move's existence.


* Costs 1 bar of Stamina.
* Costs 1 bar of Stamina.
Line 333: Line 490:
|input=623S, 623S~S
|input=623S, 623S~S
|versioned=name
|versioned=name
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData
|input = 623S
|title = '''Hawk Baker'''
|frcStart = 39
|frcEnd = 54
}}
{{#invoke:GGST-FrameChart|drawFrameData
|input = 623S~S
|title = '''Follow-Up'''
|frcStart = 13
|frcEnd = 15
}}
|description=
|description=
;{{clr|S|623S}}
;{{clr|S|623S}}
Meterless invincible reversal with two hits. There is a punishable gap between the first and second hit, allowing the opponent to skip the minigame altogether if they're ready.
 
* 16f gap on block between the first and second hits.
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 {{FLMMC|236236P}} ({{clr|P|236236P}}) on hit using a kara cancel. This allows Sin to steal back his turn with a wallbreak in the corner after being left negative by moves such as {{MMC|input=236H~H|label=[[#Beak Driver|Beak Driver's Followup]]}} ({{clr|H|236H~H}}).
 
Normally, {{clr|S|623S}} into {{FLMMC|66 after special move}} will allow for {{keyword|meaty}} {{MMC|input=c.S|label={{clr|S|c.S}}}}, allowing Sin to start his pressure. When used in combos or on {{keyword|Counterhit}}, Sin will instead be + enough after Gazelle Step to allow {{MMC|input=6K|label={{clr|K|6K}}}} and {{FLMMC|214S}} ({{clr|S|214S}}) to meaty, giving Sin a high / low mix.
 
Inconsistent as an anti-air, as the first hit usually knocks opponents too far for the second hit to confirm into standard Gazelle oki. These situations can often still lead to staminaless oki through a dash up {{clr|S|c.S}} or a combo with a {{ComboText|{{clr|S|623S~S}}~66 > {{clr|S|c.S}}}} link, but these are highly dependent on where the opponent was hit and whether it was counterhit.
 
* 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.
----
----
;{{clr|S|623S~S}}
;{{clr|S|623S~S}}
Powerful, comboable frametrap to threaten opponents into not punishing Hawk Baker. However, if they wait, you will still get punished.


Large invincible upward strike.
Powerful, invincible frametrap to condition 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 {{FLMMC|214S}} ({{clr|S|214S}}), though this does cost 2 bars of stamina, since you will need to use both this move and {{FLMMC|66 after special move}} to continue the combo. You can also use this move before a kara cancel to allow Hawk Baker to combo into {{FLMMC|632146H}} to get a wallbreak from almost anywhere, albeit with worse damage than simply doing kara {{FLMMC|236236P}}.
This move's launch is heavily affected by Combo Decay, launching high enough to combo into {{MMC|input=5K|label={{clr|K|5K}}}} or {{MMC|input=c.S|label={{clr|S|c.S}}}} on most starters (before 60% combo proration is reached), but quickly scaling to fall out after a few hits of a combo. ({{MMC|input=2K|label={{clr|K|2K}}}} > {{MMC|input=2D|label={{clr|D|2D}}}} won't work, but {{clr|K|2K}} on its own will.) Hawk Baker itself has 60% proration, and thus it cannot be picked up when used raw, such as when used as a reversal. This is negligible if Sin has tension due to kara-cancelled supers being an option instead.
* Strike invincible during start-up.
* Counter Hit state during recovery.
* Costs 1 bar of Stamina.
* Costs 1 bar of Stamina.
* Launches on hit.
* Launches on hit.
Line 350: Line 542:
|input=236K, 236K~K
|input=236K, 236K~K
|versioned=input
|versioned=input
|frameChart=auto
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData
|input = 236K
|title = '''Elk Hunt'''
|frcStart = 25
|frcEnd = 37
}}
{{#invoke:GGST-FrameChart|drawFrameData
|input = 236K~K
|title = '''Follow-Up'''
|frcStart = 14
|frcEnd = 16
}}
|description=
|description=
;{{clr|K|236K}}
;{{clr|K|236K}}
Sneaky low-hitting, low-profile approach tool. Somewhat limited by it's start up in combos and blockstrings, but still has its uses compared to other Stamina-less special moves due to it's relative safety.
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. Particularly weak to being thrown when used as a low option without proper spacing, since it advances Sin immediately next to the opponent and thus keeps his throw hurtbox well within kissing range of someone who's expecting it.
 
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 {{MMC|input=214S|label=[[#Hoof Stomp|Hoof Stomp]]}}.
 
One of Sin's best combo enders on already launched opponents, it allows him to close the gap and knocks them just high enough to give Sin time to run in and get a meaty.
----
----
;{{clr|K|236K~K}}
;{{clr|K|236K~K}}
Extremely plus pressure extender.
Large energized punch that leaves Sin quite plus for pressure extensions.


Cancelling this into {{MMC|chara=Sin Kiske|input=66 after special move|label=[[#Gazelle Step|Gazelle Step]]}} is +6 on block, letting Sin approach while maintaining large frame advantage at the cost of 2 Stamina bars.
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 {{MMC|chara=Sin Kiske|input=66 after special move|label=[[#Gazelle Step|Gazelle Step]]}}. 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|Gazelle Step]] is +6 on block, letting Sin approach while maintaining large frame advantage at the cost of 2 Stamina bars. Doing so is also great for attempting a frametrap with {{clr|D|2D}}, which works on MOST characters. (Loses to Sol {{MMC|chara=Sol Badguy|input=5K|label={{clr|K|5K}}}}, trades with {{MMC|chara=Sol Badguy|input=5P|label=Sol}}/ {{MMC|chara=May|input=5P|label=May}}/{{MMC|chara=Giovanna|input=5P|label=Giovanna}}/{{MMC|chara=Baiken|input=5P|label=Baiken}} {{clr|P|5P}} and Millia {{MMC|chara=Millia Rage|input=2P|label={{clr|P|2P}}}}, however trading still leaves Sin in a favorable position due to {{clr|D|2D}}'s HKD.)


* Costs 1 bar of [[#Stamina|Stamina]].
* Costs 1 bar of [[#Stamina|Stamina]].
Line 370: Line 582:
|input=214S, 214S~S
|input=214S, 214S~S
|versioned=input
|versioned=input
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData
|input = 214S
|title = '''Hoof Stomp'''
|frcStart = 25
|frcEnd = 37
}}
{{#invoke:GGST-FrameChart|drawFrameData
|input = 214S~S
|title = '''Follow-Up'''
|frcStart = 14
|frcEnd = 16
}}
|description=
|description=
;{{clr|S|214S}}
;{{clr|S|214S}}
Overhead mixup and low-crush, great for dealing with moves like Nagoryuki's {{MMC|game=GGST|chara=Nagoriyuki|input=2S Level 2|label={{clr|S|2S}}}}. Can still lose to some high hitting or active lows like {{MMC|chara=Leo Whitefang|input=2D|label=Leo}} or {{MMC|chara=Giovanna|input=2D|label=Giovanna}}'s {{clr|D|2D}}.


* Ground bounces on air hit.
Forward advancing, low-crushing, multi-hitting overhead stomp.
 
Decent option to just throw out in neutral against jump-happy opponents, or characters who rely on low profile for neutral skipping. The first hit reaches high, a bit above standing height, and the second hits low profile opponents, both are overheads. Great for dealing with moves like Nagoryuki's {{MMC|game=GGST|chara=Nagoriyuki|input=2S Level 2|label={{clr|S|2S}}}}. It can still lose to some high hitting or active lows like {{MMC|chara=Leo Whitefang|input=2D|label=Leo}} or {{MMC|chara=Giovanna|input=2D|label=Giovanna}}'s {{clr|D|2D}}s.
 
{{clr|S|214S}} also serves as high-hitting counterpart to {{MMC|input=6K|label={{clr|K|6K}}}}. Both {{clr|S|214S}} and {{clr|K|6K}} are 21f startup, potentially creating an un-fuzzyable high/low situation from any move that can gatling into {{clr|K|6K}}.
 
Very rewarding to hit against jumps, since it causes a ground bounce for a juggle combo, usually resulting in a wallbreak given Sin has stamina and tension.
 
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 {{clr|S|c.S}} for big damage depending on who's hitting it.
 
* Ground bounces on air hit. Useful for combos with Gazelle Step into {{clr|K|5K}}/{{clr|K|2K}}/{{clr|S|c.S}}.
----
----
;{{clr|S|214S~S}}
;{{clr|S|214S~S}}
Frametrap pressure ender. Has enormous pushback to make it safe but disadvantageous on block as long as it is not instant blocked.
 
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.
* Costs 1 bar of Stamina.
Line 387: Line 624:
{{GGST_Move_Card
{{GGST_Move_Card
|input=66 after special move
|input=66 after special move
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData
|input = 66 after special move
|recovery = 24
}}
|description=
|description=
Gazelle Step is important to maintain pressure on hit after midscreen followups since they send the opponent far away. Can also be used in pressure to keep close.
 
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 {{MMC|input=236H|label=[[#Beak Driver|Beak Driver]]}} ({{clr|H|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 {{MMC|input=632146H|label=[[#R.T.L|R.T.L]]}} ({{clr|H|632146H}}) and Kara {{MMC|input=236236P|label=[[#Tyrant Barrel|Tyrant Barrel]]}}. These allow Sin to convert almost all of his 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.
* Costs 1 bar of Stamina.
* Sin can cancel into this on hit or block from any special or special followup besides {{clr|P|63214P}}.
* Sin can cancel into this on hit or block from any special or special follow-up besides {{MMC|input=63214P|label=[[#Still Growing|Still Growing]]}} ({{clr|P|63214P}}).
* Can be Kara Canceled into either R.T.L or Tyrant Barrel.
}}
}}


Line 399: Line 648:
|input=63214P
|input=63214P
|versioned=input
|versioned=input
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData
|input = 63214P
|recovery = 49
}}
|description=
|description=
Sin will eat a random food item, granting a random effect, with a random potency and a duration from 2-6 seconds. A freebie for your hard work getting good oki.
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.


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


* {{clr|H|Meat on the Bone}}: increases Damage for a short time.
* {{clr|H|Meat on the Bone}}: increases damage done for a short time.
* {{clr|S|Lobster}}: reduces Damage taken for a short time.
* {{clr|S|Lobster}}: reduces damage taken for a short time.
* {{clr|K|Fish}}: increases Movement Speed.
* {{clr|K|Fish}}: increases movement speed.
* Ice-Cream: grants Tension.
* Ice-Cream: grants Tension.
* {{clr|8|Lizard}}: restores Health
* {{clr|6|Lizard}}: restores Health.


For full information on the rates and effects of food items, see [[GGST/Sin_Kiske/Frame_Data#Still_Growing|the Full Frame Data page]]
For full information on the rates and effects of food items, see [[GGST/Sin_Kiske/Frame_Data#Still_Growing|the Full Frame Data page]]
Line 419: Line 675:
{{GGST_Move_Card
{{GGST_Move_Card
|input=632146H, 632146HH
|input=632146H, 632146HH
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData
|input = 632146H
|title = '''R.T.L'''
|recovery = 25
|specialRecovery = 32
}}
{{#invoke:GGST-FrameChart|drawFrameData
|input = 632146HH
|title = '''{{clr|H|5H}} Follow-Up'''
|recovery = 39
|specialRecovery = 15
}}
|versioned=input
|versioned=input
|description=
|description=
;{{clr|H|632146H}}
;{{clr|H|632146H}}
''During R.T.L Sin can perform up to 2 follow up hits by holding a direction and pressing {{clr|H|H}}. Can go into {{clr|H|643216H~H}} by pressing {{clr|H|H}} without a direction''
''During R.T.L Sin can perform up to two additional follow-up hits by holding a direction and pressing {{clr|H|H}}. Can go into {{clr|H|643216H~H}} by pressing {{clr|H|H}} without holding a direction''


Invincible overdrive, with (almost) full-screen carry into a wallbreak for massive damage. However, it is very slow. Only the final hit wallbreaks, so RTL backwards can be used to unstick enemies from the wall, either to keep the corner or to allow breaking the wall with {{clr|H|632146H~H}} afterwards.  
A flashy, invincible, forward advancing charge attack. A technique he {{MMC|chara=Ky Kiske|input=632146H|label=inherited from his father}}, but with a twist.


*Can only perform the follow up attacks if the previous hit connected.
Sin's invincible overdrive, with (almost) full-screen carry into a wall break for large damage. It is slightly slower than other invincible reversals, making it somewhat easier to evade, but compensates with extremely large range. 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 {{clr|H|632146H~H}} afterwards.
*Follow up attacks have a punishable 5F gap between them.


<!--Able to corner-to-corner Wall Break with incredible damage, it is potentially the highest rewarding invincible overdrive in the game, especially when able to use its follow-up. However, due to its slow startup, it can be more easily evaded, allowing safe-meaty okizeme, among other things.-->
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 one bar of stamina (It will not, however, use stamina). This results in very damaging combos, and advantageous situations post-wallbreak. However, it is largely overshadowed by {{MMC|input=236236P|label=[[#Tyrant Barrel|Tyrant Barrel]]}} near the corner, as R.T.L's damage is significantly lower than Tyrant Barrel's clean hit. It is recommended to learn this technique once you've gotten the basics down to fully take advantage of this super.


<!--* Hitting an opponent in the corner with the final hit causes a Wall Break and leaves Sin +36 afterwards.-->
*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.
----
----
;{{clr|H|632146H~H}}
;{{clr|H|632146H~H}}


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


* The damage dealt and size of the hitbox is proportional to the amount of Tension consumed upon use.
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.
<!--* Hitting an opponent in the corner causes a Wall Break and leaves Sin +36 afterwards.-->
 
Once again largely overshadowed by {{MMC|input=236236P|label=[[#Tyrant Barrel|Tyrant Barrel]]}} for damage near the corner. Without nearly 100% Tension, R.T.L with explosion will do less damage than TB, and the potential extra damage is rarely ever worth the metered cost. This followup is instead often used to guarantee a wallbreak when R.T.L just barely misses the mark.
 
* On Wall Break results in a Hard Knockdown for +36 frame advantage.
}}
}}


Line 445: Line 718:
{{GGST_Move_Card
{{GGST_Move_Card
|input=236236P, 236236P~]P[
|input=236236P, 236236P~]P[
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData
|input = 236236P
|title = '''Tyrant Barrel'''
}}
{{#invoke:GGST-FrameChart|drawFrameData
|input = 236236P~]P[
|title = '''Follow-Up'''
}}
|versioned=input
|versioned=input
|description=
|description=
;{{clr|P|236236P}}
;{{clr|P|236236P}}
High damage combo ender, simple tool for a simple job.
A point blank explosion followed by a powerful punch. A technique Sin likely created as an {{MMC|chara=Sol Badguy|input=632146H|label=[[GGST/Sol Badguy#Tyrant Rave|homage]]}} to the man who raised him.


Particularly good on wall break or for confirming off pokes if lacking the [[#Stamina|Stamina]] to do so, as it can be used even from grounded hits. The initial strike hits into the ground, meaning it can sometimes whiff on high launches.
Sin's highest damage combo ender when timed correctly. The initial strike hits closer to the ground, meaning it can sometimes whiff on high launches, particularly after {{MMC|input=2H|label={{clr|H|2H}}}} or {{MMC|input=6H|label={{clr|H|6H}}}}.


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 {{MMC|input=63214P|label=[[#Still Growing|Still Growing]]}} and okizeme with {{clr|S|2S}}. However this costs 50% meter and doesn't deal particularly high damage, making it properly not worth the cost.
Can be {{keyword|kara cancel}}led via {{MMC|input=66 after special move|label=Gazelle Step}} after most of Sin's specials if he has at least 1 Stamina. This allows for extremely rewarding combo enders which would normally require a [[GGST/Movement#Roman Cancels|Roman Cancel]] extension.
 
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 {{MMC|input=63214P|label=[[#Still Growing|Still Growing]]}} and okizeme with {{clr|S|2S}}. However, as this costs 50% meter and doesn't deal particularly high damage, this is generally a very niche use not worth the cost.


* Does not cause a Wall Break without performing the follow-up attack.
* Does not cause a Wall Break without performing the follow-up attack.
----
----
;{{clr|P|236236P~]P[}}
;{{clr|P|236236P~]P[}}
A precise but high value timing check. The timing is all about hitting the opponent dead-center, meaning its timing differs based on the opponent's position after the preceding combo. Be careful being greedy for the Perfect Hit, as if the input is even slightly late the strike will instead {{keyword|OTG}}, dealing an awful 40 damage and causing a soft knockdown.  
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 {{keyword|OTG}}, dealing an awful 40 damage and causing a soft knockdown while forfeiting Sin's turn. 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 a follow-up {{MMC|input=c.S|label={{clr|S|c.S}}}}, {{MMC|input=214S|label=[[#Hoof Stomp|Hoof Stomp]]}}, or {{MMC|input=2H|label={{clr|H|2H}}}} {{keyword|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 {{keyword|meaty}} (such as {{MMC|input=2S|label={{clr|S|2S}}}}, {{clr|H|2H}}, and {{MMC|input=6H|label={{clr|H|6H}}}}). Near the corner, if the wall doesn't break, any Hit will allow even {{MMC|input=6K|label={{clr|K|6K}}}} to {meaty the opponent, giving him even more extremely potent mixups.


* Launches into a Hard Knockdown on hit. Causes a Rolling Tumble on Perfect Hit.
* Launches into a Hard Knockdown on hit. Causes a Rolling Tumble on Clean Hit.
* Perfect Hit has a 1 Frame timing.
* Clean Hit has a 2 frame window.
* On Wall Break results in a Hard Knockdown for +36 frame advantage.
* On Wall Break results in a Hard Knockdown for +36 frame advantage.
}}
}}


==Colors==
==Colors==
{{GGSTColors|color12=1|colorEX=1|Size=160}}
{{GGSTColors|color12=2|Size=160}}


==Navigation==
==Navigation==
<center>{{Character Label|GGST|Sin_Kiske|45px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:GGST/Navigation}}
{{GGST/Navigation}}
{{Overview/SEO
|summary=The 5 year old son of Ky and Dizzy. He strikes with a constant barrage of rekka attacks, but must pace himself to avoid running out of Stamina.}}
[[Category:Guilty Gear|Sin Kiske]]

Latest revision as of 21:05, 27 March 2024

Overview

Overview

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

Sin Kiske is an aggressive rushdown character, sporting a powerful suite of tools for closing the distance, mixing up the opponent, and then tearing their life bar to shreds. However, these tools are limited by Sin's defining mechanic, the Stamina Gauge. As long as Sin has Stamina, he can cancel all of his special moves (except for Still GrowingGGST Sin Kiske 63214P.pngGuard-StartupRecoveryTotal 49Advantage-) into follow-ups that can deal extra damage, frame trap, and improve his frame data on block, or into Gazelle StepGGST Sin Kiske GazelleStep.pngGuard-StartupRecoveryTotal 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 BarrelGGST Sin Kiske 236236P.pngGuardAllStartup9+1Recovery38Advantage-22 or R.T.LGGST Sin Kiske 632146H.pngGuardAllStartup11+5Recovery25+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 2SGGST Sin Kiske 2S.pngGuardAllStartup12Recovery13Advantage-5, f.SGGST Sin Kiske fS.pngGuardAllStartup11Recovery19Advantage-8 and 5KGGST Sin Kiske 5K.pngGuardAllStartup7Recovery12Advantage-3 are solid pokes in neutral, Elk HuntGGST Sin Kiske 236K 2.pngGuardLowStartup21Recovery15Advantage-8 is a fast moving approach tool with a low profile, and Beak DriverGGST Sin Kiske 236H.pngGuardAllStartup16Recovery22Advantage-14 hits from very far away, though its hurtbox leaves much to be desired. He fares quite well against airborne opponents, with 6PGGST Sin Kiske 6P.pngGuardAllStartup11Recovery20Advantage-12, 5PGGST Sin Kiske 5P.pngGuardAllStartup6Recovery7Advantage0, and j.HGGST Sin Kiske jH.pngGuardHighStartup11Recovery26Advantage+3 (IAD) providing stellar control over his airspace. On defense, Sin has Hawk BakerGGST Sin Kiske 623S 2.pngGuardAllStartup9Recovery36Advantage-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!
Sin Kiske
GGST Sin Kiske Portrait.png
Damage Received Mod
×1.05
Guts Rating
2
Prejump
4F
Backdash
24F Duration
1-6F Invuln
1-20F Semi-AirborneImmune to grabs and considered airborne if hit during this time, but is otherwise considered grounded such as when performing a Roman Cancel.
Unique Movement Options
Gazelle Step
Fastest Attack
2PGGST Sin Kiske 2P Hitbox.pngGuardAllStartup5Recovery9Advantage-2 (5F)
Reversals
Hawk Baker (9F)
R.T.L (10+5F)
 Sin Kiske is an aggressive character who uses his unique resource and special move follow-ups to keep up the pressure on his opponent.
Pick if you like Avoid if you dislike
  • Combos with great damage and corner carry, through the use of a secondary resource.
  • Scary stagger pressure, strike/throw, and even some decent high/low.
  • Many large and far-reaching moves that allow for control of space on the screen well.
  • A meterless, invincible reversal that gives solid oki on hit or can even confirm into a super.
  • Thoughtful meter management to avoid losing most of your pressure and damage potential.
  • Your best buttons being somewhat slow to start, making them slightly weaker in fast-paced scramble situations.
  • Difficult kara-cancel and/or just-frame inputs for optimal combo enders which often punish you for messing up.
  • A slightly slower backdash that can be awkward to use in a couple situations.


Unique Mechanic: Stamina
GGST Sin Stamina Gauge Full.png

Stamina is a unique resource that allows Sin to use Follow-ups after any of his special moves (other than Still GrowingGGST Sin Kiske 63214P.pngGuard-StartupRecoveryTotal 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 StepGGST Sin Kiske GazelleStep.pngGuard-StartupRecoveryTotal 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

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 All 6 3 7 0
Total: 15

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 6PGGST Sin Kiske 6P.pngGuardAllStartup11Recovery20Advantage-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
Total: 21

Solid normal to use in neutral, taking up decent space with low startup/recovery.

A great compliment to f.SGGST Sin Kiske fS.pngGuardAllStartup11Recovery19Advantage-8 and 2SGGST Sin Kiske 2S.pngGuardAllStartup12Recovery13Advantage-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.

It's possible to cancel 5K into Hawk BakerGGST Sin Kiske 623S 2.pngGuardAllStartup9Recovery36Advantage-26, letting Sin start his extremely powerful meterless wallbreak combos beyond the range of c.SGGST Sin Kiske cS.pngGuardAllStartup7Recovery10Advantage+1, but it can fail to combo at the very tip of the hitbox. This cancel is also important for meterless damage in the corner, as after 2HGGST Sin Kiske 2H 2.pngGuardLow, AllStartup14Recovery27Advantage-16 > 214SGGST Sin Kiske 214S 2.pngGuardHighStartup21Recovery22Advantage-11 the opponent will bounce with just enough height to be picked up by 5K.

  • 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

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
Total: 22

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 attack Hitting 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 StompGGST Sin Kiske 214S 2.pngGuardHighStartup21Recovery22Advantage-11 and 6KGGST Sin Kiske 6K.pngGuardLowStartup21Recovery10Advantage+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 abare An attack during the opponent's pressure, intended to interrupt it. or an invincible reversal.

On hit, Sin can gatling into 2HGGST Sin Kiske 2H 2.pngGuardLow, AllStartup14Recovery27Advantage-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 5HGGST Sin Kiske 5H 2.pngGuardAllStartup16Recovery18Advantage-2 or 6HGGST Sin Kiske 6H.pngGuardAllStartup15Recovery17Advantage-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

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 11 3 19 -8
Total: 32

A fairly strong long and fast midrange poke and whiff punish tool.

Faster and longer range than 2SGGST Sin Kiske 2S.pngGuardAllStartup12Recovery13Advantage-5, but with less active frames and more recovery. While 2S benefits from a lower hitbox, allowing it to fight 6P's, f.S can counter moves that would high profile 2S.

For most of this move's range, gatling into H options will cause Sin to whiff, leaving him very punishable. Buffering into Beak DriverGGST Sin Kiske 236H.pngGuardAllStartup16Recovery22Advantage-14 or Elk HuntGGST Sin Kiske 236K 2.pngGuardLowStartup21Recovery15Advantage-8 are generally safe options, though Beak Driver won't combo at max range without Counter Hit, and Elk Hunt won't combo without counter hit, requiring stamina to be made safe.

  • Disjointed at its tip.
  • Loses to low profile.

Gatling Options: 5H, 2H

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25, 25 All 16 3(12)3 18 -2
Total: 51

A two-hit advancing normal that is the safer, but less rewarding, counterpart to 2HGGST Sin Kiske 2H 2.pngGuardLow, AllStartup14Recovery27Advantage-16. A good choice to avoid eating a reversal after a blocked c.S, as other options require stamina or tension to become safe.

Not useful in neutral due to having a relatively small hitbox and exceptionally long total animation time. This move instead shines in pressure. Being Sin's only level 4 normal, this move allows for Sin to frametrap into Hoof StompGGST Sin Kiske 214S 2.pngGuardHighStartup21Recovery22Advantage-11 and Elk HuntGGST Sin Kiske 236K 2.pngGuardLowStartup21Recovery15Advantage-8, trading with 3 frame buttons. It's only -2 on block, meaning it is impossible to punish without Instant Block. However, the large amount of pushback on block also means that throws require a notable dash up, making the strike / throw mix on 5H somewhat weak.

Sin's primary options to combo off 5H are 623S~SGGST Sin Kiske 623SS.pngGuardAllStartup12Recovery33Advantage-19~66, Hoof Stomp, and Elk Hunt 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.

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 3 26 -10
Total: 48
Total: 56
Uncharged Dust

Universal overhead attack that's pretty fast. It can gatling from 5KGGST Sin Kiske 5K.pngGuardAllStartup7Recovery12Advantage-3, 2KGGST Sin Kiske 2K.pngGuardLowStartup6Recovery11Advantage-2, or c.SGGST Sin Kiske cS.pngGuardAllStartup7Recovery10Advantage+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 StompGGST Sin Kiske 214S 2.pngGuardHighStartup21Recovery22Advantage-11 (214S) is overall more useful as an overhead due to its speed and low crushing properties. 1f faster than 6K while gatling off of a lot of the same buttons, letting it frametrap if the opponent has been conditioned to block low or interrupt 6K with 5f buttons.


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
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input 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 hitstun 1-11F, standing hitstun 12-18F, 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 Decay 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
Total: 16

Legally required 5F mash. Is otherwise a fairly standard 2P.

This is Sin's main abare An 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 Knockdown A 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 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., though this comes at the cost of 2 stamina bars.

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

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25 Low 6 3 11 -2
Total: 19

A fast low poke with decent range.

A useful move both in neutral and as combo filler due to its helpful gatlings into 6HGGST Sin Kiske 6H.pngGuardAllStartup15Recovery17Advantage-4 for corner juggles and 2DGGST Sin Kiske 2D.pngGuardLowStartup10Recovery15Advantage-7 for blockstrings. Is also a strong option to take advantage of 6KGGST Sin Kiske 6K.pngGuardLowStartup21Recovery10Advantage+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

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
Total: 30

A fairly strong, low-to-the-ground, midrange poke.

The low-reaching complement to f.SGGST Sin Kiske fS.pngGuardAllStartup11Recovery19Advantage-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 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 2HGGST Sin Kiske 2H 2.pngGuardLow, AllStartup14Recovery27Advantage-16 or 5HGGST Sin Kiske 5H 2.pngGuardAllStartup16Recovery18Advantage-2, 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

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
Total: 61

Your bread and butter combo tool.

Combos from c.SGGST Sin Kiske cS.pngGuardAllStartup7Recovery10Advantage+1, f.SGGST Sin Kiske fS.pngGuardAllStartup11Recovery19Advantage-8, and 2SGGST Sin Kiske 2S.pngGuardAllStartup12Recovery13Advantage-5. Deals less initial damage than 5HGGST Sin Kiske 5H 2.pngGuardAllStartup16Recovery18Advantage-2, but its launching property and forward movement make it a good tool for combos, comboing into Hoof StompGGST Sin Kiske 214S 2.pngGuardHighStartup21Recovery22Advantage-11 (214S) up close and Elk HuntGGST Sin Kiske 236K 2.pngGuardLowStartup21Recovery15Advantage-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 DriverGGST Sin Kiske 236H.pngGuardAllStartup16Recovery22Advantage-14 (236H) and Hawk BakerGGST Sin Kiske 623S 2.pngGuardAllStartup9Recovery36Advantage-26 (623S) have mashable gaps, 236H requires Sin to spend stamina to stay safe, and 623S is never truly safe. When paired with Hoof StompGGST Sin Kiske 214S 2.pngGuardHighStartup21Recovery22Advantage-11 in blockstrings, 2H is vulnerable to fuzzy guard A 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 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. 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, 6KGGST Sin Kiske 6K.pngGuardLowStartup21Recovery10Advantage+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.

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
Total: 30

Highly rewarding low poke with good range and active frames.

Sin's main knockdown tool and most common gatling from 5KGGST Sin Kiske 5K.pngGuardAllStartup7Recovery12Advantage-3/2KGGST Sin Kiske 2K.pngGuardLowStartup6Recovery11Advantage-2. Fills the gap between the faster but shorter 2K and longer but slower 2SGGST Sin Kiske 2S.pngGuardAllStartup12Recovery13Advantage-5.

Easily one of Sin's best round start options as it can often trade and give a hard knockdown. Most of his other choices are either lacking in speed or range, so if you want to contest on round start, this tends to be your best option.

Decently safe if spaced, and auto-frametraps into Beak DriverGGST Sin Kiske 236H.pngGuardAllStartup16Recovery22Advantage-14 on block, but this costs stamina, so it shouldn't be used belligerently.

Combos into Hawk BakerGGST Sin Kiske 623S 2.pngGuardAllStartup9Recovery36Advantage-26 (623S) for a combo with decent corner carry at the cost of 2 bars of stamina. Confirmable on counter-hit into Hoof StompGGST Sin Kiske 214S 2.pngGuardHighStartup21Recovery22Advantage-11 (214S) for a strong combo.

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 1-3 Upper Body
4-16 Above Knee
Total: 36

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 5PGGST Sin Kiske 5P.pngGuardAllStartup6Recovery7Advantage0 and c.SGGST Sin Kiske cS.pngGuardAllStartup7Recovery10Advantage+1 lack upper body invulnerability, and Hawk BakerGGST Sin Kiske 623S 2.pngGuardAllStartup9Recovery36Advantage-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 StompGGST Sin Kiske 214S 2.pngGuardHighStartup21Recovery22Advantage-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 HuntGGST Sin Kiske 236K 2.pngGuardLowStartup21Recovery15Advantage-8 (236K) to close the distance for some decent oki.

  • Causes Hard Knockdown on Air Counter Hit.

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 Low 21 4 10 +3
Total: 34

Far reaching, plus on-block low hit.

One of Sin's main pressure resets alongside Elk Hunt's follow-upGGST Sin Kiske 236KK.pngGuardAll (Guard Crush)Startup13Recovery20Advantage+8. +3 on block, allows for meterless conversions on hit, while having good range AND hitting low, 6K is a move that shines when the opponent has been appropriately conditioned.

Outranges 2D, but is weaker as a round-start option due to its startup. Making an opponent block this move almost always allows for Sin to get in with Elk HuntGGST Sin Kiske 236K 2.pngGuardLowStartup21Recovery15Advantage-8 which leads to another frametrap if Sin has stamina. Has a 5f gap when cancelled from a blocked c.S, but the high pushback of c.S means it can space-trap every character's fastest move (except Axl and Bridget), but to attempt this, c.S must be done without dash momentum and with decent spacing. At worst it will trade (or lose to 4-frame buttons) and grant oki.

On-hit, it can combo into c.S at point-blank to continue with a BnB, but it's usually going to hit too far, so 5K should be used in its place. CH 6K can be easily confirmed into any special except Elk HuntGGST Sin Kiske 236K 2.pngGuardLowStartup21Recovery15Advantage-8.

6K also serves as low-hitting counterpart to Hoof StompGGST Sin Kiske 214S 2.pngGuardHighStartup21Recovery22Advantage-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 defense A 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.

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
Total: 35

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.SGGST Sin Kiske cS.pngGuardAllStartup7Recovery10Advantage+1 > 6H on block is gapless when done immediately, but if delayed, 6H can be used to counter abare An attack during the opponent's pressure, intended to interrupt it. or catch jump-outs. 5KGGST Sin Kiske 5K.pngGuardAllStartup7Recovery12Advantage-3/2KGGST Sin Kiske 2K.pngGuardLowStartup6Recovery11Advantage-2 > 6H on block has a 4f gap, which can be used to callout and punish people looking to interrupt a 5K/2K > 6KGGST Sin Kiske 6K.pngGuardLowStartup21Recovery10Advantage+3 pressure reset.

  • Combos from 5K/2K on crouching or counter hit.
  • Launches on hit. Launches higher on counter hit.

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
19 High 6 3 9
Total: 17

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)
Total: 24

An angled kick that hits diagonally upward in front of Sin.

A good option to use against jump-happy opponents. A slightly slower, but more rewarding version of j.PGGST Sin Kiske jP.pngGuardHighStartup6Recovery9Advantage-. 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.HGGST Sin Kiske jH.pngGuardHighStartup11Recovery26Advantage+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 aerial button.

Can be used as a surprise deep jump-in when an opponent was expecting an empty jump or failed to anti-air, connects to Sin's 7 frame buttons when it hits as late as possible.

  • Air jump and air dash cancelable.

Gatling Options: j.D

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
33 High 9 4 21 +1 (IAD)
Total: 33

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.HGGST Sin Kiske jH.pngGuardHighStartup11Recovery26Advantage+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

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)
Total: 40

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.SGGST Sin Kiske jS.pngGuardHighStartup9Recovery21Advantage+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.DGGST Sin Kiske jD.pngGuardHighStartup28Recovery16Advantage-3 at best is usually too slow to connect on hit.

  • Air jump and air dash cancelable.

Gatling Options: j.D

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
41 High 28 Until Landing 16 -3 at best
Total: 43
(NoteThe red line indicates that the move has become active, but has a variable active window.)

Momentum stalling divekick.

Useful for baiting anti-airs as well as counterhitting opponents who plan to throw or mash 2P as you land, done by performing a gatling into it from a jump-in. Otherwise too slow and unsafe to see much use in neutral, and even in the event you make the correct read with j.D, using meter to cancel into 632146H or RC is still recommended to get consistent reward as it is throw punishable on normal hit at most spacings.

Simple to gatling into from a rising j.K air-to-air, which is VERY rewarding in the corner with the wallbounce property, allowing it to start a full juggle combo with c.S, also has some niche uses in corner combos as a way to save stamina after a Roman Cancel, this is mostly seen after a throw.

Can hit lower on block to be safe, but is usually punishable by throw otherwise. If Sin lands before the attack goes active, he doesn't suffer from additional landing recovery, potentially allowing him to ambiguously land and go for a low. General strategies employing j.D often leave large gaps, however, so ensure the opponent is properly conditioned before attempting them.

  • Air jump and air dash cancelable.
  • Ground and wall bounces on air hit.

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 2 3 38 none
Total: 42

Allows for a auto timed safejump via Throw > 5PGGST Sin Kiske 5P.pngGuardAllStartup6Recovery7Advantage0 (whiff) > IAD > FDC > j.SGGST Sin Kiske jS.pngGuardHighStartup9Recovery21Advantage+1 (IAD).

Optionally, Throw > 236KGGST Sin Kiske 236K 2.pngGuardLowStartup21Recovery15Advantage-8 (whiff) > c.SGGST Sin Kiske cS.pngGuardAllStartup7Recovery10Advantage+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.

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
Total: 42
Total: 14
  • 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
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +54 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). 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 instant Air Throw 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

Wild Assault

236D with 50% Burst (Hold 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
236D 30 All 16~28 3 20 -4
236[D] 50 All 29 3 20 -4
Wild Assault
Total: 38
Fully Charged Wild Assault
Total: 51

Orange Wild Assault: Fast startup with extremely high momentum when canceled. See here for more info on Wild Assault types.


Sin's preferred way to spend his burst, if he doesn't have enough for gold psych burst.

A fast lunge forward commonly used for combos and pressure extension. This move is especially powerful on Sin thanks to its ability to reset pressure and convert without the use of stamina or tension, allowing him to more frequently threaten full combos from pokes and mixups. Since he has an easier time securing a wallbreak to gain positive bonus than most characters, it's good to use it liberally.

Using wild assault when an opponent is wall-splat is almost always worth it if Sin is lacking tension for Tyrant BarrelGGST Sin Kiske 236236P.pngGuardAllStartup9+1Recovery38Advantage-22, since it grants him HKD oki to continue pressure afterwards, shouldn't be done if 5[D]GGST Sin Kiske 5D.pngGuardHighStartup20Recovery26Advantage-15 or 6HGGST Sin Kiske 6H.pngGuardAllStartup15Recovery17Advantage-4 can end the round instead.

Combos off of any level 2 normal (f.SGGST Sin Kiske fS.pngGuardAllStartup11Recovery19Advantage-8 / 2SGGST Sin Kiske 2S.pngGuardAllStartup12Recovery13Advantage-5) or higher, which notably allows sin to more extensively combo off of his long range pokes or start pressure if they are blocked.

Charging Wild Assault results in a greater launch, Charged Wild Assault is often used as a reversal punish, as it locks the opponent out of burst and gives a full air combo.

  • Normal, special, jump, and backdash cancelable.
  • Drains 7.14% of the opponent's Burst Gauge on hit or block.
  • Applies Hard Knockdown when launching or when used to Wall Break.

Special Moves

Sin's Special moves have specific cancel windows into Follow-Ups and Gazelle Step which are denoted using squares with yellow underlines on framecharts of the Specials.

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
Beak Driver
Total: 43
Follow-Up
Total: 32
236H

Sin's signature move, a 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 be used cautiously without a bar of stamina ready, as without the followup it's punishable both on block and on hit (if the opponent is left grounded, it's still safe to use after 6KGGST Sin Kiske 6K.pngGuardLowStartup21Recovery10Advantage+3, 2HGGST Sin Kiske 2H 2.pngGuardLow, AllStartup14Recovery27Advantage-16, 6HGGST Sin Kiske 6H.pngGuardAllStartup15Recovery17Advantage-4, or 2DGGST Sin Kiske 2D.pngGuardLowStartup10Recovery15Advantage-7), and the extended hurtbox during recovery means it can be difficult to make properly spaced to stay safe.

On block, it can either continue into the follow-up to become safe, or sin can use Gazelle Step to threaten with a throw. Due to the window for a follow-up extending well into the recovery frames, delaying either of these options is powerful for frametraps and measuring the opponent's reactions.

  • Launches into a Rolling Tumble on air hit.

236H~H

Quick, safe-on-block advancing strike. Sin advances before the hitbox comes out, so the move will rarely meaty outside of opponents falling into it or being hit during backdash.

Used to confirm from Beak Driver on hit into a soft knockdown, providing great corner carry while keeping Sin close to his opponent and adding some extra damage. Great for frametrapping opponents and makes Beak Driver safe on block as well. Allows Sin to threaten with Gazelle Step off of a blocked Beak Driver 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.

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 1-11F Strike
Hawk Baker Follow-Up 43 All 12 3 33 -19 1-14F Strike
Hawk Baker
Total: 77
Follow-Up
Total: 47
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 BarrelGGST Sin Kiske 236236P.pngGuardAllStartup9+1Recovery38Advantage-22 (236236P) on hit using a kara cancel. 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 FollowupGGST Sin Kiske 236HH.pngGuardAllStartup13Recovery9Advantage-3 (236H~H).

Normally, 623S into Gazelle StepGGST Sin Kiske GazelleStep.pngGuard-StartupRecoveryTotal 24Advantage- will allow for meaty Hitting 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.SGGST Sin Kiske cS.pngGuardAllStartup7Recovery10Advantage+1, allowing Sin to start his pressure. When used in combos or on Counterhit Hitting 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 6KGGST Sin Kiske 6K.pngGuardLowStartup21Recovery10Advantage+3 and Hoof StompGGST Sin Kiske 214S 2.pngGuardHighStartup21Recovery22Advantage-11 (214S) to meaty, giving Sin a high / low mix.

Inconsistent as an anti-air, as the first hit usually knocks opponents too far for the second hit to confirm into standard Gazelle oki. These situations can often still lead to staminaless oki through a dash up c.S or a combo with a 623S~S~66 > c.S link, but these are highly dependent on where the opponent was hit and whether it was counterhit.

  • 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 condition 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 StompGGST Sin Kiske 214S 2.pngGuardHighStartup21Recovery22Advantage-11 (214S), though this does cost 2 bars of stamina, since you will need to use both this move and Gazelle StepGGST Sin Kiske GazelleStep.pngGuard-StartupRecoveryTotal 24Advantage- to continue the combo. You can also use this move before a kara cancel to allow Hawk Baker to combo into R.T.LGGST Sin Kiske 632146H.pngGuardAllStartup11+5Recovery25+32 After LandingAdvantage-55 to get a wallbreak from almost anywhere, albeit with worse damage than simply doing kara Tyrant BarrelGGST Sin Kiske 236236P.pngGuardAllStartup9+1Recovery38Advantage-22.

This move's launch is heavily affected by Combo Decay, launching high enough to combo into 5KGGST Sin Kiske 5K.pngGuardAllStartup7Recovery12Advantage-3 or c.SGGST Sin Kiske cS.pngGuardAllStartup7Recovery10Advantage+1 on most starters (before 60% combo proration is reached), but quickly scaling to fall out after a few hits of a combo. (2KGGST Sin Kiske 2K.pngGuardLowStartup6Recovery11Advantage-2 > 2DGGST Sin Kiske 2D.pngGuardLowStartup10Recovery15Advantage-7 won't work, but 2K on its own will.) Hawk Baker itself has 60% proration, and thus it cannot be picked up when used raw, such as when used as a reversal. This is negligible if Sin has tension due to kara-cancelled supers being an option instead.

  • 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
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Hawk Baker 60% 2 Large, Very Small KD +3 [-22] 700×2 1000 250×2 25%
Hawk Baker Follow-Up 60% 3 Mid KD +28 2000 2000 700 25%

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 21 7 15 -8 10-30F Low Profile
236K~K 41 All (Guard Crush) 13 3 20 +8
Elk Hunt
Total: 42
Follow-Up
Total: 35
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. Particularly weak to being thrown when used as a low option without proper spacing, since it advances Sin immediately next to the opponent and thus keeps his throw hurtbox well within kissing range of someone who's expecting it.

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 StompGGST Sin Kiske 214S 2.pngGuardHighStartup21Recovery22Advantage-11.

One of Sin's best combo enders on already launched opponents, it allows him to 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 StepGGST Sin Kiske GazelleStep.pngGuard-StartupRecoveryTotal 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. Doing so is also great for attempting a frametrap with 2D, which works on MOST characters. (Loses to Sol 5KGGST Sol Badguy 5K.pngGuardAllStartup3Recovery25Advantage-16, trades with SolGGST Sol Badguy 5P.pngGuardAllStartup4Recovery9Advantage-2/ MayGGST May 5P.pngGuardAllStartup4Recovery8Advantage-1/GiovannaGGST Giovanna 5P.pngGuardAllStartup4Recovery9Advantage-2/BaikenGGST Baiken 5P.pngGuardAllStartup4Recovery10Advantage-2 5P and Millia 2PGGST Millia Rage 2P.pngGuardAllStartup4Recovery10Advantage-2, however trading still leaves Sin in a favorable position due to 2D's HKD.)

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

Hoof Stomp

214S

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214S 17, 17 High 21 3, 3 22 -11 6-23F Foot
214S~S 41 All 13 3 22 -8
Hoof Stomp
Total: 48
Follow-Up
Total: 37
214S

Forward advancing, low-crushing, multi-hitting overhead stomp.

Decent option to just throw out in neutral against jump-happy opponents, or characters who rely on low profile for neutral skipping. The first hit reaches high, a bit above standing height, and the second hits low profile opponents, both are overheads. Great for dealing with moves like Nagoryuki's 2SGGST Nagoriyuki 2S.pngGuardLowStartup11Recovery21Advantage-11. It can still lose to some high hitting or active lows like LeoGGST Leo Whitefang 2D.pngGuardLowStartup12Recovery19Advantage-8 or GiovannaGGST Giovanna 2D.pngGuardLowStartup17Recovery12Advantage-8's 2Ds.

214S also serves as high-hitting counterpart to 6KGGST Sin Kiske 6K.pngGuardLowStartup21Recovery10Advantage+3. Both 214S and 6K are 21f startup, potentially creating an un-fuzzyable high/low situation from any move that can gatling into 6K.

Very rewarding to hit against jumps, since it causes a ground bounce for a juggle combo, usually resulting in a wallbreak given Sin has stamina and tension.

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.

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
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 DriverGGST Sin Kiske 236H.pngGuardAllStartup16Recovery22Advantage-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.LGGST Sin Kiske 632146H.pngGuardAllStartup11+5Recovery25+32 After LandingAdvantage-55 (632146H) and Kara Tyrant BarrelGGST Sin Kiske 236236P.pngGuardAllStartup9+1Recovery38Advantage-22. These allow Sin to convert almost all of his 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 GrowingGGST Sin Kiske 63214P.pngGuard-StartupRecoveryTotal 49Advantage- (63214P).

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
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, or to deliberately piss off your opponent.

  • 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

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 20×2, 50 All 11+5 12 25+32 After Landing -55 1-18F Full
632146HH 10~100 All 12 8 39+15 After Landing -43
R.T.L
Total: 84
5H Follow-Up
Total: 73
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 fatherGGST Ky Kiske 632146H.pngGuardAllStartup8+1Recovery99Advantage-82, but with a twist.

Sin's invincible overdrive, with (almost) full-screen carry into a wall break for large damage. It is slightly slower than other invincible reversals, making it somewhat easier to evade, but compensates with extremely large range. 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 one bar of stamina (It will not, however, use stamina). This results in very damaging combos, and advantageous situations post-wallbreak. However, it is largely overshadowed by Tyrant BarrelGGST Sin Kiske 236236P.pngGuardAllStartup9+1Recovery38Advantage-22 near the corner, as R.T.L's damage is significantly lower than Tyrant Barrel's clean hit. 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.

Once again largely overshadowed by Tyrant BarrelGGST Sin Kiske 236236P.pngGuardAllStartup9+1Recovery38Advantage-22 for damage near the corner. Without nearly 100% Tension, R.T.L with explosion will do less damage than TB, and the potential extra damage is rarely ever worth the metered cost. This followup is instead often used to guarantee a wallbreak when R.T.L just barely misses the mark.

  • 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
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input 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[ 45→65→95 All (Guard Crush) 3 3 39 -12 None
Tyrant Barrel
Total: 50
Follow-Up
Total: 44
236236P

A point blank explosion followed by a powerful punch. A technique Sin likely created as an homageGGST Sol Badguy 632146H 1.pngGuardAllStartup7+2Recovery41Advantage-44 to the man who raised him.

Sin's highest damage combo ender when timed correctly. The initial strike hits closer to the ground, meaning it can sometimes whiff on high launches, particularly after 2HGGST Sin Kiske 2H 2.pngGuardLow, AllStartup14Recovery27Advantage-16 or 6HGGST Sin Kiske 6H.pngGuardAllStartup15Recovery17Advantage-4.

Can be kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.led via Gazelle StepGGST Sin Kiske GazelleStep.pngGuard-StartupRecoveryTotal 24Advantage- after most of Sin's specials if he has at least 1 Stamina. This allows for extremely rewarding combo enders which would normally require a Roman Cancel extension.

Tyrant Barrel without the follow-up can be used to un-stick an opponent from the wall, regaining the corner with barely enough time to use Still GrowingGGST Sin Kiske 63214P.pngGuard-StartupRecoveryTotal 49Advantage- and okizeme with 2S. However, as this costs 50% meter and doesn't deal particularly high damage, this is generally a very niche use 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 OTG The 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 while forfeiting Sin's turn. 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 a follow-up c.SGGST Sin Kiske cS.pngGuardAllStartup7Recovery10Advantage+1, Hoof StompGGST Sin Kiske 214S 2.pngGuardHighStartup21Recovery22Advantage-11, or 2HGGST Sin Kiske 2H 2.pngGuardLow, AllStartup14Recovery27Advantage-16 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. 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 Hitting 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. (such as 2SGGST Sin Kiske 2S.pngGuardAllStartup12Recovery13Advantage-5, 2H, and 6HGGST Sin Kiske 6H.pngGuardAllStartup15Recovery17Advantage-4). Near the corner, if the wall doesn't break, any Hit will allow even 6KGGST Sin Kiske 6K.pngGuardLowStartup21Recovery10Advantage+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 2 frame window.
  • 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
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input 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 P after the first hit of Tyrant Barrel performs a powerful follow-up strike. The damage increases the closer the release input is to the Clean 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 Clean Hit, especially on Counter Hit and on a high wallsplat. Holding the button is often required in order to land it.

Guard Crush duration 29F.

2 Frame window for the 95 Damage clean hit, 2 Frame for the 65 Damage hit, 11 Frame for the 45 Damage hit

  • A Clean Hit is impossible if the opponent is too far away, at the very edge of the attack (more than 450 units of distance).
  • The Follow-up is considered a new attack, and therefore is affected by R.I.S.C. scaling caused by the previous hit of Tyrant Barrel.
  • P can be released 1 Frame before superflash ends at the earliest (64 Frames after the 236236P input).
  • Pressing P (if it hasn't already been held down) has a valid input window Frames 64~96 after inputting 236236P
  • If the P button is pressed and held for less than 17 frames during the valid press input window, the Follow-up comes out 17 frames after the button press.
  • If the P button is pressed and held for more than 36 frames during the valid press input window, the Follow-up comes out 36 frames after the button press.
  • The attack is made up of multiple seperate hits and does not behave as a single multi-hit attack:
    • The total R.I.S.C. Loss is unaffected, however positive R.I.S.C. is reduced by 25% 2 times in total.
    • All hits made by sources other than the first one to connect will be scaled by the added R.I.S.C.
    • Attack only deals the maximum damage from at least 1068 R.I.S.C. (approx. 8.3% gauge) as a result.

Colors

GGST Sin Kiske color 1.png
GGST Sin Kiske color 2.png
GGST Sin Kiske color 3.png
GGST Sin Kiske color 4.png
GGST Sin Kiske color 5.png
GGST Sin Kiske color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Sin Kiske color 7.png
GGST Sin Kiske color 8.png
GGST Sin Kiske color 9.png
GGST Sin Kiske color 10.png
GGST Sin Kiske color 11.png
GGST Sin Kiske color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST Sin Kiske color 13.png
GGST Sin Kiske color 14.png
GGST Sin Kiske color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 2
Color 12 is included in Additional Colors Pack #2

Navigation

To edit frame data, edit values in GGST/Sin Kiske/Data.
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