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|unique_mechanic1=[[File:GGST Sin Stamina Gauge Full.png|300px|center]]
|unique_mechanic1=[[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}}) on hit or block. <!--Potentially move to Overview blurb later-->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}}, opening up mix-ups and pressure reset opportunities.
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. <!--Potentially move to Overview blurb later-->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.


The Stamina gauge is comprised of 3 bars, and performing a follow-up will use 1 bar. {{Tt|2 seconds|120 frames}} ({{Tt|1 second|60 frames}} for Gazelle Step) after spending a bar, the gauge will begin to automatically gradually refill, refilling faster the less Stamina Sin currently has remaining. If the gauge does not have at least 1 bar filled, Sin will be unable to cancel his special moves, weakening his offense or leaving him open to punish.
The Stamina gauge is comprised of 3 bars, and performing a follow-up will use 1 bar. {{Tt|2 seconds|120 frames}} ({{Tt|1 second|60 frames}} for Gazelle Step) after spending a bar, the gauge will begin to automatically gradually refill, refilling faster the less Stamina Sin currently has remaining. If the gauge does not have at least 1 bar filled, Sin will be unable to cancel his special moves, weakening his offense or leaving him open to punish.

Revision as of 03:08, 29 November 2022



Overview
Overview

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

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

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

If you want powerful rekka-esque offense, consistent damage, and a healthy helping of resource management, Sin Kiske might be the character for you!

 Sin Kiske  Sin Kiske is classified as a Rush type, using an assortment of follow-up attacks to keep up the pressure and chase down his opponent.

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

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

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


1st bar regens at 40 units/frame

2nd bar regens at 70 units/frame

3rd bar regens at 100 units/frame


Error: No field named "weight" found for any of the specified database tables.
Sin Kiske
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.2PGGST Sin Kiske 2P Hitbox.pngGuardAllStartup5Recovery9Advantage-2 (5F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.623SGGST Sin Kiske 623S 1 Hitbox.pngGuardAllStartup9Recovery36Advantage-26 (10F)
632146HGGST Sin Kiske 632146H Hitbox.pngGuardAllStartup11+5Recovery25+32 After LandingAdvantage-55 (10+5F)

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

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

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

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

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

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

Gatling Options: 5H, 2H

5H

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

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

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

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Uncharged 45 High 20 3 26 -15
Charged 56 High 28 3 26 -10
Uncharged Dust

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


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

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

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
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

Legally required 5F mash. 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 two stamina bars.

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

2K

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

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

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

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

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 All 12 6 13 -5

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

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

Gatling Options: 5H, 2H

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
15, 25 Low, All 14 3(12)6 27 -16

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

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

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
33 Low 10 6 15 -7

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

6K

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

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

  • Plus on block
  • Launches upward on hit.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
48 All 15 4 17 -4

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

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)

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)

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)

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

Universal Mechanics

Ground Throw

6D or 4D

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

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

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

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 2 3 38 or Until Landing + 10 none
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

Special Moves

Beak Driver

236H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Beak Driver 35 All 16 6 22 -14
Beak Driver Follow-Up 47 All 13 11 9 -3
236H

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

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

  • Launches into a Rolling Tumble on air hit.

236H~H

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

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

Hawk Baker

623S

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Hawk Baker 20, 30 All 9 6(23)4 36 -26 1-11F Strike
Hawk Baker Follow-Up 43 All 12 3 33 -19 1-14F Strike
623S

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

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

623S~S

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

  • Costs 1 bar of Stamina.
  • Launches on hit.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
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
236K

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


236K~K

Extremely plus pressure extender.

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

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

Hoof Stomp

214S

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

Overhead mixup and low-crush, great for dealing with moves like Nagoryuki's 2SGGST Nagoriyuki 2S.pngGuardLowStartup11Recovery21Advantage-11. Can still lose to some high hitting or active lows like LeoGGST Leo Whitefang 2D.pngGuardLowStartup12Recovery19Advantage-8 or GiovannaGGST Giovanna 2D.pngGuardLowStartup17Recovery12Advantage-8's 2D.

  • Ground bounces on air hit.

214S~S

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

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

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

Still Growing

63214P

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
63214P - Total 49

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

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

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

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

Overdrives

R.T.L

632146H (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
632146H 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
632146H

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

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

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



632146H~H

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

  • The damage dealt and size of the hitbox is proportional to the amount of Tension consumed upon use.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
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
236236P

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

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

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

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

236236P~]P[

A precise but high value timing check. The timing is all about hitting the opponent dead-center, meaning its timing differs based on the opponent's position after the preceding combo. Be careful being greedy for the Perfect Hit, as if the input is even slightly late the strike will instead 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.

  • Launches into a Hard Knockdown on hit. Causes a Rolling Tumble on Perfect Hit.
  • Perfect Hit has a 1 Frame timing.
  • On Wall Break results in a Hard Knockdown for +36 frame advantage.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
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
EX1
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 1
Color 12 is included in Ultimate Edition

1Pre-order exclusive

Navigation

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