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Sin Kiske
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- Movement Options
- Double Jump, 1 Airdash, Dash Type: Run, Leap
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Overview
First introduced in Guilty Gear 2: Overture, Sin is the happy-go-lucky son of Ky Kiske and Dizzy, who fell in love after the events of Accent Core. Due to the Gear blood he inherited from Dizzy, Sin developed extremely quickly after his birth; with Ky ruling a nation and Dizzy in stasis, Sin's rearing was entrusted to bounty hunter and fellow Gear Sol Badguy. Under Sol's tutelage, Sin accompanies him across the world in search of bounties, carrying most of their equipment along the way. Sin is slowly warming up to his father, and with his mother out of the picture for the moment, he looks up to Sol as a mentor and father figure. In battle Sin utilizes lightning magic, which arcs wild and red due to his Gear heritage; he also possesses a battle standard that he brandishes as a makeshift pole arm. He isn't the most well-spoken kid and can be cocky at times, but he has a big heart and tries to improve his shortcomings one at a time.
Note that the character was nerfed as of 1.03: some information (mostly frame data) is outdated
Strengths
- Very high damage with calorie meter.
- Has the unique ability to cancel any special into any other special.
- Good pressure and decent frame traps.
- Good neutral with long ranged normals and specials.
- Somewhat safe DP, as it can be canceled on block into his other specials.
- Great backdash.
- Has one of the best anti-air 6P's of the game with great range and reward + fast recovery on whiff.
Weaknesses
- Meter hungry, in terms of both Tension and his own gauge. Most strong combo confirms/okizeme conversions require 50 meter and/or calories.
- Limited gatling paths
- Can be hard to open people up(needs to use tension meter to make mixups more terrifying)
- While DP is safe on block, it has a poor hitbox and slow speed, easy to make whiff. Ride The Lightning is not a true reversal(invulnerability starts on frame 4)
Normal Moves
5P
5P
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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12
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Mid
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CSJ
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YRP
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6
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2
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8
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+2
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Fast poke; cancelable into itself, a special, and a jump as well. Decent anti-air when opponent is too close to 6P. Whiffs on crouchers. Chains into 5H on standing and for anti-air confirms.
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5K
5K
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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16
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Mid
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SJ
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YRP
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7
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3
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12
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-3
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Jump and Special cancelable. Small hurtbox on the non-kicking foot makes this move good for hitting your opponent as they mash 2P/2K. Gatlings into 3K; 2K>5K>3K>6H will combo because 2K forces crouching
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c.S
f.S
5H
5H
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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25, 35
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Mid,Low
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SJ,S
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-
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11
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3(15)3
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24
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-8
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2 hits: first is mid and jump cancelable, second is a low. Special cancelable on both hits, and knocks down on air hit. Really solid combo filler/ender for both hits; the first hit as an ender gives more time to eat and lands them closer while the second hit can be used for more damage and spacing, even at ranges that voltic deign would prove as an effective oki. Combos from 2H but normals such as 5P, 5K, and 5S will only combo if the opponent was standing.
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6P
6P
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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28
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Mid
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SJ
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YRP
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9
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6
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15
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-7
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Standard GG 6P. Special+jump cancellable and head invul until active frames. Chain into c.S>5H>6H when enemy is caught low enough from anti-air, otherwise jump cancel 6P > air confirm if they are too high.
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6H
6H
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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38
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Mid
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JS
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YRP
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15
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4
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13
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+2
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Floats opponent on hit along with being special and jump cancelable. Frame advantage on block. Can be gatling into from 5H(1) and 3K(crouch). Slides you forward for a critical 623S or air combo. Whiffs on May and Faust crouching. (1.1 hits all crouchers)
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5D
5D
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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25
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High
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-
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YRP
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29
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2
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15
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-3
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Universal overhead. Slow startup, but safer than other Dusts. Sin gets access to simple charged beak driver loops using the wall version and a techable air combo from the upwards version. The only way to fully knockdown meterlessly from upwards 5D would be a lone air beak driver.
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2P
2P
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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6
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Mid
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CS
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YRP
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5
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4
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4
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+2
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Sin's fastest starter. Quick and cancels into itself and specials. This is also what you use to extend combos after R.T.L in some situations. Frame advantage.
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2K
2K
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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18
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Low
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S
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YRP
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7
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2
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9
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+1
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Worst proration of Sin's lows and fairly slow for a 2K as well, but serves its purpose. Forces crouching on hit, and can link into 2H.
2K>5K>3K>6H will combo because of crouching state.
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2S
2H
2H
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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28,28,16
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Mid
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SJ
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YRP
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11
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2,2,2
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34
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-17
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Slow, 3-hit launcher type move. Not a great anti-air, so best used as a punisher. First two hits force standing, third hit floats the opponent. All hits are jump cancelable.
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3K
3K
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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22
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Low
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S
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YRP
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11
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4
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12
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-2
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Low flag poke. Staggers on ch, only gatlings into 6H which is plus on block and all special moves ;3K into 6H is a blockstring only contestable if your opponent uses a invul reversal. When spaced well, be used as a meaty to make reversals whiff and you can mix between special cancelling 3K,jump canceling the 6H followup into j. D, or simply pressing the frame advantage of 6H.
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2D
2D
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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28
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Low
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SJ
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YRP
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11
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6
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8
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0
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Universal Sweep with no 85% Initial Proration. Long reach and moves Sin very slightly forward. Nuetral on block means it's a decent pressure tool. It is common to see 2D used in normals>2D>236K>236H for BnBs. Otherwise, 2D is a tool to knockdown the opponent without using food meter and safely eat.
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j.P
j.K
j.K
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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20
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High, Air
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SJ
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YRP
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8
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3
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24
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-
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Possesses crossup hitbox. Blows the opponent away on air hit and wallsticks on corner air hit. The wallstick property is beneficial for his corner combos including airdash j.K loops
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j.S
j.H
j.H
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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32,16x3
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High, Air
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S
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YRP
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9
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3,2,2,2
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12
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-
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Overhead for a maximum of 4 hits, but with low hit/blockstun. Can be used as a rising overhead along with j. D, but you need RC for a stable confirm. Otherwise, a meterless mixup into vulture seize is a scary mixup option. Forces standing on hit
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j.6H
j.6H
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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36
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High, Air
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S
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YRP
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11
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4
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20
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-
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Pulls the opponent towards you on hit or block. Can be used in side switch combos and unpredictable crossup mixups where you pull them out of the corner.
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j.D
j.D
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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40
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High, Air
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SJ
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YRP
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18
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2
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18+5 after landing
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-
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Great tool for IOH off of jump cancelable normals and in general. Can confirm into j.214S, and pick up with dashing j.P or j.S; You can also RC after j.214S for a more stable/damaging confirm. This move completely halts momentum during jumps/leaps until which it will return to normal. Ground bounces on counter hit for easy follow-ups.
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Universal Mechanics
Ground Throw
Ground Throw
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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0, 0, 60
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Throw: 75250
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-
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R
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1
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-
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-
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+55
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Throw with 65% proration. RC and dash or leap after them to combo midscreen. Otherwise, it knocks the opponent far enough where eating is safe. Since Sin can easily crank guard gauge, throwing the opponent when the opponent's gauge is high enough will allow you to combo from this without meter.
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Air Throw
Dead Angle Attack
Blitz Shield Charge Attack
Special Moves
Calorie Gauge
Calorie Gauge
Calorie Gauge at 10,000 calories (top) and empty (bottom) Starving will cost you 95 frames
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- Sin starts each round with 10,000 Calories (with a maximum of 16,000)
- Every time Sin uses a Special attack (with the exception of 214+P/K and 214+HS) he will burn 1,000 Calories
- You can also cancel Special attacks into other Special attacks by burning an additional 1,000 Calories (ex. 623+S > 236+K will burn a total of 3,000 Calories)
- If you hit 0 Calories when doing Special Attacks, you will be forced into a hunger animation for 95F after the Special Attack.
- Use 214H to refill Calories
- Starving will cost you 95 easily reactable and punishable frames that can no longer be PRC'd to save you
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Hawk Baker
Hawk Baker 623S
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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Normal: 30 Counter: 35
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Mid
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-
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R
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9
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2
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45
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-33
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Invincible until active frames, but still a relatively unreliable reversal due to it's small hitbox. Unsafe on HIT unless canceled into another special but can also be cancelled from block to make it safe. This move is a staple for many of Sin's combos as it is useful when cancelled with 236H, 236K, or even leap. Has a CRITICAL HIT effect when used point-blank, causing the opponent to shine red and increasing the untech time.
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Beak Driver
Beak Driver 236H (air OK)
Ground Air
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Version
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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Ground
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36,32 [46,66]
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Mid
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-
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YRP
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11-33 [34-251]
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2(1)8
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27[19]
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-16[+4]
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- Burns 1,000 Calories
- Causes wall bounce on counter hit second hit (tip of flagpole)
- Can be low-profiled
- Charged version causes wallstick
Quick and long reaching stab that hits twice, with the first hit canceling out projectiles. The uncharged version is the standard combo ender on the ground and in the air, and the charged version is a great starter or counter hit follow-up, causing a sliding knockdown midscreen or a wall stick in the corner. In his neutral, this can be used a far poke while fishing for counter-hits then leaping in for added hits after the wall bounce. However, with an added 10 frames of recovery, don't become over-reliant. This move should also be cancelled into another special when blocked to keep it safe. In ground combos, RC > 6H for a stable confirm.
His charged variant is where it's needed for strong corner combos. Not only does it do more damage, but this one wallsticks, and can be combo'd into itself using the beak driver loop, despite the recovery frame changed to his normal version from 1.03, the loop remains untouched. This version is also safer on block, allowing for a non punishable eat special.
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Air
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40,26
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-
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-
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YRP
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9
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3,6
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until landing + 10
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-
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Your air combo ender for the most part. Enemies can tech if this is used on them too high in the air. Can also poke enemies out of the sky from a reasonable distance in which most moves would not. TK'ing can be used to catch jump outs from pressure. Cannot be charged. If used by itself after upwards 5D, it is the only way to confirm into knockdown from it.
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I'm Sure I'll Hit Something
I'm Sure I'll Hit Something HHH... during Beak Driver
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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15*N
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Mid
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-
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YRP
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8
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2*N
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-
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-14
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- Burns 1,000 Calories (regardless of how many times you hit HS)
Staff Rain Omega. Good for causing chip or cranking the guard gauge after a blocked 236H, although unsafe. Probably best reserved for when you have 50 meter to RC. Going into this from 236H doesn't have the extra cost of canceling a special into a special, and ends up costing 2k calories. Up to 13 hits, not counting the first two from Beak Driver. Use this to safely end rounds
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Bull Bash
Bull Bash 214S
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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60
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High
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-
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YRP
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32
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6
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32
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-19
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Long range overhead attack; Air unblockable. If you hit with the tip of the flag when the opponent is airborne it does ~10% less damage, but bounces them higher than if you hit with the middle of the flag. This move is best controlling space, catching jump attempts, or keeping the opponent awake during a blockstring, as it is far too slow to ever mix someone up with. Useful when combo'd into charged beak driver in the corner and the combination of the two moves can destroy the opponents when they make an unfavorable burst in between.
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Elk Hunt
Elk Hunt 236K
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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30
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Low
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-
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YRP
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15-21
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5
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14
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0
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Low slide used in neutral, as combo filler, or as a blockstring ender though it's now even on block. Floats the opponent on hit, can no longer link into 2P on CH due to the recovery frame change. Chains into beak driver for knockback and knockdown in the corner and midscreen. In the corner, is useful when chained into 623S for corner confirms off of 623S's critical hit.
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Leap
Leap 214P/K
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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-
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-
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-
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Y
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-
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-
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P:19 K:18
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-
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- The P version vaults you upwards
- The K version thrusts you forwards
Doesn't use any of the calorie gauge, even if canceled into from another special. Useful for surprise gapclosing, punishing, or making specials safer without using calories, as well as general positioning. You maintain your your airdashes after a leap, and if you jump install you can double jump as well. Another interesting thing to note is that inputting a jump by itself immediately before inputting the move will also grant a double jump. You can control the arc by holding 4 or 6. Backwards airdash after a leap are useful for his nuetral game and baiting anti-airs and blitz attack.
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Still Growing
Still Growing 214H
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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-
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-
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-
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Y
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40
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-
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17
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-
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- Restores Calories
- If Calorie Gauge is below 10,000 you will recover the difference to return it to 10,000 (starts out at giving 1,000 at 25f before giving the other 9,000)
- If Calorie Gauge is above 10,000 you will recover 3,000 (maximum stock is 16,000)
Has a decent amount of recovery, so you generally want to use it after a knockdown or when you push them far away with a blocked special. Can be YRC'd but will only fill 1,000 calories unless you YRC much later.
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Vulture Seize
Vulture Seize j.214S
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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28
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High
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-
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YRP
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14
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6
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Until landing + 10
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-
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Aerial combo fodder into Air Beak Driver, as well as confirming off of rising/fuzzy overheads. Can also be used in gimmicky airdash crossups and even after the first hit of crossup j.H.
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Overdrives
R.T.L
R.T.L 632146H (air OK)
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Version
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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Ground
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50
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Mid
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-
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YRP
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10+1
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12
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48
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-40
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Air
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50
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All
|
-
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YRP
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10+1
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12
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Until landing + 32
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-44
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Ground Followups R.T.L > Direction + H
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50
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All
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-
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RP
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6 after direction change
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12
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47
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-40
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Air Followups R.T.L > Direction + H
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50
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All
|
-
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RP
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6 after direction change
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12
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Until landing + 32
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-
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- Entering a direction (8-way) with HS allows you to continue the attack in that direction (possible 2 times after initial hit)
- Can only do a followup attack if the previous hit actually touched the opponent
Full invul until the hitbox appears. Can provide corner carry and knockdown depending on how you use your charges. Good use for when you need this to kill in your combo and you can even combo off of this in certain cases. If blocked, try to steer away using another dash to be less punishable. On whiff, you lose the benefit of steering it.
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Voltic Deign
Voltic Deign 236236P (air OK)
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Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Ground
|
27*5
|
Mid
|
-
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YRP
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26+2
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-
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Total: 37
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+60
|
Air
|
27*5
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Mid
|
-
|
YRP
|
10+4
|
-
|
Total: 31
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-
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Slow projectile that hits 5 times. Fast recovery after usage, along with slow movement speed make it only ideal for okizeme set ups, or using it as a shield to approach behind when close. It also proves useful during pressure, where he should throw this move out and immediately eat to refill lost meter then keep his pressure going. A gimmick for long range use is to use it full screen while covering the aerial height with air Beak Driver if they jump. Aerial version shoots it at an angle similar to Ky's air Charged Stun Edge in previous GG games but has far less startup and can be followed up an airdash for combos.
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|
Raiden in IK mode: 236236H
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
DESTROY
|
-
|
-
|
-
|
9+12 [5+12]
|
6
|
34
|
-23
|
- [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
- Invulnerable: 1-17 All
- Uses the animation of the first hit of his 2H.
- This move is only practical if you manage to stun the opponent long enough to get it out or when the conditions to combo into IKs are met.
- The startup attack also happens to be one of the most disadvantageous hits for an IK on block, tied only with Millia.
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