GGXRD-R2/Sin Kiske: Difference between revisions

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==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{Overview/navigation|okizeme=true}}
{{Overview
<div id="home-content" class="home-grid">
|overview= Sin is a neutral-focused monster with a frighteningly high damage output thanks to his Calorie ("food") gauge which lets him cancel all his special attacks into other special moves. However, if Sin tries to do any special attack with an empty food gauge, he'll be forced into a [[GGXRD-R2/Sin_Kiske#Calorie Gauge | starving animation]] that gives his opponent a giant punish.  If Sin doesn't find a good chance to eat, he'll often have to give up okizeme or pressure just to refill his food.
{{card|width=4|height=1
|header=Overview
|content= Sin is a neutral-focused monster with a frighteningly high damage output thanks to his Calorie ("food") gauge which lets him cancel all his special attacks into other special moves. However, if Sin tries to do any special attack with an empty food gauge, he'll be forced into a [[GGXRD-R2/Sin_Kiske#Calorie Gauge | starving animation]] that gives his opponent a giant punish.  If Sin doesn't find a good chance to eat, he'll often have to give up okizeme or pressure just to refill his food.


Sin has great neutral, pressure, and mixup options.  {{clr|3|f.S}} and {{clr|3|2S}} are fast, solid normal pokes, {{clr|1|6P}} is a great anti-air, and the infamous Beak Driver ({{clr|4|236H}}) will counter-poke just about anything.
Sin has great neutral, pressure, and mixup options.  {{clr|3|f.S}} and {{clr|3|2S}} are fast, solid normal pokes, {{clr|1|6P}} is a great anti-air, and the infamous {{MMC|input=236H|label=Beak Driver}} ({{clr|4|236H}}) will counter-poke just about anything.


Sin's other special moves include a low profile slide that can be used as a frame trap, a reversal he can make safe, a command jump that he can steer forwards and backwards, and a jump-in that will beat any anti-air that isn't completely invulnerable.  Sin's neutral and mixups are very strong, especially when he gets to set up something like his crossup, multi-hit {{clr|4|j.H}} and/or his air braking {{clr|5|j.D}}.
Sin's other special moves include a {{MMC|input=236K|label=low profile slide}} that can be used as a frame trap, a {{MMC|input=623S|label=reversal he can make safe}}, a {{MMC|input=214P|label=command jump}} that he can steer forwards and backwards, and a jump-in that will beat any anti-air that isn't completely invulnerable.  Sin's neutral and mixups are very strong, especially when he gets to set up something like his crossup, multi-hit {{clr|4|j.H}} and/or his air braking {{clr|5|j.D}}.


Sin's best combos often use a lot of the food gauge, but moves like {{clr|4|5H}}(1) and Beak Driver will always knock down.  With proper combo routes, Sin can do a combo, eat, and still apply okizeme or a mixup.
Sin's best combos often use a lot of the food gauge, but moves like {{clr|4|5H}}(1) and Beak Driver will always knock down.  With proper combo routes, Sin can do a combo, eat, and still apply okizeme or a mixup.


Furthermore, Sin has a strong strike/throw game thanks to RISC-cranking moves like {{clr|4|2H}}, so even his basic pressure can be quite scary with 50 meter to RRC a throw.  Sin also builds meter quickly and has two versatile supers that deal high damage.  The world is Sin's oyster - as long as you keep him fed.
Furthermore, Sin has a strong strike/throw game thanks to RISC-cranking moves like {{clr|4|2H}}, so even his basic pressure can be quite scary with 50 meter to RRC a throw.  Sin also builds meter quickly and has two versatile supers that deal high damage.  The world is Sin's oyster - as long as you keep him fed.
 
}}
|lore= 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.
{{GGXRD-R2/Infobox
|quote=
| fastestAttack = [[#2P|2P]] (5F)
|voice_actor= Issei Miyazaki
| reversal = [[#Hawk Baker|623S]] (9F), [[#R.T.L|632146H]] (10+1F)
|summary= is a well-rounded character boasting an excellent neutral game, extremely high damage, and solid tools for pressure and rushdown. Sin's versatility and sheer damage output allow him to do anything - as long as he doesn't go hungry.
}}
{{ProsAndCons
|intro= is a well-rounded character boasting an excellent neutral game, extremely high damage, and solid tools for pressure and rushdown. Sin's versatility and sheer damage output allow him to do anything - as long as he doesn't go hungry.
|pros=
|pros=
* '''Low Entry Barrier:''' Sin's neutral is very simple and very rewarding. His combos are mostly universal and easy to confirm into.
* '''Low Barrier to Entry:''' Sin's neutral is very simple and very rewarding off most hits. His combos are mostly universal and easy to confirm into.
* '''Calorie Cancels''': Sin can cancel nearly all his special moves into other specials by using his food gauge, which lets him make his pressure safe and powerful.
* '''Neutral Monster:''' Good pokes with a great balance of speed and reach, such as {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{MMC|input=236H|label=Beak Driver}}, and {{MMC|input=236K|label=Elk Hunt}}.
* '''High Damage:''' Among the highest consistent damage in the game, without needing to burn as much tension to extend combos relative to other characters.
* '''Strong Okizeme Game:''' Most of Sin's ground combos let him set up a safejump or high-low mixup with his leap ({{clr|1|214P}}/{{clr|2|K}}) and {{clr|4|j.H}}/{{clr|5|j.D}}.
* '''Safe Reversal:''' {{MMC|input=623S|label=Hawk Baker}} is a reversal that can be special cancelled into moves that are safe on block, as long as it connects.
* '''Burst Safety:''' Several of Sin's most important moves (Beak Driver, Bull Bash, {{clr|4|5H}}(1)) are burst safe, which limits his opponent's ability to escape damage and okizeme.
* '''Burst Safety:''' Several of Sin's most important moves (Beak Driver, Bull Bash, {{clr|4|5H}}(1)) are burst safe, which limits his opponent's ability to escape damage and okizeme.
* '''Neutral Monster:''' Good pokes with a great balance of speed and reach, such as {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, Beak Driver ({{clr|4|236H}}), and Elk Hunt ({{clr|2|236K}}).
* '''High Damage:''' Among the highest consistent damage in the game, and he doesn't need to spend tension for it.
* '''Strong Okizeme Game:''' Most of Sin's ground combos let him set up a safejump or high-low mixup with his leap ({{clr|1|214P}}/{{clr|2|K}}) and {{clr|4|j.H}}/{{clr|5|j.D}}, assuming he doesn't eat. With meter, he has access to [[#Voltic Deign|Voltic Deign]] setups which let him combo from rising {{clr|4|j.H}} for a very fast overhead.
* '''Strong Pressure/Safety with Calories''': Sin can special cancel his special moves by using his food gauge, which lets him make pressure safe and powerful.
* '''Safe Reversal:''' Hawk Baker ({{clr|3|623S}}) is a reversal that can be special cancelled into moves that are safe on block, as long as it connects.
|cons=
|cons=
* '''Reliant on Resources:''' Requires good food management, and is much weaker when food is low. Occasionally has to give up advantage(mainly okizeme) to eat.
* '''Reliant on Resources:''' Requires good food management, and is much weaker when food is low. Occasionally has to give up advantage (mainly okizeme) to {{MMC|input=214H|label=eat}}. Bursting is also extra effective against Sin if his calorie gauge is low, as it prevents him from eating safely.
* '''Weak to Burst:''' Getting bursted during combos/offense before getting to eat can put Sin in a rough spot if he spent lots of food.
* '''Slow Wakeup''': When face-up, Sin's wakeup animation is a lengthy 30 frames. Some characters get specific okizeme on Sin if they knock him down face-up.
* '''30f face-up wakeup timing''': Some characters get specific okizeme on Sin if they knock him down face-up.
* '''Limited Gatling routes:''' Sin relies heavily on the threat of his special moves in blockstrings, which means he doesn't have complex gatling routes. Sin's pressure and combos without calories are much less scary than with them.
* '''Stubby Pressure Normals:''' Sin's pokes are great, but faster moves like {{clr|1|2P}}, {{clr|2|5K}}, and {{clr|2|2K}} are very short.
}}
}}
{{FP_Box
</div>
 
===Unique Mechanics===
{{card|width=4
|header= Calories
|header= Calories
|content=  
|content=[[File:GGXRD Sin Hungry.png|thumb|230px|Treat your calorie gauge like a baby.]]
<center>[[File:GGXRD-R2_Sin_Kiske_Calorie_Gauge.png]]</center>
Sin has a unique meter called the calorie/food gauge which is a resource that is used to cancel specials into other specials.  Sin starts each round with the gauge partially full at 10,000 calories (10 "pips"), although the gauge can hold up to 16,000/16 pips.  Every time Sin uses a special attack other than his [[#Leap|Leap]] ({{clr|1|214P}}/{{clr|2|K}}) or [[#Still Growing|Still Growing]] ({{clr|4|214H}}), he loses 1,000 calories/1 pip. Special cancelling into a special attack that consumes calories will cost another 1,000 calories/1 pip.
Sin has a unique meter called the calorie/food gauge which is a resource that is used to cancel specials into other specials.  Sin starts each round with the gauge partially full at 10,000 calories (10 "pips"), although the gauge can hold up to 16,000/16 pips.  Every time Sin uses a special attack other than his [[#Leap|Leap]] ({{clr|1|214P}}/{{clr|2|K}}) or [[#Still Growing|Still Growing]] ({{clr|4|214H}}), he loses 1,000 calories/1 pip. Special cancelling into a special attack that consumes calories will cost another 1,000 calories/1 pip.


Sin can eat using [[#Still Growing|Still Growing]] ({{clr|4|214H}}) to refill his food gauge: it will restore him to 10,000 calories/10 pips if is under that many, and give him 3,000 calories/3 pips otherwise.  Eating is the only way for Sin to regain lots of food, so finding safe spots to eat at the end of combos or in neutral is very important.  Sin can also eat > YRC, but this is a steep price to pay considering how easily he can eat without spending tension.
Sin can eat using [[#Still Growing|Still Growing]] ({{clr|4|214H}}) to refill his food gauge: it will restore him to 10,000 calories/10 pips if is under that many, and give him 3,000 calories/3 pips otherwise.  Eating is the only way for Sin to regain lots of food, so finding safe spots to eat at the end of combos or in neutral is very important.  Sin can also eat > YRC, but this is a steep price to pay considering how easily he can eat without spending tension.
If Sin reaches 0 Calories when doing special attacks, he will be forced into a hunger animation for 95 frames after the special attack finishes recovering. However, it's possible to RC the final special done in order to avoid the hunger animation activating.


Funnily, Faust's chocolate and doughnut items will give Sin 500 calories/half a pip if he picks them up. There is no effective difference between 500 and 1,000 calories.
Funnily, Faust's chocolate and doughnut items will give Sin 500 calories/half a pip if he picks them up. There is no effective difference between 500 and 1,000 calories.
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==Normal Moves==
==Normal Moves==
===<big>{{clr|1|5P}}</big>===
{{GGXRD-R2 Move Card
|input=5P
|description=


===<big>{{clr|1|5P}}</big>===
Fast poke; cancelable into itself, a special, and jump as well. Decent anti-air when the opponent is too close to {{clr|1|6P}}. Chains into {{clr|4|5H}} on standing as well as airborne for anti-air confirms.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_5P.png | Loser's bracket is that way, kid.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_5P.jpg
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="5P"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|3K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
*85% proration
Fast poke; cancelable into itself, a special, and a jump as well. Decent anti-air when opponent is too close to {{clr|1|6P}}. Chains into {{clr|4|5H}} on standing and for anti-air confirms.


Oddly the normal with the most gatlings for Sin, but very hard to actually apply in pressure since it whiffs on crouchers.
Oddly the normal with the most gatlings for Sin, but very hard to actually apply in pressure since it whiffs on crouchers.
</div>
 
</div>
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|3K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}


===<big>{{clr|2|5K}}</big>===
===<big>{{clr|2|5K}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=5K
<tabber>
|description=
Images =
Good neutral poke and pressure tool that can be used to beat the opponent's low options at specific spacings.
<gallery widths="210px" heights="210px" mode="nolines">
 
GGXRD_Sin_5K.png| Discount Johnny 5K
In neutral, {{clr|K|5K}} is notably Sin's fastest button for ranges further than {{clr|1|2P}} and {{clr|3|c.S}}, but closer than {{clr|3|f.S}} and {{clr|3|2S}}, which also gives it use as a throw {{keyword|OS}} option when {{clr|1|6P}}+{{clr|4|H}} would be too risky. While it's a strong poke, it's  easily low profiled if spaced wrong.
</gallery>
 
|-|
In pressure, {{clr|2|5K}} has a large number of gatling options while also having a slightly longer cancel window compared to his other normals. It is also useful in combos in situations where {{clr|3|c.S}} would be used, without the risk of getting {{clr|3|f.S}} instead due to distance, which can happen during sideswap or juggle combos.
Hitboxes =
 
<gallery widths="210px" heights="210px" mode="nolines">
* Jump and special cancelable.
Sin_5K.jpg
* One of Sin's few normals that will combo directly into {{clr|4|5H}} on a standing opponent since it does not force crouching state.
</gallery>
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|3K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="5K"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|3K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}
Jump and special cancelable. Small hurtbox on the non-kicking foot can go over opponents as they mash {{clr|1|2P}}/{{clr|2|2K}} at the right distance and timing. Can also avoid low pokes at further ranges, but might not hit them due to a relatively short range. Has a large number of gatlings while also having a slightly larger window to chain into them, when compared to his other normals, all of these making {{clr|2|5K}} one of his better normals during pressure.


In neutral, notably Sin's fastest button for ranges further than {{clr|1|2P}} and {{clr|3|c.S}}, but closer than {{clr|3|f.S}} and {{clr|3|2S}}. Also why it can be useful as a throw install option besides {{clr|1|6P}}+{{clr|4|H}}. Keep in mind {{clr|2|5K}} can easily be low profiled.
===<big>{{clr|3|c.S}}</big>===
{{GGXRD-R2 Move Card
|input=c.S
|description=
Mostly combo filler and occasional pressure tool.
 
Fast startup, along with being jump and special cancelable, make {{clr|3|c.S}} a solid combo starter for punishes, as well as being solid filler in most of Sin's routes. {{clr|4|2H}} or {{clr|4|6H}} are more rewarding, but may not always be long or fast enough, and their more strict gatling options makes frame traps into them more telegraphed.


Also useful in combos in situations you would use {{clr|3|c.S}}, but don't want to risk getting {{clr|3|f.S}} instead, due to distance, which can happen during sideswap or juggling combos.
*Forces crouching state on grounded hit, preventing a combo into {{clr|4|5H}}
</div>
</div>


===<big>{{clr|3|c.S}}</big>===
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_cS.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_c.S.jpg
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="c.S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}
Fast startup, along with being jump and special cancelable. Forces crouching on hit. Mostly combo filler. Can antiair unexpectedly due to its hitbox but don't rely on it.
</div>
</div>


===<big>{{clr|3|f.S}}</big>===
===<big>{{clr|3|f.S}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=f.S
<tabber>
|description=
Images =
Great neutral poke, ranged punish option, and spacing tool.
<gallery widths="210px" heights="210px" mode="nolines">
 
GGXRD_Sin_fS.png | The people's poke
Similar to {{clr|3|2S}}, except {{clr|3|2S}} hits low profile moves and has less recovery. However, {{clr|3|f.S}} has slightly more range, so use as needed. Especially useful as a hit confirm with 50 Tension for Beak Driver RRC afterwards or {{tt|{{clr|S|f.S}} YRC OS|f.S+RC will YRC on whiff or RRC on hit/block}}.  
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_f.S.jpg|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="f.S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|3|2S}}, {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}
Good poke, especially with 50 for Beak Driver RRC afterwards. Similar to {{clr|3|2S}}, except {{clr|3|2S}} hits low profile moves and has less recovery. However, {{clr|3|f.S}} has slightly more range, so use as needed.


Forces crouching on hit, which makes combos slightly easier. Can confirm into Elk Hunt at close range, or on CH at any range.
Forces crouching on hit, which makes combos slightly easier. Can confirm into Elk Hunt at close range, or on CH at any range.
</div>
 
</div>
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}


===<big>{{clr|4|5H}}</big>===
===<big>{{clr|4|5H}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=5H
<tabber>
|description=
Images =  
Really solid combo tool, especially the first hit thanks to its giant size and long hitstun.  {{clr|4|5H}} is used throughout almost all Sin's combos, and it can be used as an ender to enable strong okizeme and/or safely {{MiniMoveCard|input=214H|label=eating}}.
<gallery widths="210px" heights="210px" mode="nolines">
 
GGXRD_Sin_5H.png | For knocking down opponents outside of {{clr|5|2D}} range
{{clr|H|5H}} is divided into two hits with a large gap between them. The first hit is a mid that whiffs against crouching opponents, and the second is a low that knocks down. As many of Sin's normals force crouching state on hit, this makes it much harder to do a traditional {{clr|P|P}}>{{clr|K|K}}>{{clr|S|S}}>{{clr|H|H}} gatling combo. {{clr|4|5H}} can be comboed into from {{clr|4|2H}}, {{clr|1|5P}}, {{clr|2|5K}}, and {{clr|3|2S}} - but {{clr|4|2H}} is the only one that will work on crouchers because it forces standing.
</gallery>
 
|-|
Sin usually combos into {{clr|4|5H}} in a juggle after his usual Hawk Baker > Bull Bash > Leap loop.  {{clr|4|5H}}'s gatling into {{clr|4|6H}} can be delayed significantly, which is invaluable for letting opponents fall to the right height and preventing combo drops.
Hitboxes =
 
<gallery widths="210px" heights="210px" mode="nolines">
The second hit vacuums on hit and block, which can open up some different combo routes (making sure Hawk Baker hits red, for instance) or be used for okizeme. In the corner, the second hit will drag opponents slightly towards Sin, enabling very ambiguous cross-ups.
Sin_5H(1).jpg|Extreme amounts of untech
 
Sin_5h(2).jpg|Vacuums on hit and block
*First hit is jump cancelable and can gatling into {{clr|4|6H}}
</gallery>
*Both hits are special cancelable
</tabber>
*{{clr|4|5H}} is often burst safe since Sin crouches down for the second hit
</div>
*First hit knocks down on air hit (unless your opponent is really high '''and''' you've reached very strict hitstun scaling).
<div class="attack-info">
 
{| class="wikitable attack-data"
[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options (First hit only)]]: {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="5H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
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 on either hit, setting up some of Sin's stronger oki. Combos from {{clr|4|2H}}. Combos from {{clr|1|5P}}, {{clr|2|5K}}, and {{clr|3|2S}}, but only combo if the opponent is standing and if you are close enough. When used as a combo ender, it is usually best to cancel the first hit into {{clr|4|214H}} to restore calories safely and maintain pressure.


Due to its high hitbox it will whiff on crouchers and can unexpectedly catch people jumping during pressure when trying to bait raw throw inputs, although it's generally better to throw os with {{clr|2|5K}} or {{clr|1|6P}} in those situations. Can be used as an antiair for jump-ins directly above you, but due to its startup and recovery, it's not recommended. Airthrow or {{clr|2|j.K}} instead, blitz, or even {{clr|1|6P}} before you consider using this to antiair.
===<big>{{clr|5|5D}}</big>===
{{GGXRD-R2 Move Card
|input=5D
|description=
Universal overhead. Slow startup, but safer on block than most other Dusts.  


As of version 2.1, the second hit has some vacuum properties, which has opened up some new combo potential, but ultimately not changed the functionality of the move.
Sin gets access to simple charged beak driver loops using {{clr|D|5D}}6 at the wall and a techable air combo from {{clr|D|5D}}8. The only way to fully secure a meterless knockdown from {{clr|5|5D}}8 is to do a small (3 hits max) air combo ending in {{clr|5|j.D}} (ex. {{clr|4|j.H}} > {{clr|3|j.S}} > jump cancel > {{clr|5|j.D}}), which makes {{clr|5|5D}}6 generally more rewarding and consistent in most situations.
</div>
}}
</div>


===<big>{{clr|1|6P}}</big>===
===<big>{{clr|1|6P}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=6P
<tabber>
|description=
Images =  
Incredible anti air and counter-poke. Easily one of the game's best {{clr|1|6P}}s due to its height, range, disjoint, and easy conversions.
<gallery widths="210px" heights="210px" mode="nolines">
 
GGXRD_Sin_6P.png | No jumping allowed
While the frame data is rather average for a {{clr|1|6P}}, the sheer range can outright beat a lot of {{clr|P|6P}} bait or anti-anti-air attempts. On normal hit, the usual cancel is {{clr|3|c.S}} into a standard route, but on counterhit {{clr|1|6P}} can combo into {{MMC|input=214S|label=Bull Bash}} if it hits high enough.
</gallery>
 
|-|
A high normal hit can sometimes be awkward due to {{clr|3|c.S}} and/or {{clr|3|f.S}} not coming out or reaching high enough, but this is a small price to pay for everything else this move does.  Use it and love it.
Hitboxes =  
 
<gallery widths="210px" heights="210px" mode="nolines">
*Occasionally, Sin can link into {{clr|2|5K}}/{{clr|3|c.S}}>{{clr|4|5H}}>etc on CH if the opponent is not too far away from Sin.
Sin_6P.jpg | Godlike anti-air
 
</gallery>
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|5|5D}}, {{clr|5|2D}}
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="6P"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|5|5D}}, {{clr|5|2D}}
*90% proration
Special cancellable and upper body invuln. The invuln is actually rather average for a {{clr|1|6P}} - the thing that makes this {{clr|1|6P}} one of the best {{clr|1|6P}}s in the game is its impressive hitbox above and in front of Sin. Chain into {{clr|3|c.S}}>{{clr|4|5H}}>etc. when your opponent is caught low enough.  On CH, {{clr|1|6P}} can combo into Bull Bash if it hits high enough. Occasionally you can link into {{clr|2|5K}}/{{clr|3|c.S}}>{{clr|4|5H}}>etc. on CH if they are not too far away from you.


Due to its long range and hitbox, {{clr|1|6P}} can even be used to counterpoke ground normals with a high hitbox. Confirm into ({{clr|3|f.S}})>{{clr|4|236H}}>236H-HHHH or ({{clr|3|f.S}})>{{clr|2|236K}} if close enough.
===<big>{{clr|4|6H}}</big>===
</div>
{{GGXRD-R2 Move Card
</div>
|input=6H
|description=
High damage combo starter that can punish very unsafe moves on block or whiff. {{clr|4|6H}} is a very useful combo tool and occasional blockstring option since it moves Sin forward about 1/4 of the screen.
 
{{clr|H|6H}} is awkward to use in neutral as Sin's hurtbox extends while he lunges forward, so he can be stuffed during the long startup pretty easily. It can be gatlinged into from {{clr|4|5H}}(1), usually for combos, and {{clr|2|3K}}, usually for blockstrings.


===<big>{{clr|4|6H}}</big>===
{{clr|4|5H}}(1) > {{clr|4|6H}} is useful for stabilizing combos when the {{clr|4|5H}}(1) connects on a very high opponent, since the gatling can be done '''between''' {{clr|4|5H}}'s hits and {{clr|4|6H}} generally slides Sin forward enough for a critical/red {{clr|3|623S}} or to start an air combo. But be mindful that {{clr|3|623S}} may be unstable in more extreme situations or on characters with small hurtboxes.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_6H.png|Big starter
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_6H.jpg | Can whiff on Faust sometimes
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="6H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
Floats opponent on hit along with being special and jump cancelable. Frame advantage on block. Can be gatling into from {{clr|4|5H}}(1) and {{clr|2|3K}}(crouch). Slides you forward for a critical {{clr|3|623S}} or air combo. Hits all crouchers. On female characters, you can link {{clr|1|2P}} afterwards on normal hit, which is only possible on other weight classes on CH. Also combos into itself on CH.


Awkward to use in neutral as Sin's hurtbox travels forward during the move along with a large startup. The hitbox isn't as great either. Can be used to whiff punish/block punish things with a lot of recovery however, and it is one of his best starters, so it will hurt a ton if you can combo into red {{clr|3|623S}}.
{{clr|2|3K}} > {{clr|4|6H}} has a 2f gap on normal block, so it's a scary frame trap option but low profile moves can evade it, like Faust's crawl.  The gap may be larger at {{clr|2|3K}} range, and may not connect at max range, but it's still a very good option to represent.
</div>
</div>


===<big>{{clr|5|5D}}</big>===
*Links into {{clr|1|2P}} on normal hit on lightweights
<div class="attack-container">
*Links into itself on counter hit
<div class="attack-gallery">
*Floats opponent on hit
<tabber>
*Special and jump cancellable
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_5D.png | Smack 'em into next week.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_5D.jpg | For some reason disjointed
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="5D"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*80% proration
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 {{clr|5|5D}}8 is to do a small (3 hits max) air combo ending in {{clr|5|j.D}} (ex. {{clr|4|j.H}} > {{clr|3|j.S}} > jump cancel > {{clr|5|j.D}}), which makes {{clr|5|5D}}6 probably the go to in most situations.


Basic {{clr|5|5D}}6 combo is {{clr|4|2H}}(3)>{{clr|2|236K}}>{{clr|3|623S}}>{{clr|3|214S}}>{{clr|4|214H}}. Can continue further/do a more complicated combo for more meter build/damage if you have the calories. Also goes into Charged Beak Driver loops.
===<big>{{clr|1|2P}}</big>===
</div>
{{GGXRD-R2 Move Card
</div>
|input=2P
|description=
Sin's fastest starter. Used for {{keyword|abare}} and pressure.
 
Quick and cancels into itself and specials for easy confirms. Great for stagger pressure and tick throws, and great as a meaty thanks to its speed and frame advantage. This is also what Sin uses to extend combos after {{MMC|input=632146H|label=R.T.L}} in some situations.  


===<big>{{clr|1|2P}}</big>===
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|5|5D}}, {{clr|5|2D}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_2P.png | Mash to your heart's content.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_2P.jpg | It can anti air. Trust me
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="2P"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|5|5D}}, {{clr|5|2D}}
*80% proration
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. Great for stagger pressure and tick throws, and great as a meaty.
</div>
</div>


===<big>{{clr|2|2K}}</big>===
===<big>{{clr|2|2K}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=2K
<tabber>
|description=
Images =
{{clr|2|2K}} has the worst damage scaling of Sin's lows, but it serves its purpose in mixups and pressure.
<gallery widths="210px" heights="210px" mode="nolines">
 
GGXRD_Sin_2K.png|Your fastest low
Decent for stagger pressure when used alongside {{clr|1|2P}} thanks do a delayed gatling into {{clr|4|2H}}. Also used for the low half of Sin's basic Leap high/low mixup. It can be a little awkward to space {{clr|2|2K}} outside of throw range, but it is possible.
</gallery>
 
|-|
Forces crouching state on hit which will allow {{clr|2|2K}}>{{clr|2|5K}}>{{clr|2|3K}}>{{clr|4|6H}} to combo.
Hitboxes =
 
<gallery widths="210px" heights="210px" mode="nolines">
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|5|5D}}, {{clr|5|2D}}
Sin_2K.jpg
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="2K"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|5|5D}}, {{clr|5|2D}}
*70% proration
Worst proration of Sin's lows and fairly slow for a {{clr|2|2K}} as well, but serves its purpose. Forces crouching on hit which will cause {{clr|2|2K}}>{{clr|2|5K}}>{{clr|2|3K}}>{{clr|4|6H}} to combo because of crouching state.


Decent for stagger when used alongside {{clr|1|2P}}. Also used for basic leap oki mixups, via empty leap low. When used in this way (or a meaty), it can be a little challenging to space it just out of the enemy's throw range, but it is possible to do so.
===<big>{{clr|2|3K}}</big>===
{{GGXRD-R2 Move Card
|input=3K
|description=
Highly disjointed low poke with great range. Used as a meaty option in okizeme and a counterpoke in neutral, with occasional frametrap use against opponents that are attempting to mash out of Sin's pressure.
 
While {{clr|K|3K}} only has a single gatling option into {{clr|4|6H}}, it has only a 2f gap and {{clr|4|6H}} is plus on block; {{clr|2|3K}} into {{clr|4|6H}} is a blockstring only contestable if the opponent uses an invulnerable reversal. When spaced well during okizeme, a meaty {{clr|K|3K}} is an excellent option to make wakeup reversals whiff and, if blocked, Sin can vary between special cancelling {{clr|2|3K}}, jump canceling the {{clr|4|6H}} followup into {{clr|5|j.D}} for a fast overhead, or simply pressing the frame advantage of blocked {{clr|4|6H}}.
 
Can also be used as a read option to beat out low profile attacks and slides due to properties of its hitbox, though usually too slow to do so on reaction.
 
*Staggers on counter hit


Has an interesting ability to be delayed chain into {{clr|4|2H}}.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|6H}}
</div>
}}
</div>


===<big>{{clr|3|2S}}</big>===
===<big>{{clr|3|2S}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=2S
<tabber>
|description=
Images =  
{{clr|3|2S}} is sadly not a low, but is otherwise a great poke in neutral and pressure. Used mostly to hit things that go under {{clr|3|f.S}}, like {{clr|1|6P}}s and slides . It also has a little bit less recovery than {{clr|3|f.S}}, although slightly smaller range.  {{clr|3|2S}} is also somewhat more disjointed around the tip than {{clr|3|f.S}}.
<gallery widths="210px" heights="210px" mode="nolines">
 
GGXRD_Sin_2S.png | The people's poke 2: Electric Boogaloo
Similarly to {{clr|3|f.S}}, this is great to confirm into {{MMC|input=236H|label=Beak Driver}} RRC with 50 meter or Beak Driver > {{clr|4|HHHH}} without. Unlikes {{clr|3|f.S}} it does not force crouching, which can  make it slightly less lenient combo into Elk Hunt or Beak Driver, but does enable a combo into {{clr|4|5H}} on standing opponents.  This is pretty fringe, though.
</gallery>
 
|-|
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_2S.jpg|Disjointed
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="2S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}
Not a low, but otherwise a great poke. Similarly to {{clr|3|f.S}}, this is great to confirm into Beak Driver RRC with 50 meter or Beak Driver > {{clr|4|HHHH}} without. Can confirm into Elk Hunt on CH.


You'd use this instead of {{clr|3|f.S}} when you need something that hits low to the ground, such as against certain {{clr|1|6P}}s and slides. It also has a little bit less recovery than {{clr|3|f.S}}, although slightly smaller range.
===<big>{{clr|4|2H}}</big>===
</div>
{{GGXRD-R2 Move Card
</div>
|input=2H
|description=
Slow, 3-hit launcher used primarily as a punish tool, combo fodder, and occasional frametrap. Builds a lot of RISC on block, to the point some characters' RISC bars can start flashing (see [[GGXRD-R2/Frame_Data#Defense_Values|this chart]] to compare RISC gain rates). In some matchups simply cranking the RISC bar and watching your opponent sweat can be enough.


===<big>{{clr|4|2H}}</big>===
{{clr|4|2H}} can be used as a frame trap thanks to the delay gatling from {{clr|2|2K}}, but if Sin gets FD'd out or if the opponent backdashes in between {{clr|2|2K}}>{{clr|4|2H}}, he will be wide open thanks to {{clr|4|2H}}'s immense recovery.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_2H.png | Half a combo on its own
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_2H(1).jpg
Sin_2H(2).jpg
Sin_2H(3).jpg | Why is everything disjointed?
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}
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. Builds a lot of RISC if opponents do not choose to FD.


Can be used as a frame trap if delayed chained from {{clr|2|2K}}, as mentioned earlier. However, do note that if you get FD'd out from {{clr|2|2K}}, or if they backdash in between {{clr|2|2K}}>{{clr|4|2H}}, you will get punished if you whiff {{clr|4|2H}} as it has immense recovery.
With fast reaction times, you can react to people bursting as they get hit by {{clr|4|2H}} and then jump cancel to block the burst.  The burst gauge empties instantly as soon as the burst begins, so there's a short but reactable window with a distinct visual cue.


If you have the reactions for it, you can react to people bursting as they get hit by {{clr|4|2H}}, especially on the ground(you can tell they have bursted if they rise up from the ground before the third hit)
*All hits are jump and special cancellable.
</div>
*First two hits force standing, third hit launches.
</div>
*Can potentially be used as a very specific nuclear anti air option.


===<big>{{clr|2|3K}}</big>===
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_3K.png | Axl's {{clr|1|3P}} except better
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_3K.jpg
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="3K"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|4|6H}}
*90% proration
Low flag poke. Staggers on CH, only gatlings into {{clr|4|6H}} which is plus on block and all special moves; {{clr|2|3K}} into {{clr|4|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 {{clr|2|3K}}, jump canceling the {{clr|4|6H}} followup into {{clr|5|j.D}}, or simply pressing the frame advantage of {{clr|4|6H}}.


Another great property of {{clr|2|3K}} is that is has a disjointed hitbox, which can be useful against moves such as slides and low pokes if you predict these coming. You need to predict them most of the them as the start up is on the slower side.
===<big>{{clr|5|2D}}</big>===
</div>
{{GGXRD-R2 Move Card
</div>
|input=2D
|description=
Sin's sweep, used for knockdowns, pressure, meaties, and as combo filler after {{clr|S|S}} normals.
 
Has good reach and moves Sin forward very slightly. Outside of its staple combo route applications, {{clr|5|2D}} is a reliable way to knock down the opponent without consuming food and safely eat.  Sin's hurtbox actually rises above the ground during {{clr|5|2D}}, which means he can evade/beat certain low pokes that only hit along the ground (Ky {{clr|2|2K}} or {{clr|5|2D}}, for instance).
 
{{clr|5|2D}} links universally into {{clr|1|2P}} on counter hit or as a meaty hitting on the last 2 active frames. Can also link into other normals on counter hit such as {{clr|H|2H}}, but this is somewhat character specific


===<big>{{clr|5|2D}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_2D.png | Your best low
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_2D.jpg
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="2D"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*90% proration
Universal sweep. Long reach and moves Sin very slightly forward. Seems to also shift his hurtbox back before the active frames come out(?). Neutral on block means it's a decent pressure tool. It is common to see {{clr|5|2D}} used in normals>{{clr|5|2D}}>{{clr|2|236K}}>{{clr|4|236H}} for BnBs. Otherwise, {{clr|5|2D}} is a tool to knockdown the opponent without using food meter and safely eat.


Links universally into {{clr|1|2P}} on CH or meaty. Can also link into other normals on CH, but somewhat character specific.
===<big>{{clr|1|j.P}}</big>===
</div>
{{GGXRD-R2 Move Card
</div>
|input=j.P
|description=
Sin's fastest air to air poke.  
 
Above average reach and hitbox to hurtbox ratio for a {{clr|1|j.P}}, though there are faster {{clr|1|j.P}}s out there. Very good for hitting opponents above or at the same height as Sin, not so much for opponents below.


===<big>{{clr|1|j.P}}</big>===
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_jP.png| Hits high up
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_j.P.jpg
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.P"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
Fastest air to air poke. Above average reach and hitbox to hurtbox ratio for a {{clr|1|j.P}}, though there are faster {{clr|1|j.P}}s out there. Very good for hitting opponents above or at the same height as you, not so much for opponents below you.
</div>
</div>


===<big>{{clr|2|j.K}}</big>===
===<big>{{clr|2|j.K}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=J.K
<tabber>
|description=
Images =  
Used as combo filler and as an air to air to hit opponents high enough that {{clr|P|j.P}} would whiff against. Because the hitbox reaches down into Sin's leg, {{clr|K|j.K}} is more reliable filler as a jump-in during airdash strings with {{clr|S|j.S}}.
<gallery widths="210px" heights="210px" mode="nolines">
 
GGXRD_Sin_jK.png | Big combo on CH
Pops the opponent up on hit. On counter hit, {{clr|K|j.K}} launches into a very long untechable fall/knockdown, allowing Sin a lot of time to convert into combos. This property makes it a strong choice for air-to-airing opponents above Sin for CH fishing.
</gallery>
*Can hit cross-up
|-|
 
Hitboxes =
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
<gallery widths="210px" heights="210px" mode="nolines">
Sin_j.K.jpg
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.K"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
Possesses crossup hitbox. Pops opponent up while keeping them close. Since GGXRD-R2 no longer causes wallstick.


On CH, gives a very long untechable fall/knockdown, giving a lot of time to convert into combos. This property makes it a valid choice for air-to-airing people above you for CH fishing.
===<big>{{clr|3|j.S}}</big>===
</div>
{{GGXRD-R2 Move Card
</div>
|input=j.S
|description=
{{clr|3|j.S}} is an all-purpose, long reaching air normal useful for both jump ins and air to air situations. It is Sin's primary jump-in button, often out of a {{MMC|input=214P|label=leap}} after a knockdown.
 
While {{clr|3|j.S}} is a good jump-in thanks to its reach in front of Sin, it doesn't hit as deep as it looks, and is barely disjointed at all so it can easily be anti-aired or low-profiled if the opponent sees it coming.
 
The gatling into {{clr|4|j.6H}} virtually guarantees Sin will be plus on block, even if the {{clr|3|j.S}} was performed from very high up.


===<big>{{clr|3|j.S}}</big>===
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|4|j.6H}}, {{clr|5|j.D}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_jS.png | The people's poke: Air edition
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_j.S.jpg
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|4|j.6H}}, {{clr|5|j.D}}
All-purpose, long reaching air normal useful for both jump ins and air to air situations, possessing a lot of horizontal range. Often used as a safe jump out of leap after a grounded Beak Driver knockdown.
The downward portion of the hitbox can be somewhat modest, so it can easily be anti-aired with low profiling moves in general despite being his staple jump-in, or even crouched under if done very early during a jump or IAD.
</div>
</div>


===<big>{{clr|4|j.H}}</big>===
===<big>{{clr|4|j.H}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=j.H
<tabber>
|description=
Images =
Multi-hitting overhead primarily used for safe jumps high-lows and occasionally as a jump-in. Surprisingly annoying to antiair with some characters when done early in a jump-in, although Sin will be forced to gatling into {{clr|5|j.D}} before landing to avoid being thrown if the opponent were simply to block it or get hit. The gatling into {{clr|5|j.D}} can be done from any hit of {{clr|4|j.H}}, which can help make it more ambiguous - but there is always a gap that the opponent can use to escape or challenge.
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_jH.png| Can hit crouchers while rising
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_j.H(1).jpg
Sin_j.H(2).jpg
Sin_j.H(3).jpg
Sin_j.H(4).jpg
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|5|j.D}}
Overhead for a maximum of 4 hits, but with low hit/blockstun. Can be used as an instant overhead, but you need RC for a stable confirm, or a high amount of RISC built up on your opponent to combo into {{clr|3|j.214S}}. You also need to be rather close for {{clr|4|j.H}} to hit them in this fashion.  


An interesting property of {{clr|4|j.H}} is that the first hit is off a higher attack level than the other hits, while also having a vacuum effect. This is used in several different cross up mixups where you would be able to combo into {{clr|3|j.214S}} or even {{clr|4|2H}}.
Notably, the first hit of {{clr|4|j.H}} is a higher attack level than the rest and has a vacuum effect, allowing it to combo into {{clr|3|j.214S}} or even {{clr|4|2H}} pretty consistently.  The other hits can more reliably convert into a combo with {{clr|1|2P}}/{{clr|2|2K}}, or even {{clr|1|5P}}.


Surprisingly annoying to antiair with some characters when done at certain heights, although you will be forced to chain into {{clr|5|j.D}} before you land to avoid being thrown upon landing if they were to just block it, or on normal hit if not done low enough to the ground, which would be the height you usually should have gotten antiaired anyway if your opponent has solid antiair options. The chain into {{clr|5|j.D}} can be difficult for players to deal with as you can choose which hit of {{clr|4|j.H}} to cancel into {{clr|5|j.D}} (although opponents can always just upback it). Can be difficult to convert into a combo when used in this fashion however, as you need to commit heavily into {{clr|3|j.214S}} on the first hit of {{clr|4|j.H}}, which also only combos on CH.
{{clr|4|j.H}} can be used as an instant overhead, but to get a stable combo Sin needs to use an RRC, set up Voltic Deign, or have built up enough RISC on the opponent to force a counter hit and combo into {{clr|3|j.214S}}. They also need to be rather close.


You can also convert into a combo with {{clr|1|2P}}, {{clr|2|2K}}, and even {{clr|1|5P}} (forced standing on hit) if done from the right height.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}
</div>
}}
</div>


===<big>{{clr|4|j.6H}}</big>===
===<big>{{clr|4|j.6H}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=j.6H
<tabber>
|description=
Images =  
A long reaching horizontal strike that vaccuums the opponent towards Sin. Mostly used as combo/blockstring filler since even at the lowest possible height, {{clr|4|j.6H}} whiffs on all crouching opponents and is easily low profiled. Doing {{clr|3|j.S}} > {{clr|4|j.6H}} as a jump-in can help to crank RISC and get free pressure against passive opponents.
<gallery widths="210px" heights="210px" mode="nolines">
 
GGXRD_Sin_j6H.png | Level 3 hitstun and vacuums? Yes please.
{{clr|4|j.6H}} can be used to side switch during combos (usually after a Leap or an airdash) and to set up crossups where Sin pulls the opponent out of the corner, then does IAD {{clr|4|j.H}}. Due to its great horizontal reach and great reward on counterhit, {{clr|H|j.6H}} can be a very potent normal to throw out while in the air, although the whiff recovery is awful.
</gallery>
 
|-|
Surprisingly awkward to convert on normal hit against an airborne opponent.
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_j.6H.jpg | Disjointed
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.6H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Pulls the opponent towards you on hit. Also vacuums on block as long as they block it on the ground. Can be used in side switch combos and hard-to-react-to crossup mixups where you pull them out of the corner.


Due to it's great horizontal reach, and great reward on CH, can also be a very potent normal to throw out while in the air. Very awkward to confirm if you get a normal hit with it in on an airborne opponent however.
===<big>{{clr|5|j.D}}</big>===
{{GGXRD-R2 Move Card
|input=j.D
|description=
Jump normal used for mixups, in pressure as a fast overhead, and occasionally as an anti-anti air due to its air brake properties.


Do note that even at the lowest height, all crouchers do not get hit by it and it's easily low profiled.
{{clr|D|j.D}} completely halts Sin's air momentum, then returns it to normal after the attack's recovery, which can be useful during a jump-in to add some spice to his otherwise pretty standard air strings.  Using {{clr|5|j.D}} this way or by itself are good ways to beat a delayed throw or mash, which will score a juicy counter hit.
</div>
</div>


===<big>{{clr|5|j.D}}</big>===
This is also one of Sin's only ways to get a guaranteed knockdown from air combos without spending food or tension. The knockdown doesn't give good okizeme as Sin will land fairly close to the opponent with no time to eat, but it's an option for repositioning or conserving resources.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_jD.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_j.D.jpg
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.D"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*80% proration
Can be done instantly off a jump as a 21 frame overhead, including jump start up. Can confirm into {{clr|3|j.214S}}, although you need to be close for this to work. Otherwise, you need meter to confirm into {{clr|1|j.236236P}}. This move completely halts momentum during jumps/leaps until which it will return to normal, which can be useful after doing an IAD {{clr|4|j.H}} cross up to convert into better combos with RC ({{clr|4|j.H}}~D RC {{clr|4|j.6H}}), since your air momentum will completely halt if you RC {{clr|5|j.D}} before recovery frames. This can also be done using {{clr|3|j.214S}} RC, which is arguably easier.


The halted air momentum also makes it great to sneak it an extra overhead during air gatlings on a grounded opponent, similar to I-No's own {{clr|5|j.D}}. Ground bounces on counter hit, which is easier to convert off of on the way down as opposed to on the way up from a jump. Can also be used to bait throws during leap oki by doing it right before you land, which also is plus on block if you do it at a very low height.
In pressure, raw {{clr|D|j.D}} is a 21 frame overhead (including jump startup), which can be confirmed into {{clr|3|j.214S}} if close enough or {{clr|1|j.236236P}} if farther away.  The {{clr|3|j.214S}} option is a little riskier since savvy opponents can FD the {{clr|5|j.D}}, cause {{clr|3|j.214S}} to whiff, and punish Sin. Not an amazing mixup option, but worth trying out.


This is also one of Sin's only ways of getting guaranteed knockdowns midscreen from air combos without spending food or tension. {{clr|5|j.D}} won't provide strong oki as you will land fairly close to them with no time to eat afterwards, but the option is there.
Oddly, {{clr|5|j.D}} can be jump cancelled, although because Sin often uses Leap for okizeme, which doesn't give him a double jump, this has only niche uses without a {{keyword|jump install}} ({{clr|1|2147P}}/{{clr|2|K}}).


Oddly, {{clr|5|j.D}} can be jump cancelled, although you won't get to use it very often except for specific {{clr|5|j.D}} knockdown setups.
*Ground bounces on counter hit.  
</div>
}}
</div>


==Universal Mechanics==
==Universal Mechanics==
===<big>Ground Throw</big>===
{{GGXRD-R2 Move Card
|input=Ground Throw
|description=
Sin's throw knocks the opponent far enough to make eating safe, though in the corner he will be -2. Since Sin can easily crank R.I.S.C, throwing the opponent when the opponent's gauge is high enough will allow him to combo from it without meter.


===<big>Ground Throw</big>===
For metered combos, RC and dash or leap afterwards at midscreen. In the corner, leads into Charged Beak Driver loops from RC, which leads to a lot of damage off of a throw if if done consistently (Can go up to 5+ Charged Beaks).
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_GroundThrow.png | Your best reversal
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="Ground Throw"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
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, though in the corner you will be -2. 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.


Also leads into Charged Beak Driver loops in the corner with RC, which leads to a lot of damage off of a throw if you are able to do them(Can go up to 5+ Charged Beaks).
===<big>Air Throw</big>===
</div>
{{GGXRD-R2 Move Card
</div>
|input=Air Throw
|description=
Like his ground throw, it knocks opponent far enough to eat safely. Unlike other air throws, it sends Sin backwards as well as knocking the opponent away, creating even more space between the two.


===<big>Air Throw</big>===
Can convert into a combo on RC, although Sin usually still needs to have an airdash available to do this. Can be a good emergency anti air, but his air normals and {{clr|P|6P}} are generally more rewarding.
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_AirThrow.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="Air Throw"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Universal anti-air with 65% proration. Like his ground throw it knocks opponent far enough to eat safely.


Can convert into a combo on RC, although you usually still need to have an airdash available to do this as well.
===<big>Dead Angle Attack</big>===
</div>
{{GGXRD-R2 Move Card
</div>
|input=DAA
|description=
Fast for a DAA and with good range (shares the animation of {{clr|3|f.S}}), but only active for 2 frames. Significantly safer than R.T.L.


===<big>Dead Angle Attack</big>===
Useful for situations where Hawk Baker would not reach.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_fS.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_Dead_Angle_Attack.jpg
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="DAA"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*50% proration
Fast for a DAA and with good range (shares the animation of {{clr|3|f.S}}), but only active for 2 frames. Significantly safer than R.T.L.
</div>
</div>


===<big>Blitz Attack</big>===
===<big>Blitz Attack</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=Blitz,[Blitz]|versioned=name
<tabber>
|description=
Images =
Universal Blitz Charge attack. Sin famously has a safe DP in Hawk Baker, but it can be awkward to challenge pressure done from outside its small range.  Blitz can help with that, or against safe jump setups that would cause Hawk Baker to whiff.
<gallery widths="210px" heights="210px" mode="nolines">
 
GGXRD-R_Sin_BlitzAttack.png|
Partial charge blitz will crumple on counter hit and full charge blitz will crumple on normal hit, which gives Sin an easy {{clr|4|2H}} starter for enormous damage.  Blitz attacks also wallsplat easily, which lets Sin convert into a Beak Driver airdash loop or his standard corner combo.
</gallery>
 
|-|
Blitz attacks will steal a sliver of the opponent's burst gauge, which can be useful for locking out burst or just finishing a round when you have spare meter.
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_Blitz_Shield.jpg
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{AttackVersion|name=Uncharged }}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="Blitz"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Max Charge}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="[Blitz]"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
Universal Blitz Charge attack. Optimal round ender.
</div>
</div>


==Special Moves==
==Special Moves==
===<big>Hawk Baker</big>===
{{InputBadge|{{clr|3|623S}}}}
{{GGXRD-R2 Move Card
|input=623S
|description=
Sin's meterless invincible reversal can be special canceled, which gives him a DP that can be safe or even start combos. Hitting with the closer hitbox will produce a "red hit" that gives more hitstun and a higher launch. Hawk Baker is a staple combo tool with useful routes into basically all Sin's other specials and his supers.
On defense, Hawk Baker is usually canceled into Elk Hunt, but Sin's other special moves are worth considering:
*Elk Hunt: The most common option. Leads to a knockdown in most cases, but if you get a counter hit red Hawk then your opponent will be launched and you'll recover from the Elk just in time for a combo.
*Beak Driver: Beak is unsafe at close ranges where you can actually connect with Hawk. Mostly used when you expect to hit an extended hurtbox that Elk wouldn't properly combo into.
*Leap: Potentially better than Elk since you can airdash afterwards. Potentially way riskier since Hawk's block/hitstun doesn't even cover Leap's startup.
*Bull Bash: 31f startup.  Please do not do this.
Despite sounding absurd (which, honestly, it is), Hawk Baker is a bit slow at 9f startup, pretty small, and not very active.  When used against disjointed attacks, Hawk Baker will tend to flat out lose, or trade at best.  It also has counter hit recovery and is hideously unsafe '''on hit''', which means it's practically a 3,000-calorie commitment at all times.


===<big>Calorie Gauge</big>===
Although Hawk Baker can let Sin survive safejumps unlike other DPs, advanced safejump {{keyword|OS}}es can make Hawk Baker whiff (backdashes in particular). These are pretty specialized and not every character has easy access to them, but they may force more caution when on defense.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_CalorieGauge.png | Calorie Gauge at 10,000 calories (top) and empty (bottom)
GGXRD_Sin_Hungry.png |Starving will cost you 95 frames.<br/>Treat your calorie gauge like a baby. If it isn't full, it will cry and so will you.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_Hunger.jpg
</gallery>
</tabber>
</div>
<div class="attack-info">
*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 {{clr|1|214P}}/{{clr|2|K}} and {{clr|4|214H}}) he will burn 1,000 Calories.
*You can also cancel special attacks into other Special attacks by burning an additional 1,000 Calories (ex. {{clr|3|623S}} > {{clr|2|236K}} 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 {{clr|4|214H}} to refill Calories
*Starving will cost you 95 easily reactable and punishable frames that can no longer be PRC'd to save you.
*You can RC the last special you did if you realize you don't have enough calories in order to avoid the hunger animation.
</div>
</div>


===<big>Hawk Baker</big>===
*Burns 1,000 Calories if not cancelled.
<span class="input-badge">'''{{clr|3|623S}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_HawkBaker.png | Shocking!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_623S.jpg
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="623S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*[ ] are for critical hits
*60% forced [65% Initial] proration
*Burns 1,000 Calories
Invincible until active frames, but can be a relatively unreliable reversal due to its small hitbox and small amount of active frames. When used against moves with disjointed hitboxes, Hawk Baker will tend to flat out lose, or trade at best. HOWEVER, it can also be cancelled on block into other specials to make it safe, provided you have the calories. You pretty much always want to be cancelling it into a different special, even on hit, as it is massively unsafe otherwise.


Although Sin can reversal Hawk Baker against safejumps while having special cancel options to keep himself safe ({{clr|2|236K}}/{{clr|4|236H}}/{{clr|1|214P}} or {{clr|2|214K}}), advanced safejump OSes will be able to make Hawk Baker whiff, in particular, landing proximity block OSes. Not every character have easy access to these however, so they have to resort to hard baiting it, unless Sin is low on calories, or has no meter. It also has counterhit state recovery so you really don't want to whiff it.
===<big>Beak Driver</big>===
{{InputBadge|{{clr|4|236H}} (Hold OK)\{{clr|4|j.236H}}}}
{{GGXRD-R2 Move Card
|input=236H, j.236H
|versioned=input
|description=
The infamous Beak Driver. Incredible neutral and pressure option, long range punisher, and staple combo tool.  All versions cost 1,000 calories.
 
;{{clr|H|236H}}
Due to its sheer range, fast startup and highly disjointed second hit, Beak Driver alone makes other characters think twice when playing the ground game with Sin.  The first hit is much shorter in range, not very active, and surprisingly easy to low profile. While powerful, the whiff recovery is long enough for many characters to reliably punish, especially on jump-in.
 
On normal hit, Beak Driver can convert into a knockdown with {{MMC|input=236K|label=Elk Hunt}} or {{clr|4|236H}}~{{clr|H|HHHHH}} depending on distance. These are Sin's only meterless options, but he can also spend 50 Tension to RRC and dash forward into {{clr|4|6H}} and combo from there.


This move is a staple for many of Sin's combos as it is useful when cancelled with {{clr|4|236H}}, {{clr|2|236K}}, or even leap. Has a CRITICAL HIT effect when used point-blank, causing the opponent to shine red and increasing the untech time.
On counter hit, the second hit causes a wallbounce which allows Sin to meterlessly convert into a high damage combo with his Leap {{tt|hit confirm|Input Beak Driver, then a 214 motion and press {{clr|P|P}}/{{clr|K|K}} in reaction to the counterhit.}}.  This wallbounce can sometimes be odd depending on character weight or position, but the appropriate combination of {{clr|3|j.S}}, {{clr|2|j.K}}, and {{clr|4|j.6H}} will usually stabilize things.
</div>
</div>


===<big>Beak Driver</big>===
Beak Driver is considerably less scary on block, but Sin can still special cancel for pressure, usually to Elk or Leap to keep his opponents on their toes or reposition himself. Sin can also charge Beak Driver by holding {{clr|H|H}}, which can delay the startup without committing to the actual charged version, potentially ruining timings of the opponent's approach/whiff punish attempts and counterattacks.
<span class="input-badge">'''{{clr|4|236H}} (air OK)'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_BeakDriver.png |Ground
GGXRD_Sin_AirBeakDriver.png |Air
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_236H(1).jpg|Uncharged First Hit
Sin_236H(2).jpg|Uncharged Second Hit
Sin_Charge_Beak(1).jpg|Charged First Hit
Sin_Charge_Beak(2).jpg|Charged Second Hit
Sin_j.236H(1).jpg|Air First Hit
Sin_j.236(2).jpg|Air Second Hit
GGXRD-R2 Sin 236H full Hitbox.jpg | Full Hitbox For Uncharged
GGXRD-R2 Sin 236(H)full Hitbox.jpg | Full Hitbox For Charged
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and (input="236H" or input="j.236H")
|format=template|template=FrameDataWithName-GGXRD-R2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
*[ ] values are charged version
*Burns 1,000 Calories


The infamous Beak Driver.
Both versions are used in combos, but the uncharged version is Sin's standard combo ender as it gives a knockdown that allows him to eat safely, or {{MMC|input=214P|label=Leap}} in for oki.


Due to its sheer range, relatively fast start up and mostly disjointed hitbox on the 2nd hit, it's clear why this special alone makes other characters think twice when playing the ground game with Sin, as on CH (2nd hit) or with 50 meter, it translates into a full combo which hurts with the right amount of calories. On top of that, if blocked, Sin still has to ability to special cancel. This move used to be extremely low committal, but with an added 8 frames of recovery, whiffing it either by misplacing it or by a well timed jump by the opponent is no longer an alright situation.
The second hit:
*removes 1 hit of durability from projectiles and "keeps going" so it can still make physical contact with the opponent
*will wallbounce from almost anywhere on counterhit
*is active on frame 14
*is harder to low profile the further away from Sin the opponent is
----
;{{clr|H|236[H]}}


Note that each hit of Beak Driver have slightly different properties.
After holding {{clr|4|H}}, Beak Driver becomes the charged version and will activate instantly upon release.  The charged version's second hit is much taller, but is actually slightly stubbier than uncharged. This version also has massive blockstun (more than lvl 4 attacks), making it hard to punish Sin even if he cancels into Eat. Notably, the charged version is significantly safer than uncharged on whiff.


The 1st hit is much shorter in range and not very active. The hitbox is pretty much centered on Sin while it is active. It also is relatively easy to low profile, as it doesn't actually hit a lot of characters when they crouch. The first hit also has projectile cancelling properties. The 2nd hit, which comes out on frame 14, is much further in reach and more active. The hitbox of the 2nd hit gradually gets harder to low profile towards the tip. Although it doesn't cancel projectiles, most projectiles disappear on hit so it still deals with most projectiles well. Finally, on CH, this hit wallbounces the enemy which allows Sin to convert into a full combo with his leaps.  
In combos and on normal hit, it does huge damage and wallsplats in the corner, which allows Sin access to his most damaging combos. It can even {{tt|loop into itself|usually 2-3 times, but more are possible with microdashes}} when sticking the opponent at a low enough height to trigger the wall slump state. On midscreen counterhit, the 2nd hit still does wallbounce, so the same conversions off of uncharged Beak Driver second hit counter hit are still possible.


If the 2nd hit CHs, you can buffer 214 as Beak hits to confirm P/K on reaction to leap. With 50 meter, the most optimal combo is for him to RRC and then dash {{clr|4|6H}} > Hawk Baker > ... . Closer up on normal hit, it can convert into a knockdown with Elk Hunt, but if further out, the only option is to continue the combo with is {{clr|4|236H}}~HHHHH. The uncharged version is also the standard combo ender as it gives knockdown which allows Sin to eat safely, or leap in for oki after.
Generally, outside of the corner Sin doesn't get to convert off of normal hit charged Beak Driver without spending Tension, but he does get to eat afterwards. Even eating twice is safe.


Sin also has the ability to charge the move, which can delay the startup of beak, potentially ruining timings of your opponent's approach/whiff punish attempts. After a certain amount of time Beak Driver is held, it becomes the charged version upon release, massively increasing the hitbox of the 2nd hit and making it extremely difficult to low profile, if not impossible. This version also has massive blockstun (more than lvl 4 attacks), making it hard to punish if you eat after. Despite the recovery frame change to the uncharged version in 1.03, the charged version still maintains the same recovery frames it had before, retaining its +4 on block while being hard to punish on whiff. On top of that, it does more damage and wallsticks in the corner, which allows Sin access to his more damaging combos. It even can loop into itself (usually up to 2~3 times, but more is possible with microdashes) if you manage to get them at the right height to trigger the wall slump state.
The second hit:
*Causes tumble on normal hit midscreen
*Causes wallsplat (and possibly a slump) on normal hit in the corner
*Causes wallbounce on counter hit anywhere


Generally, you don't get to convert off of charged beak hits unless they wallsplat, but you do get to eat afterwards, at least twice while keeping yourself safe. However, the 2nd hit still does wallbounce on CH, so the same conversions you get off of Beak Driver 2nd hit CH is still possible.
----
----
*Burns 1,000 Calories
;{{clr|H|j.236H}}
*Causes wall bounce
 
The air version is used in corner for wall bounce loops after {{clr|5|j.D}} > {{clr|3|j.214S}} starter. Deals slightly more damage than grounded variant. Used in some midscreen combos by cancelling into during the rise of Leap. No longer knockdowns at higher heights but still knocks them away. Corner crossups from this move's ability to pull them out of the corner are available if you're creative. 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.
Air Beak Driver is the same principle of Beak Driver moved upwards into the air.  In neutral, air Beak will hit opponents trying to jump or airdash over ground Beak, and can be used to disrupt characters who like to stall in the air such as Dizzy or Bedman.  Sin can act in the air after air Beak, but doing it too low, such as by {{keyword|TK}}'ing Beak, will force him to the ground and into landing recovery. Air Beak alters Sin's air movement, which can make it hard for other characters to air-to-air him.


Ending corner combos in low height air break drivers, either through TKs or earliest air beak out of leaps leaves a small enough gap in the corner for you to cross them up.
Air Beak cannot be charged like its grounded brother, so in combos it's mostly an ender.  At low heights (around the peak of a normal vertical jump) air Beak will knock down and give Sin a chance to eat or approach for okizeme.  Higher in the air, air Beak will not knock down but will usually send opponents far enough away to eat safely.
</div>
 
</div>
Air Beak will wallbounce on normal hit, which allows Sin to airdash in and extend a combo if he's high and close enough.  These combos usually start with {{clr|5|j.D}} > {{clr|3|j.214S}} or one of Sin's ground launchers.  These combos don't use as much food as a normal corner combo but still do a lot of damage and are generally quite stable.
 
Ending corner combos in low height air Beak Driver, either through TKs or earliest air Beak out of Leap, leaves a small enough gap in the corner for Sin to cross the opponent up.
 
*Second hit wall bounces in the corner on normal hit
*Second hit wall bounces from anywhere on counter hit
}}


===<big>I'm Sure I'll Hit Something</big>===
===<big>I'm Sure I'll Hit Something</big>===
<span class="input-badge">'''{{clr|4|HHH}}... during Beak Driver'''</span>
{{InputBadge|{{clr|4|HHH}}... during Beak Driver}}
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=236H > HHH
<tabber>
|description=
Images =  
Also commonly referred to as "Staff Rain" or "Stabs".
<gallery widths="210px" heights="210px" mode="nolines">
 
GGXRD_Sin_ImSureIllHitSomething.png | When you don't feel like doing a combo.
Mostly used to combo meterlessly off of Beak Driver normal hits at ranges where other followups would not reach.
</gallery>
 
|-|
Used to burn through opponents' guts when their health is low and Sin have the calories to spare. This move also tends to give the opponent a ton of meter on hit during combos while building their burst meter back quickly, although it is the most damaging combo ender Sin can do from a lot of normals at max range. Repeated presses of {{clr|H|H}} will continue striking, burning more calories up to a maximum of 13 hits. While it's unsafe on block, it's good for causing chip or cranking R.I.S.C after a blocked {{clr|4|236H}} and certain characters can't punish it due to the range.
Hitboxes =
 
<gallery widths="210px" heights="210px" mode="nolines">
If all 5,000 calories are spent for the full move, the opponent is forced into a knockdown. On air hit, will always cause a knockdown regardless of how many hits are used.
Sin_236HHHH-1.jpg
 
Sin_236HHHH-2.jpg
*Burns up to a maximum of 5,000 Calories.
Sin_236HHHH-3.jpg
*Going into this from {{clr|4|236H}} doesn't have the extra cost of canceling a special into a special, and so ends up costing 6,000 total calories.
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="236H > HHH"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Burns up to 5,000 Calories
Staff Rain Omega/Stabby Stab, whatever you want to call it. On hit, gives knockdown if all 5,000 calories are spent (as of Rev2.1, it will always knock down on aerial hit). Good for causing chip or cranking the guard gauge after a blocked {{clr|4|236H}}, although unsafe on block and not burst safe. Going into this from {{clr|4|236H}} doesn't have the extra cost of canceling a special into a special, and ends up costing 6,000 calories. Up to 13 hits, not counting the first two from Beak Driver. Use this to burn through opponents' guts when their hp is low and you have the calories.


This move also tends to give your opponent a ton of meter on hit during combos while building their burst meter back quickly, although it is the most damaging combo ender you can do from a lot of normals at max range.
===<big>Bull Bash</big>===
</div>
{{InputBadge|{{clr|3|214S}}}}
</div>
{{GGXRD-R2 Move Card
|input=214S
|description=
Long range overhead attack used for combos, controlling space, catching late jump/{{keyword|IAD}} attempts, or keeping the opponent awake during a blockstring.
 
If it hits with the tip of the flag when the opponent is airborne it does ~10% less damage, but bounces them higher than if it hits with the middle of the flag.  Useful when combo'd into charged Beak Driver in the corner as the combination of the two moves' complete safety against Burst can force the opponents to take a lot of damage. Also leads to Sin being quite advantaged as a combo ender into Eat if Bull Bash is done from a height high enough to ground bounce into an untechable knockdown.


===<big>Bull Bash</big>===
In pressure, is generally far too slow to ever mix someone up with, and opponents can always react to it if they have not done anything with high commitment. Most characters can even avoid it completely by double jumping, and every character can Blitz or backdash it on reaction. If Bull Bash is blocked and then RRC'd, IADing afterwards with {{clr|3|j.S}}/{{clr|2|j.K}} will still be a true blockstring. Should Bull Bash actually hit as a starter, Sin can convert into highly damaging meterless combos, especially on counterhit.
<span class="input-badge">'''{{clr|3|214S}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_BullBash.png | Do not fall asleep
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_214S-1.jpg
Sin_214S-2.jpg
Sin_214S-3.jpg
GGXRD-R2_Sin_Bullbash_Full_Hitbox.jpg | Full hitbox
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="214S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Burns 1,000 Calories
Long range overhead attack; Air unblockable if not FD'd. 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 at controlling space, catching late jump/IAD attempts, or keeping the opponent awake during a blockstring.


However, it is far too slow to ever mix someone up with, and opponents can always react to it if they have not done anything with high commitment. Most characters can even avoid it completely by double jumping, and everyone can Blitz or backdash it on reaction.
===<big>Elk Hunt</big>===
{{InputBadge|{{clr|2|236K}}}}
{{GGXRD-R2 Move Card
|input=236K
|description=
Low profiling slide used to evade/punish pokes and projectiles, stabilize combos, as a frame trap, or as a blockstring ender.


If Bull Bash is blocked and then RRC'd, IADing afterwards with {{clr|3|j.S}}/{{clr|2|j.K}} will still be a true blockstring.
Elk Hunt is practically always 0 on block due to having variable startup and travel distance (15-21f).  This is why {{clr|S|f.S}}/{{clr|3|2S}} > Elk Hunt is distance dependent to combo. Despite the awkwardness, Elk is a very threatening move that a lot of characters must respect since Sin can easily convert to a combo on normal or counter hit.


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. Also leads to Sin being quite + as a combo ender into eat, if Bull Bash is done from a height high enough to ground bounce into untechable knockdown.
In neutral, Elk's variable startup means it tends to lose to other lows and slides rather easily from a distance, even if Sin started Elk Hunt very early. This property can also make it lackluster at chasing backdashes. Elk goes from 0 to -4 and potentially punishable on Instant Block, forcing Sin to back off or spend food to stay safe/frame trap.
</div>
</div>


===<big>Elk Hunt</big>===
*Knocks down on normal hit, but '''not''' if the opponent was already airborne (like from {{clr|5|2D}})
<span class="input-badge">'''{{clr|2|236K}}'''</span>
*Floats higher on counter hit, allowing a link into {{clr|S|c.S}} or (microdash){{clr|1|2P}}/{{clr|1|5P}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_ElkHunt.png | Always works, except when it doesn't
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_236K.jpg
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="236K"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*85% proration
*Burns 1,000 Calories
Low profiling slide used in neutral, as combo filler, as a frame trap, or as a blockstring ender, though it's now even on block. Floats the opponent on hit and on CH allows you to link into (microdash){{clr|1|2P}}/{{clr|1|5P}}/c. S, depending on how it hits. Cancel into beak driver for knockback and knockdown in the corner and midscreen. In the corner, is useful when chained into {{clr|3|623S}} for corner confirms off of {{clr|3|623S}}'s critical hit. 


A strange property of Elk Hunt is that it has variable start up and travel distance, which changes depending on how close Sin is to an opponent during start up. What happens is that Sin accelerates until he comes within a certain proximity of the opponent. Once he is close enough, only then the active frames come in.
===<big>Leap</big>===
{{InputBadge|{{clr|1|214P}}/{{clr|2|K}}}}
{{GGXRD-R2 Move Card
|input=214P,214K
|versioned=input
|description=
Ground to air mobility option used for surprise gapclosing, punishing, making specials safer without using calories, general positioning, and safejumps on okizeme.


This is why Sin is practically always +0 on normal block as it rarely, if not, never ever hits meaty from distance alone, unless if done from full screen. It is also why f. S/{{clr|3|2S}}>Elk Hunt is very distance dependent to combo. The distance you end up with after an opponent blocks Elk also can change subtly depending on how far away you were before it hits.
Sin maintains his airdashes after a leap, and if he {{keyword|jump install}}s, he can double jump as well. The arc of Leap can be controlled by holding 4 or 6. Backwards airdashes after a leap are useful for Sin's neutral game and baiting anti-airs or blitz attacks.  


The mixture of its variable startup is also why it tends to lose to other lows and slides rather easily from a distance, even if you started Elk Hunt very early, as Elk Hunt can go up to 21 frames in start up if done from max range. This property can also make it lackluster at chasing backdashes.
Note that any specials (with the exception of charged Beak Driver) when canceled into leap are actually easily anti-aired or even air to aired on reaction, so the pressure reset gained from leap cancelling is not "real". Holding 4 can be used to bait sloppy antiair attempts when used in this manner however.


Also be careful of opponents catching onto you doing it too often in neutral even though it is safe on block, as preemptive neutral jumping can translate into a punish. Getting Elk Hunt IB'd forces you on the defensive as well or force you to spend even more calories to keep yourself safe/frame trap which may not pay off.
*Does not use any calories even when canceled from another special
</div>
*Can be canceled into other specials while rising.
</div>
*The {{clr|P|P}} version vaults Sin upwards
*The {{clr|K|K}} version thrusts Sin forwards
}}


===<big>Leap</big>===
===<big>Still Growing</big>===
<span class="input-badge">'''{{clr|1|214P}}/{{clr|2|K}}'''</span>
{{InputBadge|{{clr|4|214H}} }}
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=214H
<tabber>
|description=
Images =
Sin's only way of restoring calories. Commonly referred to as "eat" or "eating".
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_Leap.png | You thought this combo was over?
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_214PK.jpg
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and (input="214P" or input="214K")
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*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 airdashes after a leap, and if you jump install you can double jump as well. You can control the arc by holding 4 or 6. Backwards airdash after a leap are useful for his neutral game and baiting anti-airs and blitz attack. Can be canceled into other specials while rising.


Note that any specials with the exception of Charged Beak when canceled into leap is actually easily antiaired or even air to aired, so the pressure reset you get from leap cancelling is not 'real'. Holding 4 can be used to bait sloppy antiair attempts however.
Has a long animation commitment and decent amount of recovery, so is generally used after a knockdown or when Sin pushes the opponent far away with a blocked special. Restores calories in two parts; can be YRC'd early but will only fill 1,000 calories unless YRCed much later into the animation.
</div>
</div>


===<big>Still Growing</big>===
If {{clr|H|H}} is mashed during the animation while the calorie bar is not full, Sin will eat again with a slightly faster animation.
<span class="input-badge">'''{{clr|4|214H}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_StillGrowing.png | Lunch break!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_214H.jpg
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="214H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*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.


If you mash H during the animation while the calorie bar is not full, Sin will eat again with a slightly faster animation.
===<big>Vulture Seize</big>===
</div>
{{InputBadge|{{clr|3|j.214S}}}}
</div>
{{GGXRD-R2 Move Card
|input=j.214S
|description=
Aerial combo fodder into air Beak Driver, nuclear anti-anti-air option, and used to combo off of rising overheads or fast cross-ups.  Slows air momentum on use.
 
Vulture will beat most anti-airs if done as a jump-in due to its enormous disjointed hitbox under Sin, and on counter hit it converts into a full combo easily. The landing recovery makes it usually unsafe on block however, and awkward to convert without a CH unless Sin is extremely low to the ground.


===<big>Vulture Seize</big>===
The air momentum slowing property can also be used in a similar fashion as {{clr|5|j.D}} RC after {{clr|4|j.H}}.
<span class="input-badge">'''{{clr|3|j.214S}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_VultureSeize.png | For when you really need more tension
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R2_Sin_j.214S-1.jpg
GGXRD-R2_Sin_j.214S-2.jpg
GGXRD-R2_Sin_j.214S-3.jpg
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.214S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Burns 1,000 Calories
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 {{clr|4|j.H}}. Can also be used as an anti-anti-air against weaker anti-airs or sloppy anti-air attempts if done from a height, as on CH it converts into a combo easily. It is unsafe on block however, and awkward to confirm without a CH unless you are extremely low to the ground.
The air momentum halting property can also be used in a similar fashion as {{clr|5|j.D}} RC after {{clr|4|j.H}}, which actually can be easier to perform for some players.
</div>
</div>


==Overdrives==
==Overdrives==


===<big>R.T.L</big>===
===<big>R.T.L</big>===
<span class="input-badge">'''{{clr|4|632146H}}/{{clr|5|D}} (air OK)'''</span>
{{InputBadge|{{clr|4|632146H}} (Air OK\{{clr|5|632146D}} (Air OK)}}
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=632146H,j.632146H,RTL > H,RTL > j.H
<tabber>
|versioned=input
Images =  
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Sin dashes forward, and can do up to 2 additional 8-way dashes (direction + {{clr|4|H}}) as long as he makes contact with his opponent. Not a true reversal since it's only invincible from frame 4 and the follow-up dashes aren't invincible, but very useful for extending or finishing combos.  
GGXRD_Sin_RTL.png | For the love of God, do not throw this out in neutral.
 
</gallery>
R.T.L can provide corner carry and knockdown depending on how which directions are used, and is good for tacking on extra damage at the end of most air or ground combos.
|-|
 
Hitboxes =
This super is generally a free high-damage punish if your opponent blocks it, but you can try to position yourself far away with the second dash to make the punish harder or do an extremely gimmicky frame trap with the second/third dashes.
<gallery widths="210px" heights="210px" mode="nolines">
 
Sin_632146H.jpg
If a grounded R.T.L.'s third hit connects late against an opponent who has been juggled high enough, Sin can recover in time to link into {{clr|P|2P}} and extend the combo even more.  This is pretty hard, though, and often requires small delays when doing the second and third hits depending on height.
</gallery>
 
</tabber>
If you happen to clash with R.T.L, inputting a direction and {{clr|H|H}} to attempt to use the followup attacks will cancel into other moves ({{clr|H|2H}}, {{clr|H|6H}}, etc), so keep that in mind.
</div>
 
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and (input="632146H" or input="j.632146H")
|format=template|template=FrameDataWithName-GGXRD-R2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|-
{{AttackVersion|name=Ground Followups|subtitle=R.T.L > Direction + H}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="RTL > H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Air Followups|subtitle=R.T.L > Direction + H}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="RTL > j.H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*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 if done with Burst, otherwise invul only starts on frame 4. 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.


An annoying property off R.T.L during clashes is that you WILL cancel into other moves even if you intend to use the additional charges, so keep that in mind.
===<big>Voltic Deign</big>===
</div>
{{InputBadge|{{clr|1|236236P}} (Air OK)}}
</div>
{{GGXRD-R2 Move Card
|input=236236P,j.236236P
|versioned=input
|description=
Slow projectile that hits 5 times.


===<big>Voltic Deign</big>===
Fast recovery after usage, along with slow projectile speed make it only ideal for okizeme set ups, or using it as a "shield" to approach behind in neutral from a distance.  
<span class="input-badge">'''{{clr|1|236236P}} (air OK)'''</span>
----
<div class="attack-container">
;Grounded
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_Voltic Deign.png | Sin's only projectile
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_236236P.jpg
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and (input="236236P" or input="j.236236P")
|format=template|template=FrameDataWithName-GGXRD-R2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
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.  


The aerial version can be pretty powerful when jumping in. On hit it translates into a combo, whereas on block it allows Sin to pressure them or go for a mixup (while building RISC if the opponent doesn't FD). If the opponent is attempting to anti-air, most anti-airs will get beat. However they probably can interrupt the start up with an air-to-air or choose to get out of there if they were not committed to anti-airing, as they are not forced to block it.
Very useful for okizeme, as Sin can do rising {{clr|4|j.H}} and still combo from it after landing. Since Voltic doesn't disappear when Sin is hit, it's also reversal/dead angle safe. Optimized combos utilizing Voltic usually only spend around 3,000 calories while gaining %40~ meter, so it's possible to loop the setup.


Very useful for okizeme, as you can do rising {{clr|4|j.H}} and still combo from it after landing. Since Voltic doesn't disappear when Sin is hit, it's also reversal/dead angle safe. Optimized combos utilizing Voltic usually only spend around 3 calories while gaining %40~ meter, so it's possible to loop the situation.
It also proves useful during pressure, where Sin should throw this move out and immediately eat to refill lost calories 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.
----
;Air
Aerial version shoots at a 45 degree angle towards the ground, but has far less startup than the grounded version and can be followed up with an airdash for combos.  


Unlike most other projectiles, this will always hit the opponent 5 times, regardless of how many hits it has tanked.
The aerial version can be pretty powerful when jumping in. On hit, it translates into a full combo, whereas on block it allows Sin to pressure them or go for a mixup (while building high R.I.S.C if the opponent doesn't FD). If the opponent is attempting to anti-air, most anti-airs will get beaten by air Voltic. However, they probably can interrupt the start up with an air-to-air or choose to get out of the situation by dashing if they were not committed to anti-airing, as they are not forced to block it.
</div>
</div>


==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==
Unlike most other projectiles, this will always hit the opponent 5 times, regardless of how many hits it has "tanked".
}}


==Instant Kill==
===<big>Raiden</big>===
===<big>Raiden</big>===
<span class="input-badge">'''in IK mode: {{clr|4|236236H}}'''</span>
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card
<div class="attack-gallery">
|input=236236H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GGXRD_Sin_Raiden.png |I must consult the elder go- oh wait
Shares the animation and hitbox of his {{clr|4|2H}}. Getting a gold IK is more practical for Sin than most other characters due to his high stun output, Tension gain, and combo flexibility.
GGXRD_Sin_Raiden2.png |Local Boy Destroys Entire Mountain Range to Kill 1 Person.
 
</gallery>
If you can't stun your opponent, the two most common ways to land an IK are:
</div>
* 50 Tension: after getting a wall slump with a corner (charged Beak Driver into) {{clr|5|5D}}.
<div class="attack-info">
* 100 Tension: midscreen combos that have a Bull Bash groundbounce around head height, which lets you cancel Bull Bash into Voltic Deign and prepare the IK while your opponent is being juggled.
{| class="wikitable attack-data"
 
{{FrameDataHeader-GGXRD-R2}}
If you miss, though, this move is tied with Millia's for the most unsafe IK in the game.  So just don't miss.
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and type="instantkill" and input="236236H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
*Invulnerable: 1-17 All
*Uses the animation of his {{clr|4|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.
</div>
</div>


==External References==
==Colors==
{{GGXRD-R2Colors|Size=120|Character=Sin Kiske}}
 
==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
<center>{{Character Label|GGXRD-R2|Sin Kiske|size=42px}}</center>
{{GGXRD-R2/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{Navbar-GGXRD-R2}}
{{GGXRD-R2/Navigation}}
[[Category:Guilty Gear|Sin Kiske]]

Latest revision as of 23:07, 26 March 2024

Overview

Overview

Sin is a neutral-focused monster with a frighteningly high damage output thanks to his Calorie ("food") gauge which lets him cancel all his special attacks into other special moves. However, if Sin tries to do any special attack with an empty food gauge, he'll be forced into a starving animation that gives his opponent a giant punish. If Sin doesn't find a good chance to eat, he'll often have to give up okizeme or pressure just to refill his food.

Sin has great neutral, pressure, and mixup options. f.S and 2S are fast, solid normal pokes, 6P is a great anti-air, and the infamous Beak DriverGGXRD Sin BeakDriver.pngGuardMidStartup11-33
[34-251]
Recovery29
[19]
Advantage-16
[+4]
(236H) will counter-poke just about anything.

Sin's other special moves include a low profile slideGGXRD Sin ElkHunt.pngGuardLowStartup15-21Recovery11Advantage0 that can be used as a frame trap, a reversal he can make safeGGXRD Sin HawkBaker.pngGuardMidStartup9Recovery45Advantage-33, a command jumpGGXRD Sin Leap.pngGuardStartupRecovery19Advantage- that he can steer forwards and backwards, and a jump-in that will beat any anti-air that isn't completely invulnerable. Sin's neutral and mixups are very strong, especially when he gets to set up something like his crossup, multi-hit j.H and/or his air braking j.D.

Sin's best combos often use a lot of the food gauge, but moves like 5H(1) and Beak Driver will always knock down. With proper combo routes, Sin can do a combo, eat, and still apply okizeme or a mixup.

Furthermore, Sin has a strong strike/throw game thanks to RISC-cranking moves like 2H, so even his basic pressure can be quite scary with 50 meter to RRC a throw. Sin also builds meter quickly and has two versatile supers that deal high damage. The world is Sin's oyster - as long as you keep him fed.
Sin Kiske
GGXRD-R Sin Portrait.png
Defense
x1.04
Guts Rating
1
Weight
[100] Medium
Stun Resistance
60
Prejump
3F
Backdash
24F (1~12F invuln)
Wakeup Timing
30F (Face Up)/ 21F (Face Down)
Fastest Attack
2P (5F)
Reversals
623S (9F), 632146H (10+1F)

 Sin Kiske is a well-rounded character boasting an excellent neutral game, extremely high damage, and solid tools for pressure and rushdown. Sin's versatility and sheer damage output allow him to do anything - as long as he doesn't go hungry.

Pros
Cons
  • Low Barrier to Entry: Sin's neutral is very simple and very rewarding off most hits. His combos are mostly universal and easy to confirm into.
  • Calorie Cancels: Sin can cancel nearly all his special moves into other specials by using his food gauge, which lets him make his pressure safe and powerful.
  • Neutral Monster: Good pokes with a great balance of speed and reach, such as 6P, f.S, 2S, Beak DriverGGXRD Sin BeakDriver.pngGuardMidStartup11-33
    [34-251]
    Recovery29
    [19]
    Advantage-16
    [+4]
    , and Elk HuntGGXRD Sin ElkHunt.pngGuardLowStartup15-21Recovery11Advantage0.
  • High Damage: Among the highest consistent damage in the game, without needing to burn as much tension to extend combos relative to other characters.
  • Strong Okizeme Game: Most of Sin's ground combos let him set up a safejump or high-low mixup with his leap (214P/K) and j.H/j.D.
  • Safe Reversal: Hawk BakerGGXRD Sin HawkBaker.pngGuardMidStartup9Recovery45Advantage-33 is a reversal that can be special cancelled into moves that are safe on block, as long as it connects.
  • Burst Safety: Several of Sin's most important moves (Beak Driver, Bull Bash, 5H(1)) are burst safe, which limits his opponent's ability to escape damage and okizeme.
  • Reliant on Resources: Requires good food management, and is much weaker when food is low. Occasionally has to give up advantage (mainly okizeme) to eatGGXRD Sin StillGrowing.pngGuardStartup40Recovery17Advantage-. Bursting is also extra effective against Sin if his calorie gauge is low, as it prevents him from eating safely.
  • Slow Wakeup: When face-up, Sin's wakeup animation is a lengthy 30 frames. Some characters get specific okizeme on Sin if they knock him down face-up.

Unique Mechanics

Calories
Treat your calorie gauge like a baby.
GGXRD-R2 Sin Kiske Calorie Gauge.png

Sin has a unique meter called the calorie/food gauge which is a resource that is used to cancel specials into other specials. Sin starts each round with the gauge partially full at 10,000 calories (10 "pips"), although the gauge can hold up to 16,000/16 pips. Every time Sin uses a special attack other than his Leap (214P/K) or Still Growing (214H), he loses 1,000 calories/1 pip. Special cancelling into a special attack that consumes calories will cost another 1,000 calories/1 pip.

Sin can eat using Still Growing (214H) to refill his food gauge: it will restore him to 10,000 calories/10 pips if is under that many, and give him 3,000 calories/3 pips otherwise. Eating is the only way for Sin to regain lots of food, so finding safe spots to eat at the end of combos or in neutral is very important. Sin can also eat > YRC, but this is a steep price to pay considering how easily he can eat without spending tension.

If Sin reaches 0 Calories when doing special attacks, he will be forced into a hunger animation for 95 frames after the special attack finishes recovering. However, it's possible to RC the final special done in order to avoid the hunger animation activating.

Funnily, Faust's chocolate and doughnut items will give Sin 500 calories/half a pip if he picks them up. There is no effective difference between 500 and 1,000 calories.

Normal Moves

5P

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
16 Mid 7 3 12 -3

Good neutral poke and pressure tool that can be used to beat the opponent's low options at specific spacings.

In neutral, 5K is notably Sin's fastest button for ranges further than 2P and c.S, but closer than f.S and 2S, which also gives it use as a throw OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. option when 6P+H would be too risky. While it's a strong poke, it's easily low profiled if spaced wrong.

In pressure, 5K has a large number of gatling options while also having a slightly longer cancel window compared to his other normals. It is also useful in combos in situations where c.S would be used, without the risk of getting f.S instead due to distance, which can happen during sideswap or juggle combos.

  • Jump and special cancelable.
  • One of Sin's few normals that will combo directly into 5H on a standing opponent since it does not force crouching state.

Gatling Options: 6P, 3K, c.S, f.S, 5H, 5D, 2D

c.S

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
28 Mid 9 3 18 -7

Great neutral poke, ranged punish option, and spacing tool.

Similar to 2S, except 2S hits low profile moves and has less recovery. However, f.S has slightly more range, so use as needed. Especially useful as a hit confirm with 50 Tension for Beak Driver RRC afterwards or f.S YRC OSf.S+RC will YRC on whiff or RRC on hit/block.

Forces crouching on hit, which makes combos slightly easier. Can confirm into Elk Hunt at close range, or on CH at any range.

Gatling Options: 2S, 5H, 5D, 2D

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, 35 Mid,Low 11 3(15)3 24 -8

Really solid combo tool, especially the first hit thanks to its giant size and long hitstun. 5H is used throughout almost all Sin's combos, and it can be used as an ender to enable strong okizeme and/or safely eatingGGXRD Sin StillGrowing.pngGuardStartup40Recovery17Advantage-.

5H is divided into two hits with a large gap between them. The first hit is a mid that whiffs against crouching opponents, and the second is a low that knocks down. As many of Sin's normals force crouching state on hit, this makes it much harder to do a traditional P>K>S>H gatling combo. 5H can be comboed into from 2H, 5P, 5K, and 2S - but 2H is the only one that will work on crouchers because it forces standing.

Sin usually combos into 5H in a juggle after his usual Hawk Baker > Bull Bash > Leap loop. 5H's gatling into 6H can be delayed significantly, which is invaluable for letting opponents fall to the right height and preventing combo drops.

The second hit vacuums on hit and block, which can open up some different combo routes (making sure Hawk Baker hits red, for instance) or be used for okizeme. In the corner, the second hit will drag opponents slightly towards Sin, enabling very ambiguous cross-ups.

  • First hit is jump cancelable and can gatling into 6H
  • Both hits are special cancelable
  • 5H is often burst safe since Sin crouches down for the second hit
  • First hit knocks down on air hit (unless your opponent is really high and you've reached very strict hitstun scaling).

Gatling Options (First hit only): 6H, 5D, 2D

5D

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
28 Mid 9 6 18 -10 1-14 Upper Body

Incredible anti air and counter-poke. Easily one of the game's best 6Ps due to its height, range, disjoint, and easy conversions.

While the frame data is rather average for a 6P, the sheer range can outright beat a lot of 6P bait or anti-anti-air attempts. On normal hit, the usual cancel is c.S into a standard route, but on counterhit 6P can combo into Bull BashGGXRD Sin BullBash.pngGuardHighStartup31Recovery32Advantage-19 if it hits high enough.

A high normal hit can sometimes be awkward due to c.S and/or f.S not coming out or reaching high enough, but this is a small price to pay for everything else this move does. Use it and love it.

  • Occasionally, Sin can link into 5K/c.S>5H>etc on CH if the opponent is not too far away from Sin.

Gatling Options: c.S, f.S, 5D, 2D

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
38 Mid 15 4 13 +2

High damage combo starter that can punish very unsafe moves on block or whiff. 6H is a very useful combo tool and occasional blockstring option since it moves Sin forward about 1/4 of the screen.

6H is awkward to use in neutral as Sin's hurtbox extends while he lunges forward, so he can be stuffed during the long startup pretty easily. It can be gatlinged into from 5H(1), usually for combos, and 3K, usually for blockstrings.

5H(1) > 6H is useful for stabilizing combos when the 5H(1) connects on a very high opponent, since the gatling can be done between 5H's hits and 6H generally slides Sin forward enough for a critical/red 623S or to start an air combo. But be mindful that 623S may be unstable in more extreme situations or on characters with small hurtboxes.

3K > 6H has a 2f gap on normal block, so it's a scary frame trap option but low profile moves can evade it, like Faust's crawl. The gap may be larger at 3K range, and may not connect at max range, but it's still a very good option to represent.

  • Links into 2P on normal hit on lightweights
  • Links into itself on counter hit
  • Floats opponent on hit
  • Special and jump cancellable

2P

2K

3K

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
22 Low 11 4 12 -2

Highly disjointed low poke with great range. Used as a meaty option in okizeme and a counterpoke in neutral, with occasional frametrap use against opponents that are attempting to mash out of Sin's pressure.

While 3K only has a single gatling option into 6H, it has only a 2f gap and 6H is plus on block; 3K into 6H is a blockstring only contestable if the opponent uses an invulnerable reversal. When spaced well during okizeme, a meaty 3K is an excellent option to make wakeup reversals whiff and, if blocked, Sin can vary between special cancelling 3K, jump canceling the 6H followup into j.D for a fast overhead, or simply pressing the frame advantage of blocked 6H.

Can also be used as a read option to beat out low profile attacks and slides due to properties of its hitbox, though usually too slow to do so on reaction.

  • Staggers on counter hit

Gatling Options: 6H

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
27 Mid 9 4 15 -5

2S is sadly not a low, but is otherwise a great poke in neutral and pressure. Used mostly to hit things that go under f.S, like 6Ps and slides . It also has a little bit less recovery than f.S, although slightly smaller range. 2S is also somewhat more disjointed around the tip than f.S.

Similarly to f.S, this is great to confirm into Beak DriverGGXRD Sin BeakDriver.pngGuardMidStartup11-33
[34-251]
Recovery29
[19]
Advantage-16
[+4]
RRC with 50 meter or Beak Driver > HHHH without. Unlikes f.S it does not force crouching, which can make it slightly less lenient combo into Elk Hunt or Beak Driver, but does enable a combo into 5H on standing opponents. This is pretty fringe, though.

Gatling Options: 5H, 5D, 2D

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
28×2,16 Mid 11 2,2,2 34 -17

Slow, 3-hit launcher used primarily as a punish tool, combo fodder, and occasional frametrap. Builds a lot of RISC on block, to the point some characters' RISC bars can start flashing (see this chart to compare RISC gain rates). In some matchups simply cranking the RISC bar and watching your opponent sweat can be enough.

2H can be used as a frame trap thanks to the delay gatling from 2K, but if Sin gets FD'd out or if the opponent backdashes in between 2K>2H, he will be wide open thanks to 2H's immense recovery.

With fast reaction times, you can react to people bursting as they get hit by 2H and then jump cancel to block the burst. The burst gauge empties instantly as soon as the burst begins, so there's a short but reactable window with a distinct visual cue.

  • All hits are jump and special cancellable.
  • First two hits force standing, third hit launches.
  • Can potentially be used as a very specific nuclear anti air option.

Gatling Options: 5H, 5D, 2D

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
28 Low 10 6 8 0

Sin's sweep, used for knockdowns, pressure, meaties, and as combo filler after S normals.

Has good reach and moves Sin forward very slightly. Outside of its staple combo route applications, 2D is a reliable way to knock down the opponent without consuming food and safely eat. Sin's hurtbox actually rises above the ground during 2D, which means he can evade/beat certain low pokes that only hit along the ground (Ky 2K or 2D, for instance).

2D links universally into 2P on counter hit or as a meaty hitting on the last 2 active frames. Can also link into other normals on counter hit such as 2H, but this is somewhat character specific

j.P

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
20 High, Air 8 3 24

Used as combo filler and as an air to air to hit opponents high enough that j.P would whiff against. Because the hitbox reaches down into Sin's leg, j.K is more reliable filler as a jump-in during airdash strings with j.S.

Pops the opponent up on hit. On counter hit, j.K launches into a very long untechable fall/knockdown, allowing Sin a lot of time to convert into combos. This property makes it a strong choice for air-to-airing opponents above Sin for CH fishing.

  • Can hit cross-up

Gatling Options: j.P, j.S, j.H, j.D

j.S

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

j.S is an all-purpose, long reaching air normal useful for both jump ins and air to air situations. It is Sin's primary jump-in button, often out of a leapGGXRD Sin Leap.pngGuardStartupRecovery19Advantage- after a knockdown.

While j.S is a good jump-in thanks to its reach in front of Sin, it doesn't hit as deep as it looks, and is barely disjointed at all so it can easily be anti-aired or low-profiled if the opponent sees it coming.

The gatling into j.6H virtually guarantees Sin will be plus on block, even if the j.S was performed from very high up.

Gatling Options: j.P, j.K, j.H, j.6H, j.D

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32,16×3 High, Air 9 3,2×3 12

Multi-hitting overhead primarily used for safe jumps high-lows and occasionally as a jump-in. Surprisingly annoying to antiair with some characters when done early in a jump-in, although Sin will be forced to gatling into j.D before landing to avoid being thrown if the opponent were simply to block it or get hit. The gatling into j.D can be done from any hit of j.H, which can help make it more ambiguous - but there is always a gap that the opponent can use to escape or challenge.

Notably, the first hit of j.H is a higher attack level than the rest and has a vacuum effect, allowing it to combo into j.214S or even 2H pretty consistently. The other hits can more reliably convert into a combo with 2P/2K, or even 5P.

j.H can be used as an instant overhead, but to get a stable combo Sin needs to use an RRC, set up Voltic Deign, or have built up enough RISC on the opponent to force a counter hit and combo into j.214S. They also need to be rather close.

Gatling Options: j.D

j.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
36 High, Air 11 4 20

A long reaching horizontal strike that vaccuums the opponent towards Sin. Mostly used as combo/blockstring filler since even at the lowest possible height, j.6H whiffs on all crouching opponents and is easily low profiled. Doing j.S > j.6H as a jump-in can help to crank RISC and get free pressure against passive opponents.

j.6H can be used to side switch during combos (usually after a Leap or an airdash) and to set up crossups where Sin pulls the opponent out of the corner, then does IAD j.H. Due to its great horizontal reach and great reward on counterhit, j.6H can be a very potent normal to throw out while in the air, although the whiff recovery is awful.

Surprisingly awkward to convert on normal hit against an airborne opponent.

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
40 High, Air 18 2 18+5 after landing

Jump normal used for mixups, in pressure as a fast overhead, and occasionally as an anti-anti air due to its air brake properties.

j.D completely halts Sin's air momentum, then returns it to normal after the attack's recovery, which can be useful during a jump-in to add some spice to his otherwise pretty standard air strings. Using j.D this way or by itself are good ways to beat a delayed throw or mash, which will score a juicy counter hit.

This is also one of Sin's only ways to get a guaranteed knockdown from air combos without spending food or tension. The knockdown doesn't give good okizeme as Sin will land fairly close to the opponent with no time to eat, but it's an option for repositioning or conserving resources.

In pressure, raw j.D is a 21 frame overhead (including jump startup), which can be confirmed into j.214S if close enough or j.236236P if farther away. The j.214S option is a little riskier since savvy opponents can FD the j.D, cause j.214S to whiff, and punish Sin. Not an amazing mixup option, but worth trying out.

Oddly, j.D can be jump cancelled, although because Sin often uses Leap for okizeme, which doesn't give him a double jump, this has only niche uses without a jump install An advanced technique that lets you access air mobility options, usually double jumping, after doing a move that is supposed to prevent you from doing them. Usually performed by cancelling a grounded normal into a jump, but then before leaving the ground, doing another grounded attack. (2147P/K).

  • Ground bounces on counter hit.

Universal Mechanics

Ground Throw

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
0, 0, 60 Ground Throw: 75250 1 +55

Sin's throw knocks the opponent far enough to make eating safe, though in the corner he will be -2. Since Sin can easily crank R.I.S.C, throwing the opponent when the opponent's gauge is high enough will allow him to combo from it without meter.

For metered combos, RC and dash or leap afterwards at midscreen. In the corner, leads into Charged Beak Driver loops from RC, which leads to a lot of damage off of a throw if if done consistently (Can go up to 5+ Charged Beaks).

Air Throw

Dead Angle Attack

Blitz Attack

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
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50: Blitz

Universal Blitz Charge attack. Sin famously has a safe DP in Hawk Baker, but it can be awkward to challenge pressure done from outside its small range. Blitz can help with that, or against safe jump setups that would cause Hawk Baker to whiff.

Partial charge blitz will crumple on counter hit and full charge blitz will crumple on normal hit, which gives Sin an easy 2H starter for enormous damage. Blitz attacks also wallsplat easily, which lets Sin convert into a Beak Driver airdash loop or his standard corner combo.

Blitz attacks will steal a sliver of the opponent's burst gauge, which can be useful for locking out burst or just finishing a round when you have spare meter.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Hawk Baker

623S

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
30 [35] Mid 9 2 45 -33 1-10 All

Sin's meterless invincible reversal can be special canceled, which gives him a DP that can be safe or even start combos. Hitting with the closer hitbox will produce a "red hit" that gives more hitstun and a higher launch. Hawk Baker is a staple combo tool with useful routes into basically all Sin's other specials and his supers.

On defense, Hawk Baker is usually canceled into Elk Hunt, but Sin's other special moves are worth considering:

  • Elk Hunt: The most common option. Leads to a knockdown in most cases, but if you get a counter hit red Hawk then your opponent will be launched and you'll recover from the Elk just in time for a combo.
  • Beak Driver: Beak is unsafe at close ranges where you can actually connect with Hawk. Mostly used when you expect to hit an extended hurtbox that Elk wouldn't properly combo into.
  • Leap: Potentially better than Elk since you can airdash afterwards. Potentially way riskier since Hawk's block/hitstun doesn't even cover Leap's startup.
  • Bull Bash: 31f startup. Please do not do this.

Despite sounding absurd (which, honestly, it is), Hawk Baker is a bit slow at 9f startup, pretty small, and not very active. When used against disjointed attacks, Hawk Baker will tend to flat out lose, or trade at best. It also has counter hit recovery and is hideously unsafe on hit, which means it's practically a 3,000-calorie commitment at all times.

Although Hawk Baker can let Sin survive safejumps unlike other DPs, advanced safejump OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did.es can make Hawk Baker whiff (backdashes in particular). These are pretty specialized and not every character has easy access to them, but they may force more caution when on defense.

  • Burns 1,000 Calories if not cancelled.

Beak Driver

236H (Hold OK) or j.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
236H 36,32
[36,66]
Mid 11-33
[34-251]
2(1)6 29
[19]
-16
[+4]
j.236H 40,36 9 3,6 17/Landing 6

The infamous Beak Driver. Incredible neutral and pressure option, long range punisher, and staple combo tool. All versions cost 1,000 calories.

236H

Due to its sheer range, fast startup and highly disjointed second hit, Beak Driver alone makes other characters think twice when playing the ground game with Sin. The first hit is much shorter in range, not very active, and surprisingly easy to low profile. While powerful, the whiff recovery is long enough for many characters to reliably punish, especially on jump-in.

On normal hit, Beak Driver can convert into a knockdown with Elk HuntGGXRD Sin ElkHunt.pngGuardLowStartup15-21Recovery11Advantage0 or 236H~HHHHH depending on distance. These are Sin's only meterless options, but he can also spend 50 Tension to RRC and dash forward into 6H and combo from there.

On counter hit, the second hit causes a wallbounce which allows Sin to meterlessly convert into a high damage combo with his Leap hit confirmInput Beak Driver, then a 214 motion and press P/K in reaction to the counterhit.. This wallbounce can sometimes be odd depending on character weight or position, but the appropriate combination of j.S, j.K, and j.6H will usually stabilize things.

Beak Driver is considerably less scary on block, but Sin can still special cancel for pressure, usually to Elk or Leap to keep his opponents on their toes or reposition himself. Sin can also charge Beak Driver by holding H, which can delay the startup without committing to the actual charged version, potentially ruining timings of the opponent's approach/whiff punish attempts and counterattacks.

Both versions are used in combos, but the uncharged version is Sin's standard combo ender as it gives a knockdown that allows him to eat safely, or LeapGGXRD Sin Leap.pngGuardStartupRecovery19Advantage- in for oki.

The second hit:

  • removes 1 hit of durability from projectiles and "keeps going" so it can still make physical contact with the opponent
  • will wallbounce from almost anywhere on counterhit
  • is active on frame 14
  • is harder to low profile the further away from Sin the opponent is

236[H]

After holding H, Beak Driver becomes the charged version and will activate instantly upon release. The charged version's second hit is much taller, but is actually slightly stubbier than uncharged. This version also has massive blockstun (more than lvl 4 attacks), making it hard to punish Sin even if he cancels into Eat. Notably, the charged version is significantly safer than uncharged on whiff.

In combos and on normal hit, it does huge damage and wallsplats in the corner, which allows Sin access to his most damaging combos. It can even loop into itselfusually 2-3 times, but more are possible with microdashes when sticking the opponent at a low enough height to trigger the wall slump state. On midscreen counterhit, the 2nd hit still does wallbounce, so the same conversions off of uncharged Beak Driver second hit counter hit are still possible.

Generally, outside of the corner Sin doesn't get to convert off of normal hit charged Beak Driver without spending Tension, but he does get to eat afterwards. Even eating twice is safe.

The second hit:

  • Causes tumble on normal hit midscreen
  • Causes wallsplat (and possibly a slump) on normal hit in the corner
  • Causes wallbounce on counter hit anywhere

j.236H

Air Beak Driver is the same principle of Beak Driver moved upwards into the air. In neutral, air Beak will hit opponents trying to jump or airdash over ground Beak, and can be used to disrupt characters who like to stall in the air such as Dizzy or Bedman. Sin can act in the air after air Beak, but doing it too low, such as by TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input.'ing Beak, will force him to the ground and into landing recovery. Air Beak alters Sin's air movement, which can make it hard for other characters to air-to-air him.

Air Beak cannot be charged like its grounded brother, so in combos it's mostly an ender. At low heights (around the peak of a normal vertical jump) air Beak will knock down and give Sin a chance to eat or approach for okizeme. Higher in the air, air Beak will not knock down but will usually send opponents far enough away to eat safely.

Air Beak will wallbounce on normal hit, which allows Sin to airdash in and extend a combo if he's high and close enough. These combos usually start with j.D > j.214S or one of Sin's ground launchers. These combos don't use as much food as a normal corner combo but still do a lot of damage and are generally quite stable.

Ending corner combos in low height air Beak Driver, either through TKs or earliest air Beak out of Leap, leaves a small enough gap in the corner for Sin to cross the opponent up.

  • Second hit wall bounces in the corner on normal hit
  • Second hit wall bounces from anywhere on counter hit

I'm Sure I'll Hit Something

HHH... during Beak Driver

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
15×5,18×3,21×3,24×2,35 All 8 [2(2)]×N 23 -10

Also commonly referred to as "Staff Rain" or "Stabs".

Mostly used to combo meterlessly off of Beak Driver normal hits at ranges where other followups would not reach.

Used to burn through opponents' guts when their health is low and Sin have the calories to spare. This move also tends to give the opponent a ton of meter on hit during combos while building their burst meter back quickly, although it is the most damaging combo ender Sin can do from a lot of normals at max range. Repeated presses of H will continue striking, burning more calories up to a maximum of 13 hits. While it's unsafe on block, it's good for causing chip or cranking R.I.S.C after a blocked 236H and certain characters can't punish it due to the range.

If all 5,000 calories are spent for the full move, the opponent is forced into a knockdown. On air hit, will always cause a knockdown regardless of how many hits are used.

  • Burns up to a maximum of 5,000 Calories.
  • Going into this from 236H doesn't have the extra cost of canceling a special into a special, and so ends up costing 6,000 total calories.

Bull Bash

214S

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
60 High 31 6 32 -19

Long range overhead attack used for combos, controlling space, catching late jump/IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. attempts, or keeping the opponent awake during a blockstring.

If it hits with the tip of the flag when the opponent is airborne it does ~10% less damage, but bounces them higher than if it hits with the middle of the flag. Useful when combo'd into charged Beak Driver in the corner as the combination of the two moves' complete safety against Burst can force the opponents to take a lot of damage. Also leads to Sin being quite advantaged as a combo ender into Eat if Bull Bash is done from a height high enough to ground bounce into an untechable knockdown.

In pressure, is generally far too slow to ever mix someone up with, and opponents can always react to it if they have not done anything with high commitment. Most characters can even avoid it completely by double jumping, and every character can Blitz or backdash it on reaction. If Bull Bash is blocked and then RRC'd, IADing afterwards with j.S/j.K will still be a true blockstring. Should Bull Bash actually hit as a starter, Sin can convert into highly damaging meterless combos, especially on counterhit.

Elk Hunt

236K

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
30 Low 15-21 6 11 0 7F onwards low profile

Low profiling slide used to evade/punish pokes and projectiles, stabilize combos, as a frame trap, or as a blockstring ender.

Elk Hunt is practically always 0 on block due to having variable startup and travel distance (15-21f). This is why f.S/2S > Elk Hunt is distance dependent to combo. Despite the awkwardness, Elk is a very threatening move that a lot of characters must respect since Sin can easily convert to a combo on normal or counter hit.

In neutral, Elk's variable startup means it tends to lose to other lows and slides rather easily from a distance, even if Sin started Elk Hunt very early. This property can also make it lackluster at chasing backdashes. Elk goes from 0 to -4 and potentially punishable on Instant Block, forcing Sin to back off or spend food to stay safe/frame trap.

  • Knocks down on normal hit, but not if the opponent was already airborne (like from 2D)
  • Floats higher on counter hit, allowing a link into c.S or (microdash)2P/5P

Leap

214P/K

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
214P 19
214K 18

Ground to air mobility option used for surprise gapclosing, punishing, making specials safer without using calories, general positioning, and safejumps on okizeme.

Sin maintains his airdashes after a leap, and if he jump install An advanced technique that lets you access air mobility options, usually double jumping, after doing a move that is supposed to prevent you from doing them. Usually performed by cancelling a grounded normal into a jump, but then before leaving the ground, doing another grounded attack.s, he can double jump as well. The arc of Leap can be controlled by holding 4 or 6. Backwards airdashes after a leap are useful for Sin's neutral game and baiting anti-airs or blitz attacks.

Note that any specials (with the exception of charged Beak Driver) when canceled into leap are actually easily anti-aired or even air to aired on reaction, so the pressure reset gained from leap cancelling is not "real". Holding 4 can be used to bait sloppy antiair attempts when used in this manner however.

  • Does not use any calories even when canceled from another special
  • Can be canceled into other specials while rising.
  • The P version vaults Sin upwards
  • The K version thrusts Sin forwards

Still Growing

214H

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
40 17

Sin's only way of restoring calories. Commonly referred to as "eat" or "eating".

Has a long animation commitment and decent amount of recovery, so is generally used after a knockdown or when Sin pushes the opponent far away with a blocked special. Restores calories in two parts; can be YRC'd early but will only fill 1,000 calories unless YRCed much later into the animation.

If H is mashed during the animation while the calorie bar is not full, Sin will eat again with a slightly faster animation.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.

  • If Calorie Gauge is below 10,000 you will recover the difference to return it to 10,000
  • If Calorie Gauge is above 10,000 you will recover 3,000 (maximum stock is 16,000)
  • Recovers 1,000 calories on 25F. Recovers remaining calories on 43F
  • Mashing H results in up to two additional eats (each eat follows Still Growing rules)

Vulture Seize

j.214S

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
28 All 14 6 Until landing + 10

Aerial combo fodder into air Beak Driver, nuclear anti-anti-air option, and used to combo off of rising overheads or fast cross-ups. Slows air momentum on use.

Vulture will beat most anti-airs if done as a jump-in due to its enormous disjointed hitbox under Sin, and on counter hit it converts into a full combo easily. The landing recovery makes it usually unsafe on block however, and awkward to convert without a CH unless Sin is extremely low to the ground.

The air momentum slowing property can also be used in a similar fashion as j.D RC after j.H.

Overdrives

R.T.L

632146H (Air OK or 632146D (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 50 [62] Mid 10+1 12 47 -40 4-16 All
[1-16 All]
j.632146H 50 [62] All 10+1 12 Until landing + 32 4-16 All
[1-16 All]
RTL > H 50 [62] All 6 after direction change 12 47 -40
RTL > j.H 50 [62] All 6 after direction change 12 Until landing + 32

Sin dashes forward, and can do up to 2 additional 8-way dashes (direction + H) as long as he makes contact with his opponent. Not a true reversal since it's only invincible from frame 4 and the follow-up dashes aren't invincible, but very useful for extending or finishing combos.

R.T.L can provide corner carry and knockdown depending on how which directions are used, and is good for tacking on extra damage at the end of most air or ground combos.

This super is generally a free high-damage punish if your opponent blocks it, but you can try to position yourself far away with the second dash to make the punish harder or do an extremely gimmicky frame trap with the second/third dashes.

If a grounded R.T.L.'s third hit connects late against an opponent who has been juggled high enough, Sin can recover in time to link into 2P and extend the combo even more. This is pretty hard, though, and often requires small delays when doing the second and third hits depending on height.

If you happen to clash with R.T.L, inputting a direction and H to attempt to use the followup attacks will cancel into other moves (2H, 6H, etc), so keep that in mind.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
632146H 4 20 10
j.632146H 4 20 10
RTL > H 4 20 10
RTL > j.H 4 20 10

632146H:

  • Values in [ ] are for Burst version
  • Minimum damage: 20% [40%]

j.632146H:

  • Values in [ ] are for Burst version
  • Minimum damage: 20% [40]

RTL > H:

  • Values in [ ] are for Burst version
  • Minimum damage: 20% [40]

RTL > j.H:

  • Values in [ ] are for Burst version
  • Minimum damage: 20% [40]

Voltic Deign

236236P (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
236236P 27×5 Mid 26+2 Total 37 +60
j.236236P 27×5 Mid 10+4 Total 31

Slow projectile that hits 5 times.

Fast recovery after usage, along with slow projectile speed make it only ideal for okizeme set ups, or using it as a "shield" to approach behind in neutral from a distance.


Grounded

Very useful for okizeme, as Sin can do rising j.H and still combo from it after landing. Since Voltic doesn't disappear when Sin is hit, it's also reversal/dead angle safe. Optimized combos utilizing Voltic usually only spend around 3,000 calories while gaining %40~ meter, so it's possible to loop the setup.

It also proves useful during pressure, where Sin should throw this move out and immediately eat to refill lost calories 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.


Air

Aerial version shoots at a 45 degree angle towards the ground, but has far less startup than the grounded version and can be followed up with an airdash for combos.

The aerial version can be pretty powerful when jumping in. On hit, it translates into a full combo, whereas on block it allows Sin to pressure them or go for a mixup (while building high R.I.S.C if the opponent doesn't FD). If the opponent is attempting to anti-air, most anti-airs will get beaten by air Voltic. However, they probably can interrupt the start up with an air-to-air or choose to get out of the situation by dashing if they were not committed to anti-airing, as they are not forced to block it.

Unlike most other projectiles, this will always hit the opponent 5 times, regardless of how many hits it has "tanked".

Instant Kill

Raiden

During IK Mode: 236236H

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
DESTROY 9+12
[5+12]
6 34 -23 9-26 All
[5-22 All]

Shares the animation and hitbox of his 2H. Getting a gold IK is more practical for Sin than most other characters due to his high stun output, Tension gain, and combo flexibility.

If you can't stun your opponent, the two most common ways to land an IK are:

  • 50 Tension: after getting a wall slump with a corner (charged Beak Driver into) 5D.
  • 100 Tension: midscreen combos that have a Bull Bash groundbounce around head height, which lets you cancel Bull Bash into Voltic Deign and prepare the IK while your opponent is being juggled.

If you miss, though, this move is tied with Millia's for the most unsafe IK in the game. So just don't miss.

Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGXRD-R2 Sin Kiske color 1.png
GGXRD-R2 Sin Kiske color 2.png
GGXRD-R2 Sin Kiske color 3.png
GGXRD-R2 Sin Kiske color 4.png
GGXRD-R2 Sin Kiske color 5.png
GGXRD-R2 Sin Kiske color 6.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGXRD-R2 Sin Kiske color 7.png
GGXRD-R2 Sin Kiske color 8.png
GGXRD-R2 Sin Kiske color 9.png
GGXRD-R2 Sin Kiske color 10.png
GGXRD-R2 Sin Kiske color 11.png
GGXRD-R2 Sin Kiske color 12.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
GGXRD-R2 Sin Kiske color 13.png
GGXRD-R2 Sin Kiske color 14.png
GGXRD-R2 Sin Kiske color 15.png
GGXRD-R2 Sin Kiske color 16.png
GGXRD-R2 Sin Kiske color 17.png
GGXRD-R2 Sin Kiske color 18.png
Color 19
Color 20
Color 21
Color 22
Color 23
Mirror
GGXRD-R2 Sin Kiske color 19.png
GGXRD-R2 Sin Kiske color 20.png
GGXRD-R2 Sin Kiske color 21.png
GGXRD-R2 Sin Kiske color 22.png
GGXRD-R2 Sin Kiske color 23.png
GGXRD-R2 Sin Kiske color 00.png

Navigation

 Sin Kiske


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