GGXRD-R2/Sin Kiske: Difference between revisions

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======<span style="visibility:hidden;font-size:0">Overview</span>======
==Overview==
{{Overview
{{Overview/navigation|okizeme=true}}
|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.
<div id="home-content" class="home-grid">
{{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#Unique_Mechanics | 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 {{MMC|input=236H|label=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.
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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 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.
* '''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.
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* '''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.
* '''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.
* '''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.
* '''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.
| fastestAttack = [[#2P|2P]] (5F)
}}
| reversal = [[#Hawk Baker|623S]] (9F), [[#R.T.L|632146H]] (10+1F)
</div>
|unique_mechanic1_name= Calories
 
|unique_mechanic1=[[File:GGXRD Sin Hungry.png|thumb|230px|Treat your calorie gauge like a baby.]]
===Unique Mechanics===
{{card|width=4
|header= Calories
|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>
<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.
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|input=5K
|input=5K
|description=
|description=
Great neutral poke and pressure tool that can be used to beat the opponent's low options at specific spacings.
Good neutral poke and pressure tool that can be used to beat the opponent's low options at specific spacings.


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 its a strong poke. it's also easily low profiled if spaced incorrectly.
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.


In pressure, it has a large number of gatling options while also having a slightly longer window to chain into them, when compared to his other normals, making {{clr|2|5K}} one of his better normals on block. It is also useful in combos in situations you normally 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 juggle combos.
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.
*Jump and special cancelable.  


* Jump and special cancelable.
* 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.
[[/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}}
[[/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}}
}}
}}
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Mostly combo filler and occasional pressure tool.
Mostly combo filler and occasional pressure tool.


Fast startup, along with being jump and special cancelable make it a solid combo starter for punishing against unsafe attacks in many situations as well as being a solid combo filler in most of Sin's routes.
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.
*Forces crouching state on the opponent on hit
 
*Forces crouching state on grounded hit, preventing a combo into {{clr|4|5H}}


[[/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}}
[[/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}}
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|input=5H
|input=5H
|description=
|description=
Really solid combo filler/ender on either hit, setting up some of Sin's stronger okizeme options. Occasional frametrap option for catching jump attempts.
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}}.
 
{{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.


A very unusual {{clr|H|5H}} that 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 on hit, this makes him unable to do a traditional "{{tt|rainbow|{{clr|P|P}}>{{clr|K|K}}>{{clr|S|S}}>{{clr|H|H}}}}" gatling hit confirm series. Combos from {{clr|4|2H}}, {{clr|1|5P}}, {{clr|2|5K}}, and {{clr|3|2S}}, but only if the opponent is standing and if Sin is 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.
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.


Due to the first attack's high hitbox, it can unexpectedly catch people jumping out during Sin's 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. The second hit also has some vacuum properties both on hit and block, which can open up some different combo routes or be used for pressure sequences.
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 mid and jump cancellable, making it burst safe.
 
*Special cancelable on both hits
*First hit is jump cancelable and can gatling into {{clr|4|6H}}
*Knocks down on air hit.  
*Both hits are special cancelable
*{{clr|4|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).


[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options (First hit only)]]: {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options (First hit only)]]: {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
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|input=6P
|input=6P
|description=
|description=
Incredible anti air and strong counterpoke option that's easily confirmed into highly damaging combos.
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.


While the invuln window is rather average for a {{clr|1|6P}}, the thing that makes this one of the best {{clr|1|6P}}s in the game is its incredibly far reaching hitbox and ease of confirming into highly rewarding combos for Sin, both in damage and okizeme setups. The sheer range can outright beat a lot of {{clr|P|6P}} bait or anti anti-air attempts outright. On counterhit, {{clr|1|6P}} can even combo into {{MMC|input=214S|label=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 the opponent is not too far away from Sin.  
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.
 
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.
 
*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.  


[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|5|5D}}, {{clr|5|2D}}
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|input=6H
|input=6H
|description=
|description=
Highly damaging combo starter used primarily to punish very unsafe moves on block or whiffs. Occasional combo filler.
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.
 
{{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.


Moves sin forward about 1/4 of the screen. {{clr|H|6H}} is awkward to use in neutral as Sin's hurtbox extends and travels forward during the move, along with carrying a fairly lengthy startup. It can be gatlinged into from {{clr|4|5H}}(1) and {{clr|2|3K}}(vs crouch) to use as a frametrap or CH confirm. Slides Sin forward enough for a critical/red {{clr|3|623S}} or air combo extension. On female/lightweight characters, you can link {{clr|1|2P}} afterwards on normal hit, which is only possible on counterhit for other weight classes.
{{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.
 
*Links into {{clr|1|2P}} on normal hit on lightweights
*Links into itself on counter hit
*Floats opponent on hit
*Floats opponent on hit
*Special and jump cancellable
*Special and jump cancellable
*Combos into itself on Counterhit
}}
}}


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Sin's fastest starter. Used for {{keyword|abare}} and pressure.
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 you use to extend combos after {{MMC|input=632146H|label=R.T.L}} in some situations.  
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.  


[[/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}}
[[/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}}
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|input=2K
|input=2K
|description=
|description=
Worst proration of Sin's lows and fairly slow for a {{clr|2|2K}} as well, but serves its purpose.
{{clr|2|2K}} has the worst damage scaling of Sin's lows, but it serves its purpose in mixups and pressure.


Decent for stagger pressure 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. Has an interesting ability to be delayed gatling into {{clr|4|2H}}.
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.


Forces crouching state on hit which will allow {{clr|2|2K}}>{{clr|2|5K}}>{{clr|2|3K}}>{{clr|4|6H}} to combo.
Forces crouching state on hit which will allow {{clr|2|2K}}>{{clr|2|5K}}>{{clr|2|3K}}>{{clr|4|6H}} to combo.
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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.
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 is nearly gapless 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, you 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}}.
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.
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
*Staggers on counter hit


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|input=2S
|input=2S
|description=
|description=
Not a low, but otherwise a great poke in neutral and pressure.  
{{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}}.


Used 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 that go under {{clr|3|f.S}}. It also has a little bit less recovery than {{clr|3|f.S}}, although slightly smaller range.
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.
 
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. Can confirm into {{MMC|input=236K|label=Elk Hunt}} on counter hit. In combos and hit confirm situations, it can have use for routes where the forced crouch properties of {{clr|3|f.S}} aren't desired.


[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}
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|input=2H
|input=2H
|description=
|description=
Slow, 3-hit launcher type move, used primarily as a punish tool, combo fodder, and occasional frametrap.  
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.


Can be used as a risky frame trap if delayed chained from {{clr|2|2K}}. If you get FD'd out from {{clr|2|2K}}, or if they backdash in between {{clr|2|2K}}>{{clr|4|2H}}, you will be open to a punish due to whiffing {{clr|4|2H}} as it has immense recovery. It also has some minor use as a situation specific nuclear anti air option against predictable slow air approaches.
{{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.


With fast reaction times, 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) and then jump cancel to block the burst.
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.
*All hits are jump cancelable.
 
*First two hits force standing, third hit floats the opponent.  
*All hits are jump and special cancellable.
*Builds a lot of RISC on block if opponents do not choose to FD.
*First two hits force standing, third hit launches.
*Can potentially be used as a very specific nuclear anti air option.


[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}
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|input=2D
|input=2D
|description=
|description=
Sin's sweep option, used for knockdowns, pressure, meaties, and as combo filler after {{clr|S|S}} normals.  
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


Has good reach and moves Sin forward very slightly. Outside of its staple combo route applications, {{clr|5|2D}} is a tool to knockdown the opponent without consuming food meter and safely eat to restore it. Links universally into {{clr|1|2P}} on counterhit or as a well timed meaty. Can also link into other normals on counterhit such as {{clr|H|2H}}, but this is somewhat character specific.
}}
}}


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|input=j.S
|input=j.S
|description=
|description=
All-purpose, long reaching air normal useful for both jump ins and air to air situations, possessing a lot of horizontal range.  
{{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.


Often used as a safe jump out of {{MMC|input=214P|label=leap}} after a grounded Beak Driver knockdown. While it's an excellent jump in, it doesn't hit that deep and is barely disjointed at all, 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 too high.
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.


[[/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}}
[[/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}}
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|input=j.H
|input=j.H
|description=
|description=
Multi-hitting overhead primarily used for mixups and occasionally as a jump in. Can be used as an instant overhead, but must be RCed for a stable confirm, or a high amount of RISC built up on the opponent to combo into {{clr|3|j.214S}}. You also need to be rather close for {{clr|4|j.H}} to hit in this fashion.  
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.


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 landing to avoid being thrown if they were to just block it or get hit while Sin is too high in the air. The gatling into {{clr|5|j.D}} can be difficult for opponents to deal with as Sin can choose which individual hit of {{clr|4|j.H}} to cancel into {{clr|5|j.D}}, though they can jump back to block all cancel options. Can be difficult for Sin 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 counter hit.
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}}.


An interesting property of {{clr|4|j.H}} is that the first hit is of 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}}.
{{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 a low enough height.
*Unlike most {{clr|H|H}} normals, has low hit/blockstun due to the multihit nature.


[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}
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|input=j.6H
|input=j.6H
|description=
|description=
A long reaching horizontal strike that vaccuums the opponent towards Sin on hit (or grounded block).
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.


Can be used in side switch combos and hard-to-react-to crossup mixups where Sin pulls the opponent out of the corner. Due to its great horizontal reach and great reward on counterhit, {{clr|H|j.6H}} it 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 opponents however.
{{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.


Do note that even at the lowest possible height, all crouching opponents do not get hit by it and it's easily low profiled.
Surprisingly awkward to convert on normal hit against an airborne opponent.
}}
}}


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|input=j.D
|input=j.D
|description=
|description=
Jump normal used mixups, in pressure as an instant overhead, and occasionally used as an anti-anti air due to its air brake properties.
Jump normal used for mixups, in pressure as a fast overhead, and occasionally as an anti-anti air due to its air brake properties.
 
{{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.
 
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.


{{clr|D|j.D}} completely halts momentum during jumps/leaps, after which it will return momentum to normal, which can be useful after doing an {{keyword|IAD}} {{clr|4|j.H}} cross up to convert into better combos with ({{clr|4|j.H}}~{{clr|D|D}} RC {{clr|4|j.6H}}), since Sin's 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.  
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.


In pressure, {{clr|D|j.D}} can be performed instantly off a jump as a 21 frame overhead (including jump startup), which can be confirmed into combos via {{clr|3|j.214S}} if close enough or {{clr|1|j.236236P}} if too far. The halted air momentum also makes it great to sneak in an extra overhead during air gatlings on a grounded opponent, similar to I-No's own {{clr|5|j.D}}. Can also be used to bait throws during leap oki by doing it right before you land, which also will also leave Sin plus on block if done at a low enough height.
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}}).


This is also one of Sin's only ways of scoring guaranteed knockdowns midscreen from air combos without spending food or tension. {{clr|5|j.D}} won't provide strong oki when used this way as you will land fairly close to the opponent with no time to eat afterwards, however. Oddly, {{clr|5|j.D}} can be jump cancelled, although it's not a very useful property except for specific {{clr|5|j.D}} knockdown setups.
*Ground bounces on counter hit.
*Ground bounces on counter hit for easier combos
}}
}}


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|input=Ground Throw
|input=Ground Throw
|description=
|description=
Sin's throw knocks the opponent far enough to make eating safe, though in the corner you 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 you to combo from this without meter.  
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 you are able to do them consistently (Can go up to 5+ Charged Beaks).
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).
}}
}}


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|input=Air Throw
|input=Air Throw
|description=
|description=
Like his ground throw, it knocks opponent far enough to eat safely.  
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.  


Can convert into a combo on RC, although you usually still need to have an airdash available to do this as well. Can be a good emergency anti air for Sin, but his air normals and {{clr|P|6P}} are generally more rewarding.
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.
}}
}}


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|input=Blitz,[Blitz]|versioned=name
|input=Blitz,[Blitz]|versioned=name
|description=
|description=
Universal Blitz Charge attack. Optimal round ender.
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 {{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.
 
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.
}}
}}


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|input=623S
|input=623S
|description=
|description=
Sin's only meterless invincible reversal.
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.


Invincible until active frames, but can be a unreliable due to its narrow reach 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, despite these weaknesses, it can also be cancelled on block into other specials to make it safe, provided Sin has enough calories available. You pretty much always want to be cancelling it into a different special, even on hit, as it is massively unsafe otherwise.
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.


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 {{keyword|OS}}es will be able to make Hawk Baker whiff (Proximity block OS in particular). Not every character have easy access to these however, so they have to instead resort to hard baiting it. On whiff, it is extra dangerous for Sin due to being fully counterhit recovery.
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.


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 property when used point-blank, causing the opponent to shine red, increasing the untech time to extend combos.
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.
*Burns 1,000 Calories
 
*Burns 1,000 Calories if not cancelled.
}}
}}


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|versioned=input
|versioned=input
|description=
|description=
The infamous Beak Driver. Incredible neutral option, pressure special, long range punish, and staple combo tool.
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}}
;{{clr|H|236H}}
Due to its sheer range, relatively fast start up and highly disjointed hitbox of 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 highly damaging combos from nearly anywhere on the screen. On top of that, when blocked, Sin still has to ability to special cancel for pressure. While powerful, the whiff recovery is long enough for many characters to reliably punish, especially on jump-in.
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.


The 1st hit is much shorter in range and not very active. It is also relatively easy to low profile, as it doesn't actually hit a lot of characters when they crouch. The 2nd hit is the main draw of Beak Driver; it reaches much further and is far more active. On counter hit, the second hit wallbounces the enemy which allows Sin to meterlessly convert into a high damage combo with his buffered {{tt|hit confirm leaps|Beak Driver can be reliably hit confirmed into Leap by buffering a 214 input and pressing {{clr|P|P}}/{{clr|K|K}} in reaction to the counterhit, leading into Leap.}} from midscreen.  
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.


Closer up on normal hit, it can convert into a knockdown with {{MMC|input=236K|label=Elk Hunt}}, but if further out, the only option is to continue the combo without RC is {{clr|4|236H}}~{{clr|H|HHHHH}}. The uncharged version is also Sin's standard combo ender as it gives a knockdown long enough that allows him to eat safely, or {{MMC|input=214P|label=Leap}} in for oki.
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.


Sin also has the ability to charge the move by holding {{clr|H|H}}, which can delay the startup of Beak without committing to the actual charged version, potentially ruining timings of your opponent's approach/whiff punish attempts and counterattacks.
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.


*First hit cancels projectiles (second does not)
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.
*2nd hit wallbounces from almost anywhere on counterhit
 
*2nd hit is active on frame 14
The second hit:
*2nd hit is harder to low profile the further away from Sin the opponent is.
*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]}}
;{{clr|H|236[H]}}


After a certain amount of time Beak Driver is held, it becomes the charged version upon release, massively increasing the vertical reach of the second hit while reducing its horizontal reach. 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.
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.


In combos and on normal hit, it does more damage than the uncharged version and wallsticks in the corner, which allows Sin access to his most damaging combos. It can even {{tt|loop into itself|(usually up to 2~3 times, but more is possible with microdashes)}} if you manage to get the opponent to stick at the right height to trigger the wall slump state. However, on counterhit, the 2nd hit still does wallbounce, so the same conversions you get off of Beak Driver 2nd hit CH are still possible midscreen.
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.


Generally, outside of the corner Sin doesn't get to convert off of normal hit charged Beak Driver without burning meter, but you do get to eat afterwards, at least twice while keeping yourself safe.  
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


*Wallsticks in the corner on normal hit
*2nd hit {{tt|wallbounces on counter hit|(will still wallstick on CH if both hits connect as only the first hit will be CH)}}
----
----
;{{clr|H|j.236H}}
;{{clr|H|j.236H}}


The air version is mostly used in the corner for wall bounce loops after {{clr|5|j.D}} > {{clr|3|j.214S}} starter. Unlike the grounded version, it 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.


Used in some midscreen combos by cancelling into it during the rise of Leap. Can also poke enemies out of the sky from a reasonable distance in which most moves would not, though the high recovery can make this risky. {{keyword|TK}}'ing Beak Driver can be used as a callout option to catch jump outs from pressure.
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.


Ending corner combos in low height air Beak Driver, either through TKs or earliest air Beak out of Leaps leaves a small enough gap in the corner for Sin to cross the opponent up. Thanks to the wallbounce, corner crossups from this move are available if you're creative.
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.
*2nd hit wall bounces in the corner on normal hit
 
*2nd hit wall bounces from anywhere on counter hit
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.
*Slows air momentum on use
 
*Does not knockdown at most heights, but does push the opponent far enough away to usually eat safely.
*Second hit wall bounces in the corner on normal hit
*Second hit wall bounces from anywhere on counter hit
}}
}}


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


Use this to burn through opponents' guts when their health is low and you have the calories to spare. 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. 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.  
Used to burn through opponents' guts when their health is low and Sin has 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.  


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.
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.
*Burns up to a maximum of 5,000 Calories.
*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.  
*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.  
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Long range overhead attack used for combos, controlling space, catching late jump/{{keyword|IAD}} attempts, or keeping the opponent awake during a blockstring.  
Long range overhead attack used for combos, controlling space, catching late jump/{{keyword|IAD}} attempts, or keeping the opponent awake during a blockstring.  


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.  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.
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 {{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.
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.
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|input=236K
|input=236K
|description=
|description=
Low profiling slide used in neutral, as combo filler, as a frame trap, or as a blockstring ender.  
Low profiling slide used to evade/punish pokes and projectiles, stabilize combos, as a frame trap, or as a blockstring ender.


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; Sin accelerates until he comes within a certain proximity of the opponent and once he is close enough, only then will the active frames come in. This is why Sin is practically always +0 on normal block as it rarely won't hit "meaty" from distance alone, unless done from full screen. It's also why {{clr|S|f.S}}/{{clr|3|2S}}>Elk Hunt is distance dependent to combo.  
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.


In neutral, its variable startup is 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 startup if done from max range. This property can also make it lackluster at chasing backdashes.
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.


Even though it is safe on block, be careful of opponents catching onto you using it too often in neutral as a preemptive neutral jump from the opponent can translate into a punish. Getting Elk Hunt IB'd forces Sin on the defensive as well or forces you to spend calories to keep yourself safe/frame trap which may not pay off.
*Knocks down on normal hit, but '''not''' if the opponent was already airborne (like from {{clr|5|2D}})
 
*Floats higher on counter hit, allowing a link into {{clr|S|c.S}} or (microdash){{clr|1|2P}}/{{clr|1|5P}}
On normal hit, Elk Hunt floats the opponent and a counterhit allows Sin to link into (microdash){{clr|1|2P}}/{{clr|1|5P}}/{{clr|S|c.S}}, depending on how it hits. Special cancel into Beak Driver for knockback and knockdown in the corner and midscreen. In corner combos, it is useful to close distance and cancel into {{clr|3|623S}}'s critical hit. 
}}
}}


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Ground to air mobility option used for surprise gapclosing, punishing, making specials safer without using calories, general positioning, and safejumps on okizeme.
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 you {{keyword|jump install}} you can double jump as well. You can control the arc of the leap by holding 4 or 6. Backwards airdashes after a leap are useful for Sin's neutral game and baiting anti-airs or blitz attacks.  
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.  


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 you get from leap cancelling is not "real". Holding 4 can be used to bait sloppy antiair attempts when used in this manner however.
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
*Does not use any calories even when canceled from another special
*Can be canceled into other specials while rising.
*Can be canceled into other specials while rising.
*The {{clr|P|P}} version vaults you upwards
*The {{clr|P|P}} version vaults Sin upwards
*The {{clr|K|K}} version thrusts you forwards
*The {{clr|K|K}} version thrusts Sin forwards
}}
}}


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Sin's only way of restoring calories. Commonly referred to as "eat" or "eating".
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 you generally want to use it after a knockdown or when you push 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 you YRC much later into the animation.
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 you mash {{clr|H|H}} during the animation while the calorie bar is not full, Sin will eat again with a slightly faster animation.
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.
}}
}}


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|input=j.214S
|input=j.214S
|description=
|description=
Aerial combo fodder into Air Beak Driver, as well as confirming off of rising/fuzzy overheads.  
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.


Halts air momentum on use. Can also be used in gimmicky airdash crossups and even after the first hit of crossup {{clr|4|j.H}}. Has some minor utility as an anti-anti-air against weaker anti-airs or sloppy anti-air attempts if done from a certain height, as on counter hit 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.
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 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.
The air momentum slowing property can also be used in a similar fashion as {{clr|5|j.D}} RC after {{clr|4|j.H}}.
}}
}}


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|versioned=input
|versioned=input
|description=
|description=
Invincible from frame 4 onwards (frame 1 with burst version). Additional hits are performed by holding any 8 way direction and pressing {{clr|H|H}} up to two times after the initial hit.  
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.  


On hit, R.T.L can provide corner carry and knockdown depending on how you use your charges. Useful to squeeze extra damage at the end of a combo, and Sin can occasionally combo off of raw R.T.L itself. If blocked, try to steer away from the opponent using another dash to be less punishable. On whiff, you lose the benefit of steering it or being able to use the followups.
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 {{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.
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.


An annoying property of R.T.L during clashes is that inputting a direction and {{clr|H|H}} to attempt to use the followup strikes will cancel into other moves ({{clr|H|2H}}, {{clr|H|6H}}, etc), so keep that in mind.
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.
*Can only do a followup attack if the previous hit actually touched the opponent
 
}}
}}


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;Grounded
;Grounded


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 3,000 calories while gaining %40~ meter, so it's possible to loop the setup.
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.


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.  
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.  
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|input=236236H
|input=236236H
|description=
|description=
Shares the animation and hitbox of his {{clr|4|2H}}.
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.
 
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) {{clr|5|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.


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 Gold 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.
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==
{{GGXRD-R2Colors|Size=120|Character=Sin Kiske}}


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

Latest revision as of 01:14, 30 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 has 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 All 26+2 Total 37 +60
j.236236P 27×5 All 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


To edit frame data, edit values in GGXRD-R2/Sin Kiske/Data.
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