- [ ] values are charged version
- Burns 1,000 Calories
The infamous Beak Driver.
Due to its sheer range, relatively fast start up and mostly disjointed hitbox on the 2nd hit, it's clear why this special alone makes other characters think twice when playing the ground game with Sin, as on CH (2nd hit) or with 50 meter, it translates into a full combo which hurts with the right amount of calories. On top of that, if blocked, Sin still has to ability to special cancel. This move used to be extremely low committal, but with an added 8 frames of recovery, whiffing it either by misplacing it or by a well timed jump by the opponent is no longer an alright situation.
Note that each hit of Beak Driver have slightly different properties.
The 1st hit is much shorter in range and not very active. The hitbox is pretty much centered on Sin while it is active. It also is relatively easy to low profile, as it doesn't actually hit a lot of characters when they crouch. The first hit also has projectile cancelling properties. The 2nd hit, which comes out on frame 14, is much further in reach and more active. The hitbox of the 2nd hit gradually gets harder to low profile towards the tip. Although it doesn't cancel projectiles, most projectiles disappear on hit so it still deals with most projectiles well. Finally, on CH, this hit wallbounces the enemy which allows Sin to convert into a full combo with his leaps.
If the 2nd hit CHs, you can buffer 214 as Beak hits to confirm P/K on reaction to leap. With 50 meter, the most optimal combo is for him to RRC and then dash 6H > Hawk Baker > ... . Closer up on normal hit, it can convert into a knockdown with Elk Hunt, but if further out, the only option is to continue the combo with is 236H~HHHHH. The uncharged version is also the standard combo ender as it gives knockdown which allows Sin to eat safely, or leap in for oki after.
Sin also has the ability to charge the move, which can delay the startup of beak, potentially ruining timings of your opponent's approach/whiff punish attempts. After a certain amount of time Beak Driver is held, it becomes the charged version upon release, massively increasing the hitbox of the 2nd hit and making it extremely difficult to low profile, if not impossible. This version also has massive blockstun (more than lvl 4 attacks), making it hard to punish if you eat after. Despite the recovery frame change to the uncharged version in 1.03, the charged version still maintains the same recovery frames it had before, retaining its +4 on block while being hard to punish on whiff. On top of that, it does more damage and wallsticks in the corner, which allows Sin access to his more damaging combos. It even can loop into itself (usually up to 2~3 times, but more is possible with microdashes) if you manage to get them at the right height to trigger the wall slump state.
Generally, you don't get to convert off of charged beak hits unless they wallsplat, but you do get to eat afterwards, at least twice while keeping yourself safe. However, the 2nd hit still does wallbounce on CH, so the same conversions you get off of Beak Driver 2nd hit CH is still possible.