- Sin's Stamina Gauge allows him to deal high damage and get good oki off of most of his starters meterlessly, even from Midscreen. It also allows him to kara-cancel any of his specials into either of his supers, allowing him to deal massive damage off of the right hits.
- Sin's special move follow-ups give him the ability enforce scary stagger pressure and strike/throw, even at range. He also has decent high/low mix as Hoof Stomp and 6K are the same speed, beat most abare An attack during the opponent's pressure, intended to interrupt it., and hit overhead and low, respectively.
- 6P, f.S, 2S, j.H, and Beak Driver are all decently large buttons, enabling Sin to control space on the screen well. Elk Hunt is also a very long reaching, low profiling move, which lets Sin close the distance.
- Sin has a meterless, invincible reversal in Hawk Baker, meaning he can disrespect his opponent's pressure without the need of meter and deal big damage in return.
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- When low or out of stamina, Sin's pressure and damage potential drop dramatically, requiring you to carefully choose when and where to use your stamina so as to not undermine your gameplan. Sub-optimal combos and/or autopiloting follow-ups will quickly leave you dry on stamina and ruin your momentum.
- While very far reaching, buttons like f.S, 2S, and Beak Driver are quite slow, making Sin weak in scramble situations. Controlling space requires careful timing and good reads to compensate for his slower speed.
- Sin's optimal combo enders are usually kara-cancelled (and sometimes just-frame) supers, which require tight, in-the-moment execution to pull off. These are sometimes necessary to secure a wall-break, and messing up the input can result in a waste of damage, stamina, oki, or all of the above.
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