GGXRD/Sin Kiske

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Revision as of 11:27, 16 December 2014 by Shtkn (talk | contribs) (→‎Overdrives)
Sin Kiske

Overview

First introduced in Guilty Gear 2: Overture, Sin is the happy-go-lucky son of Ky Kiske and Dizzy, who fell in love after the events of Accent Core. Due to the Gear blood he inherited from Dizzy, Sin developed extremely quickly after his birth; with Ky ruling a nation and Dizzy in stasis, Sin's rearing was entrusted to bounty hunter and fellow Gear Sol Badguy. Under Sol's tutelage, Sin accompanies him across the world in search of bounties, carrying most of their equipment along the way. Sin dislikes 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.

Strengths
Placeholder
Weaknesses
  • Meter Hungry, in terms of both Tension and his own gauge. Most strong combo confirms/okizeme conversions require 50 meter and calories
Placeholder
Movement Options
Double Jump, 1 Airdash, Dash Type: Run, Leap(214P/K)

Defense Modifier: x1.04

Guts Rating: ??

Stun Resistance: ??

Jump Startup: 3F

Backdash Time: 24F

Backdash Invincibility: 1-16F


Move List

See also: Sin Full Frame Data

Normal Moves

5P
5P
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
8 Mid CSJR - 6 2 8 +2

Fast poke; cancelable into itself, a special, and a jump as well. Decent anti-air when opponent is too close to 6P. Whiffs on crouchers.

5K
5K
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16 Mid SJR - 7 3 12 -3

Jump and Special cancelable. Small hurtbox on the non-kicking foot makes this move good for hitting your opponent as they mash 2P/2K. Gatlings into 3K; 2K>5K>3K>6H will combo because 2K forces crouching

c.S
c.S
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 Mid SJR - 7 3 15 -5

Fast startup, along with being jump and special cancelable. Forces crouching on hit; option select throw with 6H~S. Mostly combo filler

f.S
f.S
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid SR - 9 3 18 -7

Good poke, especially with 50 to confirm into 236H RC. Forces crouching on hit.

5H
5H
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30x2 Mid,Low SJR,SR - 11 3(16)3 29 -13

2 hits: first is mid and jump cancelable, second is a low. Special cancelable on both hits, and knocks down on air hit. Really solid combo filler/ender

6P
6P
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid SR - 9 6 15 -7

Standard GG 6P. Special cancelable and head invul until active frames.

6H
6H
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
42 Mid JS - 15 4 13 +2

Floats opponent on hit along with being special and jump cancelable. Frame advantage on block. Can be gatling into from 5H(1) and 3K(crouch). Slides you forward for a critical 623S or air combo.

5D
5D
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 High R - 29 2 15 -3

Universal overhead. Slow startup, but safer than other Dusts.

2P
2P
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
6 Mid CSR - 5 4 4 +2

Quick and cancels into itself and specials. Frame advantage.

2K
2K
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
18 Low SR - 7 2 9 +1

Worst proration of Sin's lows and fairly slow for a 2K as well, but serves its purpose. Forces crouching on hit, and can link into 2H

2S
2S
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 Mid SR - 9 4 15 -5

Not a low, but otherwise a great poke. Similarly to Far Slash, this is great to confirm into 236H with 50 meter.

2H
2H
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32,32,16 Mid SJR - 11 2,2,2 34 -17

Slow, 3-hit launcher type move. Not a great anti-air, so best used as a punisher. First two hits force standing, third hit floats the opponent.

3K
3K
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 Low SR - 11 4 12 -2

Low flag poke. Staggers on ch, only gatlings into 6H which is plus on block, along with being jump cancelable;3K into 6H is a true blockstring only stopped by reversals with invul. When spaced well, be used as a meaty to make reversals whiff and you can mix between special cancelling 3K,jump canceling the 6H followup into j. D, or simply pressing the frame advantage of 6H.

2D
2D
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Low SJR - 11 6 8 0

Universal Sweep with no proration. Long reach.

j.P
j.P
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 High, Air CSJR - 6 6 6 -

Fastest air to air poke.

j.K
j.K
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20 High, Air SJR - 8 3 24 -

Possesses crossup hitbox. Blows the opponent away on air hit and wallsticks on corner air hit.

j.S
j.S
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 High, Air SJR - 9 3 22 -

All purpose, long reaching air normal useful for both jump ins and air to air situations.

j.H
j.H
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32,16x3 High, Air SR - 9 3,3,3,3 9 -

Overhead for a maximum of 4 hits, but with low hit/blockstun. Can be used as a rising overhead along with j. D, but you need RC for a stable confirm.

j.6H
j.6H
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
44 High, Air - - 11 4 20 -

Pulls the opponent towards you on hit or block. Can be used in side switch combos.

j.D
j.D
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 High, Air SJR - 18 2 18+5 after landing -

Great tool for IOH off of jump cancelable normals and in general. Can confirm into j.214S, but you need an RC to combo further


Universal Mechanics

Ground Throw
Ground Throw
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 Throw R - 1 - - -

Throw with 65% proration. RC and dash after them to combo

Air Throw
Air Throw
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 Throw R - 1 - - -

Universal Anti-Air. 65% Proration

Dead Angle Attack
Dead Angle Attack
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 Mid R - 9 3 24 -12

Universal Alpha Counter(Guard Cancel from blockstun)


Special Moves

Calorie Gauge
Calorie Gauge
  • Sin starts each round with 10,000 Calories (with a maximum of 16,000)
  • Every time Sin uses a Special attack (with the exception of 214+P/K and 214+HS) he will burn 1,000 Calories
  • You can also cancel Special attacks into other Special attacks by burning an additional 1,000 Calories (ex. 623+S > 236+K will burn a total of 3,000 Calories)
  • If you hit 0 Calories when doing Special Attacks, you will be forced into a hunger animation for 95F after the Special Attack.
  • Use 214H to refill Calories
Hawk Baker
Hawk Baker
623+S
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
35 Mid - - 9 2 45 -33
  • Burns 1,000 Calories

Invincible until active frames, but still a relatively unreliable reversal. Unsafe on hit unless canceled into another special, and only combos into 236H. Has a CRITICAL HIT effect when used point-blank, causing the opponent to shine red and increasing the untech time.

Beak Driver
Beak Driver
236+H (air OK)
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 46,3 [46,76] Mid - - 11-33 [34-251] 3,6 19 -6
  • Burns 1,000 Calories

Quick and long reaching stab that hits twice, with the first hit canceling out projectiles. The uncharged version is the standard combo ender on the ground and in the air, and the charged version is a great starter or counter hit follow-up, causing a sliding knockdown midscreen or a wall stick in the corner.

Air 50,26 - - - 9 3,6 until landing + 10 -
I'm Sure I'll Hit Something
I'm Sure I'll Hit Something
HHH... during Beak Driver
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
15*(4-13) Mid - - 8 4*(4-13) 24 -14
  • Burns 1,000 Calories (regardless of how many times you hit HS)

Staff Rain Omega. Good for causing chip or cranking the guard gauge after a blocked 236H, although unsafe. Probably best reserved for when you have 50 meter to RC. Going into this from 236H doesn't have the extra cost of canceling a special into a special, and ends up costing 2k calories. Up to 13 hits, not counting the first two from Beak Driver

Bull Bash
Bull Bash
214+S
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 High - - 32 6 32 -19
  • Burns 1,000 Calories

Long range overhead attack; Air unblockable. If you hit with the tip of the flag when the opponent is airborne it does ~10% less damage, but bounces them higher than if you hit with the middle of the flag.

Elk Hunt
Elk Hunt
236+K
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Low - - 15-21 5 12 +2
  • Burns 1,000 Calories

Low slide mostly used as combo filler, or as a blockstring ender since it has frame advantage. Floats the opponent on hit, can link into 2P on CH.

Leap
Leap
214+P/K
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - P:19\nK:18 -
  • The P version vaults you upwards
  • The K version thrusts you forwards

Doesn't use any of the calorie gauge, even if canceled into from another special. Useful for surprise gapclosing, punishing, or making specials safe without using calories, as well as general positioning. You maintain your your airdashes after a leap, and if you jump install you can double jump as well. You can control the arc by holding 4 or 6.

Still Growing
Still Growing
214+H
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - 57 -
  • Restores Calories
  • 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)

Has a decent amount of recovery, so you generally want to use it after a knockdown or when you push them far away with a blocked special.

Vulture Seize
Vulture Seize
j.214+S
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 High - - 14 6 Until landing + 10 -
  • Burns 1,000 Calories

Aerial combo fodder into Air Beak Driver, as well as confirming off of rising/fuzzy overheads.


Overdrives

R.T.L
R.T.L
632146+H (air OK)
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 60 Mid - - 10+1 12 48 -40
Air 60 All - - 10+1 12 Until landing + 32 -44
Followups
R.T.L > Direction + H
60 All - - 1 12 Until landing + 25 -44
  • Entering a direction (8-way) with HS allows you to continue the attack in that direction (possible 2 times after initial hit)

Full invul until the hitbox appears. Can provide corner carry and knockdown depending on how you use your charges

Voltic Deign
Voltic Deign
236236+P (air OK)
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 27*5 Mid - - 26+2 - 9 +60
Air 27*5 Mid - - 10+4 - 17 -

Slow projectile that hits 5 times. Fast recovery after usage, along with slow movement speed and short duration make it only ideal for okizeme set ups, or using it as a shield to approach behind when close. Aerial version shoots it at an angle similar to Ky's air Charged Stun Edge in previous GG games.


Instant Kill

Raideen
in IK mode: 236236+H
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Strategy

General Tactics

Sin Evernote translated by Haigo from 4gamer wiki, posted by Zidane on twitter.
Sin Google Doc

Tips and Tricks

Combos

Day -1 Combos


Basic Day 3 Stuff

Combos
List calorie cost/dmg
All combos ending in specials can be cancelled into 214H to regain calories.
Damage is on Sol Badguy
Any combo ending in 236H can be setup into a safejump j.S with 214K[6], with proper timing
Vs Female chars(I-No, Milia, May, Elphelt,Ram)214P[4]>late j.6H>5S>5H(1)>(236H) in midscreen 623S(crit) confirms. 214K[6] sideswaps if you are near the corner. Combo is difficult but possible on Pot, doesn't work on Bedman.

Midscreen
5/2K>5S>2S>236K>236H(1)>236K>236H 168 dmg 7k cal
2K>2H(3)>5H(1) >6H>j.S>j.6H>j.214S>j.236H 165 dmg 3k cal
2K>2H(1)>5H(1)>6H>623S(crit)>214S>214K[6]>late j.6H>5S>5H(1)>236H 187dmg 5k cal only works on a deep hit/with dash momentum


PUNISH COMBO(when they whiff dp, etc.) Always run up
[Standing]2S or 2H(2)>5H(1)>6H>623S(crit)>214S>214K[6]>Late j.6H>5S>5H(1)>6H>236H 245 dmg 4k cal

RC confirm from 5S
[50 meter]5S > 2S > 236H>RC> Dashing (2HS(1) > 5HS(1)) > 6HS > 623S (crit) > 214S > 214K[6]>Late j.6H > 5S > 5HS(1) > 6HS > 236H 214dmg 5k cal

[Crouching/CH]3K>6H>623S(crit)>214S>214K[6]>Late j6H>5S>5H(1)>6H>236H 214 dmg 4k cal

214S>RC>Dash>2H(2)>5H(1)>6H>623S(crit)>214S>214K[6]>Late j.6H>5S>5H(1)>6H>236H 228 dmg 5k cal

5D>8/9>j.6H>j.6H>j.S>j.P>j.S>dj.S>j.6H>j.214S>j.236H 139 dmg 3k cal


Anti-Air
Anti Air 5P/6P > c.S > j.S >j.p>j. S> dj.S > dj.6H >j.236H 140(6P) dmg 3k cal
Anti Air 5P/6P>5S>5HS(1)>6HS>j.S>dj.S>j.6HS>j.214S>j.236H 148(5P)/189(6P) dmg 3k cal
Air to air j.P > j.P > j.S > dj.S > dj.6H > j.214S > j.236H 138 dmg 3k cal

Throw
[50 meter]Throw>RC>2H>j. S>j. P>j.S>jc. S>j. H?> j. 214S> j. 236H [50 meter]Throw>RC>66>214S>214P?>j.6H>623S(crit)>214S>214P?>j.6H>623S(crit)>214S>236[H]>214P?>j.K>5H ~165 dmg 9k cal
[50 meter]Air throw>(small delay)RC> air dash>2H(2)>5H(1)>6H>j.S>j.P>j.S>dj.S>j.6H>j.214S>j.236H 180dmg 3k cal (sometimes 151dmg? maybe because of whether you get first 2 hits of 2H or last 2)

Midscreen to Corner(Most of these work in the corner)
2K>2H(2)>5H(1)>6H>236K>623S(crit)>236[H]>214S>214K>j.K>5H(1)>6H>236H 199 dmg 8k cal Does not work on Slayer, I-No or Axl (236K whiffs)
2K>5K>3K>6H>623S(crit)>214S>236[H]>214K>j.K 5H(1)>6H>236H>214H/214K 183 damage 6k cal Does not work on May/Faust

[Standing, Near Corner]2S or 2H(2) > 5H(1)>6H>623S(crit)>214S>236[H]>214K>j.K>5H(1)>(6H>236H) 259 dmg 5k cal (6k)

[50 meter, Near Corner]Far Slash/2S>236H[1]>RC>Dashing 6H>623S(crit)>214S>236[H]>214K>j.K>5H>(6H>236H)213 dmg 6k cal (7k with 236H ender)

j.D>j214S>RC>Dashing 214S>236[H]>214K>j.K>Dashing 5H(1)>6H>236H 178 dmg 5k cal

[Near Corner]CH/Air Hit 214S>236[H]>214K>j. K>5S>5H>623S



Corner
5D>6>5H(1)>6H>214S>236K>623S(crit)>214S>214P[4]>late j.6H>5S>5H(1)>6H>236H 173dmg 5k cal
3K>6H>236K>623S(crit)>236[H]>214S>214K>j.K>5H(1)>6H>236H 218dmg 8k Does not work on Slayer, Axl, or I-No

Sin's Colors

1 2 3 4 5 6 Same Color
Normal
Sin Color 1.jpg
Sin Color 2.jpg
Sin Color 3.jpg
Sin Color 4.jpg
Sin Color 5.jpg
Sin Color 6.jpg
Sin Color Mirror.jpg



Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc