GG2/Sin
Overview
Making his debut in the series, Sin is a close to midrange monster. With large, sweeping moves and high mobility attacks, Sin has no issue controlling the flow of battle. As well, he has possibly one of the most versatile Overdrives, allowing him to both shred Masters and Servants alike.
Nothing is without weakness, and Sin is definitely no exception. His hurtboxes extend far more than they may look, leading to quite a few situations where Sin can get preemptively counterpoked and have to Burst to get his pressure back. As well, his combos don't do any exceptional damage with or without Modern Cancel, generally falling slightly below the average.
If Sin is a character you wanted to play, don't be disappointed. With all of his tools combined, Sin makes life hellish for the opponent in headon fights and larger scale conflicts. Even if they don't come together as cohesively as Sol's kit does, is there really a need for it if the opponent can't stop you anyways?Lore:  A bratty kid with a lot to prove, Sin travels with Sol as he hunts down That Man. He holds great spite for Ky Kiske and views Sol as his father. He has a habit of holding back, despite whatever circumstances occur. 
Sin is a strong midranger who prevents the opponent from defending whenever possible.  
Pros  Cons 


Combos
To do: fix notation combos involving jumps and air combos. Basic Combos
5X, X, X This combo will launch his opponent which can lead to easy air combos.
2X, 5X This combo can be looped infinitely. Good for clearing mobs, can be used in master fights but don't over do it otherwise you'll just get opened up.
8X Sin throws himself at his target. Has long wind up.
2X Sin trips his target. Can follow into specials.
6X Sin quickly jabs his target with his flag pole. Can cancel into specials as well.
Advanced Combos
5X, X, X, dj. 5X, X, ad. 5X, X, X 188 Damage.
5X, X, X, dj. 5X, X, ad. 5X, X, 5Y 213 Damage.
5X, X, 5Y, Y, j. ad. 5X, X, X 228 Damage.
5X, X, 5Y, Y, j. ad. 5X, X, 5Y 254 Damage.
5X, X, 5Y, Y, 8X, j. ad. 5X, X, X Delay the 8X 250 Damage.
5X, X, 5Y, Y, 8X, j. ad. 5X, X, 5Y Delay the 8X 275 Damage.
5X, X, 5Y, Y, 8X, 5Y, Y, 8X, Delay 8X, Second 5Y will whiff. 269 Damage.
5X, X, (MC), 5X, X, 5Y, Y, 8X, j. ad. 5X, X, 5X Delay 8X. 259 Damage.
5X, X, (MC), 5X, X, 5Y, Y, 8X, j. ad. 5X, X, 5Y Delay 8X. 285 Damage.
6X, j. 8X, l. 6X, j. 8X, l. 6X, j. 8X, l. 6X, j. 8X. 195 Damage.
8+X, 5Y, 8+X, 8Y. Start the combo with the camera unlocked. Lock camera for 5Y, unlock again for 8+X then lock again for 8Y. Delay 8Y. 313 Damage.
5X, 5Y, Y, 8+X, 8Y Start from far as possible. When you get to 8+X unlock the camera. Relock the camera after 8+X Delay 8Y. 308 Damage.
Phantom Barrel Combos (damage varies with Exciter and nearby troops)
5X, X, X, Phantom Barrel 5B 199 Damage.
5X, X, 5Y, Y, Phantom Barrel 5B 257 Damage.
5X, X, 5Y, Y, 8X, Phantom Barrel 5B Delay 8X. 277 Damage.
4X, 5X, X, 5Y, Y, Phantom Barrel 5B 276 Damage.
4X, 5X, X, 5Y, Y, 8X, Phantom Barrel 5B Delay 8X. 292 Damage.
8X, (MC), 5X, 5Y, Y, Phantom Barrel 5B MC when Sin touches the ground,. 276 Damage.
8X, (MC), 5X, X, 5Y, Y, 8X, Phantom Barrel 5B MC when Sin touches the ground. 292 Damage.
Overdrive Combos
Don't
System Explanations