GG2/Sin: Difference between revisions

From Dustloop Wiki
< GG2
 
(8 intermediate revisions by one other user not shown)
Line 4: Line 4:
{{card|width=4
{{card|width=4
|header=Overview
|header=Overview
|content= 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. He also has possibly one of the most versatile special moves with Beak Driver, allowing him to both shred Masters and Servants alike.
|content= Making his debut in the series, Sin is a ranged monster with most of his attacks boasting significantly higher range than any other character in the game. He also has access to Beak Driver, one of the best special moves in the game, able to do anything from conversions off far away hits to quickly breaking an opponents guard. He also has very strong servant clear, with high damage AoE attacks that can quickly shred a group of servants


Sin's skills include Patecatl Stain, one of the best abilities in the game. It shoots out a healing beam that will heal back a significant amount of HP to any servants it hits. This skill is made even stronger when playing in 2v2, as it will heal your ally's servants and even their master as well. He also has Exciter, boosting his already excellent damage to do massive damage off any hit.
Sin's skills include Patecatl Stain, one of the best skills in the game. It shoots out a healing beam that will heal back a significant amount of HP to any servants it hits. This skill is made even stronger when playing in 2v2, as it will heal your ally's servants and even their master as well.


Nothing is without weakness, and Sin is definitely no exception. His main weakness is the slow speed of all his attacks. His quickest attacks have issues of their own, being easy to avoid due to hitbox weaknesses such as avoiding his {{clr|2|6X}} by walking to the right. However, while fighting with his tribe, [[GG2/Tribes#Illyria|Illyria]], Sin can cover the slow speed of his attacks with his servant's attacks and bodies.
However, nothing is without weakness, and Sin's main weakness is the slow speed of all his attacks. His quickest attacks have issues of their own, being easy to avoid due to hitbox weaknesses such as avoiding his {{clr|2|6X}} by walking to the right. However, while fighting with his tribe, Sin can cover the slow speed of his attacks with his servant's attacks and bodies.


Sin's overall poor normals results in him needing to use Beak Driver very often, and although it's an amazing move it does cost tension to use. He also relies on Beak Driver to convert all his hits into highly damaging combos. Without the threat of a combo off his attacks, Sin is a much weaker character and thus heavily relies on tension to win master fights.
Sin's overall mediocre normals results in him needing to use Beak Driver very often, and although it's an amazing move it does cost tension to use. He also relies on Beak Driver to convert all his hits into highly damaging combos. Without the threat of a combo off his attacks, Sin is a much weaker character and thus heavily relies on tension to win master fights.


While Sin can be weak without tension, when he does have tension he is an incredibly strong character who can stop any attempt to harm his own servants with Beak Driver. As long as Sin fights with his servants, they'll do a good job of covering him.  
While Sin can be weak without tension, when he does have tension he is an incredibly strong character who can stop any attempt to harm his own servants with Beak Driver. As long as Sin fights with his servants, they'll do a good job of covering him.  
Line 138: Line 138:
|input=2X
|input=2X
|description=
|description=
A quick sweep that leads to hard knockdown. Hitting a Lock-on Dash then doing this move as you near the target will carry a little bit of momentum and probably inspired Xrd Sin's Elk Hunt.
A quick sweep that leads to hard knockdown. One of Sin's fastest moves, but it has a very short range. Carries some of Sin's momentum, so it's useful for getting close (by using it after a lock-on dash) or for keeping an opponent from getting close (by using it after a sidestep/backstep).
}}
}}


Line 177: Line 177:
|input=j8X
|input=j8X
|description=
|description=
A useful tool in neutral to move around quicker and punish moves from the air, but it doesn't lead into much without a modern cancel. Also an important asset in Sin's more advanced combos.
A useful tool in neutral to move around quicker and punish moves from the air, but it doesn't lead into much. Also an important asset in Sin's more advanced combos.
}}
}}


Line 257: Line 257:
|input=Phantom Barrel
|input=Phantom Barrel
|description=
|description=
Sin takes a small bit of his own and nearby servants health and fires a beam straight forward. The move powers up it's damage based on how much health it takes from servants, but has a long startup and recovery while not really dealing worthwhile damage unless it's greatly powered up.  
Sin takes a small percentage of his own and nearby servants health and fires a beam straight forward. The move powers up it's damage based on how much health it takes from servants (not the number of servants), but has a long startup and recovery.


It's range is significantly further than the effect implies, so it can be used to snipe the enemy master.
It's range is significantly further than the effect implies, so it can useful in 2v2s to snipe an enemy master. In 1v1, this skill is usually not as useful because the enemy master will often be too focused on you to get hit by it.
<!---some testing needs to be done, unsure if it affects allies or allied masters. also unsure if it's based on HP sapped or simply number of servants it's taken hp from. check jp wiki before actually testing this because data may already be there--->
*Level 3 Phantom Barrel will instantly stun the enemy master allowing for a possible ToD combo.
*3 Swordsmen will give level 2
*6 Swordsmen will give level 3
}}
}}


Line 277: Line 279:
|description=
|description=
Sin shoots a projectile which heals a large amount of health for all allies it passes through, including masters. This is one of the best skills in the game, and Sin should buy and use it in almost every match.
Sin shoots a projectile which heals a large amount of health for all allies it passes through, including masters. This is one of the best skills in the game, and Sin should buy and use it in almost every match.
*Heals a max of 4 targets
*Tension usage increases with every target the projectile heals
}}
}}


Line 284: Line 289:
|input=Humming Sword Summons
|input=Humming Sword Summons
|description=
|description=
Summons [[GG2/Tribes#Minions_2|Humming Sword]]. It's attacks deal high stun so it can be useful in master battles, but Sin has better skills that he should be using his item slots on instead of this.
Summons [[GG2/Sin/Tribe#Minions|Humming Sword]]. It's attacks deal high stun so it can be useful in master battles, but Sin has better skills that he should be using his item slots on instead of this.
}}
}}


Line 290: Line 295:
{{GG2/Navigation}}
{{GG2/Navigation}}
<templatestyles src="Template:Move Card/shared/styles.css" />
<templatestyles src="Template:Move Card/shared/styles.css" />
[[Category:Guilty Gear|Sin]]

Latest revision as of 05:08, 25 December 2023

Overview

Overview

Making his debut in the series, Sin is a ranged monster with most of his attacks boasting significantly higher range than any other character in the game. He also has access to Beak Driver, one of the best special moves in the game, able to do anything from conversions off far away hits to quickly breaking an opponents guard. He also has very strong servant clear, with high damage AoE attacks that can quickly shred a group of servants

Sin's skills include Patecatl Stain, one of the best skills in the game. It shoots out a healing beam that will heal back a significant amount of HP to any servants it hits. This skill is made even stronger when playing in 2v2, as it will heal your ally's servants and even their master as well.

However, nothing is without weakness, and Sin's main weakness is the slow speed of all his attacks. His quickest attacks have issues of their own, being easy to avoid due to hitbox weaknesses such as avoiding his 6X by walking to the right. However, while fighting with his tribe, Sin can cover the slow speed of his attacks with his servant's attacks and bodies.

Sin's overall mediocre normals results in him needing to use Beak Driver very often, and although it's an amazing move it does cost tension to use. He also relies on Beak Driver to convert all his hits into highly damaging combos. Without the threat of a combo off his attacks, Sin is a much weaker character and thus heavily relies on tension to win master fights.

While Sin can be weak without tension, when he does have tension he is an incredibly strong character who can stop any attempt to harm his own servants with Beak Driver. As long as Sin fights with his servants, they'll do a good job of covering him.
Sin
GG2 Sin Portrait.png
Health
480
Skills
Patecatl Stain, Phantom Barrel, Exciter, Humming Sword
Tribe
Illyria

Sin is a Master with large yet slow attacks which give him good Servant ClearWhen a Master takes time to clear massive swathes of enemy Servants, often by abusing strong single-hitting attacks with wide reach.. Alone Sin's attacks can be whiff punished but next to his strong Tribe he becomes an offensive powerhouse.

Pros
Cons
  • Amazing Reach: Moves such as 5X and Beak Driver mean Sin is almost never out of range to threaten the opponent
  • Pressure Nightmare: Most of Sin's normals aren't anything special on guard, but his F8X and most of his special moves do high damage to guard, allowing him to cause a guard break extremely fast.
  • Strong Army: With an army that's strong in all stages of the game, Sin can focus on playing where he wants and avoid engagement until it becomes advantageous.
  • Patecatl Stain: Even though Sin's army is expensive, he can keep his units alive longer than any other master due to his ability to heal them.
  • Slow buttons: Most of Sin's attacks have long start up and recovery so he can have a hard time in defensive situations.
  • Tension-reliant: Without Tension, Sin's pressure and combos leave much to be desired and don't give him any room to threaten the opponent. In between battles, he has to recover the Tension he spent to remain as a threat throughout a match.
  • Bad Overdrive: Sin cannot combo all 3 hits of his overdrive, leaving it with sub-par damage that is usually outclassed by 8Y.
  • Expensive Army: Sin's army is expensive, so Sin might be forced into engagements to protect his servants if the enemy Master is targeting them.

Lock-off Attacks

Excluding F8X, these moves are bad. Most of them are just worse versions of Sin's locked on attacks. They all deal low damage, and their slowness combined with their low stun means you can't even combo off them most of the time.


F5X

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Same animation as 6X.

F5XX

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Same animation as 5XX2X.

F5XXX

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Doesn't combo from FXX.

F5XXXX

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Launches with low untech time. Doesn't combo from FXXX.

F5XY

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Very low recovery, but it doesn't stun long enough for any grounded followup. 6X is almost always better when they're in the air.

F8X

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

The high guard damage makes it useful for quickly performing a guard crush. It can also be useful for servant clear due to it's high damage.

This move has extremely long recovery, so it's important not to whiff it. It can be quite safe to use in big battles, though, as it has a high chance to hit a servant and allow you to cancel from it.

  • Can be canceled for it's entire recovery as long as it hits.

Lock-on Attacks

5X

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Good range but slow compared to other characters 5X attacks. If you hit this at it's tip then 5XX will whiff so you will want to go into something else like 5YY, side/back step cancel, or jump cancel with a well spaced j.8X.

In most cases where you need a fast yet short range button 6X takes it's place.

Ground bounces airborne opponents.

5XX

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Gets you from 5X to 5XXX.... unless you hit 5XX at tip range then 5XXX will whiff. In this case cancel 5XX into something else like back/side step cancel or 5YY.

5XXX

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Launches the opponent similar to 5YY, but does less damage. Not used very often due to it's shorter range compared to the earlier hits in the string causing it to usually miss if you're where Sin wants to be.

5XX2X

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Would be good for catching sidesteps but it does low damage and doesn't combo into Beak Driver

4X

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Sin spins his flag around his left side. Has high damage and good AoE making this move a go to way to meterlessly kill groups of Servants. Only the later portion of the move has a hitbox.

Can gatling The special category of cancels that describe how each character can cancel normals into other normals and specials. into 5X which can gatling back into 4X, this sequence can cancel into itself repeatedly which is great for damaging groups of servants quickly.


4X is also great poke which can catch sidesteps. Just don't throw it out too often as if you get predictable the opponent can jump over it and depending on the matchup that could hurt alot for Sin.

6X

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

A quick jab that might whiff on an opponent walking slightly to your left. One of Sin's fastest moves, and still hits quite far away. Useful when you don't need the full range of 5X or need a quicker button.

Since it's jump cancelable it can be used as combo filler between two j.8X in some combos.

2X

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

A quick sweep that leads to hard knockdown. One of Sin's fastest moves, but it has a very short range. Carries some of Sin's momentum, so it's useful for getting close (by using it after a lock-on dash) or for keeping an opponent from getting close (by using it after a sidestep/backstep).

8X

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

A vaulting kick that covers a great distance. Unsafe on block and can be sidestepped so it is a high risk option in neutral. Needs meter to convert into combos on grounded opponents.

  • Sin is in the air during the move, so it can dodge certain attacks (such as his own Beak Driver)
  • Sometimes used after 5YY (Beak Driver follow up) to juggle and jump cancels into an air combo

Jumping Attacks

j.5X

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Air combo filler.

j.5XX

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Air combo filler.

j.5XXX

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

When hit on an opponent in the air, it will send them away onto the ground. This move is rarely used since you can't extend combos off of it and it doesn't leave Sin in a good place to chase his opponent.

j.8X

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

A useful tool in neutral to move around quicker and punish moves from the air, but it doesn't lead into much. Also an important asset in Sin's more advanced combos.

Specials

Beak Driver

F5Y/5Y

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Sin's signature attack. This move has incredible range, is completely disjointed, and even beats some projectiles. Leads into a high damage combo using 5YY.

After a blocked Beak Driver Sin can mix between waiting to beat jumping, using 5YY to beat sidesteps, or going for a guardbreak.

This move is strong, but beware it's high tension cost. Careless use of Beak Driver will lead to Sin having no tension.

Beak Driver (Followup)

F5YY/5YY

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

A follow up to Beak Driver that creates a sphere of energy which explodes to launch the opponent. Can catch someone trying to sidestep after a blocked Beak Driver, but it has a high recovery and will not hit a jumping player so Sin must be careful with this.

Voltic Daze

4Y/6Y

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Orb of dark lightning which stays active for some time. Appears diagonal to Sin forward and in the direction inputted. Useful for destroying the masterghost due to it's high damage without scaling, and because it will protect Sin from enemy servants and masters.

Electroreverb

2Y

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

If Sin is hit while the move is active, he will block it and launch a counterattack. If he doesn't counter anything, he will be left wide open.

This move isn't a true reversal as it has some startup, but it can particularly useful when fighting Ky due to his guardbreak setups generally having space between hits.

  • Costs no tension unless the counterattack comes out
  • When an enemy hits the counter they can still cancel the move into any options available from their attack, meaning if the enemy hits your counter with a jump cancelable attack, they can jump to nullify your followup combo or avoid the attack completely and punish you.

Big Beak Driver

8Y

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

A forward advancing version of Beak Driver, this version is primarily a high damage combo ender with better AoE range than regular Beak Driver. Has a very far launching knockback.

Thrust like there's no tomorrow

j.5Y

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Sin stabs with his flag several times. Almost never used due to the high knockback, low untech time, and Sin's long recovery after performing the move almost guaranteeing an escape for the opponent. Routing into j.8X loops tends to give more damage than ending a combo with this attack.

Overdrive

R.T.L

X+A

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Sin performs his version of his Father's Overdrive 'Ride the Lightning'. Sin is inexperienced in combat though and doesn't know what makes an Overdrive useful so R.T.L. is a really bad way to use Sin's Tension compared to his other options.

Unlike Ky who has one big damaging attack, Sin has 3 with less damage which don't connect to each other in any way. Because of the low damage on each hit, it's better and much less costly to use 8Y in most situations.

This move does deal damage to a very high number of servants so it can be useful for damaging a massive group of servants, but it should mostly be used only when near your masterghost to offset the tension cost.

Skills

Phantom Barrel

B

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Sin takes a small percentage of his own and nearby servants health and fires a beam straight forward. The move powers up it's damage based on how much health it takes from servants (not the number of servants), but has a long startup and recovery.

It's range is significantly further than the effect implies, so it can useful in 2v2s to snipe an enemy master. In 1v1, this skill is usually not as useful because the enemy master will often be too focused on you to get hit by it.

  • Level 3 Phantom Barrel will instantly stun the enemy master allowing for a possible ToD combo.
  • 3 Swordsmen will give level 2
  • 6 Swordsmen will give level 3

Exciter

B

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Gives Sin a boost to his damage, and also allows his 8Y to stun if all three hits connect raw or early in a combo. Very useful ability, and certainly worth buying.

Patecatl Stain

B

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Sin shoots a projectile which heals a large amount of health for all allies it passes through, including masters. This is one of the best skills in the game, and Sin should buy and use it in almost every match.

  • Heals a max of 4 targets
  • Tension usage increases with every target the projectile heals

Humming Sword Summons

B

No results
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Summons Humming Sword. It's attacks deal high stun so it can be useful in master battles, but Sin has better skills that he should be using his item slots on instead of this.

Navigation

System Links