Please feel free to make edits, but include edit summaries and sources where applicable.
Rushing forward with an unmatched flair, keep your opponent on their toes with an absolutely relentless offense! Just make sure they're dead before you get too tired.
Sin Kiske is an aggressive rushdown character, sporting a powerful suite of tools for closing the distance, mixing up the opponent, and then tearing their life bar to shreds. However, these tools are limited by Sin's defining mechanic, the Stamina Gauge. As long as Sin has Stamina, he can cancel his special moves into followups that can frame trap and improve his frame data on block, or into Gazelle Step, a lightning fast dash that puts him right into his opponent's face. In addition, Stamina is also very important for combos, allowing Sin to convert good hits into long combos with great corner carry, and even allowing weaker hits to combo into Tyrant Barrel for good damage and a possible wallbreak.
However, this means that when he is without Stamina, Sin's options are far more limited. He loses access to many of his pressure options, and his reward on hit is reduced dramatically. Playing Sin requires one to be considerate of when to push their advantage, and when to back off and give themselves time to recover. He has a decent enough selection of tools for handling himself on the back foot, though nothing spectacular. His 2S and 5K are solid pokes in neutral, and Beak Driver hits from very far away, though its hurtbox leaves much to be desired. He fares much better against airborne opponents, with 6P, 5P, and j.H providing stellar control over his airspace. On defense, Hawk Baker is a strong DP, though the minigame around its follow up can be bypassed completely by punishing it before the second hit.
If you want powerful rekka-esque offense, consistent damage, and a healthy helping of resource management, Sin Kiske might be the character for you!
Sin Kiske Sin Kiske is classified as a Rush type, using an assortment of follow-up attacks to keep up the pressure and chase down his opponent.
- Muscles for Carrying: Sin's special follow-ups, blockstrings and combos all have incredible corner carry. His R.T.L super in particular can wallbreak from nearly 1/4th of the way to the corner.
- Always Raring: Sin gets great combos off of many of his best buttons, like 2S and 6P. Beak Driver launches from any hit and his BnB A staple combo that is simple yet effective.s are Stamina efficient, giving Sin consistently good reward.
- Rest Easy: Sin's basic blockstrings are comprised entirely of safe-on-block attacks, making it easy for him to fish for resets. Furthermore, almost every special follow-up cancel is safe on block, allowing Sin to end pressure without the risk of a punish.
- Safe Mix-ups: The overhead Hoof Stomp and the low 6K are exactly the same speed and both safely trading with fast abare An attack during the opponent's pressure, intended to interrupt it. from several moves. With their follow-ups they become safe or even plus on block, and compounded with the low-crush of Hoof Stomp and Elk Hunt's low profile this gives Sin great versatility in mix-ups.
- Strike/Throw Anywhere: Gazelle Step allows Sin to instantly close the distance off of any of his specials, whether on hit or block. This lets Sin set up a nasty frametrap or throw game from any point in his pressure or after a Beak Driver poke.
- Don't Rush Off: The Stamina Gauge is central to using Sin's Specials and cannot be recovered any other way than waiting. This means Sin cannot utilize strong combos and persistent pressure for long, and will need to be more patient while it recovers.
- A Flag Isn't Very Aerodynamic: Most of Sin's farther-reaching normals are quite slow to start and slow to recover, but generally lack enough range or power advantage to compensate, making mid-range footsies more difficult.
Stamina is a unique resource that allows Sin to use follow-ups after any of his special moves (other than Still GrowingGuard-StartupRecoveryTotal 49Advantage-) on hit or block. The follow-ups for each special move are unique moves themselves, and have a variety of uses ranging from combo extenders to Guard Crushing pressure extenders. He also has access to a command dash follow-up in Gazelle StepGuard-StartupRecoveryTotal 24Advantage-, opening up mix-ups and pressure reset opportunities.
The Stamina gauge is comprised of 3 bars, and performing a follow-up will use 1 bar. 2 seconds120 frames (1 second60 frames for Gazelle Step) after spending a bar, the gauge will begin to automatically gradually refill, refilling faster the less Stamina Sin currently has remaining. If the gauge does not have at least 1 bar filled, Sin will be unable to cancel his special moves, weakening his offense or leaving him open to punish.Sin Kiske | |
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Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws. | 2PGuardAllStartup5Recovery9Advantage-2 (5F) |
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options. | 623SGuardAllStartup9Recovery36Advantage-26 (10F) 632146HGuardAllStartup11+5Recovery25+32 After LandingAdvantage-55 (10+5F) |
Normal Moves
5P
A fast long range jab you can use to poke, or use as an anti-air if you're too close to use 6P. Crouching options are more suitable for pressure.
- Whiffs on all crouching characters and standing Giovanna.
Gatling Options: 5P, 2P, 6P, 6K, 6H
5K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
29 | All | 7 | 3 | 12 | -3 |
Solid normal to use in neutral taking up decent space, good cancels, and decent startup and recovery. Combos into 2D at almost all ranges.
Gatling Options: 6P, 6K, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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90% | 1 | Small | 0 | 1000 | 1000 | 300 |
c.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
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41 | All | 7 | 6 | 10 | +1 |
c.S is very flexible and important to his pressure, thanks to its frame advantage and wide array of gatlings. The same can be said for the move on hit as well, having gatlings into all of Sin's important combo tools. Note that the hitbox is a bit smaller vertically than it might seem at first glance.
- Ground bounces on air hit.
- Jump and dash cancellable.
Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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100% | 3 | Mid | +4 | 2000 | 1000 | 300 |
f.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
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34 | All | 11 | 3 | 19 | -8 |
Sin's mid poke of choice. Slightly longer range than 2S, but can be low profiled and 6Ped. Can hitconfirm into 2H for a launch or 5H for a safer option on block.
- 2H and 5H gatlings have a natural gap of 2 and 3 frames respectively.
- Disjointed at its tip.
Gatling Options: 5H, 2H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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90% | 2 | Mid | -5 | 1500 | 1000 | 300 |
5H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
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25, 25 | All | 16 | 3(12)3 | 18 | -2 |
Combo filler and blockstring ender. Usually combos into 623S unless a combo is very scaled, and is a useful gatling from f.S and 2S in blockstrings due to being only -4 on block. Just a bit too slow for use in most neutral situations. The fact that it has two hits, both of which are special cancellable, allows you to vary your tempo and keep your opponent guessing on defense. You may be able to surprise your opponent by cancelling into 214S for an overhead or 236K for a low on either hit.
- Both hits are special cancellable
- Advances forward during execution
- Small disjoint at its edge
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 | Large | +1 | 1000×2 | 1000 | 150×2 |
5D
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
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Dust Attack | 45 | High | 20 | 3 | 26 | -15 | |
Charged Dust Attack | 56 | High | 28 | 3 | 26 | -10 |
- Uncharged Dust
Universal overhead attack that's pretty fast. It can gatling from 5K, 2K, or c.S for an unsafe mix-up that can be made safe on block or converted into a full combo on hit by using Roman Cancel. 214S is overall more useful as an overhead due to it's speed and low crushing properties.
- Charged Dust
- Holding any upwards direction during the hitstop of Charged Dust will perform a Homing Jump:
- Performing a Homing Jump puts the opponent into a unique high damaging air combo state and will cause an Area Shift afterwards, resetting character positions to neutral at slightly farther than round start distance.
- Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown and leaving Sin at +23 instead of neutral (+-0).
Similar to uncharged Dust but is slow enough for opponents to reliably react to. On raw hit, it results in a very high damage Homing Jump combo. Due to its slow startup Charged Dust is primarily used for juggling during combos to add damage after a Red Roman Cancel launch or Counter Hit c.S, but can also be used for simple punishes on extremely unsafe moves.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Dust Attack | 80% | 2 | Mid | 0 | 1125 | 3000 [1000] | 700 (900) | 60% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Charged Dust Attack | 100% | 4 | Mid | KD +36 | 1875 | 1500 [1000] | 0 (200) | 60% |
Dust Attack:
- Hitstop on block: 20F
- Hitstop on ground hit: 16F
- Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
- R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
- Wall Damage in ( ) refers to if opponent is touching the wall.
- Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
- Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.
Charged Dust Attack:
- Hitstop on block: 20F
- Hitstop on raw hit: 45F
- Properties for opponent on block follow Level 4 rules.
- R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
- Wall Damage in ( ) refers to if opponent is touching the wall.
- Wall Damage when hit raw is increased to 700 (900).
- Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
- Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.
2P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
21 | All | 5 | 3 | 9 | -2 |
Legally required 5F mash. Sin's main abare An attack during the opponent's pressure, intended to interrupt it. method for mashing his way out of pressure and beating tickthrows. Quite good reward on counterhit, as Sin can link 2K>2D at most spacings for a Hard Knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.. He can also confirm 2P into 6P>236H~H>66 on normal hit for a good amount of wall carry and the ability to take okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., though this comes at the cost of two stamina bars.
Gatling Options: 5P, 2P, 6P, 6K, 6H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | +1 | 500 | 1500 | 300 |
2K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
25 | Low | 6 | 3 | 11 | -2 |
Low commit low poke. A useful move both in neutral and as combo filler due to its helpful gatling into 6H on corner juggles and 2D in blockstrings. Can be a strong option to take advantage of 6K's plus frames after your opponent blocks that move due to its relatively long range, hard knockdown on hit, and fast enough startup to frametrap jump startup when +3.
- 2K > 2D consistently combos at max range.
- 2K > 6H combos on crouching hit and counterhit.
Gatling Options: 6P, 6K, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
70% | 1 | Small | +1 | 750 | 1000 | 300 |
2S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
32 | All | 12 | 6 | 13 | -5 |
The low-reaching complement to f.S in Sin's suite of pokes. Don't be fooled by its appearance - this is not a low attack, and can be blocked standing. Its relatively fast startup, large amount of active frames, low recovery, and the fact it can't be low profiled make it a strong choice of pokes when its slightly shorter range isn't a concern. As with f.S, can hitconfirm into 2H for a launch or 5H for a safer option on block (though given it's only -5, this move doesn't usually need to be cancelled at all to be safe on block)
- 2H and 5H gatlings have a natural gap of 2 and 3 frames respectively on block.
- Disjointed at its tip.
Gatling Options: 5H, 2H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -2 | 1500 | 1000 | 300 |
2H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
15, 25 | Low, All | 14 | 3(12)6 | 27 | -16 |
Combos from c.S, f.S, and 2S. Deals less damage than 5H, but its launch and forward movement make it a good tool for combos, comboing into 214S up close and 236K from farther away. In blockstrings, this move is very unsafe. It's -16 on block and advances forward, so it must be cancelled to be safe. All special cancel options except 236H and 623S have large mashable gaps, and 236H and 623S are themselves very unsafe on block unless cancelled into their followups at the cost of the stamina bar.
- Both hits are special cancellable
- Advances forward during the second hit
- Small disjoint on the first hit's edge
- The first hit launches, the second hit does not
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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90% | 3 | Large | KD +25 | 750, 1000 | 1000 | 250×2 |
2D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
33 | Low | 10 | 6 | 15 | -7 |
Solid 10f option, trades with some other 10f normals at round start and gives hard knockdown. Combos into 623S for a combo with decent corner carry or cancels into 63214P for some RNG buffs on hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Large | HKD +53 | 1125 | 1000 | 300 |
6P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
34 | All | 11 | 6 | 20 | -12 | 1-3 Upper Body 4-16 Above Knee |
Strong anti-air and counterpoke option due to the large range it has and the disjointed hitbox.
- Causes Hard Knockdown on Air Counter Hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -9 | 1500 | 1000 | 500 |
- If the first hit of a combo, applies an additional +20 Combo Decay.
6K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
36 | Low | 21 | 4 | 10 | +3 |
6K's good meterless reward on hit and plus frames on block make it a strong meaty option. The fact that it gatlings from 5K and c.S mean that it can be used as a pressure reset or stagger option against overly cautious opponents. Since it is a low, it can also be a strong choice for calling out fuzzy jumps when gatlinged into from c.S. There is a 5 frame gap between the c.S>6K gatling, trading with 5 frame abare An attack during the opponent's pressure, intended to interrupt it. buttons. The launch afforded by 6K means that this trade often still leads into a combo for Sin, particularly in the corner. The 5F gap means that certain spacings are vulnerable to Instant Block A special type of blocking done by inputting a block immediately before blocking an attack. Usually improves frame data against blocked moves or gives more meter than a normal block or both. throw punishes. Since 6K doesn't move Sin forward during startup, these attempted punishes can be avoided with careful spacing.
- Plus on block
- Launches upward on hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Mid | KD +39 | 1500 | 1000 | 300 |
6H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
48 | All | 15 | 4 | 17 | -4 |
Can combo off 5K/2K on crouching opponents or counter hit.
- Launches on hit. Launches higher on Counter Hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Large | KD +30 | 2000 | 1000 | 300 |
j.P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
19 | High | 6 | 3 | 9 |
Decent air to air for scramble situations. Best used when moving upwards because the hitbox hits higher than most.
Gatling Options: j.P
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | 375 | 1000 | 300 |
j.K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
26 | High | 7 | 3 | 15 | -1 (IAD) |
Rising kick for air to airing people above you.
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 | Small | +2 (IAD) | 750 | 1000 | 300 |
j.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
33 | High | 9 | 4 | 21 | +1 (IAD) |
Probably Sin's best jump-in. Takes up some good screen space and is both jump and dash cancelable.
Gatling Options: j.H, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | +4 (IAD) | 1125 | 1000 | 300 |
j.H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
44 | High | 11 | 4 | 26 | +3 (IAD) |
Decent as a jump-in, but is an incredible air-to-air button.
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | +6 (IAD) | 1125 | 1000 | 300 |
j.D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
41 | High | 28 | Until Landing | 16 | -3 at best |
Slow divekick that stalls air momentum, useful to bait anti-airs. Can hit later on block to be safe, punishable by throw otherwise.
- Ground and wall bounces on air hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | 0 at best | 1125 | 1000 | 500 |
- Special cancellable after landing on hit or block
Universal Mechanics
Ground Throw
6D or 4D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
80 | 2 | 3 | 38 | none |
Allows for a auto timed safejump via 5P (whiff)>IAD with FD> j.S.
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- Counter Hit state during recovery.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +53 | 2500 | 1000 |
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
Air Throw
j.6D or j.4D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
80 | 2 | 3 | 38 or Until Landing + 10 | none |
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- Counter Hit state during recovery until landing.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +54 (IAD) | 2500 | 1000 |
- Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
- Frame advantage decreases as height increases (+49 to +57).
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
Special Moves
Beak Driver
236H
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Beak Driver | 35 | All | 16 | 6 | 22 | -14 | |
Beak Driver Follow-Up | 47 | All | 13 | 11 | 9 | -3 |
- 236H
Large poke and pressure extender. Comes with an extended hurtbox during recovery and is vulnerable to 6Ps, but that's all part of the plan. Just don't whiff it and Sin will take care of the rest.
Beak Driver should never be used without a bar of stamina ready, as without the followup it's punishable on hit (unless used as an anti-air), and the extended hurtbox during recovery means it can't be spaced to be safe.
- Launches into a Rolling Tumble on air hit.
- 236H~H
Massive, advancing strike, able to frametrap opponents and confirm on hit from almost any range. Makes Beak Driver safe on block and allows Sin to threaten with Gazelle Step off Beak Driver in neutral.
- Costs 1 bar of Stamina.
- Launches into a Rolling Tumble on hit.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Beak Driver | 80% | 2 | Mid | -11 | 1500 | 1000 | 300 | 25% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Beak Driver Follow-Up | 80% | 3 | Mid | KD +29 | 2000 | 1000 | 300 | 25% |
Beak Driver:
- Cancellable into Beak Driver Follow-up or Gazelle Step during 17~31f, requiring and using 1 Stamina bar
Beak Driver Follow-Up:
- Cancellable into Gazelle Step during 14~23f, requiring and using 1 Stamina bar
Hawk Baker
623S
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Hawk Baker | 20, 30 | All | 9 | 6(23)4 | 36 | -26 | 1-11F Strike |
Hawk Baker Follow-Up | 43 | All | 12 | 3 | 33 | -19 | 1-14F Strike |
- 623S
Meterless invincible reversal with two hits. There is a punishable gap between the first and second hit, allowing the opponent to skip the minigame altogether if they're ready.
- 16f gap on block between the first and second hits.
- 623S~S
Powerful, comboable frametrap to threaten opponents into not punishing Hawk Baker. However, if they wait, you will still get punished.
- Costs 1 bar of Stamina.
- Launches on hit.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hawk Baker | 60% | 2 | Large, Very Small | KD +3 [-22] | 700×2 | 1000 | 250×2 | 25% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Hawk Baker Follow-Up | 60% | 3 | Mid | KD +28 | 2000 | 2000 | 700 | 25% |
Hawk Baker:
- Values in [ ] are for when only the second hit connects.
- Follow-up cancellable during 39~54f. Delayable for a maximum of +15 frames.
- If only the first hit connects, it is not cancellable until after the last active frame, 42~54f
- If Hawk Baker hits a non-player entity, it may still perform the Follow-Up, but does not gain access to Roman Cancels.
- Forced crouching on the second hit, granting +1 hitstun.
- Airborne 9~37F
- If the first hit of a combo, applies an additional +20 Combo Decay.
Hawk Baker Follow-Up:
- Only cancellable into Gazelle Step during Active frames 13~15f.
- If the first hit of a combo, applies an additional +20 Combo Decay.
Elk Hunt
236K
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
236K | 33 | Low | 21 | 7 | 15 | -8 | 10-30F Low Profile |
236K~K | 41 | All (Guard Crush) | 13 | 3 | 20 | +8 |
- 236K
Sneaky low-hitting, low-profile approach tool. Somewhat limited by it's start up in combos and blockstrings, but still has its uses compared to other Stamina-less special moves due to it's relative safety.
- 236K~K
Extremely plus pressure extender.
Cancelling this into Gazelle StepGuard-StartupRecoveryTotal 24Advantage- is +6 on block, letting Sin approach while maintaining large frame advantage at the cost of 2 Stamina bars.
- Costs 1 bar of Stamina.
- Inflicts Guard Crush on block.
- Launches on hit.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236K | 80% | 2 | Mid | -5 | 1125 | 1000 | 300 | 25% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
236K~K | 80% | 3 | Mid | KD +33 | 2000 | 1000 | 300 | 50% |
236K:
- Cancellable into Elk Hunt Follow-up or Gazelle Step from 25~37f, requiring and using 1 Stamina bar
236K~K:
- Guard Crush duration: 30f.
- Cancellable into Gazelle Step during 14~16f, requiring and using 1 Stamina bar
Hoof Stomp
214S
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
214S | 17, 17 | High | 21 | 3, 3 | 22 | -11 | 6-23F Foot |
214S~S | 41 | All | 13 | 3 | 22 | -8 |
- 214S
Overhead mixup and low-crush, great for dealing with moves like Nagoryuki's 2SGuardLowStartup11Recovery21Advantage-11. Can still lose to some high hitting or active lows like LeoGuardLowStartup12Recovery19Advantage-8 or GiovannaGuardLowStartup17Recovery12Advantage-8's 2D.
- Ground bounces on air hit.
- 214S~S
Frametrap pressure ender. Has enormous pushback to make it safe on block, but is left disadvantageous.
- Costs 1 bar of Stamina.
- Launches into a Rolling Tumble on hit.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214S | 80% | 2 | Mid | -8 | 525×2 | 1000 | 150×2 | 25% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
214S~S | 80% | 3 | Mid | KD +23 | 2000 | 1000 | 300 | 25% |
214S:
- Airborne 6-22F
- Cancellable into Hoof Stomp Follow-up or Gazelle Step from start of recovery until last 12 frames of recovery (25~37f), requiring and using 1 Stamina bar
214S~S:
- Cancellable into Gazelle Step from 14~16f, requiring and using 1 Stamina bar
Gazelle Step
66 after special move
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
- | Total 24 |
Gazelle Step is important to maintain pressure on hit after midscreen followups since they send the opponent far away. Can also be used in pressure to keep close.
- Costs 1 bar of Stamina.
- Sin can cancel into this on hit or block from any special or special followup besides 63214P.
- Can be Kara Canceled into either R.T.L or Tyrant Barrel.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Requires and uses 1 Stamina bar
- Gazelle Step Frame Advantage Chart
Still Growing
63214P
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
63214P | - | Total 49 |
Sin will eat a random food item, granting a random effect, with a random potency and a duration from 2-6 seconds. A freebie for your hard work getting good oki.
The effect of the food varies from irrelevant to fairly decent. Due to the atrociously long recovery, this can only be safely received from very favourable okizeme, such as from 2D, or after launching opponents full-screen with one of his many Stamina-consuming follow-ups. Due to usually receiving the weakest strength benefits, it is rarely worth using unless completely free of risk.
- Meat on the Bone: increases Damage for a short time.
- Lobster: reduces Damage taken for a short time.
- Fish: increases Movement Speed.
- Ice-Cream: grants Tension.
- Lizard: restores Health
For full information on the rates and effects of food items, see the Full Frame Data page
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
63214P |
63214P:
- Food takes effect on frame 38, but since the move is 49 total frames, there are 12 wasted frames for Meat/Lobster/Fish buffs.
- See notes.
Overdrives
R.T.L
632146H (Air OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
632146H | 20×2, 50 | All | 11+5 | 12 | 25+32 After Landing | -55 | 1-18F Full |
632146HH | 10~100 | All | 12 | 8 | 39+15 After Landing | -43 |
- 632146H
During R.T.L Sin can perform up to 2 follow up hits by holding a direction and pressing H. Can go into 643216H~H by pressing H without a direction
Invincible overdrive, with (almost) full-screen carry into a wallbreak for massive damage. However, it is very slow. Only the final hit wallbreaks, so RTL backwards can be used to unstick enemies from the wall, either to keep the corner or to allow breaking the wall with 632146H~H afterwards.
- Can only perform the follow up attacks if the previous hit connected.
- Follow up attacks have a punishable 5F gap between them.
- 632146H~H
Sin produces a large explosion in place, consuming all remaining Tension regardless of how much is left over.
- The damage dealt and size of the hitbox is proportional to the amount of Tension consumed upon use.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
632146H | 100% | 2 | Mid | HKD +20 | 500×3 | 1000 | 0 | |||||||||||||||||||||||||||||||||||||||||||||||||||||
632146HH | 100% | 4 | Very Small | HKD +20 | 2500 | 0 | 0 |
632146H:
- Air version recovery is Until Landing+32 After Landing
- Cancellable into follow-ups from ??~??f
- Reversal
632146HH:
- Air version recovery is Until Landing+15.
- Consumes all remaining Tension on use. Damage dealt is 10+1 per 1% consumed Tension (rounded down) up to 59 total damage at 49% Tension. At 50% consumed Tension, damage dealt is 100.
- Hitbox size changes when used at <25%, 25-49%, and 50% consumed Tension.
Tyrant Barrel
236236P
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
236236P | 50 | All | 9+1 | 3 | 38 | -22 | None |
236236P~]P[ | 45→65→95 | All (Guard Crush) | 3 | 3 | 39 | -12 | None |
- 236236P
High damage combo ender, simple tool for a simple job.
Particularly good on wall break or for confirming off pokes if lacking the Stamina to do so, as it can be used even from grounded hits. The initial strike hits into the ground, meaning it can sometimes whiff on high launches.
For a very niche use, Tyrant Barrel without the follow-up can be used to un-stick an opponent from the wall, regaining the corner, with barely enough time to use Still GrowingGuard-StartupRecoveryTotal 49Advantage- and okizeme with 2S. However this costs 50% meter and doesn't deal particularly high damage, making it properly not worth the cost.
- Does not cause a Wall Break without performing the follow-up attack.
- 236236P~]P[
Releasing P after the first hit of Tyrant Barrel (as opposed to the initial press) performs a powerful follow-up strike. The damage increases the closer the release input is to the Perfect Hit frame without being late. Both holding the initial P input (236236P~]P[) and tapping P a second time (236236P~P) are considered valid input methods but the timing differs between the two.
A precise but high value timing check. The timing is all about hitting the opponent dead-center, meaning its timing differs based on the opponent's position after the preceding combo. Be careful being greedy for the Perfect Hit, as if the input is even slightly late the strike will instead OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.", dealing an awful 40 damage and causing a soft knockdown.
- Launches into a Hard Knockdown on early and Perfect hits.
- Perfect Hit has a 1 Frame timing.
- Causes a Rolling Tumble on Perfect Hit, which results in a Wall Break from much farther away.
- On Wall Break results in a Hard Knockdown for +36 frame advantage.
- A Perfect Hit is impossible if the opponent is too far away. This applies mostly to hits right at the edge of 236236P's hitbox.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236236P | 100% | 4 | Mid | HKD +53 | 2500 | 1000 | 0 | |||||||||||||||||||||||||||||||||||||||||||||||||||||
236236P~]P[ | 100% | 4 | Mid | HKD +19 [CL HKD +56] (OTG -6) | 2500 | 0 | 0 |
236236P~]P[:
- Releasing after the first hit of Tyrant Barrel performs a powerful follow-up strike. The damage increases the closer the release input is to the Clean Hit. If the button was not held before Tyrant Barrel hit, it may be pressed and released a second time to get the input. If the button is simply tapped during this period, it is often not possible to land a Clean Hit, especially on Counter Hit and on a high wallsplat. Holding the button is often required in order to land it.
Guard Crush duration 29F.
2 Frame window for the 95 Damage clean hit, 2 Frame for the 65 Damage hit, 11 Frame for the 45 Damage hit
- A Clean Hit is impossible if the opponent is too far away, at the very edge of the attack (more than 450 units of distance).
- The Follow-up is considered a new attack, and therefore is affected by R.I.S.C. scaling caused by the previous hit of Tyrant Barrel.
- can be released 1 Frame before superflash ends at the earliest (64 Frames after the 236236P input).
- Pressing (if it hasn't already been held down) has a valid input window Frames 64~96 after inputting 236236P
- If the button is pressed and held for less than 17 frames during the valid press input window, the Follow-up comes out 17 frames after the button press.
- If the button is pressed and held for more than 36 frames during the valid press input window, the Follow-up comes out 36 frames after the button press.
- The attack is made up of multiple seperate hits and does not behave as a single multi-hit attack:
- The total R.I.S.C. Loss is unaffected, however positive R.I.S.C. is reduced by 25% 2 times in total.
- All hits made by sources other than the first one to connect will be scaled by the added R.I.S.C.
- Attack only deals the maximum damage from at least 1068 R.I.S.C. (approx. 8.3% gauge) as a result.
Colors
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC Colors 14 and 15 are included in the 25th Anniversary Colors DLCColors 7-11 are included in Season Pass 1 Color 12 is included in Ultimate Edition 1Pre-order exclusive |
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall