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{{ | {{GGWikiBanner}} | ||
==Overview== | |||
{{GGST/CharacterLinks}} | |||
{{Overview | <div id="home-content" class="home-grid"> | ||
| | {{card|width=4 | ||
| header = Overview | |||
| content = 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 | 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 all of his special moves (except for {{MMC|input=63214P|label=[[#Still Growing|Still Growing]]}}) into follow-ups that can deal extra damage, frame trap, and improve his frame data on block, or into {{MMC|input=66 after special move|label=[[#Gazelle Step|Gazelle Step]]}}, a lightning fast dash that quickly closes the space between him and his opponent. 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 {{MMC|input=236236P|label=[[#Tyrant Barrel|Tyrant Barrel]]}} or {{MMC|input=632146H|label=[[#R.T.L|R.T.L]]}} for good damage and a possible wall break. | ||
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 {{clr|S|2S}} and {{clr|K|5K}} are solid pokes in neutral, and [[#Beak Driver|Beak Driver]] hits from very far away, though its hurtbox leaves much to be desired. He fares | 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, his specials can be punished without the fear of a frame trap, 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 {{MMC|input=2S|label={{clr|S|2S}}}}, {{MMC|input=f.S|label={{clr|S|f.S}}}} and {{MMC|input=5K|label={{clr|K|5K}}}} are solid pokes in neutral, {{MMC|input=236K|label=[[#Elk Hunt|Elk Hunt]]}} is a fast moving approach tool with a low profile, and {{MMC|input=236H|label=[[#Beak Driver|Beak Driver]]}} hits from very far away, though its hurtbox leaves much to be desired. He fares quite well against airborne opponents, with {{MMC|input=6P|label={{clr|P|6P}}}}, {{MMC|input=5P|label={{clr|P|5P}}}}, and {{MMC|input=j.H|label={{clr|H|j.H}}}} providing stellar control over his airspace. On defense, Sin has {{MMC|input=623S|label=[[#Hawk Baker|Hawk Baker]]}}, an incredibly 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! | If you want powerful rekka-esque offense, consistent damage, and a healthy helping of resource management, Sin Kiske might be the character for you! | ||
| lore = He is the child of Ky Kiske, Allied King of Illyria, and Dizzy, a half-Gear, making him one-quarter Gear. Ky entrusted him to Sol as a child to avoid unwanted attention due to his incredible rate of growth caused by his Gear blood. Sol’s education leaned a bit too far into survival (self-admittedly), leading to Sin now being strong but mischievous and somewhat lacking in the academic department. Despite his looks, he’s actually not even ten years old yet, and is still rather immature mentally. He’s optimistic and doesn’t think too deeply about things. He could be called clueless at worst, and innocent at best. His simplistic thinking, however, can lead to a breakthrough in handling situations at times. | | lore = He is the child of Ky Kiske, Allied King of Illyria, and Dizzy, a half-Gear, making him one-quarter Gear. Ky entrusted him to Sol as a child to avoid unwanted attention due to his incredible rate of growth caused by his Gear blood. Sol’s education leaned a bit too far into survival (self-admittedly), leading to Sin now being strong but mischievous and somewhat lacking in the academic department. Despite his looks, he’s actually not even ten years old yet, and is still rather immature mentally. He’s optimistic and doesn’t think too deeply about things. He could be called clueless at worst, and innocent at best. His simplistic thinking, however, can lead to a breakthrough in handling situations at times. | ||
}} | |||
{{GGST/Infobox | |||
| fastestAttack = {{MMC|input=2P|hitboxMode=true|label=[[#2P|{{clr|P|2P}}]]}} (5F) | | fastestAttack = {{MMC|input=2P|hitboxMode=true|label=[[#2P|{{clr|P|2P}}]]}} (5F) | ||
| reversal | | reversal = [[#Hawk Baker|Hawk Baker]] (9F)<br/>[[#R.T.L|R.T.L]] (10+5F) | ||
| | }} | ||
| | {{ReasonsToPick | ||
| | |intro={{Character Label|GGST|Sin Kiske}} is an aggressive character who uses his unique resource and special move follow-ups to keep up the pressure on his opponent. | ||
|pickMe= | |||
*Combos with great damage and corner carry, through the use of a secondary resource. | |||
*Scary stagger pressure, strike/throw, and even some decent high/low. | |||
*Many large and far-reaching moves that allow for control of space on the screen well. | |||
*A meterless, invincible reversal that gives solid oki on hit or can even confirm into a super. | |||
|avoidMe= | |||
*Thoughtful meter management to avoid losing most of your pressure and damage potential. | |||
*Your best buttons being somewhat slow to start, making them slightly weaker in fast-paced scramble situations. | |||
*Difficult kara-cancel and/or just-frame inputs for optimal combo enders which often punish you for messing up. | |||
*A slightly slower backdash that can be awkward to use in a couple situations. | |||
}} | |||
</div> | |||
Stamina is a unique resource that allows Sin to use | {{card|width=4 | ||
|header=Unique Mechanic: Stamina | |||
|content= | |||
[[File:GGST Sin Stamina Gauge Full.png|300px|center]] | |||
Stamina is a unique resource that allows Sin to use Follow-ups after any of his special moves (other than {{MMC|input=63214P|label=[[#Still Growing|Still Growing]]}}) 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 {{MMC|input=66 after special move|label=[[#Gazelle Step|Gazelle Step]]}}, which is usable after any special move or it's follow-up (other than [[#Still Growing|Still Growing]]), opening up the way for mix-ups, pressure resets, and far-carrying combo routes. | |||
The Stamina | The Stamina Gauge is comprised of 3 Bars, and performing a Follow-up uses 1 Bar. Two seconds (one second for Gazelle Step) after spending a Bar, the Gauge will begin to gradually refill, filling faster the less Stamina Sin currently has remaining. If the Stamina 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 punishment. | ||
{{StatsForNerds| | |||
content= | |||
The First Bar is the closest to the flag icon, while the Last Bar is the farthest from it. | |||
Each bar consists of 5000 units, for a total of 15000 units. | |||
After 120 frames (60 frames for Gazelle Step), the Gauge will begin to gradually refill. | |||
Regeneration rates are different for each bar of Stamina. | |||
* First Bar refills at a rate of 40 units/frame (125 frames to full). | |||
* Middle Bar refills at a rate of 70 units/frame (72 frames to full). | |||
* Last Bar refills at a rate of 100 units/frame (50 frames to full). | |||
}} | |||
}} | }} | ||
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{{GGST_Move_Card | {{GGST_Move_Card | ||
|input=5P | |input=5P | ||
|frameChart=auto | |||
|description= | |description= | ||
A fast long range jab | A fast long range jab that is mostly used as an anti-air. | ||
[[ | A decent check for against airborne opponents, but otherwise should be used with caution as its hitbox is relatively thin, causing it to whiff on all crouching characters and even standing {{Character Label|GGST|Giovanna}}. | ||
Sees some use as a {{keyword|frame kill}} after a throw or super wallbreak to time safejumps and meaties, as it has the shortest duration of all of Sin's moves. | |||
Quite good as an AA if the opponent is too close for {{MMC|input=6P|label={{clr|P|6P}}}} or you don't want to commit to its longer animation. This is not always recommended though as {{clr|P|5P}} lacks {{clr|P|6P}}'s upper-body invulnerability. | |||
[[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}} | |||
}} | }} | ||
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{{GGST_Move_Card | {{GGST_Move_Card | ||
|input=5K | |input=5K | ||
|frameChart=auto | |||
|description= | |description= | ||
Solid normal to use in neutral taking up decent space | Solid normal to use in neutral, taking up decent space with low startup/recovery. | ||
A great compliment to {{MMC|input=f.S|label={{clr|S|f.S}}}} and {{MMC|input=2S|label={{clr|S|2S}}}} as it is faster to start at the cost of some range. Great for stuffing opponent's approaches where speed is more valued than size. Can also function as a decent high-profile to some low pokes. | |||
[[ | It's possible to cancel {{clr|K|5K}} into {{MMC|input=623S|label={{clr|S|Hawk Baker}}}}, letting Sin start his extremely powerful meterless wallbreak combos beyond the range of {{MMC|input=c.S|label={{clr|S|c.S}}}}, but it can fail to combo at the very tip of the hitbox. This cancel is also important for meterless damage in the corner, as after {{MMC|input=2H|label={{clr|H|2H}}}} > {{MMC|input=214S|label={{clr|S|214S}}}} the opponent will bounce with just enough height to be picked up by {{clr|K|5K}}. | ||
* {{clr|K|5K}} > {{clr|D|2D}} combos at most ranges on grounded opponents. | |||
* {{clr|K|5K}} > {{clr|H|6H}} combos on crouching hit and counter hit. | |||
[[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}} | |||
}} | }} | ||
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{{GGST_Move_Card | {{GGST_Move_Card | ||
|input=c.S | |input=c.S | ||
|frameChart=auto | |||
|description= | |description= | ||
{{clr|S|c.S}} | The cornerstone of Sin's pressure. | ||
Its frame advantage, wide array of gatlings, and cancel options force his opponents to respect this move. Thanks to its many active frames {{clr|S|c.S}} also makes for a great {{keyword|meaty attack}}, giving great reward on hit and leading to good pressure on block. | |||
On block, Sin can either delay gatling into another normal and go for a strike/throw mix-up, or choose between {{MMC|input=214S|label=[[#Hoof Stomp|Hoof Stomp]]}} and {{MMC|input=6K|label={{clr|K|6K}}}} for an easy high/low mix-up. Both Hoof Stomp and {{clr|K|6K}} leave a 5 frame gap when cancelled from {{clr|S|c.S}}, so a ready opponent can punish with 5 frame or faster {{keyword|abare}} or an invincible reversal. | |||
On hit, Sin can gatling into {{MMC|input=2H|label={{clr|H|2H}}}} for highly damaging combo routes with lots of corner carry that usually results in a wall break, especially with meter. Given {{clr|H|2H}}'s hit-confirm difficulty and disadvantage on block, it may sometimes be worthwhile to use {{MMC|input=5H|label={{clr|H|5H}}}} or {{MMC|input=6H|label={{clr|H|6H}}}} instead for safety. The reward on hit for {{clr|H|5H}}/{{clr|H|6H}} is not as good, but saves some stamina if the opponent does block. | |||
The upper hitbox doesn't reach quite as high as the animation would suggest. That being said, {{clr|S|c.S}} can still serve as a high-risk high-reward anti-air as an air Counter Hit results in a massive combo. | |||
* Ground bounces on air hit. | * Ground bounces on air hit. | ||
* Jump and dash cancellable. | * Jump and dash cancellable. | ||
[[ | [[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}} | ||
}} | }} | ||
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{{GGST_Move_Card | {{GGST_Move_Card | ||
|input=f.S | |input=f.S | ||
|frameChart=auto | |||
|description= | |description= | ||
A fairly strong long and fast midrange poke and whiff punish tool. | |||
Faster and longer range than {{MMC|input=2S|label={{clr|S|2S}}}}, but with less active frames and more recovery. While {{clr|S|2S}} benefits from a lower hitbox, allowing it to fight {{clr|P|6P}}'s, {{clr|S|f.S}} can counter moves that would high profile {{clr|S|2S}}. | |||
For most of this move's range, gatling into {{clr|H|H}} options will cause Sin to whiff, leaving him very punishable. Buffering into {{MMC|input=236H|label=[[#Beak Driver|Beak Driver]]}} or {{MMC|input=236K|label=[[#Elk Hunt|Elk Hunt]]}} are generally safe options, though Beak Driver won't combo at max range without Counter Hit, and Elk Hunt won't combo without counter hit, requiring stamina to be made safe. | |||
* Disjointed at its tip. | * Disjointed at its tip. | ||
* Loses to low profile. | |||
[[ | [[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}} | ||
}} | }} | ||
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{{GGST_Move_Card | {{GGST_Move_Card | ||
|input=5H | |input=5H | ||
|frameChart=auto | |||
|description= | |description= | ||
A two-hit advancing normal that is the safer, but less rewarding, counterpart to {{MMC|input=2H|label={{clr|H|2H}}}}. A good choice to avoid eating a reversal after a blocked {{clr|S|c.S}}, as other options require stamina or tension to become safe. | |||
* Both hits are special cancellable | |||
Not useful in neutral due to having a relatively small hitbox and exceptionally long total animation time. This move instead shines in pressure. Being Sin's only level 4 normal, this move allows for Sin to frametrap into {{MMC|input=214S|label=[[#Hoof Stomp|Hoof Stomp]]}} and {{MMC|input=236K|label=[[#Elk Hunt|Elk Hunt]]}}, trading with 3 frame buttons. It's only -2 on block, meaning it is impossible to punish without Instant Block. However, the large amount of pushback on block also means that throws require a notable dash up, making the strike / throw mix on {{clr|H|5H}} somewhat weak. | |||
* Small disjoint at its edge | |||
Sin's primary options to combo off {{clr|H|5H}} are {{MMC|input=623S~S|label={{clr|S|623S~S}}}}~66, Hoof Stomp, and Elk Hunt which in low gravity scaling gives strong extensions at the cost of 2 bars of Stamina. | |||
* Both hits are special cancellable. | |||
* Small disjoint at its edge. | |||
* Leaves opponents grounded. | |||
* Can be low profiled. | |||
}} | }} | ||
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|input=5D, 5[D] | |input=5D, 5[D] | ||
|versioned=name | |versioned=name | ||
|frameChart=auto | |||
|description= | |description= | ||
;Uncharged Dust | ;Uncharged Dust | ||
Universal overhead attack that's pretty fast. It can gatling from {{clr|K|5K}}, {{clr|K|2K}}, or {{clr|S|c.S}} for an unsafe mix-up that can be made safe on block or converted into a full combo on hit by using [[ | Universal overhead attack that's pretty fast. It can gatling from {{MMC|input=5K|label={{clr|K|5K}}}}, {{MMC|input=2K|label={{clr|K|2K}}}}, or {{MMC|input=c.S|label={{clr|S|c.S}}}} for an unsafe mix-up that can be made safe on block or converted into a full combo on hit by using [[../Mechanics#Roman Cancels|Roman Cancel]]. | ||
{{clr|S|214S}} is overall more useful as an overhead due to | {{MMC|input=214S|label=[[#Hoof Stomp|Hoof Stomp]]}} ({{clr|S|214S}}) is overall more useful as an overhead due to its speed and low crushing properties. 1f faster than {{clr|K|6K}} while gatling off of a lot of the same buttons, letting it frametrap if the opponent has been conditioned to block low or interrupt {{clr|K|6K}} with 5f buttons. | ||
---- | ---- | ||
;Charged Dust | ;Charged Dust | ||
* Holding any upwards direction during the hitstop of Charged Dust will perform a [[ | * Holding any upwards direction during the hitstop of Charged Dust will perform a [[../Mechanics#Homing_Jump|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. | ** 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). | ** 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). | ||
<!-->(Please verify) ** Homing Jump combos can sometimes increase [[ | <!-->(Please verify) ** Homing Jump combos can sometimes increase [[../Mechanics#Tension Balance|Tension Balance]] enough to activate [[../Mechanics#Positive Bonus|Positive Bonus]].--> | ||
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. | 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. Charged Dust is primarily used for juggling during combos to add damage after a Red Roman Cancel launch or Counter Hit {{clr|S|c.S}}, but can also be used for simple punishes on extremely unsafe moves. | ||
}} | }} | ||
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{{GGST_Move_Card | {{GGST_Move_Card | ||
|input=2P | |input=2P | ||
|frameChart=auto | |||
|description= | |description= | ||
Legally required 5F mash. Sin's main {{keyword|abare}} method for mashing his way out of pressure and beating tickthrows. Quite good reward on counterhit, as Sin can link {{clr|K|2K}}>{{clr|D|2D}} at most spacings for a {{keyword|Hard Knockdown}}. He can also confirm {{clr|P|2P}} into {{clr|P|6P}}>{{clr|H|236H~H}} | Legally required 5F mash. Is otherwise a fairly standard {{clr|P|2P}}. | ||
This is Sin's main {{keyword|abare}} method for mashing his way out of pressure and beating tickthrows. Quite good reward on counterhit, as Sin can link {{clr|K|2K}}>{{clr|D|2D}} at most spacings for a {{keyword|Hard Knockdown}}. He can also confirm {{clr|P|2P}} into {{clr|P|6P}}>{{clr|H|236H~H}}~66 on normal hit for a good amount of wall carry and the ability to take {{keyword|okizeme}}, though this comes at the cost of 2 stamina bars. | |||
[[ | [[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}} | ||
}} | }} | ||
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{{GGST_Move_Card | {{GGST_Move_Card | ||
|input=2K | |input=2K | ||
|frameChart=auto | |||
|description= | |description= | ||
A fast low poke with decent range. | |||
A useful move both in neutral and as combo filler due to its helpful gatlings into {{MMC|input=6H|label={{clr|H|6H}}}} for corner juggles and {{MMC|input=2D|label={{clr|D|2D}}}} for blockstrings. Is also a strong option to take advantage of {{MMC|input=6K|label={{clr|K|6K}}}}'s plus frames due to its relatively long range, potential to hard knockdown on hit, and is fast enough to frametrap jump startup when +3. | |||
* {{clr|K|2K}} > {{clr|D|2D}} | * {{clr|K|2K}} > {{clr|D|2D}} combos at most ranges on grounded opponents. | ||
* {{clr|K|2K}} > {{clr|H|6H}} combos on crouching hit and counterhit. | * {{clr|K|2K}} > {{clr|H|6H}} combos on crouching hit and counterhit. | ||
[[ | [[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}} | ||
}} | }} | ||
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{{GGST_Move_Card | {{GGST_Move_Card | ||
|input=2S | |input=2S | ||
|frameChart=auto | |||
|description= | |description= | ||
The low-reaching complement to {{clr|S|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 | A fairly strong, low-to-the-ground, midrange poke. | ||
The low-reaching complement to {{MMC|input=f.S|label={{clr|S|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 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 {{clr|S|f.S}}, up close it can be cancelled into {{MMC|input=2H|label={{clr|H|2H}}}} or {{MMC|input=5H|label={{clr|H|5H}}}}, though their limited ranges makes special cancels a generally stronger option from anywhere besides point blank. | |||
* {{clr|H|2H}} and {{clr|H|5H}} gatlings have a natural gap of 2 and 3 frames respectively on block. | * {{clr|H|2H}} and {{clr|H|5H}} gatlings have a natural gap of 2 and 3 frames respectively on block. | ||
* Disjointed at its tip. | * Disjointed at its tip. | ||
[[ | [[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}} | ||
}} | }} | ||
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{{GGST_Move_Card | {{GGST_Move_Card | ||
|input=2H | |input=2H | ||
|frameChart=auto | |||
|description= | |description= | ||
Combos from {{clr|S|c.S}}, {{clr|S|f.S}}, and {{clr|S|2S}}. Deals less damage than {{ | Your bread and butter combo tool. | ||
Combos from {{MMC|input=c.S|label={{clr|S|c.S}}}}, {{MMC|input=f.S|label={{clr|S|f.S}}}}, and {{MMC|input=2S|label={{clr|S|2S}}}}. Deals less initial damage than {{MMC|input=5H|label={{clr|H|5H}}}}, but its launching property and forward movement make it a good tool for combos, comboing into {{MMC|input=214S|label=[[#Hoof Stomp|Hoof Stomp]]}} ({{clr|S|214S}}) up close and {{MMC|input=236K|label=[[#Elk Hunt|Elk Hunt]]}} ({{clr|K|236K}}) from farther away. | |||
In blockstrings, this move is very unsafe but very rewarding on hit. It's -16 on block and advances forward, so it must be cancelled to be safe. All special cancel options except {{MMC|input=236H|label=[[#Beak Driver|Beak Driver]]}} ({{clr|H|236H}}) and {{MMC|input=623S|label=[[#Hawk Baker|Hawk Baker]]}} ({{clr|S|623S}}) have mashable gaps, {{clr|H|236H}} requires Sin to spend stamina to stay safe, and {{clr|S|623S}} is never truly safe. When paired with {{MMC|input=214S|label=[[#Hoof Stomp|Hoof Stomp]]}} in blockstrings, {{clr|H|2H}} is vulnerable to {{keyword|fuzzy guard}} if not delayed, but is the most rewarding low in Sin's kit, netting him high damaging combos with extended wall carry. | |||
In {{keyword|okizeme}} {{clr|H|2H}} becomes scarier, as it no longer can be fuzzy guarded and has the speed and range to consistently meaty from Sin's knockdowns. However, {{MMC|input=6K|label={{clr|K|6K}}}} is significantly safer with only moderately less reward and higher startup. | |||
* Both hits are special cancellable | * Both hits are special cancellable. | ||
* Advances forward during the second hit | * Advances forward during the second hit. | ||
* Small disjoint on the first hit's edge | * Small disjoint on the first hit's edge. | ||
* The first hit launches, the second hit does not | * The first hit launches, the second hit does not. | ||
}} | }} | ||
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{{GGST_Move_Card | {{GGST_Move_Card | ||
|input=2D | |input=2D | ||
|frameChart=auto | |||
|description= | |description= | ||
Highly rewarding low poke with good range and active frames. | |||
Sin's main knockdown tool and most common gatling from {{MMC|input=5K|label={{clr|K|5K}}}}/{{MMC|input=2K|label={{clr|K|2K}}}}. Fills the gap between the faster but shorter {{clr|K|2K}} and longer but slower {{MMC|input=2S|label={{clr|S|2S}}}}. | |||
Easily one of Sin's best round start options as it can often trade and give a hard knockdown. Most of his other choices are either lacking in speed or range, so if you want to contest on round start, this tends to be your best option. | |||
Decently safe if spaced, and auto-frametraps into {{MMC|input=236H|label=[[#Beak Driver|Beak Driver]]}} on block, but this costs stamina, so it shouldn't be used belligerently. | |||
Combos into {{MMC|input=623S|label=[[#Hawk Baker|Hawk Baker]]}} ({{clr|S|623S}}) for a combo with decent corner carry at the cost of 2 bars of stamina. Confirmable on counter-hit into {{MMC|input=214S|label=[[#Hoof Stomp|Hoof Stomp]]}} ({{clr|S|214S}}) for a strong combo. | |||
}} | }} | ||
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{{GGST_Move_Card | {{GGST_Move_Card | ||
|input=6P | |input=6P | ||
|frameChart=auto | |||
|description= | |description= | ||
Fast, long reaching upper body invulnerable strike. Great for counter poking and anti-airing. | |||
Sin's go-to mid-crusher and anti-air due to its simple input, fast startup, and massive horizontal hitbox. Easily Sin's best anti-air as {{MMC|input=5P|label={{clr|P|5P}}}} and {{MMC|input=c.S|label={{clr|S|c.S}}}} lack upper body invulnerability, and {{MMC|input=623S|label=[[#Hawk Baker|Hawk Baker]]}} ({{clr|S|623S}}) requires a DP motion which can potentially be missed in the heat of the moment. | |||
On a close air counter hit, confirm into {{MMC|input=214S|label=[[#Hoof Stomp|Hoof Stomp]]}} ({{clr|S|214S}}) for a damaging conversion. Only do this if you're confident on the range, as whiffing {{clr|S|214S}} sacrifices what could otherwise be an advantageous situation. Any other time, cancel into {{MMC|input=236K|label=[[#Elk Hunt|Elk Hunt]]}} ({{clr|K|236K}}) to close the distance for some decent oki. | |||
* Causes Hard Knockdown on Air Counter Hit. | * Causes Hard Knockdown on Air Counter Hit. | ||
Line 171: | Line 266: | ||
{{GGST_Move_Card | {{GGST_Move_Card | ||
|input=6K | |input=6K | ||
|frameChart=auto | |||
|description= | |description= | ||
{{ | Far reaching, plus on-block low hit. | ||
* Plus on block | |||
One of Sin's main pressure resets alongside {{MMC|input=236K~K|label=[[#Elk Hunt|Elk Hunt's follow-up]]}}. +3 on block, allows for meterless conversions on hit, while having good range AND hitting low, {{clr|K|6K}} is a move that shines when the opponent has been appropriately conditioned. | |||
Outranges {{clr|D|2D}}, but is weaker as a round-start option due to its startup. Making an opponent block this move almost always allows for Sin to get in with {{MMC|input=236K|label=[[#Elk Hunt|Elk Hunt]]}} which leads to another frametrap if Sin has stamina. Has a 5f gap when cancelled from a blocked {{clr|S|c.S}}, but the high pushback of {{clr|S|c.S}} means it can space-trap every character's fastest move (except Axl and Bridget), but to attempt this, {{clr|S|c.S}} must be done without dash momentum and with decent spacing. At worst it will trade (or lose to 4-frame buttons) and grant oki. | |||
On-hit, it can combo into {{clr|S|c.S}} at point-blank to continue with a BnB, but it's usually going to hit too far, so {{clr|K|5K}} should be used in its place. CH {{clr|K|6K}} can be easily confirmed into any special except {{MMC|input=236K|label=[[#Elk Hunt|Elk Hunt]]}}. | |||
{{clr|K|6K}} also serves as low-hitting counterpart to {{MMC|input=214S|label=[[#Hoof Stomp|Hoof Stomp]]}} ({{clr|S|214S}}). Both {{clr|K|6K}} and {{clr|S|214S}} are 21f startup, potentially creating an un-fuzzyable high/low situation from any move that can gatling into {{clr|K|6K}}. | |||
Be aware that {{clr|K|6K}} has a large amount of pushback on block, making it vulnerable to {{keyword|faultless defense}} and often pushing Sin too far back for his stronger buttons for pressure to connect after {{clr|S|c.S}} gatlings. Dash momentum when using {{clr|K|6K}}, and somewhat {{clr|S|c.S}}, as a meaty will counter this pushback, increasing both the moves consistency on hit for combos, and followup pressure on block. | |||
* Plus 3 on block. | |||
* Launches upward on hit. | * Launches upward on hit. | ||
}} | }} | ||
Line 181: | Line 287: | ||
{{GGST_Move_Card | {{GGST_Move_Card | ||
|input=6H | |input=6H | ||
|frameChart=auto | |||
|description= | |description= | ||
A forward advancing, safe on block normal with great utility in combos or as a frame trap. | |||
Functions as a 1 frame faster version of {{clr|H|5H}} which works better in juggle/anti-air combos with its single hit. Causes a large launch on counter-hit which combos neatly into {{MMC|input=236[D]|label=Charged Wild Assault}} for a burst-safe air combo. | |||
While its relatively small hitbox prevents {{clr|H|6H}} from being much use in neutral, Sin's many gatling routes into it and its launching properties give it a variety of uses for combos and pressure, especially in the corner. | |||
* Launches on hit. Launches higher on | {{MMC|input=c.S|label={{clr|S|c.S}}}} > {{clr|H|6H}} on block is gapless when done immediately, but if delayed, {{clr|H|6H}} can be used to counter {{keyword|abare}} or catch jump-outs. {{MMC|input=5K|label={{clr|K|5K}}}}/{{MMC|input=2K|label={{clr|K|2K}}}} > {{clr|H|6H}} on block has a 4f gap, which can be used to callout and punish people looking to interrupt a {{clr|K|5K}}/{{clr|K|2K}} > {{MMC|input=6K|label={{clr|K|6K}}}} pressure reset. | ||
* Combos from {{clr|K|5K}}/{{clr|K|2K}} on crouching or counter hit. | |||
* Launches on hit. Launches higher on counter hit. | |||
}} | }} | ||
Line 190: | Line 304: | ||
{{GGST_Move_Card | {{GGST_Move_Card | ||
|input=j.P | |input=j.P | ||
|frameChart=auto | |||
|description= | |description= | ||
Quick, forward reaching air button. | |||
[[ | A decent button for air-to-air scramble situations where speed is key. Combos into itself on hit for some free damage or better yet, if you manage to connect with {{clr|P|j.P}} while high in the air, you can potentially confirm into {{MMC|input=j.S|label={{clr|S|j.S}}}} and/or {{MMC|input=j.H|label={{clr|H|j.H}}}} to convert into a grounded combo. | ||
[[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|j.P}} | |||
}} | }} | ||
Line 199: | Line 316: | ||
{{GGST_Move_Card | {{GGST_Move_Card | ||
|input=j.K | |input=j.K | ||
|frameChart=auto | |||
|description= | |description= | ||
An angled kick that hits diagonally upward in front of Sin. | |||
A good option to use against jump-happy opponents. A slightly slower, but more rewarding version of {{MMC|input=j.P|label={{clr|P|j.P}}}}. Doesn't combo into itself but its higher launch allows for more consistent confirms. If used when rising, throw in another {{clr|K|j.K}} or {{MMC|input=j.H|label={{clr|H|j.H}}}} to keep them airborne long enough for you to land and confirm. Otherwise if you connect at the height of your jump, or when falling you should have plenty of time to land and confirm without an additional aerial button. | |||
Can be used as a surprise deep jump-in when an opponent was expecting an empty jump or failed to anti-air, connects to Sin's 7 frame buttons when it hits as late as possible. | |||
* Air jump and air dash cancelable. | |||
[[ | [[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}} | ||
}} | }} | ||
Line 208: | Line 332: | ||
{{GGST_Move_Card | {{GGST_Move_Card | ||
|input=j.S | |input=j.S | ||
|frameChart=auto | |||
|description= | |description= | ||
A downward angled flagpole strike. | |||
Sin's best jump-in for what it's worth, though its vertical hitbox leaves much to be desired. Otherwise it takes up a good amount of air space in front of Sin. Its gatling into {{MMC|input=j.H|label={{clr|H|j.H}}}} makes getting extra damage on an air hit a breeze, especially on counter hit where it because quite easy to convert into a ground combo. | |||
* Air jump and air dash cancelable. | |||
[[ | [[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}} | ||
}} | }} | ||
Line 217: | Line 346: | ||
{{GGST_Move_Card | {{GGST_Move_Card | ||
|input=j.H | |input=j.H | ||
|frameChart=auto | |||
|description= | |description= | ||
Long reaching disjointed flagpole strike. | |||
An incredible air-to-air button given its size, disjoint, and reward on counter hit. Generally not as good of a jump-in button as {{MMC|input=j.S|label={{clr|S|j.S}}}}, but when spaced correctly to take advantage of its disjoint it can work quite well. You will mostly be canceling this into jump or air dash, as {{MMC|input=j.D|label={{clr|D|j.D}}}} is usually too slow to connect on hit. | |||
* Air jump and air dash cancelable. | |||
[[ | [[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}} | ||
}} | }} | ||
Line 226: | Line 360: | ||
{{GGST_Move_Card | {{GGST_Move_Card | ||
|input=j.D | |input=j.D | ||
|frameChart= | |||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = j.D | |||
|active = 0 | |||
|recovery = 0 | |||
|specialRecovery = 16 | |||
|isProjectile = yes | |||
}}<small>({{tt|Note|The red line indicates that the move has become active, but has a variable active window.}})</small> | |||
|description= | |description= | ||
Momentum stalling divekick. | |||
Useful for baiting anti-airs as well as counterhitting opponents who plan to throw or mash {{clr|P|2P}} as you land, done by performing a gatling into it from a jump-in. Otherwise too slow and unsafe to see much use in neutral, and even in the event you make the correct read with {{clr|D|j.D}}, using meter to cancel into {{clr|H|632146H}} or RC is still recommended to get consistent reward as it is throw punishable on normal hit at most spacings. | |||
Simple to gatling into from a rising {{clr|K|j.K}} air-to-air, which is VERY rewarding in the corner with the wallbounce property, allowing it to start a full juggle combo with {{clr|S|c.S}}, also has some niche uses in corner combos as a way to save stamina after a Roman Cancel, this is mostly seen after a throw. | |||
Can hit lower on block to be safe, but is usually punishable by throw otherwise. If Sin lands before the attack goes active, he doesn't suffer from additional landing recovery, potentially allowing him to ambiguously land and go for a low. General strategies employing {{clr|D|j.D}} often leave large gaps, however, so ensure the opponent is properly conditioned before attempting them. | |||
* Air jump and air dash cancelable. | |||
* Ground and wall bounces on air hit. | * Ground and wall bounces on air hit. | ||
}} | }} | ||
Line 244: | Line 393: | ||
|recovery = 38 | |recovery = 38 | ||
}} | }} | ||
Allows for a auto timed safejump via {{clr|P|5P}} (whiff)>IAD | Allows for a auto timed safejump via Throw > {{MMC|input=5P|label={{clr|P|5P}}}} (whiff) > IAD > FDC > {{MMC|input=j.S|label={{clr|S|j.S}}}}. | ||
Optionally, Throw > {{MMC|input=236K|label={{clr|K|236K}}}} (whiff) > {{MMC|input=c.S|label={{clr|S|c.S}}}} is an auto-timed meaty, thought it loses to back-dash unless slightly delayed, and is not safe to reversals. | |||
* Can throw the opponent either forward or backwards. | * Can throw the opponent either forward or backwards. | ||
* Hard knockdown on hit. | * Hard knockdown on hit. | ||
Line 255: | Line 407: | ||
{{GGST_Move_Card | {{GGST_Move_Card | ||
|input=j.6D or j.4D | |input=j.6D or j.4D | ||
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=38}}{{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=0|specialRecovery=10}} | |||
|description= | |description= | ||
* Can throw the opponent either forward or backwards. | * Can throw the opponent either forward or backwards. | ||
* Hard knockdown on hit. | * Hard knockdown on hit. | ||
* Counter Hit state during recovery until landing. | * Counter Hit state during recovery until landing. | ||
}} | |||
===<big>Wild Assault</big>=== | |||
{{InputBadge|{{clr|D|236D}} with 50% Burst (Hold OK)}} | |||
{{GGST Move Card | |||
|input=236D,236[D] |versioned=input | |||
|frameChart= | |||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = 236D | |||
|title = '''Wild Assault''' | |||
|startup = 16 | |||
}} | |||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = 236[D] | |||
|title = '''Fully Charged Wild Assault''' | |||
}} | |||
|description= | |||
{{GGST/WildAssaultLabel|type=orange}} | |||
Sin's preferred way to spend his burst, if he doesn't have enough for gold psych burst. | |||
A fast lunge forward commonly used for combos and pressure extension. | |||
This move is especially powerful on Sin thanks to its ability to reset pressure and convert without the use of stamina or tension, allowing him to more frequently threaten full combos from pokes and mixups. Since he has an easier time securing a wallbreak to gain positive bonus than most characters, it's good to use it liberally. | |||
Using wild assault when an opponent is wall-splat is almost always worth it if Sin is lacking tension for {{MMC|input=236236P|label={{clr|P|Tyrant Barrel}}}}, since it grants him HKD oki to continue pressure afterwards, shouldn't be done if {{MMC|input=5D|label={{clr|D|5[D]}}}} or {{MMC|input=6H|label={{clr|H|6H}}}} can end the round instead. | |||
Combos off of any level 2 normal ({{MMC|input=f.S|label={{clr|S|f.S}}}} / {{MMC|input=2S|label={{clr|S|2S}}}}) or higher, which notably allows sin to more extensively combo off of his long range pokes or start pressure if they are blocked. | |||
Charging Wild Assault results in a greater launch, Charged Wild Assault is often used as a reversal punish, as it locks the opponent out of burst and gives a full air combo. | |||
*Normal, special, jump, and backdash cancelable. | |||
*Drains 7.14% of the opponent's [[../Mechanics#Burst Gauge|Burst Gauge]] on hit or block. | |||
*Applies Hard Knockdown when launching or when used to [[../Damage#The Wall|Wall Break]]. | |||
}} | }} | ||
==Special Moves== | ==Special Moves== | ||
{{note|Sin's Special moves have specific cancel windows into Follow-Ups and Gazelle Step which are denoted using squares with yellow underlines on framecharts of the Specials.}} | |||
===<big>Beak Driver</big>=== | ===<big>Beak Driver</big>=== | ||
{{InputBadge|{{clr|H|236H}}}} | {{InputBadge|{{clr|H|236H}}}} | ||
Line 273: | Line 454: | ||
|input=236H, 236H~H | |input=236H, 236H~H | ||
|versioned=name | |versioned=name | ||
|frameChart= | |||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = 236H | |||
|title = '''Beak Driver''' | |||
|frcStart = 17 | |||
|frcEnd = 31 | |||
}} | |||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = 236H~H | |||
|title = '''Follow-Up''' | |||
|frcStart = 14 | |||
|frcEnd = 23 | |||
}} | |||
|description= | |description= | ||
;{{clr|H|236H}} | ;{{clr|H|236H}} | ||
Beak Driver should | Sin's signature move, a massive horizontal thrust attack that covers roughly 1/2 of the screen. | ||
Sin's largest poke and his main pressure extender. Comes with an extended hurtbox during recovery and is vulnerable to {{clr|P|6P}}s, but that's all part of the plan. Conditioning your opponent around this move is one of Sin's best ways to force counter hits and whiff punishes. Just don't whiff it and Sin will take care of the rest. | |||
Beak Driver should be used cautiously without a bar of stamina ready, as without the followup it's punishable both on block and ''on hit'' (if the opponent is left grounded, it's still safe to use after {{MMC|input=6K|label={{clr|K|6K}}}}, {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=6H|label={{clr|H|6H}}}}, or {{MMC|input=2D|label={{clr|D|2D}}}}), and the extended hurtbox during recovery means it can be difficult to make properly spaced to stay safe. | |||
On block, it can either continue into the follow-up to become safe, or sin can use Gazelle Step to threaten with a throw. Due to the window for a follow-up extending well into the recovery frames, delaying either of these options is powerful for frametraps and measuring the opponent's reactions. | |||
* Launches into a Rolling Tumble on air hit. | * Launches into a Rolling Tumble on air hit. | ||
Line 283: | Line 482: | ||
---- | ---- | ||
;{{clr|H|236H~H}} | ;{{clr|H|236H~H}} | ||
Quick, safe-on-block advancing strike. Sin advances ''before'' the hitbox comes out, so the move will rarely meaty outside of opponents falling into it or being hit during backdash. | |||
Used to confirm from Beak Driver on hit into a soft knockdown, providing great corner carry while keeping Sin close to his opponent and adding some extra damage. Great for frametrapping opponents and makes Beak Driver safe on block as well. Allows Sin to threaten with Gazelle Step off of a blocked Beak Driver in neutral as they might be afraid to challenge due to this move's existence. | |||
* Costs 1 bar of Stamina. | * Costs 1 bar of Stamina. | ||
Line 294: | Line 495: | ||
|input=623S, 623S~S | |input=623S, 623S~S | ||
|versioned=name | |versioned=name | ||
|frameChart= | |||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = 623S | |||
|title = '''Hawk Baker''' | |||
|frcStart = 39 | |||
|frcEnd = 54 | |||
}} | |||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = 623S~S | |||
|title = '''Follow-Up''' | |||
|frcStart = 13 | |||
|frcEnd = 15 | |||
}} | |||
|description= | |description= | ||
;{{clr|S|623S}} | ;{{clr|S|623S}} | ||
Meterless invincible reversal with two hits. There is a punishable gap between the first and second hit, | |||
* 16f gap on block between the first and second | Rising invincible flag strike. | ||
Meterless invincible reversal with two hits. There is a large, punishable gap between the first and second hit, granting the opponent a guaranteed punish if they are ready, skipping the minigame of the follow-up altogether. | |||
Notably confirms into {{FLMMC|236236P}} ({{clr|P|236236P}}) on hit using a kara cancel. This allows Sin to steal back his turn with a wallbreak in the corner after being left negative by moves such as {{MMC|input=236H~H|label=[[#Beak Driver|Beak Driver's Followup]]}} ({{clr|H|236H~H}}). | |||
Normally, {{clr|S|623S}} into {{FLMMC|66 after special move}} will allow for {{keyword|meaty}} {{MMC|input=c.S|label={{clr|S|c.S}}}}, allowing Sin to start his pressure. When used in combos or on {{keyword|Counterhit}}, Sin will instead be + enough after Gazelle Step to allow {{MMC|input=6K|label={{clr|K|6K}}}} and {{FLMMC|214S}} ({{clr|S|214S}}) to meaty, giving Sin a high / low mix. | |||
Inconsistent as an anti-air, as the first hit usually knocks opponents too far for the second hit to confirm into standard Gazelle oki. These situations can often still lead to staminaless oki through a dash up {{clr|S|c.S}} or a combo with a {{ComboText|{{clr|S|623S~S}}~66 > {{clr|S|c.S}}}} link, but these are highly dependent on where the opponent was hit and whether it was counterhit. | |||
* Strike invincible during start-up. | |||
* Counter Hit state during recovery. | |||
* Cannot Roman Cancel unless the opponent is in hitstun or blockstun. | |||
* 16f gap on block between the first and second hit. | |||
---- | ---- | ||
;{{clr|S|623S~S}} | ;{{clr|S|623S~S}} | ||
Large invincible upward strike. | |||
Powerful, invincible frametrap to condition opponents into not punishing Hawk Baker. However if they wait, you will still get punished as this follow-up is -19 on block. | |||
Useful in combos where opponents aren't high enough to be picked up after {{FLMMC|214S}} ({{clr|S|214S}}), though this does cost 2 bars of stamina, since you will need to use both this move and {{FLMMC|66 after special move}} to continue the combo. You can also use this move before a kara cancel to allow Hawk Baker to combo into {{FLMMC|632146H}} to get a wallbreak from almost anywhere, albeit with worse damage than simply doing kara {{FLMMC|236236P}}. | |||
This move's launch is heavily affected by Combo Decay, launching high enough to combo into {{MMC|input=5K|label={{clr|K|5K}}}} or {{MMC|input=c.S|label={{clr|S|c.S}}}} on most starters (before 60% combo proration is reached), but quickly scaling to fall out after a few hits of a combo. ({{MMC|input=2K|label={{clr|K|2K}}}} > {{MMC|input=2D|label={{clr|D|2D}}}} won't work, but {{clr|K|2K}} on its own will.) Hawk Baker itself has 60% proration, and thus it cannot be picked up when used raw, such as when used as a reversal. This is negligible if Sin has tension due to kara-cancelled supers being an option instead. | |||
* Strike invincible during start-up. | |||
* Counter Hit state during recovery. | |||
* Costs 1 bar of Stamina. | * Costs 1 bar of Stamina. | ||
* Launches on hit. | * Launches on hit. | ||
Line 311: | Line 547: | ||
|input=236K, 236K~K | |input=236K, 236K~K | ||
|versioned=input | |versioned=input | ||
|frameChart= | |||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = 236K | |||
|title = '''Elk Hunt''' | |||
|frcStart = 25 | |||
|frcEnd = 37 | |||
}} | |||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = 236K~K | |||
|title = '''Follow-Up''' | |||
|frcStart = 14 | |||
|frcEnd = 16 | |||
}} | |||
|description= | |description= | ||
;{{clr|K|236K}} | ;{{clr|K|236K}} | ||
Fast moving, low-profile approach tool that hits low. | |||
Somewhat limited by its startup as it's not fast enough to be usable in most combos pre-launch and leaves a large gap for the opponent to fight back in blockstrings. Particularly weak to being thrown when used as a low option without proper spacing, since it advances Sin immediately next to the opponent and thus keeps his throw hurtbox well within range of someone who's expecting it. | |||
Still has its uses as compared to other special moves it is somewhat safe on block without its follow-up, and can catch people low that are blocking high in anticipation of {{MMC|input=214S|label=[[#Hoof Stomp|Hoof Stomp]]}}. | |||
One of Sin's best combo enders on already launched opponents, it allows him to close the gap and knocks them just high enough to give Sin time to run in and get a meaty. | |||
---- | ---- | ||
;{{clr|K|236K~K}} | ;{{clr|K|236K~K}} | ||
Large energized punch that leaves Sin quite plus for pressure extensions. | |||
Useful as a low-risk, high-reward frame trap. Elk Hunt is just minus enough to tempt opponents into trying to punish it on block, and if delayed, this follow-up can counter hit them for a sizable combo at the cost of 1 more stamina for {{MMC|chara=Sin Kiske|input=66 after special move|label=[[#Gazelle Step|Gazelle Step]]}}. If they resist the temptation and continue blocking, this will still guard crush and leave you very plus on block. | |||
Cancelling this into [[#Gazelle Step|Gazelle Step]] is +6 on block, letting Sin approach while maintaining large frame advantage at the cost of 2 Stamina bars. Doing so is also great for attempting a frametrap with {{clr|D|2D}}, which works on MOST characters. (Loses to Sol {{MMC|chara=Sol Badguy|input=5K|label={{clr|K|5K}}}}, trades with {{MMC|chara=Sol Badguy|input=5P|label=Sol}}/ {{MMC|chara=May|input=5P|label=May}}/{{MMC|chara=Giovanna|input=5P|label=Giovanna}}/{{MMC|chara=Baiken|input=5P|label=Baiken}} {{clr|P|5P}} and Millia {{MMC|chara=Millia Rage|input=2P|label={{clr|P|2P}}}}, however trading still leaves Sin in a favorable position due to {{clr|D|2D}}'s HKD.) | |||
* Costs 1 bar of [[#Stamina|Stamina]]. | * Costs 1 bar of [[#Stamina|Stamina]]. | ||
Line 330: | Line 587: | ||
|input=214S, 214S~S | |input=214S, 214S~S | ||
|versioned=input | |versioned=input | ||
|frameChart= | |||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = 214S | |||
|title = '''Hoof Stomp''' | |||
|frcStart = 25 | |||
|frcEnd = 37 | |||
}} | |||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = 214S~S | |||
|title = '''Follow-Up''' | |||
|frcStart = 14 | |||
|frcEnd = 16 | |||
}} | |||
|description= | |description= | ||
;{{clr|S|214S}} | ;{{clr|S|214S}} | ||
* Ground bounces on air hit. | Forward advancing, low-crushing, multi-hitting overhead stomp. | ||
Useful as a predictive low crush, or overhead meaty to beat throws and parries when you have meter. The first hit reaches high, a bit above standing height, and the second hits low profile opponents, both are overheads. Great for dealing with moves like Nagoryuki's {{MMC|game=GGST|chara=Nagoriyuki|input=2S Level 2|label={{clr|S|2S}}}}. It can still lose to some high hitting or active lows like {{MMC|chara=Leo Whitefang|input=2D|label=Leo}} or {{MMC|chara=Giovanna|input=2D|label=Giovanna}}'s {{clr|D|2D}}s. | |||
{{clr|S|214S}} also serves as high-hitting counterpart to {{MMC|input=6K|label={{clr|K|6K}}}}. Both {{clr|S|214S}} and {{clr|K|6K}} are 21f startup, potentially creating an un-fuzzyable high/low situation from any move that can gatling into {{clr|K|6K}}. | |||
Very rewarding to hit against airborne opponents, since it causes a ground bounce for a juggle combo, usually resulting in a wallbreak given Sin has stamina and tension. | |||
Be ready to cancel this move with either the follow-up or a Roman Cancel because the move is -11 on block and still -8 '''on hit'''. Given its forward advancing nature, is punishable on hit by almost, if not, everyone's {{clr|S|c.S}} for big damage depending on who's hitting it. | |||
* Ground bounces on air hit. Useful for combos with Gazelle Step into {{clr|K|5K}}/{{clr|K|2K}}/{{clr|S|c.S}}. | |||
---- | ---- | ||
;{{clr|S|214S~S}} | ;{{clr|S|214S~S}} | ||
Large forward swipe with plenty of pushback on block. | |||
Basic frametrap ender. Usually used to make Hoof Stomp safe when the opponent guesses correctly on the high mix. The pushback is usually enough to make it safe but disadvantageous on block as long as it is not instant blocked. This is usually not a problem though as there is a hefty cancel window to delay the timing, so long as you're not worried about reversals. | |||
* Costs 1 bar of Stamina. | * Costs 1 bar of Stamina. | ||
Line 347: | Line 629: | ||
{{GGST_Move_Card | {{GGST_Move_Card | ||
|input=66 after special move | |input=66 after special move | ||
|frameChart= | |||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = 66 after special move | |||
|recovery = 24 | |||
}} | |||
|description= | |description= | ||
Gazelle Step is important | |||
Lightning fast forward dash follow-up. | |||
Used to punish opponents sleeping at the wheel. While mostly reactable, Gazelle Step is fast enough to catch opponents off-guard, especially if they've been conditioned to block. This is best done after making them block a special move such as {{MMC|input=236H|label=[[#Beak Driver|Beak Driver]]}} ({{clr|H|236H}}) but '''before''' you do the follow-up. This will make it harder to react to/punish, as they also have the threat of the follow-up to consider. If done after the follow-up, it's much easier to react to as Sin has exhausted all of his other options at that point, making Gazelle much more predictable. | |||
Gazelle Step is also incredibly important for maintaining pressure on hit after most combos since they tend to send the opponent far away. This leaves you much closer, sometimes with the potential of oki, at the cost of an extra bar of stamina. | |||
Finally, Gazelle also opens the way to Sin's most optimal combo enders through Kara {{MMC|input=632146H|label=[[#R.T.L|R.T.L]]}} ({{clr|H|632146H}}) and Kara {{MMC|input=236236P|label=[[#Tyrant Barrel|Tyrant Barrel]]}}. These allow Sin to convert almost all of his combos into a highly advantaged wall break, so long as he has one extra stamina and 50% Tension. The timing of both of these inputs vary based on which special or follow-up was done beforehand, making this a tricky but '''highly''' rewarding technique. | |||
* Costs 1 bar of Stamina. | * Costs 1 bar of Stamina. | ||
* Sin can cancel into this on hit or block from any special or special | * Sin can cancel into this on hit or block from any special or special follow-up besides {{MMC|input=63214P|label=[[#Still Growing|Still Growing]]}} ({{clr|P|63214P}}). | ||
}} | }} | ||
Line 359: | Line 653: | ||
|input=63214P | |input=63214P | ||
|versioned=input | |versioned=input | ||
|frameChart= | |||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = 63214P | |||
|recovery = 49 | |||
}} | |||
|description= | |description= | ||
Sin | A semi-long animation in which Sin eats one of five random food items. | ||
Still growing grants Sin a random effect, with a random potency and duration from 2-6 seconds. This move is best used after a hard knockdown, or after a combo that sends the opponent away from Sin. | |||
Sadly the effect of the food varies from irrelevant to okay at best. Besides the food item and color around Sin indicating which buff he got, there are no visual indicators (except for the Health/Tension rewards) to show what strength or length of buff you are recieving, limiting the usefulness of this move, as you cannot play around a buff that you do not know. Additionally, due to usually receiving the weakest strength benefits, it is rarely worth using unless completely free of risk, or to deliberately piss off your opponent. | |||
* {{clr|H|Meat on the Bone}}: increases | * {{clr|H|Meat on the Bone}}: increases damage done for a short time. | ||
* {{clr|S|Lobster}}: reduces | * {{clr|S|Lobster}}: reduces damage taken for a short time. | ||
* {{clr|K|Fish}}: increases | * {{clr|K|Fish}}: increases movement speed. | ||
* Ice-Cream: grants Tension. | * Ice-Cream: grants Tension. | ||
* {{clr| | * {{clr|6|Lizard}}: restores Health. | ||
For full information on the rates and effects of food items, see [[ | For full information on the rates and effects of food items, see [[/Frame_Data#Still_Growing|the Full Frame Data page]] | ||
}} | }} | ||
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{{GGST_Move_Card | {{GGST_Move_Card | ||
|input=632146H, 632146HH | |input=632146H, 632146HH | ||
|frameChart= | |||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = 632146H | |||
|title = '''R.T.L''' | |||
|recovery = 25 | |||
|specialRecovery = 32 | |||
}} | |||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = 632146HH | |||
|title = '''{{clr|H|5H}} Follow-Up''' | |||
|recovery = 39 | |||
|specialRecovery = 15 | |||
}} | |||
|versioned=input | |versioned=input | ||
|description= | |description= | ||
;{{clr|H|632146H}} | ;{{clr|H|632146H}} | ||
''During R.T.L Sin can perform up to | ''During R.T.L Sin can perform up to two additional follow-up hits by holding a direction and pressing {{clr|H|H}}. Can go into {{clr|H|643216H~H}} by pressing {{clr|H|H}} without holding a direction'' | ||
A flashy, invincible, forward advancing charge attack. A technique he {{MMC|chara=Ky Kiske|input=632146H|label=inherited from his father}}, but with a twist. | |||
Sin's invincible overdrive, with (almost) full-screen carry into a wall break for large damage. It is slightly slower than other invincible reversals, making it somewhat easier to evade, but compensates with extremely large range. 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 {{clr|H|632146H~H}} afterwards. | |||
Kara R.T.L is an invaluable tool in Sin's arsenal, allowing him to wall break from nearly any combo so long as he has one bar of stamina (It will not, however, use stamina). This results in very damaging combos, and advantageous situations post-wallbreak. However, it is largely overshadowed by {{MMC|input=236236P|label=[[#Tyrant Barrel|Tyrant Barrel]]}} near the corner, as R.T.L's damage is significantly lower than Tyrant Barrel's clean hit. It is recommended to learn this technique once you've gotten the basics down to fully take advantage of this super. | |||
*Can only perform the follow up attacks if the previous hit connected. | |||
*Follow up attacks have a punishable 11F gap between them on block. | |||
* On Wall Break results in a Hard Knockdown for +36 frame advantage. | |||
---- | ---- | ||
;{{clr|H|632146H~H}} | ;{{clr|H|632146H~H}} | ||
Sin | A large explosion radiating from Sin. | ||
Produces an explosion in place, consuming ''all'' remaining Tension regardless of how much is left over. The damage dealt and size of the hitbox is roughly proportional to the amount of Tension consumed upon use. Because this move leaves you with 0% Tension afterwards, it is not recommended to use unless you are sure it will end the round, or you are confident enough to continue the round with whatever meter you will build afterwards. | |||
Once again largely overshadowed by {{MMC|input=236236P|label=[[#Tyrant Barrel|Tyrant Barrel]]}} for damage near the corner. Without nearly 100% Tension, R.T.L with explosion will do less damage than TB, and the potential extra damage is rarely ever worth the metered cost. This followup is instead often used to guarantee a wallbreak when R.T.L just barely misses the mark. | |||
* | * On Wall Break results in a Hard Knockdown for +36 frame advantage. | ||
}} | }} | ||
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{{GGST_Move_Card | {{GGST_Move_Card | ||
|input=236236P, 236236P~]P[ | |input=236236P, 236236P~]P[ | ||
|frameChart= | |||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = 236236P | |||
|title = '''Tyrant Barrel''' | |||
}} | |||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = 236236P~]P[ | |||
|title = '''Follow-Up''' | |||
}} | |||
|versioned=input | |versioned=input | ||
|description= | |description= | ||
;{{clr|P|236236P}} | ;{{clr|P|236236P}} | ||
A point blank explosion followed by a powerful punch. A technique Sin likely created as an {{MMC|chara=Sol Badguy|input=632146H|label=[[GGST/Sol Badguy#Tyrant Rave|homage]]}} to the man who raised him. | |||
Sin's highest damage combo ender when timed correctly. The initial strike hits closer to the ground, meaning it can sometimes whiff on high launches, particularly after {{MMC|input=2H|label={{clr|H|2H}}}} or {{MMC|input=6H|label={{clr|H|6H}}}}. | |||
Can be {{keyword|kara cancel}}led via {{MMC|input=66 after special move|label=Gazelle Step}} after most of Sin's specials if he has at least 1 Stamina. This allows for extremely rewarding combo enders which would normally require a [[GGST/Mechanics#Roman Cancels|Roman Cancel]] extension. | |||
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 {{MMC|input=63214P|label=[[#Still Growing|Still Growing]]}} and okizeme with {{clr|S|2S}}. However, as this costs 50% meter and doesn't deal particularly high damage, this is generally a very niche use not worth the cost. | |||
* Does not cause a Wall Break without performing the follow-up attack. | * Does not cause a Wall Break without performing the follow-up attack. | ||
---- | ---- | ||
;{{clr|P|236236P~]P[}} | ;{{clr|P|236236P~]P[}} | ||
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 | 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 Clean Hit, as if the input is even slightly late the strike will instead {{keyword|OTG}}, dealing an awful 40 damage and causing a soft knockdown while forfeiting Sin's turn. Thus, it is often better to aim to hit slightly early, and get most of the damage unless the Clean Hit is absolutely necessary. | ||
A Clean Hit will almost always allow for a follow-up {{MMC|input=c.S|label={{clr|S|c.S}}}}, {{MMC|input=214S|label=[[#Hoof Stomp|Hoof Stomp]]}}, or {{MMC|input=2H|label={{clr|H|2H}}}} {{keyword|okizeme}} midscreen, giving Sin a full strike/throw, high/low mixup. Non-Clean Hits allow for much weaker okizeme midscreen, only giving enough time for longer reaching buttons to {{keyword|meaty}} (such as {{MMC|input=2S|label={{clr|S|2S}}}}, {{clr|H|2H}}, and {{MMC|input=6H|label={{clr|H|6H}}}}). Near the corner, if the wall doesn't break, any Hit will allow even {{MMC|input=6K|label={{clr|K|6K}}}} to {meaty the opponent, giving him even more extremely potent mixups. | |||
* Launches into a Hard Knockdown on hit. Causes a Rolling Tumble on | * Launches into a Hard Knockdown on hit. Causes a Rolling Tumble on Clean Hit. | ||
* | * Clean Hit has a 2 frame window. | ||
* On Wall Break results in a Hard Knockdown for +36 frame advantage. | * On Wall Break results in a Hard Knockdown for +36 frame advantage. | ||
}} | }} | ||
==Colors== | ==Colors== | ||
{{GGSTColors|color12= | {{GGSTColors|color12=2|Size=160}} | ||
==Navigation== | ==Navigation== | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
{{ | {{GGST/Navigation}} | ||
{{Overview/SEO | |||
|summary=The 5 year old son of Ky and Dizzy. He strikes with a constant barrage of rekka attacks, but must pace himself to avoid running out of Stamina.}} | |||
[[Category:Guilty Gear|Sin Kiske]] |
Latest revision as of 18:07, 26 April 2024
Overview
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 all of his special moves (except for Still GrowingGuard-StartupRecoveryTotal 49Advantage-) into follow-ups that can deal extra damage, frame trap, and improve his frame data on block, or into Gazelle StepGuard-StartupRecoveryTotal 24Advantage-, a lightning fast dash that quickly closes the space between him and his opponent. 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 BarrelGuardAllStartup9+1Recovery38Advantage-22 or R.T.LGuardAllStartup11+5Recovery25+32 After LandingAdvantage-55 for good damage and a possible wall break.
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, his specials can be punished without the fear of a frame trap, 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 2SGuardAllStartup12Recovery13Advantage-5, f.SGuardAllStartup11Recovery19Advantage-8 and 5KGuardAllStartup7Recovery12Advantage-3 are solid pokes in neutral, Elk HuntGuardLowStartup21Recovery15Advantage-8 is a fast moving approach tool with a low profile, and Beak DriverGuardAllStartup16Recovery22Advantage-14 hits from very far away, though its hurtbox leaves much to be desired. He fares quite well against airborne opponents, with 6PGuardAllStartup11Recovery20Advantage-12, 5PGuardAllStartup6Recovery7Advantage0, and j.HGuardHighStartup11Recovery26Advantage+3 (IAD) providing stellar control over his airspace. On defense, Sin has Hawk BakerGuardAllStartup9Recovery36Advantage-26, an incredibly 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!Damage Received Mod |
×1.05 |
Guts Rating |
2 |
Prejump |
4F |
Backdash |
24F Duration |
1-6F Invuln |
1-20F Semi-AirborneImmune to grabs and considered airborne if hit during this time, but is otherwise considered grounded such as when performing a Roman Cancel. |
Unique Movement Options |
Gazelle Step |
Fastest Attack |
2PGuardAllStartup5Recovery9Advantage-2 (5F) |
Reversals |
Hawk Baker (9F) R.T.L (10+5F) |
Sin Kiske is an aggressive character who uses his unique resource and special move follow-ups to keep up the pressure on his opponent. | |
Pick if you like | Avoid if you dislike |
|
|
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-, which is usable after any special move or it's follow-up (other than Still Growing), opening up the way for mix-ups, pressure resets, and far-carrying combo routes.
The Stamina Gauge is comprised of 3 Bars, and performing a Follow-up uses 1 Bar. Two seconds (one second for Gazelle Step) after spending a Bar, the Gauge will begin to gradually refill, filling faster the less Stamina Sin currently has remaining. If the Stamina 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 punishment.
The First Bar is the closest to the flag icon, while the Last Bar is the farthest from it.
Each bar consists of 5000 units, for a total of 15000 units.
After 120 frames (60 frames for Gazelle Step), the Gauge will begin to gradually refill.
Regeneration rates are different for each bar of Stamina.
- First Bar refills at a rate of 40 units/frame (125 frames to full).
- Middle Bar refills at a rate of 70 units/frame (72 frames to full).
- Last Bar refills at a rate of 100 units/frame (50 frames to full).
Normal Moves
5P
A fast long range jab that is mostly used as an anti-air.
A decent check for against airborne opponents, but otherwise should be used with caution as its hitbox is relatively thin, causing it to whiff on all crouching characters and even standing Giovanna.
Sees some use as a frame kill A technique where specific attacks or inputs are used to "kill time" to make timing a specific setup easier. after a throw or super wallbreak to time safejumps and meaties, as it has the shortest duration of all of Sin's moves.
Quite good as an AA if the opponent is too close for 6PGuardAllStartup11Recovery20Advantage-12 or you don't want to commit to its longer animation. This is not always recommended though as 5P lacks 6P's upper-body invulnerability.
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 with low startup/recovery.
A great compliment to f.SGuardAllStartup11Recovery19Advantage-8 and 2SGuardAllStartup12Recovery13Advantage-5 as it is faster to start at the cost of some range. Great for stuffing opponent's approaches where speed is more valued than size. Can also function as a decent high-profile to some low pokes.
It's possible to cancel 5K into Hawk BakerGuardAllStartup9Recovery36Advantage-26, letting Sin start his extremely powerful meterless wallbreak combos beyond the range of c.SGuardAllStartup7Recovery10Advantage+1, but it can fail to combo at the very tip of the hitbox. This cancel is also important for meterless damage in the corner, as after 2HGuardLow, AllStartup14Recovery27Advantage-16 > 214SGuardHighStartup21Recovery22Advantage-11 the opponent will bounce with just enough height to be picked up by 5K.
- 5K > 2D combos at most ranges on grounded opponents.
- 5K > 6H combos on crouching hit and counter hit.
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
---|---|---|---|---|---|---|
41 | All | 7 | 6 | 10 | +1 |
The cornerstone of Sin's pressure.
Its frame advantage, wide array of gatlings, and cancel options force his opponents to respect this move. Thanks to its many active frames c.S also makes for a great meaty attack Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals., giving great reward on hit and leading to good pressure on block.
On block, Sin can either delay gatling into another normal and go for a strike/throw mix-up, or choose between Hoof StompGuardHighStartup21Recovery22Advantage-11 and 6KGuardLowStartup21Recovery10Advantage+3 for an easy high/low mix-up. Both Hoof Stomp and 6K leave a 5 frame gap when cancelled from c.S, so a ready opponent can punish with 5 frame or faster abare An attack during the opponent's pressure, intended to interrupt it. or an invincible reversal.
On hit, Sin can gatling into 2HGuardLow, AllStartup14Recovery27Advantage-16 for highly damaging combo routes with lots of corner carry that usually results in a wall break, especially with meter. Given 2H's hit-confirm difficulty and disadvantage on block, it may sometimes be worthwhile to use 5HGuardAllStartup16Recovery18Advantage-2 or 6HGuardAllStartup15Recovery17Advantage-4 instead for safety. The reward on hit for 5H/6H is not as good, but saves some stamina if the opponent does block.
The upper hitbox doesn't reach quite as high as the animation would suggest. That being said, c.S can still serve as a high-risk high-reward anti-air as an air Counter Hit results in a massive combo.
- 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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
---|---|---|---|---|---|---|
34 | All | 11 | 3 | 19 | -8 |
A fairly strong long and fast midrange poke and whiff punish tool.
Faster and longer range than 2SGuardAllStartup12Recovery13Advantage-5, but with less active frames and more recovery. While 2S benefits from a lower hitbox, allowing it to fight 6P's, f.S can counter moves that would high profile 2S.
For most of this move's range, gatling into H options will cause Sin to whiff, leaving him very punishable. Buffering into Beak DriverGuardAllStartup16Recovery22Advantage-14 or Elk HuntGuardLowStartup21Recovery15Advantage-8 are generally safe options, though Beak Driver won't combo at max range without Counter Hit, and Elk Hunt won't combo without counter hit, requiring stamina to be made safe.
- Disjointed at its tip.
- Loses to low profile.
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 | -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 |
---|---|---|---|---|---|---|
25, 25 | All | 16 | 3(12)3 | 18 | -2 |
A two-hit advancing normal that is the safer, but less rewarding, counterpart to 2HGuardLow, AllStartup14Recovery27Advantage-16. A good choice to avoid eating a reversal after a blocked c.S, as other options require stamina or tension to become safe.
Not useful in neutral due to having a relatively small hitbox and exceptionally long total animation time. This move instead shines in pressure. Being Sin's only level 4 normal, this move allows for Sin to frametrap into Hoof StompGuardHighStartup21Recovery22Advantage-11 and Elk HuntGuardLowStartup21Recovery15Advantage-8, trading with 3 frame buttons. It's only -2 on block, meaning it is impossible to punish without Instant Block. However, the large amount of pushback on block also means that throws require a notable dash up, making the strike / throw mix on 5H somewhat weak.
Sin's primary options to combo off 5H are 623S~SGuardAllStartup12Recovery33Advantage-19~66, Hoof Stomp, and Elk Hunt which in low gravity scaling gives strong extensions at the cost of 2 bars of Stamina.
- Both hits are special cancellable.
- Small disjoint at its edge.
- Leaves opponents grounded.
- Can be low profiled.
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 |
---|---|---|---|---|---|---|---|
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 5KGuardAllStartup7Recovery12Advantage-3, 2KGuardLowStartup6Recovery11Advantage-2, or c.SGuardAllStartup7Recovery10Advantage+1 for an unsafe mix-up that can be made safe on block or converted into a full combo on hit by using Roman Cancel. Hoof StompGuardHighStartup21Recovery22Advantage-11 (214S) is overall more useful as an overhead due to its speed and low crushing properties. 1f faster than 6K while gatling off of a lot of the same buttons, letting it frametrap if the opponent has been conditioned to block low or interrupt 6K with 5f buttons.
- 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. 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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. Is otherwise a fairly standard 2P.
This is 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 2 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 |
A fast low poke with decent range.
A useful move both in neutral and as combo filler due to its helpful gatlings into 6HGuardAllStartup15Recovery17Advantage-4 for corner juggles and 2DGuardLowStartup10Recovery15Advantage-7 for blockstrings. Is also a strong option to take advantage of 6KGuardLowStartup21Recovery10Advantage+3's plus frames due to its relatively long range, potential to hard knockdown on hit, and is fast enough to frametrap jump startup when +3.
- 2K > 2D combos at most ranges on grounded opponents.
- 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 |
A fairly strong, low-to-the-ground, midrange poke.
The low-reaching complement to f.SGuardAllStartup11Recovery19Advantage-8 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 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, up close it can be cancelled into 2HGuardLow, AllStartup14Recovery27Advantage-16 or 5HGuardAllStartup16Recovery18Advantage-2, though their limited ranges makes special cancels a generally stronger option from anywhere besides point blank.
- 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 |
Your bread and butter combo tool.
Combos from c.SGuardAllStartup7Recovery10Advantage+1, f.SGuardAllStartup11Recovery19Advantage-8, and 2SGuardAllStartup12Recovery13Advantage-5. Deals less initial damage than 5HGuardAllStartup16Recovery18Advantage-2, but its launching property and forward movement make it a good tool for combos, comboing into Hoof StompGuardHighStartup21Recovery22Advantage-11 (214S) up close and Elk HuntGuardLowStartup21Recovery15Advantage-8 (236K) from farther away.
In blockstrings, this move is very unsafe but very rewarding on hit. It's -16 on block and advances forward, so it must be cancelled to be safe. All special cancel options except Beak DriverGuardAllStartup16Recovery22Advantage-14 (236H) and Hawk BakerGuardAllStartup9Recovery36Advantage-26 (623S) have mashable gaps, 236H requires Sin to spend stamina to stay safe, and 623S is never truly safe. When paired with Hoof StompGuardHighStartup21Recovery22Advantage-11 in blockstrings, 2H is vulnerable to fuzzy guard A defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right. if not delayed, but is the most rewarding low in Sin's kit, netting him high damaging combos with extended wall carry.
In 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. 2H becomes scarier, as it no longer can be fuzzy guarded and has the speed and range to consistently meaty from Sin's knockdowns. However, 6KGuardLowStartup21Recovery10Advantage+3 is significantly safer with only moderately less reward and higher startup.
- 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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
Highly rewarding low poke with good range and active frames.
Sin's main knockdown tool and most common gatling from 5KGuardAllStartup7Recovery12Advantage-3/2KGuardLowStartup6Recovery11Advantage-2. Fills the gap between the faster but shorter 2K and longer but slower 2SGuardAllStartup12Recovery13Advantage-5.
Easily one of Sin's best round start options as it can often trade and give a hard knockdown. Most of his other choices are either lacking in speed or range, so if you want to contest on round start, this tends to be your best option.
Decently safe if spaced, and auto-frametraps into Beak DriverGuardAllStartup16Recovery22Advantage-14 on block, but this costs stamina, so it shouldn't be used belligerently.
Combos into Hawk BakerGuardAllStartup9Recovery36Advantage-26 (623S) for a combo with decent corner carry at the cost of 2 bars of stamina. Confirmable on counter-hit into Hoof StompGuardHighStartup21Recovery22Advantage-11 (214S) for a strong combo.
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 |
Fast, long reaching upper body invulnerable strike. Great for counter poking and anti-airing.
Sin's go-to mid-crusher and anti-air due to its simple input, fast startup, and massive horizontal hitbox. Easily Sin's best anti-air as 5PGuardAllStartup6Recovery7Advantage0 and c.SGuardAllStartup7Recovery10Advantage+1 lack upper body invulnerability, and Hawk BakerGuardAllStartup9Recovery36Advantage-26 (623S) requires a DP motion which can potentially be missed in the heat of the moment.
On a close air counter hit, confirm into Hoof StompGuardHighStartup21Recovery22Advantage-11 (214S) for a damaging conversion. Only do this if you're confident on the range, as whiffing 214S sacrifices what could otherwise be an advantageous situation. Any other time, cancel into Elk HuntGuardLowStartup21Recovery15Advantage-8 (236K) to close the distance for some decent oki.
- 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 |
Far reaching, plus on-block low hit.
One of Sin's main pressure resets alongside Elk Hunt's follow-upGuardAll (Guard Crush)Startup13Recovery20Advantage+8. +3 on block, allows for meterless conversions on hit, while having good range AND hitting low, 6K is a move that shines when the opponent has been appropriately conditioned.
Outranges 2D, but is weaker as a round-start option due to its startup. Making an opponent block this move almost always allows for Sin to get in with Elk HuntGuardLowStartup21Recovery15Advantage-8 which leads to another frametrap if Sin has stamina. Has a 5f gap when cancelled from a blocked c.S, but the high pushback of c.S means it can space-trap every character's fastest move (except Axl and Bridget), but to attempt this, c.S must be done without dash momentum and with decent spacing. At worst it will trade (or lose to 4-frame buttons) and grant oki.
On-hit, it can combo into c.S at point-blank to continue with a BnB, but it's usually going to hit too far, so 5K should be used in its place. CH 6K can be easily confirmed into any special except Elk HuntGuardLowStartup21Recovery15Advantage-8.
6K also serves as low-hitting counterpart to Hoof StompGuardHighStartup21Recovery22Advantage-11 (214S). Both 6K and 214S are 21f startup, potentially creating an un-fuzzyable high/low situation from any move that can gatling into 6K.
Be aware that 6K has a large amount of pushback on block, making it vulnerable to faultless defense A special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource. and often pushing Sin too far back for his stronger buttons for pressure to connect after c.S gatlings. Dash momentum when using 6K, and somewhat c.S, as a meaty will counter this pushback, increasing both the moves consistency on hit for combos, and followup pressure on block.
- Plus 3 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 |
A forward advancing, safe on block normal with great utility in combos or as a frame trap.
Functions as a 1 frame faster version of 5H which works better in juggle/anti-air combos with its single hit. Causes a large launch on counter-hit which combos neatly into Charged Wild AssaultGuardAllStartup29Recovery20Advantage-4 for a burst-safe air combo.
While its relatively small hitbox prevents 6H from being much use in neutral, Sin's many gatling routes into it and its launching properties give it a variety of uses for combos and pressure, especially in the corner.
c.SGuardAllStartup7Recovery10Advantage+1 > 6H on block is gapless when done immediately, but if delayed, 6H can be used to counter abare An attack during the opponent's pressure, intended to interrupt it. or catch jump-outs. 5KGuardAllStartup7Recovery12Advantage-3/2KGuardLowStartup6Recovery11Advantage-2 > 6H on block has a 4f gap, which can be used to callout and punish people looking to interrupt a 5K/2K > 6KGuardLowStartup21Recovery10Advantage+3 pressure reset.
- Combos from 5K/2K on crouching 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 |
Quick, forward reaching air button.
A decent button for air-to-air scramble situations where speed is key. Combos into itself on hit for some free damage or better yet, if you manage to connect with j.P while high in the air, you can potentially confirm into j.SGuardHighStartup9Recovery21Advantage+1 (IAD) and/or j.HGuardHighStartup11Recovery26Advantage+3 (IAD) to convert into a grounded combo.
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) |
An angled kick that hits diagonally upward in front of Sin.
A good option to use against jump-happy opponents. A slightly slower, but more rewarding version of j.PGuardHighStartup6Recovery9Advantage-. Doesn't combo into itself but its higher launch allows for more consistent confirms. If used when rising, throw in another j.K or j.HGuardHighStartup11Recovery26Advantage+3 (IAD) to keep them airborne long enough for you to land and confirm. Otherwise if you connect at the height of your jump, or when falling you should have plenty of time to land and confirm without an additional aerial button.
Can be used as a surprise deep jump-in when an opponent was expecting an empty jump or failed to anti-air, connects to Sin's 7 frame buttons when it hits as late as possible.
- Air jump and air dash cancelable.
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) |
A downward angled flagpole strike.
Sin's best jump-in for what it's worth, though its vertical hitbox leaves much to be desired. Otherwise it takes up a good amount of air space in front of Sin. Its gatling into j.HGuardHighStartup11Recovery26Advantage+3 (IAD) makes getting extra damage on an air hit a breeze, especially on counter hit where it because quite easy to convert into a ground combo.
- Air jump and air 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) |
Long reaching disjointed flagpole strike.
An incredible air-to-air button given its size, disjoint, and reward on counter hit. Generally not as good of a jump-in button as j.SGuardHighStartup9Recovery21Advantage+1 (IAD), but when spaced correctly to take advantage of its disjoint it can work quite well. You will mostly be canceling this into jump or air dash, as j.DGuardHighStartup28Recovery16Advantage-3 at best is usually too slow to connect on hit.
- Air jump and air dash cancelable.
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 |
Momentum stalling divekick.
Useful for baiting anti-airs as well as counterhitting opponents who plan to throw or mash 2P as you land, done by performing a gatling into it from a jump-in. Otherwise too slow and unsafe to see much use in neutral, and even in the event you make the correct read with j.D, using meter to cancel into 632146H or RC is still recommended to get consistent reward as it is throw punishable on normal hit at most spacings.
Simple to gatling into from a rising j.K air-to-air, which is VERY rewarding in the corner with the wallbounce property, allowing it to start a full juggle combo with c.S, also has some niche uses in corner combos as a way to save stamina after a Roman Cancel, this is mostly seen after a throw.
Can hit lower on block to be safe, but is usually punishable by throw otherwise. If Sin lands before the attack goes active, he doesn't suffer from additional landing recovery, potentially allowing him to ambiguously land and go for a low. General strategies employing j.D often leave large gaps, however, so ensure the opponent is properly conditioned before attempting them.
- Air jump and air dash cancelable.
- 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 Throw > 5PGuardAllStartup6Recovery7Advantage0 (whiff) > IAD > FDC > j.SGuardHighStartup9Recovery21Advantage+1 (IAD).
Optionally, Throw > 236KGuardLowStartup21Recovery15Advantage-8 (whiff) > c.SGuardAllStartup7Recovery10Advantage+1 is an auto-timed meaty, thought it loses to back-dash unless slightly delayed, and is not safe to reversals.
- 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
Wild Assault
236D with 50% Burst (Hold 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 |
---|---|---|---|---|---|---|---|
236D | 30 | All | 16~28 | 3 | 20 | -4 | |
236[D] | 50 | All | 29 | 3 | 20 | -4 |
Orange Wild Assault: Fast startup with extremely high momentum when canceled. See here for more info on Wild Assault types.
Sin's preferred way to spend his burst, if he doesn't have enough for gold psych burst.
A fast lunge forward commonly used for combos and pressure extension. This move is especially powerful on Sin thanks to its ability to reset pressure and convert without the use of stamina or tension, allowing him to more frequently threaten full combos from pokes and mixups. Since he has an easier time securing a wallbreak to gain positive bonus than most characters, it's good to use it liberally.
Using wild assault when an opponent is wall-splat is almost always worth it if Sin is lacking tension for Tyrant BarrelGuardAllStartup9+1Recovery38Advantage-22, since it grants him HKD oki to continue pressure afterwards, shouldn't be done if 5[D]GuardHighStartup20Recovery26Advantage-15 or 6HGuardAllStartup15Recovery17Advantage-4 can end the round instead.
Combos off of any level 2 normal (f.SGuardAllStartup11Recovery19Advantage-8 / 2SGuardAllStartup12Recovery13Advantage-5) or higher, which notably allows sin to more extensively combo off of his long range pokes or start pressure if they are blocked.
Charging Wild Assault results in a greater launch, Charged Wild Assault is often used as a reversal punish, as it locks the opponent out of burst and gives a full air combo.
- Normal, special, jump, and backdash cancelable.
- Drains 7.14% of the opponent's Burst Gauge on hit or block.
- Applies Hard Knockdown when launching or when used to Wall Break.
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236D | 90% | 4 | Mid | -1 | 2500 | 4000 | 700 | 80% | 25% | |||||||||||||||||||||||||||||||||||||||||||||||||||
236[D] | 100% | 4 | Mid | HKD +64 | 2500 | 3000 | 700 | 80% | 25% |
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
Sin's signature move, a massive horizontal thrust attack that covers roughly 1/2 of the screen.
Sin's largest poke and his main pressure extender. Comes with an extended hurtbox during recovery and is vulnerable to 6Ps, but that's all part of the plan. Conditioning your opponent around this move is one of Sin's best ways to force counter hits and whiff punishes. Just don't whiff it and Sin will take care of the rest.
Beak Driver should be used cautiously without a bar of stamina ready, as without the followup it's punishable both on block and on hit (if the opponent is left grounded, it's still safe to use after 6KGuardLowStartup21Recovery10Advantage+3, 2HGuardLow, AllStartup14Recovery27Advantage-16, 6HGuardAllStartup15Recovery17Advantage-4, or 2DGuardLowStartup10Recovery15Advantage-7), and the extended hurtbox during recovery means it can be difficult to make properly spaced to stay safe.
On block, it can either continue into the follow-up to become safe, or sin can use Gazelle Step to threaten with a throw. Due to the window for a follow-up extending well into the recovery frames, delaying either of these options is powerful for frametraps and measuring the opponent's reactions.
- Launches into a Rolling Tumble on air hit.
- 236H~H
Quick, safe-on-block advancing strike. Sin advances before the hitbox comes out, so the move will rarely meaty outside of opponents falling into it or being hit during backdash.
Used to confirm from Beak Driver on hit into a soft knockdown, providing great corner carry while keeping Sin close to his opponent and adding some extra damage. Great for frametrapping opponents and makes Beak Driver safe on block as well. Allows Sin to threaten with Gazelle Step off of a blocked Beak Driver in neutral as they might be afraid to challenge due to this move's existence.
- 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
Rising invincible flag strike.
Meterless invincible reversal with two hits. There is a large, punishable gap between the first and second hit, granting the opponent a guaranteed punish if they are ready, skipping the minigame of the follow-up altogether.
Notably confirms into Tyrant BarrelGuardAllStartup9+1Recovery38Advantage-22 (236236P) on hit using a kara cancel. This allows Sin to steal back his turn with a wallbreak in the corner after being left negative by moves such as Beak Driver's FollowupGuardAllStartup13Recovery9Advantage-3 (236H~H).
Normally, 623S into Gazelle StepGuard-StartupRecoveryTotal 24Advantage- will allow for meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. c.SGuardAllStartup7Recovery10Advantage+1, allowing Sin to start his pressure. When used in combos or on Counterhit Hitting someone while they are in the startup of an attack. In some games counter hits get enhanced by dealing more damage and giving more frame advantage, which can open up new combo possibilities., Sin will instead be + enough after Gazelle Step to allow 6KGuardLowStartup21Recovery10Advantage+3 and Hoof StompGuardHighStartup21Recovery22Advantage-11 (214S) to meaty, giving Sin a high / low mix.
Inconsistent as an anti-air, as the first hit usually knocks opponents too far for the second hit to confirm into standard Gazelle oki. These situations can often still lead to staminaless oki through a dash up c.S or a combo with a 623S~S~66 > c.S
link, but these are highly dependent on where the opponent was hit and whether it was counterhit.
- Strike invincible during start-up.
- Counter Hit state during recovery.
- Cannot Roman Cancel unless the opponent is in hitstun or blockstun.
- 16f gap on block between the first and second hit.
- 623S~S
Large invincible upward strike.
Powerful, invincible frametrap to condition opponents into not punishing Hawk Baker. However if they wait, you will still get punished as this follow-up is -19 on block.
Useful in combos where opponents aren't high enough to be picked up after Hoof StompGuardHighStartup21Recovery22Advantage-11 (214S), though this does cost 2 bars of stamina, since you will need to use both this move and Gazelle StepGuard-StartupRecoveryTotal 24Advantage- to continue the combo. You can also use this move before a kara cancel to allow Hawk Baker to combo into R.T.LGuardAllStartup11+5Recovery25+32 After LandingAdvantage-55 to get a wallbreak from almost anywhere, albeit with worse damage than simply doing kara Tyrant BarrelGuardAllStartup9+1Recovery38Advantage-22.
This move's launch is heavily affected by Combo Decay, launching high enough to combo into 5KGuardAllStartup7Recovery12Advantage-3 or c.SGuardAllStartup7Recovery10Advantage+1 on most starters (before 60% combo proration is reached), but quickly scaling to fall out after a few hits of a combo. (2KGuardLowStartup6Recovery11Advantage-2 > 2DGuardLowStartup10Recovery15Advantage-7 won't work, but 2K on its own will.) Hawk Baker itself has 60% proration, and thus it cannot be picked up when used raw, such as when used as a reversal. This is negligible if Sin has tension due to kara-cancelled supers being an option instead.
- Strike invincible during start-up.
- Counter Hit state during recovery.
- 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
Fast moving, low-profile approach tool that hits low.
Somewhat limited by its startup as it's not fast enough to be usable in most combos pre-launch and leaves a large gap for the opponent to fight back in blockstrings. Particularly weak to being thrown when used as a low option without proper spacing, since it advances Sin immediately next to the opponent and thus keeps his throw hurtbox well within range of someone who's expecting it.
Still has its uses as compared to other special moves it is somewhat safe on block without its follow-up, and can catch people low that are blocking high in anticipation of Hoof StompGuardHighStartup21Recovery22Advantage-11.
One of Sin's best combo enders on already launched opponents, it allows him to close the gap and knocks them just high enough to give Sin time to run in and get a meaty.
- 236K~K
Large energized punch that leaves Sin quite plus for pressure extensions.
Useful as a low-risk, high-reward frame trap. Elk Hunt is just minus enough to tempt opponents into trying to punish it on block, and if delayed, this follow-up can counter hit them for a sizable combo at the cost of 1 more stamina for Gazelle StepGuard-StartupRecoveryTotal 24Advantage-. If they resist the temptation and continue blocking, this will still guard crush and leave you very plus on block.
Cancelling this into Gazelle Step is +6 on block, letting Sin approach while maintaining large frame advantage at the cost of 2 Stamina bars. Doing so is also great for attempting a frametrap with 2D, which works on MOST characters. (Loses to Sol 5KGuardAllStartup3Recovery25Advantage-16, trades with SolGuardAllStartup4Recovery9Advantage-2/ MayGuardAllStartup4Recovery8Advantage-1/GiovannaGuardAllStartup4Recovery9Advantage-2/BaikenGuardAllStartup4Recovery10Advantage-2 5P and Millia 2PGuardAllStartup4Recovery10Advantage-2, however trading still leaves Sin in a favorable position due to 2D's HKD.)
- 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
Forward advancing, low-crushing, multi-hitting overhead stomp.
Useful as a predictive low crush, or overhead meaty to beat throws and parries when you have meter. The first hit reaches high, a bit above standing height, and the second hits low profile opponents, both are overheads. Great for dealing with moves like Nagoryuki's 2SGuardLowStartup11Recovery21Advantage-11. It can still lose to some high hitting or active lows like LeoGuardLowStartup12Recovery19Advantage-8 or GiovannaGuardLowStartup17Recovery12Advantage-8's 2Ds.
214S also serves as high-hitting counterpart to 6KGuardLowStartup21Recovery10Advantage+3. Both 214S and 6K are 21f startup, potentially creating an un-fuzzyable high/low situation from any move that can gatling into 6K.
Very rewarding to hit against airborne opponents, since it causes a ground bounce for a juggle combo, usually resulting in a wallbreak given Sin has stamina and tension.
Be ready to cancel this move with either the follow-up or a Roman Cancel because the move is -11 on block and still -8 on hit. Given its forward advancing nature, is punishable on hit by almost, if not, everyone's c.S for big damage depending on who's hitting it.
- Ground bounces on air hit. Useful for combos with Gazelle Step into 5K/2K/c.S.
- 214S~S
Large forward swipe with plenty of pushback on block.
Basic frametrap ender. Usually used to make Hoof Stomp safe when the opponent guesses correctly on the high mix. The pushback is usually enough to make it safe but disadvantageous on block as long as it is not instant blocked. This is usually not a problem though as there is a hefty cancel window to delay the timing, so long as you're not worried about reversals.
- 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 |
Lightning fast forward dash follow-up.
Used to punish opponents sleeping at the wheel. While mostly reactable, Gazelle Step is fast enough to catch opponents off-guard, especially if they've been conditioned to block. This is best done after making them block a special move such as Beak DriverGuardAllStartup16Recovery22Advantage-14 (236H) but before you do the follow-up. This will make it harder to react to/punish, as they also have the threat of the follow-up to consider. If done after the follow-up, it's much easier to react to as Sin has exhausted all of his other options at that point, making Gazelle much more predictable.
Gazelle Step is also incredibly important for maintaining pressure on hit after most combos since they tend to send the opponent far away. This leaves you much closer, sometimes with the potential of oki, at the cost of an extra bar of stamina.
Finally, Gazelle also opens the way to Sin's most optimal combo enders through Kara R.T.LGuardAllStartup11+5Recovery25+32 After LandingAdvantage-55 (632146H) and Kara Tyrant BarrelGuardAllStartup9+1Recovery38Advantage-22. These allow Sin to convert almost all of his combos into a highly advantaged wall break, so long as he has one extra stamina and 50% Tension. The timing of both of these inputs vary based on which special or follow-up was done beforehand, making this a tricky but highly rewarding technique.
- Costs 1 bar of Stamina.
- Sin can cancel into this on hit or block from any special or special follow-up besides Still GrowingGuard-StartupRecoveryTotal 49Advantage- (63214P).
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 |
A semi-long animation in which Sin eats one of five random food items.
Still growing grants Sin a random effect, with a random potency and duration from 2-6 seconds. This move is best used after a hard knockdown, or after a combo that sends the opponent away from Sin.
Sadly the effect of the food varies from irrelevant to okay at best. Besides the food item and color around Sin indicating which buff he got, there are no visual indicators (except for the Health/Tension rewards) to show what strength or length of buff you are recieving, limiting the usefulness of this move, as you cannot play around a buff that you do not know. Additionally, due to usually receiving the weakest strength benefits, it is rarely worth using unless completely free of risk, or to deliberately piss off your opponent.
- Meat on the Bone: increases damage done 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 two additional follow-up hits by holding a direction and pressing H. Can go into 643216H~H by pressing H without holding a direction
A flashy, invincible, forward advancing charge attack. A technique he inherited from his fatherGuardAllStartup8+1Recovery99Advantage-82, but with a twist.
Sin's invincible overdrive, with (almost) full-screen carry into a wall break for large damage. It is slightly slower than other invincible reversals, making it somewhat easier to evade, but compensates with extremely large range. 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.
Kara R.T.L is an invaluable tool in Sin's arsenal, allowing him to wall break from nearly any combo so long as he has one bar of stamina (It will not, however, use stamina). This results in very damaging combos, and advantageous situations post-wallbreak. However, it is largely overshadowed by Tyrant BarrelGuardAllStartup9+1Recovery38Advantage-22 near the corner, as R.T.L's damage is significantly lower than Tyrant Barrel's clean hit. It is recommended to learn this technique once you've gotten the basics down to fully take advantage of this super.
- Can only perform the follow up attacks if the previous hit connected.
- Follow up attacks have a punishable 11F gap between them on block.
- On Wall Break results in a Hard Knockdown for +36 frame advantage.
- 632146H~H
A large explosion radiating from Sin.
Produces an explosion in place, consuming all remaining Tension regardless of how much is left over. The damage dealt and size of the hitbox is roughly proportional to the amount of Tension consumed upon use. Because this move leaves you with 0% Tension afterwards, it is not recommended to use unless you are sure it will end the round, or you are confident enough to continue the round with whatever meter you will build afterwards.
Once again largely overshadowed by Tyrant BarrelGuardAllStartup9+1Recovery38Advantage-22 for damage near the corner. Without nearly 100% Tension, R.T.L with explosion will do less damage than TB, and the potential extra damage is rarely ever worth the metered cost. This followup is instead often used to guarantee a wallbreak when R.T.L just barely misses the mark.
- On Wall Break results in a Hard Knockdown for +36 frame advantage.
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
A point blank explosion followed by a powerful punch. A technique Sin likely created as an homageGuardAllStartup7+2Recovery41Advantage-44 to the man who raised him.
Sin's highest damage combo ender when timed correctly. The initial strike hits closer to the ground, meaning it can sometimes whiff on high launches, particularly after 2HGuardLow, AllStartup14Recovery27Advantage-16 or 6HGuardAllStartup15Recovery17Advantage-4.
Can be kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.led via Gazelle StepGuard-StartupRecoveryTotal 24Advantage- after most of Sin's specials if he has at least 1 Stamina. This allows for extremely rewarding combo enders which would normally require a Roman Cancel extension.
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, as this costs 50% meter and doesn't deal particularly high damage, this is generally a very niche use not worth the cost.
- Does not cause a Wall Break without performing the follow-up attack.
- 236236P~]P[
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 Clean 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 while forfeiting Sin's turn. Thus, it is often better to aim to hit slightly early, and get most of the damage unless the Clean Hit is absolutely necessary.
A Clean Hit will almost always allow for a follow-up c.SGuardAllStartup7Recovery10Advantage+1, Hoof StompGuardHighStartup21Recovery22Advantage-11, or 2HGuardLow, AllStartup14Recovery27Advantage-16 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. midscreen, giving Sin a full strike/throw, high/low mixup. Non-Clean Hits allow for much weaker okizeme midscreen, only giving enough time for longer reaching buttons to meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. (such as 2SGuardAllStartup12Recovery13Advantage-5, 2H, and 6HGuardAllStartup15Recovery17Advantage-4). Near the corner, if the wall doesn't break, any Hit will allow even 6KGuardLowStartup21Recovery10Advantage+3 to {meaty the opponent, giving him even more extremely potent mixups.
- Launches into a Hard Knockdown on hit. Causes a Rolling Tumble on Clean Hit.
- Clean Hit has a 2 frame window.
- On Wall Break results in a Hard Knockdown for +36 frame advantage.
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 2 Color 12 is included in Additional Colors Pack #2 |