- Simple core gameplan and low execution requirements for his BnBs, which are mostly universal.
- High damage/reward on average with meter, even with basic BnBs.
- Has solid okizeme, with an easy way to setup safe jumps off of most, if not all hard knockdowns on the ground. With meter and the right setup, Voltec Dein setups are very potent.
- Decent pressure and frame traps. Has the unique ability to cancel any special into any other special on block(and on hit), enabling extended pressure.
- Long ranged normals(2S, f. S, 6P) that have a great balance of speed and recovery, with very favourable risk-reward. 6P is one of the best anti-airs in the game, can even be used to low profile certain ground normals from a large distance.
- Great long ranged specials(236H, 236K) that is safe on block in most situations, while having great reward on CH or with meter.
- Somewhat non-committal DP, as it can be cancelled on block into his other specials.
- Possesses a backdash that travels the furthest in the game while having invulnerability for a large portion of it. Useful for re-positioning, and also useful to make DPs with large hitboxes whiff.
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- Calorie management is essential. Eating safely requires either meter, a knockdown(which probably also require calories) or at the very least a lot of distance(which isn't enough in some matchups/prepared opponents). Depending on how low your calories are(about 3k), opponents get to be more aggressive in neutral since you can't confirm into knockdowns as easily, and also offensively since you can't convert into a knockdown from DP as freely. Even Sin's average damage goes down at this point so the risk/reward he usually has begins to tip in the opponents favour the less calories he has. Some opponents will even go as far to burst during high calorie combos just to have this advantage, as these combos are generally not burst safe either.
- His stronger conversions and okizeme require 50 meter and/or calories. He also requires them to get better conversions off of his okizeme afterwards. Will have to forgo stronger okizeme to refill calories at times, disrupting momentum.
- Limited gatling paths, resulting in rather predictable pressure without calories. Although he has the ability to cancel specials into specials, you are limited by how much calories you have.
- Can be difficult to convert into a knockdown from air conversions, especially higher up in the air, or when you have expended both jumps. Oki from air conversions aren't as strong either, unless combo routes into supers are used.
- While DP is safe on block due to special cancels, it has a poor hitbox and slow startup. Ride The Lightning, without burst, is not a true reversal(invulnerability starts on frame 4) On top of that, he has one of the longest wake up times(face up) which can enable stronger oki on him. On the other hand, his backdash has a large total frame count, making it not great as a defensive option in the corner/when opponent has dash momentum.
- Close range buttons are on the slower side.
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