Sin Kiske is a formidable character in Guilty Gear Strive, known for his unique mechanics and powerful moveset. Here's an overview of his strengths and weaknesses based on the information provided:


Versatile Moveset: Sin has a wide range of moves at his disposal, including fast normals, strong combo potential, and useful special moves. This versatility allows him to adapt to various situations and playstyles.

High Damage Output: Sin's combos can deal significant damage, especially when executed correctly. He has access to powerful combo routes, making him a threatening character in terms of damage potential.

Invincible Reversal: His 623S move serves as a meterless invincible reversal, providing an option to escape pressure and punish opponents' unsafe moves.

Pressure Game: Sin excels in maintaining offensive pressure, thanks to moves like c.S, which can lead to frame traps, mix-ups, and significant combo opportunities.

Long-Range Poke: His 2S move is a strong long-range poke, allowing him to control space effectively and whiff punish opponents.


Limited Mobility: Sin's mobility options are somewhat limited, and he lacks traditional dashes or fast movement tools. This can make it challenging for him to close the gap against zoners.

Stamina Management: Sin relies on his stamina gauge to use follow-up moves after special attacks. Mismanagement of stamina can leave him vulnerable and limit his combo potential.

Predictable Overdrive: His overdrive, R.T.L (632146H), while powerful, can be somewhat predictable due to its slow startup. Opponents with good reactions may find ways to evade or counter it.

Complexity: Sin's gameplay can be complex, especially when optimizing combo routes and stamina management. New players may find it challenging to master his mechanics.


Sin Kiske Stamina

Sin's unique resource, Stamina, is a crucial aspect of his gameplay. It enables him to perform Follow-ups after his special moves, except for Still Growing, whether those moves hit or are blocked. Each of these Follow-ups is a distinct move with various functions, such as extending combos or applying additional pressure by Guard Crushing opponents. Additionally, Sin has access to Gazelle Step, a command dash Follow-up, which can be used after any special move or its Follow-up (excluding Still Growing). Gazelle Step opens up opportunities for mix-ups, pressure resets, and combo routes with increased reach.

Sin's Stamina Gauge consists of three Bars. Spending one Bar on a Follow-up triggers a two-second cooldown period (one second for Gazelle Step) before the Gauge starts gradually refilling. The refill rate increases when Sin has less Stamina remaining. If the Stamina Gauge drops to zero Bars, Sin won't be able to cancel his special moves, significantly weakening his offensive capabilities and making him susceptible to punishment. Managing this resource effectively is essential for maximizing Sin's potential in combat.

Sin Kiske




Sin Kiske 5P

Sin's 5P serves as a fast, long-range jab primarily employed as an anti-air option. It can effectively check airborne opponents, especially when they're too close for the slightly slower 6P anti-air option or when you want to avoid the extended animation of 6P. However, it's crucial to exercise caution with 5P, as its hitbox is relatively narrow, causing it to miss entirely against crouching opponents. Additionally, it can even whiff against a standing Giovanna due to its hitbox limitations.

While 5P can be a decent anti-air when you need a quick response, it's worth noting that it lacks the upper-body invulnerability of 6P. Therefore, it may not always be the recommended choice for anti-air situations, depending on the specific circumstances of the match.


Sin Kiske 5K

Sin's 5K is a reliable normal that finds its utility in neutral gameplay. It covers a decent amount of space with a relatively low startup and recovery time, making it a valuable tool for controlling space and responding to various situations.

This move serves as a strong complement to his f.S and 2S normals. While it sacrifices a bit of range compared to those options, its swifter startup allows Sin to quickly respond to opponent's approaches, especially when speed is prioritized over coverage. Additionally, 5K can function effectively as a high-profile move, countering certain low pokes and providing Sin with options to control the flow of the match.


Sin Kiske c.S

Sin's c.S is a fundamental move that forms the core of his pressure game. Its combination of frame advantage, versatile gatling options, and cancel potential makes it a potent tool that demands respect from his opponents.

With its extended active frames, c.S becomes an excellent meaty attack, offering substantial rewards on hit and setting up strong pressure on block. On the defensive side, it's essential for Sin to mix up his follow-up options after c.S, whether it's delaying a gatling into another normal for a strike or throw mix-up or choosing between Hoof Stomp and 6K for high/low mix-ups. However, it's worth noting that both Hoof Stomp and 6K leave a 5-frame gap when canceled from c.S, making them punishable by an attentive opponent with a 5-frame or faster abare move or an invincible reversal.

When c.S lands a hit, Sin can capitalize on it by gatling into 2H for high-damage combo routes that also carry the opponent towards the corner, often resulting in a wall break, particularly when meter is available. While 2H can offer significant rewards, its hit-confirm can be challenging, and it leaves Sin at a disadvantage on block. In some situations, it might be a safer choice to use 5H or 6H, which may not offer the same level of reward on hit but can save Stamina if the opponent blocks.

It's important to be mindful that the upper hitbox of c.S doesn't extend as high as its animation might suggest. Nonetheless, it can still function as a high-risk, high-reward anti-air option, especially when it results in an air Counter Hit, leading to substantial combo opportunities.


Sin Kiske f.S

Sin's f.S serves as a powerful mid-range poke and a tool for punishing whiffed attacks effectively. It boasts good range and speed, making it a versatile move in Sin's arsenal.

Compared to 2S, f.S is faster and covers more distance. It's an excellent choice for controlling mid-range space and punishing opponents who make mistakes within its reach. One notable advantage it has over 2S is that it can counter moves that would otherwise high profile 2S, making it a valuable tool in matchups where such situations occur.

However, it's crucial to be aware of the limitations and potential risks when using f.S. At most ranges, gatling into H options will result in Sin whiffing, leaving him vulnerable to punishment. To mitigate this, you can buffer f.S into safer options like Beak Driver or Elk Hunt. Beak Driver, while generally safe, won't combo at maximum range without a Counter Hit. On the other hand, Elk Hunt won't combo without a Counter Hit either, and it also requires Stamina to be made safe. Careful spacing and situational awareness are essential to make the most of f.S and avoid unnecessary risks.


Sin Kiske 5H 1st hit Sin Kiske 5H 2nd hit

Sin's 5H is a unique two-hit advancing normal that serves a specific purpose within his moveset. While it's not particularly useful in neutral due to its relatively small hitbox and extended total animation time, it excels in pressure situations.

One of the standout features of 5H is that it's Sin's only level 4 normal, which allows him to frame trap into Hoof Stomp and Elk Hunt effectively, even trading with 3-frame buttons. On block, it's only -2, making it difficult to punish without Instant Block. However, it does have significant pushback on block, which can weaken the strike/throw mix-up game as opponents may need to dash in for a throw attempt.

When it comes to combos, Sin has several options off 5H. These include 623S~S~66, Hoof Stomp, and Elk Hunt, with the latter two being particularly useful for extensions, especially in situations with low gravity scaling. However, using these moves comes at the cost of 2 bars of Stamina, so it's essential to manage your Stamina carefully to avoid running out at critical moments.


Sin Kiske 5D

Sin's Dust attack, both uncharged and charged, serves different purposes within his moveset.

Uncharged Dust
This is a fast universal overhead attack that can be gatling from 5K, 2K, or c.S, making it a useful tool for mix-ups. However, it's unsafe on block, which means that opponents can punish you if they block it. To make it safer, you can use Roman Cancel to recover quickly and prevent the opponent from punishing you. On hit, it can be converted into a full combo with Roman Cancel, making it a versatile tool in Sin's offense. However, it's worth noting that Hoof Stomp (214S) is generally more effective as an overhead due to its speed and ability to crush low attacks.

Charged Dust
Charged Dust is similar to the uncharged version but is slower, making it more reactable for opponents. However, it has its uses in combos. You can use it to juggle opponents during combos, especially after a Red Roman Cancel launch or a Counter Hit from c.S. This can add extra damage to your combos and increase your overall damage output. Additionally, it can be used for simple punishes on extremely unsafe moves.


Sin Kiske 2P

Sin's 2P is a 5F mash move that serves as a reliable option for him to interrupt opponent's pressure and beat tick throws. It's a fairly standard 2P move but becomes valuable due to its quick startup, especially in situations where Sin needs to get out of pressure quickly.

On counterhit, 2P provides Sin with a good reward. He can follow up with a 2K>2D combo at most spacings, leading to a Hard Knockdown. This allows him to set up okizeme and maintain pressure.

Additionally, on a normal hit, Sin can confirm 2P into a combo like 6P>236HH66, which not only deals damage but also carries the opponent towards the wall. This combo can be useful for corner carry and maintaining offensive pressure. However, it's essential to keep an eye on Sin's stamina bars, as this combo consumes two of them.


Sin Kiske 2K

Sin's 2K is a fast and effective low poke with decent range. It serves multiple purposes in his gameplay, making it a versatile tool in various situations.

In neutral, 2K is useful for controlling space and catching opponents off guard with its quick startup and decent range. It can be used to poke at opponents and disrupt their movement, making it a valuable tool for footsies.

In combos, 2K serves as reliable filler due to its gatling options. It can be easily gatlinged into 6H, which is beneficial for setting up corner juggles and extending combos for higher damage output. Additionally, it can be gatlinged into 2D for blockstrings, adding pressure on the opponent and potentially leading to mix-up opportunities.

Furthermore, 2K can capitalize on the plus frames of 6K, thanks to its relatively long range and ability to hard knockdown on hit. When Sin is at a +3 advantage, 2K can serve as a frametrap against opponents attempting to jump out or respond with slower moves.


Sin Kiske 2S

Sin's 2S is a potent midrange poke with some unique characteristics that make it a valuable tool in his arsenal.

Despite its appearance, 2S is not a low attack, and opponents must block it while standing. This can be advantageous when your opponent expects a low attack, potentially leading to mix-up opportunities.

One of the key strengths of 2S is its extended active frames, low recovery, and the inability to be low-profiled. These attributes make it a reliable poke that can control space effectively and catch opponents off guard. Its relatively quick startup also contributes to its utility in midrange engagements.

In close quarters, Sin has the option to cancel 2S into 2H or 5H, although their limited ranges may limit their effectiveness when compared to special cancels from slightly farther distances.


Sin Kiske 2H 1st hit Sin Kiske 2H 2nd hit

Sin's 2H is a versatile and essential tool in his toolkit, primarily serving as a combo tool but also having various applications in pressure and okizeme.

As a combo tool, 2H is the bread and butter for Sin's combos, allowing him to extend and maximize his damage output. It can be initiated from c.S, f.S, and 2S, making it a versatile choice for combo starters. While it deals less initial damage compared to 5H, its unique properties, such as launching the opponent and moving Sin forward, make it an excellent choice for combos. It can even combo into Hoof Stomp (214S) at close range and Elk Hunt (236K) from a greater distance, further enhancing its combo potential.

However, when used in blockstrings, 2H becomes quite risky. It's heavily negative on block at -16 and advances Sin forward, necessitating a cancel to maintain safety. Special cancels from 2H typically have mashable gaps, with only a few exceptions. It's crucial for Sin players to be aware of these gaps and choose their options carefully when using 2H in pressure situations. Pairing 2H with Hoof Stomp in blockstrings can lead to high-reward combos, but it's susceptible to fuzzy guarding if not delayed properly.

In okizeme, 2H gains additional value as it becomes harder to defend against, eliminating the possibility of fuzzy guarding and allowing Sin to consistently apply pressure after knockdowns. While 6K offers a safer alternative with slightly less reward, 2H's speed and range make it a potent tool for meaty setups in Sin's okizeme game.


Sin Kiske 2D

Sin's 2D is a highly rewarding and versatile low poke with excellent range, serving as a critical tool in his gameplay.

This move not only serves as a valuable low poke in Sin's arsenal but also functions as his primary knockdown tool. It's commonly gatled from 5K and 2K, providing flexibility in his combo routes and pressure strings. The range of 2D makes it an effective tool for controlling space and catching opponents off-guard, and its speed allows it to contest the neutral game effectively.

One notable feature of 2D is its effectiveness as a round start option. It's often used at the beginning of rounds due to its ability to trade favorably and grant a hard knockdown. Considering Sin's limited options in terms of speed and range at round start, 2D is typically the go-to choice for contesting space and initiating the match.

In combos, 2D opens up several possibilities. It can be canceled into Hawk Baker (623S), allowing Sin to execute combos with decent corner carry at the expense of two bars of stamina. Additionally, on counter-hit, 2D can be confirmed into Hoof Stomp (214S), leading to a potent combo with high damage potential.


Sin Kiske 6P

Sin's 6P is a fast and effective upper body invulnerable strike with a remarkable horizontal reach, making it a versatile tool for various situations.

This move is primarily used as a mid-crusher and anti-air due to its straightforward input, quick startup, and expansive horizontal hitbox. It stands out as Sin's best anti-air option, as neither 5P nor c.S possess upper body invulnerability, and Hawk Baker (623S) requires a DP motion that can be challenging to execute in fast-paced situations.

In terms of anti-airing, Sin's 6P is reliable and efficient, making it a go-to choice for dealing with opponents attempting to jump or attack from the air. When executed as a close air counter hit, it can be confirmed into Hoof Stomp (214S) for a substantial damaging conversion. However, it's crucial to be mindful of the range to ensure the Hoof Stomp connects, as whiffing 214S can result in a less advantageous situation. In other scenarios, canceling into Elk Hunt (236K) is a viable option, allowing Sin to close the distance and set up for decent okizeme.


Sin Kiske 6K

Sin's 6K is a valuable tool for pressure resets and mix-up situations, offering both combo potential on hit and plus frames on block.

This move serves as one of Sin's primary pressure resets, along with the follow-up from Elk Hunt (236K~K). 6K's unique properties make it an effective choice when you want to stagger your pressure against an opponent who's playing cautiously. Its ability to combo without the use of meter on hit provides Sin with valuable options for extending his offense.

One notable aspect of 6K is its role as the low-hitting counterpart to Hoof Stomp (214S). Both 6K and 214S share a 21-frame startup, potentially creating a mix-up situation that is difficult for opponents to fuzzy guard. This high/low mix-up can be initiated from moves that can gatling into 6K, offering versatility in Sin's pressure game.

However, it's important to be aware of 6K's pushback on block, which can make it susceptible to Faultless Defense and may sometimes push Sin too far back for his stronger follow-up buttons to connect in pressure strings after c.S gatlings. To mitigate this pushback, Sin players can utilize dash momentum when using 6K, as well as c.S as a meaty. This approach not only improves the move's consistency for combos on hit but also enhances follow-up pressure options on block.


Sin Kiske 6H

Sin's 6H is a versatile and valuable tool in his arsenal, known for its forward advancement, safety on block, and utility in combos and frame trap situations.

While its relatively small hitbox limits its effectiveness in neutral situations, Sin players can make great use of 6H thanks to Sin's various gatling routes that lead into it and its launching properties, which open up a range of applications in both combos and pressure.

One of the key uses of 6H is in pressure situations. For instance, after performing a c.S into 6H, if executed immediately, it creates a gapless blockstring that is safe for Sin. However, the delay in executing 6H can be employed strategically to counter opponents attempting to use "abare" (attacking during your blockstrings) or trying to jump out of pressure.

Another application is when using 5K or 2K into 6H on block, which introduces a 4-frame gap. This gap can be effectively used to anticipate and punish opponents who are attempting to interrupt your pressure or pressure resets with a quick attack.


Sin Kiske j.P

Sin's j.P is a fast and forward-reaching air attack that serves as a valuable option in air-to-air scramble situations, where speed and reach are crucial. This move allows Sin to quickly challenge opponents in the air and can be a useful tool for controlling aerial space during a match.

One of the notable aspects of j.P is its ability to combo into itself on hit, enabling Sin to deal some additional damage when connecting with this move. Furthermore, if Sin manages to connect with j.P while at a high altitude, it opens up the possibility of confirming into j.S and/or j.H to extend the combo into a grounded sequence, potentially leading to more damage and advantageous positioning.


Sin Kiske j.K

Sin's j.K is an angled kick that strikes diagonally upward in front of him. While it may be slightly slower than his j.P, it offers greater rewards for successful hits. One key distinction is that j.K does not combo into itself, unlike j.P, but its higher launch trajectory allows for more consistent confirms into additional attacks.

When executing j.K, the timing and positioning matter. If used while Sin is rising, it's beneficial to follow up with another j.K or j.H to keep the opponent airborne long enough for Sin to land and confirm into a grounded combo. However, if j.K connects at the height of Sin's jump or when he's descending, there should be sufficient time to land and execute a combo without the need for an extra aerial attack.


Sin Kiske j.S

Sin's j.S is a downward angled flagpole strike that serves as his primary jump-in attack. While it is his best option for jump-ins, it has some limitations due to its vertical hitbox. However, it effectively covers a significant amount of air space in front of Sin, making it a valuable tool for aerial approaches.

One notable feature of j.S is its ability to gatling into j.H, which simplifies the process of maximizing damage on an air hit. This is especially useful on counter hits, where it becomes relatively easy to convert into a grounded combo for increased damage output.


Sin Kiske j.H

Sin's j.H is a long-reaching and disjointed flagpole strike, making it an excellent choice for air-to-air combat. Its standout features include its substantial size, disjointed hitbox, and the rewarding potential on counter hits.

While j.H is not typically used as a primary jump-in button like j.S, it excels in air-to-air situations, especially when correctly spaced to leverage its disjointed hitbox. The goal in many cases is to cancel j.H into either a jump or an air dash since the follow-up with j.D is often too slow to connect on hit.


Sin Kiske j.D

Sin's divekick is a unique move designed to stall momentum in the air. While it has the potential to bait out anti-air attempts from opponents, it is generally considered too slow to be highly effective in most situations. Its main advantage lies in its niche utility in the corner, particularly as a way to conserve stamina after a Roman Cancel. This becomes especially valuable after a throw into the corner.

When it comes to blocking, the divekick can be aimed lower to make it safe, but under typical circumstances, it can be punishable by a throw if blocked


Beak Driver (236H)

Beak Driver (236H) Beak Driver (236H)

Sin's 236H is a massive horizontal thrust attack that covers approximately half of the screen. It serves as one of Sin's largest pokes and is a key tool for extending his pressure. However, it's important to note that this move comes with an extended hurtbox during recovery, making Sin vulnerable to 6Ps. Therefore, careful conditioning and timing are crucial when using this move to force counter hits and whiff punishes. Avoid whiffing it to prevent your opponent from punishing you.

When using 236H, it's essential to have at least one bar of stamina available, as the move is unsafe both on block and on hit without the follow-up. The extended hurtbox during recovery means that it cannot be spaced to become safe.

The 236H~H follow-up is a quick, safe-on-block advancing strike. Sin moves forward before the hitbox becomes active, so it's less effective for meaty attacks but can still catch opponents falling into it or during backdashes. This follow-up is valuable for confirming from Beak Driver on hit, leading to a soft knockdown. It's also useful for frametrapping opponents and makes Beak Driver safe on block. The threat of Gazelle Step off Beak in neutral can deter opponents from challenging due to the presence of this move.

Hawk Baker (623S)

Hawk Baker (623S) Hawk Baker (623S) Hawk Baker (623S)

Sin's 623S is a meterless invincible reversal with two hits. It's important to note that there is a significant gap between the first and second hit, making it punishable by the opponent if they are prepared, which can bypass the follow-up mini-game.

One notable aspect of 623S is its ability to confirm into Tyrant Barrel (236236P) on hit using a kara cancel. This can be advantageous for Sin, allowing him to regain his turn and even wallbreak in the corner after being left at a disadvantage by moves like Beak Driver's Follow-up (236H~H).

In normal situations, after using 623S into Gazelle Step, Sin can go for a meaty c.S to start his pressure. However, in combos or on Counterhit, Gazelle Step allows Sin to be sufficiently plus to set up meaty attacks like 6K and Hoof Stomp (214S), creating a high/low mix-up for the opponent.

The 623S~S follow-up is a large, invincible upward strike that serves as a potent frametrap to make opponents hesitant about punishing Hawk Baker. However, if the opponent waits, this follow-up is -19 on block and can be punished. It is useful in combos where the opponent isn't high enough to be picked up after Hoof Stomp (214S), though it does consume 2 bars of stamina since you need to use both this move and Gazelle Step to continue the combo. Additionally, you can use this move before a kara cancel to allow Hawk Baker to combo into R.T.L. This can lead to a wallbreak from almost anywhere, though it may result in lower damage compared to a kara Tyrant Barrel combo. Keep in mind that this move's effectiveness is heavily influenced by Combo Decay, with its launch height varying based on the combo starter and the number of hits in a combo.

Elk Hunt (236K)

Elk Hunt (236K) Elk Hunt (236K) Elk Hunt (236K)

Sin's 236K is a fast-moving, low-profile approach tool that hits low. However, it has some limitations due to its startup speed. It is generally not fast enough to be used in most combos before launching the opponent and leaves a significant gap for the opponent to retaliate in blockstrings. Nonetheless, it has its uses. Unlike other special moves, it is somewhat safe on block without its follow-up and can catch opponents off guard who are blocking high in anticipation of Hoof Stomp.

As for the 236K~K follow-up, it involves a large energized punch that leaves Sin at an advantageous position for pressure extensions. This follow-up is useful as a low-risk, high-reward frame trap. Elk Hunt is just slightly minus on block, tempting opponents to attempt a punish. However, if delayed, this follow-up can counter hit them, leading to a substantial combo at the expense of an additional stamina bar for Gazelle Step. If the opponent decides to continue blocking, it will guard crush them and still leave Sin in a very advantageous position on block.

Cancelling Elk Hunt into Gazelle Step is particularly powerful, providing Sin with a +6 advantage on block. This enables Sin to approach while maintaining significant frame advantage, although it does require spending two stamina bars.

Hoof Stomp (214S)

Hoof Stomp (214S) Hoof Stomp (214S) Hoof Stomp (214S)

Sin's 214S is a forward-advancing, low-crushing, multi-hitting overhead stomp. It's a useful tool for dealing with certain low-hitting moves like Nagoryuki's 2S, although it can still lose to high-hitting or active lows like Leo or Giovanna's 2Ds.

This move also serves as the high-hitting counterpart to 6K. Both 214S and 6K have a 21-frame startup, potentially creating an un-fuzzyable high/low mix-up situation when used after a move that can gatling into 6K.

However, it's important to be prepared to cancel this move with either the follow-up or a Roman Cancel because the move itself is -11 on block and still -8 on hit. Given its forward-advancing nature, it can be punishable on hit by many characters' c.S moves, resulting in significant damage. Therefore, caution is needed when using this move, and it should be canceled or used in a way that mitigates its negative consequences.

The 214S~S follow-up involves a large forward swipe with considerable pushback on block. It's often used as a frametrap ender to make Hoof Stomp safe when the opponent correctly guesses the high mix-up. The pushback typically makes it safe but leaves Sin at a disadvantage on block, unless the opponent instant blocks it. However, there's a generous cancel window, allowing you to delay the timing and make it safer, provided you're not worried about opponent reversals.

Gazelle Step (66)

Gazelle Step (66)

Gazelle Step is a lightning-fast forward dash follow-up used by Sin. It's primarily used to catch opponents off-guard, especially if they've been conditioned to block. While Gazelle Step is reactable, its speed can make it challenging for opponents to respond in time, particularly if they're anticipating a different follow-up. It's most effective when used after making the opponent block a special move like Beak Driver (236H) but before executing the follow-up, as this creates uncertainty and makes it more difficult to react to or punish.

In addition to its use as a mix-up tool, Gazelle Step is crucial for maintaining pressure on hit after most combos, as these combos tend to send the opponent far away. Gazelle Step allows Sin to close the distance quickly and potentially continue his offense. However, using Gazelle Step consumes an extra bar of stamina.

Furthermore, Gazelle Step enables Sin to perform his most optimal combo enders, such as Kara R.T.L (632146H) and Kara Tyrant Barrel. These techniques allow Sin to convert most of his combos into highly advantageous wall breaks, provided he has one extra stamina and 50% Tension. The timing for these inputs varies based on the special move or follow-up executed before using Gazelle Step, making it a challenging but rewarding technique in Sin's arsenal.

Still Growing (63214)

Still Growing (63214)

Still Growing is a unique move for Sin in which he consumes one of five random food items, granting him a random effect with varying potency and duration, typically lasting from 2 to 6 seconds. This move is best utilized after a hard knockdown or following a combo that sends the opponent away from Sin.

However, the effectiveness of Still Growing is somewhat limited due to the random nature of the buffs it provides. The food items grant a range of effects, and without visual indicators (aside from the food item and color around Sin) to show the strength or duration of the buff, it can be challenging to play strategically around the obtained buff. Often, the buffs received tend to be relatively weak, making the move less useful in high-stakes situations, unless there's minimal risk involved in using it


R.T.L (632146H)

R.T.L (632146H) R.T.L (632146H)

632146H is Sin's invincible overdrive move, known as R.T.L. It's a flashy, forward-advancing charge attack that offers (almost) full-screen carry, making it an excellent option for wall breaks and dealing significant damage. While it's slightly slower than some other invincible reversals, it compensates with its extensive range. It's worth noting that only the final hit of R.T.L. results in a wall break, allowing you to strategically unstick opponents from the wall if necessary, either to maintain corner control or to set up a wall break with 632146H~H afterward.

Kara R.T.L is an advanced technique that's invaluable for Sin players. It enables you to wall break from nearly any combo as long as you have at least one bar of stamina (and it won't consume stamina). This leads to highly damaging combos and advantageous post-wall break situations. However, keep in mind that it's less damaging than Tyrant Barrel near the corner, where Tyrant Barrel's clean hit usually provides more damage. Therefore, it's recommended to learn this technique once you've mastered the basics to fully utilize Sin's potential.

632146H~H is the follow-up to R.T.L and triggers a large explosion in place, consuming all remaining Tension regardless of how much is left. The damage dealt and the size of the explosion are roughly proportional to the amount of Tension consumed. However, using this move leaves you with 0% Tension afterward, so it's generally recommended only when you're confident it will secure the round or when you're comfortable continuing the match without Tension. It's rarely used for its damage, especially near the corner where Tyrant Barrel tends to offer better damage output. Instead, it's often employed to guarantee a wall break when R.T.L just misses the mark.

Tyrant Barrel (236236P)

Tyrant Barrel (236236P) Tyrant Barrel (236236P)

236236P is Sin's Tyrant Barrel, which consists of a point-blank explosion followed by a powerful punch. This move serves as Sin's highest-damage combo ender, but it requires precise timing for maximum effectiveness. The initial strike hits closer to the ground, which means it can sometimes miss on high launches, particularly after moves like 2H or 6H.

One niche use of Tyrant Barrel without the follow-up is to unstick an opponent from the wall, allowing Sin to regain the corner position. However, this maneuver costs 50% meter and doesn't deal particularly high damage, making it generally not worth the cost unless the corner control is essential.

The follow-up to Tyrant Barrel, 236236P~]P[, involves precise timing and positioning. The goal is to hit the opponent dead-center, which requires adjusting the timing based on the opponent's position after the preceding combo. It's important not to be overly greedy for the Clean Hit, as even a slightly late input will result in an OTG strike, dealing minimal damage and causing a soft knockdown. Therefore, it's often better to aim to hit slightly early and secure most of the damage unless the Clean Hit is absolutely necessary.

A Clean Hit from Tyrant Barrel will usually allow for follow-up pressure options like c.S, Hoof Stomp, or 2H okizeme (pressure after knockdown) midscreen. This provides Sin with a full range of mix-ups, including strike/throw and high/low mix-ups. Non-Clean Hits still enable some okizeme midscreen but with weaker pressure, usually limited to longer-reaching buttons for meaty attacks, such as 2S, 2H, and 6H. Near the corner, if the wall doesn't break, any hit will allow for even more potent mix-ups, including 6K to meaty the opponent for added pressure.


Sin Kiske is a versatile character in Guilty Gear Strive with a unique playstyle centered around managing his Stamina Gauge and utilizing Follow-ups after his special moves. He has a range of normals and special moves that serve different purposes in neutral, combos, and pressure.

His c.S is a cornerstone of his pressure game, allowing him to apply frame advantage and mix-up opportunities. Sin's 2H is a strong low-hitting tool that can lead to high-damage combos, while 2D serves as a knockdown option with good range. He also has access to a variety of overhead options, including his Dust attack.

Sin's special moves include Beak Driver (236H), which is a long-reaching poke that can be used for pressure and whiff punishing. Gazelle Step (214K) is a fast, low-profile approach tool that can catch opponents off-guard and lead to mix-up opportunities. His super moves, such as R.T.L (632146H) and Tyrant Barrel (236236P), are powerful combo enders that deal high damage and can lead to advantageous situations.

Managing Sin's Stamina Gauge is crucial, as it allows him to use Follow-ups after special moves and extend combos. Still Growing (236K) grants random buffs, but its effectiveness varies. Sin players need to adapt to the buffs they receive during a match.