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Sin Kiske

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Guilty Gear/Sin Kiske
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Sin Kiske is one of the primary protagonists in the Guilty Gear series. The son of Ky Kiske and Dizzy, he inherited his mother’s Gear blood and immense strength. A carefree and spirited individual, Sin was raised under the guidance of Sol Badguy, with whom he later partners as a bounty hunter.

"Mature Content"
This character has mature themes and concepts, thus those of young age are ill-advised to look through these.
Sin Kiske

Oh! Aha... Ha ha ha, gotcha, gotcha. Say no more. Mom always said it's not really a story for kids... But I'm five years old, already! I know where babies come from. They pop out of your eye, right? I mean, what else is there to tell? One day, one of Mom's eyes fell out. So Dad got all freaked out and gave her one of his. Thing is, it didn't fit so well. It fell right back out and Mom got got better on her own. A bit of this, a bit of that, and both of 'em were healed. Later, Dad's eye, the one that fell on the ground... Turned into me!
~ Sin explaining where babies come from

...Damn it. I'm so tired of this. Why is everything you say always right? But I'm not... I'm not gonna fight for the people like you. That'll always be your job, Ky. When I was a kid, Mom always said... she said that you were busy protecting the people's families. But seeing your downcast look, avoiding eye-contact with me, I was always curious. Why were you fighting so hard for people you've never met? Were we considered "family" or even "people"? What am I? Even then, Mom always said you were an irreplaceable family member. That's why... That's why... I'm gonna fight for Mom. So for her sake... just for now... I'll fight by your side... ...and save your ass!

Don't you DARE say another word! Ram never said a single bad thing about you! And, she wanted you to stop doing bad things! Because no matter how bad you were... you were still her mother!

Origin
Origin Guilty Gear 2
Creator Daisuke Ishiwatari
First Appearance Guilty Gear 2
Voiced by Japanese
Issei Miyazaki
English
Yuri Lowenthal (Overture), Lucien Dodge (Xrd, Strive)
Characteristics
Species Human/Gear Hybrid
Gender Male
Pronouns He/Him
Sexuality Heterosexual
Age 5
Birthday May 31
Height 5'11"
Weight 160 lbs
Ethnicity Caucasian
Status Alive
Alignment Chaotic Good
Archetype Power House
Occupation Bounty Hunter
Time Period 22nd Century
Language English
Homeworld Earth
Relationships
Affiliations Sol Badguy, Dizzy, Ky Kiske, Unika
Enemies Valentine, Unika (Formerly)

Background

This dropdown contains the synopsis of Sin Kiske's story. Read at your own risk as you may be spoiled otherwise!

Background
Sin Kiske was born around 2184 A.D. to Dizzy and Ky Kiske. Inheriting Gear blood from Dizzy, he grew at an accelerated rate. When Ky was pressured by the United Nations into becoming the First King of Illyria, Sin’s upbringing was entrusted to Sol Badguy. Under Sol's guidance, Sin traveled the world assisting in bounty hunts, carrying much of their gear. As a child, he was kept on a chain and always had his favorite stuffed animal, Chimaki. During their travels, Sol taught him small lessons, such as making "sugar water". In the *Overture* short story, Sin asked to wield the Fireseal but was denied. When he requested a "cool" weapon, Sol jokingly told him to "wave a flag or something," which Sin took literally, adopting a War Flag as his primary weapon.

Guilty Gear 2
While traveling with Sol, Sin discovered a wanted poster featuring Sol, Ky's way of requesting help. They were attacked by the Vizuel, and Sin was temporarily incapacitated by a binding spell. After the fight, Izuna explained the situation and brought them to Illyria to confront Valentine. There, they encountered Raven and witnessed Sol freeing Ky from a binding spell. Sin argued briefly with Ky, calling him a "shitty king," before storming off. Later, he fought alongside Ky against the Vizuel, defending his father for his mother's sake. Sin aided in holding off Valentine, though she transformed multiple times, and despite being knocked aside by Dr. Paradigm, he eventually stayed in Illyria to remain with his mother and repair his relationship with Ky.

Guilty Gear Vastedge
When planning a raid on Harden Fort to recover the Sacred Treasure, Flashing Tooth, a one billion World Dollar bounty, was issued by the Conclave. Sin and Sol faced multiple bounty hunters, elite Conclave soldiers, and Gear Beasts. They later confronted and defeated Bardias, one of the Conclave’s four members.

Guilty Gear Xrd
Sin continues to accompany Sol, carrying much of the extra gear. After Ramlethal is captured with Leo's assistance, Sin is assigned to monitor her to prevent any further attempts to destroy humanity. With help from Elphelt, Sin encourages Ramlethal to show glimpses of her true emotions. Despite warnings about Elphelt's possible betrayal and Justice’s revival, Sin maintains faith in his allies.

Following a failed Cradle ambush, That Man is captured by Bedman. Ramlethal then reveals the Conclave's plan to use St. Elmo's Fire and Illyria Castle to awaken Justice. During the evacuation, Ky and Sin reunite with Dizzy, and Sin finally calls Ky "Dad". Alongside Leo, Sin and Ky defend the control room from the Opus while Dizzy overloads Justice and Sol disables Chronus. Elphelt's programming activates, revealing her true mission to reactivate Justice, and she is sent back to the Backyard after a confrontation with Sol.

Sin spends much of this time caring for Ramlethal, helping her adjust to life outside conflict by sharing his own childhood experiences, including lessons from Sol on dealing with bullies. The group grows closer during this period, particularly Sin and Sol. Later, when a signal potentially leading to Elphelt is detected, Sin stops Ramlethal from investigating alone. Despite being assigned a task force, the mission fails, and Ramlethal is caught in a massive Gear explosion, leaving only a brief farewell to Sin before seemingly being destroyed. Heartbroken, Sin isolates himself.

He reappears aboard Johnny’s ship en route to the Backyard, questioning whether Sol is related to his mother. Sol reveals that he is Ky's father-in-law, prompting a chaotic exchange between Ky and Sin. Arriving at their destination, Sin, Ky, and Sol battle Sanctus Maximus. Sin’s power partially awakens in response to his anger at her mocking Ramlethal, but he ultimately helps Sol bait her into a beam from the Third King Daryl’s ship. Sin witnesses Sol being endangered but saved by Axl.

After the crisis, Sin rests at Kiske Manor with his parents, Ramlethal, and Elphelt. When offered tea, he requests "sugar water," much to Ky and Dizzy’s disapproval of Sol’s parenting. Elphelt and Ramlethal express concern about their temporary stay, while Ky plans to make his marriage public. Dizzy reassures Sin that being together as a family matters more than where they live. Elphelt reports Dizzy’s heroism in defending Illyria has earned her public praise, suggesting that all five could remain together, though Sin wonders about Sol’s place in the family.

Guilty Gear -Strive-
During his father and grandparents’ battle against the real That Man, Sin, along with Ramlethal and an Illyrian soldier, aids Baiken in preventing a disaster caused by Delilah’s revenge. They are ambushed by Bedman but rescued by May, April, and Faust aboard the May Ship II. Following updates from Anji Mito, Sin explains to Baiken how Sol and Ky can assist her in avenging her child, leaving her and others shocked by his unusual explanation about Dizzy’s eye.

As Delilah’s energy sphere begins consuming everything, Sin arrives with a herd of Gears from Dr. Paradigm, preventing the catastrophe and enabling May and Faust to save the townspeople, with Faust sacrificing himself. After Sol and Ky defeat Goddess I-No and Happy Chaos, Sin and his family share a moment of peace. He currently lives quietly with Ky and Dizzy while continuing to assist others.

Guilty Gear Xrd
Sin continues to accompany Sol, carrying much of the extra gear. After Ramlethal is captured with Leo's assistance, Sin is assigned to monitor her to prevent any further attempts to destroy humanity. With help from Elphelt, Sin encourages Ramlethal to show glimpses of her true emotions. Despite warnings about Elphelt's possible betrayal and Justice’s revival, Sin maintains faith in his allies.

Following a failed Cradle ambush, That Man is captured by Bedman. Ramlethal then reveals the Conclave's plan to use St. Elmo's Fire and Illyria Castle to awaken Justice. During the evacuation, Ky and Sin reunite with Dizzy, and Sin finally calls Ky "Dad". Alongside Leo, Sin and Ky defend the control room from the Opus while Dizzy overloads Justice and Sol disables Chronus. Elphelt's programming activates, revealing her true mission to reactivate Justice, and she is sent back to the Backyard after a confrontation with Sol.

Sin spends much of this time caring for Ramlethal, helping her adjust to life outside conflict by sharing his own childhood experiences, including lessons from Sol on dealing with bullies. The group grows closer during this period, particularly Sin and Sol. Later, when a signal potentially leading to Elphelt is detected, Sin stops Ramlethal from investigating alone. Despite being assigned a task force, the mission fails, and Ramlethal is caught in a massive Gear explosion, leaving only a brief farewell to Sin before seemingly being destroyed. Heartbroken, Sin isolates himself.

He reappears aboard Johnny’s ship en route to the Backyard, questioning whether Sol is related to his mother. Sol reveals that he is Ky's father-in-law, prompting a chaotic exchange between Ky and Sin. Arriving at their destination, Sin, Ky, and Sol battle Sanctus Maximus. Sin’s power partially awakens in response to his anger at her mocking Ramlethal, but he ultimately helps Sol bait her into a beam from the Third King Daryl’s ship. Sin witnesses Sol being endangered but saved by Axl.

After the crisis, Sin rests at Kiske Manor with his parents, Ramlethal, and Elphelt. When offered tea, he requests "sugar water," much to Ky and Dizzy’s disapproval of Sol’s parenting. Elphelt and Ramlethal express concern about their temporary stay, while Ky plans to make his marriage public. Dizzy reassures Sin that being together as a family matters more than where they live. Elphelt reports Dizzy’s heroism in defending Illyria has earned her public praise, suggesting that all five could remain together, though Sin wonders about Sol’s place in the family.

Guilty Gear -Strive-
During his father and grandparents’ battle against the real That Man, Sin, along with Ramlethal and an Illyrian soldier, aids Baiken in preventing a disaster caused by Delilah’s revenge. They are ambushed by Bedman but rescued by May, April, and Faust aboard the May Ship II. Following updates from Anji Mito, Sin explains to Baiken how Sol and Ky can assist her in avenging her child, leaving her and others shocked by his unusual explanation about Dizzy’s eye.

As Delilah’s energy sphere begins consuming everything, Sin arrives with a herd of Gears from Dr. Paradigm, preventing the catastrophe and enabling May and Faust to save the townspeople, with Faust sacrificing himself. After Sol and Ky defeat Goddess I-No and Happy Chaos, Sin and his family share a moment of peace. He currently lives quietly with Ky and Dizzy while continuing to assist others.

Appearance

General Description: Sin is a young man with blue-green eyes and disheveled blonde hair. He is slightly taller than his father, Ky, and has more muscle mass.

Facial Features: He wears a brown eyepatch over his right eye (black in Strive), and a golden cross necklace around his neck.

Clothing/Outfit: Sin’s classic outfit consists of a white jacket with blue and brownish trim over a white and blue undershirt, secured by a belt. He wears white gloves, white trousers with two golden loops on each leg, a blue and black sash around his waist, and brown shoes. His gloves and flag bear the word "OATH," while his eyepatch displays the phrase "Be a light onto yourself." In Strive, he wears a black tank top with a golden cross on the chest and light blue jeans featuring "Idea makes dead" on the right leg. His jacket is tied around his waist along with two black bags that have belts and the phrases "We can go anywhere." (right) and "We can do anything." (left). He wears blue wristbands and cloth rings on his hands, and white-and-blue closed sandals. The brand "HEllo ding dong ditch" appears on multiple parts of his design, including his eyepatch, shoes, bags, wristbands, and flag.

Special Features: Distinct elements of his design include the eyepatch, the cross necklace, and the phrases printed across his clothing and accessories.

Personality

  • Disposition: Sin is cheerful and optimistic, often approaching situations with a carefree and happy-go-lucky attitude.
  • Social tendencies: He struggles with social situations and formal environments, sometimes appearing cocky or immature, but generally has a sincere and innocent approach to others.
  • Thinking style: Sin tends to act without overanalyzing and focuses on simple, direct solutions, which can occasionally lead to unique insights despite his mental immaturity.
  • Love for Family: He deeply loves his mother and trusts Sol Badguy as a father figure and mentor. While initially distant from his father Ky, he gradually reconciles after seeing his actions and receiving an apology, eventually acknowledging him as "Dad".
  • Childlike: Mischievous and playful at times, Sin is still very young mentally and emotionally, learning and growing from his experiences while striving to improve himself over time. Due to this also he has a very childlike view of things, such as when Sol told him he was a Commander Type Gear and he viewed it as he could simply end the Crusades by telling the gears to stop.

Relationships

Ky Kiske

Ky is Sin's dad[1].

When Ky notes that he is unaware if the Maiden of the Grove (Dizz, Sin's mom) is safe, Sin is angered at him, telling him to answer the question and calling him a shitty King that can't protect anything[2].

Ky later notes to Paradigm that he will not kill Dizzy as he loves her and even for Sin's sake, he cannot abandon her[3].

While brainwashed Sin reveals his hatred for Ky, claiming that he abandoned Dizzy and him, using justice as an excuse[4].

Sol later tells Sin that if Ky didn't do everything he did, Dizzy would not be in a position where she could be saved[5].

When meeting with Ky again Sin claims he doesn't care what happens to Ky with Ky telling him this isn't time for bickering and asking him if he's going to fight or run after Sol[6]. Ky proceeds to say that he knows he wasn't a good father figure to Sin and that if he lived six lives he doesn't know whether or not he could make it up to him[7]. Though rather then giving in to regret, he decided to struggle and take back the light, for that reason alone he cannot lose this battle, as he must protect the people's light and prove to them he's chosen the right path, it's his responsibility to be here[8].

Sin responds saying he's not going to fight for people like Ky as that will always be his job[9], explaining that when he was a kid, his mom always said that Ky was busy protecting the people's families, but seeing Ky's downcast look and avoiding eye-contact with Sin made him always curious "Why were you fighting so hard for people you've never met? Were we considered "Family" or even "people"? What am I?", though his mother said even with these questions that Ky was an irreplaceable family member and that's why Sin will fight for his mom and protect Ky[10].

Later when a portal opens Ky tells Sin to go help Sol and the others, claiming he's indebted to Sol as he wanted to see how much Sin has grown along with telling him to come back alive for his mother's sake[11]. Sin tells him to not act like his dad as Sol is his only father but he at least knows why Ky loves Dizzy and tell him that he can't die either, telling him that if he dies and makes Dizzy sad, he'll never forgive him[12]. Ky promises this as Sin tells him one more thing, that if he wants to act like a dad to not talk so formally, just "hey you" or "what the hell" is fine[13].

General Information

Name: Sin Kiske[14]

Origin: Guilty Gear 2

Overall Series: Guilty Gear

First Appearance: Guilty Gear 2

Company: Arc System Works

Creator: Daisuke Ishiwatari

Actor

  • Japanese Actor: Issei Miyazaki (Guilty Gear 2: Overture, Guilty Gear Xrd: -SIGN-, Guilty Gear Xrd: -REVELATOR-, Guilty Gear Strive, Guilty Gear Strive: Dual Rulers)
  • English Actor: Yuri Lowenthal (Guilty Gear 2: Overture), Lucien Dodge (Guilty Gear Xrd: -SIGN-, Guilty Gear Strive)

Gender: Male

Sexuality: Heterosexual

Pronouns: He/Him

Handedness: Right-Handed (Sin wields his weapon dominantly with his right-hand[15])

Age: 5 years old[16]

Blood Type: Unknown[17]

Birthday: May 31[18]

Time Period: 22nd Century[19]:

Timeline: Main Timeline

Homeworld: Earth

Residence: Ky's Castle, Illyria

Story Role: Fighter, Playable Fighter, Main Protagonist

Legacy: Local Legacy (Sin is not well-known as his birth needed to be kept a secret from the people due to the hatred against Gears)

Influence: Event Influence

Language: English

Ethnicity: Caucasian

Religion: N/A

Classification: King of the Gears

Species: Human/Gear Hybrid

State of Being: Regular

Physiology: Hybrid Physiology

In-Universe Creator: Unknown

Occupation: Bounty Hunter

Affiliations: Sol Badguy, Dizzy (His mom), Ky Kiske (His dad), Unika (His sister)

Enemies: Valentine, Unika (Formerly)

Height: 5'11"[24]

Weight: 160 lbs[25]

Status: Alive

Alignment

Protection Level: Global Protector (Has aided Sol Badguy in multiple times, protecting the world)

Threat Level: Global Threat when infected (When infected, Sin will unleash all Command Gears to cause the Second Crusades)

Potential

Archetypal Tiering: Power House

Codex Statistics

Grade: S

Tier: At least 8-B, Much Higher through Magic of the Backyard

Cardinality: Finite

Dimensionality: 3-D

Power Source: Magic (Mankind has succeeded in the dream of developing a natural, limitless energy supply, being the Age of Magic[29]. This is further supported in the memoirs of Eripmavs D Yraid where a band of mages calling themselves "Apostles" taught magic to the people[30]. Magic is described as a scientific impossibility, a power close to omnipotence, with all of its information being of an unknown origin[31])

Attack Potency: At least City Block level (Potency) (Sin notes while under brainwashing that he has never went all out when fighting Sol Badguy[32], with his real power having him have his mother's strength, Dizzy[33], (who defeated Ky Kiske with her overwhelming strength[34], where Ky Kiske and Sol Badguy are considered the best of the best[35], putting them above the likes of Johnny who fought against Bedman[36], where in his fight with Slayer, caused a massive cavern across the entire terrain[37]), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[38] to carry more energy than anything on this planet is capable of producing[39], however without an intermediary, this energy would destroy the planet[40]). Can ignore durability with Magic (The Backyard is the term used to give reason to the five element configuration[41], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[42], the magic people use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[43], being described as an obscure world that magic users temporarily access to gain power[44]. Roughly put, it's a world that can rewrite the rules of the universe in any way it wants[45])

Durability: At least City Block level, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[46])

Striking Strength: At least City Block Class (Potency), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[47], to where even a single strike or punch from them carries more energy than anything on the planet is capable of producing[48])

Lifting Strength: At least Class M (Aided Ky Kiske in supporting the mountain-sized Justice from collapsing[49]), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[50])

Travel Speed: Regular Human, Superhuman with Blast Drive (Blast Drive allows the fighter to move like the wind[51], running far faster then the fighter normally moves[52]), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[53]. Fighters can move so fast with their Roman Cancels that they create a light afterimage of two of the same fighter doing a roman cancel[54])

Attack Speed: Superhuman, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[55]. Fighters can move so fast with their Roman Cancels that they create a light afterimage of two of the same fighter doing a roman cancel[56])

Reaction Speed: Superhuman, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[57]. Can avoid sword slashes from Johnny[58] where it's noted that Johnny's attacks move at the speed of light[59])

Stamina: Superhuman, Limitless Magic (Makind has succeeded in the dream of developing a natural, limitless energy supply, being the Age of Magic[60])

Range: Standard Melee, Extended Melee with Flag, Tens of Meteres with Explosion Manipulation/Electricity Manipulation (Rams into the opponent and unleashes a massive electricity explosion attack[61]), Multiversal with Magic (The Backyard is the term used to give reason to the five element configuration[62], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[63], the magic people use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[64], being described as an obscure world that magic users temporarily access to gain power[65], with it being larger then the universe[66])

Intelligence: Supergenius Intelligence (Gears have the capacity to learn quickly, with Dr. Paradigm having knowledge and throughput that exceeds that of Leo's entire operations department[67])

Knowledge


Powers and Techniques











Equipment

Flag

Sin Kiske's flag.
  • Description: A versatile flag used by Sin Kiske as his signature weapon. Initially inspired by Sol Badguy’s sarcastic suggestion to “go wave a flag or something,” it has become central to Sin’s fighting style.
  • Appearance: In Guilty Gear 2: Overture, the flag is fully unfurled. In the Xrd series, it is bundled and wielded like a staff for combat. In Guilty Gear -Strive-, the flag is displayed loose again, featuring a redesigned pattern.
  • Usage: Sin manipulates the flag both as a melee weapon and for long-reaching strikes. Its flexible nature allows him to swing, thrust, and spin it dynamically during combat.
  • Function: Acts as a multipurpose weapon, functioning like a polearm when bundled and like a whip or banner when unfurled. The flag’s design and mobility allow Sin to attack while maintaining distance from opponents.
  • Notable Traits: Despite its unconventional form, the flag proves highly effective in skilled hands, demonstrating Sin’s agility and inventive use of nontraditional weaponry.

Notable Techniques


Gatling Combo System

Gatling Combos involve chaining together normal attacks, always increases or staying the same level of strength. After a Gatling Combo, the fighter can then usually cancel, or two-in-one, into a Special Move.

Charge Attack

Fighters have a special move that can be charged up for increased power, this is accomplished by charging their special in order to use an enhanced version of an attack that reaches all the way to level 3.

Instant Kill System

Instant Kill moves are moves that are a fighter's most powerful technique. Defeating an opponent with the Instant Kill will end the match immediately, regardless of the round the fighters are on.

Chaos Moves

Chaos Moves are super-powerful attacks that takes a completely full Chaos Bar to use. These moves do far more damage then a fighters standard attacks.

Dash / Back-Dash / Air Dash

Fighters can dash forward, do a back dash, and dash even in mid air, allowing for greater mobility of moving around their opponents during fights.

High Jump

A high jump is much higher then a regular jump, and a forward or backward High Jump travels all the way across the screen. A Double Jump cannot be performed during a High Jump.

Knockdown Evasion

When a fighter gets hit with an attack that knocks down, they will flip out of the hit immediately, ready to retaliate.

Double Jump

A fighter can jump once on the ground and once again in the air, allowing them to reach higher and out of reach spots from other fighters.

Throws

Fighters can grab opponents to throw them, being able to throw them either forward or backwards.

Mid-Air Turn

Through pressing the Taunt Button when in mid-air, the fighter can turn around and face the opposite direction, this technique can be useful to attack from behind.

Aerial Combos

Fighters have an Aerial Combo Launcher, which allows them to launch the opponent into the air, they can follow with a Chase Jump where they can attack the opponent with a multi-hit, mid-air Gatling Combo.

Dead-Angle Attack

When blocking an opponent's attacks, the fighter can quickly input a Special Move command to cancel their block animation and strike the enemy while they're still attacking.

Perfect Guard

Unlike normal blocking which drains a small amount of life when blocking against a special move or Chaos Move, the Perfect Guard can block without losing any life at all. Though the Perfect Guard will drain the fighter's Chaos Bar, and if they have no Chaos Energy at all, they will not be able to use Perfect Guard.


Faultess Defense

Through inputing the punch and kick simultaneously while pushgin the directional button for a guard position, the fighter enters a special guard condition that creates a barrier around them. This prevents opponents from shaving away at their strength with deadly attacks and the knock back is greater than when using normal guards, giving the fighter more time to ready an attack against their opponent. This also enables the ability to guard against attacks that cannot be guarded against during jumps. However, while performing Faultess Defense the Tension Gauge decreases, once it is fully depleted the fighter can no longer use Fautless Defense.

Roman Cancel

While hitting an opponent with an attack, pushing any of the attack buttons will forcefully stop attack actions and return the character to a normal standing pose. This allows the fighter to create their own original combo moves and hit unique attacks the opponent was not expecting.

Jump Cancel

There are certain attacks that can be cancelled mid-move into a jump, being called a Jump Cancel. When hitting an opponent with, or guarding against certain attacks, press the Directional button UP to cancel into a jump. Successful use of this can help to enhance their combo techniques.

Counter Hit

While the opponent is trying to use a move, the fighter can counter attack by hitting them with one of their attacks, because the opponent's time off balance is increased, this move allows for use of combo attacks that normally couldn't be used.

Recovery Direction

When using a recovery move by pushing a directional button, the fighter can recover from a knock down in the direction pressed, this can provide with a chance for a counterattack if used correctly.

Instant Kill Technique

As the name implies, these are the ultimate deadly attack that can do away with opponents with a single blast. Due to the sheer power of these moves, they take a long time to unleash. Unleashing an Instant Kill attack, completely depletes the Tension Gauge, thus missing this move at all makes the fighter struggle worse as they won't be able to use various actions that require the Tension Gauge.

Guard

Push the directional button opposite of the direction of the fighter's opponent to guard against attacks. There are standing and crouching guards which guard against the respective areas, with standard guard defending against high and mid-level attacks while crouch guarding defends against low attacks. Fighters can even guard during jumps to protect against attacks in the air.

Two-Level Jumps

Fighters can jump again while in the air.

Gatling Combo

A method of linking normal moves together as combo attacks. The moment a fighter hits an opponent with a normal attack, they proceed to enter commands for another normal attack to create combos. The number of moves that can be used in combos vary with each character.

Overdrive Attack

Over Drive attacks are powerful attacks that use up 50% of the Tension Gauge. The commands for the move vary with each character.

High Jump

Press the down then up directional buttons quickly to jump higher than the usual jumps, though a Two-Level jump cannot be used after a High Jump.

Forward Thrust Attack

With a Punch or Heavy Attack common to all characters, keep the right directional button pressed down while attacking to transform attacks.

Dead Angle Attack

At the instant the fighter has guarded against an opponent's attack, push two attack buttons simultaneously while pushing down on the right directional button to counterattack from the guard position. The Tension Gauge needs to be at 50% or above for this move.

Dust Attack

By pushing a Slash and Heavy Slash button, the fighter can use attacks that break crouching guards. Opponents attacked with this move will be spun around and knocked down, becoming temporarily defenseless. At this time, push up on the directional button for the fighter to pounce on the opponent and have a perfect chance to strike back with a combo attack.

Sweep

Push a Slash and Heavy Slash button while in crouch to use the Sweep move. If this attack hits the opponent, they cannot bounce back from the attack with a recovery move.

Tension Gauge

The Tension Gauge is a gauge that shows a character's hostility, which holds the key to victory. The power of this gauge increases when the fighter uses aggressive moves like moving forward, dashing, forward jumps, and attacks. As the power of this gauge increases more moves can be used.

Recovery

When knocked down after being attacked, push any 2 attack buttons simultaneously while in the air to regain balance. This moves enables the fighter to quickly ready themself against the next attack.

Throw

Push the right or left directional button near an opponent and push the Heavy Slash button to activate this special attack. It's a risky move as the fighter needs to be near an opponent, though the opponent cannot guard against this, making it an effective move to mix in with normal attacks.



Psych Burst

Allows the fighter to not only knock back enemies but also increase the Tension Gauge to "MAX" b meeting certain conditions. The Pysch Burst can only be used when the Burst Gauge reaches "MAX" and it redners them invulnerable for a set tie when activated, but it cannot be activated while the fighter s hit by an Overdrive Attack or when being thrown.

Two-Level Jumps

Lets the fighter jump again while in the air.

High Jump

Press down then up on the directional buttons quickly to jump higher then a usual jump.

Forward Thrust Attack

With a Punch or Heavy Slash common to all characters, keep the right direction button pressed down while attacking to transform attacks.

Dead Angle Attack

At the instant the fighter guarded against an opponent's attack, push any two attack buttons simultaneously while pushing the right directional button to counterattack from the guard position.

The Tension Gauge must be at 50% or above for this move.

Dust Attack

By pushing the Dust button, fighters can use attacks that spin around and knock down the opponents. This causes them to become temporarily defenseless. At this time, push up on the directional button to pounce on the opponent. It's a perfect chance to strike back with a combo attack.

Sweep

Push a Dust button while in a crouch to use the Sweep move. If this attack hits the opponent, they cannot bounce back from the attack with a Recovery move.

Recovery

When knocked down after being attacked, push any two attack buttons simultaneously while in the air to regain their balance. This move enables them to quickly ready themself against the next attack.

Throw

Push the right or left directional button near an opponent and push a Heavy Slash button to actiavte this special attack.

Approach an opponent during a jump while pushing the directional button in the direction of their approach and push the heavy slash button to be able to body toss the enemy during a jump.

During a Dash or Backstep, the fighter can not use a throw move.

Gatling Combo

A method of linking normal moves together as combo attacks. The moment they hit an opponent with a normal attack, enter the commands for another normal attack to create combos. The number of moves that can be used in combos vary with each character.

Overdrive Attack

These are very powerful attacks that use up 50% of the Tension Gauge. The command for this move varies on the fighter.

Instant Kill

As the name implies, this is the ultimate deadly attack that can do away with opponents in a single blast. As these moves are very powerful, they take a long tme to unleash.

Faultless Defense

Push the punch and kick button simultaneously while pushing the directional button for a guard position to enter a special guard condition that creates a special barrier around the fighter. This prevents opponents from shaving away through a fighter's strength with deadly attacks, and the knock back is greater than when a fighter uses normal guards, giving them more time to ready an attack against the opponent. They can also guard against attacks that cannot be guarded against during jumps.

While performing the Faultless Defense, the tension gauge decreases in real time, when the Tension Gauge powr is depleted, this guard can no longer be used.

Jump Cancel

There are certain normal moves where fighters can forcibly stop hitting an opponent with an attack or stop guarding against an attack and link it to a jump. By using these attacks, the fighter can combine these with attacks to widen their repertoire of combo attacks.

Roman Cancel

While hitting your opponent with an attack, push any three of the attack buttons except Dust button to forcefully stop attack actions and return the character to a normal standing pose. With the application of the move, fighters can create their own original combo attack. In order to perform a Roman Cancel, the Tension Gauge must be at least 50% full.

Counter Hit

While the opponent is trying to use a move, the fighter can counter attack by hitting them with one of their attacks. Because the opponent's time off balance is increased, the move allows the fighter to use combo attacks that they normally couldn't use.

Recovery Direction

When the fighter uses a Recovery move, they can recover from a knock down in the direction pressed. A recovery can provide the chance to counterattack if used correctly.

Slip

Specific Normal Moves, Special Moves, and Overdrive Attacks have the special ability to put opponents into a "slip" condition. When the fighter hits an opponent with these moves, they render enemies defenseless for a set time.


Two-Level Jumps

The fighter can jump again while in mid-air.

High Jump

The fighter can jump higher than usual by quickly pressing the directional input down and up. However, Two-Level jumps cannot be used after a High Jump.

Forward Thrust Attack

Through pressing the directional button while pressing the Punch or Heavy Slash buttons, the fighter can transform attacks.

Psych Burst

The fighter becomes temporarily invincible and knocks away the opponent when the Burst Gauge is at max. This technique cannot be used while taking damage from an Overdrive Attack or while being thrown. The Tension Gauge also maxes out whenever the fighter hits an opponent with a move.

Dust Attack

A fighter launches a Dust Attack by pressing Dust while standing. It's impossible to guard against a Dust Attack by crouching. After hitting the opponent with a Dust Attack, press the directional button to chase the opponent and him them with a combo attack while in the air.

Sweep

The fighter uses the Sweep move on the opponent by pressing the Dust button while crouching. A swept opponent cannot use a Recovery move.

Recovery

The fighter can regain balance when knocked down by pressing any attack button in midair.

Throws

The fighter can throw their opponent by pressing the directional button while pressing Heavy Slash when near the opponent. The opponent can also be thrown while in midair using the same method.

Throw Escape

The fighter can escape the opponent's throw while they are on the ground or in mid air through pressing the directional button while pressing Heavy Slash. This technique cannot be used while unconscious or launching an attack.

Gatling Combos

The fighter can create a combo out of a series of Normal Moves, launching a second attack as soon as the opponent is hit with the first attack. The number of moves that can be used for this technique are different for each fighter.

Force Break

It's a unique Special Move that consumes 25% of the Tension Gauge. Commands for this technique vary for each character.

Overdrive Attacks

These are extremely powerful attacks that consume 50% of the Tension Gauge. Commands for this technique vary for each character.

Instant Kills

As the name suggests, this is the ultimate attack that can knockout the opponent in one blow. Although these moves are extremely powerful, it takes time to successfully execute them.

Faultless Defense

While simultaneously holding down any two attack buttons except Dust, press a directional button in the direction the fighter wants to defend in order to enter a special guard called "Faultless Defense". In this state, fighters life won't be consumed when guarding against opponents Special Moves, but the opponent will knock the fighter back further than usual. This technique can be used to guard an attack which normally cannot be defended in mid-air.

Jump Cancel

The fighter can override certain moves, such as hitting the opponent or being blocked by the opponent by jumping out of a move when the fighter is midway through it. This technique can create great varieties in attacks and combos.

Counter Hit

By hitting the opponent in the middle of a move, the fighter can counterattack the opponent's attacks. A counter hit staggers an opponent longer than usual, so it gives a fighter a great chance to try combos they wouldn't normally pull off.

Recovery Direction

Press any directional button while recovering to move towards that direction as the fighter recovers.

Staggering

Certain Normal Moves, Special Moves, and Overdrive Attacks can put the opponent in a "stagger" state after a hit. A "stagger" opponent is temporarily defenseless.

Instant Block

Guarding against the opponent's attack right before it hits activates the "Instant Block". This will cause the fighter to start shining white with a bright light. Unlike a normal guard, which has a period where the fighter cannot move or attack, this time frame is shorter for Instant Block. Thi technique is helpful for guarding against attacks from close range.

Slash Back

Simultaneously pressing Slash, Heavly Slash, and the directional button in the direction the fighter guards against creates a yellow effect.

If successful, the yellow effect flashes and will dramatically cut the stun time after a guard; however, the fighter becomes temporarily defenseless if it fails.

Roman Cancel

While hitting the opponent with an attack, simultaneously press any three attack buttons, except Dust, to cancel the attack move. This technique allows the fighter to create their own original combo attacks. However, it consumes 50% of the Tension Gauge.

Force Roman Cancel

Each fighter has several attack moves that are compatible with this technique, while using one of those attacks, simultaneously press any three attack buttons except Dust of a certain timing to cancel the attack move and return to a standing pose. The best timing to input the command varies for each attack move, and if the timing is missed, it fails. When it's successfully activated, the technique consumes 25% of the Tension Gauge.


Free Mode & Lock-on Mode

Free Mode

It's a normal mode where a fighter can freely move around the battlefield, in this mode fighters can unleash attacks that cover a wide-range to hit multiple foes, but the power of the attacks are rather weak.

Lock-On Mode

Lock-on Mode is an effective technique for one-on-one skirmishes or situations where a fighter would like to target a single foe. Through holding a lock-on on a target, attacks are far more powerful, catering to one-on-one battles, combined with directional input, they can use vertical or horizontal attacks on enemies to shake them up.

Aerial Dash

During a jump, press A to perform a forward dash in mid-air. The fighter uses aerial dashes to jump over units or shortening the gap during aerial combos.

Step

Use the directional input and A while locking on to use a step movement. The distance it covers may be short, but through taking advantage of its speed, one can avoid attacks from enemies or shake them up during an attack.

Blast Drive

Through usage of the left stick button, the fighter is able to run like the wind, being able to accelerated and decelerate respectively.

Drift

During a blast drive, a fighter can perform sharp turns, allowing them to keep their momentum.

Auto Guard

If a fighter is not performing an action, they will automatically guard head-on attacks. However, auto-guard does not block attacks from behind or while the fighter is performing attacks. Along with this, guarding opponent's attacks too much will cause a guard crash, making them defenseless.

Modern Cancel

A technique that skips the recover animation of attacks, allowing the fighter to immediately perform another. With Modern Cancels, the fighter cna combine attacks that normally do not combo to forcibly create a combo, or completely bypass the defenseless state of their attacks during their recovery animation.

Cyclone Blast

It's an emergency-evasion technique that releases a sphere-shaped energy when the fighter is attacked to knock enemies away. This move is effective for escaping an attack from a group of enemies, however it requires a lot of tension.

Short Dash

While in lock-on the fighter can quickly move a short distance, being able to quickly shorten the gap between themself and the opponent.

Power Attack

The fighter unleashes a powerful attack that has a slow start animation. It has a high guard crash rate.

Avoid Knockdown and Falling Techniques

When the fighter takes damage from an enemy and are knocked down as a result, press A in mid-air at an appropriate time to use "Avoid Knockdown" to quickly regain their balance.

By pressing A right before the fighter hits the ground, the fighter will be able to use "Falling Techniques" to quickly get up.

Super Backstep

Allows the fighter to travel a longer distance than a normal backstep, an important technique to quickly distance oneself from the enemy.

Homing Jump

Press A while locking on to jump toward the target. They can also use an air dash to charge toward their target.


Guilty Gear 2

Type Name Effect/Command
Skills Phantom Barrel Receives life from allied units nearby and releases that energy. Power scales with number of allies (up to 3 levels)
Skills Exciter Enhances Sin's attacks, increasing damage and chance to stun
Skills Patecatl Stain Releases a projectile that restores life to allies it passes through
Skills Hummingbird Sword Summons Summons a mobile minion
Special Beak Driver Y
Special Big Beak Driver LS ↑ + Y (during lock-on)
Special Electroreverb LS ↓ + Y (counter)
Special Voltic Eye LS ← or → + Y (during lock-on)
Special Thrust like there's no tomorrow Y in midair
Overdrive R.T.L X + A (during max tension)

Guilty Gear Xrd

Type Name Command
Normal -- Right + Punch / Right + Heavy Slash / Down Right + Kick
Special Hawk Baker RightDownDown Right + Slash
Special Beak Driver DownDown RightRight + Heavy Slash (air OK)
Special → I'm Sure I'll Hit Something Heavy Slash during Beak Driver
Special Bull Bash DownDown LeftLeft + Slash
Special Elk Hunt DownDown RightRight + Kick
Special Leap DownDown LeftLeft + Punch or Kick
Special Still Growing DownDown LeftLeft + Heavy Slash
Special Vulture Seize DownDown LeftLeft + Slash (air only)
Overdrive R.T.L RightDown RightDownDown LeftLeftRight + Heavy Slash or Dust (air OK) → Direction + Heavy Slash
Overdrive Voltic Deign DownDown RightRightDownDown RightRight + Punch (air OK)
Instant Kill Raiden Enter Instant Kill Mode → DownDown RightRightDownDown RightRight + Heavy Slash

Guilty Gear -Strive

Type Name Command
Normal -- Right + Punch / Right + Kick / Right + Heavy Slash
Special Beak Driver DownDown RightRight + Heavy Slash
Special Hawk Baker RightDownDown Right + Slash
Special Hoof Stomp DownDown LeftLeft + Slash
Special Elk Hunt DownDown RightRight + Kick
Special Gazelle Step RightRight during certain special moves
Special Still Growing RightDown RightDownDown LeftLeft + Punch
Overdrive R.T.L RightDown RightDownDown LeftLeftRight + Heavy Slash (Air OK)
Overdrive Tyrant Barrel DownDown RightRightDownDown RightRight + Punch

Other

Standard Tactics: Sin utilizes his flag in combat along with magic, going for mainly hand to hand attacks.

Weaknesses:

Explanations

The Backyard

When studying the energy that shouldn't exist (magic), a theory arose: that being the Backyard, a superior dimension[215]. The Backyard is described by Sol as a virtual space though is refuted as the other way around, where the main world is the one that's a virtual space[216]. The Backyard is the term used to give reason to the five element configuration[217], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[218]. The magic people like Sol and Sin use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[219], being described as an obscure world that magic users temporarily access to gain power[220]. Just as the Earth can't exist if there's no universe, this world cannot exist unless they have that "something"[221], being larger then the universe[222]. Roughly put, it's a world that can rewrite the rules of the universe in any way it wants[223]. The Backyard can be explained as a book or library that has the theory of the world written on it[224]. It's responsible for the usage of irregular magic even scientists such as Sol have never seen before[225], allowing people to use magic that disproves the fundamentals of magic[226]. The Backyard was discovered by a Philosopher, being described to rule all things in the universe and from within it, one could understand any truth or even bend the world as they please[227]. Sol notes that if Valentine could freely access the Backyard, then she can also mess with the world's fate[228]. Asuka Kreutz notes that if someone strays too far into the Backyard, their soul breaks down under the pressure of the information's density[229]. In Guilty Gear Xrd -Sign-, the Backyard is defined as a world separate from our own, yet somehow controlling it, what's hidden behind its gates are the eternal truths, including good & evil, creation & destruction, and of chaos the likes of which mankind has never seen[230]. The Backyard is a space connected by people's dreams[231]. Axl traveling in the Backyard with I-No noted how his body felt heavy and his head felt weird, with I-No noting they're in a field created by That Man so they could exist in the Backyard in the flesh[232]. When a normal life form enters the Backyard they turn to dust, the Backyard is composed of high-density information which governs all of creation, any normal creature is instantly crushed by that wealth of data[233]. The Backyard has no effect on any non-living matter[234]. RoboMay explains the Backyard as composed of extremely dense information that governs the creation of all material things and by adding new information to it, one could easily deform the world itself[235]. Noting that it is a dangerous place that could literally cause the world to break[236].

Gameplay

Sin Kiske is a neutral- and rushdown-focused fighter who relies on his unique meter (Calorie Gauge in Xrd, Stamina Gauge in Strive) to cancel special attacks into follow-ups and extend combos. His playstyle revolves around managing this gauge, maintaining offensive momentum, and using tools to close distance and mix up opponents effectively.


  • Playstyle: A neutral-oriented fighter who uses his Calorie Gauge to chain special attacks (e.g., Beak Driver → Bull Bash → Elk Hunt) for high damage output.
  • Strengths: High combo potential and damage thanks to the Calorie Gauge; ability to refill the gauge using Still Growing to maintain pressure.
  • Weaknesses: Vulnerable when the Calorie Gauge is empty, triggering the starving animation; requires careful meter management.
  • Signature Mechanic: Calorie Gauge — consuming calories with special attacks, replenished by Still Growing; allows chaining of specials for extended combos.
  • Ideal Range: Mid-range for safe use of specials and gauge management; close range for combo extensions.
  • Recommended Playstyle: Manage the Calorie Gauge carefully, chain specials for damage, and use Still Growing to refill gauge and maintain pressure.


  • Playstyle: An aggressive rushdown fighter with tools for closing distance and applying mixups, utilizing the Stamina Gauge to cancel specials into follow-ups or Gazelle Step.
  • Strengths: High offensive potential with follow-ups; Stamina Gauge allows extended combos and mobility with Gazelle Step; Still Growing offers health, defense, damage, or speed bonuses depending on food consumed.
  • Weaknesses: Requires careful gauge management to avoid running out of Stamina; timing of gauge refill is important.
  • Signature Mechanic: Stamina Gauge — divided into thirds for follow-ups and Gazelle Step; Still Growing refills gauge and grants additional bonuses; Tyrant Barrel provides a two-part attack for pressure and knockback.
  • Ideal Range: Close to mid-range for rushdown and mixups; uses gauge management to chain specials effectively.
  • Recommended Playstyle: Apply aggressive pressure using special chains and Gazelle Step, manage Stamina Gauge effectively, and use Still Growing strategically to maintain offense and survivability.

Trivia

Codex Statistics Questions

Q: Shouldn't they scale to the higher levels of magic naturally?

A: This would not make much senses as it there are scenes that showcase the cast do not regularly produce those levels of energy, Ramlethal was going to destroy the ship they (Sol Badguy, Ky Kiske, Sin Kiske, & Elphelt Vaentine) were flying on, claiming "We're thirty-four thousand feet up. If this ship goes down, I doubt anyone will survive"[240], Dizzy's instant kill is a massive explosion that the explosion alone scares all fighters into surrendering[241], Jack-O's instant kill causes an explosion so wide it can be seen from the planet, however the planet is overall fine[242], etcetera. It makes much more sense that they are at far lower levels normally and can reach or even ignore higher levels through tapping into the Backyard.

Battle Records

6 - 1 - 2


  • Valentine - Fight[243]
    • Conditions: Nothing notable.
    • Location: Isolated Space in the Backyard
  • Universal Will - Fight[244]
    • Conditions: Sin, Sol and Ky were fighting against Universal Will.
    • Location: Universal Will's Base
  • Unika's Monsters - Fight[245]
    • Conditions: Sin and Sol were fighting together.
    • Location: United states
  • Unika - Fight[246]
    • Conditions: Match was a rematch. Sin had some help from Sol.
    • Location: Unknown City
    • Note: Sol shot Unika at the end of the fight.
  • Future Nerville Hammer Clones - [247]
    • Conditions: Sin, Johnny, Jack-O, Unika, Sol Badguy, & Baiken all fought together.
    • Location: Unknown Mansion
  • Future Nerville Hammer - Fight[248]
    • Conditions: Sin, Johnny, Jack-O, Unika, Sol Badguy, Baiken, Ky Kiske, Dizzy, Ramlethal & Elphelt all fought to defeat him.
    • Location: Outer Space


  • Unika - Fight[249]
    • Conditions: Ky Kiske, Dizzy, Johnny, & Sin Kiske were all working together to fight her.
    • Location: Ky's Castle
    • Note: The main reason for the lost was Unika attempting to get Dizzy's Undine to attack and cause mass destruction, resulting in Gears being hated, though Ky stopped the attack, freezing both him and her into a sealing barrier, she quickly got away after Johnny and Sin tried to attack her.


  • Bedman - Fight[250]
    • Conditions: Baiken, Ramlethal, Sin, and another guard were all fighting together.
    • Location: Train
    • Note: Sin needed to talk Bedman out of fighting to end the fight prematurely.
  • Unika' - Fight[251]
    • Conditions: Match was a rematch.
    • Location: United States
    • Note: Sin was about to lose the fight if Baiken didn't save him.

References

  1. Guilty Gear 2 Overture
  2. Guilty Gear 2 Overture
  3. Guilty Gear 2 Overture
  4. Guilty Gear 2 Overture
  5. Guilty Gear 2 Overture
  6. Guilty Gear 2 Overture
  7. Guilty Gear 2 Overture
  8. Guilty Gear 2 Overture
  9. Guilty Gear 2 Overture
  10. Guilty Gear 2 Overture
  11. Guilty Gear 2 Overture
  12. Guilty Gear 2 Overture
  13. Guilty Gear 2 Overture
  14. Guilty Gear Xrd Visual Book Page 42
  15. Starter Guide | Sin Kiske | Guilty Gear -Strive-
  16. Guilty Gear -Strive- Another Story: Departure Chapter 2
  17. Guilty Gear Xrd Visual Book Page 42
  18. Guilty Gear Xrd Visual Book Page 42
  19. Guilty Gear (1998) Game Manual Page 2
  20. Guilty Gear Xrd Visual Book Page 2
  21. Guilty Gear Xrd Visual Book Page 2
  22. Guilty Gear Xrd -Revelator- Chapter 01 Revelator A
  23. Guilty Gear -Strive- Chapter 1
  24. Guilty Gear Xrd Visual Book Page 42
  25. Guilty Gear Xrd Visual Book Page 42
  26. Guilty Gear Xrd -Sign- Chapter 02 Struggle A
  27. Guilty Gear 2 Overture
  28. Guilty Gear 2 Overture
  29. Guilty Gear (1998) Game Manual Page 2
  30. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  31. Guilty Gear 2 Overture
  32. Guilty Gear 2 Overture
  33. Guilty Gear 2 Overture
  34. Guilty Gear Xrd Visual Book Page 2
  35. ExplaMaytions with May! Episode 3 - The Crusades
  36. Guilty Gear Xrd Chapter 07 Showdown B
  37. Guilty Gear Xrd Revelator Chapter 03 Sense B
  38. Guilty Gear Xrd Sign Chapter 7 Showdown B
  39. Guilty Gear Xrd Sign Chapter 7 Showdown B
  40. Guilty Gear Xrd Sign Chapter 7 Showdown B
  41. Guilty Gear 2 Overture
  42. Guilty Gear 2 Overture
  43. Guilty Gear 2 Overture
  44. Guilty Gear 2 Overture
  45. Guilty Gear 2 Overture
  46. Guilty Gear Xrd Sign Chapter 7 Showdown B
  47. Guilty Gear Xrd Sign Chapter 7 Showdown B
  48. Guilty Gear Xrd Sign Chapter 7 Showdown B
  49. Guilty Gear Xrd -Revelator- Final Chapter Fireworks
  50. Guilty Gear Xrd Sign Chapter 7 Showdown B
  51. Guilty Gear 2 Overture Page 19
  52. Guilty Gear 2 Overture
  53. Guilty Gear Xrd Sign Chapter 7 Showdown B
  54. Guilty Gear Strive Sliding Roman Cancel
  55. Guilty Gear Xrd Sign Chapter 7 Showdown B
  56. Guilty Gear Strive Sliding Roman Cancel
  57. Guilty Gear Xrd Sign Chapter 7 Showdown B
  58. Guilty Gear X2 Testament Arcade Mode
  59. Guilty Gear Xrd Revelator Zato-1 vs. Johnny
  60. Guilty Gear (1998) Story Prologue
  61. Guilty Gear Xrd REV 2 Sin Kiske Instant Kill
  62. Guilty Gear 2 Overture
  63. Guilty Gear 2 Overture
  64. Guilty Gear 2 Overture
  65. Guilty Gear 2 Overture
  66. Guilty Gear 2 Overture
  67. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  68. Guilty Gear Xrd -Sign- Chapter 01 Devastation A
  69. Guilty Gear Strive Another Story: Departure Chapter 3
  70. Guilty Gear (1998) Game Manual Page 28
  71. Guilty Gear (1998) Game Manual Page 28
  72. Guilty Gear (1998) Game Manual Page 28
  73. Guilty Gear (1998) Game Manual Page 28
  74. Guilty Gear X Game Manual Page 2
  75. Guilty Gear (1998) Game Manual Page 27
  76. Guilty Gear (1998) Game Manual Page 29
  77. Guilty Gear X Game Manual Page 2
  78. Guilty Gear Strive
  79. Guilty Gear Strive
  80. Guilty Gear X Game Manual Page 36
  81. Guilty Gear 2 Overture Page 21
  82. Guilty Gear 2 Overture Page 20
  83. Guilty Gear X Game Manual Page 36
  84. Guilty Gear XX Accent Core Plus - Story, Sol Badguy Sol 10B, Path 2 (End 2)
  85. Guilty Gear (1998) Game Manual Page 2
  86. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  87. Guilty Gear 2 Overture
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  92. Guilty Gear 2 Overture
  93. Guilty Gear -Strive- Final Chapter
  94. Guilty Gear Xrd Sign Chapter 7 Showdown B
  95. Guilty Gear Xrd Sign Chapter 7 Showdown B
  96. Guilty Gear Xrd Sign Chapter 7 Showdown B
  97. Guilty Gear Xrd Sign Chapter 7 Showdown B
  98. Guilty Gear Xrd Sign Chapter 7 Showdown B
  99. Guilty Gear Xrd Sign Chapter 7 Showdown B
  100. Guilty Gear Xrd Sign Chapter 7 Showdown B
  101. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  102. ExplaMaytions with May! Episode 1 - What is Magic?
  103. Guilty Gear 2: Overture Game Manual Pages 10-15
  104. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  105. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  106. Guilty Gear Xrd -Revelator- Raven vs. Kum Haehyun win quote
  107. Guilty Gear Xrd -Sign- Chapter 02 Struggle B
  108. Guilty Gear 2 Overture Page 18
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  110. Guilty Gear (1998) Game Manual Page 25
  111. Guilty Gear 2 Overture
  112. Guilty Gear (1998) Game Manual Page 29
  113. Guilty Gear (1998) Game Manual Page 28
  114. Guilty Gear (1998) Game Manual Page 29
  115. Guilty Gear (1998) Game Manual Page 29
  116. Guilty Gear X Game Manual Page 2
  117. Guilty Gear Strive Roman Cancel
  118. Guilty Gear Strive Sliding Roman Cancel
  119. Guilty Gear Strive Red Roman Cancel
  120. Guilty Gear Strive Blue Roman Cancel
  121. Guilty Gear Strive Purple Roman Cancel
  122. Guilty Gear Strive Yellow Roman Cancel
  123. Guilty Gear XX Accent Core Plus - Story, Sol Badguy Sol vs I-No (Gold) Cutscene
  124. Guilty Gear (1998) Sol Badguy
  125. Guilty Gear XX Λ Core Plus Axl Overdrive
  126. Guilty Gear (1998) Justice Boss
  127. Guilty Gear (1998) Justice Boss
  128. Guilty Gear Xrd REV 2 Zato=1 Overdrive
  129. Guilty Gear Xrd REV 2 Zato=1 Instant Kill
  130. Guilty Gear (1998) Testament Overdrive
  131. Guilty Gear 2 Overture
  132. Guilty Gear 2 Short Stories: "Minutes later, Paradigm was inside an aquarium... or rather, his private room. It was a room designed especially for his body that could only breathe in water. His assistants were sitting on the desk, wondering about the state of their master, who was reading the data. From his face, it looked like he was somewhat tense.
    —"What’s wrong, Doctor?"
    —"H-Hmm..., I’ll explain to you what I could read from the output data..."
    —"Y-Yes."
    —"It seems that the sphere recently was a kind of boundary that connects this world with the Backyard. The magical light waves optimized for the Backyard’s observation, emitted toward the center of the sphere, sent back values that cannot be quantified. On the other hand, the magical light waves of this world sent back real numbers. In other words, the interior of that sphere is this world, and the molecules that make up that 'door' seem to have been subjected to a special magical process. Seeing the absorption rate of the magical light waves, there is no doubt about it."
    —"U-Umm, then, what does that mean?"
    —"That is... it closely resembles the special chord I use for the observation of the Backyard."
    —"Doctor, forgive me, but I don’t know how you can observe the Backyard"
    —"Oh, that’s right... I haven’t taught you that. Simply put, we observe the Backyard from this world by ‘substituting’ the world’s theorem partially with the Backyard’s theorem. It’s the best I could do to send real numbers to the Backyard — I cannot do physical interferences... However, that sphere was made by a physical interference in the Backyard from this world. Which means... someone before me was successful in making physical contact with the Backyard."
    *[A reference to “chord substitution” in music theory]*
    —"Ha... then, does that mean there are people who are smarter than you, Doctor?"
    —"It’s frustrating, but that may be so. But leaving that issue aside, the problem is..."
    —"...Problem?"
    —"Is who it is...Although it is somewhat unlikely, only one person comes to mind."
    —"Eh, who!?"
    —"As I mentioned earlier, we use a 'substitute' chord to observe the Backyard from this world. But actually, this chord didn’t originate from me. It is a part of the source extracted from the genetic information contained in Gear Cells, which I modified and decoded."
    —"Gear Cells?"
    —"Yes...The molecular binding that made up the sphere from earlier had a chord habit commonly found in Gear Cells. It’s unpleasant, but that sphere was probably created by... ‘That Man’."
    —"That Man... the GEAR MAKER!?"
    —"Yes, the GEAR MAKER. The villain that caused the Crusades.""
  133. Guilty Gear 2 Overture
  134. Guilty Gear 2 Overture
  135. Guilty Gear 2 Overture
  136. Guilty Gear 2 Overture
  137. Guilty Gear 2 Overture
  138. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope B
  139. Guilty Gear 2 Overture
  140. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  141. Guilty Gear (1998) Game Manual Page 2
  142. Guilty Gear 2: Overture Game Manual Pages 4-5
  143. ExplaMaytions with May! Episode 2 - Worldwide Development and Gears
  144. Guilty Gear Xrd -SIGN- Chapter 8 Hope A
  145. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  146. Guilty Gear X Game Manual Page 30
  147. ExplaMaytions with May! Episode 2 - Worldwide Development and Gears
  148. Guilty Gear -Strive- Chapter 1
  149. Guilty Gear -Strive- Chapter 1
  150. Guilty Gear (1998) Game Manual Page 2
  151. Guilty Gear 2 Overture
  152. Guilty Gear 2 Overture
  153. Guilty Gear 2 Overture
  154. Guilty Gear (1998) Axl Low Story Testament Boss
  155. Guilty Gear (1998) May Story Ending
  156. Guilty Gear (1998) Kliff Undersn's Story Testament Boss
  157. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  158. Guilty Gear 2 Overture
  159. Guilty Gear 2 Overture
  160. Guilty Gear 2: Overture Game Manual Pages 4-5
  161. Guilty Gear 2 Overture
  162. Guilty Gear 2 Overture
  163. Guilty Gear 2 Overture
  164. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope B
  165. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope B
  166. Guilty Gear 2 Short Stories: "Minutes later, Paradigm was inside an aquarium... or rather, his private room. It was a room designed especially for his body that could only breathe in water. His assistants were sitting on the desk, wondering about the state of their master, who was reading the data. From his face, it looked like he was somewhat tense.
    —"What’s wrong, Doctor?"
    —"H-Hmm..., I’ll explain to you what I could read from the output data..."
    —"Y-Yes."
    —"It seems that the sphere recently was a kind of boundary that connects this world with the Backyard. The magical light waves optimized for the Backyard’s observation, emitted toward the center of the sphere, sent back values that cannot be quantified. On the other hand, the magical light waves of this world sent back real numbers. In other words, the interior of that sphere is this world, and the molecules that make up that 'door' seem to have been subjected to a special magical process. Seeing the absorption rate of the magical light waves, there is no doubt about it."
    —"U-Umm, then, what does that mean?"
    —"That is... it closely resembles the special chord I use for the observation of the Backyard."
    —"Doctor, forgive me, but I don’t know how you can observe the Backyard"
    —"Oh, that’s right... I haven’t taught you that. Simply put, we observe the Backyard from this world by ‘substituting’ the world’s theorem partially with the Backyard’s theorem. It’s the best I could do to send real numbers to the Backyard — I cannot do physical interferences... However, that sphere was made by a physical interference in the Backyard from this world. Which means... someone before me was successful in making physical contact with the Backyard."
    *[A reference to “chord substitution” in music theory]*
    —"Ha... then, does that mean there are people who are smarter than you, Doctor?"
    —"It’s frustrating, but that may be so. But leaving that issue aside, the problem is..."
    —"...Problem?"
    —"Is who it is...Although it is somewhat unlikely, only one person comes to mind."
    —"Eh, who!?"
    —"As I mentioned earlier, we use a 'substitute' chord to observe the Backyard from this world. But actually, this chord didn’t originate from me. It is a part of the source extracted from the genetic information contained in Gear Cells, which I modified and decoded."
    —"Gear Cells?"
    —"Yes...The molecular binding that made up the sphere from earlier had a chord habit commonly found in Gear Cells. It’s unpleasant, but that sphere was probably created by... ‘That Man’."
    —"That Man... the GEAR MAKER!?"
    —"Yes, the GEAR MAKER. The villain that caused the Crusades.""
  167. Guilty Gear 2 Overture
  168. Guilty Gear 2 Overture
  169. Guilty Gear 2 Overture
  170. Guilty Gear 2 Overture
  171. Guilty Gear 2 Overture
  172. Guilty Gear X2 Testament Arcade Mode
  173. Guilty Gear Xrd -Sign- Chapter 02 Struggle A
  174. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  175. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  176. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  177. Guilty Gear Strive: Dual Rulers Episode 1
  178. Guilty Gear 2 Overture
  179. Guilty Gear 2 Overture
  180. Guilty Gear 2 Overture
  181. Guilty Gear -Strive- Another Story: Departure Chapter 1
  182. Guilty Gear -Strive- Another Story: Departure Chapter 1
  183. Guilty Gear Strive: Dual Rulers Episode 6
  184. Guilty Gear Strive: Dual Rulers Episode 2
  185. Guilty Gear Strive: Dual Rulers Episode 2
  186. Guilty Gear Xrd REV 2 Sin Kiske Overdrive
  187. Guilty Gear Xrd REV 2 Sin Kiske Overdrive
  188. Guilty Gear Strive Sin Kiske Overdrive
  189. Guilty Gear Strive Sin Kiske Overdrive
  190. Guilty Gear Strive Sin Kiske Overdrive
  191. Guilty Gear Strive: Dual Rulers Episode 3
  192. Guilty Gear 2 Overture
  193. Guilty Gear 2 Overture
  194. Guilty Gear 2 Overture Game Manual Page 16
  195. Guilty Gear 2 Overture
  196. Guilty Gear 2 Overture
  197. Guilty Gear 2 Overture
  198. Guilty Gear 2 Overture
  199. Guilty Gear 2 Overture
  200. Guilty Gear 2 Overture
  201. Guilty Gear 2 Overture
  202. Guilty Gear 2 Overture
  203. Guilty Gear 2 Overture
  204. Guilty Gear Xrd REV 2 Sin Kiske Instant Kill
  205. Guilty Gear 2 Overture
  206. Guilty Gear Xrd -Sign- Chapter 09 Maelstrom A
  207. Guilty Gear Strive: Dual Rulers Episode 6
  208. Guilty Gear Xrd -SIGN- Chapter 8 Hope A
  209. Guilty Gear XX Game Manual page 5
  210. Guilty Gear 2 Overture
  211. Guilty Gear Strive Glossary Weapons / Items Gear Cell Suppressor
  212. Guilty Gear 2 Overture
  213. Guilty Gear (1998) Game Manual Page 29
  214. Guilty Gear X Game Manual Page 2
  215. Guilty Gear 2 Overture
  216. Guilty Gear 2 Overture
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  224. Guilty Gear 2 Overture
  225. Guilty Gear 2 Overture
  226. Guilty Gear 2 Overture
  227. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  228. Guilty Gear 2 Overture
  229. Guilty Gear 2 Overture
  230. Guilty Gear Xrd -Sign- Opening
  231. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  232. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope A
  233. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  234. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  235. ExplaMaytions with May! Episode 6 - Another Threat Looms
  236. ExplaMaytions with May! Episode 6 - Another Threat Looms
  237. Guilty Gear Xrd Visual Book Page 42
  238. Guilty Gear Xrd Visual Book Page 42
  239. Guilty Gear Xrd Visual Book Page 42
  240. Guilty Gear Xrd -Sign- Chapter 02 Struggle A
  241. Guilty Gear Xrd Rev 2 Dizzy Instant Kill
  242. Guilty Gear Xrd Rev 2 Jack-O Instant Kill
  243. Guilty Gear 2 Overture
  244. Guilty Gear Xrd -Revelator- Final Chapter Fireworks
  245. Guilty Gear Strive: Dual Rulers Episode 2
  246. Guilty Gear Strive: Dual Rulers Episode 3
  247. Guilty Gear Strive: Dual Riders Episodes 6-7
  248. Guilty Gear Strive: Dual Riders Episodes 7-8
  249. Guilty Gear Strive: Dual Rulers Episode 1
  250. Guilty Gear -Strive- Another Story: Departure Chapter 1
  251. Guilty Gear Strive: Dual Rulers Episode 2