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Sin Kiske
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.
This character has mature themes and concepts, thus those of young age are ill-advised to look through these. | ||||||||||
| Sin Kiske | ||||||||||
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| Origin | ||||||||||
| Origin | Guilty Gear 2 | |||||||||
| Creator | Daisuke Ishiwatari | |||||||||
| First Appearance | Guilty Gear 2 | |||||||||
| Actor | 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! |
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Background Guilty Gear 2 Guilty Gear Vastedge Guilty Gear Xrd 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- 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 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- 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
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
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]
Time Period: 22nd Century[19]:
- During Guilty Gear (1998): 2180 (The Sacred Holy Order of Knights secured humanity's victory in 217 and the first Guilty Gear takes place 5 years later[20])
- During Guilty Gear X: 2181 (This game takes place one year after Guilty Gear[21])
- During Guilty Gear Xrd: 2187 (Directly noted in the intro to Chapter 1 to take place during this time period[22])
- During Guilty Gear -Strive-: 2187 (Directly noted that this game takes place three weeks after the end of Guilty Gear Xrd[23])
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)
Status: Alive
- Regular: Chaotic Good (Sin notes that his heart always has and always will be open to all, trusting people and helping them out[26])
- Under Valentine's Brainwashing: Lawful Evil (Sin was brainwashed into being Valentine's servant, following her orders such as trying to kill Sol[27])
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)
- Type(s) of Potential: Growth Potential
- Level of Potential: High Potential
- Description: The genes of a Gear has one mature quickly, thus Sin is a fully grown adult despite only being a couple of years old[28].
- Limitations: Nothing notable.
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])
Novice level (Sin does not know how to do things like division[68], along with not knowing where babies come from[69])
At least Expert level
- Acrobatics (Fighters are able to perform high jumps while in combat[70])
- Air Dash (Fighters are able to dash while in the air to perform an air dash[71])
- Multiple Jumps (Fighters are able to jump twice[72])
- Aerial Recovery (Fighters through the use of Knockdown Evasion are able to flip out of a knockdown hit, ready to retaliate[73]. With Recovery Direction, when using a Recovery move while pushing a directional button, the fighter can recover from a knock down in the direction they press, allowing them a chance to counterattack if used correctly[74])
- Charged Attack (The Charge Attack System is a system where fighters charge up their attacks for increased power, being able to charge it up t three levels[75])
- Counter (Fighters through the use of Dead-Angle Attack are able to strike the enemy even while the enemy is still attacking[76]. With Counter Hit, while the opponent is trying to use a move, the fighter can counter attack by hititng them with one of their attacks, causing the opponent's time off balance to increase[77])
- Second Wind (Fighters can get back up and fight for a second round even after their health is depleted[78])
- Guard Break (With Dust Attacks, by pushing a Slash and Heavy Slash, the fighter can use attacks that break the crouching guard[80]. With Power Attacks, fighters can unleash a slow move that whe hit, has a high guard crash rate[81])
- Auto-Pilot (With Auto Guard, if fighters are not performing an action, they will automatically guard head-on attacks[82])
- Aerial Recovery Nullification (With Sweep, if this attack hits the opponent, they cannot bounce back from the attack with a recovery move[83])
- Acausality
- Future or Past Defiance: When it looks like I-No has killed Sol through destroying his past, That Man comes in to note that it is foolish to believe this "Now" is what's really important, if there is no present, then neither the past nor future can exist, making everyone immune to affects from the past or future of time as they exist in their own presents[84].
- Time Paradox Immunity
- Paradox Immunity: "Now" is what's really important, if there is no present, then neither the past nor future can exist, making everyone immune to paradoxes that effect the past or future.
- Magic (Mankind has succeeded in the dream of developing a natural, limitless energy supply, being the Age of Magic[85]. This is further supported in the memoirs of Eripmavs D Yraid where a band of mages calling themselves "Apostles" taught magic to the people[86]. Magic is described as a scientific impossibility, a power close to omnipotence, with all of its information being of an unknown origin[87])
- Axiom Manipulation, Truth Manipulation & Information Manipulation (The Backyard is the term used to give reason to the five element configuration[88], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[89], 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"[90], being described as an obscure world that magic users temporarily access to gain power[91])
- Law Manipulation (Roughly put, it's a world that can rewrite the rules of the universe in any way it wants[92]. Noted by Asuka that magic is the power to bend the rules of nature[93])
- Statistics Amplification (Magic draws power directly from the Backyard, allowing a user to amplify themself[94] to carry more energy than anything on this planet is capable of producing[95], however without an intermediary, this energy would destroy the planet[96])
- Dormant Power Reservoir (As Magic draws power directly from the Backyard, allowing a user to amplify themself[97] to carry more energy than anything on this planet is capable of producing[98], they possess immense dormant energy that they cannot release as it would result in the destruction of the planet[99])
- Biological Manipulation & Fusionism (Noted in the memoirs of Eripmavs D Yraid that through the use of magic one can fuse Gear cells to the material world, allowing them to reproduce and become at least semi-permanent[101])
- Fire Manipulation, Telepathy & Teleportation (Magic has become a foundation of people's lives in Guilty Gear, for starting fires, communicating with people from afater, teleporting[102])
- Axiom Manipulation, Truth Manipulation & Information Manipulation (The Backyard is the term used to give reason to the five element configuration[88], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[89], 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"[90], being described as an obscure world that magic users temporarily access to gain power[91])
- Non-Standard Interaction
- Soul Interaction: Fighters are able to fight and interact with ghost[103].
- Higher-Dimensional Interaction (At least 4-D): Fighters are able to interact with Bedman, who deleted his own ID and became a multi-dimensional being[104].
- Transcendent Interaction: Fighters are able to interact with beings like Slayer, where it's noted by Happy Chaos that Vampires are apart of Demi-humans, who transcend genetics, physics, and even time itself with their very existence being essentially a bug in the world's programming[105].
- Non-Existent Interaction: Fighters are able to interact with Raven, a being that notes he is non-existent entity[106].
- Lock-On (Fighters are able to enter a "Lock-on Mode", where they target a single foe[108])
- Finishing Blow (With Instant Kills, if either fighter wins with an Instant Kill move, he or she wins the match immediately, no matter which round the game is currently in[110])
- Power Modification (If fighter's inflict even a single attack on a ghost they will take control of it and be able to use its abilities against the opponent[111])
- Chaos Manipulation (Fighters utilize an energy known as "Chaos Energy" to do things like perform Perfect Guarding[112] and perform Chaos Moves, a super-powerful attack that takes a completely full Chaos Bar to use[113])
- Forcefield Manipulation (Fighters can use a technique known as Faultess Defense, this allows the fighter to enter a special guard condition that creates a barrier around them preventing the opponent from shaving away strength with deadly attack, and the knock back is greater than a normal guard, giving them more time to ready an attack against the opponent[116])
- Energy Manipulation (With Roman Cancels, the fighter generates an energy field around themself[117])
- Afterimage Creation (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[118])
- Time Manipulation (With Red Roman Cancel, knocks back the enemy and briefly slows them down in time[119]. With the Blue Roman Cancel, slows the enemy down in time[120]. With Purple Roman Cancel, slows the enemy down in time[121])
- Space-Time Manipulation (Through two fighters slamming into each other at strong forces, they spread space-time wide open[123]).
- Resistance to
- Extreme Heats (Fighters can take fire attacks from Sol, which burn around their entire body[124], along with take hits from Axl's different flame attacks[125])
- Electricity (Fighters can block and take hits from electric attacks[126], such as Justice's attacks that electrocute with each hit[127])
- Shadow Attacks (Fighters are able to take hits from Zato's shadow Eddie[128] where the Shadow can instant kill someone through destroying their shadow[129])
- Poison Manipulation (Fighters can eventually have poisons wear out[130])
- Power Modification (Fighters are able to hit each other without any effects to their abilities, where if fighter's inflict even a single attack on a ghost they will take control of it and be able to use its abilities against the opponent[131])
- Axiom Manipulation, Truth Manipulation & Information Manipulation (Fighters can face off against Gears, where Gear Cells are what That Man used to create a sphere within the Backyard which was making a physical interference with it and causing distortions within it[132], where the Backyard is the term used to give reason to the five element configuration[133], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[134], 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"[135], being described as an obscure world that magic users temporarily access to gain power[136])
- Law Manipulation (As they resist the Gear Cells mere existence interfering with the Backyard, they also resist other effects uch as the Backyard being a world that can rewrite the rules of the universe in any way it wants[137])
- Soul Manipulation & Information Manipulation (Fighters are able to fight against Justice, where Justice's information density is equivalent to a galaxy cluster[138], where the soul breaks down under the pressure of the information density[139], an example of this can be seen through the Backyard, 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[140])
- Superhuman Physical Characteristics (Gears are a fusion of human and animal DNA with magic, resulting in a horrible mix of vitality and raw strength[141]. The Gear Project is noted to be a plan of transforming a man into a more powerful entity[142])
- Bloodlust (Gear blood makes one always have the want to destroy others around them[144])
- Genius Intelligence (Gears have the capacity to learn quickly, with Dr. Paradigm having knowledge and throughput that exceeds that of Leo's entire operations department[145])
- Longevity (Gears can live for a long time, such as Sol Badguy spending 150 years living as a bounty hunter[146])
- Regeneration
- Type: Passive
- Source: Technological Regeneration
- Capabilities: Gear Cells allow one to heal wounds almost instantly[147]. Sol regenerated instantly from a pike stabbing through his chest[148].
- Supernatural Resilience (Gears remain unaffected by objects stabbing through their body[149])
- Cyborgization
- Irregular Physiology (Gears are noted to be unnatural beings[151])
- Pain Tolerance (Gears can endure the pain of being within the Backyard[152], where Asuka Kreutz notes that if someone strays too far into the Backyard, their soul breaks down under the pressure of the information's density[153])
- Aura (Axl notes that Testament has a "bizarre aura"[154]. Johnny notes how he felt a Gears' malicious aura[155])
- Supernatural Resilience (Gears can survive what should be fatal wounds, such as Kliff believing he had killed Testament but being shocked to see they're alive[156])
- Impact Resistance & Pierce Resistance (When the Gears turned on humanity, there were no weapons that humanity had that were capable of resisting the Gears[157])
- Accelerated Development
- Magic (The cells constituting Gears are created from the applied technology of magic[159]. Gears are noted to possess an enormous supply of mana[160]. Gears are noted to be living weapons based on magic[161])
- Link Manipulation (A test gears DNA data was briding the link between the Backyard and the real world[164])
- Axiom Manipulation & Information Manipulation (Gear Cells are what That Man used to create a sphere within the Backyard which was making a physical interference with it and causing distortions within it[166], where the Backyard is the term used to give reason to the five element configuration[167], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[168], 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"[169], being described as an obscure world that magic users temporarily access to gain power[170])
- Resistance to
- Information Analysis (Gears blood types cannot be analyzed regularly, such as Testament's not being able to be analyzed[172])
- Disease Manipulation (The invention of Gear Cells were noted by Sol that they were going to flip the healthcare system on its head[173], That Man turned Aria into a gear to save her from her incurable disease[174])
- Pressure Manipulation, Soul Manipulation & Information Manipulation (Gears are able to resist the effects of entering the Backyard and Valentine's powers[175], where 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[176])
- Acrobatics (Employed several superhuman leaps to get around gaps[177])
- Weapon Mastery
- Unique Weaponry: Sin can use his flag in combat to easily deal with various threats[178].
- Pain Tolerance (Can endure the pain of being within the Backyard[179], where Asuka Kreutz notes that if someone strays too far into the Backyard, their soul breaks down under the pressure of the information's density[180])
- Social Influencing (Sin was able to talk Bedman out of fighting[181])
- Surface Scaling (Ran up a tree[182])
- Sheer Will (Fought through a gear-killing virus through sheer will[183])
- Precognition
- Analytical Prediction (Sin and Unika were perfectly reading and responding to each other's moves[185])
- Electricity Manipulation (Charges a massive electrical aura around himself that he uses to charge into the enemy[186])
- Glyph Manipulation (Sin can create glyphs that he travels through and envelopes around him to ram into the target with multiple attacks[189])
- Mind Manipulation (Sin has the same power as Justice, being able to control Gears[191])
- Soul Manipulation (Due to Sin having his magic modified during the Baptisma 13 incident, he is able to manifest a masterghost of his own and create servants[192])
- Familiar Summoning (Sin is able to optimize his magic beyond the twelve steps to summon his own magic and create servants[193])
- With Servants
- Accelerated Development
- Battle & Leveling
- Physical Stats & Abilities: Servants get stronger as they earn experience, leveling up to three times[194].
- Battle & Leveling
- Power Modification (Servants will automatically go to targets and capture them to work for Sol[195])
- Transmutation (Capture units convert the energy of its existence into the attack itself[196])
- Nullification
- Binding (Servants can bind opponents that cannot be dispeled through normal means from magic users[199])
- Self-Destruction (Servants will self-destruct if they have no purpose anymore[200])
- Accelerated Development
- With Masterghost
- Creation (Ghosts infinitely produce capture units so long as Sol maintains control over a ghost[201])
- Resurrection (As long as the Masterghost exists, it will revive its master from any damages[202])
- Forcefield Manipulation (The Masterghost will form a barrier around itself that can only be destroyed by servants, if the masterghost has not been attacked, its barrier will be restored after a while[203])
- With Servants
- Familiar Summoning (Sin is able to optimize his magic beyond the twelve steps to summon his own magic and create servants[193])
- His Instant Kill
- Resistance to
- Binding (Sol notes to Sin to dispel a binding spell put on him, though in this case he couldn't as it was an invalid access chord[205])
- Mind Manipulation (Despite Sin being a Gear, he is unaffected by Justice's ability to command gears[206])
- Virus Manipulation (Fought through a gear-killing virus through sheer will[207])
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:
- Gear Weaknesses: Gear blood makes one always have the want to destroy others around them[208]. When Gears don't have a leader, they cannot function properly and will hibernate[209], which caused all Gears to cease functioning and entering a dormant state when Justice fell[210], they can only resist this through developing a self-consciousness. Gear Cell suppressors can suppress the Gear Cells in one, this allows characters like Sol to maintain his human form and why when entering Dragon Install he takes off his headband (as it is a Gear Cell Suppressor)[211].
- Masterghost Weaknesses: The Master Ghost is one's soul itself, thus if it is destroyed, then they die[212].
- Standard Fighter Weaknesses: Perfect Guarding is done through the use of Chaos Energy, if the fighter has no Chaos Energy at all, they will not be able to Perfect Guard[213]. While performing Faultess Defense, the fighters Tension Gauge decreases, when the Tension Gauge power is depleted, this guar can no longer be used[214].
- Unique Weaknesses: Sin is rather naive.
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
- Sin's hobbies are discovering new adjectives & overcoming various weaknesses[237].
- Sin's values are his mother, his appetite, and the last cannot be mentioned[238].
- Sin's dislikes are those who do not over come their weaknesses, and being treated like a child[239].
- Sin's name may originate from the Nine Inch Nails song "Sin" from the album Pretty Hate Machine. Possible alternatives include "Sin" by Stone Temple Pilots from Core, the album Sin After Sin by Judas Priest or its song "Sinner", and the Christian metal band Sin Dizzy, referencing Sin's mother and the faith of his father.
- His "Just Do It" theme bears similarity to Van Halen's song "Hang 'Em High".
- His Overture theme "Ride on Time" may reference the city pop song by Tatsuro Yamashita.
- The move "Exciter" in Overture could be named after "Exciter" by Judas Priest.
- Patecatl Stain, another Overture move, references the Aztec deity Patecatl.
- Raiden, his Instant Kill in Xrd, alludes to an alternate name of the Japanese thunder god Raijin.
- The word sin translates to "son" in many Slavic languages, possibly alluding to Sin being Ky's son.
- Sin and That Man share the English voice actor Yuri Lowenthal in Guilty Gear 2 -Overture-. Lowenthal later voiced Bedman in Guilty Gear Xrd -Sign-.
- Sin has appeared as a guest character in: Crusaders Quest, Chain Chronicle 3, Last Period, and Code Shifter.
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
- 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.
References
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear Xrd Visual Book Page 42
- ↑ Starter Guide | Sin Kiske | Guilty Gear -Strive-
- ↑ Guilty Gear -Strive- Another Story: Departure Chapter 2
- ↑ Guilty Gear Xrd Visual Book Page 42
- ↑ Guilty Gear Xrd Visual Book Page 42
- ↑ Guilty Gear (1998) Game Manual Page 2
- ↑ Guilty Gear Xrd Visual Book Page 2
- ↑ Guilty Gear Xrd Visual Book Page 2
- ↑ Guilty Gear Xrd -Revelator- Chapter 01 Revelator A
- ↑ Guilty Gear -Strive- Chapter 1
- ↑ Guilty Gear Xrd Visual Book Page 42
- ↑ Guilty Gear Xrd Visual Book Page 42
- ↑ Guilty Gear Xrd -Sign- Chapter 02 Struggle A
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear (1998) Game Manual Page 2
- ↑ Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear Xrd Visual Book Page 2
- ↑ ExplaMaytions with May! Episode 3 - The Crusades
- ↑ Guilty Gear Xrd Chapter 07 Showdown B
- ↑ Guilty Gear Xrd Revelator Chapter 03 Sense B
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear Xrd -Revelator- Final Chapter Fireworks
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear 2 Overture Page 19
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear Strive Sliding Roman Cancel
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear Strive Sliding Roman Cancel
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear X2 Testament Arcade Mode
- ↑ Guilty Gear Xrd Revelator Zato-1 vs. Johnny
- ↑ Guilty Gear (1998) Story Prologue
- ↑ Guilty Gear Xrd REV 2 Sin Kiske Instant Kill
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
- ↑ Guilty Gear Xrd -Sign- Chapter 01 Devastation A
- ↑ Guilty Gear Strive Another Story: Departure Chapter 3
- ↑ Guilty Gear (1998) Game Manual Page 28
- ↑ Guilty Gear (1998) Game Manual Page 28
- ↑ Guilty Gear (1998) Game Manual Page 28
- ↑ Guilty Gear (1998) Game Manual Page 28
- ↑ Guilty Gear X Game Manual Page 2
- ↑ Guilty Gear (1998) Game Manual Page 27
- ↑ Guilty Gear (1998) Game Manual Page 29
- ↑ Guilty Gear X Game Manual Page 2
- ↑ Guilty Gear Strive
- ↑ Guilty Gear Strive
- ↑ Guilty Gear X Game Manual Page 36
- ↑ Guilty Gear 2 Overture Page 21
- ↑ Guilty Gear 2 Overture Page 20
- ↑ Guilty Gear X Game Manual Page 36
- ↑ Guilty Gear XX Accent Core Plus - Story, Sol Badguy Sol 10B, Path 2 (End 2)
- ↑ Guilty Gear (1998) Game Manual Page 2
- ↑ Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear -Strive- Final Chapter
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
- ↑ ExplaMaytions with May! Episode 1 - What is Magic?
- ↑ Guilty Gear 2: Overture Game Manual Pages 10-15
- ↑ Guilty Gear Strive Happy Chaos Arcade Extreme Route
- ↑ Guilty Gear Strive Happy Chaos Arcade Extreme Route
- ↑ Guilty Gear Xrd -Revelator- Raven vs. Kum Haehyun win quote
- ↑ Guilty Gear Xrd -Sign- Chapter 02 Struggle B
- ↑ Guilty Gear 2 Overture Page 18
- ↑ Guilty Gear 2 Overture Page 18
- ↑ Guilty Gear (1998) Game Manual Page 25
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear (1998) Game Manual Page 29
- ↑ Guilty Gear (1998) Game Manual Page 28
- ↑ Guilty Gear (1998) Game Manual Page 29
- ↑ Guilty Gear (1998) Game Manual Page 29
- ↑ Guilty Gear X Game Manual Page 2
- ↑ Guilty Gear Strive Roman Cancel
- ↑ Guilty Gear Strive Sliding Roman Cancel
- ↑ Guilty Gear Strive Red Roman Cancel
- ↑ Guilty Gear Strive Blue Roman Cancel
- ↑ Guilty Gear Strive Purple Roman Cancel
- ↑ Guilty Gear Strive Yellow Roman Cancel
- ↑ Guilty Gear XX Accent Core Plus - Story, Sol Badguy Sol vs I-No (Gold) Cutscene
- ↑ Guilty Gear (1998) Sol Badguy
- ↑ Guilty Gear XX Λ Core Plus Axl Overdrive
- ↑ Guilty Gear (1998) Justice Boss
- ↑ Guilty Gear (1998) Justice Boss
- ↑ Guilty Gear Xrd REV 2 Zato=1 Overdrive
- ↑ Guilty Gear Xrd REV 2 Zato=1 Instant Kill
- ↑ Guilty Gear (1998) Testament Overdrive
- ↑ Guilty Gear 2 Overture
- ↑ 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."" - ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope B
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
- ↑ Guilty Gear (1998) Game Manual Page 2
- ↑ Guilty Gear 2: Overture Game Manual Pages 4-5
- ↑ ExplaMaytions with May! Episode 2 - Worldwide Development and Gears
- ↑ Guilty Gear Xrd -SIGN- Chapter 8 Hope A
- ↑ Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
- ↑ Guilty Gear X Game Manual Page 30
- ↑ ExplaMaytions with May! Episode 2 - Worldwide Development and Gears
- ↑ Guilty Gear -Strive- Chapter 1
- ↑ Guilty Gear -Strive- Chapter 1
- ↑ Guilty Gear (1998) Game Manual Page 2
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear (1998) Axl Low Story Testament Boss
- ↑ Guilty Gear (1998) May Story Ending
- ↑ Guilty Gear (1998) Kliff Undersn's Story Testament Boss
- ↑ Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2: Overture Game Manual Pages 4-5
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope B
- ↑ Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope B
- ↑ 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."" - ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear X2 Testament Arcade Mode
- ↑ Guilty Gear Xrd -Sign- Chapter 02 Struggle A
- ↑ Guilty Gear Xrd -Revelator- Chapter 06 Cause A
- ↑ Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
- ↑ Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
- ↑ Guilty Gear Strive: Dual Rulers Episode 1
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear -Strive- Another Story: Departure Chapter 1
- ↑ Guilty Gear -Strive- Another Story: Departure Chapter 1
- ↑ Guilty Gear Strive: Dual Rulers Episode 6
- ↑ Guilty Gear Strive: Dual Rulers Episode 2
- ↑ Guilty Gear Strive: Dual Rulers Episode 2
- ↑ Guilty Gear Xrd REV 2 Sin Kiske Overdrive
- ↑ Guilty Gear Xrd REV 2 Sin Kiske Overdrive
- ↑ Guilty Gear Strive Sin Kiske Overdrive
- ↑ Guilty Gear Strive Sin Kiske Overdrive
- ↑ Guilty Gear Strive Sin Kiske Overdrive
- ↑ Guilty Gear Strive: Dual Rulers Episode 3
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture Game Manual Page 16
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear Xrd REV 2 Sin Kiske Instant Kill
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear Xrd -Sign- Chapter 09 Maelstrom A
- ↑ Guilty Gear Strive: Dual Rulers Episode 6
- ↑ Guilty Gear Xrd -SIGN- Chapter 8 Hope A
- ↑ Guilty Gear XX Game Manual page 5
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear Strive Glossary Weapons / Items Gear Cell Suppressor
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear (1998) Game Manual Page 29
- ↑ Guilty Gear X Game Manual Page 2
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear Xrd -Revelator- Chapter 06 Cause A
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear Xrd -Sign- Opening
- ↑ Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
- ↑ Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope A
- ↑ Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
- ↑ Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
- ↑ ExplaMaytions with May! Episode 6 - Another Threat Looms
- ↑ ExplaMaytions with May! Episode 6 - Another Threat Looms
- ↑ Guilty Gear Xrd Visual Book Page 42
- ↑ Guilty Gear Xrd Visual Book Page 42
- ↑ Guilty Gear Xrd Visual Book Page 42
- ↑ Guilty Gear Xrd -Sign- Chapter 02 Struggle A
- ↑ Guilty Gear Xrd Rev 2 Dizzy Instant Kill
- ↑ Guilty Gear Xrd Rev 2 Jack-O Instant Kill
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear Xrd -Revelator- Final Chapter Fireworks
- ↑ Guilty Gear Strive: Dual Rulers Episode 2
- ↑ Guilty Gear Strive: Dual Rulers Episode 3
- ↑ Guilty Gear Strive: Dual Riders Episodes 6-7
- ↑ Guilty Gear Strive: Dual Riders Episodes 7-8
- ↑ Guilty Gear Strive: Dual Rulers Episode 1
- ↑ Guilty Gear -Strive- Another Story: Departure Chapter 1
- ↑ Guilty Gear Strive: Dual Rulers Episode 2
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