- Sin's Stamina Gauge allows him to deal damage and get good oki off of most of his starters meterlessly, even from Midscreen. It also allows him to kara-cancel any of his specials into either of his supers, allowing him to deal massive damage off of the right hits.
- Sin's special move follow-ups allow him to enforce scary stagger pressure and strike/throw, even at range. He also has decent high/low mix as Hoof Stomp and
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- Sin has a meterless, invincible reversal in Hawk Baker, enabling him to disrespect his opponent's pressure without the use of Tension and deal big damage in return.
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- When low or out of stamina, Sin's pressure and damage potential drop dramatically, requiring you to carefully choose when and where to use your stamina so as to not undermine your gameplan.
- While very far reaching, buttons like
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- Sin's optimal combo enders are usually kara-cancelled (and sometimes just-frame) supers, which require tight, in-the-moment execution to pull off. These are sometimes necessary to secure a wall-break, and messing up the input can result in a waste of damage, stamina, oki, or all of the above.
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