Art of Fighting 3/Sinclair

From Mizuumi Wiki
Jump to navigation Jump to search
シンクレア, Sinclair

Introduction

Difficulty: Easy Playstyle: Poking

Sinclair is the midboss of Art of Fighting 3, a deadly female swordfighter who works for Wyler and wants the elixer for herself. No one, not even Wyler knows her very well, making her a very mysterious woman who keeps her secrets from all. Well we do know one thing: she really stinks in this game. Sinclair has very little to work with overall, so playing her means you're dedicated (or screwing around). How exactly SNK decided to make one boss very weak, and the other boss overly strong is truly a mystery, indeed.

So what is good about Sinclair? For one, at least most of her specials have some sort of use with low cost, so you have something to work with. Aside from that, she's easy to understand despite her various flaws, and she technically can still Touch of Death the opponent. Now for her long list of flaws. Terrible combos that are hard to execute, inability to throw at all, low damage unless you combo, a terrible OTG 3A, and huge delay on everything she does, making everything a commitment. Sinclair's a pretty cool character, but you have to work hard to keep your momentum, since you can lose it in a second. Still, Sinclair is definitely one of the more unique characters SNK has made for her unorthodox playstyle.

Strengths Weaknesses
  • Good specials outside of 646A
  • Low execution
  • Nice animations that at least make it look like you know what you are doing
  • Capable of a TOD if you’re lucky enough to set it up
  • Somewhat reliable 50/50 mixup with her hops
  • Has a sword
  • Terrible SDM with crap range despite monster damage
  • Cannot throw anyone
  • Low damage due to having to rely on careful pokes more than anything
  • Slowest Pursuit in the game
  • Practically everything she does is delayed, even her forward walk
  • Next to no rush combos
  • Sinclair will almost always struggle to make a comeback
Player 1 Color Player 2 Color
AOF3 Sinclair 1P.png AOF3 Sinclair 2P.png

Move List

Grounded Normals

5A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Very highly elevated slash jab. Very poor range, and if it hits it pushes the opponent far away just enough that you cannot follow up with another 5A jab. You can use it in combos if you’re very close, and you have a decent chance of using it as an anti-air, but it’s still an unreliable move outside of that.

5C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Her heavy attack slash forward, which ironically is faster than her 5B. It does okay damage, and has pretty good range, which knockdowns on hit. If it’s blocked, it’s laggy enough to set Sinclair up for a punish, but if you’re in desperate need of a poke, this could do.

2A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Delayed low attack, that has okay range, but surprisingly, it can knock down the opponent with only slight push back. The damage, as you can probably expect, is low with some delay, so it’s nothing too special.

2B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Another low that has low damage but can knockdown. It has longer startup than 2A, but her hurtbox shrinks a little and there’s no pushback, making okizeme easier. The shrunken hurtbox probably doesn’t matter though, since the delay is still long enough to set Sinclair up for a punish if the opponent reacts quick enough.

Jumps

j.A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

A horizontal sword slash which hits twice in the air. In order for both hits to connect, you need to be in point blank range, which is often times what you aren't using jump-in attacks for. Besides that, it's slower than her j.B, the far better tool.

j.B/C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

j.B is another horizontal sword slash. This attack is arguably one of Sinclair's best, fortunately. It's one of her fastest attacks, has pretty good reach, and combined with short hopping, makes a solid overhead for Sinclair to use. The damage is still nothing special, but this allows Sinclair to mixup her pokes.

Command Normals

4AB
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • I really cannot tell what the point of this move is. Sinclair backs up (and fairly fast at that) while twirling her sword around. If you’re trying to use it as an attack, well even from point blank range, every slash will whiff, and given the attack’s massive length, it just gives the enemy a free hit if they can attack from afar. You could theoretically use it as an anti-air, but the attack is bad even at that, since it hits directly in front of Sinclair. Once the attack is finished, Sinclair will be almost the fullscreen away. The only way you could consistently land this attack is if you do this when Sinclair is tucked in the corner, and even then, the opponent needs to be at point blank range for it to knockdown. Any further, and it pushes them too far back with no hit stun, giving them a window to attack back. Really, just don’t bother.

4B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Nothing much to say that you probably don’t already know. Very long startup, low damage, can knockdown, and although it has good reach, you’re more than likely gonna use 3A/B instead. Highly punishable, what’s new in Sinclair’s life?

6A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

This is not too bad of an auto-combo, since it knockdown and is a true combo if it fully connects. The problem is while you don’t need to be at point blank range to fully connect it, you still need to be pretty close. There are inconsistencies with 6A where sometimes, the first hit connects, but not the second, or the first doesn’t connect but the second does. The third hit will always knockdown, and has the biggest hitbox, so you don’t need to worry about the final hit, or even the first hit. The problem with the second hit whiffing is if it happens, the opponent recovers too quickly and can block/punish Sinclair. It’s one of her better tools if it lands right, so you probably want to lab exactly how far it can go without whiffing.

3A/B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Finally, something good for once! Easily Sinclair’s best poke, as it can reach from over half a screen away, hits lower to the ground, and makes for a very solid long ranged poke. The recovery is somewhat high, but it’s not easy to punish without projectiles either. You’ll be using this move a lot, it’s one of the few things Sinclair has over other characters. While it won’t cause a hard knockdown, it’s still a soft knockdown so Sinclair can try and regain some momentum.

Launchers

5B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Sinclair slowly walks up forward, and kicks the enemy upwards. It launches high enough to make for good juggle combos, but the delay, on top of pushing Sinclair forward, makes it very risky to use and easy to punish if the opponent catches you trying to use it. Yet at the same time, it’s one of Sinclair’s only launchers. Even then, well good luck following up with anything. Against Karman in the corner, this move will connect, but the second hit will whiff entirely, effectively meaning Karman is actually somewhat safer tucked in the corner against Sinclair.

4A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Surprisingly, this can launch. Sinclair swipes her sword upwards, so this can actually be used as an anti-air, giving Sinclair something to work with. Just one problem: If you want to launch, you have to be point black range and push A a second time. Any farther than point blank range, and you cannot launch the opponent. At least the recovery is small, as opposed to 5B which gives you nothing. This is a very important tool in Sinclair's bag, however, as it's the move that sets up her TOD combo.

Specials

Vision Cutter
646A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit Cost: 25%
  • Don’t use this special. Ever. If you do use it, it’s going to be out of pure accident. Sinclair summons a pair of five spiritual swords directly above the opponent in a circular arc, where they come down in two pairs of two, and then the final sword slashes directly downwards. Now here are a few reasons the special sucks. For one, the chip damage the swords do will not phase the enemy at all. In addition, the swords come out very slowly, especially on startup. Your opponent would have to actively be trying to get hit in order for the special to really be any sort of threat. Even if by some miracle a hit gets in, the whole attack isn’t a true combo, meaning the opponent gets free room to defend for the next attack. While the first two slashes might be annoying to avoid by coming from both sides, by the time the final sword is ready to fall, the opponent has enough time to run past it and punish Sinclair. If the opponent does have enough time (and leg room, if Sinclair isn't directly in front of them), they can do a single dash forward and completely nullify the whole attack, leaving Sinclair completely vulnerable for any punish possible in the game. It’s just bad, don’t ever use it.

Spinning Sword
214A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit Cost: 25%
  • Sinclair spins in the air and slashes at the opponent several times. Think of Ryu’s Tatsumaki Senpukyaku. It has VERY fast startup and will knockdown if it hits. The punish window is small, too, so overall, good move for Sinclair to use. It can be used in neutral, combos, or anything really if you have a good read. It's a must in her toolkit to reliably pressure, even if it's not that scary.

Dive Sword
28A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit Cost: 25%
  • Sinclair leaps into the air and stabs the opponent from above. This also has rather fast startup with the added benefit of swapping sides and stunning the opponent for a pretty lengthy while. Unfortunately, the recovery is pretty high even if it hits, so it’s more of an escape tool and a way to reset neutral than anything. If you need an emergency tool, it can get the job done, and has some room for creativity. Be very cautious about making sure it doesn't hit someone OTG, because doing so will have the opponent instantly recover off the ground, and can very easily punish Sinclair for it. This move is one of the only moves in the game that can punish Ryo's Zan Retsu Ken, but timing it is very tight as Ryo's hitbox must be lowered, or else Sinclair will be caught by it.

Hyper Aura Slash
641236A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit Cost: 75%
  • Sinclair does a Haohmaru-esque power slash, just without the crazy high range. When you do land it, the damage is very high, but the issue comes down to its bad range, on top of being impossible to combo into. You’ll need a solid read in order to land this if the setplay isn’t there for it otherwise. It could turn the round around in Sinclair’s favor if you land it, but it’s very risky.

Strategy

In every matchup, Sinclair is going to be fighting an uphill battle, as everyone else outclasses her. She lacks meaningful ways to escape the corner, to push the opponent into the corner herself, fast moves, attacks that function the way they should, a good super, combos, anything you can think of, at least one other character does better. Sinclair has three goals at most to keep in mind of during the match: poke the opponent as far away as possible, use hops to apply 50/50 pressure, and try to get her TOD combo. However, these 3 goals all contradict each other, despite being the only things that Sinclair has going for her. If you try to poke as far away as possible, while 3A will still prove a very effective move and a must use for every match, it's a mid, so it will be blocked both standing and crouching. The farthest reach will also be out of range for Sinclair to do her 50/50s with her jump B hops. But even if you get just in range of being able to use her jump B for overhead mixups, you might still be out of range for her low moves. So you try and get closer to land those, but at that point you aren't capable of zoning and poking from afar anymore. What's worse, Sinclair still cannot setup her TOD combo from this range unless she gets even closer, which proves the greatest risk. So basically, you have to pick between either staying as far away as possible and poke super aggressively, or risk everything and attempt her TOD.

Everything Sinclair does is quite delayed, and usually you land hits because of impatience from the opponent, but even then Sinclair's damage output is incredibly low. Her combo damage is surprisingly high, but she has so few combos anyways that it hardly matters. Outside of the very few normals she has that are of use, her specials are useful but still easy to punish. Sinclair must never use 646A as it is easily the worst special in the game, posing no actual threat. 214A is great for combos or other simple punishes with rewarding damage, just be careful not to accidentally use it on block. 28A is her only real corner escape option, so a well timed 28A makes for an effective poke, however it is marred by the fact that some hitboxes can trade and effectively shut out Sinclair's attempt at gaining momentum. It is also best not to use it as an OTG either, since the opponent will instantly recover and have ample leg room to punish Sinclair. Her super deals great damage, but the range is worse than Rody's super which functions the same way, so you need ample spacing and a hard read to land it.

If you decide to play Sinclair, you'll need great matchup knowledge. On the bright side, there's the chance that the opponent will not know the matchup all that well, but in a game with only 10 characters, it's not hard to study it either. The game's system actively acts against Sinclair's design that gaining any momentum is an uphill battle. Scoring knockdowns are the only reliable way for Sinclair to gain momentum, which isn't too difficult since a decent chunk of moves can knockdown, but as stated, you need game knowledge to know how and when to score these knockdowns, unlike Wang who has plenty of tools to pester the opponent with ease.

Combos

Rush Combos
Combo Damage Works On Notes
6A > 5B All Unfortunately, this is all Sinclair has. Since it uses her 5B launcher, you need to use whatever combos you can use from that instead of her 4A launcher. A rush combo that cancels Sinclair’s 6A midway through into a 5B followup. If the second hit connects in 6A, then it will combo, but still, this is 5B which is very difficult to actually follow up on. I guess if you’re in a panic, you can use it. Why is she a boss character exactly?
Juggle Combos
Combo Damage Works On Notes
5B > 214A All Works best in the corner where you can easily connect all hits. It also works midscreen, but it's less consistent.
(corner) 4A > 5A x3 > 5C Karman? Karman only combo? Very unlikely you'll ever land this combo, since it requires very specific spacing for it to connect, on top of needing to be in the corner, which it'll be a miracle if Sinclair can trap you in the corner at all. If you're too far the 5A wont connect.
4A > move forward > 4A > 214A All Sinclair's TOD combo. The damage on her 4A alone is what makes this a deadly combo, but in order for it to actually work you need to be at point blank range, since that's the only way it'll launch. Still, an extremely important combo in Sinclair's bag as this is what will guarantee rounds if you can consistently set it up. Depending on the opponent, you'll either need to walk forward or dash forward. If you can't land the 214A, 28A makes for a good substitute, although it will not kill. It's likely the 214A will not connect with Jin at all, forcing you to use 28A (although it'll still kill from anything less than full health).


General
FAQ
Controls
HUD
System
Training Mode
Characters
Jin
Karman
Kasumi
Lenny
Robert
Rody
Ryo
Sinclair
Wang
Wyler