Art of Fighting 3/Sinclair

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シンクレア, Sinclair Portrait AOF3 Sinclair.png
AOF3 Sinclair Win Screen.png
Difficulty Moderate
Playstyle Poking, setplay
Birthplace Unknown
Occupation Wyler's bodyguard
Fighting style Original Sword Dancing Techniques + Kenjutsu
Weight Class Medium
Birthday November 14

Introduction

Player 1 Color Player 2 Color
AOF3 Sinclair 1P.png AOF3 Sinclair 2P.png

Sinclair, the sub boss of the game, is Wyler's bodyguard. She is pretending to encourage him in his experiments, but secretly wants him to stop them.

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.

On a side note, whenever you play on Sinclair's stage, the stage intro is pretty lengthy compared to most of the other stages that start the match right away. You can skip part of this intro - but not all of it. Simply press the A button for either player 1 or player 2 and the game will skip the earthquake and background thunder effect and cut straight to the chandelier dropping. You cannot skip the chandelier drop itself, however, but you can save a few seconds of your time and keep the flow consistent with the game's instant rematch transitions.


Strengths Weaknesses
  • Death combo that works on all characters: Sinclair's 4A allows her to start a touch of death combo that works on the entire cast. While it takes a bit of practice for each character, it isn't difficult to do consistently and can instantly turn a round 180 degrees.
  • Low execution: Not having to perform any combos means Sinclair players have very little to worry about in terms of performing in a match so long as they know her move list.
  • Somewhat reliable 50/50 mixup with her hops: Jump B is one of the better tools Sinclair has, since it comes out fast and covers good range, so combined with her lows, Sinclair can force a few guesses from the opponent.
  • 214A is one of the better special moves in the game: Compared to Jin's 214A, the damage is really good, covers large range, doesn't have much recovery, and is Sinclair's go-to juggle ender, particularly her TOD combo. It's also not a bad whiff punish tool in neutral.
  • Unblockable super: It's not a very good super, but the fact she has it means one saving grace in closing out rounds before the opponent does if she can set it up.
  • Has a sword
  • Cannot throw anyone: While minor, since Sinclair cannot setup any sort of throw at all, that's a big chunk of damage she loses out on that all other characters get to have access to.
  • Slowest Pursuit in the game: Sinclair will still get a couple pursuits every now and then, but if it's delayed for any reason, chances are Sinclair will whiff and be punished for attempting a pursuit.
  • Practically everything she does is delayed: Sinclair is a very flashy character and while impressive to look at, hinders her gameplay greatly. Too many attacks have long-winded animations, especially on startup. Even her forward walk is delayed.
  • Next to no combos: Outside of her TOD combo and overly specific combos, Sinclair has to rely on poking the entire match; even Wang has more combos.
  • Unusual range issues on many moves: Despite having a long sword, Sinclair's hitboxes are tiny and make posing a threat much harder, especially her TOD which requires her to be at point blank range to start it.
  • Game strategy contradicts itself: Sinclair has to either pick playing a keepout, poke heavy approach, aggressive 50/50s, or attempt her TOD combo. However, they are all flawed in some way which gives Sinclair the short end of the stick in any scenario when she has to take too many risks.
  • Sinclair will almost always struggle to make a comeback: Sinclair's overall design simply doesn't work for Art of Fighting 3. While she can still win matches, she is outclassed by everyone else for several reasons, so if Sinclair falls behind, her TOD is potentially her only hope.

Move List

Esoterics

Color Coding

  • Green refers to special move damage/frames when done in green meter, or otherwise the strongest damage it can deal.
  • Blue refers to special move damage/frames when done in blue meter, or otherwise moderate damage it can deal.
  • Purple refers to special move damage/frames when done in purple meter, or otherwise the weakest damage it can deal.
  • Orange refers to the damage dealt in chip damage during block.
  • Colors may be used otherwise to associate frames/scenarios to avoid confusion, i.e. Kasumi's 4C parry having two different sets of frame data.

Attacks, Notation and Damage

  • [Brackets] refers to the specific attack in a string/rush combo that the attack box data is referring to.
  • The arrow > on the left of it is the attacks that need to be done before the move in brackets can be performed. If there is an X, it means there are multiple ways of getting to the move in brackets which will be listed in the description.
  • Damage values always assume grounded damage with no modifiers. If two damage values are listed with a / in-between them, it lists the damage it deals for grounded and airborne respectively.
  • This is because these attacks are used in strings or otherwise as follow-ups where they're more likely to connect with airborne opponents rather than grounded opponents, such as Jin's 6B which hits twice, the first hit leaving the opponent airborne before the second hit.
  • Ground/Aerial means if the attack is performed grounded or airborne. If an aerial, being hit during the attack will result in the attacker being knocked down.
  • There is no true throw invulnerability in Art of Fighting 3, so when a move is listed as "Throw Invulnerable" it means the attack changes the character's hurtboxes in a way that the throw hitbox cannot collide with it.

Reading Frame Data

  • Description of the five stats:
  • Startup frames counts all frames before the first active frame comes out, aka how long it takes for the attack to come out
  • Active frames is how long the attack is able to hit the opponent, starting at the first active frame
  • Recovery frames is how long it takes before the player resets to neutral and can act again
  • Total is all three stats above added up, so total number of frames in the move
  • Hit/Block advantage is how much faster or slower you can act than the opponent by the number of frames
  • Frame advantage, both on hit and block, always assumes frame advantage after the first active frame connects.
  • If an attack lists "QKD" in its properties, this means it's an attack that can be teched out of faster than a normal knockdown. This affect only applies to counter hit launches or if the attack connects with the opponent in the air.
  • When a move lists ST, SKD, etc. followed by a number in (parentheses) it indicates the frame advantage for the attacking player. Not all knockdowns are plus on hit and depends on the move.
  • Knockdown frames always assume frame advantage against Jin. Everyone except for Robert, Sinclair, and Wyler share 16f of wakeup recovery after a knockdown. For Robert, Sinclair, and Wyler, add +1 frame advantage.
  • This rule also applies to SKDs, however in this case Jin and everyone else shares 58f total of being in an SKD state except for Lenny, who is in an SKD state for 59 frames instead. For SKD frame advantage against Lenny, add +1 frame advantage.
  • The wiki omits STKD frame advantage mostly because those are always plus no matter what, so it's somewhat pointless.
  • The frames in (parentheses) next to a "Cancellable into..." sentence is how long you can delay a follow-up, AKA which exact frames you're allowed to cancel into a follow-up. If it states "onwards" then the cancel can be done whenever after the given frame. This info helps both for buffering inputs and also delaying strings for mixups.

Other Tips

  • Moves are sorted by ascending number followed by ascending alphabet, so lower numbers first followed by lower alphabet letters. Moves with two button presses are organized last.
  • It is recommended you read the brief descriptions to how the attacks animate in-game to familiarize yourself with each attack. Unfortunately, due to the rotoscoped graphics, animations lack key frames that help distinguish themselves as separate moves when viewed as single frames. This in turn makes some moves that share frames look identical to one another without context to how they are supposed to appear, without resorting to using gifs.

General Frame Data

Character Jump Startup Jump Recovery Jump Frames Hop Frames Crouch Frames Restand Frames Crouch Height
Portrait AOF3 Sinclair.png
5f 16f 60f 49f 15f 12f Short
Walk Startup Walk Speed F. Dash Frames F. Dash Speed F. Dash Distance Backdash Frames Backdash Speed Backdash Distance
9f or 1f* Fast 31f Slow Short 28f Average Average
  • Sinclair has 9 frames of startup on her forward walk and 1 frame of startup on her backwards walk. If you let go of forward as Sinclair is in the middle of her startup, instead of resetting back to neutral, she will reverse her walk startup animation first. Meaning, if you let go at frame 8 for example, instead of going back to neutral, the animation reversing means she has to count back down the startup in order to return to neutral again.

Grounded Normals

5A
AOF3 Sinclair 5A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
256 Mid 7 - - - +6 +1 LCHL Ground
  • Spirit restored when blocked: 257 points
  • Able to anti-air
  • Sinclair swings her sword forward in an upwards arc.
  • This is the highest angled jab attack in the game, but also deals twice as much damage as other jabs do. This makes it easier to anti-air with compared to other jabs.
  • Range leaves a lot to be desired, some characters like Karman can poke her with attacks farther than her jab can reach. This applies to all jabs, but Sinclair's jab looks like it has longer reach when in reality it doesn't.
  • If it hits, it often 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 like other jabs it can extend juggle combos - however few Sinclair has.
  • Since Sinclair is plus, it's a good move to shake the opponent off if necessary, and you need an attack faster than her 4A. Be wary of the range so that it doesn't accidentally whiff.

5C
AOF3 Sinclair 5C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
512 Overhead 14 - - - KD -21 KD Ground
  • Spirit restored when blocked: 513 points
  • Able to anti-air
  • Sinclair swings downwards with her sword to knock the opponent down.
  • One of Sinclair's only juggle enders, and the only one she has without meter.
  • Typical 5C damage with decent horizontal range to make it an okay midranged poke if you're looking to score a knockdown.
  • Best used spaced out to try mitigating the -21 block advantage.
  • Sinclair has few good moves to work with, 5C being decent helps Sinclair's poking game more than most of her command normals do.

2A
AOF3 Sinclair 2A.png
Ankle Slice
Ankle Slice
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
480 Low 14 - - - SKD (+15) -30 SKD (+15) Ground
  • Spirit restored when blocked: 481 points
  • Sinclair lowers herself to slash at the opponent's feet with a horizontal slash.
  • On the somewhat bright side, it gives Sinclair a soft knockdown she can try to follow up on after landing it. It's enough to safely dash in, at least.
  • It's Sinclair's safest low to use. 2B is worse in comparison in almost every aspect.
  • 2A also appears to shrink Sinclair's hitbox more than 2B does, so while she can't duck most moves with it still, it's a layer of extra protection in the rare event she needs it.
  • Sinclair can apply (admittedly weak) 50/50 pressure combining j.B hops and 2A to score free pokes to help her rake in some damage.

2B
AOF3 Sinclair 2B.png
Strong Sweep Slice
Strong Sweep Slice
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
640 Low 21 - - - KD -29 KD Ground
  • Spirit restored when blocked: 641 points
  • Sinclair strikes a fancy pose before fiercely swinging her sword at the opponent's legs to sweep them.
  • In general this is one of Sinclair's "don't ever use this" attacks.
  • Poor for Sinclair's 50/50 pressure due to having 7 frames more of startup which also makes it easier to react to. Plus, 2A does a soft knockdown so it essentially serves the same purpose anyways.
  • The range is actually worse than 2A's range, the hitbox decrease Sinclair gets from it is not as substantial (if any), the worse startup frames, the knockdown on hit leading to non-existent okizeme, it's a bad low.
  • 2B deals slightly more damage than 2A and on block, is -29 instead of -30, which means nothing in the long run.
  • It's not as awful as Full Crouch 2A/2B, but it's a low you should never use anyways. 2A is much more practical in comparison.

Full Crouch 2A/2B
AOF3 Sinclair 2B.png
Low Cutter
Low Cutter
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
320 Low 18 - - - -42 -47 STKD Ground
  • Spirit restored when blocked: 321 points
  • Slightly faster version of 2B on startup.
  • One of Sinclair's "do not ever use this" moves, mainly since it takes Sinclair a ridiculous amount of time to recover from in any situation.
  • The only way to make this move safe is if she scores a counter hit from it, because any other time and she's wide open for a punish.
  • This is ignoring the lengthy amount of time it takes for Sinclair to enter Full Crouch, meaning her only way to access the move quickly is if she's already blocking low.
  • It's worth reiterating, don't use this move.

Jumps

j.A
AOF3 Sinclair jA.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
384 x2 High 8 - - - Varies Varies LCHL Ground
  • Spirit restored when blocked: 385 x2 points
  • 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. With practice spacing it, it's more damaging than j.B is after connecting both hits.
  • 2 frames slower than j.B, but it's still decently fast enough to not be a hindrance.
  • This move shines when it's combined with Sinclair's 28A attack. Upon landing 28A, Sinclair can time j.A upon falling right when the opponent is about to fall over and rack up easy, high damage. 28A leaves her next to the opponent so connecting both hits is always a guarantee in this combo.
  • j.B is preferable, but j.A has better combo and damage potential.

j.B/C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
480 High 6 - - - Varies Varies LCHL Ground
  • Spirit restored when blocked: 481 points
  • Sinclair spins in a circle while slashing at the opponent.
  • Good range with only 6 frames of startup to boot which helps Sinclair apply 50/50 pressure to some extent, combined with 2A.
  • Her preferred jump in with its better range and startup speed.
  • Basically the same notes as j.A applies here other than it hits only once and deals less damage than both hits of j.A combined.

Command Normals

3A/B
AOF3 Sinclair 3A.png
Direct Stab
Direct Stab
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
384 Overhead 12 - - - SKD (+21) -24 SKD (+21) Ground, Wrongblock (ST; +6)
  • Spirit restored when blocked: 385 points
  • Sinclair reaches far forwards to thrust her scimitar towards the enemy.
  • If spaced, it's potentially safe on block, and only some moves having potential to punish Sinclair on block (such as Karman's 646A).
  • Great range with only 12 frames of startup. It hits lower to the ground so it lacks air pressure, but hitting overhead helps Sinclair somewhat if the opponent expects her to go for a low.
  • Range is equivalent to Lenny's 6B attack. Even Lenny will have some issues dealing with this attack, however brief.
  • Active frames are non-existent. It looks like it lasts for awhile but the active frames end very quickly after coming out, so the opponent can walk right through the sword, so no meaty potential to be had here.
  • A must have in Sinclair's kit, as long as you avoid using it too close to the opponent. It suffers low damage but helps her footsies poking by being a reliable spacing tool.

6A
AOF3 Sinclair 6A.png
Spiral Flash
Spiral Flash
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
256 x3 Mid, Mid, Overhead 18 - - - Minus (1st); ST (2nd); KD (3rd) -21 (3rd) LCHL; KD Ground
  • Spirit restored when blocked: 257 x3 points
  • Sinclair performs a 3-hit auto combo, flailing her sword around ending on a stab towards the opponent.
  • Can cancel the second hit into 5B, though this doesn't change Sinclair's combo game in any meaningful way.
  • Knocks down on hit 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 as long as the second hit connects.
  • If the second hit whiffs, the opponent recovers too quickly and can block/punish Sinclair.
  • Too inconsistent to be worth using without already being close to the opponent. Being able to combo into 5B doesn't mean anything when Sinclair gets many more combos off of 4A and is also the safer tool to use, too.

4B
AOF3 Sinclair 4B.png
Blind Sacrifice
Blind Sacrifice
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
640 x2 Overhead 12 - - - ST (1st); KD (2nd) -40 (2nd) LCHL; KD Ground, Wrongblock (ST; -10)
  • Spirit restored when blocked: 641 x2 points
  • Sinclair slashes the opponent into a stylish pose that stabs the opponent.
  • 6 frames faster than 6A, and if the first hit connects, it will connect with the second hit. That doesn't mean it's any better, though.
  • Sinclair is still easy to punish when blocking this move, and regardless if she lands a wrongblock or not, she still loses her turn at -10.
  • Bigger hitboxes than 6A to make the attack more consistent, but the second hit still needs Sinclair to be fairly close.
  • Like 6A, not worth using. It's stylish and nothing more of value to it beyond the damage it does.

4AB
AOF3 Sinclair 4AB.png
Escape Duel
Escape Duel
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
480 x3 Mid 19 - - - Varies; KD (final hit) Varies; -12 (final hit) LCHL Ground
  • Spirit restored when blocked: 481 x3 points
  • Sinclair quickly backs up while twirling her sword around.
  • If you’re trying to use it as an attack, even from point blank range, every slash will whiff. Given the attack's lengthy animation, it doesn't take much to punish Sinclair for using it if you have access to long-ranged punished.
  • If you're unable to punish Sinclair, or you find it difficult to punish her during the attack, it's an okay escape option for Sinclair. It's hindered by the 19 frames of startup, but it's beneficial if she scores a counter hit to earn a knockdown and make it completely safe.
  • Once the attack is finished, Sinclair will be almost 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.
  • Awkward move to use in Sinclair's gameplan with the circumstances she needs to attack with it - tucked deep in the corner or the opponent tries to attack her during her startup. A simple backdash would benefit Sinclair more if you're only looking to run away.

Launchers

5B
AOF3 Sinclair 5B.png
Takeoff
Takeoff
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
384 Mid 24 - - - Launch -15 HCHL Ground
  • Spirit restored when blocked: 385 points
  • Able to anti-air
  • Sinclair slowly walks up forward, and kicks the enemy upwards.
  • Only guaranteed follow-ups are 5A, 5C or 214A. Everything else will whiff.
  • Another one of Sinclair's "do not ever use this" moves due to the huge startup for a launcher, on top of it pushing Sinclair forwards which means you can't space this out, either.
  • If you want to whiff punish the opponent, use 5C, 3A, or 214A. Timing 5B to hit the opponent on whiff or to score a counter hit is too difficult and risky to be worth using this move.
  • Anyone can punish on block. -15 on block and the range is stubby for a kick.

4A
AOF3 Sinclair 4A.png
Turning Edge
Turning Edge
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
640 x2 Overhead 15 - - - ST (1st; +27); Launch (2nd) -7 (1st); +7 (2nd) LCHL, KD Ground
  • Spirit restored when blocked: 641 x2 points
  • Able to anti-air
  • Sinclair swipes her sword upwards twice in a row.
  • Sinclair needs this move, without it she loses most of her pressure and any chances of being able to make a comeback by confirming into her TOD combo.
  • One problem: If you want to launch, you have to be point black range. Any farther than point blank range, and you cannot launch the opponent - they are instead staggered.
  • The launch hitbox is tiny which often means you need to forward dash cancel into it to close the gap.
  • Little recovery, but Sinclair can be punished on block if only the first hit is blocked. It's -7, however, so even though she will lose her turn, it's unlikely the opponent will react fast enough to punish her, if the character they're using has an attack that can punish that quickly anyways.
  • After one 4A, Sinclair can juggle into another 4A and then into 214A. If for some reason it doesn't kill, using 28A will seal the deal. This is her Touch of Death combo.
  • Depending on who you face, Sinclair will either need to walk forward or dash forward to land the second 4A, if at all. There's no consistency to it other than practice the combo and memorize what to do after the first 4A for each character.
  • It is most inconsistent against Jin. The juggle combo works against him, but both the second 4A and 214A have strict timing. If you're struggling with this, use 28A instead of 214A to end the combo and chances are it will still kill.
  • If you use this method, however, this only deals 95% damage. In most matches, this doesn't matter, but if by some miracle Sinclair gets to do her TOD against Jin at full health, and you also struggle to juggle into 214A, the 28A will make Jin recover instantly and immediately punish Sinclair, if not outright defeat her.
  • This applies to all characters if you use 28A instead of 214A, but this note is made specifically for Jin since he is the most likely to make 214A whiff as opposed to other characters.
  • Despite its shortcomings, as already stated, use this move. Sinclair needs to be far too close for it to pose a threat, but it's her biggest chance to turn an entire round on its head.

Specials

Vision Cutter
646A
AOF3 Sinclair 646A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
320 (80) x5 / 0 Mid 74 - - - Varies Varies LCHL Ground
  • Spirit Cost: 1024 (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 starting with the middle sword and then in two pairs of two.
  • Now here are a few reasons the special sucks:
  • For one, the chip damage the swords do will not phase the enemy at all. 320 is okay damage when it adds up, but chances are they'll just block it instead.
  • 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 double slashes might be annoying to avoid if Sinclair is blocking the opponent's escape route (where they can just jump over her or attack her instead anyways), they still have way too much time to react to the attack.
  • If Sinclair isn't directly in front of you, you can do a single dash forward and completely nullify the whole attack since after one dash, all swords will whiff, leaving Sinclair completely vulnerable for any punish possible in the game.
  • Seriously, don't ever use this. If the opponent somehow got hit by this and it wasn't on purpose, you deserve a gold medal.

Revolving Sword
214A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
288 (72) x4 / 160 (40) x4 / 64 (0) x3 Mid 8 - - - KD -26 LCHL Ground
  • Spirit Cost: 1024 (25%)
  • Able to anti-air
  • Sinclair spins in the air and slashes at the opponent several times. Think of Ryu’s Tatsumaki Senpukyaku.
  • Identical to Jin's 214A helicopter spin with more damage and being -26 instead of -19 on block.
  • Strong punish tool for Sinclair in any scenario by also racking up fast damage. Combined with juggles, it's Sinclair's best way to end combos, most notably her TOD combo. It's also guaranteed for some counter hit juggles, too.
  • Hard to react to thanks to the startup speed, on top of its fast travel speed that reaches farther than Jin's 214A. This move might have bigger hitboxes, too.
  • Sinclair also raises herself from the floor to help avoid incoming low attacks, an advantage Jin lacks.
  • Expect to use this move a lot as Sinclair, no other combo ender deals as much damage at 214A does, and even when used raw it does a better job punishing whiffs/blocked attacks better than most of Sinclair's other attacks.

Diving Sword
28A
AOF3 Sinclair 28A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
960 (240) / 704 (176) / 256 (64) Overhead Varies - - - STKD (+17); -35 (OTG) -75 STKD (+17) Ground, Pursuit
28A OTG Pursuit Frame Advantage
  • Jin: -43
  • Karman: -46
  • Kasumi: -41
  • Lenny: -42
  • Robert: -45
  • Rody: -39
  • Ryo: -44
  • Sinclair: -43
  • Wang: -49
  • Wyler: -41
  • Spirit Cost: 960 (~24%)
  • Sinclair leaps into the air and stabs the opponent from above.
  • Be cautious about making sure it doesn't hit the opponent OTG (unless you go for it intentionally), because doing so will have the opponent instantly recover off the ground, thusly punish Sinclair almost immediately.
  • 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.
  • A situationally useful move for Sinclair. When used, it makes for a decent footsies punish tool by catching the opponent off guard if they throw out an attack.
  • Useful attack when used sparingly thanks to helping Sinclair setup free damage. Learning to use this move requires knowing when to time it to punish grounded attacks, and whether Sinclair can use 28A to punish in the first place.
  • After landing 28A, Sinclair can time her j.A to rack up even more damage as she's falling. After that, too, she can perform another 28A for even more damage if you so choose, but be aware of the free punish the opponent gets afterwards. Still, it can potentially end a round for Sinclair when she does this combo, especially if the first 28A was a counter hit. This is her second most damaging combo besides her TOD combo.
  • To reiterate, Sinclair is very minus on hit if you use this as an OTG against every character in the game. Do not use this attack as an OTG unless it either kills or the opponent doesn't know what they're doing.

Hyper Aura Slash
641236A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
2302 Unblockable - - - - KD X KD Ground
  • Spirit Cost: 3072 (75%)
  • Sinclair does a Haohmaru-esque power slash that tears right through the enemy.
  • Slowest super in the game so avoid using it randomly as it'll likely get Sinclair punished before it comes out or the opponent backdashes away to safety.
  • It's unblockable, so while unlikely, you can perform an unblockable setup off of a knockdown. Timing it is difficult due to the startup and timing it when the opponent wakes up and landing the attack during its active frames.
  • There's also the potential risk Sinclair faces of getting hit by a wakeup low kick, made more apparent by the super's poor range. Rody's super, which serves about the same function, has more range in comparison to Sinclair's super. She also does not back up to avoid attacks like Rody does, but instead stands still in place.
  • Using this super takes practice but it can help Sinclair a lot once you're used to it. The most important thing is to learn to space it properly to mitigate risks, while also not risking whiffing it. While it looks longer, the hitbox is shorter than it appears.

Miscellaneous

Raz
4C
AOF3 Sinclair 4C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
0 High/Mid 0 28 36 64 KD X X Ground

Taunt
5D
AOF3 Sinclair Taunt.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
- - - - - - X X X Ground
  • A complete taunt takes away 1539/1540 points of spirit meter.

Pursuit
3A/B when opponent is on the ground
AOF3 Sinclair Pursuit.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
256 OTG - - - - Varies X X Ground
Universal OTG Pursuit Frame Advantage
  • Jin: +15
  • Karman: +15
  • Kasumi: +15
  • Lenny: +15
  • Robert: +16
  • Rody: +15
  • Ryo: +15
  • Sinclair: +16
  • Wang: +15
  • Wyler: +16

Strategy

Moves to USE Moves to AVOID
  • 2A, 3A, 4A, 5A, 5C
  • 214A, 28A, 4AB (maybe...)
  • Jump attacks, super if you can set it up
  • EVERYTHING ELSE
  • DON'T EVEN TRY

General 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.

Matchups

VS Portrait AOF3 Jin.png Jin

Jin wins the matchup, though he should avoid using any of his overly punishable moves against Sinclair since despite his heavy weight, he is still susceptible to Sinclair's TOD combo. The irony in this is that Jin being heavy makes it most likely for 214A to whiff, but to substitute this, Sinclair can use 28A for almost the same damage. However, 28A would hit overhead in this case, dealing only about 98% damage to Jin (and any other character), which thus means Jin recovers near instantly and is perfectly capable of punishing Sinclair. If the Jin player chooses not to pop super, he still has desperation so he can perform a near TOD combo on Sinclair using his 4A launcher on her. The actual likelihood any of this will happen is low as the TOD would have to be done on Jin at full health, and that assumes the Sinclair player isn't able to time 214A properly to connect or doesn't have desperation to mitigate the damage difference, but it's still something Sinclair should avoid at all costs and practice doing the normal TOD combo on Jin to ensure no immediate backfire. Beyond that, Jin loses out to Sinclair's better jump attacks and while his jump recovery is better than Sinclair's, it's only by a few frames difference so it isn't as big an advantage for him. Still, he has several other useful special moves that he also doesn't rely quite as much on, better frame data on moves like his jab, no major range issues, better whiff punishes, and stronger mixups. The only serious cause for concern for Jin is avoiding death wishes with moves like 5AB being extremely punishable on block. If Sinclair doesn't have a chance to set up her death combo, she has to burn meter to dish out 8 frame punishes with 214A, or whiff punishes with 28A, and otherwise playing neutral with Jin. This is easier said than done when one wrong mistake means Jin can easily delete a mass chunk of Sinclair's life, to which she has few safe pokes.

VS Portrait AOF3 Karman.png Karman

Any long ranged attack, or any attack that Sinclair does in general, is a free window for Karman to use his 646X special attack to punish Sinclair. Besides that, Karman outranges Sinclair's jab and her 2A low, which gives Sinclair very little chance to charge in and land a 4A launcher, especially since Karman can freely 5AB or 236B Sinclair out of fake jump-ins to setup her TOD combo. For Sinclair to use her 50/50, she needs to use 2B to contest with Karman's own long ranged 2B. Overall an easy matchup for Karman as long as he keeps playing the keepout game against Sinclair and remains aware of his spacing from her. Sinclair is still capable of poking with 3A against Karman, and on whiff scores free damage with 214A. It hardly matters when Sinclair has to approach Karman, however. The only advantage Sinclair has is she can duck Karman's main moves, even though she still can't punish with anything reliable.

VS Portrait AOF3 Kasumi.png Kasumi

This matchup's pretty easy for Kasumi. 5AB and Kasane Ate shut down everything Sinclair can do. If Sinclair doesn't play perfectly then it's all downhill moving forward as Kasumi is significantly faster than Sinclair in every regard. While Sinclair can use jab, and it will hit Kasumi the same as it would anyone else, Kasumi's 5AB will reach Sinclair well out of jab range. In order for Kasumi to lose, the Kasumi player has to either make serious mistakes, or the Sinclair player has to commit to pure offense and hard reads. Doing Sinclair's TOD against Kasumi will almost never happen given Kasumi's advantages, so Sinclair will have to opt for the zoning, poking game instead, and maybe a 50/50 here and there. Incredibly rough for Sinclair in every regard.

VS Portrait AOF3 Lenny.png Lenny

Other than respect it and block it, jump over it just right (which Lenny can delay anyways), or a well timed 28A which runs the risk of Lenny being able to recover in time to block it anyways, there's basically nothing Sinclair can do about Lenny's fireball. She can taunt like anyone else, but if Lenny has the life lead, that won't matter when Lenny can simply charge up and negate any taunts, forcing Sinclair to approach. That's really all Lenny needs in this matchup is her fireball and Sinclair will struggle getting in at all to punish it or deal with Lenny's zoning. This is also ignoring the fact that Lenny can use 4B or rush combos into 4B to escape away from Sinclair and Sinclair's only possible choice is 214A if Lenny doesn't recover in time. Worst of all for Sinclair is Lenny's large 2A hitbox. The only serious advantage Sinclair has is the fact that almost all of Lenny's attacks hit mid or overhead, so she only has to block low for 2A, but this also brings the issue of Sinclair's lengthy restand animation with no good FC cancels out of it beyond 214A and 28A. Sinclair really needs meter in order to work in this matchup to dish out damage and punish Lenny. Since Lenny has much better range, she can comfortably keep herself out of Sinclair's TOD range, that being point-blank range. Sinclair has to play the slow and deliberate poking game and be extremely careful about the punishes she goes for. Lenny has little issue keeping Sinclair out and punishing anything Sinclair does as well, other than maybe Sinclair's 3A which has good range.

VS Portrait AOF3 Robert.png Robert

As is usual for Sinclair, she loses the matchup, particularly in the way she spends meter as Robert has better special moves. Robert can more consistently keep Sinclair out of the air and has better whiff punishers, and although 2 frames slower than Zan Retsu Ken, his Genei Kyaku is still a big threat for Sinclair to deal with. She can more consistently punish it with 28A but it's still fairly risky and probably not worth it. Whether Robert or Sinclair wins depends on who is more patient than the other player, Robert can knock Sinclair out in two juggle combos which are easy to setup, but if Robert makes one mistake then Sinclair can kill him with her TOD combo. The key moves for Sinclair to look out for are 5C, 2B, j.214B, and 28B as those moves are minus enough for her to punish with 4A. Worst case scenario, she can also use 214A to get a quick block and/or whiff punish. Both characters are gonna be meter hungry, although Robert has the advantage of playing more defensively so if he gets the life lead then he forces Sinclair to approach him. In this case, while his keep out isn't amazing and he can't backdash cancel, he still has easy to use launchers and whiff punishes aren't difficult to set up, either. Not a horrible matchup for Sinclair but she can still play footsies with him and attempt to do a death combo, albeit poorly.

VS Portrait AOF3 Rody.png Rody

Rody wins on one simple fact: he's much faster than Sinclair. Not only that, but he's constantly in Sinclair's face, and as long as he avoids his overly punishable attacks, Sinclair can't safely land 4A if use it at all. He's bound to use them at some point (those moves being 6B, 1B, 2B, 3B), but outside of that, he's free to pressure Sinclair and force her to guess between a 50/50. He can't use jab to pressure due to its frame data, or 5B either. Given Sinclair has poor range and speed issues, Rody should safely be able to punish the majority of attacks with a simple backdash cancel 5C, leading to a knockdown. And if Rody wants to play really rough, he can hit Sinclair to get the life lead and zone her out with fireballs. Even though it's a slow fireball, Sinclair can't properly deal with it. Her dash and walk speeds are too slow, her jumps are awful with recovery, and the only way she could punish it is probably either 3A or 214A. Sinclair needs to play this matchup patiently and wait for the Rody player to make mistakes. Utilize universal mechanics whenever possible, particularly 4C parries if Rody gets aggressive with the mids and overheads. Sinclair can usually rely on jabs for quick pokes even though the damage will hardly do anything, since Rody is in her face a lot, but going for lows is usually not gonna work since Rody can act faster, even with his own lows. Sinclair's other option if she has to escape pressure is to use 4AB. Rody's rushdown means there's an okay chance that Sinclair can land a counter hit with it resulting in a knockdown to get some breathing room.

VS Portrait AOF3 Ryo.png Ryo

Any time Ryo pops off a Zan Retsu Ken, that's it for Sinclair. She can punish it back with 28A but timing this is incredibly difficult as it's a tiny window that has to be done while 646A's hitboxes are lowered down to the ground. And as a punish, it can punish just about anything Sinclair does thanks to its 4 frame startup. Sinclair shouldn't have too much trouble dealing with Ryo's wall jumps thanks to having decently ranged jump button attacks, but the timing of it and pressure of blocking them will still prove a hassle for her. She can attempt to jab them out too, but this usually leads to trades if jab hits. Ryo cannot perform his infinite on Sinclair, though he can still net a huge amount of damage with a second loop using the corner. Ryo's range outside of 2B or 646A vacuum hitboxes isn't particularly huge otherwise, Sinclair will struggle in this matchup as she will every other matchup, but it won't be quite as difficult for her to get in and set up for her TOD combo. The only fast launcher Ryo has is 3A, which requires close range and although not minus enough to be punished with her TOD, still gives Sinclair enough room to throw in a 214A or some other poke. Unless Sinclair does 4A super early in the attack's startup, she cannot punish Ryo's 64BC so Ryo can use that as a safe keepout poke if he's spaced out. Sinclair also doesn't need to worry as much since Ryo's frame data is abysmal. Thing is, if Ryo avoids his highly punishable attacks, Sinclair has to deal with the likes of Zan Retsu Ken, his DP, better hitboxes, and his plus jab. Ryo may have more room to pressure than Sinclair does, but it's a matter of who plays more patiently and lands the huge damaging blow. It's over for Ryo if Sinclair lands 4A, Ryo can take down Sinclair in about 2-3 knockdowns and/or juggles.

VS Portrait AOF3 Wang.png Wang

Sinclair can outrange Wang on some attacks, and other than that she's not winning the matchup. Wang can't rely on 22A much since Sinclair can punish it with both 3A and 214A, but outside of that all Wang has to really worry about over Sinclair is 4A. If wrongblocked, it will leave Sinclair plus even if she can't get a real follow-up off of it. All Wang really needs is to spam 4A and throw out 6AA rush combo attempts, both of which all Sinclair can really do is either jab or 4C parry. Sinclair's jump buttons beat Wang's jump buttons, but despite this Sinclair probably isn't going to attempt jumping given her massive 16f jump recovery for a mere knockdown, meaning Wang is free to throw out jump normal counter hits. There's practically nothing Sinclair can do besides respect Wang's mixups if he's close. At the same time, every time Wang is up close is a chance for her to use 4A, which even if it leaves her minus, the only option Wang can use is 4A and DP. Wang's overall damage output isn't impressive without his BnBs so if Sinclair can, she should always prevent Wang from landing any combos, and thus give herself free chances to throw out 4A. The matchup depends on how well Wang maintains his spacing to keep Sinclair from using 4A and launching him. He never has to worry about the corner either, and if anything, he'll easily push Sinclair into the corner from raw pokes alone.

Combos

Note: Combos marked with a ★ symbol are the optimal combos available to the character. Characters are also denoted by the first three letters of their names to indicate that the combo works on them. If it works on all characters, it will, obviously, be marked as "All."

Character Combo Abbreviations
  • JIN: Jin
  • KAR: Karman
  • KAS: Kasumi
  • LEN: Lenny
  • ROB: Robert
  • ROD: Rody
  • RYO: Ryo
  • SIN: Sinclair
  • WAN: Wang
  • WYL: Wyler

Rush Combos

Rush Combos
Combo Difficulty Damage Works On Notes
6A,5B Easy 894 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?
6A,4B Easy All Sinclair's only other rush combo, but since it ends with 4B which is punishable on reaction and otherwise easy to block (and therefore still punish), this makes the rush combo borderline useless. Even if hit by Sinclair's 6A, the opponent can still act in the middle of the rush combo.

Juggle Combos

Juggle Combos
Combo Difficulty Damage Works On Notes
5B > 214A Easy 384 + (360 x 2-4) All Works best in the corner where you can easily connect all hits. It also works midscreen, but it's less consistent. You can attempt to use 5A before 214A but it makes the combo much harder to pull off.
28A > j.A while falling > 28A OTG Easy All Sinclair is significantly minus on hit once this combo ends since 28A hitting OTG makes the opponent recover near instantly. Worth it for the damage output alone but you should also make sure it counts and kills the opponent when they're close enough to death or else you risk being punished and losing the round yourself, if not eating a raw super.
(corner) 4A > microdash 5A x2-3 > 5C Moderate 2560-2880 KAR, RYO 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. The combo is easier to land if you omit one of Sinclair's 5As.
Death Combos
4A > move forward > 4A > 214A / 28A Moderate 3840-4320 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 if you don't time the second 4A perfectly and right away, forcing you to use 28A. Although, the combo will still kill from anything less than full health, if you use 28A as it equates to roughly 95% damage.


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