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All of the character's combos sin attacks are burst safe which, when combined with the double hit move which is not also burst safe, but if you burst it the second hit will hit after burst, it means burst is pretty much useless versus the character. On top of that, because the double hit move locks in place, it's basically impossible to escape from as long as sin has angels around, since bursting on a sin attack means the minimal frame disadvantage on all of those attacks means sin reviver can continue comboing - so really you're stuck juggling your DI until your opponent somehow messes up and drops the combo.
The sin attack options can hit from anywhere on the screen without any amount of frame disadvantage, which means the only way the character can be threatened is by getting within normal range, but then the character has a very fast jab, overall good normals and a teleport move to get away. The amount of options the character has at any given time from a full screen away is overbearing, and you have to play around as many of them as you can, but then the character can just set up more sins and you're not spending time approaching so you're in a constant 50/50 that you get no real reward out of.
I'm not sure what the overall power this character is intended to have, but giving the sin command moves some amount of frame disadvantage would make fighting this character at least bearable, since summoning sins is very easy and getting to an amount where the character can send out a barrage of attacks that you have to outmaneuver and can never punish is extremely easy. It feels like you never really get to play on your terms, because you have to spend most of the match dodging around sins attacking and if you get caught by one you usually get hit by an extremely difficult to escape combo that you cannot burst against.
Making the double hit move (I'm sorry I keep blanking on the name, it's the one where he dashes forward and whacks twice with the weapon) not hit with the second one on a burst would also give his combos some counterplay, as in its current state it feels like sin reviver can just completely ignore the opponent's burst.