GGST/Sin Kiske/Resources

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Preface

This page is Sin Kiske's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review.

For simplicity's sake; anything you would want pinned in your character channel or character Discord can go here, such as:

  • Character Discord pins
  • Links or transcriptions of external personal documents and / or Dustloop User Docs
  • Tech videos, especially from Twitter hashtags
  • One-off or niche combo routes
  • Set-ups (for pressure, mix-ups, okizeme, or setplay)
  • Video analyses of matches and sets
If more opinionated works are posted, such as match-up charts, it is highly recommended that you include accreditation to the creator and any other important specifics (such as ordering or et cetera), so that readers can evaluate the sourcing. To readers, also note that this means you should consume at your own discretion. Not all strategy or reasoning may be fully explained, tested, or viable, so either be sure to ask the creators any questions (if possible), or do your own research in training mode.
Community Links
Character Discord

Twitter Hashtag

Match Replays

Documents

You can embed links to external documents or User Docs here.

Videos

You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed.


Plain Text

You can write your own content here, or post transcriptions of content from potentially impermanent sources here.

Sin Kara Guide

Common question and also pretty easy compared to average karas

TLDR: Kara Supers

  • Special move > 236236+Dash(66)~P [Tyrant Barrel]
  • Special move > 632146+Dash(66)~H [RTL]

The only real reason Sin has to kara (as of right now) is just to go straight into super from his special moves, and due to their nature its a pretty easy mechanic

After either a special move (or a special move followup) you can kara a super through canceling either a followup (if still available) or a gazelle step, meaning you must have atleast one stamina bar in order to kara supers.

Example: To do Beak Driver > H > Tyrant Barrel, you would do: 236H-H > 236236 Dash~P This is much easier with a dash macro bound.

You can essentially always choose to do the dash kara even if you have followups available since gazelle is always available. Not necessary, however it will make the kara input universal compared to doing normal followup karas, which all require plinking from the followup button to P (or H for RTL)

For doing Kara RTL, its the same thing except you do 632146 Dash(66)~H

Sin Combo Decay and Pickups

We love some combo theory. Credit to invalidvalue

First head here if you don't know what combo decay is or need a refresher: https://www.dustloop.com/w/GGST/Damage#Combo_Decay

15 decay before 2H, with a launch: 2H 214S (66) picks up into 2K universal

10 decay before 2H without a launch 2H 214S (66) picks up into 2K universal, with a launch picks up into c.S universal

15 decay before 2h without a launch 2h 214s (66) cannot pickup (one 2p on mids)

5 Combo decay before 623S~S>66 links into c.S universal

10 Combo decay before 623S~S>66 links into 2K universal. With a launch you can get c.S on lights and mids but not heavies.

10 combo decay before 623S>66 reliably sets up meaty 6K/214S. 15 combo decay with a launch.

At 25 combo decay (before the 623S) the 2 hits of 623S stop reliably universally comboing on low juggles/grounded enemies. if both hits of 623s connect, kara 236236p works.

At 15 combo decay (before the 5H), 5H 623S~S stops reliably universally comboing on low juggles/grounded

At 20+ combo decay (before the 236K), ending a route with 2H 236K will set up a meaty 236K universally. at 75 combo decay this set up fails to set up a meaty 236K universally, but will still set one up on lights and midweights

Backdash (need more confirmation) - Sin's backdash seems to considered both grounded and airborne. It is thus immune to throws, but also gets hit by Slidehead. Hits are considered airborne hits, and give the unique "just frame" bounce if applicable to the move (ex: Megafist)

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