GGST/Sin Kiske/Strategy

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General Strategies

Kara Cancel Usage

Sin is able to kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. his Gazelle StepGGST Sin Kiske GazelleStep.pngGuard-StartupRecoveryTotal 24Advantage- followup into his overdrives. This helps him secure good damage and wall breaks from nearly any hit. Note that the dash macro (DM) can be used instead of the manual input (66).

...236K~K~236236~66~P

...236K~K~632146~66~H

Example inputs for kara-Tyrant Barrel and kara-R.T.L after Elk Hunt. This technique works anywhere Sin can use Gazelle Step but some setups (such as max range 236K~K into R.T.L) may cause the the overdrive to whiff.


6D, whiff 236P~K, c.S

Sin can kara-cancel his 6P into Elk Hunt after a corner throw to add 1f of startup. This auto-times a meaty c.S that will catch backdashes.

elk hunt setup ref.

Counter-Hit Hitstop Option Selects

Sin has a variety of CH Hitstop Option Selects that are very useful.

236H~H > Delay Dash
A normal hit / block vs counter-hit option select. On normal hit and block the H followup to Beak Driver will come out and the Dash will not. On counter-hit the H followup gets eaten by the counter-hit slowdown / hitstop and the dash will come out, allowing Sin to combo the Beak Driver with 2P > 6P > 236H or 2P > 623S either of which can be followed up for more oki with additional stamina or meter. The timing may require some practice, typically you want to input the H followup immediately then delay the dash slightly.
236K~K > Delay Dash
A normal hit / block vs counter-hit option select. This option select is more or less identical to the Beak Driver version, resulting in the same outcomes. The timing is nearly the same as well, however as Elk Hunt has much slower startup than Beak Driver you input the ~K > Delay Dash as the 236K connects rather than immediately after inputing the special.

Neutral

Close range

Midrange

Fullscreen

Anti-air

Tension

Pressure

c.S

Sin is +1 after cS and can follow that up with various options.
You can use dash in throw or dash in again with a c.S/2K to make them wanna try to mash on the gap, but then mix them up by going for a frame trap with either 5H or 2S into big damage.

BRC Mixups

After a blocked c.S a well timed dash cancel > BRC can give Sin a difficult to react to high/low mixup.

c.S > Dash Cancel, BRC Forward, 5D
Timed perfectly this option can true string. Fairly plus on block and can combo into c.S for a strong pickup.
c.S > Dash Cancel, BRC Forward, 6K
Only a single frame slower than 5D, this option may not true string but if back is held after inputting it this low option is actually reversal safe. On hit can combo into dash c.S for a pickup.


Elk Hunt (236K)

Elk Hunt Followup (236K~K) is +8 on block without the dash cancel, but you'll usually want to use the Elk Hunt Followup Dash (236K~K>66) which leaves you at +6.
After the dash you can:
  • Use a c.S to frametrap them or be +1
  • Throw if they're being passive
  • 2K(6F) for a true low option
  • Neutral jump/backdash if they're going to tech a throw or DP
  • Dust if you think they'll be super respectful
  • The main flaw of Elk Hunt is that it's a slower special move at frame 24, so the opponent can mash it out with a 2K if their reactions are ready.


Beak Driver (236H)

Beak Driver is our safer cancel option, with the followup off of it leaving Sin at -3 on block.
You can try to go for an RPS situation afterwards, where depending on what they attack back with you can try to 5P/6P/623S/Jump/Backdash to beat it out.
Beak Driver sometimes leaves them at a weird spot where they can struggle to attack back so you can dash forward and reset your pressure with a f.S or 2S.
If the opponent tries to mash between the Beak Driver (236H) and Beak Driver Followup (236H~H), they'll get counterhit and eat a nice combo.
You can try to make it a goal to get them to mash here then frame trap them to murder (not sure how true this actually is but it's working so far in tower)


6K

6K is a 21F low that leaves you +3. It can gatling from 5K and c.S.
From c.S, 6K can beat throw, beat fuzzy jumps and trade with 5F buttons with its 5F gap.
One particular option is that on hit, 6K leads into a natural IAD safejump (IAD>j.S/j.H).
This means from c.S BnBs, and other combos that lead into air hit c.S, you can opt to end the combo early and 6K to establish some great pressure.
6K being +3 also means in block scenarios you can 2P for a frame 2 (5-3=2) option that beats throw and 3F buttons.


RPS against Sol on block close midscreen:
6K>2P: Beats 3F, Beats Throw, Loses to DP, Back to Neutral on Backdash
6K>c.S: Trades with 3Fs, Beats Throw, Loses to DP, Catches Backdash
6K>Nothing: Lose Pressure to 3F, Baits Throw, Baits DP, Punishes Backdash
6K>dash Throw: Blocks 3F, Techs Throw, Beats DP, Backdash Baits


RPS against Sol on block in corner:
6K>2P: Beats 3F, Beats Throw, Loses to DP, Catches Backdash
6K>c.S: Trades with 3Fs, Beats Throw, Loses to DP, Catches Backdash
6K>Nothing: Lose Pressure to 3F, Baits Throw, Baits DP, Punishes Backdash
6K>dash Throw: Blocks 3F, Techs Throw, Beats DP, Backdash Baits

Okizeme

Meaty Options

c.S
The classic meaty option, Sin makes good use of this option as he has threatening frametraps and mixups afterwards as well as great reward on normal and counterhit. When you don't have a fixed setup in mind this is probably the best overall option to try to manually time a meaty with.
6K
A plus on block, low, comboable option. Sin is able to meaty with this move on a variety of special move combo enders and as it is comboable on normal and counterhit it is a very real threat. Additionally, due to having deceptively long range it will often catch backdashes despite only having 4 active frames. Lastly, even though it has relatively long startup this can be a good thing as this makes it hit on the same frame as 214S which is an overhead.
214S
The compliment to 6K, an overhead that with Stamina is safe and grants a solid knockdown and also low and throw crushes. Not only can it be used in conjunction with 6K for a mixup on oki, it also is a low commital throw bait option. It is a strong oki option in general, but especially when meaty 6K is a threat and when you have tension and/or stamina.
236K
While Elk Hunt might seem strange as a meaty option at first glance, it is a powerful option. What we want is 236K~K > Dash. This is one of Sin's strongest mixups as a true strike/throw mixup between 2K/c.S and 6D/4D. There are several reasons Elk Hunt is powerful as a meaty. First, this is Sin's best way to leave no gap before Elk Hunt is blocked, something he cannot do from any of his normals. Lastly, due to Elk Hunt being very active and traveling a long distance it will also catch all backdashes as a reversal option making it a very easy option to abuse.

Common Knockdowns

Throw (6D/4D) Anywhere
- 236K (Whiff), c.S is a meaty on screen that is also perfectly spaced outside of most characters throw range. As such you can standing Shimmy Baiting your opponent into inputting a throw tech or reversal throw then walking backwards out of range of the throw. This can result in a huge punish combo in games with throw whiff animations and without throw tech OS's. a reversal throw and even delay your c.S slightly to still beat reversal buttons and also catch backdashes in the corner.
-66, 9, dl.j.S is a meaty safejump that requires a little timing. For the timing, try manually timing the dash to the landing animation of the opponent (shown by orange sparks), and then immediately jumping, With this you can ensure that you'll always be either on-time or just early enough to avoid Reversals. As this safejump doesn't use an IAD, you can use any other button or opt to not press a button to force a whiff and avoid Parries.
-1, 5 Dash, 9 (superjump), dl.j.S is a meaty safejump that requires more execution. This time, the dashing superjump must be performed as early and as quickly as possible. As with the previous safejump - it doesn't use an IAD, you can use any other button or opt to not press a button at all to force a whiff to avoid Parries. Does not work in the corner.
2D, 5K/2K/c.S > 2D Anywhere
- Dash, c.S (OTG) > Dash, Delay c.S sets up a meaty. The final c.S needs to be delayed by just a few frames or it will be too early and whiff while the opponent is still in recovery invuln. This only works when 2D hits from close.
- Backdash, 236K~K sets up a meaty Elk Hunt that rewards Sin with a powerful strike throw if you have access to 2 stamina bars. This setup will also catch backdashes.
- 236K (OTG) > Dash, Delay c.S another meaty setup for c.S, this setup has the advantage of being possible from a max range 2D range, having additional corner carry, and more damage. The delay on the c.S is roughly the same as the other setup but with the added advantage of being able to walk back slightly beforehand making throws whiff even if you mistime your meaty and still catch backdash.

Throws - Grants hard knockdowns, the Oki is especially powerful if the opponent is thrown into a wall as it allows you to setup OTG c.S~Dash for strong meaty options. Also can be safe jumped from midscreen.

Hawk Baker (623S) - After using sin's dash follow-up with certain starters, allows you to meaty 6k or choose other meaty options.

Hoof Stomp (214S) - With or without dash follow-up this provides a pretty decent knockdown, that allows you to get some meaty options and setups, however, the dash follow-up will be necessary in some spacings.

Elk Hunt (236K) - Provides a soft knockdown on hit that can be cancelled into Sin's dash follow-up using 1 bar of stamina to provide meaty options. It's best to go for this option after knocking your opponent away too far for Hoof Stomp or Hawk Baker to connect.

Corner Dependent - Beak Driver (236H) This option can be performed from any BNB into 236H~H then 6K and 214S will both be meaty options on their wakeup, microdash c.S or 5p (whiff),c.S will also work depending on spacing from corner after 236H~H.

Super Wallbreak

Standard Oki
- Dash (Long) c.S a simple meaty. Due to Sin's decent dash speed and the size of c.S this is fairly easy to time manually as you dash up to your opponent.
- Dash (Short) 236K Elk Hunt GC mixup setup. A much shorter dash than c.S, dash about half way to your opponent before inputting Elk Hunt.
- Dash (Medium) 6K The low complement to Hoof StompGGST Sin Kiske 214S 2.pngGuardHighStartup21Recovery22Advantage-11 post wallbreak. Should be followed up into Wild AssaultGGST Sin Kiske 236D.pngGuardAllStartup16~28Recovery20Advantage-4 at longer ranges or to stall for tension to loop into another Super Wallbreak. Otherwise usually routed as 6K 5K 6H 236K kara 236236P on closer hits.
- Dash (Short) 214S suprise meaty overhead. Timed the same as the Elk Hunt setup.
Safejumps
- IAD FDC j.S Standard safejump, loses to 9f reversals and 6P
- super jump IAD FDC j.S or j.H Autotimed Safejump glitch setup, beats 7+2 reversal supers if you cancel into DP or backdash on landing. Still loses to 9F 6Ps

Air Dash Faultless Defense Break Safe Jump

This option can be performed from any BNB (2H > 214S~Dash) and then picking them up with c.S > 6K

Faultless Defense Cancel (FDC) is an advanced technique that enhances Sin's air dash oki by creating a powerful safe jump option. By performing an air dash, and then using Faultless Defense, Sin's falling momentum is altered such that he can perform an aerial attack (usually j.S) that comes out lower to the ground than normal.

Hitting an aerial attack lower to the ground opens up more combo opportunities and makes the move more advantageous on block. This Option can cover all reversals, 3 frame normals such as  Sol's 5k, and gives you a lot of time to react to backdash.

For a video example, look here.[1]

Defense

Video Resources

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