GGST/Sin Kiske/Strategy: Difference between revisions

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<code> ...{{clr|2|236K}}~{{clr|2|K}}~{{clr|4|632146}}~66~{{clr|H|H}} </code>
<code> ...{{clr|2|236K}}~{{clr|2|K}}~{{clr|4|632146}}~66~{{clr|H|H}} </code>


:Example inputs for {{clr|1|kara-Tyrant Barrel}} and {{clr|4|kara-R.T.L.}} after {{clr|2|Elk Hunt}}. This technique works anywhere Sin can use Gazelle Step but some setups (such as max range {{clr|2|236K}}~{{clr|2|K}} into {{clr|4|R.T.L.}}) may cause the the overdrive to whiff.
: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 {{clr|2|236K}}~{{clr|2|K}} into R.T.L) may cause the the overdrive to whiff.




<code>{{clr|5|6D}}, whiff {{clr|1|236P}}~{{clr|2|K}}, {{clr|3|c.S}}</code>
<code>{{clr|5|6D}}, whiff {{clr|1|236P}}~{{clr|2|K}}, {{clr|3|c.S}}</code>


:Sin can kara-cancel his {{clr|1|6P}} into {{clr|2|Elk Hunt}} after a corner {{clr|5|throw}} to add 1f of startup. This auto-times a meaty {{clr|3|c.S}} that will catch backdashes.
:Sin can kara-cancel his {{clr|1|6P}} into Elk Hunt after a corner throw to add 1f of startup. This auto-times a meaty {{clr|3|c.S}} that will catch backdashes.


[https://www.twitch.tv/nagaiyen/clip/HedonisticFrigidDogeNotLikeThis-97t4bBJuRmsH6lte?filter=clips&range=24hr&sort=time| elk hunt setup ref.]
[https://www.twitch.tv/nagaiyen/clip/HedonisticFrigidDogeNotLikeThis-97t4bBJuRmsH6lte?filter=clips&range=24hr&sort=time| elk hunt setup ref.]

Revision as of 09:43, 29 November 2022

 Sin Kiske




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

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 comboe 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.
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.

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]

Midscreen Throw Safe Jump

This option can be performed from any midscreen throw.

By using 2P as a frame kill [2] a follow up air dash j.H will meaty and give you invulnerability to most reversals.

  • Note this option will not work in the corner as 2P will OTG them.

Alternatively, this technique also works with 5P, which works at all ranges since it cannot hit OTG.

For a video example, look here.[3]

Defense

Fighting Sin

General Tips

  • Moves that have hitboxes low to the ground are great at dealing with Elk HuntGGST Sin Kiske 236K 2 Hitbox.pngGuardLowStartup21Recovery15Advantage-8's low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short..
  • When Hawk BakerGGST Sin Kiske 623S 1 Hitbox.pngGuardAllStartup9Recovery36Advantage-26 is blocked on the ground, there is a 16f gap in-between the first and second hits of that can be Counter Hit in the air as its invulnerability frames have already run out. Without hitting the gap, you will need to contend with the possibility of Sin using the follow-up which has startup invul on its own. As usual for DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s be aware that blocked DP > Roman Cancel is always an option when Sin has >50% Tension.
  • The additional hits of R.T.LGGST Sin Kiske 632146H 9H Hitbox.pngGuardAllStartup11+5Recovery25+32 After LandingAdvantage-55 do not have invulnerability like the first hit does.

Video Resources

Navigation

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