GGXRD-R2/Sin Kiske/Strategy: Difference between revisions

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{{CharNav-GGXRD-R2|Sin}}
<center>{{Character Label|GGXRD-R2|Sin Kiske|size=42px}}</center>
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==General Tactics==
==General Tactics==
;Basic day 1 blockstring
Sin's gameplan is to control lots of space with his big/fast normals, and punish the opponents with big damage when they get impatient and run into your attacks.
:2k->2S->2D->236K
 
:Used to keep close to the oppoent
Once the opponent is scared to attack, get in and do blockstrings to raise their RISC gauge, after which any hit (including a throw) can lead to massive damage.
 
===Calories===
Sin relies on most of his specials to continue pressure or to use his long range tools like Beak Driver. However, these tools cost Calories, and thus need to be managed. Scoring a knockdown is the primary means for Sin to safely regain calories by using the special move “still growing”. Depending on the combo ender it may be possible to eat and still continue pressure, but generally the player must choose either between calories or a good okizeme setup.


==Blockstrings==
==Blockstrings==
===Basic day 1 blockstring===
;Used to keep close to the opponent
:{{clr|2|2K}}>{{clr|3|2S}}>{{clr|5|2D}}>{{clr|2|236K}}
;Used to keep push the opponent away
:{{clr|3|f.S}}>{{clr|4|236H}}




== Okizeme ==
== Okizeme ==
*Basic leap okizeme / jumpin mixup: After a suitable knockdown (throw or Beak Driver), Sin can perform a safe jump with {{clr|2|214K}}>{{clr|3|j.S}} or {{clr|4|j.H}}. Exploiting the safe-jump threat, it’s possible to utilize a simple 50/50 between {{clr|4|j.H}}>jD and {{clr|4|j.H}}>{{clr|2|2K}}.
*Basic Voltic Dein ({{clr|1|236236P}}) okizeme: Can be set up after a long corner combo (such as Beak Driver loops), so that pushback takes care of the spacing. After a knockdown, fire VD and dash in for a 50/50 between {{clr|5|2D}} and {{clr|4|j.H}}. Can follow up with an additional jumpin mixup on block.
*Rising jD: 18f startup overhead, so difficult to react to. Can be used as a frame trap, to evade throws or to mix people up. Harder to see when jump cancelled into from another normal, but usually 50 meter is required to convert into air VD ({{clr|1|j.236236P}}) due to the spacing.
=== Leap okizeme ===
==== Overview ====
After scoring a knockdown with grounded {{clr|H|236H}}, you can late cancel into leap ({{clr|K|214K}}[5] for corner and {{clr|K|214K}}[6] for midscreen) to perform a powerful meterless okizeme. The mixup options are usually fairly simple in nature (i.e. not exactly difficult to block or counter as long as you guess right), but the true power lies in the amount of damage (and corner carry) Sin is able to deliver off successful hits. Sin combos also build meter like crazy, so hitting an oki setup builds an immense amount of momentum.
==== Basic leap okizeme midscreen ====
The (long) distance between Sin and the opponent after {{clr|H|236H}} finisher makes it more difficult to utilize {{clr|H|j.H}}, {{clr|D|j.D}} and various {{clr|D|j.D}} cancels, although with the help of airdash this problem can be partly overcome. The most basic options for midscreen leap okizeme are:


===== Safejump =====
<span class="input-badge">'''{{clr|K|214K}}[6] > (airdash) > {{clr|S|j.S}}'''</span><br>
Purpose: establish respect and initiate pressure while remaining safe against invulnerable reversals<br>
Weak against: backdash and blitz<br>
Variations:
* {{clr|K|214K}}[6] > (no airdash) {{clr|S|j.S}}: since this set-up initially looks identical to empty low, late airdash and raw {{clr|D|j.D}} attempts, they can be used well together.
* {{clr|K|214K}}[6] > airdash {{clr|S|j.S}}: since this set-up initially looks identical to airdash {{clr|H|j.H}} and airdash {{clr|D|j.D}} they can be used well together.
===== Late airdash =====
<span class="input-badge">'''{{clr|K|214K}}[6] > late airdash j.SK'''</span><br>
Purpose: the easiest counter-option against backdashes (varies from character to character) and normal blitzes. Can also beat fuzzy throws and fuzzy guard attempts.<br>
Works well with:
* empty lows
* {{clr|K|214K}}[6] > (no airdash) {{clr|S|j.S}} safe jumps
Weak against:
* Fast standing normals
* {{clr|P|6P}}
* Charge blitz
* Invulnerable reversals
Variations:
* Late airdash {{clr|S|j.S}} (delay) {{clr|K|j.K}} > {{clr|K|5K}} > {{clr|K|3K}} > {{clr|H|6H}} > {{clr|S|623S}} > {{clr|S|214S}}...: massive combo route on crouching opponents. Doesn’t work on standing!
* Late airdash jSK(P) > {{clr|P|2P}}: burst bait starter
* Late airdash jSK(blocked) > {{clr|D|j.D}} or {{clr|K|2K}}: a late airdash variation of Sin’s basic 50/50 mixup, although not as good.
===== Empty low =====
<span class="input-badge">'''{{clr|K|214K}}[6] > {{clr|K|2K}} or {{clr|D|2D}}'''</span><br>
Purpose: Exploit the expectations of an opponent who is looking for overhead attacks. Can be useful when combined with the usage of safe jumps, and various late airdash and jD options. Beats high blitzes and can be spaced so that you won’t be throw on opponent’s wakeup.<br>
Weak against: backdash and invulnerable reversals<br>
Works well with:
* late airdash
* {{clr|K|214K}}[6] > (no airdash) {{clr|S|j.S}} safe jumps
===== Airdash j.H =====
<span class="input-badge">'''{{clr|K|214K}}[6] > airdash {{clr|H|j.H}}'''</span><br>
Purpose: the only viable way to run Sin’s basic 50/50 setup between {{clr|H|j.H}} > {{clr|D|j.D}} and {{clr|H|j.H}} > {{clr|K|2K}} midscreen. Difficult to use and not as effective as the corner variant.<br>
Weak against: backdash, blitz and invincible reversals<br>
Works well with: {{clr|K|214K}}[6] > airdash {{clr|S|j.S}} safe jumps
==== Basic leap okizeme in the corner ====
In the corner {{clr|H|j.H}} and various {{clr|D|j.D}} cancels are much easier to utilize due to short distance between Sin and the opponent. Even though you certainly could utilize the same options as midscreen, I recommend defaulting to the simplest and the most effective meterless 50/50 mixup in Sin’s repertoire, namely:<br>
{{clr|K|214K}} into ...
* {{clr|H|j.H}}(1-3) > {{clr|D|j.D}} for an overhead option.
* {{clr|H|j.H}}(1-3) > {{clr|K|2K}} for a low option.
* If you’re not able to control {{clr|H|j.H}} well enough yet, it’s possible to use jSK > {{clr|D|j.D}} and jSK > {{clr|K|2K}} instead for similar results.
This 50/50 is the cornerstone of Sin’s meterless mixup game. The most important thing is to hit {{clr|H|j.H}} low enough to retain the potential option of converting into {{clr|K|2K}} on hit, otherwise there will be no (safe) low option available. Whenever you’re able to put the opponent in this particular situation, do it as long as you have enough calories (i.e. knockdowns in the corner). Conversely, if you are not able to impose this particular situation on the opponent, it might not be worth the risk to jump in when you’re missing calories (i.e. midscreen oki and/or jump ins off leap resets).The beauty of this mixup lies in {{clr|D|j.D}} and {{clr|K|2K}} hitting at around the same timing (as long as {{clr|D|j.D}} is cancelled into very close to the ground), essentially making fuzzy guarding against this mixup impractical or outright impossible. Another glorious feature is that even when the opponent successfully blocks either of the options (Sin {{clr|D|j.D}} has an abnormally high attack level of 3, inflicting more blockstun than many other jump in attacks in the game), Sin is still very plus on block and is able to continue offense. Here are some bonus options you don’t really need to use since the basic 50/50 is so strong as it is, but which you can utilize if you so desire:<br>
{{clr|K|214K}} into …
* {{clr|H|j.H}} > land > microwalk throw
* {{clr|H|j.H}} > land > rising {{clr|D|j.D}} > {{clr|S|j.214S}}
* {{clr|H|j.H}} > land > {{clr|P|2P}}/{{clr|K|2K}}(blocked) > rising {{clr|D|j.D}} > {{clr|P|j.236236P}}
The corner oki hits (primarily off {{clr|H|j.H}} or {{clr|S|j.S}} or jSK) should optimally flow into one of the following four combo paths:
* At or above 9 calories: [jumpin] > ({{clr|P|2P}}/{{clr|K|2K}}) > {{clr|S|c.S}} {{clr|K|236K}} {{clr|S|623S}} {{clr|S|214S}} {{clr|H|236[H]}} (low wall slump) {{clr|H|236[H]}} {{clr|K|214K}}[6]...
** … into {{clr|H|2H}}(2) {{clr|D|2D}} {{clr|H|214H}} 
** … into {{clr|H|2H}}(3) {{clr|H|5H}}(2) {{clr|P|236236P}} 
** … into {{clr|H|2H}}(3) {{clr|H|5H}}(1) {{clr|H|236H}} {{clr|P|236236P}}
* At or above 8 calories: [jumpin] > ({{clr|P|2P}}/{{clr|K|2K}}) > {{clr|S|c.S}} {{clr|K|236K}} {{clr|S|623S}} {{clr|S|214S}} {{clr|H|236[H]}} (wall stick) {{clr|P|214P}} {{clr|H|j.6H}} {{clr|S|c.S}} {{clr|H|5H}} ({{clr|H|6H}} {{clr|H|236H}}) {{clr|H|214H}}
* At or above 6 calories: [jumpin] > ({{clr|P|2P}}/{{clr|K|2K}}) > {{clr|S|c.S}} {{clr|K|236K}} {{clr|S|623S}} {{clr|P|214P}}/{{clr|K|214K}} {{clr|S|j.S}} {{clr|H|j236H}} airdash {{clr|K|j.K}} delay {{clr|H|j236H}} {{clr|S|f.S}} {{clr|H|5H}}…
** … into either {{clr|H|214H}} for calories OR {{clr|H|6H}} {{clr|H|236H}} {{clr|P|236236P}} for VD oki
** For females use {{clr|P|214P}} and for males use {{clr|K|214K}}.
** Video example of a {{clr|H|j.H}} jumpin: https://www.youtube.com/watch?v=T6aZdU9KInU
* Under 6 calories: [jumpin] > ({{clr|P|2P}}/{{clr|K|2K}}) > {{clr|S|c.S}} {{clr|D|2D}} {{clr|K|236K}} {{clr|H|236H}} {{clr|H|214H}}
Descending {{clr|D|j.D}} hits you can convert by linking into {{clr|S|c.S}} or {{clr|S|f.S}}, and following up with a combo of your choice. In case of {{clr|S|c.S}}, you should be able to proceed into any of the combos mentioned above by cancelling into {{clr|K|236K}}. If you’re unsure about the range, follow through with the under 6 calorie route to be safe.<br>
For corner oki, I recommend primarily using {{clr|H|j.H}} if you think the opponent won’t backdash or blitz. The basic high-low 50/50 is difficult to guard against after {{clr|H|j.H}}, and the other less common follow-up options also benefit from the low amount of blockstun {{clr|H|j.H}} inflicts. For safe jumping you can use either {{clr|S|j.S}} or {{clr|H|j.H}} in the corner. In case of {{clr|H|j.H}}, it’s necessary to hit it as close to the ground as possible, resulting in only 1 or 2 hits instead of 3. The jSK string requires you to hit {{clr|S|j.S}} very early, and for the opponent to stand up, otherwise there’s not enough time for {{clr|S|j.S}} to gatling into {{clr|K|j.K}}. Therefore safe jumping is impossible with jSK string. If the opponent is good at interrupting {{clr|H|j.H}} > {{clr|D|j.D}} sequences (7f gap on normal block / 10f gap on IB) you try {{clr|S|j.S}} > {{clr|D|j.D}} instead (5f gap / 8f on IB), although generally {{clr|H|j.H}} > {{clr|K|2K}} should catch opponents pressing buttons.
Large parts copied and formatted from Sin oki doc:
https://docs.google.com/document/d/1LL5zqjId__crWaPeAUwgTVtg4QKblzPAIRNeG609RTc/edit


==Tips and Tricks==
==Tips and Tricks==
Line 19: Line 111:


==Fighting Sin==
==Fighting Sin==
Sin is reliant on his Calorie gauge to do most of his specials, which he uses often in his zoning and pressure setups. When he is low on Calories, his options are limited, making it a time to approach him.


 
==External Resources==
----
[https://drunkardshade.com/2017/05/17/guilty-bits-xrd-sin/ Drunkard Shade's day 1 guide]
{{CharLinks-GGXRD-R2|Sin}}
==Navigation==
{{Navbar-GGXRD-R2}}
<center>{{Character Label|GGXRD-R2|Sin Kiske|size=42px}}</center>
[[Category: Guilty Gear Xrd REV 2]]
{{GGXRD-R2/CharacterLinks}}
[[Category:Sin Kiske]]
{{GGXRD-R2/Navigation}}

Latest revision as of 05:34, 13 December 2023

 Sin Kiske


General Tactics

Sin's gameplan is to control lots of space with his big/fast normals, and punish the opponents with big damage when they get impatient and run into your attacks.

Once the opponent is scared to attack, get in and do blockstrings to raise their RISC gauge, after which any hit (including a throw) can lead to massive damage.

Calories

Sin relies on most of his specials to continue pressure or to use his long range tools like Beak Driver. However, these tools cost Calories, and thus need to be managed. Scoring a knockdown is the primary means for Sin to safely regain calories by using the special move “still growing”. Depending on the combo ender it may be possible to eat and still continue pressure, but generally the player must choose either between calories or a good okizeme setup.

Blockstrings

Basic day 1 blockstring

Used to keep close to the opponent
2K>2S>2D>236K
Used to keep push the opponent away
f.S>236H


Okizeme

  • Basic leap okizeme / jumpin mixup: After a suitable knockdown (throw or Beak Driver), Sin can perform a safe jump with 214K>j.S or j.H. Exploiting the safe-jump threat, it’s possible to utilize a simple 50/50 between j.H>jD and j.H>2K.
  • Basic Voltic Dein (236236P) okizeme: Can be set up after a long corner combo (such as Beak Driver loops), so that pushback takes care of the spacing. After a knockdown, fire VD and dash in for a 50/50 between 2D and j.H. Can follow up with an additional jumpin mixup on block.
  • Rising jD: 18f startup overhead, so difficult to react to. Can be used as a frame trap, to evade throws or to mix people up. Harder to see when jump cancelled into from another normal, but usually 50 meter is required to convert into air VD (j.236236P) due to the spacing.

Leap okizeme

Overview

After scoring a knockdown with grounded 236H, you can late cancel into leap (214K[5] for corner and 214K[6] for midscreen) to perform a powerful meterless okizeme. The mixup options are usually fairly simple in nature (i.e. not exactly difficult to block or counter as long as you guess right), but the true power lies in the amount of damage (and corner carry) Sin is able to deliver off successful hits. Sin combos also build meter like crazy, so hitting an oki setup builds an immense amount of momentum.

Basic leap okizeme midscreen

The (long) distance between Sin and the opponent after 236H finisher makes it more difficult to utilize j.H, j.D and various j.D cancels, although with the help of airdash this problem can be partly overcome. The most basic options for midscreen leap okizeme are:

Safejump

214K[6] > (airdash) > j.S
Purpose: establish respect and initiate pressure while remaining safe against invulnerable reversals
Weak against: backdash and blitz
Variations:

  • 214K[6] > (no airdash) j.S: since this set-up initially looks identical to empty low, late airdash and raw j.D attempts, they can be used well together.
  • 214K[6] > airdash j.S: since this set-up initially looks identical to airdash j.H and airdash j.D they can be used well together.
Late airdash

214K[6] > late airdash j.SK
Purpose: the easiest counter-option against backdashes (varies from character to character) and normal blitzes. Can also beat fuzzy throws and fuzzy guard attempts.
Works well with:

  • empty lows
  • 214K[6] > (no airdash) j.S safe jumps

Weak against:

  • Fast standing normals
  • 6P
  • Charge blitz
  • Invulnerable reversals

Variations:

  • Late airdash j.S (delay) j.K > 5K > 3K > 6H > 623S > 214S...: massive combo route on crouching opponents. Doesn’t work on standing!
  • Late airdash jSK(P) > 2P: burst bait starter
  • Late airdash jSK(blocked) > j.D or 2K: a late airdash variation of Sin’s basic 50/50 mixup, although not as good.
Empty low

214K[6] > 2K or 2D
Purpose: Exploit the expectations of an opponent who is looking for overhead attacks. Can be useful when combined with the usage of safe jumps, and various late airdash and jD options. Beats high blitzes and can be spaced so that you won’t be throw on opponent’s wakeup.
Weak against: backdash and invulnerable reversals
Works well with:

  • late airdash
  • 214K[6] > (no airdash) j.S safe jumps
Airdash j.H

214K[6] > airdash j.H
Purpose: the only viable way to run Sin’s basic 50/50 setup between j.H > j.D and j.H > 2K midscreen. Difficult to use and not as effective as the corner variant.
Weak against: backdash, blitz and invincible reversals
Works well with: 214K[6] > airdash j.S safe jumps

Basic leap okizeme in the corner

In the corner j.H and various j.D cancels are much easier to utilize due to short distance between Sin and the opponent. Even though you certainly could utilize the same options as midscreen, I recommend defaulting to the simplest and the most effective meterless 50/50 mixup in Sin’s repertoire, namely:
214K into ...

  • j.H(1-3) > j.D for an overhead option.
  • j.H(1-3) > 2K for a low option.
  • If you’re not able to control j.H well enough yet, it’s possible to use jSK > j.D and jSK > 2K instead for similar results.

This 50/50 is the cornerstone of Sin’s meterless mixup game. The most important thing is to hit j.H low enough to retain the potential option of converting into 2K on hit, otherwise there will be no (safe) low option available. Whenever you’re able to put the opponent in this particular situation, do it as long as you have enough calories (i.e. knockdowns in the corner). Conversely, if you are not able to impose this particular situation on the opponent, it might not be worth the risk to jump in when you’re missing calories (i.e. midscreen oki and/or jump ins off leap resets).The beauty of this mixup lies in j.D and 2K hitting at around the same timing (as long as j.D is cancelled into very close to the ground), essentially making fuzzy guarding against this mixup impractical or outright impossible. Another glorious feature is that even when the opponent successfully blocks either of the options (Sin j.D has an abnormally high attack level of 3, inflicting more blockstun than many other jump in attacks in the game), Sin is still very plus on block and is able to continue offense. Here are some bonus options you don’t really need to use since the basic 50/50 is so strong as it is, but which you can utilize if you so desire:
214K into …

  • j.H > land > microwalk throw
  • j.H > land > rising j.D > j.214S
  • j.H > land > 2P/2K(blocked) > rising j.D > j.236236P

The corner oki hits (primarily off j.H or j.S or jSK) should optimally flow into one of the following four combo paths:

  • At or above 9 calories: [jumpin] > (2P/2K) > c.S 236K 623S 214S 236[H] (low wall slump) 236[H] 214K[6]...
    • … into 2H(2) 2D 214H
    • … into 2H(3) 5H(2) 236236P
    • … into 2H(3) 5H(1) 236H 236236P
  • At or above 8 calories: [jumpin] > (2P/2K) > c.S 236K 623S 214S 236[H] (wall stick) 214P j.6H c.S 5H (6H 236H) 214H
  • At or above 6 calories: [jumpin] > (2P/2K) > c.S 236K 623S 214P/214K j.S j236H airdash j.K delay j236H f.S 5H
  • Under 6 calories: [jumpin] > (2P/2K) > c.S 2D 236K 236H 214H

Descending j.D hits you can convert by linking into c.S or f.S, and following up with a combo of your choice. In case of c.S, you should be able to proceed into any of the combos mentioned above by cancelling into 236K. If you’re unsure about the range, follow through with the under 6 calorie route to be safe.
For corner oki, I recommend primarily using j.H if you think the opponent won’t backdash or blitz. The basic high-low 50/50 is difficult to guard against after j.H, and the other less common follow-up options also benefit from the low amount of blockstun j.H inflicts. For safe jumping you can use either j.S or j.H in the corner. In case of j.H, it’s necessary to hit it as close to the ground as possible, resulting in only 1 or 2 hits instead of 3. The jSK string requires you to hit j.S very early, and for the opponent to stand up, otherwise there’s not enough time for j.S to gatling into j.K. Therefore safe jumping is impossible with jSK string. If the opponent is good at interrupting j.H > j.D sequences (7f gap on normal block / 10f gap on IB) you try j.S > j.D instead (5f gap / 8f on IB), although generally j.H > 2K should catch opponents pressing buttons.



Large parts copied and formatted from Sin oki doc: https://docs.google.com/document/d/1LL5zqjId__crWaPeAUwgTVtg4QKblzPAIRNeG609RTc/edit

Tips and Tricks

Fighting Sin

Sin is reliant on his Calorie gauge to do most of his specials, which he uses often in his zoning and pressure setups. When he is low on Calories, his options are limited, making it a time to approach him.

External Resources

Drunkard Shade's day 1 guide

Navigation

 Sin Kiske


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Mechanics
Application & Advanced Information
Archived Information