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

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== Okizeme ==
== 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.


==Tips and Tricks==
==Tips and Tricks==

Revision as of 23:00, 18 August 2018

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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.

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


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