GGST/Sin Kiske/Starter: Difference between revisions

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; {{clr|K|2K}}
; {{clr|K|2K}}
: A quick low poke for approaching with a dash or stopping opponents from dashing in. Gatling into {{clr|D|2D}} for a knockdown, but if you find that {{clr|D|2D}} is unreliable try {{clr|H|6H}}.
: A quick low poke for approaching with a dash or stopping opponents from dashing in. Gatling into {{clr|D|2D}} for a knockdown, but if you find that {{clr|D|2D}} is unreliable try {{clr|H|6H}}.
; {{clr|S|2S}}
; {{clr|S|2S}}
: Sin's premier neutral poke. Not a low but it has extremely good range and catches low profile moves. Throw this move out behind a buffered {{MMC|input=236H|label=Beak Driver ({{clr|H|236H}})}} to discourage reckless approaches.
: Sin's premier neutral poke. Not a low but it has extremely good range and catches low profile moves. Throw this move out behind a buffered {{MMC|input=236H|label=Beak Driver ({{clr|H|236H}})}} to discourage reckless approaches.
; {{clr|S|f.S}}
; {{clr|S|f.S}}
: The compliment to {{clr|S|2S}}, slower and loses to low profile but the additional range makes it a great whiff punish tool to use against opponents trying to preempt {{clr|S|2S}}.
: The compliment to {{clr|S|2S}}, slower and loses to low profile but the additional range makes it a great whiff punish tool to use against opponents trying to preempt {{clr|S|2S}}.
; {{clr|K|236K}} - Elk Hunt
: Much of Sin's neutral is built around the threat of this move, as a long range, low profile, low special it forces opponents to press low hitting buttons to preempt it, or potentially be forced to block. Throw this out (generally followed by the ~{{clr|K|K}} follow-up) occasionally, but being too predictable can be fairly punishable.
; {{clr|S|j.S}}
: Sin's premier approaching air normal. Once opponents are focused on beating {{clr|S|2S}} / {{clr|K|236K}}, {{Keyword|IAD}} {{clr|S|j.S}} can result in a rewarding CH starter. Be wary if blocked though, as Sin has trouble being plus on jump-ins.
}}
}}


==Navigation==
==Navigation==
{{GGST/Navigation}}
{{GGST/Navigation}}

Revision as of 15:19, 20 March 2023

Neutral

How to Play Neutral

Sin has relatively straight-forward neutral and you can construct a basic Neutral gameplay very quickly using a few key moves:

2K
A quick low poke for approaching with a dash or stopping opponents from dashing in. Gatling into 2D for a knockdown, but if you find that 2D is unreliable try 6H.
2S
Sin's premier neutral poke. Not a low but it has extremely good range and catches low profile moves. Throw this move out behind a buffered Beak Driver (236H)GGST Sin Kiske 236H.pngGuardAllStartup16Recovery22Advantage-14 to discourage reckless approaches.
f.S
The compliment to 2S, slower and loses to low profile but the additional range makes it a great whiff punish tool to use against opponents trying to preempt 2S.
236K - Elk Hunt
Much of Sin's neutral is built around the threat of this move, as a long range, low profile, low special it forces opponents to press low hitting buttons to preempt it, or potentially be forced to block. Throw this out (generally followed by the ~K follow-up) occasionally, but being too predictable can be fairly punishable.
j.S
Sin's premier approaching air normal. Once opponents are focused on beating 2S / 236K, IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. j.S can result in a rewarding CH starter. Be wary if blocked though, as Sin has trouble being plus on jump-ins.

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