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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)GuardAllStartup16Recovery22Advantage-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.