GGST/Sin Kiske/Starter

From Dustloop Wiki

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.
Overall focus on mixing up your neutral between approaching with 2K / Elk Hunt / IAD j.S and playing more reactionary or slow neutral with 2S / f.S.

Combo

Navigation

Systems Pages
Application & Advanced Information
Archived Information