Thank you so much for watching! I’ll likely release another shorter video when the patch drops in October to keep this stuff up to date, in case Sin gets any changes.
Hey, I appreciate the comment, but I just wanted to let you know that Season 4’s recent drop just changed Sin quite a bit and this guide is partially outdated. I’m working on the script for an updated Season 4 guide, but in the meantime my latest video goes over all the need-to-know changes. Thanks for watching, but stay tuned for the video that’s actually up to date!
Good luck man, and thanks for watching! I’m really busy with a full work and school schedule, but if I can ever find the time I’ll make a more advanced guide to help push your game even further 🙏
Glad I could help! You’re gonna love learning Sin, he’s easily one of the most fun free flow characters any fighting game has to offer. And thank you for watching!
Thanks for watching! That was the plan, but considering this one took a lot of time and my school semester just started, I’ve been trying to find time to write one up. I am dropping a combo guide with notation soon, so be on the lookout for that!
Hey everyone! Thank you so much for all of your kind words, the support on this video has really been blowing me away. I never thought it would reach anywhere near as far as it has. I wanted to leave some extra resources for newer Sin players here for anyone looking to dive deeper into the character after viewing the guide. Sin Kiske Dustloop page: www.dustloop.com/w/GGST/Sin_Kiske Sin Kiske Discord: discord.gg/UCtGZ49vC6 Sin Kiske Combo Document: docs.google.com/spreadsheets/u/4/d/e/2PACX-1vSynLY6qEx9-JC2uQfebNuDCJcf1GdjxgSLQt6bxbmrsFIXG9hOLsFacVh_gx1ePrZ6ZxUow_kJmgrd/pubhtml#
Thank you so much! I’m currently working on drafts for both a pressure/offense guide as well as a comprehensive combo list. Unfortunately, having a full work and school schedule make writing and recording for the channel pretty tough, but I’ll get to them at some point!
@@mfpaintHey, glad I could help! I was going to include notation in the combo section for this guide but just wanted to release it before school started. If I can find the time I’ll try to upload the combo section complete with notation as its own video!
Some errors 6:13 Sin's worst H button to whiff is not 5H, 2H has a total duration of 61 frames (more than a second which is insane and is somehow worse than whiffing charge 5D) compared to 5H's 51 making it very reliably whiff punishable with c.S. 8:38 j.S can gatling into j.H regardless of CH state, I'm assuming you meant to say link into 2H 17:00 f.S is faster and also reaches at round start, even stopping characters from walking back to create whiffs, 2S will whiff if this happens. 2D is also not as useful at roundstart as it was in previous versions, its great for some matchups, particularly Nago but will typically just lose due to how stubby it is, in scenarios where it can trade with opponents buttons it can be a nice option though given you will reap the largest benefit of the trade with the HKD. 21:48 9 frame reversals are the fastest possible reversals in the game as of this patch, whilst some characters like Leo used to get faster reversals, this is no longer the case. 22:19 Also useful as a reversal for when dp is unable to connect due to range (also super prc but that's a more advanced concept so understandable omission) For the combo section, there is very little reason to do gazelle step after a beak wallstick, compared to 6H, you are spending a bar of stamina for what is usually only about 2 extra damage. You also use 6K in your routing in positions where 6H gatling or 5K links would be better, 6K is only really used in our roundstart conversions off WA (even then that's spacing dependant) or to set up the safe jump off our bnb. I would also maybe suggest putting in the conversions off beak 1 counter hit given it comes up quite a lot, but I can understand its omission given its not the easiest to hit confirm.
I agree with all of this. Other things I'd add: 6:19 5H doesn't lack combo ability, you just need a CH or a DP extension. 11:53 Gazelle throw vs followup is reactable, not a reliable strike/throw mix. I can respond correctly 9/10 times in training mode with my eyes closed simply waiting for the audio. It's also fuzziable. People who know the matchup don't get hit. 15:27 You don't need to Gazelle to unstick with RTL. 18:57 jS and jH only have frame advantage problems immediately out of IAD. A low jS/H, like with IAD FDC jS, is +9/10. The issue with his jumpins is bad hitboxes. 21:32 You demonstrate in the combo section that 2P > 2P > 623S~S~66 is identical to 2K > 2D > 623S~S~66, so it's a bit confusing to say 2K converts better? Finally, some resources for new Sins: My combo doc: docs.google.com/spreadsheets/u/4/d/e/2PACX-1vSynLY6qEx9-JC2uQfebNuDCJcf1GdjxgSLQt6bxbmrsFIXG9hOLsFacVh_gx1ePrZ6ZxUow_kJmgrd/pubhtml Sin discord invite link: discord.gg/agM7fuUsZB
Hey, thank you so much for the feedback! I see now that I definitely messed up a few things. I’ll try to rely a little less on Dustloop information for future scripts since I know the stuff over there can be a little outdated, but of course many of the errors are my own. The frame data mistakes are all oversights on my end. I’ll take more care on confirming such numbers in the future. I agree with your take on f.S vs 2S at roundstart, and I definitely should’ve clarified that 2D is a hard callout in most cases. I’ll make sure to mention that later. In regards to using Gazelle Step after beak wallbreak, I mostly just do that because it’s what I’m used to, but I’ll def add a note about switching the ender to WB 6H in a future video. Great catch. I also understand that the combo section itself is a pretty sloppy, and I’m planning on uploading a better one when I get the chance to work on a new video. You mentioned including 236H CH confirms, but I largely left those out due to this being a beginner guide, and I didn’t want to unload too much hitconfirm tech in here. I’ll make sure to include them in the combo guide. Finally, I have no clue why I said RTL should be used only for combos when it’s literally a reversal. Thanks again, and if you have any more tips keep them coming! I’m far from the best Sin player out there, but I’m always down to learn more and pass it on to the newer players!
@@knock_fgc4855Thanks for your additions! I’ll always appreciate some good constructive criticism, so never hold back when letting me know what I can improve. To clarify, my comment that 5H is better as a pressure tool was mainly due to this video being tailored for beginners. I fully agree that with a DP extension 5H can be a very powerful combo move in its own right, but beginners are likely going to get a lot more use out of 2H with its first hit being a low and its less stamina-intensive routing, since DP extensions will take two bars of stamina. To touch on the points I made about 236H~66 being a strike/throw pressure enabler, you’re right that I should have clarified it’s pretty easy to react to. In a future video I’ll make sure to mention that 236K~K~66 is far better at this, and that 236H~66 is a Hail Mary option you have to condition your opponent into eating. I appreciate the clarification on why Sin seems to have issues jumping in. Again, I’ll be sure to mention in the future that it’s the IAD that causes this lack of plus frames - since a lot of beginners tend to gravitate towards IAD as their main air approach anyways - and other jump arcs can help a lot with jump-ins. Finally, when it comes to the question of whether or not 2K, 2D, 623S is a better conversion than 2P, 2P, 623S, I figured it would be more beneficial to encourage the easier confirm. Since 2K, 2D - in my opinion - is easier to confirm out of that 2P, 2P, plus it leading to a hard knockdown without the DP confirm, I figured it was the better conversion to teach a newer player. But you’re absolutely right, they are identical. Good on you for including these resources as well! I’ll put them in the description and add them as a popup in the video itself. Thanks again, and have a good one!
Oh one thing I just saw now 16:00 You don't actually have to hold P the entire time, releasing P and pressing it later can actually help with getting clean hit from positions you normally cannot as holding down P stops any momentum from the gazelle kara from occurring after the super flash whereas releasing and then pressing P later then releasing it again allows you to drift forward a bit. It also let's you get clean hit off a counter hit tyrant barrel but that generally should not be happening.
Thanks for the video man, been meaning to pick up another besides my main and am really liking Sin. Great vid, though I have two small ideas. You said this video was more for beginners but then started talking about meatys and IED J.s somewhere around 18:00 without a quick explanation or pointing to the Fighting Game Glossary. Not a problem for me but something that might throw a total newbie off. Also, for the combo section, I think using the Combo Create mode to show off the combos could be a better way to display combo routes. Otherwise, thoroughly took notes on this one, thanks for providing an updated guide on this sugar water drinking goofball.
No problem! Glad you found the video useful. Your feedback is spot on by the way, I def threw a little bit of jargon around and the combo section could absolutely use some work. I’m trying to get a quick little Season 4 update video out to fix it because the patch kinda outdated this guide… but that happens. Thanks for watching!
@@meemawgotback yeah, I’m curious to see how Sin mains are going to adjust with how long the Stamina takes to recharge now. I doubt we’re using 63214P still but we’ll see. If anything they should change the input of eat to a QCB Punch input like they just changed Axl’s inputs this patch.
@@nofilterneitoI’ll be honest, I stuck with the character and still never use 63214P. Since the buff it gives is completely random, it’s not really worth sacrificing oki or damage to get a chance at getting your Stamina back unless you’re doing it on wallstick, but a lot of the time Sin is sending through the wall early with 236236P anyways. An input change won’t help the move… it’ll still be relatively useless.
great video, you should add timestamps in the description though as it can be kinda hard to find the parts of the video I want to refer to without them
@@meemawgotback oh wow you're right, I thought I opened it but I guess not. I wonder why they don't show up as chapters in the video itself? normally I thought youtube did that automatically anyways thanks for letting me know thats my bad
If you’re talking about the orange rush forward, that’s a mechanic new to Season 3 called Wild Assault. By inputting 236D, characters can cancel their normals into a dash with different properties depending on the color. Orange, which Sin and most rushdown characters have, is sort of a pressure / combo extender to either maximize the amount of time he’s in his opponent’s face, or to extend his combos. Blue Wild Assault causes a guard crush on block or a stagger on hit - usually on setplay or mixup characters to let them run their game plans- and White Wild Assault is an invincible rush forward used exclusively by big body characters. You can charge these moves too, leading to launches. As shown in the combo you time stamped, the charged WA on counterhit f.S lets Sin launch the opponent and leads to a full wallsplat combo when he otherwise wouldn’t get one. WA does cost half of your burst gauge to use, but provides so many benefits for offensive play that it’s usually worth the investment if a hit or more pressure is guaranteed. Especially on Sin, it allows him to send opponents through the wall from very far away without Tension or Stamina, and since a wallbreak leads to positive bonus, which leads to a quick burst and tension regen… it’s really good for his kit!
Yeah... I had to scrap the combo and pressure videos I had in the works after seeing the patch notes. I just finished writing the script for my Season 4 update video, and I'm actually recording that later today! Sorry for the wait - I'm pretty busy with school and work and whatnot - but I'll get it out as soon as I can. Thanks for watching!
this is awesome man, i also noticed that all the sin guides were outdated and ive been looking for one for a bit. also fire music taste
Thank you so much for watching! I’ll likely release another shorter video when the patch drops in October to keep this stuff up to date, in case Sin gets any changes.
Thnx dude been looking for a guide for a bit now and i couldnt find one that wasnt 2 years old
Hey, I appreciate the comment, but I just wanted to let you know that Season 4’s recent drop just changed Sin quite a bit and this guide is partially outdated. I’m working on the script for an updated Season 4 guide, but in the meantime my latest video goes over all the need-to-know changes. Thanks for watching, but stay tuned for the video that’s actually up to date!
Thanks man im going to study this
Good luck man, and thanks for watching! I’m really busy with a full work and school schedule, but if I can ever find the time I’ll make a more advanced guide to help push your game even further 🙏
this vid was really helpful, thank you for your hard work. Been looking for a vid like this for a while!🙏🙏
Glad I could help! You’re gonna love learning Sin, he’s easily one of the most fun free flow characters any fighting game has to offer. And thank you for watching!
U should make a mixup and blockstring one next!!! Awesome vid
Thanks for watching! That was the plan, but considering this one took a lot of time and my school semester just started, I’ve been trying to find time to write one up. I am dropping a combo guide with notation soon, so be on the lookout for that!
Hey everyone! Thank you so much for all of your kind words, the support on this video has really been blowing me away. I never thought it would reach anywhere near as far as it has. I wanted to leave some extra resources for newer Sin players here for anyone looking to dive deeper into the character after viewing the guide.
Sin Kiske Dustloop page: www.dustloop.com/w/GGST/Sin_Kiske
Sin Kiske Discord: discord.gg/UCtGZ49vC6
Sin Kiske Combo Document: docs.google.com/spreadsheets/u/4/d/e/2PACX-1vSynLY6qEx9-JC2uQfebNuDCJcf1GdjxgSLQt6bxbmrsFIXG9hOLsFacVh_gx1ePrZ6ZxUow_kJmgrd/pubhtml#
This is so cool! Hoping you make more tutorials like this in the future :D
Thank you so much! I’m currently working on drafts for both a pressure/offense guide as well as a comprehensive combo list. Unfortunately, having a full work and school schedule make writing and recording for the channel pretty tough, but I’ll get to them at some point!
thank you for making this. by far the best guilty gear guide I have seen you really covered everything so well!!!
would it be possible to put combo notation on screen for the combo section in future videos?
@@mfpaintHey, glad I could help! I was going to include notation in the combo section for this guide but just wanted to release it before school started. If I can find the time I’ll try to upload the combo section complete with notation as its own video!
Some errors
6:13 Sin's worst H button to whiff is not 5H, 2H has a total duration of 61 frames (more than a second which is insane and is somehow worse than whiffing charge 5D) compared to 5H's 51 making it very reliably whiff punishable with c.S.
8:38 j.S can gatling into j.H regardless of CH state, I'm assuming you meant to say link into 2H
17:00 f.S is faster and also reaches at round start, even stopping characters from walking back to create whiffs, 2S will whiff if this happens. 2D is also not as useful at roundstart as it was in previous versions, its great for some matchups, particularly Nago but will typically just lose due to how stubby it is, in scenarios where it can trade with opponents buttons it can be a nice option though given you will reap the largest benefit of the trade with the HKD.
21:48 9 frame reversals are the fastest possible reversals in the game as of this patch, whilst some characters like Leo used to get faster reversals, this is no longer the case.
22:19 Also useful as a reversal for when dp is unable to connect due to range (also super prc but that's a more advanced concept so understandable omission)
For the combo section, there is very little reason to do gazelle step after a beak wallstick, compared to 6H, you are spending a bar of stamina for what is usually only about 2 extra damage. You also use 6K in your routing in positions where 6H gatling or 5K links would be better, 6K is only really used in our roundstart conversions off WA (even then that's spacing dependant) or to set up the safe jump off our bnb. I would also maybe suggest putting in the conversions off beak 1 counter hit given it comes up quite a lot, but I can understand its omission given its not the easiest to hit confirm.
I agree with all of this. Other things I'd add:
6:19 5H doesn't lack combo ability, you just need a CH or a DP extension.
11:53 Gazelle throw vs followup is reactable, not a reliable strike/throw mix. I can respond correctly 9/10 times in training mode with my eyes closed simply waiting for the audio. It's also fuzziable. People who know the matchup don't get hit.
15:27 You don't need to Gazelle to unstick with RTL.
18:57 jS and jH only have frame advantage problems immediately out of IAD. A low jS/H, like with IAD FDC jS, is +9/10. The issue with his jumpins is bad hitboxes.
21:32 You demonstrate in the combo section that 2P > 2P > 623S~S~66 is identical to 2K > 2D > 623S~S~66, so it's a bit confusing to say 2K converts better?
Finally, some resources for new Sins:
My combo doc: docs.google.com/spreadsheets/u/4/d/e/2PACX-1vSynLY6qEx9-JC2uQfebNuDCJcf1GdjxgSLQt6bxbmrsFIXG9hOLsFacVh_gx1ePrZ6ZxUow_kJmgrd/pubhtml
Sin discord invite link: discord.gg/agM7fuUsZB
Hey, thank you so much for the feedback! I see now that I definitely messed up a few things. I’ll try to rely a little less on Dustloop information for future scripts since I know the stuff over there can be a little outdated, but of course many of the errors are my own.
The frame data mistakes are all oversights on my end. I’ll take more care on confirming such numbers in the future. I agree with your take on f.S vs 2S at roundstart, and I definitely should’ve clarified that 2D is a hard callout in most cases. I’ll make sure to mention that later.
In regards to using Gazelle Step after beak wallbreak, I mostly just do that because it’s what I’m used to, but I’ll def add a note about switching the ender to WB 6H in a future video. Great catch. I also understand that the combo section itself is a pretty sloppy, and I’m planning on uploading a better one when I get the chance to work on a new video.
You mentioned including 236H CH confirms, but I largely left those out due to this being a beginner guide, and I didn’t want to unload too much hitconfirm tech in here. I’ll make sure to include them in the combo guide.
Finally, I have no clue why I said RTL should be used only for combos when it’s literally a reversal.
Thanks again, and if you have any more tips keep them coming! I’m far from the best Sin player out there, but I’m always down to learn more and pass it on to the newer players!
@@knock_fgc4855Thanks for your additions! I’ll always appreciate some good constructive criticism, so never hold back when letting me know what I can improve.
To clarify, my comment that 5H is better as a pressure tool was mainly due to this video being tailored for beginners. I fully agree that with a DP extension 5H can be a very powerful combo move in its own right, but beginners are likely going to get a lot more use out of 2H with its first hit being a low and its less stamina-intensive routing, since DP extensions will take two bars of stamina.
To touch on the points I made about 236H~66 being a strike/throw pressure enabler, you’re right that I should have clarified it’s pretty easy to react to. In a future video I’ll make sure to mention that 236K~K~66 is far better at this, and that 236H~66 is a Hail Mary option you have to condition your opponent into eating.
I appreciate the clarification on why Sin seems to have issues jumping in. Again, I’ll be sure to mention in the future that it’s the IAD that causes this lack of plus frames - since a lot of beginners tend to gravitate towards IAD as their main air approach anyways - and other jump arcs can help a lot with jump-ins.
Finally, when it comes to the question of whether or not 2K, 2D, 623S is a better conversion than 2P, 2P, 623S, I figured it would be more beneficial to encourage the easier confirm. Since 2K, 2D - in my opinion - is easier to confirm out of that 2P, 2P, plus it leading to a hard knockdown without the DP confirm, I figured it was the better conversion to teach a newer player. But you’re absolutely right, they are identical.
Good on you for including these resources as well! I’ll put them in the description and add them as a popup in the video itself.
Thanks again, and have a good one!
Oh one thing I just saw now
16:00 You don't actually have to hold P the entire time, releasing P and pressing it later can actually help with getting clean hit from positions you normally cannot as holding down P stops any momentum from the gazelle kara from occurring after the super flash whereas releasing and then pressing P later then releasing it again allows you to drift forward a bit. It also let's you get clean hit off a counter hit tyrant barrel but that generally should not be happening.
@@Okami_HDI actually had no idea that was a thing… thanks!
Dog, this is a really good guide, excellent shit
Thanks so much for watching!
Thanks for the video man, been meaning to pick up another besides my main and am really liking Sin. Great vid, though I have two small ideas. You said this video was more for beginners but then started talking about meatys and IED J.s somewhere around 18:00 without a quick explanation or pointing to the Fighting Game Glossary. Not a problem for me but something that might throw a total newbie off. Also, for the combo section, I think using the Combo Create mode to show off the combos could be a better way to display combo routes. Otherwise, thoroughly took notes on this one, thanks for providing an updated guide on this sugar water drinking goofball.
No problem! Glad you found the video useful. Your feedback is spot on by the way, I def threw a little bit of jargon around and the combo section could absolutely use some work. I’m trying to get a quick little Season 4 update video out to fix it because the patch kinda outdated this guide… but that happens. Thanks for watching!
@@meemawgotback yeah, I’m curious to see how Sin mains are going to adjust with how long the Stamina takes to recharge now. I doubt we’re using 63214P still but we’ll see. If anything they should change the input of eat to a QCB Punch input like they just changed Axl’s inputs this patch.
@@nofilterneitoI’ll be honest, I stuck with the character and still never use 63214P. Since the buff it gives is completely random, it’s not really worth sacrificing oki or damage to get a chance at getting your Stamina back unless you’re doing it on wallstick, but a lot of the time Sin is sending through the wall early with 236236P anyways. An input change won’t help the move… it’ll still be relatively useless.
Awesome stuff. Now to apply it. Thanks man.
You got this bro! It’ll feel so good when the practice pays off.
IT'S TIME TO EAT SOME GLUE
You know it, thanks for watching!
I cant send you a super thanks but i definitely would
Thank you, but don’t ever worry about that. Your time is plenty of support already!
Good stuff
Thanks for watching!
great video, you should add timestamps in the description though as it can be kinda hard to find the parts of the video I want to refer to without them
Thanks for watching, but there are already time stamps in the description! One for each major section.
@@meemawgotback oh wow you're right, I thought I opened it but I guess not. I wonder why they don't show up as chapters in the video itself? normally I thought youtube did that automatically
anyways thanks for letting me know thats my bad
@@nebula8893No worries! I assumed they would show up in chapters as well, maybe that’s a setting I have to turn on.
What is the dash at 5:43?
If you’re talking about the orange rush forward, that’s a mechanic new to Season 3 called Wild Assault. By inputting 236D, characters can cancel their normals into a dash with different properties depending on the color.
Orange, which Sin and most rushdown characters have, is sort of a pressure / combo extender to either maximize the amount of time he’s in his opponent’s face, or to extend his combos. Blue Wild Assault causes a guard crush on block or a stagger on hit - usually on setplay or mixup characters to let them run their game plans- and White Wild Assault is an invincible rush forward used exclusively by big body characters.
You can charge these moves too, leading to launches. As shown in the combo you time stamped, the charged WA on counterhit f.S lets Sin launch the opponent and leads to a full wallsplat combo when he otherwise wouldn’t get one.
WA does cost half of your burst gauge to use, but provides so many benefits for offensive play that it’s usually worth the investment if a hit or more pressure is guaranteed. Especially on Sin, it allows him to send opponents through the wall from very far away without Tension or Stamina, and since a wallbreak leads to positive bonus, which leads to a quick burst and tension regen… it’s really good for his kit!
@@meemawgotback Very detailed, thank you. I'm going to hit the lab to practice it today.
do some of these combos not work anymore? for example the first combo in the combo section, I can’t get the C.S to land after the gazelle step
maybe its in the works but can an updated or part 2 sin guide be uploaded b/c of the drastic changes in Dizzy Update?
Yeah... I had to scrap the combo and pressure videos I had in the works after seeing the patch notes. I just finished writing the script for my Season 4 update video, and I'm actually recording that later today! Sorry for the wait - I'm pretty busy with school and work and whatnot - but I'll get it out as soon as I can. Thanks for watching!