Beginner’s Tips And Tricks For Playing As Sin Kiske In Guilty Gear Strive – Every year, a new character is added to the amazing cast of Guilty Gear Strive. This year, Sin Kiske takes the stage and resurrects his Flag to perform devastating long-range attacks that go along with his incredible speed and mix-up options.
Sin Kiske is a Rushdown Fighter with a deceptively long strike range, enabling him to poke and disrupt oncoming attacks from a safe distance before quickly closing the distance to follow up with powerful and extremely devastating combinations. In addition, Sin has a Stamina Meter that he can control and the ability to munch on food, giving him more abilities and choices at his disposal.


Manage Your Stamina – Sin Kiske Beginner’s Guide, Beginner’s Tips And Tricks For Playing As Sin Kiske In Guilty Gear Strive
Sin Kiske’s ability to cancel out of Special Attacks into other actions, like as a Dash or a continuation of the Special Attack, is one of his most distinctive characteristics. This gives you access to a wide range of mix-ups and tactics to catch your opponents off guard.
The Stamina Meter has three bars, and you can use all three at once if you want to, but it’s important to understand that it only regenerates over time and won’t do so more quickly if you hit targets, consume food, or take other actions. We advise using this mechanic to extend combos, conduct mix-ups by cancelling into overheads if your opponent is crouch blocking or into a low strike if your opponent is standing blocking in order to make the most of it. You can also switch your follow-up action into another action to increase the scope of your options.
You’ll need to find a way to land and keep up the pressure until your stamina is entirely depleted until you can replenish it because it regenerates pretty slowly. However, you should be OK if you only use it to try to surprise your opponent, benefit from landing a distance poke, or prolong a combo that is already in motion. Below are some illustrations of how to extend combos using your stamina metre.
- K > 2D > 623S~S > Dash > cl.S > 2HS > 236H~H
- cl.S > 2HS > 214S~Dash Cancel > cl.S > HS > 623S~S
- cl.S > 2S > 236K~K~Dash Cancel > 632146H
Counter Hit King – Sin Kiske Beginner’s Guide
Sin Kiske can consistently hit his opponents with Counter Hits thanks in large part to his tremendous range, especially if they enjoy pushing buttons whenever they get the chance. Sin has a lot of potential since, as was discussed in the previous section, he may cancel Special Attacks into either a continuation of that attack or a Dash. This also holds true for Counter Hits.
Consider his Break Driver (236H), which causes him to thrust his Flag forward and cover a large amount of range. Most characters can react quickly with a Punch or Crouching Punch to land a hit on you if you are blocked without a follow-up, and they may then follow up themselves. However, if you use the extended action of the Break Driver, you will be safe on block and considerably nearer to your opponent, making it a helpful gap-closing technique.
But since this is Guilty Gear, we want to use every opportunity to score hits and put up impressive combos. Fortunately for you, after deflecting the first half of Break Driver and other Special Attacks, Sin can land a number of Counter Hits on opponents trained to push buttons. Here, delaying your follow-up attack just a little bit will allow you to catch your opponent mid-attack, earning you a free Counter Hit, and allowing you to run amok with a combination after.
While it won’t be a good idea to base your entire strategy on this, it will be useful against opponents who know there is a gap in which they can stop your offence if you aren’t quick enough or are using your Stamina Meter more cautiously. Long pokes can be thrown at free cost, and they can be quickly followed up with a Counter Hit on an overly eager opponent to do wonders.
Unrelenting Pressure – Beginner’s Tips And Tricks For Playing As Sin Kiske In Guilty Gear Strive
Sin’s capacity to exert crushing pressure is directly related to, you guessed it, his Stamina Meter, much like Counter Hits. He has strong Special Attacks that, when employed properly, can provide him an advantage in most circumstances in addition to his impressive range and speed. One such attack is his Elk Hunt Special Attack (236K).
Elk Hunt is one of Sin’s numerous extraordinarily potent Special Attacks. However, it only becomes effective when you take into account its follow-up action (236KK), which gives him a +8 on blocks and virtually guarantees that your opponent’s assault will be blocked if they press anything after blocking. However, there is a catch: You will be delayed quite a bit, giving you only a limited number of opportunities to take advantage of the circumstance.
But! Recall how we previously stated that a Dash Cancel would allow you to cancel subsequent actions? Well, if you execute that right after using the follow-up move Elk Hunt (236KKDash Cancel), you’ll get closer to your opponent and still be in the lead in terms of block, allowing you access to a lot more moves. Furthermore, after you dash in, your opponent will probably click a button, providing you a brutal Counter Hit and a free combo follow-up.
Although doing this will use up two bars of your stamina metre, the benefits you receive are amazing and difficult to handle. When things are frantic or stressful and your opponent needs to move and is more likely to be a little more aggressive, throwing this out occasionally will undoubtedly trip them up.
Use Overdrives Cleverly
Fish has its own table because it influences a number of movement aspects. Everything it does is listed below.
Fish Buffs | Buff Percentage | Duration |
---|---|---|
Increases Walking Movement Speed (Forward) | 8 Percent | 2 Seconds |
16 Percent | 3 Seconds | |
24 Percent | 4 Seconds | |
32 Percent | 5 Seconds | |
40 Percent | 6 Seconds | |
Increases Walking Movement Speed (Backward) | 5 Percent | 2 Seconds |
10 Percent | 3 Seconds | |
15 Percent | 4 Seconds | |
20 Percent | 5 Seconds | |
25 Percent | 6 Seconds | |
Dash Start-Up Is Increased | 3.5 Percent | 2 Seconds |
7 Percent | 3 Seconds | |
10.5 Percent | 4 Seconds | |
14 Percent | 5 Seconds | |
17.5 Percent | 6 Seconds | |
Dash Acceleration Is Increased | 3.5 Percent | 2 Seconds |
7 Percent | 3 Seconds | |
10.5 Percent | 4 Seconds | |
14 Percent | 5 Seconds | |
17.5 Percent | 6 Seconds |
Every Food Buff has a decreasing chance of rising through the levels, making it tougher and harder to consume the same food item repeatedly. The percentages for each Level are listed below.
Level 1 equals 33.3%
– Level 2 equals 26.7%
– Level 3 equals 20%
– Level 4 equals 13.3%
Level 5 equals 6.7%