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RurouniLoneWolf

[Xrd] Sin Kiske Combo Thread

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Information
  • If you'd like to contribute, please feel free to do so! When posting combos, please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for Sin.
  • Please refrain from going off topic in this thread. This thread is for posting and discussion of combos only.
  • Only practical combos will be listed in this thread.

Collapsed: General Notations:

[table]

>

Progress from the previous move to the following move

,

Link the previous move into the following move.

 

>> or ->

Cancel the previous special into a follow-up special.

 

|>

After Landing

 

j

Jump

 

hj

High Jump

 

ad or AD

Air Dash

 

iad or IAD

Instant Air Dash

 

jc

Jump Cancel

 

hjc

High Jump Cancel

 

ji or (JI)

Jump Install

 

CH

Counter Hit

 

MC

Mortal Counter

 

RC or (RC)

(Red) Roman Cancel

 

YRC or (YRC)

Yellow Roman Cancel

 

PRC or (PRC)

Purple Roman Cancel

 

[]

Hold Input

 

(X)

X is Optional

 

(N)

Attack must deal N amount of hits

 

[???] xN

Repeat ??? N amount of times

 

[X] or [Y]

[/table]

 

Challenge Mode Combos

Collapsed: Challenges:

 

Midscreen

Collapsed: Mid Starters:
5/2K>5S>2S>236K>236H(1)>236K>236H
Damage: 168
Requires: 7000 Calories
 
2S or 2H(2)>5H(1)>6H>623S(crit)>214S>214K[6]>Late j.6H>5S>5H(1)>6H>236H
Damage: 245
Requires: 6000 Calories, Standing Confirm
Notes: For Punishing
 
AA 5P/6P > c.S > j.S >j.p>j. S> dj.S > dj.6H >j.236H  - Video Example
Damage: 140 for 6P starter
Requires: 3000 calories
 
AA 5P/6P>5S>5HS(1)>6HS>j.S>dj.S>j.6HS>j.214S>j.236H
Damage: 148(5P)/189(6P)
Requires: 3000 Calories
 
CH AA 6P > 214S > 214P > j.S > j.6H > j.P > 5P > 5H(1) > 6H > 623S > 214S > 236[H] (Crit) > 214K - Video Example
Damage: 222
 
Air to air j.P > j.P > j.S > dj.S > dj.6H > j.214S > j.236H
Damage: 138
Requires: 3000 Calories
 
236H > RC > dash 6H > 623S > 214S > 236[H] (Crit) > 214K > j.6H > 5H(1) > 6H > 236H > 214H - Video Example
Damage: 197
Requires: 50 Meter

 

Collapsed: Low Starters:
2K>2H(3)>5H(1) >6H>j.S>j.6H>j.214S>j.236H
Damage: 165
Requires: 3000 Calories
 
2K>2H(1)>5H(1)>6H>623S(crit)>214S>214K[6]>late j.6H>5S>5H(1)>236H
Damage: 187
Requires: 6000 Calories
Restrictions: Only works on a deep hit/with dash momentum
 
2K>2H(2)>5H(1)>6H>236K>623S(crit)>236[H]>214S>214K>j.K>5H(1)>6H>236H
Damage: 199 
Requires: 8000 Calories
Restrictions: Does not work on Slayer, I-No or Axl (236K whiffs)
Notes: Corner Carry route
 
2K>5K>3K>6H>623S(crit)>214S>236[H]>214K>j.K 5H(1)>6H>236H>214H/214K
Damage: 183
Requires: 6000 Calories
Restrictions: Does not work on May/Faust
 
2K>2HS(3)>5H>6H> jc jS>j6H>j236236P> delayed AD>land>214S>236[H]>214K[6]>j.K>5H>6H>236H
Damage:194
Requires: 3000 calories, 50 meter
Notes: j6HS >j236236P doesn't work against some characters, high jump jS resolves the issue in most cases and still lets you get the combo in exchange for a lil bit of damage
 
Crouch/CH 3K>6H>623S(crit)>214S]>214K[6]>Late j6H>5S>5H(1)>6H>236 H
Damage: 214
Requires: 4000 Calories
Restrictions: Doesnt work on Faust and May(6H whiff)

 

Collapsed: Overhead Starters:
214S>RC>Dash>2H(2)>5H(1)>6H>623S(crit)>214S>214K[6]>Late j.6H>5S>5H(1)>6H>236H
Damage: 228
Requires: 4000 Calories, 50 meter 
 
5D>8/9>j.6H>j.6H>j.S>j.P>j.S>dj.S>j.6H>j.214S>j.236H
Damage:139
Requires: 3000 Calories 
 
j.D>j.214S>RC>Dashing 214S>236[H]>214K>j.K>Dashing 5H(1)>6H>236H
Damage: 178
Requires: 5000 Calories, 50 Meter

j. D>j.214S>Dashing j. P>j.S>djc j.S>j.6H>j.214S>j.236H
Damage: 166
Requires: 3000 Calories
Restrictions: Need to drop the j.6H on females
 
j.D > j.214S > j.P > j.S > djc j.S > j.H > j.236H - Video Example
Damage: 116
 
falling jD > land > 2K > 2S > 236K > 236H

 

Collapsed: Throw Starters:

Throw>dashing 214S>214P[6]>Late j.6H>623S(crit)>214S>236[H]
Damage: 148
Requires: 6000 Calories

Airthrow>RC>Delayed AD>623S(crit)>214S>214P[4]>5S>5H(1)>236H
Damage: 172
Requires: 4000 Calories, 50 Meter

Airthrow>RC>Delayed AD>623S(crit)>214S>236[H]>214K>j.K>5H(1)>6H>236H
Damage: 200
Requires: 6000 Calories, 50 Meter
Note: Corner Carry route

 

Air throw>(small delay)RC> air dash>2H(2)>5H(1)>6H>j.S>j.P>j.S>djc j.S>j.6H>j.214S>j.236H
Damage: 180
Requires: 50 Meter, 3000 Calories

 

Collapsed: Instant Kill Combos:

 

 

Near Corner

Collapsed: Mid Starters:
2S or 2H(2) > 5H(1)>6H>623S(crit)>214S>236[H] >214K>j.K>5H(1)>(6H>236H)
Damage: 259
Requires: 6000 Calories, Standing Confirm
Notes: For Punishing
 
f.S/2S>236H[1]>RC>Dashing 6H>623S(crit)>214S>236[H]>214K>j.K>5H>(6H>236H)
Damage: 212
Requires: 50 Meter, 7000 Calories
Notes: For Punishing

 

Collapsed: Low Starters:

 

Collapsed: Overhead Starters:

 

Collapsed: Throw Starters:

 

Collapsed: Instant Kill Combos:

 

 

Corner Starters

Collapsed: Mid Starters:

 

Collapsed: Low Starters:
3K>6H>236K>623S(crit)>236[H]>214S>214K>j.K>5H(1)>6H>236H
Damage: 218
Requires: 8000 Calories 
Restrictions: Does not work on Slayer, Axl or I-No

 

Collapsed: Overhead Starters:

CH/Air Hit 214S>236[H]>214K>j. K>5S>5H>623S

 

5D>6>5H(1)>6H>214S>236K>623S(crit)>214S>214P[4]>late j.6H>5S>5H(1)>6H>236H
Damage: 173
Requires: 5000 Calories
 
j.D > j.214S > 5H(1) > IAD j.K > j.S > j.K > 623S > 214S > 236[H] (Crit) > 214P > j.K > 5H(1) > 6H > 236H > 214H - Video Example
Damage: 190

 

Collapsed: Throw Starters:

Throw>RC>Dashing 214S>214P[4]>late j.6H>623S(crit)>214S>236[H]>214K>j.K>5H(1)>6H>236H 165 dmg 7k calories
Damage: 165
Requires: 7000 Calories, 50 Meter

 

Collapsed: Instant Kill Combos:

 

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few combooos.

 

Midscreen or corner

jD > j236S RC dash 214S > charged 236HS > 214K > jK dash 5HS(1) > 6HS > 236HS > 214K. 213Dmg on Sol. You can tune the ender however you like depending on food gauge. 

 

Midscreen and from corner (not hitting corner) 

far 5S > 2S > 236HS RC 66 2HS(1) > 5HS(1) > 6HS > 623S (crit) > 214S > 214K > j6HS > 5S > 5HS(1) > 6HS > 236HS (1) > 214K. 208 DMG on sol and you end up pretty close. You can also end with 236HS(2) 214K for more dmg and corner carry. 

 

Midscreen to corner 

far 5S > 2S > 236HS RC 66 2HS(1) > 5HS(1) > 6HS > 623S (crit) > 214S > charged 236HS > 214K > jK dash 5HS (1) > 6HS > 236HS(1hit/2hit) 214K. 217 dmg on sol with 2 hit 236HS. 

 

2HS punish combo midscreen/corner

 

2HS(2) > 5HS(1) > 6HS > 623S > 214S > charged 236HS > 214K > jK > 5HS(1) > 6HS > 236HS > 214K/R.T.L . With RTL this does 289 dmg on Sol. Makes em think more about using that VV. 

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Could you check the damage on the RC combos without the 2H (1) and then without 2H and 5H? 

On top of my head the dmg would vary with 5-10 points. After playing a may a bit i started to do the 2HS(1) route since it forces standing so 5HS(1) and 6HS will hit then (6HS doesnt hit crouching may ;_; )

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Combo dump taimu! Will continually edit this down. Thanks to Kinkuli for finding the midscreen 214K[6] j. 6H route.

 

Combos

List calorie cost/dmg

*All combos ending in specials can be cancelled into 214H to regain calories.

Damage is on Sol Badguy

Any combo ending in 236H or 214H>RC can lead into a safejump j.S with 214K[6], with proper timing.

Vs Female chars(I-No, Milia, May, Elphelt,Ram)214P[4]>late j.6H>5S>5H(1)>(236H) in midscreen 623S(crit) confirms. 214K[6] sideswaps if you are near the corner.  Combo is difficult but possible on Pot, doesn't work on Bedman.

 

Midscreen

5/2K>5S>2S>236K>236H(1)>236K>236H 168 dmg 7k cal

2K>2H(3)>5H(1) >6H>j.S>j.6H>j.214S>j.236H 165 dmg 3k cal

2K>2H(1)>5H(1)>6H>623S(crit)>214S>214K[6]>late j.6H>5S>5H(1)>236H 187dmg 6k cal only works on a deep hit/with dash momentum

 

PUNISH COMBO(when they whiff dp, etc.) Always run up

[standing]2S or 2H(2)>5H(1)>6H>623S(crit)>214S>214K[6]>Late j.6H>5S>5H(1)>6H>236H 245 dmg 6k cal

 

RC confirm from 5S

[50 meter]5S > 2S > 236H>RC> Dashing (2HS(1) > 5HS(1)) > 6HS > 623S (crit) > 214S > 214K[6]>Late j.6H > 5S > 5HS(1) > 6HS > 236H 214dmg 5k cal

 

[Crouching/CH]3K>6H>623S(crit)>214S]>214K[6]>Late j6H>5S>5H(1)>6H>236 H 214 dmg 4k cal Doesnt work on Faust and May(6H whiff)

 

214S>RC>Dash>2H(2)>5H(1)>6H>623S(crit)>214S>214K[6]>Late j.6H>5S>5H(1)>6H>236H 228 dmg 4k cal

 

5D>8/9>j.6H>j.6H>j.S>j.P>j.S>dj.S>j.6H>j.214S>j.236H 139 dmg 3k cal

 

 

 

 

Anti-Air

Anti Air 5P/6P > c.S > j.S >j.p>j. S> dj.S > dj.6H >j.236H  140(6P) dmg 3k cal

Anti Air 5P/6P>5S>5HS(1)>6HS>j.S>dj.S>j.6HS>j.214S>j.236H 148(5P)/189(6P) dmg 3k cal

Air to air j.P > j.P > j.S > dj.S > dj.6H > j.214S > j.236H 138 dmg 3k cal

 

Throw

[50 meter]Throw>RC>2H>j. S>j. P>j.S>jc. S>j. H?> j. 214S> j. 236H

[50 meter]Throw>RC>66>214S>214P?>j.6H>623S(crit)>214S>214P?>j.6H>623S(crit)>214S>236[H]>214P?>j.K>5H ~165 dmg 9k cal

[50 meter]Air throw>(small delay)RC> air dash>2H(2)>5H(1)>6H>j.S>j.P>j.S>dj.S>j.6H>j.214S>j.236H 180dmg 3k cal (sometimes 151dmg? maybe because of whether you get first 2 hits of 2H or last 2)

 

Midscreen to Corner

2K>2H(2)>5H(1)>6H>236K>623S(crit)>236[H]>214S>214K>j.K>5H(1)>6H>236H 199 dmg 8k cal Does not work on Slayer, I-No or Axl (236K whiffs)

2K>5K>3K>6H>623S(crit)>214S>236[H]>214K>j.K 5H(1)>6H>236H>214H/214K 183 damage 6k cal Does not work on May/Faust

 

j.D>j214S>RC>Dashing 214S>236[H]>214K>j.K>Dashing 5H(1)>6H>236H 178 dmg 5k cal

 

PUNISH

[standing, Near Corner]2S or 2H(2) > 5H(1)>6H>623S(crit)>214S>236[H] >214K>j.K>5H(1)>(6H>236H) 259 dmg 6k

 

[50 meter, Near Corner]Far Slash/2S>236H[1]>RC>Dashing 6H>623S(crit)>214S>236[H]>214K>j.K>5H>(6H>236H)212 dmg 7k cal

[Corner]CH/Air Hit 214S>236[H]>214K>j. K>5S>5H>623S

 

Corner

5D>6>5H(1)>6H>214S>236K>623S(crit)>214S>214P[4]>late j.6H>5S>5H(1)>6H>236H  173dmg 5k cal

3K>6H>236K>623S(crit)>236[H]>214S>214K>j.K>5H(1)>6H>236H 218dmg 8k Does not work on Slayer, Axl, or I-No

X>236K>623S(crit)>236[H]>214S>214K>j.K>5H(1)>6H>236H

 

 

 

 

We still need to find corner corner 6P combos.

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You can combo into IK pretty easy midscreen and off at decent percentages if you've got 50meter.

 

For crouching you can go the 3K>6H route, but if they're standing you start with 2S/2H(2) as Skargust posted above.

The percentages change too depending on what you start with as well.

 

27% 5K>3K>6H>623S>214S>RMC>66>IK

 

If you're in the corner or can get the charged Beak Driver to wall splat you can do it even higher

 

[Crouching]

(Dust) 31% 5D~6>5H>6H>3K>6H>623S>214S>236[H]>wallsplat>RMC>66>IK

38% 5K>3K>6H>623S>214S>236[H]>wallsplat>RMC>66>IK

45% 2H(2)>5H>6H>623S>214S>236[H]>wallsplat>RMC>66>IK

 

[standing]

44% 2S>5H>6H>623S>214S>236[H]>wallsplat>RMC>66>IK

 

2H works for both its around ~14frames startup from what've tested so it's a decent starter too, also you can link it from 2K at close ranges like so, but from what I've tested it only works if you do it off of a dash.

2K>2H[1]>5H>6H>623S>214S>236[H]>wallsplat>RMC>66>IK

 

Be sure to charge the 236[H] long enough to get a low wall splat, if you splat too high by releasing the charge too early the IK can whiff.

 

PUNISH COMBO(when they whiff dp, etc.) Always run up

[standing]2S or 2H(2)>5H(1)>6H>623S(crit)>214S>214K[6]>Late j.6H>5S>5H(1)>6H>236H 245 dmg 4k cal

 

I found out at the end of this combo you can loop back into another 623S(crit)

 

[standing]5K>5H(1)>6H>623S(crit)>214S>214K[6]>Late j.6H>5S>5H(1)>6H>623S(crit)>214S>236[H] 259dmg(271 2S/273 with 2H(1)) 5k cal

 

A 2H(2) starter will cause them to flip out during the 2nd 214S, so you have to use 2H(1) instead.

For the 2S like you said you'll need the run momentum or you won't get the intial 623S(crit)

(I would like to dub these Hawk Breaker loops, maybe HBloops?)

 

Dust Combo - Just a little one I found

5D~6 5H>6H>214S>236K>623S(crit)>214S>214K[6]>late j.6H>5S>5H(1)>6H>236H  173dmg 5k cal

I tried to go for the 623(crit) loop but the pushback from 6H was too far to even get the noncrit version to connect.

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[50 meter]Throw>RC>66>2H(2)>5H>delay 6H>623S(crit)>214S>236[H]>214K[6]>delay j.6HS>5S>5H>6H>236H ~190 dmg 6k cal <- does more dmg if you hit both hits of the 236[H]

has full screen corner carry.... or you could also side switch by dashing, pick your poison

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[standing]5K>5H(1)>6H>623S(crit)>214S>214K[6]>Late j.6H>5S>5H(1)>6H>623S(crit)>214S>236[H] 259dmg(271 2S/273 with 2H(1)) 5k cal

 

A 2H(2) starter will cause them to flip out during the 2nd 214S, so you have to use 2H(1) instead.

For the 2S like you said you'll need the run momentum or you won't get the intial 623S(crit)

(I would like to dub these Hawk Breaker loops, maybe HBloops?)

 

 

Everytime I try to do 2H(1)>5H(1)>6H as a starter the second 623S does not crit, any ideas on what might be happening?

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Everytime I try to do 2H(1)>5H(1)>6H as a starter the second 623S does not crit, any ideas on what might be happening?

 

You might not be letting them fall low enough when you do the late j.6H, also I've only tested these on Sol.

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I figured it out, If you end up pushing the opponent into the corner the second 623S wont crit.

 

You also could too slow with the Hawk Baker > Bull cancel. The earlier you get this out, the higher the bounce. The longer you have for 214K.

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a route involving Voltec Dein midscreen :

 

2K>2HS(3)>5H>6H> jump cancel>jS>j6H>j236236P> delayed airdash>land>214S>236[H]>214K[6]>jK>5H>6H>236H 194 dmg 3k cal on Sol

 

Didn't put the j6H version of the combo because it's inconsistent, and only gives you 3 more damage here, but if you're confident in your execution go for it^^

 

NOTES

-Also works in many different scenarios, as long as you got an air chain and the combo haven't prorated too much yet (jD>j214S>land >jS or 6P AA scenarios)

- If for some reason your calorie gauge is really low, you can forsake the second part of the combos after j236236P : you just land and get two free 214H

-You can adapt this route in the corner : stuff >6H> high jump 7 > jS>j236236P> land > 214S into rest of the combo. It's often better to keep your meter for other things in the corner though

- j6HS >j236236P doesn't work against some characters, high jump jS resolves the issue in most cases and still lets you get the combo in exchange for a lil bit of damage

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just a first idea, I guess there is more to it. This combo is just the route that did the most dmg for me, without losing the corner.

 

[corner] 236[H]>214K[6] \/ 2H(3)>(5HS>delay 6H)>623S(crit)>214S>236[H]>214K[6]>j.K>5H>6H>236H ~280 dmg 7k cal

 

also

 

[corner] 5D~6 2H(1-2)>5H>6H>623S(crit)>214S>236[H]>214K[6]>j.K>5H>6H>236H 175 dmg 6k cal

 

and

 

IAD j.S>j.6HS>2K is good and confirms into standard combos

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Midscreen

j. D>214S>Dashing j. P>j.S>dj.S>j.6H>j.214S>j.236H drop the j. 6H on females 166dmg 3k

calories

Throw>dashing 214S>214P[6]>Late j.6H>623S(crit)>214S>236[H] 148 dmg 6k cal Most stable and damaging throw route I could find. The JP j.6H loops do slightly more damage but are unstable and more calorie intensive

Airthrow>RC>Delayed AD>623S(crit)>214S>214P[4]>5S>5H(1)>236H 172 dmg 4k calories

 

Midscreen to Corner

Airthrow>RC>Delayed AD>623S(crit)>214S>236[H]>214K>j.K>5H(1)>6H>236H 200 dmg 6k calories less delay on the AD than midscreen

 

Airthrow combos are a little tough due to varying heights and the delay on the AD. AD too early and your inputs will be crossed up, too late and the DP will OTG. You can probably add normals before the DP but it would make it even tougher to confirm.

 

Corner

Throw>RC>Dashing 214S>214P[4]>late j.6H>623S(crit)>214S>236[H]>214K>j.K>5H(1)>6H>236H 165 dmg 7k calories

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incredibly stupid dust homing dash combo thanks to gaku

 

dust>homing dash>delay charged beak>charged beak x3>k hop>j.hs>2hs(2)>beak>slide>elk>beak 218 on sol

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incredibly stupid dust homing dash combo thanks to gaku

dust>homing dash>delay charged beak>charged beak x3>k hop>j.hs>2hs(2)>beak>slide>elk>beak 218 on sol

Can you post a vid of that?

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You can special cancel all of his specials (except for the mash H one) into all of his supers so off of a rising overhead you can just do j214S>(J236H>)RTL/VOLTIC DEIN

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Hour 1 Sin IK combo since I just picked him up(will optimize later, works midscreen and corner)

2HS[2] < 6HS < 623S < RC < IK Mode Activate < Raiden



Any basic tips you guys can give me to start out on? Ky's my main and I figure Sin's more of a rushdown in your face type character so any advice is appreciated.

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He is def not a rush down character. His oki isn't the strongest since he doesn't have anything to force a block. His overhead game is also pretty reactable.

He seems to excel at controlling space with his superior pokes/ 214S 236H and confirming into Huuuge damage.

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So after a charged 236H wall splat you can do command jump j.K land 623S command jump j.K land 5H and start a 5H loop ender. Seems way more reliable than the other ways to go into 5H loop. 

Also there's a way to get the 5H loop started only using one special move: 

2H 5H 6H jPS j6H j236H (1hit) j236236P (opponent should slowly bounce off the fireball on the way down) after last fireball hit air jKSK 5H IAD jKSK 5H eat (tested on Ky)

Also after the fireball there's enough time to eat 3 times before they get up if you opt for that instead. 

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