Numbers represent direction on a keyboard numpad. For example, + becomes 236P.
> = Proceed from the previous move to the following move.
▷/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
CL = Clean Hit When certain attacks in Guilty Gear hit a very specific part of an opponent's hurtbox. These well-aimed attacks will cause some positive benefit for the attacker, like a higher launch or a wall bounce.
Basic combos are simple combos with the fewest requirements and conditions possible. They:
Work against every, or almost every, character in the game
Can be performed from most positions in the play area
Require few adjustments, and if any are required they are simple
BNB Close Range S Ground Combo 1-2 Bar VersionThe one combo you should never forget.
138 Damage
Very Easy
c.S > 5H > 236H~H > (66)
This combo is a staple that all Sin players should know, as it gives pressure on hit for only one bar of stamina with the followup to Beak DriverGuardAllStartup16Recovery22Advantage-14, which gives him a meatyf.S or c.S depending on spacing from the corner. This combo can also do some heavylifting for Sin when performing a blockstring in terms of decision making.
This is due to the ~H part of this combo being able to be delayed after the 236H to catch mashers on block. in addition, the 5H part of this combo can be delayed on block to catch opponents trying to press buttons during Sin's c.S pressure. This in turn opponents them up to a throw once they stop mashing buttons, which also gives a meaty attack.
If an extra bar of stamina is available, Sin can use Gazelle StepGuard-StartupRecoveryTotal 24Advantage- to almost always get a meaty c.S, no matter the screen spacing. Weigh your costs wisely and determine when is the right time to dump your stamina. Some cases that might be good to dump your stamina are: at fullscreen distance from the corner and when the opponents life is one touch away from a kill.
BNB Close Range S Starter Ground Combo 0 Bar VersionWhen resources are low
118 Damage
Easy
c.S > 2S > 2H > 236K
This combo seems different from the others with the extra move and the swap of 5H for 2H for the launch it brings when comboing into 236K. But in reality can be used similarly on block with delay cancels on block. With block strings such as c.S > dl.2S > 2H > 236H. The extra gatling in 2S needed for getting 236K to not whiff under the opponent.
Unlike combos which end with raw 236H, this route allows Sin to pressure the opponent's wakeup midscreen without using extra stamina. This combo is very consistent in the corner, but requires some spacing considerations midscreen.
Do note that at maximum c.S range, 2H might whiff after 2S, if you notice this, then skipping to 2H will make the combo connect.
BNB Close Range P Starter Combo 1-2 Bar VersionGives a knockdown with fast but short ranged buttons.
77-89 Damage (Depending on amount of Ps used.)
Very Easy
(5P or 2P) xN > 6P > 236H~H > (66)
A versatile string for Sin to confirm a knockdown from 2P, either during low-risk pressure or to regain control of the situation from 2Pabare An attack during the opponent's pressure, intended to interrupt it..
Subtract the amount of Ps based on range from the opponent, as too many will cause 6P to whiff. Generally, if Sin is almost touching their collision box you are able to get two hits before needing to gatling into 6P.
Like the combo above, Sin can choose wether to spend stamina for Gazelle Step or not. If he chooses not to, he will get a meaty 2S or f.S, if he chooses to spend it, he will likely get a meaty c.S.
BNB Close Range P Starter Combo 0 Bar VersionYou are now minus on hit.
61-77 Damage (Depending on amount of Ps used.)
Very Easy
(5P or 2P) xN > 6P > 236H
This combo carries similar value on block with the delay cancels P strings can bring. The difference comes in the ender, as 236H puts the opponent at fullscreen after a 6P special cancel, leaving Sin minus on hit and gives the opponent a reset to neutral, avoid this situation as much as possible.
BNB Close Range K Starter Combo 1-2 Bar VersionGives a knockdown with fast and decently ranged buttons.
83-103 Damage (Depends on if 5K or 2K is used as a starter)
Very Easy
K Starter > 2D > 236H~H > (66)
This combo is useful as it starts from either a decently fast and ranged mid in 5K or a slightly less ranged but still fast low in 2K. These buttons can be used to start low risk engagements in neutral when at somewhat close range. On block this combo can also be confirmed to start 236H RPS, in addition, there are multiple gaps Sin can make to catch mashers on block 2D > 236H having a 3 frame gap or 5K/2K > 2D having a delayable window that can give it a 1 frame gap.
Like the combo above, Sin can choose wether to spend stamina for Gazelle Step or not. If he chooses not to, he will get a meaty 2S, if he chooses to spend it, he will likely get a meaty c.S. At some strange ranges, 2K/5K > 2D may whiff. It is not known exactly why.
BNB Close Range K Starter Combo 0 Bar VersionLets you eat and get a meaty
43-52 Damage (Depends on if 5K or 2K is used as a starter)
Very Easy
K Starter > 2D > 63214P
This combo carries similar value on block with the delay cancels 2K/5K > 2D can bring. The difference comes in the ender, as 236H puts the opponent at fullscreen after a 2D special cancel, leaving Sin little room to push his advantage when stamina is low. So a raw 2D is better. This gives Sin the opportunity to use Still Growing to get a temporary buff and get a meaty c.S
Core Combos
Core combos balance potency with consistency. They:
Work against most characters of a selected weight or hurt box type
May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
Are expected to be consistently performable by most intermediate and advanced players who main the character
c.S > 2H > 214S~66, c.S > 2H > 236K > (K) > (66)
Sin's premier combo extender for most midscreen c.S punishes, early RC combos, and a few specific counter hit starters such as CH 2D and 6H. This route offers notable corner carry. When coupled with Sin's higher stamina combo enders it enables corner to corner combos even without the use of RC or RTLGuardAllStartup11+5Recovery25+32 After LandingAdvantage-55.
Hoof Stomp extenders are very consistent when performed from c.S > 2H, but can get tricky after RCs where weight class, gravity scaling, and the height at which 214S connects can prevent c.S from linking after Gazelle StepGuard-StartupRecoveryTotal 24Advantage-. In some cases linking c.S may be impossible, while 2K > 6H or even 2P > 623S will still connect.
If you have extra stamina to dump into the K followup of Elk Hunt, it should only be used for when the opponent will die to it. Doing an extra Gazelle Step will remove all of your stamina afterwards and doing it after only 236K gives no better reward compared to just not doing it, as empty 236K and 236K > 66 both give meaty c.S.
Specialized Combos
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute
Hawk Baker 2 Bar ExtensionsSituational combo extender
Hard
2P > 623S~S~66, 2K > 6H > 236H
Sin's second major combo extender right behind Hoof Stomp extensions. Although it costs twice as much stamina and does not universally route back into c.S, it can be applied in many more situations since it doesn't rely on 2H or specialized counter hit starters. It is featured in the optimal full stamina, no tension, CH 236H conversion as well as some 5H frame trap routes.
This route only works with very little gravity scaling. It will never work after more than one normal making it difficult to hitconfirm into.
This route really shines when it can route back into c.S opening Sin up to better combo enders. whether or not this is possible varies wildly depending on starter and opponent weight class. A few examples listed below:
5K > 2D > 623S~S~66, c.S etc
2P > 623S~S~66, c.S etc
5H > 623S~S~66, c.S etc
Landing RTL Follow-up in the cornerHighly situational combo ender
248 Damage
Hard
c.S > 6H > 623S~632146~66~ H~7H~8H/2H~5H
A flashy combo which deals immense damage in the corner, mostly reserved for when Sin has 85% Tension and is certain it will end the round; otherwise it will use the weaker versions of the RTL Follow-up and consequently whiff.
A fun but extremely niche variation of this set-up exists which can work with only 50% tension involves using a raw Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. 632146 input by inputting 62486H. It's very difficult to land due to variance in character sizes and the jump height beforehand, but it's neat.
TK j.632146H ~ 4H ~ 3H ~ 5H
Damage Follow-Ups vs Gazelle Step:
Using Follow-Ups that deal Damage incurs a 60F longer Stamina penalty than cancelling into Gazelle Step. This means that using Gazelle Step even when you can otherwise get the same oki with a Damage Follow-Up (such as 236H~H in the corner) can still be a meaningful decision due to faster Stamina recovery.
Specials Damage Comparison:
When performing Kara TB or RTL, it is optimal to route into the most damaging available special in the following order priority:
623S > 236H > 214S > 236K
Combo List
All damage values are tested on Ky at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
Anti-Air
Anti Air Combos and Confirms
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
5P, c.S > Dash > c.S > Delay 2S > 2H > 236K
Anywhere
112
All
[2] Easy
Stamina: 0 Reliable, confirmable, normal or counter-hit AA combo ending in a strong oki situtation. A microdash before the first c.S can help ensure you are within c.S proximity range but increases the difficulty and may cause the combo to drop on lower, normal hit AAs. Additionally, 2S should be slightly delayed for consistency or ommited to ensure the correct distance for 2H to connect and grant oki.
Stamina: 0 Reliable, confirmable, normal or counter-hit AA combo ending in a strong oki situtation. 2S should be slightly delayed for consistency or ommited to ensure the correct distance for 2H to connect and grant oki.
Stamina: 1 Confirmable, normal or counter-hit, midscreen to corner wallbreak. From just farther than midscreen this combo will still carry to the corner but another Stamina might be necessary to wallsplat.
95336 (PC)
1.24
5P, c.S > 2H > 214S, 2K > 6H > 236H WS, 5[D]
Corner
164
All
[2] Easy
Stamina: 0 Confirmable, normal or counter-hit. Again a microdash before the first c.S can help with consistency. Additionally, if you are deep in the corner 623S, WS 6H will connect after 6H for slightly more damage.
Stamina: 1 Confirmable, normal or counter-hit, midscreen to corner wallbreak. The microdash is generally necessary to ensure that 214S is in range. From just farther than midscreen this combo will still carry to the corner but another Stamina might be necessary to wallsplat.
95339 (PC)
1.24
P Starters
5P/2P/6P/j.P Starters
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
5P/2P > 6P > 236H~H
Midscreen
87
All
[1] Very Easy
Stamina: 1 Reliable, Simple Punch combo. Use the 2P version against Giovanna.
Stamina: 2 Cannot be hit confirmed, so this route is relegated to punishes. Can wall break when starting in the corner with 3 stamina by ending with 236H~H
Stamina: 0 confirm from 6K, but only possible at close range. If too far for c.S, use 5K instead, and swap Beak Driver EnderGuardAllStartup16Recovery22Advantage-14 for Elk HuntGuardLowStartup21Recovery15Advantage-8
Stamina: 3 corner to corner wallbreak from CH or non CH 5K. Requires ~25% meter. can substitute 632146H~6H~6H with 236236P~P if close enough to the wall.
Stamina: 2 corner to corner wallbreak from CH or non CH 2K. Requires ~30% meter. Can substitute 632146H~6H~6H with 236236P~P if close enough to the wall.
Stamina: 1 Optimised confirm from far 6K by spending 1 stamina on [[..#Gazelle_Step|Gazelle Step]] instead of 623S~SGuardAllStartup12Recovery33Advantage-19
Stamina: 3 corner to corner wallbreak from CH or non CH 6k. Requires ~25% meter. can substitute 632146H~6H~6H with 236236P~P if close enough to the wall.
Stamina: 1-2 50% meter, great cash in from a whiff punish/poke. At further ranges, clean hitting 236236P is only possible if the extra stamina is spent on ~H. ~H Should also be used to get closer to the wall for a wallbreak.
Stamina: 0 Nice meterless knockdown with decent corner carry from Sin's popular pokes. However, f.S/2S > 2H is extremely range dependent and whiffing 2H is very dangerous making this a Hard combo in practice.
Stamina: 0-1 Optimal low-stamina CH Punish. Needs to be done at near point-blank range. Best used for guaranteed CH punishes, such as on DP's. If the c.S hits while the opponent is still airborne, micro-dash before the 5K to make sure the 236K connects.
95375 (PC)
1.24
CH c.S > 6H > 623S~S~66 > c.S > 2H > 236K(~K)
Anywhere
185(192)
All
[4] Hard
Stamina: 2-3 Optimal high-stamina CH Punish. For heavyweights, replace c.S > 2H > 236K(~K) with 2K > 6H > 236H(~H).
95376 (PC)
1.24
H Starters
5H/2H/6H/j.H Starters
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
5H > 623S~S~66, c.S > 2H > 236K
Anywhere
153
All
[2] Easy
Stamina: 2 5H BnB that works anywhere on screen. Offers a lot of corner carry.
95383 (PC)
1.24
CH 5H, microdash, c.S > 2H > 214S > 5K or 2K > 6H > 236H > 236236P OR 6H
Corner
220+ Varies
All
[3] Medium
Stamina: 0 0 Stamina, 0 or 50 Tension confirm from CH 5H. If opponent was crouching, can link 2S from CH 5H to avoid microdash, but c.S gives more damage and works on standing and crouching. 2K can be more consistent than 5K, but gives slightly less damage.
95384 (PC)
1.24
CH 5H, 2K > 2D > 236H
Anywhere
109
All (BR HC IN JC RA SO TE)
[2] Easy
Stamina: 0 0 Tension 0 Stamina confirm from CH 5H. Against the listed characters, you must use 2K, but for the others you may instead use 5K, resulting in 112 damage.
95384 (PC)
1.24
Cr CH 5H, c.S > 6H > 236H
Anywhere
132
All
[2] Easy
Stamina: 0 0 Tension 0 Stamina confirm from Crouching CH 5H. If you want Okizeme, try c.S > 2H > 236K. If you're too far for c.S, then use 5K instead.
Stamina: 0 Optimal counterhit 6H corner combo, might need to delay DP to catch some characters
95389 (PC)
1.24
6H > 623S~S~66, c.S > 6H > 623S WS, 6H
Corner
206
All
[4] Hard
Stamina: 2 Difficult to confirm but applicable against opponents who upback against Sin's normals. This is the best route if there's no wall damage. If there's even a little it's better to end with c.S > 6H > 236H WS, 5[D]
95391 (PC)
1.24
6H > 623S~S~66, c.S > 2H > 236K
Midscreen
147 (GO)
GO,PO,NA
[4] Hard
Stamina: 2 Specific to Big Body heavyweights. Like the corner combo variation but can be done midscreen. Can be routed into the corner combo when near corner.
95392 (PC)
1.24
6H > 623S~S~66, 5K/2K* > (6H) > 236H
Midscreen
153 (FA)
CH, FA, MI
[4] Hard
Stamina: 2 Highly specific. 5K for Chip and Millia, 2K for Faust. Omit 6H for Millia. Can be routed into the corner combo if near corner.
95393 (PC)
1.24
D Starters
5D/2D/j.D Starters
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
2D > 623S~S~66 > c.S > 2H > 236H~H
Corner
187
All but heavies
[3] Medium
Stamina: 3 c.S timing may vary on weightclass. Make sure to do the follow up on the specials. Generates 31 tension
Stamina: 0 Works on everyone, but is really a Potemkin character-specific combo in disguise. All the other combos just don't work on him. He's special like that.
Stamina: 1 100% tension dump. Will always reach the wall if thrown in the right direction. Microdash is needed for lightweights. 44 is easier to execute but results in slightly less wall carry.
Stamina: 0 Same idea as before, but using a 2D route to preserve stamina. Against the listed characters, you must use 2K, but for the others you may instead use 5K, resulting in 80 damage.
Stamina: 0 If you catch the opponent crouching with a counter hit [[..#Elk_Hunt|Elk Hunt]] you can now combo 5K > 6H together. With the launch from 6H, you no longer need to spend 1 stamina to keep your [[..#Beak_Driver|Beak Driver]] safe anymore, though you still can if you are nearing a wall.
Stamina: 1 It's recommended to confirm this route by using a Counter Hit Confirm Option Select(236H > HGuardAllStartup13Recovery9Advantage-3 ~ Dash MacroGuard-StartupRecoveryTotal 24Advantage-) or (236H > 6HGuardAllStartup13Recovery9Advantage-3 ~ 6Guard-StartupRecoveryTotal 24Advantage-) Press the 2nd input just before the 1st active frame of [[..#Beak_Driver|Beak Driver]]. Wait the same amount of time between the 1st input and the 2nd, then press the 3rd input. as using [[..#Gazelle_Step|Gazelle Step]] on normal hit is very punishable. Be wary that the range you begin at may restrict your route to only 2P > 623S, or you may be forced to use another stamina to remain safe with 2P > 6P > 236H~HGuardAllStartup13Recovery9Advantage-3.
Stamina: 3 As far as all-ins go, this is paying a lot upfront for positive bonus if you're midscreen. Make sure to think about whether or not this will be worth it; no stamina, lackluster pressure.
Stamina: 1 As with the previous route, confirm this route by using a Counter Hit Confirm Option Select(236H > HGuardAllStartup13Recovery9Advantage-3 ~ Dash MacroGuard-StartupRecoveryTotal 24Advantage-) or (236H > 6HGuardAllStartup13Recovery9Advantage-3 ~ 6Guard-StartupRecoveryTotal 24Advantage-) Press the 2nd input just before the 1st active frame of [[..#Beak_Driver|Beak Driver]]. Wait the same amount of time between the 1st input and the 2nd, then press the 3rd input.. On crouching counter hit, you can use the 2K > 6H route instead for more damage. 6H's advancing properties mean that this confirm is consistent even when hitting [[..#Beak_Driver|Beak Driver]] at max range.
Stamina: 2 If you catch people mashing after they block your [[..#Hoof_Stomp|Hoof Stomp]], you can convert off the followup if it counter hits. Use the same route for Counter Hitting the followup of [[..#Beak_Driver|Beak Driver]].
Stamina: 2 or 3 If you catch people mashing after they block your [[..#Elk_Hunt|Elk Hunt]], you can convert off the followup if it counter hits. If you're already starting near the corner, you don't need to spend 1 Stamina on [[..#Gazelle_Step|Gazelle Step]] - a normal dash will be enough to be in range of c.S.
Stamina: 3 If you're only partially on the far half of the stage, you can use this route to get a little more distance towards the wall and not spend Tension. If you get to the wall early, omit 236H as 6H will splat instead. In those cases you should use the Corner Route above instead to prevent an early wallsplat.
Stamina: 1 or 2 Now, for the routes that only spend the necessary 2 Stamina at the start and no more. Similarly, the [[..#Gazelle_Step|Gazelle Step]] at the start of the combo is not mandatory if you're starting near the corner.
Stamina: 2 You may be forced to use 2H(2) > 236H if you're not going to touch the wall for the last string. This 2H(2) gives enough space for the [[..#Beak_Driver|Beak Driver]] to wallsplat at a longer distance.
Stamina: 2 While you can use the 2K to convert off of (236H)~CH HGuardAllStartup13Recovery9Advantage-3~66 as mentioned in the [[..#Hoof_Stomp|Hoof Stomp]] confirm, [[..#Beak_Driver|Beak Driver]] conversions can actually start with c.S. You'll need to end near the corner to land a 214S at the end of the combo anyway, so in that case you won't need to spend your last stamina on [[..#Gazelle_Step|Gazelle Step]] unless you want another c.S to maximise damage. To break the wall from further away, try c.S > 6H > [[..#R.T.L|RTL]]
Stamina: 1 If you catch people mashing after they block your [[..#Beak_Driver|Beak Driver]] in the corner, you can convert off the followup if it counter hits without spending any more stamina. Since this route can't wallbreak without spending Stamina or Tension, you probably shouldn't end this combo with anything else other than an Overdrive to ensure the wall is broken.
Stamina: 3 Makes use of dash kara to make this consistent on the whole cast. You should not use all this stamina unless you're going to get the wallbreak for sure.
Stamina: 2 If you start with your back to the wall, you need to Clean Hit [[..#Tyrant_Barrel|Tyrant Barrel]] to break the wall from this range. In order to do that, you must kara the Overdrive with a dash to make up a little distance to Clean Hit in the first place.