5YY > F8X > Delay > 8Y
Alternate easier combo off beak driver for more damage, but can only be used if beak driver hits far enough away from Sin. Also leaves the opponent further away from Sin.
The final 8Y can be difficult to land all three hits of if Sin goes under the opponent, so try to avoid this if possible.
F8X > Delay > 5Y > F8X > Delay > 8Y
High damage combo off F8X.
Delay timing for 8Y is similar to the previous combo. The 5Y should not be delayed very long.
2Y > 5X > 8Y > Dash Forward > F8X > 8Y
Combo starting from a countered hit. The 5X input will actually use the move of 5XX.
The first 8Y in the combo stuns, so Sin can run up and continue
Unlike the last two combos, the second 8Y must be used as soon as possible or it will OTG.
5YY > 8X > jc > j.5X > AD Air dash > Delay > j.8X > 6X > jc > j.8X > 6X > 2X
A bread and butter A staple combo that is relatively simple and effective. combo that can be used off almost any hit Sin lands.
The jump cancel for 8X is around the time that Sin's front foot is landing after the leap. You will need to learn the timing for this as if you mash A you will IAD instead which will not let you get the loops.
The 2X may be omitted or used in place of the final 6X for extra consistency.
F8X > jc > j.5X > AD Air dash > j.8X > 5X > Step Cancel > F8X > 5YY
Combo that does slightly lower damage, but leaves the opponent with their back turned to you if they tech allowing for a reset that can potentially finish off a full health opponent (without any defence buffs) so long as they don't burst.
After the 5X, it's best to use a backstep cancel as it's much easier to land the F8X, but any step cancel will work.