GGXRD-R2/Sin Kiske/Combos

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Sin Kiske
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = LinkTo perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = CancelTo bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jump
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
AN = Answer
AX = Axl Low
BA = Baiken
BE = Bedman
CH = Chipp Zanuff
DI = Dizzy
EL = Elphelt
FA = Faust
IN = I-No
JA = Jam
JC = Jack-O'
JO = Johnny
KU = Kum Haehyun
KY = Ky Kiske
LE = Leo
MA = May
MI = Millia
PO = Potemkin
RA = Ramlethal
RV = Raven
SI = Sin Kiske
SL = Slayer
SO = Sol Badguy
VE = Venom
ZA = Zato-1

Combo List

  • All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
Combo Position Damage Tension Gain Works on: Difficulty Notes Calories Video
c.S > f.S > 2D > 236K > 236H > 214K Anywhere 134 20% Anyone Very Easy Any normal that can gatling into 2D will also combo into it. -3000 Link
6P > c.S > 5H(1) > delay 6H > 236H > 214K Anywhere (Air hit) 134 20% Anyone Very Easy Basic anti-air combo from 6P, c.S might whiff if they are too high -1000 Link
6P > c.S > 5H(1) > delay 6H > jc > j.S > j.P > j.S > jc > j.K > j.S > j.236H Anywhere (Air hit) 167 24% Anyone Very Easy Another AA combo that ends without knockdown, but with more damage and meter than above -1000 Link
6P > c.S > 5H(1) > delay 6H > jc > j.S > j.K > jc > j.D Anywhere (Air hit) 141 17% Anyone Very Easy Variation of the above combo that spends no calories and ends with knockdown 0 Link
c.S > f.S > 2D > 236K > Blue 623S > 214S > 214P[4] > ((delay) j.S) > j.6H > 5P > 5H(1) > delay 6H > 236H Anywhere 160 37% Middleweights Easy Midscreen BnB. Any normal that can gatling into 2D will also combo into it. Will drop on Sol. Leap after 236H recovers with j.S for a safejump, or eat to regain spent calories. j.S must be added on some characters, and must additionally be delayed on others. -6000 Link
2H(2) > 5H(1) > 6H > Red 623S > 214S > 214P[4] > delay j.6H > c.S > 5H > delay 6H > 236H Anywhere 231 37% Anyone Easy Midscreen punish. Leap after 236H recovers with j.S for a safejump, or eat to regain spent calories. Add j.S before j.6H against PO/KU -4000 Link
c.S > 2D > 236K > 623S > 214S > 236[H] (wallstick) > 214K > j.6H > c.S > 5H > 214H Near Corner 205 33% Anyone Easy Corner BnB. j.6H will vacuum them out of the corner if they are too high, and 5H(2) will OTG and give no oki if they are too low. Any normal that can gatling into 2D will also combo into it, but 623S will hit blue if you're further out when you hit it, and result in the combo doing much less damage. However, both versions of 623S work for this combo. -7000 Link
f.S > 236H > RRC > dash > 6H > Red 623S > 214S > 214P[4] > delay j.6H > 5P > 5H(1) > delay 6H > 236H Anywhere 182 -37% Anyone Easy 50% confirm from f.S. Leap after 236H recovers with j.S for a safejump, or eat to regain spent calories. -4000 Link
c.S > f.S > 2D > 236K > Blue 623S > 214S > 214K > j.K > 5H(1) > delay 6H > 236H Anywhere 158 32% Lightweights Easy Midscreen BnB variation for lightweights. Any normal that can gatling into 2D will also combo into it. Will drop on Sol. Leap after 236H recovers with j.S for a safejump, or eat to regain spent calories. -6000 Link
c.S > 2S > 2D > 236K > Red 623S > 214S > delay 214P[4] > delay j.6H > 5H(1) > 214H Anywhere 177 27% Dizzy Easy Midscreen BnB variation for DI, 623S is red a lot more often against her midscreen, but can hit blue if you're far out when 2D hits. -5000 Link
c.S > f.S > 2D > 236K > Blue 623S > 214S > 214H Anywhere 127 21% Anyone Very Easy Midscreen BnB variation for PO/KU, technically works on everyone -3000 Link
c.S > 2D > 236K > 623S > 214S > 236[H] (wallslump) > dash > 5D~6 > 5P > 3K > 236[H] > 214H > 2D Near Corner 201 38% Anyone Hard Corner BnB with ender that both restores calories and leads into 214K oki. Charge the first 236[H] until they are low enough for a wall slump. Any normal that can gatling into 2D will also combo into it, but 623S will hit blue if you're further out when you hit it, and result in the combo doing much less damage. However, both versions of 623S work for this combo. On lightweights, 2D > 236K > red 623S > 214S will launch too high for 236[H] to wall slump. Try to launch with 236K without 2D, or get a blue 623S instead. 0 Link
5D combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Calories Video
5D~6 > 2H(3) > 236K > 623S > 214S > 214H Corner 105 Anyone Very Easy
5D~6 > 6H > 236[H]x4 > 214K > 2H(3) > 5H(2) > 214H Corner 187 37% Anyone Medium -4000 Link
5D~8 > j.6Hx2 > j.S > j.P > j.S > jc > j.S > j.6H > j.214S > j.236H Anywhere 128 28% Anyone Easy Easy 5D combo that works anywhere on screen and from any spacing.. -3000 Link
Throw RRC combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Calories Video
Throw > RRC > 214K[6] > 623S > 214S > 214P > j.6H > c.S > 5H(1) > delay 6H > 236H Midscreen 132 -38% Anyone Easy -4000 Link
Throw > RRC > dash > 236[H]x4 > 214K > 2H(3) > 5H(2) > 214H Corner 196 -40% Anyone Medium Corner, run underneath them and try to hit them low enough for a wall slump. Omit one rep of 236[H] for an easier time. -4000 Link
Air throw > RRC > airdash towards opponent > land > delay 623S > 214S > 214P > j.6H > c.S > 5H(1) > delay 6H > 236H Midscreen 146 -37% Anyone Easy Side swaps. -4000 Link
CH Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Calories Video
CH 236H (second hit only) > 214K > (delay) j.S > j.6H > 5P > 5H(1) > delay 6H > 236H Anywhere 148 27% Anyone except JA Easy CH j.S must be delayed on some characters. -2000 Link
CH 236K > c.S > 5H(1) > delay 6H > 236H Anywhere 148 22% Anyone Easy Works on everyone at round start distance, but c.S will not come out at further spacings of 236K. You can replace it with 5P against some characters. -2000 Link
CH 214S > 214P > delay j.6H > c.S > 5H(1) > delay 6H > 236H Anywhere 198 25% Anyone Easy -2000 Link
CH 2D > 2P > c.S > 5H(1) > delay 6H > 236H Anywhere 120 20% Anyone Easy Also possible from meaty 2D -1000 Link
CH j.214S > 5H(1) > delay 6H > jc > j.S > j.P > j.S > jc > j.K > j.S > j.236H Anywhere 139 29% Anyone Very Easy Very easy and consistent, though CH j.214S is fully untechable, so better conversions are possible. -2000 Link
CH j.6H > c.S > 5H(1) > delay 6H > jc > j.S > j.P > j.S > jc > j.K > j.S > j.236H Anywhere 196 25% Anyone Very Easy Air-to-air confirm. -1000 Link
CH j.236H > dash > f.S > 236H Anywhere 112 ~20% Anyone Very Easy CH TK j.236H confirm. Works on both grounded and airborne opponents. -2000 Link
CH 236H (second hit only) > 214K > (delay) j.H > 5P > 5H(1) > delay 6H > 236H Anywhere 126 27% EL Easy Alternate CH 236H confirm against Elphelt. -2000 Link
Beakwinder (Air beak corner loops) combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Calories Video
2H(3) > 5H(1) > 6H > jc > j.K/j.S > j.236H > airdash > j.K > (delay)j.236H > c.S/f.S > 5H > 236H > 236236P (setup) Corner 206 -14% Anyone Medium Whether or not you delay the second j.236H depends on how far from the corner you are, and how heavy your opponent is. -3000 Link
j.D > j.214S > land > rejump > j.K/j.S > j.236H > airdash > (delay) j.K > (delay)j.236H > c.S/f.S > 5H(1) > 236H > 236236P (setup) Corner 161 -16% Anyone Medium Delay the second j.K on lightweights. -4000 Link
j.D > j.236236P > airdash > delay j.214S > land > rejump> j.K/j.S > j.236H > airdash > j.K > (delay)j.236H > f.S > 236H > 236236P (setup) Corner 182 -68% Anyone Medium At further spacings when j.214S will whiff. -4000 Link
j.D > j.214S > land > rejump > j.S > j.236H > airdash > j.S > j.236H > 236H > 236236P (setup) Corner 162 -15% RA/EL Medium Alternate routing for RA/EL. -4000 Link
Volteic Dein Oki conversions
Combo Position Damage Tension Gain Works on: Difficulty Notes Calories Video
Rising j.H(1) > 236236P (hit) > land > 2H(3) > 5H(1) > 6H > jc > j.K > 236H > airdash > j.K > delay 236H > f.S > 236H > 236236P Corner ~200 -18% Anyone Medium Conversion from a high off 236236P oki. Loops into itself if you have enough meter. -3000 -
2D > 236236P (hit) > 214K > delay j.K > 5H(1) > 6H > jc > j.K/j.S > 236H > airdash > j.K > delay 236H > f.S > 236H > 236236P Corner ~200 -20% Middleweights Medium Conversion off a low from 236236P oki for middleweights. Loops into itself if you have enough meter. -3000 -
2D > 236236P (hit) > 214K > land > c.H > 5H(1) > 6H > jc > j.S > 236H > airdash > j.K > delay 236H > f.S > 236H > 236236P Corner ~180 -28% Lightweights Medium Conversion off a low from 236236P oki for lightweights. Loops into itself if you have enough meter. -3000 -

Sin Combo doc: https://docs.google.com/document/d/1-JNMntxEBZbgcH_PomQqrEt4LSsB-bJddrISan114fo/edit

Combo Theory

Video Examples

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Sin Kiske