|| {{clr|D|2D}} > {{clr|S|623S(2)}} > 66 (Gazelle Step) > {{clr|S|C.S}} > {{clr|H|2H}} >{{clr|H|236H(2)}} || Corner || 187 || Everyone but heavy weights || [1] {{clr|4|Hard}} || {{clr|S|C.S}} timing may vary on weightclass. Make sure to do the follow up on the specials. Generates 31 tension || - || - || [https://youtu.be/R6JSyo1Tmho Video] ||1.23
|| {{clr|D|2D}} > {{clr|S|623S(2)}} > 66 > {{clr|S|C.S}} > {{clr|H|2H}} >{{clr|H|236H(2)}} || Corner || 187 || Everyone but heavy weights || [1] {{clr|4|Hard}} || {{clr|S|C.S}} timing may vary on weightclass. Make sure to do the follow up on the specials. Generates 31 tension || - || - || [https://youtu.be/R6JSyo1Tmho Video] ||1.23
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 Ground Combo 1 Bar VersionThe one combo you should never forget.
138 Damage
Very Easy
c.S > 5H > 236H~H
This combo is a staple that all Sin's 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.
BNB Close Range Ground Combo 2 Bar VersionUse more resources for better oki
138 Damage
c.S > 5H > 236H~H > 66
This combo has a similar usecase on block when starting pressure, the main difference comes in the ender on hit, which costs an extra bar of stamina compared to just stopping at the 236H~H, but always gives Sin a meaty c.S. 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 Ground Combo 0 Bar VersionWhen resources are low
138 Damage
Very Easy
c.S > 2H > 236H > (63214P)
This combo has a similar usecase on block when starting pressure to the first version of this combo, the only difference is in the second button being pressed. But in practice, it carries the same usecase on block as it is a move with 2 hits, and has similar options for doing gatlings into it. The reason 2H is used instead of 5H is that it launches the opponent, letting Beak Driver push the opponent far away, as it normally does not knock down at all. Which would be bad as it is minus on hit. After the opponent is launched away, Sin can use 63214P for a random buff, or just run up and try to connect with a Meaty attack.
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
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
Combo Theory
Landing RTL2 in the corner:
If you want the RTL follow-up to hit in the corner, one way to do that is to do the first hit in the direction of the corner, then up and back, and finally upwards. Timing it right has the opponent end up on the side of you closer to the wall, so letting loose with the follow up with land and break the wall. For example, facing right would mean inputting 632146HGuardAllStartup11+5Recovery25+32 After LandingAdvantage-55 ~ 7H ~ 8H ~ 5HGuardAllStartup12Recovery39+15 After LandingAdvantage-43.
Other routes include 632146HGuardAllStartup11+5Recovery25+32 After LandingAdvantage-55 ~ dl.7H ~ dl.3H ~ 5HGuardAllStartup12Recovery39+15 After LandingAdvantage-43 and TK j.632146HGuardAllStartup11+5Recovery25+32 After LandingAdvantage-55 ~ 4H ~ 3H ~ 5HGuardAllStartup12Recovery39+15 After LandingAdvantage-43. Both of these routes force ground slides which prevent the opponent from breaking the wall before your last 5HGuardAllStartup12Recovery39+15 After LandingAdvantage-43.
Combo List
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
Everyone
[1] Very Easy
Simple Punch combo. Use the 2P version against Giovanna.
2 Stamina 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.
2 Stamina 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.
2 Stamina 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.
Leo and Giovanna need a j.S at the end of their combo.
-
-
-
1.23
5[D]8, j.S > j.H > jc, j.H > j.S > j.H > jc, j.HH
Anywhere
212~
BA JC RA
[2] Easy
Baiken, Jack-O' and Ramlethal need an extra hit at the start to gain more height.
-
-
-
1.23
5[D]8, j.S > j.H > jc, j.H > j.S > j.H > jc, j.SS
Anywhere
211
CH MA
[2] Easy
Similar to Leo and Giovanna, but for the previous combo.
-
-
-
1.23
5[D]8, j.H > j.K > jc, j.H > j.S > j.H > jc, j.SS
Anywhere
207
Everyone (PO)
[1] Very Easy
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.
-
-
-
1.23
Throw Combos
Throw Combos
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
---
Midscreen
---
Everyone
[1] Very Easy
combo description
-
-
-
1.23
Special Move Starters
Special Move Starters
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
CH 236K, 5K > 6P > 236H~H
Anywhere
121
KY
[3] Medium
Small optimisation on counter hit Elk Hunt, linking 5K instead of using any follow-up.
-
-
-
1.23
CH 236K, 2K > 2D > (63214P)
Anywhere
77
All (BR HC IN JC RA SO TE)
[2] Easy
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.
-
-
-
1.23
Cr CH 236K, 5K > 6H > 236H
Anywhere
105
All
[3] Medium
If you catch the opponent crouching with a counter hit 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 safe anymore, though you still can if you are nearing a wall.
-
-
-
1.23
CH 236H~66, 2P > 6P > 623S
Anywhere
99
KY
[3] Medium
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. Wait the same amount of time between the 1st input and the 2nd, then press the 3rd input. as using 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.
-
-
-
1.23
Cr CH 236H~66, 2K > 6H > 623S
Anywhere
104
KY
[3] Medium
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. 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 at max range.
If you catch people mashing after they block your Hoof Stomp, you can convert off the followup if it counter hits. Use the same route for Counter Hitting the followup of Beak Driver.
If you catch people mashing after they block your 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 - a normal dash will be enough to be in range of c.S.
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.
Now, for the routes that only spend the necessary 2 Stamina at the start and no more. Similarly, the Gazelle Step at the start of the combo is not mandatory if you're starting near the corner. This route randomly does either 235 or 240 on Ky and I can't tell why.
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 to wallsplat at a longer distance.
If you start with your back to the wall, you need to Clean Hit 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. If you're struggling to do so, try inputting c.S23[6+DASH]236P or c.S23623[6+DASH]P where DASH is the dash macro.
If you catch people mashing after they block your 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.