GGST/Sin Kiske/Combos: Difference between revisions

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m (→‎{{clr|K|K}} Starters: correct stamina usage)
m (→‎Anti-Air: moved stamina to template)
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|damage = 114
|damage = 114
|worksOn = All
|worksOn = All
|stamina = 0
|difficulty = {{clr|2|Easy}}
|difficulty = {{clr|2|Easy}}
|notes = '''0 Stamina''' <br/> Reliable, confirmable, normal or counter-hit AA combo ending in a strong oki situtation. A microdash before the first {{clr|S|c.S}} can help ensure you are within {{clr|S|c.S}} proximity range but increases the difficulty and may cause the combo to drop on lower, normal hit AAs. Additionally, {{clr|S|2S}} should be slightly delayed for consistency or ommited to ensure the correct distance for {{clr|H|2H}} to connect and grant oki.
|notes = Reliable, confirmable, normal or counter-hit AA combo ending in a strong oki situtation. A microdash before the first {{clr|S|c.S}} can help ensure you are within {{clr|S|c.S}} proximity range but increases the difficulty and may cause the combo to drop on lower, normal hit AAs. Additionally, {{clr|S|2S}} should be slightly delayed for consistency or ommited to ensure the correct distance for {{clr|H|2H}} to connect and grant oki.
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|position = Anywhere
|position = Anywhere
|damage = 161
|damage = 161
|stamina = 0
|worksOn = All
|worksOn = All
|difficulty = {{clr|2|Easy}}
|difficulty = {{clr|2|Easy}}
|notes = '''0 Stamina''' <br/> Reliable, confirmable, normal or counter-hit AA combo ending in a strong oki situtation. {{clr|S|2S}} should be slightly delayed for consistency or ommited to ensure the correct distance for {{clr|H|2H}} to connect and grant oki.
|notes = Reliable, confirmable, normal or counter-hit AA combo ending in a strong oki situtation. {{clr|S|2S}} should be slightly delayed for consistency or ommited to ensure the correct distance for {{clr|H|2H}} to connect and grant oki.
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|position = Midscreen
|position = Midscreen
|damage = 218
|damage = 218
|stamina = 1
|worksOn = All
|worksOn = All
|difficulty = {{clr|2|Easy}}
|difficulty = {{clr|2|Easy}}
|notes = '''1 Stamina''' <br/> 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.
|notes = 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.
|video =  
|video =  
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|worksOn = All
|worksOn = All
|difficulty = {{clr|2|Easy}}
|difficulty = {{clr|2|Easy}}
|notes = '''0 Stamina''' <br/> Confirmable, normal or counter-hit. Again a microdash before the first {{clr|S|c.S}} can help with consistency. Additionally, if you are deep in the corner {{ComboText|{{clr|S|623S}}, WS {{clr|H|6H}}}} will connect after {{clr|H|6H}} for slightly more damage.
|stamina = 0
|notes = Confirmable, normal or counter-hit. Again a microdash before the first {{clr|S|c.S}} can help with consistency. Additionally, if you are deep in the corner {{ComboText|{{clr|S|623S}}, WS {{clr|H|6H}}}} will connect after {{clr|H|6H}} for slightly more damage.
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|worksOn = All
|worksOn = All
|difficulty = {{clr|2|Easy}}
|difficulty = {{clr|2|Easy}}
|notes = '''0 Stamina''' <br/> Confirmable, normal or counter-hit.
|stamina = 0
|notes = Confirmable, normal or counter-hit.
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|worksOn = All
|worksOn = All
|difficulty = {{clr|3|Medium}}
|difficulty = {{clr|3|Medium}}
|notes = '''1 Stamina''' <br/> Confirmable, normal or counter-hit, midscreen to corner wallbreak. The microdash is generally necessary to ensure that {{clr|S|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.
|stamina = 1
|notes = Confirmable, normal or counter-hit, midscreen to corner wallbreak. The microdash is generally necessary to ensure that {{clr|S|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.
|video =  
|video =  
|recipePC =  
|recipePC =  

Revision as of 15:24, 7 December 2022

 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.
, = 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.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
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
IAS = Instant Air Special
[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
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
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.
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Beginner Combos

Beginner.png 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's should know, as it gives pressure on hit for only one bar of stamina with the followup to Beak DriverGGST Sin Kiske 236H.pngGuardAllStartup16Recovery22Advantage-14, which gives him a meaty f.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 StepGGST Sin Kiske GazelleStep.pngGuard-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 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

Intermediate.png 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

Hoof Stomp 1 Bar Combo ExtenderCore 1 Stamina combo extender.
156 Damage
Easy

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 RTLGGST Sin Kiske 632146H.pngGuardAllStartup11+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 StepGGST Sin Kiske GazelleStep.pngGuard-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

Advanced.png 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 P 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:

middle & light: 5K > 2D > 623S~S~66, c.S etc

lightweight: 2P > 623S~S~66, c.S etc

Universal: 5H > 623S~S~66, c.S etc

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 632146HGGST Sin Kiske 632146H.pngGuardAllStartup11+5Recovery25+32 After LandingAdvantage-55 ~ 7H ~ 8H ~ 5HGGST Sin Kiske 632146HH.pngGuardAllStartup12Recovery39+15 After LandingAdvantage-43.

Other routes include 632146HGGST Sin Kiske 632146H.pngGuardAllStartup11+5Recovery25+32 After LandingAdvantage-55 ~ dl.7H ~ dl.3H ~ 5HGGST Sin Kiske 632146HH.pngGuardAllStartup12Recovery39+15 After LandingAdvantage-43 and TK j.632146HGGST Sin Kiske 632146H.pngGuardAllStartup11+5Recovery25+32 After LandingAdvantage-55 ~ 4H ~ 3H ~ 5HGGST Sin Kiske 632146HH.pngGuardAllStartup12Recovery39+15 After LandingAdvantage-43. Both of these routes force ground slides which prevent the opponent from breaking the wall before your last 5HGGST Sin Kiske 632146HH.pngGuardAllStartup12Recovery39+15 After LandingAdvantage-43.

Combo List

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 114 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.
1.23
c.S > Dash, c.S > Dash, c.S > Delay 2S > 2H > 236K Anywhere 161 All [2] Easy 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.
1.23
c.S > Dash, c.S > 2H > 214S > Dash, c.S > 2H > 236K WS, 5[D] Midscreen 218 All [2] Easy 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.
1.23
5P, c.S > 2H > 214S, 2K > 6H > 236H WS, 5[D] Corner 166 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.
1.23
c.S > Dash, c.S > Delay 2S > 2H > 214S, 2K > 6H WS, 5[D] Corner 212 All [2] Easy Stamina: 0
Confirmable, normal or counter-hit.
1.23
5P, microdash c.S > 2H > 214S > Dash, c.S > 2H > 236K WS, 5[D] Midscreen 168 All [3] Medium 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.
1.23

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 1 Stamina
Reliable, Simple Punch combo. Use the 2P version against Giovanna.
88596
(PC)
1.23
CH 2P, 2K > 2D Anywhere 57 All [1] Very Easy 0 Stamina
CH Knockdown conversion
Video 88620
(PC)
1.23
5P / 2P > 6P > 623S~66 Midscreen 73 All [3] [3] Medium 1 Stamina
Decent knockdown. Only works at point-blank range.
Video 88597
(PC)
1.23
5P / 2P > 623S~S~66, 2K > 6H > 236H Midscreen 112 All [3] [3] Medium 2 Stamina
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
Video 88613
(PC)
1.23
5P / 2P > 623S~S~66, c.S > 2H > 236K Anywhere 117 Lightweights [3] [3] Medium 2 Stamina
Lightweight optimized BnB. Cannot be hit confirmed, so this route is relegated to punishes.
Video 88874
(PC)
1.23
CH 2P, c.S > 2H > 236K Anywhere 85 All [3] [3] Medium 0 Stamina
Close range CH optimization
Video 88622
(PC)
1.23
AA 5P > 214S~66, c.S > 2H > 236K Anywhere 97 Light/Medium [4] [4] Hard 1 Stamina
Doesn't work if the opponent is too low.
Video 88882
(PC)
1.23

K Starters

5K/2K/6K/j.K Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6K, c.S > 6H > 236H Midscreen 119 All [2] [2] Easy 0 Stamina
confirm from 6K, but only possible at close range. If too far for c.S, use 5K instead, and swap Beak Driver EnderGGST Sin Kiske 236H.pngGuardAllStartup16Recovery22Advantage-14 for Elk HuntGGST Sin Kiske 236K 2.pngGuardLowStartup21Recovery15Advantage-8
Video 88886
(PC)
1.23
5K > 2D > 623S~S~66, 2K > 6H > 236H Anywhere 142 All [3] [3] Medium 2 Stamina
universal BnB (not doable with 2K). Can pickup into 2K post Gazelle on heavies.
88912
(PC)
1.23
5K > 2D > 623S~S~66, c.S > 2H > 236H~H WS, 5[D] Midscreen 190 Light/Medium [3] [3] Medium 2 Stamina
Midscreen no meter 5K starter (not doable with 2K).
Video 88917
(PC)
1.23
5K > 623S~S~66 > c.S > 2H > 236K~632146~66~H~6H~6H Anywhere 197 Everyone [3] [3] Medium 3 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.
Video 87536
(PC)
1.23
2K > 623S~S~66 > 2K > 6H > 632146H~6H~6H Anywhere 163 Everyone [3] [3] Medium 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.
Video 87520
(PC)
1.23
6K > 214S~66, 2P > 5P > 623S Midscreen 107 Light/Medium [3] [3] Medium 1 Stamina
Optimised confirm from far 6K by spending 1 stamina on Gazelle Step instead of 623S~SGGST Sin Kiske 623SS.pngGuardAllStartup12Recovery33Advantage-19
Video 89064
(PC)
1.23
6K > 623S~S~66 > c.S > 2H > 236K~632146~66~H~6H~6H Anywhere 201 Light/Medium [3] [3] Medium 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.
Video 87538
(PC)
1.23

S Starters

c.S/f.S/2S/j.S Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > f.S > 2H > 236H/236K Anywhere 121/119 All [1] [1] Very Easy 0 Stamina
Use 236H to create space and 236K to setup basic oki.
Video 1.23
c.S > 5H > 236H~H > RRC > 66, c.s > 2H > 236H~H > WS, 6H Midscreen to corner 232 All [1] [1] Very Easy 2 Stamina
50% meter easy combo. microdash to confirm c.S. Tyrant Barrel or R.T.L for more damage.
Video 1.23
c.S > 2H > 214S, 2K > 6H > 632146H Corner 216 All [2] [2] Easy 0 Stamina
Tyrant rave or the addition follow up on RTL are also options
Video 1.23
c.S > f.S > 5H > CL 236236P Corner 228 All [2] [2] Easy 0 Stamina
Basic 50% meter corner combo
Video 1.23
c.S > 2H > 214S, 5K > 6H > 214S Corner 156 All [3] [3] Medium 0 Stamina
corner combo that maintains corner position granted the wall has no previous damage.
1.23
c.S > 2H > 214S, 5K > 6H > 623S~S WS, 6H Corner 215 All [3] [3] Medium 1 Stamina
BnB for the corner.
Video 1.23
c.S > 2H > 214S~66, c.S > 5H > 623S~S WS, 6H Midscreen 222 All [3] [3] Medium 2 Stamina
BnB for midscreen. Can be no further from the wall than roundstart.
Video 1.23
c.S > 2H > 214S~66, c.S > 6K > 214S~66 Far from corner 154 All [3] [3] Medium 2 Stamina
BnB for corner carry & oki when reaching the wall isn't possible.
Video 1.23
c.S > 2H > 214S~66, c.S > 6H > 632146H Corner to corner 226 All [3] [3] Medium 1 Stamina
50% meter, full horizontal RTL gives wallbreak, works from any range
Video 1.23
f.S/2S > 236H(~H)~66~CL 236236P Midscreen 161(178) All [3] [3] Medium 1-2 Stamina
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.
Video 1.23
c.S > 2H > 214S, 5K, 2K > 6H > 236H WS, 6H Corner 204 All [4] [4] Hard 0 Stamina
0 stamina wall break. 5K, 2K is best point-blank but 2K, 2K works at further ranges. 5K, 5K works on some lighter characters for a small optimization.
1.23
c.S > f.S > 2H > 236K~K~66~632146H Corner to corner 218 All [4] [4] Hard 2 Stamina
50% meter, full horizontal RTL gives wallbreak, works from any range
Video 1.23
c.S > f.S > 5H > 236H~66~CL 236236P Midscreen to corner 223 All [4] [4] Hard 1 Stamina
50% meter, starts wall breaking from slightly closer than round start position, can kara 236236P with either H or 66 followup
Video 1.23
c.S > f.S > 5H > 236H~H~66~CL 236236P Midscreen to corner 239 All [4] [4] Hard 2 Stamina
0% meter, starts wall breaking from slightly further than round start position
Video 1.23
c.S > 6H > 236H~H~66~CL 236236P Midscreen to corner 241 All [4] [4] Hard 2 Stamina
50% meter, needs to be done from half screen or less to clean hit. Omitting the ~H leads to less damage than the f.S > 5H variation.
Video 1.23
c.S > 2H > 214S > 66, c.S > 6H > 214S~S, 5[D] Corner 220 Light/Medium [4] [4] Hard 1 Stamina
meterless, requires microdash link c.S
Video 1.23
f.S/2S > 2H > 236K Midscreen 84 All [4] [4] Hard 0 Stamina
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.
Video 1.23

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 170 All [2] [2] Easy 2 Stamina
5H BnB that works anywhere on screen. Offers a lot of corner carry.
1.23
CH 5H, 2K > 2D > 236H Anywhere 119 All (BR HC IN JC RA SO TE) [2] [2] Easy 0 Stamina
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 123 damage.
1.23
Cr CH 5H, c.S > 6H > 236H Anywhere 144 All [2] [2] Easy 0 Stamina
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.
1.23
CH 6H > 5K > jc > j.K > adc > j.S > j.H > c.S > 2H > 236H WS, 6H Corner 215 All [2] [2] Easy 0 Stamina
Basic counterhit 6H corner combo, no meter
Video 1.23
5H > 623S~S~66, c.S > f.S > 2H(1) > 236H, WS, dash 6H Near Corner 219 All [3] [3] Medium 2 Stamina
midscreen wallbreak variation. Can have trouble breaking the wall depending on distance to corner. This route works best around roundstart.
1.23
CH 6H > 66 (microdash) > c.S > 66 > c.S > 5[D] > 2K > 6H > 623S WS, 6H Corner 240 All [3] [3] Medium 0 Stamina
Optimal counterhit 6H corner combo, might need to delay DP to catch some characters
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6H > 623S~S~66, c.S > 6H > 623S WS, 6H Corner 220 All [4] [4] Hard 1 Stamina
Difficult to confirm but applicable against opponents who upback against Sin's GGK.png 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]
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6H > 623S~S~66, c.S > 2H > 236K Midscreen 159 (GO) GO,PO,NA [4] [4] Hard 1 Stamina
Specific to Big bodied heavyweights. Like the corner combo variation but can be done midscreen. Can be routed into the corner combo when near corner.
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6H > 623S~S~66, 5K/2K* > (6H) > 236H Midscreen 166 (FA) CH, FA, MI [4] [4] Hard 1 Stamina
Highly specific. 5K for Chip and Millia, 2K for Faust. Omit 6H for Millia. Can be routed into the corner combo if near corner.
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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] [3] Medium 2 Stamina
c.S timing may vary on weightclass. Make sure to do the follow up on the specials. Generates 31 tension
Video 1.23
CH 2D > 214S > 66 > 2K > 2H > 236H Corner 197 All [3] [3] Medium 0 Stamina
0 Tension confirm from 2D. Use RTL instead of Beak Driver to break the wall from anywhere.
1.23
CH 2D > 214S > 66 > c.S > 2H > 623S~S > 6H Corner 187 All [3] [3] Medium 1 Stamina
Make sure you do not follow up on Hoof Stomp. Generates 33 tension.
Video 1.23


Charged Dust Starters
5[D] Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D]8, j.H > j.K > jc, j.H > j.S > j.H > jc, j.SS Anywhere 207 Everyone (PO) [1] [1] Very Easy 0 Stamina
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.
Video 1.23
5[D]8, j.H > jc, j.H > j.S > j.H > j.S > jc, j.HH Anywhere 214 Everyone except BA CH GI JC LE MA PO RA [2] [2] Easy 0 Stamina
Charged Dust BNB
1.23
5[D]8, j.H > jc, j.H > j.S > j.H > j.S > jc, j.SS Anywhere 213~ GI LE [2] [2] Easy 0 Stamina
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] [2] Easy 0 Stamina
Baiken, Jack-O' and Ramlethal need an extra hit at the start to gain more height.
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5[D]8, j.S > j.H > jc, j.H > j.S > j.H > jc, j.SS Anywhere 211 CH MA [2] [2] Easy 0 Stamina
Similar to Leo and Giovanna, but for the previous combo.
1.23

Throw Combos

Throw Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
4D/6D > RRC, j.D, c.S > 2H > 236K WS, 5[D] Corner 162 Everyone [2] [2] Easy 0 Stamina
wall break route for a full health wall.
Video 1.23
4D/6D > RRC, 66 5[D], c.S > 2H > 236H~H WS, 5[D] Corner 171 Everyone [2] [2] Easy 1 Stamina
wall break route for a full health wall
Video 1.23
4D/6D > RRC, (66) or (44, 66) 5[D], (microdash) c.S > 2H > 236K~66~CL 236236P Anywhere 191 Everyone [3] [3] Medium 1 Stamina
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.
Video 1.23

Special Move Starters

Special Move Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 236K, 2K > 2D > (63214P) Anywhere 77 All (BR HC IN JC RA SO TE) [2] [2] Easy 0 Stamina
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.
Video 1.23
CH 236K, 5K > 6P > 236H~H Anywhere 121 KY [3] [3] Medium 1 Stamina
Small optimisation on counter hit Elk Hunt, linking 5K instead of using any follow-up.
Video 1.23
Cr CH 236K, 5K > 6H > 236H Anywhere 105 Everyone [3] [3] Medium 0 Stamina
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.
Video 1.23
CH 236H~66, 2P > 6P > 623S Anywhere 99 KY [3] [3] Medium 1 Stamina
It's recommended to confirm this route by using a Counter Hit Confirm Option Select(236H > HGGST Sin Kiske 236HH.pngGuardAllStartup13Recovery9Advantage-3 ~ Dash MacroGGST Sin Kiske GazelleStep.pngGuard-StartupRecoveryTotal 24Advantage-) or (236H > 6HGGST Sin Kiske 236HH.pngGuardAllStartup13Recovery9Advantage-3 ~ 6GGST Sin Kiske GazelleStep.pngGuard-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~HGGST Sin Kiske 236HH.pngGuardAllStartup13Recovery9Advantage-3.
Video 1.23
CH 236H~66, 2P > 623S~S~66 > 2K > 6H > 236H > (WS) (6H) Anywhere (Midscreen) 133 (174) Everyone [3] [3] Medium 3 Stamina
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.
Video 1.23
Cr CH 236H~66, 2K > 6H > 623S Anywhere 104 KY [3] [3] Medium 1 Stamina
As with the previous route, confirm this route by using a Counter Hit Confirm Option Select(236H > HGGST Sin Kiske 236HH.pngGuardAllStartup13Recovery9Advantage-3 ~ Dash MacroGGST Sin Kiske GazelleStep.pngGuard-StartupRecoveryTotal 24Advantage-) or (236H > 6HGGST Sin Kiske 236HH.pngGuardAllStartup13Recovery9Advantage-3 ~ 6GGST Sin Kiske GazelleStep.pngGuard-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.
1.23
(214S)~CH SGGST Sin Kiske 214SS.pngGuardAllStartup13Recovery22Advantage-8~66, 2K > 6H > 236H Anywhere KY [3] [3] Medium 2 Stamina
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.
1.23
(236K)~CH KGGST Sin Kiske 236KK.pngGuardAll (Guard Crush)Startup13Recovery20Advantage+8[~66] OR [, 66] , c.S > 2H(2) > 214S(2)~66, c.S > 6H > 623S WS, 5[D] Midscreen OR Near Corner/Corner 246 KY [3] [3] Medium 2-3 Stamina
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.
1.23
(236K)~CH KGGST Sin Kiske 236KK.pngGuardAll (Guard Crush)Startup13Recovery20Advantage+8~66, c.S > 2H(2) > 214S(2)~66, c.S > 6H > 236236[P]~]P[ CL WB Back Corner 268 Everyone [3] [3] Medium 3 Stamina
This route is very similar to the Corner Route, but you are forced to spend tension to be able to reach the wall.
1.23
(236K)~CH KGGST Sin Kiske 236KK.pngGuardAll (Guard Crush)Startup13Recovery20Advantage+8~66, c.S > 66, c.S > 2H(2) > 214S(2)~66, 2K > 6H > 236H WS, 5[D] Near Back Corner 248 KY [3] [3] Medium 2 Stamina
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.
1.23
(236K)~CH KGGST Sin Kiske 236KK.pngGuardAll (Guard Crush)Startup13Recovery20Advantage+8[~66] OR [, 66] 5K > jc, j.K > j.66, j.S > j.H, c.S > 6H > 623S(2) WS, 6H Midscreen OR Near Corner/Corner 235/240 KY [3] [3] Medium 2 Stamina
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.
1.23
(236K)~CH KGGST Sin Kiske 236KK.pngGuardAll (Guard Crush)Startup13Recovery20Advantage+8~66 5K > jc, j.K > j.66, j.S > j.H, c.S > 2H(2) > 236H WS, 6H Near Midscreen 232 KY [3] [3] Medium 2 Stamina
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.
1.23
(236H)~CH HGGST Sin Kiske 236HH.pngGuardAllStartup13Recovery9Advantage-3~66, c.S > 2H(2) > 214S(2), 5K > 6H > 236H WS, 6H Midscreen 232 Everyone [3] [3] Medium 2 Stamina
While you can use the 2K to convert off of (236H)~CH HGGST Sin Kiske 236HH.pngGuardAllStartup13Recovery9Advantage-3~66 as mentioned in the Hoof Stomp confirm, 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 unless you want another c.S to maximise damage. To break the wall from further away, try c.S > 6H > RTL
1.23
(236H)~CH HGGST Sin Kiske 236HH.pngGuardAllStartup13Recovery9Advantage-3, 2S > dl.2H(2) > 214S(1), 5K > 6H > 236236[P]~]P[ CL WB Corner 242 KY [3] [3] Medium 1 Stamina
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.
1.23
(236H)~CH HGGST Sin Kiske 236HH.pngGuardAllStartup13Recovery9Advantage-3, 2S > dl.2H(2) > 214S(1)~66, c.S > 6H > 623S WS, 6H corner 227 KY [3] [3] Medium 2 Stamina
If you have the 2nd stamina available to break the wall, then you should go for it to save yourself 50 tension
1.23
(236H)~CH HGGST Sin Kiske 236HH.pngGuardAllStartup13Recovery9Advantage-3~66, c.S > 2H(2) > 214S(2)~66, c.S > 6H > 623S WS, 6H Corner 241 KY [3] [3] Medium 3 Stamina
Going all out and spending all 3 stamina. Arguably not worth it, but if you're going for a kill then why not.
1.23
Air CH 236H~66, c.S > 623~66S~S~66 > 2K > 6H > 236H > WS 6H Midscreen 198 Everyone [4] [4] Hard 2 Stamina
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.
1.23
(236K)~CH KGGST Sin Kiske 236KK.pngGuardAll (Guard Crush)Startup13Recovery20Advantage+8~66, 5K > jc, j.K > j.66, j.S > j.H, c.S > 66 > 236236[P]~]P[ CL WB Back Corner 249 KY [4] [4] Hard 2 Stamina
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.
1.23

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