|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
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|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
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|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.
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|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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|difficulty = {{clr|2|Easy}}
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|notes = '''0 Stamina''' <br/> Confirmable, normal or counter-hit.
|stamina = 0
|notes = Confirmable, normal or counter-hit.
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|difficulty = {{clr|3|Medium}}
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|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.
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'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.
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 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:
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 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
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.
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.
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.
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.
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
0 Stamina 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
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.
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 6k. Requires ~25% meter. can substitute 632146H~6H~6H with 236236P~P if close enough to the wall.
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.
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
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.
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.
0 Stamina Optimal counterhit 6H corner combo, might need to delay DP to catch some characters
1.23
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 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]
1.23
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.
1.23
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.
1.23
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
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.
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.
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.
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.
1 Stamina 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.
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.
1 Stamina 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.
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.
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.
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.
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.
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.
2 Stamina While you can use the 2K to convert off of (236H)~CH HGuardAllStartup13Recovery9Advantage-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 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.
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.
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.