GGST/Sin Kiske/Combos: Difference between revisions

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{{GGST/CharacterLinks}}
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<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
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{{Combo Notation
{{Combo Notation
| game=GGST
| game=GGST
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==Beginner Combos==
==Beginner Combos==
{{BeginnerComboDef}}
{{BeginnerComboDef}}
<tabber> 1 Bar=
<tabber> 1-2 Bars=
{{TheoryBox
{{TheoryBox
| Title      = BNB Close Range Ground Combo 1 Bar Version
| Title      = BNB Close Range {{clr|S|S}} Ground Combo 1-2 Bar Version
| Oneliner  = The one combo you should never forget.  
| Oneliner  = The one combo you should never forget.  
<br>138 Damage
<br>138 Damage
| Difficulty = {{clr|1|Very Easy}}
| Difficulty = Very Easy
| Anchor    = Sin Beginner Combo 1
| Anchor    = Sin Beginner Combo 1
| Video      = GGST Sin Close Range BNB.mp4
| Video      = GGST Sin Close Range BNB.mp4
| Size      = 256x192
| Size      = 256x192
| Recipe    = {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H~H}}  
| Recipe    = {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H~H}} > (66)
| content    =
| content    =
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 {{MMC|input=236H|label=Beak Driver}}, which gives him a [[meaty]] {{clr|S|f.S}} or {{clr|S|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 combo is a staple that all Sin players should know, as it gives pressure on hit for only one bar of stamina with the followup to {{MMC|input=236H|label=Beak Driver}}, which gives him a [[meaty]] {{clr|S|f.S}} or {{clr|S|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 {{clr|H|~H}} part of this combo being able to be delayed after the {{clr|H|236H}} to catch mashers on block. in addition, the {{clr|H|5H}} part of this combo can be delayed on block to catch opponents trying to press buttons during Sin's {{clr|S|c.S}} pressure. This in turn opponents them up to a throw once they stop mashing buttons, which also gives a meaty attack.  
This is due to the {{clr|H|~H}} part of this combo being able to be delayed after the {{clr|H|236H}} to catch mashers on block. in addition, the {{clr|H|5H}} part of this combo can be delayed on block to catch opponents trying to press buttons during Sin's {{clr|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 {{MMC|input=66 after special move|label=Gazelle Step}} to almost always get a meaty {{clr|S|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.


}}
}}
|-|
|-|
2 Bar=
No Bar=
{{TheoryBox
{{TheoryBox
| Title      = BNB Close Range Ground Combo 2 Bar Version
| Title      = BNB Close Range {{clr|S|S}} Starter Ground Combo 0 Bar Version
| Oneliner  = Use more resources for better oki
| Oneliner  = When resources are low
<br>138 Damage
<br>118 Damage
| Difficulty = {{clr|1|Very Easy}}
| Difficulty = Easy
| Anchor    = Sin Beginner Combo 1 Alt 1
| Anchor    = Sin Beginner Combo 1 Alt 2
| Video      = GGST Sin Close Range BNB Alt 1.mp4
| Video      = GGST Sin Close Range BNB Alt 2.mp4
| Size      = 256x192
| Recipe    = {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}}
| content    =
This combo seems different from the others with the extra move and the swap of {{clr|H|5H}} for {{clr|H|2H}} for the launch it brings when comboing into {{clr|K|236K}}. But in reality can be used similarly on block with delay cancels on block. With block strings such as {{ComboText|{{clr|S|c.S}} > dl.{{clr|S|2S}} > {{clr|H|2H}} > {{clr|H|236H}}}}. The extra gatling in {{clr|S|2S}} needed for getting {{clr|K|236K}} to not whiff under the opponent. 
 
Unlike combos which end with raw {{clr|H|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 {{clr|S|c.S}} range, {{clr|H|2H}} might whiff after {{clr|S|2S}}, if you notice this, then skipping to {{clr|H|2H}} will make the combo connect.
 
 
}}
</tabber>
<tabber> 1-2 Bars=
{{TheoryBox
| Title      = BNB Close Range {{clr|P|P}} Starter Combo 1-2 Bar Version
| Oneliner  = Gives a knockdown with fast but short ranged buttons.
<br>77-89 Damage (Depending on amount of {{clr|P|P}}s used.)
| Difficulty = Very Easy
| Anchor    = Sin Beginner Combo 2
| Video      = GGST Sin Close Range P Starter BNB.mp4
| Size      = 256x192
| Size      = 256x192
| Recipe    = {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H~H}} > 66  
| Recipe    = ({{clr|P|5P}} or {{clr|P|2P}}) xN > {{clr|P|6P}} > {{clr|H|236H}}~{{clr|H|H}} > (66)
| content    =
| content    =
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 {{clr|H|236H~H}}, but let's Sin continue pressure and always gives Sin a meaty {{clr|S|c.S}} near the corner. 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.
A versatile string for Sin to confirm a knockdown from {{clr|P|2P}}, either during low-risk pressure or to regain control of the situation from {{clr|P|2P}} {{keyword|abare}}.


Subtract the amount of {{clr|P|P}}s based on range from the opponent, as too many will cause {{clr|P|6P}} to whiff. Generally, if Sin is almost touching their collision box you are able to get two hits before needing to gatling into {{clr|P|6P}}.


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 {{clr|S|2S}} or {{clr|S|f.S}}, if he chooses to spend it, he will likely get a meaty {{clr|S|c.S}}.
}}
}}
|-|
|-|
No Bar=
0 Bar =
{{TheoryBox
| Title      = BNB Close Range {{clr|P|P}} Starter Combo 0 Bar Version
| Oneliner  = You are now minus on hit.
<br>61-77 Damage (Depending on amount of {{clr|P|P}}s used.)
| Difficulty = Very Easy
| Anchor    = Sin Beginner Combo 2 Alt 1
| Video      = GGST Sin Close Range P Starter BNB Alt 1.mp4
| Size      = 256x192
| Recipe    = ({{clr|P|5P}} or {{clr|P|2P}}) xN > {{clr|P|6P}} > {{clr|H|236H}}
| content    =
This combo carries similar value on block with the delay cancels {{clr|P|P}} strings can bring. The difference comes in the ender, as {{Clr|H|236H}} puts the opponent at fullscreen after a {{clr|P|6P}} special cancel, leaving Sin minus on hit and gives the opponent a reset to neutral, avoid this situation as much as possible.
}}
</tabber>
<tabber> 1-2 Bars=
{{TheoryBox
{{TheoryBox
| Title      = BNB Close Range Ground Combo 0 Bar Version
| Title      = BNB Close Range {{clr|K|K}} Starter Combo 1-2 Bar Version
| Oneliner  = When resources are low
| Oneliner  = Gives a knockdown with fast and decently ranged buttons.
<br>101 Damage
<br>83-103 Damage (Depends on if {{clr|K|5K}} or {{clr|K|2K}} is used as a starter)
| Difficulty = {{clr|1|Very Easy}}
| Difficulty = Very Easy
| Anchor    = Sin Beginner Combo 1 Alt 2
| Anchor    = Sin Beginner Combo 3
| Video      = GGST Sin Close Range BNB Alt 2.mp4
| Video      = GGST Sin Close Range K Starter BNB.mp4
| Size      = 256x192
| Size      = 256x192
| Recipe    = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H}} > ({{clr|P|63214P}})
| Recipe    = {{clr|K|K}} Starter > {{clr|D|2D}} > {{clr|H|236H}}~{{clr|H|H}} > (66)  
| content    =
| content    =
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 {{clr|H|2H}} is used instead of {{clr|H|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 {{clr|P|63214P}} for a random buff, or just run up and try to connect with a Meaty attack.
This combo is useful as it starts from either a decently fast and ranged mid in {{clr|K|5K}} or a slightly less ranged but still fast low in {{clr|K|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 {{clr|H|236H}} RPS, in addition, there are multiple gaps Sin can make to catch mashers on block {{ComboText|{{Clr|D|2D}} > {{clr|H|236H}}}} having a 3 frame gap or {{ComboText|{{Clr|K|5K}}/{{clr|K|2K}} > {{clr|D|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 {{clr|S|2S}}, if he chooses to spend it, he will likely get a meaty {{clr|S|c.S}}. At some strange ranges, {{ComboText|{{clr|K|2K}}/{{clr|K|5K}} > {{clr|D|2D}}}} may whiff. It is not known exactly why.
}}
|-|
0 Bar =
{{TheoryBox
| Title      = BNB Close Range {{clr|K|K}} Starter Combo 0 Bar Version
| Oneliner  = Lets you eat and get a meaty
<br>43-52 Damage (Depends on if {{clr|K|5K}} or {{clr|K|2K}} is used as a starter)
| Difficulty = Very Easy
| Anchor    = Sin Beginner Combo 3 Alt 1
| Video      = GGST Sin Close Range K Starter BNB Alt 1.mp4
| Size      = 256x192
| Recipe    = {{clr|K|K}} Starter > {{clr|D|2D}} > {{clr|P|63214P}}
| content    =
This combo carries similar value on block with the delay cancels {{ComboText|{{clr|K|2K}}/{{clr|K|5K}} > {{clr|D|2D}}}} can bring. The difference comes in the ender, as {{Clr|H|236H}} puts the opponent at fullscreen after a {{clr|D|2D}} special cancel, leaving Sin little room to push his advantage when stamina is low. So a raw {{clr|D|2D}} is better. This gives Sin the opportunity to use Still Growing to get a temporary buff and get a meaty {{Clr|S|c.S}}
}}
}}
</tabber>
</tabber>
Line 67: Line 112:
==Core Combos==
==Core Combos==
{{CoreComboDef}}
{{CoreComboDef}}
{{TheoryBox
| Title      = Hoof Stomp 1 Bar Combo Extender
| Oneliner  = Core 1 Stamina combo extender.
<br>156 Damage
| Difficulty = Easy
| Anchor    = Sin Core Combo 1
| Video      = GGST Sin 1 Bar Hoof Stomp Extender.mp4
| Size      = 256x192
| Recipe    = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}}~66, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} > ({{clr|K|K}}) > (66)
| content    =
Sin's premier combo extender for most midscreen {{clr|S|c.S}} punishes, early RC combos, and a few specific counter hit starters such as CH {{clr|D|2D}} and {{clr|H|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 {{MMC|input=632146H|label=RTL}}.
Hoof Stomp extenders are very consistent when performed from {{clr|S|c.S}} > {{clr|H|2H}}, but can get tricky after RCs where weight class, gravity scaling, and the height at which {{clr|S|214S}} connects can prevent {{clr|S|c.S}} from linking after {{MMC|input=66 after special move|label=Gazelle Step}}. In some cases linking {{clr|S|c.S}} may be impossible, while {{clr|K|2K}} > {{clr|H|6H}} or even {{clr|P|2P}} > {{clr|S|623S}} will still connect.
If you have extra stamina to dump into the {{clr|K|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 {{clr|K|236K}} gives no better reward compared to just not doing it, as empty {{clr|K|236K}} and {{ComboText|{{Clr|K|236K}} > 66}} both give meaty {{clr|S|c.S}}.
}}


==Specialized Combos==
==Specialized Combos==
{{SpecializedComboDef}}
{{SpecializedComboDef}}
{{TheoryBox
| Title      = Hawk Baker 2 Bar Extensions
| Oneliner  = Situational combo extender
| Difficulty = Hard
| Anchor    = Sin Specialized Combo 1
| Video      = GGST_Sin_Hawk_Baker_Combo_Extender.mp4
| Size      = 256x192
| Recipe    = {{clr|P|2P}} > {{clr|S|623S~S}}~66, {{clr|K|2K}} > {{clr|H|6H}} > {{clr|H|236H}}
| content    =
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 {{clr|S|c.S}}, it can be applied in many more situations since it doesn't rely on {{clr|H|2H}} or specialized counter hit starters. It is featured in the optimal full stamina, no tension, CH {{clr|H|236H}} conversion as well as some {{clr|H|5H}} frame trap routes.
This route only works with very little gravity scaling. It will never work after more than one {{Prompt|GGST|P}} normal making it difficult to hitconfirm into.
This route really shines when it can route back into {{clr|S|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:
{{ComboText|{{clr|K|5K}} > {{clr|D|2D}} > {{clr|S|623S~S}}~66, {{clr|S|c.S}}}} etc
{{ComboText|{{clr|P|2P}} > {{clr|S|623S~S}}~66, {{clr|S|c.S}}}} etc
{{ComboText|{{clr|H|5H}} > {{clr|S|623S~S}}~66, {{clr|S|c.S}}}} etc
}}
{{TheoryBox
| Title      = Landing RTL Follow-up in the corner
| Oneliner  = Highly situational combo ender
<br>248 Damage
| Difficulty = Hard
| Anchor    = Sin Specialized Combo 1
| Video      = RTL Follow-up in the corner.webm
| Size      = 256x192
| Recipe    = {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|623S}}~{{clr|4|632146}}~66~ {{clr|4|H}}~{{clr|4|7H}}~{{clr|4|8H}}/{{clr|4|2H}}~{{clr|4|5H}}
| content    =
A flashy combo which deals immense damage in the corner, mostly reserved for when Sin has 85% Tension and is certain it will end the round; otherwise it will use the weaker versions of the RTL Follow-up and consequently whiff.
A fun but extremely niche variation of this set-up exists which can work with only 50% tension involves using a raw {{keyword|Tiger Knee}} 632146 input by inputting {{clr|4|62486H}}. It's very difficult to land due to variance in character sizes and the jump height beforehand, but it's neat.
{{ComboText|TK j.{{clr|4|632146H}} ~ {{clr|4|4H}} ~ {{clr|4|3H}} ~ {{clr|4|5H}}}}


==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 {{MMC|input=632146H|label={{clr|4|632146H}}}} ~ {{clr|4|7H}} ~ {{clr|4|8H}} ~ {{MMC|input=632146HH|label={{clr|4|5H}}}}.


Other routes include {{MMC|input=632146H|label={{clr|4|632146H}}}} ~ dl.{{clr|4|7H}} ~ dl.{{clr|4|3H}} ~ {{MMC|input=632146HH|label={{clr|4|5H}}}} and TK j.{{MMC|input=632146H|label={{clr|4|632146H}}}} ~ {{clr|4|4H}} ~ {{clr|4|3H}} ~ {{MMC|input=632146HH|label={{clr|4|5H}}}}. Both of these routes force ground slides which prevent the opponent from breaking the wall before your last {{MMC|input=632146HH|label={{clr|4|5H}}}}.
'''Damage Follow-Ups vs Gazelle Step:'''
 
Using Follow-Ups that deal Damage incurs a 60F longer Stamina penalty than cancelling into Gazelle Step. This means that using Gazelle Step even when you can otherwise get the same oki with a Damage Follow-Up (such as {{clr|H|236H~H}} in the corner) can still be a meaningful decision due to faster Stamina recovery.
 
'''Specials Damage Comparison:'''
 
When performing Kara TB or RTL, it is optimal to route into the most damaging available special in the following order priority:
 
*{{clr|S|623S}} > {{clr|H|236H}} > {{clr|S|214S}} > {{clr|K|236K}}


==Combo List==
==Combo List==
*All damage values are tested on {{Character Label|GGST|Ky Kiske|label=Ky}} at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
*This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
*The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
===Anti-Air===


{| class="wikitable sortable"
|+Anti Air Combos and Confirms
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = {{clr|P|5P}}, {{clr|S|c.S}} > Dash > {{clr|S|c.S}} > Delay {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}}
|position = Anywhere
|damage = 112
|worksOn = All
|stamina = 0
|difficulty = Easy
|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.
|video =
|recipePC = 95334
|recipePS =
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > Dash, {{clr|S|c.S}} > Dash, {{clr|S|c.S}} > Delay {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}}
|position = Anywhere
|damage = 157
|stamina = 0
|worksOn = All
|difficulty = Easy
|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.
|video =
|recipePC = 95335
|recipePS =
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > Dash, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}} > Dash, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} WS, {{clr|D|5[D]}}
|position = Midscreen
|damage = 216
|stamina = 1
|worksOn = All
|difficulty = Easy
|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 =
|recipePC = 95336
|recipePS =
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|P|5P}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}}, {{clr|K|2K}} > {{clr|H|6H}} > {{clr|H|236H}} WS, {{clr|D|5[D]}}
|position = Corner
|damage = 164
|worksOn = All
|difficulty = Easy
|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.
|video =
|recipePC = 95337
|recipePS =
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > Dash, {{clr|S|c.S}} > Delay {{clr|S|2S}} > {{clr|H|2H}} > {{clr|S|214S}}, {{clr|K|2K}} > {{clr|H|6H}} WS, {{clr|D|5[D]}}
|position = Corner
|damage = 209
|worksOn = All
|difficulty = Easy
|stamina = 0
|notes = Confirmable, normal or counter-hit.
|video =
|recipePC = 95338
|recipePS =
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|P|5P}}, microdash {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}} > Dash, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} WS, {{clr|D|5[D]}}
|position = Midscreen
|damage = 168
|worksOn = All
|difficulty = Medium
|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 =
|recipePC = 95339
|recipePS =
|checkedVersion = 1.24
}}
|}


==={{clr|P|P}} Starters===
==={{clr|P|P}} Starters===


{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable"  
|+{{clr|P|5P}}/{{clr|P|2P}}/{{clr|P|6P}}/{{clr|P|j.P}} Starters
|+{{clr|P|5P}}/{{clr|P|2P}}/{{clr|P|6P}}/{{clr|P|j.P}} Starters
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
|| {{clr|P|5P}} / {{clr|P|2P}} > {{clr|P|6P}} > {{clr|H|236H~H}} || Midscreen || 87 || Everyone || [1] {{clr|1|Very Easy}} || Simple Punch combo. Use the {{clr|P|2P}} version against Giovanna. || - || - || - ||1.23
{{GGST-ComboTableRow
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|P|6P}} > {{clr|H|236H~H}}
|position = Midscreen
|damage = 87
|worksOn = All
|difficulty = Very Easy
|stamina = 1
|notes =  Reliable, Simple Punch combo. Use the {{clr|P|2P}} version against Giovanna.
|video =
|recipePC = 88596
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
|| {{clr|P|5P}} / {{clr|P|2P}} > {{clr|P|6P}} > {{clr|S|623S}}~66 || Midscreen || 73 || Everyone || [3] {{clr|3|Medium}} || 1 stamina for a decent knockdown. Only works at point-blank range. || - || - || - ||1.23
{{GGST-ComboTableRow
|combo = CH {{clr|P|2P}}, {{clr|K|2K}} > {{clr|D|2D}}
|position = Anywhere
|damage = 57
|worksOn = All
|difficulty = Very Easy
|stamina = 0
|notes = CH Knockdown conversion
|video = [https://youtu.be/03Lp7TMUNog Video]
|recipePC = 88620
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
|| {{clr|P|5P}} / {{clr|P|2P}} > {{clr|S|623S~S}}~66, {{clr|K|2K}} > {{clr|H|6H}} > {{clr|H|236H}} || Anywhere || 112 || Everyone || [3] {{clr|3|Medium}} || 2 Stamina BnB. 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 {{clr|H|236H~H}} || - || - || - ||1.23
{{GGST-ComboTableRow
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|P|6P}} > {{clr|S|623S}}~66
|position = Midscreen
|damage = 73
|worksOn = All
|difficulty = Medium
|stamina = 1
|notes = Decent knockdown. Only works at point-blank range.
|video = [https://youtu.be/8vUvyTakOA4 Video]
|recipePC = 88597
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
|| {{clr|P|5P}} / {{clr|P|2P}} > {{clr|S|623S~S}}~66, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} || Anywhere || 117 || Lightweights || [3] {{clr|3|Medium}} || 2 Stamina lightweight optimization. Cannot be hit confirmed, so this route is relegated to punishes. || - || - || - ||1.23
{{GGST-ComboTableRow
|combo =  {{clr|P|5P}}/{{clr|P|2P}} > {{clr|S|623S~S}}~66, {{clr|K|2K}} > {{clr|H|6H}} > {{clr|H|236H}}
|position = Midscreen
|damage = 112
|worksOn = All
|difficulty = Medium
|stamina = 2
|notes = 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 {{clr|H|236H~H}}
|video =  [https://youtu.be/wber_jJzBLc Video]
|recipePC = 88613
|recipePS =
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo =  {{clr|P|5P}}/{{clr|P|2P}} > {{clr|S|623S~S}}~66, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}}
|position = Anywhere
|damage = 117
|worksOn = Lightweights
|difficulty = Medium
|stamina = 2
|notes = Lightweight optimized BnB. Cannot be hit confirmed, so this route is relegated to punishes.
|video = [https://youtu.be/neGE5lIgpAE Video]
|recipePC =  88874
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
|| CH {{clr|P|2P}}, {{clr|K|2K}} > {{clr|D|2D}} || Anywhere || 57 || Everyone || [2] {{clr|2|Easy}} || CH Knockdown conversion || - || - || - ||1.23
{{GGST-ComboTableRow
|combo =  CH {{clr|P|2P}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}}
|position = Anywhere
|damage = 85
|worksOn = All
|difficulty = Medium
|stamina = 0
|notes =  Close range CH optimization
|video = [https://youtu.be/KmFgA47o4DQ Video]
|recipePC = 88622
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
|| CH {{clr|P|2P}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} || Anywhere || 85 || Everyone || [3] {{clr|3|Medium}} || Close range CH optimization || - || - || - ||1.23
{{GGST-ComboTableRow
|combo =AA {{clr|P|5P}} > {{clr|S|214S}}~66, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}}
|position = Anywhere
|damage = 97
|worksOn = Light/Medium
|difficulty = Hard
|stamina = 1
|notes =  Doesn't work if the opponent is too low.
|video = [https://youtu.be/UO513uDWyIk Video]
|recipePC = 88882
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
|| AA {{clr|P|5P}} > {{clr|S|214S}}~66, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} || Anywhere || 97 || Light/Medium || [4] {{clr|4|Hard}} || 1 stamina specific anti-air. Doesn't work if the opponent is too low. || - || - || - ||1.23
|}
|}


==={{clr|K|K}} Starters===
==={{clr|K|K}} Starters===


{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable"  
|+{{clr|K|5K}}/{{clr|K|2K}}/{{clr|2|6K}}/{{clr|K|j.K}} Starters
|+{{clr|K|5K}}/{{clr|K|2K}}/{{clr|2|6K}}/{{clr|K|j.K}} Starters
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
|| {{clr|K|5K}} > {{clr|D|2D}} > {{clr|S|623S~S}}~66, {{clr|K|2K}} > {{clr|H|6H}} > {{clr|H|236H}} || Anywhere || 142 || Everyone || [3] {{clr|3|Medium}} || 2 Stamina universal BnB (not doable with 2K). || - || - || - ||1.23
{{GGST-ComboTableRow
|combo ={{clr|K|6K}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|236H}}
|position = Midscreen
|damage = 119
|worksOn = All
|difficulty = Easy
|stamina = 0
|notes =  confirm from {{clr|K|6K}}, but only possible at close range. If too far for {{clr|S|c.S}}, use {{clr|K|5K}} instead, and swap {{MMC|input=236H|label=Beak Driver Ender}} for {{MMC|input=236K|label=Elk Hunt}}
|video = [https://youtu.be/8tkccEfwhMg Video]
|recipePC = 88886
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
|| {{clr|K|5K}} > {{clr|D|2D}} > {{clr|S|623S~S}}~66, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H~H}} WS, {{clr|D|5[D]}}|| Midscreen || 190 || Light/Medium || [3] {{clr|3|Medium}} || Midscreen no meter 5K starter (not doable with 2K). || - || - || [https://youtu.be/LlVXZF0KMLA Video] ||1.23
{{GGST-ComboTableRow
|combo = {{clr|K|5K}} > {{clr|D|2D}} > {{clr|S|623S~S}}~66, {{clr|K|2K}} > {{clr|H|6H}} > {{clr|H|236H}}
|position = Anywhere
|damage = 142
|worksOn = All
|difficulty = Medium  
|stamina = 2
|notes = universal BnB (not doable with 2K). Can pickup into 2K post Gazelle on heavies.
|video =
|recipePC = 88912
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
|| {{clr|K|5K}} > {{clr|S|623S~S}}~66 > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} > {{clr|H|632146H}}~66 > {{clr|H|6H}} > {{clr|H|6H}} || Anywhere || 197 || Light/Medium || [3] {{clr|3|Medium}} || 2 Stamina corner to corner wallbreak from CH or non CH {{clr|K|5K}}. Requires ~25% meter. can substitute {{clr|H|632146H}} > {{clr|H|6H}} > {{clr|H|6H}} with {{clr|P|236236P~P}} if close enough to the wall. || 87536 || - || [https://streamable.com/g424h5 Video] || 1.23
{{GGST-ComboTableRow
|combo = {{clr|K|5K}} > {{clr|D|2D}} > {{clr|S|623S~S}}~66, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H~H}} WS, {{clr|D|5[D]}}
|position = Midscreen
|damage =  190
|worksOn = Light/Medium
|difficulty = Medium
|stamina = 3
|notes =  Midscreen no meter 5K starter (not doable with 2K).
|video = [https://youtu.be/LlVXZF0KMLA Video]
|recipePC = 88917
|recipePS =
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|K|5K}} > {{clr|S|623S~S}}~66 > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}}~{{clr|H|632146}}~66~{{clr|4|H}}~{{clr|H|6H}}~{{clr|H|6H}}
|position = Anywhere
|damage =  197
|worksOn = Everyone
|difficulty = Medium
|stamina = 3
|notes = corner to corner wallbreak from CH or non CH {{clr|K|5K}}. Requires ~25% meter. can substitute {{clr|H|632146H}}~{{clr|H|6H}}~{{clr|H|6H}} with {{clr|P|236236P~P}} if close enough to the wall.
|video = [https://streamable.com/g424h5 Video]
|recipePC = 87536
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
|| {{clr|K|2K}} > {{clr|S|623S~S}}~66 > {{clr|K|2K}} > {{clr|H|6H}} > {{clr|H|632146H}} > {{clr|H|6H}} > {{clr|H|6H}} || Anywhere || 163 || Everyone || [3] {{clr|3|Medium}} || 2 Stamina corner to corner wallbreak from CH or non CH {{clr|K|2K}}. Requires ~30% meter. Can substitute {{clr|H|632146H}} > {{clr|H|6H}} > {{clr|H|6H}} with {{clr|P|236236P~P}} if close enough to the wall. || 87520 || - || [https://streamable.com/jmno3z Video] || 1.23
 
{{GGST-ComboTableRow
|combo = {{clr|K|2K}} > {{clr|S|623S~S}}~66 > {{clr|K|2K}} > {{clr|H|6H}} > {{clr|H|632146H}}~{{clr|H|6H}}~{{clr|H|6H}}
|position = Anywhere
|damage =  163
|worksOn = Everyone
|difficulty = Medium  
|stamina = 2
|notes =  corner to corner wallbreak from CH or non CH {{clr|K|2K}}. Requires ~30% meter. Can substitute {{clr|H|632146H}}~{{clr|H|6H}}~{{clr|H|6H}} with {{clr|P|236236P~P}} if close enough to the wall.
|video = [https://streamable.com/jmno3z Video]
|recipePC = 87520
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
|| {{clr|K|6K}} > {{clr|S|214S}}~66, {{clr|P|2P}} > {{clr|P|5P}} > {{clr|S|623S}}|| Midscreen || 107 || Light/Medium || [3] {{clr|3|Medium}} || Optimised confirm from far {{clr|K|6K}} by spending 1 stamina on [[GGST/Sin_Kiske#Gazelle_Step|Gazelle Step]] instead of {{MiniMoveCard|input=623S~S|label={{clr|S|623S~S}}}}|| - || - || - ||1.23
{{GGST-ComboTableRow
|combo = {{clr|K|6K}} > {{clr|S|214S}}~66, {{clr|P|2P}} > {{clr|P|5P}} > {{clr|S|623S}}
|position = Midscreen
|damage =  107
|worksOn =  Light/Medium  
|difficulty = Medium  
|stamina = 1
|notes =  Optimised confirm from far {{clr|K|6K}} by spending 1 stamina on [[GGST/Sin_Kiske#Gazelle_Step|Gazelle Step]] instead of {{MiniMoveCard|input=623S~S|label={{clr|S|623S~S}}}}
|video = [https://youtu.be/JDpjmEZCLhM Video]
|recipePC = 89064
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
|| {{clr|K|6K}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|236H}}|| Midscreen || 119 || Everyone || [2] {{clr|2|Easy}} || 0 Stamina confirm from {{clr|K|6K}}, but only possible at close range. If too far for {{clr|S|c.S}}, use {{clr|K|5K}} instead, and swap {{MMC|input=236H|label=Beak Driver Ender}} for {{MMC|input=236K|label=Elk Hunt}} . || - || - || [https://youtu.be/8tkccEfwhMg Video] ||1.23
{{GGST-ComboTableRow
|combo = {{clr|K|6K}} > {{clr|S|623S~S}}~66 > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}}~{{clr|H|632146}}~66~{{clr|4|H}}~{{clr|H|6H}}~{{clr|H|6H}}
|position = Anywhere
|damage =  201
|worksOn =  Light/Medium
|difficulty = Medium
|stamina = 3
|notes =  corner to corner wallbreak from CH or non CH {{clr|K|6k}}. Requires ~25% meter. can substitute {{clr|H|632146H}}~{{clr|H|6H}}~{{clr|H|6H}} with {{clr|P|236236P~P}} if close enough to the wall.  
|video = [https://streamable.com/gnolf3 Video]
|recipePC = 87538
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
|| {{clr|K|6K}} > {{clr|S|623S~S}}~66 > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} > {{clr|H|632146H}}~66 > {{clr|H|6H}} > {{clr|H|6H}} || Anywhere || 201 || Light/Medium || [3] {{clr|3|Medium}} || 2 Stamina corner to corner wallbreak from CH or non CH {{clr|K|6k}}. Requires ~25% meter. can substitute {{clr|H|632146H}} > {{clr|H|6H}} > {{clr|H|6H}} with {{clr|P|236236P~P}} if close enough to the wall. || 87538 || - || [https://streamable.com/gnolf3 Video] || 1.23
|}
|}


==={{clr|S|S}} Starters===
==={{clr|S|S}} Starters===
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable"  
|+{{clr|S|c.S}}/{{clr|S|f.S}}/{{clr|S|2S}}/{{clr|S|j.S}} Starters
|+{{clr|S|c.S}}/{{clr|S|f.S}}/{{clr|S|2S}}/{{clr|S|j.S}} Starters
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
||{{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|H|236H}}/{{clr|K|236K}} || Midscreen || 121/119 || Everyone || [1] {{clr|1|Very Easy}} || 0 stamina BnB for midscreen. Use {{clr|H|236H}} to create space and {{clr|K|236K}} to setup basic oki. || - || - || - ||1.23
{{GGST-ComboTableRow
|combo ={{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|H|236H}}/{{clr|K|236K}}
|position = Anywhere
|damage = 121/119
|worksOn = All
|difficulty = Very Easy  
|stamina = 0
|notes =  Use {{clr|H|236H}} to create space and {{clr|K|236K}} to setup basic oki.  
|video = [https://youtu.be/lucOKqqfjww Video]
|recipePC = 95340
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
||{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|236H}} || Corner || 156 || Everyone || [3] {{clr|3|Medium}} || 0 stamina BnB for the corner. Ending with Overdrive when available is recommended, as this route does give a great knockdown. || - || - || - ||1.23
{{GGST-ComboTableRow
|combo ={{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H~H}} > RRC > 66, {{clr|S|c.s}} > {{clr|H|2H}} > {{clr|H|236H~H}} > WS, {{clr|H|6H}}
|position = Midscreen to corner
|damage = 232
|worksOn = All
|difficulty = Very Easy
|stamina = 2
|notes =  50% meter easy combo. microdash to confirm {{clr|3|c.S}}. Tyrant Barrel or R.T.L for more damage.
|video = [https://youtu.be/C_ZxSxGOTrc Video]
|recipePC = 95341
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
||{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|623S~S}} WS, {{clr|H|6H}} || Corner || 215 || Everyone || [3] {{clr|3|Medium}} || 1 stamina BnB for the corner. || - || - || - ||1.23
{{GGST-ComboTableRow
|combo ={{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}}, {{clr|K|2K}} > {{clr|H|6H}} > {{clr|H|632146H}}
|position = Corner
|damage = 217
|worksOn = All
|difficulty = Easy
|stamina = 0
|notes =  Tyrant rave or the addition follow up on RTL are also options
|video = [https://youtu.be/d3CJxHWzOSw Video]
|recipePC = 95342
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
||{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}}~66, {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|623S~S}} WS, {{clr|H|6H}} || Midscreen || 222 || Everyone || [3] {{clr|3|Medium}} || 2 stamina BnB for midscreen. Can be no further from the wall than roundstart. || - || - || [https://youtu.be/_HkHV5h45Pg Video] ||1.23
 
{{GGST-ComboTableRow
|combo ={{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > CL {{clr|P|236236P}}
|position = Corner
|damage = 228
|worksOn = All
|difficulty =  [2] {{clr|2|Easy}}  
|stamina = 0
|notes =  Basic 50% meter corner combo
|video = [https://youtu.be/pfxy2euTfsg Video]
|recipePC = 95344
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
|| {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}}~66, {{clr|S|c.S}} > {{clr|K|6K}} > {{clr|S|214S}}~66 || Far from corner || 154 || Everyone || [3] {{clr|3|Medium}} || 2 Stamina BnB for corner carry & oki when reaching the wall isn't possible. || - || - || - || 1.23
 
{{GGST-ComboTableRow
|combo ={{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}}
|position = Corner
|damage = 154
|worksOn = All
|difficulty = Medium
|stamina = 0
|notes = corner combo that maintains corner position granted the wall has no previous damage.
|video =
|recipePC = 95346
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
|| {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|K|236K~K}}~66~{{clr|H|632146H}}|| Corner to corner || 218 || Everyone || [4] {{clr|4|Hard}} || 2 stamina and 50% meter, full horizontal RTL gives wallbreak, works from any range || - || - || [https://youtu.be/SwRGC1N-IiE Video] ||1.23
 
{{GGST-ComboTableRow
|combo ={{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|623S~S}} WS, {{clr|H|6H}}
|position = Corner
|damage = 215
|worksOn = All
|difficulty = Medium
|stamina = 1
|notes =  BnB for the corner.
|video = [https://youtu.be/PGi9d6Jk6mw Video]
|recipePC = 95347
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
|| {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}}~66, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|632146H}}|| Corner to corner || 226 || Everyone || [3] {{clr|3|Medium}} || 1 stamina and 50% meter, full horizontal RTL gives wallbreak, works from any range || - || - || - ||1.23
 
{{GGST-ComboTableRow
|combo ={{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}}~66, {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|623S~S}} WS, {{clr|H|6H}}
|position = Midscreen
|damage = 222
|worksOn = All
|difficulty = Medium
|stamina = 2
|notes =  BnB for midscreen. Can be no further from the wall than roundstart.
|video = [https://youtu.be/_HkHV5h45Pg Video]
|recipePC = 95348
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
|| {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|H|236H}}~66~CL {{clr|P|236236P}}|| Midscreen to corner || 223 || Everyone || [4] {{clr|4|Hard}} || 1 stamina and 50% meter, starts wall breaking from slightly closer than round start position, can kara {{clr|P|236236P}} with either H or 66 followup || - || - || [https://youtu.be/0zNbsOesmd4 Video] ||1.23
 
{{GGST-ComboTableRow
|combo ={{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}}~66, {{clr|S|c.S}} > {{clr|K|6K}} > {{clr|S|214S}}~66
|position = Far from corner
|damage = 154
|worksOn = All
|difficulty = Medium
|stamina = 2
|notes =  BnB for corner carry & oki when reaching the wall isn't possible.
|video = [https://youtu.be/XNOIRq-32u8 Video]  
|recipePC = 95349
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
|| {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|H|236H~H}}~66~CL {{clr|P|236236P}}|| Midscreen to corner || 239 || Everyone || [4] {{clr|4|Hard}} || 2 stamina and 50% meter, starts wall breaking from slightly further than round start position || - || - || [https://youtu.be/QFnqVC67nJM Video] ||1.23
 
{{GGST-ComboTableRow
|combo ={{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}}~66, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|632146H}}
|position = Corner to corner
|damage = 226
|worksOn = All
|difficulty = Medium
|stamina = 1
|notes = 50% meter, full horizontal RTL gives wallbreak, works from any range
|video = [https://youtu.be/5A84FdVjJek Video]
|recipePC = 95350
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
|| {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|236H~H}}~66~CL {{clr|P|236236P}}|| Midscreen to corner || 241 || Everyone || [4] {{clr|4|Hard}} || 2 stamina and 50% meter, needs to be done from half screen or less to clean hit. Omitting the {{clr|H|~H}} leads to less damage than the {{clr|S|f.S}} > {{clr|H|5H}} variation. || - || - || [https://youtu.be/vDoBE5TCwSw Video] ||1.23
 
{{GGST-ComboTableRow
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|236H}}({{clr|H|~H}})~66~CL {{clr|P|236236P}}
|position = Midscreen
|damage = 161(176)
|worksOn = All
|difficulty = Medium
|stamina = 1-2
|notes =  50% meter, great cash in from a whiff punish/poke. At further ranges, clean hitting {{clr|P|236236P}} is only possible if the extra stamina is spent on {{clr|H|~H}}. {{clr|H|~H}} Should also be used to get closer to the wall for a wallbreak.
|video = [https://youtu.be/r9ups6HcABg Video]
|recipePC = 95352
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
|| {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}}, {{clr|K|2K}} > {{clr|H|6H}} > {{clr|H|632146H}}|| Corner || 216 || Everyone || [2] {{clr|2|Easy}} ||Tyrant rave or the addition follow up on RTL are also options  || - || - || [https://youtu.be/d3CJxHWzOSw Video] ||1.23
 
{{GGST-ComboTableRow
|combo ={{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}}, {{clr|K|5K}}/{{clr|K|2K}} > {{clr|H|6H}} > {{clr|H|236H}} WS, {{clr|H|6H}}
|position = Corner
|damage = 204
|worksOn = All
|difficulty = Hard
|stamina = 0
|notes =  {{clr|K|5K}}, {{clr|K|2K}} is best point-blank but {{clr|K|2K}}, {{clr|K|2K}} works at further ranges. {{clr|K|5K}}, {{clr|K|5K}} works on some lighter characters for a small optimization.
|video =
|recipePC = 95355
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
|| {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > CL {{clr|P|236236P}}|| Corner || 228 || Everyone || [2] {{clr|2|Easy}} || Basic 50% meter corner combo || - || - || [https://youtu.be/pfxy2euTfsg Video] ||1.23
 
{{GGST-ComboTableRow
|combo ={{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|K|236K~K}}~66~{{clr|H|632146H}}
|position =  Corner to corner
|damage = 218
|worksOn = All
|difficulty = Hard
|stamina = 2
|notes = 50% meter, full horizontal RTL gives wallbreak, works from any range
|video = [https://youtu.be/SwRGC1N-IiE Video]
|recipePC = 95356
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
|| {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}} > 66, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S~S}}, {{clr|D|5[D]}}|| Corner || 220 || Light/Medium || [4] {{clr|4|Hard}}|| 1 stamina/meterless, requires microdash link c.S || - || - || [https://youtu.be/vCGFAx5cX9I Video] ||1.23
 
 
{{GGST-ComboTableRow
|combo ={{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|H|236H}}({{clr|H|~H}})~66~CL {{clr|P|236236P}}
|position = Midscreen to corner
|damage = 233(239)
|worksOn = All
|difficulty = Hard
|stamina = 1-2
|notes =  50% meter, starts wall breaking from slightly closer than round start position, can kara {{clr|P|236236P}} with either H or 66 followup
|video = [https://youtu.be/0zNbsOesmd4 Video]
|recipePC = 95358
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
|| {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H~H}} > RRC > 66, {{clr|S|c.s}} > {{clr|H|2H}} > {{clr|H|236H~H}} > WS, {{clr|H|6H}}|| Midscreen to corner || 232 || Everyone || [1] {{clr|1|Very Easy}} || 50% meter 2 stamina easy combo. microdash to confirm c.s. Tyrant Barrel or R.T.L for more damage. || - || - || [https://youtu.be/C_ZxSxGOTrc Video] || 1.23
 
 
{{GGST-ComboTableRow
|combo ={{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|236H~H}}~66~CL {{clr|P|236236P}}
|position =  Midscreen to corner
|damage = 241
|worksOn = All
|difficulty = Hard
|stamina = 2
|notes =  50% meter, needs to be done from half screen or less to clean hit. Omitting the {{clr|H|~H}} leads to less damage than the {{clr|S|f.S}} > {{clr|H|5H}} variation.
|video = [https://youtu.be/vDoBE5TCwSw Video]
|recipePC = 95360
|recipePS =
|checkedVersion = 1.24
}}
|-
 
 
{{GGST-ComboTableRow
|combo ={{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}} > 66, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S~S}}, {{clr|D|5[D]}}
|position = Corner
|damage = 220
|worksOn = Light/Medium
|difficulty = Hard
|stamina = 1
|notes =  meterless, requires microdash link {{clr|3|c.S}}
|video = [https://youtu.be/vCGFAx5cX9I Video]
|recipePC = 95362
|recipePS = 
|checkedVersion = 1.24
}}
|-
 
 
{{GGST-ComboTableRow
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}}
|position = Midscreen
|damage = 84
|worksOn = All
|difficulty = Easy
|stamina = 0
|notes =  Nice meterless knockdown with decent corner carry from Sin's popular pokes. However, {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|2H}} is extremely range dependent and whiffing {{clr|H|2H}} is very dangerous making this a {{clr|4|Hard}} combo in practice.
|video = [https://youtu.be/WHzKHkQsLyQ Video]
|recipePC = 95372
|recipePS =
|checkedVersion = 1.24
}}
|-
 
 
{{GGST-ComboTableRow
|combo = CH {{clr|S|c.S}} > {{clr|D|5[D]}} > (66 >) {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|236K}}({{clr|K|~K}})
|position = Anywhere
|damage = 161(177)
|worksOn = All
|difficulty = Medium
|stamina = 0-1
|notes =  Optimal low-stamina CH Punish. Needs to be done at near point-blank range. Best used for guaranteed CH punishes, such as on DP's. If the {{clr|S|c.S}} hits while the opponent is still airborne, micro-dash before the {{clr|K|5K}} to make sure the {{clr|K|236K}} connects.
|video =
|recipePC = 95375
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
|| {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} || Midscreen || 84 || Everyone || [4] {{clr|4|Hard}} || Nice meterless knockdown with decent corner carry from Sin's popular pokes. However, {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|2H}} is extremely range dependent and whiffing {{clr|H|2H}} is very dangerous making this a {{clr|4|Hard}} combo in practice. || - || - || - || 1.23
 
{{GGST-ComboTableRow
|combo = CH {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|623S~S}}~66 > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}}({{clr|K|~K}})
|position = Anywhere
|damage = 185(192)
|worksOn = All
|difficulty = Hard
|stamina = 2-3
|notes =  Optimal high-stamina CH Punish. For heavyweights, replace {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}}({{clr|K|~K}}) with '''{{clr|K|2K}} > {{clr|H|6H}} > {{clr|H|236H}}({{clr|H|~H}})'''.
|video =
|recipePC = 95376
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
|| {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|236H}}({{clr|H|~H}})~66~CL {{clr|P|236236P}} || Midscreen || 161(178) || Everyone || [3] {{clr|3|Medium}} || 1-2 Stamina and 50% meter, great cash in from a whiff punish/poke. At further ranges, clean hitting {{clr|P|236236P}} is only possible if the extra stamina is spent on {{clr|H|~H}}. {{clr|H|~H}} Should also be used to get closer to the wall for a wallbreak.|| - || - || - || 1.23
|}
|}


==={{clr|H|H}} Starters===
==={{clr|H|H}} Starters===
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable"  
|+{{clr|H|5H}}/{{clr|H|2H}}/{{clr|H|6H}}/{{clr|H|j.H}} Starters
|+{{clr|H|5H}}/{{clr|H|2H}}/{{clr|H|6H}}/{{clr|H|j.H}} Starters
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
|| CH {{clr|H|6H}} > {{clr|K|5K}} > jc > {{clr|K|j.K}} > adc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H}} WS, {{clr|H|6H}} || Corner || 215 || Everyone || [2] {{clr|2|Easy}} || Basic counterhit 6H corner combo, no meter || - || - || [https://youtu.be/HQhyV5My6rA Video] ||1.23
{{GGST-ComboTableRow
|combo = {{clr|H|5H}} > {{clr|S|623S~S}}~66, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}}
|position = Anywhere
|damage = 153
|worksOn = All
|difficulty = Easy
|stamina = 2
|notes =  5H BnB that works anywhere on screen. Offers a lot of corner carry.
|video =
|recipePC = 95383
|recipePS =
|checkedVersion = 1.24
}}
 
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|5H}}, microdash, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}} > {{clr|K|5K or 2K}} > {{clr|H|6H}} > {{clr|H|236H}} > {{clr|P|236236P}} OR {{clr|H|6H}}
|position = Corner
|damage = 220+ Varies
|worksOn = All
|difficulty = Medium
|stamina = 0
|notes =  0 Stamina, 0 or 50 Tension confirm from CH {{clr|H|5H}}. If opponent was crouching, can link 2S from CH 5H to avoid microdash, but c.S gives more damage and works on standing and crouching. 2K can be more consistent than 5K, but gives slightly less damage.
|video =
|recipePC = 95384
|recipePS =
|checkedVersion = 1.24
}}
 
 
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|5H}}, {{clr|K|2K}} > {{clr|D|2D}} > {{clr|H|236H}}
|position = Anywhere
|damage = 109
|worksOn = All (BR HC IN JC RA SO TE)
|difficulty = Easy
|stamina = 0
|notes =  0 Tension 0 Stamina confirm from CH {{clr|H|5H}}.  Against the listed characters, you must use 2K, but for the others you may instead use 5K, resulting in 112 damage.
|video =
|recipePC = 95384
|recipePS =
|checkedVersion = 1.24
}}
 
|-
{{GGST-ComboTableRow
|combo =Cr CH {{clr|H|5H}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|236H}}
|position = Anywhere
|damage = 132
|worksOn = All
|difficulty = Easy
|stamina = 0
|notes = 0 Tension 0 Stamina confirm from Crouching CH {{clr|H|5H}}. If you want Okizeme, try {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}}. If you're too far for {{clr|S|c.S}}, then use {{clr|K|5K}} instead.
|video =
|recipePC = 95385
|recipePS =
|checkedVersion = 1.24
}}
 
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|6H}} > {{clr|K|5K}} > jc > {{clr|K|j.K}} > adc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H}} WS, {{clr|H|6H}}
|position = Corner
|damage = 201
|worksOn = All
|difficulty = Easy
|stamina = 0
|notes = Basic counterhit 6H corner combo, no meter
|video = [https://youtu.be/HQhyV5My6rA Video]
|recipePC = 95386
|recipePS =
|checkedVersion = 1.24
}}
 
|-
{{GGST-ComboTableRow
|combo ={{clr|H|5H}} > {{clr|S|623S~S}}~66, {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|2H(1)}} > {{clr|H|236H}}, WS, dash {{clr|H|6H}}
|position = Near Corner  
|damage = 196
|worksOn = All
|difficulty = Medium
|stamina = 2
|notes =  midscreen wallbreak variation. Can have trouble breaking the wall depending on distance to corner. This route works best around roundstart.
|video =
|recipePC = 95388
|recipePS =
|checkedVersion = 1.24
}}
 
|-
{{GGST-ComboTableRow
|combo =CH {{clr|H|6H}} > 66~{{clr|S|c.S}} > Dash > {{clr|S|c.S}} > {{clr|D|5[D]}} > {{clr|K|2K}} > {{clr|H|6H}} > (dl.){{clr|S|623S}} WS, {{clr|H|6H}}  
|position = Corner
|damage = 224
|worksOn = All
|difficulty = Medium
|stamina = 0
|notes =  Optimal counterhit 6H corner combo, might need to delay DP to catch some characters
|video =
|recipePC = 95389
|recipePS =
|checkedVersion = 1.24
}}
 
|-
{{GGST-ComboTableRow
|combo = {{clr|H|6H}} > {{clr|S|623S~S}}~66, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|623S}} WS, {{clr|H|6H}}
|position = Corner
|damage = 206
|worksOn = All
|difficulty = Hard
|stamina = 2
|notes =  Difficult to confirm but applicable against opponents who upback against Sin's {{K}} normals. This is the best route if there's no wall damage. If there's even a little it's better to end with {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|236H}} WS, {{clr|D|5[D]}}
|video =
|recipePC = 95391
|recipePS =
|checkedVersion = 1.24
}}
 
|-
{{GGST-ComboTableRow
|combo = {{clr|H|6H}} > {{clr|S|623S~S}}~66, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}}
|position = Midscreen
|damage = 147 (GO)
|worksOn = GO,PO,NA
|difficulty = Hard
|stamina = 2
|notes =  Specific to Big Body heavyweights. Like the corner combo variation but can be done midscreen. Can be routed into the corner combo when near corner.
|video =
|recipePC = 95392
|recipePS =
|checkedVersion = 1.24
}}
 
|-
{{GGST-ComboTableRow
|combo ={{clr|H|6H}} > {{clr|S|623S~S}}~66, {{clr|K|5K}}/{{clr|K|2K}}* > ({{clr|H|6H}}) > {{clr|H|236H}}
|position = Midscreen
|damage = 153 (FA)
|worksOn = CH, FA, MI
|difficulty = Hard
|stamina = 2
|notes =  Highly specific. {{clr|2|5K}} for Chip and Millia, {{clr|2|2K}} for Faust. Omit {{clr|4|6H}} for Millia. Can be routed into the corner combo if near corner.
|video =
|recipePC = 95393
|recipePS =
|checkedVersion = 1.24
}}
 
|-
|-
|| CH {{clr|H|5H(2)}} > {{clr|S|623S~S}}~66 > {{clr|S|c.S}} > {{clr|H|2H(2)}} > {{clr|S|623S~S}}, WS, {{clr|H|6H}} || Midscreen || 219 || Everyone || [2] {{clr|2|Easy}} || Midscreen DP punish. Eats all your stamina, but part of playing Sin is taking risk to get your reward. || - || - ||||1.23
|}
|}


==={{clr|D|D}} Starters===
==={{clr|D|D}} Starters===
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable"  
|+{{clr|D|5D}}/{{clr|D|2D}}/{{clr|D|j.D}} Starters
|+{{clr|D|5D}}/{{clr|D|2D}}/{{clr|D|j.D}} Starters
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
|| {{clr|D|2D}} > {{clr|S|623S~S}} > 66 > {{clr|S|c.S}} > {{clr|H|2H}} >{{clr|H|236H~H}} || Corner || 187 || Everyone but heavies|| [3] {{clr|3|Medium}} || {{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?t=10 Video] ||1.23
{{GGST-ComboTableRow
|combo = {{clr|D|2D}} > {{clr|S|623S~S}}~66 > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H~H}}  
|position = Corner
|damage = 187
|worksOn = All but heavies
|difficulty = Medium
|stamina = 3
|notes = {{clr|S|c.S}} timing may vary on weightclass. Make sure to do the follow up on the specials. Generates 31 tension
|video = [https://youtu.be/R6JSyo1Tmho?t=10 Video]
|recipePC = 95405
|recipePS =
|checkedVersion = 1.24
}}
 
|-
{{GGST-ComboTableRow
|combo = CH {{clr|D|2D}} > {{clr|S|214S}} > 66, {{clr|K|2K}} > {{clr|H|6H}} > {{clr|H|236H}}
|position = Corner
|damage = 121
|worksOn = All
|difficulty = Medium
|stamina = 0
|notes = 0 Stamina confirm from {{clr|D|2D}}. Use RTL instead of Beak Driver to break the wall from anywhere.
|video =
|recipePC = 95406
|recipePS =
|checkedVersion = 1.24
}}
 
|-
{{GGST-ComboTableRow
|combo = CH {{clr|D|2D}} > {{clr|S|214S}}~66 > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|623S~S}} > {{clr|H|6H}}
|position = Corner
|damage = 194
|worksOn = All
|difficulty = Medium
|stamina = 2
|notes = Make sure you do not follow up on Hoof Stomp. Generates 33 tension.
|video = [https://youtu.be/R6JSyo1Tmho Video]
|recipePC = 95407
|recipePS =
|checkedVersion = 1.24
}}
 
|-
|-
|| CH {{clr|D|2D}} > {{clr|S|214S}} > 66 > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|623S~S}} > {{clr|H|6H}} || Corner || 197 || Everyone || [3] {{clr|3|Medium}} || Make sure you do not follow up on Hoof Stomp. Generates 33 tension.|| || || [https://youtu.be/R6JSyo1Tmho Video] || 1.23
|}
|}




;{{clr|5|Charged Dust}} Starters
;{{clr|5|Charged Dust}} Starters
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable"  
|+{{clr|D|5[D]}} Starters
|+{{clr|D|5[D]}} Starters
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
|| {{clr|D|5[D]}}8, {{clr|H|j.H}} > jc > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|4|j.H}} > jc > {{clr|H|j.HH}} || Anywhere || 214 || Everyone except BA CH GI JC LE MA PO RA || [2] {{clr|2|Easy}} || Charged Dust BNB  || - || - || - ||1.23
{{GGST-ComboTableRow
|combo = {{clr|D|5[D]}}8, {{clr|H|j.H}} > {{clr|K|j.K}} > jc, {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > jc, {{clr|S|j.SS}}
|position = Anywhere
|damage = 207
|worksOn = Everyone (PO)
|difficulty = Very Easy
|stamina = 0
|notes = 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 = [https://youtu.be/IzLuwuz1pxo Video]
|recipePC = 95408
|recipePS =
|checkedVersion = 1.24
}}
 
|-
|-
|| {{clr|D|5[D]}}8, {{clr|H|j.H}} > jc, {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|j.S}} > jc, {{clr|S|j.SS}} || Anywhere || 213~ || GI LE || [2] {{clr|2|Easy}} || Leo and Giovanna need a {{clr|S|j.S}} at the end of their combo. || - || - || - ||1.23
{{GGST-ComboTableRow
|combo = {{clr|D|5[D]}}8, {{clr|H|j.H}} > jc, {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|j.S}} > jc, {{clr|H|j.HH}}
|position = Anywhere
|damage = 214
|worksOn = Everyone except BA CH GI JC LE MA PO RA
|difficulty = Easy
|stamina = 0
|notes = Charged Dust BNB
|video =
|recipePC = 95409
|recipePS =
|checkedVersion = 1.24
}}
 
|-
{{GGST-ComboTableRow
|combo = {{clr|D|5[D]}}8, {{clr|H|j.H}} > jc, {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|j.S}} > jc, {{clr|S|j.SS}}
|position = Anywhere
|damage = 211 (LE)
|worksOn = GI LE
|difficulty = Easy
|stamina = 0
|notes =  Leo and Giovanna need a {{clr|S|j.S}} at the end of their combo.
|video =
|recipePC = 95410
|recipePS =
|checkedVersion = 1.24
}}
 
|-
|-
|| {{clr|D|5[D]}}8, {{clr|S|j.S}} > {{clr|H|j.H}} > jc, {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > jc, {{clr|H|j.HH}} || Anywhere || 212~ || BA JC RA || [2] {{clr|2|Easy}} || Baiken, Jack-O' and Ramlethal need an extra hit at the start to gain more height. || - || - || - ||1.23
{{GGST-ComboTableRow
|combo = {{clr|D|5[D]}}8, {{clr|S|j.S}} > {{clr|H|j.H}} > jc, {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > jc, {{clr|H|j.HH}}
|position = Anywhere
|damage = 234 (BA)
|worksOn = BA JC RA
|difficulty = Easy  
|stamina = 0
|notes = Baiken, Jack-O' and Ramlethal need an extra hit at the start to gain more height.
|video =
|recipePC = 95411
|recipePS =
|checkedVersion = 1.24
}}
 
|-
|-
|| {{clr|D|5[D]}}8, {{clr|S|j.S}} > {{clr|H|j.H}} > jc, {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > jc, {{clr|S|j.SS}} || Anywhere || 211 || CH MA || [2] {{clr|2|Easy}} || Similar to Leo and Giovanna, but for the previous combo. || - || - || - ||1.23
{{GGST-ComboTableRow
|combo = {{clr|D|5[D]}}8, {{clr|S|j.S}} > {{clr|H|j.H}} > jc, {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > jc, {{clr|S|j.SS}}
|position = Anywhere
|damage = 253 (CH)
|worksOn =  CH MA  
|difficulty = Easy  
|stamina = 0
|notes = Similar to Leo and Giovanna, but for the previous combo.
|video =
|recipePC = 95413
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
|| {{clr|D|5[D]}}8, {{clr|H|j.H}} > {{clr|K|j.K}} > jc, {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > jc, {{clr|S|j.SS}} || Anywhere || 207 || Everyone (PO) || [1] {{clr|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
|}
|}


==={{clr|D|Throw}} Combos===
==={{clr|D|Throw}} Combos===
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable"  
|+{{clr|D|Throw}} Combos
|+{{clr|D|Throw}} Combos
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
|| {{clr|D|4D/6D}} > RRC, {{clr|D|j.D}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} WS, {{clr|D|5[D]}} || Corner|| 162 || Everyone || [2] {{clr|2|Easy}} || 0 Stamina wall break route for a full health wall. || - || - || [https://youtu.be/CLSzR2aQzv0 Video] ||1.23
{{GGST-ComboTableRow
|combo = {{clr|D|4D}}/{{clr|D|6D}} > RRC, {{clr|D|j.D}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} WS, {{clr|D|5[D]}}
|position = Corner
|damage = 162
|worksOn = Everyone
|difficulty = Easy
|stamina = 0
|notes =  wall break route for a full health wall.
|video = [https://youtu.be/CLSzR2aQzv0 Video]
|recipePC = 95415
|recipePS =
|checkedVersion = 1.24
}}
 
|-
{{GGST-ComboTableRow
|combo = {{clr|D|4D}}/{{clr|D|6D}} > RRC, 66 {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H~H}} WS, {{clr|D|5[D]}}
|position = Corner
|damage = 171
|worksOn = Everyone
|difficulty = Easy
|stamina = 1
|notes =  wall break route for a full health wall
|video = [https://youtu.be/J24Oy1NsqZo Video]
|recipePC = 95416
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
|| {{clr|D|4D/6D}} > RRC, 66 {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H~H}} WS, {{clr|D|5[D]}} || Corner|| 171 || Everyone || [2] {{clr|2|Easy}} || 1 Stamina wall break route for a full health wall. || - || - || [https://youtu.be/J24Oy1NsqZo Video] ||1.23
 
{{GGST-ComboTableRow
|combo = {{clr|D|4D}}/{{clr|D|6D}} > RRC, (66) or (44, 66) {{clr|D|5[D]}}, (microdash) {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}}~66~CL {{clr|P|236236P}}
|position = Anywhere
|damage = 191
|worksOn = Everyone
|difficulty = Medium
|stamina = 1
|notes = 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 = [https://youtu.be/f-xlGZp3m3k Video]
|recipePC = 95418
|recipePS =
|checkedVersion = 1.24
}}
|-
|-
||{{clr|D|4D/6D}} > RRC, 66 {{clr|D|5[D]}}, (microdash) {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}}~66~CL {{clr|P|236236P}} || Anywhere || 191 || Everyone || [3] {{clr|3|Medium}} || 100% tension dump with at least 1 Stamina. Will always reach the wall if thrown in the right direction. Microdash is needed for lightweights. || - || - || [https://youtu.be/f-xlGZp3m3k Video] ||1.23
|}
|}


===Special Move Starters===
===Special Move Starters===
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable"  
|+Special Move Starters
|+Special Move Starters
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
|| CH {{clr|K|236K}}, {{clr|K|5K}} > {{clr|P|6P}} > {{clr|H|236H}}~{{clr|H|H}} || Anywhere || 121 || KY || [3] {{clr|3|Medium}} || Small optimisation on counter hit [[GGST/Sin_Kiske#Elk_Hunt|Elk Hunt]], linking {{clr|K|5K}} instead of using any follow-up.  || - || - || - ||1.23
{{GGST-ComboTableRow
|combo = CH {{clr|K|236K}}, {{clr|K|2K}} > {{clr|D|2D}} > ({{clr|P|63214P}})
|position = Anywhere
|damage = 77
|worksOn = All (BR HC IN JC RA SO TE)
|difficulty = Easy
|stamina = 0
|notes =  Same idea as before, but using a {{clr|D|2D}} route to preserve stamina. Against the listed characters, you must use {{clr|K|2K}}, but for the others you may instead use {{clr|K|5K}}, resulting in 80 damage.
|video = [https://youtu.be/uu4TH-BOsLg Video]
|recipePC = 95421
|recipePS =
|checkedVersion = 1.24
}}
 
|-
 
{{GGST-ComboTableRow
|combo = CH {{clr|K|236K}}, {{clr|K|5K}} > {{clr|P|6P}} > {{clr|H|236H}}~{{clr|H|H}}
|position = Anywhere
|damage = 121
|worksOn = KY
|difficulty = Medium
|stamina = 1
|notes =  Small optimisation on counter hit [[GGST/Sin_Kiske#Elk_Hunt|Elk Hunt]], linking {{clr|K|5K}} instead of using any follow-up.
|video = [https://youtu.be/KlT-uOeDAFE Video]
|recipePC = 95422
|recipePS =
|checkedVersion = 1.24
}}
 
|-
 
{{GGST-ComboTableRow
|combo = Cr CH {{clr|K|236K}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|236H}}
|position = Anywhere
|damage = 109
|worksOn = Everyone
|difficulty = Medium
|stamina = 0
|notes = If you catch the opponent '''''crouching''''' with a counter hit [[GGST/Sin_Kiske#Elk_Hunt|Elk Hunt]] you can now combo {{clr|K|5K}} > {{clr|H|6H}} together. With the launch from {{clr|H|6H}}, you no longer need to spend 1 stamina to keep your [[GGST/Sin_Kiske#Beak_Driver|Beak Driver]] safe anymore, though you still can if you are nearing a wall.
|video = [https://youtu.be/-dI2zQ-NWdM Video]
|recipePC = 95423
|recipePS =
|checkedVersion = 1.24
}}
 
|-
|-
|| CH {{clr|K|236K}}, {{clr|K|2K}} > {{clr|D|2D}} > ({{clr|P|63214P}}) || Anywhere || 77 || All (BR HC IN JC RA SO TE) || [2] {{clr|2|Easy}} || Same idea as before, but using a {{clr|D|2D}} route to preserve stamina. Against the listed characters, you must use {{clr|K|2K}}, but for the others you may instead use {{clr|K|5K}}, resulting in 80 damage. || - || - || - ||1.23
{{GGST-ComboTableRow
|combo = CH {{clr|H|236H}}~66, {{clr|P|2P}} > {{clr|P|6P}} > {{clr|S|623S}}
|position = Anywhere
|damage = 99
|worksOn = KY
|difficulty = Medium
|stamina = 1
|notes =  It's recommended to confirm this route by using a {{tt|[[GGST/Movement#Counter_Hit_Confirm_Option_Select|Counter Hit Confirm Option Select]]|({{clr|H|236H}} > {{MMC|input=236H~H|label={{clr|H|H}}}} ~ {{MMC|input=66 after special move|label=Dash Macro}}) or ({{clr|H|236H}} > {{MMC|input=236H~H|label={{clr|H|6H}}}} ~ {{MMC|input=66 after special move|label=6}}) Press the 2nd input just before the 1st active frame of [[GGST/Sin_Kiske#Beak_Driver|Beak Driver]]. Wait the same amount of time between the 1st input and the 2nd, then press the 3rd input.}} as using [[GGST/Sin_Kiske#Gazelle_Step|Gazelle Step]] on normal hit is ''very'' punishable. Be wary that the range you begin at may restrict your route to only {{clr|P|2P}} > {{clr|S|623S}}, or you may be forced to use another stamina to remain safe with {{clr|P|2P}} > {{clr|P|6P}} > {{clr|H|236H}}~{{MMC|input=236H~H|label={{clr|H|H}}}}.
|video = [https://youtu.be/nnv9_VYOqJI Video]
|recipePC = 95424
|recipePS =
|checkedVersion = 1.24
}}
 
|-
|-
|| Cr CH {{clr|K|236K}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|236H}} || Anywhere || 105 || All || [3] {{clr|3|Medium}} || If you catch the opponent '''''crouching''''' with a counter hit [[GGST/Sin_Kiske#Elk_Hunt|Elk Hunt]] you can now combo {{clr|K|5K}} > {{clr|H|6H}} together. With the launch from {{clr|H|6H}}, you no longer need to spend 1 stamina to keep your [[GGST/Sin_Kiske#Beak_Driver|Beak Driver]] safe anymore, though you still can if you are nearing a wall. || - || - || - ||1.23
{{GGST-ComboTableRow
|combo = CH {{clr|H|236H}}~66, {{clr|P|2P}} > {{clr|S|623S~S}}~66 > {{clr|K|2K}} > {{clr|H|6H}} > {{clr|H|236H}} > (WS) {{clr|H|(6H)}}  
|position = Anywhere (Midscreen)
|damage = 133 (174)
|worksOn = Everyone
|difficulty = Medium
|stamina = 3
|notes =  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 = [https://youtu.be/lX3-c4Ly-f0 Video]
|recipePC = 95425
|recipePS =
|checkedVersion = 1.24
}}
 
|-
|-
|| CH {{clr|H|236H}}~66, {{clr|P|2P}} > {{clr|P|6P}} > {{clr|S|623S}} || Anywhere || 99 || KY || [3] {{clr|3|Medium}} || It's recommended to confirm this route by using a {{tt|[[GGST/Movement#Counter_Hit_Confirm_Option_Select|Counter Hit Confirm Option Select]]|({{clr|H|236H}} > {{MMC|input=236H~H|label={{clr|H|H}}}} ~ {{MMC|input=66 after special move|label=Dash Macro}}) or ({{clr|H|236H}} > {{MMC|input=236H~H|label={{clr|H|6H}}}} ~ {{MMC|input=66 after special move|label=6}}) Press the 2nd input just before the 1st active frame of [[GGST/Sin_Kiske#Beak_Driver|Beak Driver]]. Wait the same amount of time between the 1st input and the 2nd, then press the 3rd input.}} as using [[GGST/Sin_Kiske#Gazelle_Step|Gazelle Step]] on normal hit is ''very'' punishable. Be wary that the range you begin at may restrict your route to only {{clr|P|2P}} > {{clr|S|623S}}, or you may be forced to use another stamina to remain safe with {{clr|P|2P}} > {{clr|P|6P}} > {{clr|H|236H}}~{{MMC|input=236H~H|label={{clr|H|H}}}}. || - || - || - ||1.23
{{GGST-ComboTableRow
|combo = Cr CH {{clr|H|236H}}~66, {{clr|K|2K}} > {{clr|H|6H}} > {{clr|H|236H}}
|position = Anywhere
|damage = 108
|worksOn = KY
|difficulty = Medium
|stamina = 1
|notes = As with the previous route, confirm this route by using a {{tt|[[GGST/Movement#Counter_Hit_Confirm_Option_Select|Counter Hit Confirm Option Select]]|({{clr|H|236H}} > {{MMC|input=236H~H|label={{clr|H|H}}}} ~ {{MMC|input=66 after special move|label=Dash Macro}}) or ({{clr|H|236H}} > {{MMC|input=236H~H|label={{clr|H|6H}}}} ~ {{MMC|input=66 after special move|label=6}}) Press the 2nd input just before the 1st active frame of [[GGST/Sin_Kiske#Beak_Driver|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 {{clr|K|2K}} > {{clr|H|6H}} route instead for more damage. {{clr|H|6H}}'s advancing properties mean that this confirm is consistent even when hitting [[GGST/Sin_Kiske#Beak_Driver|Beak Driver]] at max range.
|video =  
|recipePC = 95426
|recipePS =
|checkedVersion = 1.24
}}
 
|-
|-
|| CH {{clr|H|236H}}~66, {{clr|P|2P}} > {{clr|S|623S~S}}~66 > {{clr|K|2K}} > {{clr|H|6H}} > {{clr|H|236H}} > (WS) {{clr|H|(6H)}} || Anywhere (Midscreen) || 133 (174) || All || [3] {{clr|3|Medium}} || Max stamina usage. 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. || - || - || - ||1.23
{{GGST-ComboTableRow
|combo = ({{clr|S|214S}})~CH {{MMC|input=214S~S|label={{clr|S|S}}}}~66, {{clr|K|2K}} > {{clr|H|6H}} > {{clr|H|236H}}
|position = Anywhere
|damage = 123
|worksOn = KY
|difficulty = Medium
|stamina = 2
|notes =  If you catch people mashing after they block your [[GGST/Sin_Kiske#Hoof_Stomp|Hoof Stomp]], you can convert off the followup if it counter hits. Use the same route for Counter Hitting the followup of [[GGST/Sin_Kiske#Beak_Driver|Beak Driver]].
|video =
|recipePC = 95427
|recipePS =
|checkedVersion = 1.24
}}
 
|-
|-
|| Air CH {{clr|H|236H}}~66, {{clr|S|c.S}} > {{clr|S|623~66S~S}}~66 > {{clr|K|2K}} > {{clr|H|6H}} > {{clr|H|236H}} > WS {{clr|H|6H}} || Midscreen || 198 || All || [4] {{clr|4|Hard}} || 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
{{GGST-ComboTableRow
|combo = ({{clr|K|236K}})~CH {{MMC|input=236K~K|label={{clr|K|K}}}}[~66] OR [, 66] , {{clr|S|c.S}} > {{clr|H|2H}}(2) > {{clr|S|214S}}(2)~66, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|623S}} WS, {{clr|H|6H}}
|position = Midscreen OR Near Corner/Corner
|damage = 232
|worksOn = KY
|difficulty = Medium
|stamina = 2 or 3
|notes =  If you catch people mashing after they block your [[GGST/Sin_Kiske#Elk_Hunt|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 [[GGST/Sin_Kiske#Gazelle_Step|Gazelle Step]] - a normal dash will be enough to be in range of {{clr|S|c.S}}.
|video =
|recipePC = 95429
|recipePS =
|checkedVersion = 1.24
}}
 
|-
|-
|| Cr CH {{clr|H|236H}}~66, {{clr|K|2K}} > {{clr|H|6H}} > {{clr|S|623S}} || Anywhere || 104 || KY || [3] {{clr|3|Medium}} || As with the previous route, confirm this route by using a {{tt|[[GGST/Movement#Counter_Hit_Confirm_Option_Select|Counter Hit Confirm Option Select]]|({{clr|H|236H}} > {{MMC|input=236H~H|label={{clr|H|H}}}} ~ {{MMC|input=66 after special move|label=Dash Macro}}) or ({{clr|H|236H}} > {{MMC|input=236H~H|label={{clr|H|6H}}}} ~ {{MMC|input=66 after special move|label=6}}) Press the 2nd input just before the 1st active frame of [[GGST/Sin_Kiske#Beak_Driver|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 {{clr|K|2K}} > {{clr|H|6H}} route instead for more damage. {{clr|H|6H}}'s advancing properties mean that this confirm is consistent even when hitting [[GGST/Sin_Kiske#Beak_Driver|Beak Driver]] at max range. || - || - || - ||1.23
{{GGST-ComboTableRow
|combo = ({{clr|K|236K}})~CH {{MMC|input=236K~K|label={{clr|K|K}}}}~66, {{clr|S|c.S}} > {{clr|H|2H}}(2) > {{clr|S|214S}}(2)~66, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|P|236236[P]}}~{{clr|P|]P[}} CL WB
|position = Back Corner
|damage = 253
|worksOn = Everyone
|difficulty = Medium
|stamina = 3
|notes =  This route is very similar to the Corner Route, but you are forced to spend tension to be able to reach the wall.
|video =
|recipePC = 95431
|recipePS =
|checkedVersion = 1.24
}}
 
|-
|-
|| ({{clr|S|214S}})~CH {{MMC|input=214S~S|label={{clr|S|S}}}}~66, {{clr|K|2K}} > {{clr|H|6H}} > {{clr|H|236H}} || Anywhere || 131 || KY || [3] {{clr|3|Medium}} || If you catch people mashing after they block your [[GGST/Sin_Kiske#Hoof_Stomp|Hoof Stomp]], you can convert off the followup if it counter hits. Use the same route for Counter Hitting the followup of [[GGST/Sin_Kiske#Beak_Driver|Beak Driver]]. || - || - || - ||1.23
{{GGST-ComboTableRow
|combo = ({{clr|K|236K}})~CH {{MMC|input=236K~K|label={{clr|K|K}}}}~66, {{clr|S|c.S}} > Dash, {{clr|S|c.S}} > {{clr|H|2H}}(2) > {{clr|S|214S}}(2)~66, {{clr|K|2K}} > {{clr|H|6H}} > {{clr|H|236H}} WS, {{clr|D|5[D]}}
|position = Near Back Corner
|damage = 232
|worksOn = KY
|difficulty = Medium
|stamina = 3
|notes = 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 {{clr|H|236H}} as {{clr|H|6H}} will splat instead. In those cases you should use the Corner Route above instead to prevent an early wallsplat.
|video =
|recipePC = 95434
|recipePS =
|checkedVersion = 1.24
}}
 
|-
|-
|| ({{clr|K|236K}})~CH {{MMC|input=236K~K|label={{clr|K|K}}}}[~66] OR [, 66] , {{clr|S|c.S}} > {{clr|H|2H}}(2) > {{clr|S|214S}}(2)~66, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|623S}} WS, {{clr|D|5[D]}} || Midscreen OR Near Corner/Corner || 246 || KY || [3] {{clr|3|Medium}} ||  If you catch people mashing after they block your [[GGST/Sin_Kiske#Elk_Hunt|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 [[GGST/Sin_Kiske#Gazelle_Step|Gazelle Step]] - a normal dash will be enough to be in range of {{clr|S|c.S}}. || - || - || - ||1.23
{{GGST-ComboTableRow
|combo = ({{clr|K|236K}})~CH {{MMC|input=236K~K|label={{clr|K|K}}}}[~66] OR [, 66] {{clr|K|5K}} > jc, {{clr|K|j.K}} > j.66, {{clr|S|j.S}} > {{clr|H|j.H}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|623S}}(2) WS, {{clr|H|6H}}
|position = Midscreen OR Near Corner/Corner
|damage =  225
|worksOn = KY
|difficulty = Medium
|stamina = 1 or 2
|notes = Now, for the routes that only spend the necessary 2 Stamina at the start and no more. Similarly, the [[GGST/Sin_Kiske#Gazelle_Step|Gazelle Step]] at the start of the combo is not mandatory if you're starting near the corner.
|video =
|recipePC = 95436
|recipePS =
|checkedVersion = 1.24
}}
 
|-
|-
|| ({{clr|K|236K}})~CH {{MMC|input=236K~K|label={{clr|K|K}}}}~66, {{clr|S|c.S}} > {{clr|H|2H}}(2) > {{clr|S|214S}}(2)~66, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|P|236236[P]}}~{{clr|P|]P[}} CL WB || Back Corner || 268 || KY || [3] {{clr|3|Medium}} || 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
{{GGST-ComboTableRow
|combo = ({{clr|K|236K}})~CH {{MMC|input=236K~K|label={{clr|K|K}}}}~66 {{clr|K|5K}} > jc, {{clr|K|j.K}} > j.66, {{clr|S|j.S}} > {{clr|H|j.H}}, {{clr|S|c.S}} > {{clr|H|2H}}(2) > {{clr|H|236H}} WS, {{clr|H|6H}}
|position = Near Midscreen
|damage = 215
|worksOn = KY
|difficulty = Medium
|stamina = 2
|notes = You may be forced to use {{clr|H|2H}}(2) > {{clr|H|236H}} if you're not going to touch the wall for the last string. This {{clr|H|2H}}(2) gives enough space for the [[GGST/Sin_Kiske#Beak_Driver|Beak Driver]] to wallsplat at a longer distance.
|video =
|recipePC = 95437
|recipePS =
|checkedVersion = 1.24
}}
 
|-
|-
|| ({{clr|K|236K}})~CH {{MMC|input=236K~K|label={{clr|K|K}}}}~66, {{clr|S|c.S}} > 66, {{clr|S|c.S}} > {{clr|H|2H}}(2) > {{clr|S|214S}}(2)~66, {{clr|K|2K}} > {{clr|H|6H}} > {{clr|H|236H}} WS, {{clr|D|5[D]}} || Near Back Corner || 248 || KY || [3] {{clr|3|Medium}} || 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 {{clr|H|236H}} as {{clr|H|6H}} will splat instead. In those cases you should use the Corner Route above instead to prevent an early wallsplat. || - || - || - ||1.23
{{GGST-ComboTableRow
|combo = ({{clr|H|236H}})~CH {{MMC|input=236H~H|label={{clr|H|H}}}}~66, {{clr|S|c.S}} > {{clr|H|2H}}(2) > {{clr|S|214S}}(2), {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|236H}} WS, {{clr|H|6H}}  
|position = Midscreen
|damage = 233
|worksOn = Everyone
|difficulty = Medium
|stamina = 2
|notes =  While you can use the {{clr|K|2K}} to convert off of ({{clr|H|236H}})~CH {{MMC|input=236H~H|label={{clr|H|H}}}}~66 as mentioned in the [[GGST/Sin_Kiske#Hoof_Stomp|Hoof Stomp]] confirm, [[GGST/Sin_Kiske#Beak_Driver|Beak Driver]] conversions can actually start with {{clr|S|c.S}}. You'll need to end near the corner to land a {{clr|S|214S}} at the end of the combo anyway, so in that case you won't need to spend your last stamina on [[GGST/Sin_Kiske#Gazelle_Step|Gazelle Step]] unless you want another {{clr|S|c.S}} to maximise damage. To break the wall from further away, try {{clr|S|c.S}} > {{clr|H|6H}} > [[GGST/Sin_Kiske#R.T.L|RTL]]
|video =
|recipePC = 95438
|recipePS =
|checkedVersion = 1.24
}}
 
|-
|-
|| ({{clr|K|236K}})~CH {{MMC|input=236K~K|label={{clr|K|K}}}}[~66] OR [, 66] {{clr|K|5K}} > jc, {{clr|K|j.K}} > j.66, {{clr|S|j.S}} > {{clr|H|j.H}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|623S}}(2) WS, {{clr|H|6H}} || Midscreen OR Near Corner/Corner || 235/240 || KY || [3] {{clr|3|Medium}} || Now, for the routes that only spend the necessary 2 Stamina at the start and no more. Similarly, the [[GGST/Sin_Kiske#Gazelle_Step|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
{{GGST-ComboTableRow
|combo = ({{clr|H|236H}})~CH {{MMC|input=236H~H|label={{clr|H|H}}}}, {{clr|S|2S}} > dl.{{clr|H|2H}}(2) > {{clr|S|214S}}(1), {{clr|K|5K}} > {{clr|H|6H}} > {{clr|P|236236[P]}}~{{clr|P|]P[}} CL WB
|position = Corner
|damage = 241
|worksOn = KY
|difficulty = Medium
|stamina = 1
|notes =  If you catch people mashing after they block your [[GGST/Sin_Kiske#Beak_Driver|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.
|video =
|recipePC = 95439
|recipePS =
|checkedVersion = 1.24
}}
 
|-
|-
|| ({{clr|K|236K}})~CH {{MMC|input=236K~K|label={{clr|K|K}}}}~66 {{clr|K|5K}} > jc, {{clr|K|j.K}} > j.66, {{clr|S|j.S}} > {{clr|H|j.H}}, {{clr|S|c.S}} > {{clr|H|2H}}(2) > {{clr|H|236H}} WS, {{clr|H|6H}} || Near Midscreen || 232 || KY || [3] {{clr|3|Medium}} || You may be forced to use {{clr|H|2H}}(2) > {{clr|H|236H}} if you're not going to touch the wall for the last string. This {{clr|H|2H}}(2) gives enough space for the [[GGST/Sin_Kiske#Beak_Driver|Beak Driver]] to wallsplat at a longer distance. || - || - || - ||1.23
{{GGST-ComboTableRow
|combo = ({{clr|H|236H}})~CH {{MMC|input=236H~H|label={{clr|H|H}}}}, {{clr|S|2S}} > dl.{{clr|H|2H}}(2) > {{clr|S|214S}}(1)~66, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|623S}} WS, {{clr|H|6H}}  
|position = Corner
|damage = 225
|worksOn = KY
|difficulty = Medium
|stamina = 2
|notes = If you have the 2nd stamina available to break the wall, then you should go for it to save yourself 50 tension
|video =
|recipePC = 95440
|recipePS =
|checkedVersion = 1.24
}}
 
|-
|-
|| ({{clr|K|236K}})~CH {{MMC|input=236K~K|label={{clr|K|K}}}}~66, {{clr|K|5K}} > jc, {{clr|K|j.K}} > j.66, {{clr|S|j.S}} > {{clr|H|j.H}}, {{clr|S|c.S}} > 66 > {{clr|P|236236[P]}}~{{clr|P|]P[}} CL WB || Back Corner || 249 || KY || [4] {{clr|4|Hard}} || If you start with your back to the wall, you need to Clean Hit [[GGST/Sin_Kiske#Tyrant_Barrel|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 {{clr|S|c.S}}{{clr|P|23[6+DASH]236P}} or {{clr|S|c.S}}{{clr|P|23623[6+DASH]P}} where DASH is the dash macro. || 87384 || - || - ||1.23
{{GGST-ComboTableRow
|combo = ({{clr|H|236H}})~CH {{MMC|input=236H~H|label={{clr|H|H}}}}~66, {{clr|S|c.S}} > {{clr|H|2H}}(2) > {{clr|S|214S}}(2)~66, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|623S}} WS, {{clr|H|6H}}
|position = Corner
|damage = 239
|worksOn = KY
|difficulty = Medium
|stamina = 3
|notes = Going all out and spending all 3 stamina. Arguably not worth it, but if you're going for a kill then why not.
|video =
|recipePC = 95442
|recipePS =
|checkedVersion = 1.24
}}
 
|-
|-
|| ({{clr|H|236H}})~CH {{MMC|input=236H~H|label={{clr|H|H}}}}, {{clr|S|2S}} > dl.{{clr|H|2H}}(2) > {{clr|S|214S}}(1), {{clr|K|5K}} > {{clr|H|6H}} > {{clr|P|236236[P]}}~{{clr|P|]P[}} CL WB || Corner || 242 || KY || [3] {{clr|3|Medium}} || If you catch people mashing after they block your [[GGST/Sin_Kiske#Beak_Driver|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
{{GGST-ComboTableRow
|combo = Air CH {{clr|H|236H}}~66, {{clr|S|c.S}} > {{clr|S|623S~S}}~66 > {{clr|K|2K}} > {{clr|H|6H}} > {{clr|H|236H}} > WS {{clr|H|6H}}
|position = Midscreen
|damage = 200
|worksOn = Everyone
|difficulty = Hard
|stamina = 3
|notes = 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.
|video =
|recipePC = 95444
|recipePS =
|checkedVersion = 1.24
}}
 
|-
|-
|| ({{clr|H|236H}})~CH {{MMC|input=236H~H|label={{clr|H|H}}}}, {{clr|S|2S}} > dl.{{clr|H|2H}}(2) > {{clr|S|214S}}(1)~66, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|623S}} WS, {{clr|H|6H}} || Corner || 227 || KY || [3] {{clr|3|Medium}} || If you have the 2nd stamina available to break the wall, then you should go for it to save yourself 50 tension. || - || - || - ||1.23
{{GGST-ComboTableRow
|combo = ({{clr|K|236K}})~CH {{MMC|input=236K~K|label={{clr|K|K}}}}~66, {{clr|K|5K}} > jc, {{clr|K|j.K}} > j.66, {{clr|S|j.S}} > {{clr|H|j.H}}, {{clr|S|c.S}}~66~{{clr|P|236236[P]}}~{{clr|P|]P[}} CL WB
|position = Back Corner
|damage = 234
|worksOn = KY
|difficulty = Hard
|stamina = 2
|notes =  If you start with your back to the wall, you need to Clean Hit [[GGST/Sin_Kiske#Tyrant_Barrel|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.
|video =
|recipePC = 95447
|recipePS =
|checkedVersion = 1.24
}}
 
|-
|-
|| ({{clr|H|236H}})~CH {{MMC|input=236H~H|label={{clr|H|H}}}}~66, {{clr|S|c.S}} > {{clr|H|2H}}(2) > {{clr|S|214S}}(2)~66, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|623S}} WS, {{clr|H|6H}} || Corner || 241 || KY || [3] {{clr|3|Medium}} || 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


|}
|}


==Navigation==
==Navigation==
<center>{{Character Label|{{#titleparts:{{PAGENAME}}|1|1}}|{{#titleparts:{{PAGENAME}}|1|2}}|45px}}</center>
{{GGST/Navigation}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:GGST/Navigation}}

Latest revision as of 03:52, 2 March 2024



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 players 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 P Starter Combo 1-2 Bar VersionGives a knockdown with fast but short ranged buttons.
77-89 Damage (Depending on amount of Ps used.)
Very Easy

(5P or 2P) xN > 6P > 236H~H > (66)
A versatile string for Sin to confirm a knockdown from 2P, either during low-risk pressure or to regain control of the situation from 2P abare An attack during the opponent's pressure, intended to interrupt it..

Subtract the amount of Ps based on range from the opponent, as too many will cause 6P to whiff. Generally, if Sin is almost touching their collision box you are able to get two hits before needing to gatling into 6P.

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 or f.S, if he chooses to spend it, he will likely get a meaty c.S.

BNB Close Range P Starter Combo 0 Bar VersionYou are now minus on hit.
61-77 Damage (Depending on amount of Ps used.)
Very Easy

(5P or 2P) xN > 6P > 236H
This combo carries similar value on block with the delay cancels P strings can bring. The difference comes in the ender, as 236H puts the opponent at fullscreen after a 6P special cancel, leaving Sin minus on hit and gives the opponent a reset to neutral, avoid this situation as much as possible.

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:

5K > 2D > 623S~S~66, c.S etc

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

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

Landing RTL Follow-up in the cornerHighly situational combo ender
248 Damage
Hard

c.S > 6H > 623S~632146~66~ H~7H~8H/2H~5H
A flashy combo which deals immense damage in the corner, mostly reserved for when Sin has 85% Tension and is certain it will end the round; otherwise it will use the weaker versions of the RTL Follow-up and consequently whiff.

A fun but extremely niche variation of this set-up exists which can work with only 50% tension involves using a raw Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. 632146 input by inputting 62486H. It's very difficult to land due to variance in character sizes and the jump height beforehand, but it's neat.

TK j.632146H ~ 4H ~ 3H ~ 5H

Damage Follow-Ups vs Gazelle Step:

Using Follow-Ups that deal Damage incurs a 60F longer Stamina penalty than cancelling into Gazelle Step. This means that using Gazelle Step even when you can otherwise get the same oki with a Damage Follow-Up (such as 236H~H in the corner) can still be a meaningful decision due to faster Stamina recovery.

Specials Damage Comparison:

When performing Kara TB or RTL, it is optimal to route into the most damaging available special in the following order priority:

  • 623S > 236H > 214S > 236K

Combo List

  • All damage values are tested on  Ky at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
  • The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).

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 112 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.
95334
(PC)
1.24
c.S > Dash, c.S > Dash, c.S > Delay 2S > 2H > 236K Anywhere 157 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.
95335
(PC)
1.24
c.S > Dash, c.S > 2H > 214S > Dash, c.S > 2H > 236K WS, 5[D] Midscreen 216 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.
95336
(PC)
1.24
5P, c.S > 2H > 214S, 2K > 6H > 236H WS, 5[D] Corner 164 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.
95337
(PC)
1.24
c.S > Dash, c.S > Delay 2S > 2H > 214S, 2K > 6H WS, 5[D] Corner 209 All [2] Easy Stamina: 0
Confirmable, normal or counter-hit.
95338
(PC)
1.24
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.
95339
(PC)
1.24

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 Stamina: 1
Reliable, Simple Punch combo. Use the 2P version against Giovanna.
88596
(PC)
1.24
CH 2P, 2K > 2D Anywhere 57 All [1] Very Easy Stamina: 0
CH Knockdown conversion
Video 88620
(PC)
1.24
5P/2P > 6P > 623S~66 Midscreen 73 All [3] Medium Stamina: 1
Decent knockdown. Only works at point-blank range.
Video 88597
(PC)
1.24
5P/2P > 623S~S~66, 2K > 6H > 236H Midscreen 112 All [3] Medium Stamina: 2
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)
1.24
5P/2P > 623S~S~66, c.S > 2H > 236K Anywhere 117 Lightweights [3] Medium Stamina: 2
Lightweight optimized BnB. Cannot be hit confirmed, so this route is relegated to punishes.
Video 88874
(PC)
1.24
CH 2P, c.S > 2H > 236K Anywhere 85 All [3] Medium Stamina: 0
Close range CH optimization
Video 88622
(PC)
1.24
AA 5P > 214S~66, c.S > 2H > 236K Anywhere 97 Light/Medium [4] Hard Stamina: 1
Doesn't work if the opponent is too low.
Video 88882
(PC)
1.24

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] Easy Stamina: 0
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)
1.24
5K > 2D > 623S~S~66, 2K > 6H > 236H Anywhere 142 All [3] Medium Stamina: 2
universal BnB (not doable with 2K). Can pickup into 2K post Gazelle on heavies.
88912
(PC)
1.24
5K > 2D > 623S~S~66, c.S > 2H > 236H~H WS, 5[D] Midscreen 190 Light/Medium [3] Medium Stamina: 3
Midscreen no meter 5K starter (not doable with 2K).
Video 88917
(PC)
1.24
5K > 623S~S~66 > c.S > 2H > 236K~632146~66~H~6H~6H Anywhere 197 Everyone [3] Medium Stamina: 3
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)
1.24
2K > 623S~S~66 > 2K > 6H > 632146H~6H~6H Anywhere 163 Everyone [3] Medium Stamina: 2
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)
1.24
6K > 214S~66, 2P > 5P > 623S Midscreen 107 Light/Medium [3] Medium Stamina: 1
Optimised confirm from far 6K by spending 1 stamina on Gazelle Step instead of 623S~SGGST Sin Kiske 623SS.pngGuardAllStartup12Recovery33Advantage-19
Video 89064
(PC)
1.24
6K > 623S~S~66 > c.S > 2H > 236K~632146~66~H~6H~6H Anywhere 201 Light/Medium [3] Medium Stamina: 3
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)
1.24

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] Very Easy Stamina: 0
Use 236H to create space and 236K to setup basic oki.
Video 95340
(PC)
1.24
c.S > 5H > 236H~H > RRC > 66, c.s > 2H > 236H~H > WS, 6H Midscreen to corner 232 All [1] Very Easy Stamina: 2
50% meter easy combo. microdash to confirm c.S. Tyrant Barrel or R.T.L for more damage.
Video 95341
(PC)
1.24
c.S > 2H > 214S, 2K > 6H > 632146H Corner 217 All [2] Easy Stamina: 0
Tyrant rave or the addition follow up on RTL are also options
Video 95342
(PC)
1.24
c.S > f.S > 5H > CL 236236P Corner 228 All [2] [2] Easy Stamina: 0
Basic 50% meter corner combo
Video 95344
(PC)
1.24
c.S > 2H > 214S, 5K > 6H > 214S Corner 154 All [3] Medium Stamina: 0
corner combo that maintains corner position granted the wall has no previous damage.
95346
(PC)
1.24
c.S > 2H > 214S, 5K > 6H > 623S~S WS, 6H Corner 215 All [3] Medium Stamina: 1
BnB for the corner.
Video 95347
(PC)
1.24
c.S > 2H > 214S~66, c.S > 5H > 623S~S WS, 6H Midscreen 222 All [3] Medium Stamina: 2
BnB for midscreen. Can be no further from the wall than roundstart.
Video 95348
(PC)
1.24
c.S > 2H > 214S~66, c.S > 6K > 214S~66 Far from corner 154 All [3] Medium Stamina: 2
BnB for corner carry & oki when reaching the wall isn't possible.
Video 95349
(PC)
1.24
c.S > 2H > 214S~66, c.S > 6H > 632146H Corner to corner 226 All [3] Medium Stamina: 1
50% meter, full horizontal RTL gives wallbreak, works from any range
Video 95350
(PC)
1.24
f.S/2S > 236H(~H)~66~CL 236236P Midscreen 161(176) All [3] Medium Stamina: 1-2
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 95352
(PC)
1.24
c.S > 2H > 214S, 5K/2K > 6H > 236H WS, 6H Corner 204 All [4] Hard Stamina: 0
5K, 2K is best point-blank but 2K, 2K works at further ranges. 5K, 5K works on some lighter characters for a small optimization.
95355
(PC)
1.24
c.S > f.S > 2H > 236K~K~66~632146H Corner to corner 218 All [4] Hard Stamina: 2
50% meter, full horizontal RTL gives wallbreak, works from any range
Video 95356
(PC)
1.24
c.S > f.S > 5H > 236H(~H)~66~CL 236236P Midscreen to corner 233(239) All [4] Hard Stamina: 1-2
50% meter, starts wall breaking from slightly closer than round start position, can kara 236236P with either H or 66 followup
Video 95358
(PC)
1.24
c.S > 6H > 236H~H~66~CL 236236P Midscreen to corner 241 All [4] Hard Stamina: 2
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 95360
(PC)
1.24
c.S > 2H > 214S > 66, c.S > 6H > 214S~S, 5[D] Corner 220 Light/Medium [4] Hard Stamina: 1
meterless, requires microdash link c.S
Video 95362
(PC)
1.24
f.S/2S > 2H > 236K Midscreen 84 All [2] Easy Stamina: 0
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 95372
(PC)
1.24
CH c.S > 5[D] > (66 >) 5K > 6H > 236K(~K) Anywhere 161(177) All [3] Medium Stamina: 0-1
Optimal low-stamina CH Punish. Needs to be done at near point-blank range. Best used for guaranteed CH punishes, such as on DP's. If the c.S hits while the opponent is still airborne, micro-dash before the 5K to make sure the 236K connects.
95375
(PC)
1.24
CH c.S > 6H > 623S~S~66 > c.S > 2H > 236K(~K) Anywhere 185(192) All [4] Hard Stamina: 2-3
Optimal high-stamina CH Punish. For heavyweights, replace c.S > 2H > 236K(~K) with 2K > 6H > 236H(~H).
95376
(PC)
1.24

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 153 All [2] Easy Stamina: 2
5H BnB that works anywhere on screen. Offers a lot of corner carry.
95383
(PC)
1.24
CH 5H, microdash, c.S > 2H > 214S > 5K or 2K > 6H > 236H > 236236P OR 6H Corner 220+ Varies All [3] Medium Stamina: 0
0 Stamina, 0 or 50 Tension confirm from CH 5H. If opponent was crouching, can link 2S from CH 5H to avoid microdash, but c.S gives more damage and works on standing and crouching. 2K can be more consistent than 5K, but gives slightly less damage.
95384
(PC)
1.24


CH 5H, 2K > 2D > 236H Anywhere 109 All (BR HC IN JC RA SO TE) [2] Easy Stamina: 0
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 112 damage.
95384
(PC)
1.24
Cr CH 5H, c.S > 6H > 236H Anywhere 132 All [2] Easy Stamina: 0
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.
95385
(PC)
1.24
CH 6H > 5K > jc > j.K > adc > j.S > j.H > c.S > 2H > 236H WS, 6H Corner 201 All [2] Easy Stamina: 0
Basic counterhit 6H corner combo, no meter
Video 95386
(PC)
1.24
5H > 623S~S~66, c.S > f.S > 2H(1) > 236H, WS, dash 6H Near Corner 196 All [3] Medium Stamina: 2
midscreen wallbreak variation. Can have trouble breaking the wall depending on distance to corner. This route works best around roundstart.
95388
(PC)
1.24
CH 6H > 66~c.S > Dash > c.S > 5[D] > 2K > 6H > (dl.)623S WS, 6H Corner 224 All [3] Medium Stamina: 0
Optimal counterhit 6H corner combo, might need to delay DP to catch some characters
95389
(PC)
1.24
6H > 623S~S~66, c.S > 6H > 623S WS, 6H Corner 206 All [4] Hard Stamina: 2
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]
95391
(PC)
1.24
6H > 623S~S~66, c.S > 2H > 236K Midscreen 147 (GO) GO,PO,NA [4] Hard Stamina: 2
Specific to Big Body heavyweights. Like the corner combo variation but can be done midscreen. Can be routed into the corner combo when near corner.
95392
(PC)
1.24
6H > 623S~S~66, 5K/2K* > (6H) > 236H Midscreen 153 (FA) CH, FA, MI [4] Hard Stamina: 2
Highly specific. 5K for Chip and Millia, 2K for Faust. Omit 6H for Millia. Can be routed into the corner combo if near corner.
95393
(PC)
1.24

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] Medium Stamina: 3
c.S timing may vary on weightclass. Make sure to do the follow up on the specials. Generates 31 tension
Video 95405
(PC)
1.24
CH 2D > 214S > 66, 2K > 6H > 236H Corner 121 All [3] Medium Stamina: 0
0 Stamina confirm from 2D. Use RTL instead of Beak Driver to break the wall from anywhere.
95406
(PC)
1.24
CH 2D > 214S~66 > c.S > 2H > 623S~S > 6H Corner 194 All [3] Medium Stamina: 2
Make sure you do not follow up on Hoof Stomp. Generates 33 tension.
Video 95407
(PC)
1.24


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] Very Easy Stamina: 0
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 95408
(PC)
1.24
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] Easy Stamina: 0
Charged Dust BNB
95409
(PC)
1.24
5[D]8, j.H > jc, j.H > j.S > j.H > j.S > jc, j.SS Anywhere 211 (LE) GI LE [2] Easy Stamina: 0
Leo and Giovanna need a j.S at the end of their combo.
95410
(PC)
1.24
5[D]8, j.S > j.H > jc, j.H > j.S > j.H > jc, j.HH Anywhere 234 (BA) BA JC RA [2] Easy Stamina: 0
Baiken, Jack-O' and Ramlethal need an extra hit at the start to gain more height.
95411
(PC)
1.24
5[D]8, j.S > j.H > jc, j.H > j.S > j.H > jc, j.SS Anywhere 253 (CH) CH MA [2] Easy Stamina: 0
Similar to Leo and Giovanna, but for the previous combo.
95413
(PC)
1.24

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] Easy Stamina: 0
wall break route for a full health wall.
Video 95415
(PC)
1.24
4D/6D > RRC, 66 5[D], c.S > 2H > 236H~H WS, 5[D] Corner 171 Everyone [2] Easy Stamina: 1
wall break route for a full health wall
Video 95416
(PC)
1.24
4D/6D > RRC, (66) or (44, 66) 5[D], (microdash) c.S > 2H > 236K~66~CL 236236P Anywhere 191 Everyone [3] Medium Stamina: 1
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 95418
(PC)
1.24

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] Easy Stamina: 0
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 95421
(PC)
1.24
CH 236K, 5K > 6P > 236H~H Anywhere 121 KY [3] Medium Stamina: 1
Small optimisation on counter hit Elk Hunt, linking 5K instead of using any follow-up.
Video 95422
(PC)
1.24
Cr CH 236K, 5K > 6H > 236H Anywhere 109 Everyone [3] Medium Stamina: 0
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 95423
(PC)
1.24
CH 236H~66, 2P > 6P > 623S Anywhere 99 KY [3] Medium Stamina: 1
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 95424
(PC)
1.24
CH 236H~66, 2P > 623S~S~66 > 2K > 6H > 236H > (WS) (6H) Anywhere (Midscreen) 133 (174) Everyone [3] Medium Stamina: 3
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 95425
(PC)
1.24
Cr CH 236H~66, 2K > 6H > 236H Anywhere 108 KY [3] Medium Stamina: 1
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.
95426
(PC)
1.24
(214S)~CH SGGST Sin Kiske 214SS.pngGuardAllStartup13Recovery22Advantage-8~66, 2K > 6H > 236H Anywhere 123 KY [3] Medium Stamina: 2
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.
95427
(PC)
1.24
(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, 6H Midscreen OR Near Corner/Corner 232 KY [3] Medium Stamina: 2 or 3
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.
95429
(PC)
1.24
(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 253 Everyone [3] Medium Stamina: 3
This route is very similar to the Corner Route, but you are forced to spend tension to be able to reach the wall.
95431
(PC)
1.24
(236K)~CH KGGST Sin Kiske 236KK.pngGuardAll (Guard Crush)Startup13Recovery20Advantage+8~66, c.S > Dash, c.S > 2H(2) > 214S(2)~66, 2K > 6H > 236H WS, 5[D] Near Back Corner 232 KY [3] Medium Stamina: 3
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.
95434
(PC)
1.24
(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 225 KY [3] Medium Stamina: 1 or 2
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.
95436
(PC)
1.24
(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 215 KY [3] Medium Stamina: 2
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.
95437
(PC)
1.24
(236H)~CH HGGST Sin Kiske 236HH.pngGuardAllStartup13Recovery9Advantage-3~66, c.S > 2H(2) > 214S(2), 5K > 6H > 236H WS, 6H Midscreen 233 Everyone [3] Medium Stamina: 2
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
95438
(PC)
1.24
(236H)~CH HGGST Sin Kiske 236HH.pngGuardAllStartup13Recovery9Advantage-3, 2S > dl.2H(2) > 214S(1), 5K > 6H > 236236[P]~]P[ CL WB Corner 241 KY [3] Medium Stamina: 1
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.
95439
(PC)
1.24
(236H)~CH HGGST Sin Kiske 236HH.pngGuardAllStartup13Recovery9Advantage-3, 2S > dl.2H(2) > 214S(1)~66, c.S > 6H > 623S WS, 6H Corner 225 KY [3] Medium Stamina: 2
If you have the 2nd stamina available to break the wall, then you should go for it to save yourself 50 tension
95440
(PC)
1.24
(236H)~CH HGGST Sin Kiske 236HH.pngGuardAllStartup13Recovery9Advantage-3~66, c.S > 2H(2) > 214S(2)~66, c.S > 6H > 623S WS, 6H Corner 239 KY [3] Medium Stamina: 3
Going all out and spending all 3 stamina. Arguably not worth it, but if you're going for a kill then why not.
95442
(PC)
1.24
Air CH 236H~66, c.S > 623S~S~66 > 2K > 6H > 236H > WS 6H Midscreen 200 Everyone [4] Hard Stamina: 3
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.
95444
(PC)
1.24
(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 234 KY [4] Hard Stamina: 2
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.
95447
(PC)
1.24

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