GGST/Sin Kiske/Combos: Difference between revisions

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|| ({{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|H|236H}} || Anywhere || 199 || 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 start far from the wall and need to wallbreak, swap the {{clr|H|6H}} with another {{clr|H|2H}}(2). || - || - || - ||1.23
|| ({{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|H|236H}} || Anywhere || 199 || 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 start far from the wall and need to wallbreak, swap the {{clr|H|6H}} with another {{clr|H|2H}}(2). || - || - || - ||1.23
|-
|-
|| ({{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[}}(clean) WB || Back Corner || 249 || KY || [5] {{clr|5|Very Hard}} || 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 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}}.|| 87384 || - || - ||1.23
|| ({{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[}}(clean) WB || Back Corner || 249 || KY || [4] {{clr|4|Hard}} || 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 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}}.|| 87384 || - || - ||1.23
|-
|-
|| ({{clr|K|236K}})~CH {{MMC|input=236K~K|label={{clr|K|K}}}}, {{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|H|236H}} WS, {{clr|H|6H}} || Corner || 240 || 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 in the corner. A surprising amount of damage considering it has 2 kicks so early in the combo and doesnt spend any stamina after the starter. Throwing more stamina at the starter results in only 10 or so more damage, which isn't really worth it when you can get a wallbreak for free. || - || - || - ||1.23
|| ({{clr|K|236K}})~CH {{MMC|input=236K~K|label={{clr|K|K}}}}, {{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|H|236H}} WS, {{clr|H|6H}} || Corner || 240 || 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 in the corner. A surprising amount of damage considering it has 2 kicks so early in the combo and doesnt spend any stamina after the starter. Throwing more stamina at the starter results in only 10 or so more damage, which isn't really worth it when you can get a wallbreak for free. || - || - || - ||1.23

Revision as of 15:30, 26 November 2022

Sin Kiske




Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
CL = Clean Hit When certain attacks in Guilty Gear hit a very specific part of an opponent's hurtbox. These well-aimed attacks will cause some positive benefit for the attacker, like a higher launch or a wall bounce.
AB = A.B.A
AN = Anji Mito
AS = Asuka R♯
AX = Axl Low
BA = Baiken
BE = Bedman?
BR = Bridget
CH = Chipp Zanuff
EL = Elphelt
FA = Faust
GI = Giovanna
GO = Goldlewis
HA = Happy Chaos
IN = I-No
JC = Jack-O'
JO = Johnny
KY = Ky Kiske
LE = Leo Whitefang
MA = May
MI = Millia Rage
NA = Nagoriyuki
PO = Potemkin
RA = Ramlethal
SI = Sin Kiske
SO = Sol Badguy
TE = Testament
ZA = Zato-1

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

BNB Close Range Ground Combo 1 Bar VersionThe one combo you should never forget.
138 Damage
Very Easy

c.S > 5H > 236H~H
This combo is a staple that all Sin's should know, as it gives pressure on hit for only one bar of stamina with the followup to Beak 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.

BNB Close Range Ground Combo 2 Bar VersionUse more resources for better oki
138 Damage
Very Easy

c.S > 5H > 236H~H > 66
This combo has a similar usecase on block when starting pressure, the main difference comes in the ender on hit, which costs an extra bar of stamina compared to just stopping at the 236H~H, but always gives Sin a meaty c.S. Weigh your costs wisely and determine when is the right time to dump your stamina. Some cases that might be good to dump your stamina are: at fullscreen distance from the corner and when the opponents life is one touch away from a kill.

BNB Close Range Ground Combo 0 Bar VersionWhen resources are low
138 Damage
Very Easy

c.S > 2H > 236H > (63214P)
This combo has a similar usecase on block when starting pressure to the first version of this combo, the only difference is in the second button being pressed. But in practice, it carries the same usecase on block as it is a move with 2 hits, and has similar options for doing gatlings into it. The reason 2H is used instead of 5H is that it launches the opponent, letting Beak Driver push the opponent far away, as it normally does not knock down at all. Which would be bad as it is minus on hit. After the opponent is launched away, Sin can use 63214P for a random buff, or just run up and try to connect with a Meaty attack.

Core Combos

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

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

Combo Theory

Landing RTL2 in the corner:

  • If you want the RTL follow-up to hit in the corner, one way to do that is to do the first hit in the direction of the corner, then up and back, and finally upwards. Timing it right has the opponent end up on the side of you closer to the wall, so letting loose with the follow up with land and break the wall. For example, facing right would mean inputting 632146HGGST Sin Kiske 632146H.pngGuardAllStartup11+5Recovery25+32 After LandingAdvantage-55 ~ 7H ~ 8H ~ 5HGGST Sin Kiske 632146HH.pngGuardAllStartup12Recovery39+15 After LandingAdvantage-43.

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

Combo List

P Starters

5P/2P/6P/j.P Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5P / 2P > 6P > 236H~H Midscreen 87 Everyone [1] Very Easy Simple Punch combo. Use the 2P version against Giovanna. - - - 1.23

K Starters

5K/2K/6K/j.K Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5K > 2D > 623S~S~66, c.S > 2H(2) > 236H~H (wallsplat), 5[D] Midscreen 190 Everyone [2] Easy Midscreen BnB no meter 5K starter (not doable with 2K). - - - 1.23
6K > 623S~66, 2P > 5P > 623S Midscreen 107 Everyone [3] Medium Optimised confirm from far 6K by spending 1 stamina on Gazelle Step instead of 623S~SGGST Sin Kiske 623SS.pngGuardAllStartup12Recovery33Advantage-19 - - - 1.23
6K, c.S > 6H > 236H Midscreen 119 Everyone [2] Easy 0 Stamina confirm from 6K, but only possible at close range. If too far for c.S, use 5K instead, and swap Beak Driver Ender for Elk Hunt . - - - 1.23

S Starters

c.S/f.S/2S/j.S Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > 2D > 623S~S~66, c.S > 2H(2) > 236H~H, 6H Midscreen 214 Everyone [2] Easy Midscreen BnB no meter - - - 1.23
c.S > 2H(1) > 623S~S~66, c.S > 2H(2) > 236H~H, 6H Midscreen 202 Everyone [2] Easy Midscreen BnB no meter - - - 1.23
c.S > 2H > 214S~66, c.S > 5H > 623S~S WS, 6H Midscreen 222 Everyone [3] Medium 2 stamina BnB for midscreen - - Video 1.23
c.S > 2S > 2H > 236K~K~66~632146H Corner to corner 217 Everyone [4] Hard 2 stamina and 50% meter, full horizontal RTL gives wallbreak, works from any range - - - 1.23
c.S > f.S > 5H > 236H~66~CL 236236P Midscreen to corner 233 Everyone [4] Hard 1 stamina and 50% meter, starts wall breaking from slightly closer than round start position, can kara 236236P with either H or 66 followup - - - 1.23
c.S > f.S > 5H > 236H~H~66~CL 236236P Midscreen to corner 239 Everyone [4] Hard 2 stamina and 50% meter, starts wall breaking from slightly further than round start position - - - 1.23
c.S > 6H > 236H~H~66~CL 236236P Midscreen to corner 241 Everyone [4] Hard 2 stamina and 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. - - - 1.23
c.S > 2H > 214S, 2K > 6H > 632146H Corner 216 Everyone [2] Easy Tyrant rave or the addition follow up on RTL are also options - - Video 1.23
c.S > f.S > 5H > CL 236236P Corner 228 Everyone [2] Easy Basic 50% meter corner combo - - - 1.23
c.S > 2H > 214S > 66, c.S > 6H > 214S~S, 5[D] Corner 220 Light/Medium [4] Hard 1 stamina/meterless, requires microdash link c.S - - Video 1.23

H Starters

5H/2H/6H/j.H Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 6H > 5K > jc > j.K > adc > j.S > j.H > c.S > 2H > 236H WS, 6H Corner 215 Everyone [2] Easy Basic counterhit 6H corner combo, no meter - - - 1.23

D Starters

5D/2D/j.D Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
--- Midscreen --- Everyone [1] Very Easy combo description - - - 1.23


Charged Dust Starters
5[D] Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D]8, j.H > jc > j.H > j.S > j.H > j.H > jc > j.HH Anywhere 214 Everyone except BA CH GI JC LE MA PO RA [2] Easy Charged Dust BNB - - - 1.23
5[D]8, j.H > jc, j.H > j.S > j.H > j.S > jc, j.SS Anywhere 213~ GI LE [2] Easy Leo and Giovanna need a j.S at the end of their combo. - - - 1.23
5[D]8, j.S > j.H > jc, j.H > j.S > j.H > jc, j.HH Anywhere 212~ BA JC RA [2] Easy Baiken, Jack-O' and Ramlethal need an extra hit at the start to gain more height. - - - 1.23
5[D]8, j.S > j.H > jc, j.H > j.S > j.H > jc, j.SS Anywhere 211 CH MA [2] Easy Similar to Leo and Giovanna, but for the previous combo. - - - 1.23
5[D]8, j.H > j.K > jc, j.H > j.S > j.H > jc, j.SS Anywhere 207 Everyone (PO) [1] Very Easy Works on everyone, but is really a Potemkin character-specific combo in disguise. All the other combos just don't work on him. He's special like that. - - - 1.23

Throw Combos

Throw Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
--- Midscreen --- Everyone [1] Very Easy combo description - - - 1.23

Special Move Starters

Special Move Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 236K~66, 2P > 6P > 623S Anywhere 97 KY [3] Medium Small optimisation on counter hit Elk Hunt, linking 2P after Gazelle Step instead of using the normal follow-up. This route is also possible on counter hit Beak Driver, but only at closer ranges, and even then you may be forced to omit the 6P. - - - 1.23
Cr CH 236K~66, 2K > 6H > 236H Anywhere 108 KY [4] Hard Similar to the previous combo. If you hit the opponent while crouching, the extra hitstun allows you to link with 2K instead of 2P for slightly more damage. - - - 1.23
(214S)~CH SGGST Sin Kiske 214SS.pngGuardAllStartup13Recovery22Advantage-8~66, 2K > 6H > 236H Anywhere 131 KY [3] Medium If you catch people mashing after they block your Hoof Stomp, you can convert off the followup if it counter hits. Use the same route for Counter Hitting the followup of Beak Driver. - - - 1.23
(236K)~CH KGGST Sin Kiske 236KK.pngGuardAll (Guard Crush)Startup13Recovery20Advantage+8~66, c.S > 2H(2) > 214S(2)~66, c.S > 6H > 236H Anywhere 199 KY [3] Medium If you catch people mashing after they block your Elk Hunt, you can convert off the followup if it counter hits. If you start far from the wall and need to wallbreak, swap the 6H with another 2H(2). - - - 1.23
(236K)~CH KGGST Sin Kiske 236KK.pngGuardAll (Guard Crush)Startup13Recovery20Advantage+8~66, 5K > jc, j.K > j.66, j.S > j.H, c.S > 66 > 236236[P]~]P[(clean) WB Back Corner 249 KY [4] Hard If you catch people mashing after they block your Elk Hunt, you can convert off the followup if it counter hits. If you start with your back to the wall, you need to Clean Hit Tyrant Barrel to break the wall from this range. In order to do that, you must kara the Overdrive with a dash to make up a little distance to Clean Hit in the first place. If you're struggling to do so, try inputting c.S23[6+DASH]236P. 87384 - - 1.23
(236K)~CH KGGST Sin Kiske 236KK.pngGuardAll (Guard Crush)Startup13Recovery20Advantage+8, 5K > jc, j.K > j.66, j.S > j.H, c.S > 6H > 236H WS, 6H Corner 240 KY [3] Medium If you catch people mashing after they block your Elk Hunt, you can convert off the followup if it counter hits in the corner. A surprising amount of damage considering it has 2 kicks so early in the combo and doesnt spend any stamina after the starter. Throwing more stamina at the starter results in only 10 or so more damage, which isn't really worth it when you can get a wallbreak for free. - - - 1.23
(236H)~CH HGGST Sin Kiske 236HH.pngGuardAllStartup13Recovery9Advantage-3, 2S > dl.2H(2) > 214S(1), c.S > 6H > 236H Corner 171 KY [3] Medium 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 should probably end this combo with an Overdrive instead of 236HGGST Sin Kiske 236H.pngGuardAllStartup16Recovery22Advantage-14 if you're trying to save Stamina. - - - 1.23
(236H)~CH HGGST Sin Kiske 236HH.pngGuardAllStartup13Recovery9Advantage-3, 2S > dl.2H(2) > 214S(1)~66, c.S > 6H > 623S WS, 6H Corner 227 KY [3] Medium If you have the 2nd stamina available to break the wall, then you should go for it. - - - 1.23
(236H)~CH HGGST Sin Kiske 236HH.pngGuardAllStartup13Recovery9Advantage-3~66, c.S > 2H(2) > 214S(2)~66, c.S > 6H > 623S WS, 6H Corner 241 KY [3] Medium Full Stamina Conversion - - - 1.23

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