GGXRD/Sin Kiske/Combos

From Dustloop Wiki
Combo Notation Guide
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 236D becomes 236D
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
(N) = only use the Nth attack of the move (for example, if c.S(1) is written, you only use the first hit of c.S)
(move) = whatever's listed in the parentheses is optional
dj = double jump
AD/IAD = instant airdash
RC = Roman Cancel
JI = jump install
623S(crit)/(blue) = Whether 623S hits the opponent from point blank or from a distance.
236[H](WS) = Wall slump : you need to hit the 236[H] at the lowest height possible for this animation to occur
VD OK = Voltic Dein Okizeme can be used after this move (more details in the Okizeme section)
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Day -1 Combos


-List calorie cost/dmg
-All combos ending in specials/5H/2D can be cancelled into 214H to regain calories.
-Damage is on Sol Badguy
-Vs Female chars(I-No, Milia, May, Elphelt,Ram)Midscreen 623(crit) combos need to be tweaked . 214K[6] sideswaps if you are near the corner so you need to adjust your Leap trajectory. -Vs Heavyweights (Potemkin/Bedman) : You want to add filler moves, indicated by (*) to make midscreen 623S(crit) routes work. Also useful fillers for the times you want to make 623S(crit) hit higher, or salvage your combo if it hit too low
-Combos ending with an air chain at the end are character and height specific, and hold different kinds of positioning/knockdown/calorie consumption. By default, the combo listed will prioritize stability and take Sol as the default character
-After 236[H] wallstick, you can either go for (j.S>j.P)>j.K depending on height at which the opponent is stuck and the character's weight. you can get j.6H>2H at lower heights wallsticks for additional damage, but it is harder to execute
-Due to the way Calorie gauge works, ensuring a knockdown and managing the available resources comes before completing the combos noted : Since Sin's combos are easily adaptable, feel free to cut combo sections/ omit moves as you see fit
-Damage is influenced by some multi-hits moves, starters/fillers and RC proration : therefore, the damage you get might slightly differ from what is noted
-Difficulty color notation : Easy , Moderate, Hard and Very Hard. Takes into account combo stability issues (typically specific positioning/height/distance that can make the combo not work) (S), weight adjustements(W), timing issues(T) and execution (fast and/or difficult inputs)(E). Difficulty is still highly subjective depending on the player skills so this is only a rough estimation of how much work needs to be put to master a combo.

Laying the Groundwork

In order to hitconfirm properly with Sin, you'll have to get used to how his combos work. Here are a few useful confirms you need to get started

Ground Confirms

  • 5/2K>5S>2S>236K>236H(2) 136 dmg 3k cal Easy 236K doesn't combo from max range f.S/2S


  • 2K>2H(3)>5H(1)>6H>j.S>j.6H>j.214S>j.236H 156 dmg 3k cal Moderate(T)


  • Near max range f.S/2S> 236H (that's it if you don't have meter) 57 dmg 1k cal Easy


  • [crouching only] 5K>3K>6H>623S(crit)>214S>214P[4]>(j.S)>j.6H>5H>236H 226 dmg 4k cal Moderate(E)


  • 5D>8/9(Homing jump)>j.6H>j.6H>j.S>j.P>j.S>dj.S>j.6H>j.214S>j.236H 139 dmg 3k cal Easy


Anti-air Confirms

  • Anti Air 5P/6P>jc>j.K>j.S>j.6H>j.236H135(6P)113(5P) dmg 1k cal Easy  : use this combo on 6P when the opponent is too high or too far for the c.S to connect


  • Anti Air 5P/6P>5S>5HS(1)>6HS>jc>j.K>j.S>dj.S>j.6HS>j.214S>j.236H 157(5P)/180(6P) dmg 3k cal Easy
    you can delay the 6H to make the combo more stable against lighter characters


  • Air to air j.P > j.P > j.S > dj.S > dj.6H > j.214S > j.236H 138 dmg 3k cal Easy


Punishing DPs

  • [2D(point blank) or (j.6H)>2H(2)>5H(1)>6H]>623S(crit)214S>214P[4](j.S for heavy characters)>late j.6H>c.S>5H>delayed 6H>236H 213/241 dmg 4k cal Moderate(E)


Combo Extend(1) : In the Corner

From here on out, the combos listed are samples to help you see the character's combo potential. You can and should optimize or simplify them to suit your needs and tastes

Basic Starters

  • 2K>2D>236K>623S(crit)>214S>236[H]>214P(4)>j.6H>c.S>5H(1)>236H 147 dmg 8k cal Moderate(T)(E) You can add 236[H] in your juggles whenever you get close enough to the corner for bonus damage


  • 5D>Homing Dash>2H(1)>5H>236[H]x3>214K tap 6>j.6H,c.S>5H>236H(VD OK) 192 dmg 4k cal Moderate(T)


Airdash Loops

Airdash loops are near corner/corner-only extensions. They are quite harder to perform than your average combo with Sin so don't attempt them unless you're confident in your execution

Airdash loops can be used in combos when you get a 5H to hit them high enough in the air.

+ They create enough pushback to do Voltic Dein Okizeme(see Offense : Okizeme section for more info)

+ They let you gain more Tension

+ They're good for saving a lot of calories

- They do less damage

- They let your opponent build more Burst and Tension


  • j.D>j.214S,5H>IAD>j.S>j.P>j.K,5H>IAD>j.S>j.P>j.K,5H>236H(VD OK) 153 dmg 2k cal Hard(S)(W)(T)(E)


  • 2K>2H(3)(>5H>6H)>j.K>j.S>j.K>5H>iAD>j.S>j.P>j.K,5H>IAD>j.K>j.S>j.K,5H>236H(VD OK) 140 dmg 1k cal Hard(S)(W)(T)(E). 5H loop into Voltic Oki.


  • 5K>c.S>2D>623S(blue)>214K[6]>j.S>j.K,5H>j.K>j.S>j.K>5H>IAD>j.K>j.S>j.K,5H>236H (VD OK) 130 dmg 2k cal Hard(S)(W)(E) .Same idea, but for non-2K starters.


  • 5D> homing dash>5H>6H,2H(3)(>5H>6H)>j.K>j.S>j.K,5H>iAD>j.K>j.P>j.K,5H>236H(VD OK) 133 dmg, 1k cal Hard(S)(W)(E) You can push the loop further, but it will mess with your okizeme and give a lot of resources to your opponent for inconsequential damage.


There are several ways to pop your opponent high enough for the 5H to hit at optimal heights (2H(3)>5H for example).Basically, with some training and creativity, you can incorporate airdash loops in many combos !


Combo Extend(2) : Counter hits are your Friends

Don't miss your chance to confirm from those whenever you can !


  • [CH] near max range f.S/2S>236K>236H 115 dmg 3k cal Easy


  • [CH] 2D>66>2P>5S>5H>6H>jc>j.S>j.P>j.S>dj>j.S>j.6H>j214S>j236H 172 dmg 3k cal Moderate(T)


  • [CH] 3K>6H>623S(crit)>214S>214P[4]>(j.S)>j.6H>c.S>5H>6H>236H 212 dmg 4k cal Moderate(S)(W)


  • [CH] 6H,66>c.S>5H>delayed 6H>623S(crit)>214S>214P[4]>(j.S)>j.6H>c.S>5H> delayed 6H>236H 252 dmg 3k cal Moderate(W)(T) You can replace the 623S(crit) by an air combo if you fear you'll get a 623(blue).


  • [CH] 236K>c.S>5H>6H>jc>j.S>j.P>j.S>dj>j.S>j.6H>j214S>j236H 173 dmg 4k cal Easy


  • [Midscreen only/CH] 236H(second hit)>214K(tap 4)>j.S>j.6H>c.S>5H>6H>j.K>j.S>j.6H>j.236H 197 dmg 2k cal Moderate(T).


  • [CH] 236H(second hit)>236K(whiff),66>2P>c.S>5H>6H>jc>j.K>j.S>dj>j.S>j.6H>j214S>236H 167 dmg 6k cal Moderate(T) .You can replace the air chain by j.P>j.S>j.6H>j236H for calorie economy


  • [CH] 214S>214P[4]>j.6H,c.S>5H>j.K>j.S>j.6H>j.236H 238 dmg 2k cal Moderate(T). If you counter them in the air, they will bounce too high, so omit the first j.6H


  • [CH] j214S,c.S>5H(1)>6H>623S(crit)>214S>214P[4]>j.6H>c.S>5H>j.K>j.S>j.6H>j.236H 191 dmg 5k cal Moderate(T)(W)(E)


Combo Extend(3) : Using your meter

Using meter for combos allows you to get insane damage from simple starters, through the use of RCs and Overdrive. You have a wide array of possibilities! You should get a feel for RC extensions before trying the Overdrive ones : the latter are quite finnicky to perform !


RC Extensions

  • [50 meter] f.S>236H>RC,66>6H>623S(crit)214S>214P[4]>late j.6H>C.S>5H(1)>236H 191 dmg 5k cal Moderate(E)


  • [50 meter] 214S>RC>66>6H>623S(crit)214S>214P[4]>late j.6H>c.S>5H>delayed 6H>236H 220 dmg 5kcal. Moderate(E)


  • [50 meter] Throw>RC,66>214S>214P>(j.S)>j.6H>623S(crit)>214S>214P[4]>late j.6H>c.S>5H 142 dmg 4k cal. Hard(W)(T)(E)


  • [50 meter] Air throw>(small delay)RC>AD,2H(2)>5H(1)>6H>j.S>j.P>j.S>dj.S>j.6H>j.214S>j.236H 172dmg 3k cal Moderate(T)


  • [50 meter/Corner] Air to air j.K>j.S>236H(2)>RC>AD,623S>214S>236[H]>214K[6]>j.S>j.K>c.S>5H>236H(VD OK) 233 dmg 8k cal Moderate(S)(E)


  • [50 meter/corner] Throw>RC,66>236[H](WS)x4(VD OK after the fourth)>214K tap 6>j.6H>c.S>5.H>236H(VD OK) 221 dmg 5k cal Hard(T) be sure to get the first 236[H] as low as possible to perform this combo !


Ride the Lightning Extensions

Ride the Lightning is mainly used at the end of a combo (after 5H or 236H(1) on the ground and j.236H in the air) to get some additional damage. If you're looking for optimization, you can also use it for deadly corner to corner routes from ground starters ! Here are a few ones.


  • [50 meter] 5K>c.S>2S>236K>632146H(6>6>6),2P>5S>5H>236H (VD OK) 189 dmg 2k cal Hard(W)(T)(E)


  • [50 meter] f.S>236K>632146H(6>6>6),2P>623S(crit)>214S>236[H](WS)*2>214K>late j.6H>2H(3)>5H>236H (VD OK) 234 dmg 8k cal Very Hard(S)(W)(T)(E) Fully optimized R.T.L combo. don't attempt this until you fully grasped the way Sin's combos work !
  • NOTES :

-If you want the 623S to be a critical hit, you'll need your 2P to hit as low as possible. If you want to get the wall slump, you also need the 236[H] to hit as low as possible for the wall slump to occur.

-You need the j.6H to re-stand the opponent. From there you can either continue your combo or try a reset to finish them off (either 2D for a low, j.D for an overhead, or IAD into 214S for a cross-up).

-The R.T.L follow-up timing and the 2P link timing varies greatly depending on weight class. You need to be faster on heavy characters.

-You can further optimize this on super light characters (May, Elphelt, Ramlethal) by omitting the 2P and directly linking into 623(crit). The link is really tight though !


  • [100 meter] 236K>632146H(6>6>6)>RC,236[H]>214S>236[H]>214P>late j.6H>c.S>5H>236H 245dmg 7kcal Moderate(E) An easy "Blow all your resources to bust them" combo. Do note that hitting them at max height with the first 236[H] will suffer from the RC proration but will make the damaging part of the combo completely burst safe


Ride the Lightning can also be used to confirm rising j.H instant overheads


  • [50 meter] rising j.H>632146H(6~9~6) 143 dmg 0k cal Moderate(E) You can RC this and use the classic extension for massive damage.


Voltic Dein Extensions

Voltic Dein mid-combo is mainly used to get an okizeme from an air chain.


  • Anti-air 6P>c.S>5H>6H>8jc>j.S>j.6H>236236P,AD,c.S>5H>6H>236H 209dmg 1kcal Moderate(S)


But you can also use it to confirm from far-away rising j.D


  • [50 meter] j.D>j236236P,AD,j.S>c.S>236K>236H(2) 166dmg 3k cal Moderate(E)


  • [50 meter/Midscreen to corner] j.D>23626P,AD,j.214S>5H>IAD>j.S>j.P>j.K>5H>IAD>j.K>j.S>j.K>5H>236H(VD OK) 168dmg 2kcal Hard(S)(W)(T)(E) OMG Voltic Dein extension into airdash loop : don't try it at home, kids !


Lastly, Voltic Dein can be used for stylish but situational combos during which you eat at the face of your opponent before resuming your combo !


  • [50 meter / Midscreen to corner] 2K>2H(3)>5H>6H>623S(blue)>236236P,214H,IAD>j.S>j.K(,c.S),5H>IAD>j.K>j.S>j.K>5H>236H(VD OK) 149dmg 1k cal Hard(S)(W)(T)(E) : Does not work on Potemkin and Bedman. IAD loop is not mandatory unless you want to set a Voltic Dein oki


[50 meter / Corner] 5K>c.S>2D>236K>623S(crit)>214S>236[H]>236236P,214H,IAD>j.S>j.K>5H>IAD>j.K>j.S>j.K>5H>236H(VD OK) 219 dmg 1k cal Very Hard(S)(W)(T)(E).Does not work on Potemkin, Ky and Bedman. Again IAD loop isn't mandatory. Even if the combo ends up costing 1k cal, you'll need 8k cal initially to do this combo.


Combo Extend(4) Cut Down or Optimize ?

-Calculating calorie cost in combos is detrimental, and modifying your combos routes to fit your remaining calories is a must. It is not necessarily hard. Here is an example : Remember this ?


  • 2K>2D>236K>623S(crit)>214S>236[H]>214P(4)>j.6H>c.S>5H(1)>236H 147 dmg 8k cal Moderate(T)(E)


8000 calories is a big deal ! What if you only have 4000 to spare ?


  • 2K>2D>236K>623S(crit)>214K>j.S>j.K>5H> 91 dmg 3k cal Moderate(E)


You could also save your calories to try an airdash loop to build resources after your 5H. This all depends on your needs and execution


-Now what if you want to use more calories to get better damage ? This is also an option ! Remember this ?


  • 2D(point blank) or (j.6H)>2H(2)>5H(1)>6H>623S(crit)214S>214P[4](j.S for heavy characters)>late j.6H>c.S>5H>delayed 6H>236H 213/241 dmg 4k cal Moderate(E)


If you have a full calorie gauge, Why not try this ?


  • [Midscreen to corner] 2D(point blank) or (j.6H)>2H(2)>5H(1)>6H>623S(crit)214S>214P[4](j.S for heavy characters)>late j.6H>(5H)>623S(crit)>214S>236[H]>214P> late j.6H>c.S>5H 249/262 dmg 8k cal Hard(W)(T)(E)

This gets even better in the corner !

  • [Corner] 2D(point blank) or (j.6H)>2H(2)>5H(1)>6H>623S(crit)214S>236[H](WS),66>236[H](WS)*2>214K>late j.6H(restand)>2H(3)>5H>236H 274/283dmg 7k cal Very Hard(S)(W)(T)(E)


The rule is quite simple : More calories used = more damage but you'll need to eat. Conversely, less calories used = less damage but better okizeme opportunities with the remaining calories. You can use the 214S loops midscreen and the 236[H] loops in the corner for pretty much any combo as long as you mind your positioning and remaining calories !



Bonus : Confirming from Voltic Dein Okizeme

  • Rising jH> Voltic connects(>j.S/j.6H)>2H(2)>5H(1)>6H>623S(crit)>214S>236[H]>214K>late j6.H>c.S>5H>236H 224dmg 6k cal Moderate(E)


  • 2D>Voltic connects>236[H](WS)x4>214K[6]>j.K/j.6H>c.S>5H>236H 262 dmg 5k cal Hard(T)


  • 2D>Voltic connects>214K[6]>j.K>623S(crit)>214S>236H[H]>214K>late j.6H>5H 214 dmg 5k cal Moderate(E) This is what you go for when you're not sure your sweep will open them up, as Leap j.K also acts as a mixup if the sweep does get blocked

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