GGACR/Slayer/Matchups/Chipp Zanuff

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Introduction

Specific move counters and stuff

Work In Progress.

Character specific combos


Chipp specific combos per starter.

Chipp for the most part is pretty conventional in terms of air combo structure with the generalized air route working on him. However, in situations where Chipp is launched while grounded or low to the ground, you will need to start the air series with j.PK to stabilize the rest of the route as you will see below.

The main thing that you must remember with Chipp is that his legs disappear when he is in a sliding ground state. This means that 5H UT tends to be much more spacing sensitive with Slayer having to be right on top of Chipp for 5H UT to connect.

BBU

The generalized BBU combo will work on Chipp (i.e 2K2H > BBU > 6H > IAD j.K > 5P > general air route), so none will be listed here.


Crosswise Heel

Mappa loops off of CWH do good damage and build a good amount of meter. It generally should be your go to combo for Chipp.

Combo Position Tension Gain Difficulty Notes Damage
CWH > j.PK > j.2K > j.K > dj.K > dj.D > dj.2K > dj.D anywhere gain [2] Easy dj.K-D is a link 141
CWH > j.K > j.2K > j.K > dj.S > dj.2K > dj.D > j.2K > j.K > 5P > j.K > j.2K > j.D anywhere gain [2] Easy 141
CWH > 2S > j.K > j.K > dj.K > dj.2K > dj.D > dj.2K > dj.D anywhere gain [3] Medium j.K to j.K is a link 167
CWH > 5H > K mappa > 5K> K mappa > 5P > j.PK > j.2K > j.D anywhere gain [4] Hard Mappa loop 202


Raw It's Late

Combo Position Tension Gain Difficulty Notes Damage
IL > 5K > 6P > 5K > j.K > j.2K > j.K > dj.S > dj.2K > dj.D corner gain of around 25% [2] Easy Crouch confirm 236
IL > 5K > 6P > 5P >j.PK > j.2K > j.K > dj.S > dj.2K > dj.D > dj.2K > dj.D corner gain of around 25% [2] Easy Crouch confirm; slightly easier than above 231
IL > 5K > 6P > 2P > 2S > j.K> j.2K > j.K > dj.K> dj.2K > dj.D > dj.2K > dj.D corner gain of around 25% [3] Medium Crouch confirm; 2P2S is a link 254
IL > 5K > 6P > 2P > 2S > j.K> j.2K > j.K > dj.PK> dj.D > dj.2K > dj.D corner gain of around 25% [3] Medium Crouch confirm; 2P2S and j.KD are links 255
IL > 5K > 6P > 5K > j.K > dl j.2K > dl j.K > 5H > K dandy > UP > IL corner gain [4] Hard Crouch confirm, delay first set of j.2k and j.K; ending with PB does 267 265
IL > 5K > 6P FRC > 6H > IAD j.K > 5H > UT > j.K > j.2K > j.D corner -25% [3] Medium Crouch confirm; Can do a harder ender for more damage 311
IL > 5K > 6P FRC > microwalk 5H > UT > sj.H > sj.D > sj.2K > sj.K > 5P > j.S(2) > j.2K > j.D corner -25% Hase-esque Crouch confirm; feels like 6P FRC must be done on the first frame to allow 5H UT connect 332
IL > 5K > 6P FRC > 6H > P dandy FB PB > 5H > UT > sj.S(2) > j.D > j.2K > j.D corner -50% [3] Medium Crouch confirm; can choose an easier ender as well 376
IL > 5K > 6P FRC > 6H > P dandy FB PB > 5H > UT > BBU > 6H > K dandy PB corner -75% [3] Medium Crouch confirm 401
IL > 5K > 6P FRC > 6H > P dandy FB PB > 5H > UT > sj.S(2) > Chokka > 5H > S dandy PB corner -100% [3] Medium Crouch confirm; not a 2 hit chokka 409


6K

For metered routes, you can do the ones above as well. They will do less damage since 6K has 90% initial prorate.

Combo Position Tension Gain Difficulty Notes Damage
6K > 5K > 6P > 5K > j.K > j.2K > j.K > dj.S > dj.2K > dj.D corner gain of around 25% [2] Easy Crouch confirm 177
6K > 5K > 6P > 2P > 2S > j.K> j.2K > j.K > dj.PK > dj.D > dj.2K > dj.D corner gain of around 25% [3] Medium Crouch confirm; 2P2S and j.KD are links 190
6K > 5K > 6P > 5K > j.K > dl j.2K > dl j.K > 5H > K dandy > UP > IL corner gain [4] Hard Crouch confirm, delay first set of j.2k and j.K; ending with PB does a bit more dmg 203


CH 6P
Corner CH 6P you can route into 5H UT and follow one of the IL routes.

Combo Position Tension Gain Difficulty Notes Damage
CH 6P > 6H > IAD j.K> 5P > j.PK > j.K > dj.S > dj.2K > dj.D > dj.2K > dj.D Midscreen gain [2] Easy Reliable combo 205
CH 6P > 6H > IAD j.H> j.K > j.2K > j.K > dj.S > dj.2K > dj.D > dj.2K > dj.D Midscreen gain [3] Medium Hold up as you land from j.H 223
CH 6P > IAD j.H > 5H > K Mappa > 5K > K Mappa > 5P > j.K > j.2K > j.D Midscreen gain [4] Hard 261


CH Raw IL

Combo Position Tension Gain Difficulty Notes Damage
CH IL > K Mappa > 5K > K Mappa > 5K > j.S > j.2K > j.K > dj.S > dj.2K > dj.D Midscreen gain [4] Hard Works from most spacings 259
CH IL > 5H > UT > sj.H > sj.D > sj.2K > sj.S > 5H > UT > sj.S > sj.2K > sj.D > sj.2K > sj.D Corner gain Hase-esque j.S 5H is a one frame link 344

Video Demonstrations

Slayer Matchups

ABA Anji Axl Baiken Bridget Chipp Dizzy Eddie Faust I-no Jam Johnny Justice Kliff Ky May Millia Order-Sol Potemkin Robo-Ky Sol Testament Venom Zappa

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