Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo Scaling
Hit Number | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
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Damage | 1x | 0.87x | 0.75x | 0.68x | 0.62x | 0.56x | 0.50x | 0.43x | 0.37x | 0.31x | 0.28x | 0.25x | 0.21x | 0.18x | 1x | 0.12x |
[Honestly Anything > 5H > 623R, 66, ... ] xN
The most consistent normal for this is c.S/f.S, but literally any button Chipp has besides 2H (which you shouldn't press in combos) and 6P (which gatlings into any K or S normal) works. 5H is Chipp's highest hitstun normal, but it's still short compared to other CC infinites like Baiken's - Chipp mostly makes up for this by having incredibly fast normals & movement speed on the dash-in to shove him into the opponent's pushbox, however, so it doesn't bother him much.
Against characters with thinner hitboxes like Millia, Chipp will make 5H whiff if he does a rep of 2 normals before dashing. To remedy this, Chipp's reverse gatlings actually come in clutch - rep f.S > 5H again immediately after, THEN CC, then dash up again and repeat. This can be trickier to get down than other CC infinites, but it's important to practice for the matchups where it comes in handy! Another option is to add several light normals, notably 5K, before going into 5H. This comes at the cost of the combo lasting longer.