GGML/Chipp/Combos

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< GGML‎ | Chipp
 Chipp
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+D becomes 236D.
> = 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
CC = Charge Cancel
AX =  Axl Low
BA =  Baiken
BH =  Dr Baldhead
CH =  Chipp Zanuff
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
PO =  Potemkin
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Combo Scaling

Hit Number 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
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


CC Infinite
Necessity


[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.

Combo Routes

Navigation

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