GGACR/Chipp Zanuff/Combos: Difference between revisions

From Dustloop Wiki
(Moving combo difficulty coloring to dedicated template)
 
(15 intermediate revisions by 10 users not shown)
Line 1: Line 1:
<center>{{Character Label|GGACR|Chipp Zanuff|32px}}</center>
<center>{{Character Label|GGACR|Chipp Zanuff|size=42px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{GGACR/CharacterLinks}}
{{MFlag|cleanup}}<!-- This page excessively uses bolt text, and needs to use proper templates for combo notation and combo lists -->
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
{{TOC limit|3}}
</div>
{{Combo Notation|game=GGACR|width=85%|additional=
{{Combo Notation|game=GGACR|width=85%}}
:'''IAA''' = [[GGACR/Chipp_Zanuff/Strategy#Instant_Air_Alpha|Instant Air Alpha]]}}
<br style="clear:both;"/>
<br style="clear:both;"/>
Please keep in mind that the vast majority of Chipp’s combos from Accent Core still work, and many of them are still relevant. Notable exceptions are the combos that depend on the floor bounce of a 6HS air hit.
For the old combo page, click [[User:Xri/OldChippComboPagePlusR|here]].
== Combo Theory ==


German Wiki: http://wiki.hardedge.org/index.php?title=Chipp_Zanuff(GGXXAC%2BR)#Combos
Chipp combos are infamous for being very character and starter specific. Below are the main types of combo starters and their characteristics.


= Introduction =
=== Ground Confirms ===


These are the basic confirms that any beginning Chipp player should start off learning. These are for the most part universal and require minimal adjustments for character hurtbox and weight
Ground confirms and launchers are entirely universal, with the spacing being very slightly specific depending on the character's hurtbox, most infamously A.B.A.


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;min-width: 1000px;text-align: center"
{| class="wikitable sortable" border="1" style="margin-left: 1em auto 1em auto;min-width: 1000px;text-align: center"
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video Demonstration
!Combo !! Position !! Difficulty !! Notes
|-
|-
|{{clr|1|5/2P}} > {{clr|3|c.S}} > {{clr|5|2D}} || Anywhere || XXX || XXX || Everyone || Very Easy || Basic combo into 2D. Any normal before 2D can be jump installed to allow Chipp to get stronger mixups with teleport afterward
|{{clr|1|5P/2P/6P}}/{{clr|2|5K/2K}}/{{clr|3|c.S}} > {{clr|5|2D}} || Anywhere || {{ComboDifficulty|Very Easy}} || Basic combo into {{clr|5|2D}}. Leads to okizeme, which loops back into knockdown. Main combo needed for a basic gameplan.
|-
|-
|{{clr|1|5/2P}}> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|5|2D}} || Anywhere || XXX || XXX || Everyone || Very Easy || Similar to the above combo but slightly more damage. Leaves Chipp further away which can be better or worse
|{{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|5|2D}} || Anywhere || {{ComboDifficulty|Very Easy}} || Longer gatling to {{clr|5|2D}}. Needs dash momentum to start. Does a little more damage and leaves the opponent further away on knockdown, which can be better or worse.
|-
|-
|{{clr|3|f.S}} > {{clr|3|236S}}->{{clr|3|236S}} || Anywhere || XXX || XXX || Everyone || Very Easy || This combo is basically all you’re getting off of f.S without investing meter to RC the second rekka for followups. Leaves Chipp -3 on hit but outside of most 3 frame punish options
|{{clr|3|f.S/2S}} > {{clr|3|236S}} || Anywhere || {{ComboDifficulty|Very Easy}} || Main combo off of far pokes. Leaves Chipp close and +3 on hit and -1 on block allowing for pressure resets or follow-up rekkas. No knockdown.
|-
|}
|{{clr|3|c.S}} > {{clr|4|5H}} > {{clr|1|236P}} > {{clr|1|236P}}->{{clr|4|H}} || Midscreen || XXX || XXX || Everyone || Easy || Only works from up close, with dashing momentum or on crouching characters. Leaves opponents rather far away, usually substituted for 2369P combos
 
|-
=== {{clr|5|2D}}>{{clr|3|Resshou}} Starter ===
|{{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|22H}} > {{clr|2|j.K}} > JC > {{clr|2|j.K}} > {{clr|3|j.S}} > JC > {{clr|2|j.K}} > {{clr|5|j.D}} > {{clr|3|623S}}/{{clr|1|j.214P}} || Midscreen || XXX || XXX || Everyone || Easy || Basic teleport combo. c.S must be jump installed before cancelled into teleport. Substitute for {{clr|5|22D}} in the corner. Use {{clr|3|623S}} for damage, or {{clr|1|j.214P}} to get rid of slow shuriken
 
|-
Any close confirm into {{clr|5|2D}} can be comboed into {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}}. This is one of Chipp's main launchers and the only easily accessible one after jump normals, and leads to character and distance specific combos. Depending on the opponent's character and distance you may or may not follow up with {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S > 236K|label={{clr|2|Senshuu}}}}. Afterwards, you will usually use {{clr|1|5P}} or {{clr|4|5H}} into a jump cancel, followed by air normals, routing into {{clr|2|j.K}} to bring the opponent low to the ground, then {{clr|5|j.D}} (> {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}}) for the knockdown. These combos allow for better damage and corner carry, and often better okizeme than standard ground confirms. Examples:
|{{clr|1|6P}} > {{clr|4|6H}} > {{clr|1|236P}}/{{clr|1|2369P}} || Anywhere || XXX || XXX || Everyone || Easy || Combo from CH {{clr|1|6P}}. Combos from much further out than {{clr|4|5H}} > {{clr|1|236P}} due to the stagger on {{clr|4|6H}}
 
{| class="wikitable sortable" border="1" style="margin-left: 1em auto 1em auto;min-width: 1000px;text-align: center"
|-
|-
|{{clr|3|c.S}} > {{clr|4|5H}} > {{clr|1|2369P}} || Anywhere || XXX || XXX || Everyone || Easy || Generally superior to confirms into grounded alpha blade due to longer untech time allowing for a knockdown without use of any grounded alpha followups. Similar requirements to combos into ground alpha apply (needs close hit, dash momentum or crouching hit)
!Combo !! Notes !! Video Demonstration
|-
|-
|Throw > {{clr|2|236236K}} || Anywhere || XXX || XXX || Everyone but Faust and Jam || Easy || 50 meter combo from a throw. Works on every character but Faust and Jam where its fully IK punishable
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > 66 > {{clr|1|5P}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > {{clr|1|j.236P}} || Sample combo off of {{clr|5|2D}} > {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}} vs Sol. Sol's hurtbox is infamously finicky, so the microdash {{clr|1|5P}} is difficult to connect. || [[File:GGACR Chipp 2D Ress Vs Sol 1.webm|thumb]]
|-
|-
|Throw > {{clr|5|623D}} || Anywhere || XXX || XXX || Everyone || Easy || 25 meter combo from a throw. Works on everyone but slightly harder than {{clr|2|236236K}}
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|2|236K}} > {{clr|4|5H}} > {{clr|2|j.K}}(1) > {{clr|2|j.K}}(1) > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > {{clr|1|j.236P}} || The same starter vs Testament. Their hurtbox is much more forgiving and allows for combos after {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S > 236K|label={{clr|2|Senshuu}}}}, securing more damage and higher stability. || [[File:GGACR Chipp 2D Ress Vs Testament 1.webm|thumb]]
|}
|}


= Air Combo Theory =
=== Jump Install Combos ===


* '''j.P &gt; j.K &gt; j.S &gt; dj.P &gt; dj.K &gt; dj.S &gt; [tj.S &gt; tj.HS(2)] OR [jump back tj.D]:'''<br />
Chipp's [[GGACR/Movement#Jump_Install|Jump Install (JI)]] combos are a high damage basic confirm. They are done by buffering a jump during a jump-cancellable normal within a gatling, thus granting Chipp all his air actions even after a teleport. In general, any jump cancellable normal which gatlings into {{clr|4|2H}} can be used, and the {{clr|4|2H}} is then cancelled into {{MMC|game=GGACR|chara=Chipp Zanuff|input=22H|label={{clr|4|H or D Teleport}}}}. Example: {{clr|3|c.S}} > 8 > {{clr|4|2H}} > {{clr|4|22H}} > etc.
This is the most basic air combo that you can use in almost all situations that launch the opponent,the corner pushback can be a problem however. The alternate ender is good if you want to use up the slow shuriken so you have access to the fast one. You can also add a Beta or EX Beta Blade at the end of the combo for added damage, but it’s only generally worth it if it kills, since the j.HS brings you into a better situation (you land earlier). To make this combo as effective as possible, substitute the Ps with K(1) whenever you can, and reduce the number of Ps and Ks in general. A good one would be j.K(1) &gt; S dj.K(1) &gt; S &gt; tj.S,HS(2).


= Anti-Air =
===={{InvisibleText|Basic Jump Install Route}}====
{{TheoryBox
| Title      = Basic Jump Install Route
| Oneliner  = Works midscreen against every character with slight adjustments.
| Difficulty = Easy
| Anchor    = JICombo1
| Video      = GGACR Chipp Basic JI Combo.webm
| Size      = 256x192
| Recipe    = {{clr|3|c.S}} > 8 > {{clr|4|2H}} > {{clr|4|22H}}/{{clr|5|22D}} > {{clr|2|j.K}}(1) > {{clr|2|j.K}}(1) > dj > {{clr|2|j.K}}(1) > {{clr|2|j.K}}(1) > {{clr|3|j.S}} > tj > {{clr|3|j.S}} > {{clr|4|j.H}}
| content    =
High damage confirm which does not secure knockdown. Can be used on its own or as an ender after certain launchers. Against certain characters like Ky and Venom can be more finicky, delay the initial {{clr|2|j.K}}(1). Against Robo-Ky add another {{clr|2|j.K}}(1) at the beginning and also delay. Can also be done in the corner, but not as universal, use {{clr|5|22D}} to teleport closer if the opponent is cornered.


* '''6P(1) &gt; HS &gt; air combo (for example j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha)'''<br />
After the {{clr|4|j.H}} the combo can be ended with {{MMC|game=GGACR|chara=Chipp Zanuff|input=623S|label={{clr|3|Beta Blade}}}} or {{MMC|game=GGACR|chara=Chipp Zanuff|input=623D|label={{clr|5|FB Beta Blade}}}} for more damage, but leads to a less advantageous situation since Chipp lands later.
a good anti-air combo if you aren’t sure that your 6P will counter hit.
}}
* '''6P(1) &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha'''<br />
this is a harder combo that leads to more damage, but is somewhat character specific. see the other (upcoming) sections for details.
* '''6P(1) (CH) &gt; 6HS &gt; air combo'''<br />
now that 6HS causes ground bounce, you will most likely go into IAD j.P &gt; j.D &gt; Alpha after this, which can be somewhat unreliable since the bounce height depends on both your opponent’s weight and how far up they were when they got hit. better to stick with 6P(1) &gt; HS except if you feel very confident about this.
* '''2HS (CH) &gt; j.S &gt; dj.K(1) &gt; dj.K(1) &gt; dj.S &gt; tj.S &gt; tj.HS(1-2)'''<br />
works against everyone. rarely used but good in those situations where you have to anti-air in situations where your opponent is right above you. If the j.HS only hits once, chances are you can leave away one of the j.K(1) to make it hit twice for better damage (happens against lightweights).
* '''2HS (CH) &gt; 6HS, air combo:'''<br />
the same rules apply as for all other 6HS juggle combos they are somehwat specific.


= How to IAA (Instant Air Alpha) =
=== {{clr|1|Alpha Blade}} Starters ===


A good way to IAA is to do 2369P. Delay the P a litle bit so Chipp can get off the ground.
One of Chipp's more difficult but most rewarding combo starters to utilize is {{MMC|game=GGACR|chara=Chipp Zanuff|input=236P|label={{clr|1|Alpha Blade}}}}. After a {{clr|4|5H}} or {{clr|4|6H}} ground hit the opponent is put in enough hitstun for {{MMC|game=GGACR|chara=Chipp Zanuff|input=236P|label={{clr|1|Alpha Blade}}}} to combo after. For a slightly more reliable confirm and for better combos after, usually [[GGACR/Chipp_Zanuff/Strategy#Instant_Air_Alpha|Instant Air Alpha]] (IAA) is recommended. Off of close connects midscreen this secures a knockdown, while off of further connects (from {{clr|4|6H}} or from a counter hit or crouch confirmed {{clr|4|5H}}) or in the corner it leads to full combos. Midscreen under similar conditions ground {{MMC|game=GGACR|chara=Chipp Zanuff|input=236P|label={{clr|1|Alpha Blade}}}} can connect, leading to either {{MMC|game=GGACR|chara=Chipp Zanuff|input=236P > H|label={{clr|4|Alpha Plus}}}} for an inconsistent knockdown (not recommended) or {{MMC|game=GGACR|chara=Chipp Zanuff|input=236P > D|label={{clr|5|FB Alpha Plus}}}} for a full combo at the cost of 25 Tension. Despite the higher cost and it not working in the corner this allows for higher damage combos and does not require a far connect unlike {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|IAA}}}}.


= IAA (Instant Air Alpha) setups =
Examples:


* '''against a crouching opponent, chain into HS, IAA'''<br />
{| class="wikitable sortable" border="1" style="margin-left: 1em auto 1em auto;min-width: 1000px;text-align: center"
This is the most important setup. The more hits you land before the Alpha (preferably c.S &gt; f.S &gt; 2S &gt; HS), the better, because you will have to travel further before you hit your opponent, which is relevant midscreen, since you will end up closer to him this way with an easier relaunch.
|-
* '''combo into 236S -&gt; 236S &gt; RC &gt; 6HS, IAA:'''<br />
!Combo !! Position !! Notes !! Video Demonstration
the combo described above.
|-
* '''dash c.S &gt; f.S &gt; HS &gt; IAA'''<br />
|{{clr|3|c.S}} > {{clr|4|5H}} > {{clr|1|2369P}} || Midscreen ||  Close midscreen confirm into Instant {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha}}}}. Leads only to knockdown. || [[File:GGACR Chipp IAA Knockdown.webm|thumb]]
This only works off of a dash and point blank, meaning you will only ever land this as a punishment combo. The followup can be hard if you hit with this a little delayed use it after a blocked j.HS(1). Samitto uses this mixup a lot.<br />
|-
It only works if your opponent pays you some respect and doesn’t try to jump out after the j.HS(1). To get him to this point, apply the usual j.HS (mix between 1 and 2 hits) and j.2K(only hit hit), land, 2K Okizeme. They should fear getting hit crouching since it allows Chipp to get in some sick damage with IAAs. Once they hold still, you can start using the Wall Dive stuff.
|{{clr|3|c.S}} > {{clr|4|5H}} > {{clr|1|2369P}} > {{clr|3|c.S}} > {{clr|4|5H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Midscreen || The same confirm from further away can lead to a combo but is very difficult and spacing/character specific. || [[File:GGACR_Chipp_IAA_Combo_Standing_Midscreen.webm|thumb]]
|-
|{{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|1|2369P}} > same as above || Midscreen || A much more reliable confirm into {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|IAA}}}} which requires a crouching opponent but can start from point blank. Omit buttons before {{clr|4|5H}} depending on the distance. Works because crouching opponents take more hitstun. || [[File:GGACR_Chipp_IAA_Combo_Crouching_Midscreen.webm|thumb]]
|-
|{{clr|3|c.S}} > {{clr|4|5H}} > {{clr|1|2369P}} > {{clr|3|c.S}} > {{clr|4|5H}} > IAD > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > {{clr|1|j.236P}} || Corner or near corner || Corner confirm. Still requires being close to the opponent or for them to be crouching but allows for reliable follow ups. || [[File:GGACR Chipp IAA Combo Corner.webm|thumb]]
|-
|{{clr|3|c.S}} > {{clr|4|5H}} > {{clr|1|236P}} -> {{clr|5|D}} > basic JI route || Midscreen only || Ground {{MMC|game=GGACR|chara=Chipp Zanuff|input=236P|label={{clr|1|Alpha Blade}}}} confirm into {{MMC|game=GGACR|chara=Chipp Zanuff|input=236P > D|label={{clr|5|FB Alpha Plus}}}}. As long as the initial {{MMC|game=GGACR|chara=Chipp Zanuff|input=236P|label={{clr|1|Alpha Blade}}}} connects, this will lead into a combo regardless of spacing, at the cost of 25 Tension. It can also lead to the same routes as {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|IAA}}}} but is more position and character specific. || [[File:GGACR_Chipp_FB_Alpha_Plus_JI_Combo.webm|thumb]]
|}


= Walldive Okizeme Combos =
Extra notes:


Walldive oki consists of 2 options that you can mix up:
* A frame perfect {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|IAA}}}} (including jump startup) is 1F faster than a ground {{MMC|game=GGACR|chara=Chipp Zanuff|input=236P|label={{clr|1|Alpha Blade}}}}, making it more reliable in confirms from further away.
* {{clr|4|6H}} and CH {{clr|4|5H}} combo into either {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|IAA}}}} or ground {{MMC|game=GGACR|chara=Chipp Zanuff|input=236P|label={{clr|1|Alpha Blade}}}} from max range.
* {{MMC|game=GGACR|chara=Chipp Zanuff|input=236P > H|label={{clr|4|Alpha Plus}}}} does not connect after {{MMC|game=GGACR|chara=Chipp Zanuff|input=236P|label={{clr|1|Alpha Blade}}}} in certain spacings, making it a more situational knockdown than {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|IAA}}}}.
* {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|IAA}}}} and {{MMC|game=GGACR|chara=Chipp Zanuff|input=236P > D|label={{clr|5|FB Alpha Plus}}}} starter combos are almost always the highest damage routes Chipp has access to and usually lead to knockdowns.


* Walldive (steep or shallow angle), air dash back into your opponent, j.HS(1-2) or j.S(harder)
=== Other Launchers Or Extensions ===
* Walldive (steep angle), land, 2K or 2D -&gt; Combo.
Chipp's other notable launchers include: {{MMC|game=GGACR|chara=Chipp Zanuff|input=41236H|label={{clr|4|Gamma Blade}}}}, {{MMC|game=GGACR|chara=Chipp Zanuff|input=41236D|label={{clr|5|FB Gamma Blade}}}}, anti air/air hits of normals and counter hits of {{clr|2|6K}}, {{clr|5|j.D}}, air hit {{MMC|game=GGACR|chara=Chipp Zanuff|input=623S|label={{clr|3|Beta Blade}}}}, {{clr|4|2H}}. Most such launchers can be followed up with air hits of ground normals: usually some variation of a gatling into {{clr|4|5H}} or with a {{clr|4|6H}}, and then into an IAD combo similar to the ones from {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|IAA}}}} or {{MMC|game=GGACR|chara=Chipp Zanuff|input=236P > D|label={{clr|5|FB Alpha Plus}}}} launches. Starters such as "air hit {{clr|3|5S}} > {{clr|4|5H}}" listed in the character specific combo section assume a launch beforehand. Examples:


The first one is a delayed overhead since your opponent will usually go into a low block after he expects your jump-in to connect on his block. The second one is the low option. If you use 2D instead of 2K, the damage is much better since 2D doesn’t have any proration. There are several ways of using this okizeme, with the two most common being: use it “dry”, meaning timed in a way so that the 2D would hit meaty and the j.HS a little delayed use it after a blocked j.HS(1). Samitto uses this mixup a lot. It only works if your opponent pays you some respect and doesn’t try to jump out after the j.HS(1). To get him to this point, apply the usual j.HS (mix between 1 and 2 hits) and j.2K(only hit hit), land, 2K Okizeme. They should fear getting hit crouching since it allows Chipp to get in some sick damage with IAAs. Once they hold still, you can start using the Wall Dive stuff.
[[File:GGACR_Chipp_Basic_Air_Hit_6H_Combo.webm|left|thumb|]]  {{clear}}


== (blocked j.HS(1)) &gt; Walldive &gt; airdash back &gt; j.HS(1-2) crouch hit ==
[[File:GGACR Chipp Basic Air Hit 5S5H Combo.webm|left|thumb]] {{clear}}


* against ED, JO:<br />
Finally, during combos which lead to an {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}}, if close enough and with 25 Tension, Chipp can frc it and extend the combo. Example:
  '''c.S &gt; HS &gt; 2369P ▷ HS &gt; 2369P ▷ c.S &gt; HS &gt; j.D:'''<br />
  ED(179), JO(172)
* against TE:<br />
  '''c.S &gt; HS &gt; 2369P ▷ HS &gt; 2369P ▷ c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha'''<br />
  TE(177)


* against AB, AN, CH, HOS, JU, KL, KY, MI, RO, SL, SO, VE, ZA:<br />
[[File:GGACR Chipp Alpha Loops.webm|left|thumb|Chipp's classic Alpha Loops. The FRC point on {{clr|1|Air Alpha Blade}} allows for strong combo extensions especially in the corner. The combo is similar to other launchers in this section.]] {{clear}}
  '''c.S &gt; HS &gt; 2369P ▷ c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha'''<br />
  140(AB,RO), 151(HOS,SL), 160(JU,KY,SO,ZA), 166(AN,KL,VE), 192(MI), 206(CH)


* against AN, AX, BR, CH, DI, FA, HOS, IN, JA, KL, MA, MI, SL, TE:<br />
==Character Specific Combos==
  '''c.S &gt; HS &gt; 2369P ▷ c.S &gt; HS &gt; j.D &gt; Alpha'''<br />
Below are combos against every character from the most important starters. "{{clr|3|5S}}" refers to either {{clr|3|c.S}} or {{clr|3|f.S}} in combos where both work. Damage on air hit combos will vary based on the launcher, the damage numbers below are based on {{MMC|game=GGACR|chara=Chipp Zanuff|input=41236H|label={{clr|4|Gamma Blade}}}} launcher, which is why the damage numbers are low despite these combos usually being some of the higher damaging ones Chipp has.
  154(HOS,SL), 163(FA,TE), 169(AN,AX,IN,JA,KL,MA), 175(BR), 189(DI), 196(MI),210(CH)


* against PO:<br />
This combo list is not necessary to memorize or even think about at all for beginners. Instead, it is mostly useful as a cheat sheet, as while the combo routes are largely very similar, there are character specific quirks which need to be accounted for. This is not an exhaustive list, and relying on exprience to net knockdowns off of certain starters is still necessary, but it should cover most standard combo scenarios.
  '''c.S &gt; HS &gt; 2369P ▷ c.S &gt; 2S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha'''<br />
  141(PO)


'''with 25% Tension'''
===A.B.A===
* against AN, AX, BA, BR, CH, DI, FA, HOS, IN, JA, JU, KL, MA, MI, SO, TE, VE, ZA:<br />
  '''c.S &gt; HS &gt; 2369P ▷ c.S &gt; HS &gt; 41236K-D ▷ c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' [25% Tension]<br />
  184(HOS),194(FA,JU,SO,TE,ZA),200(AN,AX,IN,JA,KL,MA,VE),205(BR),223(DI),226(BA),233(MI),248(CH)


* against ABA, KY, RO:<br />
Combos against ABA can sometimes be tricky and distance dependent. Also, after a launch > {{clr|3|5S}} > {{clr|4|5H}}, the {{clr|4|5H}} may whiff if Chipp is too close to ABA.
  '''c.S &gt; HS &gt; 2369P ▷ c.S &gt; HS &gt; 41236K-D ▷ c.S &gt; f.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' [25% Tension]<br />
  ABA(169),KY(196),RO(170)


* against PO:<br />
{| class="wikitable sortable" border="1" style="margin-left: 1em auto 1em auto;min-width: 1000px;text-align: center"
  '''c.S &gt; HS &gt; 2369P ▷ c.S &gt; 2S &gt; HS &gt; 41236K-D &gt; c.S &gt; 2S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' [25% Tension]<br />
|-
  PO(165)
! Starter !! Combo !! Position !! Tension Cost !! Damage !! Difficulty !! Notes !! Video Demonstration (WIP)
|-
|rowspan="3"|{{clr|5|2D}} > {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}}
| {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > 66 > {{clr|4|5H}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Midscreen only || - || 116 || {{ComboDifficulty|Easy}} || Works only from close connects, so won't usually work after a jump-in. The microdash makes the combo more difficult. Omit the {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} if ABA is too low. ||
|-
| {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > (66) > {{clr|4|5H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 116 || {{ComboDifficulty|Medium}} || More difficult but more consistent combo than the one above. Works in the corner, off of far or close connects, and after jump-ins. The microdash is only necessary if further away, but if not done a delay is required before the {{clr|4|5H}}. Off of a jump-in in the corner it is difficult to get a knockdown, but otherwise works well. ||
|-
| {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > 66 > {{clr|1|5P}} > sj > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > {{clr|1|j.236P}} || Corner only || - || 91 || {{ComboDifficulty|Easy}} || Most consistent corner combo off of this starter against ABA. Does low damage but works after jump ins and off of far connects. Requires a deep microdash, but isn't too difficult otherwise. ||
|-
|rowspan="2" | Launcher > Air Hit {{clr|3|5S}} > {{clr|4|5H}}
| Launcher > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|5|j.D}} || Anywhere || - || 76 || {{ComboDifficulty|Very Easy}} || Easy and consistent but leads to poor knockdown and damage. ||
|-
| Launcher > {{clr|3|5S}} > {{clr|4|5H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 97 || {{ComboDifficulty|Medium}} || Standard IAD combo, leads to a great knockdown for okizeme. ||
|-
|rowspan="2" | Launcher > Air Hit {{clr|4|6H}}
| Launcher > {{clr|4|6H}} > IAD > {{clr|2|j.K}}(2) > {{clr|5|j.D}} || Anywhere || - || 97 || {{ComboDifficulty|Medium}} || Slightly easier variant, leads to worse knockdown and damage. ||
|-
| Launcher > {{clr|4|6H}} > dl. > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 104 || {{ComboDifficulty|Medium}} || Standard IAD combo, better damage and knockdown. ||
[[File:GGACR Chipp Air Hit 6H Combo Vs ABA 1.webm|thumb]]
|}


* against SL:<br />
====Instant Kill====
  '''c.S &gt; HS &gt; 2369P ▷ c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha FRC ▷ 6HS &gt; IAD j.P &gt; j.D &gt; Alpha''' [25% Tension]<br />
  169<br />
  '''c.S &gt; HS &gt; 2369P ▷ c.S &gt; HS &gt; 41236K-D ▷ c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' [25% Tension]<br />
  184 damage, harder than the one above


== Walldive [steep angle] low hit ==
ABA's unique {{MMC|game=GGACR|chara=A.B.A|input=Suka Motion}} mechanic allows her opponent to use their Instant Kill (IK) against her ([[GGACR/A.B.A#Suka_Motion|read more]]). Despite Chipp's {{MMC|game=GGACR|chara=Chipp Zanuff|input=236236H|label={{clr|4|Instant Kill}}}} being one of the slowest in the game, by hitting an ABA whose Moroha Gauge is low with an {{MMC|game=GGACR|chara=Chipp Zanuff|input=41236D|label={{clr|5|FB Gamma Blade}}}}, either raw or [[GGACR/Offense#Off_The_Ground_Attacks_.28OTGs.29|off the ground (OTG)]] out of almost any combo which knocks down, gives him enough time to run up and IK her. This is one of Chipp's main win conditions against ABA.


* against BA, BR*, DI**, IN**, MA, MI:<br />
[[File:GGACR Chipp IK Setup VS ABA.webm|thumb|left|(OTG) {{clr|5|FB Gamma}} gives enough time to run up and {{clr|4|IK}} low Moroha Gauge ABA even from far connects.]] {{clear}}
  '''2D &gt; 236S &gt; dash &gt; j.P &gt; K(1) &gt; K(2) &gt; K(2) &gt; D &gt; Alpha'''<br />
  106(BR), 110(IN), 113(MA), 120(DI), 128(BA), 131(MI).<br />
  *omit the Alpha<br />
  **omit one j.K(2)


* against AX*, JA*/**, JU, KL**:<br />
===Anji Mito===
  '''2D &gt; 236S (-&gt; 236K), link HS &gt; j.D &gt; Alpha'''<br />
  125(AX,JA), 136(JU), 142(KL).<br />
  *omit 236K, **no Knockdown<br />
 
  followup '''FRC &gt; while falling j.D ▷ c.S &gt; HS &gt; j.D &gt; Alpha''' [25% Tension]<br />
  202(KL), 195(AX*)<br />
  *omit 236K


* against CH, FA, HOS, SO:
Anji is mostly a standard middle weight character to combo. One notable quirk is that due to his air hurtbox {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} will often whiff after a {{clr|5|j.D}}.
  '''2D &gt; 236S &gt; dash &gt; 5P &gt; j.D &gt; Alpha'''<br />
  89(HOS), 94(FA,SO), 120(CH)
 
  followup '''FRC &gt; while falling j.D ▷ c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' [25% Tension]<br />
  147(HOS), 158(SO), 200(CH)
 
  followup '''FRC &gt; while falling j.D ▷ c.S &gt; HS &gt; j.D &gt; Alpha''' [25% Tension]<br />
  161(FA)


* against ED, JU, KY*, VE:
{| class="wikitable sortable" border="1" style="margin-left: 1em auto 1em auto;min-width: 1000px;text-align: center"
  '''2D &gt; 236S -&gt; 236K &gt; HS &gt; 41236K-D ▷ delay c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' [25% Tension]<br />
|-
  193(JU,KY), 200(ED,VE)<br />
! Starter !! Combo !! Position !! Tension Cost !! Damage !! Difficulty !! Notes !! Video Demonstration (WIP)
  *delay the Alpha
|-
|rowspan="4"|{{clr|5|2D}} > {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}}
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|2|236K}} > {{clr|1|5P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Midscreen || - || 126-133 || {{ComboDifficulty|Easy}} || Midscreen close connect combo. {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} only connects near the corner. Doesn't work off of further connects as the {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S > 236K|label={{clr|2|Senshuu}}}} whiffs. Doesn't work in the corner.||
|-
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > (66) > {{clr|1|5P}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Midscreen || - || 92-116 || {{ComboDifficulty|Easy}} || Combo from further connects or jump-ins. {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} only connects near the corner. Doesn't work from closer connects as {{clr|2|j.K}} won't drag them down as far. Also doesn't work in the corner. Can substitute {{clr|1|5P}} for {{clr|4|5H}} but it is less consistent. ||
|-
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > (66) > {{clr|4|5H}} > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Corner || - || 116-140 || {{ComboDifficulty|Easy}} || Corner combo which works from close or far connects. {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} will connect unless the opponent is too low, adjust accordingly. ||
|-
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > {{clr|4|5H}} > {{clr|5|41236K~D}} > {{clr|3|c.S}} > {{clr|4|5H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Corner || 25 || 195 || {{ComboDifficulty|Medium}} || 25 tension corner combo for more damage. Works well off of close connects, for further ones do a very short microdash before the initial {{clr|4|5H}}. For more damage at the cost of 25 more tension end the combo in another {{MMC|game=GGACR|chara=Chipp Zanuff|input=41236K > D|label={{clr|5|Leaf-FB}}}} instead of the IAD ender. ||
|-
|rowspan="3" | Launcher > Air Hit {{clr|3|5S}} > {{clr|4|5H}}
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} || Midscreen || - || 115 || {{ComboDifficulty|Easy}} || Easier than the options below but less consistent and leads to worse corner carry. Doesn't work in the corner off of most launchers. ||
|-
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 100-118 || {{ComboDifficulty|Medium}} || Standard IAD combo. Almost always better than the one above, but harder. {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} will only connect near the corner or off of launchers which leave Anji higher up. ||
|-
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > IAD > {{clr|2|j.K}}(2) > {{clr|5|j.D}} || Anywhere || - || 110 || {{ComboDifficulty|Medium}} || Same as above but with {{clr|2|j.K}}(2) instead of {{clr|1|j.P}}. Midscreen, it does slightly more damage and leads to a better knockdown for okizeme. In the corner it is worse since  {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} won't work afterwards. Might be a bit more difficult or inconsistent due to {{clr|1|j.K}}'s worse horizontal range. ||
|-
|rowspan="2" | Launcher > Air Hit {{clr|4|6H}}
|Launcher > {{clr|4|6H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 104-125 || {{ComboDifficulty|Medium}} || Same as off of {{clr|3|5S}} > {{clr|4|5H}} but higher damage and easier. {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} will sometimes connect midscreen but is unreliable. ||
|-
|Launcher > {{clr|4|6H}} > IAD > {{clr|2|j.K}}(2) > {{clr|5|j.D}} || Anywhere || - || 116 || {{ComboDifficulty|Medium}} || Same as off of {{clr|3|5S}} > {{clr|4|5H}} but higher damage and easier. ||
|}


* against RO, KY* 
===Axl Low===
  '''2D &gt; 236S -&gt; 236K &gt; HS &gt; 41236K-D ▷ delay c.S &gt; f.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' [25% Tension]<br />
  168(RO), 197(KY*)<br />
  *difficult knockdown, delay Alpha


* against AN*, ED, KY, RO, TE, VE, ZA:
Axl is a relatively tricky middle weight character to combo. After a launch > {{clr|3|5S}} > {{clr|4|5H}}, the {{clr|4|5H}} may whiff if Chipp is too close to Axl.
  '''2D &gt; 236S -&gt; 236K, link HS &gt; j.D &gt; Alpha'''<br />
  119(RO), 125(AN), 136(KY,TE,ZA), 142(ED,VE)<br />
  *omit 236K
 
  followup '''FRC &gt; while falling j.D ▷ c.S &gt; HS &gt; j.D''': [25% Tension]<br />
  183(AN*), 186(ZA)<br />
  *omit 236K


* against DI:
{| class="wikitable sortable" border="1" style="margin-left: 1em auto 1em auto;min-width: 1000px;text-align: center"
  '''2D &gt; 236S &gt; dash &gt; .j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D:'''
|-
  104
! Starter !! Combo !! Position !! Tension Cost !! Damage !! Difficulty !! Notes !! Video Demonstration (WIP)
|-
|rowspan="4"|{{clr|5|2D}} > {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}}
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > 66 > {{clr|4|5H}} > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 116-140 || {{ComboDifficulty|Easy}} || Most basic combo against Axl off of this starter. Works off of close or somewhat further confirms, midscreen or in the corner. {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} can connect from close confirms, but is unreliable, however it will always connect in the corner. Microdash almost always necessary after {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}}. ||
|-
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > 66 > {{clr|3|f.S}} > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 108-131 || {{ComboDifficulty|Easy}} || Same combo but works off of further confirms. More tricky than the above when up close, however, since {{clr|3|c.S}} may come out instead of {{clr|3|f.S}}. {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} will almost never connect except near corner.
|-
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > 66 > {{clr|1|5P}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|2|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 116 || {{ComboDifficulty|Easy}} || Less consistent confirm, but it secures an {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} knockdown midscreen for better okizeme. Requires a long dash/delay since Axl needs to be as Low (heh) as possible before the {{clr|1|5P}} connects. Not worth using in the corner, as it is unreliable and deals less damage than the above. ||
|-
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > 66 > {{clr|4|5H}} > {{clr|5|41236K~D}} > {{clr|3|c.S}} > {{clr|4|5H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Corner || 25 || 195 || {{ComboDifficulty|Easy}} || Not completely stable but a good way to rack up extra damage against Axl in the corner. You can spend 25 more meter for another {{MMC|game=GGACR|chara=Chipp Zanuff|input=41236K > D|label={{clr|5|Leaf-FB}}}} instead of the IAD follow up, for an easier knockdown and slightly higher damage (200) ||
|-
|rowspan="3" | Launcher > Air Hit {{clr|3|5S}} > {{clr|4|5H}}
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > IAD > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 116 || {{ComboDifficulty|Medium}} || Most consistent IAD combo against Axl. If he is too low, however, such as off of a {{MMC|game=GGACR|chara=Chipp Zanuff|input=41236H|label={{clr|4|Gamma Blade}}}} launcher, the first hit of {{clr|2|j.K}} will whiff due to Axl's flat hurtbox and {{clr|2|j.K}}'s high hitbox. ||
|-
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > (dl.) > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 118 || {{ComboDifficulty|Medium}}-{{ComboDifficulty|Hard}} || Standard IAD combo. Won't work in as many cases as the above as usually Axl is too high up and the {{clr|5|j.D}} will whiff, but required in cases where {{clr|1|j.K}} whiffs. Might have to delay the IAD depending on the starter to make sure Axl is low enough. ||
|-
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|2|j.D}} > ({{clr|1|j.236P}}) || Midscreen || - || 121 || {{ComboDifficulty|Easy}} || Easier but less reliable confirm. Usually requires a close and low-ish connect of {{clr|3|5S}} > {{clr|4|5H}}. The {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} will work only if Axl is high enough, adjust accordingly. ||
|-
|rowspan="2" | Launcher > Air Hit {{clr|4|6H}}
|Launcher > {{clr|4|6H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 125 || {{ComboDifficulty|Medium}} || Do not delay the IAD at all or Axl will be too high for {{clr|5|j.D}} to connect. ||
|-
|Launcher > {{clr|4|6H}} > IAD > {{clr|2|j.K}}(2) > {{clr|5|j.D}} || Anywhere || - || 116 || {{ComboDifficulty|Medium}} || More consistent/easier than the variant above. ||
|}


* against JA:
===Baiken===
  '''2D &gt; 236S &gt; d.HS &gt; 41236K-D ▷ c.S &gt; HS &gt; j.D &gt; Alpha''' [25% Tension]
  194


* against PO:
Baiken is a super lightweight, and has a small hurtbox, so she's tricky to combo. Since confirms off of non-point-blank connects of {{clr|5|2D}} > {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}} aren't very reliable it is recommended to just end with the {{clr|5|2D}} and run okizeme.
  '''2D &gt; 236S -&gt; 236K, link HS''', then:
    followup '''IAD j.K(2) &gt; j.D &gt; Alpha'''<br />
    122<br />
    or followup '''41236K-D ▷ c.S &gt; 2S &gt; HS &gt; IAD j.K(1) &gt; j.D &gt; Alpha''' [25% Tension]<br />
    170


* against TE:
{| class="wikitable sortable" border="1" style="margin-left: 1em auto 1em auto;min-width: 1000px;text-align: center"
  '''2D &gt; 236S &gt; 236K, link HS &gt; 41236K-D c.S &gt; HS &gt; j.D &gt; Alpha''' [25% Tension]<br />
|-
  193
! Starter !! Combo !! Position !! Tension Cost !! Damage !! Difficulty !! Notes !! Video Demonstration (WIP)
|-
|rowspan="3"|{{clr|5|2D}} > {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}}
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|2|236K}} > {{clr|1|5P}} > {{clr|2|j.K}}(1) > {{clr|2|j.K}}(1) > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > {{clr|1|j.236P}} || Midscreen || - || 154 || {{ComboDifficulty|Easy}} || Combo from close connects. Unless almost point-blank, {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S > 236K|label={{clr|2|Senshuu}}}} will whiff. {{clr|2|j.K}}(1) could be replaced with {{clr|1|j.P}}, but it seems more consistent and does more damage at no real increase in difficulty. ||
|-
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > (66) > {{clr|5|j.D}} || Anywhere || - || 103 || {{ComboDifficulty|Very Easy}} - {{ComboDifficulty|Medium}} || From closer connects and basically any corner connect this combo works without a microdash and is very easy. From further connects midscreen it requires a microdash making it significantly harder, but is the only connect that will generally work (from what I could find). A well timed double jump after the {{clr|5|j.D}} can allow for a safejump or other tricky okizeme options. ||
|-
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|2|236K}} > {{clr|1|5P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Corner || - || 149 || {{ComboDifficulty|Easy}} || Works and knocks down from almost any corner connect regardless of distance or prior hits. ||
|-
|rowspan="3" | Launcher > Air Hit {{clr|3|5S}} > {{clr|4|5H}}
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > dl. > {{clr|1|j.236P}} || Anywhere || - || 131 || {{ComboDifficulty|Medium}} || Standard IAD combo. Won't knock down unless you delay the {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}}. Can be finicky off of certain starters. ||
|-
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|5|j.D}} || Anywhere || - || 110 || {{ComboDifficulty|Very Easy}} || Easy knockdown off of this starter. ||
|-
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|2|j.D}} > {{clr|1|j.236P}} || Midscreen || - || 134 || {{ComboDifficulty|Easy}} || More finicky but leads to better corner carry, damage and oki than the one above. ||
|-
|rowspan="1" | Launcher > Air Hit {{clr|4|6H}}
|Launcher > {{clr|4|6H}} > (dl.) > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 116-139 || {{ComboDifficulty|Medium}} || Relatively consistent. Delay the IAD if you want the {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} to connect, though it will knock down without it. ||
|}


* against AB:
===Bridget===
  '''2D &gt; 236S &gt; delay HS &gt; IAD j.P &gt; j.D &gt; Alpha'''<br />
  102<br />
  '''2D &gt; 236S &gt; HS &gt; 41236K-D ▷ c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' [25% Tension]<br />
  159 damage, no knockdown


= Combos by characters =
Bridget is a super lightweight with a small hurtbox which is favorable in a few ways and unfavorable in many. She's difficult to combo, and most non-point-blank connects of {{clr|5|2D}} > {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}} aren't very reliable, so it's often recommended to take the {{clr|5|2D}} knockdown for okizeme.


All combos lead to knockdown unless otherwise specified.
{| class="wikitable sortable" border="1" style="margin-left: 1em auto 1em auto;min-width: 1000px;text-align: center"
== vs Venom ==
|-
''' 41236HS &gt; IAA &gt; c.S &gt; HS &gt; IAD j.D &gt; Alpha''' 135 damage 0% tension
! Starter !! Combo !! Position !! Tension Cost !! Damage !! Difficulty !! Notes !! Video Demonstration (WIP)
|-
|rowspan="3"|{{clr|5|2D}} > {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}}
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|2|236K}} > {{clr|1|5P}} > {{clr|2|j.K}}(1) > {{clr|2|j.K}}(1) > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > {{clr|1|j.236P}} || Midscreen || - || 140 || {{ComboDifficulty|Easy}} || Combo from close connects. Unless almost point-blank, {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S > 236K|label={{clr|2|Senshuu}}}} will whiff. Isn't completely consistent but is better than other alternatives. ||
|-
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > (66) > {{clr|5|j.D}} || Anywhere || - || 93 || {{ComboDifficulty|Very Easy}} - {{ComboDifficulty|Medium}} || From most close-ish connects and basically any corner connect this combo works without a microdash and is very easy. From further connects midscreen it requires a microdash making it significantly harder, but is the only connect that will generally work (from what I could find). A well timed double jump after the {{clr|5|j.D}} can allow for a safejump or other tricky okizeme options. ||
|-
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|2|236K}} > {{clr|1|5P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Corner || - || 135 || {{ComboDifficulty|Easy}} || Works and knocks down from close-ish corner connects. ||
|-
|rowspan="3" | Launcher > Air Hit {{clr|3|5S}} > {{clr|4|5H}}
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > (sj.)IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > dl. > {{clr|1|j.236P}} || Anywhere || - || 131 || {{ComboDifficulty|Medium}} || Standard IAD combo. Won't knock down unless you delay the {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}}. sjIAD is often more reliable since Bridget tends to fall out before the {{clr|5|j.D}} if you're too low. Is finicky off of many starters, not always recommended. ||
|-
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|5|j.D}} || Anywhere || - || 99 || {{ComboDifficulty|Very Easy}} || Easy knockdown off of this starter. ||
|-
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|2|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 115-121 || {{ComboDifficulty|Easy}} || More finicky but leads to better corner carry, damage and oki than the one above. ||
|-
|rowspan="1" | Launcher > Air Hit {{clr|4|6H}}
|Launcher > {{clr|4|6H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 116-139 || {{ComboDifficulty|Medium}} || Pretty consistent. If Bridget is too low the {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} won't hit her. ||
|}


'''c.S &gt; 2D &gt; 236S -&gt; 236K,link HS &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' 156 damage 0% tension
===Chipp Zanuff===


'''2k/c.S &gt; 2D &gt; 236S -&gt; microdash HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 90 / 139 damage 0% tension
Fellow ninja. Chipp is a middle-weight with an air hurtbox which doesn't extend very far down, making it difficult or impossible to use some staples which work on other middle weights, such as {{clr|5|2D}} > {{clr|3|236S}} > {{clr|4|5H}}. Otherwise he's fairly simple to combo.


== vs ABA ==
{| class="wikitable sortable" border="1" style="margin-left: 1em auto 1em auto;min-width: 1000px;text-align: center"
'''c.S &gt; 2D &gt; 236S dash 5P j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' 96 damage 0% tension
|-
! Starter !! Combo !! Position !! Tension Cost !! Damage !! Difficulty !! Notes !! Video Demonstration (WIP)
|-
|rowspan="2"|{{clr|5|2D}} > {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}}
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > 66 > {{clr|1|5P}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 136-145 || {{ComboDifficulty|Easy}} || Works relatively consistently. If exactly point blank, dash up as far as possible before {{clr|1|5P}}. Pushback will make the combo unreliable in the corner if started from too far away. {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} will whiff if the opponent is too low or too far so omit it if so. ||
|-
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > 66 > {{clr|1|5P}} > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 115-143 || {{ComboDifficulty|Easy}} || Works surprisingly consistently from point blank connects and from any corner connect. Can work from further midscreen but is tricky and the {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} has to be omitted leading to a sub-optimal knockdown. ||
|-
|rowspan="2" | Launcher > Air Hit {{clr|3|5S}} > {{clr|4|5H}}
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 144 || {{ComboDifficulty|Medium}} || Standard IAD combo, works very comfortably on Chipp. ||
|-
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 120-146 || {{ComboDifficulty|Easy}} || Easier than the above if you struggle with {{clr|4|5H}} > IAD stuff. Not recommended otherwise, leads to sub-par oki without the {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} knockdown, which only works on close high connects of {{clr|4|5H}}, but it technically does more damage with it than the route above.
|-
|rowspan="2" | Launcher > Air Hit {{clr|4|6H}}
|Launcher > {{clr|4|6H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 153 || {{ComboDifficulty|Easy}} || Standard IAD combo, just as consistent as the one from {{clr|3|5S}} > {{clr|4|5H}}. ||
|-
|Launcher > {{clr|4|6H}} > IAD > {{clr|2|j.K}}(2) > {{clr|5|j.D}} || Anywhere || - || 141 || {{ComboDifficulty|Easy}} || Trades off the higher damage of the combo above for way better midscreen oki and slightly better corner oki. ||
|}


'''dash &gt; (2K) &gt; c.S &gt; 2D &gt; 236S -&gt; 236K, link P &gt; j.K(1) &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' 70 / 114 damage 0% tension
===Dizzy===
Dizzy is a relatively standard lightweight character to combo. Air Hit {{clr|3|5S}} > {{clr|4|5H}} will sometimes whiff on her if done from too close.


'''2k/c.S &gt; 2D &gt; 236S &gt; microdash HS &gt; IAD j.P &gt; j.D &gt; Alpha'''  76 / 116 damage 0% tension
{| class="wikitable sortable" border="1" style="margin-left: 1em auto 1em auto;min-width: 1000px;text-align: center"
|-
! Starter !! Combo !! Position !! Tension Cost !! Damage !! Difficulty !! Notes !! Video Demonstration (WIP)
|-
|rowspan="1"|{{clr|5|2D}} > {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}}
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > 66 > {{clr|1|5P}} > sj > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 126 || {{ComboDifficulty|Easy}} || Basic combo which works anywhere on screen. Off of farther connects midscreen it becomes very difficult to hit the microdash {{clr|1|5P}}. ||
|-
|rowspan="2" | Launcher > Air Hit {{clr|3|5S}} > {{clr|4|5H}}
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 127 || {{ComboDifficulty|Medium}} || Standard IAD combo. The {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} will hit late so in longer combos it Dizzy may be able to tech before it hits. This also makes FRCing it and extending the combo harder. ||
|-
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} || Anywhere || - || 123 || {{ComboDifficulty|Easy}} || Alternate combo off this starter. Harder in the corner and not necessary, but gives better midscreen okizeme and is more stable in some situations.
|-
|rowspan="2" | Launcher > Air Hit {{clr|4|6H}}
|Launcher > {{clr|4|6H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 135 || {{ComboDifficulty|Medium}} || Same as off of Air Hit {{clr|3|5S}} > {{clr|4|5H}}. Off of low air hits of {{clr|4|6H}} or when gravity is scaled it may not work.
|-
|Launcher > {{clr|4|6H}} > IAD > {{clr|2|j.K}}(2) > {{clr|5|j.D}} || Anywhere || - || 126 || {{ComboDifficulty|Medium}} || Alternate combo that allows for better midscreen okizeme. ||
|}


== vs Anji ==
===Eddie===
Eddie is one of the trickier middleweights to combo. His air hurtbox will make staples such as {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) difficult to land, and {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} enders will usually whiff on him outside of the corner.


'''2K &gt; c.S &gt; 2D &gt; 236S -&gt; 236K &gt; 5P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D:''' 82 damage 0% tension Get used to it. Anji outpokes you like crazy and this is the only thing you can convert to from a low. Either this or get guard pointed to death. (Yes, I’m salty.)
{| class="wikitable sortable" border="1" style="margin-left: 1em auto 1em auto;min-width: 1000px;text-align: center"
|-
! Starter !! Combo !! Position !! Tension Cost !! Damage !! Difficulty !! Notes !! Video Demonstration (WIP)
|-
|rowspan="2"|{{clr|5|2D}} > {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}}
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|2|236K}} > dl. > {{clr|1|5P}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Midscreen || - || 123-129 || {{ComboDifficulty|Easy}} || Works mostly from close connects midscreen. The {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} will only connect near the corner. {{clr|1|5P}} can be replaced with {{clr|4|5H}} for more damage but lower consistency. Will not work in the corner or from further connects such as a {{clr|4|j.H}} jump-in. ||
|-
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > 66 > (dl.) > {{clr|1|5P}} > sj. > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 111 || {{ComboDifficulty|Easy}} || More consistent than the above off of most connects, especially from jump-ins. Eddie will need to be low before the {{clr|1|5P}} hits so delay or dash further if necessary. The {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} will usually be required for the knockdown so midscreen okizeme is slighty worse off of this route. ||
|-
|rowspan="2" | Launcher > Air Hit {{clr|3|5S}} > {{clr|4|5H}}
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 100-118 || {{ComboDifficulty|Medium}} || Standard IAD combo. {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} won't connect unless near the corner. ||
|-
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > IAD > {{clr|2|j.K}}(2) > {{clr|5|j.D}} || Anywhere || - || ~110 || {{ComboDifficulty|Medium}} || Works only off of higher connects but will secure knockdown off of them midscreen unlike the combo above. ||
|-
|rowspan="2" | Launcher > Air Hit {{clr|4|6H}}
|Launcher > {{clr|4|6H}} > IAD > (dl.) > {{clr|1|j.P}} > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 104-125 || {{ComboDifficulty|Medium}} || {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} won't connect unless near the corner or {{clr|1|j.P}} is delayed. ||
|-
|Launcher > {{clr|4|6H}} > IAD > {{clr|2|j.K}}(2) > {{clr|5|j.D}} || Anywhere || - || 116 || {{ComboDifficulty|Medium}} || Gives better damage and midscreen okizeme than the above. ||
|}


'''c.S &gt; 2D &gt; 236S &gt; HS &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D:''' 140 damage 0% tension '''Corner Only c.S &gt; 2D &gt; 236S &gt; HS j.D &gt; Alpha''' 140 damage 0% tension
===Faust===
Faust is a middleweight with a huge horizontal air hurtbox but one which doesn't extend far down at all. Due to this, staples such as air hit {{clr|3|5S}} > {{clr|4|5H}} will almost never work (use {{clr|1|5P}} > {{clr|4|5H}} or {{clr|2|5K}} > {{clr|4|5H}} instead), and air combos can be tricky. Luckily the alternative routing is actually fairly consistent, so he's not hard to combo as much as he is different.  


'''From jump in (j.S) c.S &gt; 2D &gt; 236S -&gt; 236K , P j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D:''' 140 damage depending on starter 0% tension Do this combo from D and HS teleport FRCs.
{| class="wikitable sortable" border="1" style="margin-left: 1em auto 1em auto;min-width: 1000px;text-align: center"
|-
! Starter !! Combo !! Position !! Tension Cost !! Damage !! Difficulty !! Notes !! Video Demonstration (WIP)
|-
|rowspan="1"|{{clr|5|2D}} > {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}}
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > sj > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 108-115 || {{ComboDifficulty|Easy}} || Surprisingly consistent combo. Works even off of further range confirms such as off of a {{clr|4|j.H}} jump-in. If Faust is too high after the {{clr|5|j.D}}, {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} is required, but if he's too low it will hit OTG, so react accordingly. ||
|-
|rowspan="2" | Launcher > Air Hit {{clr|1|5P}}/{{clr|2|5K}} > {{clr|4|5H}}
|Launcher > {{clr|1|5P}}/{{clr|2|5K}} > {{clr|4|5H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 100 || {{ComboDifficulty|Medium}} || Standard IAD combo. As mentioned above, {{clr|3|5S}} > {{clr|4|5H}} will not work, so {{clr|2|5K}} > {{clr|4|5H}} is recommended. Use {{clr|1|5P}} instead of {{clr|2|5K}} for its faster startup in cases where the link is harder such as after an {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|IAA}}}}.||
|-
|Launcher > {{clr|1|5P}}/{{clr|2|5K}} > {{clr|4|5H}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Midscreen || - || 94-100 || {{ComboDifficulty|Easy}} || Alternative to the above. Not very consistent in the corner. Omitting the {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} allows for better midscreen okizeme.
|-
|rowspan="2" | Launcher > Air Hit {{clr|4|6H}}
|Launcher > {{clr|4|6H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 119 || {{ComboDifficulty|Medium}} || IAD combo after air hit {{clr|4|6H}}. ||
|-
|Launcher > {{clr|4|6H}} > IAD > (dl.) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} || Anywhere || - || 111 || {{ComboDifficulty|Medium}} || Gives better midscreen okizeme than the above. Delay after the IAD is necessary if gravity isn't scaled enough. ||
|-
|}


'''c.S &gt; 2D &gt; 236S delayed HS &gt; 41236K-D &gt; f.S &gt; HS &gt; IAD j.K(2) &gt; j.D:''' 188 damage 25% tension
===I-no===


'''c.S &gt; 2D &gt; 236S &gt; HS &gt; 41236K-D &gt; f.S &gt; HS &gt; IAD j.P &gt; j.S &gt; dj.S j.HS j.623S: 200 damage 25% tension:''' NO Knockdown
===Jam Kuradoberi===


'''Corner Only c.S &gt; 2D &gt; 236S &gt; HS &gt; 41236K-D &gt; c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 195 damage 25% tension
===Johnny===


'''dash c.S &gt; f.S &gt; HS &gt; 236P-D &gt; c.S &gt; HS &gt; IAD j.P &gt; j.S &gt; dj.S j.HS(1) j.623S: 215 damage 25% tension:''' NO Knockdown
===Justice===
Justice is a lightweight character with a big hurtbox. After a launch > {{clr|3|5S}} > {{clr|4|5H}}, the {{clr|4|5H}} may whiff if Justice is a little bit too high up.


'''dash c.S &gt; f.S &gt; HS &gt; 236P-D &gt; c.S &gt; HS &gt; IAD j.K(2) &gt; j.D:''' 203 damage 25% tension
{| class="wikitable sortable" border="1" style="margin-left: 1em auto 1em auto;min-width: 1000px;text-align: center"
 
|-
'''j.D CH ▷ 6HS &gt; IAD j.K(2) &gt; j.D:''' 114 damage 0% tension
! Starter !! Combo !! Position !! Tension Cost !! Damage !! Difficulty !! Notes !! Video Demonstration (WIP)
 
|-
'''j.D CH ▷ 6HS &gt; 41236K-D &gt; c.S &gt; HS &gt; IAD j.K(2) &gt; j.D:''' 189 damage 25% tension
|rowspan="3"|{{clr|5|2D}} > {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}}
 
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|2|236K}} > {{clr|1|5P}} > sj > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|2|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 120 || {{ComboDifficulty|Easy}} || Main route off of this starter. {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} will only work if Justice is high enough, adjust accordingly. Will work at basically any distance {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S > 236K|label={{clr|2|Senshuu}}}} connects, but won't work (or at least not consistently) if there are two or more extra hits before the {{clr|3|c.S}}, such as a jump-in {{clr|4|j.H}}(2) or prior gatlings, use the combo below in those cases. In the corner it only works off of really close connects. ||
'''Corner Only j.D CH ▷ 6HS &gt; IAD j.K(1) &gt; j.D &gt; Alpha''' 130 damage 0% tension
|-
 
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|2|236K}} > {{clr|4|5H}} > sj > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|2|j.D}} > {{clr|1|j.236P}} || Midscreen || - || 152 || {{ComboDifficulty|Medium}} || Harder than above due to having to link a {{clr|4|5H}}. Won't work reliably off of closer distance confirms but is necessary off of longer range ones with more hits racked up before the {{clr|3|c.S}}. Basically only use when the combo above won't work. Doesn't work in the corner reliably. ||
'''CH 6K 6HS &gt; 41236K-D &gt; c.S &gt; HS &gt; IAD j.K(2) &gt; j.D:''' 165 damage 25% tension
|-
 
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > {{clr|4|5H}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Corner || - || 135 || {{ComboDifficulty|Very Easy}} || Works only in the corner.||
'''Corner only 41236HS 6HS &gt; 41236K-D &gt; c.S &gt; f.S &gt; HS &gt; 41236K-D &gt; c.S &gt; HS j.D:''' 214 damage 50% tension
|-
 
|rowspan="2" | Launcher > Air Hit {{clr|3|5S}} > {{clr|4|5H}}
'''41236K FRC HS &gt; IAD j.K(2) &gt; j.D:''' 126 damage 25% tension
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 113 || {{ComboDifficulty|Medium}} || Standard IAD combo, works in most situations. Won't knock down off of higher connects. ||
 
|-
== vs Roboky ==
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|2|j.D}} > {{clr|1|j.236P}} || Midscreen || - || 118 || {{ComboDifficulty|Easy}} || Works in most situations the above combo doesn't, but is less reliable otherwise. Knocks down Justice even when she's higher up. ||
 
|-
'''c.S &gt; 2D &gt; 236S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 116 damage 0% tension
|rowspan="1" | Launcher > Air Hit {{clr|4|6H}}
 
|Launcher > {{clr|4|6H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 101-121 || {{ComboDifficulty|Medium}} || Standard IAD combo. The {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} will almost always connect. ||
'''c.S &gt; 2D &gt; 236S -&gt; 236K, link HS &gt; 41236K-D:''' 131 damage 25% tension
|}
 
'''Corner Only c.S &gt; 2D &gt; 236S (delay + hold 4) HS &gt; 41236K-D &gt; c.S &gt; f.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 165 damage 25% tension
 
'''j.D CH ▷ c.S &gt; f.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 105 damage 0% tension
 
'''Corner only j.D CH ▷ c.S &gt; f.S &gt; HS &gt; 41236K-D &gt; c.S &gt; f.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 154 damage 0% tension
 
'''41236HS 6HS &gt; IAD j.P &gt; j.P &gt; j.D &gt; Alpha''' 103 damage 0% tension
 
(depending on IAD timing it will either knock down with 1 j.P or 2 j.P but if you do the 1 j.P version you either get knockdown or a whiffed &gt; Alpha 2 j.P is better unless you can get the knockdown every time with 1. 2 either gets knockdown or damage)
 
'''Corner only 41236HS 6HS &gt; 41236K-D &gt; c.S &gt; f.S &gt; HS &gt; 41236K-D &gt; c.S &gt; f.S &gt; j.D:''' 175 damage 50% tension
 
'''41236K FRC 2S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 118 damage 25% tension
 
== vs Jam ==
 
'''c.S &gt; 2D &gt; 236S -&gt; 236K , P j.P &gt; j.K(2) &gt; j.K(2) &gt; j.K(1) &gt; j.D &gt; Alpha''' 133 damage 0% tension
 
'''Corner Only c.S &gt; 2D &gt; 236S -&gt; 236K , P j.D &gt; Alpha''' 133 damage 0% tension
 
'''CH j.D dash 6HS &gt; 41236K-D &gt; c.S &gt; HS jump delay j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' 199 damage 25% tension
 
'''CH (close or running or corner) 6K 6HS &gt; 41236K-D &gt; c.S &gt; HS jump delay j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' 176 damage 25% tension
 
'''CH 6K dash c/f.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 96 damage 0% tension
 
'''dash c.S &gt; f.S &gt; HS &gt; 236P-D:'''&gt; Look below
 
'''Close trajectory:&gt; c.S &gt; HS jump DELAY j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D:''' 206 damage 25% tension
 
'''Far trajectory:&gt; f.S &gt; HS j.D:''' 193 damage
 
'''41236HS dash 6HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 125 damage 0% tension
 
'''41236HS far 6HS c.S &gt; HS jump delayed j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D:''' 180 damage 25% tension
 
'''41236D 6HS 6HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 162 damage 25% tension
 
== vs Chipp ==
 
'''c.S &gt; 2D &gt; 236S dash 5P j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' 145 damage 0% tension
 
'''c.S &gt; 2D &gt; 236S -&gt; 236K RC 6HS &gt; IAD j.K(2) &gt; j.D:''' 201 damage 50% tension
 
'''c.S &gt; f.S &gt; HS &gt; 236P-D &gt; c.S &gt; HS &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' 252 damage 25% tension
 
'''6K CH dash c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 141 damage 0% tension
 
'''Corner Only 6K CH &gt; 2S &gt; HS &gt; 41236K-D &gt; c.S &gt; HS j.D &gt; Alpha''' 197 damage 25% tension
 
'''Corner Only 6K CH &gt; 2S &gt; HS &gt; 41236K-D &gt; c.S &gt; HS &gt; 41236K-D &gt; c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 242 damage 50% tension
 
(You can do 1 more damage with 6HS &gt; IAD j.K(1) &gt; j.D &gt; Alpha FRC loops, but this way you don’t have to FRC, and 2S is easier to land than 6HS.)
 
'''j.D CH ▷ 6HS &gt; IAD j.K(1) &gt; j.D &gt; Alpha''' 159 damage 0% tension
 
'''j.D CH far 6HS &gt; 41236K-D &gt; c.S &gt; HS &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' 239 damage 25% tension
 
'''41236HS 6HS &gt; IAD j.K(1) &gt; j.D &gt; Alpha''' 160 damage 0% tension
 
'''41236D 6HS 6HS &gt; IAD j.K(1) &gt; j.D &gt; Alpha''' 204 damage 25% tension
 
== vs Johnny ==
 
'''c.S &gt; 6P c. &gt;S &gt; 2D &gt; 236S -&gt; 236K, link HS &gt; j.P &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D:''' 158 damage 0% tension
 
'''c.S &gt; 6P c. &gt;S &gt; 2D &gt; 236S delayed HS &gt; 41236K-D &gt; c.S &gt; HS j.D:''' 182 damage 25% tension
 
'''CH j.D dash c.S &gt; HS &gt; j.P &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D:''' 107 damage 0% tension
 
'''c.S &gt; f.S &gt; HS &gt; 236P-D:&gt; Look below:'''
 
'''Close trajectory:&gt; c.S &gt; HS &gt; j.P &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; Alpha''' 197 damage 25% tension
 
'''Far trajectory:&gt; f.S &gt; HS j.D:''' 187 damage 25% tension
 
The close trajectory combo is very prone to dropping and I recommend using the simpler one.
 
'''41236HS 6HS &gt; IAD j.K(2) &gt; j.D:''' 111 damage 0% tension
 
'''41236HS 6HS &gt; 41236K-D &gt; c.S &gt; HS j.D:''' 164 damage 0% tension
 
== vs Ky ==
 
'''c.S &gt; 2D &gt; 236S -&gt; 236K, link HS &gt; j.K(1) &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' 161 damage 0% tension
 
'''c.S &gt; 2D &gt; 236S (delay+hold 4), link HS &gt; 41236K-D &gt; f.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 188 damage 25% tension
 
I find that if you don’t hold back to get that pixel more spacing and delay the HS you won’t get them high enough to hit the IAD j.P. I don’t like this combo.
 
Against Ky you can always combo c.S &gt; HS to 236P, even standing still if you are point blank. It is very hard to do anything worthwhile for 25% tension against him otherwise so I recommend doing FB Alpha Blade combos on him.
 
'''c.S &gt; (f.S) &gt; HS &gt; 236P-D &gt; c.S &gt; HS j.D:''' 186 damage 25% tension
 
'''c.S &gt; (f.S) &gt; HS &gt; 236P-D &gt; c.S &gt; f.S &gt; HS &gt; 41236K-D:''' 211 damage 50% tension
 
'''j.D CH ▷ dash &gt; c.S &gt; f.S &gt; HS &gt; j.K(1) &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' 130 damage 0% tension
 
'''Corner Only j.D CH ▷ c.S &gt; f.S &gt; HS &gt; 41236K-D &gt; c.S &gt; HS j.D:''' 163 damage 25% tension
 
'''Corner Only j.D CH ▷ c.S &gt; f.S &gt; HS &gt; 41236K-D &gt; c.S &gt; HS &gt; 41236K-D &gt; c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 207 damage 50% tension
 
'''6K CH dash c.S &gt; f.S &gt; HS &gt; j.K(1) &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' 110 damage 0% tension
 
'''Corner Only 6K CH c.S &gt; f.S &gt; HS &gt; 41236K-D &gt; c.S &gt; HS j.D:''' 142 damage 25% tension
 
The 50% j.D CH combo should work with 6K too, but I’m having great difficulty landing it so I can’t be sure.
 
'''41236HS &gt; dash &gt; c.S &gt; f.S &gt; HS &gt; j.P &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' 129 damage 0% tension
 
'''41236K FRC &gt; 2S &gt; HS &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; Alpha''' 138 damage 25% tension
 
'''5D &gt; [8] &gt; dj.D ▷ 6HS &gt; IAD j.P &gt; j.K(2) &gt; j.D &gt; Alpha''' 123 damage 0% tension
 
'''5D &gt; [8] &gt; dj.D ▷ 6HS &gt; 632146HS:''' 177 damage 50% tension
 
Works mid screen as well. Just remember to input 8 to initiate homing jump and then 9 to jump forward, or else you will IAD Try to double jump as fast as you can and time the j.D when you are at the top of your jump so you have enough time to land.
 
== vs Bridget ==
 
'''c.S &gt; 2D &gt; 236S -&gt; 236K , P j.P &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' 135 damage 0% tension
 
'''Corner Only c.S &gt; 2D &gt; 236S -&gt; 236K , P j.D &gt; Alpha''' 135 damage 0% tension
 
Corner Only c.S &gt; 2D &gt; 236S -&gt; 236K RC 6HS &gt; IAD j.P &gt; j.K(2) &gt; j.D &gt; Alpha 177 damage 50% tension
 
'''&gt; dash &gt; c.S (f.S) HS &gt; 236P-D &gt; c.S &gt; HS &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' 211 damage 25% tension
 
'''j.D CH dash c.S &gt; f.S &gt; HS jump delayed j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' 135 damage 0% tension
 
'''Corner Only j.D CH dash c.S &gt; f.S &gt; HS 2S &gt; HS &gt; IAD j.K(2) &gt; j.D &gt; Alpha''' 185 damage 25% tension
 
'''Corner Only 6K CH dash c.S &gt; f.S &gt; HS 2S &gt; HS &gt; IAD j.K(2) &gt; j.D &gt; Alpha''' 163 damage 25% tension
 
'''41236HS 6HS &gt; IAD j.K(1) &gt; j.D &gt; Alpha''' 131 damage 0% tension
 
'''41236K FRC 2S &gt; HS &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' 144 damage 25% tension
 
== vs Slayer ==
 
'''(dash 2K &gt;) c.S &gt; 2D &gt; 236S dash 5P j.D &gt; Alpha''' (69) 105 damage 0% tension
 
You CAN do other combos but they are prone to dropping.
 
'''c.S &gt; 2D &gt; 236S &gt; HS &gt; 41236K-D 2S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 177 damage 25% tension
 
'''c.S &gt; f.S &gt; HS &gt; 236P-D &gt; c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 190 damage 25% tension
 
'''6K/j.D CH ▷ 2S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 90/106 damage 0% tension
 
'''6K/j.D CH ▷ 2S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha FRC 6HS &gt; IAD j.P &gt; j.K(2) &gt; j.D &gt; Alpha''' 124/141 damage 25% tension
 
Above 6K/j.D combos are more reliable, below are more damage.
 
'''6K/j.D CH ▷ 6HS &gt; IAD j.P &gt; j.K(2) &gt; j.D &gt; Alpha''' 99/118 damage 0% tension
 
'''6K/j.D CH ▷ 6HS &gt; 41236K-D &gt; c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 157/178 damage 25% tension
 
'''41236HS &gt; dash &gt; 6HS &gt; IAD j.P &gt; j.K(2) &gt; j.D &gt; Alpha''' 118 damage 0% tension
 
'''41236HS &gt; dash &gt; 6HS &gt; 41236K-D &gt; c.S &gt; HS &gt; j.K(1) &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' 165 damage 25% tension
 
'''41236K FRC HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 123 damage 25% tension
 
== vs Testament ==
 
'''dash &gt; (2K) &gt; c.S &gt; 2D &gt; 236S -&gt; 236K, link HS &gt; j.K(1) &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' (101) 161 damage 0% tension
 
'''c.S &gt; 2D &gt; 236S &gt; HS &gt; 41236K-D &gt; f.S &gt; HS &gt; IAD j.P &gt; j.K(2) &gt; j.D:''' 182 damage 25% tension (wonky oki, sometimes testa flies to the other direction.)
 
'''c.S &gt; f.S &gt; HS &gt; 236P-D &gt; c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 200 damage 25% tension
 
Works anywhere.
 
'''6K/j.D CH ▷ 2S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 93/112 damage 0% tension
 
'''6K/j.D CH ▷ 2S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha FRC 6HS &gt; IAD j.P &gt; j.K(2) &gt; j.D &gt; Alpha''' 132/153 damage 25% tension
 
You might have to delay the 6HS to get proper bounce height.
 
Works midscreen only, less reliable.
 
'''6K/j.D CH ▷ 6HS &gt; IAD j.P &gt; j.K(2) &gt; j.D &gt; Alpha''' 106/124 damage 0% tension
 
'''6K/j.D CH ▷ 6HS &gt; 41236K-D &gt; c.S &gt; HS &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' 166/187 damage 25% tension
 
'''41236HS &gt; dash &gt; 6HS &gt; IAD j.P &gt; j.K(2) &gt; j.D &gt; Alpha''' 126 damage 0% tension
 
'''41236HS &gt; dash &gt; 6HS &gt; 41236K-D &gt; c.S &gt; HS &gt; j.P &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' 175 damage 25% tension
 
'''41236K FRC &gt; HS &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D:''' 124 damage 25% tension
 
== vs Zappa ==
 
'''dash &gt; (2K) &gt; c.S &gt; 2D &gt; 236S -&gt; 236K, link HS &gt; j.K(1) &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' (101)161 damage 0% tenson
 
'''Corner Only (dash 2K) &gt; c.S &gt; 2D &gt; 236S &gt; HS j.D &gt; Alpha''' (90)135 damage 0% tension
 
'''c.S &gt; 2D &gt; 236S &gt; delayed HS &gt; 41236K-D &gt; f.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 187 damage 25% tension
 
'''c.S &gt; f.S &gt; HS &gt; 236P-D &gt; c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 200 damage
 
'''6K/j.D CH ▷ 2S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 93/112 damage
 
'''6K/j.D CH ▷ 2S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha FRC 6HS &gt; IAD j.P &gt; j.K(2) &gt; j.D &gt; Alpha''' 132/153 damage 25% tension
 
== vs Millia ==
 
'''(2K) &gt; c.S &gt; 2D &gt; 236S &gt; j.P &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' (92)147 damage 0% tension
 
'''c.S &gt; 2D &gt; 236S -&gt; 236K &gt; RC &gt; 6HS &gt; IAD j.K(1) &gt; j.D &gt; Alpha''' 201 damage 50% tension
 
'''41236HS &gt; dash &gt; 6HS &gt; IAD j.K(1) &gt; j.D &gt; Alpha''' 149 damage 0% tension
 
'''41236HS &gt; dash &gt; 6HS &gt; 41236K-D &gt; c.S &gt; HS &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' 205 damage 25% tension
 
'''Corner Only 5D &gt; [8] &gt; dj.D ▷ j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' 105 damage 0% tension
 
== vs Ino ==
 
'''(dash 2K &gt;) c.S &gt; 2D &gt; 236S &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' (76)121 damage 0% tension
 
'''c.S &gt; 2D &gt; 236S -&gt; 236K RC 6HS &gt; IAD j.P &gt; j.K(2) &gt; j.D &gt; Alpha''' 174 damage 50% tension
 
'''dash c.S &gt; f.S &gt; HS &gt; 236P-D &gt; c.S &gt; HS &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' 207 damage 25% tension
 
'''41236HS &gt; dash &gt; 6HS &gt; 41236K-D 2S &gt; HS &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' 180 damage 25% tension
 
== vs Faust ==
 
'''c.S &gt; 2D &gt; 236S &gt; j.P &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' 124 damage 0% tension
 
'''j.D CH 5K HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 100 damage 0% tension
 
== vs Justice ==
 
'''c.S &gt; 2D &gt; 236S &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.S &gt; dj.P &gt; dj.P &gt; dj.K(2) &gt; dj.K(2) &gt; j.D &gt; Alpha''' 117 damage 0% tension
 
'''c.S &gt; 2D &gt; 236S &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.S &gt; dj.P &gt; dj.P &gt; dj.K(2) &gt; dj.K(2) &gt; dj.S &gt; tj.P &gt; tj.P &gt; tj.K(2) &gt; tj.D &gt; Alpha''' 122 damage 0% tension<br />
kind of iffy combo, easy to drop or not be able to hit last alpha blade
 
'''c.S &gt; 2D &gt; 236S &gt; HS &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' 146 damage 0% tension, Knockdown.
 
'''dash c.S &gt; 6P(1) &gt; c.S &gt; 2D &gt; 236S -&gt; 236K, link HS &gt; j.D &gt; Alpha''' 160 DMG, Knockdown.


'''c.S &gt; 2D &gt; 236S &gt; HS &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' 146 damage 0% tension
===Kliff Undersn===


'''c.S &gt; 2D &gt; 236S &gt; HS &gt; 41236K-D HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 181 damage 25% tension<br />
===Ky Kiske===
add delayed f.S or 2S before HS for harder combo and 8 more damage


'''dash c.S &gt; f.S &gt; HS (or standing c.S &gt; HS) 236P-D delay until near ground HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 193 damage 25% tension
===May===


'''dash c.S &gt; f.S &gt; HS &gt; 236P-D HS &gt; 41236K-D &gt; c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha''' 232 damage 50% tension Situational with back towards corner
===Millia Rage===


=== IAD loops vs standing Justice ===
===Order Sol===


If she is hit while standing, go for this combo: '''gatling into HS &gt; IAD j.P &gt; j.S &gt; j.HS(1) ▷ …'''<br />
===Potemkin===
Example combos for the HS &gt; IAD j.P link:


* '''c.S &gt; f.S &gt; 2S &gt; HS &gt; IAD j.P &gt; j.S &gt; j.HS(1) ▷ c.S &gt; HS &gt; IAD j.P &gt; j.S &gt; j.HS(1) ▷''' then:
===Robo-Ky===
** '''c.S &gt; 2D''' 179 damage, Knockdown.
** '''c.S &gt; HS &gt; IAD j.P &gt; j.D:''' 185 Damage, Knockdown.


The combo above is generally better because you have more time for Okizeme.
===Slayer===


Keep in mind that it’s better to have a long chain in the beginning. If it’s too short, you might end up crossing up Justice by accident with the air dash.
===Sol Badguy===


== vs May ==
===Testament===
'''c.S &gt; 2D &gt; 236S &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha''' 121 damage 0% tension


'''c.d &gt; 2D &gt; 236S -> 236K &gt; 5.p SJ &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; Alpha''' 129 damage 0% tension
===Venom===


== Burst safe combos vs everybody except SO, HOS ==
===Zappa===


These combos cannot be bursted if they are in the corner and you space the 6HS properly.
==Advanced and Miscellaneous==


* '''near corner CH j.D &gt; 6HS &gt; 632146HS:''' 182 damage (on JU) 50% tension
===Throw Combos===
* '''CH j.D &gt; dash &gt; 6HS &gt; 632146HS:''' TE, RO, JO, CH, KL, BR outside of the corner. Can possibly connect on more but I wouldn’t attempt it since j.D usually doesn’t hit at optimal height to utilize this.
* '''41236HS &gt; dash &gt; 6HS &gt; 641236HS:''' about 180 damage 50% tension


=Video Examples=
===Relaunches===
{{#ev:youtube|https://www.youtube.com/watch?v=GSRjdAC15R0}}
Some example of character specific conversions [https://www.nicovideo.jp/watch/sm21730557 Link]


=Navigation=
=Navigation=
<center>{{Character Label|GGACR|Chipp Zanuff|32px}}</center>
<center>{{Character Label|GGACR|Chipp Zanuff|size=42px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{GGACR/CharacterLinks}}
{{#lst:GGACR/Navigation}}
{{#lst:GGACR/Navigation}}

Latest revision as of 18:40, 21 January 2024

 Chipp Zanuff


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
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
IAA = Instant Air Alpha
AB =  A.B.A
AN =  Anji Mito
AX =  Axl Low
BA =  Baiken
BR =  Bridget
CH =  Chipp Zanuff
DI =  Dizzy
ED =  Eddie
FA =  Faust
IN =  I-No
JA =  Jam Kuradoberi
JO =  Johnny
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
OR =  Order-Sol (HOS)
PO =  Potemkin
RO =  Robo-Ky
SL =  Slayer
SO =  Sol Badguy
TE =  Testament
VE =  Venom
ZA =  Zappa


For the old combo page, click here.

Combo Theory

Chipp combos are infamous for being very character and starter specific. Below are the main types of combo starters and their characteristics.

Ground Confirms

Ground confirms and launchers are entirely universal, with the spacing being very slightly specific depending on the character's hurtbox, most infamously A.B.A.

Combo Position Difficulty Notes
5P/2P/6P/5K/2K/c.S > 2D Anywhere [1] Very Easy Basic combo into 2D. Leads to okizeme, which loops back into knockdown. Main combo needed for a basic gameplan.
c.S > 6P > c.S > 6P > 2D Anywhere [1] Very Easy Longer gatling to 2D. Needs dash momentum to start. Does a little more damage and leaves the opponent further away on knockdown, which can be better or worse.
f.S/2S > 236S Anywhere [1] Very Easy Main combo off of far pokes. Leaves Chipp close and +3 on hit and -1 on block allowing for pressure resets or follow-up rekkas. No knockdown.

2D>Resshou Starter

Any close confirm into 2D can be comboed into ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1. This is one of Chipp's main launchers and the only easily accessible one after jump normals, and leads to character and distance specific combos. Depending on the opponent's character and distance you may or may not follow up with SenshuuGGAC Chipp senshuu.pngGuardHighStartup25Recovery10+12 after landingAdvantage-11. Afterwards, you will usually use 5P or 5H into a jump cancel, followed by air normals, routing into j.K to bring the opponent low to the ground, then j.D (> Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22) for the knockdown. These combos allow for better damage and corner carry, and often better okizeme than standard ground confirms. Examples:

Combo Notes Video Demonstration
c.S > 2D > 236S > 66 > 5P > j.P > j.P > j.K(2) > j.K(2) > j.D > j.236P Sample combo off of 2D > ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 vs Sol. Sol's hurtbox is infamously finicky, so the microdash 5P is difficult to connect.
c.S > 2D > 236S -> 236K > 5H > j.K(1) > j.K(1) > j.K(2) > j.K(2) > j.D > j.236P The same starter vs Testament. Their hurtbox is much more forgiving and allows for combos after SenshuuGGAC Chipp senshuu.pngGuardHighStartup25Recovery10+12 after landingAdvantage-11, securing more damage and higher stability.

Jump Install Combos

Chipp's Jump Install (JI) combos are a high damage basic confirm. They are done by buffering a jump during a jump-cancellable normal within a gatling, thus granting Chipp all his air actions even after a teleport. In general, any jump cancellable normal which gatlings into 2H can be used, and the 2H is then cancelled into H or D Teleport. Example: c.S > 8 > 2H > 22H > etc.

Basic Jump Install Route

Basic Jump Install RouteWorks midscreen against every character with slight adjustments.
Easy

c.S > 8 > 2H > 22H/22D > j.K(1) > j.K(1) > dj > j.K(1) > j.K(1) > j.S > tj > j.S > j.H
High damage confirm which does not secure knockdown. Can be used on its own or as an ender after certain launchers. Against certain characters like Ky and Venom can be more finicky, delay the initial j.K(1). Against Robo-Ky add another j.K(1) at the beginning and also delay. Can also be done in the corner, but not as universal, use 22D to teleport closer if the opponent is cornered.

After the j.H the combo can be ended with Beta BladeGGAC Chipp 623S.pngGuardMidStartup5Recovery17+10 after landingAdvantage-35 or FB Beta BladeGGAC Chipp 623S.pngGuardAllStartup4Recovery30+5 after landingAdvantage-28 for more damage, but leads to a less advantageous situation since Chipp lands later.

Alpha Blade Starters

One of Chipp's more difficult but most rewarding combo starters to utilize is Alpha BladeGGAC Chipp 236P.pngGuardMidStartup18Recovery34 after landingAdvantage-32. After a 5H or 6H ground hit the opponent is put in enough hitstun for Alpha BladeGGAC Chipp 236P.pngGuardMidStartup18Recovery34 after landingAdvantage-32 to combo after. For a slightly more reliable confirm and for better combos after, usually Instant Air Alpha (IAA) is recommended. Off of close connects midscreen this secures a knockdown, while off of further connects (from 6H or from a counter hit or crouch confirmed 5H) or in the corner it leads to full combos. Midscreen under similar conditions ground Alpha BladeGGAC Chipp 236P.pngGuardMidStartup18Recovery34 after landingAdvantage-32 can connect, leading to either Alpha PlusGGAC Chipp ABP.pngGuardMidStartup8Recovery12Advantage-7 for an inconsistent knockdown (not recommended) or FB Alpha PlusGGACR Chipp FBAB.pngGuardMidStartup27Recovery25Advantage-23 for a full combo at the cost of 25 Tension. Despite the higher cost and it not working in the corner this allows for higher damage combos and does not require a far connect unlike IAAGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22.

Examples:

Combo Position Notes Video Demonstration
c.S > 5H > 2369P Midscreen Close midscreen confirm into Instant Air AlphaGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22. Leads only to knockdown.
c.S > 5H > 2369P > c.S > 5H > IAD > j.P > j.D > j.236P Midscreen The same confirm from further away can lead to a combo but is very difficult and spacing/character specific.
c.S > f.S > 2S > 5H > 2369P > same as above Midscreen A much more reliable confirm into IAAGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 which requires a crouching opponent but can start from point blank. Omit buttons before 5H depending on the distance. Works because crouching opponents take more hitstun.
c.S > 5H > 2369P > c.S > 5H > IAD > j.K(2) > j.D > j.236P Corner or near corner Corner confirm. Still requires being close to the opponent or for them to be crouching but allows for reliable follow ups.
c.S > 5H > 236P -> D > basic JI route Midscreen only Ground Alpha BladeGGAC Chipp 236P.pngGuardMidStartup18Recovery34 after landingAdvantage-32 confirm into FB Alpha PlusGGACR Chipp FBAB.pngGuardMidStartup27Recovery25Advantage-23. As long as the initial Alpha BladeGGAC Chipp 236P.pngGuardMidStartup18Recovery34 after landingAdvantage-32 connects, this will lead into a combo regardless of spacing, at the cost of 25 Tension. It can also lead to the same routes as IAAGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 but is more position and character specific.

Extra notes:

  • A frame perfect IAAGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 (including jump startup) is 1F faster than a ground Alpha BladeGGAC Chipp 236P.pngGuardMidStartup18Recovery34 after landingAdvantage-32, making it more reliable in confirms from further away.
  • 6H and CH 5H combo into either IAAGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 or ground Alpha BladeGGAC Chipp 236P.pngGuardMidStartup18Recovery34 after landingAdvantage-32 from max range.
  • Alpha PlusGGAC Chipp ABP.pngGuardMidStartup8Recovery12Advantage-7 does not connect after Alpha BladeGGAC Chipp 236P.pngGuardMidStartup18Recovery34 after landingAdvantage-32 in certain spacings, making it a more situational knockdown than IAAGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22.
  • IAAGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 and FB Alpha PlusGGACR Chipp FBAB.pngGuardMidStartup27Recovery25Advantage-23 starter combos are almost always the highest damage routes Chipp has access to and usually lead to knockdowns.

Other Launchers Or Extensions

Chipp's other notable launchers include: Gamma BladeGGAC Chipp 41236H.pngGuardAllStartup15Recovery29Advantage+5, FB Gamma BladeGGAC Chipp 41236H.pngGuardAllStartup15Recovery19Advantage+15, anti air/air hits of normals and counter hits of 6K, j.D, air hit Beta BladeGGAC Chipp 623S.pngGuardMidStartup5Recovery17+10 after landingAdvantage-35, 2H. Most such launchers can be followed up with air hits of ground normals: usually some variation of a gatling into 5H or with a 6H, and then into an IAD combo similar to the ones from IAAGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 or FB Alpha PlusGGACR Chipp FBAB.pngGuardMidStartup27Recovery25Advantage-23 launches. Starters such as "air hit 5S > 5H" listed in the character specific combo section assume a launch beforehand. Examples:

Finally, during combos which lead to an Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22, if close enough and with 25 Tension, Chipp can frc it and extend the combo. Example:

Chipp's classic Alpha Loops. The FRC point on Air Alpha Blade allows for strong combo extensions especially in the corner. The combo is similar to other launchers in this section.

Character Specific Combos

Below are combos against every character from the most important starters. "5S" refers to either c.S or f.S in combos where both work. Damage on air hit combos will vary based on the launcher, the damage numbers below are based on Gamma BladeGGAC Chipp 41236H.pngGuardAllStartup15Recovery29Advantage+5 launcher, which is why the damage numbers are low despite these combos usually being some of the higher damaging ones Chipp has.

This combo list is not necessary to memorize or even think about at all for beginners. Instead, it is mostly useful as a cheat sheet, as while the combo routes are largely very similar, there are character specific quirks which need to be accounted for. This is not an exhaustive list, and relying on exprience to net knockdowns off of certain starters is still necessary, but it should cover most standard combo scenarios.

A.B.A

Combos against ABA can sometimes be tricky and distance dependent. Also, after a launch > 5S > 5H, the 5H may whiff if Chipp is too close to ABA.

Starter Combo Position Tension Cost Damage Difficulty Notes Video Demonstration (WIP)
2D > ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 c.S > 2D > 236S > 66 > 5H > j.P > j.P > j.K(2) > j.K(2) > j.D > (j.236P) Midscreen only - 116 [2] Easy Works only from close connects, so won't usually work after a jump-in. The microdash makes the combo more difficult. Omit the Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 if ABA is too low.
c.S > 2D > 236S > (66) > 5H > IAD > j.P > j.D > j.236P Anywhere - 116 [3] Medium More difficult but more consistent combo than the one above. Works in the corner, off of far or close connects, and after jump-ins. The microdash is only necessary if further away, but if not done a delay is required before the 5H. Off of a jump-in in the corner it is difficult to get a knockdown, but otherwise works well.
c.S > 2D > 236S > 66 > 5P > sj > j.P > j.P > j.P > j.K(2) > j.K(2) > j.D > j.236P Corner only - 91 [2] Easy Most consistent corner combo off of this starter against ABA. Does low damage but works after jump ins and off of far connects. Requires a deep microdash, but isn't too difficult otherwise.
Launcher > Air Hit 5S > 5H Launcher > 5S > 5H > j.D Anywhere - 76 [1] Very Easy Easy and consistent but leads to poor knockdown and damage.
Launcher > 5S > 5H > IAD > j.P > j.D > j.236P Anywhere - 97 [3] Medium Standard IAD combo, leads to a great knockdown for okizeme.
Launcher > Air Hit 6H Launcher > 6H > IAD > j.K(2) > j.D Anywhere - 97 [3] Medium Slightly easier variant, leads to worse knockdown and damage.
Launcher > 6H > dl. > IAD > j.P > j.D > j.236P Anywhere - 104 [3] Medium Standard IAD combo, better damage and knockdown.

Instant Kill

ABA's unique Suka MotionGGAC ABA sukaMotion.pngGuardStartupRecoveryTotal 52Advantage- mechanic allows her opponent to use their Instant Kill (IK) against her (read more). Despite Chipp's Instant KillGGAC Chipp IK.pngGuardMidStartup56+0Recovery43+16 after landingAdvantage- being one of the slowest in the game, by hitting an ABA whose Moroha Gauge is low with an FB Gamma BladeGGAC Chipp 41236H.pngGuardAllStartup15Recovery19Advantage+15, either raw or off the ground (OTG) out of almost any combo which knocks down, gives him enough time to run up and IK her. This is one of Chipp's main win conditions against ABA.

(OTG) FB Gamma gives enough time to run up and IK low Moroha Gauge ABA even from far connects.

Anji Mito

Anji is mostly a standard middle weight character to combo. One notable quirk is that due to his air hurtbox Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 will often whiff after a j.D.

Starter Combo Position Tension Cost Damage Difficulty Notes Video Demonstration (WIP)
2D > ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 c.S > 2D > 236S -> 236K > 5P > j.P > j.K(2) > j.K(2) > j.D > (j.236P) Midscreen - 126-133 [2] Easy Midscreen close connect combo. Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 only connects near the corner. Doesn't work off of further connects as the SenshuuGGAC Chipp senshuu.pngGuardHighStartup25Recovery10+12 after landingAdvantage-11 whiffs. Doesn't work in the corner.
c.S > 2D > 236S > (66) > 5P > j.P > j.P > j.K(2) > j.K(2) > j.D > (j.236P) Midscreen - 92-116 [2] Easy Combo from further connects or jump-ins. Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 only connects near the corner. Doesn't work from closer connects as j.K won't drag them down as far. Also doesn't work in the corner. Can substitute 5P for 5H but it is less consistent.
c.S > 2D > 236S > (66) > 5H > j.D > (j.236P) Corner - 116-140 [2] Easy Corner combo which works from close or far connects. Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 will connect unless the opponent is too low, adjust accordingly.
c.S > 2D > 236S > 5H > 41236K~D > c.S > 5H > IAD > j.P > j.D > j.236P Corner 25 195 [3] Medium 25 tension corner combo for more damage. Works well off of close connects, for further ones do a very short microdash before the initial 5H. For more damage at the cost of 25 more tension end the combo in another Leaf-FBGGAC Chipp 41236KD.pngGuardMidStartup1Recovery29+3 after landingAdvantage-17 instead of the IAD ender.
Launcher > Air Hit 5S > 5H Launcher > 5S > 5H > j.P > j.P > j.K(2) > j.K(2) > j.D Midscreen - 115 [2] Easy Easier than the options below but less consistent and leads to worse corner carry. Doesn't work in the corner off of most launchers.
Launcher > 5S > 5H > IAD > j.P > j.D > (j.236P) Anywhere - 100-118 [3] Medium Standard IAD combo. Almost always better than the one above, but harder. Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 will only connect near the corner or off of launchers which leave Anji higher up.
Launcher > 5S > 5H > IAD > j.K(2) > j.D Anywhere - 110 [3] Medium Same as above but with j.K(2) instead of j.P. Midscreen, it does slightly more damage and leads to a better knockdown for okizeme. In the corner it is worse since Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 won't work afterwards. Might be a bit more difficult or inconsistent due to j.K's worse horizontal range.
Launcher > Air Hit 6H Launcher > 6H > IAD > j.P > j.D > (j.236P) Anywhere - 104-125 [3] Medium Same as off of 5S > 5H but higher damage and easier. Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 will sometimes connect midscreen but is unreliable.
Launcher > 6H > IAD > j.K(2) > j.D Anywhere - 116 [3] Medium Same as off of 5S > 5H but higher damage and easier.

Axl Low

Axl is a relatively tricky middle weight character to combo. After a launch > 5S > 5H, the 5H may whiff if Chipp is too close to Axl.

Starter Combo Position Tension Cost Damage Difficulty Notes Video Demonstration (WIP)
2D > ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 c.S > 2D > 236S > 66 > 5H > j.D > (j.236P) Anywhere - 116-140 [2] Easy Most basic combo against Axl off of this starter. Works off of close or somewhat further confirms, midscreen or in the corner. Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 can connect from close confirms, but is unreliable, however it will always connect in the corner. Microdash almost always necessary after ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1.
c.S > 2D > 236S > 66 > f.S > j.D > (j.236P) Anywhere - 108-131 [2] Easy Same combo but works off of further confirms. More tricky than the above when up close, however, since c.S may come out instead of f.S. Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 will almost never connect except near corner.
c.S > 2D > 236S > 66 > 5P > j.P > j.P > j.K(2) > j.K(2) > j.D > j.236P Anywhere - 116 [2] Easy Less consistent confirm, but it secures an Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 knockdown midscreen for better okizeme. Requires a long dash/delay since Axl needs to be as Low (heh) as possible before the 5P connects. Not worth using in the corner, as it is unreliable and deals less damage than the above.
c.S > 2D > 236S > 66 > 5H > 41236K~D > c.S > 5H > IAD > j.P > j.D > j.236P Corner 25 195 [2] Easy Not completely stable but a good way to rack up extra damage against Axl in the corner. You can spend 25 more meter for another Leaf-FBGGAC Chipp 41236KD.pngGuardMidStartup1Recovery29+3 after landingAdvantage-17 instead of the IAD follow up, for an easier knockdown and slightly higher damage (200)
Launcher > Air Hit 5S > 5H Launcher > 5S > 5H > IAD > j.K(2) > j.D > (j.236P) Anywhere - 116 [3] Medium Most consistent IAD combo against Axl. If he is too low, however, such as off of a Gamma BladeGGAC Chipp 41236H.pngGuardAllStartup15Recovery29Advantage+5 launcher, the first hit of j.K will whiff due to Axl's flat hurtbox and j.K's high hitbox.
Launcher > 5S > 5H > (dl.) > IAD > j.P > j.D > j.236P Anywhere - 118 [3] Medium-[4] Hard Standard IAD combo. Won't work in as many cases as the above as usually Axl is too high up and the j.D will whiff, but required in cases where j.K whiffs. Might have to delay the IAD depending on the starter to make sure Axl is low enough.
Launcher > 5S > 5H > j.P > j.P > j.K(2) > j.K(2) > j.D > (j.236P) Midscreen - 121 [2] Easy Easier but less reliable confirm. Usually requires a close and low-ish connect of 5S > 5H. The Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 will work only if Axl is high enough, adjust accordingly.
Launcher > Air Hit 6H Launcher > 6H > IAD > j.P > j.D > j.236P Anywhere - 125 [3] Medium Do not delay the IAD at all or Axl will be too high for j.D to connect.
Launcher > 6H > IAD > j.K(2) > j.D Anywhere - 116 [3] Medium More consistent/easier than the variant above.

Baiken

Baiken is a super lightweight, and has a small hurtbox, so she's tricky to combo. Since confirms off of non-point-blank connects of 2D > ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 aren't very reliable it is recommended to just end with the 2D and run okizeme.

Starter Combo Position Tension Cost Damage Difficulty Notes Video Demonstration (WIP)
2D > ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 c.S > 2D > 236S -> 236K > 5P > j.K(1) > j.K(1) > j.K(2) > j.K(2) > j.D > j.236P Midscreen - 154 [2] Easy Combo from close connects. Unless almost point-blank, SenshuuGGAC Chipp senshuu.pngGuardHighStartup25Recovery10+12 after landingAdvantage-11 will whiff. j.K(1) could be replaced with j.P, but it seems more consistent and does more damage at no real increase in difficulty.
c.S > 2D > 236S > (66) > j.D Anywhere - 103 [1] Very Easy - [3] Medium From closer connects and basically any corner connect this combo works without a microdash and is very easy. From further connects midscreen it requires a microdash making it significantly harder, but is the only connect that will generally work (from what I could find). A well timed double jump after the j.D can allow for a safejump or other tricky okizeme options.
c.S > 2D > 236S -> 236K > 5P > j.D > j.236P Corner - 149 [2] Easy Works and knocks down from almost any corner connect regardless of distance or prior hits.
Launcher > Air Hit 5S > 5H Launcher > 5S > 5H > IAD > j.P > j.D > dl. > j.236P Anywhere - 131 [3] Medium Standard IAD combo. Won't knock down unless you delay the Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22. Can be finicky off of certain starters.
Launcher > 5S > 5H > j.D Anywhere - 110 [1] Very Easy Easy knockdown off of this starter.
Launcher > 5S > 5H > j.P > j.P > j.K(2) > j.K(2) > j.D > j.236P Midscreen - 134 [2] Easy More finicky but leads to better corner carry, damage and oki than the one above.
Launcher > Air Hit 6H Launcher > 6H > (dl.) > IAD > j.P > j.D > (j.236P) Anywhere - 116-139 [3] Medium Relatively consistent. Delay the IAD if you want the Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 to connect, though it will knock down without it.

Bridget

Bridget is a super lightweight with a small hurtbox which is favorable in a few ways and unfavorable in many. She's difficult to combo, and most non-point-blank connects of 2D > ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 aren't very reliable, so it's often recommended to take the 2D knockdown for okizeme.

Starter Combo Position Tension Cost Damage Difficulty Notes Video Demonstration (WIP)
2D > ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 c.S > 2D > 236S -> 236K > 5P > j.K(1) > j.K(1) > j.K(2) > j.K(2) > j.D > j.236P Midscreen - 140 [2] Easy Combo from close connects. Unless almost point-blank, SenshuuGGAC Chipp senshuu.pngGuardHighStartup25Recovery10+12 after landingAdvantage-11 will whiff. Isn't completely consistent but is better than other alternatives.
c.S > 2D > 236S > (66) > j.D Anywhere - 93 [1] Very Easy - [3] Medium From most close-ish connects and basically any corner connect this combo works without a microdash and is very easy. From further connects midscreen it requires a microdash making it significantly harder, but is the only connect that will generally work (from what I could find). A well timed double jump after the j.D can allow for a safejump or other tricky okizeme options.
c.S > 2D > 236S -> 236K > 5P > j.D > j.236P Corner - 135 [2] Easy Works and knocks down from close-ish corner connects.
Launcher > Air Hit 5S > 5H Launcher > 5S > 5H > (sj.)IAD > j.P > j.D > dl. > j.236P Anywhere - 131 [3] Medium Standard IAD combo. Won't knock down unless you delay the Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22. sjIAD is often more reliable since Bridget tends to fall out before the j.D if you're too low. Is finicky off of many starters, not always recommended.
Launcher > 5S > 5H > j.D Anywhere - 99 [1] Very Easy Easy knockdown off of this starter.
Launcher > 5S > 5H > j.P > j.P > j.K(2) > j.K(2) > j.D > (j.236P) Anywhere - 115-121 [2] Easy More finicky but leads to better corner carry, damage and oki than the one above.
Launcher > Air Hit 6H Launcher > 6H > IAD > j.P > j.D > (j.236P) Anywhere - 116-139 [3] Medium Pretty consistent. If Bridget is too low the Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 won't hit her.

Chipp Zanuff

Fellow ninja. Chipp is a middle-weight with an air hurtbox which doesn't extend very far down, making it difficult or impossible to use some staples which work on other middle weights, such as 2D > 236S > 5H. Otherwise he's fairly simple to combo.

Starter Combo Position Tension Cost Damage Difficulty Notes Video Demonstration (WIP)
2D > ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 c.S > 2D > 236S > 66 > 5P > j.P > j.P > j.K(2) > j.K(2) > j.D > (j.236P) Anywhere - 136-145 [2] Easy Works relatively consistently. If exactly point blank, dash up as far as possible before 5P. Pushback will make the combo unreliable in the corner if started from too far away. Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 will whiff if the opponent is too low or too far so omit it if so.
c.S > 2D > 236S > 66 > 5P > j.D > (j.236P) Anywhere - 115-143 [2] Easy Works surprisingly consistently from point blank connects and from any corner connect. Can work from further midscreen but is tricky and the Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 has to be omitted leading to a sub-optimal knockdown.
Launcher > Air Hit 5S > 5H Launcher > 5S > 5H > IAD > j.P > j.D > j.236P Anywhere - 144 [3] Medium Standard IAD combo, works very comfortably on Chipp.
Launcher > 5S > 5H > j.D > (j.236P) Anywhere - 120-146 [2] Easy Easier than the above if you struggle with 5H > IAD stuff. Not recommended otherwise, leads to sub-par oki without the Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 knockdown, which only works on close high connects of 5H, but it technically does more damage with it than the route above.
Launcher > Air Hit 6H Launcher > 6H > IAD > j.P > j.D > j.236P Anywhere - 153 [2] Easy Standard IAD combo, just as consistent as the one from 5S > 5H.
Launcher > 6H > IAD > j.K(2) > j.D Anywhere - 141 [2] Easy Trades off the higher damage of the combo above for way better midscreen oki and slightly better corner oki.

Dizzy

Dizzy is a relatively standard lightweight character to combo. Air Hit 5S > 5H will sometimes whiff on her if done from too close.

Starter Combo Position Tension Cost Damage Difficulty Notes Video Demonstration (WIP)
2D > ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 c.S > 2D > 236S > 66 > 5P > sj > j.P > j.P > j.K(2) > j.K(2) > j.D > j.236P Anywhere - 126 [2] Easy Basic combo which works anywhere on screen. Off of farther connects midscreen it becomes very difficult to hit the microdash 5P.
Launcher > Air Hit 5S > 5H Launcher > 5S > 5H > IAD > j.P > j.D > j.236P Anywhere - 127 [3] Medium Standard IAD combo. The Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 will hit late so in longer combos it Dizzy may be able to tech before it hits. This also makes FRCing it and extending the combo harder.
Launcher > 5S > 5H > j.P > j.P > j.K(2) > j.K(2) > j.D Anywhere - 123 [2] Easy Alternate combo off this starter. Harder in the corner and not necessary, but gives better midscreen okizeme and is more stable in some situations.
Launcher > Air Hit 6H Launcher > 6H > IAD > j.P > j.D > j.236P Anywhere - 135 [3] Medium Same as off of Air Hit 5S > 5H. Off of low air hits of 6H or when gravity is scaled it may not work.
Launcher > 6H > IAD > j.K(2) > j.D Anywhere - 126 [3] Medium Alternate combo that allows for better midscreen okizeme.

Eddie

Eddie is one of the trickier middleweights to combo. His air hurtbox will make staples such as j.K(2) > j.K(2) difficult to land, and Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 enders will usually whiff on him outside of the corner.

Starter Combo Position Tension Cost Damage Difficulty Notes Video Demonstration (WIP)
2D > ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 c.S > 2D > 236S -> 236K > dl. > 5P > j.P > j.P > j.K(2) > j.K(2) > j.D > (j.236P) Midscreen - 123-129 [2] Easy Works mostly from close connects midscreen. The Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 will only connect near the corner. 5P can be replaced with 5H for more damage but lower consistency. Will not work in the corner or from further connects such as a j.H jump-in.
c.S > 2D > 236S > 66 > (dl.) > 5P > sj. > j.P > j.P > j.P > j.K(2) > j.K(2) > j.D > j.236P Anywhere - 111 [2] Easy More consistent than the above off of most connects, especially from jump-ins. Eddie will need to be low before the 5P hits so delay or dash further if necessary. The Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 will usually be required for the knockdown so midscreen okizeme is slighty worse off of this route.
Launcher > Air Hit 5S > 5H Launcher > 5S > 5H > IAD > j.P > j.D > (j.236P) Anywhere - 100-118 [3] Medium Standard IAD combo. Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 won't connect unless near the corner.
Launcher > 5S > 5H > IAD > j.K(2) > j.D Anywhere - ~110 [3] Medium Works only off of higher connects but will secure knockdown off of them midscreen unlike the combo above.
Launcher > Air Hit 6H Launcher > 6H > IAD > (dl.) > j.P > j.D > (j.236P) Anywhere - 104-125 [3] Medium Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 won't connect unless near the corner or j.P is delayed.
Launcher > 6H > IAD > j.K(2) > j.D Anywhere - 116 [3] Medium Gives better damage and midscreen okizeme than the above.

Faust

Faust is a middleweight with a huge horizontal air hurtbox but one which doesn't extend far down at all. Due to this, staples such as air hit 5S > 5H will almost never work (use 5P > 5H or 5K > 5H instead), and air combos can be tricky. Luckily the alternative routing is actually fairly consistent, so he's not hard to combo as much as he is different.

Starter Combo Position Tension Cost Damage Difficulty Notes Video Demonstration (WIP)
2D > ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 c.S > 2D > 236S > sj > j.P > j.P > j.P > j.K(2) > j.K(2) > j.D > (j.236P) Anywhere - 108-115 [2] Easy Surprisingly consistent combo. Works even off of further range confirms such as off of a j.H jump-in. If Faust is too high after the j.D, Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 is required, but if he's too low it will hit OTG, so react accordingly.
Launcher > Air Hit 5P/5K > 5H Launcher > 5P/5K > 5H > IAD > j.P > j.D > j.236P Anywhere - 100 [3] Medium Standard IAD combo. As mentioned above, 5S > 5H will not work, so 5K > 5H is recommended. Use 5P instead of 5K for its faster startup in cases where the link is harder such as after an IAAGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22.
Launcher > 5P/5K > 5H > j.P > j.P > j.K(2) > j.K(2) > j.D > (j.236P) Midscreen - 94-100 [2] Easy Alternative to the above. Not very consistent in the corner. Omitting the Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 allows for better midscreen okizeme.
Launcher > Air Hit 6H Launcher > 6H > IAD > j.P > j.D > j.236P Anywhere - 119 [3] Medium IAD combo after air hit 6H.
Launcher > 6H > IAD > (dl.) > j.K(2) > j.D Anywhere - 111 [3] Medium Gives better midscreen okizeme than the above. Delay after the IAD is necessary if gravity isn't scaled enough.

I-no

Jam Kuradoberi

Johnny

Justice

Justice is a lightweight character with a big hurtbox. After a launch > 5S > 5H, the 5H may whiff if Justice is a little bit too high up.

Starter Combo Position Tension Cost Damage Difficulty Notes Video Demonstration (WIP)
2D > ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 c.S > 2D > 236S -> 236K > 5P > sj > j.P > j.P > j.K(2) > j.K(2) > j.D > (j.236P) Anywhere - 120 [2] Easy Main route off of this starter. Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 will only work if Justice is high enough, adjust accordingly. Will work at basically any distance SenshuuGGAC Chipp senshuu.pngGuardHighStartup25Recovery10+12 after landingAdvantage-11 connects, but won't work (or at least not consistently) if there are two or more extra hits before the c.S, such as a jump-in j.H(2) or prior gatlings, use the combo below in those cases. In the corner it only works off of really close connects.
c.S > 2D > 236S -> 236K > 5H > sj > j.P > j.P > j.K(2) > j.K(2) > j.D > j.236P Midscreen - 152 [3] Medium Harder than above due to having to link a 5H. Won't work reliably off of closer distance confirms but is necessary off of longer range ones with more hits racked up before the c.S. Basically only use when the combo above won't work. Doesn't work in the corner reliably.
c.S > 2D > 236S > 5H > j.D > j.236P Corner - 135 [1] Very Easy Works only in the corner.
Launcher > Air Hit 5S > 5H Launcher > 5S > 5H > IAD > j.P > j.D > j.236P Anywhere - 113 [3] Medium Standard IAD combo, works in most situations. Won't knock down off of higher connects.
Launcher > 5S > 5H > j.P > j.P > j.K(2) > j.K(2) > j.D > j.236P Midscreen - 118 [2] Easy Works in most situations the above combo doesn't, but is less reliable otherwise. Knocks down Justice even when she's higher up.
Launcher > Air Hit 6H Launcher > 6H > IAD > j.P > j.D > (j.236P) Anywhere - 101-121 [3] Medium Standard IAD combo. The Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 will almost always connect.

Kliff Undersn

Ky Kiske

May

Millia Rage

Order Sol

Potemkin

Robo-Ky

Slayer

Sol Badguy

Testament

Venom

Zappa

Advanced and Miscellaneous

Throw Combos

Relaunches

Navigation

 Chipp Zanuff


Systems Pages