Difference between revisions of "GGACR/Chipp Zanuff/Combos"

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German Wiki: http://wiki.hardedge.org/index.php?title=Chipp_Zanuff(GGXXAC%2BR)#Combos
 
German Wiki: http://wiki.hardedge.org/index.php?title=Chipp_Zanuff(GGXXAC%2BR)#Combos
  
= The bare basics =
+
= Introduction =
  
* '''f.S > HS > 236S:'''
+
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
  
Yeah, that’s were we start. as terrible as this combo is, it’s very often the only thing you can combo into if you hit with an f.S, which happens quite a lot because of its great range and speed. Although this combo doesn’t cause knockdown, it leaves you at -1, which enables you to keep up your pressure (poke with far S, gamma etc). 236S connects at many more ranges with running momentum.
+
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;min-width: 1000px;text-align: center"
 
+
|-
* '''Combo into 236S -> 236S > RC > dash up > Combo [50% Tension]'''
+
Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video Demonstration
 
+
|-
an example of how to convert stuff like the above combo into something useful. The tension cost of this is quite high, but if you want knockdown off of this situation, you have to make this sacrifice. You basically have two routes you can go after the RC:
+
|{{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
 
+
|-
* go for c.S > 6P(1) > c.S > 2D or
+
|{{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
* go for an c.S > f.S > HS > Instant Air Alpha Combo.
+
|-
 
+
|{{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 -6 on hit but outside of most punish options
The latter should always be used when you hit the opponent crouching.
+
|-
 
+
|{{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
* '''Combo into 236S -> 236S > RC > 6HS > Instant Air Alpha > relaunch: [50% Tension]'''
+
|-
 
+
|{{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
a better variation to the combo above. Your opponent can theoretically shake out of the stagger of 6HS in time for the alpha to become blockable, but only if you are relatively far away when you do 6HS, in which case it requires slip recovery 3 plus your opponent has to block in time - which is quite hard.
+
|-
 
+
|{{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}}
* '''[j.HS(1-2) or j.S] > 2K > c.S > 6P(1-2) > 2D:'''
+
|-
 
+
|{{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)
This is used for Knockdown and leads into Chipp’s FDC Okizeme, which leads back into this combo. Keep in mind that f.S,2S and HS don’t chain into 2D.
+
|-
 
+
|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
* '''dash c.S > 6P(1) > c.S > 2D:'''
+
|-
 
+
|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}}
A variation of the above combo, just to show that you can easily go back into c.S after 6P.
+
|}
 
 
* '''Gatling into 2D, link 41236HS:'''
 
 
 
OTG Gamma blade allows for some added okizeme options that have to do with the fact that your opponent can air recover out of it, which means you can for example air grab him if you predict it. This is something that should be used sparringly however, since the risk-reward ratio is bad. For stuff you can actually do after the OTG gamma, check the other threads.
 
 
 
* '''6P(1) (CH) > 6HS > [alpha] or [instant air alpha]:'''
 
 
 
since 6P is such a good poke, you’ll often snuff moves and get a counter hit, which combos into 6HS. the regular alpha is the lower damage option here (but can now be turned into more damage with the forcebreak followup), while instant air alpha generally leads to better damage for less meter.
 
 
 
* '''41236HS or j.D (CH) > dash up > c.S > HS > [air combo] or [IAD j.P > j.D > Alpha Combo]:'''
 
 
 
a sample combo for what to do after Gamma Blade. the c.S > HS part works on almost everyone. For those where it doesn’t use c.S > f.S or [just c.S] or [just HS] > air combo. The instant airdash combo is again character specific but far superior to regular air combos, since it allows for better extenders via alpha FRC.
 
 
 
* '''Dust > j.D > j.D > j.D > j.S > j.HS(2), Beta Blade.'''
 
 
 
The Bread n Butter Dust Combo since XX. There are much better ones, but it’s easy and works against everyone.
 
 
 
* '''Throw, 623D or 236236K:'''
 
 
 
There is a bug with Chipp’s throw that enables you to combo your opponent normally after it (without the OTG state applying) if you hit him within 4F after the throw. the only way in AC to do this was by using c.S against potemkin, but everybody else wasn’t fat enough for this. Now that Chipp’s 236236K super is faster, this is a legit combo to kill somebody (it only deals about 90 damage though, on average).
 
  
 
= Air Combo Theory =
 
= Air Combo Theory =

Latest revision as of 15:10, 11 May 2022

Chipp Zanuff


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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 a point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel 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 = Jump
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
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
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
PO = Potemkin
RO = Robo-Ky
SL = Slayer
SO = Sol Badguy
HOS= Order-Sol
TE = Testament
VE = Venom
ZA = Zappa


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.

German Wiki: http://wiki.hardedge.org/index.php?title=Chipp_Zanuff(GGXXAC%2BR)#Combos

Introduction

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

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Demonstration
5/2P > c.S > 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
5/2P> c.S > 6P > c.S > 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
f.S > 236S->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 -6 on hit but outside of most punish options
c.S > 5H > 236P > 236P->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
c.S > 2H > 22H > j.K > JC > j.K > j.S > JC > j.K > j.D > 623S/j.214P Midscreen XXX XXX Everyone Easy Basic teleport combo. c.S must be jump installed before cancelled into teleport. Substitute for 22D in the corner. Use 623S for damage, or j.214P to get rid of slow shuriken
6P > 6H > 236P/2369P Anywhere XXX XXX Everyone Easy Combo from CH 6P. Combos from much further out than 5H > 236P due to the stagger on 6H
c.S > 5H > 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)
Throw > 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
Throw > 623D Anywhere XXX XXX Everyone Easy 25 meter combo from a throw. Works on everyone but slightly harder than 236236K

Air Combo Theory

  • j.P > j.K > j.S > dj.P > dj.K > dj.S > [tj.S > tj.HS(2)] OR [jump back tj.D]:

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) > S dj.K(1) > S > tj.S,HS(2).

Anti-Air

  • 6P(1) > HS > air combo (for example j.P > j.P > j.K(2) > j.K(2) > j.D > Alpha)

a good anti-air combo if you aren’t sure that your 6P will counter hit.

  • 6P(1) > HS > IAD j.P > j.D > Alpha

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) > 6HS > air combo

now that 6HS causes ground bounce, you will most likely go into IAD j.P > j.D > 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) > HS except if you feel very confident about this.

  • 2HS (CH) > j.S > dj.K(1) > dj.K(1) > dj.S > tj.S > tj.HS(1-2)

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) > 6HS, air combo:

the same rules apply as for all other 6HS juggle combos they are somehwat specific.

How to IAA (Instant Air Alpha)

A good way to IAA is to do 2369P. Delay the P a litle bit so Chipp can get off the ground.

IAA (Instant Air Alpha) setups

  • against a crouching opponent, chain into HS, IAA

This is the most important setup. The more hits you land before the Alpha (preferably c.S > f.S > 2S > 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 -> 236S > RC > 6HS, IAA:

the combo described above.

  • dash c.S > f.S > HS > IAA

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.
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.

Walldive Okizeme Combos

Walldive oki consists of 2 options that you can mix up:

  • Walldive (steep or shallow angle), air dash back into your opponent, j.HS(1-2) or j.S(harder)
  • Walldive (steep angle), land, 2K or 2D -> Combo.

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.

(blocked j.HS(1)) > Walldive > airdash back > j.HS(1-2) crouch hit

  • against ED, JO:
  c.S > HS > 2369P ▷ HS > 2369P ▷ c.S > HS > j.D:
ED(179), JO(172)
  • against TE:
  c.S > HS > 2369P ▷ HS > 2369P ▷ c.S > HS > IAD j.P > j.D > Alpha
TE(177)
  • against AB, AN, CH, HOS, JU, KL, KY, MI, RO, SL, SO, VE, ZA:
 c.S > HS > 2369P ▷ c.S > HS > IAD j.P > j.D > Alpha
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:
 c.S > HS > 2369P ▷ c.S > HS > j.D > Alpha
154(HOS,SL), 163(FA,TE), 169(AN,AX,IN,JA,KL,MA), 175(BR), 189(DI), 196(MI),210(CH)
  • against PO:
 c.S > HS > 2369P ▷ c.S > 2S > HS > IAD j.P > j.D > Alpha
141(PO)

with 25% Tension

  • against AN, AX, BA, BR, CH, DI, FA, HOS, IN, JA, JU, KL, MA, MI, SO, TE, VE, ZA:
 c.S > HS > 2369P ▷ c.S > HS > 41236K-D ▷ c.S > HS > IAD j.P > j.D > Alpha [25% Tension]
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:
 c.S > HS > 2369P ▷ c.S > HS > 41236K-D ▷ c.S > f.S > HS > IAD j.P > j.D > Alpha [25% Tension]
ABA(169),KY(196),RO(170)
  • against PO:
 c.S > HS > 2369P ▷ c.S > 2S > HS > 41236K-D > c.S > 2S > HS > IAD j.P > j.D > Alpha [25% Tension]
PO(165)
  • against SL:
 c.S > HS > 2369P ▷ c.S > HS > IAD j.P > j.D > Alpha FRC ▷ 6HS > IAD j.P > j.D > Alpha [25% Tension]
169
c.S > HS > 2369P ▷ c.S > HS > 41236K-D ▷ c.S > HS > IAD j.P > j.D > Alpha [25% Tension]
184 damage, harder than the one above

Walldive [steep angle] ▷ low hit

  • against BA, BR*, DI**, IN**, MA, MI:
 2D > 236S > dash > j.P > K(1) > K(2) > K(2) > D > Alpha
106(BR), 110(IN), 113(MA), 120(DI), 128(BA), 131(MI).
*omit the Alpha
**omit one j.K(2)
  • against AX*, JA*/**, JU, KL**:
 2D > 236S (-> 236K), link HS > j.D > Alpha
125(AX,JA), 136(JU), 142(KL).
*omit 236K, **no Knockdown
followup FRC > while falling j.D ▷ c.S > HS > j.D > Alpha [25% Tension]
202(KL), 195(AX*)
*omit 236K
  • against CH, FA, HOS, SO:
 2D > 236S > dash > 5P > j.D > Alpha
89(HOS), 94(FA,SO), 120(CH) followup FRC > while falling j.D ▷ c.S > HS > IAD j.P > j.D > Alpha [25% Tension]
147(HOS), 158(SO), 200(CH) followup FRC > while falling j.D ▷ c.S > HS > j.D > Alpha [25% Tension]
161(FA)
  • against ED, JU, KY*, VE:
 2D > 236S -> 236K > HS > 41236K-D ▷ delay c.S > HS > IAD j.P > j.D > Alpha [25% Tension]
193(JU,KY), 200(ED,VE)
*delay the Alpha
  • against RO, KY*
 2D > 236S -> 236K > HS > 41236K-D ▷ delay c.S > f.S > HS > IAD j.P > j.D > Alpha [25% Tension]
168(RO), 197(KY*)
*difficult knockdown, delay Alpha
  • against AN*, ED, KY, RO, TE, VE, ZA:
 2D > 236S -> 236K, link HS > j.D > Alpha
119(RO), 125(AN), 136(KY,TE,ZA), 142(ED,VE)
*omit 236K followup FRC > while falling j.D ▷ c.S > HS > j.D: [25% Tension]
183(AN*), 186(ZA)
*omit 236K
  • against DI:
 2D > 236S > dash > .j.P > j.P > j.K(2) > j.K(2) > j.D:
 104
  • against JA:
 2D > 236S > d.HS > 41236K-D ▷ c.S > HS > j.D > Alpha [25% Tension]
 194
  • against PO:
 2D > 236S -> 236K, link HS, then:
   followup IAD j.K(2) > j.D > Alpha
122
or followup 41236K-D ▷ c.S > 2S > HS > IAD j.K(1) > j.D > Alpha [25% Tension]
170
  • against TE:
 2D > 236S > 236K, link HS > 41236K-D ▷ c.S > HS > j.D > Alpha [25% Tension]
193
  • against AB:
 2D > 236S > delay HS > IAD j.P > j.D > Alpha
102
2D > 236S > HS > 41236K-D ▷ c.S > HS > IAD j.P > j.D > Alpha [25% Tension]
159 damage, no knockdown

Combos by characters

All combos lead to knockdown unless otherwise specified.

vs Venom

41236HS > IAA > c.S > HS > IAD j.D > Alpha 135 damage 0% tension

c.S > 2D > 236S -> 236K,link HS > j.P > j.P > j.K(2) > j.K(2) > j.K(2) > j.D > Alpha 156 damage 0% tension

2k/c.S > 2D > 236S -> microdash HS > IAD j.P > j.D > Alpha 90 / 139 damage 0% tension

vs ABA

c.S > 2D > 236S dash 5P j.P > j.P > j.K(2) > j.K(2) > j.D > Alpha 96 damage 0% tension

dash > (2K) > c.S > 2D > 236S -> 236K, link P > j.K(1) > j.K(1) > j.K(2) > j.K(2) > j.D > Alpha 70 / 114 damage 0% tension

2k/c.S > 2D > 236S > microdash HS > IAD j.P > j.D > Alpha 76 / 116 damage 0% tension

vs Anji

2K > c.S > 2D > 236S -> 236K > 5P > j.P > j.K(2) > j.K(2) > 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.)

c.S > 2D > 236S > HS > j.K(1) > j.K(2) > j.K(2) > j.D: 140 damage 0% tension Corner Only c.S > 2D > 236S > HS j.D > Alpha 140 damage 0% tension

From jump in (j.S) c.S > 2D > 236S -> 236K , P j.P > j.K(2) > j.K(2) > j.D: 140 damage depending on starter 0% tension Do this combo from D and HS teleport FRCs.

c.S > 2D > 236S delayed HS > 41236K-D > f.S > HS > IAD j.K(2) > j.D: 188 damage 25% tension

c.S > 2D > 236S > HS > 41236K-D > f.S > HS > IAD j.P > j.S > dj.S j.HS j.623S: 200 damage 25% tension: NO Knockdown

Corner Only c.S > 2D > 236S > HS > 41236K-D > c.S > HS > IAD j.P > j.D > Alpha 195 damage 25% tension

dash c.S > f.S > HS > 236P-D > c.S > HS > IAD j.P > j.S > dj.S j.HS(1) j.623S: 215 damage 25% tension: NO Knockdown

dash c.S > f.S > HS > 236P-D > c.S > HS > IAD j.K(2) > j.D: 203 damage 25% tension

j.D CH ▷ 6HS > IAD j.K(2) > j.D: 114 damage 0% tension

j.D CH ▷ 6HS > 41236K-D > c.S > HS > IAD j.K(2) > j.D: 189 damage 25% tension

Corner Only j.D CH ▷ 6HS > IAD j.K(1) > j.D > Alpha 130 damage 0% tension

CH 6K 6HS > 41236K-D > c.S > HS > IAD j.K(2) > j.D: 165 damage 25% tension

Corner only 41236HS 6HS > 41236K-D > c.S > f.S > HS > 41236K-D > c.S > HS j.D: 214 damage 50% tension

41236K FRC HS > IAD j.K(2) > j.D: 126 damage 25% tension

vs Roboky

c.S > 2D > 236S > HS > IAD j.P > j.D > Alpha 116 damage 0% tension

c.S > 2D > 236S -> 236K, link HS > 41236K-D: 131 damage 25% tension

Corner Only c.S > 2D > 236S (delay + hold 4) HS > 41236K-D > c.S > f.S > HS > IAD j.P > j.D > Alpha 165 damage 25% tension

j.D CH ▷ c.S > f.S > HS > IAD j.P > j.D > Alpha 105 damage 0% tension

Corner only j.D CH ▷ c.S > f.S > HS > 41236K-D > c.S > f.S > HS > IAD j.P > j.D > Alpha 154 damage 0% tension

41236HS 6HS > IAD j.P > j.P > j.D > 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 > 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 > 41236K-D > c.S > f.S > HS > 41236K-D > c.S > f.S > j.D: 175 damage 50% tension

41236K FRC 2S > HS > IAD j.P > j.D > Alpha 118 damage 25% tension

vs Jam

c.S > 2D > 236S -> 236K , P j.P > j.K(2) > j.K(2) > j.K(1) > j.D > Alpha 133 damage 0% tension

Corner Only c.S > 2D > 236S -> 236K , P j.D > Alpha 133 damage 0% tension

CH j.D dash 6HS > 41236K-D > c.S > HS jump delay j.P > j.K(2) > j.K(2) > j.D > Alpha 199 damage 25% tension

CH (close or running or corner) 6K 6HS > 41236K-D > c.S > HS jump delay j.P > j.K(2) > j.K(2) > j.D > Alpha 176 damage 25% tension

CH 6K dash c/f.S > HS > IAD j.P > j.D > Alpha 96 damage 0% tension

dash c.S > f.S > HS > 236P-D:> Look below

Close trajectory:> c.S > HS jump DELAY j.P > j.K(2) > j.K(2) > j.D: 206 damage 25% tension

Far trajectory:> f.S > HS j.D: 193 damage

41236HS dash 6HS > IAD j.P > j.D > Alpha 125 damage 0% tension

41236HS far 6HS c.S > HS jump delayed j.P > j.K(2) > j.K(2) > j.D: 180 damage 25% tension

41236D 6HS 6HS > IAD j.P > j.D > Alpha 162 damage 25% tension

vs Chipp

c.S > 2D > 236S dash 5P j.P > j.P > j.K(2) > j.K(2) > j.D > Alpha 145 damage 0% tension

c.S > 2D > 236S -> 236K RC 6HS > IAD j.K(2) > j.D: 201 damage 50% tension

c.S > f.S > HS > 236P-D > c.S > HS > j.P > j.P > j.K(2) > j.K(2) > j.D > Alpha 252 damage 25% tension

6K CH dash c.S > HS > IAD j.P > j.D > Alpha 141 damage 0% tension

Corner Only 6K CH > 2S > HS > 41236K-D > c.S > HS j.D > Alpha 197 damage 25% tension

Corner Only 6K CH > 2S > HS > 41236K-D > c.S > HS > 41236K-D > c.S > HS > IAD j.P > j.D > Alpha 242 damage 50% tension

(You can do 1 more damage with 6HS > IAD j.K(1) > j.D > Alpha FRC loops, but this way you don’t have to FRC, and 2S is easier to land than 6HS.)

j.D CH ▷ 6HS > IAD j.K(1) > j.D > Alpha 159 damage 0% tension

j.D CH far 6HS > 41236K-D > c.S > HS > j.P > j.P > j.K(2) > j.K(2) > j.D > Alpha 239 damage 25% tension

41236HS 6HS > IAD j.K(1) > j.D > Alpha 160 damage 0% tension

41236D 6HS 6HS > IAD j.K(1) > j.D > Alpha 204 damage 25% tension

vs Johnny

c.S > 6P c. >S > 2D > 236S -> 236K, link HS > j.P > j.K(1) > j.K(2) > j.K(2) > j.D: 158 damage 0% tension

c.S > 6P c. >S > 2D > 236S delayed HS > 41236K-D > c.S > HS j.D: 182 damage 25% tension

CH j.D dash c.S > HS > j.P > j.P > j.P > j.K(2) > j.K(2) > j.D: 107 damage 0% tension

c.S > f.S > HS > 236P-D:> Look below:

Close trajectory:> c.S > HS > j.P > j.P > j.P > j.K(2) > j.K(2) > Alpha 197 damage 25% tension

Far trajectory:> f.S > 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 > IAD j.K(2) > j.D: 111 damage 0% tension

41236HS 6HS > 41236K-D > c.S > HS j.D: 164 damage 0% tension

vs Ky

c.S > 2D > 236S -> 236K, link HS > j.K(1) > j.K(1) > j.K(2) > j.K(2) > j.D > Alpha 161 damage 0% tension

c.S > 2D > 236S (delay+hold 4), link HS > 41236K-D > f.S > HS > IAD j.P > j.D > 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 > 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 > (f.S) > HS > 236P-D > c.S > HS j.D: 186 damage 25% tension

c.S > (f.S) > HS > 236P-D > c.S > f.S > HS > 41236K-D: 211 damage 50% tension

j.D CH ▷ dash > c.S > f.S > HS > j.K(1) > j.K(1) > j.K(2) > j.K(2) > j.D > Alpha 130 damage 0% tension

Corner Only j.D CH ▷ c.S > f.S > HS > 41236K-D > c.S > HS j.D: 163 damage 25% tension

Corner Only j.D CH ▷ c.S > f.S > HS > 41236K-D > c.S > HS > 41236K-D > c.S > HS > IAD j.P > j.D > Alpha 207 damage 50% tension

6K CH dash c.S > f.S > HS > j.K(1) > j.K(1) > j.K(2) > j.K(2) > j.D > Alpha 110 damage 0% tension

Corner Only 6K CH c.S > f.S > HS > 41236K-D > c.S > 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 > dash > c.S > f.S > HS > j.P > j.K(1) > j.K(2) > j.K(2) > j.D > Alpha 129 damage 0% tension

41236K FRC > 2S > HS > j.P > j.P > j.K(2) > j.K(2) > Alpha 138 damage 25% tension

5D > [8] > dj.D ▷ 6HS > IAD j.P > j.K(2) > j.D > Alpha 123 damage 0% tension

5D > [8] > dj.D ▷ 6HS > 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 > 2D > 236S -> 236K , P j.P > j.K(1) > j.K(2) > j.K(2) > j.D > Alpha 135 damage 0% tension

Corner Only c.S > 2D > 236S -> 236K , P j.D > Alpha 135 damage 0% tension

Corner Only c.S > 2D > 236S -> 236K RC 6HS > IAD j.P > j.K(2) > j.D > Alpha 177 damage 50% tension

> dash > c.S (f.S) HS > 236P-D > c.S > HS > j.P > j.P > j.K(2) > j.K(2) > j.D > Alpha 211 damage 25% tension

j.D CH dash c.S > f.S > HS jump delayed j.K(1) > j.K(2) > j.K(2) > j.D > Alpha 135 damage 0% tension

Corner Only j.D CH dash c.S > f.S > HS 2S > HS > IAD j.K(2) > j.D > Alpha 185 damage 25% tension

Corner Only 6K CH dash c.S > f.S > HS 2S > HS > IAD j.K(2) > j.D > Alpha 163 damage 25% tension

41236HS 6HS > IAD j.K(1) > j.D > Alpha 131 damage 0% tension

41236K FRC 2S > HS > j.P > j.P > j.K(2) > j.K(2) > j.D > Alpha 144 damage 25% tension

vs Slayer

(dash 2K >) c.S > 2D > 236S dash 5P j.D > Alpha (69) 105 damage 0% tension

You CAN do other combos but they are prone to dropping.

c.S > 2D > 236S > HS > 41236K-D 2S > HS > IAD j.P > j.D > Alpha 177 damage 25% tension

c.S > f.S > HS > 236P-D > c.S > HS > IAD j.P > j.D > Alpha 190 damage 25% tension

6K/j.D CH ▷ 2S > HS > IAD j.P > j.D > Alpha 90/106 damage 0% tension

6K/j.D CH ▷ 2S > HS > IAD j.P > j.D > Alpha FRC 6HS > IAD j.P > j.K(2) > j.D > Alpha 124/141 damage 25% tension

Above 6K/j.D combos are more reliable, below are more damage.

6K/j.D CH ▷ 6HS > IAD j.P > j.K(2) > j.D > Alpha 99/118 damage 0% tension

6K/j.D CH ▷ 6HS > 41236K-D > c.S > HS > IAD j.P > j.D > Alpha 157/178 damage 25% tension

41236HS > dash > 6HS > IAD j.P > j.K(2) > j.D > Alpha 118 damage 0% tension

41236HS > dash > 6HS > 41236K-D > c.S > HS > j.K(1) > j.K(1) > j.K(2) > j.K(2) > j.D > Alpha 165 damage 25% tension

41236K FRC HS > IAD j.P > j.D > Alpha 123 damage 25% tension

vs Testament

dash > (2K) > c.S > 2D > 236S -> 236K, link HS > j.K(1) > j.K(1) > j.K(2) > j.K(2) > j.D > Alpha (101) 161 damage 0% tension

c.S > 2D > 236S > HS > 41236K-D > f.S > HS > IAD j.P > j.K(2) > j.D: 182 damage 25% tension (wonky oki, sometimes testa flies to the other direction.)

c.S > f.S > HS > 236P-D > c.S > HS > IAD j.P > j.D > Alpha 200 damage 25% tension

Works anywhere.

6K/j.D CH ▷ 2S > HS > IAD j.P > j.D > Alpha 93/112 damage 0% tension

6K/j.D CH ▷ 2S > HS > IAD j.P > j.D > Alpha FRC 6HS > IAD j.P > j.K(2) > j.D > 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 > IAD j.P > j.K(2) > j.D > Alpha 106/124 damage 0% tension

6K/j.D CH ▷ 6HS > 41236K-D > c.S > HS > j.P > j.P > j.K(2) > j.K(2) > j.D > Alpha 166/187 damage 25% tension

41236HS > dash > 6HS > IAD j.P > j.K(2) > j.D > Alpha 126 damage 0% tension

41236HS > dash > 6HS > 41236K-D > c.S > HS > j.P > j.K(1) > j.K(2) > j.K(2) > j.D > Alpha 175 damage 25% tension

41236K FRC > HS > j.P > j.P > j.K(2) > j.K(2) > j.D: 124 damage 25% tension

vs Zappa

dash > (2K) > c.S > 2D > 236S -> 236K, link HS > j.K(1) > j.K(1) > j.K(2) > j.K(2) > j.D > Alpha (101)161 damage 0% tenson

Corner Only (dash 2K) > c.S > 2D > 236S > HS j.D > Alpha (90)135 damage 0% tension

c.S > 2D > 236S > delayed HS > 41236K-D > f.S > HS > IAD j.P > j.D > Alpha 187 damage 25% tension

c.S > f.S > HS > 236P-D > c.S > HS > IAD j.P > j.D > Alpha 200 damage

6K/j.D CH ▷ 2S > HS > IAD j.P > j.D > Alpha 93/112 damage

6K/j.D CH ▷ 2S > HS > IAD j.P > j.D > Alpha FRC 6HS > IAD j.P > j.K(2) > j.D > Alpha 132/153 damage 25% tension

vs Millia

(2K) > c.S > 2D > 236S > j.P > j.K(1) > j.K(2) > j.K(2) > j.D > Alpha (92)147 damage 0% tension

c.S > 2D > 236S -> 236K > RC > 6HS > IAD j.K(1) > j.D > Alpha 201 damage 50% tension

41236HS > dash > 6HS > IAD j.K(1) > j.D > Alpha 149 damage 0% tension

41236HS > dash > 6HS > 41236K-D > c.S > HS > j.P > j.P > j.K(2) > j.K(2) > j.D > Alpha 205 damage 25% tension

Corner Only 5D > [8] > dj.D ▷ j.P > j.K(2) > j.K(2) > j.D > Alpha 105 damage 0% tension

vs Ino

(dash 2K >) c.S > 2D > 236S > j.P > j.P > j.K(2) > j.K(2) > j.D > Alpha (76)121 damage 0% tension

c.S > 2D > 236S -> 236K RC 6HS > IAD j.P > j.K(2) > j.D > Alpha 174 damage 50% tension

dash c.S > f.S > HS > 236P-D > c.S > HS > j.P > j.P > j.K(2) > j.K(2) > j.D > Alpha 207 damage 25% tension

41236HS > dash > 6HS > 41236K-D 2S > HS > j.P > j.P > j.K(2) > j.K(2) > j.D > Alpha 180 damage 25% tension

vs Faust

c.S > 2D > 236S > j.P > j.K(1) > j.K(2) > j.K(2) > j.D > Alpha 124 damage 0% tension

j.D CH 5K HS > IAD j.P > j.D > Alpha 100 damage 0% tension

vs Justice

c.S > 2D > 236S > j.P > j.P > j.K(2) > j.K(2) > j.S > dj.P > dj.P > dj.K(2) > dj.K(2) > j.D > Alpha 117 damage 0% tension

c.S > 2D > 236S > j.P > j.P > j.K(2) > j.K(2) > j.S > dj.P > dj.P > dj.K(2) > dj.K(2) > dj.S > tj.P > tj.P > tj.K(2) > tj.D > Alpha 122 damage 0% tension
kind of iffy combo, easy to drop or not be able to hit last alpha blade

c.S > 2D > 236S > HS > j.K(1) > j.K(2) > j.K(2) > j.D > Alpha 146 damage 0% tension, Knockdown.

dash c.S > 6P(1) > c.S > 2D > 236S -> 236K, link HS > j.D > Alpha 160 DMG, Knockdown.

c.S > 2D > 236S > HS > j.K(1) > j.K(2) > j.K(2) > j.D > Alpha 146 damage 0% tension

c.S > 2D > 236S > HS > 41236K-D HS > IAD j.P > j.D > Alpha 181 damage 25% tension
add delayed f.S or 2S before HS for harder combo and 8 more damage

dash c.S > f.S > HS (or standing c.S > HS) 236P-D delay until near ground HS > IAD j.P > j.D > Alpha 193 damage 25% tension

dash c.S > f.S > HS > 236P-D HS > 41236K-D > c.S > HS > IAD j.P > j.D > Alpha 232 damage 50% tension Situational with back towards corner

IAD loops vs standing Justice

If she is hit while standing, go for this combo: gatling into HS > IAD j.P > j.S > j.HS(1) ▷ …
Example combos for the HS > IAD j.P link:

  • c.S > f.S > 2S > HS > IAD j.P > j.S > j.HS(1) ▷ c.S > HS > IAD j.P > j.S > j.HS(1) ▷ then:
    • c.S > 2D 179 damage, Knockdown.
    • c.S > HS > IAD j.P > j.D: 185 Damage, Knockdown.

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

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.

vs May

c.S > 2D > 236S > j.P > j.P > j.K(2) > j.K(2) > j.D > Alpha 121 damage 0% tension

c.d > 2D > 236S -> 236K > 5.p SJ > j.P > j.P > j.K(2) > j.K(2) > Alpha 129 damage 0% tension

Burst safe combos vs everybody except SO, HOS

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

  • near corner CH j.D > 6HS > 632146HS: 182 damage (on JU) 50% tension
  • CH j.D > dash > 6HS > 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 > dash > 6HS > 641236HS: about 180 damage 50% tension

Video Examples

Some example of character specific conversions Link

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