GGST/Chipp Zanuff/Combos: Difference between revisions

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'''''{{clr|4|Updated for patch 1.10}}'''''
'''''{{clr|4|Updated for patch 1.10}}'''''
Combos following from a charged dust homing jump. All damage done on Ky for this section unless specified.
Combos following from a charged dust homing jump. All damage done on Ky for this section unless specified.
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video !! Combo Recipe No.
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video !! Combo Recipe No.
|-
|-
| {{clr|5|5[D]}} > dl {{clr|5|j.D}} > {{clr|5|j.D}} || Anywhere || 145 || 15% || All || [1] {{clr|1|Very Easy}} || Extremely simple dust combo || ||
| {{clr|5|5[D]}} > dl {{clr|5|j.D}} > {{clr|5|j.D}} || Anywhere || 140 || 15% || All || [1] {{clr|1|Very Easy}} || Extremely simple dust combo || ||
|-
|-
| {{clr|5|5[D]}} > {{clr|5|j.D}} > {{clr|2|j.K(1)}} > jc {{clr|5|j.D}} > {{clr|2|j.K(1)}} > {{clr|5|j.D}} > {{clr|2|j.K(2)}} > {{clr|2|j.K}} || Anywhere || 193 || 20% || All || [2] {{clr|2|Easy}} || Delay the first {{clr|5|j.D}} on Anji || ||
| {{clr|5|5[D]}} > {{clr|5|j.D}} > {{clr|2|j.K(1)}} > jc {{clr|5|j.D}} > {{clr|2|j.K(1)}} > {{clr|5|j.D}} > {{clr|2|j.K(2)}} > {{clr|2|j.K}} || Anywhere || 189 || 20% || All || [2] {{clr|2|Easy}} || Delay the first {{clr|5|j.D}} on Anji || ||
|-
|-
| | {{clr|5|5[D]}} > {{clr|5|j.D}} > {{clr|2|j.K(1)}} > jc {{clr|5|j.D}} > {{clr|2|j.K(1)}} > {{clr|5|j.D}} > {{clr|2|j.K(1)}} > {{clr|5|j.D}} > {{clr|5|j.D}} || Anywhere || 198 || 20% || All || [2] {{clr|2|Easy}} || Need to you hit everything fairly fast. Delay the first {{clr|5|j.D}} on Anji ||
| | {{clr|5|5[D]}} > {{clr|5|j.D}} > {{clr|2|j.K(1)}} > jc {{clr|5|j.D}} > {{clr|2|j.K(1)}} > {{clr|5|j.D}} > {{clr|2|j.K(1)}} > {{clr|5|j.D}} > {{clr|5|j.D}} || Anywhere || 194 || 20% || All || [2] {{clr|2|Easy}} || Need to you hit everything fairly fast. Delay the first {{clr|5|j.D}} on Anji ||
|-
|-
| |{{clr|5|5[D]}} > dl {{clr|5|j.D}} > 66 {{clr|5|j.D}} > {{clr|3|j.S}} > 8jc {{clr|5|j.D}} > {{clr|1|j.P}} > {{clr|1|j.P}} || Anywhere || 198 || 20% || All || [3] {{clr|3|Medium}} || Requires slight delay before first {{clr|5|j.D}} || ||
| |{{clr|5|5[D]}} > dl {{clr|5|j.D}} > 66 {{clr|5|j.D}} > {{clr|3|j.S}} > 8jc {{clr|5|j.D}} > {{clr|1|j.P}} > {{clr|1|j.P}} || Anywhere || 193 || 20% || All || [3] {{clr|3|Medium}} || Requires slight delay before first {{clr|5|j.D}} || ||
|}
|}



Revision as of 13:49, 6 April 2022

 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
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Combo List

NOTE: The combos below have NOT been tested on patch 1.10 unless otherwise specified

  • Combo Recipe No. can be used in "combo mode" to find a sample of the listed combo for review/practice. Note that recipes are different between PC/PS versions of the game.
  • Generally, damage numbers have been tested on Ky unless otherwise specified. Meter gain is estimated and may not be totally accurate.
  • When breaking the wall, optimal ground hit is 6H, optimal air hit is j.D
  • Character Specific notation:
    • (wr) = Wall run start (from 23[6]P / 236[P] / similar)
    • wr.[X] = wallrun button

Basic combos

Updated for patch 1.10

A list of essential combos for both beginner and experienced Chipp players. These combos prioritize ease of execution and stability across the cast. All combos tested on Ky unless otherwise specified.

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Combo Recipe No.
f.S > 236S~236S Anywhere 74 17% All [1] Very Easy Universal combo from f.S poke Video 3916(PC)
(5/2)K > 2D > 236P Anywhere 59 11% All [1] Very Easy Crosses through the opponent when not in the corner. Useful for switching sides. Video 3946(PC)
(5/2)K > 2D > 236S~236S Anywhere 73 18% All [1] Very Easy Universal 5K starter into knockdown. Delay last hit of rekka on I-no. Video 3978(PC)
(c.S) > 2S > 2H > 236H Anywhere 76 (106) 15% (19%) All [1] Very Easy Simple Gamma blade combo that gives good advantage and corner carry. Video 3990(PC)
(5P > 5P >) 5P > 6P > 236S~236S Anywhere 67 21% All [2] Easy 5/2P confirm. Omit 5P hits based on spacing, 2P can also be used (but not 2P x3) Video 4006(PC)
(c.S) > 2S > 2H > 236K > j.K(1) > dj > j.K(1) > j.D Anywhere 106 (133) 18% (21%) All [2] Easy Universal air combo. Can use different gatlings on some characters for extra damage. Video 4021(PC)
(c.S) > 2S > 2H > 236K > j.236Kc.S > 6H > WS > 6H Corner 195 35% All [2] Easy Universal corner combo. Returns Chipp to the ground for an easy wall break. Run up after the wall splat to break. Video 1108(PC)
(c.S) > 2S > 2H > 236K > dl j.K(1)2S > 2H > 236H Anywhere but corner 115 (138) 25% All but Ino [2] Easy Simple loop combo. A slight delay on the falling j.K(1) helps avoid getting j.K(2) which will drop the combo, particularly with heavies. Tends to drop on Ino. Video 26124(PC)

c.S/f.S/2S Starters

c.S/f.S/2S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
f.S > 236S~236S Anywhere 74 17% All [1] Very Easy [1.10] Universal combo from f.S poke Video
(c.S) > 2S > 2H > 236H Anywhere 76 (106) 15% (19%) All [1] Very Easy [1.10] Simple Gamma blade combo that gives good advantage and corner carry. Video
(c.S) > 2S > 2H > 236K > j.K(1) > dj > j.K(1) > j.D Anywhere 106 (133) 18% (21%) All [2] Easy [1.10] Universal air combo. Can use different gatlings on some characters for extra damage. Video
(c.S) > 2S > 2H > 236K > j.236Kc.S > 6H > WS > 6H Corner 195 35% All [2] Easy [1.10] Universal corner combo. Returns Chipp to the ground for an easy wall break. Run up after the wall splat to break. Video
(c.S) > 2S > 2H > 236K > dl j.K(1)2S > 2H > 236H Anywhere but corner 115 (138) 25% All but Ino [2] Easy [1.10] Simple loop combo. A slight delay on the falling j.K(1) helps avoid getting j.K(2) which will drop the combo, particularly with heavies. Tends to drop on Ino. Video
(c.S) > 2S > 2H > 236K > dl j.S ▷ 66 > c.S > 2H > 236H Anywhere but corner 127 (148) 30% Mid/Heavy [2] Easy [1.10] Basic loop using dashes for extra damage. Maximum possible delay on j.S. Drops on Lights, Zato
c.S > 2S > 2H > 236K > dl j.S ▷ 66 > c.S > 2S > 2H > 236K > j.D WS ▷ 6H Cornered 190 (Ky) - Midweights [3] Medium [1.10] Midweight corner-to-corner loop combo. Adjustments needed for Zato
c.S > 2S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > 236K > dl j.K(1) > j.K(2) WS ▷ 6H Cornered 188 (Ino) - Ino [3] Medium [1.10] Ino specific corner-to-corner loop combo
c.S > 2S > 2H > 236K > dl j.S ▷ 66 > c.S > 2S > 2H > 236K > j.K(1) > 66 WS > j.D Cornered - - Lightweights [3] Medium [1.10] Lightweight specific corner-to-corner loop combo
c.S > 2S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > 236K > dl j.K(1)2S > 2H > dl 236S~dl 236S WS > 6H Cornered 180 (Leo) - Leo [3] Medium [1.10] Leo specific corner-to-corner loop combo. Slight delay is required on the rekka
2S > 2H > 236K > j.K > 66j.H(2)c.S > 2S > 2H WS > 6H WB Mid to Corner 171 may May, Millia, Gio, Ram [3] Medium 2S route near to corner (just past P2 roundstart distance). Video
2S > 2H > 236K > j.K > 66j.S > j.H(1)c.S > 2H WS > 6H WB Mid to Corner 153 sol Sol, I-no [3] Medium Route is character specific
2S > 2H > 236K > j.S > 66j.H(2)c.S > 2H WS > 6H WB Mid to Corner 164 leo Axl, Zato [3] Medium Best damage route listed for each char
2S > 2H > 236K > j.K2S > 2H > 236K WS WB Mid to Corner 159 faust Faust [3] Medium
2S > 2H > 236K > j.S2S > 2H > 236S WS > 6H WB Mid to Corner 164 leo Leo, Pot, Anji, Chipp, Ky, Nago [3] Medium
c.S > 6H > 236S > 236S > RRC > 236S > c.S > 6H > 236S > 6H WB Corner 198 25% All [3] Medium
c.S > 6H > 236S > 236S > 88RRC > 5[D] > c.S > 6H > 6H WB Corner 203 25% All [3] Medium
2S > 2H > 236P > PRC > dash 2H > 236K > j.H > c.S > 6H > 6H WB Cornered 162 10% All [3] Medium Side swap route 1
2S > 2H > 236P > PRC > dash > 2S > 2H > 236S > 236K > 6H WB Cornered 168 10% All [3] Medium Side swap route 2
2S > 2H > 236P > 88PRC > IAD j.H > 2S > 2H > 236K WB Cornered 176 10% All [3] Medium Side swap route 3
2S > 2H > 236K > j.236K > c.S > 6H > WB 6H Corner 170 45% All [3] Medium
c.S > 6H > 236S > 236S > fast 66RRC > 2H > 236S > c.S > 6H > 6H WB Corner 20 25% All [3] Medium
c.S > 2S > 2H > 236K > j.S > 2S > 2H WS > 6H WB Near corner 176 sol All [3] Medium range such that 236K pushes opponent to wall
c.S > 5H > 88RRC > wr.c.S > c.S > 5H > 6H > release 4 > j.236K > c.S > 2S > 2H > 236K > 6H WB Corner 218 10% All [4] Hard Input air alpha blade facing the right side. Adjust your timing to avoid having to input it in reverse.
c.S > 2H > 236H > 2S > 2H > 88RRC > wr c.S x 3 > 5H > release 4 > 2S > 2H > 236S > 6H WB Corner 198 30% All [4] Hard Wall run route.
2S > 2H > 236K > j.S > f.S > 236S > 236S WS > 6H WB Near corner 158 sol All [3] Medium Alternative route that starts with 2S
c.S > 2S > 2H > 236S > 236K > f.S > 236S WS > 6H WB Corner 180 sol All [3] Medium Rekka loop! Also works from c.S AA starter
2S > 2H > 236S > 236K > 2S > 2H WS > 236K WB Corner 158 sol All [3] Medium 2S Rekka loop

5H/6H/2H Combos

5H/6H/2H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5H/6H > 236S~236S Anywhere 92/100 20% All [1] Very Easy [1.10] Basic H conversion, no knockdown
CH 5H > 236S~236K, 2S > 2H > 236H Anywhere 137 30% All [2] Easy [1.10] Counter hit 5H confirm. 2S pick up works at any range near the corner but midscreen 5H must be spaced closer.
AA 2H > 236K5K > 6H Anywhere 105 20% All [2] Easy [1.10] Returns opponent to the ground. Can follow up with an overdrive. May cross up after 236K depending on 2H spacing.
AA 2H > 236K > IAD j.S > j.H > c.S > 6H > WB 6H Midscreen to Corner 180 35% (Nago, Gio, May) [2] Easy Character specific anti air route.
AA 2H > 236K > IAD j.H > 5P x 4 > WB 6H Midscreen to Corner 167 30% (Zato) [2] Easy Character specific anti air route.
AA 2H > 236K > IAD j.H > c.S > 6H > 236H > WB 6H Midscreen to Corner 198 40% (Ram, Ino, Axl, Millia, Faust, Chipp) [2] Easy Character specific anti air route.
CH 6H > 66 > c.S > 6H > 632146H/236236K Anywhere 225/224 25% All [2] Easy [1.10] Simple metered 6H CH combo. 632146H for midscreen damage or 236236K in the corner for a wall break.
AA 2H > dl 236S~236K > 2S > 2H > 236S WS > 6H WB Near Corner 174 40% All [3] Medium [1.10] Universal corner anti-air route from 2H using rekka loop - Doesn't work deep in the corner.
2H > 236K > j.(K/S) > 66j.H(2) > j.623S Anywhere 115 All [3] Medium 2H route, j.S for: Leo, Pot, Faust, Axl, Chipp, Nago, Zato
AA CH 2H > 236S whiff > dash 5P > dash c.S > 2H > 236K > j.S > f.S > 6H WB Midscreen to Corner 167 30% All [3] Medium Counter hit, anti air route.
CH 6H > 236[K] > 3 > j.H(2) > 66 > j.H(2)c.S > 6H > 236S~236S > WS > 6H Corner 236 40% Light/Medium [2] Medium [1.10] High damage meterless corner 6H CH combo.
CH 6H > 66 > c.S > j.K(1) > 66 > j.H(2)2S > 2H > 236S~236K > WS > 6H Midscreen to Corner 209 45% All [2] Medium [1.10] Less reliable on Light weights since j.H tends to whiff without adjustments. Slight delay on c.S jump cancel for lights/Zato. Backward jump cancel for Ino/Faust.
CH 6H > c.S > 5H > dash 2S > 5H > 2S > 2H > WB 6H Corner 218 40% All [4] Hard Corner DP punish route. Makes use of 5H tumble properties.
AA CH 2H > (whiff) 236S, 66~c.S > j.H(2) > 66 > j.H(2)c.S > 6H > 236S WS > 6H WB Into corner 219 40% All [4] Hard [1.10] Counter hit anti-air route. c.S should be done underneath as they fall which may require a micro-dash.
CH 6H > 236[K] > 3 > j.H(2)2S > 5H > 66 > 2S > 2H > 236S > WS > 6H Corner 217 (Leo) 45% Heavy [4] Hard [1.10] High damage meterless corner 6H CH combo using 5H tumble.

Jump-in Starters

Updated for patch 1.10

Damage tested on Ky unless otherwise specified.

Jump-in Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
j.2K2K > 2D > 236S~236S Anywhere 93 18% All [2] Easy Universal j.2K jump in route. Be careful if the last hit of j.2K does not connect as you land, it will not combo.
j.S > j.D2K > 2D > 236S Anywhere 96 16% All [2] Easy Useful for when j.S hits too high, and landing would be at disadvantage.
j.H2K > 2D > 236S~236S Anywhere 96 19% All [2] Easy Universal j.H jump in route. Lenient timing as j.H hits twice.
j.D2K > 2D > 236S~236S Anywhere 101 20% All [3] Medium Universal j.D jump in route. Must be low enough, otherwise it will not combo.
j.H2S > 2H > 236S~236K > 2S > 2H > 6H Corner 165 31% All but Faust, Gio, I-No [3] Medium Corner j.H jump in route into rekka loops. j.H must hit deep.
j.D2S > 2H > 236K > j.D WS > 66 j.D WB Near corner 174 21% All but Leo, Faust [3] Medium j.D has to hit very deep
Wall run cancel j.Sc.S > 2D > 236S~236S Corner 106 23% All [3] Medium Low wall run cancel j.S mixup after 236[P] (drop down with 2) - 1 rekka only on Leo, Pot, Faust, Nago.
Wall run cancel j.P > j.P5K > 2D > 236P Corner 65 14% All [3] Medium Double overhead wall run cancel mixup. 236P for the sideswitch.

Wall Run Combos

Updated for patch 1.10

These combos utilize Chipp's wall run mechanic. Damage tested on Ky unless otherwise specified.

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
6K > 88~RRC > 66 > (w.cS) > w.cS > w.cS > w.cS > w.cS > w.6H WS > w.6H WB Corner 185 6% All [3] Medium The most basic wall run combo from 6K overhead. Large characters may let you get an additional w.cS. Video
2H CH > 236[P] > w.cS > w.5H > w.5H > w.6H > w.cS > w.6H WS > w.6H WB Corner 267 ~40% All [4] Hard High damage meterless wall run from a 2H counter-hit. Both hits of w.5H should be at max range or else w.cS may whiff. Video
2H CH > 236[P] > w.cS > w.cS > w.6H > w.6H > w.cS > w.5H > 6H WS > w.6H WB Corner 281 ~45% All but May [4] Hard Optimal meterless wall run from a 2H counter-hit. Requires high wall health. -
2H CH > 236[P] > w.cS > w.5H > w.5H > w.6H > 4 > dl.236K > cS > 6H > dl.236236K WB Corner 270 ~45% All [4] Very Hard A universal metered combo that sets up an overdrive wall break. The timing for dl.236K is tighter on lightweights. Requires high wall health. Video
CH 2H > 236[P] > w.5H > w.5H > w.6H > 4 > j.236K ▷ dl c.S > dl 2S > dl 2H > dl 236K WS > 6H WB Corner 257 50% All [4] Very Hard Wall run route requiring MAX wall HP. Must input j.236K facing the wall. Must delay buttons to cause a wall splat.
CH 2H > 236[P] > w.cS > w.cS > w.cS > w.cS > dl 4 > j.H(2) > j.623S > 66FRRC > j.H(2), j.S > j.623S WS > 6H WB Corner 247 35% All [5] Very Hard Flashy corner to corner combo. Not practical.

Charged Dust combos

Updated for patch 1.10

Combos following from a charged dust homing jump. All damage done on Ky for this section unless specified.

Dust Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video Combo Recipe No.
5[D] > dl j.D > j.D Anywhere 140 15% All [1] Very Easy Extremely simple dust combo
5[D] > j.D > j.K(1) > jc j.D > j.K(1) > j.D > j.K(2) > j.K Anywhere 189 20% All [2] Easy Delay the first j.D on Anji
5[D] > j.D > j.K(1) > jc j.D > j.K(1) > j.D > j.K(1) > j.D > j.D Anywhere 194 20% All [2] Easy Need to you hit everything fairly fast. Delay the first j.D on Anji
5[D] > dl j.D > 66 j.D > j.S > 8jc j.D > j.P > j.P Anywhere 193 20% All [3] Medium Requires slight delay before first j.D

Anti-Air combos

Updated for patch 1.10

All damage done on Ky unless otherwise specified.

6P/5P/5K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
6P > 236S Anywhere 47 10% All [1] Very Easy Basic, universal 6P anti-air confirm.
CH 6P > 236H Anywhere 51 10% All [1] Very Easy Basic, universal 6P CH confirm, decent corner carry.
AA 5P > dash 2K > 2S (c.S) > 2H > 236K Anywhere 75 (80) 18% All [2] Easy Anywhere anti-air route. The higher up your 5P anti-air, the easier the dash 2K link.
AA 5P > 2S > 2H > 236K > j.236Kc.S > 6H WS > 66 6H WB Corner 149 31% All [2] Easy May have to delay 2S a little depending on how high 5P hits.
AA 5P > 6H > 2S > 2H > 236K WS > 66j.D WB Corner 153 24% All [2] Easy Drop down from 236K for 6H WB if the wallsplat is low enough.
AA 5K > 6H > 2S > 2H > 236K WS > 66j.D WB Corner 157 24% All [3] Easy Drop down from 236K for 6H WB if the wallsplat is low enough.
AA 5K > jc j.K > 66j.H5P Anywhere 55 6% Universal [1] Very Easy Basic, universal anti-air route. Possible to get c.S (into BnB) instead of 5P on bigger characters.
AA 5K > jc j.K > 66j.K > jc j.K > j.D Anywhere 73 8% All except Ram [3] Medium Basic anti-air route, small adjustments in hit number can be applied.
AA 5K > jc j.K(1) > 66j.H > c.S > 2H > 236K5P > 5P > 5P WS > 6H WB Mid to Corner 136 23% All [3] Medium Possible to j.P instead of 5P.

Air-to-Air Starters

Updated for patch 1.10

Combos starting from an airborne confirm on an airborne opponent. Damage tested on Ky unless otherwise specified.

Air-to-Air Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes video
Air to Air j.K(1) > ADC > j.Sc.S > 2H > 236H Anywhere 90 15% All [2] Easy Easy, universal air to air confirm. -
Air to Air j.K(1) > ADC > j.H(1)c.S > 2H > 236K > 5P > 5P > 5P WS > 6H WB Midscreen to Corner 136 23% All [3] Medium Universal air to air confirm that works in most situations. -
Air to Air j.K(1) > ADC > j.H(1)c.S > 2H > 236K > j.Sc.S WS > 6H WB Midscreen to Corner 147 23% All [3] Medium Universal air to air confirm. May be difficult on lighter characters and can be inconsistent midscreen. Better near corner. -
Air to Air j.K(1) > ADC > j.S2S > 236S~236K > 236S~236S > 6H WB Midscreen to Corner 142 25% All [4] Hard Air-to-air confirm ending in rekka loop. -
Air to Air j.K(1) > ADC > j.Sc.S > j.K(1) > ADC > j.H2S > 2H > 236S > 6H WB Midscreen to Corner 161 24% All [4] Hard Advanced air-to-air with excellent corner carry. -

Throw Combos

Throw/Air Throw Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
Forward Throw > 66RRC ▷ Dash c.S > 2H > 236K > j.D > j.D WB Midscreen to Corner 131 10% All [1] Very Easy Easy throw confirm.
Forward Throw > 66RRC ▷ (land then jump) j.K (1) > ADC j.Hc.S > 6H > 236S > 6H WB Midscreen to Corner 131 10% All [2] Easy
Forward Throw > Fast 66RC > j.H whiff ▷ dash 2S > 2H > 236H > 2S > 5H > 6H WB Corner 139 10% All [2] Easy Corner Throw confirm. The 2S will pick them up before they go into knockdown state.
Air Throw > 22RRC ▷ 236K > j.K (1) ▷ 2S > 5H > 236S > 236K > 6H WB Midscreen to Corner 124 10% All [2] Easy
Air Throw > dl. 22PRC ▷ c.S > 2H > 236H > 2S > 6H WB Corner 141 10% All [2] Easy Delay PRC to avoid using RRC and scaling the combo unnecessarily.

Rekka Combos

Combos for rekka confirms.

Rekka Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
...~236K > 2S > 2H > 236S > 236K Anywhere 85 20% All [1] Very Easy Basic overhead rekka confirm
...~236K > 2S > 2H > 236H > 2S > 2H > 6H WB Corner 167 25 All [2] Easy Corner overhead rekka confirm.
...~236K > 2S > 2H > 236K > j.D > j.D WB Corner 172 25% All [2] Easy Alternative corner overhead rekka confirm.
CH Resshou / Rokusai~236K > 2S > 2H > 236S~236K > 6H WB Corner 170 40% All [2] Easy If either of Resshou or Rokusai counter hit, they can both be immediately confirmed into Senshuu for a meterless combo.

Beta Blade Combos

Beta Blade Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
623S(2) > 66FRRC > j.S > jc > j.S > j.H(1) > jc > j.K > j.D Anywhere 123 5% All [3] Medium [1.10] Must FRRC after the second hit of the DP. Good when cornered.
623S > fast RRC > j.K > j.K (1) ▷ 2S > 2H > 236K > 6H WB Midscreen to Corner 163 10 All [2] Easy DP confirm 2.
623S > 66RRC > c.S > 2H > 236K > j.S > ADC > j.D6H WB Midscreen to Corner 158 10 All [2] Easy DP confirm 3.

Alpha Blade Combos

Updated for patch 1.10

Damage tested on Ky unless otherwise specified.

Alpha Blade Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
236K > j.623S Midscreen - - (May, Zato, Faust, Millia, Ramlethal, Testament) [2] Easy Cross up diagonal alpha blade confirm from 5K spacing. Leaves Chipp close and at advantage -
236P, 5P > 6P > RRC > 66 > 5[D] > 2S > 2H > dl 236S~236K WS > 6H WB Corner 150 ~20% All except Pot, Leo, Nago, Goldlewis [3] Medium Run under before 5[D] to keep the corner. Relatively burst safe. -
2369P5K > 5K > j.K(1) > 66 > j.Hc.S > 6H > 236S WS > 6H WB Corner 154 25% All except Anji, Pot, Leo, Nago, Goldlewis [4] Hard Manual delay on follow up 5K for I-NO, Jack-O -
2369P2K, c.S > 2H > 236K > j.D WS > 66 > j.D WB Corner 168 25% All except I-NO, Baiken [4] Hard Requires manual delay on 2K for Ky, Anji, Chaos -
2369Pc.S > 2H > 236K, j.236K > c.S > 6H WS > 6H WB Corner 180 (Gio) 30% Lightweights except I-NO, Jack-O, Baiken [4] Hard TK Alpha Blade confirm. Works on most lightweights -
2369P5K > j.K(1) > 66 > j.Hc.S > j.K(1) > 66 > j.Hc.S > 6H WS > 6H WB Corner 166 (Gio) 25% (I-NO, Jack-O, Baiken, Ram, Gio ) [4] Hard Alternate TK Alpha Blade confirm for other lightweights -

Genrou Zan

Updated for patch 1.10

Damage tested on Ky unless otherwise specified.

Genrou Zan
Combo Position Damage Tension Gain Works on: Difficulty Notes
63214S > RRC > dash 5[D] > 2S > 2H > 236K WB Corner 175 5% All [3] Medium Corner command grab confirm with RC.
63214S > fast RRC > c.S > 2H > 236K > j.D WS > j.D WB Near Corner 184 5% All [3] Medium 6H can be used over 2H in corner for 1 more damage.

Zansei Rouga Combos

Updated for patch 1.10

Zansei Rouga Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
632146H > PRC > dash c.S > 2S > 2H > 236K > j.S WS ▷ 6H WB Anywhere 301 5% All [3] Medium Raw super confirm for 100% meter. This route also works if the super is used off a wallstick.


External References

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