(added combo theory section for later use) |
(→Combo Theory: added rekka whiff combo theory) |
||
Line 587: | Line 587: | ||
==Combo Theory== | ==Combo Theory== | ||
===Rekka Whiff Combos=== | |||
<code> ({{clr|3|c.S}} > {{clr|3|2S}}) > dl {{clr|4|2H}} CH > whiff {{clr|3|236S}} >...</code> | |||
Chipp's {{keyword|rekka}} has some unique properties for use in his pressure and combos. [[GGST/Chipp#Resshou| Resshou]] ({{clr|3|236S}}) is particularly useful since it advances Chipp forward, can cancel the recovery of the previous move, and is almost always safe on block. These properties can make auto-piloting into [[GGST/Chipp#Resshou| Resshou]] not only safe, but can also allow Chipp to auto-confirm into some of his more damaging combo routes. Chipp's {{clr|4|2H}} benefits the most from this since it is a common gatling but has a long recovery and limited cancel options. | |||
<code> ({{clr|3|c.S}} > {{clr|3|2S}}) > dl {{clr|4|2H}} > dl {{clr|3|236S}}~{{clr|2|235K}}...</code> | |||
On normal hit in the corner Chipp can attempt to confirm into his rekka loop. | |||
==External References== | ==External References== |
Revision as of 23:00, 19 April 2022
Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
|
Combo List
NOTE: The combos below have been tested on patch 1.10
- 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] / w.[X] = wallrun button
Basic combos
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 | Easy universal air combo. Extremely stable in almost all situations against all characters. Does decent damage but leaves Chipp far from the opponent giving poor advantage. | Video | 4021(PC) |
(c.S) > 2S > 2H > 236K > j.236K ▷ c.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) |
5P/2P/6P combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video | Combo Recipe No. |
---|---|---|---|---|---|---|---|---|
(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) |
5K/2K/6K combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video | Combo Recipe No. |
---|---|---|---|---|---|---|---|---|
(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) |
6K > 66FRRC > j.D ▷ 2S > 2H > 236S~ dl 236K, f.S WS > 6H WB | Corner | 170 | 10% | All | [3] Medium | Full combo from 6K overhead. | - | - |
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 | Universal combo from f.S poke | Video |
CH f.S > 236P | Anywhere | 62 | 15% | All | [1] Very Easy | Max range CH f.S combo. Swaps sides. | - |
(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 |
CH 2S > 2H > 236K ▷ c.S > 2S > 2H > 236H | Anywhere | 127 | 25% | All | [2] Easy | CH 2S combo for all ranges. Works when cancelling immediately into 2H | - |
CH f.S > 236S~236K, 2S > 2H > 236H | Anywhere | 115 | 25% | All | [2] Easy | Close range CH f.S combo. 2S will not pick up from mid range. ...~236K will whiff from max range | - |
(c.S) > 2S > 2H > 236K > j.K(1) > dj > j.K(1) > j.D | Anywhere | 106 (133) | 18% (21%) | All | [2] Easy | Easy universal air combo. Extremely stable in almost all situations against all characters. Does decent damage but leaves Chipp far from the opponent giving poor advantage. | Video |
(c.S) > 2S > 2H > 236K > j.236K ▷ c.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 |
(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 |
(c.S) > 2S > 2H > 236K > dl j.S ▷ 66 > c.S > 2H > 236H | Anywhere but corner | 127 (148) | 30% | Mid/Heavy | [2] Easy | Basic loop using dashes for extra damage. Maximum possible delay on j.S. Drops on Lights, Zato | |
(c.S) > 2S > 2H > 236P > PRC > 2S > 2H > 236K WS > j.D WB | Cornered | 193 | 25% | All | [3] Medium | Side swap route. Must PRC after Alpha blade connects. | |
c.S > 2S > 2H > dl 236S~236K, f.S > 236S WS > 6H WB | Corner | 184 | 35% | All | [3] Medium | Rekka loop! Must hit 236S as high as possible. Good to avoid getting burst into the corner. | |
CH c.S > 66~c.S > 2S > 2H > 236K > dl j.K(1) ▷ 2S > 2H > 236H | Anywhere | 153 | 30% | All | [3] Medium | CH c.S confirm. Microdash to link the two c.S hits. | |
CH c.S > 5[D], 2S > 2H > 236H | Anywhere | 140 | 25% | All | [3] Medium | CH c.S confirm. 5[D] float is safe to burst. | |
c.S > 2S > 2H > 236K > dl j.S ▷ 66 > c.S > 2S > 2H > 236K > j.D WS ▷ 6H | Cornered | 190 (Ky) | 20% | Midweights but Zato, Chaos | [3] Medium | Midweight corner-to-corner loop combo. Drops on Zato, Happy Chaos | |
c.S > 2S > 2H > 236K > dl j.K(1) ▷ 66 > c.S > 2S > 2H > 236K > j.K(1) > 66 > j.P > j.P WS ▷ 6H WB | Cornered | 197 (Zato) | 20% | Zato, Chaos | [3] Medium | Corner-to-corner loop combo for Zato, Happy Chaos | |
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) | 20% | Ino, Ram | [4] Hard | Ino, Ram 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 | 191 (Gio) | 20% | Lights but Ino, Ram | [4] Hard | Lightweight specific corner-to-corner loop combo. Can break with 6H but damage is the same. Drops on Ino, Ram | Video |
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) | 20% | Heavies | [4] Hard | Heavy specific corner-to-corner loop combo. Slight delay is required on the rekka. Might splat from rekka 1 or rekka 2 depending on wall health and combo timing | Video |
5H/6H/2H Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video | Combo Recipe No. |
---|---|---|---|---|---|---|---|---|
5H/6H > 236S~236S | Anywhere | 92/100 | 20% | All | [1] Very Easy | Basic H conversion, no knockdown | - | - |
2H > 236K > j.K(1) > 66 > j.H(2) > j.623S | Anywhere | 122 | 20% | All but Leo, Anji | [2] Easy | Stable air combo route with good damage. j.K whiffs on Leo, j.H whiffs on Anji. May drop at max 2H range. | - | - |
2H > 236K > j.S > 66 > j.S > j.623S | Anywhere | 126 | 20% | Medium/Heavy but Zato | [2] Easy | Stable air combo route with good damage. j.S whiffs on lights. May drop at max 2H range. | - | - |
CH 5H > 236S~236K, 2S > 2H > 236H | Anywhere | 137 | 30% | All | [2] Easy | Counter hit 5H confirm. 2S pick up works at any range near the corner but midscreen 5H must be spaced closer. | - | - |
CH 6H > 66 > c.S > 6H > 632146H/236236K | Anywhere | 225/224 | 25% | All | [2] Easy | Simple metered 6H CH combo. 632146H for midscreen damage or 236236K in the corner for a wall break. | - | - |
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 | 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 | 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 > 66~2S > 5H > 2S > 2H WS > 6H WB | Corner | 221 | 40% | All | [4] Hard | Corner DP punish route. Makes use of 5H tumble properties. | - | - |
CH 6H > 236[K] > 3 > j.H(2) ▷ 2S > 5H > 66 > 2S > 2H > 236S > WS > 6H | Corner | 217 (Leo) | 45% | Heavy | [4] Hard | High damage meterless corner 6H CH combo using 5H tumble. | - | - |
CH 6H > 66 > c.S > 5H > 66 > c.S > 6H > 66~2K > 6H WS > 6H WB | Corner | 231 | 45% | All | [4] Hard | High damage 6H punish. somewhat tight timing on dash 2K | - | - |
CH 6H > 236[P] > 4 > j.H(2) > jc > j.S, dl j.S ▷ 66 > c.S > 2S > 2H > 236K > j.K(1) > 66 > j.P > j.P > j.P > j.623S WS ▷ j.D WB | Corner | 226 (Gio) | 35% | Light | [5] Very Hard | Corner to corner 6H CH combo that avoids breaking the wall early. Against INO end with 5P instead of 623S | Video | - |
CH 6H > 66 > c.S > 5H > 66 > c.S > 6H > 66~5H > (whiff) 236S~236S WS > 6H WB | Corner | 237 | 45% | All | [5] Very Hard | 6H punish using a 1f micro dash. | - | = |
5D/2D combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video | Combo Recipe No. |
---|---|---|---|---|---|---|---|---|
2D > 236S~236S | Anywhere | 74 | 15% | All | [1] Very Easy | - | - | - |
2D CH > 236K, j.236K ▷ c.S > 6H WS > 6H WB | Corner | 176 | 25% | All | [1] Very Easy | - | - | - |
Charged Dust combos
Combos following from a charged dust homing jump. All damage done on Ky for this section unless specified.
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. Good for beginners or when you expect a delayed burst. | ||
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 | Great damage and fairly simple to execute. 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 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 | Alternate charge dust route. Requires slight delay before first j.D | ||
5[D] > dl j.D > j.S > 9jc > j.D > j.P > j.D > j.K(1) > j.D | Anywhere | 204 | 20% | All | [4] Hard | Optimal Dust combo requiring tight timing. Slight delay before first j.D. Delay longer on Potemkin, Faust. Minimal delay for Anji, Baiken | Video |
Jump-in Starters
Damage tested on Ky unless otherwise specified.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
j.2K ▷ 2K > 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.D ▷ 2K > 2D > 236S | Anywhere | 96 | 16% | All | [2] Easy | Useful for when j.S hits too high, and landing would be at disadvantage. |
j.H ▷ 2K > 2D > 236S~236S | Anywhere | 96 | 19% | All | [2] Easy | Universal j.H jump in route. Lenient timing as j.H hits twice. |
j.D ▷ 2K > 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.H ▷ 2S > 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.D ▷ 2S > 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.S ▷ c.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.P ▷ 5K > 2D > 236P | Corner | 65 | 14% | All | [3] Medium | Double overhead wall run cancel mixup. 236P for the sideswitch. |
Wall Run Combos
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 |
CH 2H > 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 |
CH 2H > 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. | - |
CH 2H > 236[P] > w.cS > w.5H > w.5H > w.6H > 4 > dl j.236K ▷ cS > 6H > dl 236236K WB | Corner | 270 | ~45% | All | [4] 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] 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. |
Air-Hit / Anti-Air combos
Combos targeting an airborne opponent or an opponent trying to jump out of pressure. All damage done on Ky unless otherwise specified.
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 5K > jc j.K > 66j.H ▷ 5P | 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 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.236K ▷ c.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 | [2] Easy | Drop down from 236K for 6H WB if the wallsplat is low enough. |
AA 2H > 236K ▷ 5K > 6H | Anywhere | 105 | 20% | All | [2] Easy | Returns opponent to the ground. Can follow up with an overdrive. May cross up after 236K depending on 2H spacing. |
AA 2H > 236K ▷ c.S > 2S > 2H > 236H | Anywhere but corner | 129 | 25% | All | [2] Easy | Anti air route. works at all heights for lights. Medium/heavy must be high in the air. |
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 > 236K ▷ 5P > 5P > 5P WS > 6H WB | Mid to Corner | 136 | 23% | All | [3] Medium | Possible to j.P instead of 5P. |
AA 2H > dl 236S~236K > 2S > 2H > 236S WS > 6H WB | Near Corner | 174 | 40% | All | [3] Medium | Universal corner anti-air route from 2H using rekka loop - Doesn't work deep in the corner. |
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 | Counter hit anti-air route. c.S should be done underneath as they fall which may require a micro-dash. |
Air-to-Air Starters
Combos starting from an airborne confirm on an airborne opponent. Damage tested on Ky unless otherwise specified.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | video |
---|---|---|---|---|---|---|---|
Air to Air j.K(1) > ADC > j.S ▷ c.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.S ▷ c.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.S ▷ 2S > 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.S ▷ c.S > j.K(1) > ADC > j.H ▷ 2S > 2H > 236S > 6H WB | Midscreen to Corner | 161 | 24% | All | [4] Hard | Advanced air-to-air with excellent corner carry. | - |
Throw Combos
Throw combos will use RC on the very last hit of the throw unless otherwise specified. Corner combos are forward or back throws into the corner.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
4/6D > 66RRC ▷ Dash c.S > 2H > 236K > j.D WS > 66 > j.D WB | Midscreen to Corner | 140 | 15% | All | [2] Easy | Easy throw confirm. |
4/6D > 66FRRC > j.H (whiff) ▷ 2S > 2H > 236K WS > 6H WB | Corner | 146 | 15% | All | [2] Easy | Corner Throw confirm. 2S will pick up before they go into knockdown state. |
Rekka Combos
Combos for rekka confirms.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
...~236K > 2S > 2H > 236H | Anywhere | 86 | 20% | All | [1] Easy | Basic overhead rekka confirm. | |
...~236K > 2S > 2H > 236K > j.K(1) > 66 > j.K(1) > j.D | Anywhere | 102 | 25% | Medium | [1] Easy | Rekka confirm into midscreen air combo. Delays on 2S/2H needed for Anji, Zato | |
...~236K, 2S > 2H > 236K, j.236K ▷ c.S > 6H WS > 66 > 6H | Corner | 159 | 35 | All | [2] Easy | Corner overhead rekka confirm into corner BnB | |
...~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 WS > 6H WB | Corner | 169/165 | 40% | All | [3] Medium | If either of Resshou or Rokusai counter hit, they can both be immediately confirmed into Senshuu for a meterless combo. Rokusai confirm does slightly less |
Beta Blade Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
623S > 88RRC > 66 > c.S > 2S > 2H > 236K WS > 6H WB | Cornered | 165 | 5% | All | [2] Easy | Easy side swap DP confirm. Run under during RRC float. |
623S(2) > 66FRRC > j.S > jc > j.S > j.H(1) > jc > j.K > j.D | Anywhere but corner | 123 | 5% | All | [3] Medium | Must FRRC after the second hit of the DP. Good when cornered. |
623S(2) > 22RRC > 66 > j.S > jc > j.S > j.236K ▷ c.S > 6H WS > 6H WB | Cornered | 169 | 5% | All | [3] Medium | Side-swap DP route that can set up a Wall Run Reset after the j.236K. Combo is somewhat spacing specific if you choose not to reset. Run under during RRC float. |
Alpha Blade Combos
Damage tested on Ky unless otherwise specified.
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. | - |
2369P ▷ 5K > 5K > j.K(1) > 66 > j.H ▷ c.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 | - |
2369P ▷ 2K, 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 | - |
2369P ▷ c.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 | - |
2369P ▷ 5K > j.K(1) > 66 > j.H ▷ c.S > j.K(1) > 66 > j.H ▷ c.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
Damage tested on Ky unless otherwise specified.
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
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. |
Combo Theory
Rekka Whiff Combos
(c.S > 2S) > dl 2H CH > whiff 236S >...
Chipp's rekka A series of special attacks that are only available after the first one is performed. has some unique properties for use in his pressure and combos. Resshou (236S) is particularly useful since it advances Chipp forward, can cancel the recovery of the previous move, and is almost always safe on block. These properties can make auto-piloting into Resshou not only safe, but can also allow Chipp to auto-confirm into some of his more damaging combo routes. Chipp's 2H benefits the most from this since it is a common gatling but has a long recovery and limited cancel options.
(c.S > 2S) > dl 2H > dl 236S~235K...
On normal hit in the corner Chipp can attempt to confirm into his rekka loop.
External References
- https://www.youtube.com/watch?v=p-YzBl8v1_8 (basic combo guide)
- https://twitter.com/scgorro/status/1362393380387389440?s=21 (combo video)
- https://twitter.com/ScGorro/status/1362983899731693569?s=20 (combo video)
- https://twitter.com/ScGorro/status/1402547367425974277?s=20 (combo video)
- https://twitter.com/ScGorro/status/1362393380387389440?s=20 (combo video)
- https://twitter.com/KairosFGC/status/1403808797643231234?s=20 (combo video)
- https://www.youtube.com/watch?v=ZxaTurnUzGA (combo video)
- https://www.youtube.com/watch?v=CdAuvZoSjh8 (combo video)
- https://docs.google.com/document/d/1zCKzxckHf7l_dF8FHbMmVWjhGhwbgQiCsB5c8hr_bTQ/edit
- https://combotier.com/ggs/f/Chipp (written combos with video examples)
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall