GGST/Chipp Zanuff/Combos: Difference between revisions

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m (→‎Combo Theory: adjusted title for loop combo theory)
(→‎Rekka Loop Combos: clarified explanation for rekka loop combos)
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<code> ...{{clr|3|f.S}} > {{clr|3|236S}} WS </code>
<code> ...{{clr|3|f.S}} > {{clr|3|236S}} WS </code>


This routing is safer if the opponent has burst because it keeps Chipp outside of the corner unlike his {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236K|label= Alpha Blade ({{clr|2|236K}})}} corner routes.  
While not burst safe, this routing prevents Chipp from being cornered if an opponent uses burst. This makes it safer than his {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236K|label= Alpha Blade ({{clr|2|236K}})}} corner routes.
 


===Rekka Whiff Combos===
===Rekka Whiff Combos===

Revision as of 14:53, 20 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 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.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)

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.D2S > 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

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 > 236Kc.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.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
(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

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 - - -
CH 2D > 236K, j.236Kc.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.

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. 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.

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

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.236KcS > 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.

Air-Hit / Anti-Air combos
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.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 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 [2] Easy Drop down from 236K for 6H WB if the wallsplat is low enough.
AA 2H > 236K5K > 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 > 236Kc.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 > 236K5P > 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.

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 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.

Throw/Air Throw Starters
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.

Rekka Combos
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.236Kc.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

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.236Kc.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.

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

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

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

Chipp is a character who benefits greatly from setting up advantageous situations with his combos. Instead of optimizing damage, many of Chipp's routes focus on carrying his opponent to the corner where he can set up a mix. In situations where Chipp cannot get corner carry, he will often end the combo early with whatever gives the most advantage or the most ambiguous approach.

Chipp's c.SGGST Chipp Zanuff cS.pngGuardAllStartup7Recovery10Advantage+1/2SGGST Chipp Zanuff 2S.pngGuardAllStartup10Recovery17Advantage-7 are two of his most useful confirms. From either of these hits he can launch his opponent with 2HGGST Chipp Zanuff 2H.pngGuardAllStartup12Recovery24Advantage-14.

c.S > 2S > 2H...

Chipp can then chase an airborne opponent using his Diagonal Alpha Blade (236K)GGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuardAllStartup27Recovery17Advantage-2

...236K > j.K(1)/j.S...

Together these form an important combo piece where Chipp can start an air combo or land and continue the combo on the ground, looping the sequence.


Air Combos

While airborne, Chipp can combine his air gatlings and air dashes to combo his opponent in the air. j.KGGST Chipp Zanuff j.K.pngGuardHighStartup6Recovery8Advantage+1 (IAD) is extremely useful for starting air combos because it has fast startup, a good hitbox, and good gatling options. j.SGGST Chipp Zanuff j.S.pngGuardHighStartup9Recovery18Advantage+1 (IAD)/j.HGGST Chipp Zanuff j.H.pngGuardHighStartup8Recovery17Advantage+4~5 (IAD) can give better damage but are not as reliable for starting an air combo as they will usually whiff. Air combos are most useful when combo scaling or spacing may cause other combos to drop.

...air-to-air j.K(1)/j.S > jc/66 > j.K(1)/j.S/j.H > j.D

Chipp can perform these sequences when calling out an airborne opponent or after chasing in a combo with Diagonal Alpha Blade (236K)GGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuardAllStartup27Recovery17Advantage-2. The specific gatling can be changed depending on the opponents position/character to improve damage or combo stability. Using j.DGGST Chipp Zanuff j.D.pngGuardHighStartup8Recovery22Advantage0 (IAD) will knock the opponent away from Chipp and end the combo with a soft knock down. Advantage is height dependant.

...air-to-air j.K(1)/j.S > 66 > j.P/j.K(1)/j.S/j.H5P/5K/c.S...

In some situations Chipp can use air-dash routes to carry his opponent to the ground and continue the combo. Easiest to use when comboing into the corner. Finds use in some punish combos and highly scaled combos.


Corner-to-corner Loop Combos

After chasing a launched opponent with Diagonal Alpha Blade (236K)GGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuardAllStartup27Recovery17Advantage-2, Chipp can hit his opponent with a delayed air button to extend the juggle. This gives Chipp enough time to land and loop the combo. Loop combos typically have superior corner carry while enabling Chipp's mix but vary in difficulty.

c.S > 2S > 2H > 236K > dl j.K(1)/j.S ▷ 66 > c.S > 2S > 2H...

The air button used and grounded sequence will change depending on the character. In some cases a micro-dash might be needed for Chipp to connect his ground buttons close enough to end the combo.

...2H > 236K > j.D WS

Combo scaling causes the opponent to float farther away from Chipp late in the combo so most characters will need a short air combo in order to wall-splat and end the combo. Some characters might allow another loop. The specific ending will depend on the character.


Rekka Loop Combos

In the corner Chipp can make use of the wall to loop his rekka A series of special attacks that are only available after the first one is performed. on an airborne opponent comboing Resshou (236S)GGST Chipp Zanuff Resshou.pngGuardAllStartup13Recovery16Advantage-4 into Senshuu (~236K)GGST Chipp Zanuff Senshuu.pngGuardHighStartup20Recovery20Advantage-9.

c.S > 2S > 2H > dl 236S~236K...

When timed to hit an opponent as high up as possible, the wall bounce caused by ResshouGGST Chipp Zanuff Resshou.pngGuardAllStartup13Recovery16Advantage-4 will give enough time to connect SenshuuGGST Chipp Zanuff Senshuu.pngGuardHighStartup20Recovery20Advantage-9. SenshuuGGST Chipp Zanuff Senshuu.pngGuardHighStartup20Recovery20Advantage-9 causes a ground bounce and float giving Chipp an opportunity to extend the combo.

...f.S > 236S WS

While not burst safe, this routing prevents Chipp from being cornered if an opponent uses burst. This makes it safer than his Alpha Blade (236K)GGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuardAllStartup27Recovery17Advantage-2 corner routes.

Rekka Whiff Combos

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)GGST Chipp Zanuff Resshou.pngGuardAllStartup13Recovery16Advantage-4 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 ResshouGGST Chipp Zanuff Resshou.pngGuardAllStartup13Recovery16Advantage-4 not only safe, but can also allow Chipp to auto-confirm into some of his more damaging combo routes. Chipp's 2HGGST Chipp Zanuff 2H.pngGuardAllStartup12Recovery24Advantage-14 benefits the most from this since it is a common gatling but has a long recovery and limited cancel options. Rekka whiff combos work well from a meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals., anti-air, or frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. 2HGGST Chipp Zanuff 2H.pngGuardAllStartup12Recovery24Advantage-14 counter hit.

(c.S > 2S) > dl 2H CH > whiff 236S >...

On normal hit in the corner Chipp can attempt to confirm into his rekka loop.

(c.S > 2S) > dl 2H > dl 236S~235K...

External References

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