(→{{clr|K|5K}}/{{clr|K|2K}}/{{clr|K|6K}} combos: updated meaty 6K combo descriptions) |
m (→{{clr|K|5K}}/{{clr|K|2K}}/{{clr|K|6K}} combos: shortened notes for 6K meaty combos) |
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|difficulty = [3] {{clr|3|Medium}} | |difficulty = [3] {{clr|3|Medium}} | ||
|notes = Meterless combo | |notes = Meterless combo. {{clr|2|6K}} must hit very {{keyword|meaty}} to link {{clr|2|2K}}. Confirm into {{clr|2|Senshuu}} on crouching hit. Can add {{clr|1|6P}} depending on spacing/position. | ||
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|difficulty = [3] {{clr|3|Medium}} | |difficulty = [3] {{clr|3|Medium}} | ||
|notes = Character specific combo | |notes = Character specific combo. {{clr|2|6K}} must hit very {{keyword|meaty}} to link {{clr|1|5P}}. Confirm into {{clr|2|Senshuu}} on crouching hit. Reference the [[GGST/Chipp_Zanuff/Strategy#Normals| 5P Combo Table]] for more info. Can add {{clr|1|6P}} depending on spacing/position/character. | ||
|checkedVersion = 1.24 | |checkedVersion = 1.24 | ||
}} | }} |
Revision as of 23:05, 25 December 2022
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
- 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. A more detailed discussion of this topic can be found here.
- Character Specific notation:
- w.X = wallrun button
"What combos work on the current patch?"
Season 2 continues with balance patch 1.24.
Most of Chipp's routes from 1.18-1.23 remain unaffected.
Out of date (RED) |
Up to date (GREEN) |
---|---|
X.XX | X.XX |
The combo tables below reference major patch versions to show when a combo was tested. For example "Ver 1.23" refers to Patch 1.23. Guilty Gear Strive also has a separate Battle VersionA special identifier used to track game versions. It can be viewed from the replay theater. number for tracking character and system changes but it is not used on this page.
Please reference the Patch Notes page for detailed information about different game versions.
"Where are the Roman Cancel combos?"
Generally, Chipp does not gain much damage from Roman Cancel extensions so they rarely appear in his BnB A staple combo that is simple yet effective. combos. Chipp benefits the most from Roman Cancel when he can set up additional pressure, mix, or secure a wall break. A detailed discussion of this topic can be found on Chipp's strategy page alongside various pressure and mix setups.
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 while also building into Chipp's more advanced combos/setups. All combos tested on Ky unless otherwise specified.
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
f.S > 236S~236S
|
Anywhere | 74 | All | [1] [1] Very Easy | Tension Gain: % Universal combo from f.S poke |
Video | 3916 (PC) |
1.24 |
(5/2)K > 2D > 236P
|
Anywhere | 59/51 | All | [1] [1] Very Easy | Tension Gain: % Crosses through the opponent when not in the corner. Useful for switching sides. |
Video | 3946 (PC) |
1.24 |
(5/2)K > 2D > 236S~236S
|
Anywhere | 73/65 | All | [1] [1] Very Easy | Tension Gain: % Universal 5K starter into knockdown. Delay last hit of rekka on I-no. |
Video | 3978 (PC) |
1.24 |
(c.S) > 2S > 2H > 236H
|
Anywhere | 76 (106) | All | [1] [1] Very Easy | Tension Gain: % (%) Simple Gamma blade combo that gives good advantage and corner carry. |
Video | 3990 (PC) |
1.24 |
(5P > 5P >) 5P > 6P > 236S~236S
|
Anywhere | 66 (67) | All | [2] [2] Easy | Tension Gain: % 5/2P confirm. Omit 5P hits based on spacing, 2P can also be used (but not 2P x3). Inputting Resshou (236S) with a half circle input (41236S) prevents an accidental Beta Blade. |
Video | 4006 (PC) |
1.24 |
(c.S) > 2S > 2H > 236K > j.K(1) > 66 > (j.K(1)) > j.D
|
Anywhere | 104 (131) | All | [2] [2] Easy | Tension Gain: % (%) Very beginner friendly combo that works in almost all situations against all characters. Leaves Chipp close and plus. Can add j.K to help ensure a wall splat near the corner. |
Video | 62415 (PC) |
1.24 |
(c.S) > 2S > 2H > 236K > j.236K ▷ 6 > c.S > 6H > WS > 6H
|
Corner | 195 | All | [2] [2] Easy | Tension Gain: % Universal corner combo. Returns Chipp to the ground for an easy wall break. walk forward after landing. This route can also be used to set up a wall run reset. |
Video | 1108 (PC) |
1.24 |
c.S > 2S > 2H > 236K > j.S ▷ f.S WS, 6H WB
|
Corner | 191 | All | [2] [2] Easy | Tension Gain: % Universal corner combo that works best when a combo is scaled (like after a jump-in or an RC) |
Video | 78356 (PC) |
1.24 |
(c.S) > 2S > 2H > 236K > dl j.K(1) ▷ 2S > 2H > 236H
|
Anywhere but corner | 115 (138) | All but Ino | [2] [2] Easy | Tension Gain: % 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) |
1.24 |
CH 6H > 66 > c.S > 6H > 632146H/236236P
|
Anywhere | 206/211 | All | [2] [2] Easy | Tension Gain: % Easy and reliable CH punish combo that deals very good damage. 632146H for midscreen damage or 236236P in the corner for a wall break. Deals 178 using Banki Messai without a wall break. |
Video | 85621 (PC) |
1.24 |
5P/2P/6P combos
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
5P CH > (5K) > 2K > 2D
|
Anywhere | 49 (58) | All | [2] [2] Easy | Tension Gain: % 5P CH confirm into sweep for oki. Omit 5K to safejump using c.S OTG. |
1.24 | ||
(5P > 5P >) 5P > 6P > 236S~236S
|
Anywhere | 66 (67) | All | [2] [2] Easy | Tension Gain: % 5/2P confirm. Omit 5P hits based on spacing, 2P can also be used (but not 2P x3). Inputting Resshou (236S) with a half circle input (41236S) prevents an accidental Beta Blade. |
Video | 4006 (PC) |
1.24 |
5K/2K/6K combos
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
(5/2)K > 2D > 236P
|
Anywhere | 59/51 | All | [1] [1] Very Easy | Tension Gain: % Crosses through the opponent when not in the corner. Useful for switching sides. |
Video | 3946 (PC) |
1.24 |
(5/2)K > 2D > 236S~236S
|
Anywhere | 73/65 | All | [1] [1] Very Easy | Tension Gain: % Universal 5K starter into knockdown. Delay last hit of rekka on I-no. |
Video | 3978 (PC) |
1.24 |
6K > 88RRC > Wall Run Combo
|
Corner | - | All | [3] [3] Medium | Tension Gain: % One of Chipp's main wall run starters. See the Wall Run Combo section for more info. |
1.24 | ||
6K > 66FRRC > j.D ▷ 2S > 2H > dl 236S, 2K> 6H WS > 6H WB
|
Corner | 174 | All | [3] [3] Medium | Tension Gain: % Full combo from 6K overhead. |
1.24 | ||
6K, 2K > 236S~236S~(236K)
|
Corner | 80/96 | All | [3] [3] Medium | Tension Gain: % Meterless combo. 6K must hit very 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. to link 2K. Confirm into Senshuu on crouching hit. Can add 6P depending on spacing/position. |
1.24 | ||
6K, 5P > 236S~236S~(236K)
|
Anywhere | 82/94 (SIN) | - | [3] [3] Medium | Tension Gain: % Character specific combo. 6K must hit very 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. to link 5P. Confirm into Senshuu on crouching hit. Reference the 5P Combo Table for more info. Can add 6P depending on spacing/position/character. |
1.24 | ||
6K CH ▷ 66 > (c.S) > 2H > 236K, j.236K ▷ 6 > c.S > 6H WS > 6H WB
|
Corner | 274 (282) | All | [3] [3] Medium | Tension Gain: % Max RISC 6K corner combo. Omit c.S on heavies. |
1.24 | ||
2K CH > 6H > 236K, j.236K ▷ 6 > c.S > 6H WS > 6H WB
|
Corner | 244 | All | [3] [3] Medium | Tension Gain: % Max RISC 2K corner combo. |
1.24 | ||
5/2K > 2D > 236S, (66)~5K > 6H > 236K > j.D WS ▷ 6H WB
|
Near Corner | 144/134 | Lights/Meds | [4] [4] Hard | Tension Gain: % Extremely spacing specific confirm. About two/three character lengths from the wall 236S can cause a wall bounce that enables a dashing 5K link. Easiest on lights. |
1.24 | ||
5/2K > 2D > 236S, 66~2K > 6H > 236K WS ▷ 6H WB
|
Near Corner | 147/137 | Heavies | [4] [4] Hard | Tension Gain: % Extremely spacing specific confirm. About two character lengths from the wall 236S can cause a wall bounce that enables a dashing 2K link. Technically works on all weights but is most suitable for heavies. |
1.24 |
c.S/f.S/2S Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
f.S > 236S~236S
|
Anywhere | 74 | All | [1] [1] Very Easy | Tension Gain: 20% Universal combo from f.S poke |
Video | 1.24 | |
f.S CH > 236P, 5P > 5P > 236S~236S
|
Anywhere | 106 | All | [1] [1] Very Easy | Tension Gain: 25% f.S CH confirm that swaps sides. Can OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. between 236S and 236P by inputting 236S~P. |
Video | 1.24 | |
(c.S) > 2S > 2H > 236H
|
Anywhere | 76 (106) | All | [1] [1] Very Easy | Tension Gain: % (%) Simple Gamma blade combo that gives good advantage and corner carry. |
Video | 3990 (PC) |
1.24 |
CH 2S > 2H > 236K ▷ c.S > 2S > 2H > 236H
|
Anywhere | 127 | All | [2] [2] Easy | Tension Gain: 25% CH 2S combo for all ranges. Works when cancelling immediately into 2H |
1.24 | ||
(c.S) > 2S > 2H > 236K > j.K(1) > 66 > (j.K(1)) > j.D
|
Anywhere | 104 (131) | All | [2] [2] Easy | Tension Gain: % (%) Very beginner friendly combo that works in almost all situations against all characters. Leaves Chipp close and plus. Can add j.K to help ensure a wall splat near the corner. |
Video | 62415 (PC) |
1.24 |
c.S > 2S > 2H > 236K > j.S ▷ f.S WS, 6H WB
|
Corner | 191 | All | [2] [2] Easy | Tension Gain: % Universal corner combo that works best when a combo is scaled (like after a jump-in or an RC) |
Video | 78356 (PC) |
1.24 |
(c.S) > 2S > 2H > 236K > j.236K ▷ 6 > c.S > 6H > WS > 6H
|
Corner | 195 | All | [2] [2] Easy | Tension Gain: % Universal corner combo. Returns Chipp to the ground for an easy wall break. walk forward after landing. This route can also be used to set up a wall run reset. |
Video | 1108 (PC) |
1.24 |
c.S > 2S > 2H > 236K > dl j.K(1) ▷ 66 > c.S > 6H > dl 236P (whiff)
|
cornered | 141 | All | [2] [2] Easy | Tension Gain: 30% Simple loop combo that positions Chipp close and at advantage. Can auto time some buttons meaty depending on the character. |
1.24 | ||
(c.S) > 2S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > 236H
|
Anywhere but corner | 115 (138) | All | [2] [2] Easy | Tension Gain: 25% Simple loop combo. Slight delay on j.K(1) for lights, longer for mids, max delay for heavies. Micro dash after landing is needed for most lights. |
Video | 1.24 | |
(c.S) > 2S > 2H > 236K > dl j.S ▷ 66 > c.S > 2H > 236H
|
Anywhere but corner | 127 (148) | Mid/Heavy | [2] [2] Easy | Tension Gain: 30% Basic loop using dashes for extra damage. Maximum possible delay on j.S. Drops on lightweights and Zato-1 |
1.24 | ||
c.S/2S > 2H > 236K > dl j.K(1) > jc > j.S > jc > j.K(1) > j.236K
|
Anywhere but corner | 130/112 | All | [3] [3] Medium | Tension Gain: 22/20% Side switch combo with alot of carry using j.236K to return to the ground. Can extend with c.S or end the combo early to for setups. |
1.24 | ||
f.S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > dl 236S~236K WS > 6H WB
|
Midscreen | 164 | All | [3] [3] Medium | Tension Gain: 30% Close range f.S combo mid to corner. Works just outside c.S range |
Video | 1.24 | |
c.S > 2S > 2H > dl 236S, 2K > 6H > 236S~236S/236H WS > 6H WB
|
Corner | 194 (187) | All | [3] [3] Medium | Tension Gain: 40% (30%) Corner BnB to prevent Chipp from being burst into the corner. Heavy delay on the rekka wall splat for Nago. Gamma Blade ender does less damage but helps secure a wall splat for less scaled combos such as a 2S starter. |
Video | 1.24 | |
(c.S) > 2S > 2H > 236P > PRC > 2S > 2H > 236K WS > j.D WB
|
Cornered | 193 | All | [3] [3] Medium | Tension Gain: 25% Side swap route. Must PRC after Alpha Blade connects. |
1.24 | ||
CH c.S, 66~c.S > 2S > 2H > 236K > dl j.K(1) ▷ 2S > 2H > 236H
|
Anywhere | 153 | All | [3] [3] Medium | Tension Gain: 30% CH c.S confirm. Microdash to link the two c.S hits. Can alternately use Dash Cancel for more corner carry. |
1.24 | ||
CH c.S > 5[D], 2S > 2H > 236H
|
Anywhere | 140 | All | [3] [3] Medium | Tension Gain: 25% CH c.S confirm. 5[D] float is safe to burst. |
1.24 | ||
c.S > 2S > 2H > 236K > dl j.S ▷ 66 > c.S > 2S > 2H > 236K > j.D WS ▷ 6H
|
Cornered | 190 (Ky) | Midweights but Zato, Chaos | [3] [3] Medium | Tension Gain: 20% Midweight corner-to-corner loop combo. Drops on Zato, Happy Chaos |
1.24 | ||
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) | Zato, Chaos | [3] [3] Medium | Tension Gain: 20% Corner-to-corner loop combo for Zato, Happy Chaos |
1.24 | ||
c.S > 2S > 2H > 236K > dl j.S ▷ 66 > c.S > 2S > 2H > 236K > j.K(1) > 66 WS > j.D
|
Cornered | 191 (Gio) | Lights but Ino, Ram, Bridget | [4] [4] Hard | Tension Gain: 20% Lightweight specific corner-to-corner loop combo. Can break with 6H but damage is the same. Drops on Ino, Ram |
Video | 1.24 | |
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, Ram, Bridget, Baiken, Jack-O | [4] [4] Hard | Tension Gain: 20% Alternate lightweight corner-to-corner loop combo. |
1.24 | ||
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) | Heavies | [4] [4] Hard | Tension Gain: 20% 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 | 1.24 | |
c.S > 6239S ▷ 2K > 6H > 236K WS ▷ 6H WB
|
Corner | 208 | All | [5] [5] Very Hard | Tension Gain: 25% High damage punish route using TK Beta Blade. Very impractical but demonstrates how Chipp can maximize his damage. TK height will vary. |
1.24 | ||
c.S > 6239S ▷ 2K, c.S > 6H > 236S~236S WS ▷ 6H WB
|
Corner | 214 | Mids/Lights | [5] [5] Very Hard | Tension Gain: 25% High damage punish route using TK Beta Blade. Very impractical but demonstrates how Chipp can maximize his damage. TK height will vary. |
1.24 | ||
c.S > 6237S ▷ microwalk forward > c.S > 6238S ▷ 2K > 623S WS ▷ 6H WB
|
Corner | 206 (PO) | Potemkin | [5] [5] Very Hard | Tension Gain: 30% Max damage corner c.S starter into TK Beta Blade loops on Potemkin. Jump directions are required exactly as written. Very impractical but demonstrates how Chipp can maximize his damage. |
1.24 |
5H/6H/2H Combos
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
5H > 236S~236S~(236K)
|
Anywhere | 86 (108) | All | [1] [1] Very Easy | Tension Gain: 25% Ending with kara-Banki Messai near the corner can break the wall for oki. Senshuu ender will only combo if the opponent is crouching. |
1.24 | ||
6H > 236S~236S~236K
|
Anywhere | 116 | All | [1] [1] Very Easy | Tension Gain: 25% Ending with kara-Banki Messai near the corner can break the wall for oki. |
1.24 | ||
2H > 236K > j.K(1) > 66 > j.H(2) > j.623S
|
Anywhere | 114 | All but Leo, Anji | [2] [2] Easy | Tension Gain: 20% Situational air-combo. j.K whiffs on Leo, j.H whiffs on Anji. May drop at max 2H range. Second hit of Beta Blade tends to drop dealing less damage. |
1.24 | ||
2H > 236K > j.S > 66 > j.S > j.623S
|
Anywhere | 118 | Medium/Heavy but Zato | [2] [2] Easy | Tension Gain: 20% Situational air-combo. j.S whiffs on lights. May drop at max 2H range. Second hit of Beta Blade tends to drop dealing less damage. |
1.24 | ||
CH 6H > 66 > c.S > 6H > 632146H/236236P
|
Anywhere | 206/211 | All | [2] [2] Easy | Tension Gain: % Easy and reliable CH punish combo that deals very good damage. 632146H for midscreen damage or 236236P in the corner for a wall break. Deals 178 using Banki Messai without a wall break. |
Video | 85621 (PC) |
1.24 |
CH 5H > 236P, 2K, 2S > 2H > dl 236K > j.K(1) > (j.K(1)) > j.D
|
Anywhere | 139 | Mids/Lights | [3] [3] Medium | Tension Gain: -% 5H counterhit combo that works from all but the closest ranges. 2K Pickup into BnB. |
Video | 1.24 | |
CH 5H > 236P, 5K > jc > j.K(1) > 66 > j.H ▷ 66~c.S > 6H
|
Anywhere | 135 (Nago) | Big Bodies | [3] [3] Medium | Tension Gain: -% 5H counterhit combo that works from max range. Microdash before c.S lets 6H connect. |
Video | 1.24 | |
CH 2H > Wall Run Combo
|
Corner | - | All | [3] [3] Medium | Tension Gain: -% One of Chipp's best wall run starters. See the Wall Run Combo section for more info. |
1.24 | ||
CH 2H > 236H (whiff) > 2K > 6H > 236K > dl j.D WS > 6H WB
|
Corner | 184 | All | [3] [3] Medium | Tension Gain: 25% Combo for salvaging a whiffed 236H. Useful when you get a counter-hit before a pressure reset with gamma blade. 2K connects from far away so this combo can work from a spaced 2H. Can reset with wall mix instead of splat. |
1.24 | ||
CH 2H > 236S (whiff) > c.S/5K > jc > j.H > 66 > j.H ▷ c.S > 6H > 236S WS > 6H WB
|
Near corner | 206 | All | [3] [3] Medium | Tension Gain: 35% Rekka whiff to cancel the recovery of 2H. Works well in the corner or when approaching the corner. A micro-dash after the whiff can help both hits of j.H connect. Dash 5K allows Chipp to side swap before the jump cancel. |
1.24 | ||
CH 6H > 236[K] > 3 > j.H(2) > 66 > j.H(2) ▷ c.S > 6H > 236S~236S > WS > 6H
|
Corner | 220 | Light/Medium | [3] [3] Medium | Tension Gain: 40% High damage meterless corner 6H CH combo. |
1.24 | ||
CH 6H > 66 > c.S > j.K(1) > 66 > dl j.H(2) ▷ c.S > 6H > 236S~236S > WS > 6H
|
Midscreen to Corner | 207 | All | [3] [3] Medium | Tension Gain: 45% 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. Delay is needed for j.H to connect both hits. |
1.24 | ||
CH 6H > c.S > 5H > 66~2S > 5H > 2S > 5H > 236S (whiff) ~236S WS > 6H WB
|
Corner | 213 | All | [4] [4] Hard | Tension Gain: 40% Corner DP punish route. Makes use of 5H tumble properties. |
1.24 | ||
CH 6H > 236[K] > 3 > j.H(2) ▷ 2S > 5H > 66 > 2S > 2H > 236S > WS > 6H
|
Corner | 207 (Leo) | Heavy | [4] [4] Hard | Tension Gain: 45% High damage meterless corner 6H CH combo using 5H tumble. |
1.24 | ||
CH 6H > 66 > c.S > 5H > 66 > c.S > 6H > 66~2K > 6H WS > 6H WB
|
Corner | 216 | All | [4] [4] Hard | Tension Gain: 45% High damage 6H punish. somewhat tight timing on dash 2K |
1.24 | ||
CH 6H > 236[P] > 4 > j.H > jc > j.H, dl j.K(1) ▷ 2S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > 236K > (j.D) WS ▷ 6H WB
|
Corner | 202 | Mids/Heavies | [4] [4] Hard | Tension Gain: 40% 6H CH combo that carries to the opposite wall by stealing the corner. May need to add j.D for heavies if 236K doesn't splat. |
1.24 | ||
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 | 212 (Gio) | Lights but Millia | [4] [4] Hard | Tension Gain: 35% 6H CH combo that carries to the opposite wall by stealing the corner. Against INO end with 5P instead of 623S. Drops on Millia |
Video | 1.24 | |
CH 6H > 236[P] > 4 > j.H(2) ▷ 66 > 2K, 2H > 236K > dl j.K(1) ▷ 66 > c.S > 2S > 2H > dl 236S~ dl 236S > WS > 6H WB
|
Corner | 227 (Mil) | Millia | [4] [4] Hard | Tension Gain: 45% Millia specific 6H CH combo that carries to the opposite wall by stealing the corner. 2K must hit very meaty to link 2H. |
Video | 1.24 | |
CH 6H > 66 > c.S > 6H > 66 > 2K > 6H > 236S~236S~236K~P
|
Midscreen | 219 | All | [4] [4] Hard | Tension Gain: 45% May not splat consistently at high wall or when farther than midscreen. ending with kara-Banki Messai guarantees a wall break anywhere but the opposite corner. |
1.24 | ||
CH 6H > 66 > c.S > 5H > 66 > c.S > 6H > 66~5H > 236S (whiff) ~236S WS > 6H WB
|
Corner | 221 | All | [5] [5] Very Hard | Tension Gain: 45% 6H punish using a 1f micro dash. |
1.24 |
5D/2D combos
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
2D > 236S~236S
|
Anywhere | 74 | All | [1] [1] Very Easy | Tension Gain: 15% Simple combo from a sweep |
1.24 | ||
CH 2D > 236K, j.236K ▷ 6 > c.S > 6H WS > 6H WB
|
Corner | 176 | All | [2] [2] Easy | Tension Gain: 25% Counter hit sweep corner combo. Can set up mix in the corner |
1.24 | ||
CH 2D > 236S, 66~c.S > 6H > 236K > j.2K WS > 6H WB
|
Corner | 180 | All | [3] [3] Medium | Tension Gain: 25% CH 2D combo for high wall HP. Inconsistent on Ky/Chaos. |
Video | 1.24 | |
CH 5D > 66 > c.S > j.H(2) > 66 > j.H(2) ▷ c.S > 6H WS > 6H WB
|
Corner | 264 | All | [3] [3] Medium | Tension Gain: 35% Max RISC 5D combo. Delay the dash c.S on lights so that all j.H hits connect. |
1.24 |
Charged Dust combos
Combos following from a charged dust homing jump. All damage done on Ky for this section unless specified.
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
5[D] > dl j.D > j.D
|
Anywhere | 140 | All | [1] [1] Very Easy | Tension Gain: 15% Extremely simple dust combo. Good for beginners or when you expect a burst. |
1.24 | ||
5[D] > j.D > j.K(1) > jc j.D > j.K(1) > j.D > j.K(2) > j.K
|
Anywhere | 189 | All | [2] [2] Easy | Tension Gain: 20% Great damage and fairly simple to execute. Delay the first j.D on Anji |
1.24 | ||
5[D] > j.D > j.K(1) > jc j.D > j.K(1) > j.D > j.K(1) > j.D > j.D
|
Anywhere | 194 | All | [2] [2] Easy | Tension Gain: 20% Need to hit everything fairly fast. Delay the first j.D on Anji |
1.24 | ||
5[D] > dl j.D > 66 j.D > j.S > 8jc j.D > j.P > j.P
|
Anywhere | 193 | All | [3] [3] Medium | Tension Gain: 20% Alternate charge dust route. Requires slight delay before first j.D |
1.24 | ||
5[D] > dl j.D > j.S > 9jc > j.D > j.P > j.D > j.K(1) > j.D
|
Anywhere | 204 | All | [4] [4] Hard | Tension Gain: 20% High damage dust combo. Slight delay before first j.D. Delay longer on Potemkin, Faust. Minimal delay for Anji, Baiken |
Video | 1.24 | |
5[D] > FD > dl j.D > 9jc > j.D, j.D, j.D, j.D > j.P > j.P
|
Anywhere | 213 | All but Baiken | [5] [5] Very Hard | Tension Gain: 20% FD fast-fall to start the combo. All j.D must be links. Can end with j.D > j.D instead of j.P > j.P on May, Axl, Pot, Faust, Millia, Zato, Leo, Nago, Gio, Gold for more damage |
Video | 1.24 |
Jump-in Starters
Damage tested on Ky unless otherwise specified.
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
j.2K ▷ 2K > 2D > (236S~236S)
|
Anywhere | ~65 (~93) | All | [2] [2] Easy | Tension Gain: 18% 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. Can trade oki for damage by ending with rekka. May deal slightly more or less damage depending on number of j.2K hits. |
1.24 | ||
j.S > j.D ▷ 2K > 2D
|
Anywhere | 87 | All | [2] [2] Easy | Tension Gain: 16% Useful for when j.S hits high |
1.24 | ||
j.S > j.D ▷ 2S > 2H > j.D
|
Anywhere | 123 | All | [2] [2] Easy | Tension Gain: 16% Hit confirm for high hitting j.S. |
1.24 | ||
j.H ▷ 2K > 2D > (236S~236S)
|
Anywhere | 68 (96) | All | [2] [2] Easy | Tension Gain: 19% Universal j.H jump in route. Lenient timing as j.H hits twice. Can trade oki for damage by ending with rekka. |
1.24 | ||
j.D ▷ 2K > 2D > (236S~236S)
|
Anywhere | 73 (101) | All | [3] [3] Medium | Tension Gain: 20% Universal j.D jump in route. Must hit j.D deep to combo. Can trade oki for damage by ending with rekka. |
1.24 | ||
j.D ▷ 2S > 2H > 236K > j.D WS > 66 j.D WB
|
Near corner | 174 | All but Leo, Faust | [3] [3] Medium | Tension Gain: 21% j.D has to hit very deep |
1.24 | ||
Wall run cancel > j.S ▷ c.S > 2H > 236K > j.K(1) > 66 > j.D
|
Corner | 114 | All | [3] [3] Medium | Tension Gain: 23% Low wall run cancel j.S mixup after 236[P] (drop down with 2) |
1.24 | ||
Wall run cancel > j.P > j.P ▷ 5K > 2D > (236P)
|
Corner | 54 (65) | All | [3] [3] Medium | Tension Gain: 14% Double overhead wall run cancel mixup. 236P for the sideswitch. |
1.24 | ||
CH j.H ▷ 66~c.S > 2S > 2H > 236K > dl j.K(1) ▷ 66~2S > 2H > 236K > j.K(2) WS > 6H WB
|
Cornered | 171 | all | [4] [4] Hard | Tension Gain: 35% CH j.H combo that can reach the corner from anywhere on the screen. May change depending on how many hits of j.H connect / distance to wall |
1.24 |
Wall Run Combos
Chipp can normally use the combos below with different starters. This allows Chipp to adapt the listed combos to different situations and confirms.
Some common starters are:
CH 2H > 236[P] > ...
6K > 88RRC > ...
(236S)~236S > 88RRC > ...
Note that highly specialized/optimized combos will require more precise sequences and cannot have their starters changed without making further adjustments to the combo. The combos in the table below have been tested as written and are confirmed working.
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
6K > 88RRC > 66 > (w.S), w.S, w.S, w.S, w.S > w.6H WS > w.6H WB
|
Corner | 205 | All | [3] [3] Medium | Tension Gain: 6% The most basic wall run combo from 6K overhead. Large characters may let you get an additional w.S. Good damage at almost any wall health. |
Video | 1.24 | |
6K > 88RRC > 66 > w.S > w.H, w.H, w.6H, w.S > w.6H WS > w.6H WB
|
Corner | 228 | All | [3] [3] Medium | Tension Gain: 6% Wall run combo from 6K overhead. Deals good damage at max wall health but deals less damage than w.Sx4 routes at lower wall health due to the early stick (192 damage). |
1.24 | ||
CH 2H > 236[P] > w.S > w.H, w.H, w.6H, w.S > w.6H WS > w.6H WB
|
Corner | 247 | All | [4] [4] Hard | Tension Gain: 40% High damage meterless wall run from a 2H counter-hit. Both hits of w.H should be at max range or else w.S may whiff. |
Video | 1.24 | |
CH 2H > 236[P] > w.S, w.S, w.6H, w.6H, w.S, w.H, 6H WS > w.6H WB
|
Corner | 259 | All but May | [4] [4] Hard | Tension Gain: 45% Optimal meterless wall run from a 2H counter-hit. Requires high wall health. First w.6H bust be timed to hit meaty. |
1.24 | ||
c.S > 2S > 2H > 66FRRC > 236[P] > w.S > w.H, w.6H, w.K, dl w.6H WS > j.D WB
|
Corner | 235 | All | [4] [4] Hard | Tension Gain: 15% Wall run combo for using FRRC for reduced meter cost. w.S instead of w.K for extra damage against large characters |
1.24 | ||
CH 2H > 236[P] > w.S > w.H, w.H, w.6H > 4 > dl j.236K ▷ c.S > 6H > dl 236236P WB
|
Corner | 253 | All | [4] [4] Hard | Tension Gain: ~45% 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 | 1.24 | |
6K > 88RRC > 66 > w.S > w.H, w.H~4, dl 7 > dl j.K(1) > j.236K ▷ c.S > 6H WS > 6H WB
|
Corner | 193 | All | [4] [4] Hard | Tension Gain: 5% Wall run combo that returns to the ground for a wall break or Wall Run Mix. Second hit of j.K will cause the combo to drop even if the first hit whiffs. |
1.24 | ||
~236K > RRC > dl j.H whiff ▷ 66 > w.K, w.S, w.S > w.H, w.6H WS > w.6H WB
|
Corner | 202 | All | [4] [4] Hard | Tension Gain: 15% Wall run combo from Senshuu overhead. Whiffing j.H allows Chipp to act sooner after landing which makes the combo universal. Excellent for low wall health confirms. |
Video | 1.24 | |
63214S > RRC > dl 236[P] > w.S > w.H, w.6H, w.K > dl w.6H
|
Corner | 206 | All | [4] [4] Hard | Tension Gain: 10% High wall health command grab into wall run. Delay timings vary between characters. |
Video | 1.24 | |
c.S > 2S > 2H > 236K, BRC > j.S > j.236[P] > w.K, w.S, w.S, w.S > w.6H WS > w.6H WB
|
Midscreen | 201 | All | [4] [4] Hard | Tension Gain: 25% Wall run from a mid-to-corner BnB using BRC slowdown |
1.24 | ||
FBRC > 2H > 236[P] > w.K, w.S > dl 5H, 6H, w.S > 6H WS > 6H WB
|
Corner | 232 | All | [4] [4] Hard | Tension Gain: 25% Meter efficient wall run from FBRC to punish moves without counter-hit recovery. Using full 50 meter BRC is easier/safer especially when the opponent is not touching the wall. |
1.24 | ||
4D(2) > 66FRRC > j.236[P] > w.S > w.H > w.6H > w.S > w.6H WS > w.6H WB
|
Corner | 199 | All but May, Jack-O, Test | [4] [4] Hard | Tension Gain: 25% Throw combo using FRRC slowdown. Must throw a cornered opponent away from the wall and FRRC after second hit of the throw. |
Video | 1.24 | |
4D(2) > 66FRRC > j.236[P] > w.K > w.S > w.6H > w.S > w.6H WS > w.6H WB
|
Corner | 188 | Jack-O, Test | [4] [4] Hard | Tension Gain: 20% Throw combo using FRRC slowdown. Must throw a cornered opponent away from the wall and FRRC after second hit of the throw. Works on other characters but it most appropriate for Jack-O, Test. |
Video | 1.24 | |
4D(2) > 66FRRC > j.236[P] > w.K > w.S > w.H > w.6H WS > w.6H WB
|
Corner | 172 | All but Chipp | [4] [4] Hard | Tension Gain: 10% Variation for low wall health. Must throw a cornered opponent away from the wall and FRRC after second hit of the throw. Can add an extra w.S on big bodies. Must be very close to the corner to work. Needs a slight delay after the FRRC - cannot be buffered. |
1.24 | ||
CH 2H > 236[P] > w.S, w.S, w.S, w.S > dl 4 > j.H(2) > j.623S > 66FRRC > j.H(2), j.S > j.623S WS ▷ 6H WB
|
Corner | 222 | All | [5] [5] Very Hard | Tension Gain: 35% Flashy corner to corner combo. Not practical but demonstrates how Chipp can avoid a wall splat to extend a combo. |
1.24 |
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 | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
6P CH > 236S
|
Anywhere | 49 | All | [1] [1] Very Easy | Tension Gain: 10% Basic, universal 6P anti-air confirm. |
1.24 | ||
AA 5K > jc > j.K > 66 > dl j.H ▷ 2S > 2H > 236H
|
Anywhere | 92 | Universal | [2] [2] Easy | Tension Gain: % 5K Anti-air confirm. 2S pickup into BnB. |
1.24 | ||
AA 5P > 66 > 2K, 2S/c.S > 2H > 236H
|
Anywhere | 73/78 | All | [2] [2] Easy | Tension Gain: 18% On coutnerhit Chipp can skip 2K and pick up directly into a BnB. |
1.24 | ||
AA 5P/5K > 6H, 2S > 2H > 236K WS ▷ 6H WB
|
Corner | 158 | All | [2] [2] Easy | Tension Gain: 20% Useful when trying to catch jump-outs. |
1.24 | ||
AA 2H > 236K ▷ 5K > 6H > (236P OTG)
|
Anywhere | 98 (111) | All | [2] [2] Easy | Tension Gain: 20% Works best when 2H hits high. If Chipp is too close he may swap sides. 236P OTG gives good advantage and hits same-side except near the corner. |
1.24 | ||
AA 2H > 236K ▷ c.S > 2S > 2H > 236H
|
Anywhere but corner | 120 | All | [2] [2] Easy | Tension Gain: 25% Anti air route into BnB. works at all heights for lights. Medium/heavy must be high in the air. |
1.24 | ||
CH 6P > 236S > 66 > 2K > 6H > 236K WS ▷ 6H WB
|
Near Corner | 167 | All | [3] [3] Medium | Tension Gain: 25% Full combo using wall bounce from Resshou |
1.24 | ||
AA 5K > jc > j.K(1) > 66 > dl j.H/j.S ▷ c.S/2S > 2H > 236K
|
Anywhere | ~81-94 | All | [3] [3] Medium | Tension Gain: 23% 5K AA confirm into BnB. Use ender of choice after K Alpha. |
1.24 | ||
AA CH 2H > (whiff) 236S, 66~c.S > jc > j.H(2) > 66 > j.H(2) ▷ c.S > 6H > 236S WS > 6H WB
|
Into corner | 206 | All | [4] [4] Hard | Tension Gain: 40% Counter hit anti-air route. c.S should be done underneath as they fall which may require a micro-dash. |
1.24 | ||
AA CH 5H > 66 > 2S > 2H > 236K, j.236K ▷ 6 > c.S > 6H WS > 6H WB
|
Into corner | 192 | All | [4] [4] Hard | Tension Gain: 40% Counter hit anti-air route. If Chipp is just outside midscreen he can chase and pick up the opponent as they tumble. Combo into BnB of choice. |
1.24 |
Air-to-Air Starters
Combos starting from an airborne confirm on an airborne opponent. Damage tested on Ky unless otherwise specified.
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
Air to Air j.K(1) > 66 > dl j.S/j.H(1) > jc > j.K(1) > j.236K
|
Midscreen | 58/65 | All | [3] [3] Medium | Tension Gain: 5% Back up combo for when j.S/j.H side swap. Can extend the combo after j.236K or continue pressure. Can be tricky to confirm the side swap. |
1.24 | ||
Air to Air j.K(1) > 66 > dl j.S/j.H ▷ 2S > 2H > 236H
|
Anywhere | 90/92 | All | [3] [3] Medium | Tension Gain: 15% Air-to-Air combo that works best at max j.K range. Tends to side-swap at closer ranges. Combo into BnB. |
1.24 | ||
Air to Air j.P > j.P, j.S/j.H ▷ 2S > 2H > 236K > j.K(1) > 66 > j.D
|
Anywhere but corner | 96/103 | All | [3] [3] Medium | Tension Gain: 23% Consistent/flexible Rising air-to-air into BnB. Using j.P twice keeps the combos consistent in case of a counter hit. |
1.24 | ||
Air to Air j.K(1) > 66 > dl j.H(1) ▷ c.S/2S > 2H > dl 236S > 2K > 6H WS > 6H WB
|
Midscreen to Corner | 161 | All | [3] [3] Medium | Tension Gain: 25% Rewarding air-to-air combo from max range j.K. Tends to side swap at closer ranges. |
1.24 | ||
Air to Air j.K(1) > 66 > dl j.S/j.H ▷ c.S > j.K(1) > 66 > j.H ▷ c.S/2S > 2H > 236S WS > 6H WB
|
Midscreen to Corner | 161/168 | All | [4] [4] Hard | Tension Gain: 25% Air-to-air loop combo with excellent corner carry. works best at max j.K range. Tends to side-swap at closer ranges. |
1.24 |
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 | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
4/6D > RRC > j.236K ▷ c.S > 2S > 2H > 236H
|
Anywhere | 104 | All | [2] [2] Easy | Tension Gain: 10% Easy throw combo that works anywhere. Swaps sides. |
1.24 | ||
4/6D(2) > 66PRC > j.H(2) > 66 > j.H ▷ c.S > 6H > 236H WS > 6H WB
|
Corner | 164 | All | [3] [3] Medium | Tension Gain: 5% Must PRC between the second and third hit of Chipp's throw - Launches the opponent up toward Chipp. End with Rekkas for Chaos/Leo/Anji. Slight delay on the first j.H for Leo/Nago/Anji (harder). |
1.24 | ||
4/6D > 66FRRC > j.2K (whiff) ▷ c.S > 2H > 236K WS > 6H WB
|
Corner | 154 | All | [3] [3] Medium | Tension Gain: 20% Corner Throw confirm. c.S will pick up before they go into knockdown state. |
1.24 | ||
4/6D > 66FRRC > j.2K (whiff) ▷ 66 > 2S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > 236K WS > 6H WB
|
Cornered | 145 | All but Ino | [3] [3] Medium | Tension Gain: 20% Throw combo that works anywhere on the screen with full corner carry. 2S will pick up before they go into knockdown state. |
1.24 | ||
4/6D(2) > 66FPRC > j.H > jc > j.S > j.H > jc > j.K(1) > j.236K ▷ 6 c.S > 6H WS > 6H WB
|
Midscreen | 161 | All | [3] [3] Medium | Tension Gain: 20% Situational throw combo that works best at midscreen - must PRC between second and third hit of the throw. Near the corner j.236K may behave unexpectedly. If far from the corner Chipp will simply side swap. Different pickups on the ground are needed based on spacing. |
1.24 | ||
4D(2) > 66FRRC > j.236[P] > Wall Run Combo
|
Corner | - | All | [4] [4] Hard | Tension Gain: -% One of Chipp's wall run starters. See the Wall Run Combo section for more info. |
1.24 |
Rekka Combos
Combos starting from Resshou (236S)GuardAllStartup13Recovery16Advantage-4, Rokusai (~236S)GuardLowStartup8Recovery21Advantage-6, or Senshuu (~236K)GuardHighStartup20Recovery20Advantage-9
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
...~236K CH > c.S > 2H > dl 236H
|
Anywhere | 97 | All | [1] [2] Easy | Tension Gain: 20% Basic overhead rekka confirm. 2S pick up for max range |
1.24 | ||
...~236K CH > c.S > 2H > 236K > j.K(1) > 66 > j.K(1) > j.D
|
Anywhere | 127 | All | [1] [2] Easy | Tension Gain: 25% Rekka confirm into midscreen air combo. Delays on 2H needed for lights, Anji, Zato |
1.24 | ||
...~236K CH > c.S > 2H > 236K, j.236K ▷ 6 > c.S > 6H WS > 66 > 6H
|
Corner | 183 | All | [2] [2] Easy | Tension Gain: 35% Corner overhead rekka confirm into corner BnB. This route can also be used to set up a wall run reset. |
1.24 | ||
CH Resshou / Rokusai, 2S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > 236H
|
Anywhere but corner | 130 | All | [3] [3] Medium | Tension Gain: 35% Close range counter hit confirm can link into 2S for a combo. |
1.24 | ||
~236K > 44FRRC > j.H ▷ 2S > 2H > 236H
|
Anywhere | 116 | All | [3] [3] Medium | Tension Gain: 5% FRRC combo for non-counter hit overhead. Helps keep Chipp safe on block. |
1.24 | ||
~236K > 44FRRC > j.S ▷ c.S > 2H > 236K, j.236K ▷ 6 > c.S > 6H WS > 66 > 6H
|
Corner | 181 | All | [3] [3] Medium | Tension Gain: 10% FRRC combo for non-counter hit overhead. This route can also be used to set up a wall run reset. |
1.24 | ||
~236K > RRC > dl j.H whiff ▷ 66 > w.K > w.S > w.S > w.H > w.6H WS > w.6H WB
|
Corner | 202 | All | [4] [4] Hard | Tension Gain: 15% Wall run combo from Senshuu overhead. Whiffing j.H allows Chipp to act sooner after landing which makes the combo universal. Excellent for low wall health confirms. |
Video | 1.24 |
Beta Blade Combos
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
623S > 88RRC > 66 > c.S > 2S > 2H > 236K WS > 6H WB
|
Cornered | 155 | All | [2] [2] Easy | Tension Gain: 5% Easy side swap DP combo. Run under during RRC float. |
1.24 | ||
623S(2) > 66FRRC > j.S > jc > j.S > j.H(1) > jc > j.K > j.D
|
Anywhere but corner | 99 | All | [3] [3] Medium | Tension Gain: 5% Must FRRC after the second hit of the DP. Good when cornered. |
1.24 | ||
623S(2) > 22RRC > 66 > j.S > jc > j.S > j.236K ▷ 6 > c.S > 6H WS > 6H WB
|
Cornered | 158 | All | [3] [3] Medium | Tension Gain: 5% 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. |
1.24 |
Alpha Blade Combos
Damage tested on Ky unless otherwise specified.
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
j.236K(1) ▷ c.S > 2H > 236K > j.K(1) > 66 > j.K(1) > j.D
|
Anywhere | 104 | All | [2] [2] Easy | Tension Gain: 20% Cross up Air Diagonal Alpha Blade confirm. Works for the single-hit cross up version of the move. |
1.24 | ||
236P, 5P > 5P > 236S~236S~(236236K~P)
|
Anywhere | 84 (115) | All | [2] [2] Easy | Tension Gain: % P Alpha confirm that works when spaced or in the corner. Deals 152 with wall break. |
1.24 | ||
2369P ▷ 2K > 6H > 236P
|
Corner | 98 | All | [4] [4] Hard | Tension Gain: 15% TK Alpha Blade combo that steals the corner and side-swaps again. Technically works anywhere when Alpha Blade is max distance. |
1.24 | ||
2369P ▷ 2K, 2K, 2S > 2H > 236K > j.K(1) > 66 > j.D
|
Corner | 110 | All | [4] [4] Hard | Tension Gain: 24% TK Alpha Blade combo that steals the corner and returns to midscreen. Technically works anywhere when Alpha Blade is max distance. c.S pickup for Nago. |
1.24 |
Genrou Zan
Damage tested on Ky unless otherwise specified.
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
63214S > 66RRC > dl 2H > 236K, j.236K ▷ 6 > c.S > 6H WS > 6H WB
|
Corner | 182 | All | [2] [2] Easy | Tension Gain: 10% Corner command grab combo that can set up a Wall Run Mix. Wait underneath for them to float down into 2H range. |
Video | 1.24 | |
63214S > RRC > dash 5[D] > 2S > 2H > 236K WB
|
Corner | 183 | All | [3] [3] Medium | Tension Gain: 5% Corner command grab confirm with RC. Relatively safe to burst due to 5[D] float |
1.24 | ||
63214S > FRRC > c.S > 2H > 236K > j.K(1) > 66 > j.D
|
Anywhere but corner | 142 | All | [3] [3] Medium | Tension Gain: 5% FRRC conversion to save meter. Best when Chipp won't reach the wall. |
1.24 | ||
63214S > RRC > 236[P] > w.S > w.H > dl w.6H > w.K > dl w.6H
|
Corner | 206 | All | [4] [4] Hard | Tension Gain: 10% High wall health command grab into wall run. Delay timings vary between characters. |
Video | 1.24 |
Zansei Rouga Combos
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
632146H > 44PRC > 66 > c.S > dl 2S > 2H > 236K > dl j.K(1) ▷ 2S > 2H WS > 6H WB
|
Anywhere | 301 | All | [3] [3] Medium | Tension Gain: 5% Meter dump combo. This route also works if the super is used off a wallstick. Back drift PRC helps auto time the dash pickup. Note that Zansei Rouga swaps sides so Chipp must drift in the direction he was originally facing. |
1.24 |
Combo Theory
Chipp is a character who benefits greatly from setting up advantageous situations with his combos. Instead of maximizing 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.SGuardAllStartup7Recovery10Advantage+1/2SGuardAllStartup10Recovery17Advantage-7 are two of his most useful confirms. From either of these hits he can launch his opponent with 2HGuardAllStartup12Recovery24Advantage-14.
c.S > 2S > 2H...
Chipp can then chase an airborne opponent using his Diagonal Alpha Blade (236K)GuardAllStartup27Recovery17Advantage-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.KGuardHighStartup6Recovery8Advantage+1 (IAD) is extremely useful for starting air combos because it has fast startup, a good hitbox, and good gatling options. j.SGuardHighStartup9Recovery18Advantage+1 (IAD)/j.HGuardHighStartup8Recovery17Advantage+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)GuardAllStartup27Recovery17Advantage-2. The specific gatling can be changed depending on the opponents position/character to improve damage or combo stability. Using j.DGuardHighStartup8Recovery22Advantage0 (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.H ▷ 5P/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)GuardAllStartup27Recovery17Advantage-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.
Corner Double Alpha Blade Combos
When attacking into the corner Chipp's Diagonal Alpha Blade (236K)GuardAllStartup27Recovery17Advantage-2 will bounce him off the wall and hit twice allowing him keep his opponent cornered. Chipp can very reliably link into his Air Diagonal Alpha Blade (j.236K)GuardAllStartup28~41Recovery21Advantage-6 afterwards and carry them back to the ground.
(c.S > 2S) > 2H > 236K, j.236K ▷...
This sequence is not only one of the more damaging and consistent corner routes for Chipp but it also keeps him close to his opponent giving him different follow up options.
...j.236K ▷ 6 > c.S > 6H WS
Because Chipp is grounded he can easily break the wall with his overdrive Banki Messai (236236P)
...j.236K ▷ (6) > 2K/c.S/2S > 236[P]...
Alternately Chipp can use this route to set up a Wall Run Reset
Corner Rekka Bounce Combos
In the corner Chipp can make use of the wall to combo from his rekka A series of special attacks that are only available after the first one is performed. on an airborne opponent.
c.S > 2S > 2H > dl 236S (wall bounce)...
When timed to hit an opponent as high up as possible, the wall bounce caused by Resshou will give enough time to link another attack suck as 2K or 2S.
...2K > 6H...
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)GuardAllStartup27Recovery17Advantage-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)GuardAllStartup13Recovery16Advantage-4 is particularly useful since it advances Chipp forward, is almost always safe on block, and has low recovery for a special move. 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 2HGuardAllStartup12Recovery24Advantage-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. 2HGuardAllStartup12Recovery24Advantage-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 bounce.
(c.S > 2S) > dl 2H > dl 236S, 2K/5K...
Wall Run Combos
Chipp has the unique ability to run up walls which gives him access to some high damage combos and set-ups. From any hit in the corner Chipp can up-drift roman cancel (88RRC) to initiate a wall run. (Note: At low wall health this may cause an instant stick!)
236S~236S/6K > 88RRC > 66 > w.S >...
Chipp's rekka A series of special attacks that are only available after the first one is performed. and fast 6KGuardHighStartup28Recovery7Advantage+2 overhead normally need meter to extend a combo making them good candidates for starting a wall run.
CH 2H > 236[P] > w.S >...
On 2HGuardAllStartup12Recovery24Advantage-14 counter hit Chipp can cancel into his Horizontal Alpha Blade (236P)GuardAllStartup29Recovery19Advantage-4 to initiate a wall run without meter. This can be performed from any counter hit that leaves the opponent high up such as j.SGuardHighStartup9Recovery18Advantage+1 (IAD) counter hit but 2H is the most common.
...66/236[P] > w.S > w.S > w.S > w.6H WS
Chipp's wall run combos will almost always start with w.S as it has a good hitbox and is fast to start up/recover. w.K also works but other buttons will rarely pick up the combo. After the combo begins, Chipp can use any of his buttons to combo but his opponent will begin to float away from the wall over time. This will cause some buttons to whiff if Chipp tries to combo for too long. At this point w.6H can be used to pull the opponent into the wall and cause a splat.
...> w.S > w.6H > w.S...
...> w.S > w.6H > 4 > j.236K ▷...
If the wall has max health or very high health when w.6H is used it will cause a bounce instead of a stick. This allows Chipp to pick up the wall combo again to maximize damage or leap from the wall using Air Diagonal Alpha Blade (j.236K)GuardAllStartup28~41Recovery21Advantage-6 toward the wall and extend the combo on the ground. The specific set up for off-wall Alpha Blade combos is spacing specific and may require certain combos to work.
...> w.S > w.H > 2 ▷ 2S >...
...> w.S > w.H > 4 > j.K(1) > j.236K ▷...
Chipp can also float his opponent high up with w.H and leap from the wall to end his wall run combos with a mix after returning to the ground. This is similar to his double Alpha Blade corner route and can be used to set up a Wall Run Reset.
TK Alpha Blade Combos
In the corner Chipp can Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. his Alpha Blade Horizontal (2369P)GuardAllStartup29Recovery33Advantage- to perform the air version at the lowest possible height.
2369P > 2K/5K/c.S >...
The tiger knee input allows Chipp to recover extremely quickly from Alpha Blade Horizontal which enables a meterless follow up.
These combos can technically work midscreen but must to be performed from maximum Alpha Blade distance which makes them difficult to set up and impractical outside of the corner.
External References
- https://www.youtube.com/watch?v=6ZuXlavvAuY (EloDad Combo Guide)
- 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)
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