GGST/Chipp Zanuff/Combos: Difference between revisions

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(→‎{{clr|D|5D}}/{{clr|D|2D}} combos: updated existing combo notes)
(→‎Metered Combos: added new combo)
 
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{{TheoryBox
{{TheoryBox
| Title      = Bread and Butter Kick Combo
| Title      = Bread and Butter Kick Combo
| Oneliner  = Scores a knockdown anywhere <br/> 36-54 Damage
| Oneliner  = Scores a knockdown anywhere <br/> 36-54 Damage<br/> <small>Recipe no. 159135 <sup>(PC)</sup></small>
| Difficulty = {{clr|1|Very Easy}}
| Difficulty = {{clr|1|Very Easy}}
| Anchor    =  
| Anchor    =  
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{{TheoryBox
{{TheoryBox
| Title      = Far Poke Combo
| Title      = Far Poke Combo
| Oneliner  = Low reward, but quite safe <br/> 74-86 Damage
| Oneliner  = Low reward, but quite safe <br/> 74-86 Damage<br/> <small>Recipe no. 159136 <sup>(PC)</sup></small>
| Difficulty = {{clr|1|Very Easy}}
| Difficulty = {{clr|1|Very Easy}}
| Anchor    =  
| Anchor    =  
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{{TheoryBox
{{TheoryBox
| Title      = Bread and Butter Midscreen Slash Combo
| Title      = Bread and Butter Midscreen Slash Combo
| Oneliner  = lets Chipp continue his offense <br/> 103-133 Damage
| Oneliner  = lets Chipp continue his offense <br/> 103-133 Damage <br/> <small>Recipe no. 159120 <sup>(PC)</sup></small>
| Difficulty = {{clr|2|Easy}}
| Difficulty = {{clr|2|Easy}}
| Anchor    =  
| Anchor    =  
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{{TheoryBox
{{TheoryBox
| Title      = Bread and Butter Corner Slash Combo
| Title      = Bread and Butter Corner Slash Combo
| Oneliner  = Deals good damage and breaks the wall <br/> 191 Damage
| Oneliner  = Deals good damage and breaks the wall <br/> 191 Damage<br/> <small>Recipe no. 159121 <sup>(PC)</sup></small>
| Difficulty = {{clr|2|Easy}}
| Difficulty = {{clr|2|Easy}}
| Anchor    =  
| Anchor    =  
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{{TheoryBox
{{TheoryBox
| Title      = Corner Roman Cancel Combo: Wall Run
| Title      = Corner Roman Cancel Combo: Wall Run
| Oneliner  = Convert basic poke into damage - Great way to spend meter <br/> 205-216 Damage
| Oneliner  = Convert basic poke into damage - Great way to spend meter <br/> 205-216 Damage <br/> <small>Recipe no. 159123 <sup>(PC)</sup></small>
| Difficulty = {{clr|3|Medium}}
| Difficulty = {{clr|3|Medium}}
| Anchor    =  
| Anchor    =  
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| Recipe    = {{clr|3|236S}}~{{clr|3|236S}}/{{clr|K|6K}} > 88RRC > 66 > {{clr|S|w.S}}, {{clr|S|w.S}}, {{clr|S|w.S}}, {{clr|S|w.S}} > {{clr|H|w.6H}} WS > {{clr|H|w.6H}} WB
| Recipe    = {{clr|3|236S}}~{{clr|3|236S}}/{{clr|K|6K}} > 88RRC > 66 > {{clr|S|w.S}}, {{clr|S|w.S}}, {{clr|S|w.S}}, {{clr|S|w.S}} > {{clr|H|w.6H}} WS > {{clr|H|w.6H}} WB
| content    =
| content    =
Roman Cancel lets Chipp combo from {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=6K|label={{clr|2|6K}}}}/{{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S 236S|label=Rokusai}}, which normally do not lead to a combo.


Once Chipp lands after the RRC, he can run toward the wall and start his combo. Each hit of {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=w.S|label={{clr|3|w.S}}}} must be timed. Pressing {{clr|3|S}} too quickly will cause Chipp to cancel into {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=w.SS|label={{clr|3|w.SS}}}} which may drop the combo.
Once Chipp lands after the RRC, he can run toward the wall and start his combo. Each hit of {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=w.S|label={{clr|3|w.S}}}} must be timed. Pressing {{clr|3|S}} too quickly will cause Chipp to cancel into {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=w.SS|label={{clr|3|w.SS}}}} which may drop the combo.
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{{TheoryBox
{{TheoryBox
| Title      = Charged Dust combo
| Title      = Charged Dust combo
| Oneliner  = Universal high damage combo <br/> 194 Damage
| Oneliner  = Universal high damage combo <br/> 194 Damage<br/> <small>Recipe no. 159124 <sup>(PC)</sup></small>
| Difficulty = {{clr|3|Medium}}
| Difficulty = {{clr|3|Medium}}
| Anchor    =  
| Anchor    =  
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{{TheoryBox
{{TheoryBox
| Title      = Slash Confirm Basic Loop Combo
| Title      = Slash Confirm Basic Loop Combo
| Oneliner  = Versatile combo with strong corner carry  <br/> 116-140 Damage
| Oneliner  = Versatile combo with strong corner carry  <br/> 116-140 Damage<br/> <small>Recipe no. 159125 <sup>(PC)</sup></small>
| Difficulty = {{clr|3|Medium}}
| Difficulty = {{clr|3|Medium}}
| Anchor    =  
| Anchor    =  
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A basic loop using Chipp's <code> {{Clr|3|2S}} > {{Clr|4|2H}} > {{clr|2|236K}}</code> combo piece.
A basic loop using Chipp's <code> {{Clr|3|2S}} > {{Clr|4|2H}} > {{clr|2|236K}}</code> combo piece.


Works well midscreen on most characters but will need small adjustments for {{clr|3|c.S}} vs {{clr|3|2S}} confirms. Also require adjustments for certain lightweights/midweights like {{CLabel|GGST|I-No}} and {{CLabel|GGST|Zato-1}}.
Works well midscreen on most characters but will need small adjustments for {{clr|3|c.S}} vs {{clr|3|2S}} confirms. Also require adjustments for certain characters like {{CLabel|GGST|I-No}} and {{CLabel|GGST|Zato-1}}.


It is essential to delay {{clr|2|j.K}} so that only the first hit connects and the second hit whiffs. The lower {{clr|2|j.K}} connects the easier it is to pick up the combo after landing. This combo leaves plenty of room for improvisation letting Chipp get different damage/advantage.
It is essential to delay {{clr|2|j.K}} so that only the first hit connects and the second hit whiffs. The lower {{clr|2|j.K}} connects the easier it is to pick up the combo after landing. This combo leaves plenty of room for improvisation letting Chipp get different damage/advantage.
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{{TheoryBox
{{TheoryBox
| Title      = Conter Hit Confirm Basic Loop Combo
| Title      = Conter Hit Confirm Basic Loop Combo
| Oneliner  = Confirmable CH combo for all ranges  <br/> 128-148 Damage
| Oneliner  = Confirmable CH combo for all ranges  <br/> 128-148 Damage<br/> <small>Recipe no. 159126 <sup>(PC)</sup></small>
| Difficulty = {{clr|3|Medium}}
| Difficulty = {{clr|3|Medium}}
| Anchor    =  
| Anchor    =  
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A highly confirmable version of Chipp's basic loop combo.
A highly confirmable version of Chipp's basic loop combo.


Works well outside the corner from almost all ranges, but will need small adjustments for certain lightweights/midweights like {{CLabel|GGST|I-No}} and {{CLabel|GGST|Zato-1}}. A slight delay on the second {{clr|3|2S}} may be needed to prevent whiffs on these characters.
Works well outside the corner from almost all ranges, but will need small adjustments for certain characters like {{CLabel|GGST|I-No}} and {{CLabel|GGST|Zato-1}}. A slight delay on the second {{clr|3|2S}} may be needed to prevent whiffs on these characters.


Gives good advantage and leaves plenty of room for improvisation letting Chipp get different damage/advantage. The confirm window becomes smaller against heavier characters.
Gives good advantage and leaves plenty of room for improvisation letting Chipp get different damage/advantage. The confirm window becomes smaller against heavier characters.
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{{TheoryBox
{{TheoryBox
| Title      = Double {{clr|2|K}} Alpha Corner Combo
| Title      = Double {{clr|2|K}} Alpha Corner Combo
| Oneliner  = Damaging combo that can set up mix  <br/> 177-195 Damage
| Oneliner  = Damaging combo that can set up mix  <br/> 177-195 Damage<br/> <small>Recipe no. 159127 <sup>(PC)</sup></small>
| Difficulty = {{clr|3|Medium}}
| Difficulty = {{clr|3|Medium}}
| Anchor    =  
| Anchor    =  
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{{TheoryBox
{{TheoryBox
| Title      = Same-Side Corner Combo
| Title      = Same-Side Corner Combo
| Oneliner  = A combo that keeps Chipp out of the corner <br/> 194 Damage
| Oneliner  = A combo that keeps Chipp out of the corner <br/> 194 Damage<br/> <small>Recipe no. 159129 <sup>(PC)</sup></small>
| Difficulty = {{clr|3|Medium}}
| Difficulty = {{clr|3|Medium}}
| Anchor    =  
| Anchor    =  
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{{TheoryBox
{{TheoryBox
| Title      = Wall Run Combo: High Wall Health
| Title      = Wall Run Combo: High Wall Health
| Oneliner  = High damage universal combo <br/> 247 Damage
| Oneliner  = High damage universal combo <br/> 247 Damage<br/> <small>Recipe no. 159130 <sup>(PC)</sup></small>
| Difficulty = {{clr|4|Hard}}
| Difficulty = {{clr|4|Hard}}
| Anchor    =  
| Anchor    =  
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<Tabber>
<Tabber>
Midweights =  
Slash Combo =  
{{TheoryBox
{{TheoryBox
| Title      = Midweight Corner-to-Corner Slash Combo
| Title      = Corner-to-Corner Slash Combo
| Oneliner  = Carry optimized version of Chipp's BnB <br/> 190 Damage (Ky)
| Oneliner  = Carry optimized version of Chipp's BnB <br/> 190 Damage (Ky)<br/> <small>Recipe no. 159131 <sup>(PC)</sup></small>
| Difficulty = {{clr|3|Medium}}~{{clr|4|Hard}}
| Difficulty = {{clr|3|Medium}}~{{clr|4|Hard}}
| Anchor    =  
| Anchor    =  
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| content    =
| content    =


A midweight corner-to-corner combo that deals excellent damage and breaks the wall. Requires tricky delays, links, and dashes.
A corner-to-corner combo that deals excellent damage and breaks the wall. Requires tricky delays, links, and dashes.


Max delay on {{clr|3|j.S}} and the longest possible dash help ensure a deep {{clr|3|c.S}} pickup. Expect subtle timing differences between characters.
Max delay on {{clr|3|j.S}} and the longest possible dash help ensure a deep {{clr|3|c.S}} pickup. Expect subtle timing differences between characters.
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{{TheoryBox
{{TheoryBox
| Title      = Zato/Chaos Corner-to-Corner Variation
| Title      = Zato/Chaos Corner-to-Corner Variation
| Oneliner  = Carry optimized version of Chipp's BnB <br/> 197 Damage (Zato)
| Oneliner  = Carry optimized version of Chipp's BnB <br/> 197 Damage (Zato)<br/> <small>Recipe no. 159132 <sup>(PC)</sup></small>
| Difficulty = {{clr|3|Medium}}~{{clr|4|Hard}}
| Difficulty = {{clr|3|Medium}}~{{clr|4|Hard}}
| Anchor    =  
| Anchor    =  
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| content    =
| content    =


A midweight corner-to-corner combo that is meant for {{CLabel|GGST|Zato-1}} and {{CLabel|GGST|Happy Chaos}}. Requires tricky delays, links, and dashes.
A corner-to-corner combo that is meant for {{CLabel|GGST|Zato-1}} and {{CLabel|GGST|Happy Chaos}}. Requires tricky delays, links, and dashes.
 
Max delay on {{clr|2|j.K}} and the longest possible dash help ensure a deep {{clr|3|c.S}} pickup. Expect subtle timing differences between characters.
 
}}
|-|
Lights =
{{TheoryBox
| Title      = Lightweight Corner-to-Corner Slash Combo
| Oneliner  = Carry optimized version of Chipp's BnB <br/> 191 Damage (Gio)
| Difficulty = {{clr|3|Medium}}~{{clr|4|Hard}}
| Anchor    =
| Youtube    = 7AUnUQ07944
| Timestamp  = 0
| Recipe    = {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > dl {{clr|S|j.S}} ▷ 66 > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > {{clr|K|j.K(1)}} > 66 WS > {{clr|D|j.D}}
| content    =
 
A lightweight corner-to-corner combo that deals excellent damage and breaks the wall. Requires tricky delays, links, and dashes.


Max delay on {{clr|2|j.K}} and the longest possible dash help ensure a deep {{clr|3|c.S}} pickup. Expect subtle timing differences between characters.
Max delay on {{clr|2|j.K}} and the longest possible dash help ensure a deep {{clr|3|c.S}} pickup. Expect subtle timing differences between characters.


Does '''NOT''' work on: {{CLabel|GGST|I-No}}, {{CLabel|GGST|Ramlethal Valentine}}, {{CLabel|GGST|Bridget}}
}}
|-|
IN/RA/BR Variation =
{{TheoryBox
| Title      = I-No, Ram, Bridget Corner-to-Corner Variation
| Oneliner  = Carry optimized version of Chipp's BnB <br/> 188 Damage (I-NO)
| Difficulty = {{clr|3|Medium}}~{{clr|4|Hard}}
| Anchor    =
| Youtube    = 539Q-0I_1WM
| Timestamp  = 0
| Recipe    = {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > dl {{clr|K|j.K(1)}} ▷ 66 > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > dl {{clr|K|j.K(1)}} > 66 > {{clr|K|j.K(2)}} WS ▷ {{clr|H|6H}}
| content    =
A lightweight corner-to-corner combo that is meant for {{CLabel|GGST|I-No}}, {{CLabel|GGST|Ramlethal Valentine}}, and {{CLabel|GGST|Bridget}}. Requires tricky delays, links, and dashes.
Max delay on {{clr|2|j.K}} and the shortest possible dash prevent drops. Expect subtle timing differences between characters.
}}
|-|
Heavies =
{{TheoryBox
| Title      = Heavyweight Corner-to-Corner Slash Combo
| Oneliner  = Carry optimized version of Chipp's BnB <br/> 180  Damage (Leo)
| Difficulty = {{clr|3|Medium}}~{{clr|4|Hard}}
| Anchor    =
| Youtube    = rEx1vraqVbc
| Timestamp  = 0
| Recipe    = {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > dl {{clr|K|j.K(1)}} ▷ 66 > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > dl {{clr|K|j.K(1)}} ▷ {{clr|S|2S}} > {{clr|H|2H}} > dl {{clr|S|236S}}~dl {{clr|S|236S}} WS > {{clr|H|6H}}
| content    =
A heavyweight corner-to-corner combo that deals excellent damage and breaks the wall. Requires tricky delays.
Max delay on {{clr|2|j.K}} helps improve consistency between heavies. A delay is required on the rekka ender in order to connect both hits. Resshou can splat early if connected too high up.
}}
}}
</tabber>
</tabber>
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==Combo List==
==Combo List==


*All damage values are tested on {{Character Label|GGST|Ky Kiske|label=Ky}} at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
*This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
*The list is focused on most practical examples, not every single option that exists. 
*The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).


*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.
==={{clr|P|P}} Combos===
*Generally, damage numbers have been tested on Ky unless otherwise specified. Meter gain is estimated and may not be totally accurate.
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"
<!--Please test or re-test combo damage against Ky, as he has a 1.00 defense mod while Sol's is 0.98.-->
! colspan="10" |'''{{clr|P|5P/2P/6P}} '''
*When breaking the wall, optimal ground hit is {{clr|H|6H}}, optimal air hit is {{clr|D|j.D}}. A more detailed discussion of this topic can be found [[GGST/Chipp_Zanuff/Strategy#Wall_Breaks| here]].
 
 
<big>''"What combos work on the current patch?"''</big>
 
'''{{clr|5|Season 2 continues with balance patch 1.25.}}'''<br/>
{{clr|5| Most of Chipp's routes from 1.18-1.24 remain unaffected.}}
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|+
|-
! Out of date <br/> (RED) !! Up to date <br/> (GREEN)
|-
| {{clr|4|X.XX}} || {{clr|3|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 {{tt|Battle Version|A 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 [[GGST/Patch_Notes| Patch Notes]] page for detailed information about different game versions.
<big>''"Where are the Roman Cancel combos?"''</big>
Generally, Chipp does not gain much damage from Roman Cancel extensions so they rarely appear in his {{keyword|BnB}} 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 [[GGST/Chipp_Zanuff/Strategy#Roman_Cancel_Usage| strategy page]] alongside various pressure and mix setups.
==={{clr|P|5P}}/{{clr|P|2P}}/{{clr|P|6P}} combos===
{| class="wikitable sortable combotable"
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = {{clr|P|5P}} CH > ({{clr|K|5K}}) > {{clr|K|2K}} > {{clr|D|2D}}
|position = Anywhere
|damage = 49 (58)
|tensionGain = %
|worksOn = All
|difficulty = Easy
|notes = {{clr|P|5P}} CH confirm into sweep for oki. Omit {{clr|K|5K}} to safejump using {{clr|S|c.S}} OTG.
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = ({{clr|P|5P}} > {{clr|P|5P}} >) {{clr|P|5P}} > {{clr|P|6P}} > {{clr|S|236S}}~{{clr|S|236S}}
|position = Anywhere
|damage =  66 (67)
|tensionGain = %
|worksOn = All
|difficulty = Easy
|notes = {{clr|P|5/2P}} confirm. Omit {{clr|P|5P}} hits based on spacing, {{clr|P|2P}} can also be used (but not {{clr|P|2P}} x3). Inputting Resshou ({{clr|3|236S}}) with a half circle input ({{clr|3|41236S}}) prevents an accidental Beta Blade.
|video = [https://www.youtube.com/watch?v=UB5mw_FVIPE Video]
|recipePC = 4006
|checkedVersion = 1.24
}}
|}
==={{clr|K|5K}}/{{clr|K|2K}}/{{clr|K|6K}} combos===
{| class="wikitable sortable combotable"
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = ({{clr|2|5K}}) > {{clr|2|5K/2K}} > {{clr|5|2D}}
|combo =({{clr|1|5P/2P}}) > {{clr|1|5P/2P}} > {{clr|1|6P}} > {{clr|3|236S}}~{{clr|3|236S}}
|position = Anywhere
|position = Anywhere
|damage = 36-54
|damage = 65~68
|tensionGain = %
|worksOn = All
|worksOn = All
|difficulty = Very Easy
|difficulty = Very Easy
|notes = Arguably Chipp's most important combo. Sets up Chipp's offense from the {{Clr|5|2D}}
|notes = Basic punch combo. Good for mashing out of pressure.
|video = [https://www.youtube.com/watch?v=wVGIbqiK5Qw Video]
|video =  
|recipePC =  
|recipePC =  
|checkedVersion = 1.24
|recipePS =
|checkedVersion = 1.29
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|K|(5/2)K}} > {{clr|D|2D}} > {{clr|P|236P}}
|combo =CH {{clr|1|5P/2P}}, {{clr|2|5K/2K}} > {{clr|5|2D}}
|position = Anywhere
|position = Anywhere
|damage = 59/51
|damage = 46~52
|tensionGain = %
|worksOn = All
|worksOn = All
|difficulty = Very Easy
|difficulty = Very Easy
|notes = Crosses through the opponent when not in the corner. Useful for switching sides.
|notes = CH confirm from a jab.
|video = [https://www.youtube.com/watch?v=l0dAwqUo2b4 Video]
|video =  
|recipePC = 3946
|recipePC =  
|checkedVersion = 1.24
|recipePS =  
|checkedVersion = 1.29
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|K|(5/2)K}} > {{clr|D|2D}} > {{clr|S|236S}}~{{clr|S|236S}}
|combo =CH {{clr|1|6P}} > {{clr|1|236P}}
|position = Anywhere
|position = Anywhere
|damage = 73/65
|damage = 51
|tensionGain = %
|worksOn = All
|worksOn = All
|difficulty = Very Easy
|difficulty = Easy
|notes = Universal {{clr|K|5K}} starter into knockdown. Delay last hit of rekka on I-no.
|notes = Counter hit confirm. Alpha Blade may whiff when spaced.
|video = [https://www.youtube.com/watch?v=QKlFFpmgt7w Video]
|video =  
|recipePC = 3978
|recipePC =  
|checkedVersion = 1.24
|recipePS =  
|checkedVersion = 1.30
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|2|6K}} > 88RRC > Wall Run Combo
|combo =CH {{clr|1|6P}} > {{clr|3|236S}}, {{clr|2|2K}} > {{clr|4|6H}} > {{clr|2|236K}}, dl {{Clr|5|j.D}} WS ▷ {{Clr|4|6H}} WB
|position = Corner
|position = Corner
|damage = -
|damage = 172
|tensionGain = %
|worksOn = All
|worksOn = All
|difficulty = Medium
|difficulty = Medium
|notes = One of Chipp's main wall run starters. See the [[GGST/Chipp_Zanuff/Combos#Wall_Run_Combos| Wall Run Combo]] section for more info.
|notes = Spacing specific confirm from the rekka wall bounce.
|checkedVersion = 1.24
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.30
}}
}}
|-
|-
{{GGST-ComboTableRow
|}
|combo = {{clr|K|6K}} > 66FRRC > {{clr|D|j.D}} ▷ {{clr|S|2S}} > {{clr|H|2H}} > dl {{clr|S|236S}}, {{clr|2|2K}}> {{clr|4|6H}} WS > {{clr|H|6H}} WB
 
|position = Corner
==={{clr|K|K}} Combos===
|damage = 174
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"
|tensionGain = %
! colspan="10" |'''{{clr|K|5K/2K/6K}} '''
|worksOn = All
|difficulty = Medium
|notes = Full combo from {{clr|K|6K}} overhead.
|checkedVersion = 1.24
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableHeader}}
|combo = {{clr|K|6K}}, {{clr|2|2K}} > {{clr|3|236S}}~{{clr|3|236S}}~({{clr|2|236K}})
|position = Corner
|damage = 80/96
|tensionGain = %
|worksOn = All
|difficulty = Medium
|notes = Meterless combo. {{clr|2|6K}} must hit very {{keyword|meaty}} to link {{clr|2|2K}}. Confirm into Senshuu on crouching hit. Can add {{clr|1|6P}} depending on spacing/position.
|checkedVersion = 1.24
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|K|6K}}, {{clr|1|5P}} > {{clr|3|236S}}~{{clr|3|236S}}~({{clr|2|236K}})
|combo = ({{clr|2|5K}}) > {{clr|2|5K/2K}} > {{clr|5|2D}}
|position = Anywhere
|position = Anywhere
|damage = 82/94 (SIN)
|damage = 36~54
|tensionGain = %
|worksOn = -
|difficulty = Medium
|notes = Character specific combo. {{clr|2|6K}} must hit very {{keyword|meaty}} to link {{clr|1|5P}}. Confirm into 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
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|K|6K}} CH ▷ 66 > ({{clr|S|c.S}}) > {{clr|H|2H}} > {{clr|K|236K}}, {{clr|K|j.236K}} ▷ 6 > {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|H|6H}} WB
|position = Corner
|damage = 274 (282)
|tensionGain = %
|worksOn = All
|worksOn = All
|difficulty = Medium
|difficulty = Very Easy
|notes = Max RISC {{clr|K|6K}} corner combo. Omit {{clr|S|c.S}} on heavies.
|notes = Basic combo into sweep
|checkedVersion = 1.24
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|K|2K}} CH > {{clr|H|6H}} > {{clr|K|236K}}, {{clr|K|j.236K}} ▷ 6 > {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|H|6H}} WB
|combo = {{clr|2|6K}}, {{clr|2|2K}} > {{clr|5|2D}}
|position = Corner
|position = Anywhere
|damage = 244
|damage = 64
|tensionGain = %
|worksOn = All
|worksOn = All
|difficulty = Medium
|difficulty = Very Easy
|notes = Max RISC {{clr|K|2K}} corner combo.
|notes = Basic combo into sweep
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|2|5/2K}} > {{clr|5|2D}} > {{clr|3|236S}}, (66)~{{clr|2|5K}} > {{clr|4|6H}} > {{clr|2|236K}} > {{clr|5|j.D}} WS ▷ {{clr|4|6H}} WB
|position = Near Corner
|damage = 144/134
|tensionGain = %
|worksOn = Lights/Meds
|difficulty = Hard
|notes = Extremely spacing specific confirm. About two/three character lengths from the wall {{clr|3|236S}} can cause a wall bounce that enables a dashing {{clr|2|5K}} link. Easiest on lights.
|video =  
|video =  
|recipePC =  
|recipePC =  
|checkedVersion = 1.24
|recipePS =
|checkedVersion = 1.29
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|2|5/2K}} > {{clr|5|2D}} > {{clr|3|236S}}, 66~{{clr|2|2K}} > {{clr|4|6H}} > {{clr|2|236K}} WS ▷ {{clr|4|6H}} WB
|combo = ({{clr|2|5K/2K}}) > {{clr|5|2D}} > {{clr|3|236S}}, {{clr|2|2K}} > {{clr|4|6H}} > {{clr|2|236K}} WS ▷ {{clr|4|6H}}
|position = Near Corner
|position = Near corner
|damage = 147/137
|damage = 137
|tensionGain = %
|worksOn = All
|worksOn = Heavies
|difficulty = Hard
|difficulty = Hard
|notes = Extremely spacing specific confirm. About two character lengths from the wall {{clr|3|236S}} can cause a wall bounce that enables a dashing {{clr|2|2K}} link. Technically works on all weights but is most suitable for heavies.
|notes = Spacing specific combo using rekka wall bounce.
|video =  
|video =  
|recipePC =  
|recipePC =  
|checkedVersion = 1.24
|recipePS =
|checkedVersion = 1.29
}}
}}
|}
|}


==={{clr|S|c.S}}/{{clr|S|f.S}}/{{clr|S|2S}} Starters===
==={{clr|S|S}} Combos===
 
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"
{| class="wikitable sortable combotable"
! colspan="10" |'''{{clr|S|c.S/f.S/2S}} '''
|-
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|S|f.S}} > {{clr|S|236S}}~{{clr|S|236S}}
|combo = {{clr|3|f.S}} > {{clr|3|236S}}~{{clr|3|236S}}
|position = Anywhere
|position = Anywhere
|damage = 74
|damage = 74
|tensionGain = 20%
|worksOn = All
|worksOn = All
|difficulty = Very Easy
|difficulty = Very Easy
|notes = Universal combo from {{clr|S|f.S}} poke
|notes = Basic poke combo. On crouching hit Chipp can combo into Senshuu.
|video = [https://youtu.be/aP8GAN85z6Q Video]
|video =
|checkedVersion = 1.24
|recipePC =
|recipePS =  
|checkedVersion = 1.29
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = ({{clr|S|c.S}}) > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|H|236H}}
|combo = ({{clr|3|c.S}}) > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} > 66 > ({{clr|2|j.K(1)}}) > {{clr|5|j.D}}
|position = Anywhere
|position = Midscreen
|damage = 76 (106)
|damage = 104~133
|tensionGain = % (%)
|worksOn = All
|difficulty = Very Easy
|notes = Simple Gamma blade combo that gives good advantage and corner carry.
|video = [https://youtu.be/e9SgtHjY16I Video]
|recipePC = 3990
|checkedVersion = 1.24
}}
 
|-
{{GGST-ComboTableRow
|combo = ({{clr|S|c.S}}) > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > {{clr|K|j.K(1)}} > 66 > ({{clr|2|j.K(1)}}) > {{clr|D|j.D}}
|position = Anywhere
|damage = 104 (131)
|tensionGain = % (%)
|worksOn = All
|worksOn = All
|difficulty = Easy
|difficulty = Easy
|notes = Very beginner friendly combo that works in almost all situations against all characters. Leaves Chipp close and plus. Can add {{clr|2|j.K}} to help ensure a wall splat near the corner.
|notes = Extremely stable BnB that works in nearly every situation. Does not work near the corner.
|video = [https://youtu.be/yOw19WMscn8 Video]
|video =  
|recipePC = 62415
|recipePC =  
|checkedVersion = 1.24
|recipePS =
|checkedVersion = 1.29
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > {{clr|3|j.S}} ▷ {{clr|3|f.S}} WS, {{clr|4|6H}} WB
|combo = {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > dl {{clr|3|j.S}} ▷ {{clr|3|f.S}} WS, {{clr|4|6H}} WB
|position = Corner
|position = Corner
|damage = 191
|damage = 191
|tensionGain = %
|worksOn = All
|worksOn = All
|difficulty = Easy
|difficulty = Easy
|notes = Universal corner combo that works best when a combo is scaled (like after a jump-in or an RC)
|notes = Simple corner BnB that splats at ground level.
|video = [https://youtu.be/0khNnPFZI_k Video]
|video =  
|recipePC = 78356
|recipePC =  
|checkedVersion = 1.24
|recipePS =
|checkedVersion = 1.29
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = ({{clr|S|c.S}}) > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > {{clr|K|j.236K}} ▷ 6 > {{clr|S|c.S}} > {{clr|H|6H}} > WS > {{clr|H|6H}}
|combo = ({{clr|3|c.S}}) > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}}, {{clr|2|j.236K}} ▷ 6, {{clr|3|c.S}} > {{clr|4|6H}} WS, {{clr|4|6H}} WB
|position = Corner
|position = Corner
|damage = 195
|damage = 177~195
|tensionGain = %
|worksOn = All
|worksOn = All
|difficulty = Easy
|difficulty = Easy
|notes = 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 [[GGST/Chipp_Zanuff/Strategy#Wall_Run_Resets_.26_Oki| wall run reset]].
|notes = Double K Alpha combo that can set up mix.
|video = [https://youtu.be/ZVbambX2tow Video]
|recipePC = 1108
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > dl {{clr|K|j.K(1)}} ▷ 66 > {{clr|S|c.S}} > {{clr|H|6H}} > dl {{clr|1|236P}} (whiff)
|position = cornered
|damage = 141
|tensionGain = 30%
|worksOn = All
|difficulty = Easy
|notes = Simple loop combo that positions Chipp close and at advantage. Can auto time some buttons meaty depending on the character.
|video =  
|video =  
|checkedVersion = 1.24
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = ({{clr|S|c.S}}) > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > dl {{clr|K|j.K(1)}} ▷ 66 > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|H|236H}}
|combo ={{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > dl {{clr|3|236S}}, {{clr|2|2K}} > {{clr|4|6H}} > {{clr|3|236S}}~{{clr|3|236S}} WS, {{clr|4|6H}} WB
|position = Anywhere but corner
|position = Corner
|damage = 115 (138)
|damage = 194
|tensionGain = 25%
|worksOn = All
|difficulty = Easy
|notes = Simple loop combo. Slight delay on {{clr|K|j.K(1)}} for lights, longer for mids, max delay for heavies. Micro dash after landing is needed for most lights.
|video = [https://www.youtube.com/watch?v=DMy99bEtVfA Video]
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = ({{clr|S|c.S}}) > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > dl {{clr|S|j.S}} ▷ 66 > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H}}
|position = Anywhere but corner
|damage = 127 (148)
|tensionGain = 30%
|worksOn = Mid/Heavy
|difficulty = Easy
|notes = Basic loop using dashes for extra damage. Maximum possible delay on {{clr|S|j.S}}. Drops on lightweights and {{CLabel|GGST|Zato-1}}. Drops on edge of 2S range when 2S is a starter.
|checkedVersion = 1.24
}}
|-
|-
{{GGST-ComboTableRow
|combo = {{clr|S|f.S}} CH > {{clr|1|236P}}, {{clr|1|5P}} > {{clr|1|5P}} > {{clr|3|236S}}~{{clr|3|236S}}
|position = Anywhere
|damage = 106
|tensionGain = 25%
|worksOn = All
|difficulty = Easy
|notes = {{clr|S|f.S}} CH confirm that swaps sides. Can {{keyword|OS}} between {{clr|3|236S}} and {{clr|1|236P}} by inputting {{clr|3|236S}}~{{clr|1|P}}.
|video = [https://twitter.com/TheSSF123/status/1603321078264348673 Video]
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|3|c.S}}/{{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} ▷ {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|2|236K}}
|position = Anywhere but corner
|damage = 148/128
|tensionGain =
|worksOn = All
|worksOn = All
|difficulty = Medium
|difficulty = Medium
|notes = Confirmable CH combo for all ranges. Works best when cancelling immediately into {{clr|H|2H}}
|notes = Same-side corner BnB using Rekka wall bounce.
|checkedVersion = 1.24
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|3|c.S}}/{{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > dl {{clr|2|j.K(1)}} > jc > {{clr|3|j.S}} > jc > {{clr|2|j.K(1)}} > {{clr|2|j.236K}}
|combo = ({{clr|3|c.S}}) > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > dl {{clr|2|j.K(1)}} {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}}
|position = Anywhere but corner
|position = Midscreen
|damage = 130/112
|damage = 104~133
|tensionGain = 22/20%
|worksOn = All
|worksOn = All
|difficulty = Medium
|difficulty = Medium
|notes = Side switch combo with alot of carry using {{clr|2|j.236K}} to return to the ground. Can extend with {{clr|3|c.S}} or end the combo early to for [[GGST/Chipp_Zanuff/Strategy#Diagonal_Alpha_Blade_Oki| setups]].
|notes = Stable loop BnB that gives good corner carry and decent oki.  
|video =  
|video =  
|checkedVersion = 1.24
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|K|236K}} > dl {{clr|K|j.K(1)}} ▷ 66 > {{clr|S|2S}} > {{clr|H|2H}} > dl {{clr|S|236S}}~{{clr|K|236K}} WS > {{clr|H|6H}} WB
|combo = {{clr|3|c.S}}/{{clr|3|2S}} CH > {{clr|4|2H}} > {{clr|2|236K}} ▷ {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}}
|position = Midscreen
|position = Midscreen
|damage = 164
|damage = 128~148
|tensionGain = 30%
|worksOn = All
|worksOn = All
|difficulty = Medium
|difficulty = Medium
|notes = Close range {{clr|S|f.S}} combo mid to corner. Works just outside {{clr|S|c.S}} range
|notes = Counterhit confirm version of the loop BnB.
|video = [https://youtu.be/6ZuXlavvAuY?t=26 Video]
|video =
|checkedVersion = 1.24
|recipePC =
|recipePS =  
|checkedVersion = 1.29
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > dl {{clr|S|236S}}, {{clr|K|2K}} > {{clr|H|6H}} > {{clr|S|236S}}~{{clr|S|236S}}/{{clr|H|236H}} WS > {{clr|H|6H}} WB
|combo = {{clr|3|c.S}} CH > {{clr|5|5[D]}}, {{clr|3|2S}} > {{clr|4|2H}} > dl {{clr|2|236K}} ▷ 66~{{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}}
|position = Corner
|position = Midscreen
|damage = 194 (187)
|damage = 168
|tensionGain = 40% (30%)
|worksOn = All
|worksOn = All
|difficulty = Medium
|difficulty = Hard
|notes = 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 {{clr|S|2S}} starter.
|notes = Counterhit confirm combo using {{clr|5|5[D]}} for extra damage.
|video = [https://www.youtube.com/watch?v=Jbd6pOiunX0 Video]
|video =  
|checkedVersion = 1.24
|recipePC =  
}}  
|recipePS =  
|-
|checkedVersion = 1.29
{{GGST-ComboTableRow
|combo = ({{clr|S|c.S}}) > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|236P}} > PRC > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} WS > {{clr|D|j.D}} WB
|position = Cornered
|damage = 193
|tensionGain = 25%
|worksOn = All
|difficulty = Medium
|notes = Side swap route. Must PRC after Alpha Blade connects.
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|S|c.S}}, 66~{{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > dl {{clr|K|j.K(1)}} ▷ {{clr|S|2S}} > {{clr|H|2H}} > {{clr|H|236H}}
|position = Anywhere
|damage = 153
|tensionGain = 30%
|worksOn = All
|difficulty = Medium
|notes = CH {{clr|S|c.S}} confirm. Microdash to link the two {{clr|S|c.S}} hits. Can alternately use Dash Cancel for more corner carry.
|checkedVersion = 1.24
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = CH {{clr|S|c.S}} > {{clr|D|5[D]}}, {{clr|S|2S}} > {{clr|H|2H}} > {{clr|H|236H}}
|combo = {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > dl {{clr|3|j.S}} ▷ 66, {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|5|j.D}} WS ▷ {{clr|4|6H}} WB
|position = Anywhere
|damage = 140
|tensionGain = 25%
|worksOn = All
|difficulty = Medium
|notes = CH {{clr|S|c.S}} confirm. {{clr|D|5[D]}} float is safe to burst.
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > dl {{clr|S|j.S}} ▷ 66 > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > {{clr|D|j.D}} WS ▷ {{clr|H|6H}}
|position = Cornered
|damage = 190 (Ky)
|tensionGain = 20%
|worksOn = Midweights but Zato, Chaos
|difficulty = Medium
|notes = Midweight corner-to-corner loop combo. Drops on Zato, Happy Chaos
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > dl {{clr|K|j.K(1)}} ▷ 66 > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > {{clr|K|j.K(1)}} > 66 > {{clr|P|j.P}} > {{clr|P|j.P}} WS ▷ {{clr|H|6H}} WB
|position = Cornered
|damage = 197 (Zato)
|tensionGain = 20%
|worksOn = Zato, Chaos
|difficulty = Medium
|notes = Corner-to-corner loop combo for Zato, Happy Chaos
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > dl {{clr|S|j.S}} ▷ 66 > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > {{clr|K|j.K(1)}} > 66 WS > {{clr|D|j.D}}
|position = Cornered
|position = Cornered
|damage = 191 (Gio)
|damage = 190
|tensionGain = 20%
|worksOn = All but ZA, HA
|worksOn = Lights but Ino, Ram, Bridget
|difficulty = Hard
|difficulty = Hard
|notes = Lightweight specific corner-to-corner loop combo. Can break with {{clr|H|6H}} but damage is the same. Drops on Ino, Ram
|notes = Carry optimized loop combo for going corner to corner. Requires tricky delays and dashes.
|video = [https://www.youtube.com/watch?v=piwRvTAj7Hg Video]
|video =  
|checkedVersion = 1.24
|recipePC =
|recipePS =  
|checkedVersion = 1.29
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > dl {{clr|K|j.K(1)}} ▷ 66 > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > dl {{clr|K|j.K(1)}} > {{clr|K|j.K(2)}} WS ▷ {{clr|H|6H}}
|combo = {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > dl {{clr|2|j.K(1)}} ▷ 66, {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} > 66 > {{clr|1|j.P}} > {{clr|1|j.P}} WS ▷ {{clr|4|6H}} WB
|position = Cornered
|position = Cornered
|damage = 188 (Ino)
|damage = 184
|tensionGain = 20%
|worksOn = ZA, HA
|worksOn = Ino, Ram, Bridget, Baiken, Jack-O
|difficulty = Hard
|difficulty = Hard
|notes = Alternate lightweight corner-to-corner loop combo.
|notes = Carry optimized loop combo that should work on all but is most suitable for Zato and Chaos.  
|checkedVersion = 1.24
|video =  
}}
|recipePC =  
|-
|recipePS =  
{{GGST-ComboTableRow
|checkedVersion = 1.29
|combo = {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > dl {{clr|K|j.K(1)}} ▷ 66 > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > dl {{clr|K|j.K(1)}} ▷ {{clr|S|2S}} > {{clr|H|2H}} > dl {{clr|S|236S}}~dl {{clr|S|236S}} WS > {{clr|H|6H}}
|position = Cornered
|damage = 180 (Leo)
|tensionGain = 20%
|worksOn = Heavies
|difficulty = Hard
|notes = 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 = [https://www.youtube.com/watch?v=VQujBdMc5IM Video]
|checkedVersion = 1.24
}}
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > {{clr|S|6239S}} ▷ {{clr|2|2K}} > {{clr|4|6H}} > {{clr|2|236K}} WS ▷ {{clr|4|6H}} WB
|position = Corner
|damage = 208
|tensionGain = 25%
|worksOn = All
|difficulty = Very Hard
|notes = High damage punish route using TK Beta Blade. Very impractical but demonstrates how Chipp can maximize his damage. TK height will vary.
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > {{clr|S|6239S}} ▷ {{clr|2|2K}}, {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}}~{{clr|3|236S}} WS ▷ {{clr|4|6H}} WB
|position = Corner
|damage = 214
|tensionGain = 25%
|worksOn = Mids/Lights
|difficulty = Very Hard
|notes = High damage punish route using TK Beta Blade. Very impractical but demonstrates how Chipp can maximize his damage. TK height will vary.
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > {{clr|S|6237S}} ▷ microwalk forward > {{clr|S|c.S}} > {{clr|S|6238S}} ▷ {{clr|K|2K}} > {{clr|S|623S}} WS ▷ {{clr|H|6H}} WB
|position = Corner
|damage = 206 (PO)
|tensionGain = 30%
|worksOn = Potemkin
|difficulty = Very Hard
|notes = Max damage corner {{clr|S|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.
|checkedVersion = 1.24
}}
|-
|}
|}


==={{clr|H|5H}}/{{clr|H|6H}}/{{clr|H|2H}} Combos===
==={{clr|H|H}} Combos===
 
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"
{| class="wikitable sortable combotable"
! colspan="10" |'''{{clr|H|5H/2H/6H}} '''
|-
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|H|5H}} > {{clr|S|236S}}~{{clr|S|236S}}~({{clr|2|236K}})
|combo = {{clr|4|5H}}/{{clr|4|6H}} > {{clr|3|236S}}~{{clr|3|236S}}~({{clr|2|236K}})
|position = Anywhere
|position = Anywhere
|damage = 86 (108)
|damage = 86~116
|tensionGain = 25%
|worksOn = All
|worksOn = All
|difficulty = Very Easy
|difficulty = Very Easy
|notes = Ending with [[GGST/Chipp_Zanuff/Strategy#Kara_Cancel_Usage|kara-Banki Messai]] near the corner can break the wall for oki. Senshuu ender will only combo if the opponent is crouching.
|notes = Basic poke combo. Can combo into Senshuu for crouching hits.
|checkedVersion = 1.24
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|H|6H}} > {{clr|S|236S}}~{{clr|S|236S}}~{{clr|2|236K}}
|combo = {{clr|4|2H}} CH > {{clr|2|236K}} ▷ {{clr|3|c.S}} > dl {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} > 66 > {{clr|2|j.K(1)}} > {{clr|5|j.D}}
|position = Anywhere
|position = Midscreen
|damage = 116
|damage = 131
|tensionGain = 25%
|worksOn = All
|worksOn = All
|difficulty = Very Easy
|notes = Ending with [[GGST/Chipp_Zanuff/Strategy#Kara_Cancel_Usage|kara-Banki Messai]] near the corner can break the wall for oki.
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|H|2H}} > {{clr|K|236K}} > {{clr|K|j.K(1)}} > 66 > {{clr|H|j.H(2)}} > {{clr|S|j.623S}}
|position = Anywhere
|damage = 114
|tensionGain = 20%
|worksOn = All but Leo, Anji
|difficulty = Easy
|difficulty = Easy
|notes = Situational air-combo. {{clr|K|j.K}} whiffs on Leo, {{clr|H|j.H}} whiffs on Anji. May drop at max {{clr|H|2H}} range. Second hit of Beta Blade tends to drop dealing less damage.
|notes = Counterhit combo into BnB for when you won't reach the wall.
|checkedVersion = 1.24
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|H|2H}} > {{clr|K|236K}} > {{clr|S|j.S}} > 66 > {{clr|S|j.S}} > {{clr|S|j.623S}}
|combo = {{clr|4|2H}} CH > whiff {{Clr|3|236S}}, {{clr|3|c.S}} > {{clr|4|j.H}} > 66 > {{clr|4|j.H}} {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} WS, {{Clr|4|6H}} WB
|position = Anywhere
|position = Midscreen/Corner
|damage = 118
|damage = 206
|tensionGain = 20%
|worksOn = Medium/Heavy but Zato
|difficulty = Easy
|notes = Situational air-combo. {{clr|S|j.S}} whiffs on lights. May drop at max {{clr|H|2H}} range. Second hit of Beta Blade tends to drop dealing less damage.
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|6H}} > 66 > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|632146H}}/{{clr|1|236236P}}
|position = Anywhere
|damage = 206/211
|tensionGain = %
|worksOn = All
|worksOn = All
|difficulty = Easy
|notes = Easy and reliable CH punish combo that deals very good damage. {{clr|H|632146H}} for midscreen damage or {{clr|1|236236P}} in the corner for a wall break. Deals 178 using Banki Messai without a wall break.
|video = [https://youtu.be/aNlb5j5r-HE Video]
|recipePC = 85621
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|5H}} > {{clr|1|236P}}, {{clr|2|2K}}, {{clr|3|2S}} > {{clr|4|2H}} > dl {{clr|2|236K}} > {{clr|2|j.K(1)}} > ({{clr|2|j.K(1)}}) > {{clr|5|j.D}}
|position = Anywhere
|damage = 139
|tensionGain = -%
|worksOn = Mids/Lights
|difficulty = Medium
|difficulty = Medium
|video = [https://youtu.be/slIUUAIerAE Video]
|notes = Close range counterhit confirm that carries to the corner.
|notes = {{clr|4|5H}} counterhit combo that works from all but the closest ranges. {{clr|2|2K}} Pickup into BnB.
|video =
|checkedVersion = 1.24
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = CH {{clr|H|5H}} > {{clr|1|236P}}, {{clr|2|5K}} > jc > {{clr|2|j.K(1)}} > 66 > {{clr|4|j.H}} ▷ 66~{{clr|3|c.S}} > {{clr|4|6H}}
|combo = {{clr|4|6H}} CH, 66, {{Clr|3|c.S}} > {{clr|4|6H}}, 66,{{Clr|2|2K}} > {{clr|4|6H}} > {{clr|3|236S}}~{{clr|3|236S}}
|position = Anywhere
|position = Anywhere
|damage = 135 (Nago)
|damage = 160~167
|tensionGain = -%
|worksOn = Big Bodies
|difficulty = Medium
|video = [https://twitter.com/cl_smol_clown/status/1603355509314228225 Video]
|notes = {{clr|4|5H}} counterhit combo that works from max range. Microdash before {{clr|3|c.S}} lets {{clr|4|6H}} connect.
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|2H}} >  Wall Run Combo
|position = Corner
|damage = -
|tensionGain = -%
|worksOn = All
|worksOn = All
|difficulty = Medium
|difficulty = Medium
|notes = One of Chipp's best wall run starters. See the [[GGST/Chipp_Zanuff/Combos#Wall_Run_Combos| Wall Run Combo]] section for more info.
|notes = Counterhit combo that works anywhere. If Chipp doesn't reach the wall Resshou will whiff but Rokusai will still connect.
|checkedVersion = 1.24
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = CH {{clr|4|2H}} > {{clr|4|236H}} (whiff) > {{clr|2|2K}} > {{clr|4|6H}} > {{clr|2|236K}} > dl {{clr|5|j.D}} WS > {{clr|4|6H}} WB
|combo = {{clr|4|5H}}/{{clr|4|6H}} CH, {{clr|2|236K}}, {{clr|2|236K}}, 6, {{Clr|3|c.S}} > {{clr|4|6H}} WS, {{clr|4|6H}} WB
|position = Corner
|position = Corner
|damage = 184
|damage = 188~196
|tensionGain = 25%
|worksOn = All
|worksOn = All
|difficulty = Medium
|difficulty = Medium
|notes = Combo for salvaging a whiffed {{clr|4|236H}}. Useful when you get a counter-hit before a pressure reset with gamma blade. {{clr|2|2K}} connects from far away so this combo can work from a spaced {{clr|4|2H}}. Can reset with wall mix instead of splat.
|notes = Simple counterhit confirm into corner BnB.
|checkedVersion = 1.24
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = CH {{clr|4|2H}} > {{clr|3|236S}} (whiff) > {{clr|3|c.S}}/{{clr|2|5K}} > jc > {{clr|4|j.H}} > 66 > {{clr|4|j.H}} ▷ {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} WS > {{clr|4|6H}} WB
|combo = {{clr|4|6H}} CH, 66, {{Clr|3|c.S}} > {{clr|2|j.K(1)}} > 66 > dl {{Clr|4|j.H}} ▷ {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}}~{{clr|3|236S}} WS, {{Clr|4|6H}} WB
|position = Midscreen
|position = Midscreen/Corner
|damage = 206
|damage = 207
|tensionGain = 35%
|worksOn = All
|worksOn = All
|difficulty = Medium
|difficulty = Medium
|notes = Rekka whiff to cancel the recovery of {{clr|4|2H}}. Works well in the corner or mid-to-corner. A micro-dash after the whiff can help both hits of {{clr|4|j.H}} connect. Dash {{clr|2|5K}} allows Chipp to side swap before the jump cancel.
|notes = Counterhit confirm that carries to the corner.
|checkedVersion = 1.24
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = CH {{clr|H|6H}} > {{clr|K|236[K]}} > 3 > {{clr|H|j.H(2)}} > 66 > {{clr|H|j.H(2)}} {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|236S}}~{{clr|S|236S}} > WS > {{clr|H|6H}}
|combo = {{clr|4|6H}} CH, 66, {{Clr|3|c.S}} > {{clr|4|5H}}, 66, {{clr|3|c.S}} > {{clr|4|5H}}, 66~{{clr|3|2S}} > {{Clr|4|5H}} > {{clr|3|236S}} WS, {{clr|4|6H}} WB
|position = Corner
|position = Corner
|damage = 220
|damage = 217
|tensionGain = 40%
|worksOn = Light/Medium
|difficulty = Medium
|notes = High damage meterless corner {{clr|H|6H}} CH combo.
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|6H}} > 66 > {{clr|S|c.S}} > {{clr|K|j.K(1)}} > 66 > dl {{clr|H|j.H(2)}} ▷ {{clr|3|c.S}} > {{clr|H|6H}} > {{clr|S|236S}}~{{clr|3|236S}} > WS > {{clr|H|6H}}
|position = Midscreen to Corner
|damage = 207
|tensionGain = 45%
|worksOn = All
|worksOn = All
|difficulty = Medium
|difficulty = Medium
|notes = Less reliable on Light weights since {{clr|H|j.H}} tends to whiff without adjustments. Slight delay on {{clr|S|c.S}} jump cancel for lights/Zato. Backward jump cancel for Ino/Faust. Delay is needed for {{clr|4|j.H}} to connect both hits.
|notes = Easy version of Chipp's tumble loop.
|checkedVersion = 1.24
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = CH {{clr|H|6H}} > {{clr|S|c.S}} > {{clr|H|5H}} > 66~{{clr|S|2S}} > {{clr|H|5H}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|3|236S}} (whiff) ~{{clr|3|236S}} WS > {{clr|H|6H}} WB
|combo = {{clr|4|5H}} CH > {{Clr|1|236P}}, {{clr|2|2K}}, {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} > 66 > {{clr|2|j.K(1)}} > {{clr|5|j.D}}
|position = Corner
|position = Anywhere
|damage = 213
|damage = 139
|tensionGain = 40%
|worksOn = All
|worksOn = All
|difficulty = Hard
|difficulty = Hard
|notes = Corner DP punish route. Makes use of {{clr|H|5H}} tumble properties.
|notes = Max range counterhit conversion into BnB that side swaps.
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|6H}} > {{clr|K|236[K]}} > 3 > {{clr|H|j.H(2)}} ▷ {{clr|S|2S}} > {{clr|H|5H}} > 66 > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|S|236S}} > WS > {{clr|H|6H}}
|position = Corner
|damage = 207 (Leo)
|tensionGain = 45%
|worksOn = Heavy
|difficulty = Hard
|notes = High damage meterless corner {{clr|H|6H}} CH combo using {{clr|H|5H}} tumble.
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|6H}} > 66 > {{clr|S|c.S}} > {{clr|H|5H}} > 66 > {{clr|S|c.S}} > {{clr|H|6H}} > 66~{{clr|K|2K}} > {{clr|H|6H}} WS > {{clr|H|6H}} WB
|position = Corner
|damage = 216
|tensionGain = 45%
|worksOn = All
|difficulty = Hard
|notes = High damage {{clr|H|6H}} punish. somewhat tight timing on dash {{clr|K|2K}}
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|6H}} > {{clr|P|236[P]}} > 4 > {{clr|H|j.H}} > jc > {{clr|4|j.H}}, dl {{clr|2|j.K(1)}} ▷ {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > dl {{clr|K|j.K(1)}} ▷ 66 > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > ({{clr|5|j.D}}) WS ▷ {{clr|4|6H}} WB
|position = Corner
|damage = 202
|tensionGain = 40%
|worksOn = Mids/Heavies
|difficulty = Hard
|notes = {{clr|H|6H}} CH combo that carries to the opposite wall by stealing the corner. May need to add {{clr|5|j.D}} for heavies if {{clr|2|236K}} doesn't splat.
|video =  
|video =  
|checkedVersion = 1.24
|recipePC =  
}}
|recipePS =  
|-
|checkedVersion = 1.29
{{GGST-ComboTableRow
|combo = CH {{clr|H|6H}} > {{clr|P|236[P]}} > 4 > {{clr|H|j.H(2)}} > jc > {{clr|S|j.S}}, dl {{clr|S|j.S}} ▷  66 > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > {{clr|K|j.K(1)}} > 66 > {{clr|P|j.P}} > {{clr|P|j.P}} > {{clr|P|j.P}} > {{clr|S|j.623S}} WS ▷ {{clr|D|j.D}} WB
|position = Corner
|damage = 212 (Gio)
|tensionGain = 35%
|worksOn = Lights but Millia
|difficulty = Hard
|notes = {{clr|H|6H}} CH combo that carries to the opposite wall by stealing the corner. Against INO end with {{clr|P|5P}} instead of {{clr|S|623S}}. Drops on Millia
|video = [https://twitter.com/FGC_Elodad/status/1512943817212764166 Video]
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|6H}} > {{clr|P|236[P]}} > 4 > {{clr|H|j.H(2)}} ▷ 66 > {{clr|2|2K}}, {{clr|4|2H}} > {{clr|2|236K}} > dl {{clr|2|j.K(1)}} ▷ 66 > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > dl {{clr|3|236S}}~ dl {{clr|3|236S}} > WS > {{clr|4|6H}} WB
|position = Corner
|damage = 227 (Mil)
|tensionGain = 45%
|worksOn = Millia
|difficulty = Hard
|notes = Millia specific {{clr|H|6H}} CH combo that carries to the opposite wall by stealing the corner. {{clr|2|2K}} must hit very meaty to link {{clr|4|2H}}.
|video = [https://twitter.com/i/status/1519307887998296066 Video]
|checkedVersion = 1.24
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = CH {{clr|H|6H}} > 66 > {{clr|S|c.S}} > {{clr|H|6H}} > 66 > {{clr|K|2K}} > {{clr|H|6H}} > {{clr|S|236S}}~{{clr|S|236S}}~{{clr|K|236K}}~{{clr|P|P}}
|combo = {{clr|4|6H}} CH, 66, {{clr|3|c.S}} > {{clr|3|6237S}} ▷ 66~{{clr|3|c.S}} > {{clr|4|5H}}, {{clr|4|6H}} > {{clr|3|236S}}~{{clr|3|236S}} WS, {{clr|4|6H}} WB
|position = Midscreen
|damage = 219
|tensionGain = 45%
|worksOn = All
|difficulty = Hard
|notes = May not splat consistently at high wall or when farther than midscreen. ending with [[GGST/Chipp_Zanuff/Strategy#Kara_Cancel_Usage|kara-Banki Messai]] guarantees a wall break anywhere but the opposite corner.
|recipePC =
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|6H}} > 66 > {{clr|S|c.S}} > {{clr|3|6237S}} ▷ 66~{{clr|3|c.S}} > {{clr|4|5H}}, {{clr|4|6H}} > {{clr|3|236S}} (whiff)~{{clr|3|236S}} WS > {{clr|4|6H}} WB
|position = Corner
|position = Corner
|damage = 230
|damage = 230
|tensionGain = 45%
|worksOn = See Notes
|worksOn = See Notes
|video = [https://youtu.be/0v0_otd4EBk Video]
|difficulty =Very Hard
|difficulty = Very Hard
|notes = Confirmable TK Beta Blade punish combo for high wall health. Works on SO, KY, MA, CH, MI, GI, IN, JC, HA, BA, BR.
|notes = Practical TK Beta Blade punish combo - Best at high wall health. Micro dash after landing makes the combo more consistent across the cast. Works on SO, KY, MA, CH, MI, GI, IN, JC, HA, BA, BR.
|video =  
|recipePC =
|recipePC =  
|checkedVersion = 1.27
|recipePS =  
}}
|checkedVersion = 1.29
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|6H}} > 66 > {{clr|S|c.S}} > {{clr|H|5H}} > 66 > {{clr|S|c.S}} > {{clr|H|6H}} > 66~{{clr|H|5H}} > {{clr|S|236S}} (whiff)~{{clr|S|236S}} WS > {{clr|H|6H}} WB
|position = Corner
|damage = 221
|tensionGain = 45%
|worksOn = All
|difficulty = Very Hard
|notes = {{clr|H|6H}} punish using a 1f micro dash.
|recipePC =
|checkedVersion = 1.24
}}
}}
|}
|}


==={{clr|D|5D}}/{{clr|D|2D}} combos===
==={{clr|D|D}} Combos===
 
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"
{| class="wikitable sortable combotable"
! colspan="10" |'''{{clr|D|2D/5D}} '''
|-
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|D|2D}} > {{clr|S|236S}}~dl {{clr|S|236S}}
|combo = {{clr|5|2D}} > {{clr|3|236S}}~{{clr|3|236S}}
|position = Anywhere
|position = Anywhere
|damage = 74
|damage = 74
|tensionGain = 15%
|worksOn = All
|worksOn = All
|difficulty = Very Easy
|difficulty = Very Easy
|notes = Simple combo from a sweep. A slight on Rokusai delay makes this combo universal
|notes = Simple sweep combo
|checkedVersion = 1.24
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = CH {{clr|D|2D}} > {{clr|K|236K}}, {{clr|K|j.236K}} ▷ 6 > {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|H|6H}} WB
|combo = {{clr|5|2D}} CH, {{clr|3|2S}} > {{clr|4|2H}} > dl {{clr|2|236K}} > {{clr|2|j.K(1)}} > 66 > {{clr|2|j.K(1)}} > {{clr|5|j.D}}
|position = Corner
|position = Midscreen
|damage = 176
|damage = 119
|tensionGain = 25%
|worksOn = All
|difficulty = Easy
|notes = Counter hit sweep corner combo. Can set up mix in the corner
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|D|2D}} > {{clr|S|236S}}, 66~{{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|236K}} > {{clr|K|j.2K}} WS > {{clr|H|6H}} WB
|position = Corner
|damage = 180
|tensionGain = 25%
|worksOn = All
|worksOn = All
|difficulty = Medium
|difficulty = Medium
|notes = CH {{clr|D|2D}} combo for high wall HP. Inconsistent on Ky/Chaos.
|notes = Counterhit sweep into BnB. Delayed K Alpha cancel helps keep the combo consistent.
|video = [https://www.youtube.com/watch?v=UdYVRLYEOU8 Video]
|video =  
|checkedVersion = 1.24
|recipePC =  
}}
|recipePS =  
|-
|checkedVersion = 1.29
{{GGST-ComboTableRow
|combo = CH {{clr|D|5D}} > 66 > {{clr|S|c.S}} > {{clr|H|j.H(2)}} > 66 > {{clr|H|j.H(2)}} ▷ {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|H|6H}} WB
|position = Corner
|damage = 264
|tensionGain = 35%
|worksOn = All
|difficulty = Medium
|notes = Max RISC {{clr|D|5D}} combo. Delay the dash {{clr|S|c.S}} on lights so that all {{clr|H|j.H}} hits connect.
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|D|2D}} > {{clr|3|236S}}, {{clr|3|2S}} > {{clr|4|5H}}, 66~{{clr|3|c.S}} > {{clr|4|5H}}, 66~{{clr|4|5H}} > {{clr|3|236S}}(whiff)~{{clr|3|236S}} WS > {{clr|4|6H}} WB
|position = Corner
|damage = 189
|tensionGain = %
|worksOn = All
|difficulty = Hard
|notes = High damage corner route from sweep. Microdash needed to link {{clr|4|5H}} into {{clr|4|5H}}.
|checkedVersion = 1.28
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|D|2D}} > {{clr|3|236S}}, 66, {{clr|3|c.S}} > {{clr|3|6237S}}, ▷ {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} WS > {{clr|4|6H}} WB
|position = Corner
|damage = 197
|tensionGain = %
|worksOn = See Notes
|difficulty = Very Hard
|notes = Max damage sweep CH using TK Beta Blade. Works on  SO, KY, CH, MI, GI, IN, HA, BA, BR.
|checkedVersion = 1.28
}}
}}
|}
|}


===Charged {{clr|D|Dust}} combos===
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"
 
! colspan="10" |'''{{clr|D|5[D]}} '''
Combos following from a charged dust homing jump. All damage done on Ky for this section unless specified.
|-
{| class="wikitable sortable combotable"
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|D|5[D]}} > dl {{clr|D|j.D}} > {{clr|D|j.D}}
|combo = {{clr|5|5[D]}}~8, {{clr|5|j.D}} > {{clr|5|j.D}}
|position = Anywhere
|position = Anywhere
|damage = 140
|damage = 140
|tensionGain = 15%
|worksOn = All
|worksOn = All
|difficulty = Very Easy
|difficulty = Very Easy
|notes = Extremely simple dust combo. Good for beginners or when you expect a burst.
|notes = Extremely simple Dust combo to secure positive bonus.
|checkedVersion = 1.24
|video =  
}}
|recipePC =  
|-
|recipePS =  
{{GGST-ComboTableRow
|checkedVersion = 1.29
|combo = {{clr|D|5[D]}} > {{clr|D|j.D}} > {{clr|K|j.K(1)}} > jc {{clr|D|j.D}} > {{clr|K|j.K(1)}} > {{clr|D|j.D}} > {{clr|K|j.K(2)}} > {{clr|K|j.K}}
|position = Anywhere
|damage = 189
|tensionGain = 20%
|worksOn = All
|difficulty = Easy
|notes = Great damage and fairly simple to execute. Delay the first {{clr|D|j.D}} on Anji
|checkedVersion = 1.24
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|D|5[D]}} > {{clr|D|j.D}} > {{clr|K|j.K(1)}} > jc {{clr|D|j.D}} > {{clr|K|j.K(1)}} > {{clr|D|j.D}} > {{clr|K|j.K(1)}} > {{clr|D|j.D}} > {{clr|D|j.D}}
|combo = {{clr|5|5[D]}}~8, {{clr|5|j.D}} > {{clr|2|j.K(1)}} > 9jc > {{clr|5|j.D}} > {{clr|2|j.K(1)}} > {{clr|5|j.D}} > {{clr|2|j.K(1)}} > {{clr|5|j.D}} > {{clr|5|j.D}}
|position = Anywhere
|position = Anywhere
|damage = 194
|damage = 194
|tensionGain = 20%
|worksOn = All
|difficulty = Easy
|notes = Need to hit everything fairly fast. Delay the first {{clr|D|j.D}} on Anji
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|D|5[D]}} > dl {{clr|D|j.D}} > 66 {{clr|D|j.D}} > {{clr|S|j.S}} > 8jc {{clr|D|j.D}} > {{clr|P|j.P}} > {{clr|P|j.P}}
|position = Anywhere
|damage = 193
|tensionGain = 20%
|worksOn = All
|worksOn = All
|difficulty = Medium
|difficulty = Medium
|notes = Alternate charge dust route. Requires slight delay before first {{clr|D|j.D}}
|notes = Universal Dust combo that deals excellent damage.
|checkedVersion = 1.24
|video =  
}}
|recipePC =  
|-
|recipePS =  
{{GGST-ComboTableRow
|checkedVersion = 1.29
|combo = {{clr|D|5[D]}} > dl {{clr|D|j.D}} > {{clr|S|j.S}} > 9jc > {{clr|D|j.D}} > {{clr|P|j.P}} > {{clr|D|j.D}} > {{clr|K|j.K(1)}} > {{clr|D|j.D}}
|position = Anywhere
|damage = 204
|tensionGain = 20%
|worksOn = All
|difficulty = Hard
|notes = High damage dust combo. Slight delay before first {{clr|D|j.D}}. Delay longer on Potemkin, Faust. Minimal delay for Anji, Baiken
|video = [https://www.youtube.com/watch?v=usbLZKxtcao Video]
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|D|5[D]}} > FD > dl {{clr|D|j.D}} > 9jc > {{clr|D|j.D}}, {{clr|D|j.D}}, {{clr|D|j.D}}, {{clr|D|j.D}}  > {{clr|P|j.P}} > {{clr|P|j.P}}
|position = Anywhere
|damage = 213
|tensionGain = 20%
|worksOn = All but Baiken
|difficulty = Very Hard
|notes = FD fast-fall to start the combo. All {{clr|D|j.D}} must be links. Can end with {{clr|D|j.D}} > {{clr|D|j.D}} instead of {{clr|P|j.P}} > {{clr|P|j.P}} on May, Axl, Pot, Faust, Millia, Zato, Leo, Nago, Gio, Gold for more damage
|video = [https://www.youtube.com/watch?v=BTVAbda9jXw Video]
|checkedVersion = 1.24
}}
}}
|}
|}


===Jump-in Starters===
===Wall Run Combos===
 
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"
Damage tested on Ky unless otherwise specified.
! colspan="3" |'''Wall Run Starters'''
{| class="wikitable sortable combotable"
{{GGST-ComboTableHeader}}
|-
|-
{{GGST-ComboTableRow
! Starter !! Notes !! Video
|combo = {{clr|K|j.2K}} ▷ {{clr|K|2K}} > {{clr|D|2D}} > ({{clr|S|236S}}~{{clr|S|236S}})
|position = Anywhere
|damage = ~65 (~93)
|tensionGain = 18%
|worksOn = All
|difficulty = Easy
|notes = Universal {{clr|2|j.2K}} jump in route. Be careful if the last hit of {{clr|2|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 {{clr|2|j.2K}} hits.
|checkedVersion = 1.24
}}
|-
|-
{{GGST-ComboTableRow
| <code> {{clr|4|2H}} CH > {{clr|1|236[P]}} >... </code>
|combo = {{clr|S|j.S}} > {{clr|D|j.D}} ▷ {{clr|K|2K}} > {{clr|D|2D}}
| Optimal starter.</br> Enables extremely high meterless damage.
|position = Anywhere
| -
|damage = 87
|tensionGain = 16%
|worksOn = All
|difficulty = Easy
|notes = Useful for when {{clr|3|j.S}} hits high
|checkedVersion = 1.24
}}
|-
|-
{{GGST-ComboTableRow
| <code> ({{clr|3|236S}})~{{clr|3|236S}} > 88RRC >... </code>
|combo = {{clr|S|j.S}} > {{clr|D|j.D}} {{clr|3|2S}} > {{clr|4|2H}} > {{clr|5|j.D}}
| Decent option from rekka pressure leading to a scaled combo.</br> Best when confirming off the Rokusai hit.
|position = Anywhere
| -
|damage = 123
|tensionGain = 16%
|worksOn = All
|difficulty = Easy
|notes = Hit confirm for high hitting {{clr|3|j.S}}.
|checkedVersion = 1.24
}}
|-
|-
{{GGST-ComboTableRow
| <code> {{clr|3|236S}}{{clr|2|236K}} > 88RRC >... </code>
|combo = {{clr|H|j.H}} {{clr|K|2K}} > {{clr|D|2D}} > ({{clr|S|236S}}~{{clr|S|236S}})
| {{tt|Kara-Senshuu starter|Kara-cancelling the startup of Resshou into Sensuu}}, '''DOES NOT''' work from rekka pressure.</br> Leads to a scaled combo.
|position = Anywhere
| -
|damage = 68 (96)
|tensionGain = 19%
|worksOn = All
|difficulty = Easy
|notes = Universal {{clr|4|j.H}} jump in route. Lenient timing as j.H hits twice. Can trade oki for damage by ending with rekka.
|checkedVersion = 1.24
}}
|-
|-
{{GGST-ComboTableRow
| <code> {{clr|2|6K}} > 88RRC >... </code>
|combo = {{clr|D|j.D}} ▷ {{clr|K|2K}} > {{clr|D|2D}} > ({{clr|S|236S}}~{{clr|S|236S}})
| Slow but strong starter with meter.
|position = Anywhere
| -
|damage = 73 (101)
|tensionGain = 20%
|worksOn = All
|difficulty = Medium
|notes = Universal {{clr|5|j.D}} jump in route. Must hit {{clr|5|j.D}} deep to combo. Can trade oki for damage by ending with rekka.
|checkedVersion = 1.24
}}
|-
|-
{{GGST-ComboTableRow
| <code> {{clr|5|5D}} > 88RRC >... </code>
|combo = {{clr|D|j.D}} ▷ {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > {{clr|D|j.D}} WS > 66 {{clr|D|j.D}} WB
| Fast starter that damages the wall. </br> Only allows short Wall Runs and scales the combo.
|position = Near corner
| -
|damage = 174
|tensionGain = 21%
|worksOn = All but Leo, Faust
|difficulty = Medium
|notes = {{clr|5|j.D}} has to hit very deep
|checkedVersion = 1.24
}}
|-
|-
{{GGST-ComboTableRow
|combo = Wall run cancel > {{clr|S|j.S}} ▷ {{clr|S|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} > 66 > {{clr|5|j.D}}
|position = Corner
|damage = 114
|tensionGain = 23%
|worksOn = All
|difficulty = Medium
|notes = Low wall run cancel {{clr|3|j.S}} mixup after {{clr|1|236[P]}} (drop down with 2)
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = Wall run cancel > {{clr|P|j.P}} > {{clr|P|j.P}} ▷ {{clr|K|5K}} > {{clr|D|2D}} > ({{clr|P|236P}})
|position = Corner
|damage = 54 (65)
|tensionGain = 14%
|worksOn = All
|difficulty = Medium
|notes = Double overhead wall run cancel mixup. {{clr|1|236P}} for the sideswitch.
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|j.H}} ▷ 66~{{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > dl {{clr|K|j.K(1)}} ▷ 66~{{clr|S|2S}} > {{clr|H|2H}} > {{clr|2|236K}} > {{clr|2|j.K(2)}} WS > {{clr|H|6H}} WB
|position = Cornered
|damage = 171
|tensionGain = 35%
|worksOn = all
|difficulty = Hard
|notes = CH {{clr|H|j.H}} combo that can reach the corner from anywhere on the screen. May change depending on how many hits of {{clr|H|j.H}} connect / distance to wall
|video =
|checkedVersion = 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.
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"
 
! colspan="10" |'''Wall Run Combos'''
Some common starters are:
|-
:<code> CH {{clr|4|2H}} > {{clr|1|236[P]}} > ... </code>
:<code> {{clr|2|6K}} > 88RRC > ... </code>
:<code> ({{clr|3|236S}})~{{clr|3|236S}} > 88RRC > ... </code>
 
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.
 
 
{| class="wikitable sortable combotable"
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|K|6K}} > 88RRC > 66 > ({{clr|S|w.S}}), {{clr|S|w.S}}, {{clr|S|w.S}}, {{clr|S|w.S}}, {{clr|S|w.S}} > {{clr|H|w.6H}} WS > {{clr|H|w.6H}} WB
|combo = STARTER > {{clr|3|w.S}}, {{clr|3|w.S}}, {{clr|3|w.S}}, {{clr|3|w.S}} > ({{clr|3|w.S}}) > {{Clr|4|w.6H}} WS, {{clr|4|w.6H}} WB
|position = Corner
|damage = 205
|tensionGain = 6%
|worksOn = All
|difficulty = Medium
|notes = The most basic wall run combo from {{clr|K|6K}} overhead. Large characters may let you get an additional {{clr|S|w.S}}. Good damage at almost any wall health.
|video = [https://youtu.be/ed04DzT5irE Video]
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|K|6K}} > 88RRC > 66 > {{clr|S|w.S}} > {{clr|H|w.H}}, {{clr|H|w.H}}, {{clr|H|w.6H}}, {{clr|S|w.S}} > {{clr|H|w.6H}} WS > {{clr|H|w.6H}} WB
|position = Corner
|position = Corner
|damage = 228
|damage = 168~225
|tensionGain = 6%
|worksOn = All
|worksOn = All
|difficulty = Medium
|difficulty = Medium
|notes = Wall run combo from {{clr|K|6K}} overhead. Deals good damage at max wall health but deals less damage than {{clr|S|w.S}}x4 routes at lower wall health due to the early stick (192 damage).
|notes = Most basic wall run combo. Ideal for when the wall has taken damage. Can connect an extra {{clr|3|w.S}} on big bodies.
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|2H}} > {{clr|P|236[P]}} > {{clr|S|w.S}} > {{clr|H|w.H}}, {{clr|H|w.H}}, {{clr|H|w.6H}}, {{clr|S|w.S}} > {{clr|H|w.6H}} WS > {{clr|H|w.6H}} WB
|position = Corner
|damage = 247
|tensionGain = 40%
|worksOn = All
|difficulty = Hard
|notes = High damage meterless wall run from a {{clr|H|2H}} counter-hit. Both hits of {{clr|H|w.H}} should be at max range or else {{clr|S|w.S}} may whiff.
|video = [https://www.youtube.com/watch?v=XJ-hoyJICCU Video]
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|2H}} > {{clr|P|236[P]}} > {{clr|S|w.S}}, {{clr|S|w.S}}, {{clr|H|w.6H}}, {{clr|H|w.6H}}, {{clr|S|w.S}}, {{clr|H|w.H}}, {{clr|H|6H}} WS > {{clr|H|w.6H}} WB
|position = Corner
|damage = 259
|tensionGain = 45%
|worksOn = All but May
|difficulty = Hard
|notes = Max damage meterless wall run from a {{clr|H|2H}} counter-hit. Requires high wall health. First {{clr|4|w.6H}} bust be timed to hit meaty.
|checkedVersion = 1.24
}}
|-
 
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > 66FRRC > {{clr|P|236[P]}} > {{clr|S|w.S}} > {{clr|H|w.H}}, {{clr|H|w.6H}}, {{clr|K|w.K}}, dl {{clr|H|w.6H}} WS > {{clr|D|j.D}} WB
|position = Corner
|damage = 235
|tensionGain = 15%
|worksOn = All
|difficulty = Hard
|notes = Wall run combo for using FRRC for reduced meter cost. {{clr|S|w.S}} instead of {{clr|K|w.K}} for extra damage against large characters
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|2H}} > {{clr|P|236[P]}} > {{clr|S|w.S}} > {{clr|H|w.H}}, {{clr|H|w.H}}, {{clr|H|w.6H}} > 4 > dl {{clr|K|j.236K}} ▷ {{clr|S|c.S}} > {{clr|H|6H}} > dl {{clr|P|236236P}} WB
|position = Corner
|damage = 253
|tensionGain = ~45%
|worksOn = All
|difficulty = Hard
|notes = A universal metered combo that sets up an overdrive wall break. The timing for dl {{clr|K|236K}} is tighter on lightweights. Requires high wall health.
|video = [https://www.youtube.com/watch?v=d9-XeZZRBao Video]
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|K|6K}} > 88RRC > 66 > {{clr|S|w.S}} > {{clr|H|w.H}}, {{clr|H|w.H}}~4, dl 7 > dl {{clr|K|j.K(1)}} > {{clr|K|j.236K}} ▷ {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|H|6H}} WB
|position = Corner
|damage = 193
|tensionGain = 5%
|worksOn = All
|difficulty = Hard
|notes = Wall run combo that returns to the ground for a wall break or [[GGST/Chipp_Zanuff/Strategy#Wall_Run_Resets_.26_Oki| Wall Run Mix]]. Second hit of {{clr|K|j.K}} will cause the combo to drop even if the first hit whiffs.
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = ~{{clr|K|236K}} > RRC > dl {{clr|4|j.H}} whiff ▷ 66 > {{clr|2|w.K}}, {{clr|3|w.S}}, {{clr|3|w.S}} > {{clr|4|w.H}}, {{clr|4|w.6H}} WS > {{clr|4|w.6H}} WB
|position = Corner
|damage = 202
|tensionGain = 15%
|worksOn = All
|difficulty = Hard
|notes = Wall run combo from Senshuu overhead. Whiffing {{clr|4|j.H}} allows Chipp to act sooner after landing which makes the combo universal. Excellent for low wall health confirms.
|video = [https://twitter.com/TheSSF123/status/1565934941103349760?s=20&t=-k1XIvmzi0K4tZxzR8w7GQ Video]
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|S|63214S}} > RRC > dl {{clr|P|236[P]}} > {{clr|S|w.S}} > {{clr|H|w.H}}, {{clr|H|w.6H}}, {{clr|K|w.K}} > dl {{clr|H|w.6H}}
|position = Corner
|damage = 206
|tensionGain = 10%
|worksOn = All
|difficulty = Hard
|notes = High wall health command grab into wall run. Delay timings vary between characters.
|video = [https://www.youtube.com/watch?v=MPSwdOYzo_s Video]
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}}, BRC > {{clr|3|j.S}} > {{clr|1|j.236[P]}} > {{clr|2|w.K}}, {{clr|3|w.S}}, {{clr|3|w.S}}, {{clr|3|w.S}} > {{clr|4|w.6H}} WS > {{clr|H|w.6H}} WB
|position = Midscreen
|damage = 201
|tensionGain = 25%
|worksOn = All
|difficulty = Hard
|notes = Wall run from a mid-to-corner BnB using BRC slowdown
|video =  
|video =  
|checkedVersion = 1.24
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = FBRC > {{clr|4|2H}} > {{clr|1|236[P]}} > {{clr|2|w.K}}, {{clr|3|w.S}} > dl {{clr|4|5H}}, {{clr|4|6H}}, {{clr|3|w.S}} > {{clr|4|6H}} WS > {{clr|4|6H}} WB
|combo = STARTER > {{clr|3|w.S}}, {{clr|4|w.H}}, {{clr|4|w.H}}, {{clr|4|w.6H}}, {{clr|3|w.S}} > {{clr|4|w.6H}} WS, {{clr|4|w.6H}} WB
|position = Corner
|position = Corner
|damage = 232
|damage = 214~247
|tensionGain = 25%
|worksOn = All
|worksOn = All
|difficulty = Hard
|difficulty = Hard
|notes = 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.
|notes = High wall health route. Splats early when the wall is damaged making it worse than the <code>{{clr|3|w.S}} x4</code> route.
|video =  
|video =  
|checkedVersion = 1.24
|recipePC =  
}}
|recipePS =  
|-
|checkedVersion = 1.29
{{GGST-ComboTableRow
|combo = {{clr|D|4D(2)}} > 66FRRC > {{clr|P|j.236[P]}} > {{clr|S|w.S}} > {{clr|H|w.H}} > {{clr|H|w.6H}} > {{clr|S|w.S}} > {{clr|H|w.6H}} WS > {{clr|H|w.6H}} WB
|position = Corner
|damage = 199
|tensionGain = 25%
|worksOn = All but May, Jack-O, Test
|difficulty = Hard
|notes = Throw combo using FRRC slowdown. Must throw a cornered opponent away from the wall and FRRC after second hit of the throw.
|video = [https://twitter.com/TheSSF123/status/1536055848962822146?t=d5qxmZ2-ozRCgdsy7BJdZw&s=19 Video]
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|D|4D(2)}} > 66FRRC > {{clr|P|j.236[P]}} > {{clr|K|w.K}} > {{clr|S|w.S}} > {{clr|H|w.6H}} > {{clr|S|w.S}} > {{clr|H|w.6H}} WS > {{clr|H|w.6H}} WB
|position = Corner
|damage = 188
|tensionGain = 20%
|worksOn = Jack-O, Test
|difficulty = Hard
|notes = 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 = [https://twitter.com/TheSSF123/status/1536055848962822146?t=d5qxmZ2-ozRCgdsy7BJdZw&s=19 Video]
|checkedVersion = 1.24
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|D|4D(2)}} > 66FRRC > {{clr|P|j.236[P]}} > {{clr|K|w.K}} > {{clr|S|w.S}} > {{clr|H|w.H}} > {{clr|H|w.6H}} WS > {{clr|H|w.6H}} WB
|combo = {{clr|3|236S}}{{clr|2|236K}} > dl 66PRC > {{clr|4|j.H}} > jc > {{clr|3|j.S}} > jc > {{clr|3|j.S}}, dl {{clr|5|j.D}} ▷ 66, {{clr|2|w.K}}, {{clr|3|w.S}} > {{clr|4|w.H}} > {{clr|4|w.6H}} WS, {{clr|4|w.6H}} WB
|position = Corner
|position = Corner
|damage = 172
|damage = 217
|tensionGain = 10%
|worksOn = All but Chipp
|worksOn = All but Chipp
|difficulty = Hard
|difficulty = Hard
|notes = 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 {{clr|3|w.S}} on big bodies. Must be very close to the corner to work. Needs a slight delay after the FRRC - cannot be buffered.
|notes = High damage Wall Run conversion from kara-Senshuu overhead.
|video =  
|video =  
|checkedVersion = 1.24
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =AA CH (66)~{{clr|3|c.S}} > {{clr|P|236[P]}} > {{clr|2|w.K}}, {{clr|3|w.S}} > {{clr|4|w.6H}}, {{clr|4|w.6H}}, {{clr|3|w.S}} > {{clr|4|w.H}}, {{clr|4|w.6H}} WS > {{clr|4|w.6H}}
|combo = STARTER > {{clr|3|w.S}}, {{clr|3|w.S}} > {{clr|4|w.6H}}, {{clr|4|w.6H}}, {{clr|3|w.S}} > {{clr|4|w.6H}} WS, {{clr|4|w.6H}} WB
|position = Corner
|position = Corner
|damage = 268
|damage = 233~255
|tensionGain = 45%
|worksOn = All
|worksOn = All
|difficulty = Very Hard
|difficulty = Very Hard
|notes = Optimal wall run that is best suited for DP punishes. Must CH the opponent in the air. {{clr|3|c.S}} > {{clr|4|2H}} can also work to trade damage for stability. Deadly when RISC is high.
|notes = Optimal Wall Run combo for High wall health. {{clr|4|w.6H}} must be timed meaty to link into itself.
|video =  
|video =  
|checkedVersion = 1.24
|recipePC =  
}}
|recipePS =  
|-
|checkedVersion = 1.31
{{GGST-ComboTableRow
|combo = CH {{clr|H|2H}} > {{clr|P|236[P]}} > {{clr|S|w.S}}, {{clr|S|w.S}}, {{clr|S|w.S}}, {{clr|S|w.S}} > dl 4 > {{clr|H|j.H(2)}} > {{clr|S|j.623S}} > 66FRRC > {{clr|H|j.H(2)}}, {{clr|S|j.S}} > {{clr|S|j.623S}} WS ▷ {{clr|H|6H}} WB
|position = Corner
|damage = 222
|tensionGain = 35%
|worksOn = All
|difficulty = Very Hard
|notes = Flashy corner to corner combo. Not practical but demonstrates how Chipp can avoid a wall splat to extend a combo.
|checkedVersion = 1.24
}}
}}
|}
|}


===Air-Hit / Anti-Air combos===
===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.
{| class="wikitable sortable combotable"
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = {{clr|P|6P}} CH > {{clr|S|236S}}
|position = Anywhere
|damage = 49
|tensionGain = 10%
|worksOn = All
|difficulty = Very Easy
|notes = Basic, universal {{clr|P|6P}} anti-air confirm.
|checkedVersion = 1.24
}}


{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"
! colspan="3" |'''Anti-air Combos'''
|-
|-
{{GGST-ComboTableRow
! Combo !! Notes !! Video
|combo = AA {{clr|K|5K}} > jc > {{clr|K|j.K}} > 66 > dl {{clr|H|j.H}} ▷ {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}}
|position = Anywhere
|damage = 92
|tensionGain = %
|worksOn = Universal
|difficulty = Easy
|notes = {{clr|2|5K}} Anti-air confirm. {{clr|3|2S}} pickup into BnB.
|checkedVersion = 1.24
}}
|-
|-
{{GGST-ComboTableRow
| <code> AA {{clr|1|5P}}, 66, ...</code>
|combo = AA {{clr|P|5P}} > 66 > {{clr|K|2K}}, {{clr|S|2S}}/{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|4|236H}}
| Quick anti-air jab.</br> Confirm and chase into BnB.
|position = Anywhere
| -
|damage = 73/78
|tensionGain = 18%
|worksOn = All
|difficulty = Easy
|notes = On coutnerhit Chipp can skip {{clr|2|2K}} and pick up directly into a BnB.  
|checkedVersion = 1.24
}}
|-
|-
{{GGST-ComboTableRow
| <code> AA {{clr|1|6P}} > {{clr|3|236S}}/{{clr|1|236P}}</code>
|combo = AA {{clr|P|5P}}/{{clr|2|5K}} > {{clr|H|6H}}, {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} WS ▷ {{clr|4|6H}} WB
| Unfortunately {{clr|1|6P}} does not convert into any useful combo.</br> Near the corner it is possible to use rekka wall bounce to extend.
|position = Corner
| -
|damage = 158
|tensionGain = 20%
|worksOn = All
|difficulty = Easy
|notes = Useful when trying to catch jump-outs.
|checkedVersion = 1.24
}}
|-
|-
{{GGST-ComboTableRow
| <code> AA {{clr|2|5K}}/{{clr|3|c.S}} > jc > {{clr|2|j.K(1)}} > 66 > dl {{clr|4|j.H}} ▷...</code>
|combo = AA {{clr|H|2H}} > {{clr|K|236K}} ▷ {{clr|K|5K}} > {{clr|H|6H}} > ({{clr|1|236P}} OTG)
| Confirm and jump cancel to combo into BnB</br>  Extremely common starter against back dash or jump outs.  
|position = Anywhere
| -
|damage = 98 (111)
|tensionGain = 20%
|worksOn = All
|difficulty = Easy
|notes = Works best when {{clr|4|2H}} hits high. If Chipp is too close he may swap sides. {{clr|1|236P}} OTG gives good advantage and hits same-side except near the corner.
|checkedVersion = 1.24
}}
|-
|-
{{GGST-ComboTableRow
| <code> AA {{clr|1|j.P}} > {{clr|1|j.P}}, {{clr|3|j.S}} ▷...</code>
|combo = AA {{clr|H|2H}} > {{clr|K|236K}} {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|H|236H}}
| Confirmable air-to-air that works well while rising </br> Land and combo into a BnB.
|position = Anywhere but corner
| -
|damage = 120
|tensionGain = 25%
|worksOn = All
|difficulty = Easy
|notes = Anti air route into BnB. works at all heights for lights. Medium/heavy must be high in the air.
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|P|6P}} > {{clr|3|236S}} > 66 > {{clr|2|2K}} > {{clr|4|6H}} > {{clr|2|236K}} WS ▷ {{clr|4|6H}} WB
|position = Near Corner
|damage = 167
|tensionGain = 25%
|worksOn = All
|difficulty = Medium
|notes = Full combo using wall bounce from Resshou
|checkedVersion = 1.24
}}
|-
|-
|}


{{GGST-ComboTableRow
===Jump-In Combos===
|combo = AA CH {{clr|3|c.S}} > {{clr|5|5[D]}}, 66 > {{clr|3|c.S}} > jc > {{clr|2|j.K(1)}} > 66 > dl {{clr|4|j.H}} ▷ {{clr|3|2S}} > {{Clr|4|2H}} > {{Clr|3|236S}}~{{clr|2|236K}} WS > {{Clr|4|6H}} WB
|position = Midscreen
|damage = 216
|tensionGain = 45%
|worksOn = All
|difficulty = Medium
|notes = Optimal DP punish combo. Hitting {{clr|3|c.S}} as close as possible and as high as possible helps Chipp dash link {{clr|3|c.S}} after {{clr|5|5[D]}}.  Works anywhere where Chipp will reach the corner. Works on all but is most suitable for heavies like Leo.
|video = [https://www.youtube.com/watch?v=okrVwWvVKaY Video]
|checkedVersion = 1.24
}}


{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"
! colspan="3" |'''Anti-air Combos'''
|-
! Combo !! Notes !! Video
|-
|-
 
| <code> {{clr|2|j.2K}} ▷ {{Clr|2|2K}} > {{Clr|5|2D}}</code>
{{GGST-ComboTableRow
| Knockdown from successful {{clr|2|j.2K}}
|combo = AA CH {{clr|3|c.S}} > jc > {{clr|3|j.S}} > {{clr|4|j.H}} > 66 > {{clr|4|j.H}} ▷ {{clr|3|c.S}} > {{Clr|4|6H}} > {{Clr|3|236S}}~dl {{clr|3|236S}} WS > {{Clr|4|6H}} WB
| -
|position = Midscreen
|damage = 221
|tensionGain = 45%
|worksOn = Mids/Lights
|difficulty = Medium
|notes = Optimal DP punish combo. Dash momentum on {{clr|3|c.S}} can help Chipp connect all {{clr|4|j.H}} hits. Works anywhere where Chipp will reach the corner. Most suitable for mid-weights like Sol.
|video = [https://youtu.be/okrVwWvVKaY?t=13 Video]
|checkedVersion = 1.24
}}
 
|-
|-
 
| <code> {{clr|3|j.S}}/{{clr|4|H}}/{{clr|5|D}} {{Clr|2|5K}} > {{Clr|5|2D}}</code>
{{GGST-ComboTableRow
| Combo that leads into sweep </br> Best after landing a jump-in that is spaced, or after a cross-up.
|combo =  AA CH {{clr|3|c.S}} > {{clr|5|5[D]}}, 66 > {{clr|3|c.S}} > jc > {{clr|2|j.K(1)}} > 66 > dl {{clr|4|j.H}} {{clr|3|c.S}} > {{Clr|4|6H}} > {{Clr|3|236S}}~{{clr|3|236S}} WS > {{Clr|4|6H}} WB
| -
|position = Near corner
|damage = 224
|tensionGain = 45%
|worksOn = Mids/Lights
|difficulty = Medium
|notes = Optimal DP punish combo when closer to the corner. Hitting {{clr|3|c.S}} as close as possible and as high as possible helps Chipp dash link {{clr|3|c.S}} after {{clr|5|5[D]}}. Most suitable for mid-weights like Sol.
|video = [https://youtu.be/okrVwWvVKaY?t=24 Video]
|checkedVersion = 1.24
}}
 
|-
|-
 
| <code> {{clr|3|j.S}}/{{clr|4|H}}/{{clr|5|D}} ▷ {{Clr|3|c.S/2S}} >...</code>
{{GGST-ComboTableRow
| High reward option when hitting a deep jump-in </br> Land and combo into a BnB.
|combo = AA {{clr|K|5K}} > jc > {{clr|K|j.K(1)}} > 66 > dl {{clr|H|j.H}}/{{clr|3|j.S}} ▷ {{clr|S|c.S}}/{{clr|3|2S}} > {{clr|H|2H}} > {{clr|K|236K}}
| -
|position = Anywhere
|damage = ~81-94
|tensionGain = 23%
|worksOn = All
|difficulty = Medium
|notes = {{clr|2|5K}} AA confirm into BnB. Use ender of choice after {{clr|2|K}} Alpha.
|checkedVersion = 1.24
}}
|-
|-
{{GGST-ComboTableRow
| <code> CH {{clr|3|j.S}}/{{clr|4|H}}/{{clr|5|D}} ▷ {{Clr|3|c.S/2S}} >...</code>
|combo = AA CH {{clr|H|2H}} > (whiff) {{clr|S|236S}}, 66~{{clr|S|c.S}} > jc > {{clr|H|j.H(2)}} > 66 > {{clr|H|j.H(2)}} ▷ {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|236S}} WS > {{clr|H|6H}} WB
| Counter hit option that works from any height </br> Land and combo into a BnB.
|position = Into corner
| -
|damage = 206
|tensionGain = 40%
|worksOn = All
|difficulty = Hard
|notes = Counter hit anti-air route. {{clr|S|c.S}} should be done underneath as they fall which may require a micro-dash.
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = AA CH {{clr|H|5H}} > 66 > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}}, {{clr|2|j.236K}} ▷ 6 > {{clr|3|c.S}} > {{clr|4|6H}} WS > {{Clr|4|6H}} WB
|position = Into corner
|damage = 192
|tensionGain = 40%
|worksOn = All
|difficulty = Hard
|notes = 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.
|checkedVersion = 1.24
}}
|-
|-
|}
|}


===Air-to-Air Starters===
===Metered Combos===


Combos starting from an airborne confirm on an airborne opponent. Damage tested on Ky unless otherwise specified.
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"
{| class="wikitable sortable combotable"
! colspan="3" |'''Metered Combos'''
{{GGST-ComboTableHeader}}
|-
|-
{{GGST-ComboTableRow
! Combo !! Notes !! Video
|combo = Air to Air {{clr|2|j.K(1)}} > 66 > dl {{clr|3|j.S}}/{{clr|4|j.H(1)}} > jc > {{clr|2|j.K(1)}} > {{clr|2|j.236K}}
|position = Midscreen
|damage = 58/65
|tensionGain = 5%
|worksOn = All
|difficulty = Medium
|notes = Back up combo for when {{clr|3|j.S}}/{{clr|4|j.H}} side swap. Can extend the combo after {{clr|2|j.236K}} or continue pressure. Can be tricky to confirm the side swap.
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = Air to Air {{clr|2|j.K(1)}} > 66 > dl {{clr|3|j.S}}/{{clr|4|j.H}} ▷ {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}}
|position = Anywhere
|damage = 90/92
|tensionGain = 15%
|worksOn = All
|difficulty = Medium
|notes = Air-to-Air combo that works best at max {{clr|2|j.K}} range. Tends to side-swap at closer ranges. Combo into BnB.
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = Air to Air {{clr|1|j.P}} > {{clr|1|j.P}}, {{clr|3|j.S}}/{{clr|4|j.H}} ▷ {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} > 66 > {{clr|5|j.D}}
|position = Anywhere but corner
|damage =96/103
|tensionGain = 23%
|worksOn = All
|difficulty = Medium
|notes = Consistent/flexible Rising air-to-air into BnB. Using {{clr|1|j.P}} twice keeps the combos consistent in case of a counter hit.
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = Air to Air {{clr|2|j.K(1)}} > 66 > dl {{clr|4|j.H(1)}} ▷ {{clr|3|c.S}}/{{clr|3|2S}} > {{clr|4|2H}} > dl {{clr|3|236S}} > {{clr|2|2K}} > {{clr|4|6H}} WS > {{clr|4|6H}} WB
|position = Midscreen to Corner
|damage = 161
|tensionGain = 25%
|worksOn = All
|difficulty = Medium
|notes = Rewarding air-to-air combo from max range {{clr|2|j.K}}. Tends to side swap at closer ranges.
|checkedVersion = 1.24
}}
|-
|-
{{GGST-ComboTableRow
| <code> Starter > ({{clr|3|236S}})~{{clr|3|236S}} > RC >... </code>
|combo = Air to Air {{clr|2|j.K(1)}} > 66 > dl {{clr|3|j.S}}/{{clr|4|j.H}} ▷ {{clr|3|c.S}} > {{clr|2|j.K(1)}} > 66 > {{clr|4|j.H}} ▷ {{clr|3|c.S}}/{{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} WS > {{clr|4|6H}} WB
| Basic metered conversion from Chipp's rekka. </br> Extend into BnB or setup.
|position = Midscreen to Corner
| -
|damage = 161/168
|tensionGain = 25%
|worksOn = All
|difficulty = Hard
|notes = Air-to-air loop combo with excellent corner carry. works best at max {{clr|2|j.K}} range. Tends to side-swap at closer ranges.
|checkedVersion = 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.
{| class="wikitable sortable combotable"
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = {{clr|D|4/6D}} > RRC > {{clr|2|j.236K}} ▷ {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}}
|position = Anywhere
|damage = 104
|tensionGain = 10%
|worksOn = All
|difficulty = [2] {{clr|2| Easy}}
|notes = Easy throw combo that works anywhere. Swaps sides.
|checkedVersion = 1.24
}}
|-
|-
{{GGST-ComboTableRow
| <code> ({{clr|3|236S}})~{{clr|2|236K}} > RC >... </code>
|combo = {{clr|D|4/6D(2)}} > 66PRC > {{clr|H|j.H(2)}} > 66 > {{clr|H|j.H}} ▷ {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|236H}} WS > {{clr|H|6H}} WB
| RC into BnB or setup.</br>Fast RC can create quick overheads for pressure.  
|position = Corner
| -
|damage = 164
|tensionGain = 5%
|worksOn = All
|difficulty = Medium
|notes = 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 {{clr|H|j.H}} for Leo/Nago/Anji {{clr|4|(harder)}}.
|checkedVersion = 1.24
}}
|-
|-
{{GGST-ComboTableRow
| <code> {{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} > {{clr|5|236D}} >... </code>
|combo = {{clr|D|4/6D}} > 66FRRC > {{clr|K|j.2K}} (whiff) ▷ {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} WS > {{clr|H|6H}} WB
| Basic Wild Assault extension. </br> Combos from all level 2+ buttons.
|position = Corner
| -
|damage = 154
|tensionGain = 20%
|worksOn = All
|difficulty = Medium
|notes = Corner Throw confirm. {{clr|S|c.S}} will pick up before they go into knockdown state.
|checkedVersion = 1.24
}}
|-
|-
{{GGST-ComboTableRow
| <code> {{clr|1|P}}/{{Clr|2|K}} > {{clr|1|6P}} > {{clr|5|236D}} >... </code>
|combo = {{clr|5|4/6D}} > 66FRRC > {{clr|2|j.2K}} (whiff) ▷ 66 > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > dl {{clr|2|j.K(1)}} ▷ 66 > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} WS > {{clr|H|6H}} WB
| Wild Assault extension from {{clr|1|P}}/{{clr|2|K}} buttons. </br> {{clr|2|236K}} will tend to drop.
|position = Cornered
| -
|damage = 145
|tensionGain = 20%
|worksOn = All but Ino
|difficulty = Medium
|notes = Throw combo that works anywhere on the screen with full corner carry. {{clr|S|2S}} will pick up before they go into knockdown state.
|checkedVersion = 1.24
}}
|-
|-
{{GGST-ComboTableRow
| <code> {{Clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|5|236[D]}} >... </code>
|combo = {{clr|5|4/6D(2)}} > 66FPRC > {{clr|4|j.H}} > jc > {{clr|3|j.S}} > {{clr|4|j.H}} > jc > {{clr|2|j.K(1)}} > {{clr|2|j.236K}} ▷ 6 {{clr|3|c.S}} > {{clr|4|6H}} WS > {{clr|4|6H}} WB
| Charged Wild Assault extension. </br> Extend into BnB or setup.
|position = Midscreen
| -
|damage = 161
|tensionGain = 20%
|worksOn = All
|difficulty = Medium
|notes = Situational throw combo that works best at midscreen - must PRC between second and third hit of the throw. Near the corner {{clr|2|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.
|checkedVersion = 1.24
}}
|-
|-
{{GGST-ComboTableRow
| <code> CH {{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} > {{clr|5|236[D]}} >... </code>
|combo = {{clr|5|j.4/6D}} > 22FRRC > whiff {{clr|2|j.2K}} ▷ 66 > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|j.K(1)}} ▷ {{clr|3|2S}} > {{clr|4|2H}} > dl {{clr|3|236S}}~{{Clr|2|235K}} WS > {{clr|4|6H}} WB
| Wild assault confirm from counterhit. </br> Extend into BnB or setup.
|position = Midscreen
| -
|damage = -
|tensionGain = -%
|worksOn = All
|difficulty = Medium
|notes = Air throw away from the corner, works best near midscreen. From double jump height pick up with {{clr|3|2S}} instead of {{clr|3|c.S}} after landing.
|checkedVersion = 1.24
}}
|-
|-
{{GGST-ComboTableRow
|combo = {{clr|D|4D(2)}} > 66FRRC > {{clr|P|j.236[P]}} > Wall Run Combo
|position = Corner
|damage = -
|tensionGain = -%
|worksOn = All
|difficulty = Hard
|notes = One of Chipp's wall run starters. See the [[GGST/Chipp_Zanuff/Combos#Wall_Run_Combos| Wall Run Combo]] section for more info.
|video =
|checkedVersion = 1.24
}}
|}
|}


===Rekka Combos===


Combos starting from {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S|label=Resshou ({{clr|S|236S}})}}, {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S 236S|label=Rokusai (~{{clr|S|236S}})}}, or {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S 236K|label=Senshuu (~{{clr|K|236K}})}}
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"
 
! colspan="10" |'''Wild Assault Combos'''
{| class="wikitable sortable combotable"
|-
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = ...~{{clr|K|236K}} CH > {{clr|S|c.S}} > {{clr|H|2H}} > dl {{clr|H|236H}}
|combo = {{clr|1|P}}/{{clr|2|K}} > {{clr|1|6P}} > {{clr|5|236D}} > {{Clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}} WS, {{clr|4|6H}} WB
|position = Anywhere
|position = Midscreen
|damage = 97
|damage = 118~124
|tensionGain = 20%
|worksOn = All
|worksOn = All
|difficulty = Easy
|difficulty = Easy
|notes = Basic overhead rekka confirm. {{clr|S|2S}} pick up for max range
|notes = Jab confirm into Wild Assault near midscreen.
|checkedVersion = 1.24
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=83s Video]
|recipePC = 160443
|recipePS =
|checkedVersion = 1.31
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = ...~{{clr|K|236K}} CH > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} > {{clr|K|j.K(1)}} > 66 > {{clr|K|j.K(1)}} > {{clr|D|j.D}}
|combo = {{clr|2|j.2K}} {{clr|1|5P}} > {{clr|1|6P}} > {{Clr|5|236D}} > {{clr|3|c.S}} > {{Clr|3|2S}} > {{clr|4|2H}} > {{Clr|4|236H}} WS, {{clr|4|6H}} WB
|position = Anywhere
|position = Midscreen
|damage = 127
|damage = 125
|tensionGain = 25%
|worksOn = All
|worksOn = All
|difficulty = Easy
|difficulty = Easy
|notes = Rekka confirm into midscreen air combo. Delays on {{clr|H|2H}} needed for lights, Anji, Zato
|notes = Confirm from successful overhead near midscreen
|checkedVersion = 1.24
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=114s Video]
|recipePC = 160446
|recipePS =
|checkedVersion = 1.31
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = ...~{{clr|K|236K}} CH > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}}, {{clr|K|j.236K}} ▷ 6 > {{clr|S|c.S}} > {{clr|H|6H}} WS > 66 > {{clr|H|6H}}
|combo = {{clr|3|f.S}}/{{clr|4|5H}}/{{clr|4|6H}} > {{clr|5|236D}} > {{clr|4|2H}} > {{clr|2|236K}} > dl {{Clr|5|j.D}} {{clr|4|6H}} WS, {{clr|4|6H}} WB
|position = Corner
|position = Midscreen
|damage = 183
|damage = 143~161
|tensionGain = 35%
|worksOn = All
|worksOn = All
|difficulty = Easy
|difficulty = Easy
|notes = Corner overhead rekka confirm into corner BnB. This route can also be used to set up a [[GGST/Chipp_Zanuff/Strategy#Wall_Run_Resets_.26_Oki| wall run reset]].
|notes = Stray Hit/Wish Confirm combo that locks out burst.
|checkedVersion = 1.24
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=44s Video]
|recipePC = 160439
|recipePS =
|checkedVersion = 1.31
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = CH {{clr|S|236S}} / CH {{clr|S|236S~236S}}, {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > dl {{clr|K|j.K(1)}} ▷ 66 > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|H|236H}}
|combo = {{clr|1|P}}/{{clr|2|K}} > {{clr|1|6P}} > {{clr|5|236D}} > {{Clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} ▷ {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} WS ▷ {{clr|4|6H}} WB
|position = Anywhere but corner
|position = Cornered
|damage = 130
|damage = 116~122
|tensionGain = 35%
|worksOn = All
|worksOn = All
|difficulty = Medium
|difficulty = Easy
|notes = Close range counter hit confirm can link into {{clr|S|2S}} for a combo.
|notes = Jab confirm into Wild Assault far from corner.
|checkedVersion = 1.24
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=83s Video]
|recipePC = 160444
|recipePS =
|checkedVersion = 1.31
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = ~{{clr|K|236K}} > 44FRRC > {{clr|H|j.H}} ▷ {{clr|S|2S}} > {{clr|H|2H}} > {{clr|H|236H}}
|combo ={{clr|2|j.2K}} ▷ {{clr|1|5P}} > {{clr|1|6P}} > {{clr|5|236D}} > {{Clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} ▷ {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} WS ▷ {{clr|4|6H}} WB
|position = Anywhere
|position = Cornered
|damage = 116
|damage = 135
|tensionGain = 5%
|worksOn = All
|worksOn = All
|difficulty = Medium
|difficulty = Easy
|notes = FRRC combo for non-counter hit overhead. Helps keep Chipp safe on block.
|notes = Confirm from cross-up {{clr|2|j.2K}}. Carries from full screen.
|checkedVersion = 1.24
|video = [https://youtu.be/RqfSps3yEbE?t=121 Video]
|recipePC = 160447
|recipePS =
|checkedVersion = 1.31
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = ~{{clr|K|236K}} > 44FRRC > {{clr|S|j.S}} {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}}, {{clr|K|j.236K}} ▷ 6 > {{clr|S|c.S}} > {{clr|H|6H}} WS > 66 > {{clr|H|6H}}
|combo = CH {{clr|5|236[D]}} > {{clr|2|2K}}, {{clr|3|c.S}} > {{clr|3|2S}} > {{Clr|4|2H}} > {{Clr|4|236H}} WS, {{clr|4|6H}} WB
|position = Corner
|position = Corner
|damage = 181
|damage = 131
|tensionGain = 10%
|worksOn = All
|worksOn = All
|difficulty = Medium
|difficulty = Easy
|notes = FRRC combo for non-counter hit overhead. This route can also be used to set up a [[GGST/Chipp_Zanuff/Strategy#Wall_Run_Resets_.26_Oki| wall run reset]].
|notes = Wild Assault CH combo with generous confirm window.
|checkedVersion = 1.24
|video = [https://youtu.be/RqfSps3yEbE?t=172 Video]
|recipePC = 160454
|recipePS =
|checkedVersion = 1.31
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = ~{{clr|K|236K}} > RRC > dl {{clr|4|j.H}} whiff ▷ 66 > {{clr|2|w.K}} > {{clr|3|w.S}} > {{clr|3|w.S}} > {{clr|4|w.H}} > {{clr|4|w.6H}} WS > {{clr|4|w.6H}} WB
|combo = {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|5|236[D]}} > whiff {{Clr|2|2K}}, 66, {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|1|j.P}} WS {{clr|4|6H}} WB
|position = Corner
|damage = 202
|tensionGain = 15%
|worksOn = All
|difficulty = Hard
|notes = Wall run combo from Senshuu overhead. Whiffing {{clr|4|j.H}} allows Chipp to act sooner after landing which makes the combo universal. Excellent for low wall health confirms.
|video = [https://twitter.com/TheSSF123/status/1565934941103349760?s=20&t=-k1XIvmzi0K4tZxzR8w7GQ Video]
|checkedVersion = 1.24
}}
|-
|}
 
===Beta Blade Combos===
 
{| class="wikitable sortable combotable"
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = {{clr|S|623S}} > 88RRC > 66 > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} WS > {{clr|H|6H}} WB
|position = Cornered
|position = Cornered
|damage = 155
|damage = 197
|tensionGain = 5%
|worksOn = All
|worksOn = All
|difficulty = Easy
|difficulty = Medium
|notes = Easy side swap DP combo to escape the corner. Run under during RRC float.
|notes = 3-hit confirm combo that locks out burst.
|checkedVersion = 1.24
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=33s Video]
|recipePC = 160438
|recipePS =
|checkedVersion = 1.31
}}
}}
|-
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|S|623S}} > 66FRRC > {{clr|S|j.S}} > jc > {{clr|S|j.S}} > {{clr|H|j.H(1)}} > jc > {{clr|K|j.K}} > {{clr|D|j.D}}
|combo = CH {{clr|3|f.S}}/{{clr|3|2S}} > {{clr|4|5H}} > {{clr|5|236[D]}} > {{clr|5|5[D]}}, {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}}{{clr|2|236K}} WS, {{clr|4|6H}} WB
|position = Anywhere but corner
|position = Near Corner
|damage = 99
|damage = 196~199
|tensionGain = 5%
|worksOn = All
|worksOn = All
|difficulty = Medium
|difficulty = Medium
|notes = DP into midscreen ladder combo. Must FRRC after the second hit of the DP. Best when cornered.
|notes = 2-hit counter hit Confirm combo that locks out burst near the corner.
|checkedVersion = 1.24
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=61s Video]
|recipePC = 160440
|recipePS =
|checkedVersion = 1.31
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|S|623S}} > 22RRC > 66 > {{clr|S|j.S}} > jc > {{clr|S|j.S}} > {{clr|K|j.236K}} ▷ 6 > {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|H|6H}} WB
|combo = {{clr|3|f.S}}/{{clr|3|2S}} > {{clr|4|5H}} > {{clr|5|236[D]}} > dl {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} ▷ 66, {{clr|3|c.S}} > {{clr|3|2S}} > {{Clr|4|2H}} > {{clr|2|236K}} WS {{clr|4|6H}} WB
|position = Cornered
|position = Cornered
|damage = 158
|damage = 173~175
|tensionGain = 5%
|worksOn = All
|worksOn = All
|difficulty = Medium
|difficulty = Medium
|notes = Side-swap DP route to escape the corner. Can be used to set up a reset. Run under during RRC float.
|notes = 2-hit counter hit Confirm combo far from corner.
|checkedVersion = 1.24
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=61s Video]
|recipePC = 160442
|recipePS =
|checkedVersion = 1.31
}}
}}
|}
===Alpha Blade Combos===
Damage tested on Ky unless otherwise specified.
{| class="wikitable sortable combotable"
{{GGST-ComboTableHeader}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|K|j.236K(1)}} {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} > {{clr|K|j.K(1)}} > 66 > {{clr|K|j.K(1)}} > {{clr|D|j.D}}
|combo = CH {{clr|4|5H}}/{{clr|4|6H}} > {{clr|5|236[D]}} > {{clr|5|5[D]}}, {{Clr|3|c.S}} > {{clr|4|5H}}, 66, {{Clr|3|c.S}} > {{clr|4|6H}} WS, {{clr|4|6H}} WB
|position = Anywhere
|position = Corner
|damage = 104
|damage = 207~216
|tensionGain = 20%
|worksOn = All
|worksOn = All
|difficulty = Easy
|difficulty = Medium
|notes = Cross up Air Diagonal Alpha Blade confirm. Works for the single-hit cross up version of the move.
|notes = Single counter hit Confirm in the corner.
|checkedVersion = 1.24
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=132s Video]
|recipePC = 160448
|recipePS =
|checkedVersion = 1.31
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|1|236P}}, {{clr|1|5P}} > {{clr|1|5P}} > {{clr|3|236S}}~{{clr|3|236S}}~({{Clr|2|236236K}}~{{clr|1|P}})
|combo = CH {{clr|4|5H}}/{{clr|4|6H}} > {{clr|5|236[D]}} > {{clr|5|5[D]}}, {{Clr|3|2S}} > {{clr|4|2H}} > dl {{clr|3|236S}}, {{clr|3|2S}} > {{clr|4|5H}} WS, {{clr|4|6H}} WB
|position = Anywhere
|position = Midscreen
|damage = 84 (115)
|damage = 196~203
|tensionGain = %
|worksOn = All
|worksOn = All
|difficulty = Easy
|difficulty = Medium
|notes = {{clr|1|P}} Alpha confirm that works when spaced or in the corner. Deals 152 with wall break.
|notes = Single counter hit Confirm from midscreen using rekka wallbounce.
|checkedVersion = 1.24
|video = [https://youtu.be/RqfSps3yEbE?t=142 Video]
|recipePC = 160449
|recipePS =
|checkedVersion = 1.31
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|1|2369P}} {{clr|2|2K}} > {{clr|4|6H}} > {{clr|1|236P}}
|combo = CH {{clr|5|236[D]}} > dl {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} ▷ {{clr|3|c.S}} > {{Clr|3|2S}} > {{Clr|4|2H}} > {{Clr|2|236K}} WS ▷ {{clr|4|6H}} WB
|position = Corner
|position = Cornered
|damage = 98
|damage = 132
|tensionGain = 15%
|worksOn = All
|worksOn = All
|difficulty = Hard
|difficulty = Medium
|notes = TK Alpha Blade combo that steals the corner and side-swaps again. Technically works anywhere when Alpha Blade is max distance.
|notes = Wild Assault CH combo near opposite wall.
|checkedVersion = 1.24
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=164s Video]
|recipePC = 160453
|recipePS =
|checkedVersion = 1.31
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|1|2369P}} {{clr|2|2K}}, {{clr|2|2K}}, {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} > 66 > {{clr|5|j.D}}
|combo = {{clr|5|6D}} > 22FRRC > whiff {{clr|3|j.S}} {{clr|5|236[D]}} > {{clr|4|5H}}, 66, {{Clr|4|6H}} WS, {{Clr|4|6H}} WB
|position = Corner
|position = Corner
|damage = 110
|damage = 153
|tensionGain = 24%
|worksOn = All
|worksOn = All
|difficulty = Hard
|difficulty = Medium
|notes = TK Alpha Blade combo that steals the corner and returns to midscreen. Technically works anywhere when Alpha Blade is max distance. {{clr|3|c.S}} pickup for Nago.
|notes = Throw combo to lock out burst in the corner. Must throw opponent into the corner.
|checkedVersion = 1.24
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=192s Video]
|recipePC = 160453
|recipePS =
|checkedVersion = 1.31
}}
}}
|-
|}
===Genrou Zan===
Damage tested on Ky unless otherwise specified.
{| class="wikitable sortable combotable"
{{GGST-ComboTableHeader}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|S|63214S}} > 66RRC > dl {{clr|H|2H}} > {{clr|K|236K}}, {{clr|K|j.236K}} ▷ 6 > {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|H|6H}} WB
|combo = {{clr|5|6D}} > 66FRRC > whiff {{clr|2|j.2K}} ▷ {{clr|5|236[D]}} > {{clr|4|2H}} > {{Clr|2|236K}} > {{clr|2|j.K(1)}} {{clr|3|c.S}} > {{clr|4|5H}} WS, {{Clr|4|6H}} WB
|position = Corner
|position = Cornered
|damage = 182
|damage = 134
|tensionGain = 10%
|worksOn = All
|difficulty = Easy
|notes = Corner command grab combo that can set up a [[GGST/Chipp_Zanuff/Strategy#Wall_Run_Resets_.26_Oki| Wall Run Mix]]. Wait underneath for them to float down into {{clr|H|2H}} range.
|video = [https://youtu.be/6ZuXlavvAuY?t=114 Video]
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|S|63214S}} > RRC > dash {{clr|D|5[D]}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} WB
|position = Corner
|damage = 183
|tensionGain = 5%
|worksOn = All
|worksOn = All
|difficulty = Medium
|difficulty = Medium
|notes = Corner command grab confirm with RC. Relatively safe to burst due to {{clr|D|5[D]}} float
|notes = Throw combo to lock out burst near the opposite corner.
|checkedVersion = 1.24
|video = [https://youtu.be/RqfSps3yEbE?t=203 Video]
|recipePC = 160459
|recipePS =
|checkedVersion = 1.31
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|S|63214S}} > FRRC > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} > {{clr|2|j.K(1)}} > 66 > {{clr|D|j.D}}
|combo = CH {{clr|4|5H}}/{{clr|4|6H}} > {{clr|5|236[D]}} > jc > {{clr|2|j.K}}, dl {{Clr|4|j.H}} ▷ 66, {{Clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > dl {{clr|3|236S}}, {{clr|3|2S}} > {{clr|4|2H}} WS, {{clr|4|6H}} WB
|position = Anywhere but corner
|position = Cornered
|damage = 142
|damage = 195~201
|tensionGain = 5%
|worksOn = All
|worksOn = All
|difficulty = Medium
|difficulty = Hard
|notes = FRRC conversion to save meter. Best when Chipp won't reach the wall.
|notes = Single counter hit Confirm combo that carries to the opposite corner.
|checkedVersion = 1.24
|video = [https://youtu.be/RqfSps3yEbE?t=151 Video]
|recipePC = 160452
|recipePS =
|checkedVersion = 1.31
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|S|63214S}} > RRC > {{clr|P|236[P]}} > {{clr|S|w.S}} > {{clr|H|w.H}} > dl {{clr|H|w.6H}} > {{clr|K|w.K}} > dl {{clr|H|w.6H}}
|combo = {{clr|1|5P}} > {{clr|1|5P}} > {{clr|1|6P}} > {{clr|5|236D}} > {{Clr|4|2H}} > {{clr|2|236K}} > dl {{clr|3|j.S}} {{Clr|3|f.S}} > {{clr|1|236236P}} WB
|position = Corner
|position = Cornered
|damage = 206
|damage = 127
|tensionGain = 10%
|worksOn = All
|worksOn = All
|difficulty = Hard
|difficulty = Hard
|notes = High wall health command grab into wall run. Delay timings vary between characters.
|notes = Highly scaled confirm into wild assault. Locks out burst.
|video = [https://www.youtube.com/watch?v=MPSwdOYzo_s Video]
|video = [https://youtu.be/RqfSps3yEbE?t=100 Video]
|checkedVersion = 1.24
|recipePC = 160445
|recipePS =
|checkedVersion = 1.31
}}
}}
|-
|}
===Zansei Rouga Combos===
{| class="wikitable sortable combotable"
{{GGST-ComboTableHeader}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|H|632146H}} > 44PRC > 66 > {{clr|S|c.S}} > dl {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > dl {{clr|2|j.K(1)}} ▷ {{clr|3|2S}} {{clr|4|2H}} WS > {{clr|H|6H}} WB
|combo = ({{clr|5|236D}}), {{clr|3|f.S}} > {{Clr|5|236D}} > {{clr|3|f.S}} > {{clr|4|2H}} > dl {{clr|3|236S}} WS, {{clr|4|6H}} WB
|position = Anywhere
|position = Near Corner
|damage = 301
|damage = 124
|tensionGain = 5%
|worksOn = All
|worksOn = All
|difficulty = Medium
|difficulty = Hard
|notes = 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.
|notes = Trade combo from a Wild Assault frame trap near the corner. Difficult to confirm.
|checkedVersion = 1.24
|video = [https://youtu.be/RqfSps3yEbE?t=181 Video]
|recipePC = 160456
|recipePS =
|checkedVersion = 1.31
}}
}}
|-
|}
|}


==External References==
==External References==
*https://www.youtube.com/watch?v=6ZuXlavvAuY (EloDad Combo Guide)
* [https://www.youtube.com/watch?v=6ZuXlavvAuY| EloDad Combo Guide Video]
* [https://www.youtube.com/watch?v=RqfSps3yEbE| EloDad Wild Assault Guide Video]


==Navigation==
==Navigation==
{{GGST/Navigation}}
{{GGST/Navigation}}

Latest revision as of 05:27, 28 October 2023



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

Character Specific Notation:

w.X = Wallrun Move


Basic combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Chipp's combos often require character or spacing specific adjustments. The following combos work in the most common situations, and are stable across the cast. They also build into Chipp's more advanced combos/setups making them useful at all levels of play.


Bread and Butter Kick ComboScores a knockdown anywhere
36-54 Damage
Recipe no. 159135 (PC)
Very Easy

(5K) > 5K/2K > 2D
A simple kick gatling combo that sets up a 2D sweep for okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. and continued pressure. When the opponent whiffs an attack, Chipp can react to the whiff and run up to his opponent with this combo. On block, Chipp can cancel into ResshouGGST Chipp Zanuff Resshou.pngGuardAllStartup13Recovery16Advantage-4 to safely end the string.

An extremely important combo used at every level of play. Essential for punishing unsafe moves in neutral When neither player is in an advantageous position in terms of stage position. and setting up Chipp's offense.


Far Poke ComboLow reward, but quite safe
74-86 Damage
Recipe no. 159136 (PC)
Very Easy

f.S/5H > 236S~236S
A simple combo from a long range poke to secure a bit of damage. The opponent is left standing afterward, making it hard for Chipp to continue his offense. RokusaiGGST Chipp Zanuff Rokusai.pngGuardLowStartup8Recovery21Advantage-6 is slightly unsafe on block, but it can be hard for most characters to punish it.

Chipp can use this combo when he isn't in range for a more rewarding option.

Bread and Butter Midscreen Slash Combolets Chipp continue his offense
103-133 Damage
Recipe no. 159120 (PC)
Easy

c.S > 2S > 2H > 236K > j.K(1) > 66 > (j.K(1)) > j.D
A simple air-combo from a slash starter that leaves Chipp close to his opponent. Chipp can choose to skip the second j.K without sacrificing much damage. If he does, he will have more time to run up to his opponent after landing and apply pressure. On block, Chipp can cancel into ResshouGGST Chipp Zanuff Resshou.pngGuardAllStartup13Recovery16Advantage-4 instead of Alpha Blade Diagonal to safely end the string.

This combo works from a c.S, 2S, or c.S > 2S starter as long as Chipp isn't near the corner. If Chipp is too close to the corner before he does Alpha Blade Diagonal the combo might drop.

Bread and Butter Corner Slash ComboDeals good damage and breaks the wall
191 Damage
Recipe no. 159121 (PC)
Easy

c.S > 2S > 2H > 236K > dl j.Sf.S WS, 6H WB
A simple corner combo from a slash starter that breaks the wall. Chipp must slightly delay his j.S as he falls so that he has enough time to connect f.S after landing. On block, Chipp can cancel into ResshouGGST Chipp Zanuff Resshou.pngGuardAllStartup13Recovery16Advantage-4 instead of Alpha Blade Diagonal to safely end the string.

This combo works from a c.S > 2S starter as long as Chipp is at the corner.


Corner Roman Cancel Combo: Wall RunConvert basic poke into damage - Great way to spend meter
205-216 Damage
Recipe no. 159123 (PC)
Medium

236S~236S/6K > 88RRC > 66 > w.S, w.S, w.S, w.S > w.6H WS > w.6H WB
Once Chipp lands after the RRC, he can run toward the wall and start his combo. Each hit of w.SGGST Chipp Zanuff wcS.pngGuardAllStartup6Recovery18Advantage- must be timed. Pressing S too quickly will cause Chipp to cancel into w.SSGGST Chipp Zanuff wfS.pngGuardAllStartup7Recovery23Advantage- which may drop the combo.

If Chipp is blocked before the Roman Cancel, he can safely continue his pressure due to the RRC slowdown.


Charged Dust comboUniversal high damage combo
194 Damage
Recipe no. 159124 (PC)
Medium

5[D]~8 > dl j.D > j.K(1) > 9jc > j.D > j.K(1) > j.D > j.K(1) > j.D > j.D
A slight delay before the first j.D makes this route universal. Timing is somewhat tight, but this combo is deals near-optimal damage while needing no adjustments across the cast. This is one of Chipp's best options at any level of play.

It is important to avoid mashing the inputs since the forward jump-cancel can otherwise register as an air throw (6D) leading to a drop.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Chipp's combos often require small adjustments leading to many small variations on the same combo. Only the most important variations will be shown here. These also build into Chipp's more advanced combos/setups making them useful at any level of play.

Slash Confirm Basic Loop ComboVersatile combo with strong corner carry
116-140 Damage
Recipe no. 159125 (PC)
Medium

c.S > 2S > 2H > 236K > dl j.K(1)2S > 2H > 236K
A basic loop using Chipp's 2S > 2H > 236K combo piece.

Works well midscreen on most characters but will need small adjustments for c.S vs 2S confirms. Also require adjustments for certain characters like  I-No and  Zato-1.

It is essential to delay j.K so that only the first hit connects and the second hit whiffs. The lower j.K connects the easier it is to pick up the combo after landing. This combo leaves plenty of room for improvisation letting Chipp get different damage/advantage.

Conter Hit Confirm Basic Loop ComboConfirmable CH combo for all ranges
128-148 Damage
Recipe no. 159126 (PC)
Medium

CH c.S/2S > 2H > 236Kc.S > 2S > 2H > 236K
A highly confirmable version of Chipp's basic loop combo.

Works well outside the corner from almost all ranges, but will need small adjustments for certain characters like  I-No and  Zato-1. A slight delay on the second 2S may be needed to prevent whiffs on these characters.

Gives good advantage and leaves plenty of room for improvisation letting Chipp get different damage/advantage. The confirm window becomes smaller against heavier characters.


Double K Alpha Corner ComboDamaging combo that can set up mix
177-195 Damage
Recipe no. 159127 (PC)
Medium

c.S > 2S > 2H > 236K, j.236K ▷ 6 > c.S > 6H WS > 6H WB
A universal route that works well from almost any confirm but will drop with high scaling (like after a jump-in or an RC).

Linking two K Alpha Blades together leaves Chipp grounded so he can combo into c.S > 6H or set up a mix.

Chipp must walk toward the wall after landing to connect c.S. Without walking f.S will activate dealing less damage.


Same-Side Corner ComboA combo that keeps Chipp out of the corner
194 Damage
Recipe no. 159129 (PC)
Medium

c.S > 2S > 2H > dl 236S, 2K > 6H > 236S~236S WS > 6H WB
A universal route that keeps Chipp out of the corner by avoiding Alpha Blade.

Chipp must use Resshou at the highest possible point in order to link a follow up. In some cases he can pick up with 5K or 2S instead of 2K if the opponent is high enough.

This route is extremely important when an opponent has burst available. It is also needed at specific distances to the wall, where Chipp's Alpha Blade will not behave normally causing a drop and leaving Chipp cornered.


Wall Run Combo: High Wall HealthHigh damage universal combo
247 Damage
Recipe no. 159130 (PC)
Hard

CH 2H > 236[P] > w.S > w.H, w.H, w.6H, w.S > w.6H WS > w.6H WB
A wall run route requiring high wall health, making it tricky to confirm.

This combo works from other starters but it is best suited to punishes/confirms with 2H CH. Linking w.H near max range can help prevent the w.S pickup from whiffing.

If the wall health is too low the opponent will splat early dealing less damage than the easier w.S x4 route.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute


Corner-to-Corner Slash ComboCarry optimized version of Chipp's BnB
190 Damage (Ky)
Recipe no. 159131 (PC)
Medium~Hard

c.S > 2S > 2H > 236K > dl j.S ▷ 66 > c.S > 2S > 2H > 236K > j.D WS ▷ 6H
A corner-to-corner combo that deals excellent damage and breaks the wall. Requires tricky delays, links, and dashes.

Max delay on j.S and the longest possible dash help ensure a deep c.S pickup. Expect subtle timing differences between characters.


Does NOT work on:  Zato-1,  Happy Chaos

Zato/Chaos Corner-to-Corner VariationCarry optimized version of Chipp's BnB
197 Damage (Zato)
Recipe no. 159132 (PC)
Medium~Hard

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
A corner-to-corner combo that is meant for  Zato-1 and  Happy Chaos. Requires tricky delays, links, and dashes.

Max delay on j.K and the longest possible dash help ensure a deep c.S pickup. Expect subtle timing differences between characters.

Combo List

  • All damage values are tested on  Ky at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
  • The list is focused on most practical examples, not every single option that exists.
  • The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).

P Combos

5P/2P/6P
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
(5P/2P) > 5P/2P > 6P > 236S~236S Anywhere 65~68 All [1] Very Easy Basic punch combo. Good for mashing out of pressure. 1.29
CH 5P/2P, 5K/2K > 2D Anywhere 46~52 All [1] Very Easy CH confirm from a jab. 1.29
CH 6P > 236P Anywhere 51 All [2] Easy Counter hit confirm. Alpha Blade may whiff when spaced. 1.30
CH 6P > 236S, 2K > 6H > 236K, dl j.D WS ▷ 6H WB Corner 172 All [3] Medium Spacing specific confirm from the rekka wall bounce. 1.30

K Combos

5K/2K/6K
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
(5K) > 5K/2K > 2D Anywhere 36~54 All [1] Very Easy Basic combo into sweep 1.29
6K, 2K > 2D Anywhere 64 All [1] Very Easy Basic combo into sweep 1.29
(5K/2K) > 2D > 236S, 2K > 6H > 236K WS ▷ 6H Near corner 137 All [4] Hard Spacing specific combo using rekka wall bounce. 1.29

S Combos

c.S/f.S/2S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
f.S > 236S~236S Anywhere 74 All [1] Very Easy Basic poke combo. On crouching hit Chipp can combo into Senshuu. 1.29
(c.S) > 2S > 2H > 236K > j.K(1) > 66 > (j.K(1)) > j.D Midscreen 104~133 All [2] Easy Extremely stable BnB that works in nearly every situation. Does not work near the corner. 1.29
c.S > 2S > 2H > 236K > dl j.Sf.S WS, 6H WB Corner 191 All [2] Easy Simple corner BnB that splats at ground level. 1.29
(c.S) > 2S > 2H > 236K, j.236K ▷ 6, c.S > 6H WS, 6H WB Corner 177~195 All [2] Easy Double K Alpha combo that can set up mix. 1.29
c.S > 2S > 2H > dl 236S, 2K > 6H > 236S~236S WS, 6H WB Corner 194 All [3] Medium Same-side corner BnB using Rekka wall bounce. 1.29
(c.S) > 2S > 2H > 236K > dl j.K(1)2S > 2H > 236K Midscreen 104~133 All [3] Medium Stable loop BnB that gives good corner carry and decent oki. 1.29
c.S/2S CH > 2H > 236Kc.S > 2H > 236K Midscreen 128~148 All [3] Medium Counterhit confirm version of the loop BnB. 1.29
c.S CH > 5[D], 2S > 2H > dl 236K ▷ 66~2S > 2H > 236K Midscreen 168 All [4] Hard Counterhit confirm combo using 5[D] for extra damage. 1.29
c.S > 2S > 2H > 236K > dl j.S ▷ 66, c.S > 2S > 2H > 236K > j.D WS ▷ 6H WB Cornered 190 All but ZA, HA [4] Hard Carry optimized loop combo for going corner to corner. Requires tricky delays and dashes. 1.29
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 184 ZA, HA [4] Hard Carry optimized loop combo that should work on all but is most suitable for Zato and Chaos. 1.29

H Combos

5H/2H/6H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5H/6H > 236S~236S~(236K) Anywhere 86~116 All [1] Very Easy Basic poke combo. Can combo into Senshuu for crouching hits. 1.29
2H CH > 236Kc.S > dl 2S > 2H > 236K > j.K(1) > 66 > j.K(1) > j.D Midscreen 131 All [2] Easy Counterhit combo into BnB for when you won't reach the wall. 1.29
2H CH > whiff 236S, c.S > j.H > 66 > j.Hc.S > 6H > 236S WS, 6H WB Midscreen/Corner 206 All [3] Medium Close range counterhit confirm that carries to the corner. 1.29
6H CH, 66, c.S > 6H, 66,2K > 6H > 236S~236S Anywhere 160~167 All [3] Medium Counterhit combo that works anywhere. If Chipp doesn't reach the wall Resshou will whiff but Rokusai will still connect. 1.29
5H/6H CH, 236K, 236K, 6, c.S > 6H WS, 6H WB Corner 188~196 All [3] Medium Simple counterhit confirm into corner BnB. 1.29
6H CH, 66, c.S > j.K(1) > 66 > dl j.Hc.S > 6H > 236S~236S WS, 6H WB Midscreen/Corner 207 All [3] Medium Counterhit confirm that carries to the corner. 1.29
6H CH, 66, c.S > 5H, 66, c.S > 5H, 66~2S > 5H > 236S WS, 6H WB Corner 217 All [3] Medium Easy version of Chipp's tumble loop. 1.29
5H CH > 236P, 2K, 2S > 2H > 236K > j.K(1) > 66 > j.K(1) > j.D Anywhere 139 All [4] Hard Max range counterhit conversion into BnB that side swaps. 1.29
6H CH, 66, c.S > 6237S ▷ 66~c.S > 5H, 6H > 236S~236S WS, 6H WB Corner 230 See Notes [5] Very Hard Confirmable TK Beta Blade punish combo for high wall health. Works on SO, KY, MA, CH, MI, GI, IN, JC, HA, BA, BR. 1.29

D Combos

2D/5D
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2D > 236S~236S Anywhere 74 All [1] Very Easy Simple sweep combo 1.29
2D CH, 2S > 2H > dl 236K > j.K(1) > 66 > j.K(1) > j.D Midscreen 119 All [3] Medium Counterhit sweep into BnB. Delayed K Alpha cancel helps keep the combo consistent. 1.29
5[D]
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D]~8, j.D > j.D Anywhere 140 All [1] Very Easy Extremely simple Dust combo to secure positive bonus. 1.29
5[D]~8, j.D > j.K(1) > 9jc > j.D > j.K(1) > j.D > j.K(1) > j.D > j.D Anywhere 194 All [3] Medium Universal Dust combo that deals excellent damage. 1.29

Wall Run Combos

Wall Run Starters
Starter Notes Video
2H CH > 236[P] >... Optimal starter.
Enables extremely high meterless damage.
-
(236S)~236S > 88RRC >... Decent option from rekka pressure leading to a scaled combo.
Best when confirming off the Rokusai hit.
-
236S236K > 88RRC >... Kara-Senshuu starterKara-cancelling the startup of Resshou into Sensuu, DOES NOT work from rekka pressure.
Leads to a scaled combo.
-
6K > 88RRC >... Slow but strong starter with meter. -
5D > 88RRC >... Fast starter that damages the wall.
Only allows short Wall Runs and scales the combo.
-


Wall Run Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
STARTER > w.S, w.S, w.S, w.S > (w.S) > w.6H WS, w.6H WB Corner 168~225 All [3] Medium Most basic wall run combo. Ideal for when the wall has taken damage. Can connect an extra w.S on big bodies. 1.29
STARTER > w.S, w.H, w.H, w.6H, w.S > w.6H WS, w.6H WB Corner 214~247 All [4] Hard High wall health route. Splats early when the wall is damaged making it worse than the w.S x4 route. 1.29
236S236K > dl 66PRC > j.H > jc > j.S > jc > j.S, dl j.D ▷ 66, w.K, w.S > w.H > w.6H WS, w.6H WB Corner 217 All but Chipp [4] Hard High damage Wall Run conversion from kara-Senshuu overhead. 1.29
STARTER > w.S, w.S > w.6H, w.6H, w.S > w.6H WS, w.6H WB Corner 233~255 All [5] Very Hard Optimal Wall Run combo for High wall health. w.6H must be timed meaty to link into itself. 1.31

Anti-Air Combos

Anti-air Combos
Combo Notes Video
AA 5P, 66, ... Quick anti-air jab.
Confirm and chase into BnB.
-
AA 6P > 236S/236P Unfortunately 6P does not convert into any useful combo.
Near the corner it is possible to use rekka wall bounce to extend.
-
AA 5K/c.S > jc > j.K(1) > 66 > dl j.H ▷... Confirm and jump cancel to combo into BnB
Extremely common starter against back dash or jump outs.
-
AA j.P > j.P, j.S ▷... Confirmable air-to-air that works well while rising
Land and combo into a BnB.
-

Jump-In Combos

Anti-air Combos
Combo Notes Video
j.2K2K > 2D Knockdown from successful j.2K -
j.S/H/D5K > 2D Combo that leads into sweep
Best after landing a jump-in that is spaced, or after a cross-up.
-
j.S/H/Dc.S/2S >... High reward option when hitting a deep jump-in
Land and combo into a BnB.
-
CH j.S/H/Dc.S/2S >... Counter hit option that works from any height
Land and combo into a BnB.
-

Metered Combos

Metered Combos
Combo Notes Video
Starter > (236S)~236S > RC >... Basic metered conversion from Chipp's rekka.
Extend into BnB or setup.
-
(236S)~236K > RC >... RC into BnB or setup.
Fast RC can create quick overheads for pressure.
-
S/H/D > 236D >... Basic Wild Assault extension.
Combos from all level 2+ buttons.
-
P/K > 6P > 236D >... Wild Assault extension from P/K buttons.
236K will tend to drop.
-
c.S > 2S > 2H > 236[D] >... Charged Wild Assault extension.
Extend into BnB or setup.
-
CH S/H/D > 236[D] >... Wild assault confirm from counterhit.
Extend into BnB or setup.
-


Wild Assault Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
P/K > 6P > 236D > c.S > 2S > 2H > 236H WS, 6H WB Midscreen 118~124 All [2] Easy Jab confirm into Wild Assault near midscreen. Video 160443
(PC)
1.31
j.2K5P > 6P > 236D > c.S > 2S > 2H > 236H WS, 6H WB Midscreen 125 All [2] Easy Confirm from successful overhead near midscreen Video 160446
(PC)
1.31
f.S/5H/6H > 236D > 2H > 236K > dl j.D6H WS, 6H WB Midscreen 143~161 All [2] Easy Stray Hit/Wish Confirm combo that locks out burst. Video 160439
(PC)
1.31
P/K > 6P > 236D > 2H > 236K > j.K(1)2S > 2H > 236K > j.K(1) WS ▷ 6H WB Cornered 116~122 All [2] Easy Jab confirm into Wild Assault far from corner. Video 160444
(PC)
1.31
j.2K5P > 6P > 236D > 2H > 236K > j.K(1)2S > 2H > 236K > j.K(1) WS ▷ 6H WB Cornered 135 All [2] Easy Confirm from cross-up j.2K. Carries from full screen. Video 160447
(PC)
1.31
CH 236[D] > 2K, c.S > 2S > 2H > 236H WS, 6H WB Corner 131 All [2] Easy Wild Assault CH combo with generous confirm window. Video 160454
(PC)
1.31
c.S > 2S > 2H > 236[D] > whiff 2K, 66, c.S > 2S > 2H > 236K > j.K(1) > j.P > j.P > j.P WS ▷ 6H WB Cornered 197 All [3] Medium 3-hit confirm combo that locks out burst. Video 160438
(PC)
1.31
CH f.S/2S > 5H > 236[D] > 5[D], c.S > 6H > 236S236K WS, 6H WB Near Corner 196~199 All [3] Medium 2-hit counter hit Confirm combo that locks out burst near the corner. Video 160440
(PC)
1.31
f.S/2S > 5H > 236[D] > dl 2H > 236K > j.K(1) ▷ 66, c.S > 2S > 2H > 236K WS ▷ 6H WB Cornered 173~175 All [3] Medium 2-hit counter hit Confirm combo far from corner. Video 160442
(PC)
1.31
CH 5H/6H > 236[D] > 5[D], c.S > 5H, 66, c.S > 6H WS, 6H WB Corner 207~216 All [3] Medium Single counter hit Confirm in the corner. Video 160448
(PC)
1.31
CH 5H/6H > 236[D] > 5[D], 2S > 2H > dl 236S, 2S > 5H WS, 6H WB Midscreen 196~203 All [3] Medium Single counter hit Confirm from midscreen using rekka wallbounce. Video 160449
(PC)
1.31
CH 236[D] > dl 2H > 236K > j.K(1)c.S > 2S > 2H > 236K WS ▷ 6H WB Cornered 132 All [3] Medium Wild Assault CH combo near opposite wall. Video 160453
(PC)
1.31
6D > 22FRRC > whiff j.S236[D] > 5H, 66, 6H WS, 6H WB Corner 153 All [3] Medium Throw combo to lock out burst in the corner. Must throw opponent into the corner. Video 160453
(PC)
1.31
6D > 66FRRC > whiff j.2K236[D] > 2H > 236K > j.K(1)c.S > 5H WS, 6H WB Cornered 134 All [3] Medium Throw combo to lock out burst near the opposite corner. Video 160459
(PC)
1.31
CH 5H/6H > 236[D] > jc > j.K, dl j.H ▷ 66, c.S > 2S > 2H > dl 236S, 2S > 2H WS, 6H WB Cornered 195~201 All [4] Hard Single counter hit Confirm combo that carries to the opposite corner. Video 160452
(PC)
1.31
5P > 5P > 6P > 236D > 2H > 236K > dl j.Sf.S > 236236P WB Cornered 127 All [4] Hard Highly scaled confirm into wild assault. Locks out burst. Video 160445
(PC)
1.31
(236D), f.S > 236D > f.S > 2H > dl 236S WS, 6H WB Near Corner 124 All [4] Hard Trade combo from a Wild Assault frame trap near the corner. Difficult to confirm. Video 160456
(PC)
1.31

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