GGST/Chipp Zanuff/Combos: Difference between revisions

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<center>{{Character Label|GGST|Chipp Zanuff|45px}}</center>
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==Combo List==
<big>Character Specific Notation:</big>
 
'''w.X''' = [[GGST/Chipp_Zanuff#Wall_Run_Moves|Wallrun Move]]
 
 
==Basic combos==
{{BeginnerComboDef}}
 
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.
 
{{TheoryBox
| Title      = Bread and Butter Kick Combo
| Oneliner  = Scores a knockdown anywhere <br/> 36-54 Damage<br/> <small>Recipe no. 159135 <sup>(PC)</sup></small>
| Difficulty = {{clr|1|Very Easy}}
| Anchor    =
| Youtube    = wVGIbqiK5Qw
| Timestamp  = 0
| Recipe    = ({{clr|2|5K}}) > {{clr|2|5K/2K}} > {{clr|5|2D}}
| content    =
 
A simple {{clr|2|kick}} gatling combo that sets up a {{clr|5|2D}} sweep for {{keyword|okizeme}} 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 {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S|label=Resshou}} to safely end the string.
 
An extremely important combo used at every level of play. Essential for punishing unsafe moves in {{keyword|neutral}} and setting up Chipp's offense.
}}
 
{{TheoryBox
| Title      = Far Poke Combo
| Oneliner  = Low reward, but quite safe <br/> 74-86 Damage<br/> <small>Recipe no. 159136 <sup>(PC)</sup></small>
| Difficulty = {{clr|1|Very Easy}}
| Anchor    =
| Youtube    = ucUcAnHeGnE
| Timestamp  = 0
| Recipe    = {{clr|3|f.S}}/{{clr|4|5H}} > {{clr|3|236S}}~{{clr|3|236S}}
| content    =
 
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. {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S 236S|label=Rokusai}} 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.
 
}}
 
<Tabber>
Midscreen Version =
{{TheoryBox
| Title      = Bread and Butter Midscreen Slash Combo
| Oneliner  = lets Chipp continue his offense <br/> 103-133 Damage <br/> <small>Recipe no. 159120 <sup>(PC)</sup></small>
| Difficulty = {{clr|2|Easy}}
| Anchor    =
| Youtube    = 7rczD6X0f4c
| Timestamp  = 0
| Recipe    = {{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}}
| content    =
 
A simple air-combo from a {{clr|3|slash}} starter that leaves Chipp close to his opponent. Chipp can choose to skip the second {{clr|2|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 {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S|label=Resshou}} instead of Alpha Blade Diagonal to safely end the string.
 
This combo works from a {{Clr|3|c.S}}, {{clr|3|2S}}, or {{clr|3|c.S}} > {{clr|3|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.
}}
|-|
Corner Version =
{{TheoryBox
| Title      = Bread and Butter Corner Slash Combo
| Oneliner  = Deals good damage and breaks the wall <br/> 191 Damage<br/> <small>Recipe no. 159121 <sup>(PC)</sup></small>
| Difficulty = {{clr|2|Easy}}
| Anchor    =
| Youtube    = lFb5IC27bfw
| Timestamp  = 0
| Recipe    = {{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
| content    =
 
A simple corner combo from a {{clr|3|slash}} starter that breaks the wall. Chipp must slightly delay his {{clr|3|j.S}} as he falls so that he has enough time to connect {{clr|3|f.S}} after landing. On block, Chipp can cancel into {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S|label=Resshou}} instead of Alpha Blade Diagonal to safely end the string.
 
This combo works from a {{clr|3|c.S}} > {{clr|3|2S}} starter as long as Chipp is at the corner.
}}
</tabber>
 
{{TheoryBox
| Title      = Corner Roman Cancel Combo: Wall Run
| 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}}
| Anchor    =
| Youtube    = fbFhhHFTJ_4
| Timestamp  = 0
| 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    =
 
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.
 
If Chipp is blocked before the Roman Cancel, he can safely continue his pressure due to the RRC slowdown.
}}
 
{{TheoryBox
| Title      = Charged Dust combo
| Oneliner  = Universal high damage combo <br/> 194 Damage<br/> <small>Recipe no. 159124 <sup>(PC)</sup></small>
| Difficulty = {{clr|3|Medium}}
| Anchor    =
| Youtube    = xVihwoh8XD8
| Timestamp  = 0
| Recipe    = {{clr|D|5[D]}}~8 > dl {{clr|D|j.D}} > {{clr|K|j.K(1)}} > 9jc > {{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}}
| content    =
 
A slight delay before the first {{clr|5|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 ({{clr|5|6D}}) leading to a drop.
}}
 
==Core Combos==
{{CoreComboDef}}
 
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.
<Tabber>
Normal Hit =
{{TheoryBox
| Title      = Slash Confirm Basic Loop Combo
| Oneliner  = Versatile combo with strong corner carry  <br/> 116-140 Damage<br/> <small>Recipe no. 159125 <sup>(PC)</sup></small>
| Difficulty = {{clr|3|Medium}}
| Anchor    =
| Youtube    = gBlaBo8Kr4E
| Timestamp  = 0
| Recipe    = {{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}}
| content    =
 
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 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.
}}
|-|
Counter Hit=
{{TheoryBox
| Title      = Conter Hit Confirm Basic Loop Combo
| Oneliner  = Confirmable CH combo for all ranges  <br/> 128-148 Damage<br/> <small>Recipe no. 159126 <sup>(PC)</sup></small>
| Difficulty = {{clr|3|Medium}}
| Anchor    =
| Youtube    = VAmWk_BgtOU
| Timestamp  = 0
| Recipe    = 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}}
| content    =
 
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 {{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.
}}
</Tabber>
 
{{TheoryBox
| Title      = Double {{clr|2|K}} Alpha Corner Combo
| 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}}
| Anchor    =
| Youtube    = sgQB3HUU2QA
| Timestamp  = 0
| Recipe    = {{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
| content    =
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 {{clr|2|K}} Alpha Blades together leaves Chipp grounded so he can combo into <code>{{clr|3|c.S}} > {{clr|4|6H}}</code> or set up a mix.
 
Chipp must walk toward the wall after landing to connect {{clr|3|c.S}}. Without walking {{clr|3|f.S}} will activate dealing less damage.
}}
 
{{TheoryBox
| Title      = Same-Side Corner Combo
| 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}}
| Anchor    =
| Youtube    = Lj57GHqUDpA
| Timestamp  = 0
| Recipe    = {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > dl {{clr|3|236S}}, {{clr|2|2K}} > {{clr|4|6H}} > {{clr|3|236S~236S}} WS > {{clr|4|6H}} WB
| content    =
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 {{clr|2|5K}} or {{clr|3|2S}} instead of {{clr|2|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.
}}
 
{{TheoryBox
| Title      = Wall Run Combo: High Wall Health
| Oneliner  = High damage universal combo <br/> 247 Damage<br/> <small>Recipe no. 159130 <sup>(PC)</sup></small>
| Difficulty = {{clr|4|Hard}}
| Anchor    =
| Youtube    = MhKEX81TsEQ
| Timestamp  = 0
| Recipe    =  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
| content    =
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 {{clr|4|2H}} CH. Linking {{clr|4|w.H}} near max range can help prevent the {{clr|3|w.S}} pickup from whiffing.
 
If the wall health is too low the opponent will splat early dealing less damage than the easier <code>{{clr|3|w.S}} x4</code> route.
}}
 
==Specialized Combos==
{{SpecializedComboDef}}
 


'''''{{clr|4|NOTE: The combos below have been tested on patch 1.10}}'''''
<Tabber>
*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.
Slash Combo =
*Generally, damage numbers have been tested on Ky unless otherwise specified. Meter gain is estimated and may not be totally accurate.
{{TheoryBox
<!--Please test or re-test combo damage against Ky, as he has a 1.00 defense mod while Sol's is 0.98.-->
| Title      = Corner-to-Corner Slash Combo
*When breaking the wall, optimal ground hit is {{clr|4|6H}}, optimal air hit is {{clr|5|j.D}}
| Oneliner  = Carry optimized version of Chipp's BnB <br/> 190 Damage (Ky)<br/> <small>Recipe no. 159131 <sup>(PC)</sup></small>
*Character Specific notation:
| Difficulty = {{clr|3|Medium}}~{{clr|4|Hard}}
**'''(wr)''' = Wall run start (from {{clr|1|23[6]P}} / {{clr|1|236[P]}} / similar)
| Anchor    =
**'''wr.[X] / w.[X]''' = wallrun button
| Youtube    = 4d7HRqn7coI
| 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|D|j.D}} WS ▷ {{clr|H|6H}}
| content    =


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


===Basic combos===
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.


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


{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
Does '''NOT''' work on: {{CLabel|GGST|Zato-1}}, {{CLabel|GGST|Happy Chaos}}
|- style="font-weight:bold; vertical-align:middle;"
}}
! Combo
|-|
! Position
ZA/CA Variation =
! Damage
{{TheoryBox
! Tension Gain
| Title      = Zato/Chaos Corner-to-Corner Variation
! Works on:
| Oneliner  = Carry optimized version of Chipp's BnB <br/> 197 Damage (Zato)<br/> <small>Recipe no. 159132 <sup>(PC)</sup></small>  
! Difficulty
| Difficulty = {{clr|3|Medium}}~{{clr|4|Hard}}
! Notes
| Anchor    =
! Video
| Youtube    = fmKgIIhXZRY
! Combo Recipe No.
| Timestamp  = 0
|- style="vertical-align:middle;"
| Recipe    = {{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
| |{{clr|3|f.S}} > {{clr|3|236S}}~{{clr|3|236S}}
| content    =
| Anywhere
| 74
| 17%
| All
| [1] {{clr|1|Very Easy}}
| Universal combo from {{clr|3|f.S}} poke
| [https://youtu.be/aP8GAN85z6Q Video]
| 3916<sup>(PC)</sup>
|- style="vertical-align:middle;"
| | {{clr|2|(5/2)K}} > {{clr|5|2D}} > {{clr|1|236P}}
| Anywhere
| 59
| 11%
| All
| [1] {{clr|1|Very Easy}}
| Crosses through the opponent when not in the corner. Useful for switching sides.
| [https://www.youtube.com/watch?v=l0dAwqUo2b4 Video]
| 3946<sup>(PC)</sup>
|- style="vertical-align:middle;"
| | {{clr|2|(5/2)K}} > {{clr|5|2D}} > {{clr|3|236S}}~{{clr|3|236S}}
| Anywhere
| 73
| 18%
| All
| [1] {{clr|1|Very Easy}}
| Universal {{clr|2|5K}} starter into knockdown. Delay last hit of rekka on I-no.
| [https://www.youtube.com/watch?v=QKlFFpmgt7w Video]
| 3978<sup>(PC)</sup>
|- style="vertical-align:middle;"
| | ({{clr|3|c.S}}) > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}}
| Anywhere
| 76 (106)
| 15% (19%)
| All
| [1] {{clr|1|Very Easy}}
| Simple Gamma blade combo that gives good advantage and corner carry.
| [https://youtu.be/e9SgtHjY16I Video]
| 3990<sup>(PC)</sup>
|- style="vertical-align:middle;"
| | ({{clr|1|5P}} > {{clr|1|5P}} >) {{clr|1|5P}} > {{clr|1|6P}} > {{clr|3|236S}}~{{clr|3|236S}}
| Anywhere
| 67
| 21%
| All
| [2] {{clr|2|Easy}}
| {{clr|1|5/2P}} confirm. Omit {{clr|1|5P}} hits based on spacing, {{clr|1|2P}} can also be used (but not {{clr|1|2P}} x3)
| [https://www.youtube.com/watch?v=UB5mw_FVIPE Video]
| 4006<sup>(PC)</sup>
|- style="vertical-align:middle;"
| |({{clr|3|c.S}}) > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} > jc > {{clr|2|j.K(1)}} > {{clr|5|j.D}}
| Anywhere
| 106 (133)
| 18% (21%)
| All
| [2] {{clr|2|Easy}}
| Easy universal air combo. Extremely stable in almost all situations against all characters. Does decent damage but leaves Chipp far from the opponent giving poor advantage.
| [https://www.youtube.com/watch?v=O3c847cuN_k Video]
| 4021<sup>(PC)</sup>
|-
| |({{clr|3|c.S}}) > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.236K}} ▷ {{clr|3|c.S}} > {{clr|4|6H}} > WS > {{clr|4|6H}}
| Corner
| 195
| 35%
| All
| [2] {{clr|2|Easy}}
| Universal corner combo. Returns Chipp to the ground for an easy wall break. Run up after the wall splat to break.
| [https://youtu.be/ZVbambX2tow Video]
| 1108<sup>(PC)</sup>
|- style="vertical-align:middle;"
|({{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|4|236H}}
|Anywhere but corner
| 115 (138)
| 25%
| All but Ino
| [2] {{clr|2|Easy}}
| Simple loop combo. A slight delay on the falling {{clr|2|j.K(1)}} helps avoid getting {{clr|2|j.K(2)}} which will drop the combo, particularly with heavies. Tends to drop on Ino.
| [https://www.youtube.com/watch?v=DMy99bEtVfA Video]
| 26124<sup>(PC)</sup>
|}


==={{clr|1|5P}}/{{clr|1|2P}}/{{clr|1|6P}} combos===
A corner-to-corner combo that is meant for {{CLabel|GGST|Zato-1}} and {{CLabel|GGST|Happy Chaos}}. Requires tricky delays, links, and dashes.


{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
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.
|- style="font-weight:bold; vertical-align:middle;"
! Combo
! Position
! Damage
! Tension Gain
! Works on:
! Difficulty
! Notes
! Video
! Combo Recipe No.
|- style="vertical-align:middle;"
| | ({{clr|1|5P}} > {{clr|1|5P}} >) {{clr|1|5P}} > {{clr|1|6P}} > {{clr|3|236S}}~{{clr|3|236S}}
| Anywhere
| 67
| 21%
| All
| [2] {{clr|2|Easy}}
| {{clr|1|5/2P}} confirm. Omit {{clr|1|5P}} hits based on spacing, {{clr|1|2P}} can also be used (but not {{clr|1|2P}} x3)
| [https://www.youtube.com/watch?v=UB5mw_FVIPE Video]
| 4006<sup>(PC)</sup>
|}


==={{clr|2|5K}}/{{clr|2|2K}}/{{clr|2|6K}} combos===
}}
</tabber>


{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
==Combo List==
|- style="font-weight:bold; vertical-align:middle;"
! Combo
! Position
! Damage
! Tension Gain
! Works on:
! Difficulty
! Notes
! Video
! Combo Recipe No.
|- style="vertical-align:middle;"
| | {{clr|2|(5/2)K}} > {{clr|5|2D}} > {{clr|1|236P}}
| Anywhere
| 59
| 11%
| All
| [1] {{clr|1|Very Easy}}
| Crosses through the opponent when not in the corner. Useful for switching sides.
| [https://www.youtube.com/watch?v=l0dAwqUo2b4 Video]
| 3946<sup>(PC)</sup>
|- style="vertical-align:middle;"
| | {{clr|2|(5/2)K}} > {{clr|5|2D}} > {{clr|3|236S}}~{{clr|3|236S}}
| Anywhere
| 73
| 18%
| All
| [1] {{clr|1|Very Easy}}
| Universal {{clr|2|5K}} starter into knockdown. Delay last hit of rekka on I-no.
| [https://www.youtube.com/watch?v=QKlFFpmgt7w Video]
| 3978<sup>(PC)</sup>
|- style="vertical-align:middle;"
| | {{clr|2|6K}} > 66FRRC > {{clr|5|j.D}} ▷ {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}}~ dl {{clr|2|236K}}, {{clr|3|f.S}} WS > {{clr|4|6H}} WB
| Corner
| 170
| 10%
| All
| [3] {{clr|3|Medium}}
| Full combo from {{clr|2|6K}} overhead.
| -
| -
|}


==={{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} Starters===
*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).


{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
==={{clr|P|P}} Combos===
|+{{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} Starters
{| 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|P|5P/2P/6P}} '''
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
{{GGST-ComboTableHeader}}
|-
| |{{clr|3|f.S}} > {{clr|3|236S}}~{{clr|3|236S}}|| Anywhere|| 74|| 17%|| All|| [1] {{clr|1|Very Easy}}|| Universal combo from {{clr|3|f.S}} poke|| [https://youtu.be/aP8GAN85z6Q Video]
|-  
| |CH {{clr|3|f.S}} > {{clr|1|236P}} || Anywhere|| 62 || 15% || All|| [1] {{clr|1|Very Easy}}|| Max range CH {{clr|3|f.S}} combo. Swaps sides.|| -
|-
|-
| | ({{clr|3|c.S}}) > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}} || Anywhere || 76 (106) || 15% (19%) || All|| [1] {{clr|1|Very Easy}}|| Simple Gamma blade combo that gives good advantage and corner carry.|| [https://youtu.be/e9SgtHjY16I Video]
{{GGST-ComboTableRow
|combo =({{clr|1|5P/2P}}) > {{clr|1|5P/2P}} > {{clr|1|6P}} > {{clr|3|236S}}~{{clr|3|236S}}
|position = Anywhere
|damage = 65~68
|worksOn = All
|difficulty = Very Easy
|notes = Basic punch combo. Good for mashing out of pressure.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
|-
| |CH {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} ▷ {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}} || Anywhere|| 127 || 25% || All|| [2] {{clr|2|Easy}}|| CH {{clr|3|2S}} combo for all ranges. Works when cancelling immediately into {{clr|4|2H}}|| -
{{GGST-ComboTableRow
|combo =CH {{clr|1|5P/2P}}, {{clr|2|5K/2K}} > {{clr|5|2D}}
|position = Anywhere
|damage = 46~52
|worksOn = All
|difficulty = Very Easy
|notes = CH confirm from a jab.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
|-
| |CH {{clr|3|f.S}} > {{clr|3|236S}}~{{clr|2|236K}}, {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}} || Anywhere || 115 || 25% || All|| [2] {{clr|2|Easy}}|| Close range CH {{clr|3|f.S}} combo. {{clr|3|2S}} will not pick up from mid range. ...~{{clr|2|236K}} will whiff from max range|| -
{{GGST-ComboTableRow
|combo =CH {{clr|1|6P}} > {{clr|1|236P}}
|position = Anywhere
|damage = 51
|worksOn = All
|difficulty = Easy
|notes = Counter hit confirm. Alpha Blade may whiff when spaced.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.30
}}
|-
|-
| |({{clr|3|c.S}}) > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} > jc > {{clr|2|j.K(1)}} > {{clr|5|j.D}}|| Anywhere || 106 (133) || 18% (21%) || All || [2] {{clr|2|Easy}} || Easy universal air combo. Extremely stable in almost all situations against all characters. Does decent damage but leaves Chipp far from the opponent giving poor advantage. || [https://www.youtube.com/watch?v=O3c847cuN_k Video]
{{GGST-ComboTableRow
|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
|damage = 172
|worksOn = All
|difficulty = Medium
|notes = Spacing specific confirm from the rekka wall bounce.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.30
}}
|-
|-
| |({{clr|3|c.S}}) > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.236K}} ▷ {{clr|3|c.S}} > {{clr|4|6H}} > WS > {{clr|4|6H}}|| Corner|| 195|| 35%|| All|| [2] {{clr|2|Easy}}|| Universal corner combo. Returns Chipp to the ground for an easy wall break. Run up after the wall splat to break.|| [https://youtu.be/ZVbambX2tow Video]
|}
 
==={{clr|K|K}} 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|K|5K/2K/6K}} '''
|-
|-
||({{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|4|236H}} || Anywhere but corner || 115 (138)|| 25% || All but Ino || [2] {{clr|2|Easy}} || Simple loop combo. A slight delay on the falling {{clr|2|j.K(1)}} helps avoid getting {{clr|2|j.K(2)}} which will drop the combo, particularly with heavies. Tends to drop on Ino. || [https://www.youtube.com/watch?v=DMy99bEtVfA Video]
{{GGST-ComboTableHeader}}
|-
|-
||({{clr|3|c.S}}) > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > dl {{clr|3|j.S}} ▷ 66 > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|236H}} || Anywhere but corner || 127 (148)|| 30% || Mid/Heavy || [2] {{clr|2|Easy}} || Basic loop using dashes for extra damage. Maximum possible delay on {{clr|3|j.S}}. Drops on Lights, Zato ||
{{GGST-ComboTableRow
|combo = ({{clr|2|5K}}) > {{clr|2|5K/2K}} > {{clr|5|2D}}
|position = Anywhere
|damage = 36~54
|worksOn = All
|difficulty = Very Easy
|notes = Basic combo into sweep
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
|-
| | {{clr|3|f.S}} > {{clr|4|2H}} > {{clr|2|236K}} > dl {{clr|2|j.K(1)}} ▷ 66 > {{clr|3|2S}} > {{clr|4|2H}} > dl {{clr|3|236S}}~{{clr|2|236K}} WS > {{clr|4|6H}} WB|| Midscreen || 163|| 30% || All || [3] {{clr|3|Medium}} || Close range {{clr|3|f.S}} combo mid to corner. Works just outside {{clr|3|c.S}} range || [https://youtu.be/6ZuXlavvAuY?t=26 Video]
{{GGST-ComboTableRow
|-
|combo = {{clr|2|6K}}, {{clr|2|2K}} > {{clr|5|2D}}
| |({{clr|3|c.S}}) > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|1|236P}} > PRC > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} WS > {{clr|5|j.D}} WB || Cornered || 193|| 25% || All || [3] {{clr|3|Medium}} || Side swap route. Must PRC after Alpha blade connects. ||
|position = Anywhere
|-
|damage = 64
| | {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > dl {{clr|3|236S}}~{{clr|2|236K}}, {{clr|3|f.S}} > {{clr|3|236S}} WS > {{clr|4|6H}} WB || Corner || 184 || 35% || All || [3] {{clr|3|Medium}} || Rekka loop! Must hit {{clr|3|236S}} as high as possible. Good to avoid getting burst into the corner. ||
|worksOn = All
|-
|difficulty = Very Easy
| | CH {{clr|3|c.S}} > 66~{{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|4|236H}}  || Anywhere || 153 || 30% || All || [3] {{clr|3|Medium}} || CH {{clr|3|c.S}} confirm. Microdash to link the two {{clr|3|c.S}} hits. ||
|notes = Basic combo into sweep
|-
|video =
| | CH {{clr|3|c.S}} > {{clr|5|5[D]}}, {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}} || Anywhere || 140 || 25% || All || [3] {{clr|3|Medium}} || CH {{clr|3|c.S}} confirm. {{clr|5|5[D]}} float is safe to burst. ||
|recipePC =
|-
|recipePS =
| | {{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}}  || Cornered || 190 (Ky) || 20% || Midweights but Zato, Chaos||[3] {{clr|3|Medium}} || Midweight corner-to-corner loop combo. Drops on Zato, Happy Chaos  ||
|checkedVersion = 1.29
|-
}}
| | {{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  || Cornered || 197 (Zato) || 20% || Zato, Chaos ||[3] {{clr|3|Medium}} || Corner-to-corner loop combo for Zato, Happy Chaos  ||
|-
| | {{clr|3|c.S}} > {{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}} > dl {{clr|2|j.K(1)}} > {{clr|2|j.K(2)}} WS ▷ {{clr|4|6H}}  || Cornered || 188 (Ino) || 20% || Ino, Ram ||[4] {{clr|4|Hard}} || Ino, Ram specific corner-to-corner loop 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|2|j.K(1)}} > 66 WS > {{clr|5|j.D}}  || Cornered || 191 (Gio) || 20% || Lights but Ino, Ram ||[4] {{clr|4|Hard}} ||  Lightweight specific corner-to-corner loop combo. Can break with {{clr|4|6H}} but damage is the same. Drops on Ino, Ram|| [https://www.youtube.com/watch?v=piwRvTAj7Hg Video]
|-
|-
| | {{clr|3|c.S}} > {{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}} > dl {{clr|2|j.K(1)}} {{clr|3|2S}} > {{clr|4|2H}} > dl {{clr|3|236S}}~dl {{clr|3|236S}} WS > {{clr|4|6H}} || Cornered || 180 (Leo) || 20% || Heavies ||[4] {{clr|4|Hard}} || Heavy specific corner-to-corner loop combo. Slight delay is required on the rekka. Might splat from rekka 1 or rekka 2 depending on wall health and combo timing|| [https://www.youtube.com/watch?v=VQujBdMc5IM Video]
{{GGST-ComboTableRow
|-
|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
|damage = 137
|worksOn = All
|difficulty = Hard
|notes = Spacing specific combo using rekka wall bounce.
|video =
|recipePC =
|recipePS =  
|checkedVersion = 1.29
}}
|}
|}


==={{clr|4|5H}}/{{clr|4|6H}}/{{clr|4|2H}} Combos===
==={{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" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
! colspan="10" |'''{{clr|S|c.S/f.S/2S}} '''
|+{{clr|4|5H}}/{{clr|4|6H}}/{{clr|4|2H}} Combos
|-
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = {{clr|3|f.S}} > {{clr|3|236S}}~{{clr|3|236S}}
|position = Anywhere
|damage = 74
|worksOn = All
|difficulty = Very Easy
|notes = Basic poke combo. On crouching hit Chipp can combo into Senshuu.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
{{GGST-ComboTableRow
|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 = Midscreen
|damage = 104~133
|worksOn = All
|difficulty = Easy
|notes = Extremely stable BnB that works in nearly every situation. Does not work near the corner.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
{{GGST-ComboTableRow
|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
|damage = 191
|worksOn = All
|difficulty = Easy
|notes = Simple corner BnB that splats at ground level.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
{{GGST-ComboTableRow
|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
|damage = 177~195
|worksOn = All
|difficulty = Easy
|notes = Double K Alpha combo that can set up mix.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
{{GGST-ComboTableRow
|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 = Corner
|damage = 194
|worksOn = All
|difficulty = Medium
|notes = Same-side corner BnB using Rekka wall bounce.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video !! Combo Recipe No.
{{GGST-ComboTableRow
|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 = Midscreen
|damage = 104~133
|worksOn = All
|difficulty = Medium
|notes = Stable loop BnB that gives good corner carry and decent oki.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
|-
| | {{clr|4|5H}}/{{clr|4|6H}} > {{clr|3|236S}}~{{clr|3|236S}} || Anywhere || 92/100 || 20% || All || [1] {{clr|1|Very Easy}} || Basic {{clr|4|H}} conversion, no knockdown || - || -
{{GGST-ComboTableRow
|-
|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}}
| | {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} > 66 > {{clr|4|j.H(2)}} > {{clr|3|j.623S}} || Anywhere || 122 || 20% || All but Leo, Anji || [2] {{clr|2|Easy}} || Stable air combo route with good damage. {{clr|2|j.K}} whiffs on Leo, {{clr|4|j.H}} whiffs on Anji. May drop at max {{clr|4|2H}} range. || - || -
|position = Midscreen
|-
|damage = 128~148
| | {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > 66 > {{clr|3|j.S}} > {{clr|3|j.623S}} || Anywhere || 126 || 20% || Medium/Heavy but Zato || [2] {{clr|2|Easy}} || Stable air combo route with good damage. {{clr|3|j.S}} whiffs on lights. May drop at max {{clr|4|2H}} range.|| - || -
|worksOn = All
|difficulty = Medium
|notes = Counterhit confirm version of the loop BnB.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
|-
| | CH {{clr|4|5H}} > {{clr|3|236S}}~{{clr|2|236K}}, {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}} || Anywhere || 137 || 30% || All || [2] {{clr|2|Easy}} || Counter hit {{clr|4|5H}} confirm. {{clr|3|2S}} pick up works at any range near the corner but midscreen {{clr|4|5H}} must be spaced closer.|| - || -
{{GGST-ComboTableRow
|-
|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}}
| | CH {{clr|4|6H}} > 66 > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|632146H}}/{{clr|2|236236K}} || Anywhere || 225/224 || 25% || All || [2] {{clr|2|Easy}} || Simple metered {{clr|4|6H}} CH combo. {{clr|4|632146H}} for midscreen damage or {{clr|2|236236K}} in the corner for a wall break.|| - || -
|position = Midscreen
|damage = 168
|worksOn = All
|difficulty = Hard
|notes = Counterhit confirm combo using {{clr|5|5[D]}} for extra damage.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
|-
| | CH {{clr|4|6H}} > {{clr|2|236[K]}} > 3 > {{clr|4|j.H(2)}} > 66 > {{clr|4|j.H(2)}} ▷ {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}}~{{clr|3|236S}} > WS > {{clr|4|6H}} || Corner || 236 || 40% || Light/Medium || [3] {{clr|3|Medium}} || High damage meterless corner {{clr|4|6H}} CH combo.|| - || -
{{GGST-ComboTableRow
|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 = Cornered
|damage = 190
|worksOn = All but ZA, HA
|difficulty = Hard
|notes = Carry optimized loop combo for going corner to corner. Requires tricky delays and dashes.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
|-
| | CH {{clr|4|6H}} > 66 > {{clr|3|c.S}} > {{clr|2|j.K(1)}} > 66 > {{clr|4|j.H(2)}} ▷ {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|2|236K}} > WS > {{clr|4|6H}} || Midscreen to Corner || 209 || 45% || All || [3] {{clr|3|Medium}} || Less reliable on Light weights since {{clr|4|j.H}} tends to whiff without adjustments. Slight delay on {{clr|3|c.S}} jump cancel for lights/Zato. Backward jump cancel for Ino/Faust.|| - || -
{{GGST-ComboTableRow
|-
|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
| | CH {{clr|4|6H}} > {{clr|3|c.S}} > {{clr|4|5H}} > 66~{{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|2S}} > {{clr|4|2H}} WS > {{clr|4|6H}} WB || Corner || 221|| 40% || All || [4] {{clr|4|Hard}} || Corner DP punish route. Makes use of {{clr|4|5H}} tumble properties.|| - || -
|position = Cornered
|-
|damage = 184
| | CH {{clr|4|6H}} > {{clr|2|236[K]}} > 3 > {{clr|4|j.H(2)}} ▷ {{clr|3|2S}} > {{clr|4|5H}} > 66 > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > WS > {{clr|4|6H}}  || Corner || 217 (Leo) || 45% || Heavy || [4] {{clr|4|Hard}} || High damage meterless corner {{clr|4|6H}} CH combo using {{clr|4|5H}} tumble.|| - || -
|worksOn = ZA, HA
|-
|difficulty = Hard
| | CH {{clr|4|6H}} > 66 > {{clr|3|c.S}} > {{clr|4|5H}} > 66 > {{clr|3|c.S}} > {{clr|4|6H}} > 66~{{clr|2|2K}} > {{clr|4|6H}} WS > {{clr|4|6H}} WB  || Corner || 231 || 45% || All || [4] {{clr|4|Hard}} || High damage {{clr|4|6H}} punish. somewhat tight timing on dash {{clr|2|2K}}|| - || -
|notes = Carry optimized loop combo that should work on all but is most suitable for Zato and Chaos.  
|-
|video =
| | CH {{clr|4|6H}} > {{clr|1|236[P]}} > 4 > {{clr|4|j.H(2)}} > jc > {{clr|3|j.S}}, dl {{clr|3|j.S}} ▷  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}} > {{clr|1|j.P}} > {{clr|3|j.623S}} WS ▷ {{clr|5|j.D}} WB || Corner || 226 (Gio) || 35% || Light || [4] {{clr|4|Hard}} || Corner to corner {{clr|4|6H}} CH combo that avoids breaking the wall early. Against INO end with {{clr|1|5P}} instead of {{clr|3|623S}}|| [https://twitter.com/FGC_Elodad/status/1512943817212764166 Video] || -
|recipePC =
|-
|recipePS =
| | CH {{clr|4|6H}} > 66 > {{clr|3|c.S}} > {{clr|4|5H}} > 66 > {{clr|3|c.S}} > {{clr|4|6H}} > 66~{{clr|4|5H}} > (whiff) {{clr|3|236S}}~{{clr|3|236S}} WS > {{clr|4|6H}} WB  || Corner || 237 || 45% || All || [5] {{clr|5|Very Hard}} || {{clr|4|6H}} punish using a 1f micro dash.|| - || =
|checkedVersion = 1.29
}}
|}
|}


==={{clr|5|5D}}/{{clr|5|2D}} 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" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
! colspan="10" |'''{{clr|H|5H/2H/6H}} '''
|- style="font-weight:bold; vertical-align:middle;"
|-
! Combo
{{GGST-ComboTableHeader}}
! Position
|-
! Damage
{{GGST-ComboTableRow
! Tension Gain
|combo = {{clr|4|5H}}/{{clr|4|6H}} > {{clr|3|236S}}~{{clr|3|236S}}~({{clr|2|236K}})
! Works on:
|position = Anywhere
! Difficulty
|damage = 86~116
! Notes
|worksOn = All
! Video
|difficulty = Very Easy
! Combo Recipe No.
|notes = Basic poke combo. Can combo into Senshuu for crouching hits.
|- style="vertical-align:middle;"
|video =
| |{{clr|5|2D}} > {{clr|3|236S}}~{{clr|3|236S}}
|recipePC =
| Anywhere
|recipePS =
| 74
|checkedVersion = 1.29
| 15%
}}
| All
|-
| [1] {{clr|1|Very Easy}}
{{GGST-ComboTableRow
| -
|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 = Midscreen
| -
|damage = 131
|- style="vertical-align:middle;"
|worksOn = All
| | CH {{clr|5|2D}} > {{clr|2|236K}}, {{clr|2|j.236K}} {{clr|3|c.S}} > {{clr|4|6H}} WS > {{clr|4|6H}} WB
|difficulty = Easy
| Corner
|notes = Counterhit combo into BnB for when you won't reach the wall.
| 176
|video =
| 25%
|recipePC =
| All
|recipePS =
| [2] {{clr|2|Easy}}
|checkedVersion = 1.29
| -
}}
| -
|-
| -
{{GGST-ComboTableRow
|- style="vertical-align:middle;"
|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
| | CH {{clr|5|2D}} > {{clr|3|236S}}, 66~{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|2|236K}} > {{clr|2|j.2K}} WS > {{clr|4|6H}} WB
|position = Midscreen/Corner
| Corner
|damage = 206
| 180
|worksOn = All
| 25%
|difficulty = Medium
| All
|notes = Close range counterhit confirm that carries to the corner.
| [3] {{clr|3|Medium}}
|video =  
| CH {{clr|5|2D}} combo for high wall HP. Inconsistent on Ky/Chaos.
|recipePC =  
| [https://www.youtube.com/watch?v=UdYVRLYEOU8 Video]
|recipePS =  
| -
|checkedVersion = 1.29
|}
}}
 
===Charged {{clr|5|Dust}} combos===
 
Combos following from a charged dust homing jump. All damage done on Ky for this section unless specified.
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|+{{clr|5|Dust}} Combos
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video !! Combo Recipe No.
{{GGST-ComboTableRow
|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
|damage = 160~167
|worksOn = All
|difficulty = Medium
|notes = Counterhit combo that works anywhere. If Chipp doesn't reach the wall Resshou will whiff but Rokusai will still connect.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
|-
| {{clr|5|5[D]}} > dl {{clr|5|j.D}} > {{clr|5|j.D}} || Anywhere || 140 || 15% || All || [1] {{clr|1|Very Easy}} || Extremely simple dust combo. Good for beginners or when you expect a delayed burst. || ||
{{GGST-ComboTableRow
|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
|damage = 188~196
|worksOn = All
|difficulty = Medium
|notes = Simple counterhit confirm into corner BnB.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
|-
| {{clr|5|5[D]}} > {{clr|5|j.D}} > {{clr|2|j.K(1)}} > jc {{clr|5|j.D}} > {{clr|2|j.K(1)}} > {{clr|5|j.D}} > {{clr|2|j.K(2)}} > {{clr|2|j.K}} || Anywhere || 189 || 20% || All || [2] {{clr|2|Easy}} || Great damage and fairly simple to execute. Delay the first {{clr|5|j.D}} on Anji || ||
{{GGST-ComboTableRow
|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/Corner
|damage = 207
|worksOn = All
|difficulty = Medium
|notes = Counterhit confirm that carries to the corner.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
|-
| | {{clr|5|5[D]}} > {{clr|5|j.D}} > {{clr|2|j.K(1)}} > jc {{clr|5|j.D}} > {{clr|2|j.K(1)}} > {{clr|5|j.D}} > {{clr|2|j.K(1)}} > {{clr|5|j.D}} > {{clr|5|j.D}} || Anywhere || 194 || 20% || All || [2] {{clr|2|Easy}} || Need to hit everything fairly fast. Delay the first {{clr|5|j.D}} on Anji ||
{{GGST-ComboTableRow
|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
|damage = 217
|worksOn = All
|difficulty = Medium
|notes = Easy version of Chipp's tumble loop.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
|-
| |{{clr|5|5[D]}} > dl {{clr|5|j.D}} > 66 {{clr|5|j.D}} > {{clr|3|j.S}} > 8jc {{clr|5|j.D}} > {{clr|1|j.P}} > {{clr|1|j.P}} || Anywhere || 193 || 20% || All || [3] {{clr|3|Medium}} || Alternate charge dust route. Requires slight delay before first {{clr|5|j.D}} || ||
{{GGST-ComboTableRow
|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 = Anywhere
|damage = 139
|worksOn = All
|difficulty = Hard
|notes = Max range counterhit conversion into BnB that side swaps.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
|-
| |{{clr|5|5[D]}} > dl {{clr|5|j.D}} > {{clr|3|j.S}} > 9jc > {{clr|5|j.D}} > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|2|j.K(1)}} > {{clr|5|j.D}} || Anywhere || 204 || 20% || All || [4] {{clr|4|Hard}} || Optimal Dust combo requiring tight timing. Slight delay before first {{clr|5|j.D}}. Delay longer on Potemkin, Faust. Minimal delay for Anji, Baiken|| [https://www.youtube.com/watch?v=usbLZKxtcao Video] ||  
{{GGST-ComboTableRow
|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 = Corner
|damage = 230
|worksOn = See Notes
|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.
|video =
|recipePC =  
|recipePS =
|checkedVersion = 1.29
}}
 
|}
|}


===Jump-in Starters===
==={{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"
! colspan="10" |'''{{clr|D|2D/5D}} '''
|-
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = {{clr|5|2D}} > {{clr|3|236S}}~{{clr|3|236S}}
|position = Anywhere
|damage = 74
|worksOn = All
|difficulty = Very Easy
|notes = Simple sweep combo
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
{{GGST-ComboTableRow
|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 = Midscreen
|damage = 119
|worksOn = All
|difficulty = Medium
|notes = Counterhit sweep into BnB. Delayed K Alpha cancel helps keep the combo consistent.
|video =
|recipePC =  
|recipePS =  
|checkedVersion = 1.29
}}
|}


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" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
! colspan="10" |'''{{clr|D|5[D]}} '''
|+Jump-in Starters
|-
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = {{clr|5|5[D]}}~8, {{clr|5|j.D}} > {{clr|5|j.D}}
|position = Anywhere
|damage = 140
|worksOn = All
|difficulty = Very Easy
|notes = Extremely simple Dust combo to secure positive bonus.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
{{GGST-ComboTableRow
|-  
|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}}
| | {{clr|2|j.2K}} ▷ {{clr|2|2K}} > {{clr|5|2D}} > {{clr|3|236S}}~{{clr|3|236S}} || Anywhere || 93 || 18% || All || [2] {{clr|2|Easy}} || Universal j.2K jump in route. Be careful if the last hit of j.2K does not connect as you land, it will not combo.||
|position = Anywhere
|-
|damage = 194
| | {{clr|3|j.S}} > {{clr|5|j.D}} ▷ {{clr|2|2K}} > {{clr|5|2D}} > {{clr|3|236S}} || Anywhere || 96 || 16% || All || [2] {{clr|2|Easy}} || Useful for when j.S hits too high, and landing would be at disadvantage.||
|worksOn = All
|-
|difficulty = Medium
| | {{clr|4|j.H}} ▷ {{clr|2|2K}} > {{clr|5|2D}} > {{clr|3|236S}}~{{clr|3|236S}} || Anywhere || 96 || 19% || All || [2] {{clr|2|Easy}} || Universal j.H jump in route. Lenient timing as j.H hits twice.||
|notes = Universal Dust combo that deals excellent damage.
|-
|video =
| | {{clr|5|j.D}} {{clr|2|2K}} > {{clr|5|2D}} > {{clr|3|236S}}~{{clr|3|236S}} || Anywhere || 101 || 20% || All || [3] {{clr|3|Medium}} || Universal j.D jump in route. Must be low enough, otherwise it will not combo.||
|recipePC =
|-
|recipePS =
| | {{clr|4|j.H}} ▷ {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|2|236K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|6H}} || Corner || 165 || 31% || All but Faust, Gio, I-No || [3] {{clr|3|Medium}} || Corner j.H jump in route into rekka loops. j.H must hit deep.||
|checkedVersion = 1.29
|-
}}
| | {{clr|5|j.D}} ▷ {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|5|j.D}} WS > 66 {{clr|5|j.D}} WB || Near corner || 174 || 21% || All but Leo, Faust || [3] {{clr|3|Medium}} || j.D has to hit very deep||
|-
| | Wall run cancel {{clr|3|j.S}} ▷ {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}}~{{clr|3|236S}} || Corner || 106 || 23% || All || [3] {{clr|3|Medium}} || Low wall run cancel j.S mixup after 236[P] (drop down with 2) - 1 rekka only on Leo, Pot, Faust, Nago.||
|-
| | Wall run cancel {{clr|1|j.P}} > {{clr|1|j.P}} ▷ {{clr|2|5K}} > {{clr|5|2D}} > {{clr|2|236P}} || Corner || 65 || 14% || All || [3] {{clr|3|Medium}} ||Double overhead wall run cancel mixup. 236P for the sideswitch.||
|-
| | CH {{clr|4|j.H}} ▷ 66~{{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > dl {{clr|2|j.K(1)}} ▷ 66~{{clr|3|2S}} > {{clr|4|2H}} > dl {{clr|3|236S}}~{{clr|2|236K}} WS > {{clr|4|6H}} WB || Cornered || 170 || 35% || all ||[4] {{clr|4|Hard}} || CH {{clr|4|j.H}} combo that can reach the corner from anywhere on the screen. May change depending on how many hits of {{clr|4|j.H}} connect / distance to wall ||
|}
|}


===Wall Run Combos===
===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"
These combos utilize Chipp's [https://www.dustloop.com/wiki/index.php?title=GGST/Chipp_Zanuff/Strategy#Wall_Run_Usage wall run mechanic]. Damage tested on Ky unless otherwise specified.
! colspan="3" |'''Wall Run Starters'''
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|-
|- style="font-weight:bold; vertical-align:middle;"
! Starter !! Notes !! Video
! Combo
|-
! Position
| <code> {{clr|4|2H}} CH > {{clr|1|236[P]}} >... </code>
! Damage
| Optimal starter.</br> Enables extremely high meterless damage.
! Tension Gain
| -
! Works on:
|-
! Difficulty
| <code> ({{clr|3|236S}})~{{clr|3|236S}} > 88RRC >... </code>
! Notes
| Decent option from rekka pressure leading to a scaled combo.</br> Best when confirming off the Rokusai hit.
! Video
| -
|- style="vertical-align:middle;"
|-
| |{{clr|2|6K}} > 88~RRC > 66 > ({{clr|3|w.cS}}) > {{clr|3|w.cS}} > {{clr|3|w.cS}} > {{clr|3|w.cS}} > {{clr|3|w.cS}} > {{clr|4|w.6H}} WS > {{clr|4|w.6H}} WB
| <code> {{clr|3|236S}}{{clr|2|236K}} > 88RRC >... </code>
| Corner
| {{tt|Kara-Senshuu starter|Kara-cancelling the startup of Resshou into Sensuu}}, '''DOES NOT''' work from rekka pressure.</br> Leads to a scaled combo.
| 185
| -
| 6%
|-
| All
| <code> {{clr|2|6K}} > 88RRC >... </code>
| [3] {{clr|3|Medium}}
| Slow but strong starter with meter.
| The most basic wall run combo from {{clr|2|6K}} overhead. Large characters may let you get an additional {{clr|3|w.cS}}.
| -
| [https://youtu.be/ed04DzT5irE Video]
|-
|- style="vertical-align:middle;"
| <code> {{clr|5|5D}} > 88RRC >... </code>
| | CH {{clr|4|2H}} > {{clr|1|236[P]}} > {{clr|3|w.cS}} > {{clr|4|w.5H}} > {{clr|4|w.5H}} > {{clr|4|w.6H}} > {{clr|3|w.cS}} > {{clr|4|w.6H}} WS > {{clr|4|w.6H}} WB
| Fast starter that damages the wall. </br> Only allows short Wall Runs and scales the combo.
| Corner
| 267
| ~40%
| All
| [4] {{clr|4|Hard}}
| High damage meterless wall run from a {{clr|4|2H}} counter-hit. Both hits of {{clr|4|w.5H}} should be at max range or else {{clr|3|w.cS}} may whiff.  
| [https://www.youtube.com/watch?v=XJ-hoyJICCU Video]
|- style="vertical-align:middle;"
| | CH {{clr|4|2H}} > {{clr|1|236[P]}} > {{clr|3|w.cS}} > {{clr|3|w.cS}} > {{clr|4|w.6H}} > {{clr|4|w.6H}} > {{clr|3|w.cS}} > {{clr|4|w.5H}} > {{clr|4|6H}} WS > {{clr|4|w.6H}} WB
| Corner
| 281
| ~45%
| All but May
| [4] {{clr|4|Hard}}
| Optimal meterless wall run from a {{clr|4|2H}} counter-hit. Requires high wall health.
| -
| -
|- style="vertical-align:middle;"
| | CH {{clr|4|2H}} > {{clr|1|236[P]}} > {{clr|3|w.cS}} > {{clr|4|w.5H}} > {{clr|4|w.5H}} > {{clr|4|w.6H}} > 4 > dl {{clr|2|j.236K}} ▷ {{clr|3|cS}} > {{clr|4|6H}} > dl {{clr|2|236236K}} WB
| Corner
| 270
| ~45%
| All
| [4] {{clr|4|Hard}}
| A universal metered combo that sets up an overdrive wall break. The timing for dl {{clr|2|236K}} is tighter on lightweights. Requires high wall health.
| [https://www.youtube.com/watch?v=d9-XeZZRBao Video]
|-
| | CH {{clr|4|2H}} > {{clr|1|236[P]}} > {{clr|4|w.5H}} > {{clr|4|w.5H}} > {{clr|4|w.6H}} > 4 > {{clr|2|j.236K}} ▷ dl {{clr|3|c.S}} > dl {{clr|3|2S}} > dl {{clr|4|2H}} > dl {{clr|2|236K}} WS ▷ {{clr|4|6H}} WB || Corner || 257 || 50% || All || [4] {{clr|4|Hard}} || Wall run route requiring MAX wall HP. Must input {{clr|2|j.236K}} facing the wall. Must delay buttons to cause a wall splat.||
|-
|-
| | CH {{clr|4|2H}} > {{clr|1|236[P]}} > {{clr|3|w.cS}} > {{clr|3|w.cS}} > {{clr|3|w.cS}} > {{clr|3|w.cS}} > dl 4 > {{clr|4|j.H(2)}} > {{clr|3|j.623S}} > 66FRRC > {{clr|4|j.H(2)}}, {{clr|3|j.S}} > {{clr|3|j.623S}} WS ▷ {{clr|4|6H}} WB || Corner || 247 || 35% || All || [5] {{clr|5|Very Hard}} || Flashy corner to corner combo. Not practical.||
|}
|}


===Air-Hit / Anti-Air combos===


Combos targeting an airborne opponent or an opponent trying to jump out of pressure. All damage done on Ky unless otherwise specified.
{| 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" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
! colspan="10" |'''Wall Run Combos'''
|+Air-Hit / Anti-Air combos
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
{{GGST-ComboTableHeader}}
|-
| | {{clr|1|6P}} > {{clr|3|236S}}  || Anywhere || 47 || 10% || All || [1] {{clr|1|Very Easy}} || Basic, universal {{clr|1|6P}} anti-air confirm.
|-
| | CH {{clr|1|6P}} > {{clr|4|236H}}  || Anywhere || 51 || 10% || All || [1] {{clr|1|Very Easy}} || Basic, universal {{clr|1|6P}} CH confirm, decent corner carry.
|-
| | AA {{clr|2|5K}} > jc {{clr|2|j.K}} > 66{{clr|4|j.H}} ▷ {{clr|1|5P}} || Anywhere || 55 || 6% || Universal || [1] {{clr|1|Very Easy}} || Basic, universal anti-air route. Possible to get {{clr|3|c.S}} (into BnB) instead of {{clr|1|5P}} on bigger characters.
|-
| | AA {{clr|1|5P}} > dash {{clr|2|2K}} >  {{clr|3|2S}} ({{clr|3|c.S}}) > {{clr|4|2H}} > {{clr|2|236K}}  || Anywhere || 75 (80) || 18% || All || [2] {{clr|2|Easy}} || Anywhere anti-air route. The higher up your {{clr|1|5P}} anti-air, the easier the dash {{clr|2|2K}} link.
|-
| | AA {{clr|1|5P}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.236K}} ▷ {{clr|3|c.S}} > {{clr|4|6H}} WS > 66 {{clr|4|6H}} WB || Corner || 149 || 31% || All || [2] {{clr|2|Easy}} || May have to delay {{clr|3|2S}} a little depending on how high {{clr|1|5P}} hits.
|-  
| | AA {{clr|1|5P}} > {{clr|4|6H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} WS > 66{{clr|5|j.D}} WB || Corner || 153 || 24% || All || [2] {{clr|2|Easy}} || Drop down from {{clr|2|236K}} for {{clr|4|6H}} WB if the wallsplat is low enough.
|-
| | AA {{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} WS > 66{{clr|5|j.D}} WB || Corner || 157 || 24% || All || [2] {{clr|2|Easy}} || Drop down from {{clr|2|236K}} for {{clr|4|6H}} WB if the wallsplat is low enough.
|-
|-
| |AA {{clr|4|2H}} > {{clr|2|236K}} {{clr|2|5K}} > {{clr|4|6H}}|| Anywhere || 105 || 20% || All || [2] {{clr|2|Easy}}|| Returns opponent to the ground. Can follow up with an overdrive. May cross up after {{clr|2|236K}} depending on {{clr|4|2H}} spacing.
{{GGST-ComboTableRow
|-
|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
| |AA {{clr|4|2H}} > {{clr|2|236K}} ▷ {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}} || Anywhere but corner || 129 || 25% || All || [2] {{clr|2|Easy}}|| Anti air route. works at all heights for lights. Medium/heavy must be high in the air.
|position = Corner
|-
|damage = 168~225
| | AA {{clr|2|5K}} > jc {{clr|2|j.K}} > 66{{clr|2|j.K}} > jc {{clr|2|j.K}} > {{clr|5|j.D}} || Anywhere || 73 || 8% || All except Ram || [3] {{clr|3|Medium}} || Basic anti-air route, small adjustments in hit number can be applied.
|worksOn = All
|-  
|difficulty = Medium
| | AA {{clr|2|5K}} > jc {{clr|2|j.K(1)}} > 66{{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} ▷ {{clr|1|5P}} > {{clr|1|5P}} > {{clr|1|5P}} WS > {{clr|4|6H}} WB || Mid to Corner || 136 || 23% || All || [3] {{clr|3|Medium}} || Possible to {{clr|1|j.P}} instead of {{clr|1|5P}}.
|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.
|-  
|video =
| | AA {{clr|4|2H}} > dl {{clr|3|236S}}~{{clr|2|236K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} WS > {{clr|4|6H}} WB || Near Corner || 174 || 40% || All || [3] {{clr|3|Medium}} || Universal corner anti-air route from {{clr|4|2H}} using rekka loop - Doesn't work deep in the corner.
|recipePC =
|-
|recipePS =
| | AA CH {{clr|4|2H}} > (whiff) {{clr|3|236S}}, 66~{{clr|3|c.S}} > {{clr|4|j.H(2)}} > 66 > {{clr|4|j.H(2)}} {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} WS > {{clr|4|6H}} WB || Into corner || 219 || 40% || All || [4] {{clr|4|Hard}} || Counter hit anti-air route. {{clr|3|c.S}} should be done underneath as they fall which may require a micro-dash.
|checkedVersion = 1.29
|-
}}
|}
|-
 
{{GGST-ComboTableRow
===Air-to-Air Starters===
|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
Combos starting from an airborne confirm on an airborne opponent. Damage tested on Ky unless otherwise specified.
|damage = 214~247
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|worksOn = All
|+Air-to-Air Starters
|difficulty = Hard
|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 =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
{{GGST-ComboTableRow
|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
|damage = 217
|worksOn = All but Chipp
|difficulty = Hard
|notes = High damage Wall Run conversion from kara-Senshuu overhead.
|video =
|recipePC =
|recipePS =  
|checkedVersion = 1.29
}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes || video
{{GGST-ComboTableRow
|-  
|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
| | Air to Air {{clr|2|j.K(1)}} >  ADC > {{clr|3|j.S}} {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|236H}} || Anywhere || 90 || 15% || All|| [2] {{clr|2|Easy}} || Easy, universal air to air confirm. || -
|position = Corner
|-
|damage = 233~255
| | Air to Air {{clr|2|j.K(1)}} >  ADC > {{clr|4|j.H(1)}} {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|1|5P}} > {{clr|1|5P}} > {{clr|1|5P}} WS > {{clr|4|6H}} WB || Midscreen to Corner || 136 || 23% || All|| [3] {{clr|3|Medium}} || Universal air to air confirm that works in most situations. || -
|worksOn = All
|-
|difficulty = Very Hard
| | Air to Air {{clr|2|j.K(1)}} >  ADC > {{clr|4|j.H(1)}} ▷ {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} ▷ {{clr|3|c.S}} WS > {{clr|4|6H}} WB || Midscreen to Corner || 147 || 23% || All|| [3] {{clr|3|Medium}} || Universal air to air confirm. May be difficult on lighter characters and can be inconsistent midscreen. Better near corner. || -
|notes = Optimal Wall Run combo for High wall health. {{clr|4|w.6H}} must be timed meaty to link into itself.
|-
|video =
| | Air to Air {{clr|2|j.K(1)}} >  ADC > {{clr|3|j.S}} ▷ {{clr|3|2S}} > {{clr|3|236S}}~{{clr|2|236K}} > {{clr|3|236S}}~{{clr|3|236S}} > {{clr|4|6H}} WB
|recipePC =
|| Midscreen to Corner || 142 || 25% || All|| [4] {{clr|4|Hard}} || Air-to-air confirm ending in rekka loop. || -
|recipePS =
|-
|checkedVersion = 1.31
| | Air to Air {{clr|2|j.K(1)}} > ADC > {{clr|3|j.S}} ▷ {{clr|3|c.S}} > {{clr|2|j.K(1)}} > ADC > {{clr|4|j.H}} ▷ {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|4|6H}} WB
}}
|| Midscreen to Corner || 161 || 24% || All|| [4] {{clr|4|Hard}} || Advanced air-to-air with excellent corner carry. || -
|-
|}
|}


===Anti-Air Combos===


==={{clr|5|Throw}} 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="3" |'''Anti-air 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" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|+ {{clr|5|Throw/Air Throw}} Starters
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Notes !! Video
|-
|-
| | {{clr|5|4/6D}} > 66RRC ▷ Dash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|5|j.D}} WS > 66 > {{clr|5|j.D}} WB|| Midscreen to Corner || 140 || 15% || All || [2] {{clr|2| Easy}} || Easy throw confirm.
| <code> AA {{clr|1|5P}}, 66, ...</code>
|-
| Quick anti-air jab.</br> Confirm and chase into BnB.
| | {{clr|5|4/6D}} > 66FRRC > {{clr|4|j.H}} (whiff) ▷ {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} WS > {{clr|4|6H}} WB|| Corner || 146 || 15% || All || [3] {{clr|3|Medium}} || Corner Throw confirm. {{clr|3|2S}} will pick up before they go into knockdown state.
| -
|-  
| | {{clr|5|4/6D(2)}} > 66PRC > {{clr|4|j.H(2)}} > 66 > {{clr|4|j.H}} ▷ {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|236H}} WS > {{clr|4|6H}} WB|| Corner || 165 || 5% || All || [3] {{clr|3|Medium}} || 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|4|j.H}} for Leo/Nago/Anji {{clr|4|(harder)}}.
|}
 
===Rekka Combos===
 
Combos for rekka confirms.
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|+Rekka Combos
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes || Video
| <code> AA {{clr|1|6P}} > {{clr|3|236S}}/{{clr|1|236P}}</code>
| 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.
| -
|-
|-
| | ...~{{clr|2|236K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}}
| <code> AA {{clr|2|5K}}/{{clr|3|c.S}} > jc > {{clr|2|j.K(1)}} > 66 > dl {{clr|4|j.H}} ▷...</code>
|| Anywhere || 86 || 20% || All || [1] {{clr|2|Easy}} || Basic overhead rekka confirm. ||
| Confirm and jump cancel to combo into BnB</br>  Extremely common starter against back dash or jump outs.  
| -
|-
|-
| | ...~{{clr|2|236K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} > 66 > {{clr|2|j.K(1)}} > {{clr|5|j.D}}
| <code> AA {{clr|1|j.P}} > {{clr|1|j.P}}, {{clr|3|j.S}} ▷...</code>
|| Anywhere || 102 || 25% || Medium || [1] {{clr|2|Easy}} || Rekka confirm into midscreen air combo. Delays on {{clr|3|2S}}/{{clr|4|2H}} needed for Anji, Zato||
| Confirmable air-to-air that works well while rising </br> Land and combo into a BnB.
|-
| -
| | ...~{{clr|2|236K}}, {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}}, {{clr|2|j.236K}} ▷ {{clr|3|c.S}} > {{clr|4|6H}} WS > 66 > {{clr|4|6H}} || Corner || 159 || 35  || All || [2] {{clr|2|Easy}} || Corner overhead rekka confirm into corner BnB ||
|-
| | ...~{{clr|2|236K}}  > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|5|j.D}} > {{clr|5|j.D}} WB || Corner || 172 || 25% || All || [2] {{clr|2|Easy}} || Alternative corner overhead rekka confirm. ||
|-  
| | CH {{clr|3|Resshou / Rokusai}}~{{clr|2|236K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|2|236K}} WS > {{clr|4|6H}} WB || Corner || 169/165 || 40% || All || [3] {{clr|3|Medium}} || If either of [https://www.dustloop.com/wiki/index.php?title=GGST/Chipp_Zanuff#Resshou Resshou] or [https://www.dustloop.com/wiki/index.php?title=GGST/Chipp_Zanuff#Rokusai Rokusai] counter hit, they can both be immediately confirmed into [https://www.dustloop.com/wiki/index.php?title=GGST/Chipp_Zanuff#Senshuu Senshuu] for a meterless combo. Rokusai confirm does slightly less ||
|-
|-
|}
|}


===Jump-In Combos===


===Beta Blade 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="3" |'''Anti-air Combos'''
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|-
|+Beta Blade Combos
! Combo !! Notes !! Video
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
| <code> {{clr|2|j.2K}} ▷ {{Clr|2|2K}} > {{Clr|5|2D}}</code>
| Knockdown from successful {{clr|2|j.2K}}
| -
|-
|-
| | {{clr|3|623S}} > 88RRC > 66 > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} WS > {{clr|4|6H}} WB
| <code> {{clr|3|j.S}}/{{clr|4|H}}/{{clr|5|D}} {{Clr|2|5K}} > {{Clr|5|2D}}</code>
|| Cornered || 165 || 5% || All || [2] {{clr|2|Easy}} || Easy side swap DP confirm. Run under during RRC float.
| Combo that leads into sweep </br> Best after landing a jump-in that is spaced, or after a cross-up.
| -
|-
|-
| <code> {{clr|3|j.S}}/{{clr|4|H}}/{{clr|5|D}} ▷ {{Clr|3|c.S/2S}} >...</code>
| High reward option when hitting a deep jump-in </br> Land and combo into a BnB.
| -
|-
|-
| | {{clr|3|623S(2)}} > 66FRRC > {{clr|3|j.S}} > jc > {{clr|3|j.S}} > {{clr|4|j.H(1)}} > jc > {{clr|2|j.K}} > {{clr|5|j.D}} || Anywhere but corner || 123 || 5% || All || [3] {{clr|3|Medium}} || Must FRRC after the second hit of the DP. Good when cornered.
| <code> CH {{clr|3|j.S}}/{{clr|4|H}}/{{clr|5|D}} {{Clr|3|c.S/2S}} >...</code>
| Counter hit option that works from any height </br> Land and combo into a BnB.
| -
|-
|-
| | {{clr|3|623S(2)}} > 22RRC > 66 > {{clr|3|j.S}} > jc > {{clr|3|j.S}} > {{clr|2|j.236K}} ▷ {{clr|3|c.S}} > {{clr|4|6H}} WS > {{clr|4|6H}} WB || Cornered || 169 || 5% || All || [3] {{clr|3|Medium}} || Side-swap DP route that can set up a [https://www.dustloop.com/wiki/index.php?title=GGST/Chipp_Zanuff/Strategy#Wall_Run_Resets_.26_Oki Wall Run Reset] after the {{clr|2|j.236K}}. Combo is somewhat spacing specific if you choose not to reset. Run under during RRC float.
|}
|}


===Alpha Blade Combos===
===Metered Combos===


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" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
! colspan="3" |'''Metered Combos'''
|+Alpha Blade Combos
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes || Video
! Combo !! Notes !! Video
|-
|-
| | {{clr|2|236K}} > {{clr|3|j.623S}} || Midscreen || - || - || (May, Zato, Faust, Millia, Ramlethal, Testament) || [2] {{clr|2|Easy}} || Cross up diagonal alpha blade confirm from {{clr|2|5K}} spacing. Leaves Chipp close and at advantage || -
| <code> Starter > ({{clr|3|236S}})~{{clr|3|236S}} > RC >... </code>
| Basic metered conversion from Chipp's rekka. </br> Extend into BnB or setup.
| -
|-
|-
| | {{clr|1|236P}}, {{clr|1|5P}} > {{clr|1|6P}} > RRC > 66 > {{clr|5|5[D]}} > {{clr|3|2S}} > {{clr|4|2H}} > dl {{clr|3|236S}}~{{clr|2|236K}} WS > {{clr|4|6H}} WB
| <code> ({{clr|3|236S}})~{{clr|2|236K}} > RC >... </code>
|| Corner || 150 || ~20% || All except Pot, Leo, Nago, Goldlewis || [3] {{clr|3|Medium}} || Run under before {{clr|5|5[D]}} to keep the corner. Relatively burst safe. || -
| RC into BnB or setup.</br>Fast RC can create quick overheads for pressure.  
| -
|-
|-
| | {{clr|1|2369P}} {{clr|2|5K}} > {{clr|2|5K}} > {{clr|2|j.K(1)}} > 66 > {{clr|4|j.H}} ▷ {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} WS > {{clr|4|6H}} WB || Corner || 154 || 25% || All except Anji, Pot, Leo, Nago, Goldlewis || [4] {{clr|4|Hard}} ||  Manual delay on follow up {{clr|2|5K}} for I-NO, Jack-O || -
| <code> {{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} > {{clr|5|236D}} >... </code>
| Basic Wild Assault extension. </br> Combos from all level 2+ buttons.
| -
|-
|-
| | {{clr|1|2369P}} {{clr|2|2K}}, {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|5|j.D}} WS > 66 > {{clr|5|j.D}} WB || Corner || 168 || 25% || All except I-NO, Baiken || [4] {{clr|4|Hard}} || Requires manual delay on {{clr|2|2K}} for Ky, Anji, Chaos || -
| <code> {{clr|1|P}}/{{Clr|2|K}} > {{clr|1|6P}} > {{clr|5|236D}} >... </code>
| Wild Assault extension from {{clr|1|P}}/{{clr|2|K}} buttons. </br> {{clr|2|236K}} will tend to drop.
| -
|-
|-
| | {{clr|1|2369P}} ▷ {{clr|3|c.S}}  > {{clr|4|2H}} > {{clr|2|236K}}, {{clr|2|j.236K}} > {{clr|3|c.S}} > {{clr|4|6H}} WS > {{clr|4|6H}} WB  || Corner || 180 (Gio) || 30% || Lightweights except I-NO, Jack-O, Baiken || [4] {{clr|4|Hard}} || TK Alpha Blade confirm. Works on most lightweights || -
| <code> {{Clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|5|236[D]}} >... </code>
| Charged Wild Assault extension. </br> Extend into BnB or setup.
| -
|-
|-
| | {{clr|1|2369P}} ▷ {{clr|2|5K}} > {{clr|2|j.K(1)}} > 66  > {{clr|4|j.H}} {{clr|3|c.S}} > {{clr|2|j.K(1)}} > 66 > {{clr|4|j.H}} ▷ {{clr|3|c.S}} > {{clr|4|6H}} WS > {{clr|4|6H}} WB || Corner || 166 (Gio) || 25% || (I-NO, Jack-O, Baiken, Ram, Gio ) || [4] {{clr|4|Hard}} ||  Alternate TK Alpha Blade confirm for other lightweights || -
| <code> CH {{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} > {{clr|5|236[D]}} >... </code>
| Wild assault confirm from counterhit. </br> Extend into BnB or setup.
| -
|-
|-
|}
|}




===Genrou Zan===
{| 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'''
Damage tested on Ky unless otherwise specified.
|-
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
{{GGST-ComboTableHeader}}
|+Genrou Zan
|-
{{GGST-ComboTableRow
|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 = Midscreen
|damage = 118~124
|worksOn = All
|difficulty = Easy
|notes = Jab confirm into Wild Assault near midscreen.
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=83s Video]
|recipePC = 160443
|recipePS =
|checkedVersion = 1.31
}}
|-
{{GGST-ComboTableRow
|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 = Midscreen
|damage = 125
|worksOn = All
|difficulty = Easy
|notes = Confirm from successful overhead near midscreen
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=114s Video]
|recipePC = 160446
|recipePS =
|checkedVersion = 1.31
}}
|-
{{GGST-ComboTableRow
|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 = Midscreen
|damage = 143~161
|worksOn = All
|difficulty = Easy
|notes = Stray Hit/Wish Confirm combo that locks out burst.
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=44s Video]
|recipePC = 160439
|recipePS =
|checkedVersion = 1.31
}}
|-
{{GGST-ComboTableRow
|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 = Cornered
|damage = 116~122
|worksOn = All
|difficulty = Easy
|notes = Jab confirm into Wild Assault far from corner.
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=83s Video]
|recipePC = 160444
|recipePS =
|checkedVersion = 1.31
}}
|-
{{GGST-ComboTableRow
|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 = Cornered
|damage = 135
|worksOn = All
|difficulty = Easy
|notes = Confirm from cross-up {{clr|2|j.2K}}. Carries from full screen.
|video = [https://youtu.be/RqfSps3yEbE?t=121 Video]
|recipePC = 160447
|recipePS =
|checkedVersion = 1.31
}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
{{GGST-ComboTableRow
|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
|damage = 131
|worksOn = All
|difficulty = Easy
|notes = Wild Assault CH combo with generous confirm window.
|video = [https://youtu.be/RqfSps3yEbE?t=172 Video]
|recipePC = 160454
|recipePS =
|checkedVersion = 1.31
}}
|-
|-
| | {{clr|3|63214S}} > 66RRC > dl {{clr|4|2H}} > {{clr|2|236K}}, {{clr|2|j.236K}} > {{clr|3|c.S}} > {{clr|4|6H}} WS > {{clr|4|6H}} WB || Corner || 175 || 10% || All || [2] {{clr|2|Easy}} || 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|4|2H}} range.|| [https://youtu.be/6ZuXlavvAuY?t=114 Video]
{{GGST-ComboTableRow
|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 = Cornered
|damage = 197
|worksOn = All
|difficulty = Medium
|notes = 3-hit confirm combo that locks out burst.
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=33s Video]
|recipePC = 160438
|recipePS =
|checkedVersion = 1.31
}}
|-
|-
| | {{clr|3|63214S}} > RRC > dash {{clr|5|5[D]}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} WB || Corner || 175 || 5% || All || [3] {{clr|3|Medium}} || Corner command grab confirm with RC. Relatively safe to burst due to {{clr|5|5[D]}} float||
{{GGST-ComboTableRow
|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 = Near Corner
|damage = 196~199
|worksOn = All
|difficulty = Medium
|notes = 2-hit counter hit Confirm combo that locks out burst near the corner.
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=61s Video]
|recipePC = 160440
|recipePS =
|checkedVersion = 1.31
}}
|-
|-
| | {{clr|3|63214S}} > FRRC > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|5|j.D}} WS > {{clr|5|j.D}} WB || Near Corner || 184 || 5% || All || [3] {{clr|3|Medium}} || {{clr|4|6H}} can be used over {{clr|4|2H}} in corner for 1 more damage.||
{{GGST-ComboTableRow
|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
|damage = 173~175
|worksOn = All
|difficulty = Medium
|notes = 2-hit counter hit Confirm combo far from corner.
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=61s Video]
|recipePC = 160442
|recipePS =
|checkedVersion = 1.31
}}
|-
|-
| | {{clr|3|63214S}} > RRC > {{clr|1|236[P]}} > {{clr|3|w.cS}} > {{clr|4|w.5H}} > dl {{clr|4|w.6H}} > {{clr|2|w.K}} > dl {{clr|4|w.6H}} || Corner || 193 || 10% || All || [4] {{clr|4|Hard}} || High wall health command grab into wall run. Delay timings vary between characters.|| [https://www.youtube.com/watch?v=MPSwdOYzo_s Video]
{{GGST-ComboTableRow
|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 = Corner
|damage = 207~216
|worksOn = All
|difficulty = Medium
|notes = Single counter hit Confirm in the corner.
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=132s Video]
|recipePC = 160448
|recipePS =
|checkedVersion = 1.31
}}
|-
|-
|}
{{GGST-ComboTableRow
 
|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
===Zansei Rouga Combos===
|position = Midscreen
 
|damage = 196~203
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|worksOn = All
|+Zansei Rouga Combos
|difficulty = Medium
|notes = Single counter hit Confirm from midscreen using rekka wallbounce.
|video = [https://youtu.be/RqfSps3yEbE?t=142 Video]
|recipePC = 160449
|recipePS =  
|checkedVersion = 1.31
}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
{{GGST-ComboTableRow
|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 = Cornered
|damage = 132
|worksOn = All
|difficulty = Medium
|notes = Wild Assault CH combo near opposite wall.
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=164s Video]
|recipePC = 160453
|recipePS =
|checkedVersion = 1.31
}}
|-
|-
| | {{clr|4|632146H}} > PRC > dash {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} WS {{clr|4|6H}} WB
{{GGST-ComboTableRow
|| Anywhere || 301 || 5% || All || [3] {{clr|3|Medium}} || Raw super confirm for 100% meter. This route also works if the super is used off a wallstick.
|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
|damage = 153
|worksOn = All
|difficulty = Medium
|notes = Throw combo to lock out burst in the corner. Must throw opponent into the corner.
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=192s Video]
|recipePC = 160453
|recipePS =
|checkedVersion = 1.31
}}
|-
|-
|}
{{GGST-ComboTableRow
 
|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
<!-- Below is a table template. Remove comment marks to use it-->
|position = Cornered
<!--{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|damage = 134
|+ These combos need a total DMG value on them
|worksOn = All
|difficulty = Medium
|notes = Throw combo to lock out burst near the opposite corner.
|video = [https://youtu.be/RqfSps3yEbE?t=203 Video]
|recipePC = 160459
|recipePS =  
|checkedVersion = 1.31
}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
{{GGST-ComboTableRow
|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 = Cornered
|damage = 195~201
|worksOn = All
|difficulty = Hard
|notes = Single counter hit Confirm combo that carries to the opposite corner.
|video = [https://youtu.be/RqfSps3yEbE?t=151 Video]
|recipePC = 160452
|recipePS =
|checkedVersion = 1.31
}}
|-
|-
| | || ||  ||  ||  || [1] {{clr|1|Very Easy}} ||
{{GGST-ComboTableRow
|-
|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
| |  ||  ||  ||  ||  || [2] {{clr|2|Easy}} ||
|position = Cornered
|-
|damage = 127
| |  ||  ||  ||  ||  || [3] {{clr|3|Medium}} ||
|worksOn = All
|-
|difficulty = Hard
| |  ||  ||  ||  ||  || [4] {{clr|4|Hard}} ||
|notes = Highly scaled confirm into wild assault. Locks out burst.
|-
|video = [https://youtu.be/RqfSps3yEbE?t=100 Video]
| | ||  ||  ||  ||  || [5] {{clr|5|Very Hard}} ||
|recipePC = 160445
|recipePS =
|checkedVersion = 1.31
}}
|-
|-
|}-->
{{GGST-ComboTableRow
 
|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
==Combo Theory==
|position = Near Corner
Chipp is a character who benefits greatly from setting up advantageous situations with his combos. Instead of maximizing damage, many of Chipp's routes focus on carrying his opponent to the corner where he can set up a mix. In situations where Chipp cannot get corner carry, he will often end the combo early with whatever gives the most advantage or the most ambiguous approach.
|damage = 124
 
|worksOn = All
Chipp's {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=c.S|label={{clr|3|c.S}}}}/{{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=2S|label={{clr|3|2S}}}} are two of his most useful confirms. From either of these hits he can launch his opponent with {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=2H|label={{clr|4|2H}}}}.
|difficulty = Hard
 
|notes = Trade combo from a Wild Assault frame trap near the corner. Difficult to confirm.
<code>{{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}}...</code>
|video = [https://youtu.be/RqfSps3yEbE?t=181 Video]
 
|recipePC = 160456
Chipp can then chase an airborne opponent using his {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236K|label=Diagonal Alpha Blade ({{clr|2|236K}})}}
|recipePS =  
 
|checkedVersion = 1.31
<code>...{{clr|2|236K}} > {{clr|2|j.K(1)}}/{{clr|3|j.S}}...</code>
}}
 
|}
Together these form an important combo piece where Chipp can start an air combo or land and continue the combo on the ground, looping the sequence.
 
 
===Air Combos===
 
While airborne, Chipp can combine his air gatlings and air dashes to combo his opponent in the air. {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.K|label={{clr|2|j.K}}}} is extremely useful for starting air combos because it has fast startup, a good hitbox, and good gatling options. {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.S|label={{clr|3|j.S}}}}/{{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.H|label={{clr|4|j.H}}}} can give better damage but are not as reliable for starting an air combo as they will usually whiff. Air combos are most useful when combo scaling or spacing may cause other combos to drop.
 
<code>...air-to-air {{clr|2|j.K(1)}}/{{clr|3|j.S}} > jc/66 > {{clr|2|j.K(1)}}/{{clr|3|j.S}}/{{clr|4|j.H}} > {{clr|5|j.D}} </code>
 
Chipp can perform these sequences when calling out an airborne opponent or after chasing in a combo with {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236K|label=Diagonal Alpha Blade ({{clr|2|236K}})}}. The specific gatling can be changed depending on the opponents position/character to improve damage or combo stability.  Using {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.D|label={{clr|5|j.D}}}} will knock the opponent away from Chipp and end the combo with a soft knock down. Advantage is height dependant.
 
<code>...air-to-air {{clr|2|j.K(1)}}/{{clr|3|j.S}} > 66 > {{clr|1|j.P}}/{{clr|2|j.K(1)}}/{{clr|3|j.S}}/{{clr|4|j.H}} ▷ {{clr|1|5P}}/{{clr|2|5K}}/{{clr|3|c.S}}...</code>
 
In some situations Chipp can use air-dash routes to carry his opponent to the ground and continue the combo. Easiest to use when comboing into the corner. Finds use in some punish combos and highly scaled combos.
 
 
===Corner-to-corner Loop Combos===
 
After chasing a launched opponent with {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236K|label=Diagonal Alpha Blade ({{clr|2|236K}})}}, Chipp can hit his opponent with a delayed air button to extend the juggle. This gives Chipp enough time to land and loop the combo. Loop combos typically have superior corner carry while enabling Chipp's mix but vary in difficulty.
 
<code>{{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > dl {{clr|2|j.K(1)}}/{{clr|3|j.S}} ▷ 66 > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}}... </code>
 
The air button used and grounded sequence will change depending on the character. In some cases a micro-dash might be needed for Chipp to connect his ground buttons close enough to end the combo.
 
<code>...{{clr|4|2H}} > {{clr|2|236K}} > {{clr|5|j.D}} WS </code>
 
Combo scaling causes the opponent to float farther away from Chipp late in the combo so most characters will need a short air combo in order to wall-splat and end the combo. Some characters might allow another loop. The specific ending will depend on the character.
 
 
===Corner Double Alpha Blade Combos===
 
When attacking into the corner Chipp's {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236K|label=Diagonal Alpha Blade ({{clr|2|236K}})}} will bounce him off the wall and hit twice allowing him keep his opponent cornered. Chipp can very reliably link into his {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.236K|label=Air Diagonal Alpha Blade ({{clr|2|j.236K}})}} afterwards and carry them back to the ground.
 
<code> ({{clr|3|c.S}} > {{clr|3|2S}}) > {{clr|4|2H}} > {{clr|2|236K}}, {{clr|2|j.236K}} ▷...</code>
 
This sequence is not only one of the more damaging and consistent corner routes for Chipp but it also keeps him close to his opponent giving him different follow up options.
 
<code> ...{{clr|2|j.236K}} ▷ {{clr|3|c.S}} > {{clr|4|6H}} WS </code>
 
Because Chipp is grounded he can easily break the wall with his overdrive {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236236K|label=Banki Messai ({{clr|2|236236K}})}}
 
<code> ...{{clr|2|j.236K}} ▷ {{clr|2|2K}}/{{clr|3|c.S}}/{{clr|3|2S}} > {{clr|1|236[P]}}... </code>
 
Alternately Chipp can use this route to set up a [[GGST/Chipp_Zanuff/Strategy#Wall_Run_Resets_.26_Oki | Wall Run Reset]]
 
 
===Corner Rekka Loop Combos===
 
In the corner Chipp can make use of the wall to loop his {{keyword|rekka}} on an airborne opponent comboing {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S|label= Resshou ({{clr|3|236S}})}} into {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S 236K|label= Senshuu (~{{clr|2|236K}})}}.
 
<code> {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > dl {{clr|3|236S}}~{{clr|2|236K}}... </code>
 
When timed to hit an opponent as high up as possible, the wall bounce caused by {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S|label= Resshou}} will give enough time to connect {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S 236K|label= Senshuu}}. {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S 236K|label= Senshuu}} causes a ground bounce and float giving Chipp an opportunity to extend the combo.
 
<code> ...{{clr|3|f.S}} > {{clr|3|236S}} WS </code>
 
While not burst safe, this routing prevents Chipp from being cornered if an opponent uses burst. This makes it safer than his {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236K|label= Alpha Blade ({{clr|2|236K}})}} corner routes.
 
 
===Rekka Whiff Combos===
 
Chipp's {{keyword|rekka}} has some unique properties for use in his pressure and combos. {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S|label= Resshou ({{clr|3|236S}})}} is particularly useful since it advances Chipp forward, is almost always safe on block, and has low recovery for a special move. These properties can make auto-piloting into {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S|label= Resshou}} not only safe, but can also allow Chipp to auto-confirm into some of his more damaging combo routes. Chipp's {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=2H|label={{clr|4|2H}}}} benefits the most from this since it is a common gatling but has a long recovery and limited cancel options. Rekka whiff combos work well from a {{keyword|meaty}}, anti-air, or {{keyword|frame trap}} {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=2H|label={{clr|4|2H}}}} counter hit.
 
<code> ({{clr|3|c.S}} > {{clr|3|2S}}) > dl {{clr|4|2H}} CH > whiff {{clr|3|236S}} >...</code>
 
On normal hit in the corner Chipp can attempt to confirm into his rekka loop.
 
<code> ({{clr|3|c.S}} > {{clr|3|2S}}) > dl {{clr|4|2H}} > dl {{clr|3|236S}}~{{clr|2|235K}}...</code>
 
 
 
===Wall Run Combos===
 
Chipp has the unique ability to run up walls which gives him access to some high damage combos and set-ups. From any hit in the corner Chipp can up-drift roman cancel (88RRC) to initiate a wall run. (Note: At low wall health this may cause an instant stick!)
 
<code> {{clr|3|236S}}~{{clr|3|236S}}/{{clr|2|6K}} > 88RRC > 66 > {{clr|3|w.cS}} >... </code>
 
Chipp's {{keyword|rekka}} and fast {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=6K|label={{clr|2|6K}}}} overhead normally need meter to extend a combo making them good candidates for starting a wall run.
 
<code> CH {{clr|4|2H}} > {{clr|1|236[P]}} > {{clr|3|w.cS}} >... </code>
 
On {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=2H|label={{clr|4|2H}}}}  counter hit Chipp can cancel into his {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236P|label=Horizontal Alpha Blade ({{clr|1|236P}})}} to initiate a wall run without meter. This can be performed from any counter hit that leaves the opponent high up such as {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.S|label={{clr|3|j.S}}}}  counter hit but {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=2H|label={{clr|4|2H}}}} is the most common.
 
<code> ...66/{{clr|1|236[P]}} > {{clr|3|w.cS}} > {{clr|3|w.cS}} > {{clr|3|w.cS}} > {{clr|4|w.6H}} WS</code>
 
Chipp's wall run combos will almost always start with {{clr|3|w.cS}} as it has a good hitbox and is fast to start up/recover. {{clr|2|w.K}} also works but other buttons will rarely pick up the combo. After the combo begins, Chipp can use any of his buttons to combo but his opponent will begin to float away from the wall over time. This will cause some buttons to whiff if Chipp tries to combo for too long. At this point {{clr|4|w.6H}} can be used to pull the opponent into the wall and cause a splat.
 
<code> ...> {{clr|3|w.cS}} > {{clr|4|w.6H}} > {{clr|3|w.cS}}...</code>
 
<code> ...> {{clr|3|w.cS}} > {{clr|4|w.6H}} > 4 > {{clr|2|j.236K}} ▷...</code>
 
If the wall has max health or very high health when {{clr|4|w.6H}} is used it will cause a bounce instead of a stick. This allows Chipp to pick up the wall combo again to maximize damage or leap from the wall using {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.236K|label=Air Diagonal Alpha Blade ({{clr|2|j.236K}})}} toward the wall and extend the combo on the ground. The specific set up for off-wall {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.236K|label=Alpha Blade}} combos is spacing specific and may require certain combos to work.
 
<code> ...> {{clr|3|w.cS}} > {{clr|4|w.5H}} > 2 ▷ {{clr|3|2S}} >...</code>
 
<code> ...> {{clr|3|w.cS}} > {{clr|4|w.5H}} > 4 > {{clr|2|j.K(1)}} > {{clr|2|j.236K}} ▷...</code>
 
Chipp can also float his opponent high up with {{clr|4|w.5H}} and leap from the wall to end his wall run combos with a mix after returning to the ground. This is similar to his double Alpha blade corner route and can be used to set up  a [[GGST/Chipp_Zanuff/Strategy#Wall_Run_Resets_.26_Oki | Wall Run Reset]].
 
 
 
===TK Alpha Blade Combos===
 
In the corner Chipp can {{keyword|Tiger Knee}} his {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.236P|label=Alpha Blade Horizontal ({{clr|1|2369P}})}} to perform the air version at the lowest possible height.
 
<code> {{clr|1|2369P}} > {{clr|2|2K}}/{{clr|2|5K}}/{{clr|3|c.S}} >... </code>
 
The tiger knee input allows Chipp to recover extremely quickly from {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.236P|label=Alpha Blade Horizontal ({{clr|1|j.236P}})}} which enables a meterless follow up [[GGST/Chipp_Zanuff/Strategy#TK_Alpha_Blade_Combo_Table |according to this table.]]
 
These combos can technically work midscreen but must to be performed from maximum {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.236P|label=Alpha Blade}} distance which makes them difficult to set up and impractical outside of the corner.


==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=p-YzBl8v1_8 (basic combo guide)
* [https://www.youtube.com/watch?v=RqfSps3yEbE| EloDad Wild Assault Guide Video]
*https://twitter.com/scgorro/status/1362393380387389440?s=21 (combo video)
*https://twitter.com/ScGorro/status/1362983899731693569?s=20 (combo video)
*https://twitter.com/ScGorro/status/1402547367425974277?s=20 (combo video)
*https://twitter.com/ScGorro/status/1362393380387389440?s=20 (combo video)
*https://twitter.com/KairosFGC/status/1403808797643231234?s=20 (combo video)
*https://www.youtube.com/watch?v=ZxaTurnUzGA (combo video)
*https://www.youtube.com/watch?v=CdAuvZoSjh8 (combo video)
*https://docs.google.com/document/d/1zCKzxckHf7l_dF8FHbMmVWjhGhwbgQiCsB5c8hr_bTQ/edit
* https://combotier.com/ggs/f/Chipp (written combos with video examples)


==Navigation==
==Navigation==
<center>{{Character Label|GGST|Chipp Zanuff|45px}}</center>
{{GGST/Navigation}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst: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.pngGuardStartup6Recovery18Advantage- must be timed. Pressing S too quickly will cause Chipp to cancel into w.SSGGST Chipp Zanuff wfS.pngGuardStartup7Recovery23Advantage- 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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