< GGST | Chipp Zanuff
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
NOTE: The combos below have NOT been tested on patch 1.10 unless otherwise specified
- Currently, every damage value here has only been dealt to Sol excluding character specific confirms. Meter gain is estimated and may not be totally accurate.
- When breaking the wall, optimal ground hit is 6H, optimal air hit is j.D
- Character Specific notation:
- (wr) = Wall run start (from 23[6]P / 236[P] / similar)
- wr.[X] = wallrun button
Basic combos
Updated for patch 1.10
A list of essential combos for beginner or experienced Chipp players. All combos tested on Ky unless otherwise specified.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
f.S > 236S~236S | Anywhere | 74 | 17% | All | [1] Very Easy | Universal combo from f.S poke | Video |
(5/2)K > 2D > 236P | Anywhere | 59 | 11% | All | [1] Very Easy | Crosses through the opponent when not in the corner. Useful for switching sides. | Video |
(5/2)K > 2D > 236S~236S | Anywhere | 73 | 18% | All | [1] Very Easy | Universal 5K starter into knockdown. Delay last hit of rekka on I-no. | Video |
(c.S) > 2S > 2H > 236H | Anywhere | 76 (106) | 15% (19%) | All | [1] Very Easy | Simple Gamma blade combo that gives good advantage and corner carry. | Video |
(5P > 5P >) 5P > 6P > 236S~236S | Anywhere | 67 | 21% | All | [2] Easy | 5/2P confirm. Omit 5P hits based on spacing, 2P can also be used (but not 2P x3) | Video |
(c.S) > 2S > 236K > j.K(1) > dj > j.K(1) > j.D | Anywhere | 106 (133) | 18% (21%) | All | [2] Easy | Universal air combo. Can use different gatlings on some characters for extra damage. | Video |
(c.S) > 2S > 2H > 236K, j.236K ▷ c.S > 6H > WS > 6H | Corner | 195 | 35% | All | [2] Easy | Universal corner combo. Returns Chipp to the ground for an easy wall break. Run up after the wall splat to break. | Video |
c.S/f.S/2S Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2S > 2H > 236K > j.K > ADC > j.H > j.623S > 66RRC > 2H > 236K > j.S > djc > j.S WB | Back Corner | 158 | [2] Easy | A dash at the start is not necessary but makes this significantly easier | Video | ||
AA c.S > j.S > 66j.H > 623S | Anywhere | 109 | All | [2] Easy | Anti air route. Some characters get 2 j.H hits | Video | |
c.S > 2S > 2H > 236K > (j.K > 66)j.D | Not close to corner (236K doesn't change direction) | 125 | All but Millia, I-No | [2] Easy | Omit j.K > 66 on: Leo, Pot, Faust | Video | |
2S > 2H > 236K > j.K > 66j.H(2) ▷ c.S > 2S > 2H WS > 6H WB | Mid to Corner | 171 may | May, Millia, Gio, Ram | [3] Medium | 2S route near to corner (just past P2 roundstart distance). | Video | |
2S > 2H > 236K > j.K > 66j.S > j.H(1) ▷ c.S > 2H WS > 6H WB | Mid to Corner | 153 sol | Sol, I-no | [3] Medium | Route is character specific | ||
2S > 2H > 236K > j.S > 66j.H(2) ▷ c.S > 2H WS > 6H WB | Mid to Corner | 164 leo | Axl, Zato | [3] Medium | Best damage route listed for each char | ||
2S > 2H > 236K > j.K ▷ 2S > 2H > 236K WS WB | Mid to Corner | 159 faust | Faust | [3] Medium | |||
2S > 2H > 236K > j.S ▷ 2S > 2H > 236S WS > 6H WB | Mid to Corner | 164 leo | Leo, Pot, Anji, Chipp, Ky, Nago | [3] Medium | |||
c.S > 6H > 236S > 236S > RRC > 236S > c.S > 6H > 236S > 6H WB | Corner | 198 | 25% | All | [3] Medium | ||
c.S > 6H > 236S > 236S > 88RRC > 5[D] > c.S > 6H > 6H WB | Corner | 203 | 25% | All | [3] Medium | ||
2S > 2H > 236P > PRC > dash 2H > 236K > j.H > c.S > 6H > 6H WB | Cornered | 162 | 10% | All | [3] Medium | Side swap route 1 | |
2S > 2H > 236P > PRC > dash > 2S > 2H > 236S > 236K > 6H WB | Cornered | 168 | 10% | All | [3] Medium | Side swap route 2 | |
2S > 2H > 236P > 88PRC > IAD j.H > 2S > 2H > 236K WB | Cornered | 176 | 10% | All | [3] Medium | Side swap route 3 | |
2S > 2H > 236K > j.236K > c.S > 6H > WB 6H | Corner | 170 | 45% | All | [3] Medium | ||
c.S > 6H > 236S > 236S > fast 66RRC > 2H > 236S > c.S > 6H > 6H WB | Corner | 20 | 25% | All | [3] Medium | ||
c.S > 2S > 2H > 236K > j.S > 2S > 2H WS > 6H WB | Near corner | 176 sol | All | [3] Medium | range such that 236K pushes opponent to wall | ||
c.S > 5H > 88RRC > wr.c.S > c.S > 5H > 6H > release 4 > j.236K > c.S > 2S > 2H > 236K > 6H WB | Corner | 218 | 10% | All | [4] Hard | Input air alpha blade facing the right side. Adjust your timing to avoid having to input it in reverse. | |
c.S > 2H > 236H > 2S > 2H > 88RRC > wr c.S x 3 > 5H > release 4 > 2S > 2H > 236S > 6H WB | Corner | 198 | 30% | All | [4] Hard | Wall run route. | |
2S > 2H > 236K > j.S > f.S > 236S > 236S WS > 6H WB | Near corner | 158 sol | All | [3] Medium | Alternative route that starts with 2S | ||
c.S > 2S > 2H > 236S > 236K > f.S > 236S WS > 6H WB | Corner | 180 sol | All | [3] Medium | Rekka loop! Also works from c.S AA starter | ||
2S > 2H > 236S > 236K > 2S > 2H WS > 236K WB | Corner | 158 sol | All | [3] Medium | 2S Rekka loop |
5H/2H Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
(5/6)H > 236S > 236S | Anywhere | 89/97 | All | [1] Very Easy | Basic H conversion, no knockdown | |
AA 2H > 236K > IAD j.P x n | Midscreen to Corner | 90-100 | 20% | All | [1] Very Easy | Universal midscreen anti air route. |
AA 2H > 236K > IAD j.S > j.H > c.S > 6H > WB 6H | Midscreen to Corner | 180 | 35% | (Nago, Gio, May) | [2] Easy | Character specific anti air route. |
AA 2H > 236K > IAD j.H > 5P x 4 > WB 6H | Midscreen to Corner | 167 | 30% | (Zato) | [2] Easy | Character specific anti air route. |
AA 2H > 236K > IAD j.H > c.S > 6H > 236H > WB 6H | Midscreen to Corner | 198 | 40% | (Ram, Ino, Axl, Millia, Faust, Chipp) | [2] Easy | Character specific anti air route. |
AA 2H > 236S > 236K > 2S > 2H > 236S WS > 236K WB | Corner | 167 | All | [3] Medium | Universal corner anti-air route from 2H - Doesn't work deep in the corner. | |
2H > 236K > j.(K/S) > 66j.H(2) > j.623S | Anywhere | 115 | All | [3] Medium | 2H route, j.S for: Leo, Pot, Faust, Axl, Chipp, Nago, Zato | |
AA 2H > 236S > 236K > 2S > 2H > 236S WS > 236K WB | Corner | 167 | All | [3] Medium | Universal corner anti-air route from 2H - Doesn't work deep in the corner. | |
CH 2H > 23[6]P > wr. c.S x 4 > release 4 > j.H > j.623S > fast RRC > j.H > j.S > j.623S> 6H WB | Corner | 241 | 30% | All | [4] Hard | Fancy corner to corner combo. |
CH 2H > 23[6]P > wr. c.S x 2 > 5H > 6H > release 2 > j.236K > c.S > 2S > 2H > 236K > 6H WB | Corner | 251 | 30% | All | [4] Hard | Wall run route. Input air alpha blade facing the right side when existing wall state. |
CH 6H > c.S > 5H > dash 2S > 5H > 2S > 2H > WB 6H | Corner | 218 | 40% | All | [4] Hard | Corner DP punish route. Makes use of 5H tumble properties. |
AA CH 2H > 236S whiff > dash 5P > dash c.S > 2H > 236K > j.S > f.S > 6H WB | Midscreen to Corner | 167 | 30% | All | [3] Medium | Counter hit, anti air route. |
Jump-in Starters
Updated for patch 1.10
Damage tested on Ky unless otherwise specified.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
Wall run cancel j.S ▷ c.S > 2D > 236S~236S | Corner | 106 | 23% | All | [2] Easy | Low wall run cancel j.S mixup after 236[P] (drop down with 2) - 1 rekka only on Leo, Pot, Faust, Nago. |
Wall run cancel j.P > j.P ▷ 5K > 2D > 236P | Corner | 65 | 14% | All | [2] Easy | Double overhead wall run cancel mixup. 236P for the sideswitch. |
j.H ▷ 2S > 2H > 236S~236K > 2S > 2H > 6H | Corner | 165 | 31% | All but Faust, Gio, I-No | [3] Medium | Corner j.H jump in route into rekka loops. j.H must hit deep. |
j.S > j.D ▷ 2K > 2D > 236S | Anywhere | 96 | 16% | All | [3] Medium | May be useful when j.S hits too high. |
j.H ▷ 2K > 2D > 236S~236S | Anywhere | 96 | 19% | All | [3] Medium | Lenient timing as j.H hits twice. Universal j.H jump in route. |
j.D ▷ 2K > 2D > 236S~236S | Anywhere | 101 | 20% | All | [3] Medium | Universal j.D jump in. Must be low enough, otherwise it will not combo. |
j.D ▷ 2S > 2H > 236K > j.D WS > 66 j.D WB | Near corner | 174 | 21% | All but Leo, Faust | [3] Medium | j.D has to hit very deep |
Wall Run Combos
Updated for patch 1.10
These combos utilize Chipp's wall run mechanic. Damage tested on Ky unless otherwise specified.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
6K > 88~RRC > 66 > (w.cS) > w.cS > w.cS > w.cS > w.cS > w.6H WS > w.6H WB | Corner | 185 | 6% | All | [3] Medium | The most basic wall run combo from 6K overhead. Large characters may let you get an additional w.cS. | Video |
Charged Dust combos
Combos following from a charged dust homing jump. All damage done on Ky for this section unless specified.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5[D] > j.D > j.K(1) > jc j.D > j.K(1) > j.D > j.K(2) > j.K | Anywhere | 189 | All | [2] Easy | Combo that works on anji and should be universal | |
5[D] > j.D > j.K(1) > jc j.D > j.K(1) > j.D > j.K(1) > j.D > j.D | Anywhere | 194 | All but anji | [2] Easy | Need to you hit everything fairly fast. Fails on anji | |
5[D] > dl j.D > 66 j.D > j.S > 8jc j.D > j.P > j.P | Anywhere | 193 | All | [3] Medium | requires delay before first j.D |
Anti-Air combos
All damage done on Ky unless otherwise specified.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
AA 5P > dash 2K > 2S > 2H > 236K | Anywhere | 87 | 20% | All | [2] Easy | Anywhere anti-air route. The higher up your 5P anti-air, the easier the dash 2K link. |
AA 5P > 6H > 2S > 2H > 236K WS > 66j.D WB | Corner | 153 | 24% | All | [3] Medium | Anti-Air. Guaranteed wall stick on 236K |
AA 5K > 6H > 2S > 2H > 236K WS > 66j.D WB | Corner | 157 | 24% | All | [3] Medium | Anti-Air. Guaranteed wall stick on 236K |
AA 5K > jc j.K > 66j.K > jc dj.K > j.D | Anywhere | 73 | 8% | All except Ram | [3] Medium | Basic anti-air route, small adjustments in hit number can be applied. |
AA 5K > jc j.K(1) > 66j.H > c.S > 2H > 236K > j.D WS > j.D WB | Mid to Corner | 138 | 20% | All | [3] Medium | j.H may only hit once for lighter characters midscreen. Doesn't seem to work on Faust midscreen. |
AA 6H > 2S > 2H > 236K > j.D WS > j.D WB | Mid to Corner | 200 | 20% | All | [3] Medium | May need to microdash between 6H and 2S. |
Air-to-Air Starters
Updated for patch 1.10
Combos starting from an airborne confirm on an airborne opponent. Damage tested on Ky unless otherwise specified.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | video |
---|---|---|---|---|---|---|---|
Air to Air j.K(1) > ADC > j.S ▷ c.S > 2H > 236H | Anywhere | 90 | 15% | All | [2] Easy | Easy, universal air to air confirm. | - |
Air to Air j.K(1) > ADC > j.H(1) ▷ c.S > 2H > 236K > j.S ▷ c.S WS > 6H WB | Midscreen to Corner | 147 | 23% | All | [3] Medium | Universal air to air confirm. May be difficult on lighter characters. For an easier wallbreak, it is possible to drop down after 236K and 5P 5P 5P. | - |
Air to Air j.K(1) > ADC > j.S ▷ 2S > 236S~236K > 236S~236S > 6H WB | Midscreen to Corner | 142 | 25% | All | [4] Hard | Air-to-air confirm ending in rekka loop. | - |
Air to Air j.K(1) > ADC > j.S ▷ c.S > j.K(1) > ADC > j.H ▷ 2S > 2H > 236S > 6H WB | Midscreen to Corner | 161 | 24% | All | [4] Hard | Advanced air-to-air with excellent corner carry. | - |
Throw Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
Forward Throw > 66RRC ▷ Dash c.S > 2H > 236K > j.D > j.D WB | Midscreen to Corner | 131 | 10% | All | [1] Very Easy | Easy throw confirm. |
Forward Throw > 66RRC ▷ (land then jump) j.K (1) > ADC j.H ▷ c.S > 6H > 236S > 6H WB | Midscreen to Corner | 131 | 10% | All | [2] Easy | |
Forward Throw > Fast 66RC > j.H whiff ▷ dash 2S > 2H > 236H > 2S > 5H > 6H WB | Corner | 139 | 10% | All | [2] Easy | Corner Throw confirm. The 2S will pick them up before they go into knockdown state. |
Air Throw > 22RRC ▷ 236K > j.K (1) ▷ 2S > 5H > 236S > 236K > 6H WB | Midscreen to Corner | 124 | 10% | All | [2] Easy | |
Air Throw > dl. 22PRC ▷ c.S > 2H > 236H > 2S > 6H WB | Corner | 141 | 10% | All | [2] Easy | Delay PRC to avoid using RRC and scaling the combo unnecessarily. |
Rekka Combos
Combos for rekka confirms.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
...~236K > 2S > 2H > 236S > 236K | Anywhere | 85 | 20% | All | [1] Very Easy | Basic overhead rekka confirm | |
...~236K > 2S > 2H > 236H > 2S > 2H > 6H WB | Corner | 167 | 25 | All | [2] Easy | Corner overhead rekka confirm. | |
...~236K > 2S > 2H > 236K > j.D > j.D WB | Corner | 172 | 25% | All | [2] Easy | Alternative corner overhead rekka confirm. | |
CH Resshou / Rokusai~236K > 2S > 2H > 236S~236K > 6H WB | Corner | 170 | 40% | All | [2] Easy | If either of Resshou or Rokusai counter hit, they can both be immediately confirmed into Senshuu for a meterless combo. |
Beta Blade Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
623S > fast RRC > j.S > dj.S > j.H > j.K > j.D | Anywhere | 131 | 5% | All | [2] Easy | DP confirm. |
623S > fast RRC > j.K > j.K (1) ▷ 2S > 2H > 236K > 6H WB | Midscreen to Corner | 163 | 10 | All | [2] Easy | DP confirm 2. |
623S > 66RRC > c.S > 2H > 236K > j.S > ADC > j.D ▷ 6H WB | Midscreen to Corner | 158 | 10 | All | [2] Easy | DP confirm 3. |
Alpha Blade Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
236K > j.D | Midscreen | 60 | 5% | All | [2] Easy | Cross up diagonal alpha blade confirm. Spacing dependent. Easiest to connect when 236K is not performed point blank. |
236P > 5P > 6P > RRC dash > 5[D] > 2S > 2H > 236S > 236K > 6H WB | Corner | 150 | 15% | (Ky, May, Axl, Faust, Millia, Zato, I-No, Ramlethal, Giovanna, Anji) | [3] Medium | Corner alpha blade cross up confirm. |
2369P > 2K > c.S > 2H > 236K > j.D > ADC > j.D WB | Corner | 156 | 30% | (Leo, Anji, Potemkin, Nago, Faust)) | [3] Medium | Performing Tiger Knee Alpha Blade offers better reward than normal grounded alpha blade. Heavyweights. |
2369P > c.S > 2H > 236H > 2K > 6H > 236S > 6H WB | Corner | 180 | 30% | (Gio, Ramlethal, May, Millia) | [3] Medium | Tiger knee corner alpha blade cross up confirm. Females. |
2369P > 5K x 2 > j.K > ADC > j.H ▷ c.S > 6H > 236H > WB 6H | Corner | 143 | 30% | (Sol, Ky, Zato, Axl) | [3] Medium | Tiger knee corner alpha blade cross up confirm. (usable on all non-heavy weights) |
2369P > 2K > 2S > 2H > 236H > 2S > 2H > WB 6H | Corner | 198 | 30% | (Chipp) | [3] Medium | Tiger knee corner alpha blade cross up confirm. Chipp specific. |
2369P > 5K > j.K > ADC > j.H ▷ c.S > j.K > ADC > j.H ▷ c.S > 6H > WB 6H | Corner | 169 | 35% | (I-NO) | [3] Medium | Tiger knee corner alpha blade cross up confirm. I-NO specific. |
Genrou Zan
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
63214S > RRC > dash 5[D] > 2S > 2H > WB 236K | Corner | 168 | 5% | All | [3] Medium | Corner command grab confirm with RC. |
63214S > fast RRC > 2S > 2H > 236K > WB j.D | Corner | 171 | 5% | All | [3] Medium | Corner command grab confirm with RC alternative. |
Zansei Rouga Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
632146H > PRC > dash c.S > 2S > 2H > 236K > j.S ▷ 5H > 6H WB (300) (5%) | Anywhere | 300 | 5% | All | [3] Medium | Raw super confirm for 100% meter. This route also works if the super is used off a wallstick. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
[1] Very Easy | ||||||
[2] Easy | ||||||
[3] Medium | ||||||
[4] Hard | ||||||
[5] Very Hard |
External References
- https://www.youtube.com/watch?v=p-YzBl8v1_8 (basic combo guide)
- https://twitter.com/scgorro/status/1362393380387389440?s=21 (combo video)
- https://twitter.com/ScGorro/status/1362983899731693569?s=20 (combo video)
- https://twitter.com/ScGorro/status/1402547367425974277?s=20 (combo video)
- https://twitter.com/ScGorro/status/1362393380387389440?s=20 (combo video)
- https://twitter.com/KairosFGC/status/1403808797643231234?s=20 (combo video)
- https://www.youtube.com/watch?v=ZxaTurnUzGA (combo video)
- https://www.youtube.com/watch?v=CdAuvZoSjh8 (combo video)
- https://docs.google.com/document/d/1zCKzxckHf7l_dF8FHbMmVWjhGhwbgQiCsB5c8hr_bTQ/edit
- https://combotier.com/ggs/f/Chipp (written combos with video examples)