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
- Combo Recipe No. can be used in "combo mode" to find a sample of the listed combo for review/practice. Note that recipes are different between PC/PS versions of the game.
- Generally, damage numbers have been tested on Ky unless otherwise specified. Meter gain is estimated and may not be totally accurate.
- When breaking the wall, optimal ground hit is 6H, optimal air hit is j.D
- Character Specific notation:
- (wr) = Wall run start (from 23[6]P / 236[P] / similar)
- wr.[X] = wallrun button
Basic combos
Updated for patch 1.10
A list of essential combos for both beginner and experienced Chipp players. These combos prioritize ease of execution and stability across the cast. All combos tested on Ky unless otherwise specified.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video | Combo Recipe No. |
---|---|---|---|---|---|---|---|---|
f.S > 236S~236S | Anywhere | 74 | 17% | All | [1] Very Easy | Universal combo from f.S poke | Video | 3916(PC) |
(5/2)K > 2D > 236P | Anywhere | 59 | 11% | All | [1] Very Easy | Crosses through the opponent when not in the corner. Useful for switching sides. | Video | 3946(PC) |
(5/2)K > 2D > 236S~236S | Anywhere | 73 | 18% | All | [1] Very Easy | Universal 5K starter into knockdown. Delay last hit of rekka on I-no. | Video | 3978(PC) |
(c.S) > 2S > 2H > 236H | Anywhere | 76 (106) | 15% (19%) | All | [1] Very Easy | Simple Gamma blade combo that gives good advantage and corner carry. | Video | 3990(PC) |
(5P > 5P >) 5P > 6P > 236S~236S | Anywhere | 67 | 21% | All | [2] Easy | 5/2P confirm. Omit 5P hits based on spacing, 2P can also be used (but not 2P x3) | Video | 4006(PC) |
(c.S) > 2S > 2H > 236K > j.K(1) > dj > j.K(1) > j.D | Anywhere | 106 (133) | 18% (21%) | All | [2] Easy | Universal air combo. Can use different gatlings on some characters for extra damage. | Video | 4021(PC) |
(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 | 1108(PC) |
(c.S) > 2S > 2H > 236K > dl j.K(1) ▷ 2S > 2H > 236H | Anywhere but corner | 115 (138) | 25% | All but Ino | [2] Easy | Simple loop combo. A slight delay on the falling j.K(1) helps avoid getting j.K(2) which will drop the combo, particularly with heavies. Tends to drop on Ino. | Video | 26124(PC) |
c.S/f.S/2S Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
f.S > 236S~236S | Anywhere | 74 | 17% | All | [1] Very Easy | [1.10] Universal combo from f.S poke | Video |
(c.S) > 2S > 2H > 236H | Anywhere | 76 (106) | 15% (19%) | All | [1] Very Easy | [1.10] Simple Gamma blade combo that gives good advantage and corner carry. | Video |
(c.S) > 2S > 2H > 236K > j.K(1) > dj > j.K(1) > j.D | Anywhere | 106 (133) | 18% (21%) | All | [2] Easy | [1.10] 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 | [1.10] Universal corner combo. Returns Chipp to the ground for an easy wall break. Run up after the wall splat to break. | Video |
(c.S) > 2S > 2H > 236K > dl j.K(1) ▷ 2S > 2H > 236H | Anywhere but corner | 115 (138) | 25% | All but Ino | [2] Easy | [1.10] Simple loop combo. A slight delay on the falling j.K(1) helps avoid getting j.K(2) which will drop the combo, particularly with heavies. Tends to drop on Ino. | Video |
(c.S) > 2S > 2H > 236K > dl j.S ▷ 66 > c.S > 2H > 236H | Anywhere but corner | 127 (148) | 30% | Mid/Heavy | [2] Easy | [1.10] Basic loop using dashes for extra damage. Maximum possible delay on j.S. Drops on Lights, Zato | |
c.S > 2S > 2H > 236K > dl j.S ▷ 66 > c.S > 2S > 2H > 236K > j.D WS ▷ 6H | Cornered | 190 (Ky) | - | Midweights | [3] Medium | [1.10] Midweight corner-to-corner loop combo. Adjustments needed for Zato | |
c.S > 2S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > 236K > dl j.K(1) > j.K(2) WS ▷ 6H | Cornered | 188 (Ino) | - | Ino | [3] Medium | [1.10] Ino specific corner-to-corner loop combo | |
c.S > 2S > 2H > 236K > dl j.S ▷ 66 > c.S > 2S > 2H > 236K > j.K(1) > 66 WS > j.D | Cornered | - | - | Lightweights | [3] Medium | [1.10] Lightweight specific corner-to-corner loop combo | |
c.S > 2S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > 236K > dl j.K(1) ▷ 2S > 2H > dl 236S~dl 236S WS > 6H | Cornered | 180 (Leo) | - | Leo | [3] Medium | [1.10] Leo specific corner-to-corner loop combo. Slight delay is required on the rekka | |
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/6H/2H Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5H/6H > 236S~236S | Anywhere | 92/100 | 20% | All | [1] Very Easy | [1.10] Basic H conversion, no knockdown |
CH 5H > 236S~236K, 2S > 2H > 236H | Anywhere | 137 | 30% | All | [2] Easy | [1.10] Counter hit 5H confirm. 2S pick up works at any range near the corner but midscreen 5H must be spaced closer. |
AA 2H > 236K ▷ 5K > 6H | Anywhere | 105 | 20% | All | [2] Easy | [1.10] Returns opponent to the ground. Can follow up with an overdrive. May cross up after 236K depending on 2H spacing. |
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. |
CH 6H > 66 > c.S > 6H > 632146H/236236K | Anywhere | 225/224 | 25% | All | [2] Easy | [1.10] Simple metered 6H CH combo. 632146H for midscreen damage or 236236K in the corner for a wall break. |
AA 2H > dl 236S~236K > 2S > 2H > 236S WS > 6H WB | Near Corner | 174 | 40% | All | [3] Medium | [1.10] Universal corner anti-air route from 2H using rekka loop - 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 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. |
CH 6H > 236[K] > 3 > j.H(2) > 66 > j.H(2) ▷ c.S > 6H > 236S~236S > WS > 6H | Corner | 236 | 40% | Light/Medium | [2] Medium | [1.10] High damage meterless corner 6H CH combo. |
CH 6H > 66 > c.S > j.K(1) > 66 > j.H(2) ▷ 2S > 2H > 236S~236K > WS > 6H | Midscreen to Corner | 209 | 45% | All | [2] Medium | [1.10] Less reliable on Light weights since j.H tends to whiff without adjustments. Slight delay on c.S jump cancel for lights/Zato. Backward jump cancel for Ino/Faust. |
CH 6H > c.S > 5H > 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 > (whiff) 236S, 66~c.S > j.H(2) > 66 > j.H(2) ▷ c.S > 6H > 236S WS > 6H WB | Into corner | 219 | 40% | All | [4] Hard | [1.10] Counter hit anti-air route. c.S should be done underneath as they fall which may require a micro-dash. |
CH 6H > 236[K] > 3 > j.H(2) ▷ 2S > 5H > 66 > 2S > 2H > 236S > WS > 6H | Corner | 217 (Leo) | 45% | Heavy | [4] Hard | [1.10] High damage meterless corner 6H CH combo using 5H tumble. |
Jump-in Starters
Updated for patch 1.10
Damage tested on Ky unless otherwise specified.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
j.2K ▷ 2K > 2D > 236S~236S | Anywhere | 93 | 18% | All | [2] Easy | Universal j.2K jump in route. Be careful if the last hit of j.2K does not connect as you land, it will not combo. |
j.S > j.D ▷ 2K > 2D > 236S | Anywhere | 96 | 16% | All | [2] Easy | Useful for when j.S hits too high, and landing would be at disadvantage. |
j.H ▷ 2K > 2D > 236S~236S | Anywhere | 96 | 19% | All | [2] Easy | Universal j.H jump in route. Lenient timing as j.H hits twice. |
j.D ▷ 2K > 2D > 236S~236S | Anywhere | 101 | 20% | All | [3] Medium | Universal j.D jump in route. Must be low enough, otherwise it will not combo. |
j.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.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 cancel j.S ▷ c.S > 2D > 236S~236S | Corner | 106 | 23% | All | [3] Medium | Low wall run cancel j.S mixup after 236[P] (drop down with 2) - 1 rekka only on Leo, Pot, Faust, Nago. |
Wall run cancel j.P > j.P ▷ 5K > 2D > 236P | Corner | 65 | 14% | All | [3] Medium | Double overhead wall run cancel mixup. 236P for the sideswitch. |
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 |
2H CH > 236[P] > w.cS > w.5H > w.5H > w.6H > w.cS > w.6H WS > w.6H WB | Corner | 267 | ~40% | All | [4] Hard | High damage meterless wall run from a 2H counter-hit. Both hits of w.5H should be at max range or else w.cS may whiff. | Video |
2H CH > 236[P] > w.cS > w.cS > w.6H > w.6H > w.cS > w.5H > 6H WS > w.6H WB | Corner | 281 | ~45% | All but May | [4] Hard | Optimal meterless wall run from a 2H counter-hit. Requires high wall health. | - |
2H CH > 236[P] > w.cS > w.5H > w.5H > w.6H > 4 > dl j.236K ▷ cS > 6H > dl 236236K WB | Corner | 270 | ~45% | All | [4] Very Hard | A universal metered combo that sets up an overdrive wall break. The timing for dl 236K is tighter on lightweights. Requires high wall health. | Video |
CH 2H > 236[P] > w.5H > w.5H > w.6H > 4 > j.236K ▷ dl c.S > dl 2S > dl 2H > dl 236K WS ▷ 6H WB | Corner | 257 | 50% | All | [4] Very Hard | Wall run route requiring MAX wall HP. Must input j.236K facing the wall. Must delay buttons to cause a wall splat. | |
CH 2H > 236[P] > w.cS > w.cS > w.cS > w.cS > dl 4 > j.H(2) > j.623S > 66FRRC > j.H(2), j.S > j.623S WS ▷ 6H WB | Corner | 247 | 35% | All | [5] Very Hard | Flashy corner to corner combo. Not practical. |
Charged Dust combos
Updated for patch 1.10
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 | Video | Combo Recipe No. |
---|---|---|---|---|---|---|---|---|
5[D] > dl j.D > j.D | Anywhere | 140 | 15% | All | [1] Very Easy | Extremely simple dust combo | ||
5[D] > j.D > j.K(1) > jc j.D > j.K(1) > j.D > j.K(2) > j.K | Anywhere | 189 | 20% | All | [2] Easy | Delay the first j.D on Anji | ||
5[D] > j.D > j.K(1) > jc j.D > j.K(1) > j.D > j.K(1) > j.D > j.D | Anywhere | 194 | 20% | All | [2] Easy | Need to you hit everything fairly fast. Delay the first j.D on Anji | ||
5[D] > dl j.D > 66 j.D > j.S > 8jc j.D > j.P > j.P | Anywhere | 193 | 20% | All | [3] Medium | Requires slight delay before first j.D |
Anti-Air combos
Updated for patch 1.10
All damage done on Ky unless otherwise specified.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
6P > 236S | Anywhere | 47 | 10% | All | [1] Very Easy | Basic, universal 6P anti-air confirm. |
CH 6P > 236H | Anywhere | 51 | 10% | All | [1] Very Easy | Basic, universal 6P CH confirm, decent corner carry. |
AA 5P > dash 2K > 2S (c.S) > 2H > 236K | Anywhere | 75 (80) | 18% | All | [2] Easy | Anywhere anti-air route. The higher up your 5P anti-air, the easier the dash 2K link. |
AA 5P > 2S > 2H > 236K > j.236K ▷ c.S > 6H WS > 66 6H WB | Corner | 149 | 31% | All | [2] Easy | May have to delay 2S a little depending on how high 5P hits. |
AA 5P > 6H > 2S > 2H > 236K WS > 66j.D WB | Corner | 153 | 24% | All | [2] Easy | Drop down from 236K for 6H WB if the wallsplat is low enough. |
AA 5K > 6H > 2S > 2H > 236K WS > 66j.D WB | Corner | 157 | 24% | All | [3] Easy | Drop down from 236K for 6H WB if the wallsplat is low enough. |
AA 5K > jc j.K > 66j.H ▷ 5P | Anywhere | 55 | 6% | Universal | [1] Very Easy | Basic, universal anti-air route. Possible to get c.S (into BnB) instead of 5P on bigger characters. |
AA 5K > jc j.K > 66j.K > jc j.K > j.D | Anywhere | 73 | 8% | All except Ram | [3] Medium | Basic anti-air route, small adjustments in hit number can be applied. |
AA 5K > jc j.K(1) > 66j.H > c.S > 2H > 236K ▷ 5P > 5P > 5P WS > 6H WB | Mid to Corner | 136 | 23% | All | [3] Medium | Possible to j.P instead of 5P. |
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 > 5P > 5P > 5P WS > 6H WB | Midscreen to Corner | 136 | 23% | All | [3] Medium | Universal air to air confirm that works in most situations. | - |
Air to Air j.K(1) > ADC > j.H(1) ▷ c.S > 2H > 236K > j.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 and can be inconsistent midscreen. Better near corner. | - |
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(2) > 66FRRC > j.S > jc > j.S > j.H(1) > jc > j.K > j.D | Anywhere | 123 | 5% | All | [3] Medium | [1.10] Must FRRC after the second hit of the DP. Good when cornered. |
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
Updated for patch 1.10
Damage tested on Ky unless otherwise specified.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
236K > j.623S | Midscreen | - | - | (May, Zato, Faust, Millia, Ramlethal, Testament) | [2] Easy | Cross up diagonal alpha blade confirm from 5K spacing. Leaves Chipp close and at advantage | - |
236P, 5P > 6P > RRC > 66 > 5[D] > 2S > 2H > dl 236S~236K WS > 6H WB | Corner | 150 | ~20% | All except Pot, Leo, Nago, Goldlewis | [3] Medium | Run under before 5[D] to keep the corner. Relatively burst safe. | - |
2369P ▷ 5K > 5K > j.K(1) > 66 > j.H ▷ c.S > 6H > 236S WS > 6H WB | Corner | 154 | 25% | All except Anji, Pot, Leo, Nago, Goldlewis | [4] Hard | Manual delay on follow up 5K for I-NO, Jack-O | - |
2369P ▷ 2K, c.S > 2H > 236K > j.D WS > 66 > j.D WB | Corner | 168 | 25% | All except I-NO, Baiken | [4] Hard | Requires manual delay on 2K for Ky, Anji, Chaos | - |
2369P ▷ c.S > 2H > 236K, j.236K > c.S > 6H WS > 6H WB | Corner | 180 (Gio) | 30% | Lightweights except I-NO, Jack-O, Baiken | [4] Hard | TK Alpha Blade confirm. Works on most lightweights | - |
2369P ▷ 5K > j.K(1) > 66 > j.H ▷ c.S > j.K(1) > 66 > j.H ▷ c.S > 6H WS > 6H WB | Corner | 166 (Gio) | 25% | (I-NO, Jack-O, Baiken, Ram, Gio ) | [4] Hard | Alternate TK Alpha Blade confirm for other lightweights | - |
Genrou Zan
Updated for patch 1.10
Damage tested on Ky unless otherwise specified.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
63214S > RRC > dash 5[D] > 2S > 2H > 236K WB | Corner | 175 | 5% | All | [3] Medium | Corner command grab confirm with RC. |
63214S > fast RRC > c.S > 2H > 236K > j.D WS > j.D WB | Near Corner | 184 | 5% | All | [3] Medium | 6H can be used over 2H in corner for 1 more damage. |
Zansei Rouga Combos
Updated for patch 1.10
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
632146H > PRC > dash c.S > 2S > 2H > 236K > j.S WS ▷ 6H WB | Anywhere | 301 | 5% | All | [3] Medium | Raw super confirm for 100% meter. This route also works if the super is used off a wallstick. |
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)
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall