GGST/Chipp Zanuff/Combos

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< GGST‎ | Chipp Zanuff
Revision as of 13:48, 25 January 2023 by Monterto (talk | contribs) (removed combo theory - needs to be re-written. removed old table template)
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

Combo List

  • Combo Recipe No. can be used in "combo mode" to find a sample of the listed combo for review/practice. Note that recipes are different between PC/PS versions of the game.
  • Generally, damage numbers have been tested on Ky unless otherwise specified. Meter gain is estimated and may not be totally accurate.
  • When breaking the wall, optimal ground hit is 6H, optimal air hit is j.D. A more detailed discussion of this topic can be found here.
  • Character Specific notation:


"What combos work on the current patch?"

Season 2 continues with balance patch 1.24.
Most of Chipp's routes from 1.18-1.23 remain unaffected.

Out of date
(RED)
Up to date
(GREEN)
X.XX X.XX

The combo tables below reference major patch versions to show when a combo was tested. For example "Ver 1.23" refers to Patch 1.23. Guilty Gear Strive also has a separate Battle VersionA special identifier used to track game versions. It can be viewed from the replay theater. number for tracking character and system changes but it is not used on this page.

Please reference the Patch Notes page for detailed information about different game versions.


"Where are the Roman Cancel combos?"

Generally, Chipp does not gain much damage from Roman Cancel extensions so they rarely appear in his BnB A staple combo that is simple yet effective. combos. Chipp benefits the most from Roman Cancel when he can set up additional pressure, mix, or secure a wall break. A detailed discussion of this topic can be found on Chipp's strategy page alongside various pressure and mix setups.


Basic combos

A list of essential combos for both beginner and experienced Chipp players. These combos prioritize ease of execution and stability across the cast while also building into Chipp's more advanced combos/setups. All combos tested on Ky unless otherwise specified.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
f.S > 236S~236S Anywhere 74 All [1] [1] Very Easy Tension Gain: %
Universal combo from f.S poke
Video 3916
(PC)
1.24
(5K) > 5K/2K > 2D Anywhere 36-54 All [1] [1] Very Easy Tension Gain: %
Arguably Chipp's most important combo. Sets up Chipp's offense from the 2D
Video 1.24
(5/2)K > 2D > 236P Anywhere 59/51 All [1] [1] Very Easy Tension Gain: %
Crosses through the opponent when not in the corner. Useful for switching sides.
Video 3946
(PC)
1.24
(5/2)K > 2D > 236S~236S Anywhere 73/65 All [1] [1] Very Easy Tension Gain: %
Universal 5K starter into knockdown. Delay last hit of rekka on I-no.
Video 3978
(PC)
1.24
(c.S) > 2S > 2H > 236H Anywhere 76 (106) All [1] [1] Very Easy Tension Gain: % (%)
Simple Gamma blade combo that gives good advantage and corner carry.
Video 3990
(PC)
1.24
(5P > 5P >) 5P > 6P > 236S~236S Anywhere 66 (67) All [2] [2] Easy Tension Gain: %
5/2P confirm. Omit 5P hits based on spacing, 2P can also be used (but not 2P x3). Inputting Resshou (236S) with a half circle input (41236S) prevents an accidental Beta Blade.
Video 4006
(PC)
1.24
(c.S) > 2S > 2H > 236K > j.K(1) > 66 > (j.K(1)) > j.D Anywhere 104 (131) All [2] [2] Easy Tension Gain: % (%)
Very beginner friendly combo that works in almost all situations against all characters. Leaves Chipp close and plus. Can add j.K to help ensure a wall splat near the corner.
Video 62415
(PC)
1.24
(c.S) > 2S > 2H > 236K > j.236K ▷ 6 > c.S > 6H > WS > 6H Corner 195 All [2] [2] Easy Tension Gain: %
Universal corner combo. Returns Chipp to the ground for an easy wall break. walk forward after landing. This route can also be used to set up a wall run reset.
Video 1108
(PC)
1.24
c.S > 2S > 2H > 236K > j.Sf.S WS, 6H WB Corner 191 All [2] [2] Easy Tension Gain: %
Universal corner combo that works best when a combo is scaled (like after a jump-in or an RC)
Video 78356
(PC)
1.24
(c.S) > 2S > 2H > 236K > dl j.K(1)2S > 2H > 236H Anywhere but corner 115 (138) All but Ino [2] [2] Easy Tension Gain: %
Simple loop combo. A slight delay on the falling j.K(1) helps avoid getting j.K(2) which will drop the combo, particularly with heavies. Tends to drop on Ino.
Video 26124
(PC)
1.24
CH 6H > 66 > c.S > 6H > 632146H/236236P Anywhere 206/211 All [2] [2] Easy Tension Gain: %
Easy and reliable CH punish combo that deals very good damage. 632146H for midscreen damage or 236236P in the corner for a wall break. Deals 178 using Banki Messai without a wall break.
Video 85621
(PC)
1.24

5P/2P/6P combos

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5P CH > (5K) > 2K > 2D Anywhere 49 (58) All [2] [2] Easy Tension Gain: %
5P CH confirm into sweep for oki. Omit 5K to safejump using c.S OTG.
1.24
(5P > 5P >) 5P > 6P > 236S~236S Anywhere 66 (67) All [2] [2] Easy Tension Gain: %
5/2P confirm. Omit 5P hits based on spacing, 2P can also be used (but not 2P x3). Inputting Resshou (236S) with a half circle input (41236S) prevents an accidental Beta Blade.
Video 4006
(PC)
1.24

5K/2K/6K combos

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
(5K) > 5K/2K > 2D Anywhere 36-54 All [1] [1] Very Easy Tension Gain: %
Arguably Chipp's most important combo. Sets up Chipp's offense from the 2D
Video 1.24
(5/2)K > 2D > 236P Anywhere 59/51 All [1] [1] Very Easy Tension Gain: %
Crosses through the opponent when not in the corner. Useful for switching sides.
Video 3946
(PC)
1.24
(5/2)K > 2D > 236S~236S Anywhere 73/65 All [1] [1] Very Easy Tension Gain: %
Universal 5K starter into knockdown. Delay last hit of rekka on I-no.
Video 3978
(PC)
1.24
6K > 88RRC > Wall Run Combo Corner - All [3] [3] Medium Tension Gain: %
One of Chipp's main wall run starters. See the Wall Run Combo section for more info.
1.24
6K > 66FRRC > j.D2S > 2H > dl 236S, 2K> 6H WS > 6H WB Corner 174 All [3] [3] Medium Tension Gain: %
Full combo from 6K overhead.
1.24
6K, 2K > 236S~236S~(236K) Corner 80/96 All [3] [3] Medium Tension Gain: %
Meterless combo. 6K must hit very meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. to link 2K. Confirm into Senshuu on crouching hit. Can add 6P depending on spacing/position.
1.24
6K, 5P > 236S~236S~(236K) Anywhere 82/94 (SIN) - [3] [3] Medium Tension Gain: %
Character specific combo. 6K must hit very meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. to link 5P. Confirm into Senshuu on crouching hit. Reference the 5P Combo Table for more info. Can add 6P depending on spacing/position/character.
1.24
6K CH ▷ 66 > (c.S) > 2H > 236K, j.236K ▷ 6 > c.S > 6H WS > 6H WB Corner 274 (282) All [3] [3] Medium Tension Gain: %
Max RISC 6K corner combo. Omit c.S on heavies.
1.24
2K CH > 6H > 236K, j.236K ▷ 6 > c.S > 6H WS > 6H WB Corner 244 All [3] [3] Medium Tension Gain: %
Max RISC 2K corner combo.
1.24
5/2K > 2D > 236S, (66)~5K > 6H > 236K > j.D WS ▷ 6H WB Near Corner 144/134 Lights/Meds [4] [4] Hard Tension Gain: %
Extremely spacing specific confirm. About two/three character lengths from the wall 236S can cause a wall bounce that enables a dashing 5K link. Easiest on lights.
1.24
5/2K > 2D > 236S, 66~2K > 6H > 236K WS ▷ 6H WB Near Corner 147/137 Heavies [4] [4] Hard Tension Gain: %
Extremely spacing specific confirm. About two character lengths from the wall 236S can cause a wall bounce that enables a dashing 2K link. Technically works on all weights but is most suitable for heavies.
1.24

c.S/f.S/2S Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
f.S > 236S~236S Anywhere 74 All [1] [1] Very Easy Tension Gain: 20%
Universal combo from f.S poke
Video 1.24
(c.S) > 2S > 2H > 236H Anywhere 76 (106) All [1] [1] Very Easy Tension Gain: % (%)
Simple Gamma blade combo that gives good advantage and corner carry.
Video 3990
(PC)
1.24
CH 2S > 2H > 236Kc.S > 2S > 2H > 236H Anywhere 127 All [2] [2] Easy Tension Gain: 25%
CH 2S combo for all ranges. Works when cancelling immediately into 2H
1.24
(c.S) > 2S > 2H > 236K > j.K(1) > 66 > (j.K(1)) > j.D Anywhere 104 (131) All [2] [2] Easy Tension Gain: % (%)
Very beginner friendly combo that works in almost all situations against all characters. Leaves Chipp close and plus. Can add j.K to help ensure a wall splat near the corner.
Video 62415
(PC)
1.24
c.S > 2S > 2H > 236K > j.Sf.S WS, 6H WB Corner 191 All [2] [2] Easy Tension Gain: %
Universal corner combo that works best when a combo is scaled (like after a jump-in or an RC)
Video 78356
(PC)
1.24
(c.S) > 2S > 2H > 236K > j.236K ▷ 6 > c.S > 6H > WS > 6H Corner 195 All [2] [2] Easy Tension Gain: %
Universal corner combo. Returns Chipp to the ground for an easy wall break. walk forward after landing. This route can also be used to set up a wall run reset.
Video 1108
(PC)
1.24
c.S > 2S > 2H > 236K > dl j.K(1) ▷ 66 > c.S > 6H > dl 236P (whiff) cornered 141 All [2] [2] Easy Tension Gain: 30%
Simple loop combo that positions Chipp close and at advantage. Can auto time some buttons meaty depending on the character.
1.24
(c.S) > 2S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > 236H Anywhere but corner 115 (138) All [2] [2] Easy Tension Gain: 25%
Simple loop combo. Slight delay on j.K(1) for lights, longer for mids, max delay for heavies. Micro dash after landing is needed for most lights.
Video 1.24
(c.S) > 2S > 2H > 236K > dl j.S ▷ 66 > c.S > 2H > 236H Anywhere but corner 127 (148) Mid/Heavy [2] [2] Easy Tension Gain: 30%
Basic loop using dashes for extra damage. Maximum possible delay on j.S. Drops on lightweights and  Zato-1
1.24
f.S CH > 236P, 5P > 5P > 236S~236S Anywhere 106 All [2] [2] Easy Tension Gain: 25%
f.S CH confirm that swaps sides. Can OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. between 236S and 236P by inputting 236S~P.
Video 1.24
c.S/2S > 2H > 236K > dl j.K(1) > jc > j.S > jc > j.K(1) > j.236K Anywhere but corner 130/112 All [3] [3] Medium Tension Gain: 22/20%
Side switch combo with alot of carry using j.236K to return to the ground. Can extend with c.S or end the combo early to for setups.
1.24
f.S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > dl 236S~236K WS > 6H WB Midscreen 164 All [3] [3] Medium Tension Gain: 30%
Close range f.S combo mid to corner. Works just outside c.S range
Video 1.24
c.S > 2S > 2H > dl 236S, 2K > 6H > 236S~236S/236H WS > 6H WB Corner 194 (187) All [3] [3] Medium Tension Gain: 40% (30%)
Corner BnB to prevent Chipp from being burst into the corner. Heavy delay on the rekka wall splat for Nago. Gamma Blade ender does less damage but helps secure a wall splat for less scaled combos such as a 2S starter.
Video 1.24
(c.S) > 2S > 2H > 236P > PRC > 2S > 2H > 236K WS > j.D WB Cornered 193 All [3] [3] Medium Tension Gain: 25%
Side swap route. Must PRC after Alpha Blade connects.
1.24
CH c.S, 66~c.S > 2S > 2H > 236K > dl j.K(1)2S > 2H > 236H Anywhere 153 All [3] [3] Medium Tension Gain: 30%
CH c.S confirm. Microdash to link the two c.S hits. Can alternately use Dash Cancel for more corner carry.
1.24
CH c.S > 5[D], 2S > 2H > 236H Anywhere 140 All [3] [3] Medium Tension Gain: 25%
CH c.S confirm. 5[D] float is safe to burst.
1.24
c.S > 2S > 2H > 236K > dl j.S ▷ 66 > c.S > 2S > 2H > 236K > j.D WS ▷ 6H Cornered 190 (Ky) Midweights but Zato, Chaos [3] [3] Medium Tension Gain: 20%
Midweight corner-to-corner loop combo. Drops on Zato, Happy Chaos
1.24
c.S > 2S > 2H > 236K > dl j.K(1) ▷ 66 > c.S > 2S > 2H > 236K > j.K(1) > 66 > j.P > j.P WS ▷ 6H WB Cornered 197 (Zato) Zato, Chaos [3] [3] Medium Tension Gain: 20%
Corner-to-corner loop combo for Zato, Happy Chaos
1.24
c.S > 2S > 2H > 236K > dl j.S ▷ 66 > c.S > 2S > 2H > 236K > j.K(1) > 66 WS > j.D Cornered 191 (Gio) Lights but Ino, Ram, Bridget [4] [4] Hard Tension Gain: 20%
Lightweight specific corner-to-corner loop combo. Can break with 6H but damage is the same. Drops on Ino, Ram
Video 1.24
c.S > 2S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > 236K > dl j.K(1) > j.K(2) WS ▷ 6H Cornered 188 (Ino) Ino, Ram, Bridget, Baiken, Jack-O [4] [4] Hard Tension Gain: 20%
Alternate lightweight corner-to-corner loop combo.
1.24
c.S > 2S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > 236K > dl j.K(1)2S > 2H > dl 236S~dl 236S WS > 6H Cornered 180 (Leo) Heavies [4] [4] Hard Tension Gain: 20%
Heavy specific corner-to-corner loop combo. Slight delay is required on the rekka. Might splat from rekka 1 or rekka 2 depending on wall health and combo timing
Video 1.24
c.S > 6239S2K > 6H > 236K WS ▷ 6H WB Corner 208 All [5] [5] Very Hard Tension Gain: 25%
High damage punish route using TK Beta Blade. Very impractical but demonstrates how Chipp can maximize his damage. TK height will vary.
1.24
c.S > 6239S2K, c.S > 6H > 236S~236S WS ▷ 6H WB Corner 214 Mids/Lights [5] [5] Very Hard Tension Gain: 25%
High damage punish route using TK Beta Blade. Very impractical but demonstrates how Chipp can maximize his damage. TK height will vary.
1.24
c.S > 6237S ▷ microwalk forward > c.S > 6238S2K > 623S WS ▷ 6H WB Corner 206 (PO) Potemkin [5] [5] Very Hard Tension Gain: 30%
Max damage corner c.S starter into TK Beta Blade loops on Potemkin. Jump directions are required exactly as written. Very impractical but demonstrates how Chipp can maximize his damage.
1.24

5H/6H/2H Combos

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5H > 236S~236S~(236K) Anywhere 86 (108) All [1] [1] Very Easy Tension Gain: 25%
Ending with kara-Banki Messai near the corner can break the wall for oki. Senshuu ender will only combo if the opponent is crouching.
1.24
6H > 236S~236S~236K Anywhere 116 All [1] [1] Very Easy Tension Gain: 25%
Ending with kara-Banki Messai near the corner can break the wall for oki.
1.24
2H > 236K > j.K(1) > 66 > j.H(2) > j.623S Anywhere 114 All but Leo, Anji [2] [2] Easy Tension Gain: 20%
Situational air-combo. j.K whiffs on Leo, j.H whiffs on Anji. May drop at max 2H range. Second hit of Beta Blade tends to drop dealing less damage.
1.24
2H > 236K > j.S > 66 > j.S > j.623S Anywhere 118 Medium/Heavy but Zato [2] [2] Easy Tension Gain: 20%
Situational air-combo. j.S whiffs on lights. May drop at max 2H range. Second hit of Beta Blade tends to drop dealing less damage.
1.24
CH 6H > 66 > c.S > 6H > 632146H/236236P Anywhere 206/211 All [2] [2] Easy Tension Gain: %
Easy and reliable CH punish combo that deals very good damage. 632146H for midscreen damage or 236236P in the corner for a wall break. Deals 178 using Banki Messai without a wall break.
Video 85621
(PC)
1.24
CH 5H > 236P, 2K, 2S > 2H > dl 236K > j.K(1) > (j.K(1)) > j.D Anywhere 139 Mids/Lights [3] [3] Medium Tension Gain: -%
5H counterhit combo that works from all but the closest ranges. 2K Pickup into BnB.
Video 1.24
CH 5H > 236P, 5K > jc > j.K(1) > 66 > j.H ▷ 66~c.S > 6H Anywhere 135 (Nago) Big Bodies [3] [3] Medium Tension Gain: -%
5H counterhit combo that works from max range. Microdash before c.S lets 6H connect.
Video 1.24
CH 2H > Wall Run Combo Corner - All [3] [3] Medium Tension Gain: -%
One of Chipp's best wall run starters. See the Wall Run Combo section for more info.
1.24
CH 2H > 236H (whiff) > 2K > 6H > 236K > dl j.D WS > 6H WB Corner 184 All [3] [3] Medium Tension Gain: 25%
Combo for salvaging a whiffed 236H. Useful when you get a counter-hit before a pressure reset with gamma blade. 2K connects from far away so this combo can work from a spaced 2H. Can reset with wall mix instead of splat.
1.24
CH 2H > 236S (whiff) > c.S/5K > jc > j.H > 66 > j.Hc.S > 6H > 236S WS > 6H WB Near corner 206 All [3] [3] Medium Tension Gain: 35%
Rekka whiff to cancel the recovery of 2H. Works well in the corner or when approaching the corner. A micro-dash after the whiff can help both hits of j.H connect. Dash 5K allows Chipp to side swap before the jump cancel.
1.24
CH 6H > 236[K] > 3 > j.H(2) > 66 > j.H(2)c.S > 6H > 236S~236S > WS > 6H Corner 220 Light/Medium [3] [3] Medium Tension Gain: 40%
High damage meterless corner 6H CH combo.
1.24
CH 6H > 66 > c.S > j.K(1) > 66 > dl j.H(2)c.S > 6H > 236S~236S > WS > 6H Midscreen to Corner 207 All [3] [3] Medium Tension Gain: 45%
Less reliable on Light weights since j.H tends to whiff without adjustments. Slight delay on c.S jump cancel for lights/Zato. Backward jump cancel for Ino/Faust. Delay is needed for j.H to connect both hits.
1.24
CH 6H > c.S > 5H > 66~2S > 5H > 2S > 5H > 236S (whiff) ~236S WS > 6H WB Corner 213 All [4] [4] Hard Tension Gain: 40%
Corner DP punish route. Makes use of 5H tumble properties.
1.24
CH 6H > 236[K] > 3 > j.H(2)2S > 5H > 66 > 2S > 2H > 236S > WS > 6H Corner 207 (Leo) Heavy [4] [4] Hard Tension Gain: 45%
High damage meterless corner 6H CH combo using 5H tumble.
1.24
CH 6H > 66 > c.S > 5H > 66 > c.S > 6H > 66~2K > 6H WS > 6H WB Corner 216 All [4] [4] Hard Tension Gain: 45%
High damage 6H punish. somewhat tight timing on dash 2K
1.24
CH 6H > 236[P] > 4 > j.H > jc > j.H, dl j.K(1)2S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > 236K > (j.D) WS ▷ 6H WB Corner 202 Mids/Heavies [4] [4] Hard Tension Gain: 40%
6H CH combo that carries to the opposite wall by stealing the corner. May need to add j.D for heavies if 236K doesn't splat.
1.24
CH 6H > 236[P] > 4 > j.H(2) > jc > j.S, dl j.S ▷ 66 > c.S > 2S > 2H > 236K > j.K(1) > 66 > j.P > j.P > j.P > j.623S WS ▷ j.D WB Corner 212 (Gio) Lights but Millia [4] [4] Hard Tension Gain: 35%
6H CH combo that carries to the opposite wall by stealing the corner. Against INO end with 5P instead of 623S. Drops on Millia
Video 1.24
CH 6H > 236[P] > 4 > j.H(2) ▷ 66 > 2K, 2H > 236K > dl j.K(1) ▷ 66 > c.S > 2S > 2H > dl 236S~ dl 236S > WS > 6H WB Corner 227 (Mil) Millia [4] [4] Hard Tension Gain: 45%
Millia specific 6H CH combo that carries to the opposite wall by stealing the corner. 2K must hit very meaty to link 2H.
Video 1.24
CH 6H > 66 > c.S > 6H > 66 > 2K > 6H > 236S~236S~236K~P Midscreen 219 All [4] [4] Hard Tension Gain: 45%
May not splat consistently at high wall or when farther than midscreen. ending with kara-Banki Messai guarantees a wall break anywhere but the opposite corner.
1.24
CH 6H > 66 > c.S > 5H > 66 > c.S > 6H > 66~5H > 236S (whiff) ~236S WS > 6H WB Corner 221 All [5] [5] Very Hard Tension Gain: 45%
6H punish using a 1f micro dash.
1.24

5D/2D combos

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2D > 236S~236S Anywhere 74 All [1] [1] Very Easy Tension Gain: 15%
Simple combo from a sweep
1.24
CH 2D > 236K, j.236K ▷ 6 > c.S > 6H WS > 6H WB Corner 176 All [2] [2] Easy Tension Gain: 25%
Counter hit sweep corner combo. Can set up mix in the corner
1.24
CH 2D > 236S, 66~c.S > 6H > 236K > j.2K WS > 6H WB Corner 180 All [3] [3] Medium Tension Gain: 25%
CH 2D combo for high wall HP. Inconsistent on Ky/Chaos.
Video 1.24
CH 5D > 66 > c.S > j.H(2) > 66 > j.H(2)c.S > 6H WS > 6H WB Corner 264 All [3] [3] Medium Tension Gain: 35%
Max RISC 5D combo. Delay the dash c.S on lights so that all j.H hits connect.
1.24

Charged Dust combos

Combos following from a charged dust homing jump. All damage done on Ky for this section unless specified.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D] > dl j.D > j.D Anywhere 140 All [1] [1] Very Easy Tension Gain: 15%
Extremely simple dust combo. Good for beginners or when you expect a burst.
1.24
5[D] > j.D > j.K(1) > jc j.D > j.K(1) > j.D > j.K(2) > j.K Anywhere 189 All [2] [2] Easy Tension Gain: 20%
Great damage and fairly simple to execute. Delay the first j.D on Anji
1.24
5[D] > j.D > j.K(1) > jc j.D > j.K(1) > j.D > j.K(1) > j.D > j.D Anywhere 194 All [2] [2] Easy Tension Gain: 20%
Need to hit everything fairly fast. Delay the first j.D on Anji
1.24
5[D] > dl j.D > 66 j.D > j.S > 8jc j.D > j.P > j.P Anywhere 193 All [3] [3] Medium Tension Gain: 20%
Alternate charge dust route. Requires slight delay before first j.D
1.24
5[D] > dl j.D > j.S > 9jc > j.D > j.P > j.D > j.K(1) > j.D Anywhere 204 All [4] [4] Hard Tension Gain: 20%
High damage dust combo. Slight delay before first j.D. Delay longer on Potemkin, Faust. Minimal delay for Anji, Baiken
Video 1.24
5[D] > FD > dl j.D > 9jc > j.D, j.D, j.D, j.D > j.P > j.P Anywhere 213 All but Baiken [5] [5] Very Hard Tension Gain: 20%
FD fast-fall to start the combo. All j.D must be links. Can end with j.D > j.D instead of j.P > j.P on May, Axl, Pot, Faust, Millia, Zato, Leo, Nago, Gio, Gold for more damage
Video 1.24

Jump-in Starters

Damage tested on Ky unless otherwise specified.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.2K2K > 2D > (236S~236S) Anywhere ~65 (~93) All [2] [2] Easy Tension Gain: 18%
Universal j.2K jump in route. Be careful if the last hit of j.2K does not connect as you land, it will not combo. Can trade oki for damage by ending with rekka. May deal slightly more or less damage depending on number of j.2K hits.
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j.S > j.D2K > 2D Anywhere 87 All [2] [2] Easy Tension Gain: 16%
Useful for when j.S hits high
1.24
j.S > j.D2S > 2H > j.D Anywhere 123 All [2] [2] Easy Tension Gain: 16%
Hit confirm for high hitting j.S.
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j.H2K > 2D > (236S~236S) Anywhere 68 (96) All [2] [2] Easy Tension Gain: 19%
Universal j.H jump in route. Lenient timing as j.H hits twice. Can trade oki for damage by ending with rekka.
1.24
j.D2K > 2D > (236S~236S) Anywhere 73 (101) All [3] [3] Medium Tension Gain: 20%
Universal j.D jump in route. Must hit j.D deep to combo. Can trade oki for damage by ending with rekka.
1.24
j.D2S > 2H > 236K > j.D WS > 66 j.D WB Near corner 174 All but Leo, Faust [3] [3] Medium Tension Gain: 21%
j.D has to hit very deep
1.24
Wall run cancel > j.Sc.S > 2H > 236K > j.K(1) > 66 > j.D Corner 114 All [3] [3] Medium Tension Gain: 23%
Low wall run cancel j.S mixup after 236[P] (drop down with 2)
1.24
Wall run cancel > j.P > j.P5K > 2D > (236P) Corner 54 (65) All [3] [3] Medium Tension Gain: 14%
Double overhead wall run cancel mixup. 236P for the sideswitch.
1.24
CH j.H ▷ 66~c.S > 2S > 2H > 236K > dl j.K(1) ▷ 66~2S > 2H > 236K > j.K(2) WS > 6H WB Cornered 171 all [4] [4] Hard Tension Gain: 35%
CH j.H combo that can reach the corner from anywhere on the screen. May change depending on how many hits of j.H connect / distance to wall
1.24

Wall Run Combos

Chipp can normally use the combos below with different starters. This allows Chipp to adapt the listed combos to different situations and confirms.

Some common starters are:

CH 2H > 236[P] > ...
6K > 88RRC > ...
(236S)~236S > 88RRC > ...

Note that highly specialized/optimized combos will require more precise sequences and cannot have their starters changed without making further adjustments to the combo. The combos in the table below have been tested as written and are confirmed working.


Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6K > 88RRC > 66 > (w.S), w.S, w.S, w.S, w.S > w.6H WS > w.6H WB Corner 205 All [3] [3] Medium Tension Gain: 6%
The most basic wall run combo from 6K overhead. Large characters may let you get an additional w.S. Good damage at almost any wall health.
Video 1.24
6K > 88RRC > 66 > w.S > w.H, w.H, w.6H, w.S > w.6H WS > w.6H WB Corner 228 All [3] [3] Medium Tension Gain: 6%
Wall run combo from 6K overhead. Deals good damage at max wall health but deals less damage than w.Sx4 routes at lower wall health due to the early stick (192 damage).
1.24
CH 2H > 236[P] > w.S > w.H, w.H, w.6H, w.S > w.6H WS > w.6H WB Corner 247 All [4] [4] Hard Tension Gain: 40%
High damage meterless wall run from a 2H counter-hit. Both hits of w.H should be at max range or else w.S may whiff.
Video 1.24
CH 2H > 236[P] > w.S, w.S, w.6H, w.6H, w.S, w.H, 6H WS > w.6H WB Corner 259 All but May [4] [4] Hard Tension Gain: 45%
Max damage meterless wall run from a 2H counter-hit. Requires high wall health. First w.6H bust be timed to hit meaty.
1.24
c.S > 2S > 2H > 66FRRC > 236[P] > w.S > w.H, w.6H, w.K, dl w.6H WS > j.D WB Corner 235 All [4] [4] Hard Tension Gain: 15%
Wall run combo for using FRRC for reduced meter cost. w.S instead of w.K for extra damage against large characters
1.24
CH 2H > 236[P] > w.S > w.H, w.H, w.6H > 4 > dl j.236Kc.S > 6H > dl 236236P WB Corner 253 All [4] [4] Hard Tension Gain: ~45%
A universal metered combo that sets up an overdrive wall break. The timing for dl 236K is tighter on lightweights. Requires high wall health.
Video 1.24
6K > 88RRC > 66 > w.S > w.H, w.H~4, dl 7 > dl j.K(1) > j.236Kc.S > 6H WS > 6H WB Corner 193 All [4] [4] Hard Tension Gain: 5%
Wall run combo that returns to the ground for a wall break or Wall Run Mix. Second hit of j.K will cause the combo to drop even if the first hit whiffs.
1.24
~236K > RRC > dl j.H whiff ▷ 66 > w.K, w.S, w.S > w.H, w.6H WS > w.6H WB Corner 202 All [4] [4] Hard Tension Gain: 15%
Wall run combo from Senshuu overhead. Whiffing j.H allows Chipp to act sooner after landing which makes the combo universal. Excellent for low wall health confirms.
Video 1.24
63214S > RRC > dl 236[P] > w.S > w.H, w.6H, w.K > dl w.6H Corner 206 All [4] [4] Hard Tension Gain: 10%
High wall health command grab into wall run. Delay timings vary between characters.
Video 1.24
c.S > 2S > 2H > 236K, BRC > j.S > j.236[P] > w.K, w.S, w.S, w.S > w.6H WS > w.6H WB Midscreen 201 All [4] [4] Hard Tension Gain: 25%
Wall run from a mid-to-corner BnB using BRC slowdown
1.24
FBRC > 2H > 236[P] > w.K, w.S > dl 5H, 6H, w.S > 6H WS > 6H WB Corner 232 All [4] [4] Hard Tension Gain: 25%
Meter efficient wall run from FBRC to punish moves without counter-hit recovery. Using full 50 meter BRC is easier/safer especially when the opponent is not touching the wall.
1.24
4D(2) > 66FRRC > j.236[P] > w.S > w.H > w.6H > w.S > w.6H WS > w.6H WB Corner 199 All but May, Jack-O, Test [4] [4] Hard Tension Gain: 25%
Throw combo using FRRC slowdown. Must throw a cornered opponent away from the wall and FRRC after second hit of the throw.
Video 1.24
4D(2) > 66FRRC > j.236[P] > w.K > w.S > w.6H > w.S > w.6H WS > w.6H WB Corner 188 Jack-O, Test [4] [4] Hard Tension Gain: 20%
Throw combo using FRRC slowdown. Must throw a cornered opponent away from the wall and FRRC after second hit of the throw. Works on other characters but it most appropriate for Jack-O, Test.
Video 1.24
4D(2) > 66FRRC > j.236[P] > w.K > w.S > w.H > w.6H WS > w.6H WB Corner 172 All but Chipp [4] [4] Hard Tension Gain: 10%
Variation for low wall health. Must throw a cornered opponent away from the wall and FRRC after second hit of the throw. Can add an extra w.S on big bodies. Must be very close to the corner to work. Needs a slight delay after the FRRC - cannot be buffered.
1.24
AA CH (66)~c.S > 236[P] > w.K, w.S > w.6H, w.6H, w.S > w.H, w.6H WS > w.6H Corner 268 All [5] [5] Very Hard Tension Gain: 45%
Optimal wall run that is best suited for DP punishes. Must CH the opponent in the air. c.S > 2H can also work to trade damage for stability. Deadly when RISC is high.
1.24
CH 2H > 236[P] > w.S, w.S, w.S, w.S > dl 4 > j.H(2) > j.623S > 66FRRC > j.H(2), j.S > j.623S WS ▷ 6H WB Corner 222 All [5] [5] Very Hard Tension Gain: 35%
Flashy corner to corner combo. Not practical but demonstrates how Chipp can avoid a wall splat to extend a combo.
1.24

Air-Hit / Anti-Air combos

Combos targeting an airborne opponent or an opponent trying to jump out of pressure. All damage done on Ky unless otherwise specified.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6P CH > 236S Anywhere 49 All [1] [1] Very Easy Tension Gain: 10%
Basic, universal 6P anti-air confirm.
1.24
AA 5K > jc > j.K > 66 > dl j.H2S > 2H > 236H Anywhere 92 Universal [2] [2] Easy Tension Gain: %
5K Anti-air confirm. 2S pickup into BnB.
1.24
AA 5P > 66 > 2K, 2S/c.S > 2H > 236H Anywhere 73/78 All [2] [2] Easy Tension Gain: 18%
On coutnerhit Chipp can skip 2K and pick up directly into a BnB.
1.24
AA 5P/5K > 6H, 2S > 2H > 236K WS ▷ 6H WB Corner 158 All [2] [2] Easy Tension Gain: 20%
Useful when trying to catch jump-outs.
1.24
AA 2H > 236K5K > 6H > (236P OTG) Anywhere 98 (111) All [2] [2] Easy Tension Gain: 20%
Works best when 2H hits high. If Chipp is too close he may swap sides. 236P OTG gives good advantage and hits same-side except near the corner.
1.24
AA 2H > 236Kc.S > 2S > 2H > 236H Anywhere but corner 120 All [2] [2] Easy Tension Gain: 25%
Anti air route into BnB. works at all heights for lights. Medium/heavy must be high in the air.
1.24
CH 6P > 236S > 66 > 2K > 6H > 236K WS ▷ 6H WB Near Corner 167 All [3] [3] Medium Tension Gain: 25%
Full combo using wall bounce from Resshou
1.24
AA CH c.S > 5[D], 66 > c.S > jc > j.K(1) > 66 > dl j.H2S > 2H > 236S~236K WS > 6H WB Midscreen 216 All [3] [3] Medium Tension Gain: 45%
Optimal DP punish combo. Hitting c.S as close as possible and as high as possible helps Chipp dash link c.S after 5[D]. Works anywhere where Chipp will reach the corner. Works on all but is most suitable for heavies like Leo.
Video 1.24
AA CH c.S > jc > j.S > j.H > 66 > j.Hc.S > 6H > 236S~dl 236S WS > 6H WB Midscreen 221 Mids/Lights [3] [3] Medium Tension Gain: 45%
Optimal DP punish combo. Dash momentum on c.S can help Chipp connect all j.H hits. Works anywhere where Chipp will reach the corner. Most suitable for mid-weights like Sol.
Video 1.24
AA CH c.S > 5[D], 66 > c.S > jc > j.K(1) > 66 > dl j.Hc.S > 6H > 236S~236S WS > 6H WB Near corner 224 Mids/Lights [3] [3] Medium Tension Gain: 45%
Optimal DP punish combo when closer to the corner. Hitting c.S as close as possible and as high as possible helps Chipp dash link c.S after 5[D]. Most suitable for mid-weights like Sol.
Video 1.24
AA 5K > jc > j.K(1) > 66 > dl j.H/j.Sc.S/2S > 2H > 236K Anywhere ~81-94 All [3] [3] Medium Tension Gain: 23%
5K AA confirm into BnB. Use ender of choice after K Alpha.
1.24
AA CH 2H > (whiff) 236S, 66~c.S > jc > j.H(2) > 66 > j.H(2)c.S > 6H > 236S WS > 6H WB Into corner 206 All [4] [4] Hard Tension Gain: 40%
Counter hit anti-air route. c.S should be done underneath as they fall which may require a micro-dash.
1.24
AA CH 5H > 66 > 2S > 2H > 236K, j.236K ▷ 6 > c.S > 6H WS > 6H WB Into corner 192 All [4] [4] Hard Tension Gain: 40%
Counter hit anti-air route. If Chipp is just outside midscreen he can chase and pick up the opponent as they tumble. Combo into BnB of choice.
1.24

Air-to-Air Starters

Combos starting from an airborne confirm on an airborne opponent. Damage tested on Ky unless otherwise specified.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
Air to Air j.K(1) > 66 > dl j.S/j.H(1) > jc > j.K(1) > j.236K Midscreen 58/65 All [3] [3] Medium Tension Gain: 5%
Back up combo for when j.S/j.H side swap. Can extend the combo after j.236K or continue pressure. Can be tricky to confirm the side swap.
1.24
Air to Air j.K(1) > 66 > dl j.S/j.H2S > 2H > 236H Anywhere 90/92 All [3] [3] Medium Tension Gain: 15%
Air-to-Air combo that works best at max j.K range. Tends to side-swap at closer ranges. Combo into BnB.
1.24
Air to Air j.P > j.P, j.S/j.H2S > 2H > 236K > j.K(1) > 66 > j.D Anywhere but corner 96/103 All [3] [3] Medium Tension Gain: 23%
Consistent/flexible Rising air-to-air into BnB. Using j.P twice keeps the combos consistent in case of a counter hit.
1.24
Air to Air j.K(1) > 66 > dl j.H(1)c.S/2S > 2H > dl 236S > 2K > 6H WS > 6H WB Midscreen to Corner 161 All [3] [3] Medium Tension Gain: 25%
Rewarding air-to-air combo from max range j.K. Tends to side swap at closer ranges.
1.24
Air to Air j.K(1) > 66 > dl j.S/j.Hc.S > j.K(1) > 66 > j.Hc.S/2S > 2H > 236S WS > 6H WB Midscreen to Corner 161/168 All [4] [4] Hard Tension Gain: 25%
Air-to-air loop combo with excellent corner carry. works best at max j.K range. Tends to side-swap at closer ranges.
1.24

Throw Combos

Throw combos will use RC on the very last hit of the throw unless otherwise specified. Corner combos are forward or back throws into the corner.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
4/6D > RRC > j.236Kc.S > 2S > 2H > 236H Anywhere 104 All [2] [2] Easy Tension Gain: 10%
Easy throw combo that works anywhere. Swaps sides.
1.24
4/6D(2) > 66PRC > j.H(2) > 66 > j.Hc.S > 6H > 236H WS > 6H WB Corner 164 All [3] [3] Medium Tension Gain: 5%
Must PRC between the second and third hit of Chipp's throw - Launches the opponent up toward Chipp. End with Rekkas for Chaos/Leo/Anji. Slight delay on the first j.H for Leo/Nago/Anji (harder).
1.24
4/6D > 66FRRC > j.2K (whiff) ▷ c.S > 2H > 236K WS > 6H WB Corner 154 All [3] [3] Medium Tension Gain: 20%
Corner Throw confirm. c.S will pick up before they go into knockdown state.
1.24
4/6D > 66FRRC > j.2K (whiff) ▷ 66 > 2S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > 236K WS > 6H WB Cornered 145 All but Ino [3] [3] Medium Tension Gain: 20%
Throw combo that works anywhere on the screen with full corner carry. 2S will pick up before they go into knockdown state.
1.24
4/6D(2) > 66FPRC > j.H > jc > j.S > j.H > jc > j.K(1) > j.236K ▷ 6 c.S > 6H WS > 6H WB Midscreen 161 All [3] [3] Medium Tension Gain: 20%
Situational throw combo that works best at midscreen - must PRC between second and third hit of the throw. Near the corner j.236K may behave unexpectedly. If far from the corner Chipp will simply side swap. Different pickups on the ground are needed based on spacing.
1.24
4D(2) > 66FRRC > j.236[P] > Wall Run Combo Corner - All [4] [4] Hard Tension Gain: -%
One of Chipp's wall run starters. See the Wall Run Combo section for more info.
1.24

Rekka Combos

Combos starting from Resshou (236S)GGST Chipp Zanuff Resshou.pngGuardAllStartup13Recovery16Advantage-4, Rokusai (~236S)GGST Chipp Zanuff Rokusai.pngGuardLowStartup8Recovery21Advantage-6, or Senshuu (~236K)GGST Chipp Zanuff Senshuu.pngGuardHighStartup20Recovery20Advantage-9

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
...~236K CH > c.S > 2H > dl 236H Anywhere 97 All [1] [2] Easy Tension Gain: 20%
Basic overhead rekka confirm. 2S pick up for max range
1.24
...~236K CH > c.S > 2H > 236K > j.K(1) > 66 > j.K(1) > j.D Anywhere 127 All [1] [2] Easy Tension Gain: 25%
Rekka confirm into midscreen air combo. Delays on 2H needed for lights, Anji, Zato
1.24
...~236K CH > c.S > 2H > 236K, j.236K ▷ 6 > c.S > 6H WS > 66 > 6H Corner 183 All [2] [2] Easy Tension Gain: 35%
Corner overhead rekka confirm into corner BnB. This route can also be used to set up a wall run reset.
1.24
CH 236S / CH 236S~236S, 2S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > 236H Anywhere but corner 130 All [3] [3] Medium Tension Gain: 35%
Close range counter hit confirm can link into 2S for a combo.
1.24
~236K > 44FRRC > j.H2S > 2H > 236H Anywhere 116 All [3] [3] Medium Tension Gain: 5%
FRRC combo for non-counter hit overhead. Helps keep Chipp safe on block.
1.24
~236K > 44FRRC > j.Sc.S > 2H > 236K, j.236K ▷ 6 > c.S > 6H WS > 66 > 6H Corner 181 All [3] [3] Medium Tension Gain: 10%
FRRC combo for non-counter hit overhead. This route can also be used to set up a wall run reset.
1.24
~236K > RRC > dl j.H whiff ▷ 66 > w.K > w.S > w.S > w.H > w.6H WS > w.6H WB Corner 202 All [4] [4] Hard Tension Gain: 15%
Wall run combo from Senshuu overhead. Whiffing j.H allows Chipp to act sooner after landing which makes the combo universal. Excellent for low wall health confirms.
Video 1.24

Beta Blade Combos

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
623S > 88RRC > 66 > c.S > 2S > 2H > 236K WS > 6H WB Cornered 155 All [2] [2] Easy Tension Gain: 5%
Easy side swap DP combo. Run under during RRC float.
1.24
623S(2) > 66FRRC > j.S > jc > j.S > j.H(1) > jc > j.K > j.D Anywhere but corner 99 All [3] [3] Medium Tension Gain: 5%
Must FRRC after the second hit of the DP. Good when cornered.
1.24
623S(2) > 22RRC > 66 > j.S > jc > j.S > j.236K ▷ 6 > c.S > 6H WS > 6H WB Cornered 158 All [3] [3] Medium Tension Gain: 5%
Side-swap DP route that can set up a Wall Run Reset after the j.236K. Combo is somewhat spacing specific if you choose not to reset. Run under during RRC float.
1.24

Alpha Blade Combos

Damage tested on Ky unless otherwise specified.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.236K(1)c.S > 2H > 236K > j.K(1) > 66 > j.K(1) > j.D Anywhere 104 All [2] [2] Easy Tension Gain: 20%
Cross up Air Diagonal Alpha Blade confirm. Works for the single-hit cross up version of the move.
1.24
236P, 5P > 5P > 236S~236S~(236236K~P) Anywhere 84 (115) All [2] [2] Easy Tension Gain: %
P Alpha confirm that works when spaced or in the corner. Deals 152 with wall break.
1.24
2369P2K > 6H > 236P Corner 98 All [4] [4] Hard Tension Gain: 15%
TK Alpha Blade combo that steals the corner and side-swaps again. Technically works anywhere when Alpha Blade is max distance.
1.24
2369P2K, 2K, 2S > 2H > 236K > j.K(1) > 66 > j.D Corner 110 All [4] [4] Hard Tension Gain: 24%
TK Alpha Blade combo that steals the corner and returns to midscreen. Technically works anywhere when Alpha Blade is max distance. c.S pickup for Nago.
1.24

Genrou Zan

Damage tested on Ky unless otherwise specified.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
63214S > 66RRC > dl 2H > 236K, j.236K ▷ 6 > c.S > 6H WS > 6H WB Corner 182 All [2] [2] Easy Tension Gain: 10%
Corner command grab combo that can set up a Wall Run Mix. Wait underneath for them to float down into 2H range.
Video 1.24
63214S > RRC > dash 5[D] > 2S > 2H > 236K WB Corner 183 All [3] [3] Medium Tension Gain: 5%
Corner command grab confirm with RC. Relatively safe to burst due to 5[D] float
1.24
63214S > FRRC > c.S > 2H > 236K > j.K(1) > 66 > j.D Anywhere but corner 142 All [3] [3] Medium Tension Gain: 5%
FRRC conversion to save meter. Best when Chipp won't reach the wall.
1.24
63214S > RRC > 236[P] > w.S > w.H > dl w.6H > w.K > dl w.6H Corner 206 All [4] [4] Hard Tension Gain: 10%
High wall health command grab into wall run. Delay timings vary between characters.
Video 1.24

Zansei Rouga Combos

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
632146H > 44PRC > 66 > c.S > dl 2S > 2H > 236K > dl j.K(1)2S > 2H WS > 6H WB Anywhere 301 All [3] [3] Medium Tension Gain: 5%
Meter dump combo. This route also works if the super is used off a wallstick. Back drift PRC helps auto time the dash pickup. Note that Zansei Rouga swaps sides so Chipp must drift in the direction he was originally facing.
1.24

External References

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