Numbers represent direction on a keyboard numpad. For example, + 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.
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
(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 ResshouGuardAllStartup13Recovery16Advantage-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
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. RokusaiGuardLowStartup8Recovery21Advantage-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
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 ResshouGuardAllStartup13Recovery16Advantage-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
c.S > 2S > 2H > 236K > dl j.S ▷ f.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 ResshouGuardAllStartup13Recovery16Advantage-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
236S~236S/6K > 88RRC > 66 > w.S, w.S, w.S, w.S > w.6H WS > w.6H WB
Roman Cancel lets Chipp combo from 6KGuardHighStartup28Recovery7Advantage+2/RokusaiGuardLowStartup8Recovery21Advantage-6, which normally do not lead to a combo.
Once Chipp lands after the RRC, he can run toward the wall and start his combo. Each hit of w.SGuardAllStartup6Recovery18Advantage- must be timed. Pressing S too quickly will cause Chipp to cancel into w.SSGuardAllStartup7Recovery23Advantage- 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
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
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.
Works well midscreen on most characters but will need small adjustments for c.S vs 2S confirms. Also require adjustments for certain lightweights/midweights 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
CH c.S/2S > 2H > 236K ▷ c.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 lightweights/midweights 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
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
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
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
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
Midweight Corner-to-Corner Slash ComboCarry optimized version of Chipp's BnB 190 Damage (Ky)
Max delay on j.K helps improve consistency between heavies. A delay is required on the rekka ender in order to connect both hits. Resshou can splat early if connected too high up.
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.
"What combos work on the current patch?"
Season 2 continues with balance patch 1.25. Most of Chipp's routes from 1.18-1.24 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.
5P/2P/6P combos
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
5P CH > (5K) > 2K > 2D
Anywhere
49 (58)
All
[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] 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.
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] 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.
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] 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.
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.
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.
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.
Tension Gain: 30% Basic loop using dashes for extra damage. Maximum possible delay on j.S. Drops on lightweights and Zato-1. Drops on edge of 2S range when 2S is a starter.
1.24
f.S CH > 236P, 5P > 5P > 236S~236S
Anywhere
106
All
[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.
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.
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.
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
Tension Gain: 45% High damage corner route using 5H, 6H link. Technically works on all with dash momentum but most suitable for lights.
1.28
c.S > 6239S ▷ 2K > 6H > 236K WS ▷ 6H WB
Corner
208
All
[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 > 6239S ▷ 2K, c.S > 6H > 236S~236S WS ▷ 6H WB
Corner
214
Mids/Lights
[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.
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] 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] 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] 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] 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] 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.
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.
Tension Gain: 35% Rekka whiff to cancel the recovery of 2H. Works well in the corner or mid-to-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.
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.
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.
Tension Gain: 45% Confirmable TK Beta Blade punish combo - Best at high wall health. Micro dash after landing makes the combo more consistent across the cast. Works on SO, KY, MA, CH, MI, GI, IN, JC, HA, BA, BR.
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
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.
1.24
j.S > j.D ▷ 2K > 2D
Anywhere
87
All
[2] Easy
Tension Gain: 16% Useful for when j.S hits high
1.24
j.S > j.D ▷ 2S > 2H > j.D
Anywhere
123
All
[2] Easy
Tension Gain: 16% Hit confirm for high hitting j.S.
1.24
j.H ▷ 2K > 2D > (236S~236S)
Anywhere
68 (96)
All
[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.D ▷ 2K > 2D > (236S~236S)
Anywhere
73 (101)
All
[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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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] 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] Easy
Tension Gain: 20% Useful when trying to catch jump-outs.
1.24
AA 2H > 236K ▷ 5K > 6H > (236P OTG)
Anywhere
98 (111)
All
[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 > 236K ▷ c.S > 2S > 2H > 236H
Anywhere but corner
120
All
[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] Medium
Tension Gain: 25% Full combo using wall bounce from Resshou
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.
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.
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.
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] 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.H ▷ 2S > 2H > 236H
Anywhere
90/92
All
[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.H ▷ 2S > 2H > 236K > j.K(1) > 66 > j.D
Anywhere but corner
96/103
All
[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] 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.H ▷ c.S > j.K(1) > 66 > j.H ▷ c.S/2S > 2H > 236S WS > 6H WB
Midscreen to Corner
161/168
All
[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.236K ▷ c.S > 2S > 2H > 236H
Anywhere
104
All
[2] [2] Easy
Tension Gain: 10% Easy throw combo that works anywhere. Swaps sides.
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).
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.
Tension Gain: -% Air throw away from the corner, works best near midscreen. From double jump height pick up with 2S instead of c.S after landing.
1.24
4D(2) > 66FRRC > j.236[P] > Wall Run Combo
Corner
-
All
[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)GuardAllStartup13Recovery16Advantage-4, Rokusai (~236S)GuardLowStartup8Recovery21Advantage-6, or Senshuu (~236K)GuardHighStartup20Recovery20Advantage-9
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
...~236K CH > c.S > 2H > dl 236H
Anywhere
97
All
[2] Easy
Tension Gain: 20% Basic overhead rekka confirm. 2S pick up for max range
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.
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.
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.