GGST/Chipp Zanuff/Combos

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< GGST‎ | Chipp Zanuff
Revision as of 15:45, 23 August 2023 by Monterto (talk | contribs) (Removed combo tables ahead of S3 patch for overhaul - table was very large and system/character changes will likely change many of them. Copied newer combo table style from bedman page. Will re-add most useful combos as they are tested after the patch.)



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Character Specific Notation:

w.X = Wallrun Move


Basic combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Chipp's combos often require character or spacing specific adjustments. The following combos work in the most common situations, and are stable across the cast. They also build into Chipp's more advanced combos/setups making them useful at all levels of play.


Bread and Butter Kick ComboScores a knockdown anywhere
36-54 Damage
Very Easy

(5K) > 5K/2K > 2D
A simple kick gatling combo that sets up a 2D sweep for okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. and continued pressure. When the opponent whiffs an attack, Chipp can react to the whiff and run up to his opponent with this combo. On block, Chipp can cancel into ResshouGGST Chipp Zanuff Resshou.pngGuardAllStartup13Recovery16Advantage-4 to safely end the string.

An extremely important combo used at every level of play. Essential for punishing unsafe moves in neutral When neither player is in an advantageous position in terms of stage position. and setting up Chipp's offense.


Far Poke ComboLow reward, but quite safe
74-86 Damage
Very Easy

f.S/5H > 236S~236S
A simple combo from a long range poke to secure a bit of damage. The opponent is left standing afterward, making it hard for Chipp to continue his offense. RokusaiGGST Chipp Zanuff Rokusai.pngGuardLowStartup8Recovery21Advantage-6 is slightly unsafe on block, but it can be hard for most characters to punish it.

Chipp can use this combo when he isn't in range for a more rewarding option.

Bread and Butter Midscreen Slash Combolets Chipp continue his offense
103-133 Damage
Easy

c.S > 2S > 2H > 236K > j.K(1) > 66 > (j.K(1)) > j.D
A simple air-combo from a slash starter that leaves Chipp close to his opponent. Chipp can choose to skip the second j.K without sacrificing much damage. If he does, he will have more time to run up to his opponent after landing and apply pressure. On block, Chipp can cancel into ResshouGGST Chipp Zanuff Resshou.pngGuardAllStartup13Recovery16Advantage-4 instead of Alpha Blade Diagonal to safely end the string.

This combo works from a c.S, 2S, or c.S > 2S starter as long as Chipp isn't near the corner. If Chipp is too close to the corner before he does Alpha Blade Diagonal the combo might drop.

Bread and Butter Corner Slash ComboDeals good damage and breaks the wall
191 Damage
Easy

c.S > 2S > 2H > 236K > dl j.Sf.S WS, 6H WB
A simple corner combo from a slash starter that breaks the wall. Chipp must slightly delay his j.S as he falls so that he has enough time to connect f.S after landing. On block, Chipp can cancel into ResshouGGST Chipp Zanuff Resshou.pngGuardAllStartup13Recovery16Advantage-4 instead of Alpha Blade Diagonal to safely end the string.

This combo works from a c.S > 2S starter as long as Chipp is at the corner.


Corner Roman Cancel Combo: Wall RunConvert basic poke into damage - Great way to spend meter
205-216 Damage
Medium

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 6KGGST Chipp Zanuff 6K.pngGuardHighStartup28Recovery7Advantage+2/RokusaiGGST Chipp Zanuff Rokusai.pngGuardLowStartup8Recovery21Advantage-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.SGGST Chipp Zanuff wcS.pngGuardAllStartup6Recovery18Advantage- must be timed. Pressing S too quickly will cause Chipp to cancel into w.SSGGST Chipp Zanuff wfS.pngGuardAllStartup7Recovery23Advantage- 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
Medium

5[D]~8 > dl j.D > j.K(1) > 9jc > j.D > j.K(1) > j.D > j.K(1) > j.D > j.D
A slight delay before the first j.D makes this route universal. Timing is somewhat tight, but this combo is deals near-optimal damage while needing no adjustments across the cast. This is one of Chipp's best options at any level of play.

It is important to avoid mashing the inputs since the forward jump-cancel can otherwise register as an air throw (6D) leading to a drop.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Chipp's combos often require small adjustments leading to many small variations on the same combo. Only the most important variations will be shown here. These also build into Chipp's more advanced combos/setups making them useful at any level of play.

Slash Confirm Basic Loop ComboVersatile combo with strong corner carry
116-140 Damage
Medium

c.S > 2S > 2H > 236K > dl j.K(1)2S > 2H > 236K
A basic loop using Chipp's 2S > 2H > 236K combo piece.

Works well midscreen on most characters but will need small adjustments for c.S vs 2S confirms. Also require adjustments for certain 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
Medium

CH c.S/2S > 2H > 236Kc.S > 2S > 2H > 236K
A highly confirmable version of Chipp's basic loop combo.

Works well outside the corner from almost all ranges, but will need small adjustments for certain 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
Medium

c.S > 2S > 2H > 236K, j.236K ▷ 6 > c.S > 6H WS > 6H WB
A universal route that works well from almost any confirm but will drop with high scaling (like after a jump-in or an RC).

Linking two K Alpha Blades together leaves Chipp grounded so he can combo into c.S > 6H or set up a mix.

Chipp must walk toward the wall after landing to connect c.S. Without walking f.S will activate dealing less damage.


Same-Side Corner ComboA combo that keeps Chipp out of the corner
194 Damage
Medium

c.S > 2S > 2H > dl 236S, 2K > 6H > 236S~236S WS > 6H WB
A universal route that keeps Chipp out of the corner by avoiding Alpha Blade.

Chipp must use Resshou at the highest possible point in order to link a follow up. In some cases he can pick up with 5K or 2S instead of 2K if the opponent is high enough.

This route is extremely important when an opponent has burst available. It is also needed at specific distances to the wall, where Chipp's Alpha Blade will not behave normally causing a drop and leaving Chipp cornered.


Wall Run Combo: High Wall HealthHigh damage universal combo
247 Damage
Hard

CH 2H > 236[P] > w.S > w.H, w.H, w.6H, w.S > w.6H WS > w.6H WB
A wall run route requiring high wall health, making it tricky to confirm.

This combo works from other starters but it is best suited to punishes/confirms with 2H CH. Linking w.H near max range can help prevent the w.S pickup from whiffing.

If the wall health is too low the opponent will splat early dealing less damage than the easier w.S x4 route.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute


Midweight Corner-to-Corner Slash ComboCarry optimized version of Chipp's BnB
190 Damage (Ky)
Medium~Hard

c.S > 2S > 2H > 236K > dl j.S ▷ 66 > c.S > 2S > 2H > 236K > j.D WS ▷ 6H
A midweight corner-to-corner combo that deals excellent damage and breaks the wall. Requires tricky delays, links, and dashes.

Max delay on j.S and the longest possible dash help ensure a deep c.S pickup. Expect subtle timing differences between characters.


Does NOT work on:  Zato-1,  Happy Chaos

Zato/Chaos Corner-to-Corner VariationCarry optimized version of Chipp's BnB
197 Damage (Zato)
Medium~Hard

c.S > 2S > 2H > 236K > dl j.K(1) ▷ 66 > c.S > 2S > 2H > 236K > j.K(1) > 66 > j.P > j.P WS ▷ 6H WB
A midweight corner-to-corner combo that is meant for  Zato-1 and  Happy Chaos. Requires tricky delays, links, and dashes.

Max delay on j.K and the longest possible dash help ensure a deep c.S pickup. Expect subtle timing differences between characters.

Lightweight Corner-to-Corner Slash ComboCarry optimized version of Chipp's BnB
191 Damage (Gio)
Medium~Hard

c.S > 2S > 2H > 236K > dl j.S ▷ 66 > c.S > 2S > 2H > 236K > j.K(1) > 66 WS > j.D
A lightweight corner-to-corner combo that deals excellent damage and breaks the wall. Requires tricky delays, links, and dashes.

Max delay on j.K and the longest possible dash help ensure a deep c.S pickup. Expect subtle timing differences between characters.

Does NOT work on:  I-No,  Ramlethal Valentine,  Bridget

I-No, Ram, Bridget Corner-to-Corner VariationCarry optimized version of Chipp's BnB
188 Damage (I-NO)
Medium~Hard

c.S > 2S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > 236K > dl j.K(1) > 66 > j.K(2) WS ▷ 6H
A lightweight corner-to-corner combo that is meant for  I-No,  Ramlethal Valentine, and  Bridget. Requires tricky delays, links, and dashes.

Max delay on j.K and the shortest possible dash prevent drops. Expect subtle timing differences between characters.

Heavyweight Corner-to-Corner Slash ComboCarry optimized version of Chipp's BnB
180 Damage (Leo)
Medium~Hard

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

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

  • All damage values are tested on  Ky at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
  • The list is focused on most practical examples, not every single option that exists.
  • The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).

P Combos

5P/2P/6P
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
X > X > X > 236X Midscreen 123 All [1] Very Easy Placeholder notes 1.28

K Combos

5K/2K
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
X > X > X > 236X Midscreen 123 All [1] Very Easy Placeholder notes 1.28
6K
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
X > X > X > 236X Midscreen 123 All [1] Very Easy Placeholder notes 1.28

S Combos

c.S/2S/f.S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
X > X > X > 236X Midscreen 123 All [1] Very Easy Placeholder notes 1.28

H Combos

5H/2H/6H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
X > X > X > 236X Midscreen 123 All [1] Very Easy Placeholder notes 1.28

D Combos

2D/5D
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
X > X > X > 236X Midscreen 123 All [1] Very Easy Placeholder notes 1.28
5[D]
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
X > X > X > 236X Midscreen 123 All [1] Very Easy Placeholder notes 1.28

Wall Run Combos

Wall Run
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
X > X > X > 236X Midscreen 123 All [1] Very Easy Placeholder notes 1.28

External References

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