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.
Chipp combos are infamous for being very character and starter specific. Below are the main types of combo starters and their characteristics.
Ground Confirms
Ground confirms and launchers are entirely universal, with the spacing being very slightly specific depending on the character's hurtbox, most infamously A.B.A.
Combo
Position
Difficulty
Notes
5P/2P/6P/5K/2K/c.S > 2D
Anywhere
Very Easy
Basic combo into 2D. Leads to okizeme, which loops back into knockdown. Main combo needed for a basic gameplan.
c.S > 6P > c.S > 6P > 2D
Anywhere
Very Easy
Longer gatling to 2D. Needs dash momentum to start. Does a little more damage and leaves the opponent further away on knockdown, which can be better or worse.
f.S/2S > 236S
Anywhere
Very Easy
Main combo off of far pokes. Leaves Chipp close and +3 on hit and -1 on block allowing for pressure resets or follow-up rekkas. No knockdown.
2D>Resshou Starter
Any close confirm into 2D can be comboed into ResshouGuardMidStartup13Recovery10Advantage-1. This is one of Chipp's main launchers and the only easily accessible one after jump normals, and leads to character and distance specific combos. Depending on the opponent's character and distance you may or may not follow up with SenshuuGuardHighStartup25Recovery10+12 after landingAdvantage-11. Afterwards, you will usually use 5P or 5H into a jump cancel, followed by air normals, routing into j.K to bring the opponent low to the ground, then j.D (> Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22) for the knockdown. These combos allow for better damage and corner carry, and often better okizeme than standard ground confirms. Examples:
Sample combo off of 2D > ResshouGuardMidStartup13Recovery10Advantage-1 vs Sol. Sol's hurtbox is infamously finicky, so the microdash 5P is difficult to connect.
The same starter vs Testament. Their hurtbox is much more forgiving and allows for combos after SenshuuGuardHighStartup25Recovery10+12 after landingAdvantage-11, securing more damage and higher stability.
Jump Install Combos
Chipp's Jump Install (JI) combos are a high damage basic confirm. They are done by buffering a jump during a jump-cancellable normal within a gatling, thus granting Chipp all his air actions even after a teleport. In general, any jump cancellable normal which gatlings into 2H can be used, and the 2H is then cancelled into H or D Teleport. Example: c.S > 8 > 2H > 22H > etc.
Basic Jump Install Route
Basic Jump Install RouteWorks midscreen against every character with slight adjustments.
Easy
c.S > 8 > 2H > 22H/22D > j.K(1) > j.K(1) > dj > j.K(1) > j.K(1) > j.S > tj > j.S > j.H
High damage confirm which does not secure knockdown. Can be used on its own or as an ender after certain launchers. Against certain characters like Ky and Venom can be more finicky, delay the initial j.K(1). Against Robo-Ky add another j.K(1) at the beginning and also delay. Can also be done in the corner, but not as universal, use 22D to teleport closer if the opponent is cornered.
After the j.H the combo can be ended with Beta BladeGuardMidStartup5Recovery17+10 after landingAdvantage-35 or FB Beta BladeGuardAllStartup4Recovery30+5 after landingAdvantage-28 for more damage, but leads to a less advantageous situation since Chipp lands later.
Alpha Blade Starters
One of Chipp's more difficult but most rewarding combo starters to utilize is Alpha BladeGuardMidStartup18Recovery34 after landingAdvantage-32. After a 5H or 6H ground hit the opponent is put in enough hitstun for Alpha BladeGuardMidStartup18Recovery34 after landingAdvantage-32 to combo after. For a slightly more reliable confirm and for better combos after, usually Instant Air Alpha (IAA) is recommended. Off of close connects midscreen this secures a knockdown, while off of further connects (from 6H or from a counter hit or crouch confirmed 5H) or in the corner it leads to full combos. Midscreen under similar conditions ground Alpha BladeGuardMidStartup18Recovery34 after landingAdvantage-32 can connect, leading to either Alpha PlusGuardMidStartup8Recovery12Advantage-7 for an inconsistent knockdown (not recommended) or FB Alpha PlusGuardMidStartup27Recovery25Advantage-23 for a full combo at the cost of 25 Tension. Despite the higher cost and it not working in the corner this allows for higher damage combos and does not require a far connect unlike IAAGuardAllStartup14RecoveryUntil landing+21Advantage-22.
Examples:
Combo
Position
Notes
Video Demonstration
c.S > 5H > 2369P
Midscreen
Close midscreen confirm into Instant Air AlphaGuardAllStartup14RecoveryUntil landing+21Advantage-22. Leads only to knockdown.
The same confirm from further away can lead to a combo but is very difficult and spacing/character specific.
c.S > f.S > 2S > 5H > 2369P > same as above
Midscreen
A much more reliable confirm into IAAGuardAllStartup14RecoveryUntil landing+21Advantage-22 which requires a crouching opponent but can start from point blank. Omit buttons before 5H depending on the distance. Works because crouching opponents take more hitstun.
Corner confirm. Still requires being close to the opponent or for them to be crouching but allows for reliable follow ups.
c.S > 5H > 236P -> D > basic JI route
Midscreen only
Ground Alpha BladeGuardMidStartup18Recovery34 after landingAdvantage-32 confirm into FB Alpha PlusGuardMidStartup27Recovery25Advantage-23. As long as the initial Alpha BladeGuardMidStartup18Recovery34 after landingAdvantage-32 connects, this will lead into a combo regardless of spacing, at the cost of 25 Tension. It can also lead to the same routes as IAAGuardAllStartup14RecoveryUntil landing+21Advantage-22 but is more position and character specific.
Extra notes:
A frame perfect IAAGuardAllStartup14RecoveryUntil landing+21Advantage-22 (including jump startup) is 1F faster than a ground Alpha BladeGuardMidStartup18Recovery34 after landingAdvantage-32, making it more reliable in confirms from further away.
6H and CH 5H combo into either IAAGuardAllStartup14RecoveryUntil landing+21Advantage-22 or ground Alpha BladeGuardMidStartup18Recovery34 after landingAdvantage-32 from max range.
Alpha PlusGuardMidStartup8Recovery12Advantage-7 does not connect after Alpha BladeGuardMidStartup18Recovery34 after landingAdvantage-32 in certain spacings, making it a more situational knockdown than IAAGuardAllStartup14RecoveryUntil landing+21Advantage-22.
IAAGuardAllStartup14RecoveryUntil landing+21Advantage-22 and FB Alpha PlusGuardMidStartup27Recovery25Advantage-23 starter combos are almost always the highest damage routes Chipp has access to and usually lead to knockdowns.
Other Launchers Or Extensions
Chipp's other notable launchers include: Gamma BladeGuardAllStartup15Recovery29Advantage+5, FB Gamma BladeGuardAllStartup15Recovery19Advantage+15, anti air/air hits of normals and counter hits of 6K, j.D, air hit Beta BladeGuardMidStartup5Recovery17+10 after landingAdvantage-35, 2H. Most such launchers can be followed up with air hits of ground normals: usually some variation of a gatling into 5H or with a 6H, and then into an IAD combo similar to the ones from IAAGuardAllStartup14RecoveryUntil landing+21Advantage-22 or FB Alpha PlusGuardMidStartup27Recovery25Advantage-23 launches. Starters such as "air hit 5S > 5H" listed in the character specific combo section assume a launch beforehand. Examples:
Finally, during combos which lead to an Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22, if close enough and with 25 Tension, Chipp can frc it and extend the combo. Example:
Chipp's classic Alpha Loops. The FRC point on Air Alpha Blade allows for strong combo extensions especially in the corner. The combo is similar to other launchers in this section.
Character Specific Combos
Below are combos against every character from the most important starters. "5S" refers to either c.S or f.S in combos where both work. Damage on air hit combos will vary based on the launcher, the damage numbers below are based on Gamma BladeGuardAllStartup15Recovery29Advantage+5 launcher, which is why the damage numbers are low despite these combos usually being some of the higher damaging ones Chipp has.
This combo list is not necessary to memorize or even think about at all for beginners. Instead, it is mostly useful as a cheat sheet, as while the combo routes are largely very similar, there are character specific quirks which need to be accounted for. This is not an exhaustive list, and relying on exprience to net knockdowns off of certain starters is still necessary, but it should cover most standard combo scenarios.
A.B.A
Combos against ABA can sometimes be tricky and distance dependent. Also, after a launch > 5S > 5H, the 5H may whiff if Chipp is too close to ABA.
Works only from close connects, so won't usually work after a jump-in. The microdash makes the combo more difficult. Omit the Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22 if ABA is too low.
More difficult but more consistent combo than the one above. Works in the corner, off of far or close connects, and after jump-ins. The microdash is only necessary if further away, but if not done a delay is required before the 5H. Off of a jump-in in the corner it is difficult to get a knockdown, but otherwise works well.
Most consistent corner combo off of this starter against ABA. Does low damage but works after jump ins and off of far connects. Requires a deep microdash, but isn't too difficult otherwise.
Launcher > Air Hit 5S > 5H
Launcher > 5S > 5H > j.D
Anywhere
-
76
Very Easy
Easy and consistent but leads to poor knockdown and damage.
Launcher > 5S > 5H > IAD > j.P > j.D > j.236P
Anywhere
-
97
Medium
Standard IAD combo, leads to a great knockdown for okizeme.
Launcher > Air Hit 6H
Launcher > 6H > IAD > j.K(2) > j.D
Anywhere
-
97
Medium
Slightly easier variant, leads to worse knockdown and damage.
Launcher > 6H > dl. > IAD > j.P > j.D > j.236P
Anywhere
-
104
Medium
Standard IAD combo, better damage and knockdown.
Instant Kill
ABA's unique Suka MotionGuardStartupRecoveryTotal 52Advantage- mechanic allows her opponent to use their Instant Kill (IK) against her (read more). Despite Chipp's Instant KillGuardMidStartup56+0Recovery43+16 after landingAdvantage- being one of the slowest in the game, by hitting an ABA whose Moroha Gauge is low with an FB Gamma BladeGuardAllStartup15Recovery19Advantage+15, either raw or off the ground (OTG) out of almost any combo which knocks down, gives him enough time to run up and IK her. This is one of Chipp's main win conditions against ABA.
(OTG) FB Gamma gives enough time to run up and IK low Moroha Gauge ABA even from far connects.
Anji Mito
Anji is mostly a standard middle weight character to combo. One notable quirk is that due to his air hurtbox Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22 will often whiff after a j.D.
Midscreen close connect combo. Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22 only connects near the corner. Doesn't work off of further connects as the SenshuuGuardHighStartup25Recovery10+12 after landingAdvantage-11 whiffs. Doesn't work in the corner.
Combo from further connects or jump-ins. Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22 only connects near the corner. Doesn't work from closer connects as j.K won't drag them down as far. Also doesn't work in the corner. Can substitute 5P for 5H but it is less consistent.
c.S > 2D > 236S > (66) > 5H > j.D > (j.236P)
Corner
-
116-140
Easy
Corner combo which works from close or far connects. Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22 will connect unless the opponent is too low, adjust accordingly.
25 tension corner combo for more damage. Works well off of close connects, for further ones do a very short microdash before the initial 5H. For more damage at the cost of 25 more tension end the combo in another Leaf-FBGuardMidStartup1Recovery29+3 after landingAdvantage-17 instead of the IAD ender.
Easier than the options below but less consistent and leads to worse corner carry. Doesn't work in the corner off of most launchers.
Launcher > 5S > 5H > IAD > j.P > j.D > (j.236P)
Anywhere
-
100-118
Medium
Standard IAD combo. Almost always better than the one above, but harder. Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22 will only connect near the corner or off of launchers which leave Anji higher up.
Launcher > 5S > 5H > IAD > j.K(2) > j.D
Anywhere
-
110
Medium
Same as above but with j.K(2) instead of j.P. Midscreen, it does slightly more damage and leads to a better knockdown for okizeme. In the corner it is worse since Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22 won't work afterwards. Might be a bit more difficult or inconsistent due to j.K's worse horizontal range.
Launcher > Air Hit 6H
Launcher > 6H > IAD > j.P > j.D > (j.236P)
Anywhere
-
104-125
Medium
Same as off of 5S > 5H but higher damage and easier. Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22 will sometimes connect midscreen but is unreliable.
Launcher > 6H > IAD > j.K(2) > j.D
Anywhere
-
116
Medium
Same as off of 5S > 5H but higher damage and easier.
Axl Low
Axl is a relatively tricky middle weight character to combo. After a launch > 5S > 5H, the 5H may whiff if Chipp is too close to Axl.
Most basic combo against Axl off of this starter. Works off of close or somewhat further confirms, midscreen or in the corner. Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22 can connect from close confirms, but is unreliable, however it will always connect in the corner. Microdash almost always necessary after ResshouGuardMidStartup13Recovery10Advantage-1.
c.S > 2D > 236S > 66 > f.S > j.D > (j.236P)
Anywhere
-
108-131
Easy
Same combo but works off of further confirms. More tricky than the above when up close, however, since c.S may come out instead of f.S. Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22 will almost never connect except near corner.
Less consistent confirm, but it secures an Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22 knockdown midscreen for better okizeme. Requires a long dash/delay since Axl needs to be as Low (heh) as possible before the 5P connects. Not worth using in the corner, as it is unreliable and deals less damage than the above.
Not completely stable but a good way to rack up extra damage against Axl in the corner. You can spend 25 more meter for another Leaf-FBGuardMidStartup1Recovery29+3 after landingAdvantage-17 instead of the IAD follow up, for an easier knockdown and slightly higher damage (200)
Most consistent IAD combo against Axl. If he is too low, however, such as off of a Gamma BladeGuardAllStartup15Recovery29Advantage+5 launcher, the first hit of j.K will whiff due to Axl's flat hurtbox and j.K's high hitbox.
Standard IAD combo. Won't work in as many cases as the above as usually Axl is too high up and the j.D will whiff, but required in cases where j.K whiffs. Might have to delay the IAD depending on the starter to make sure Axl is low enough.
Easier but less reliable confirm. Usually requires a close and low-ish connect of 5S > 5H. The Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22 will work only if Axl is high enough, adjust accordingly.
Launcher > Air Hit 6H
Launcher > 6H > IAD > j.P > j.D > j.236P
Anywhere
-
125
Medium
Do not delay the IAD at all or Axl will be too high for j.D to connect.
Launcher > 6H > IAD > j.K(2) > j.D
Anywhere
-
116
Medium
More consistent/easier than the variant above.
Baiken
Baiken is a super lightweight, and has a small hurtbox, so she's tricky to combo. Since confirms off of non-point-blank connects of 2D > ResshouGuardMidStartup13Recovery10Advantage-1 aren't very reliable it is recommended to just end with the 2D and run okizeme.
Combo from close connects. Unless almost point-blank, SenshuuGuardHighStartup25Recovery10+12 after landingAdvantage-11 will whiff. j.K(1) could be replaced with j.P, but it seems more consistent and does more damage at no real increase in difficulty.
c.S > 2D > 236S > (66) > j.D
Anywhere
-
103
Very Easy - Medium
From closer connects and basically any corner connect this combo works without a microdash and is very easy. From further connects midscreen it requires a microdash making it significantly harder, but is the only connect that will generally work (from what I could find). A well timed double jump after the j.D can allow for a safejump or other tricky okizeme options.
c.S > 2D > 236S -> 236K > 5P > j.D > j.236P
Corner
-
149
Easy
Works and knocks down from almost any corner connect regardless of distance or prior hits.
Standard IAD combo. Won't knock down unless you delay the Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22. Can be finicky off of certain starters.
Relatively consistent. Delay the IAD if you want the Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22 to connect, though it will knock down without it.
Bridget
Bridget is a super lightweight with a small hurtbox which is favorable in a few ways and unfavorable in many. She's difficult to combo, and most non-point-blank connects of 2D > ResshouGuardMidStartup13Recovery10Advantage-1 aren't very reliable, so it's often recommended to take the 2D knockdown for okizeme.
Combo from close connects. Unless almost point-blank, SenshuuGuardHighStartup25Recovery10+12 after landingAdvantage-11 will whiff. Isn't completely consistent but is better than other alternatives.
c.S > 2D > 236S > (66) > j.D
Anywhere
-
93
Very Easy - Medium
From most close-ish connects and basically any corner connect this combo works without a microdash and is very easy. From further connects midscreen it requires a microdash making it significantly harder, but is the only connect that will generally work (from what I could find). A well timed double jump after the j.D can allow for a safejump or other tricky okizeme options.
c.S > 2D > 236S -> 236K > 5P > j.D > j.236P
Corner
-
135
Easy
Works and knocks down from close-ish corner connects.
Standard IAD combo. Won't knock down unless you delay the Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22. sjIAD is often more reliable since Bridget tends to fall out before the j.D if you're too low. Is finicky off of many starters, not always recommended.
More finicky but leads to better corner carry, damage and oki than the one above.
Launcher > Air Hit 6H
Launcher > 6H > IAD > j.P > j.D > (j.236P)
Anywhere
-
116-139
Medium
Pretty consistent. If Bridget is too low the Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22 won't hit her.
Chipp Zanuff
Fellow ninja. Chipp is a middle-weight with an air hurtbox which doesn't extend very far down, making it difficult or impossible to use some staples which work on other middle weights, such as 2D > 236S > 5H. Otherwise he's fairly simple to combo.
Works relatively consistently. If exactly point blank, dash up as far as possible before 5P. Pushback will make the combo unreliable in the corner if started from too far away. Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22 will whiff if the opponent is too low or too far so omit it if so.
c.S > 2D > 236S > 66 > 5P > j.D > (j.236P)
Anywhere
-
115-143
Easy
Works surprisingly consistently from point blank connects and from any corner connect. Can work from further midscreen but is tricky and the Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22 has to be omitted leading to a sub-optimal knockdown.
Launcher > Air Hit 5S > 5H
Launcher > 5S > 5H > IAD > j.P > j.D > j.236P
Anywhere
-
144
Medium
Standard IAD combo, works very comfortably on Chipp.
Launcher > 5S > 5H > j.D > (j.236P)
Anywhere
-
120-146
Easy
Easier than the above if you struggle with 5H > IAD stuff. Not recommended otherwise, leads to sub-par oki without the Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22 knockdown, which only works on close high connects of 5H, but it technically does more damage with it than the route above.
Launcher > Air Hit 6H
Launcher > 6H > IAD > j.P > j.D > j.236P
Anywhere
-
153
Easy
Standard IAD combo, just as consistent as the one from 5S > 5H.
Launcher > 6H > IAD > j.K(2) > j.D
Anywhere
-
141
Easy
Trades off the higher damage of the combo above for way better midscreen oki and slightly better corner oki.
Dizzy
Dizzy is a relatively standard lightweight character to combo. Air Hit 5S > 5H will sometimes whiff on her if done from too close.
Basic combo which works anywhere on screen. Off of farther connects midscreen it becomes very difficult to hit the microdash 5P.
Launcher > Air Hit 5S > 5H
Launcher > 5S > 5H > IAD > j.P > j.D > j.236P
Anywhere
-
127
Medium
Standard IAD combo. The Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22 will hit late so in longer combos it Dizzy may be able to tech before it hits. This also makes FRCing it and extending the combo harder.
Alternate combo off this starter. Harder in the corner and not necessary, but gives better midscreen okizeme and is more stable in some situations.
Launcher > Air Hit 6H
Launcher > 6H > IAD > j.P > j.D > j.236P
Anywhere
-
135
Medium
Same as off of Air Hit 5S > 5H. Off of low air hits of 6H or when gravity is scaled it may not work.
Launcher > 6H > IAD > j.K(2) > j.D
Anywhere
-
126
Medium
Alternate combo that allows for better midscreen okizeme.
Eddie
Eddie is one of the trickier middleweights to combo. His air hurtbox will make staples such as j.K(2) > j.K(2) difficult to land, and Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22 enders will usually whiff on him outside of the corner.
Works mostly from close connects midscreen. The Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22 will only connect near the corner. 5P can be replaced with 5H for more damage but lower consistency. Will not work in the corner or from further connects such as a j.H jump-in.
More consistent than the above off of most connects, especially from jump-ins. Eddie will need to be low before the 5P hits so delay or dash further if necessary. The Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22 will usually be required for the knockdown so midscreen okizeme is slighty worse off of this route.
Launcher > Air Hit 5S > 5H
Launcher > 5S > 5H > IAD > j.P > j.D > (j.236P)
Anywhere
-
100-118
Medium
Standard IAD combo. Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22 won't connect unless near the corner.
Launcher > 5S > 5H > IAD > j.K(2) > j.D
Anywhere
-
~110
Medium
Works only off of higher connects but will secure knockdown off of them midscreen unlike the combo above.
Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22 won't connect unless near the corner or j.P is delayed.
Launcher > 6H > IAD > j.K(2) > j.D
Anywhere
-
116
Medium
Gives better damage and midscreen okizeme than the above.
Faust
Faust is a middleweight with a huge horizontal air hurtbox but one which doesn't extend far down at all. Due to this, staples such as air hit 5S > 5H will almost never work (use 5P > 5H or 5K > 5H instead), and air combos can be tricky. Luckily the alternative routing is actually fairly consistent, so he's not hard to combo as much as he is different.
Surprisingly consistent combo. Works even off of further range confirms such as off of a j.H jump-in. If Faust is too high after the j.D, Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22 is required, but if he's too low it will hit OTG, so react accordingly.
Launcher > Air Hit 5P/5K > 5H
Launcher > 5P/5K > 5H > IAD > j.P > j.D > j.236P
Anywhere
-
100
Medium
Standard IAD combo. As mentioned above, 5S > 5H will not work, so 5K > 5H is recommended. Use 5P instead of 5K for its faster startup in cases where the link is harder such as after an IAAGuardAllStartup14RecoveryUntil landing+21Advantage-22.
Alternative to the above. Not very consistent in the corner. Omitting the Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22 allows for better midscreen okizeme.
Launcher > Air Hit 6H
Launcher > 6H > IAD > j.P > j.D > j.236P
Anywhere
-
119
Medium
IAD combo after air hit 6H.
Launcher > 6H > IAD > (dl.) > j.K(2) > j.D
Anywhere
-
111
Medium
Gives better midscreen okizeme than the above. Delay after the IAD is necessary if gravity isn't scaled enough.
I-no
Jam Kuradoberi
Johnny
Justice
Justice is a lightweight character with a big hurtbox. After a launch > 5S > 5H, the 5H may whiff if Justice is a little bit too high up.
Main route off of this starter. Air Alpha BladeGuardAllStartup14RecoveryUntil landing+21Advantage-22 will only work if Justice is high enough, adjust accordingly. Will work at basically any distance SenshuuGuardHighStartup25Recovery10+12 after landingAdvantage-11 connects, but won't work (or at least not consistently) if there are two or more extra hits before the c.S, such as a jump-in j.H(2) or prior gatlings, use the combo below in those cases. In the corner it only works off of really close connects.
Harder than above due to having to link a 5H. Won't work reliably off of closer distance confirms but is necessary off of longer range ones with more hits racked up before the c.S. Basically only use when the combo above won't work. Doesn't work in the corner reliably.
c.S > 2D > 236S > 5H > j.D > j.236P
Corner
-
135
Very Easy
Works only in the corner.
Launcher > Air Hit 5S > 5H
Launcher > 5S > 5H > IAD > j.P > j.D > j.236P
Anywhere
-
113
Medium
Standard IAD combo, works in most situations. Won't knock down off of higher connects.