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| Video = GGACR Chipp Basic JI Combo.mp4 | | Video = GGACR Chipp Basic JI Combo.mp4 | ||
| Size = 256x192 | | Size = 256x192 | ||
| Recipe = {{clr|3|c.S}} > 8 > {{clr|4|2H}} > {{clr|4|22H}}/{{clr|5|22D}} > {{clr|2|j.K}}(1) > {{clr|2|j.K}}(1) > | | Recipe = {{clr|3|c.S}} > 8 > {{clr|4|2H}} > {{clr|4|22H}}/{{clr|5|22D}} > {{clr|2|j.K}}(1) > {{clr|2|j.K}}(1) > dj > {{clr|2|j.K}}(1) > {{clr|2|j.K}}(1) > {{clr|3|j.S}} > tj > {{clr|3|j.S}} > {{clr|4|j.H}} | ||
| content = | | content = | ||
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 {{clr|2|j.K}}(1). Against Robo-Ky add another {{clr|2|j.K}}(1) at the beginning and also delay. Can also be done in the corner, but not as universal ,use {{clr|5|22D}} to teleport closer if the opponent is cornered. | 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 {{clr|2|j.K}}(1). Against Robo-Ky add another {{clr|2|j.K}}(1) at the beginning and also delay. Can also be done in the corner, but not as universal ,use {{clr|5|22D}} to teleport closer if the opponent is cornered. |
Revision as of 13:47, 5 July 2022
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo Theory
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 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:
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.
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 high damage full combo at the cost of 25 Tension.
Examples:
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 less 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:
(Big thanks to Yarkus)
Character Specific Combos
Below are combos against every character from the most important starters. Note: "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.
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.