User:Xri: Difference between revisions

258 editsJoined 8 August 2021
No edit summary
Line 47: Line 47:
| 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) > d{{clr|2|j.K}}(1) > d{{clr|2|j.K}}(1) > d{{clr|3|j.S}} > t{{clr|3|j.S}} > t{{clr|4|j.H}}
| 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 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
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
IAA = Instant Air Alpha
AB = A.B.A
AN = Anji Mito
AX = Axl Low
BA = Baiken
BR = Bridget
CH = Chipp Zanuff
DI = Dizzy
ED = Eddie
FA = Faust
IN = I-No
JA = Jam Kuradoberi
JO = Johnny
JU = Justice
KL = Kliff Undersn
KY = Ky Kiske
MA = May
MI = Millia Rage
OR = Order-Sol (HOS)
PO = Potemkin
RO = Robo-Ky
SL = Slayer
SO = Sol Badguy
TE = Testament
VE = Venom
ZA = Zappa


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 ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-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 SenshuuGGAC Chipp senshuu.pngGuardHighStartup25Recovery10+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 BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22) for the knockdown. These combos allow for better damage and corner carry, and often better okizeme than standard ground confirms. Examples:

Combo Notes Video Demonstration
c.S > 2D > 236S > 66 > 5P > j.P > j.P > j.K(2) > j.K(2) > j.D > j.236P Sample combo off of 2D > ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 vs Sol. Sol's hurtbox is infamously finicky, so the microdash 5P is difficult to connect.
c.S > 2D > 236S -> 236K > 5H > j.P > j.P > j.K(2) > j.K(2) > j.D > j.236P The same starter vs Testament. Their hurtbox is much more forgiving and allows for combos after SenshuuGGAC Chipp senshuu.pngGuardHighStartup25Recovery10+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 BladeGGAC Chipp 623S.pngGuardMidStartup5Recovery17+10 after landingAdvantage-35 or FB Beta BladeGGAC Chipp 623S.pngGuardAllStartup4Recovery30+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 BladeGGAC Chipp 236P.pngGuardMidStartup18Recovery34 after landingAdvantage-32. After a 5H or 6H ground hit the opponent is put in enough hitstun for Alpha BladeGGAC Chipp 236P.pngGuardMidStartup18Recovery34 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 BladeGGAC Chipp 236P.pngGuardMidStartup18Recovery34 after landingAdvantage-32 can connect, leading to either Alpha PlusGGAC Chipp ABP.pngGuardMidStartup8Recovery12Advantage-7 for an inconsistent knockdown (not recommended) or FB Alpha PlusGGACR Chipp FBAB.pngGuardMidStartup27Recovery25Advantage-23 for a high damage full combo at the cost of 25 Tension.

Examples:

Combo Position Notes Video Demonstration
c.S > 5H > 2369P Midscreen Close midscreen confirm into Instant Air AlphaGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22. Leads only to knockdown.
c.S > 5H > 2369P > etc Midscreen 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 > etc Midscreen A much more reliable confirm into IAAGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil 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.
c.S > 5H > 2369P > etc Corner or near corner 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 > etc Midscreen only Ground Alpha BladeGGAC Chipp 236P.pngGuardMidStartup18Recovery34 after landingAdvantage-32 confirm into FB Alpha PlusGGACR Chipp FBAB.pngGuardMidStartup27Recovery25Advantage-23. As long as the initial Alpha BladeGGAC Chipp 236P.pngGuardMidStartup18Recovery34 after landingAdvantage-32 connects, this will lead into a combo regardless of spacing, at the cost of 25 Tension.

Extra notes:

  • A frame perfect IAAGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 (including jump startup) is 1F faster than a ground Alpha BladeGGAC Chipp 236P.pngGuardMidStartup18Recovery34 after landingAdvantage-32, making it less reliable in confirms from further away.
  • 6H and CH 5H combo into either IAAGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 or ground Alpha BladeGGAC Chipp 236P.pngGuardMidStartup18Recovery34 after landingAdvantage-32 from max range.
  • Alpha PlusGGAC Chipp ABP.pngGuardMidStartup8Recovery12Advantage-7 does not connect after Alpha BladeGGAC Chipp 236P.pngGuardMidStartup18Recovery34 after landingAdvantage-32 in certain spacings, making it a more situational knockdown than IAAGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22.
  • IAAGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 and FB Alpha PlusGGACR Chipp FBAB.pngGuardMidStartup27Recovery25Advantage-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 BladeGGAC Chipp 41236H.pngGuardAllStartup15Recovery29Advantage+5, FB Gamma BladeGGAC Chipp 41236H.pngGuardAllStartup15Recovery19Advantage+15, anti air/air hits of normals and counter hits of 6K, j.D, air hit Beta BladeGGAC Chipp 623S.pngGuardMidStartup5Recovery17+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 IAAGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 or FB Alpha PlusGGACR Chipp FBAB.pngGuardMidStartup27Recovery25Advantage-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 BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22, if close enough and with 25 Tension, Chipp can frc it and extend the combo. Example:

File:GGACR Chipp Alpha Loops.mp4
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.

(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 BladeGGAC Chipp 41236H.pngGuardAllStartup15Recovery29Advantage+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.

Starter Combo Position Tension Cost Damage Notes Video Demonstration (WIP)
2D > ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 c.S > 2D > 236S > 66 > 5H > j.P > j.P > j.K(2) > j.K(2) > j.D > (j.236P) Midscreen only - 116 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 BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 if ABA is too low.
c.S > 2D > 236S > (66) > 5H > IAD > j.P > j.D > j.236P Anywhere - 116 More difficult but more consistent combo from the one above. Works in the corner, off of farther 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.
c.S > 2D > 236S > 66 > 5P > sj > j.P > j.P > j.P > j.K(2) > j.K(2) > j.D > j.236P Corner only - 91 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 Easy and consistent but leads to poor knockdown and damage.
Launcher > 5S > 5H > IAD > j.P > j.D > j.236P Anywhere - 97 Standard IAD combo, leads to a great knockdown for okizeme.
Launcher > Air Hit 6H Launcher > 6H > IAD > j.K(2) > j.D Anywhere - 97 Easier variant, leads to worse knockdown and damage.
Launcher > 6H > dl. > IAD > j.P > j.D > j.236P Anywhere - 104 Standard IAD combo, better damage and knockdown.

Anji Mito

Axl Low

Baiken

Bridget

Chipp Zanuff

Dizzy

Eddie

Faust

I-no

Jam Kuradoberi

Johnny

Justice

Kliff Undersn

Ky Kiske

May

Millia Rage

Order Sol

Potemkin

Robo-Ky

Slayer

Sol Badguy

Testament

Venom

Zappa