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!Combo !! Notes !! Video Demonstration | !Combo !! Notes !! Video Demonstration | ||
|- | |- | ||
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > 66 > {{clr|1|5P}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > {{clr|1|j.236P}} || Sample combo off of {{clr|5|2D}} > {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}} vs Sol. Sol's hurtbox is infamously finicky, so the microdash {{clr|1|5P}} is difficult to connect. || [[File: | |{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > 66 > {{clr|1|5P}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > {{clr|1|j.236P}} || Sample combo off of {{clr|5|2D}} > {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}} vs Sol. Sol's hurtbox is infamously finicky, so the microdash {{clr|1|5P}} is difficult to connect. || [[File:GGACR Chipp 2D Ress Vs Sol 1.webm|thumb]] | ||
|- | |- | ||
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|2|236K}} > {{clr|1|5H}} > {{clr| | |{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|2|236K}} > {{clr|1|5H}} > {{clr|2|j.K}}(1) > {{clr|2|j.K}}(1) > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > {{clr|1|j.236P}} || The same starter vs Testament. Their hurtbox is much more forgiving and allows for combos after {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S > 236K|label={{clr|2|Senshuu}}}}, securing more damage and higher stability. || [[File:GGACR Chipp 2D Ress Vs Testament 1.webm|thumb]] | ||
|} | |} | ||
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| Difficulty = {{clr|2|Easy}} | | Difficulty = {{clr|2|Easy}} | ||
| Anchor = JICombo1 | | Anchor = JICombo1 | ||
| Video = GGACR Chipp Basic JI Combo. | | Video = GGACR Chipp Basic JI Combo.webm | ||
| 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) > dj > {{clr|2|j.K}}(1) > {{clr|2|j.K}}(1) > {{clr|3|j.S}} > tj > {{clr|3|j.S}} > {{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. | ||
After the {{clr|4|j.H}} the combo can be ended with {{MMC|game=GGACR|chara=Chipp Zanuff|input=623S|label={{clr|3|Beta Blade}}}} or {{MMC|game=GGACR|chara=Chipp Zanuff|input=623D|label={{clr|5|FB Beta Blade}}}} for more damage, but leads to a less advantageous situation since Chipp lands later. | After the {{clr|4|j.H}} the combo can be ended with {{MMC|game=GGACR|chara=Chipp Zanuff|input=623S|label={{clr|3|Beta Blade}}}} or {{MMC|game=GGACR|chara=Chipp Zanuff|input=623D|label={{clr|5|FB Beta Blade}}}} for more damage, but leads to a less advantageous situation since Chipp lands later. | ||
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!Combo !! Position !! Notes !! Video Demonstration | !Combo !! Position !! Notes !! Video Demonstration | ||
|- | |- | ||
|{{clr|3|c.S}} > {{clr|4|5H}} > {{clr|1|2369P}} || Midscreen || Close midscreen confirm into Instant {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha}}}}. Leads only to knockdown. || [[File:Chipp IAA | |{{clr|3|c.S}} > {{clr|4|5H}} > {{clr|1|2369P}} || Midscreen || Close midscreen confirm into Instant {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha}}}}. Leads only to knockdown. || [[File:GGACR Chipp IAA Knockdown.webm|thumb]] | ||
|- | |- | ||
|{{clr|3|c.S}} > {{clr|4|5H}} > {{clr|1|2369P}} > {{clr|3|c.S}} > {{clr|4|5H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Midscreen || The same confirm from further away can lead to a combo but is very difficult and spacing/character specific. || [[File: | |{{clr|3|c.S}} > {{clr|4|5H}} > {{clr|1|2369P}} > {{clr|3|c.S}} > {{clr|4|5H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Midscreen || The same confirm from further away can lead to a combo but is very difficult and spacing/character specific. || [[File:GGACR_Chipp_IAA_Combo_Standing_Midscreen.webm|thumb]] | ||
|- | |- | ||
|{{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|1|2369P}} > same as above || Midscreen || A much more reliable confirm into {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|IAA}}}} which requires a crouching opponent but can start from point blank. Omit buttons before {{clr|4|5H}} depending on the distance. Works because crouching opponents take more hitstun. || [[File: | |{{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|1|2369P}} > same as above || Midscreen || A much more reliable confirm into {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|IAA}}}} which requires a crouching opponent but can start from point blank. Omit buttons before {{clr|4|5H}} depending on the distance. Works because crouching opponents take more hitstun. || [[File:GGACR_Chipp_IAA_Combo_Crouching_Midscreen.webm|thumb]] | ||
|- | |- | ||
|{{clr|3|c.S}} > {{clr|4|5H}} > {{clr|1|2369P}} > {{clr|3|c.S}} > {{clr|4|5H}} > IAD > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > {{clr|1|j.236P}} || 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. || [[File:Corner | |{{clr|3|c.S}} > {{clr|4|5H}} > {{clr|1|2369P}} > {{clr|3|c.S}} > {{clr|4|5H}} > IAD > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > {{clr|1|j.236P}} || 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. || [[File:GGACR Chipp IAA Combo Corner.webm|thumb]] | ||
|- | |- | ||
|{{clr|3|c.S}} > {{clr|4|5H}} > {{clr|1|236P}} -> {{clr|5|D}} > basic JI route || Midscreen only || Ground {{MMC|game=GGACR|chara=Chipp Zanuff|input=236P|label={{clr|1|Alpha Blade}}}} confirm into {{MMC|game=GGACR|chara=Chipp Zanuff|input=236P > D|label={{clr|5|FB Alpha Plus}}}}. As long as the initial {{MMC|game=GGACR|chara=Chipp Zanuff|input=236P|label={{clr|1|Alpha Blade}}}} 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 {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|IAA}}}} but is more position and character specific. || [[File: | |{{clr|3|c.S}} > {{clr|4|5H}} > {{clr|1|236P}} -> {{clr|5|D}} > basic JI route || Midscreen only || Ground {{MMC|game=GGACR|chara=Chipp Zanuff|input=236P|label={{clr|1|Alpha Blade}}}} confirm into {{MMC|game=GGACR|chara=Chipp Zanuff|input=236P > D|label={{clr|5|FB Alpha Plus}}}}. As long as the initial {{MMC|game=GGACR|chara=Chipp Zanuff|input=236P|label={{clr|1|Alpha Blade}}}} 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 {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|IAA}}}} but is more position and character specific. || [[File:GGACR_Chipp_FB_Alpha_Plus_JI_Combo.webm|thumb]] | ||
|} | |} | ||
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Chipp's other notable launchers include: {{MMC|game=GGACR|chara=Chipp Zanuff|input=41236H|label={{clr|4|Gamma Blade}}}}, {{MMC|game=GGACR|chara=Chipp Zanuff|input=41236D|label={{clr|5|FB Gamma Blade}}}}, anti air/air hits of normals and counter hits of {{clr|2|6K}}, {{clr|5|j.D}}, air hit {{MMC|game=GGACR|chara=Chipp Zanuff|input=623S|label={{clr|3|Beta Blade}}}}, {{clr|4|2H}}. Most such launchers can be followed up with air hits of ground normals: usually some variation of a gatling into {{clr|4|5H}} or with a {{clr|4|6H}}, and then into an IAD combo similar to the ones from {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|IAA}}}} or {{MMC|game=GGACR|chara=Chipp Zanuff|input=236P > D|label={{clr|5|FB Alpha Plus}}}} launches. Starters such as "air hit {{clr|3|5S}} > {{clr|4|5H}}" listed in the character specific combo section assume a launch beforehand. Examples: | Chipp's other notable launchers include: {{MMC|game=GGACR|chara=Chipp Zanuff|input=41236H|label={{clr|4|Gamma Blade}}}}, {{MMC|game=GGACR|chara=Chipp Zanuff|input=41236D|label={{clr|5|FB Gamma Blade}}}}, anti air/air hits of normals and counter hits of {{clr|2|6K}}, {{clr|5|j.D}}, air hit {{MMC|game=GGACR|chara=Chipp Zanuff|input=623S|label={{clr|3|Beta Blade}}}}, {{clr|4|2H}}. Most such launchers can be followed up with air hits of ground normals: usually some variation of a gatling into {{clr|4|5H}} or with a {{clr|4|6H}}, and then into an IAD combo similar to the ones from {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|IAA}}}} or {{MMC|game=GGACR|chara=Chipp Zanuff|input=236P > D|label={{clr|5|FB Alpha Plus}}}} launches. Starters such as "air hit {{clr|3|5S}} > {{clr|4|5H}}" listed in the character specific combo section assume a launch beforehand. Examples: | ||
[[File: | [[File:GGACR_Chipp_Basic_Air_Hit_6H_Combo.webm|left|thumb|]] {{clear}} | ||
[[File:GGACR Chipp Basic Air Hit 5S5H Combo. | [[File:GGACR Chipp Basic Air Hit 5S5H Combo.webm|left|thumb]] {{clear}} | ||
Finally, during combos which lead to an {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}}, if close enough and with 25 Tension, Chipp can frc it and extend the combo. Example: | Finally, during combos which lead to an {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}}, if close enough and with 25 Tension, Chipp can frc it and extend the combo. Example: | ||
[[File:GGACR Chipp Alpha Loops. | [[File:GGACR Chipp Alpha Loops.webm|left|thumb|Chipp's classic Alpha Loops. The FRC point on {{clr|1|Air Alpha Blade}} allows for strong combo extensions especially in the corner. The combo is similar to other launchers in this section.]] {{clear}} | ||
==Character Specific Combos== | |||
Below are combos against every character from the most important starters. "{{clr|3|5S}}" refers to either {{clr|3|c.S}} or {{clr|3|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 {{MMC|game=GGACR|chara=Chipp Zanuff|input=41236H|label={{clr|4|Gamma Blade}}}} 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=== | ===A.B.A=== | ||
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| Launcher > {{clr|4|6H}} > dl. > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 104 || {{clr|3|Medium}} || Standard IAD combo, better damage and knockdown. || | | Launcher > {{clr|4|6H}} > dl. > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 104 || {{clr|3|Medium}} || Standard IAD combo, better damage and knockdown. || | ||
[[File:GGACR Chipp | [[File:GGACR Chipp Air Hit 6H Combo Vs ABA 1.webm|thumb]] | ||
|} | |} | ||
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ABA's unique {{MMC|game=GGACR|chara=A.B.A|input=Suka Motion}} mechanic allows her opponent to use their Instant Kill (IK) against her ([[GGACR/A.B.A#Suka_Motion|read more]]). Despite Chipp's {{MMC|game=GGACR|chara=Chipp Zanuff|input=236236H|label={{clr|4|Instant Kill}}}} being one of the slowest in the game, by hitting an ABA whose Moroha Gauge is low with an {{MMC|game=GGACR|chara=Chipp Zanuff|input=41236D|label={{clr|5|FB Gamma Blade}}}}, either raw or [[GGACR/Offense#Off_The_Ground_Attacks_.28OTGs.29|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. | ABA's unique {{MMC|game=GGACR|chara=A.B.A|input=Suka Motion}} mechanic allows her opponent to use their Instant Kill (IK) against her ([[GGACR/A.B.A#Suka_Motion|read more]]). Despite Chipp's {{MMC|game=GGACR|chara=Chipp Zanuff|input=236236H|label={{clr|4|Instant Kill}}}} being one of the slowest in the game, by hitting an ABA whose Moroha Gauge is low with an {{MMC|game=GGACR|chara=Chipp Zanuff|input=41236D|label={{clr|5|FB Gamma Blade}}}}, either raw or [[GGACR/Offense#Off_The_Ground_Attacks_.28OTGs.29|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. | ||
[[File:GGACR Chipp IK Setup VS ABA. | [[File:GGACR Chipp IK Setup VS ABA.webm|thumb|left|(OTG) {{clr|5|FB Gamma}} gives enough time to run up and {{clr|4|IK}} low Moroha Gauge ABA even from far connects.]] {{clear}} | ||
===Anji Mito=== | ===Anji Mito=== | ||
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|- | |- | ||
|rowspan="4"|{{clr|5|2D}} > {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}} | |rowspan="4"|{{clr|5|2D}} > {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}} | ||
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|2|236K}} > {{clr|1|5P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Midscreen | |{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|2|236K}} > {{clr|1|5P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Midscreen || - || 126-133 || {{clr|2|Easy}} || Midscreen close connect combo. {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} only connects near the corner. Doesn't work off of further connects as the {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S > 236K|label={{clr|2|Senshuu}}}} whiffs. Doesn't work in the corner.|| | ||
|- | |- | ||
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > (66) > {{clr|1|5P}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Midscreen | |{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > (66) > {{clr|1|5P}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Midscreen || - || 92-116 || {{clr|2|Easy}} || Combo from further connects or jump-ins. {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} only connects near the corner. Doesn't work from closer connects as {{clr|2|j.K}} won't drag them down as far. Also doesn't work in the corner. Can substitute {{clr|1|5P}} for {{clr|4|5H}} but it is less consistent. || | ||
|- | |- | ||
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > (66) > {{clr|4|5H}} > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Corner || - || 116-140 || {{clr|2|Easy}} || Corner combo which works from close or far connects. {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} will connect unless the opponent is too low, adjust accordingly. || | |{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > (66) > {{clr|4|5H}} > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Corner || - || 116-140 || {{clr|2|Easy}} || Corner combo which works from close or far connects. {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} will connect unless the opponent is too low, adjust accordingly. || | ||
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|- | |- | ||
|rowspan="3" | Launcher > Air Hit {{clr|3|5S}} > {{clr|4|5H}} | |rowspan="3" | Launcher > Air Hit {{clr|3|5S}} > {{clr|4|5H}} | ||
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > IAD > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 116 || {{clr|3|Medium}} || Most consistent IAD combo against Axl. If he is too low, however, such as off of a {{MMC|game=GGACR|chara=Chipp Zanuff|input=41236H|label={{clr|4|Gamma Blade}}}} launcher, the first hit of {{clr|2|j.K}} will whiff due to Axl's flat hurtbox and {{clr|2|j.K}}'s high hitbox. | |Launcher > {{clr|3|5S}} > {{clr|4|5H}} > IAD > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 116 || {{clr|3|Medium}} || Most consistent IAD combo against Axl. If he is too low, however, such as off of a {{MMC|game=GGACR|chara=Chipp Zanuff|input=41236H|label={{clr|4|Gamma Blade}}}} launcher, the first hit of {{clr|2|j.K}} will whiff due to Axl's flat hurtbox and {{clr|2|j.K}}'s high hitbox. || | ||
|- | |- | ||
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > (dl.) > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 118 || {{clr|3|Medium}}-{{clr|4|Hard}} || Standard IAD combo. Won't work in as many cases as the above as usually Axl is too high up and the {{clr|5|j.D}} will whiff, but required in cases where {{clr|1|j.K}} whiffs. Might have to delay the IAD depending on the starter to make sure Axl is low enough. || | |Launcher > {{clr|3|5S}} > {{clr|4|5H}} > (dl.) > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 118 || {{clr|3|Medium}}-{{clr|4|Hard}} || Standard IAD combo. Won't work in as many cases as the above as usually Axl is too high up and the {{clr|5|j.D}} will whiff, but required in cases where {{clr|1|j.K}} whiffs. Might have to delay the IAD depending on the starter to make sure Axl is low enough. || | ||
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===Baiken=== | ===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 {{clr|5|2D}} > {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}} aren't very reliable it is recommended to just end with the {{clr|5|2D}} and run okizeme. | |||
{| class="wikitable sortable" border="1" style="margin-left: 1em auto 1em auto;min-width: 1000px;text-align: center" | |||
|- | |||
! Starter !! Combo !! Position !! Tension Cost !! Damage !! Difficulty !! Notes !! Video Demonstration (WIP) | |||
|- | |||
|rowspan="3"|{{clr|5|2D}} > {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}} | |||
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|2|236K}} > {{clr|1|5P}} > {{clr|2|j.K}}(1) > {{clr|2|j.K}}(1) > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > {{clr|1|j.236P}} || Midscreen || - || 154 || {{clr|2|Easy}} || Combo from close connects. Unless almost point-blank, {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S > 236K|label={{clr|2|Senshuu}}}} will whiff. {{clr|2|j.K}}(1) could be replaced with {{clr|1|j.P}}, but it seems more consistent and does more damage at no real increase in difficulty. || | |||
|- | |||
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > (66) > {{clr|5|j.D}} || Anywhere || - || 103 || {{clr|1|Very Easy}} - {{clr|3|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 {{clr|5|j.D}} can allow for a safejump or other tricky okizeme options. || | |||
|- | |||
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|2|236K}} > {{clr|1|5P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Corner || - || 149 || {{clr|2|Easy}} || Works and knocks down from almost any corner connect regardless of distance or prior hits. || | |||
|- | |||
|rowspan="3" | Launcher > Air Hit {{clr|3|5S}} > {{clr|4|5H}} | |||
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > dl. > {{clr|1|j.236P}} || Anywhere || - || 131 || {{clr|3|Medium}} || Standard IAD combo. Won't knock down unless you delay the {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}}. Can be finicky off of certain starters. || | |||
|- | |||
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|5|j.D}} || Anywhere || - || 110 || {{clr|1|Very Easy}} || Easy knockdown off of this starter. || | |||
|- | |||
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|2|j.D}} > {{clr|1|j.236P}} || Midscreen || - || 134 || {{clr|2|Easy}} || More finicky but leads to better corner carry, damage and oki than the one above. || | |||
|- | |||
|rowspan="1" | Launcher > Air Hit {{clr|4|6H}} | |||
|Launcher > {{clr|4|6H}} > (dl.) > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 116-139 || {{clr|3|Medium}} || Relatively consistent. Delay the IAD if you want the {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} to connect, though it will knock down without it. || | |||
|} | |||
===Bridget=== | ===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 {{clr|5|2D}} > {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}} aren't very reliable, so it's often recommended to take the {{clr|5|2D}} knockdown for okizeme. | |||
{| class="wikitable sortable" border="1" style="margin-left: 1em auto 1em auto;min-width: 1000px;text-align: center" | |||
|- | |||
! Starter !! Combo !! Position !! Tension Cost !! Damage !! Difficulty !! Notes !! Video Demonstration (WIP) | |||
|- | |||
|rowspan="3"|{{clr|5|2D}} > {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}} | |||
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|2|236K}} > {{clr|1|5P}} > {{clr|2|j.K}}(1) > {{clr|2|j.K}}(1) > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > {{clr|1|j.236P}} || Midscreen || - || 140 || {{clr|2|Easy}} || Combo from close connects. Unless almost point-blank, {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S > 236K|label={{clr|2|Senshuu}}}} will whiff. Isn't completely consistent but is better than other alternatives. || | |||
|- | |||
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > (66) > {{clr|5|j.D}} || Anywhere || - || 93 || {{clr|1|Very Easy}} - {{clr|3|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 {{clr|5|j.D}} can allow for a safejump or other tricky okizeme options. || | |||
|- | |||
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|2|236K}} > {{clr|1|5P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Corner || - || 135 || {{clr|2|Easy}} || Works and knocks down from close-ish corner connects. || | |||
|- | |||
|rowspan="3" | Launcher > Air Hit {{clr|3|5S}} > {{clr|4|5H}} | |||
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > (sj.)IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > dl. > {{clr|1|j.236P}} || Anywhere || - || 131 || {{clr|3|Medium}} || Standard IAD combo. Won't knock down unless you delay the {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}}. sjIAD is often more reliable since Bridget tends to fall out before the {{clr|5|j.D}} if you're too low. Is finicky off of many starters, not always recommended. || | |||
|- | |||
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|5|j.D}} || Anywhere || - || 99 || {{clr|1|Very Easy}} || Easy knockdown off of this starter. || | |||
|- | |||
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|2|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 115-121 || {{clr|2|Easy}} || More finicky but leads to better corner carry, damage and oki than the one above. || | |||
|- | |||
|rowspan="1" | Launcher > Air Hit {{clr|4|6H}} | |||
|Launcher > {{clr|4|6H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 116-139 || {{clr|3|Medium}} || Pretty consistent. If Bridget is too low the {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} won't hit her. || | |||
|} | |||
===Chipp Zanuff=== | ===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 {{clr|5|2D}} > {{clr|3|236S}} > {{clr|4|5H}}. Otherwise he's fairly simple to combo. | |||
{| class="wikitable sortable" border="1" style="margin-left: 1em auto 1em auto;min-width: 1000px;text-align: center" | |||
|- | |||
! Starter !! Combo !! Position !! Tension Cost !! Damage !! Difficulty !! Notes !! Video Demonstration (WIP) | |||
|- | |||
|rowspan="2"|{{clr|5|2D}} > {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}} | |||
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > 66 > {{clr|1|5P}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 136-145 || {{clr|2|Easy}} || Works relatively consistently. If exactly point blank, dash up as far as possible before {{clr|1|5P}}. Pushback will make the combo unreliable in the corner if started from too far away. {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} will whiff if the opponent is too low or too far so omit it if so. || | |||
|- | |||
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > 66 > {{clr|1|5P}} > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 115-143 || {{clr|2|Easy}} || Works surprisingly consistently from point blank connects and from any corner connect. Can work from further midscreen but is tricky and the {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} has to be omitted leading to a sub-optimal knockdown. || | |||
|- | |||
|rowspan="2" | Launcher > Air Hit {{clr|3|5S}} > {{clr|4|5H}} | |||
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 144 || {{clr|3|Medium}} || Standard IAD combo, works very comfortably on Chipp. || | |||
|- | |||
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 120-146 || {{clr|2|Easy}} || Easier than the above if you struggle with {{clr|4|5H}} > IAD stuff. Not recommended otherwise, leads to sub-par oki without the {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} knockdown, which only works on close high connects of {{clr|4|5H}}, but it technically does more damage with it than the route above. | |||
|- | |||
|rowspan="2" | Launcher > Air Hit {{clr|4|6H}} | |||
|Launcher > {{clr|4|6H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 153 || {{clr|2|Easy}} || Standard IAD combo, just as consistent as the one from {{clr|3|5S}} > {{clr|4|5H}}. || | |||
|- | |||
|Launcher > {{clr|4|6H}} > IAD > {{clr|2|j.K}}(2) > {{clr|5|j.D}} || Anywhere || - || 141 || {{clr|2|Easy}} || Trades off the higher damage of the combo above for way better midscreen oki and slightly better corner oki. || | |||
|} | |||
===Dizzy=== | ===Dizzy=== | ||
Dizzy is a relatively standard lightweight character to combo. Air Hit {{clr|3|5S}} > {{clr|4|5H}} will sometimes whiff on her if done from too close. | |||
{| class="wikitable sortable" border="1" style="margin-left: 1em auto 1em auto;min-width: 1000px;text-align: center" | |||
|- | |||
! Starter !! Combo !! Position !! Tension Cost !! Damage !! Difficulty !! Notes !! Video Demonstration (WIP) | |||
|- | |||
|rowspan="1"|{{clr|5|2D}} > {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}} | |||
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > 66 > {{clr|1|5P}} > sj > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 126 || {{clr|2|Easy}} || Basic combo which works anywhere on screen. Off of farther connects midscreen it becomes very difficult to hit the microdash {{clr|1|5P}}. || | |||
|- | |||
|rowspan="2" | Launcher > Air Hit {{clr|3|5S}} > {{clr|4|5H}} | |||
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 127 || {{clr|3|Medium}} || Standard IAD combo. The {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} 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. || | |||
|- | |||
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} || Anywhere || - || 123 || {{clr|2|Easy}} || Alternate combo off this starter. Harder in the corner and not necessary, but gives better midscreen okizeme and is more stable in some situations. | |||
|- | |||
|rowspan="2" | Launcher > Air Hit {{clr|4|6H}} | |||
|Launcher > {{clr|4|6H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 135 || {{clr|3|Medium}} || Same as off of Air Hit {{clr|3|5S}} > {{clr|4|5H}}. Off of low air hits of {{clr|4|6H}} or when gravity is scaled it may not work. | |||
|- | |||
|Launcher > {{clr|4|6H}} > IAD > {{clr|2|j.K}}(2) > {{clr|5|j.D}} || Anywhere || - || 126 || {{clr|3|Medium}} || Alternate combo that allows for better midscreen okizeme. || | |||
|} | |||
===Eddie=== | ===Eddie=== | ||
Eddie is one of the trickier middleweights to combo. His air hurtbox will make staples such as {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) difficult to land, and {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} enders will usually whiff on him outside of the corner. | |||
{| class="wikitable sortable" border="1" style="margin-left: 1em auto 1em auto;min-width: 1000px;text-align: center" | |||
|- | |||
! Starter !! Combo !! Position !! Tension Cost !! Damage !! Difficulty !! Notes !! Video Demonstration (WIP) | |||
|- | |||
|rowspan="2"|{{clr|5|2D}} > {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}} | |||
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|2|236K}} > dl. > {{clr|1|5P}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Midscreen || - || 123-129 || {{clr|2|Easy}} || Works mostly from close connects midscreen. The {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} will only connect near the corner. {{clr|1|5P}} can be replaced with {{clr|4|5H}} for more damage but lower consistency. Will not work in the corner or from further connects such as a {{clr|4|j.H}} jump-in. || | |||
|- | |||
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > 66 > (dl.) > {{clr|1|5P}} > sj. > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 111 || {{clr|2|Easy}} || More consistent than the above off of most connects, especially from jump-ins. Eddie will need to be low before the {{clr|1|5P}} hits so delay or dash further if necessary. The {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} will usually be required for the knockdown so midscreen okizeme is slighty worse off of this route. || | |||
|- | |||
|rowspan="2" | Launcher > Air Hit {{clr|3|5S}} > {{clr|4|5H}} | |||
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 100-118 || {{clr|3|Medium}} || Standard IAD combo. {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} won't connect unless near the corner. || | |||
|- | |||
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > IAD > {{clr|2|j.K}}(2) > {{clr|5|j.D}} || Anywhere || - || ~110 || {{clr|3|Medium}} || Works only off of higher connects but will secure knockdown off of them midscreen unlike the combo above. || | |||
|- | |||
|rowspan="2" | Launcher > Air Hit {{clr|4|6H}} | |||
|Launcher > {{clr|4|6H}} > IAD > (dl.) > {{clr|1|j.P}} > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 104-125 || {{clr|3|Medium}} || {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} won't connect unless near the corner or {{clr|1|j.P}} is delayed. || | |||
|- | |||
|Launcher > {{clr|4|6H}} > IAD > {{clr|2|j.K}}(2) > {{clr|5|j.D}} || Anywhere || - || 116 || {{clr|3|Medium}} || Gives better damage and midscreen okizeme than the above. || | |||
|} | |||
===Faust=== | ===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 {{clr|3|5S}} > {{clr|4|5H}} will almost never work (use {{clr|1|5P}} > {{clr|4|5H}} or {{clr|2|5K}} > {{clr|4|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. | |||
{| class="wikitable sortable" border="1" style="margin-left: 1em auto 1em auto;min-width: 1000px;text-align: center" | |||
|- | |||
! Starter !! Combo !! Position !! Tension Cost !! Damage !! Difficulty !! Notes !! Video Demonstration (WIP) | |||
|- | |||
|rowspan="1"|{{clr|5|2D}} > {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}} | |||
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > sj > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 108-115 || {{clr|2|Easy}} || Surprisingly consistent combo. Works even off of further range confirms such as off of a {{clr|4|j.H}} jump-in. If Faust is too high after the {{clr|5|j.D}}, {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} is required, but if he's too low it will hit OTG, so react accordingly. || | |||
|- | |||
|rowspan="2" | Launcher > Air Hit {{clr|1|5P}}/{{clr|2|5K}} > {{clr|4|5H}} | |||
|Launcher > {{clr|1|5P}}/{{clr|2|5K}} > {{clr|4|5H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 100 || {{clr|3|Medium}} || Standard IAD combo. As mentioned above, {{clr|3|5S}} > {{clr|4|5H}} will not work, so {{clr|2|5K}} > {{clr|4|5H}} is recommended. Use {{clr|1|5P}} instead of {{clr|2|5K}} for its faster startup in cases where the link is harder such as after an {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|IAA}}}}.|| | |||
|- | |||
|Launcher > {{clr|1|5P}}/{{clr|2|5K}} > {{clr|4|5H}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Midscreen || - || 94-100 || {{clr|2|Easy}} || Alternative to the above. Not very consistent in the corner. Omitting the {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} allows for better midscreen okizeme. | |||
|- | |||
|rowspan="2" | Launcher > Air Hit {{clr|4|6H}} | |||
|Launcher > {{clr|4|6H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 119 || {{clr|3|Medium}} || IAD combo after air hit {{clr|4|6H}}. || | |||
|- | |||
|Launcher > {{clr|4|6H}} > IAD > (dl.) > {{clr|2|j.K}}(2) > {{clr|5|j.D}} || Anywhere || - || 111 || {{clr|3|Medium}} || Gives better midscreen okizeme than the above. Delay after the IAD is necessary if gravity isn't scaled enough. || | |||
|- | |||
|} | |||
===I-no=== | ===I-no=== | ||
Line 210: | Line 340: | ||
===Justice=== | ===Justice=== | ||
Justice is a lightweight character with a big hurtbox. After a launch > {{clr|3|5S}} > {{clr|4|5H}}, the {{clr|4|5H}} may whiff if Justice is a little bit too high up. | |||
{| class="wikitable sortable" border="1" style="margin-left: 1em auto 1em auto;min-width: 1000px;text-align: center" | |||
|- | |||
! Starter !! Combo !! Position !! Tension Cost !! Damage !! Difficulty !! Notes !! Video Demonstration (WIP) | |||
|- | |||
|rowspan="3"|{{clr|5|2D}} > {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S|label={{clr|3|Resshou}}}} | |||
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|2|236K}} > {{clr|1|5P}} > sj > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|2|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 120 || {{clr|2|Easy}} || Main route off of this starter. {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} will only work if Justice is high enough, adjust accordingly. Will work at basically any distance {{MMC|game=GGACR|chara=Chipp Zanuff|input=236S > 236K|label={{clr|2|Senshuu}}}} connects, but won't work (or at least not consistently) if there are two or more extra hits before the {{clr|3|c.S}}, such as a jump-in {{clr|4|j.H}}(2) or prior gatlings, use the combo below in those cases. In the corner it only works off of really close connects. || | |||
|- | |||
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|2|236K}} > {{clr|4|5H}} > sj > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|2|j.D}} > {{clr|1|j.236P}} || Midscreen || - || 152 || {{clr|3|Medium}} || Harder than above due to having to link a {{clr|4|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 {{clr|3|c.S}}. Basically only use when the combo above won't work. Doesn't work in the corner reliably. || | |||
|- | |||
|{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > {{clr|4|5H}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Corner || - || 135 || {{clr|1|Very Easy}} || Works only in the corner.|| | |||
|- | |||
|rowspan="2" | Launcher > Air Hit {{clr|3|5S}} > {{clr|4|5H}} | |||
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || - || 113 || {{clr|3|Medium}} || Standard IAD combo, works in most situations. Won't knock down off of higher connects. || | |||
|- | |||
|Launcher > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|2|j.K}}(2) > {{clr|2|j.K}}(2) > {{clr|2|j.D}} > {{clr|1|j.236P}} || Midscreen || - || 118 || {{clr|2|Easy}} || Works in most situations the above combo doesn't, but is less reliable otherwise. Knocks down Justice even when she's higher up. || | |||
|- | |||
|rowspan="1" | Launcher > Air Hit {{clr|4|6H}} | |||
|Launcher > {{clr|4|6H}} > IAD > {{clr|1|j.P}} > {{clr|5|j.D}} > ({{clr|1|j.236P}}) || Anywhere || - || 101-121 || {{clr|3|Medium}} || Standard IAD combo. The {{MMC|game=GGACR|chara=Chipp Zanuff|input=j.236P|label={{clr|1|Air Alpha Blade}}}} will almost always connect. || | |||
|} | |||
===Kliff Undersn=== | ===Kliff Undersn=== | ||
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===Zappa=== | ===Zappa=== | ||
==Advanced and Miscellaneous== | |||
===Throw Combos=== | |||
===Relaunches=== |
Latest revision as of 12:50, 12 April 2023
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 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:
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 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:
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:
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.
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.
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.
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.
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.
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.
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.
Dizzy
Dizzy is a relatively standard lightweight character to combo. Air Hit 5S > 5H will sometimes whiff on her if done from too close.
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.
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.
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.