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Kensou

Accent Core:Chipp Combos

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hopefully its possible to get this stickied? i want to work on this along side every other chipp player out there...so lets get this ball rolling!

BREAD-N-BUTTERS

---------------------------------------------

Any jump in *preferably j.S or j.HS* and continue with the following

5s©, 6p, 5s©, 6p, 2d

*This sets up every thing! From mixups to what ever your hearts content.

-Taken from the old combo thread originally posted by Kasou-

1: c.S-f.S-HS-236S-236S(RC)-6HS-236P+HS (this combo will not work if your opponent is cornered)

*note that this combo does not work on light chars such as May, Bridget, Dizzy, Baiken

2: 6HS, 236p-RC- 6HS- j.k[1],j.k[1],j.s,dj.k[1],dj.k[1],dj.s,tj.HS,beta blade

*leave out 1x j.k[1] against light chars (more consistent against every char with 2xj.k each jump)

3: s©,s(f),hs,236s,236s,rc, dash, s,6p,s,6p,s,2d

*These are pretty much standard combos that are for the most part, universal against the whole cast.*

ADVANCED COMBOS

---------------------------------------------

vs SOL

Anywhere, 25% Tension, 7 hits, 151 dam

5s©, 5s, JI, 2hs, HS teleport, j.p, j.d, air alpha, frc, iad BACKWARDS, air alpha

Close to the corner, 25% Tension, 10 hits, 164 dam:

5s©, 6p, 5s©, 6p, 2d, resshou, 2hs, HS teleport, j.p, j.d, air alpha, frc, beta blade

*if you dont have meter for the frc, either end with beta blade or alpha. spacing is kind of required*

Corner, 25% Tension, 12 hits, 180 dam:

5s©, 5s, JI, 2hs, HS teleport, j.p, j.d, air alpha, frc, iad, dropping s, double jump, k, k, d, air alpha, or beta blade

Mid Screen Variation of the above, 11 hits, 180 dam:

5s©, 5s, JI, 2hs, HS teleport, j.p, j.d, air alpha, frc, iad BACKWARDS, dropping s, double jump straight up, k, k, d, beta blade

*requires a bit of timing

Corner, 25% Tension, 7 hits, 151 dam:

5s©, 5s, 2hs, HS teleport, j.p, j.d, air alpha, frc, alpha

Mid Screen, 25% Tension, 18 hits, 200 dam:

from and fdc attempt, dropping HS, air alpha, frc, 6hs, j.k, s, double jump, k, k, s, tripple jump, s, hs, beta blade

*kind of difficult due to chipp not consistantly landing infront of the enemy. combo can still be done if you land behind them however

Corner, 25% Tension, Knockdown, 9 hits, 192 dam:

s©,s(f),2hs,22D (moves you closer to him),j.D,236P,FRC,late 236p,\/,hs,j.p,j.D

*leave away the last j.p if you started the combo with a jumpin. damage ~ 195 dam.

you can leave it away either way if you want - the combo is pretty "close to techable".

vs KY

mid into corner: 12 hits, 179 dam. KD

d.s©,6p,s©,6p,2d,236s,HS,iad.j.p,j.D,236p,FRC, \/,6hs,j.D

vs EDDIE

midscreen & to corner, 25%, 9 hits, 169 dam.

s©,6p,s©,6p,2d,236s,236k,HS,41236k,D

- omit 1x6p if you are point blank in the corner

vs TESTAMENT

mid into corner: 12 hits, 179 dam. KD (same as ky)

d.s©,6p,s©,6p,2d,236s,HS,iad.j.p,j.D,236p,FRC, \/,6hs,j.D

vs ABA

mid screen, 12hits, 175 dam

6hs, dust teleport, dropping s, 5s©, 2d, resshou, dash in 5hs, iad, j.p, j.s, double jump, j.k[1], j.k[1], j.d, beta blade

should be used when aba is comming out of moroha mode

COUNTER HIT JUMP D

---------------------------------------------

vs SOL, POTEMKIN, BAIKEN

Ground Slide, NO Tension, Knockdown 6 hits

Dash after the enemy, 5s, 5hs, iad, j.p, j.d, alpha blade

SOL dmg:

POTEMKIN dam: 125

BAIKEN dmg:

COUNTER HIT 6K AND OTHER 6K COMBOS

---------------------------------------------

vs POTEMKIN(82 dam), ABA(84 dam), SOL(97 dam), ANJI(102 dam), DIZZY(111 dam), AXL(102 dam), ZAPPA(97 dam), JAM(102 dam), SLAYER(94 dam), MILLIA(118 dam), ORDER SOL(94 dam), EDDIE(102 dam), VENOM(102 dam), BAIKEN(113 dam), INO(102 dam), BRIDGET(104 dam)*see notes*, TESTAMENT(96 dam), MAY(102 dam)*see notes*, CHIPP(126 dam)

CH, Ground Slide, NO Tension, Knockdown, 6 hits

Dash after the enemy, 5s, 5hs, IAD, j.p, j.d, alpha blade

NOTES:

vs BRIDGET, MAY - does not garuntee knockdown. ending with air alpha has slight recovery, perhaps ending with IAD, j.p, j.d is better on the recovery side.

vs JOHNNY(81 dam), ROBO KY(71 dam), KY(81 dam)

CH, Ground Slide, NO Tension, Knockdown 5 hits

Dash after the enemy, 5s, 5hs, jump, j.p, j.d

vs FAUST(71 dam)

CH, Ground Slide, NO Tension, Knockdown 7 hits

Dash after the enemy, 5s, jump, j.p, j.p, j.k[2], j.d

Ganrouzan You FORCE BREAK COMBOS

---------------------------------------------

VS KY:

corner, 25%, 8 hits, 187 dam. KD

s©,s(f),2s,2hs,41236k,D,\/,s©,hs,j.D

corner, 50%, 10 hits, 226 dam. KD

s©,s(f),2s,2hs,41236k,D,\/,2hs,41236k,D,s©,hs,j.D

vs POTEMKIN:

Mid Screen, 25% Tension, Knockdown, 4 hits, 112 dam:

5s©, 5s, 2hs, Force Break

Corner, 25% Tension, 10 hits, 167 dam:

5s©, 5s, 2hs, Force Break, land, 5s©, 5s, 2hs, HS Teleport, j.p, j.d, air alpha

*if you use this combo from a jump in, only use 5s©, 2hs. the pushback is too great to get another 5s in.

Close to corner, 25 % tension, 7 hits, 154 dam, Knockdown

d.s©,s(f),2s,2hs,41236k,D,\/,s©,hs,j.D

Corner, 50%, 11 hits, 192 dam, Knockdown

d.s©,s(f),2s,2hs,41236k,D,\/,s©,2hs,41236k,D,\/,s©,hs,j.D

*can end with air alpha however pot must stay floating high enough for air alpha to connect. extended with air alpha leads to 200 dam

VS ABA:

corner, 25%,8 hits, 161 dam, KD

d.s©,s(f),2s,2hs,41236k,D,\/,s©,hs,j.D

corner, 50% tension, 10 hits, 194 dam. KD

d.s©,s(f),2hs,41236K,D,\/,2hs,41236K,D,\/,s©,hs,j.D

vs EDDIE

Corner, 50% Tension, Knockdown, 173 dam

5s©, 5s, JI, 2hs, HS teleport, j.p, j.d, air alpha, frc, land, Force Break

vs ROBO KY

close to corner, 25% tension, knockdown, 161 dam.

d.s©,s(f),2hs,41236K,D,\/,s©,hs,j.D

close to corner, 50% tension, knockdown, 194 dam.

d.s©,s(f),2hs,41236K,D,\/,2hs,41236K,D,\/,s©,hs,j.D

VS JOHNNY:

midscreen to corner, 25%, KD, 163 dam

s©,6p,s©,6p,2d,236s,236k,HS,41236k,D

vs TESTAMENT:

corner, 25%,8 hits, 186 dam, KD

d.s©,s(f),2s,2hs,41236k,D,\/,s©,hs,j.D

GAMMA BLADE COMBOS

---------------------------------------------

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2d, 236s BREAD N BUTTER COMBOS INTO KNOCKDOWN

anywhere, (135 dam. average), knockdown

vs ABA; ANJI, AXL*, EDDIE, JOHNNY, KY, POTEMKIN, ROBOKY, SLAYER, TESTA, VENOM, ZAPPA

d.s©,6p,s©,2d,236s,d.HS,j.D

vs. everyone else (not fully tested yet though):

d.s©,6p,s©,2d,236s, j.D

the cons of this combo: you land relatively late.

the pros of this combo: since you use j.D very early, you have time to move after its recovery. nice for dragonpunch baits in the corner (late airdash back). you can also superjump D instead of j.D for different okizeme possibilities.

CHARACTER SPECIFIC COMBOS

VS SOL & FAUST

NOTE: for sol, every time you go for [2d,236s, d.p], make sure to slightly(!) delay the cancel from 2d to 236s.

corner, 25%, 9 hits, 194 dam, knockdown (hard)

d.s©,s(f),2hs,22D,j.D,236P,FRC,late 236p,\/,hs,j.D

extension:

after j.D ---> j.236P, FRC, late j.D, \/, S©, j.D. (237 damage vs SOL, knockdown, 50%)

for faust, add HS after the S© for even more damage (248)

corner, 25%, 179 dam, knockdown (hard, ©Samitto)

d.s©,6p,s©,2d,delay 1f 236s, d.p, j.D,236p,FRC,late j.D,\/,s©,hs, iad.j.p,D,236p.

fullscreen, 0%, 15 hits, 131 dam, knockdown (intermediate)

d.s©,6p,s©,6p,2d,236s,d.p,j.p,j.p,j.k[2],j.k[2],j.D,236p

into the corner, 25%, 11 hits, 154 dam, knockdown (hard)

d.s©,6p,s©,2d,236s,d.p, j.p,j.D,236p,FRC,ad,j.D,236P

alternative: 25%, 12 hits, 154 dam, knockdown (intermediate - hard)

d.s©,6p,s©,2d,236s,d.p, j.p,j.D,236p,FRC,ad.j.k[1],j.D,236P

does the exact same amount of damage, but might be easier.

sol specific:

midscreen, 0%, 14 hits, 153 dam, knockdown (very hard)

d.s©,6p,s©,2d,236s,236k, j.p,j.k[1],j.k[2],j.k[2},j.D,236p

corner, 0%, 134 dam, knockdown (hard)

d.s©,6p,s©,2d,236s,236k,j.p,j.D

faust specific:

midscreen, 0%, 10 hits, 141 dam, knockdown (easy)

d.s©,6p,s©,2d,236s,236k,p, j.k[2],j.D

into corner, 25%, 12 hits, 164 dam, knockdown (intermediate - hard)

d.s©,6p,s©,2d,236s,236k,p,j.p,j.D,236p,FRC,ad.j.D,236p

-----------------------

VS ANJI

anywhere, 0%, 7 hits, 142 dam, knockdown

d.s©,6p,s©,2d,236s,d.HS.j.D

midscreen, 25%, 169 dam, knockdown (easy)

d.s©,6p,s©,2d,236s,HS,41236k,D

into corner, 25%, 197 dam, knockdown (hard)

d.s©,6p,s©,2d,236s,HS,iad.j.D,236p,FRC,\/,6hs,j.D

corner, 25%, 9 hits, 200 dam, knockdown (intermediate)

d.s©,s(f),2hs,22D,j.D,236P,FRC,late 236p,\/,hs,j.D

--------------------------

VS EDDIE

midscreen, 0%, 14 hits, 162 dam, knockdown (intermediate)

d.s©,6p,s©,2d,236s,236k,HS,j.p,j.p,j.k[2],j.k[2],j.D

into corner, 0%, 9 hits, 171 dam, knockdown (hard)

d.s©,6p,s©,2d,236s,236k,HS,iad.j.D,236p

anywhere, 25%, 9 hits, 169 dam, knockdown (easy)

d.s©,6p,s©,6p,2d,236s,236k,HS,41236k,D

- omit 1x6p if you are point blank in the corner

into corner, 25%, 11 hits, 189 dam, knockdown (intermediate)

d.s©,6p,s©,2d,236s, (optional dashing)HS, iad.j.p,D,236p,FRC,\/,6hs,j.D

into corner, 25%, 11 hits, 203 dam, knockdown (hard)

d.s©,6p,s©,2d,236s,236k,HS,iad.j.D,236p,FRC,\/,6hs,j.D

-----------------------------------

VS TESTAMENT

midscreen, 0%, 15 hits, 160 dam, knockdown (easy)

d.s©,6p,s©,2d,236s.236k.HS,j.p,j.p,j.k[2],j.k[2],j.D,236p

anywhere, 25%, 8 hits, 162 dam, knockdown (easy)

d.s©,6p,s©,2d,236s.236k.HS,41236k,D

mid into corner, 25%, 12 hits, 179 dam. Knockdown (intermediate)

d.s©,6p,s©,6p,2d,236s,HS,iad.j.p,j.D,236p,FRC, \/,6hs,j.D

(same combo as ky)

corner, 25%, 10 hits, 196 dam, Knockdown (intermediate)

d.s©,s(f),2s,2hs,41236k,D,\/, late s©,hs, iad.j.P,D,236p

----------------------------

VS ZAPPA

midscreen, 0%, 15 hits, 167 dam, knockdown (easy)

d.s©,6p,s©,2d,236s,236k,HS,j.k(1),j.k(1),j.k[2],j.k[2],j.D,236p

anywhere, 25%, 8 hits, 162 dam, knockdown (easy)

d.s©,6p,s©,2d,236s,236k,HS,41236k,D

into the corner & fullscreen, 25%, 14 hits, 196 dam, knockdown (hard)

d.s©,6p,s©,2d,236s,236k,HS,iad.j.k,j.D.236p,FRC,\/,6HS, iad.j.P,j.D,j.236P

(variation) from coast to coast, 25% tension, 12 hits, 181 dam, knockdown (hard)

d.s©,6p,s©,2d,236s,HS, iad.j.p,j.D,236p,FRC,\/,(turnaround),6hs,iad.j.p,j.D

corner, 25%, 10 hits 196 dam, knockdown (intermediate)

d.S©,S(f),2S,2HS,41236K, delay D,\/, delay S©,HS, iad.j.P,j.D.j.236P

corner, 25%, 201 dam, knockdown (hard)

d.s©,6P(1),s©,6P(1),2D,236S, d.HS, j.D,j.236P FRC, while falling j.D,\/,S©,HS, iad.j.P,j.D,j.236P

---------------------------

VS VENOM

midscreen, 0%, 15 hits, 166 dam, knockdown (easy) (note: 236S into 236K as a juggle only works when you are very close to venom.)

d.s©,6p,s©,2d,236s,236k,HS,j.p,j.p,j.k[2],j.k[2],j.D,236p

anywhere, 25%, hits, 169 dam, Knockdown (easy)

d.s©,6p,s©,2d,236s,236k,HS,41236k,D

into corner, 25%, 194 dam, Knockdown (intermediate)

d.s©,6p,s©,2d,236s,236k,HS,iad.j.p,j.D,236p,FRC,\/,6hs,j.D

also works fullscreen. after FRC,\/,turnaround,6hs,iad.j.p,j.D (knockdown)

--------------

VS KY

midscreen, 0%, 15 hits, 160 dam, knockdown (intermediate)

d.s©,6p,s©,2d,236s,236k, HS,j.p,j.p,j.k[2],j.k[2,j.D,236p

anywhere, 0%, 9 hits, 164 dam, knockdown (hard)

d.s©,6p,s©,2d,236s,236k,HS,iad.j.D,236p

into corner, 25%, 12 hits, 179 dam. KD (intermediate)

d.s©,6p,s©,6p,2d,236s,HS,iad.j.p,j.D,236p,FRC, \/,6hs,j.D

into corner, 25%, 12 hits, 189 dam. KD (hard) <- more time for okizeme after landing compared to the above combo

d.s©,6p,s©,2d,236s,HS,iad.j.p,j.D,236p,FRC, j.236p, \/,S©,HS,iad.j.P,j.D,j.236p

corner, 25%, 8 hits, 187 dam. KD (easy)

d.s©,s(f),2s,2hs,41236k,D,\/,s©,hs,j.D

corner, 25%, 8 hits, 187 dam. KD (intermediate)

d.s©,s(f),2s,2hs,41236k, D,\/,s©,hs,j.D

corner, 50%, 10 hits, 226 dam. KD (hard)

d.s©,s(f),2s,2hs,41236k,D,\/,2hs,41236k,D,s©,hs,j.D

note on ky: all the corner combos can be ended with [iad.j.P,j.D,j.236P] instead of [s,hs,j.D], which deals about 10 more damage, but is techable.

-------------------------------

VS ROBOKY

anywhere, 0%, 10 hits, 139 dam, knockdown (hard)

d.s©,6p,s©,2d,236s,236k,HS,iad.j.p,j.D, 236p (delay in corner!)

close to corner, 25% tension, 7 hits, 161 dam, knockdown (easy)

d.s©,s(f),2hs,41236K,D,\/,s©,hs,j.D

close to corner, 50% tension, 9 hits, 194 dam, knockdown (intermediate)

d.s©,s(f),2hs,41236K,D,\/,2hs,41236K,D,\/,s©,hs,j.D

-----------------------------------

VS ABA

midscreen, 0%, 15 hits, 119 dam, knockdown (easy)

d.s©,6p,s©,2d,236s,236k,p,j.p,j.p,j.k[2],j.k[2],j.D,236p

into corner, 25%, 13 hits, 143 dam, knockdown (intermediate)

d.s©,6p,s©,2d,236s,236k,p, j.k[1],j.D,236p,FRC,late ad.j.k[1],j.D,236p

into corner, 25%, 10 hits, 162 dam, knockdown (hard)

d.s©,6p,s©,2d,236s,HS,iad.j.D,236p,FRC,\/,6HS,j.D

optional: iad.j.p before the iad.j.D - 155 dam. total

corner, 25%, 10 hits, 169 dam, Knockdown (intermediate)

d.s©,s(f),2s,2hs,41236k,D,\/,s©,hs, iad.j.P,D, 236p

corner, 50% tension, 10 hits, 194 dam, Knockdown (intermediate)

d.s©,s(f),2hs,41236K,D,\/,2hs,41236K,D,\/,s©,hs,j.D

----------------

VS POTEMKIN

midscreen, 0%, 12 hits, 134 dam, knockdown (easy)

d.s©,6p,s©,2d,236s,236k,HS,j.p,j.k[2],j.D,236p

anywhere, 0%, 11 hits, 141 dam, knockdown (intermediate-hard)

d.s©,6p,s©,2d,236s,236k,HS, iad.j.K[2],j.D,236p

anywhere, 25%, 12 hits, 158 dam, knockdown (intermediate)

d.s©,6p,s©,2d,236s,236k,HS, iad.j.p,j.D,236p, FRC, \/, 6hs, j.D

into corner, 25%, 15 hits, 160 dam, knockdown

d.s©,6p,s©,2d,236s, pause, HS, iad.j.p,D,236p,FRC, 236p,\/, s©,HS, iad.j.p,D,236p

anywhere, 0%, 162 dam, knockdown (hard)

d.s©,s(f),2s,HS, 2369P, \/, (short pause if close to pot), S,HS, iad.j.P,D,236p

[extension (25%, 184 dam): FRC, \/, S,HS, iad.j.p,D,236p]

corner, 25%, 10 hits, 168 dam, knockdown (intermediate)

d.s©,s(f),2s,2hs,41236k,D,\/, s©,hs, iad.j.P,j.D, 236p

corner, 25%, 10 hits, 176 dam, knockdown (hard & dangerous)

d.s©,s(f),2s,2hs,41236k,D,\/, d.s©,s(f),hs,j.D, 236p

corner, 25%, 17 hits, 186 dam, knockdown (hard)

d.s©,s(f),2s,2hs,41236k,D,\/,HS,2369p,\/, S©,HS,iad.j.P,j.D, 236p

corner, 50%, 11 hits, 192 dam, knockdown (intermediate)

d.s©,s(f),2s,2hs,41236k,D,\/,s©,2hs,41236k,D,\/,s©,hs,j.D

-----------------------------

VS HOS

midscreen, 0%, 14 hits, 114 dam, knockdown (intermediate)

d.s©,6p,s©,2d,236s,d.p, j.p,j.p,j.k[2],j.k[2],j.D,236p

into corner, 25%, 12 hits, 146 dam, knockdown (intermediate)

d.s©,6p,s©,2d,236s,d.p, j.k[1].j.D,236p,FRC,ad.j.k[1],j.D,236p

-----------------------

VS JOHNNY

midscreen, 0%, 8 hits, 140 dam, knockdown (hard)

d.s©,6p,s©,6p,2d,236s,HS,iad.j.D

anywhere, 25%, 9 hits, 163 dam, knockdown (easy)

d.s©,6p,s©,6p,2d,236s,236k,HS,41236k,D

into corner, 25%, 12 hits, 179 dam, knockdown (hard)

d.s©,6p,s©,6p,2d,236s,HS,iad.j.p,j.D,236p,FRC,\/,6hs,j.D

-----------------------

VS SLAYER

anywhere, 0%, 7 hits, 129 dam, knockdown (easy)

d.s©,6p,s©,2d,236s,HS,j.D

anywhere, 0%, 8 hits, 127 dam, knockdown (better situation after knockdown, intermediate. ©Samitto)

d.s©,6p,s©,2d,236s, d.p,j.D,236p

midscreen, 0%, 13 hits, 138 dam, knockdown (intermediate)

s©,6p,s©,2d,236s,236k,P,j.K[1],j.k[1],j.k[2],delayed j.D,delayed 236P

midscreen & into corner, 0%, 14 hits, 138 dam, knockdown (easy-intermediate)

s©,6p,s©,2d,236s, d.HS,j.P,P,K[2],K[2],D,236P

anywhere, 0%, 148 dam. knockdown (intermediate)

s©,6P,s©,2D, d.HS, iad.j.K(2),j.D,j.236P

midscreen, 0%, 142/145 damage (© renkon/Chappu chipp) (very hard)

combo in 2D,236S, d.HS, iad.j.K[2],S, max delay dj~P,K[2],K[2],D

alternative: swap j~P with j.k(1), max delay the next j.K(2).

midscreen 25%, 7 hits, 144 dam, knockdown (easy)

s©,6p,s©,2d,236s,HS,41236k,D (add one 6p in corner)

into corner, 25%, 11 hits, 171 dam, knockdown (intermediate)

d.s©,6p,s©,2d,236s,HS,iad.j.p,j.D,236p,FRC,\/,6HS,j.D

corner, 25%, 185 dam, knockdown (intermediate)

d.S©,S(f),2S,2HS,41236K, delay D, \/, S©,HS, iad.j.P,j.D,j.236P

corner, 25%, 188 dam, knockdown (hard)

d.s©,6p,s©,2d,236s, d.HS, j.D,j.236P,FRC, late j.D,\/, S©,HS,iad.j.P,j.D,j.236P

----------------

VS AXL

midscreen, 0%, 14 hits, 157 dam, knockdown (intermediate)

d.s©,6p,s©,2d,236s, d.HS, j.P,j.P,j.K[2], delayj.K[2], delay j.D, 236p

into corner & corner, 0%, 8 hits, 160 dam, knockdown (intermediate)

d.s©,6p,s©,2d,236s, d.HS, j.D,236p

----------------

VS JAM

midscreen, 0%, 13 hits, 152 dam, knockdown (easy)

d.s©,6p,s©,2d,236s,236k,p,j.p,j.k[2],j.k[1],j.D,236p

midscreen, 0%, 13 hits, 152 dam, knockdown (better position, easy, ©Samitto)

d.s©,6p,s©,2d,236s,236k,p, j.k[1],j.k[2],delay j.k[2],j.D

midscreen, 25%, 9 hits, 169 dam, knockdown (easy)

d.s©,6p,s©,6p,2d,236s,236k,HS,41236k,D

leave out 1x6p in corner - you can also leave it out midscreen, does the exact same damage! crazy!

into corner, 25% tension, 197 dam, knockdown (intermediate-hard)

d.s©,6p,s©,2d,236s, d.HS, 41236k,D, \/, s©,HS, iad.j.P,j.D, delayed j.236p

into corner, 25% tension, 10 hits, 197 dam, knockdown (hard)

d.s©,6p,s©,2d,236s,HS,iad.j.D,236p,FRC,\/,6HS,j.D

----------------------

VS DIZZY

midscreen, 0%, 12 hits, 144 dam, knockdown (intermediate)

d.s©,6p,s©,2d,236s,d.p,j.p,j.p,j.k[2],j.D,236p

corner, 0%, 11 hits, 148 dam, knockdown (intermediate)

d.s©,6p,s©,2d,236s, d.j.p,j.p,j.k[2],j.D,236p

into corner, 25%, 11 hits, 171 dam, knockdown (intermediate)

d.s©,6p,s©,2d,236s,d.p,j.p,j.D,236p,FRC,ad.D,236p

---------------------------

VS MAY & I-NO

midscreen, 0%, 13 hits, 149 dam, knockdown (easy)

d.s©,6p,s©,2d,236s,236k,p,j.p,j.p,j.k[2],delay j.D,236p

corner, 25%, 13 hits, 169 dam, knockdown (intermediate)

d.s©,6p,s©,2d,236s,236k,p,j.p,j.D,236p,FRC,ad,late j.k[1],j.D,236p

I-NO specific:

50% tension, 257 damage, into corner: CH j.D (or any other launcher) 2S,HS, iad.j.P,D,236P,FRC,\/,6HS, j.D,236P,FRC,delay j.D,\/,s©,HS, iad.j.P,j.D,236P

need to test this combo on more chars - chances are, this works on others as well.

-----------------------

VS BAIKEN

midscreen, 0%, 15 hits, 164 dam, knockdown (hard)

d.s©,6p,s©,2d,236s,236k,p,j.p,j.p,j.k[2],delay j.k[2],j.D,236p

into corner, 25%, 12 hits, 190 dam, knockdown (hard)

d.s©,6p,s©,2d,236s,236k,p,j.p,j.D,236p,FRC,ad.j.D,236p

----------------------

VS BURI

midscreen, 0%, 15 hits, 150 dam, knockdown (easy)

d.s©,6p,s©,2d,236s,236k,p, j.p,j.p,j.k[2],j.k[2],j.D,236p

into corner, 0%, 143 dam, knockdown

d.s©,6p,s©,2d,236s, d.j.P,K[1],K[2],K[2],D,236P

corner, 25%, 13 hits, 171 dam, knockdown (intermediate)

d.s©,6p,s©,2d,236s,236k,p,j.p,j.D,236p,FRC,ad,late j.k[1],j.D,236p

---------------------

VS MILLIA

midscreen, 0%, 14 hits, 149 dam, knockdown (intermediate)

d.s©,6p,s©,2d,236s,d.p,j.p,j.p,j.k[2],j.k[2],j.D,236p

anywhere, 0%, 11 hits, 150 dam, knockdown (intermediate) (© senpai)

d.s©,6p,s©,2d,236s,d.j.p,delay p, delay k[2],k[2],D

into corner, 25%, 12 hits, 183 dam, knockdown (intermediate)

d.s©,6p,s©,2d,236s,d.p, j.p,j.D,236p,FRC,late ad.j.k[1],j.D,236p

Edited by AtTheGates

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Floor slide combos

The standard combo after floorslide is:

d.2S,HS,iad.j.P,j.D,236P

all the tensionless combos on this list also work after gamma blade!

vs. light chars, other gamma combos are better. list at the bottom of this post.

The variation with 25% close to corner is:

d.2S,HS,iad.j.P,j.D,236P,FRC,\/,6hs,j.D

[FRC, 236p,\/,s©,hs,j.D does slightly more damage, but you have to be point blank in the corner. ©kumyou]

UPDATE:

for several chars, you can add another alpha blade after the last jumping dust.

combo: CH or gamma, d.2S,HS, iad.j.P,j.D,236P,FRC,\/,6HS,j.D,236P

Note: this extension only works in shorter combos, with the exception of i-no - you can hit her even after longer combos with that additional alpha.

chars: dizzy, i-no, may, jam, axl, testa, anji, zappa, slayer, sol, hos, faust, pot, chipp

i calculated the damage below with the "old" combo, without the last alpha.

these combos work against the following chars:

EASY

CHIPP (188 / 248 dam)

DIZZY /167 / 220 dam)

I-NO (153 / 202 dam)

MILLIA (176 / 232 dam)

POTEMKIN ( / 166 dam)

even better: start with d.S©,2S,HS...

SLAYER (140 / 185 dam)

TESTAMENT ( / 194 dam)

ZAPPA (147 / 197 dam)

INTERMEDIATE

ABA (128 / 169 dam)

alpha blade likes to miss from time to time

ANJI (153 / 202 dam)

start with close d.2s!

BAIKEN ( / 244 dam)

exchange d.2S with d.5K to get tensionless KD

BRIDGET ( 139/ 206 dam)

exchange d.2S with d.5K to get tensionless KD

EDDIE (151 / 192 dam)

start combo with d.5k,s©,hs, iad.... (be careful not to be too close, or else close s will whiff)

FAUST (132 / 178 dam)

exchange d.2S for d.5K for both combos!

JAM (153 / 202 dam)

delay alpha blade in corner to get tensionless KD

KY (146 / 201 dam)

start with d.S©,S(f) instead of d.2s

exchange d.2S with d.5K for tensionless KD

MAY (137 / 154 dam)

start with a close d.2S for tensionless KD midscreen

exchange d.2S with d.5K for tensionless KD anywhere (corner OK)

ROBO-KY ( / 174 dam)

start with d.s©,s(f) instead of d.2s

delay alpha blade for tensionless KD

SOL ( / 194 dam)

start with far d.2s!

HOLY ORDER SOL (140 / 185 dam)

start with far d.2s!

VENOM (153 / 202 dam)

don't be too close when doing d.2s!

HARD

AXL (153 / 202 dam)

weird timing - j.D often whiffs after j.P.

you can avoid this if you start your floor slide combo from max range 2s,hs.

alternate combo (167 dam, © chipp 20071003 filebank vids from TRF)

floor slide, max range d.s(f),hs, iad.j.P,S, jump cancel but delay the nextj.K[1] slightly,j.k[2],j.k[2],delayed j.D, 236p. the "236p" is optional but makes the whole combo easier.

JOHNNY (138 dam / ??)

combo is: d.S©,2S,HS, iad.j.D. knocks down. make sure you aren't too close.

use this stuff instead:

188 damage, no knockdown, source Samitto: https://www.youtube.com/watch?v=yy0ezcyEmiM

CH j.D,d.S©(jump install),S(f),2HS, 22HS/D, j.K(1),j.S, dj.K(1),S,tj.S,HS(2),623S

146 damage, knockdown:

CH j.D, d.S©,HS, sj.P,P,P,K(2),K(2),D,j.236P. thanks to kashou for this combo. make sure to slightly delay all the air chain hits for this to work reliably. also, if you dash too far into your opponent mid screen, you might cross him up during the combo.

160 something damage, knockdown:

CH j.D, 6hs, iad.j.P,K[2], delayed j.S, dj.P,P,K[2],D

171 damage, knockdown:

CH j.D, d.S©,S(f),HS, iad.j.P,S, wait, tj.K[1],K[2], delayed K[2],D,236P.

make sure to be not too close when doing the d.s©, or the HS will whiff.

25% tension, 221 damage, knockdown:

CH j.D, d.6HS, 2369P, \/,d.s©,S(f), hs, 41236k, D

-----------------------------------

ADVANCED COMBOS:

VS POTEMKIN:

into corner, 50%, 11 hits, 189 dam, knockdown

CH j.D, d.2s,hs,iad.j.p,j.d,236p,FRC,\/,2hs,41236k,D,\/,s,hs,j.D

------------------------------------

GAMMA COMBOS

for those chars, other gamma combos than the combos above are better:

(only midscreen!!!)

MAY 122 dam

s©,hs,j.p,j.p,j.k[2],j.k[2],j.D,236p

BRIDGET 122 dam

d.2s,hs, j.p,j.p,j.k[2],j.k[2],j.D,236p

(BAIKEN, 153 dam (same dmg as iad combo)

d.2s,hs, j.p,j.p,j.k[2],j.k[2],j.D,236p)

more to come!

Edited by AtTheGates

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thread stickied. i will try and clean up this thread as good as possible - we need some structure if we do this.

gotcha, i'll go by the format kasou used in the old thread

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i suggest that we put the force break and normal combos into the same category and order it by char and situation (spacing and tension). also, might be better if we focus on the best combos in a given situation (with knockdown as opposed to without, 1 combo as opposed to 3 or 4 if they are self-explanatory). Edit: 3: 2k-5s-6p-5hs 236s-236s(RC)-tk alpha blade- gamma blade( should hit otg for mix ups) personally i don't like this one - don't think it should be featured under BnB. oh yeah, and: 2: 6HS, 236p-RC- 6HS- j.k(1)*- j.S- dj.k(1)- dj.S- tj.HS- beta blade should be j.k[1],j.k[1],j.s,dj.k[1],dj.k[1],dj.s,tj.HS,beta blade leave out 1x j.k[1] against light chars (more consistent against every char with 2xj.k each jump)

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Wow Kensou, Your actually posting more lol. massive props yo

thanks, i intend to help out as much as possible now

edit:

ATG, why not have a dedicated section for the forcebreak? neatness sake?

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Awesome vid. Def nice to see a huuge complication like that in one vid. Was liking some of the ky stuff. Recommend this to anyone who wants to understand chipp wakeup.

nice vid! some very creative ideas inbetween the BnB stuff - although i have to say some stuff is too dangerous, uses too much tension or is simply too unrealistic.

edit: kensou, about forcebreaks, i don't know - it's ok to order it by forcebreak if you want, but if i choose a combo, i check for tension used, spacing and vs. which char, so i wouldn't care if it was with forcebreak or with alpha FRC. that's why i suggested we order it by something else :)

seperate sections for CH combos like you made em are fine btw!

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nice vid! some very creative ideas inbetween the BnB stuff - although i have to say some stuff is too dangerous, uses too much tension or is simply too unrealistic.

edit: kensou, about forcebreaks, i don't know - it's ok to order it by forcebreak if you want, but if i choose a combo, i check for tension used, spacing and vs. which char, so i wouldn't care if it was with forcebreak or with alpha FRC. that's why i suggested we order it by something else :)

seperate sections for CH combos like you made em are fine btw!

got it, i'll remove that section and update it with your recent combos soon.

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hm, this is what i think the structure should look like (please reject if you don't like it, but let's all try to be objective): bread n butter (give them ALL the essentials) 1 -4) the typical stuff we already have 5) typical s© stuff to 2d, rekka/s, air combo (dun be too specific about the air combo) 6) typical s© stuff to 2d, rekka/s, to FB (add a simple pointer on light vs heavy character) 7) typical counter hit 6k/j.d combo with FB 8) typical counter hit 6k/j.d combo with air combo (again dun be too specific on the air combo bit) 9) typical dust combo 10) typical impossible dust combo How to air combo with chipp: a brief guide and tips as to what leads to the most damage in air combos, and positioning of the j.k(2hits) Ending air combos with air alpha frc: so a quick explanation of its advantages/disadvantages and some quick pointers on how to land it, and what to follow up with (ie a bit of positioning info and a brief example/s on what to followup with; possibly have stuff like: near ground, high up in the air, if jump installed....) Ending combo with force break: just a quick explanation on its advantages and disadvantages... After those essential info, i think we should go into the detailed combos (for the hardcore pplz). Structured to something like this: Advanced combos: Sol: -----50 percent tension max damage combo: -----25 percent tension max damage combo: -----tensionless max damage combo: Next characters.... End section Counter hit 6k/j.d section Sol ---- 50% (if applicable) max damage combo (maybe 50 percent is not worth it, i dunno) ---- 25% (if applicable) max damage combo ---- tensionless max damage combo Other characters End section Then we go into the fancy combos sections: And then we seperate it into different sections. tensionless iaa combos (5hs on crouch, iaa?), frc alpha blade, Force break, leaf throw frc, shuriken combos. SHrug. Im not sure about the details of each. Maybe a guide about light and heavy weight would be enough, but then maybe character specific? im not sure. Anyway, the reason i believe this layout is important is that it shows the most important things straight away and they don't have to go through a huge pile of stuff and memorize each and every single combo against each character. They get pointers on how the combos sorta work, and so they can freestyle according to the situation and feel, and not be limited to the combos we have posted. If there's only one thing i want, it's the first section where the important stuff is all there with the explanations ^-^

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Anyway, the reason i believe this layout is important is that it shows the most important things straight away and they don't have to go through a huge pile of stuff and memorize each and every single combo against each character. They get pointers on how the combos sorta work, and so they can freestyle according to the situation and feel, and not be limited to the combos we have posted.

i basically agree, but there is one problem - knockdown combos and air alpha combos are VERY specific, it's not like there are easier options for the combos i posted :( i haven't talked about it much, but if you want knockdown with chipp in AC, you have to work a lot more than in slash. it's kinda frustrating.

also, i am against ordering combos by forcebreak, for reasons i mentioned above. it would only matter if the FB was the opening move.

what the basics should include is for example against which chars you can link a HS after 236s or 236s,236k, cause that can become very handy.

basic dustcombo should be there, too.

some gamma combos later on, they aren't very high on my priority list right now, i personally go for JI teleport combos, and those haven't changed (although you could add air alpha frc stuff in the corner).

edit: kensou, you don't need to update your post with my list, let's keep this over 2 threads (first one basics & situation specific, CHs etc, 2nd just standard combos).

if anyone of you guys finds better combos than mine, i will update them of course!

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The only thing I haven't seen used so far is Chipp's 46 command on the wall. It's pretty useless, but here's something decent to do after an air throw and the opponent is in the corner:

Air dash into the corner (crossover fakeout), low 46, 2D. It works best when you're invisible.

I put it in the first "combo" of this video (of terrible terrible quality): http://www.youtube.com/watch?v=5yxRkbOyWMA

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The only thing I haven't seen used so far is Chipp's 46 command on the wall. It's pretty useless, but here's something decent to do after an air throw and the opponent is in the corner:

Air dash into the corner (crossover fakeout), low 46, 2D. It works best when you're invisible.

I put it in the first "combo" of this video (of terrible terrible quality): http://www.youtube.com/watch?v=5yxRkbOyWMA

i personally think land, 2d is too slow of a setup. one of my major objections on that other chipp vid posted in this thread. gonna take a closer look at it later when i got the time.

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Just wanted to ask if there could be more combos posted, I'm pretty crap with finding these out but with a lot of the combos, you have some positional ones but most of the tension based ones are corner related. If you could explain the workings of the Alpha FRC maybe dim wit's like myself could work out how to get the most damage from a FRC mid-screen. Also, a lot of the tension based combos do really poor increases in damage compared to the basic knock down combos and the worthyness (if that's a real word) seems very questionable. It seems more worthwhile to save the tension for teleport FRC's or counters, please make me believe in the power of the combo again!

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added some combos for faust and sol - nothing groundbreaking though. guerilla, so far, all combos i listed cause knockdown. it's more or less a rule i try to fulfill - mainly because the damage options don't seem to be that much better than the KD options. we need that knockdown with chipp. AC is just too dangerous. this is just my personal oppinion. if anyone got some good damage combos without knockdown - perfect! and i'll go on and research more combos. to do: - new dust combos? (turnout: probably not that good) - new impossible dust combos with knockdown? (have a good feeling here) - combos with fast shuriken? (maybe some new stuff with j.D, air alpha, we'll see) - anti air, long range force break combos? (might be too situation specific, but who knows, maybe a hit and relaunch seems realistic vs. some chars.. predict an air tatami from baiken, forcebreak?)

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I know that the knock down is all important to Chipp, however the difference in damage between normal knock down combos and Alpha FRC knock down combo's seems very small (especially if you start your combo's with 2K), I was just hoping Chipp could get a little more for the tension he's expelling, if he can't then I'd probably save it up for some really damaging corner loops or teleport FRC or a Dead Angle. Also, as far as Impossible Dust combos go, I've seen people go for IAD Beta blade instead of j.K after the dust and then use the untechable time attached to that to land and go for a different combo, just thinking though, if you have the opponent in the corner could you not use that untechable time to start off a alpha blade loop of some description (I would assume that you could do an IAD K as well as IAD Beta but Beta looks nicer, does more damage, has a greater untechable too I think, just seems in theory to make the combo all round better). P.S. Just wanted to ask people here what they thought of Chipp's combos. Where as characters such as Axl (bomber loops), May (vertical dolphin combos) or Slayer (j.2K combos) can keep their combos relatively similar or need to delay the timing of select normals or add one or two hits, Chipp's combos seem to have to radically change. If Chipp wants to get more damage, he generally needs to put in a alpha FRC and to still get knock down means the setup needs to change and what follows after has to change too meaning that things such as combo to sweep, rekka, launch, air combo have to change to JI, 2HS, teleport air combo. Firstly do people think this is a good thing, I find that having to change up my combos so much means that I have a lot harder time combing consistently, or does it make Chipp harder to read, harder to burst effectively and gives him more tech trap options as your combos can change so much?

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Well becoz i didn't have time to test in HK since the competition was huge, i stuck with the usual, something into 2d, rekka, dash 5p, 5p, air combo into air dust. Usually it would knock down.. sometimes it doesn't, but that's okay. I never did much air alpha frc in combos coz i couldn't risk my money ^^" BUt i sure did heaps of air alpha frc to run away or to get in (it is god tier i swear). If my characters were standing or if they were heavy i would somehow get the FB going coz it's hot and you get this awesome feeling landing it. SHrug. I think knock down is great, but not knocking down has its uses as well. So yea, someone should go for max out damage combos instead of just knock down (DO IT for the team G.TACTICS!! lol). ANd god i hate it when i dun have the game and i wanna contribute -.- Anyway Im not sure if someone did it yet, but how about a long string to 5hs and iaa on someone who is crouching?

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When ever I do IAA I always seem to get the weird flying off motion afterwards (I think it's because I tiger knee it so I get a super jump version of the Air Alpha), how do you guys do it so that you don't always fly away? (I think if I do it 95236P it might work but then again I might be getting beta off? Hey don't worry about it I'll just test it when I get my controller working again :toot: )

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well if you frc IAA you are meant to be flying. So what you do instead is you gotta be jumping, and sort of comming down. Then you do air alpha frc, then you'll plummet to the ground and.. BE AWESOME!!! (anyway i did hear you could combo plain IAA after 5hs on crouching coz it's insanely fast. And then you should be able to follow up air combo after landing (no frcs) xD but im not sure if it realli works or not)

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When ever I do IAA I always seem to get the weird flying off motion afterwards (I think it's because I tiger knee it so I get a super jump version of the Air Alpha), how do you guys do it so that you don't always fly away? (I think if I do it 95236P it might work but then again I might be getting beta off? Hey don't worry about it I'll just test it when I get my controller working again :toot: )

it keeps the momentum, you need to be airborne for a while to get a normal fall off of an AA FRC. i don't try to circumvent it at all.

and how will you get off beta with a punch?

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ah... of course stand hs to regular tiger knee ninja dash works. Its worked like in every game. And like I said in that other thread you can acctualy now get tiger knee ninja dash to combo farther away then stand hs comboed to regular ninja dash. Pretty stupid since it makes regular one more "useless" to say in that sitution. I think you can acctauly get s, s, duck s, stand hs, to tiger knee ninja dash now and then combo without momentum as well. Pretty dum(in good way I guess), but there.

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