Jump to content
AtTheGates

AC+R: Chipp Combos

Recommended Posts

GGAC+R_Header_Combo_Thread.png

This is the thread to discuss combos. Please keep in mind that the vast majority of Chipp's combos from Accent Core still work, and many of them are still relevant.

I will work in this thread in the next weeks with the goal of creating a combo list like the one i made for AC.

the stuff i found so far can be found here (in german, but since it's combos, should be easy to understand): http://wiki.hardedge.org/index.php?title=Chipp_Zanuff(GGXXAC%2BR)#Combos

The bare basics

  • S(f) > HS > 236S: Yeah, that's were we start. as terrible as this combo is, it's very often the only thing you can combo into if you hit with an S(f), which happens quite a lot because of its great range and speed. Although this combo doesn't cause knockdown, it leaves you at -1, which enables you to keep up your pressure (poke with far S, gamma etc).
  • Combo into 236S > 236S > RC > dash up > Combo [50% Tension] an example of how to convert stuff like the above combo into something useful. The tension cost of this is quite high, but if you want knockdown off of this situation, you have to make this sacrifice. You basically have two routes you can go after the RC: 1.) go for S©,6P(1),S©,2D or 2.) got for an S,S,HS, Instant Air Alpha Combo. The latter should always be used when you hit the opponent crouching.
  • Combo into 236S > 236 S > RC > 6HS >Instant Air Alpha > relaunch: [50% Tension] a better variation to the combo above. Your opponent can theoretically shake out of the stagger of 6HS in time for the alpha to become blockable, but only if you are relatively far away when you do 6HS, in which case it requires slip recovery 3 plus your opponent has to block in time - which is quite hard.
  • [j.HS(1-2) or j.S,] 2K > S© > 6P(1-2) > 2D: This is used for Knockdown and leads into Chipp's FDC Okizeme, which leads back into this combo. Keep in mind that S(f),2S and HS don't chain into 2D.
  • d.S© > 6P(1) >S© >2D: A variation of the above combo, just to show that you can easily go back into S© after 6P.
  • Gatling into 2D, link 41236HS: OTG Gamma blade allows for some added okizeme options that have to do with the fact that your opponent can air recover out of it, which means you can for example air grab him if you predict it. This is something that should be used sparringly however, since the risk-reward ratio is bad. For stuff you can actually do after the OTG gamma, check the other threads.
  • 6P(1) (counter hit) > 6HS > alpha / instant air alpha: since 6P is such a good poke, you'll often snuff moves and get a counter hit, which combos into 6HS. the regular alpha is the lower damage option here (but can now be turned into more damage with the forcebreak followup), while instant air alpha generally leads to better damage for less meter.
  • 41236HS or j.D (counter hit) > dash up > S© >HS > air combo or iad.j.P > D > Alpha Combo: a sample combo for what to do after Gamma Blade. the S© > HS part works on almost everyone. For those where it doesn't use S© > S(f) or just S© / just HS > air combo. The instant airdash combo is again character specific but far superior to regular air combos, since it allows for better extenders via alpha FRC.
  • Dust, j.D,D,D,S,HS(2), Beta Blade. The Bread n Butter Dust Combo since XX. There are much better ones, but it's easy and works against everyone.
  • Throw, 623D or 236236K: There is a bug with Chipp's throw that enables you to combo your opponent normally after it (without the OTG state applying) if you hit him within 4F after the throw. the only way in AC to do this was by using S© against potemkin, but everybody else wasn't fat enough for this. Now that Chipp's 236236K super is faster, this is a legit combo to kill somebody (it only deals about 90 damage though, on average).


    Air Combo Theory
    • j.P > K > S > dj.P > K > S >tj. [s,HS(2)] OR jump back j.D: This is the most basic air combo that you can use in almost all situations that launch the opponent,the corner pushback can be a problem however. The alternate ender is good if you want to use up the slow shuriken so you have access to the fast one. You can also add a Beta or EX Beta Blade at the end of the combo for added damage, but it's only generally worth it if it kills, since the j.HS brings you into a better situation (you land earlier). To make this combo as effective as possible, substitute the Ps with K(1) whenever you can, and reduce the number of Ps and Ks in general. A good one would be j.K(1) > S dj.K(1) > S > tj.S,HS(2).


      Anti-Air

      • 6P(1) > HS > air combo (for example j.P,P,K(2),K(2),D,Alpha): a good anti-air combo if you aren't sure that your 6P will counter hit.
      • 6P(1) > HS > iad.j.P > D > Alpha: this is a harder combo that leads to more damage, but is somewhat character specific. see the other (upcoming) sections for details.
      • 6P(1) (air counter hit), 6HS, air combo: now that 6HS causes ground bounce, you will most likely go into iad.j.P > D > Alpha after this, which can be somewhat unreliable since the bounce height depends on both your opponent's weight and how far up they were when they got hit. better to stick with 6P(1) > HS except if you feel very confident about this.
      • 2HS (counter hit) > j.S > dj.K(1) > K(1) > S > tj.S,HS(1-2): works against everyone. rarely used but good in those situations where you have to anti-air in situations where your opponent is right above you. If the j.HS only hits once, chances are you can leave away one of the j.K(1) to make it hit twice for better damage (happens against lightweights).
      • 2HS (counter hit) > 6HS, air combo: the same rules apply as for all other 6HS juggle combos: they are somehwat specific.
      • IAA (Instant Air Alpha) Setups

          [*]against a crouching opponent, chain into HS, IAA This is the most important setup. The more hits you land before the Alpha (preferably S© >S(f) > 2S > HS), the better, because you will have to travel fruther before you hit your opponent, which is relevant midscreen, since you will end up closer to him this way with an easier relaunch.

          [*]combo into 236 S > 236S > RC > 6HS, IAA: the combo described above.

          [*]d.S©,S(f),HS, IAA This only works off of a dash and point blank, meaning you will only ever land this as a punishment combo. The followup can be hard if you hit with this midscreen for the reasons stated above. If you got a situation like this where you have a free punish against a standing opponent, consider going for a 6HS > IAA directly if there's enough time. If there isn't you might want to go for d.S© > S(f) > HS > regular alpha > force break followup instead. You can find the full combo somewhere below (soon).

          more coming soon.

Edited by AtTheGates

Share this post


Link to post
Share on other sites

New Alpha Blade > Force Break Combos

  • d.S© > S(f) >HS >Alpha-D > then:
  • delay S,© > HS > iad.j.P > D > Alpha: [25% Tension] 176 (PO(mit s(f) extra)), 172 (AB, RO), 190(HOS, SL),200(SO,TE,ZA), 201 (JU, KY(kein Knockdown)), 207 (AX, ED, JA, IN, KL*, MA*, VE), 211 (BR*), 225 (DI), 239 (MI), 233 (BA*), 255(CH). *=delay the last alpha and/or the Alpha-D followup.
  • against Anji & Faust: max delay S© > HS > j.P > P > K(2) > K(2) > D: 204/200 damage, Knockdown.
  • against Ky: S© > HS > iad.j.P >S > delay tj.K(2) > K(2) > D > delay Alpha: 208 damage, Knockdown.





    Combos off of the Wall Dive Okizeme
    It consists of 2 options that you can mix up:
    • Wall Dive (hold 6 fo the more shallow angle), air dash back into your opponent, j.HS(1-2)
    • Wall Dive (steep angle), land, 2K or 2D -> Combo.

      The first one is a delayed overhead since your opponent will usually go into a low block after he expects your jump-in to connect on his block. The second one is the low option. If you use 2D instead of 2K, the damage is much better since 2D doesn't have any proration.
      There are several ways of using this okizeme, with the two most common being:
      • use it "dry", meaning timed in a way so that the 2D would hit meaty and the j.HS a little delayed
      • use it after a blocked j.HS(1). Samitto uses this mixup a lot. It only works if your opponent pays you some respect and doesn't try to jump out after the j.HS(1). To get him to this point, apply the usual j.HS (mix between 1 and 2 hits) and j.2K(only hit hit), land, 2K Okizeme. They should fear getting hit crouching since it allows Chipp to get in some sick damage with IAAs. Once they hold still, you can start using the Wall Dive stuff.


        j.HS(1) on Block > Wall Dive [hold 6], airdash back j.HS(1-2), crouch hit

        • S© > HS > 2369P > \/,then continue with:
          1. S© > HS > iad.j.P > D >Alpha: 140(AB,RO),151(HOS,SL),160(JU,KY,SO,ZA),166(AN,KL,VE),192(MI),206(CH)
          2. S© > HS > j.D > Alpha: 154(HOS,SL), 163(FA,TE), 169(AN,AX,IN,JA,KL,MA), 175(BR), 189(DI), 196(MI),210(CH)
          3. S© > 2S > HS > iad.j.P > D > Alpha: 141(PO)
          4. against ED & JO: S© > HS > 2369P > \/ > HS > 2369P > \/ > S© > HS > j.D: ED(179), JO(172)
          5. against TE: S© > HS > 2369P > \/ > HS > 2369P > \/ > S© > HS > iad.j.P > D > Alpha: TE(177)

          25% Tension

          • S© >HS > 2369P > \/ > S© > HS > 41236K-D > \/ > S© > HS > iad.j.P > D > Alpha: [25% Tension] 184(HOS),194(FA,JU,SO,TE,ZA)/200(AN,AX,IN,JA,KL,MA,VE)/205(BR)/223(DI)/226(BA)/233(MI)/248(CH)
          • against ABA,KY,RO: S© > HS > 2369P > \/ > S© > HS > 41236K-D > \/ > S© > S(f) > HS > iad.j.P > D > Alpha: [25% Tension] ABA(169),KY(196),RO(170)
          • against PO: S© > HS > 2369P > \/ > S© > 2S > HS > 41236K-D > S© > 2S > HS > iad.j.P > D > Alpha: [25% Tension] PO(165)
          • against SL: S© > HS > 2369P > \/ > S© > HS > iad.j.P > D > Alpha FRC > \/ > 6HS > iad.j.P > D > Alpha: [25% Tension] SL(169)
          • against SL: S© > HS > 2369P > \/ > S© > HS > 41236K-D > \/ > S© > HS > iad.j.P > D > Alpha: [25% Tension] SL(184), harder than the one above





            Wall Dive [steep angle], \/, Combos:

            against BA, BR, DI, MA, MI:
            • 2D > 236S > d.j.P > K(1) > K(2) > K(2) > D > Alpha: 106(BR*1), 110(IN*2), 113(MA), 120(DI*2), 128(BA), 131(MI). *1=omit the Alpha; *2= omit one j.K(2).



              against AX, JA, JU, KL:
              • 2D > 236S > (236K) > link HS > j.D > Alpha: 125(AX*1,JA*1+2), 136(JU), 142(KL*2). *1=omit 236K; *2= no Knockdown
              • FRC > while falling j.D > \/ > S© > HS > j.D,Alpha: [25% Tension] 202(KL) 195(AX*) *=omit 236K



                against CH,FA,HOS,SO:

                • 2D > 236S > d.5P > j.D > Alpha: 89(HOS),94(FA,SO),120(CH)
                • FRC > while falling j.D > \/ > S© > HS > iad.j.P > D > Alpha: [25% Tension] 147(HOS),158(SO),200(CH)
                • FRC > while falling j.D > \/ > S© > HS > j.D > Alpha: [25% Tension] 161(FA)
                • against ED,JU,KY,VE:

                    [*]2D > 236S > 236K > HS > 41236K-D > \/ > delay S© > HS > iad.j.P > D > Alpha: [25% Tension] 193(JU,KY*) 200(ED,VE) *=delay the Alpha

                    [*]2D > 236S > 236K > HS > 41236K-D > \/ > delay S© > S(f) > HS > iad.j.P > D > Alpha: [25% Tension] 168(RO), 197(KY*) *=no Knockdown

                    against AN,ZA:

                      [*]2D > 236S > 236K > link HS > j.D > Alpha: 119(RO), 125(AN*), 136(KY,TE,ZA), 142(ED,VE) *=omit 236K

                      [*]Followup: FRC > while falling j.D > \/ > S© > HS > j.D: [25% Tension] 183(AN*), 186(ZA) *=omit 236K

                      against DI:

                      [*]2D > 236S > d.j.P > P > K(2) > K(2) > D: 104 DAM

                      against JA:

                        [*]2D > 236S > d.HS > 41236K-D > \/ > S© > HS > j.D > Alpha: [25% Tension] 194 DMG

                        against PO:

                          [*]2D > 236S > 236K > link HS, then:

                          [*]iad.j.K(2) > D > Alpha: 122 DAM

                          [*]41236K-D > \/ > S© > 2S > HS > iad.j.K(1) > D > Alpha: '[25% Tension] 170 DAM

                          against TE:

                            [*]2D > 236S > 236K > link HS > 41236K-D > \/ > S© > HS > j.D > Alpha: [25% Tension]'' 193 DAM

                            against AB:

                              [*]2D > 236S > delay HS > iad.j.P > D > Alpha: 102 DAM

                              [*]2D > 236S > HS > 41236K-D > \/ > S© > HS > iad.j.P > D > Alpha: [25% Tension] 159 DAM, no Knockdown

Edited by AtTheGates

Share this post


Link to post
Share on other sites

Combos against Justice

We have two very strong combos we can use against her.

1.) if she is hit while standing, go for this combo: gatling into HS, iad.j.P > S > HS(1) > \/ > ...

2.) if she is hit crouching, go for IAA or Alpha > FB combos.

Example Combos for the HS > iad.j.P link:

  • S© > S(f) > 2S > HS > iad.j.P > S > HS(1) > \/ > S© > HS > iad.j.P > S > HS(1) > \/ then:
  • S© > 2D: 179 damage, Knockdown.
  • S© > HS, iad.j.P > D: 185 Damage, Knockdown. The combo above is generally better because you have more time for Okizeme.

Keep in mind that it's better to have a long chain in the beginning. If it's too short, you might end up crossing up Justice by accident with the air dash.

In case you end up with a blockstring into 2D,236S, with the 2D actually hitting, you can go for one of kashou's combos:

S© > 2D > 236S > 5HS > j.K(1) > j.K(2) > j.K(2) > j.D > j.236P: 146 damage 0% tension, Knockdown.

Edited by AtTheGates

Share this post


Link to post
Share on other sites

All combos lead to knockdown unless otherwise specified.

In my post I will list all the good combos I find BY CHARACTER because everything is so character specific for Chipp.

Will keep updating this one.

vs. Anji

2K c.S 2D 236S 236K 5P j.P j.K(2) j.K(2) j.D - 82 damage 0% tension

Get used to it. Anji outpokes you like crazy and this is the only thing you can convert to from a low. Either this or get guard pointed to death. (Yes, I'm salty.)

c.S 2D 236S 5HS j.K(1) j.K(2) j.K(2) j.D - 140 damage 0% tension

Corner Only c.S 2D 236S 5HS j.D j.236P - 140 damage 0% tension

From jump in (j.S) c.S 2D 236S 236K 5P j.P j.K(2) j.K(2) j.D - 140 damage depending on starter 0% tension

Do this combo from D and HS teleport FRCs.

c.S 2D 236S delayed 5HS 41236K-D f.S 5HS iad j.K(2) j.D - 188 damage 25% tension

c.S 2D 236S 5HS 41236K-D f.S 5HS iad j.P j.S dj.S j.HS j.623S - 200 damage 25% tension - NO Knockdown

Corner Only c.S 2D 236S 5HS 41236K-D c.S 5HS iad j.P j.D j.236P - 195 damage 25% tension

dash c.S f.S 5HS 236P-D c.S 5HS iad j.P j.S dj.S j.HS(1) j.623S - 215 damage 25% tension - NO Knockdown

dash c.S f.S 5HS 236P-D c.S 5HS iad j.K(2) j.D - 203 damage 25% tension

j.D CH 6HS iad j.K(2) j.D - 114 damage 0% tension

j.D CH 6HS 41236K-D c.S 5HS iad j.K(2) j.D - 189 damage 25% tension

Corner Only j.D CH 6HS iad j.K(1) j.D j.236P - 130 damage 0% tension

CH 6K 6HS 41236K-D c.S 5HS iad j.K(2) j.D - 165 damage 25% tension

Corner only 41236HS 6HS 41236K-D c.S f.S 5HS 41236K-D c.S 5HS j.D - 214 damage 50% tension

41236K FRC 5HS iad j.K(2) j.D - 126 damage 25% tension

vs. Roboky

c.S 2D 236S 5HS iad j.P j.D j.236P - 116 damage 0% tension

c.S 2D 236S 236K 5HS 41236K-D - 131 damage 25% tension

Corner Only c.S 2D 236S (delay + hold 4) 5HS 41236K-D c.S f.S 5HS iad j.P j.D j.236P - 165 damage 25% tension

j.D CH c.S f.S 5HS iad j.P j.D j.236P - 105 damage 0% tension

Corner only j.D CH c.S f.S 5HS 41236K-D c.S f.S 5HS iad j.P j.D j.236P - 154 damage 0% tension

41236HS 6HS iad j.P j.P j.D j.236P - 103 damage 0% tension

(depending on iad timing it will either knock down with 1 j.P or 2 j.P but if you do the 1 j.P version you either get knockdown or a whiffed j.236P 2 j.P is better unless you can get the knockdown every time with 1. 2 either gets knockdown or damage)

Corner only 41236HS 6HS 41236K-D c.S f.S 5HS 41236K-D c.S f.S j.D - 175 damage 50% tension

41236K FRC 2S 5HS iad j.P j.D j.236P - 118 damage 25% tension

vs. Justice

c.S 2D 236S 5HS j.K(1) j.K(2) j.K(2) j.D j.236P - 146 damage 0% tension

c.S 2D 236S 5HS 41236K-D 5HS iad j.P j.D j.236P 181 damage 25% add delayed f.S or 2S before 5HS for harder combo and 8 more damage

dash c.S f.S 5HS (or standing c.S 5HS) 236P-D delay until near ground 5HS iad j.P j.D j.236P - 193 damage 25% tension

c.S f.S 5HS iad j.P j.S j.HS c/f.S 5HS iad j.P j.S j.HS c.S 2D - 175 damage 0% tension

alternatively c.S f.S 5HS iad j.P j.S j.HS c/f.S 5HS iad j.P j.S j.HS c.S 5HS iad j.P j.D 181 damage

Situational with back towards corner

dash c.S f.S 5HS 236P-D 5HS 41236K-D c.S 5HS iad j.P j.D j.236P - 232 damage 50% tension

vs. Jam

c.S 2D 236S 236K 5P j.P j.K(2) j.K(2) j.K(1) j.D j.236P - 133 damage 0% tension

Corner Only c.S 2D 236S 236K 5P j.D j.236P - 133 damage 0% tension

CH j.D dash 6HS 41236K-D c.S 5HS jump delay j.P j.K(2) j.K(2) j.D j.236P - 199 damage 25% tension

CH (close or running or corner) 6K 6HS 41236K-D c.S 5HS jump delay j.P j.K(2) j.K(2) j.D j.236P - 176 damage 25% tension

CH 6K dash c/f.S 5HS iad j.P j.D j.236P - 96 damage 0% tension

dash c.S f.S 5HS 236P-D -> Look below

Close trajectory -> c.S 5HS jump DELAY j.P j.K(2) j.K(2) j.D - 206 damage 25% tension

Far trajectory -> f.S 5HS j.D - 193 damage

41236HS dash 6HS iad j.P j.D j.236P - 125 damage 0% tension

41236HS far 6HS c.S 5HS jump delayed j.P j.K(2) j.K(2) j.D - 180 damage 25% tension

41236D 6HS 6HS iad j.P j.D j.236P - 162 damage 25% tension

vs. Chipp

c.S 2D 236S dash 5P j.P j.P j.K(2) j.K(2) j.D j.236P - 145 damage 0% tension

c.S 2D 236S 236K RC 6HS iad j.K(2) j.D - 201 damage 50% tension

c.S f.S 5HS 236P-D c.S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P - 252 damage 25% tension

6K CH dash c.S 5HS iad j.P j.D j.236P - 141 damage 0% tension

Corner Only 6K CH 2S 5HS 41236K-D c.S 5HS j.D j.236P - 197 damage 25% tension

Corner Only 6K CH 2S 5HS 41236K-D c.S 5HS 41236K-D c.S 5HS iad j.P j.D j.236P - 242 damage 50% tension

(You can do 1 more damage with 6HS iad j.K(1) j.D j.236P FRC loops, but this way you don't have to FRC, and 2S is easier to land than 6HS.)

j.D CH 6HS iad j.K(1) j.D j.236P - 159 damage 0% tension

j.D CH far 6HS 41236K-D c.S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P - 239 damage 25% tension

41236HS 6HS iad j.K(1) j.D j.236P - 160 damage 0% tension

41236D 6HS 6HS iad j.K(1) j.D j.236P - 204 damage 25% tension

vs. Johnny

c.S 6P c.S 2D 236S 236K 5HS j.P j.K(1) j.K(2) j.K(2) j.D - 158 damage 0% tension

c.S 6P c.S 2D 236S delayed 5HS 41236K-D c.S 5HS j.D - 182 damage 25% tension

CH j.D dash c.S 5HS j.P j.P j.P j.K(2) j.K(2) j.D - 107 damage 0% tension

c.S f.S 5HS 236P-D -> Look below:

Close trajectory -> c.S 5HS j.P j.P j.P j.K(2) j.K(2) j.236P - 197 damage 25% tension

Far trajectory -> f.S 5HS j.D - 187 damage 25% tension

The close trajectory combo is very prone to dropping and I recommend using the simpler one.

41236HS 6HS iad j.K(2) j.D - 111 damage 0% tension

41236HS 6HS 41236K-D c.S 5HS j.D - 164 damage 0% tension

vs. Ky

c.S 2D 236S 236K 5HS j.K(1) j.K(1) j.K(2) j.K(2) j.D j.236P - 161 damage 0% tension

c.S 2D 236S (delay+hold 4) 5HS 41236K-D f.S 5HS iad j.P j.D j.236P - 188 damage 25% tension

I find that if you don't hold back to get that pixel more spacing and delay the 5HS you won't get them high enough to hit the iad j.P. I don't like this combo.

Against Ky you can always combo c.S 5HS to 236P, even standing still if you are point blank. It is very hard to do anything worthwhile for 25% tension against him otherwise so I recommend doing FB Alpha Blade combos on him.

c.S (f.S) 5HS 236P-D c.S 5HS j.D - 186 damage 25% tension

c.S (f.S) 5HS 236P-D c.S f.S 5HS 41236K-D - 211 damage 50% tension

j.D CH dash c.S f.S 5HS j.K(1) j.K(1) j.K(2) j.K(2) j.D j.236P - 130 damage 0% tension

Corner Only j.D CH c.S f.S 5HS 41236K-D c.S 5HS j.D - 163 damage 25% tension

Corner Only j.D CH c.S f.S 5HS 41236K-D c.S 5HS 41236K-D c.S 5HS iad j.P j.D j.236P - 207 damage 50% tension

6K CH dash c.S f.S 5HS j.K(1) j.K(1) j.K(2) j.K(2) j.D j.236P - 110 damage 0% tension

Corner Only 6K CH c.S f.S 5HS 41236K-D c.S 5HS j.D - 142 damage 25% tension

The 50% j.D CH combo should work with 6K too, but I'm having great difficulty landing it so I can't be sure.

41236HS dash c.S f.S 5HS j.P j.K(1) j.K(2) j.K(2) j.D j.236P - 129 damage 0% tension

41236K FRC 2S 5HS j.P j.P j.K(2) j.K(2) j.236P - 138 damage 25% tension

5D 8 dj.D \/ 6HS iad j.P j.K(2) j.D j.236P - 123 damage 0% tension

5D 8 dj.D \/ 6HS 632146HS - 177 damage 50% tension

Works mid screen as well. Just remember to input 8 to initiate homing jump and then 9 to jump forward, or else you will iad. Try to double jump as fast as you can and time the j.D when you are at the top of your jump so you have enough time to land.

vs. Bridget

c.S 2D 236S 236K 5P j.P j.K(1) j.K(2) j.K(2) j.D j.236P - 135 damage 0% tension

Corner Only c.S 2D 236S 236K 5P j.D j.236P - 135 damage 0% tension

Corner Only c.S 2D 236S 236K RC 6HS iad j.P j.K(2) j.D j.236P 177 damage 50% tension

(dash) c.S (f.S) 5HS 236P-D c.S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P - 211 damage 25% tension

j.D CH dash c.S f.S 5HS jump delayed j.K(1) j.K(2) j.K(2) j.D j.236P - 135 damage 0% tension

Corner Only j.D CH dash c.S f.S 5HS 2S 5HS iad j.K(2) j.D j.236P - 185 damage 25% tension

Corner Only 6K CH dash c.S f.S 5HS 2S 5HS iad j.K(2) j.D j.236P - 163 damage 25% tension

41236HS 6HS iad j.K(1) j.D j.236P - 131 damage 0% tension

41236K FRC 2S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P - 144 damage 25% tension

vs. Slayer

(dash 2K) c.S 2D 236S dash 5P j.D j.236P - (69) 105 damage 0% tension

You CAN do other combos but they are prone to dropping.

c.S 2D 236S 5HS 41236K-D 2S 5HS iad j.P j.D j.236P - 177 damage 25% tension

c.S f.S 5HS 236P-D c.S 5HS iad j.P j.D j.236P - 190 damage 25% tension

6K/j.D CH 2S 5HS iad j.P j.D j.236P - 90/106 damage 0% tension

6K/j.D CH 2S 5HS iad j.P j.D j.236P FRC 6HS iad j.P j.K(2) j.D j.236P - 124/141 damage 25% tension

Above 6K/j.D combos are more reliable, below are more damage.

6K/j.D CH 6HS iad j.P j.K(2) j.D j.236P - 99/118 damage 0% tension

6K/j.D CH 6HS 41236K-D c.S 5HS iad j.P j.D j.236P - 157/178 damage 25% tension

41236HS (dash) 6HS iad j.P j.K(2) j.D j.236P - 118 damage 0% tension

41236HS (dash) 6HS 41236K-D c.S 5HS j.K(1) j.K(1) j.K(2) j.K(2) j.D j.236P - 165 damage 25% tension

41236K FRC 5HS iad j.P j.D j.236P - 123 damage 25% tension

vs. Testament

(dash 2K) c.S 5D 236S 236K 5HS j.K(1) j.K(1) j.K(2) j.K(2) j.D j.236P - (101) 161 damage 0% tension

c.S 5D 236S 5HS 41236K-D f.S 5HS iad j.P j.K(2) j.D - 182 damage 25% tension (wonky oki, sometimes testa flies to the other direction.)

c.S f.S 5HS 236P-D c.S 5HS iad j.P j.D j.236P - 200 damage 25% tension

Works anywhere.

6K/j.D CH 2S 5HS iad j.P j.D j.236P - 93/112 damage 0% tension

6K/j.D CH 2S 5HS iad j.P j.D j.236P FRC 6HS iad j.P j.K(2) j.D j.236P - 132/153 damage 25% tension

You might have to delay the 6HS to get proper bounce height.

Works midscreen only, less reliable.

6K/j.D CH 6HS iad j.P j.K(2) j.D j.236P 106/124 damage 0% tension

6K/j.D CH 6HS 41236K-D c.S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P - 166/187 damage 25% tension

41236HS (dash) 6HS iad j.P j.K(2) j.D j.236P - 126 damage 0% tension

41236HS (dash) 6HS 41236K-D c.S 5HS j.P j.K(1) j.K(2) j.K(2) j.D j.236P - 175 damage 25% tension

41236K FRC 5HS j.P j.P j.K(2) j.K(2) j.D - 124 damage 25% tension

vs. Zappa

(dash 2K) c.S 2D 236S 236K 5HS j.K(1) j.K(1) j.K(2) j.K(2) j.D j.236P - (101)161 damage 0% tenson

Corner Only (dash 2K) c.S 2D 236S 5HS j.D j.236P - (90)135 damage 0% tension

c.S 2D 236S delayed 5HS 41236K-D f.S 5HS iad j.P j.D j.236P - 187 damage 25% tension

c.S f.S 5HS 236P-D c.S 5HS iad j.P j.D j.236P - 200 damage

6K/j.D CH 2S 5HS iad j.P j.D j.236P - 93/112 damage

6K/j.D CH 2S 5HS iad j.P j.D j.236P FRC 6HS iad j.P j.K(2) j.D j.236P - 132/153 damage 25% tension

vs. Millia

(2K) c.S 2D 236S j.P j.K(1) j.K(2) j.K(2) j.D j.236P - (92)147 damage 0% tension

c.S 2D 236S 236K RC 6HS iad j.K(1) j.D j.236P - 201 damage 50% tension

41236HS (dash) 6HS iad j.K(1) j.D j.236P - 149 damage 0% tension

41236HS (dash) 6HS 41236K-D c.S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P - 205 damage 25% tension

Corner Only 5D 8 dj.D \/ j.P j.K(2) j.K(2) j.D j.236P - 105 damage 0% tension

vs. Ino

(dash 2K) c.S 2D 236S j.P j.P j.K(2) j.K(2) j.D j.236P - (76)121 damage 0% tension

c.S 2D 236S 236K RC 6HS iad j.P j.K(2) j.D j.236P - 174 damage 50% tension

dash c.S f.S 5HS 236P-D c.S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P - 207 damage 25% tension

41236HS (dash) 6HS 41236K-D 2S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P - 180 damage 25% tension

vs. Faust

c.S 2D 236S j.P j.K(1) j.K(2) j.K(2) j.D j.236P - 124 damage 0% tension

j.D CH 5K 5HS iad j.P j.D j.236P - 100 damage 0% tension

vs. Everybody except Sol, HOS

BURST SAFE - These combos cannot be bursted if they are in the corner and you space the 6HS properly.

near corner CH j.D 6HS 632146HS - 182 damage(on justice) 50% tension

CH j.D Dash 6HS Super connects on Testament, RoboKy, Johnny, Chipp, Kliff and Bridget outside of the corner. Can possibly connect on more but I wouldn't attempt it since j.D usually doesn't hit at optimal hight to utilize this.

41236HS dash 6HS 641236HS - about 180~ damage 50% tension

Edited by Kashou

Share this post


Link to post
Share on other sites

vs. Justice

c.S 2D 236S j.P j.P j.K(2) j.K(2) j.S dj.P j.P j.K(2) j.K(2) j.D j.236P - 117 damage 0% tension

c.S 2D 236S j.P j.P j.K(2) j.K(2) j.S dj.P j.P j.K(2) j.K(2) j.S tj.P j.P j.K(2) j.D j.236P - 122 damage 0% tension (kind of iffy combo, easy to drop or not be able to hit last alpha blade)

use this one:

d.S©,6P(1),S©,2D,236S,236K, link HS, j.D,Alpha: 160 DMG, Knockdown.

more to come soon, dragon's crown and life interfering right now.

Edited by AtTheGates

Share this post


Link to post
Share on other sites
use this one:

S©,6P(1),S©,2D,236S,236K, link HS, j.D,Alpha: 160 DMG, Knockdown.

more to come soon, dragon's crown and life interfering right now.

Yeah but that combo only works properly with a running start, and then you can go for the loop instead unless they are crouching. In my experience c.S 2D 236S combos are done standing still almost always and now we can go for 236P-D combos from any running hit very easily.

That being said my first justice combo sucked but I found a new one that works standing still.

c.S 2D 236S 5HS j.K(1) j.K(2) j.K(2) j.D j.236P - 146 damage 0% tension and it does 157 damage with c.S 6P c.S starter and 1 less j.K hit at the end.

Also loop is combo of choice vs justice since you can poke into it with f.S 5HS and even if you're just standing still c.S f.S 5HS iad j.P still connects.

Edited by Kashou

Share this post


Link to post
Share on other sites
Yeah but that combo only works properly with a running start, and then you can go for the loop instead unless they are crouching.

In my experience c.S 2D 236S combos are done standing still almost always and now we can go for 236P-D combos from any running hit very easily.

the chain before the launch is not the point, i just post the three hits there out of habit and to keep things consistent. it should combo after S©,2D anyway.

Also loop is combo of choice vs justice since you can poke into it with f.S 5HS and even if you're just standing still c.S f.S 5HS iad j.P still connects.

yeah, will add those later, already in the hardedge wiki.

Share this post


Link to post
Share on other sites
the chain before the launch is not the point, i just post the three hits there out of habit and to keep things consistent. it should combo after S©,2D anyway.

yeah, will add those later, already in the hardedge wiki.

It doesn't give KD without the c.S 6P c.S

Share this post


Link to post
Share on other sites

i really like that last one you found, will put it in later. as for my combo, you're right, if you are too close then the alpha hits too early. as you already mentioned, since justice is so suscpetible to HS -> iad.j.P, we will either use that combo or confirm a crouch and go for TK alpha. good times.

Edited by AtTheGates

Share this post


Link to post
Share on other sites

41236HS 6HS 632146HS is probably one of our most damaging combos with a little guard guage. It does 308 damage with 50 guage on Jam. While 50 is a lot, 20 or so is realistic and will make it do quite a bit more than 182 or whatever it does with 0.

Too bad it doesn't work on HOS and Sol.

Share this post


Link to post
Share on other sites

the added invincibility to zansei rouga (632146HS) makes it more viable now anyway, so we could discuss the move a bit in the general thread, like in what kind of situations you can punish stuff with it etc.

Share this post


Link to post
Share on other sites

Updated my post with a couple of new characters. Ky made me take a break but I'll get back to that in a moment. I'm discovering new stuff along the way so I'll go back and recheck everything later.

Share this post


Link to post
Share on other sites

Does 5D>iad 623S>stuff still work with the changes to beta blade? Want to know if I should worry about practicing it in AC while I wait.

Thanks for compiling all this btw

Share this post


Link to post
Share on other sites

i tried impossible dust with j.623B, and it seemed to be not working very well / not working at all. there might be some cases where it works, but i only gave it a brief look and decided to focus on other things first.

Share this post


Link to post
Share on other sites
i tried impossible dust with j.623B, and it seemed to be not working very well / not working at all. there might be some cases where it works, but i only gave it a brief look and decided to focus on other things first.

Alright, thanks for letting me know.

Share this post


Link to post
Share on other sites

Here's some stuff into damage maxing and making combos more reliable/less chara-sepcific. A Lot of this isn't new info, but something to think about with all the combos floating around.

-Remember that on crouchers you can combo into standing heavy > alpha > forcebreak from quite a distance for easier and reliable 30%+ combos on the whole cast, and if you're real deep, even if they're standing. Probably the go to MIDSCREEN punish

-After 6H(air hit) in combo I've started to do a slight delay before the airdash (it gives you some time to play around so you can change the wait based on bounce,chara,combo, etc), Most of the time you'll want to j.k > j.d instead of j.p > j.d after 6H > airdash. It's more reliable, and leads to more damage. (I still use j.P after 5H > airdash typically)

-Learn when you'll be able to land and continue combo after 5H > 41236K~D. It'll be something you'll hit confirm often, and when you recognize it early in combos this is probably where u want to spend your bar to max your damage. (I win a lot of matces with blockstring XXXX [6P / 6H / 5H] air countherhits go into SH41236KD > SH41236KD > SH j.D for 50-60%. Because 5H has one less frame of hitstun, and the airdash combos are extremely chara specific a lot of the time, this is gonna be where a ton of corner damage comes from.

5KSSH airdash j.d works on a lot of standing characters, yet another option into knockdown. DO NOT UNDERESTIMATE THE POWER OF OKI

And here's a sol specific tip:

if the sol likes ending strings in gunflame, you can forcebreak beta blade through it (say he does 5KSSH gunflame), The FB beta will go through the flame and land the last hit on sol CH which leads to untechable knockdown and enough time for you to pick him up in an unscaled combo (and sol has a great hitbox for airdash combos from most distances)

and more fluff:

http://www.youtube.com/watch?v=HONC-30Qr0U

http://www.youtube.com/watch?v=8oPetZLOR4E

http://www.youtube.com/watch?v=p6VDPvWEMik

http://www.youtube.com/watch?v=zygPIt4mTfc

Edited by faultydefense

Share this post


Link to post
Share on other sites

i like the 6HS followup to 2HS > FB against testa, will look at that later tonight. just tested it - not fully though. the link is somewhat hard unfortunately, but you can actually go for a slightly delayed IAA after the 6HS for a free relaunch (that launches testa pretty high). worst case: could lead to HS, j.D, alpha - which is still pretty nice.

as for j.K in 6HS combos: there are actually some characters where getting even a good j.P hit after 6HS bounce is hard, so j.K might be even more unreliable in those cases. i guess we need to learn the char specific variations.

as for punishing sol gunflame blockstrings with FB beta, i'd rather not, or at least only very rarely - if he catches up and just FRCs, you're fucked. trading 25% for knockdown vs. eating 200DMG and knockdown... i don't know.

Edited by AtTheGates

Share this post


Link to post
Share on other sites

What are you using for a free relaunch after the 6HS?

ever more shenanigans:

http://www.youtube.com/watch?v=8dJEUjDpZhM

http://www.youtube.com/watch?v=TLFcaieEnIw

http://www.youtube.com/watch?v=CyUV2TQVaDk

http://www.youtube.com/watch?v=Dcq1wwJ9TDE

(hopin to get a capture card...and a new stick next month got ma qanba!)

Edited by faultydefense

Share this post


Link to post
Share on other sites

Is there any videos one can refer to for basic Chipp combos for someone somewhat new to GG and especially to playing Chipp. Preferrably universal combos that apply to AC than ACR?

Thanks guys.

Share this post


Link to post
Share on other sites

a healthy diet of this thread, the archived AC combo thread and matchvids should be enough for your needs. a lot of chipp's combos are in some way character specific if you go beyond anything that launches, there's no way around learning some variations.

Share this post


Link to post
Share on other sites

×