Combo Notation Guide | Character Name Abbreviations | |||||||||
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Character Specific Notation:
w.X = Wallrun Move
Combo List
- Combo Recipe No. can be used in "combo mode" to find a sample of the listed combo for review/practice. Note that recipes are different between PC/PS versions of the game.
- Generally, damage numbers have been tested on Ky unless otherwise specified. Meter gain is estimated and may not be totally accurate.
- When breaking the wall, optimal ground hit is 6H, optimal air hit is j.D. A more detailed discussion of this topic can be found here.
"What combos work on the current patch?"
Season 2 continues with balance patch 1.25.
Most of Chipp's routes from 1.18-1.24 remain unaffected.
Out of date (RED) |
Up to date (GREEN) |
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X.XX | X.XX |
The combo tables below reference major patch versions to show when a combo was tested. For example "Ver 1.23" refers to Patch 1.23. Guilty Gear Strive also has a separate Battle VersionA special identifier used to track game versions. It can be viewed from the replay theater. number for tracking character and system changes but it is not used on this page.
Please reference the Patch Notes page for detailed information about different game versions.
"Where are the Roman Cancel combos?"
Generally, Chipp does not gain much damage from Roman Cancel extensions so they rarely appear in his BnBA staple combo that is simple yet effective. combos. Chipp benefits the most from Roman Cancel when he can set up additional pressure, mix, or secure a wall break. A detailed discussion of this topic can be found on Chipp's strategy page alongside various pressure and mix setups.
Basic combos
A list of essential combos for both beginner and experienced Chipp players. These combos prioritize ease of execution and stability across the cast while also building into Chipp's more advanced combos/setups. All combos tested on Ky unless otherwise specified.
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
---|---|---|---|---|---|---|---|---|---|
PC | PS | ||||||||
f.S > 236S~236S
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Anywhere | 74 | All | [1] Very Easy | Universal combo from f.S poke | Video | 3916 | 1.24 | |
(5K) > 5K/2K > 2D
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Anywhere | 36-54 | All | [1] Very Easy | Arguably Chipp's most important combo. Sets up Chipp's offense from the 2D | Video | 1.24 | ||
(5/2)K > 2D > 236P
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Anywhere | 59/51 | All | [1] Very Easy | Crosses through the opponent when not in the corner. Useful for switching sides. | Video | 3946 | 1.24 | |
(5/2)K > 2D > 236S~236S
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Anywhere | 73/65 | All | [1] Very Easy | Universal 5K starter into knockdown. Delay last hit of rekka on I-no. | Video | 3978 | 1.24 | |
(c.S) > 2S > 2H > 236H
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Anywhere | 76 (106) | All | [1] Very Easy | Simple Gamma blade combo that gives good advantage and corner carry. | Video | 3990 | 1.24 | |
(5P > 5P >) 5P > 6P > 236S~236S
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Anywhere | 66 (67) | All | [2] Easy | 5/2P confirm. Omit 5P hits based on spacing, 2P can also be used (but not 2P x3). Inputting Resshou (236S) with a half circle input (41236S) prevents an accidental Beta Blade. | Video | 4006 | 1.24 | |
(c.S) > 2S > 2H > 236K > j.K(1) > 66 > (j.K(1)) > j.D
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Anywhere | 104 (131) | All | [2] Easy | Very beginner friendly combo that works in almost all situations against all characters. Leaves Chipp close and plus. Can add j.K to help ensure a wall splat near the corner. | Video | 62415 | 1.24 | |
(c.S) > 2S > 2H > 236K > j.236K ▷ 6 > c.S > 6H > WS > 6H
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Corner | 195 | All | [2] Easy | Universal corner combo. Returns Chipp to the ground for an easy wall break. walk forward after landing. This route can also be used to set up a wall run reset. | Video | 1108 | 1.24 | |
c.S > 2S > 2H > 236K > j.S ▷ f.S WS, 6H WB
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Corner | 191 | All | [2] Easy | Universal corner combo that works best when a combo is scaled (like after a jump-in or an RC) | Video | 78356 | 1.24 | |
(c.S) > 2S > 2H > 236K > dl j.K(1) ▷ 2S > 2H > 236H
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Anywhere but corner | 115 (138) | All but Ino | [2] Easy | Simple loop combo. A slight delay on the falling j.K(1) helps avoid getting j.K(2) which will drop the combo, particularly with heavies. Tends to drop on Ino. | Video | 26124 | 1.24 | |
CH 6H > 66 > c.S > 6H > 632146H/236236P
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Anywhere | 206/211 | All | [2] Easy | Easy and reliable CH punish combo that deals very good damage. 632146H for midscreen damage or 236236P in the corner for a wall break. Deals 178 using Banki Messai without a wall break. | Video | 85621 | 1.24 |
5P/2P/6P combos
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
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PC | PS | ||||||||
5P CH > (5K) > 2K > 2D
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Anywhere | 49 (58) | All | [2] Easy | 5P CH confirm into sweep for oki. Omit 5K to safejump using c.S OTG. | 1.24 | |||
(5P > 5P >) 5P > 6P > 236S~236S
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Anywhere | 66 (67) | All | [2] Easy | 5/2P confirm. Omit 5P hits based on spacing, 2P can also be used (but not 2P x3). Inputting Resshou (236S) with a half circle input (41236S) prevents an accidental Beta Blade. | Video | 4006 | 1.24 |
5K/2K/6K combos
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
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PC | PS | ||||||||
(5K) > 5K/2K > 2D
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Anywhere | 36-54 | All | [1] Very Easy | Arguably Chipp's most important combo. Sets up Chipp's offense from the 2D | Video | 1.24 | ||
(5/2)K > 2D > 236P
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Anywhere | 59/51 | All | [1] Very Easy | Crosses through the opponent when not in the corner. Useful for switching sides. | Video | 3946 | 1.24 | |
(5/2)K > 2D > 236S~236S
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Anywhere | 73/65 | All | [1] Very Easy | Universal 5K starter into knockdown. Delay last hit of rekka on I-no. | Video | 3978 | 1.24 | |
6K > 88RRC > Wall Run Combo
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Corner | - | All | [3] Medium | One of Chipp's main wall run starters. See the Wall Run Combo section for more info. | 1.24 | |||
6K > 66FRRC > j.D ▷ 2S > 2H > dl 236S, 2K> 6H WS > 6H WB
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Corner | 174 | All | [3] Medium | Full combo from 6K overhead. | 1.24 | |||
6K, 2K > 236S~236S~(236K)
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Corner | 80/96 | All | [3] Medium | Meterless combo. 6K must hit very meatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. to link 2K. Confirm into Senshuu on crouching hit. Can add 6P depending on spacing/position. | 1.24 | |||
6K, 5P > 236S~236S~(236K)
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Anywhere | 82/94 (SIN) | - | [3] Medium | Character specific combo. 6K must hit very meatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. to link 5P. Confirm into Senshuu on crouching hit. Reference the 5P Combo Table for more info. Can add 6P depending on spacing/position/character. | 1.24 | |||
6K CH ▷ 66 > (c.S) > 2H > 236K, j.236K ▷ 6 > c.S > 6H WS > 6H WB
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Corner | 274 (282) | All | [3] Medium | Max RISC 6K corner combo. Omit c.S on heavies. | 1.24 | |||
2K CH > 6H > 236K, j.236K ▷ 6 > c.S > 6H WS > 6H WB
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Corner | 244 | All | [3] Medium | Max RISC 2K corner combo. | 1.24 | |||
5/2K > 2D > 236S, (66)~5K > 6H > 236K > j.D WS ▷ 6H WB
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Near Corner | 144/134 | Lights/Meds | [4] Hard | Extremely spacing specific confirm. About two/three character lengths from the wall 236S can cause a wall bounce that enables a dashing 5K link. Easiest on lights. | 1.24 | |||
5/2K > 2D > 236S, 66~2K > 6H > 236K WS ▷ 6H WB
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Near Corner | 147/137 | Heavies | [4] Hard | Extremely spacing specific confirm. About two character lengths from the wall 236S can cause a wall bounce that enables a dashing 2K link. Technically works on all weights but is most suitable for heavies. | 1.24 |
c.S/f.S/2S Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
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PC | PS | ||||||||
f.S > 236S~236S
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Anywhere | 74 | All | [1] Very Easy | Universal combo from f.S poke | Video | 1.24 | ||
(c.S) > 2S > 2H > 236H
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Anywhere | 76 (106) | All | [1] Very Easy | Simple Gamma blade combo that gives good advantage and corner carry. | Video | 3990 | 1.24 | |
CH 2S > 2H > 236K ▷ c.S > 2S > 2H > 236H
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Anywhere | 127 | All | [2] Easy | CH 2S combo for all ranges. Works when cancelling immediately into 2H | 1.24 | |||
(c.S) > 2S > 2H > 236K > j.K(1) > 66 > (j.K(1)) > j.D
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Anywhere | 104 (131) | All | [2] Easy | Very beginner friendly combo that works in almost all situations against all characters. Leaves Chipp close and plus. Can add j.K to help ensure a wall splat near the corner. | Video | 62415 | 1.24 | |
c.S > 2S > 2H > 236K > j.S ▷ f.S WS, 6H WB
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Corner | 191 | All | [2] Easy | Universal corner combo that works best when a combo is scaled (like after a jump-in or an RC) | Video | 78356 | 1.24 | |
(c.S) > 2S > 2H > 236K > j.236K ▷ 6 > c.S > 6H > WS > 6H
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Corner | 195 | All | [2] Easy | Universal corner combo. Returns Chipp to the ground for an easy wall break. walk forward after landing. This route can also be used to set up a wall run reset. | Video | 1108 | 1.24 | |
c.S > 2S > 2H > 236K > dl j.K(1) ▷ 66 > c.S > 6H > dl 236P (whiff)
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cornered | 141 | All | [2] Easy | Simple loop combo that positions Chipp close and at advantage. Can auto time some buttons meaty depending on the character. | 1.24 | |||
(c.S) > 2S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > 236H
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Anywhere but corner | 115 (138) | All | [2] Easy | Simple loop combo. Slight delay on j.K(1) for lights, longer for mids, max delay for heavies. Micro dash after landing is needed for most lights. | Video | 1.24 | ||
(c.S) > 2S > 2H > 236K > dl j.S ▷ 66 > c.S > 2H > 236H
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Anywhere but corner | 127 (148) | Mid/Heavy | [2] Easy | Basic loop using dashes for extra damage. Maximum possible delay on j.S. Drops on lightweights and ![]() |
1.24 | |||
f.S CH > 236P, 5P > 5P > 236S~236S
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Anywhere | 106 | All | [2] Easy | f.S CH confirm that swaps sides. Can OSA shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. between 236S and 236P by inputting 236S~P. | Video | 1.24 | ||
c.S/2S > 2H > 236K > dl j.K(1) > jc > j.S > jc > j.K(1) > j.236K
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Anywhere but corner | 130/112 | All | [3] Medium | Side switch combo with alot of carry using j.236K to return to the ground. Can extend with c.S or end the combo early to for setups. | 1.24 | |||
f.S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > dl 236S~236K WS > 6H WB
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Midscreen | 164 | All | [3] Medium | Close range f.S combo mid to corner. Works just outside c.S range | Video | 1.24 | ||
c.S > 2S > 2H > dl 236S, 2K > 6H > 236S~236S/236H WS > 6H WB
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Corner | 194 (187) | All | [3] Medium | Corner BnB to prevent Chipp from being burst into the corner. Heavy delay on the rekka wall splat for Nago. Gamma Blade ender does less damage but helps secure a wall splat for less scaled combos such as a 2S starter. | Video | 1.24 | ||
(c.S) > 2S > 2H > 236P > PRC > 2S > 2H > 236K WS > j.D WB
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Cornered | 193 | All | [3] Medium | Side swap route. Must PRC after Alpha Blade connects. | 1.24 | |||
CH c.S, 66~c.S > 2S > 2H > 236K > dl j.K(1) ▷ 2S > 2H > 236H
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Anywhere | 153 | All | [3] Medium | CH c.S confirm. Microdash to link the two c.S hits. Can alternately use Dash Cancel for more corner carry. | 1.24 | |||
CH c.S > 5[D], 2S > 2H > 236H
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Anywhere | 140 | All | [3] Medium | CH c.S confirm. 5[D] float is safe to burst. | 1.24 | |||
c.S > 2S > 2H > 236K > dl j.S ▷ 66 > c.S > 2S > 2H > 236K > j.D WS ▷ 6H
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Cornered | 190 (Ky) | Midweights but Zato, Chaos | [3] Medium | Midweight corner-to-corner loop combo. Drops on Zato, Happy Chaos | 1.24 | |||
c.S > 2S > 2H > 236K > dl j.K(1) ▷ 66 > c.S > 2S > 2H > 236K > j.K(1) > 66 > j.P > j.P WS ▷ 6H WB
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Cornered | 197 (Zato) | Zato, Chaos | [3] Medium | Corner-to-corner loop combo for Zato, Happy Chaos | 1.24 | |||
c.S > 2S > 2H > 236K > dl j.S ▷ 66 > c.S > 2S > 2H > 236K > j.K(1) > 66 WS > j.D
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Cornered | 191 (Gio) | Lights but Ino, Ram, Bridget | [4] Hard | Lightweight specific corner-to-corner loop combo. Can break with 6H but damage is the same. Drops on Ino, Ram | Video | 1.24 | ||
c.S > 2S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > 236K > dl j.K(1) > j.K(2) WS ▷ 6H
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Cornered | 188 (Ino) | Ino, Ram, Bridget, Baiken, Jack-O | [4] Hard | Alternate lightweight corner-to-corner loop combo. | 1.24 | |||
c.S > 2S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > 236K > dl j.K(1) ▷ 2S > 2H > dl 236S~dl 236S WS > 6H
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Cornered | 180 (Leo) | Heavies | [4] Hard | Heavy specific corner-to-corner loop combo. Slight delay is required on the rekka. Might splat from rekka 1 or rekka 2 depending on wall health and combo timing | Video | 1.24 | ||
c.S > 6239S ▷ 2K > 6H > 236K WS ▷ 6H WB
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Corner | 208 | All | [5] Very Hard | High damage punish route using TK Beta Blade. Very impractical but demonstrates how Chipp can maximize his damage. TK height will vary. | 1.24 | |||
c.S > 6239S ▷ 2K, c.S > 6H > 236S~236S WS ▷ 6H WB
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Corner | 214 | Mids/Lights | [5] Very Hard | High damage punish route using TK Beta Blade. Very impractical but demonstrates how Chipp can maximize his damage. TK height will vary. | 1.24 | |||
c.S > 6237S ▷ microwalk forward > c.S > 6238S ▷ 2K > 623S WS ▷ 6H WB
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Corner | 206 (PO) | Potemkin | [5] Very Hard | Max damage corner c.S starter into TK Beta Blade loops on Potemkin. Jump directions are required exactly as written. Very impractical but demonstrates how Chipp can maximize his damage. | 1.24 |
5H/6H/2H Combos
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
---|---|---|---|---|---|---|---|---|---|
PC | PS | ||||||||
5H > 236S~236S~(236K)
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Anywhere | 86 (108) | All | [1] Very Easy | Ending with kara-Banki Messai near the corner can break the wall for oki. Senshuu ender will only combo if the opponent is crouching. | 1.24 | |||
6H > 236S~236S~236K
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Anywhere | 116 | All | [1] Very Easy | Ending with kara-Banki Messai near the corner can break the wall for oki. | 1.24 | |||
2H > 236K > j.K(1) > 66 > j.H(2) > j.623S
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Anywhere | 114 | All but Leo, Anji | [2] Easy | Situational air-combo. j.K whiffs on Leo, j.H whiffs on Anji. May drop at max 2H range. Second hit of Beta Blade tends to drop dealing less damage. | 1.24 | |||
2H > 236K > j.S > 66 > j.S > j.623S
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Anywhere | 118 | Medium/Heavy but Zato | [2] Easy | Situational air-combo. j.S whiffs on lights. May drop at max 2H range. Second hit of Beta Blade tends to drop dealing less damage. | 1.24 | |||
CH 6H > 66 > c.S > 6H > 632146H/236236P
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Anywhere | 206/211 | All | [2] Easy | Easy and reliable CH punish combo that deals very good damage. 632146H for midscreen damage or 236236P in the corner for a wall break. Deals 178 using Banki Messai without a wall break. | Video | 85621 | 1.24 | |
CH 5H > 236P, 2K, 2S > 2H > dl 236K > j.K(1) > (j.K(1)) > j.D
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Anywhere | 139 | Mids/Lights | [3] Medium | 5H counterhit combo that works from all but the closest ranges. 2K Pickup into BnB. | Video | 1.24 | ||
CH 5H > 236P, 5K > jc > j.K(1) > 66 > j.H ▷ 66~c.S > 6H
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Anywhere | 135 (Nago) | Big Bodies | [3] Medium | 5H counterhit combo that works from max range. Microdash before c.S lets 6H connect. | Video | 1.24 | ||
CH 2H > Wall Run Combo
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Corner | - | All | [3] Medium | One of Chipp's best wall run starters. See the Wall Run Combo section for more info. | 1.24 | |||
CH 2H > 236H (whiff) > 2K > 6H > 236K > dl j.D WS > 6H WB
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Corner | 184 | All | [3] Medium | Combo for salvaging a whiffed 236H. Useful when you get a counter-hit before a pressure reset with gamma blade. 2K connects from far away so this combo can work from a spaced 2H. Can reset with wall mix instead of splat. | 1.24 | |||
CH 2H > 236S (whiff) > c.S/5K > jc > j.H > 66 > j.H ▷ c.S > 6H > 236S WS > 6H WB
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Near corner | 206 | All | [3] Medium | Rekka whiff to cancel the recovery of 2H. Works well in the corner or when approaching the corner. A micro-dash after the whiff can help both hits of j.H connect. Dash 5K allows Chipp to side swap before the jump cancel. | 1.24 | |||
CH 6H > 236[K] > 3 > j.H(2) > 66 > j.H(2) ▷ c.S > 6H > 236S~236S > WS > 6H
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Corner | 220 | Light/Medium | [3] Medium | High damage meterless corner 6H CH combo. | 1.24 | |||
CH 6H > 66 > c.S > j.K(1) > 66 > dl j.H(2) ▷ c.S > 6H > 236S~236S > WS > 6H
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Midscreen to Corner | 207 | All | [3] Medium | Less reliable on Light weights since j.H tends to whiff without adjustments. Slight delay on c.S jump cancel for lights/Zato. Backward jump cancel for Ino/Faust. Delay is needed for j.H to connect both hits. | 1.24 | |||
CH 6H > c.S > 5H > 66~2S > 5H > 2S > 5H > 236S (whiff) ~236S WS > 6H WB
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Corner | 213 | All | [4] Hard | Corner DP punish route. Makes use of 5H tumble properties. | 1.24 | |||
CH 6H > 236[K] > 3 > j.H(2) ▷ 2S > 5H > 66 > 2S > 2H > 236S > WS > 6H
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Corner | 207 (Leo) | Heavy | [4] Hard | High damage meterless corner 6H CH combo using 5H tumble. | 1.24 | |||
CH 6H > 66 > c.S > 5H > 66 > c.S > 6H > 66~2K > 6H WS > 6H WB
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Corner | 216 | All | [4] Hard | High damage 6H punish. somewhat tight timing on dash 2K | 1.24 | |||
CH 6H > 236[P] > 4 > j.H > jc > j.H, dl j.K(1) ▷ 2S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > 236K > (j.D) WS ▷ 6H WB
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Corner | 202 | Mids/Heavies | [4] Hard | 6H CH combo that carries to the opposite wall by stealing the corner. May need to add j.D for heavies if 236K doesn't splat. | 1.24 | |||
CH 6H > 236[P] > 4 > j.H(2) > jc > j.S, dl j.S ▷ 66 > c.S > 2S > 2H > 236K > j.K(1) > 66 > j.P > j.P > j.P > j.623S WS ▷ j.D WB
|
Corner | 212 (Gio) | Lights but Millia | [4] Hard | 6H CH combo that carries to the opposite wall by stealing the corner. Against INO end with 5P instead of 623S. Drops on Millia | Video | 1.24 | ||
CH 6H > 236[P] > 4 > j.H(2) ▷ 66 > 2K, 2H > 236K > dl j.K(1) ▷ 66 > c.S > 2S > 2H > dl 236S~ dl 236S > WS > 6H WB
|
Corner | 227 (Mil) | Millia | [4] Hard | Millia specific 6H CH combo that carries to the opposite wall by stealing the corner. 2K must hit very meaty to link 2H. | Video | 1.24 | ||
CH 6H > 66 > c.S > 6H > 66 > 2K > 6H > 236S~236S~236K~P
|
Midscreen | 219 | All | [4] Hard | May not splat consistently at high wall or when farther than midscreen. ending with kara-Banki Messai guarantees a wall break anywhere but the opposite corner. | 1.24 | |||
CH 6H > 66 > c.S > 5H > 66 > c.S > 6H > 66~5H > 236S (whiff) ~236S WS > 6H WB
|
Corner | 221 | All | [5] Very Hard | 6H punish using a 1f micro dash. | 1.24 |
5D/2D combos
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
---|---|---|---|---|---|---|---|---|---|
PC | PS | ||||||||
2D > 236S~236S
|
Anywhere | 74 | All | [1] Very Easy | Simple combo from a sweep | 1.24 | |||
CH 2D > 236K, j.236K ▷ 6 > c.S > 6H WS > 6H WB
|
Corner | 176 | All | [2] Easy | Counter hit sweep corner combo. Can set up mix in the corner | 1.24 | |||
CH 2D > 236S, 66~c.S > 6H > 236K > j.2K WS > 6H WB
|
Corner | 180 | All | [3] Medium | CH 2D combo for high wall HP. Inconsistent on Ky/Chaos. | Video | 1.24 | ||
CH 5D > 66 > c.S > j.H(2) > 66 > j.H(2) ▷ c.S > 6H WS > 6H WB
|
Corner | 264 | All | [3] Medium | Max RISC 5D combo. Delay the dash c.S on lights so that all j.H hits connect. | 1.24 |
Charged Dust combos
Combos following from a charged dust homing jump. All damage done on Ky for this section unless specified.
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
---|---|---|---|---|---|---|---|---|---|
PC | PS | ||||||||
5[D] > dl j.D > j.D
|
Anywhere | 140 | All | [1] Very Easy | Extremely simple dust combo. Good for beginners or when you expect a burst. | 1.24 | |||
5[D] > j.D > j.K(1) > jc j.D > j.K(1) > j.D > j.K(2) > j.K
|
Anywhere | 189 | All | [2] Easy | Great damage and fairly simple to execute. Delay the first j.D on Anji | 1.24 | |||
5[D] > j.D > j.K(1) > jc j.D > j.K(1) > j.D > j.K(1) > j.D > j.D
|
Anywhere | 194 | All | [2] Easy | Need to hit everything fairly fast. Delay the first j.D on Anji | 1.24 | |||
5[D] > dl j.D > 66 j.D > j.S > 8jc j.D > j.P > j.P
|
Anywhere | 193 | All | [3] Medium | Alternate charge dust route. Requires slight delay before first j.D | 1.24 | |||
5[D] > dl j.D > j.S > 9jc > j.D > j.P > j.D > j.K(1) > j.D
|
Anywhere | 204 | All | [4] Hard | High damage dust combo. Slight delay before first j.D. Delay longer on Potemkin, Faust. Minimal delay for Anji, Baiken | Video | 1.24 | ||
5[D] > FD > dl j.D > 9jc > j.D, j.D, j.D, j.D > j.P > j.P
|
Anywhere | 213 | All but Baiken | [5] Very Hard | FD fast-fall to start the combo. All j.D must be links. Can end with j.D > j.D instead of j.P > j.P on May, Axl, Pot, Faust, Millia, Zato, Leo, Nago, Gio, Gold for more damage | Video | 1.24 |
Jump-in Starters
Damage tested on Ky unless otherwise specified.
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
---|---|---|---|---|---|---|---|---|---|
PC | PS | ||||||||
j.2K ▷ 2K > 2D > (236S~236S)
|
Anywhere | ~65 (~93) | All | [2] Easy | Universal j.2K jump in route. Be careful if the last hit of j.2K does not connect as you land, it will not combo. Can trade oki for damage by ending with rekka. May deal slightly more or less damage depending on number of j.2K hits. | 1.24 | |||
j.S > j.D ▷ 2K > 2D
|
Anywhere | 87 | All | [2] Easy | Useful for when j.S hits high | 1.24 | |||
j.S > j.D ▷ 2S > 2H > j.D
|
Anywhere | 123 | All | [2] Easy | Hit confirm for high hitting j.S. | 1.24 | |||
j.H ▷ 2K > 2D > (236S~236S)
|
Anywhere | 68 (96) | All | [2] Easy | Universal j.H jump in route. Lenient timing as j.H hits twice. Can trade oki for damage by ending with rekka. | 1.24 | |||
j.D ▷ 2K > 2D > (236S~236S)
|
Anywhere | 73 (101) | All | [3] Medium | Universal j.D jump in route. Must hit j.D deep to combo. Can trade oki for damage by ending with rekka. | 1.24 | |||
j.D ▷ 2S > 2H > 236K > j.D WS > 66 j.D WB
|
Near corner | 174 | All but Leo, Faust | [3] Medium | j.D has to hit very deep | 1.24 | |||
Wall run cancel > j.S ▷ c.S > 2H > 236K > j.K(1) > 66 > j.D
|
Corner | 114 | All | [3] Medium | Low wall run cancel j.S mixup after 236[P] (drop down with 2) | 1.24 | |||
Wall run cancel > j.P > j.P ▷ 5K > 2D > (236P)
|
Corner | 54 (65) | All | [3] Medium | Double overhead wall run cancel mixup. 236P for the sideswitch. | 1.24 | |||
CH j.H ▷ 66~c.S > 2S > 2H > 236K > dl j.K(1) ▷ 66~2S > 2H > 236K > j.K(2) WS > 6H WB
|
Cornered | 171 | all | [4] Hard | CH j.H combo that can reach the corner from anywhere on the screen. May change depending on how many hits of j.H connect / distance to wall | 1.24 |
Wall Run Combos
Chipp can normally use the combos below with different starters. This allows Chipp to adapt the listed combos to different situations and confirms.
Some common starters are:
CH 2H > 236[P] > ...
6K > 88RRC > ...
(236S)~236S > 88RRC > ...
Note that highly specialized/optimized combos will require more precise sequences and cannot have their starters changed without making further adjustments to the combo. The combos in the table below have been tested as written and are confirmed working.
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
---|---|---|---|---|---|---|---|---|---|
PC | PS | ||||||||
6K > 88RRC > 66 > (w.S), w.S, w.S, w.S, w.S > w.6H WS > w.6H WB
|
Corner | 205 | All | [3] Medium | The most basic wall run combo from 6K overhead. Large characters may let you get an additional w.S. Good damage at almost any wall health. | Video | 1.24 | ||
6K > 88RRC > 66 > w.S > w.H, w.H, w.6H, w.S > w.6H WS > w.6H WB
|
Corner | 228 | All | [3] Medium | Wall run combo from 6K overhead. Deals good damage at max wall health but deals less damage than w.Sx4 routes at lower wall health due to the early stick (192 damage). | 1.24 | |||
CH 2H > 236[P] > w.S > w.H, w.H, w.6H, w.S > w.6H WS > w.6H WB
|
Corner | 247 | All | [4] Hard | High damage meterless wall run from a 2H counter-hit. Both hits of w.H should be at max range or else w.S may whiff. | Video | 1.24 | ||
CH 2H > 236[P] > w.S, w.S, w.6H, w.6H, w.S, w.H, 6H WS > w.6H WB
|
Corner | 259 | All but May | [4] Hard | Max damage meterless wall run from a 2H counter-hit. Requires high wall health. First w.6H bust be timed to hit meaty. | 1.24 | |||
c.S > 2S > 2H > 66FRRC > 236[P] > w.S > w.H, w.6H, w.K, dl w.6H WS > j.D WB
|
Corner | 235 | All | [4] Hard | Wall run combo for using FRRC for reduced meter cost. w.S instead of w.K for extra damage against large characters | 1.24 | |||
CH 2H > 236[P] > w.S > w.H, w.H, w.6H > 4 > dl j.236K ▷ c.S > 6H > dl 236236P WB
|
Corner | 253 | All | [4] Hard | A universal metered combo that sets up an overdrive wall break. The timing for dl 236K is tighter on lightweights. Requires high wall health. | Video | 1.24 | ||
6K > 88RRC > 66 > w.S > w.H, w.H~4, dl 7 > dl j.K(1) > j.236K ▷ c.S > 6H WS > 6H WB
|
Corner | 193 | All | [4] Hard | Wall run combo that returns to the ground for a wall break or Wall Run Mix. Second hit of j.K will cause the combo to drop even if the first hit whiffs. | 1.24 | |||
~236K > RRC > dl j.H whiff ▷ 66 > w.K, w.S, w.S > w.H, w.6H WS > w.6H WB
|
Corner | 202 | All | [4] Hard | Wall run combo from Senshuu overhead. Whiffing j.H allows Chipp to act sooner after landing which makes the combo universal. Excellent for low wall health confirms. | Video | 1.24 | ||
63214S > RRC > dl 236[P] > w.S > w.H, w.6H, w.K > dl w.6H
|
Corner | 206 | All | [4] Hard | High wall health command grab into wall run. Delay timings vary between characters. | Video | 1.24 | ||
c.S > 2S > 2H > 236K, BRC > j.S > j.236[P] > w.K, w.S, w.S, w.S > w.6H WS > w.6H WB
|
Midscreen | 201 | All | [4] Hard | Wall run from a mid-to-corner BnB using BRC slowdown | 1.24 | |||
FBRC > 2H > 236[P] > w.K, w.S > dl 5H, 6H, w.S > 6H WS > 6H WB
|
Corner | 232 | All | [4] Hard | Meter efficient wall run from FBRC to punish moves without counter-hit recovery. Using full 50 meter BRC is easier/safer especially when the opponent is not touching the wall. | 1.24 | |||
4D(2) > 66FRRC > j.236[P] > w.S > w.H > w.6H > w.S > w.6H WS > w.6H WB
|
Corner | 199 | All but May, Jack-O, Test | [4] Hard | Throw combo using FRRC slowdown. Must throw a cornered opponent away from the wall and FRRC after second hit of the throw. | Video | 1.24 | ||
4D(2) > 66FRRC > j.236[P] > w.K > w.S > w.6H > w.S > w.6H WS > w.6H WB
|
Corner | 188 | Jack-O, Test | [4] Hard | Throw combo using FRRC slowdown. Must throw a cornered opponent away from the wall and FRRC after second hit of the throw. Works on other characters but it most appropriate for Jack-O, Test. | Video | 1.24 | ||
4D(2) > 66FRRC > j.236[P] > w.K > w.S > w.H > w.6H WS > w.6H WB
|
Corner | 172 | All but Chipp | [4] Hard | Variation for low wall health. Must throw a cornered opponent away from the wall and FRRC after second hit of the throw. Can add an extra w.S on big bodies. Must be very close to the corner to work. Needs a slight delay after the FRRC - cannot be buffered. | 1.24 | |||
AA CH (66)~c.S > 236[P] > w.K, w.S > w.6H, w.6H, w.S > w.H, w.6H WS > w.6H
|
Corner | 268 | All | [5] Very Hard | Optimal wall run that is best suited for DP punishes. Must CH the opponent in the air. c.S > 2H can also work to trade damage for stability. Deadly when RISC is high. | 1.24 | |||
CH 2H > 236[P] > w.S, w.S, w.S, w.S > dl 4 > j.H(2) > j.623S > 66FRRC > j.H(2), j.S > j.623S WS ▷ 6H WB
|
Corner | 222 | All | [5] Very Hard | Flashy corner to corner combo. Not practical but demonstrates how Chipp can avoid a wall splat to extend a combo. | 1.24 |
Air-Hit / Anti-Air combos
Combos targeting an airborne opponent or an opponent trying to jump out of pressure. All damage done on Ky unless otherwise specified.
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
---|---|---|---|---|---|---|---|---|---|
PC | PS | ||||||||
6P CH > 236S
|
Anywhere | 49 | All | [1] Very Easy | Basic, universal 6P anti-air confirm. | 1.24 | |||
AA 5K > jc > j.K > 66 > dl j.H ▷ 2S > 2H > 236H
|
Anywhere | 92 | Universal | [2] Easy | 5K Anti-air confirm. 2S pickup into BnB. | 1.24 | |||
AA 5P > 66 > 2K, 2S/c.S > 2H > 236H
|
Anywhere | 73/78 | All | [2] Easy | On coutnerhit Chipp can skip 2K and pick up directly into a BnB. | 1.24 | |||
AA 5P/5K > 6H, 2S > 2H > 236K WS ▷ 6H WB
|
Corner | 158 | All | [2] Easy | Useful when trying to catch jump-outs. | 1.24 | |||
AA 2H > 236K ▷ 5K > 6H > (236P OTG)
|
Anywhere | 98 (111) | All | [2] Easy | Works best when 2H hits high. If Chipp is too close he may swap sides. 236P OTG gives good advantage and hits same-side except near the corner. | 1.24 | |||
AA 2H > 236K ▷ c.S > 2S > 2H > 236H
|
Anywhere but corner | 120 | All | [2] Easy | Anti air route into BnB. works at all heights for lights. Medium/heavy must be high in the air. | 1.24 | |||
CH 6P > 236S > 66 > 2K > 6H > 236K WS ▷ 6H WB
|
Near Corner | 167 | All | [3] Medium | Full combo using wall bounce from Resshou | 1.24 | |||
AA CH c.S > 5[D], 66 > c.S > jc > j.K(1) > 66 > dl j.H ▷ 2S > 2H > 236S~236K WS > 6H WB
|
Midscreen | 216 | All | [3] Medium | Optimal DP punish combo. Hitting c.S as close as possible and as high as possible helps Chipp dash link c.S after 5[D]. Works anywhere where Chipp will reach the corner. Works on all but is most suitable for heavies like Leo. | Video | 1.24 | ||
AA CH c.S > jc > j.S > j.H > 66 > j.H ▷ c.S > 6H > 236S~dl 236S WS > 6H WB
|
Midscreen | 221 | Mids/Lights | [3] Medium | Optimal DP punish combo. Dash momentum on c.S can help Chipp connect all j.H hits. Works anywhere where Chipp will reach the corner. Most suitable for mid-weights like Sol. | Video | 1.24 | ||
AA CH c.S > 5[D], 66 > c.S > jc > j.K(1) > 66 > dl j.H ▷ c.S > 6H > 236S~236S WS > 6H WB
|
Near corner | 224 | Mids/Lights | [3] Medium | Optimal DP punish combo when closer to the corner. Hitting c.S as close as possible and as high as possible helps Chipp dash link c.S after 5[D]. Most suitable for mid-weights like Sol. | Video | 1.24 | ||
AA 5K > jc > j.K(1) > 66 > dl j.H/j.S ▷ c.S/2S > 2H > 236K
|
Anywhere | ~81-94 | All | [3] Medium | 5K AA confirm into BnB. Use ender of choice after K Alpha. | 1.24 | |||
AA CH 2H > (whiff) 236S, 66~c.S > jc > j.H(2) > 66 > j.H(2) ▷ c.S > 6H > 236S WS > 6H WB
|
Into corner | 206 | All | [4] Hard | Counter hit anti-air route. c.S should be done underneath as they fall which may require a micro-dash. | 1.24 | |||
AA CH 5H > 66 > 2S > 2H > 236K, j.236K ▷ 6 > c.S > 6H WS > 6H WB
|
Into corner | 192 | All | [4] Hard | Counter hit anti-air route. If Chipp is just outside midscreen he can chase and pick up the opponent as they tumble. Combo into BnB of choice. | 1.24 |
Air-to-Air Starters
Combos starting from an airborne confirm on an airborne opponent. Damage tested on Ky unless otherwise specified.
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
---|---|---|---|---|---|---|---|---|---|
PC | PS | ||||||||
Air to Air j.K(1) > 66 > dl j.S/j.H(1) > jc > j.K(1) > j.236K
|
Midscreen | 58/65 | All | [3] Medium | Back up combo for when j.S/j.H side swap. Can extend the combo after j.236K or continue pressure. Can be tricky to confirm the side swap. | 1.24 | |||
Air to Air j.K(1) > 66 > dl j.S/j.H ▷ 2S > 2H > 236H
|
Anywhere | 90/92 | All | [3] Medium | Air-to-Air combo that works best at max j.K range. Tends to side-swap at closer ranges. Combo into BnB. | 1.24 | |||
Air to Air j.P > j.P, j.S/j.H ▷ 2S > 2H > 236K > j.K(1) > 66 > j.D
|
Anywhere but corner | 96/103 | All | [3] Medium | Consistent/flexible Rising air-to-air into BnB. Using j.P twice keeps the combos consistent in case of a counter hit. | 1.24 | |||
Air to Air j.K(1) > 66 > dl j.H(1) ▷ c.S/2S > 2H > dl 236S > 2K > 6H WS > 6H WB
|
Midscreen to Corner | 161 | All | [3] Medium | Rewarding air-to-air combo from max range j.K. Tends to side swap at closer ranges. | 1.24 | |||
Air to Air j.K(1) > 66 > dl j.S/j.H ▷ c.S > j.K(1) > 66 > j.H ▷ c.S/2S > 2H > 236S WS > 6H WB
|
Midscreen to Corner | 161/168 | All | [4] Hard | Air-to-air loop combo with excellent corner carry. works best at max j.K range. Tends to side-swap at closer ranges. | 1.24 |
Throw Combos
Throw combos will use RC on the very last hit of the throw unless otherwise specified. Corner combos are forward or back throws into the corner.
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
---|---|---|---|---|---|---|---|---|---|
PC | PS | ||||||||
4/6D > RRC > j.236K ▷ c.S > 2S > 2H > 236H
|
Anywhere | 104 | All | [2] Easy | Easy throw combo that works anywhere. Swaps sides. | 1.24 | |||
4/6D(2) > 66PRC > j.H(2) > 66 > j.H ▷ c.S > 6H > 236H WS > 6H WB
|
Corner | 164 | All | [3] Medium | Must PRC between the second and third hit of Chipp's throw - Launches the opponent up toward Chipp. End with Rekkas for Chaos/Leo/Anji. Slight delay on the first j.H for Leo/Nago/Anji (harder). | 1.24 | |||
4/6D > 66FRRC > j.2K (whiff) ▷ c.S > 2H > 236K WS > 6H WB
|
Corner | 154 | All | [3] Medium | Corner Throw confirm. c.S will pick up before they go into knockdown state. | 1.24 | |||
4/6D > 66FRRC > j.2K (whiff) ▷ 66 > 2S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > 236K WS > 6H WB
|
Cornered | 145 | All but Ino | [3] Medium | Throw combo that works anywhere on the screen with full corner carry. 2S will pick up before they go into knockdown state. | 1.24 | |||
4/6D(2) > 66FPRC > j.H > jc > j.S > j.H > jc > j.K(1) > j.236K ▷ 6 c.S > 6H WS > 6H WB
|
Midscreen | 161 | All | [3] Medium | Situational throw combo that works best at midscreen - must PRC between second and third hit of the throw. Near the corner j.236K may behave unexpectedly. If far from the corner Chipp will simply side swap. Different pickups on the ground are needed based on spacing. | 1.24 | |||
j.4/6D > 22FRRC > whiff j.2K ▷ 66 > c.S > 2S > 2H > j.K(1) ▷ 2S > 2H > dl 236S~235K WS > 6H WB
|
Midscreen | - | All | [3] Medium | Air throw away from the corner, works best near midscreen. From double jump height pick up with 2S instead of c.S after landing. | 1.24 | |||
4D(2) > 66FRRC > j.236[P] > Wall Run Combo
|
Corner | - | All | [4] Hard | One of Chipp's wall run starters. See the Wall Run Combo section for more info. | 1.24 |
Rekka Combos
Combos starting from Resshou (236S)Guard:
AllStartup:
13Recovery:
16Advantage:
-4, Rokusai (~236S)Guard:
LowStartup:
8Recovery:
21Advantage:
-6, or Senshuu (~236K)Guard:
HighStartup:
20Recovery:
20Advantage:
-9
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
---|---|---|---|---|---|---|---|---|---|
PC | PS | ||||||||
...~236K CH > c.S > 2H > dl 236H
|
Anywhere | 97 | All | [1] Easy | Basic overhead rekka confirm. 2S pick up for max range | 1.24 | |||
...~236K CH > c.S > 2H > 236K > j.K(1) > 66 > j.K(1) > j.D
|
Anywhere | 127 | All | [1] Easy | Rekka confirm into midscreen air combo. Delays on 2H needed for lights, Anji, Zato | 1.24 | |||
...~236K CH > c.S > 2H > 236K, j.236K ▷ 6 > c.S > 6H WS > 66 > 6H
|
Corner | 183 | All | [2] Easy | Corner overhead rekka confirm into corner BnB. This route can also be used to set up a wall run reset. | 1.24 | |||
CH 236S / CH 236S~236S, 2S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > 236H
|
Anywhere but corner | 130 | All | [3] Medium | Close range counter hit confirm can link into 2S for a combo. | 1.24 | |||
~236K > 44FRRC > j.H ▷ 2S > 2H > 236H
|
Anywhere | 116 | All | [3] Medium | FRRC combo for non-counter hit overhead. Helps keep Chipp safe on block. | 1.24 | |||
~236K > 44FRRC > j.S ▷ c.S > 2H > 236K, j.236K ▷ 6 > c.S > 6H WS > 66 > 6H
|
Corner | 181 | All | [3] Medium | FRRC combo for non-counter hit overhead. This route can also be used to set up a wall run reset. | 1.24 | |||
~236K > RRC > dl j.H whiff ▷ 66 > w.K > w.S > w.S > w.H > w.6H WS > w.6H WB
|
Corner | 202 | All | [4] Hard | Wall run combo from Senshuu overhead. Whiffing j.H allows Chipp to act sooner after landing which makes the combo universal. Excellent for low wall health confirms. | Video | 1.24 |
Beta Blade Combos
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
---|---|---|---|---|---|---|---|---|---|
PC | PS | ||||||||
623S > 88RRC > 66 > c.S > 2S > 2H > 236K WS > 6H WB
|
Cornered | 155 | All | [2] Easy | Easy side swap DP combo. Run under during RRC float. | 1.24 | |||
623S(2) > 66FRRC > j.S > jc > j.S > j.H(1) > jc > j.K > j.D
|
Anywhere but corner | 99 | All | [3] Medium | Must FRRC after the second hit of the DP. Good when cornered. | 1.24 | |||
623S(2) > 22RRC > 66 > j.S > jc > j.S > j.236K ▷ 6 > c.S > 6H WS > 6H WB
|
Cornered | 158 | All | [3] Medium | Side-swap DP route that can set up a Wall Run Reset after the j.236K. Combo is somewhat spacing specific if you choose not to reset. Run under during RRC float. | 1.24 |
Alpha Blade Combos
Damage tested on Ky unless otherwise specified.
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
---|---|---|---|---|---|---|---|---|---|
PC | PS | ||||||||
j.236K(1) ▷ c.S > 2H > 236K > j.K(1) > 66 > j.K(1) > j.D
|
Anywhere | 104 | All | [2] Easy | Cross up Air Diagonal Alpha Blade confirm. Works for the single-hit cross up version of the move. | 1.24 | |||
236P, 5P > 5P > 236S~236S~(236236K~P)
|
Anywhere | 84 (115) | All | [2] Easy | P Alpha confirm that works when spaced or in the corner. Deals 152 with wall break. | 1.24 | |||
2369P ▷ 2K > 6H > 236P
|
Corner | 98 | All | [4] Hard | TK Alpha Blade combo that steals the corner and side-swaps again. Technically works anywhere when Alpha Blade is max distance. | 1.24 | |||
2369P ▷ 2K, 2K, 2S > 2H > 236K > j.K(1) > 66 > j.D
|
Corner | 110 | All | [4] Hard | TK Alpha Blade combo that steals the corner and returns to midscreen. Technically works anywhere when Alpha Blade is max distance. c.S pickup for Nago. | 1.24 |
Genrou Zan
Damage tested on Ky unless otherwise specified.
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
---|---|---|---|---|---|---|---|---|---|
PC | PS | ||||||||
63214S > 66RRC > dl 2H > 236K, j.236K ▷ 6 > c.S > 6H WS > 6H WB
|
Corner | 182 | All | [2] Easy | Corner command grab combo that can set up a Wall Run Mix. Wait underneath for them to float down into 2H range. | Video | 1.24 | ||
63214S > RRC > dash 5[D] > 2S > 2H > 236K WB
|
Corner | 183 | All | [3] Medium | Corner command grab confirm with RC. Relatively safe to burst due to 5[D] float | 1.24 | |||
63214S > FRRC > c.S > 2H > 236K > j.K(1) > 66 > j.D
|
Anywhere but corner | 142 | All | [3] Medium | FRRC conversion to save meter. Best when Chipp won't reach the wall. | 1.24 | |||
63214S > RRC > 236[P] > w.S > w.H > dl w.6H > w.K > dl w.6H
|
Corner | 206 | All | [4] Hard | High wall health command grab into wall run. Delay timings vary between characters. | Video | 1.24 |
Zansei Rouga Combos
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
---|---|---|---|---|---|---|---|---|---|
PC | PS | ||||||||
632146H > 44PRC > 66 > c.S > dl 2S > 2H > 236K > dl j.K(1) ▷ 2S > 2H WS > 6H WB
|
Anywhere | 301 | All | [3] Medium | Meter dump combo. This route also works if the super is used off a wallstick. Back drift PRC helps auto time the dash pickup. Note that Zansei Rouga swaps sides so Chipp must drift in the direction he was originally facing. | 1.24 |
External References
- https://www.youtube.com/watch?v=6ZuXlavvAuY (EloDad Combo Guide)