User:Xri: Difference between revisions

258 editsJoined 8 August 2021
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===Dizzy===
===Dizzy===
Dizzy is a relatively standard lightweight character to combo.  Air Hit {{clr|3|5S}} > {{clr|4|5H}} will sometimes whiff on her if done from too close.


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Revision as of 09:33, 29 September 2022

Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
IAA = Instant Air Alpha
AB =  A.B.A
AN =  Anji Mito
AX =  Axl Low
BA =  Baiken
BR =  Bridget
CH =  Chipp Zanuff
DI =  Dizzy
ED =  Eddie
FA =  Faust
IN =  I-No
JA =  Jam Kuradoberi
JO =  Johnny
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
OR =  Order-Sol (HOS)
PO =  Potemkin
RO =  Robo-Ky
SL =  Slayer
SO =  Sol Badguy
TE =  Testament
VE =  Venom
ZA =  Zappa


Combo Theory

Chipp combos are infamous for being very character and starter specific. Below are the main types of combo starters and their characteristics.

Ground Confirms

Ground confirms and launchers are entirely universal, with the spacing being very slightly specific depending on the character's hurtbox, most infamously A.B.A.

Combo Position Difficulty Notes
5P/2P/6P/5K/2K/c.S > 2D Anywhere Very Easy Basic combo into 2D. Leads to okizeme, which loops back into knockdown. Main combo needed for a basic gameplan.
c.S > 6P > c.S > 6P > 2D Anywhere Very Easy Longer gatling to 2D. Needs dash momentum to start. Does a little more damage and leaves the opponent further away on knockdown, which can be better or worse.
f.S/2S > 236S Anywhere Very Easy Main combo off of far pokes. Leaves Chipp close and +3 on hit and -1 on block allowing for pressure resets or follow-up rekkas. No knockdown.

2D>Resshou Starter

Any close confirm into 2D can be comboed into ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1. This is one of Chipp's main launchers and the only easily accessible one after jump normals, and leads to character and distance specific combos. Depending on the opponent's character and distance you may or may not follow up with SenshuuGGAC Chipp senshuu.pngGuardHighStartup25Recovery10+12 after landingAdvantage-11. Afterwards, you will usually use 5P or 5H into a jump cancel, followed by air normals, routing into j.K to bring the opponent low to the ground, then j.D (> Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22) for the knockdown. These combos allow for better damage and corner carry, and often better okizeme than standard ground confirms. Examples:

Combo Notes Video Demonstration
c.S > 2D > 236S > 66 > 5P > j.P > j.P > j.K(2) > j.K(2) > j.D > j.236P Sample combo off of 2D > ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 vs Sol. Sol's hurtbox is infamously finicky, so the microdash 5P is difficult to connect.
c.S > 2D > 236S -> 236K > 5H > j.P > j.P > j.K(2) > j.K(2) > j.D > j.236P The same starter vs Testament. Their hurtbox is much more forgiving and allows for combos after SenshuuGGAC Chipp senshuu.pngGuardHighStartup25Recovery10+12 after landingAdvantage-11, securing more damage and higher stability.

Jump Install Combos

Chipp's Jump Install (JI) combos are a high damage basic confirm. They are done by buffering a jump during a jump-cancellable normal within a gatling, thus granting Chipp all his air actions even after a teleport. In general, any jump cancellable normal which gatlings into 2H can be used, and the 2H is then cancelled into H or D Teleport. Example: c.S > 8 > 2H > 22H > etc.

Basic Jump Install Route

Basic Jump Install RouteWorks midscreen against every character with slight adjustments.
Easy

c.S > 8 > 2H > 22H/22D > j.K(1) > j.K(1) > dj > j.K(1) > j.K(1) > j.S > tj > j.S > j.H
High damage confirm which does not secure knockdown. Can be used on its own or as an ender after certain launchers. Against certain characters like Ky and Venom can be more finicky, delay the initial j.K(1). Against Robo-Ky add another j.K(1) at the beginning and also delay. Can also be done in the corner, but not as universal ,use 22D to teleport closer if the opponent is cornered.

After the j.H the combo can be ended with Beta BladeGGAC Chipp 623S.pngGuardMidStartup5Recovery17+10 after landingAdvantage-35 or FB Beta BladeGGAC Chipp 623S.pngGuardAllStartup4Recovery30+5 after landingAdvantage-28 for more damage, but leads to a less advantageous situation since Chipp lands later.

Alpha Blade Starters

One of Chipp's more difficult but most rewarding combo starters to utilize is Alpha BladeGGAC Chipp 236P.pngGuardMidStartup18Recovery34 after landingAdvantage-32. After a 5H or 6H ground hit the opponent is put in enough hitstun for Alpha BladeGGAC Chipp 236P.pngGuardMidStartup18Recovery34 after landingAdvantage-32 to combo after. For a slightly more reliable confirm and for better combos after, usually Instant Air Alpha (IAA) is recommended. Off of close connects midscreen this secures a knockdown, while off of further connects (from 6H or from a counter hit or crouch confirmed 5H) or in the corner it leads to full combos. Midscreen under similar conditions ground Alpha BladeGGAC Chipp 236P.pngGuardMidStartup18Recovery34 after landingAdvantage-32 can connect, leading to either Alpha PlusGGAC Chipp ABP.pngGuardMidStartup8Recovery12Advantage-7 for an inconsistent knockdown (not recommended) or FB Alpha PlusGGACR Chipp FBAB.pngGuardMidStartup27Recovery25Advantage-23 for a full combo at the cost of 25 Tension. Despite the higher cost and it not working in the corner this allows for higher damage combos and does not require a far connect unlike IAAGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22.

Examples:

Combo Position Notes Video Demonstration
c.S > 5H > 2369P Midscreen Close midscreen confirm into Instant Air AlphaGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22. Leads only to knockdown.
c.S > 5H > 2369P > c.S > 5H > IAD > j.P > j.D > j.236P Midscreen The same confirm from further away can lead to a combo but is very difficult and spacing/character specific.
c.S > f.S > 2S > 5H > 2369P > same as above Midscreen A much more reliable confirm into IAAGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 which requires a crouching opponent but can start from point blank. Omit buttons before 5H depending on the distance. Works because crouching opponents take more hitstun.
c.S > 5H > 2369P > c.S > 5H > IAD > j.K(2) > j.D > j.236P Corner or near corner Corner confirm. Still requires being close to the opponent or for them to be crouching but allows for reliable follow ups.
c.S > 5H > 236P -> D > basic JI route Midscreen only Ground Alpha BladeGGAC Chipp 236P.pngGuardMidStartup18Recovery34 after landingAdvantage-32 confirm into FB Alpha PlusGGACR Chipp FBAB.pngGuardMidStartup27Recovery25Advantage-23. As long as the initial Alpha BladeGGAC Chipp 236P.pngGuardMidStartup18Recovery34 after landingAdvantage-32 connects, this will lead into a combo regardless of spacing, at the cost of 25 Tension. It can also lead to the same routes as IAAGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 but is more position and character specific.

Extra notes:

  • A frame perfect IAAGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 (including jump startup) is 1F faster than a ground Alpha BladeGGAC Chipp 236P.pngGuardMidStartup18Recovery34 after landingAdvantage-32, making it more reliable in confirms from further away.
  • 6H and CH 5H combo into either IAAGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 or ground Alpha BladeGGAC Chipp 236P.pngGuardMidStartup18Recovery34 after landingAdvantage-32 from max range.
  • Alpha PlusGGAC Chipp ABP.pngGuardMidStartup8Recovery12Advantage-7 does not connect after Alpha BladeGGAC Chipp 236P.pngGuardMidStartup18Recovery34 after landingAdvantage-32 in certain spacings, making it a more situational knockdown than IAAGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22.
  • IAAGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 and FB Alpha PlusGGACR Chipp FBAB.pngGuardMidStartup27Recovery25Advantage-23 starter combos are almost always the highest damage routes Chipp has access to and usually lead to knockdowns.

Other Launchers Or Extensions

Chipp's other notable launchers include: Gamma BladeGGAC Chipp 41236H.pngGuardAllStartup15Recovery29Advantage+5, FB Gamma BladeGGAC Chipp 41236H.pngGuardAllStartup15Recovery19Advantage+15, anti air/air hits of normals and counter hits of 6K, j.D, air hit Beta BladeGGAC Chipp 623S.pngGuardMidStartup5Recovery17+10 after landingAdvantage-35, 2H. Most such launchers can be followed up with air hits of ground normals: usually some variation of a gatling into 5H or with a 6H, and then into an IAD combo similar to the ones from IAAGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 or FB Alpha PlusGGACR Chipp FBAB.pngGuardMidStartup27Recovery25Advantage-23 launches. Starters such as "air hit 5S > 5H" listed in the character specific combo section assume a launch beforehand. Examples:

Finally, during combos which lead to an Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22, if close enough and with 25 Tension, Chipp can frc it and extend the combo. Example:

File:GGACR Chipp Alpha Loops.mp4
Chipp's classic Alpha Loops. The FRC point on Air Alpha Blade allows for strong combo extensions especially in the corner. The combo is similar to other launchers in this section.

(Big thanks to Yarkus)

Character Specific Combos

Below are combos against every character from the most important starters. Note: "5S" refers to either c.S or f.S in combos where both work. Damage on air hit combos will vary based on the launcher, the damage numbers below are based on Gamma BladeGGAC Chipp 41236H.pngGuardAllStartup15Recovery29Advantage+5 launcher.

A.B.A

Combos against ABA can sometimes be tricky and distance dependent. Also, after a launch > 5S > 5H, the 5H may whiff if Chipp is too close to ABA.

Starter Combo Position Tension Cost Damage Difficulty Notes Video Demonstration (WIP)
2D > ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 c.S > 2D > 236S > 66 > 5H > j.P > j.P > j.K(2) > j.K(2) > j.D > (j.236P) Midscreen only - 116 Easy Works only from close connects, so won't usually work after a jump-in. The microdash makes the combo more difficult. Omit the Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 if ABA is too low.
c.S > 2D > 236S > (66) > 5H > IAD > j.P > j.D > j.236P Anywhere - 116 Medium More difficult but more consistent combo than the one above. Works in the corner, off of far or close connects, and after jump-ins. The microdash is only necessary if further away, but if not done a delay is required before the 5H. Off of a jump-in in the corner it is difficult to get a knockdown, but otherwise works well.
c.S > 2D > 236S > 66 > 5P > sj > j.P > j.P > j.P > j.K(2) > j.K(2) > j.D > j.236P Corner only - 91 Easy Most consistent corner combo off of this starter against ABA. Does low damage but works after jump ins and off of far connects. Requires a deep microdash, but isn't too difficult otherwise.
Launcher > Air Hit 5S > 5H Launcher > 5S > 5H > j.D Anywhere - 76 Very Easy Easy and consistent but leads to poor knockdown and damage.
Launcher > 5S > 5H > IAD > j.P > j.D > j.236P Anywhere - 97 Medium Standard IAD combo, leads to a great knockdown for okizeme.
Launcher > Air Hit 6H Launcher > 6H > IAD > j.K(2) > j.D Anywhere - 97 Medium Slightly easier variant, leads to worse knockdown and damage.
Launcher > 6H > dl. > IAD > j.P > j.D > j.236P Anywhere - 104 Medium Standard IAD combo, better damage and knockdown.

Instant Kill

ABA's unique Suka MotionGGAC ABA sukaMotion.pngGuardStartupRecoveryTotal 52Advantage- mechanic allows her opponent to use their Instant Kill (IK) against her (read more). Despite Chipp's Instant KillGGAC Chipp IK.pngGuardMidStartup56+0Recovery43+16 after landingAdvantage- being one of the slowest in the game, by hitting an ABA whose Moroha Gauge is low with an FB Gamma BladeGGAC Chipp 41236H.pngGuardAllStartup15Recovery19Advantage+15, either raw or off the ground (OTG) out of almost any combo which knocks down, gives him enough time to run up and IK her. This is one of Chipp's main win conditions against ABA.

File:GGACR Chipp IK Setup VS ABA.mp4
(OTG) FB Gamma gives enough time to run up and IK low Moroha Gauge ABA even from far connects.

Anji Mito

Anji is mostly a standard middle weight character to combo. One notable quirk is that due to his air hurtbox Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 will often whiff after a j.D.

Starter Combo Position Tension Cost Damage Difficulty Notes Video Demonstration (WIP)
2D > ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 c.S > 2D > 236S -> 236K > 5P > j.P > j.K(2) > j.K(2) > j.D > (j.236P) Midscreen - 126-133 Easy Midscreen close connect combo. Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 only connects near the corner. Doesn't work off of further connects as the SenshuuGGAC Chipp senshuu.pngGuardHighStartup25Recovery10+12 after landingAdvantage-11 whiffs. Doesn't work in the corner.
c.S > 2D > 236S > (66) > 5P > j.P > j.P > j.K(2) > j.K(2) > j.D > (j.236P) Midscreen - 92-116 Easy Combo from further connects or jump-ins. Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 only connects near the corner. Doesn't work from closer connects as j.K won't drag them down as far. Also doesn't work in the corner. Can substitute 5P for 5H but it is less consistent.
c.S > 2D > 236S > (66) > 5H > j.D > (j.236P) Corner - 116-140 Easy Corner combo which works from close or far connects. Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 will connect unless the opponent is too low, adjust accordingly.
c.S > 2D > 236S > 5H > 41236K~D > c.S > 5H > IAD > j.P > j.D > j.236P Corner 25 195 Medium 25 tension corner combo for more damage. Works well off of close connects, for further ones do a very short microdash before the initial 5H. For more damage at the cost of 25 more tension end the combo in another Leaf-FBGGAC Chipp 41236KD.pngGuardMidStartup1Recovery29+3 after landingAdvantage-17 instead of the IAD ender.
Launcher > Air Hit 5S > 5H Launcher > 5S > 5H > j.P > j.P > j.K(2) > j.K(2) > j.D Midscreen - 115 Easy Easier than the options below but less consistent and leads to worse corner carry. Doesn't work in the corner off of most launchers.
Launcher > 5S > 5H > IAD > j.P > j.D > (j.236P) Anywhere - 100-118 Medium Standard IAD combo. Almost always better than the one above, but harder. Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 will only connect near the corner or off of launchers which leave Anji higher up.
Launcher > 5S > 5H > IAD > j.K(2) > j.D Anywhere - 110 Medium Same as above but with j.K(2) instead of j.P. Midscreen, it does slightly more damage and leads to a better knockdown for okizeme. In the corner it is worse since Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 won't work afterwards. Might be a bit more difficult or inconsistent due to j.K's worse horizontal range.
Launcher > Air Hit 6H Launcher > 6H > IAD > j.P > j.D > (j.236P) Anywhere - 104-125 Medium Same as off of 5S > 5H but higher damage and easier. Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 will sometimes connect midscreen but is unreliable.
Launcher > 6H > IAD > j.K(2) > j.D Anywhere - 116 Medium Same as off of 5S > 5H but higher damage and easier.

Axl Low

Axl is a relatively tricky middle weight character to combo. After a launch > 5S > 5H, the 5H may whiff if Chipp is too close to Axl.

Starter Combo Position Tension Cost Damage Difficulty Notes Video Demonstration (WIP)
2D > ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 c.S > 2D > 236S > 66 > 5H > j.D > (j.236P) Anywhere - 116-140 Easy Most basic combo against Axl off of this starter. Works off of close or somewhat further confirms, midscreen or in the corner. Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 can connect from close confirms, but is unreliable, however it will always connect in the corner. Microdash almost always necessary after ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1.
c.S > 2D > 236S > 66 > f.S > j.D > (j.236P) Anywhere - 108-131 Easy Same combo but works off of further confirms. More tricky than the above when up close, however, since c.S may come out instead of f.S. Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 will almost never connect except near corner.
c.S > 2D > 236S > 66 > 5P > j.P > j.P > j.K(2) > j.K(2) > j.D > j.236P Anywhere - 116 Easy Less consistent confirm, but it secures an Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 knockdown midscreen for better okizeme. Requires a long dash/delay since Axl needs to be as Low (heh) as possible before the 5P connects. Not worth using in the corner, as it is unreliable and deals less damage than the above.
c.S > 2D > 236S > 66 > 5H > 41236K~D > c.S > 5H > IAD > j.P > j.D > j.236P Corner 25 195 Easy Not completely stable but a good way to rack up extra damage against Axl in the corner. You can spend 25 more meter for another Leaf-FBGGAC Chipp 41236KD.pngGuardMidStartup1Recovery29+3 after landingAdvantage-17 instead of the IAD follow up, for an easier knockdown and slightly higher damage (200)
Launcher > Air Hit 5S > 5H Launcher > 5S > 5H > IAD > j.K(2) > j.D > (j.236P) Anywhere - 116 Medium Most consistent IAD combo against Axl. If he is too low, however, such as off of a Gamma BladeGGAC Chipp 41236H.pngGuardAllStartup15Recovery29Advantage+5 launcher, the first hit of j.K will whiff due to Axl's flat hurtbox and j.K's high hitbox. (why...)
Launcher > 5S > 5H > (dl.) > IAD > j.P > j.D > j.236P Anywhere - 118 Medium-Hard Standard IAD combo. Won't work in as many cases as the above as usually Axl is too high up and the j.D will whiff, but required in cases where j.K whiffs. Might have to delay the IAD depending on the starter to make sure Axl is low enough.
Launcher > 5S > 5H > j.P > j.P > j.K(2) > j.K(2) > j.D > (j.236P) Midscreen - 121 Easy Easier but less reliable confirm. Usually requires a close and low-ish connect of 5S > 5H. The Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 will work only if Axl is high enough, adjust accordingly.
Launcher > Air Hit 6H Launcher > 6H > IAD > j.P > j.D > j.236P Anywhere - 125 Medium Do not delay the IAD at all or Axl will be too high for j.D to connect.
Launcher > 6H > IAD > j.K(2) > j.D Anywhere - 116 Medium More consistent/easier than the variant above.

Baiken

Baiken is a super lightweight, and has a small hurtbox, so she's tricky to combo. Since confirms off of non-point-blank connects of 2D > ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 aren't very reliable it is recommended to just end with the 2D and run okizeme.

Starter Combo Position Tension Cost Damage Difficulty Notes Video Demonstration (WIP)
2D > ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 c.S > 2D > 236S -> 236K > 5P > j.K(1) > j.K(1) > j.K(2) > j.K(2) > j.D > j.236P Midscreen - 154 Easy Combo from close connects. Unless almost point-blank, SenshuuGGAC Chipp senshuu.pngGuardHighStartup25Recovery10+12 after landingAdvantage-11 will whiff. j.K(1) could be replaced with j.P, but it seems more consistent and does more damage at no real increase in difficulty.
c.S > 2D > 236S > (66) > j.D Anywhere - 103 Very Easy - Medium From closer connects and basically any corner connect this combo works without a microdash and is very easy. From further connects midscreen it requires a microdash making it significantly harder, but is the only connect that will generally work (from what I could find). A well timed double jump after the j.D can allow for a safejump or other tricky okizeme options.
c.S > 2D > 236S -> 236K > 5P > j.D > j.236P Corner - 149 Easy Works and knocks down from almost any corner connect regardless of distance or prior hits.
Launcher > Air Hit 5S > 5H Launcher > 5S > 5H > IAD > j.P > j.D > dl. > j.236P Anywhere - 131 Medium Standard IAD combo. Won't knock down unless you delay the Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22. Can be finicky off of certain starters.
Launcher > 5S > 5H > j.D Anywhere - 110 Very Easy Easy knockdown off of this starter.
Launcher > 5S > 5H > j.P > j.P > j.K(2) > j.K(2) > j.D > j.236P Midscreen - 134 Easy More finicky but leads to better corner carry, damage and oki than the one above.
Launcher > Air Hit 6H Launcher > 6H > (dl.) > IAD > j.P > j.D > (j.236P) Anywhere - 116-139 Medium Relatively consistent. Delay the IAD if you want the Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 to connect, though it will knock down without it.

Bridget

Bridget is a super lightweight with a small hurtbox which is favorable in a few ways and unfavorable in many. She's difficult to combo, and most non-point-blank connects of 2D > ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 aren't very reliable, so it's often recommended to take the 2D knockdown for okizeme.

Starter Combo Position Tension Cost Damage Difficulty Notes Video Demonstration (WIP)
2D > ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 c.S > 2D > 236S -> 236K > 5P > j.K(1) > j.K(1) > j.K(2) > j.K(2) > j.D > j.236P Midscreen - 140 Easy Combo from close connects. Unless almost point-blank, SenshuuGGAC Chipp senshuu.pngGuardHighStartup25Recovery10+12 after landingAdvantage-11 will whiff. Isn't completely consistent but is better than other alternatives.
c.S > 2D > 236S > (66) > j.D Anywhere - 93 Very Easy - Medium From most close-ish connects and basically any corner connect this combo works without a microdash and is very easy. From further connects midscreen it requires a microdash making it significantly harder, but is the only connect that will generally work (from what I could find). A well timed double jump after the j.D can allow for a safejump or other tricky okizeme options.
c.S > 2D > 236S -> 236K > 5P > j.D > j.236P Corner - 135 Easy Works and knocks down from close-ish corner connects.
Launcher > Air Hit 5S > 5H Launcher > 5S > 5H > (sj.)IAD > j.P > j.D > dl. > j.236P Anywhere - 131 Medium Standard IAD combo. Won't knock down unless you delay the Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22. sjIAD is often more reliable since Bridget tends to fall out before the j.D if you're too low. Is finicky off of many starters, not always recommended.
Launcher > 5S > 5H > j.D Anywhere - 99 Very Easy Easy knockdown off of this starter.
Launcher > 5S > 5H > j.P > j.P > j.K(2) > j.K(2) > j.D > (j.236P) Anywhere - 115-121 Easy More finicky but leads to better corner carry, damage and oki than the one above.
Launcher > Air Hit 6H Launcher > 6H > IAD > j.P > j.D > (j.236P) Anywhere - 116-139 Medium Pretty consistent. If Bridget is too low the Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 won't hit her.

Chipp Zanuff

Fellow ninja. Chipp is a middle-weight with an air hurtbox which doesn't extend very far down, making it difficult or impossible to use some staples which work on other middle weights, such as 2D > 236S > 5H. Otherwise he's fairly simple to combo.

Starter Combo Position Tension Cost Damage Difficulty Notes Video Demonstration (WIP)
2D > ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 c.S > 2D > 236S > 66 > 5P > j.P > j.P > j.K(2) > j.K(2) > j.D > (j.236P) Anywhere - 136-145 Easy Works relatively consistently. If exactly point blank, dash up as far as possible before 5P. Pushback will make the combo unreliable in the corner if started from too far away. Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 will whiff if the opponent is too low or too far so omit it if so.
c.S > 2D > 236S > 66 > 5P > j.D > (j.236P) Anywhere - 115-143 Easy Works surprisingly consistently from point blank connects and from any corner connect. Can work from further midscreen but is tricky and the Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 has to be omitted leading to a sub-optimal knockdown.
Launcher > Air Hit 5S > 5H Launcher > 5S > 5H > IAD > j.P > j.D > j.236P Anywhere - 144 Medium Standard IAD combo, works very comfortably on Chipp.
Launcher > 5S > 5H > j.D > (j.236P) Anywhere - 120-146 Easy Easier than the above if you struggle with 5H > IAD stuff. Not recommended otherwise, leads to sub-par oki without the Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 knockdown, which only works on close high connects of 5H, but it technically does more damage with it than the route above.
Launcher > Air Hit 6H Launcher > 6H > IAD > j.P > j.D > j.236P Anywhere - 153 Easy Standard IAD combo, just as consistent as the one from 5S > 5H.
Launcher > 6H > IAD > j.K(2) > j.D Anywhere - 141 Easy Trades off the higher damage of the combo above for way better midscreen oki and slightly better corner oki.

Dizzy

Dizzy is a relatively standard lightweight character to combo. Air Hit 5S > 5H will sometimes whiff on her if done from too close.

Starter Combo Position Tension Cost Damage Difficulty Notes Video Demonstration (WIP)
2D > ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 c.S > 2D > 236S > 66 > 5P > sj > j.P > j.P > j.K(2) > j.K(2) > j.D > j.236P Anywhere - 126 Easy Basic combo which works anywhere on screen. Off of farther connects midscreen it becomes very difficult to hit the microdash 5P.
Launcher > Air Hit 5S > 5H Launcher > 5S > 5H > IAD > j.P > j.D > j.236P Anywhere - 127 Medium Standard IAD combo. The Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 will hit late so in longer combos it Dizzy may be able to tech before it hits. This also makes FRCing it and extending the combo harder.
Launcher > 5S > 5H > j.P > j.P > j.K(2) > j.K(2) > j.D Anywhere - 123 Easy Alternate combo off this starter. Harder in the corner and not necessary, but gives better midscreen okizeme and is more stable in some situations.
Launcher > Air Hit 6H Launcher > 6H > IAD > j.P > j.D > j.236P Anywhere - 135 Medium Same as off of Air Hit 5S > 5H. Off of low air hits of 6H or when gravity is scaled it may not work.
Launcher > 6H > IAD > j.K(2) > j.D Anywhere - 126 Medium Alternate combo that allows for better midscreen okizeme.

Eddie

Faust

I-no

Jam Kuradoberi

Johnny

Justice

Justice is a lightweight character with a big hurtbox. After a launch > 5S > 5H, the 5H may whiff if Justice is a little bit too high up.

Starter Combo Position Tension Cost Damage Difficulty Notes Video Demonstration (WIP)
2D > ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 c.S > 2D > 236S -> 236K > 5P > sj > j.P > j.P > j.K(2) > j.K(2) > j.D > (j.236P) Anywhere - 120 Easy Main route off of this starter. Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 will only work if Justice is high enough, adjust accordingly. Will work at basically any distance SenshuuGGAC Chipp senshuu.pngGuardHighStartup25Recovery10+12 after landingAdvantage-11 connects, but won't work (or at least not consistently) if there are two or more extra hits before the c.S, such as a jump-in j.H(2) or prior gatlings, use the combo below in those cases. In the corner it only works off of really close connects.
c.S > 2D > 236S -> 236K > 5H > sj > j.P > j.P > j.K(2) > j.K(2) > j.D > j.236P Midscreen - 152 Medium Harder than above due to having to link a 5H. Won't work reliably off of closer distance confirms but is necessary off of longer range ones with more hits racked up before the c.S. Basically only use when the combo above won't work. Doesn't work in the corner reliably.
c.S > 2D > 236S > 5H > j.D > j.236P Corner - 135 Very Easy Works only in the corner.
Launcher > Air Hit 5S > 5H Launcher > 5S > 5H > IAD > j.P > j.D > j.236P Anywhere - 113 Medium Standard IAD combo, works in most situations. Won't knock down off of higher connects.
Launcher > 5S > 5H > j.P > j.P > j.K(2) > j.K(2) > j.D > j.236P Midscreen - 118 Easy Works in most situations the above combo doesn't, but is less reliable otherwise. Knocks down Justice even when she's higher up.
Launcher > Air Hit 6H Launcher > 6H > IAD > j.P > j.D > (j.236P) Anywhere - 101-121 Medium Standard IAD combo. The Air Alpha BladeGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 will almost always connect.

Kliff Undersn

Ky Kiske

May

Millia Rage

Order Sol

Potemkin

Robo-Ky

Slayer

Sol Badguy

Testament

Venom

Zappa