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Introduction
Specific move counters and stuff
Work In Progress.
Character specific combos
Chipp specific combos per starter.
Chipp for the most part is pretty conventional in terms of air combo structure with the generalized air route working on him. However, in situations where Chipp is launched while grounded or low to the ground, you will need to start the air series with j.PK to stabilize the rest of the route as you will see below.
The main thing that you must remember with Chipp is that his legs disappear when he is in a sliding ground state. This means that 5H UT tends to be much more spacing sensitive with Slayer having to be right on top of Chipp for 5H UT to connect.
BBU
The generalized BBU combo will work on Chipp (i.e 2K2H > BBU > 6H > IAD j.K > 5P > general air route), so none will be listed here.
Crosswise Heel
Mappa loops off of CWH do good damage and build a good amount of meter. It generally should be your go to combo for Chipp.
Combo | Position | Tension Gain | Difficulty | Notes | Damage |
---|---|---|---|---|---|
CWH > j.PK > j.2K > j.K > dj.K > dj.D > dj.2K > dj.D | anywhere | gain | [2] Easy | dj.K-D is a link | 141 |
CWH > j.K > j.2K > j.K > dj.S > dj.2K > dj.D > j.2K > j.K > 5P > j.K > j.2K > j.D | anywhere | gain | [2] Easy | 141 | |
CWH > 2S > j.K > j.K > dj.K > dj.2K > dj.D > dj.2K > dj.D | anywhere | gain | [3] Medium | j.K to j.K is a link | 167 |
CWH > 5H > K mappa > 5K> K mappa > 5P > j.PK > j.2K > j.D | anywhere | gain | [4] Hard | Mappa loop | 202 |
Raw It's Late
Combo | Position | Tension Gain | Difficulty | Notes | Damage |
---|---|---|---|---|---|
IL > 5K > 6P > 5K > j.K > j.2K > j.K > dj.S > dj.2K > dj.D | corner | gain of around 25% | [2] Easy | Crouch confirm | 236 |
IL > 5K > 6P > 5P >j.PK > j.2K > j.K > dj.S > dj.2K > dj.D > dj.2K > dj.D | corner | gain of around 25% | [2] Easy | Crouch confirm; slightly easier than above | 231 |
IL > 5K > 6P > 2P > 2S > j.K> j.2K > j.K > dj.K> dj.2K > dj.D > dj.2K > dj.D | corner | gain of around 25% | [3] Medium | Crouch confirm; 2P2S is a link | 254 |
IL > 5K > 6P > 2P > 2S > j.K> j.2K > j.K > dj.PK> dj.D > dj.2K > dj.D | corner | gain of around 25% | [3] Medium | Crouch confirm; 2P2S and j.KD are links | 255 |
IL > 5K > 6P > 5K > j.K > dl j.2K > dl j.K > 5H > K dandy > UP > IL | corner | gain | [4] Hard | Crouch confirm, delay first set of j.2k and j.K; ending with PB does 267 | 265 |
IL > 5K > 6P FRC > 6H > IAD j.K > 5H > UT > j.K > j.2K > j.D | corner | -25% | [3] Medium | Crouch confirm; Can do a harder ender for more damage | 311 |
IL > 5K > 6P FRC > microwalk 5H > UT > sj.H > sj.D > sj.2K > sj.K > 5P > j.S(2) > j.2K > j.D | corner | -25% | Hase-esque | Crouch confirm; feels like 6P FRC must be done on the first frame to allow 5H UT connect | 332 |
IL > 5K > 6P FRC > 6H > P dandy FB PB > 5H > UT > sj.S(2) > j.D > j.2K > j.D | corner | -50% | [3] Medium | Crouch confirm; can choose an easier ender as well | 376 |
IL > 5K > 6P FRC > 6H > P dandy FB PB > 5H > UT > BBU > 6H > K dandy PB | corner | -75% | [3] Medium | Crouch confirm | 401 |
IL > 5K > 6P FRC > 6H > P dandy FB PB > 5H > UT > sj.S(2) > Chokka > 5H > S dandy PB | corner | -100% | [3] Medium | Crouch confirm; not a 2 hit chokka | 409 |
6K
For metered routes, you can do the ones above as well. They will do less damage since 6K has 90% initial prorate.
Combo | Position | Tension Gain | Difficulty | Notes | Damage |
---|---|---|---|---|---|
6K > 5K > 6P > 5K > j.K > j.2K > j.K > dj.S > dj.2K > dj.D | corner | gain of around 25% | [2] Easy | Crouch confirm | 177 |
6K > 5K > 6P > 2P > 2S > j.K> j.2K > j.K > dj.PK > dj.D > dj.2K > dj.D | corner | gain of around 25% | [3] Medium | Crouch confirm; 2P2S and j.KD are links | 190 |
6K > 5K > 6P > 5K > j.K > dl j.2K > dl j.K > 5H > K dandy > UP > IL | corner | gain | [4] Hard | Crouch confirm, delay first set of j.2k and j.K; ending with PB does a bit more dmg | 203 |
CH 6P
Corner CH 6P you can route into 5H UT and follow one of the IL routes.
Combo | Position | Tension Gain | Difficulty | Notes | Damage |
---|---|---|---|---|---|
CH 6P > 6H > IAD j.K> 5P > j.PK > j.K > dj.S > dj.2K > dj.D > dj.2K > dj.D | Midscreen | gain | [2] Easy | Reliable combo | 205 |
CH 6P > 6H > IAD j.H> j.K > j.2K > j.K > dj.S > dj.2K > dj.D > dj.2K > dj.D | Midscreen | gain | [3] Medium | Hold up as you land from j.H | 223 |
CH 6P > IAD j.H > 5H > K Mappa > 5K > K Mappa > 5P > j.K > j.2K > j.D | Midscreen | gain | [4] Hard | 261 |
CH Raw IL
Combo | Position | Tension Gain | Difficulty | Notes | Damage |
---|---|---|---|---|---|
CH IL > K Mappa > 5K > K Mappa > 5K > j.S > j.2K > j.K > dj.S > dj.2K > dj.D | Midscreen | gain | [4] Hard | Works from most spacings | 259 |
CH IL > 5H > UT > sj.H > sj.D > sj.2K > sj.S > 5H > UT > sj.S > sj.2K > sj.D > sj.2K > sj.D | Corner | gain | Hase-esque | j.S 5H is a one frame link | 344 |
Video Demonstrations
Slayer Matchups
ABA Anji Axl Baiken Bridget Chipp Dizzy Eddie Faust I-no Jam Johnny Justice Kliff Ky May Millia Order-Sol Potemkin Robo-Ky Sol Testament Venom Zappa
- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
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