GGST/Chipp Zanuff/Combos

From Dustloop Wiki
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.
, = LinkTo perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = CancelTo 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. = Jump
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
[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
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AN = Anji Mito
AX = Axl Low
BA = Baiken
BR = Bridget
CH = Chipp Zanuff
FA = Faust
GI = Giovanna
GO = Goldlewis
HA = Happy Chaos
IN = I-No
JC = Jack-O'
KY = Ky Kiske
LE = Leo Whitefang
MA = May
MI = Millia Rage
NA = Nagoriyuki
PO = Potemkin
RA = Ramlethal
SI = Sin Kiske
SO = Sol Badguy
TE = Testament
ZA = Zato-1

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.
  • Character Specific notation:


"What combos work on the current patch?"

Season 2 continues with balance patch 1.24.
Most of Chipp's routes from 1.18-1.23 remain unaffected.

Out of date
(RED)
Up to date
(GREEN)
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 Anywhere 74 All [1] Very Easy Universal combo from f.S poke Video 3916 1.24
(5K) > 5K/2K > 2D 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 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 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 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 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 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 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.Sf.S WS, 6H WB 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 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 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
PC PS
5P CH > (5K) > 2K > 2D 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 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
PC PS
(5K) > 5K/2K > 2D 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 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 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 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.D2S > 2H > dl 236S, 2K> 6H WS > 6H WB Corner 174 All [3] Medium Full combo from 6K overhead. 1.24
6K, 2K > 236S~236S~(236K) 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) 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 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 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 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 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
PC PS
f.S > 236S~236S Anywhere 74 All [1] Very Easy Universal combo from f.S poke Video 1.24
(c.S) > 2S > 2H > 236H 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 > 236Kc.S > 2S > 2H > 236H 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 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.Sf.S WS, 6H WB 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 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) 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 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 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 Zato-1 1.24
f.S CH > 236P, 5P > 5P > 236S~236S 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 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 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 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 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 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 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 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 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 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 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 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 > 6239S2K > 6H > 236K WS ▷ 6H WB 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 > 6239S2K, c.S > 6H > 236S~236S WS ▷ 6H WB 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 > 6238S2K > 623S WS ▷ 6H WB 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) 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 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 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 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 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 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 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 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 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.Hc.S > 6H > 236S WS > 6H WB 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 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 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 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 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 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 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.2K2K > 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.D2K > 2D Anywhere 87 All [2] Easy Useful for when j.S hits high 1.24
j.S > j.D2S > 2H > j.D Anywhere 123 All [2] Easy Hit confirm for high hitting j.S. 1.24
j.H2K > 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.D2K > 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.D2S > 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.Sc.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.P5K > 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.236Kc.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.236Kc.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.H2S > 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 > 236K5K > 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 > 236Kc.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.H2S > 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.Hc.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.Hc.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.Sc.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.H2S > 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.H2S > 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.Hc.S > j.K(1) > 66 > j.Hc.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.236Kc.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.Hc.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
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)GGST Chipp Zanuff Resshou.pngGuard:
All
Startup:
13
Recovery:
16
Advantage:
-4
, Rokusai (~236S)GGST Chipp Zanuff Rokusai.pngGuard:
Low
Startup:
8
Recovery:
21
Advantage:
-6
, or Senshuu (~236K)GGST Chipp Zanuff Senshuu.pngGuard:
High
Startup:
20
Recovery:
20
Advantage:
-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.H2S > 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.Sc.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
2369P2K > 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
2369P2K, 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

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