GGST/Chipp Zanuff/Combos: Difference between revisions

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(added videos onto the basic combos and s starters sections.)
(→‎Metered Combos: added new combo)
 
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<big>Character Specific Notation:</big>
'''w.X''' = [[GGST/Chipp_Zanuff#Wall_Run_Moves|Wallrun Move]]
==Basic combos==
{{BeginnerComboDef}}
Chipp's combos often require character or spacing specific adjustments. The following combos work in the ''most common'' situations, and are stable across the cast. They also build into Chipp's more advanced combos/setups making them useful at all levels of play.
{{TheoryBox
| Title      = Bread and Butter Kick Combo
| Oneliner  = Scores a knockdown anywhere <br/> 36-54 Damage<br/> <small>Recipe no. 159135 <sup>(PC)</sup></small>
| Difficulty = {{clr|1|Very Easy}}
| Anchor    =
| Youtube    = wVGIbqiK5Qw
| Timestamp  = 0
| Recipe    = ({{clr|2|5K}}) > {{clr|2|5K/2K}} > {{clr|5|2D}}
| content    =
A simple {{clr|2|kick}} gatling combo that sets up a {{clr|5|2D}} sweep for {{keyword|okizeme}} and continued pressure. When the opponent whiffs an attack, Chipp can react to the whiff and run up to his opponent with this combo. On block, Chipp can cancel into {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S|label=Resshou}} to safely end the string.
An extremely important combo used at every level of play. Essential for punishing unsafe moves in {{keyword|neutral}} and setting up Chipp's offense.
}}
{{TheoryBox
| Title      = Far Poke Combo
| Oneliner  = Low reward, but quite safe <br/> 74-86 Damage<br/> <small>Recipe no. 159136 <sup>(PC)</sup></small>
| Difficulty = {{clr|1|Very Easy}}
| Anchor    =
| Youtube    = ucUcAnHeGnE
| Timestamp  = 0
| Recipe    = {{clr|3|f.S}}/{{clr|4|5H}} > {{clr|3|236S}}~{{clr|3|236S}}
| content    =
A simple combo from a long range poke to secure a bit of damage. The opponent is left standing afterward, making it hard for Chipp to continue his offense. {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S 236S|label=Rokusai}} is slightly unsafe on block, but it can be hard for most characters to punish it.
Chipp can use this combo when he isn't in range for a more rewarding option.
}}
<Tabber>
Midscreen Version =
{{TheoryBox
| Title      = Bread and Butter Midscreen Slash Combo
| Oneliner  = lets Chipp continue his offense <br/> 103-133 Damage <br/> <small>Recipe no. 159120 <sup>(PC)</sup></small>
| Difficulty = {{clr|2|Easy}}
| Anchor    =
| Youtube    = 7rczD6X0f4c
| Timestamp  = 0
| Recipe    = {{Clr|3|c.S}} > {{Clr|3|2S}} > {{Clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} > 66 > ({{clr|2|j.K(1)}}) > {{clr|5|j.D}}
| content    =
A simple air-combo from a {{clr|3|slash}} starter that leaves Chipp close to his opponent. Chipp can choose to skip the second {{clr|2|j.K}} without sacrificing much damage. If he does, he will have more time to run up to his opponent after landing and apply pressure. On block, Chipp can cancel into {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S|label=Resshou}} instead of Alpha Blade Diagonal to safely end the string.
This combo works from a {{Clr|3|c.S}}, {{clr|3|2S}}, or {{clr|3|c.S}} > {{clr|3|2S}} starter as long as Chipp isn't near the corner. If Chipp is too close to the corner before he does Alpha Blade Diagonal the combo might drop.
}}
|-|
Corner Version =
{{TheoryBox
| Title      = Bread and Butter Corner Slash Combo
| Oneliner  = Deals good damage and breaks the wall <br/> 191 Damage<br/> <small>Recipe no. 159121 <sup>(PC)</sup></small>
| Difficulty = {{clr|2|Easy}}
| Anchor    =
| Youtube    = lFb5IC27bfw
| Timestamp  = 0
| Recipe    = {{Clr|3|c.S}} > {{Clr|3|2S}} > {{Clr|4|2H}} > {{clr|2|236K}} > dl {{clr|3|j.S}} ▷ {{Clr|3|f.S}} WS, {{clr|4|6H}} WB
| content    =
A simple corner combo from a {{clr|3|slash}} starter that breaks the wall. Chipp must slightly delay his {{clr|3|j.S}} as he falls so that he has enough time to connect {{clr|3|f.S}} after landing. On block, Chipp can cancel into {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S|label=Resshou}} instead of Alpha Blade Diagonal to safely end the string.
This combo works from a {{clr|3|c.S}} > {{clr|3|2S}} starter as long as Chipp is at the corner.
}}
</tabber>
{{TheoryBox
| Title      = Corner Roman Cancel Combo: Wall Run
| Oneliner  = Convert basic poke into damage - Great way to spend meter <br/> 205-216 Damage <br/> <small>Recipe no. 159123 <sup>(PC)</sup></small>
| Difficulty = {{clr|3|Medium}}
| Anchor    =
| Youtube    = fbFhhHFTJ_4
| Timestamp  = 0
| Recipe    = {{clr|3|236S}}~{{clr|3|236S}}/{{clr|K|6K}} > 88RRC > 66 > {{clr|S|w.S}}, {{clr|S|w.S}}, {{clr|S|w.S}}, {{clr|S|w.S}} > {{clr|H|w.6H}} WS > {{clr|H|w.6H}} WB
| content    =
Once Chipp lands after the RRC, he can run toward the wall and start his combo. Each hit of {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=w.S|label={{clr|3|w.S}}}} must be timed. Pressing {{clr|3|S}} too quickly will cause Chipp to cancel into {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=w.SS|label={{clr|3|w.SS}}}} which may drop the combo.
If Chipp is blocked before the Roman Cancel, he can safely continue his pressure due to the RRC slowdown.
}}
{{TheoryBox
| Title      = Charged Dust combo
| Oneliner  = Universal high damage combo <br/> 194 Damage<br/> <small>Recipe no. 159124 <sup>(PC)</sup></small>
| Difficulty = {{clr|3|Medium}}
| Anchor    =
| Youtube    = xVihwoh8XD8
| Timestamp  = 0
| Recipe    = {{clr|D|5[D]}}~8 > dl {{clr|D|j.D}} > {{clr|K|j.K(1)}} > 9jc > {{clr|D|j.D}} > {{clr|K|j.K(1)}} > {{clr|D|j.D}} > {{clr|K|j.K(1)}} > {{clr|D|j.D}} > {{clr|D|j.D}}
| content    =
A slight delay before the first {{clr|5|j.D}} makes this route universal. Timing is somewhat tight, but this combo is deals near-optimal damage while needing no adjustments across the cast. This is one of Chipp's best options at any level of play.
It is important to avoid mashing the inputs since the forward jump-cancel can otherwise register as an air throw ({{clr|5|6D}}) leading to a drop.
}}
==Core Combos==
{{CoreComboDef}}
Chipp's combos often require small adjustments leading to many small variations on the same combo. Only the most important variations will be shown here. These also build into Chipp's more advanced combos/setups making them useful at any level of play.
<Tabber>
Normal Hit =
{{TheoryBox
| Title      = Slash Confirm Basic Loop Combo
| Oneliner  = Versatile combo with strong corner carry  <br/> 116-140 Damage<br/> <small>Recipe no. 159125 <sup>(PC)</sup></small>
| Difficulty = {{clr|3|Medium}}
| Anchor    =
| Youtube    = gBlaBo8Kr4E
| Timestamp  = 0
| Recipe    = {{Clr|3|c.S}} > {{Clr|3|2S}} > {{Clr|4|2H}} > {{clr|2|236K}} > dl {{clr|2|j.K(1)}} ▷ {{Clr|3|2S}} > {{Clr|4|2H}} > {{clr|2|236K}}
| content    =
A basic loop using Chipp's <code> {{Clr|3|2S}} > {{Clr|4|2H}} > {{clr|2|236K}}</code> combo piece.
Works well midscreen on most characters but will need small adjustments for {{clr|3|c.S}} vs {{clr|3|2S}} confirms. Also require adjustments for certain characters like {{CLabel|GGST|I-No}} and {{CLabel|GGST|Zato-1}}.
It is essential to delay {{clr|2|j.K}} so that only the first hit connects and the second hit whiffs. The lower {{clr|2|j.K}} connects the easier it is to pick up the combo after landing. This combo leaves plenty of room for improvisation letting Chipp get different damage/advantage.
}}
|-|
Counter Hit=
{{TheoryBox
| Title      = Conter Hit Confirm Basic Loop Combo
| Oneliner  = Confirmable CH combo for all ranges  <br/> 128-148 Damage<br/> <small>Recipe no. 159126 <sup>(PC)</sup></small>
| Difficulty = {{clr|3|Medium}}
| Anchor    =
| Youtube    = VAmWk_BgtOU
| Timestamp  = 0
| Recipe    = CH {{clr|3|c.S}}/{{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} ▷ {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|2|236K}}
| content    =
A highly confirmable version of Chipp's basic loop combo.
Works well outside the corner from almost all ranges, but will need small adjustments for certain characters like {{CLabel|GGST|I-No}} and {{CLabel|GGST|Zato-1}}. A slight delay on the second {{clr|3|2S}} may be needed to prevent whiffs on these characters.
Gives good advantage and leaves plenty of room for improvisation letting Chipp get different damage/advantage. The confirm window becomes smaller against heavier characters.
}}
</Tabber>
{{TheoryBox
| Title      = Double {{clr|2|K}} Alpha Corner Combo
| Oneliner  = Damaging combo that can set up mix  <br/> 177-195 Damage<br/> <small>Recipe no. 159127 <sup>(PC)</sup></small>
| Difficulty = {{clr|3|Medium}}
| Anchor    =
| Youtube    = sgQB3HUU2QA
| Timestamp  = 0
| Recipe    = {{Clr|3|c.S}} > {{Clr|3|2S}} > {{Clr|4|2H}} > {{clr|2|236K}}, {{clr|2|j.236K}} ▷ 6 > {{clr|3|c.S}} > {{Clr|4|6H}} WS > {{Clr|4|6H}} WB
| content    =
A universal route that works well from almost any confirm but will drop with high scaling (like after a jump-in or an RC).
Linking two {{clr|2|K}} Alpha Blades together leaves Chipp grounded so he can combo into <code>{{clr|3|c.S}} > {{clr|4|6H}}</code> or set up a mix.
Chipp must walk toward the wall after landing to connect {{clr|3|c.S}}. Without walking {{clr|3|f.S}} will activate dealing less damage.
}}
{{TheoryBox
| Title      = Same-Side Corner Combo
| Oneliner  = A combo that keeps Chipp out of the corner <br/> 194 Damage<br/> <small>Recipe no. 159129 <sup>(PC)</sup></small>
| Difficulty = {{clr|3|Medium}}
| Anchor    =
| Youtube    = Lj57GHqUDpA
| Timestamp  = 0
| Recipe    = {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > dl {{clr|3|236S}}, {{clr|2|2K}} > {{clr|4|6H}} > {{clr|3|236S~236S}} WS > {{clr|4|6H}} WB
| content    =
A universal route that keeps Chipp out of the corner by avoiding Alpha Blade.
Chipp must use Resshou at the highest possible point in order to link a follow up. In some cases he can pick up with {{clr|2|5K}} or {{clr|3|2S}} instead of {{clr|2|2K}} if the opponent is high enough.
This route is extremely important when an opponent has burst available. It is also needed at specific distances to the wall, where Chipp's Alpha Blade will not behave normally causing a drop and leaving Chipp cornered.
}}
{{TheoryBox
| Title      = Wall Run Combo: High Wall Health
| Oneliner  = High damage universal combo <br/> 247 Damage<br/> <small>Recipe no. 159130 <sup>(PC)</sup></small>
| Difficulty = {{clr|4|Hard}}
| Anchor    =
| Youtube    = MhKEX81TsEQ
| Timestamp  = 0
| Recipe    =  CH {{clr|H|2H}} > {{clr|P|236[P]}} > {{clr|S|w.S}} > {{clr|H|w.H}}, {{clr|H|w.H}}, {{clr|H|w.6H}}, {{clr|S|w.S}} > {{clr|H|w.6H}} WS > {{clr|H|w.6H}} WB
| content    =
A wall run route requiring high wall health, making it tricky to confirm.
This combo works from other starters but it is best suited to punishes/confirms with {{clr|4|2H}} CH. Linking {{clr|4|w.H}} near max range can help prevent the {{clr|3|w.S}} pickup from whiffing.
If the wall health is too low the opponent will splat early dealing less damage than the easier <code>{{clr|3|w.S}} x4</code> route.
}}
==Specialized Combos==
{{SpecializedComboDef}}
<Tabber>
Slash Combo =
{{TheoryBox
| Title      = Corner-to-Corner Slash Combo
| Oneliner  = Carry optimized version of Chipp's BnB <br/> 190 Damage (Ky)<br/> <small>Recipe no. 159131 <sup>(PC)</sup></small>
| Difficulty = {{clr|3|Medium}}~{{clr|4|Hard}}
| Anchor    =
| Youtube    = 4d7HRqn7coI
| Timestamp  = 0
| Recipe    = {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > dl {{clr|S|j.S}} ▷ 66 > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > {{clr|D|j.D}} WS ▷ {{clr|H|6H}}
| content    =
A corner-to-corner combo that deals excellent damage and breaks the wall. Requires tricky delays, links, and dashes.
Max delay on {{clr|3|j.S}} and the longest possible dash help ensure a deep {{clr|3|c.S}} pickup. Expect subtle timing differences between characters.
Does '''NOT''' work on: {{CLabel|GGST|Zato-1}}, {{CLabel|GGST|Happy Chaos}}
}}
|-|
ZA/CA Variation =
{{TheoryBox
| Title      = Zato/Chaos Corner-to-Corner Variation
| Oneliner  = Carry optimized version of Chipp's BnB <br/> 197 Damage (Zato)<br/> <small>Recipe no. 159132 <sup>(PC)</sup></small>
| Difficulty = {{clr|3|Medium}}~{{clr|4|Hard}}
| Anchor    =
| Youtube    = fmKgIIhXZRY
| Timestamp  = 0
| Recipe    = {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > dl {{clr|K|j.K(1)}} ▷ 66 > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|236K}} > {{clr|K|j.K(1)}} > 66 > {{clr|P|j.P}} > {{clr|P|j.P}} WS ▷ {{clr|H|6H}} WB
| content    =
A corner-to-corner combo that is meant for {{CLabel|GGST|Zato-1}} and {{CLabel|GGST|Happy Chaos}}. Requires tricky delays, links, and dashes.
Max delay on {{clr|2|j.K}} and the longest possible dash help ensure a deep {{clr|3|c.S}} pickup. Expect subtle timing differences between characters.
}}
</tabber>


==Combo List==
==Combo List==
*Currently, every damage value here has only been dealt to Sol excluding character specific confirms. Meter gain is estimated and may not be totally accurate.  
 
<!--Please test or re-test combo damage against Ky, as he has a 1.00 defense mod while Sol's is 0.98.-->
*All damage values are tested on {{Character Label|GGST|Ky Kiske|label=Ky}} at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
*When breaking the wall, optimal ground hit is 6H, optimal air hit is j.D
*This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).  
*Character Specific notation:
*The list is focused on most practical examples, not every single option that exists. 
**'''(wr)''' = Wall run start (from 23[6]P / 236[P] / similar)
*The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
**'''wr.[X]''' = wallrun button
 
===Basic combos===
==={{clr|P|P}} Combos===
all combos done on ky. damage notes for 5P or 5K unless otherwise stated
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
! colspan="10" |'''{{clr|P|5P/2P/6P}} '''
|+Basic combos
|-
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo =({{clr|1|5P/2P}}) > {{clr|1|5P/2P}} > {{clr|1|6P}} > {{clr|3|236S}}~{{clr|3|236S}}
|position = Anywhere
|damage = 65~68
|worksOn = All
|difficulty = Very Easy
|notes = Basic punch combo. Good for mashing out of pressure.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
{{GGST-ComboTableRow
|combo =CH {{clr|1|5P/2P}}, {{clr|2|5K/2K}} > {{clr|5|2D}}
|position = Anywhere
|damage = 46~52
|worksOn = All
|difficulty = Very Easy
|notes = CH confirm from a jab.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
{{GGST-ComboTableRow
|combo =CH {{clr|1|6P}} > {{clr|1|236P}}
|position = Anywhere
|damage = 51
|worksOn = All
|difficulty = Easy
|notes = Counter hit confirm. Alpha Blade may whiff when spaced.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.30
}}
|-
|-
| | {{clr|2|(5/2)K}} > {{clr|5|2D}} > {{clr|3|236S}} > {{clr|3|236S}} || Anywhere || 73 ||  || All || [1] {{clr|1|Very Easy}} || Universal K starter into knockdown. delay last hit of rekka on i-no || [https://www.youtube.com/watch?v=QKlFFpmgt7w Video]
{{GGST-ComboTableRow
|-  
|combo =CH {{clr|1|6P}} > {{clr|3|236S}}, {{clr|2|2K}} > {{clr|4|6H}} > {{clr|2|236K}}, dl {{Clr|5|j.D}} WS ▷ {{Clr|4|6H}} WB
| | {{clr|2|(5/2)K}} > {{clr|5|2D}} > {{clr|1|236P}} || Anywhere || 59 ||  || All|| [1] {{clr|1|Very Easy}} || crosses through the opponent when not in the corner. useful for switching sides || [https://www.youtube.com/watch?v=l0dAwqUo2b4 Video]
|position = Corner
|-
|damage = 172
| | ({{clr|1|5P}} > {{clr|1|5P}} >) {{clr|1|5P}} > {{clr|1|6P}} > {{clr|3|236S}} > {{clr|3|236S}} || Anywhere || 66 ||  || All || [2] {{clr|2|Easy}} || Omit P based on spacing, can be {{clr|1|2P}} also (but not {{clr|1|2P}}x3) || [https://www.youtube.com/watch?v=UB5mw_FVIPE Video]
|worksOn = All
|-
|difficulty = Medium
| | non-tip {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} > 66 {{clr|2|j.K(1)}} > {{clr|5|j.D}} || Anywhere || 112 || || All but leo || [2] {{clr|2|Easy}} || Tons of corner carry. last j.K can hit twice but not on everyone || [https://www.youtube.com/watch?v=JKXP5dCJCiw Video]
|notes = Spacing specific confirm from the rekka wall bounce.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.30
}}
|-
|-
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > dl {{clr|3|236S}}  || Anywhere || 93 ||  || All || [1] {{clr|1|Very Easy}} || requires delay to hit everyone || [https://www.youtube.com/watch?v=JKXP5dCJCiw Video]
|}
|}


==={{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} Starters===
==={{clr|K|K}} Combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"
|+{{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} Starters
! colspan="10" |'''{{clr|K|5K/2K/6K}} '''
|-
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = ({{clr|2|5K}}) > {{clr|2|5K/2K}} > {{clr|5|2D}}
|position = Anywhere
|damage = 36~54
|worksOn = All
|difficulty = Very Easy
|notes = Basic combo into sweep
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|2|6K}}, {{clr|2|2K}} > {{clr|5|2D}}
|position = Anywhere
|damage = 64
|worksOn = All
|difficulty = Very Easy
|notes = Basic combo into sweep
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
{{GGST-ComboTableRow
|-
|combo = ({{clr|2|5K/2K}}) > {{clr|5|2D}} > {{clr|3|236S}}, {{clr|2|2K}} > {{clr|4|6H}} > {{clr|2|236K}} WS {{clr|4|6H}}
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K}} > ADC > {{clr|4|j.H}} > {{clr|3|j.623S}} > 66RRC > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > djc > {{clr|3|j.S}} WB || Back Corner || 158 ||  ||  || [2] {{clr|2|Easy}} || A dash at the start is not necessary but makes this significantly easier || [https://www.youtube.com/watch?v=bNtZ7J7UR2o Video]
|position = Near corner
|-  
|damage = 137
| | AA {{clr|3|c.S}} > {{clr|3|j.S}} > 66{{clr|4|j.H}} > {{clr|3|623S}} || Anywhere || 109 ||  || All || [2] {{clr|2|Easy}} || Anti air route. Some characters get 2 j.H hits || [https://www.youtube.com/watch?v=YqiPsICjQbw Video]
|worksOn = All
|-
|difficulty = Hard
| | {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > ({{clr|2|j.K}} > 66){{clr|5|j.D}} || Not close to corner ({{clr|2|236K}} doesn't change direction) || 125 ||  || All but Millia, I-No || [2] {{clr|2|Easy}} || Omit j.K > 66 on: Leo, Pot, Faust || [https://www.youtube.com/watch?v=hJZUHSh_Zzk Video]
|notes = Spacing specific combo using rekka wall bounce.
|-
|video =
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K}} > 66{{clr|4|j.H(2)}} |> {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} WS > {{clr|4|6H}} WB || Mid to Corner || 171 may  ||  || May, Millia, Gio, Ram || [3] {{clr|3|Medium}} || {{clr|3|2S}} route near to corner (just past P2 roundstart distance). || [https://www.youtube.com/watch?v=2MMHO0Y9GV4 Video]
|recipePC =
|-
|recipePS =
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K}} > 66{{clr|3|j.S}} > {{clr|4|j.H(1)}} |> {{clr|3|c.S}} > {{clr|4|2H}} WS > {{clr|4|6H}} WB || Mid to Corner || 153 sol ||  || Sol, I-no || [3] {{clr|3|Medium}} || Route is character specific ||
|checkedVersion = 1.29
|-
}}
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > 66{{clr|4|j.H(2)}} |> {{clr|3|c.S}} > {{clr|4|2H}} WS > {{clr|4|6H}} WB || Mid to Corner || 164 leo ||  || Axl, Zato || [3] {{clr|3|Medium}} || Best damage route listed for each char ||
|-
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K}} |> {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} WS WB || Mid to Corner || 159 faust  ||  || Faust || [3] {{clr|3|Medium}} || ||
|-
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} |> {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} WS > {{clr|4|6H}} WB || Mid to Corner || 164 leo ||  || Leo, Pot, Anji, Chipp, Ky, Nago || [3] {{clr|3|Medium}} || ||
|-
| | {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} > {{clr|3|236S}} > RRC > {{clr|3|236S}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} > {{clr|4|6H}} WB
|| Corner || 198|| 25% || All || [3] {{clr|3|Medium}} ||  ||
|-
| | {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} > {{clr|3|236S}} > 88RRC > {{clr|5|5[D]}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|6H}} WB || Corner || 203|| 25% || All || [3] {{clr|3|Medium}} || ||
|-
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|1|236P}} > PRC > dash {{clr|4|2H}} > {{clr|2|236K}} > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|6H}} WB || Cornered || 162|| 10% || All || [3] {{clr|3|Medium}} || Side swap route 1 ||
|-
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|1|236P}} > PRC > dash > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|4|6H}} WB|| Cornered || 168|| 10% || All || [3] {{clr|3|Medium}} || Side swap route 2 ||
|-
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|1|236P}} > {{clr|1|88P}}RC > IAD {{clr|4|j.H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} WB || Cornered || 176|| 10% || All || [3] {{clr|3|Medium}} || Side swap route 3 ||
|-
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > j.{{clr|2|236K}} > {{clr|3|c.S}} > {{clr|4|6H}} > WB {{clr|4|6H}}
|| Corner || 170|| 45% || All || [3] {{clr|3|Medium}} ||  ||
|-
| | {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} > {{clr|3|236S}} > fast 66RRC > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|6H}} WB || Corner || 20|| 25% || All || [3] {{clr|3|Medium}} ||  ||
|-
| | {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > {{clr|3|2S}} > {{clr|4|2H}} WS > {{clr|4|6H}} WB || Near corner || 176 sol ||  || All || [3] {{clr|3|Medium}} || range such that {{clr|2|236K}} pushes opponent to wall ||
|-
| | {{clr|3|c.S}} > {{clr|4|5H}} > 88RRC > wr.{{clr|3|c.S}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|4|6H}} > release 4 > j.{{clr|2|236K}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|4|6H}} WB  || Corner || 218 || 10% || All || [4] {{clr|4|Hard}} || Input air alpha blade facing the right side. Adjust your timing to avoid having to input it in reverse. ||
|-
| | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|236H}} > {{clr|3|2S}} > {{clr|4|2H}} > 88RRC > wr {{clr|3|c.S}} x 3 > {{clr|4|5H}} > release 4 > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|4|6H}} WB || Corner || 198|| 30% || All || [4] {{clr|4|Hard}} || Wall run route. ||
|-
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > {{clr|3|f.S}} > {{clr|3|236S}} > {{clr|3|236S}} WS > {{clr|4|6H}} WB || Near corner || 158 sol ||  || All || [3] {{clr|3|Medium}} || Alternative route that starts with 2S ||
|-
| | {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|f.S}} > {{clr|3|236S}} WS > {{clr|4|6H}} WB || Corner || 180 sol ||  || All || [3] {{clr|3|Medium}} || Rekka loop! Also works from c.S AA starter ||
|-
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|2S}} > {{clr|4|2H}} WS > {{clr|2|236K}} WB || Corner || 158 sol ||  || All || [3] {{clr|3|Medium}} || {{clr|3|2S}} Rekka loop ||
|-
|}
|}


==={{clr|4|5H}}/{{clr|4|2H}} Combos===
==={{clr|S|S}} Combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"
|+{{clr|4|5H}}/{{clr|4|2H}} Combos
! colspan="10" |'''{{clr|S|c.S/f.S/2S}} '''
|-
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = {{clr|3|f.S}} > {{clr|3|236S}}~{{clr|3|236S}}
|position = Anywhere
|damage = 74
|worksOn = All
|difficulty = Very Easy
|notes = Basic poke combo. On crouching hit Chipp can combo into Senshuu.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
{{GGST-ComboTableRow
|combo = ({{clr|3|c.S}}) > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} > 66 > ({{clr|2|j.K(1)}}) > {{clr|5|j.D}}
|position = Midscreen
|damage = 104~133
|worksOn = All
|difficulty = Easy
|notes = Extremely stable BnB that works in nearly every situation. Does not work near the corner.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > dl {{clr|3|j.S}} ▷ {{clr|3|f.S}} WS, {{clr|4|6H}} WB
|position = Corner
|damage = 191
|worksOn = All
|difficulty = Easy
|notes = Simple corner BnB that splats at ground level.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
{{GGST-ComboTableRow
|combo = ({{clr|3|c.S}}) > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}}, {{clr|2|j.236K}} ▷ 6, {{clr|3|c.S}} > {{clr|4|6H}} WS, {{clr|4|6H}} WB
|position = Corner
|damage = 177~195
|worksOn = All
|difficulty = Easy
|notes = Double K Alpha combo that can set up mix.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
{{GGST-ComboTableRow
|combo ={{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > dl {{clr|3|236S}}, {{clr|2|2K}} > {{clr|4|6H}} > {{clr|3|236S}}~{{clr|3|236S}} WS, {{clr|4|6H}} WB
|position = Corner
|damage = 194
|worksOn = All
|difficulty = Medium
|notes = Same-side corner BnB using Rekka wall bounce.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
{{GGST-ComboTableRow
|combo = ({{clr|3|c.S}}) > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > dl {{clr|2|j.K(1)}} ▷ {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}}
|position = Midscreen
|damage = 104~133
|worksOn = All
|difficulty = Medium
|notes = Stable loop BnB that gives good corner carry and decent oki.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
{{GGST-ComboTableRow
|combo = {{clr|3|c.S}}/{{clr|3|2S}} CH > {{clr|4|2H}} > {{clr|2|236K}} ▷ {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}}
|position = Midscreen
|damage = 128~148
|worksOn = All
|difficulty = Medium
|notes = Counterhit confirm version of the loop BnB.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
|-
| | {{clr|4|(5/6)H}} > {{clr|3|236S}} > {{clr|3|236S}} || Anywhere || 89/97 ||  || All || [1] {{clr|1|Very Easy}} || Basic H conversion, no knockdown
{{GGST-ComboTableRow
|-  
|combo = {{clr|3|c.S}} CH > {{clr|5|5[D]}}, {{clr|3|2S}} > {{clr|4|2H}} > dl {{clr|2|236K}} 66~{{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}}
| |AA {{clr|4|2H}} > {{clr|2|236K}} > IAD {{clr|1|j.P}} x n || Midscreen to Corner || 90-100 || 20% || All || [1] {{clr|1|Very Easy}}|| Universal midscreen anti air route.
|position = Midscreen
|-
|damage = 168
| |AA {{clr|4|2H}} > {{clr|2|236K}} > IAD {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > WB {{clr|4|6H}} || Midscreen to Corner|| 180 || 35% || (Nago, Gio, May) || [2] {{clr|2|Easy}}|| Character specific anti air route.
|worksOn = All
|-
|difficulty = Hard
| |AA {{clr|4|2H}} > {{clr|2|236K}} > IAD {{clr|4|j.H}} > {{clr|1|5P}} x 4 > WB {{clr|4|6H}} || Midscreen to Corner|| 167 || 30% || (Zato) || [2] {{clr|2|Easy}}|| Character specific anti air route.
|notes = Counterhit confirm combo using {{clr|5|5[D]}} for extra damage.
|-
|video =
| |AA {{clr|4|2H}}  > {{clr|2|236K}} > IAD {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|236H}} > WB {{clr|4|6H}} || Midscreen to Corner|| 198 || 40% || (Ram, Ino, Axl, Millia, Faust, Chipp) || [2] {{clr|2|Easy}}|| Character specific anti air route.
|recipePC =
|-
|recipePS =
| | AA {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} WS > {{clr|2|236K}} WB || Corner || 167 ||  || All || [3] {{clr|3|Medium}} || Universal corner anti-air route from {{clr|4|2H}} - Doesn't work deep in the corner.
|checkedVersion = 1.29
|-
}}
| | {{clr|4|2H}} > {{clr|2|236K}} > j.({{clr|2|K}}/{{clr|3|S}}) > 66{{clr|4|j.H(2)}} > {{clr|3|j.623S}} || Anywhere || 115 ||  || All || [3] {{clr|3|Medium}} || {{clr|4|2H}} route, j.S for: Leo, Pot, Faust, Axl, Chipp, Nago, Zato
|-
| | AA {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} WS > {{clr|2|236K}} WB || Corner || 167 ||  || All || [3] {{clr|3|Medium}} || Universal corner anti-air route from {{clr|4|2H}} - Doesn't work deep in the corner.
|-
| | CH {{clr|4|2H}} > {{clr|1|23[6]P}} > wr. {{clr|3|c.S}} x 4 > release 4 > {{clr|4|j.H}} > j.{{clr|3|623S}} > fast RRC > {{clr|4|j.H}} > {{clr|3|j.S}} > j.{{clr|3|623S}}>  {{clr|4|6H}} WB || Corner || 241|| 30% || All || [4] {{clr|4|Hard}} || Fancy corner to corner combo.
|-
| | CH {{clr|4|2H}} > {{clr|1|23[6]P}} > wr. {{clr|3|c.S}} x 2 > {{clr|4|5H}}  > {{clr|4|6H}} > release 2 > j.{{clr|2|236K}}  > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|4|6H}} WB || Corner || 251 || 30% || All || [4] {{clr|4|Hard}} || Wall run route. Input air alpha blade facing the right side when existing wall state.
|-
| | CH {{clr|4|6H}} > {{clr|3|c.S}} > {{clr|4|5H}} > dash {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|2S}} > {{clr|4|2H}} > WB {{clr|4|6H}} || Corner || 218|| 40% || All || [4] {{clr|4|Hard}} || Corner DP punish route. Makes use of 5H tumble properties.
|-
| | AA CH {{clr|4|2H}} > {{clr|3|236S}} whiff > dash {{clr|1|5P}} > dash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > {{clr|3|f.S}} > {{clr|4|6H}} WB || Midscreen to Corner || 167 || 30% || All || [3] {{clr|3|Medium}} || Counter hit, anti air route.
|-
|-
{{GGST-ComboTableRow
|combo = {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > dl {{clr|3|j.S}} ▷ 66, {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|5|j.D}} WS ▷ {{clr|4|6H}} WB
|position = Cornered
|damage = 190
|worksOn = All but ZA, HA
|difficulty = Hard
|notes = Carry optimized loop combo for going corner to corner. Requires tricky delays and dashes.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > dl {{clr|2|j.K(1)}} ▷ 66, {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} > 66 > {{clr|1|j.P}} > {{clr|1|j.P}} WS ▷ {{clr|4|6H}} WB
|position = Cornered
|damage = 184
|worksOn = ZA, HA
|difficulty = Hard
|notes = Carry optimized loop combo that should work on all but is most suitable for Zato and Chaos.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|}
|}
===Jump-in Starters===
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
==={{clr|H|H}} Combos===
|+Jump-in Starters
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"
! colspan="10" |'''{{clr|H|5H/2H/6H}} '''
|-
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = {{clr|4|5H}}/{{clr|4|6H}} > {{clr|3|236S}}~{{clr|3|236S}}~({{clr|2|236K}})
|position = Anywhere
|damage = 86~116
|worksOn = All
|difficulty = Very Easy
|notes = Basic poke combo. Can combo into Senshuu for crouching hits.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|4|2H}} CH > {{clr|2|236K}} ▷ {{clr|3|c.S}} > dl {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} > 66 > {{clr|2|j.K(1)}} > {{clr|5|j.D}}
|position = Midscreen
|damage = 131
|worksOn = All
|difficulty = Easy
|notes = Counterhit combo into BnB for when you won't reach the wall.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|4|2H}} CH > whiff {{Clr|3|236S}}, {{clr|3|c.S}} > {{clr|4|j.H}} > 66 > {{clr|4|j.H}} ▷ {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} WS, {{Clr|4|6H}} WB
|position = Midscreen/Corner
|damage = 206
|worksOn = All
|difficulty = Medium
|notes = Close range counterhit confirm that carries to the corner.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
{{GGST-ComboTableRow
|-
|combo = {{clr|4|6H}} CH, 66, {{Clr|3|c.S}} > {{clr|4|6H}}, 66,{{Clr|2|2K}} > {{clr|4|6H}} > {{clr|3|236S}}~{{clr|3|236S}}
| | Wall run cancel {{clr|3|j.S}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > {{clr|3|236S}} || Corner || 102 ||  || All || [2] {{clr|2|Easy}} || Low wall run cancel j.S mixup after 236[P] - 1 rekka only on Leo, Pot, Faust, Nago
|position = Anywhere
|-
|damage = 160~167
| | Air to Air {{clr|2|j.K}} >  ADC > {{clr|3|j.S}} >  {{clr|3|2S}} > {{clr|3|236S}} >{{clr|2|236K}} > {{clr|3|f.S}} > {{clr|3|236S}} > {{clr|4|6H}} WB
|worksOn = All
|| Midscreen to Corner || 137 || 30% || All|| [3] {{clr|3|Medium}} || Air to air confirm.
|difficulty = Medium
|-
|notes = Counterhit combo that works anywhere. If Chipp doesn't reach the wall Resshou will whiff but Rokusai will still connect.
| | Air to Air {{clr|2|j.K}} > ADC > {{clr|3|j.S}} > {{clr|3|c.S}} > {{clr|2|j.K}} ADC > {{clr|4|j.H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|4|6H}} WB
|video =
|| Midscreen to Corner || 148 || 30% || All|| [3] {{clr|3|Medium}} || Air to air confirm 2.
|recipePC =
|-
|recipePS =  
| | {{clr|4|j.H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|6H}} || Corner || 141 ||  || All but Faust, Gio, I-No || [3] {{clr|3|Medium}} || Corner j.H jump in route into rekka loops
|checkedVersion = 1.29
|-
}}
| | {{clr|5|j.D}} > {{clr|2|2K}} > {{clr|5|2D}} > {{clr|3|236S}} > {{clr|3|236S}} || Anywhere || 96 ||  || All || [3] {{clr|3|Medium}} || Relatively lenient on timing, universal j.D jump in
|-
| | {{clr|5|j.D}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K}} > 66{{clr|5|j.D}} WS > {{clr|5|j.D}} WB || Near corner || 154 ||  || All but Leo, Faust || [4] {{clr|4|Hard}} || j.D has to hit very deep
|-
|}
===Dust combos===
all damage done on ky for this section
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+{{clr|5|Dust}} Combos
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
{{GGST-ComboTableRow
|combo = {{clr|4|5H}}/{{clr|4|6H}} CH, {{clr|2|236K}}, {{clr|2|236K}}, 6, {{Clr|3|c.S}} > {{clr|4|6H}} WS, {{clr|4|6H}} WB
|position = Corner
|damage = 188~196
|worksOn = All
|difficulty = Medium
|notes = Simple counterhit confirm into corner BnB.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
|-
| | {{clr|5|2D}} > {{clr|3|236S}} > dl {{clr|3|236S}} || Anywhere || 74 || || All || [1] {{clr|1|Very Easy}} || Basic sweep conversion. requires delay to make it universal especially for these characters: Faust, Anji, Giovanna, I-No, Nagoriyuki, Ramlethal
{{GGST-ComboTableRow
|combo = {{clr|4|6H}} CH, 66, {{Clr|3|c.S}} > {{clr|2|j.K(1)}} > 66 > dl {{Clr|4|j.H}} ▷ {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}}~{{clr|3|236S}} WS, {{Clr|4|6H}} WB
|position = Midscreen/Corner
|damage = 207
|worksOn = All
|difficulty = Medium
|notes = Counterhit confirm that carries to the corner.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
|-
| {{clr|5|5[D]}} > {{clr|5|j.D}} > {{clr|2|j.K(1)}} > jc {{clr|5|j.D}} > {{clr|2|j.K(1)}} > {{clr|5|j.D}} > {{clr|2|j.K(2)}} > {{clr|2|j.K}} || Anywhere || 189 || || All || [2] {{clr|2|Easy}} || Combo that works on anji and should be universal
{{GGST-ComboTableRow
|combo = {{clr|4|6H}} CH, 66, {{Clr|3|c.S}} > {{clr|4|5H}}, 66, {{clr|3|c.S}} > {{clr|4|5H}}, 66~{{clr|3|2S}} > {{Clr|4|5H}} > {{clr|3|236S}} WS, {{clr|4|6H}} WB
|position = Corner
|damage = 217
|worksOn = All
|difficulty = Medium
|notes = Easy version of Chipp's tumble loop.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
|-
| | {{clr|5|5[D]}} > {{clr|5|j.D}} > {{clr|2|j.K(1)}} > jc {{clr|5|j.D}} > {{clr|2|j.K(1)}} > {{clr|5|j.D}} > {{clr|2|j.K(1)}} > {{clr|5|j.D}} > {{clr|5|j.D}} || Anywhere || 194 || || All but anji || [2] {{clr|2|Easy}} || Need to you hit everything fairly fast. Fails on anji
{{GGST-ComboTableRow
|combo = {{clr|4|5H}} CH > {{Clr|1|236P}}, {{clr|2|2K}}, {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} > 66 > {{clr|2|j.K(1)}} > {{clr|5|j.D}}
|position = Anywhere
|damage = 139
|worksOn = All
|difficulty = Hard
|notes = Max range counterhit conversion into BnB that side swaps.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
|-
| |{{clr|5|5[D]}} > dl {{clr|5|j.D}} > 66 {{clr|5|j.D}} > {{clr|3|j.S}} > 8jc {{clr|5|j.D}} > {{clr|1|j.P}} > {{clr|1|j.P}} || Anywhere || 193 || || All || [3] {{clr|3|Medium}} || requires delay before first j.D
{{GGST-ComboTableRow
|combo = {{clr|4|6H}} CH, 66, {{clr|3|c.S}} > {{clr|3|6237S}} ▷ 66~{{clr|3|c.S}} > {{clr|4|5H}}, {{clr|4|6H}} > {{clr|3|236S}}~{{clr|3|236S}} WS, {{clr|4|6H}} WB
|position = Corner
|damage = 230
|worksOn = See Notes
|difficulty =Very Hard
|notes = Confirmable TK Beta Blade punish combo for high wall health. Works on SO, KY, MA, CH, MI, GI, IN, JC, HA, BA, BR.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
 
|}
|}


===Anti air combos===
==={{clr|D|D}} Combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"
|+{{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|2|2K}} Starters
! colspan="10" |'''{{clr|D|2D/5D}} '''
|-
{{GGST-ComboTableHeader}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
{{GGST-ComboTableRow
|-  
|combo = {{clr|5|2D}} > {{clr|3|236S}}~{{clr|3|236S}}
| | AA {{clr|1|5P}} > dash {{clr|2|2K}} {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}}  || Anywhere || 70|| 20% || All || [2] {{clr|2|Easy}} || Anywhere anti-air route. The higher up your 5P anti-air, the easier the dash 2K link.
|position = Anywhere
|-
|damage = 74
| | AA {{clr|1|5P}} > {{clr|4|6H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} WS > {{clr|5|j.D}} WB || Corner || 145 ||  || All || [3] {{clr|3|Medium}} || Anti-Air. Guaranteed wall stick on 236K
|worksOn = All
|-
|difficulty = Very Easy
| | AA {{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} WS > 66{{clr|5|j.D}} WB || Corner || 149 ||  || All || [3] {{clr|3|Medium}} || Anti-Air. Guaranteed wall stick on 236K
|notes = Simple sweep combo
|-
|video =
| | AA {{clr|2|5K}} > jc {{clr|2|j.K}} > 66{{clr|2|j.K}} > jc d{{clr|2|j.K}} > {{clr|5|j.D}} || Anywhere || 73 ||  || All except Ram || [3] {{clr|3|Medium}} || Basic anti-air route, small adjustments in hit number can be applied.
|recipePC =
|-
|recipePS =
| | AA {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|f.S}} > {{clr|3|236S}} WS > {{clr|4|6H}} WB || Corner ||  ||  || TBD || [4] {{clr|4|Hard}} || Anti-Air route from 6K. Impractical but looks cool.
|checkedVersion = 1.29
}}
|-
|-
{{GGST-ComboTableRow
|combo = {{clr|5|2D}} CH, {{clr|3|2S}} > {{clr|4|2H}} > dl {{clr|2|236K}} > {{clr|2|j.K(1)}} > 66 > {{clr|2|j.K(1)}} > {{clr|5|j.D}}
|position = Midscreen
|damage = 119
|worksOn = All
|difficulty = Medium
|notes = Counterhit sweep into BnB. Delayed K Alpha cancel helps keep the combo consistent.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|}
|}


===Throw Combos===
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
! colspan="10" |'''{{clr|D|5[D]}} '''
|+ Throw/Air Throw Starters
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
{{GGST-ComboTableHeader}}
|-
|-
| | Forward Throw > 66RRC > Dash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|5|j.D}} > {{clr|5|j.D}} WB|| Midscreen to Corner || 131 || 10% || All || [1] {{clr|1|Very Easy}} || Easy throw confirm.
{{GGST-ComboTableRow
|-
|combo = {{clr|5|5[D]}}~8, {{clr|5|j.D}} > {{clr|5|j.D}}
| | Forward Throw > 66RC > land > {{clr|2|j.K}} (1) > ADC {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} > {{clr|4|6H}} WB || Midscreen to Corner || 131 || 10% || All || [2] {{clr|2|Easy}} ||
|position = Anywhere
|-
|damage = 140
| | Forward Throw > Fast 66RC > {{clr|4|j.H}} whiff > land dash {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}} > {{clr|3|2S}} > {{clr|5|5H}} > {{clr|4|6H}} WB|| Corner || 139 || 10% || All || [2] {{clr|2|Easy}} || Corner Throw confirm. The 2S will pick them up before they go into knockdown state.
|worksOn = All
|-
|difficulty = Very Easy
| | Air Throw > 22RRC > {{clr|2|236K}} > {{clr|2|j.K}} (1) > land {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|4|6H}} WB || Midscreen to Corner || 124 || 10% || All || [2] {{clr|2|Easy}} ||
|notes = Extremely simple Dust combo to secure positive bonus.
|-
|video =
| | Air Throw > dl. 22PRC > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|236H}} > {{clr|3|2S}} > {{clr|4|6H}} WB|| Corner || 141 || 10% || All || [2] {{clr|2|Easy}} || Delay PRC to avoid using RRC and scaling the combo unnecessarily.
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
|-
{{GGST-ComboTableRow
|combo = {{clr|5|5[D]}}~8, {{clr|5|j.D}} > {{clr|2|j.K(1)}} > 9jc > {{clr|5|j.D}} > {{clr|2|j.K(1)}} > {{clr|5|j.D}} > {{clr|2|j.K(1)}} > {{clr|5|j.D}} > {{clr|5|j.D}}
|position = Anywhere
|damage = 194
|worksOn = All
|difficulty = Medium
|notes = Universal Dust combo that deals excellent damage.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|}
|}


===Rekka Combos===
===Wall Run Combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"
|+Rekka Combos
! colspan="3" |'''Wall Run Starters'''
|-
! Starter !! Notes !! Video
|-
| <code> {{clr|4|2H}} CH > {{clr|1|236[P]}} >... </code>
| Optimal starter.</br> Enables extremely high meterless damage.
| -
|-
| <code> ({{clr|3|236S}})~{{clr|3|236S}} > 88RRC >... </code>
| Decent option from rekka pressure leading to a scaled combo.</br> Best when confirming off the Rokusai hit.
| -
|-
| <code> {{clr|3|236S}}{{clr|2|236K}} > 88RRC >... </code>
| {{tt|Kara-Senshuu starter|Kara-cancelling the startup of Resshou into Sensuu}}, '''DOES NOT''' work from rekka pressure.</br> Leads to a scaled combo.
| -
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
| <code> {{clr|2|6K}} > 88RRC >... </code>
| Slow but strong starter with meter.
| -
|-
|-
| | Senshuu (236S(w)~236K) > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}}
| <code> {{clr|5|5D}} > 88RRC >... </code>
|| Anywhere || 85 || 20% || All || [1] {{clr|1|Very Easy}} || Basic overhead rekka confirm
| Fast starter that damages the wall. </br> Only allows short Wall Runs and scales the combo.
|-
| -
| | Senshuu (236S(w)~236K) > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|6H}} WB || Corner || 167 || 25  || All || [2] {{clr|2|Easy}} || Corner overhead rekka confirm.
|-
| | Senshuu (236S(w)~236K) > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|5|j.D}} > {{clr|5|j.D}} WB || Corner || 172 || 25% || All || [2] {{clr|2|Easy}} || Alternative corner overhead rekka confirm.
|-  
| | CH 236S > 236S > 236K > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|2|236K}} > {{clr|4|6H}} WB || Corner || 170 || 40% || All || [2] {{clr|2|Easy}} || If either of Resshou or Rokusai counter hit, they can both be immediately confirmed into Senshuu for a meterless confirm. Input rekkas quickly to fully utilize counter hit benefits from slowdown.
|-
|-
|}
|}


===Beta Blade Combos===
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"
|+Beta Blade Combos
! colspan="10" |'''Wall Run Combos'''
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = STARTER > {{clr|3|w.S}}, {{clr|3|w.S}}, {{clr|3|w.S}}, {{clr|3|w.S}} > ({{clr|3|w.S}}) > {{Clr|4|w.6H}} WS, {{clr|4|w.6H}} WB
|position = Corner
|damage = 168~225
|worksOn = All
|difficulty = Medium
|notes = Most basic wall run combo. Ideal for when the wall has taken damage. Can connect an extra {{clr|3|w.S}} on big bodies.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
|-
| | {{clr|3|623S}} > fast RRC > {{clr|3|j.S}} > {{clr|3|dj.S}} > {{clr|4|j.H}} > {{clr|2|tj.K}} > {{clr|5|j.D}} || Anywhere || 131 || 5% || All || [2] {{clr|2|Easy}} || DP confirm.
{{GGST-ComboTableRow
|combo = STARTER > {{clr|3|w.S}}, {{clr|4|w.H}}, {{clr|4|w.H}}, {{clr|4|w.6H}}, {{clr|3|w.S}} > {{clr|4|w.6H}} WS, {{clr|4|w.6H}} WB
|position = Corner
|damage = 214~247
|worksOn = All
|difficulty = Hard
|notes = High wall health route. Splats early when the wall is damaged making it worse than the <code>{{clr|3|w.S}} x4</code> route.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
|-
| | {{clr|3|623S}} > fast RRC > {{clr|2|j.K}} > {{clr|2|j.K}} (1) > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|4|6H}} WB  
{{GGST-ComboTableRow
|| Midscreen to Corner || 163 || 10 || All || [2] {{clr|2|Easy}} || DP confirm 2.
|combo = {{clr|3|236S}}{{clr|2|236K}} > dl 66PRC > {{clr|4|j.H}} > jc > {{clr|3|j.S}} > jc > {{clr|3|j.S}}, dl {{clr|5|j.D}} ▷ 66, {{clr|2|w.K}}, {{clr|3|w.S}} > {{clr|4|w.H}} > {{clr|4|w.6H}} WS, {{clr|4|w.6H}} WB
|position = Corner
|damage = 217
|worksOn = All but Chipp
|difficulty = Hard
|notes = High damage Wall Run conversion from kara-Senshuu overhead.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.29
}}
|-
|-
| | {{clr|3|623S}} > 66RRC > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > ADC > {{clr|5|j.D}} > {{clr|4|6H}} WB  
{{GGST-ComboTableRow
|| Midscreen to Corner || 158 || 10 || All || [2] {{clr|2|Easy}} || DP confirm 3.
|combo = STARTER > {{clr|3|w.S}}, {{clr|3|w.S}} > {{clr|4|w.6H}}, {{clr|4|w.6H}}, {{clr|3|w.S}} > {{clr|4|w.6H}} WS, {{clr|4|w.6H}} WB
|-
|position = Corner
|damage = 233~255
|worksOn = All
|difficulty = Very Hard
|notes = Optimal Wall Run combo for High wall health. {{clr|4|w.6H}} must be timed meaty to link into itself.
|video =
|recipePC =
|recipePS =
|checkedVersion = 1.31
}}
|}
|}
===Alpha Blade Combos===
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
===Anti-Air Combos===
|+Alpha Blade Combos
 
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"
! colspan="3" |'''Anti-air Combos'''
|-
! Combo !! Notes !! Video
|-
| <code> AA {{clr|1|5P}}, 66, ...</code>
| Quick anti-air jab.</br> Confirm and chase into BnB.
| -
|-
| <code> AA {{clr|1|6P}} > {{clr|3|236S}}/{{clr|1|236P}}</code>
| Unfortunately {{clr|1|6P}} does not convert into any useful combo.</br> Near the corner it is possible to use rekka wall bounce to extend.
| -
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
| <code> AA {{clr|2|5K}}/{{clr|3|c.S}} > jc > {{clr|2|j.K(1)}} > 66 > dl {{clr|4|j.H}} ▷...</code>
| Confirm and jump cancel to combo into BnB</br>  Extremely common starter against back dash or jump outs.
| -
|-
|-
| | {{clr|2|236K}} > {{clr|5|j.D}} || Midscreen || 60 || 5% || All || [2] {{clr|2|Easy}} || Cross up diagonal alpha blade confirm. Spacing dependent. Easiest to connect when 236K is not performed point blank.
| <code> AA {{clr|1|j.P}} > {{clr|1|j.P}}, {{clr|3|j.S}} ▷...</code>
| Confirmable air-to-air that works well while rising </br> Land and combo into a BnB.
| -
|-
|-
| | {{clr|1|236P}} > {{clr|1|5P}} > {{clr|1|6P}} > RRC dash > {{clr|5|5[D]}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}}  > {{clr|4|6H}} WB
|}
|| Corner || 150 || 15% || (Ky, May, Axl, Faust, Millia, Zato, I-No, Ramlethal, Giovanna, Anji) || [3] {{clr|3|Medium}} || Corner alpha blade cross up confirm.
 
===Jump-In Combos===
 
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"
! colspan="3" |'''Anti-air Combos'''
|-
|-
| | {{clr|1|2369P}} > {{clr|2|2K}} > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} >  {{clr|5|j.D}} > ADC > {{clr|5|j.D}} WB || Corner || 156 || 30% || (Leo, Anji, Potemkin, Nago, Faust)) || [3] {{clr|3|Medium}} || Performing Tiger Knee Alpha Blade offers better reward than normal grounded alpha blade. Heavyweights.
! Combo !! Notes !! Video
|-
|-
| | {{clr|1|2369P}} > {{clr|3|c.S}}  > {{clr|4|2H}} > {{clr|4|236H}} > {{clr|2|2K}} > {{clr|4|6H}} > {{clr|3|236S}} > {{clr|4|6H}} WB  || Corner || 180 || 30% || (Gio, Ramlethal, May, Millia) || [3] {{clr|3|Medium}} || Tiger knee corner alpha blade cross up confirm. Females.
| <code> {{clr|2|j.2K}} {{Clr|2|2K}} > {{Clr|5|2D}}</code>
| Knockdown from successful {{clr|2|j.2K}}
| -
|-
|-
| | {{clr|1|2369P}} > {{clr|2|5K}} x 2 > {{clr|2|j.K}} > ADC > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|236H}} > WB {{clr|4|6H}} || Corner || 143 || 30% || (Sol, Ky, Zato, Axl) || [3] {{clr|3|Medium}} || Tiger knee corner alpha blade cross up confirm. (usable on all non-heavy weights)
| <code> {{clr|3|j.S}}/{{clr|4|H}}/{{clr|5|D}} {{Clr|2|5K}} > {{Clr|5|2D}}</code>
| Combo that leads into sweep </br> Best after landing a jump-in that is spaced, or after a cross-up.
| -
|-
|-
| | {{clr|1|2369P}} > {{clr|2|2K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}} > {{clr|3|2S}} > {{clr|4|2H}} > WB {{clr|4|6H}} || Corner || 198 || 30% || (Chipp) || [3] {{clr|3|Medium}} || Tiger knee corner alpha blade cross up confirm. Chipp specific.
| <code> {{clr|3|j.S}}/{{clr|4|H}}/{{clr|5|D}} {{Clr|3|c.S/2S}} >...</code>
| High reward option when hitting a deep jump-in </br> Land and combo into a BnB.
| -
|-
|-
| | {{clr|1|2369P}} > {{clr|2|5K}} > {{clr|2|j.K}} > ADC  > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|2|j.K}} > ADC > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > WB {{clr|4|6H}} || Corner || 169 || 35% || (I-NO) || [3] {{clr|3|Medium}} || Tiger knee corner alpha blade cross up confirm. I-NO specific.
| <code> CH {{clr|3|j.S}}/{{clr|4|H}}/{{clr|5|D}} {{Clr|3|c.S/2S}} >...</code>
| Counter hit option that works from any height </br> Land and combo into a BnB.
| -
|-
|-
|}
|}


===Genrou Zan===
===Metered Combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
 
|+Genrou Zan
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"
! colspan="3" |'''Metered Combos'''
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Notes !! Video
|-
|-
| | {{clr|3|63214S}} > RRC > dash {{clr|5|5[D]}} > {{clr|3|2S}} > {{clr|4|2H}} > WB {{clr|2|236K}} || Corner || 168 || 5% || All || [3] {{clr|3|Medium}} || Corner command grab confirm with RC.
| <code> Starter > ({{clr|3|236S}})~{{clr|3|236S}} > RC >... </code>
| Basic metered conversion from Chipp's rekka. </br> Extend into BnB or setup.
| -
|-
|-
| | {{clr|3|63214S}} > fast RRC > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > WB {{clr|5|j.D}} || Corner || 171 || 5% || All || [3] {{clr|3|Medium}} || Corner command grab confirm with RC alternative.
| <code> ({{clr|3|236S}})~{{clr|2|236K}} > RC >... </code>
| RC into BnB or setup.</br>Fast RC can create quick overheads for pressure.  
| -
|-
|-
|}
| <code> {{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} > {{clr|5|236D}} >... </code>
===Zansei Rouga Combos===
| Basic Wild Assault extension. </br> Combos from all level 2+ buttons.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
| -
|+Zansei Rouga Combos
|-
| <code> {{clr|1|P}}/{{Clr|2|K}} > {{clr|1|6P}} > {{clr|5|236D}} >... </code>
| Wild Assault extension from {{clr|1|P}}/{{clr|2|K}} buttons. </br> {{clr|2|236K}} will tend to drop.
| -
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
| <code> {{Clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|5|236[D]}} >... </code>
| Charged Wild Assault extension. </br> Extend into BnB or setup.
| -
|-
|-
| | {{clr|4|632146H}} > PRC > dash {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > land {{clr|4|5H}} > {{clr|4|6H}} WB (300) (5%)
| <code> CH {{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} > {{clr|5|236[D]}} >... </code>
|| Anywhere || 300 || 5% || All || [3] {{clr|3|Medium}} || Raw super confirm for 100% meter. This route also works if the super is used off a wallstick.
| Wild assault confirm from counterhit. </br> Extend into BnB or setup.
| -
|-
|-
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
 
|+ These combos need a total DMG value on them
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"
! colspan="10" |'''Wild Assault Combos'''
|-
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = {{clr|1|P}}/{{clr|2|K}} > {{clr|1|6P}} > {{clr|5|236D}} > {{Clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}} WS, {{clr|4|6H}} WB
|position = Midscreen
|damage = 118~124
|worksOn = All
|difficulty = Easy
|notes = Jab confirm into Wild Assault near midscreen.
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=83s Video]
|recipePC = 160443
|recipePS =
|checkedVersion = 1.31
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|2|j.2K}} ▷ {{clr|1|5P}} > {{clr|1|6P}} > {{Clr|5|236D}} > {{clr|3|c.S}} > {{Clr|3|2S}} > {{clr|4|2H}} > {{Clr|4|236H}} WS, {{clr|4|6H}} WB
|position = Midscreen
|damage = 125
|worksOn = All
|difficulty = Easy
|notes = Confirm from successful overhead near midscreen
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=114s Video]
|recipePC = 160446
|recipePS =
|checkedVersion = 1.31
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|3|f.S}}/{{clr|4|5H}}/{{clr|4|6H}} > {{clr|5|236D}} > {{clr|4|2H}} > {{clr|2|236K}} > dl {{Clr|5|j.D}} ▷ {{clr|4|6H}} WS, {{clr|4|6H}} WB
|position = Midscreen
|damage = 143~161
|worksOn = All
|difficulty = Easy
|notes = Stray Hit/Wish Confirm combo that locks out burst.
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=44s Video]
|recipePC = 160439
|recipePS =
|checkedVersion = 1.31
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|1|P}}/{{clr|2|K}} > {{clr|1|6P}} > {{clr|5|236D}} > {{Clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} ▷ {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} WS ▷ {{clr|4|6H}} WB
|position = Cornered
|damage = 116~122
|worksOn = All
|difficulty = Easy
|notes = Jab confirm into Wild Assault far from corner.
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=83s Video]
|recipePC = 160444
|recipePS =
|checkedVersion = 1.31
}}
|-
{{GGST-ComboTableRow
|combo ={{clr|2|j.2K}} ▷ {{clr|1|5P}} > {{clr|1|6P}} > {{clr|5|236D}} > {{Clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} ▷ {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} WS ▷ {{clr|4|6H}} WB
|position = Cornered
|damage = 135
|worksOn = All
|difficulty = Easy
|notes = Confirm from cross-up {{clr|2|j.2K}}. Carries from full screen.
|video = [https://youtu.be/RqfSps3yEbE?t=121 Video]
|recipePC = 160447
|recipePS =
|checkedVersion = 1.31
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|5|236[D]}} > {{clr|2|2K}}, {{clr|3|c.S}} > {{clr|3|2S}} > {{Clr|4|2H}} > {{Clr|4|236H}} WS, {{clr|4|6H}} WB
|position = Corner
|damage = 131
|worksOn = All
|difficulty = Easy
|notes = Wild Assault CH combo with generous confirm window.
|video = [https://youtu.be/RqfSps3yEbE?t=172 Video]
|recipePC = 160454
|recipePS =
|checkedVersion = 1.31
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|5|236[D]}} > whiff {{Clr|2|2K}}, 66, {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|1|j.P}} WS ▷ {{clr|4|6H}} WB
|position = Cornered
|damage = 197
|worksOn = All
|difficulty = Medium
|notes = 3-hit confirm combo that locks out burst.
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=33s Video]
|recipePC = 160438
|recipePS =
|checkedVersion = 1.31
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|3|f.S}}/{{clr|3|2S}} > {{clr|4|5H}} > {{clr|5|236[D]}} > {{clr|5|5[D]}}, {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}}{{clr|2|236K}} WS, {{clr|4|6H}} WB
|position = Near Corner
|damage = 196~199
|worksOn = All
|difficulty = Medium
|notes = 2-hit counter hit Confirm combo that locks out burst near the corner.
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=61s Video]
|recipePC = 160440
|recipePS =
|checkedVersion = 1.31
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|3|f.S}}/{{clr|3|2S}} > {{clr|4|5H}} > {{clr|5|236[D]}} > dl {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} ▷ 66, {{clr|3|c.S}} > {{clr|3|2S}} > {{Clr|4|2H}} > {{clr|2|236K}} WS ▷ {{clr|4|6H}} WB
|position = Cornered
|damage = 173~175
|worksOn = All
|difficulty = Medium
|notes = 2-hit counter hit Confirm combo far from corner.
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=61s Video]
|recipePC = 160442
|recipePS =
|checkedVersion = 1.31
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|4|5H}}/{{clr|4|6H}} > {{clr|5|236[D]}} > {{clr|5|5[D]}}, {{Clr|3|c.S}} > {{clr|4|5H}}, 66, {{Clr|3|c.S}} > {{clr|4|6H}} WS, {{clr|4|6H}} WB
|position = Corner
|damage = 207~216
|worksOn = All
|difficulty = Medium
|notes = Single counter hit Confirm in the corner.
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=132s Video]
|recipePC = 160448
|recipePS =
|checkedVersion = 1.31
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|4|5H}}/{{clr|4|6H}} > {{clr|5|236[D]}} > {{clr|5|5[D]}}, {{Clr|3|2S}} > {{clr|4|2H}} > dl {{clr|3|236S}}, {{clr|3|2S}} > {{clr|4|5H}} WS, {{clr|4|6H}} WB
|position = Midscreen
|damage = 196~203
|worksOn = All
|difficulty = Medium
|notes = Single counter hit Confirm from midscreen using rekka wallbounce.
|video = [https://youtu.be/RqfSps3yEbE?t=142 Video]
|recipePC = 160449
|recipePS =
|checkedVersion = 1.31
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|5|236[D]}} > dl {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} ▷ {{clr|3|c.S}} > {{Clr|3|2S}} > {{Clr|4|2H}} > {{Clr|2|236K}} WS ▷ {{clr|4|6H}} WB
|position = Cornered
|damage = 132
|worksOn = All
|difficulty = Medium
|notes = Wild Assault CH combo near opposite wall.
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=164s Video]
|recipePC = 160453
|recipePS =
|checkedVersion = 1.31
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|5|6D}} > 22FRRC > whiff {{clr|3|j.S}} ▷ {{clr|5|236[D]}} > {{clr|4|5H}}, 66, {{Clr|4|6H}} WS, {{Clr|4|6H}} WB
|position = Corner
|damage = 153
|worksOn = All
|difficulty = Medium
|notes = Throw combo to lock out burst in the corner. Must throw opponent into the corner.
|video = [https://www.youtube.com/watch?v=RqfSps3yEbE&t=192s Video]
|recipePC = 160453
|recipePS =
|checkedVersion = 1.31
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|5|6D}} > 66FRRC > whiff {{clr|2|j.2K}} ▷ {{clr|5|236[D]}} > {{clr|4|2H}} > {{Clr|2|236K}} > {{clr|2|j.K(1)}} ▷ {{clr|3|c.S}} > {{clr|4|5H}} WS, {{Clr|4|6H}} WB
|position = Cornered
|damage = 134
|worksOn = All
|difficulty = Medium
|notes = Throw combo to lock out burst near the opposite corner.
|video = [https://youtu.be/RqfSps3yEbE?t=203 Video]
|recipePC = 160459
|recipePS =
|checkedVersion = 1.31
}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
{{GGST-ComboTableRow
|combo = CH {{clr|4|5H}}/{{clr|4|6H}} > {{clr|5|236[D]}} > jc > {{clr|2|j.K}}, dl {{Clr|4|j.H}} ▷ 66, {{Clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > dl {{clr|3|236S}}, {{clr|3|2S}} > {{clr|4|2H}} WS, {{clr|4|6H}} WB
|position = Cornered
|damage = 195~201
|worksOn = All
|difficulty = Hard
|notes = Single counter hit Confirm combo that carries to the opposite corner.
|video = [https://youtu.be/RqfSps3yEbE?t=151 Video]
|recipePC = 160452
|recipePS =
|checkedVersion = 1.31
}}
|-
|-
| | || ||  ||  ||  || [1] {{clr|1|Very Easy}} ||
{{GGST-ComboTableRow
|-
|combo = {{clr|1|5P}} > {{clr|1|5P}} > {{clr|1|6P}} > {{clr|5|236D}} > {{Clr|4|2H}} > {{clr|2|236K}} > dl {{clr|3|j.S}} ▷ {{Clr|3|f.S}} > {{clr|1|236236P}} WB
| |  ||  ||  ||  ||  || [2] {{clr|2|Easy}} ||
|position = Cornered
|-
|damage = 127
| |  ||  ||  ||  ||  || [3] {{clr|3|Medium}} ||
|worksOn = All
|-
|difficulty = Hard
| |  ||  ||  ||  ||  || [4] {{clr|4|Hard}} ||
|notes = Highly scaled confirm into wild assault. Locks out burst.
|-
|video = [https://youtu.be/RqfSps3yEbE?t=100 Video]
| | ||  ||  ||  ||  || [5] {{clr|5|Very Hard}} ||
|recipePC = 160445
|recipePS =
|checkedVersion = 1.31
}}
|-
|-
{{GGST-ComboTableRow
|combo = ({{clr|5|236D}}), {{clr|3|f.S}} > {{Clr|5|236D}} > {{clr|3|f.S}} > {{clr|4|2H}} > dl {{clr|3|236S}} WS, {{clr|4|6H}} WB
|position = Near Corner
|damage = 124
|worksOn = All
|difficulty = Hard
|notes = Trade combo from a Wild Assault frame trap near the corner. Difficult to confirm.
|video = [https://youtu.be/RqfSps3yEbE?t=181 Video]
|recipePC = 160456
|recipePS =
|checkedVersion = 1.31
}}
|}
|}
===== Unsorted: =====
Some of these need to be revised/optimized.
{{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K (1)}} > ADC {{clr|2|j.K}} > jump 66BRC > {{clr|2|j.K}} > {{clr|5|j.D}} > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|4|6H}} WB difficult
{{clr|5|5[D]}} > {{clr|4|j.H}} > {{clr|5|dj.D}} > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|5|j.D}} INCONSISTENT


==External References==
==External References==
*https://www.youtube.com/watch?v=p-YzBl8v1_8 (basic combo guide)
* [https://www.youtube.com/watch?v=6ZuXlavvAuY| EloDad Combo Guide Video]
*https://twitter.com/scgorro/status/1362393380387389440?s=21 (combo video)
* [https://www.youtube.com/watch?v=RqfSps3yEbE| EloDad Wild Assault Guide Video]
*https://twitter.com/ScGorro/status/1362983899731693569?s=20 (combo video)
*https://twitter.com/ScGorro/status/1402547367425974277?s=20 (combo video)
*https://twitter.com/ScGorro/status/1362393380387389440?s=20 (combo video)
*https://twitter.com/KairosFGC/status/1403808797643231234?s=20 (combo video)
*https://www.youtube.com/watch?v=ZxaTurnUzGA (combo video)
*https://www.youtube.com/watch?v=CdAuvZoSjh8 (combo video)
*https://docs.google.com/document/d/1zCKzxckHf7l_dF8FHbMmVWjhGhwbgQiCsB5c8hr_bTQ/edit
* https://combotier.com/ggs/f/Chipp (written combos with video examples)


==Navigation==
==Navigation==
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{GGST/Navigation}}
{{Navbar-GGST}}

Latest revision as of 05:27, 28 October 2023



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
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
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
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

Character Specific Notation:

w.X = Wallrun Move


Basic combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Chipp's combos often require character or spacing specific adjustments. The following combos work in the most common situations, and are stable across the cast. They also build into Chipp's more advanced combos/setups making them useful at all levels of play.


Bread and Butter Kick ComboScores a knockdown anywhere
36-54 Damage
Recipe no. 159135 (PC)
Very Easy

(5K) > 5K/2K > 2D
A simple kick gatling combo that sets up a 2D sweep for okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. and continued pressure. When the opponent whiffs an attack, Chipp can react to the whiff and run up to his opponent with this combo. On block, Chipp can cancel into ResshouGGST Chipp Zanuff Resshou.pngGuardAllStartup13Recovery16Advantage-4 to safely end the string.

An extremely important combo used at every level of play. Essential for punishing unsafe moves in neutral When neither player is in an advantageous position in terms of stage position. and setting up Chipp's offense.


Far Poke ComboLow reward, but quite safe
74-86 Damage
Recipe no. 159136 (PC)
Very Easy

f.S/5H > 236S~236S
A simple combo from a long range poke to secure a bit of damage. The opponent is left standing afterward, making it hard for Chipp to continue his offense. RokusaiGGST Chipp Zanuff Rokusai.pngGuardLowStartup8Recovery21Advantage-6 is slightly unsafe on block, but it can be hard for most characters to punish it.

Chipp can use this combo when he isn't in range for a more rewarding option.

Bread and Butter Midscreen Slash Combolets Chipp continue his offense
103-133 Damage
Recipe no. 159120 (PC)
Easy

c.S > 2S > 2H > 236K > j.K(1) > 66 > (j.K(1)) > j.D
A simple air-combo from a slash starter that leaves Chipp close to his opponent. Chipp can choose to skip the second j.K without sacrificing much damage. If he does, he will have more time to run up to his opponent after landing and apply pressure. On block, Chipp can cancel into ResshouGGST Chipp Zanuff Resshou.pngGuardAllStartup13Recovery16Advantage-4 instead of Alpha Blade Diagonal to safely end the string.

This combo works from a c.S, 2S, or c.S > 2S starter as long as Chipp isn't near the corner. If Chipp is too close to the corner before he does Alpha Blade Diagonal the combo might drop.

Bread and Butter Corner Slash ComboDeals good damage and breaks the wall
191 Damage
Recipe no. 159121 (PC)
Easy

c.S > 2S > 2H > 236K > dl j.Sf.S WS, 6H WB
A simple corner combo from a slash starter that breaks the wall. Chipp must slightly delay his j.S as he falls so that he has enough time to connect f.S after landing. On block, Chipp can cancel into ResshouGGST Chipp Zanuff Resshou.pngGuardAllStartup13Recovery16Advantage-4 instead of Alpha Blade Diagonal to safely end the string.

This combo works from a c.S > 2S starter as long as Chipp is at the corner.


Corner Roman Cancel Combo: Wall RunConvert basic poke into damage - Great way to spend meter
205-216 Damage
Recipe no. 159123 (PC)
Medium

236S~236S/6K > 88RRC > 66 > w.S, w.S, w.S, w.S > w.6H WS > w.6H WB
Once Chipp lands after the RRC, he can run toward the wall and start his combo. Each hit of w.SGGST Chipp Zanuff wcS.pngGuardStartup6Recovery18Advantage- must be timed. Pressing S too quickly will cause Chipp to cancel into w.SSGGST Chipp Zanuff wfS.pngGuardStartup7Recovery23Advantage- which may drop the combo.

If Chipp is blocked before the Roman Cancel, he can safely continue his pressure due to the RRC slowdown.


Charged Dust comboUniversal high damage combo
194 Damage
Recipe no. 159124 (PC)
Medium

5[D]~8 > dl j.D > j.K(1) > 9jc > j.D > j.K(1) > j.D > j.K(1) > j.D > j.D
A slight delay before the first j.D makes this route universal. Timing is somewhat tight, but this combo is deals near-optimal damage while needing no adjustments across the cast. This is one of Chipp's best options at any level of play.

It is important to avoid mashing the inputs since the forward jump-cancel can otherwise register as an air throw (6D) leading to a drop.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Chipp's combos often require small adjustments leading to many small variations on the same combo. Only the most important variations will be shown here. These also build into Chipp's more advanced combos/setups making them useful at any level of play.

Slash Confirm Basic Loop ComboVersatile combo with strong corner carry
116-140 Damage
Recipe no. 159125 (PC)
Medium

c.S > 2S > 2H > 236K > dl j.K(1)2S > 2H > 236K
A basic loop using Chipp's 2S > 2H > 236K combo piece.

Works well midscreen on most characters but will need small adjustments for c.S vs 2S confirms. Also require adjustments for certain characters like  I-No and  Zato-1.

It is essential to delay j.K so that only the first hit connects and the second hit whiffs. The lower j.K connects the easier it is to pick up the combo after landing. This combo leaves plenty of room for improvisation letting Chipp get different damage/advantage.

Conter Hit Confirm Basic Loop ComboConfirmable CH combo for all ranges
128-148 Damage
Recipe no. 159126 (PC)
Medium

CH c.S/2S > 2H > 236Kc.S > 2S > 2H > 236K
A highly confirmable version of Chipp's basic loop combo.

Works well outside the corner from almost all ranges, but will need small adjustments for certain characters like  I-No and  Zato-1. A slight delay on the second 2S may be needed to prevent whiffs on these characters.

Gives good advantage and leaves plenty of room for improvisation letting Chipp get different damage/advantage. The confirm window becomes smaller against heavier characters.


Double K Alpha Corner ComboDamaging combo that can set up mix
177-195 Damage
Recipe no. 159127 (PC)
Medium

c.S > 2S > 2H > 236K, j.236K ▷ 6 > c.S > 6H WS > 6H WB
A universal route that works well from almost any confirm but will drop with high scaling (like after a jump-in or an RC).

Linking two K Alpha Blades together leaves Chipp grounded so he can combo into c.S > 6H or set up a mix.

Chipp must walk toward the wall after landing to connect c.S. Without walking f.S will activate dealing less damage.


Same-Side Corner ComboA combo that keeps Chipp out of the corner
194 Damage
Recipe no. 159129 (PC)
Medium

c.S > 2S > 2H > dl 236S, 2K > 6H > 236S~236S WS > 6H WB
A universal route that keeps Chipp out of the corner by avoiding Alpha Blade.

Chipp must use Resshou at the highest possible point in order to link a follow up. In some cases he can pick up with 5K or 2S instead of 2K if the opponent is high enough.

This route is extremely important when an opponent has burst available. It is also needed at specific distances to the wall, where Chipp's Alpha Blade will not behave normally causing a drop and leaving Chipp cornered.


Wall Run Combo: High Wall HealthHigh damage universal combo
247 Damage
Recipe no. 159130 (PC)
Hard

CH 2H > 236[P] > w.S > w.H, w.H, w.6H, w.S > w.6H WS > w.6H WB
A wall run route requiring high wall health, making it tricky to confirm.

This combo works from other starters but it is best suited to punishes/confirms with 2H CH. Linking w.H near max range can help prevent the w.S pickup from whiffing.

If the wall health is too low the opponent will splat early dealing less damage than the easier w.S x4 route.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute


Corner-to-Corner Slash ComboCarry optimized version of Chipp's BnB
190 Damage (Ky)
Recipe no. 159131 (PC)
Medium~Hard

c.S > 2S > 2H > 236K > dl j.S ▷ 66 > c.S > 2S > 2H > 236K > j.D WS ▷ 6H
A corner-to-corner combo that deals excellent damage and breaks the wall. Requires tricky delays, links, and dashes.

Max delay on j.S and the longest possible dash help ensure a deep c.S pickup. Expect subtle timing differences between characters.


Does NOT work on:  Zato-1,  Happy Chaos

Zato/Chaos Corner-to-Corner VariationCarry optimized version of Chipp's BnB
197 Damage (Zato)
Recipe no. 159132 (PC)
Medium~Hard

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
A corner-to-corner combo that is meant for  Zato-1 and  Happy Chaos. Requires tricky delays, links, and dashes.

Max delay on j.K and the longest possible dash help ensure a deep c.S pickup. Expect subtle timing differences between characters.

Combo List

  • All damage values are tested on  Ky at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
  • The list is focused on most practical examples, not every single option that exists.
  • The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).

P Combos

5P/2P/6P
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
(5P/2P) > 5P/2P > 6P > 236S~236S Anywhere 65~68 All [1] Very Easy Basic punch combo. Good for mashing out of pressure. 1.29
CH 5P/2P, 5K/2K > 2D Anywhere 46~52 All [1] Very Easy CH confirm from a jab. 1.29
CH 6P > 236P Anywhere 51 All [2] Easy Counter hit confirm. Alpha Blade may whiff when spaced. 1.30
CH 6P > 236S, 2K > 6H > 236K, dl j.D WS ▷ 6H WB Corner 172 All [3] Medium Spacing specific confirm from the rekka wall bounce. 1.30

K Combos

5K/2K/6K
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
(5K) > 5K/2K > 2D Anywhere 36~54 All [1] Very Easy Basic combo into sweep 1.29
6K, 2K > 2D Anywhere 64 All [1] Very Easy Basic combo into sweep 1.29
(5K/2K) > 2D > 236S, 2K > 6H > 236K WS ▷ 6H Near corner 137 All [4] Hard Spacing specific combo using rekka wall bounce. 1.29

S Combos

c.S/f.S/2S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
f.S > 236S~236S Anywhere 74 All [1] Very Easy Basic poke combo. On crouching hit Chipp can combo into Senshuu. 1.29
(c.S) > 2S > 2H > 236K > j.K(1) > 66 > (j.K(1)) > j.D Midscreen 104~133 All [2] Easy Extremely stable BnB that works in nearly every situation. Does not work near the corner. 1.29
c.S > 2S > 2H > 236K > dl j.Sf.S WS, 6H WB Corner 191 All [2] Easy Simple corner BnB that splats at ground level. 1.29
(c.S) > 2S > 2H > 236K, j.236K ▷ 6, c.S > 6H WS, 6H WB Corner 177~195 All [2] Easy Double K Alpha combo that can set up mix. 1.29
c.S > 2S > 2H > dl 236S, 2K > 6H > 236S~236S WS, 6H WB Corner 194 All [3] Medium Same-side corner BnB using Rekka wall bounce. 1.29
(c.S) > 2S > 2H > 236K > dl j.K(1)2S > 2H > 236K Midscreen 104~133 All [3] Medium Stable loop BnB that gives good corner carry and decent oki. 1.29
c.S/2S CH > 2H > 236Kc.S > 2H > 236K Midscreen 128~148 All [3] Medium Counterhit confirm version of the loop BnB. 1.29
c.S CH > 5[D], 2S > 2H > dl 236K ▷ 66~2S > 2H > 236K Midscreen 168 All [4] Hard Counterhit confirm combo using 5[D] for extra damage. 1.29
c.S > 2S > 2H > 236K > dl j.S ▷ 66, c.S > 2S > 2H > 236K > j.D WS ▷ 6H WB Cornered 190 All but ZA, HA [4] Hard Carry optimized loop combo for going corner to corner. Requires tricky delays and dashes. 1.29
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 184 ZA, HA [4] Hard Carry optimized loop combo that should work on all but is most suitable for Zato and Chaos. 1.29

H Combos

5H/2H/6H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5H/6H > 236S~236S~(236K) Anywhere 86~116 All [1] Very Easy Basic poke combo. Can combo into Senshuu for crouching hits. 1.29
2H CH > 236Kc.S > dl 2S > 2H > 236K > j.K(1) > 66 > j.K(1) > j.D Midscreen 131 All [2] Easy Counterhit combo into BnB for when you won't reach the wall. 1.29
2H CH > whiff 236S, c.S > j.H > 66 > j.Hc.S > 6H > 236S WS, 6H WB Midscreen/Corner 206 All [3] Medium Close range counterhit confirm that carries to the corner. 1.29
6H CH, 66, c.S > 6H, 66,2K > 6H > 236S~236S Anywhere 160~167 All [3] Medium Counterhit combo that works anywhere. If Chipp doesn't reach the wall Resshou will whiff but Rokusai will still connect. 1.29
5H/6H CH, 236K, 236K, 6, c.S > 6H WS, 6H WB Corner 188~196 All [3] Medium Simple counterhit confirm into corner BnB. 1.29
6H CH, 66, c.S > j.K(1) > 66 > dl j.Hc.S > 6H > 236S~236S WS, 6H WB Midscreen/Corner 207 All [3] Medium Counterhit confirm that carries to the corner. 1.29
6H CH, 66, c.S > 5H, 66, c.S > 5H, 66~2S > 5H > 236S WS, 6H WB Corner 217 All [3] Medium Easy version of Chipp's tumble loop. 1.29
5H CH > 236P, 2K, 2S > 2H > 236K > j.K(1) > 66 > j.K(1) > j.D Anywhere 139 All [4] Hard Max range counterhit conversion into BnB that side swaps. 1.29
6H CH, 66, c.S > 6237S ▷ 66~c.S > 5H, 6H > 236S~236S WS, 6H WB Corner 230 See Notes [5] Very Hard Confirmable TK Beta Blade punish combo for high wall health. Works on SO, KY, MA, CH, MI, GI, IN, JC, HA, BA, BR. 1.29

D Combos

2D/5D
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2D > 236S~236S Anywhere 74 All [1] Very Easy Simple sweep combo 1.29
2D CH, 2S > 2H > dl 236K > j.K(1) > 66 > j.K(1) > j.D Midscreen 119 All [3] Medium Counterhit sweep into BnB. Delayed K Alpha cancel helps keep the combo consistent. 1.29
5[D]
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D]~8, j.D > j.D Anywhere 140 All [1] Very Easy Extremely simple Dust combo to secure positive bonus. 1.29
5[D]~8, j.D > j.K(1) > 9jc > j.D > j.K(1) > j.D > j.K(1) > j.D > j.D Anywhere 194 All [3] Medium Universal Dust combo that deals excellent damage. 1.29

Wall Run Combos

Wall Run Starters
Starter Notes Video
2H CH > 236[P] >... Optimal starter.
Enables extremely high meterless damage.
-
(236S)~236S > 88RRC >... Decent option from rekka pressure leading to a scaled combo.
Best when confirming off the Rokusai hit.
-
236S236K > 88RRC >... Kara-Senshuu starterKara-cancelling the startup of Resshou into Sensuu, DOES NOT work from rekka pressure.
Leads to a scaled combo.
-
6K > 88RRC >... Slow but strong starter with meter. -
5D > 88RRC >... Fast starter that damages the wall.
Only allows short Wall Runs and scales the combo.
-


Wall Run Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
STARTER > w.S, w.S, w.S, w.S > (w.S) > w.6H WS, w.6H WB Corner 168~225 All [3] Medium Most basic wall run combo. Ideal for when the wall has taken damage. Can connect an extra w.S on big bodies. 1.29
STARTER > w.S, w.H, w.H, w.6H, w.S > w.6H WS, w.6H WB Corner 214~247 All [4] Hard High wall health route. Splats early when the wall is damaged making it worse than the w.S x4 route. 1.29
236S236K > dl 66PRC > j.H > jc > j.S > jc > j.S, dl j.D ▷ 66, w.K, w.S > w.H > w.6H WS, w.6H WB Corner 217 All but Chipp [4] Hard High damage Wall Run conversion from kara-Senshuu overhead. 1.29
STARTER > w.S, w.S > w.6H, w.6H, w.S > w.6H WS, w.6H WB Corner 233~255 All [5] Very Hard Optimal Wall Run combo for High wall health. w.6H must be timed meaty to link into itself. 1.31

Anti-Air Combos

Anti-air Combos
Combo Notes Video
AA 5P, 66, ... Quick anti-air jab.
Confirm and chase into BnB.
-
AA 6P > 236S/236P Unfortunately 6P does not convert into any useful combo.
Near the corner it is possible to use rekka wall bounce to extend.
-
AA 5K/c.S > jc > j.K(1) > 66 > dl j.H ▷... Confirm and jump cancel to combo into BnB
Extremely common starter against back dash or jump outs.
-
AA j.P > j.P, j.S ▷... Confirmable air-to-air that works well while rising
Land and combo into a BnB.
-

Jump-In Combos

Anti-air Combos
Combo Notes Video
j.2K2K > 2D Knockdown from successful j.2K -
j.S/H/D5K > 2D Combo that leads into sweep
Best after landing a jump-in that is spaced, or after a cross-up.
-
j.S/H/Dc.S/2S >... High reward option when hitting a deep jump-in
Land and combo into a BnB.
-
CH j.S/H/Dc.S/2S >... Counter hit option that works from any height
Land and combo into a BnB.
-

Metered Combos

Metered Combos
Combo Notes Video
Starter > (236S)~236S > RC >... Basic metered conversion from Chipp's rekka.
Extend into BnB or setup.
-
(236S)~236K > RC >... RC into BnB or setup.
Fast RC can create quick overheads for pressure.
-
S/H/D > 236D >... Basic Wild Assault extension.
Combos from all level 2+ buttons.
-
P/K > 6P > 236D >... Wild Assault extension from P/K buttons.
236K will tend to drop.
-
c.S > 2S > 2H > 236[D] >... Charged Wild Assault extension.
Extend into BnB or setup.
-
CH S/H/D > 236[D] >... Wild assault confirm from counterhit.
Extend into BnB or setup.
-


Wild Assault Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
P/K > 6P > 236D > c.S > 2S > 2H > 236H WS, 6H WB Midscreen 118~124 All [2] Easy Jab confirm into Wild Assault near midscreen. Video 160443
(PC)
1.31
j.2K5P > 6P > 236D > c.S > 2S > 2H > 236H WS, 6H WB Midscreen 125 All [2] Easy Confirm from successful overhead near midscreen Video 160446
(PC)
1.31
f.S/5H/6H > 236D > 2H > 236K > dl j.D6H WS, 6H WB Midscreen 143~161 All [2] Easy Stray Hit/Wish Confirm combo that locks out burst. Video 160439
(PC)
1.31
P/K > 6P > 236D > 2H > 236K > j.K(1)2S > 2H > 236K > j.K(1) WS ▷ 6H WB Cornered 116~122 All [2] Easy Jab confirm into Wild Assault far from corner. Video 160444
(PC)
1.31
j.2K5P > 6P > 236D > 2H > 236K > j.K(1)2S > 2H > 236K > j.K(1) WS ▷ 6H WB Cornered 135 All [2] Easy Confirm from cross-up j.2K. Carries from full screen. Video 160447
(PC)
1.31
CH 236[D] > 2K, c.S > 2S > 2H > 236H WS, 6H WB Corner 131 All [2] Easy Wild Assault CH combo with generous confirm window. Video 160454
(PC)
1.31
c.S > 2S > 2H > 236[D] > whiff 2K, 66, c.S > 2S > 2H > 236K > j.K(1) > j.P > j.P > j.P WS ▷ 6H WB Cornered 197 All [3] Medium 3-hit confirm combo that locks out burst. Video 160438
(PC)
1.31
CH f.S/2S > 5H > 236[D] > 5[D], c.S > 6H > 236S236K WS, 6H WB Near Corner 196~199 All [3] Medium 2-hit counter hit Confirm combo that locks out burst near the corner. Video 160440
(PC)
1.31
f.S/2S > 5H > 236[D] > dl 2H > 236K > j.K(1) ▷ 66, c.S > 2S > 2H > 236K WS ▷ 6H WB Cornered 173~175 All [3] Medium 2-hit counter hit Confirm combo far from corner. Video 160442
(PC)
1.31
CH 5H/6H > 236[D] > 5[D], c.S > 5H, 66, c.S > 6H WS, 6H WB Corner 207~216 All [3] Medium Single counter hit Confirm in the corner. Video 160448
(PC)
1.31
CH 5H/6H > 236[D] > 5[D], 2S > 2H > dl 236S, 2S > 5H WS, 6H WB Midscreen 196~203 All [3] Medium Single counter hit Confirm from midscreen using rekka wallbounce. Video 160449
(PC)
1.31
CH 236[D] > dl 2H > 236K > j.K(1)c.S > 2S > 2H > 236K WS ▷ 6H WB Cornered 132 All [3] Medium Wild Assault CH combo near opposite wall. Video 160453
(PC)
1.31
6D > 22FRRC > whiff j.S236[D] > 5H, 66, 6H WS, 6H WB Corner 153 All [3] Medium Throw combo to lock out burst in the corner. Must throw opponent into the corner. Video 160453
(PC)
1.31
6D > 66FRRC > whiff j.2K236[D] > 2H > 236K > j.K(1)c.S > 5H WS, 6H WB Cornered 134 All [3] Medium Throw combo to lock out burst near the opposite corner. Video 160459
(PC)
1.31
CH 5H/6H > 236[D] > jc > j.K, dl j.H ▷ 66, c.S > 2S > 2H > dl 236S, 2S > 2H WS, 6H WB Cornered 195~201 All [4] Hard Single counter hit Confirm combo that carries to the opposite corner. Video 160452
(PC)
1.31
5P > 5P > 6P > 236D > 2H > 236K > dl j.Sf.S > 236236P WB Cornered 127 All [4] Hard Highly scaled confirm into wild assault. Locks out burst. Video 160445
(PC)
1.31
(236D), f.S > 236D > f.S > 2H > dl 236S WS, 6H WB Near Corner 124 All [4] Hard Trade combo from a Wild Assault frame trap near the corner. Difficult to confirm. Video 160456
(PC)
1.31

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