GGST/Chipp Zanuff/Combos: Difference between revisions

From Dustloop Wiki
Line 449: Line 449:
|checkedVersion = 1.18
|checkedVersion = 1.18
}}
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > {{clr|S|6237S}} ▷ microwalk forward > {{clr|S|c.S}} > {{clr|S|6238S}} ▷ {{clr|K|2K}} > {{clr|S|623S}} WS ▷ {{clr|H|6H}} WB
|position = Corner
|damage = 206 (PO)
|tensionGain = 30%
|worksOn = Potemkin
|difficulty = [5] {{clr|5|Very Hard}}
|notes = Max damage corner {{clr|S|c.S}} starter into TK Beta Blade loops on Potemkin. Jump directions are required exactly as written.
|checkedVersion = 1.18
}}
|-
|-
|}
|}

Revision as of 09:22, 18 August 2022

 Chipp Zanuff



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

Combo List

The combos below have NOT been tested for Season 2 unless specified

Note about game versions: Patch 1.18 is the start of Season 2 and uses battle version 2.00. This patch contains many system and Chipp specific changes but many of Chipp's older combos/setups still work. All combos that have been tested will display "1.18" in the Ver. column. Combos will not be tested for patches after 1.18 unless there is a system or Chipp specific change made.


  • 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
  • Character Specific notation:
    • (wr) = Wall run start (from 23[6]P / 236[P] / similar)
    • w.[X] = wallrun button


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. All combos tested on Ky unless otherwise specified.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
f.S > 236S~236S Anywhere 74 All [1] [1] Very Easy Tension Gain: 17%
Universal combo from f.S poke
Video 3916
(PC)
1.18
(5/2)K > 2D > 236P Anywhere 59 All [1] [1] Very Easy Tension Gain: 11%
Crosses through the opponent when not in the corner. Useful for switching sides.
Video 3946
(PC)
1.18
(5/2)K > 2D > 236S~236S Anywhere 73 All [1] [1] Very Easy Tension Gain: 18%
Universal 5K starter into knockdown. Delay last hit of rekka on I-no.
Video 3978
(PC)
1.18
(c.S) > 2S > 2H > 236H Anywhere 76 (106) All [1] [1] Very Easy Tension Gain: 15% (19%)
Simple Gamma blade combo that gives good advantage and corner carry.
Video 3990
(PC)
1.18
(5P > 5P >) 5P > 6P > 236S~236S Anywhere 67 All [2] [2] Easy Tension Gain: 21%
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
(PC)
1.18
(c.S) > 2S > 2H > 236K > j.K(1) > 66 > j.D Anywhere 104 (131) All [2] [2] Easy Tension Gain: 15% (20%)
Very beginner friendly combo that works in almost all situations against all characters. Leaves Chipp close and plus.
Video 62415
(PC)
1.18
(c.S) > 2S > 2H > 236K > j.236K ▷ 6 > c.S > 6H > WS > 6H Corner 195 All [2] [2] Easy Tension Gain: 35%
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
(PC)
1.18
(c.S) > 2S > 2H > 236K > dl j.K(1)2S > 2H > 236H Anywhere but corner 115 (138) All but Ino [2] [2] Easy Tension Gain: 25%
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
(PC)
1.18

5P/2P/6P combos

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5P CH > (5K) > 2K > 2D Anywhere 49 (58) All [2] [2] Easy Tension Gain: 5%
5P CH confirm into sweep for oki. Omit 5K to safejump using c.S OTG.
1.18
(5P > 5P >) 5P > 6P > 236S~236S Anywhere 67 All [2] [2] Easy Tension Gain: 21%
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
(PC)
1.18

5K/2K/6K combos

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
(5/2)K > 2D > 236P Anywhere 59 All [1] [1] Very Easy Tension Gain: 11%
Crosses through the opponent when not in the corner. Useful for switching sides.
Video 3946
(PC)
1.18
(5/2)K > 2D > 236S~236S Anywhere 73 All [1] [1] Very Easy Tension Gain: 18%
Universal 5K starter into knockdown. Delay last hit of rekka on I-no.
Video 3978
(PC)
1.18
6K > 66FRRC > j.D2S > 2H > dl 236S, 2K> 6H WS > 6H WB Corner 174 All [3] [3] Medium Tension Gain: 10%
Full combo from 6K overhead.
1.18
6K CH ▷ 66 > (c.S) > 2H > 236K, j.236K ▷ 6 > c.S > 6H WS > 6H WB Corner 274 (282) All [3] [3] Medium Tension Gain: 40%
Max RISC 6K corner combo. Omit c.S on heavies.
1.18
2K CH > 6H > 236K, j.236K ▷ 6 > c.S > 6H WS > 6H WB Corner 244 All [3] [3] Medium Tension Gain: 30%
Max RISC 2K corner combo.
1.18

c.S/f.S/2S Starters

c.S/f.S/2S Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
f.S > 236S~236S Anywhere 74 All [1] [1] Very Easy Tension Gain: 17%
Universal combo from f.S poke
Video 1.18
CH f.S > 236P Anywhere 62 All [1] [1] Very Easy Tension Gain: 15%
Max range CH f.S combo. Swaps sides.
1.18
(c.S) > 2S > 2H > 236H Anywhere 76 (106) All [1] [1] Very Easy Tension Gain: 15% (19%)
Simple Gamma Blade combo that gives good advantage and corner carry.
Video 1.18
CH 2S > 2H > 236Kc.S > 2S > 2H > 236H Anywhere 127 All [2] [2] Easy Tension Gain: 25%
CH 2S combo for all ranges. Works when cancelling immediately into 2H
1.18
(c.S) > 2S > 2H > 236K > j.K(1) > 66 > j.D Anywhere 104 (131) All [2] [2] Easy Tension Gain: 15% (20%)
Very beginner friendly combo that works in almost all situations against all characters. Leaves Chipp close and plus.
Video 62415
(PC)
1.18
(c.S) > 2S > 2H > 236K > j.236K ▷ 6 > c.S > 6H > WS > 6H Corner 177 (195) All [2] [2] Easy Tension Gain: 35%
Universal corner combo. Walk forward after landing to connect c.S. This route can also be used to set up a wall run reset.
Video 1.18
(c.S) > 2S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > 236H Anywhere but corner 115 (138) All [2] [2] Easy Tension Gain: 25%
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 1.18
(c.S) > 2S > 2H > 236K > dl j.S ▷ 66 > c.S > 2H > 236H Anywhere but corner 127 (148) Mid/Heavy [2] [2] Easy Tension Gain: 30%
Basic loop using dashes for extra damage. Maximum possible delay on j.S. Drops on lightweights and  Zato-1
1.18
f.S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > dl 236S~236K WS > 6H WB Midscreen 164 All [3] [3] Medium Tension Gain: 30%
Close range f.S combo mid to corner. Works just outside c.S range
Video 1.18
c.S > 2S > 2H > dl 236S, 2K > 6H > 236S~236S/236H WS > 6H WB Corner 194 (187) All [3] [3] Medium Tension Gain: 40% (30%)
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 1.18
(c.S) > 2S > 2H > 236P > PRC > 2S > 2H > 236K WS > j.D WB Cornered 193 All [3] [3] Medium Tension Gain: 25%
Side swap route. Must PRC after Alpha Blade connects.
1.18
CH c.S, 66~c.S > 2S > 2H > 236K > dl j.K(1)2S > 2H > 236H Anywhere 153 All [3] [3] Medium Tension Gain: 30%
CH c.S confirm. Microdash to link the two c.S hits. Can alternately use Dash Cancel for more corner carry.
1.18
CH c.S > 5[D], 2S > 2H > 236H Anywhere 140 All [3] [3] Medium Tension Gain: 25%
CH c.S confirm. 5[D] float is safe to burst.
1.18
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] [3] Medium Tension Gain: 20%
Midweight corner-to-corner loop combo. Drops on Zato, Happy Chaos
1.18
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] [3] Medium Tension Gain: 20%
Corner-to-corner loop combo for Zato, Happy Chaos
1.18
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] [4] Hard Tension Gain: 20%
Lightweight specific corner-to-corner loop combo. Can break with 6H but damage is the same. Drops on Ino, Ram
Video 1.18
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] [4] Hard Tension Gain: 20%
Alternate lightweight corner-to-corner loop combo.
1.18
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] [4] Hard Tension Gain: 20%
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 1.18
c.S > 6237S ▷ microwalk forward > c.S > 6238S2K > 623S WS ▷ 6H WB Corner 206 (PO) Potemkin [5] [5] Very Hard Tension Gain: 30%
Max damage corner c.S starter into TK Beta Blade loops on Potemkin. Jump directions are required exactly as written.
1.18

5H/6H/2H Combos

5H/6H/2H Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5H/6H > 236S~236S Anywhere 92/100 All [1] [1] Very Easy Tension Gain: 20%
Basic H conversion, no knockdown. Ending with kara-Banki Messai near the corner can break the wall for oki.
1.18
2H > 236K > j.K(1) > 66 > j.H(2) > j.623S Anywhere 122 All but Leo, Anji [2] [2] Easy Tension Gain: 20%
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.
1.18
2H > 236K > j.S > 66 > j.S > j.623S Anywhere 126 Medium/Heavy but Zato [2] [2] Easy Tension Gain: 20%
Stable air combo route with good damage. j.S whiffs on lights. May drop at max 2H range. Second hit of Beta Blade tends to drop dealing less damage.
1.18
CH 6H > 66 > c.S > 6H > 632146H/236236P Anywhere 225/224 All [2] [2] Easy Tension Gain: 25%
Simple metered 6H CH combo. 632146H for midscreen damage or 236236P in the corner for a wall break. Deals 191 using Banki Messai without a wall break.
1.18
CH 6H > 236[K] > 3 > j.H(2) > 66 > j.H(2)c.S > 6H > 236S~236S > WS > 6H Corner 236 Light/Medium [3] [3] Medium Tension Gain: 40%
High damage meterless corner 6H CH combo.
1.18
CH 6H > 66 > c.S > j.K(1) > 66 > dl j.H(2)c.S > 6H > 236S~236S > WS > 6H Midscreen to Corner 220 All [3] [3] Medium Tension Gain: 45%
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 neede for j.H to connect both hits.
1.18
CH 6H > c.S > 5H > 66~2S > 5H > 2S > 5H > 235S whiff~235S WS > 6H WB Corner 228 All [4] [4] Hard Tension Gain: 40%
Corner DP punish route. Makes use of 5H tumble properties.
1.18
CH 6H > 236[K] > 3 > j.H(2)2S > 5H > 66 > 2S > 2H > 236S > WS > 6H Corner 217 (Leo) Heavy [4] [4] Hard Tension Gain: 45%
High damage meterless corner 6H CH combo using 5H tumble.
1.18
CH 6H > 66 > c.S > 5H > 66 > c.S > 6H > 66~2K > 6H WS > 6H WB Corner 231 All [4] [4] Hard Tension Gain: 45%
High damage 6H punish. somewhat tight timing on dash 2K
1.18
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 226 (Gio) Light [4] [4] Hard Tension Gain: 35%
Corner to corner 6H CH combo that avoids breaking the wall early. Against INO end with 5P instead of 623S
Video 1.18
CH 6H > 66 > c.S > 6H > 66 > 2K > 6H > 236S~236S~236K~P Midscreen 239 All [4] [4] Hard Tension Gain: 45%
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.
1.18
CH 6H > 66 > c.S > 5H > 66 > c.S > 6H > 66~5H > (whiff) 236S~236S WS > 6H WB Corner 237 All [5] [5] Very Hard Tension Gain: 45%
6H punish using a 1f micro dash.
1.18

5D/2D combos

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2D > 236S~236S Anywhere 74 All [1] [1] Very Easy Tension Gain: 15%
-
1.18
CH 2D > 236K, j.236K ▷ 6 > c.S > 6H WS > 6H WB Corner 176 All [2] [2] Easy Tension Gain: 25%
-
1.18
CH 2D > 236S, 66~c.S > 6H > 236K > j.2K WS > 6H WB Corner 180 All [3] [3] Medium Tension Gain: 25%
CH 2D combo for high wall HP. Inconsistent on Ky/Chaos.
Video 1.18
CH 5D > 66 > c.S > j.H(2) > 66 > j.H(2)c.S > 6H WS > 6H WB Corner 264 All [3] [3] Medium Tension Gain: 35%
Max RISC 5D combo. Delay the dash c.S on lights so that all j.H hits connect.
1.18

Charged Dust combos

Combos following from a charged dust homing jump. All damage done on Ky for this section unless specified.

Dust Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D] > dl j.D > j.D Anywhere 140 All [1] [1] Very Easy Tension Gain: 15%
Extremely simple dust combo. Good for beginners or when you expect a burst.
1.18
5[D] > j.D > j.K(1) > jc j.D > j.K(1) > j.D > j.K(2) > j.K Anywhere 189 All [2] [2] Easy Tension Gain: 20%
Great damage and fairly simple to execute. Delay the first j.D on Anji
1.18
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] [2] Easy Tension Gain: 20%
Need to hit everything fairly fast. Delay the first j.D on Anji
1.18
5[D] > dl j.D > 66 j.D > j.S > 8jc j.D > j.P > j.P Anywhere 193 All [3] [3] Medium Tension Gain: 20%
Alternate charge dust route. Requires slight delay before first j.D
1.18
5[D] > dl j.D > j.S > 9jc > j.D > j.P > j.D > j.K(1) > j.D Anywhere 204 All [4] [4] Hard Tension Gain: 20%
High damage dust combo. Slight delay before first j.D. Delay longer on Potemkin, Faust. Minimal delay for Anji, Baiken
Video 1.18
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] [5] Very Hard Tension Gain: 20%
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 1.18

Jump-in Starters

Damage tested on Ky unless otherwise specified.

Jump-in Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.2K2K > 2D > (236S~236S) Anywhere 65 (93) All [2] [2] Easy Tension Gain: 18%
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.
1.18
j.S > j.D2K > 2D Anywhere 87 All [2] [2] Easy Tension Gain: 16%
Useful for when j.S hits high
1.18
j.H2K > 2D > (236S~236S) Anywhere 68 (96) All [2] [2] Easy Tension Gain: 19%
Universal j.H jump in route. Lenient timing as j.H hits twice. Can trade oki for damage by ending with rekka.
1.18
j.D2K > 2D > (236S~236S) Anywhere 73 (101) All [3] [3] Medium Tension Gain: 20%
Universal j.D jump in route. Must hit j.D deep to combo. Can trade oki for damage by ending with rekka.
1.18
j.D2S > 2H > 236K > j.D WS > 66 j.D WB Near corner 174 All but Leo, Faust [3] [3] Medium Tension Gain: 21%
j.D has to hit very deep
1.18
Wall run cancel > j.Sc.S > 2H > 236K > j.K(1) > 66 > j.D Corner 114 All [3] [3] Medium Tension Gain: 23%
Low wall run cancel j.S mixup after 236[P] (drop down with 2)
1.18
Wall run cancel > j.P > j.P5K > 2D > (236P) Corner 54 (65) All [3] [3] Medium Tension Gain: 14%
Double overhead wall run cancel mixup. 236P for the sideswitch.
1.18
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] [4] Hard Tension Gain: 35%
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
1.18

Wall Run Combos

These combos utilize Chipp's wall run mechanic. Damage tested on Ky unless otherwise specified.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6K > 88RRC > 66 > (w.S) > w.S > w.S > w.S > w.S > w.6H WS > w.6H WB Corner 205 All [3] [3] Medium Tension Gain: 6%
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 1.18
6K > 88RRC > 66 > w.S > w.H > w.H > w.6H > w.S > w.6H WS > w.6H WB Corner 228 All [3] [3] Medium Tension Gain: 6%
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).
1.18
CH 2H > 236[P] > w.S > w.H > w.H > w.6H > w.S > w.6H WS > w.6H WB Corner 267 All [4] [4] Hard Tension Gain: 40%
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 1.18
CH 2H > 236[P] > w.S > w.S > w.6H > w.6H > w.S > w.H > 6H WS > w.6H WB Corner 281 All but May [4] [4] Hard Tension Gain: 45%
Optimal meterless wall run from a 2H counter-hit. Requires high wall health.
1.18
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] [4] Hard Tension Gain: 15%
Wall run combo for using FRRC for reduced meter cost. w.S instead of w.K for extra damage against large characters
1.18
CH 2H > 236[P] > w.S > w.H > w.H > w.6H > 4 > dl j.236KcS > 6H > dl 236236P WB Corner 270 All [4] [4] Hard Tension Gain: ~45%
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 1.18
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] [4] Hard Tension Gain: 5%
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.
1.18
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 247 All [5] [5] Very Hard Tension Gain: 35%
Flashy corner to corner combo. Not practical but demonstrates how Chipp can avoid a wall splat to extend a combo.
1.18

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.

Air-Hit / Anti-Air combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6P > 236S Anywhere 47 All [1] [1] Very Easy Tension Gain: 10%
Basic, universal 6P anti-air confirm.
??
CH 6P > 236H Anywhere 51 All [1] [1] Very Easy Tension Gain: 10%
Basic, universal 6P CH confirm, decent corner carry.
??
AA 5K > jc j.K > 66j.H5P Anywhere 55 Universal [1] [1] Very Easy Tension Gain: 6%
Basic, universal anti-air route. Possible to get c.S (into BnB) instead of 5P on bigger characters.
??
AA 5P > dash 2K > 2S (c.S) > 2H > 236K Anywhere 75 (80) All [2] [2] Easy Tension Gain: 18%
Anywhere anti-air route. The higher up your 5P anti-air, the easier the dash 2K link.
??
AA 5P > 2S > 2H > 236K > j.236Kc.S > 6H WS > 66 6H WB Corner 149 All [2] [2] Easy Tension Gain: 31%
May have to delay 2S a little depending on how high 5P hits.
??
AA 5P > 6H > 2S > 2H > 236K WS > 66j.D WB Corner 153 All [2] [2] Easy Tension Gain: 24%
Drop down from 236K for 6H WB if the wallsplat is low enough.
??
AA 5K > 6H > 2S > 2H > 236K WS > 66j.D WB Corner 157 All [2] [2] Easy Tension Gain: 24%
Drop down from 236K for 6H WB if the wallsplat is low enough.
??
AA 2H > 236K5K > 6H Anywhere 105 All [2] [2] Easy Tension Gain: 20%
Returns opponent to the ground. Can follow up with an overdrive. May cross up after 236K depending on 2H spacing.
??
AA 2H > 236Kc.S > 2S > 2H > 236H Anywhere but corner 129 All [2] [2] Easy Tension Gain: 25%
Anti air route. works at all heights for lights. Medium/heavy must be high in the air.
??
AA 5K > jc j.K > 66j.K > jc j.K > j.D Anywhere 73 All except Ram [3] [3] Medium Tension Gain: 8%
Basic anti-air route, small adjustments in hit number can be applied.
??
AA 5K > jc j.K(1) > 66j.H > c.S > 2H > 236K5P > 5P > 5P WS > 6H WB Mid to Corner 136 All [3] [3] Medium Tension Gain: 23%
Possible to j.P instead of 5P.
??
AA 2H > dl 236S~236K > 2S > 2H > 236S WS > 6H WB Near Corner 174 All [3] [3] Medium Tension Gain: 40%
Universal corner anti-air route from 2H using rekka loop - Doesn't work deep in the corner.
??
AA CH 2H > (whiff) 236S, 66~c.S > j.H(2) > 66 > j.H(2)c.S > 6H > 236S WS > 6H WB Into corner 219 All [4] [4] Hard Tension Gain: 40%
Counter hit anti-air route. c.S should be done underneath as they fall which may require a micro-dash.
??

Air-to-Air Starters

Combos starting from an airborne confirm on an airborne opponent. Damage tested on Ky unless otherwise specified.

Air-to-Air Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
Air to Air j.K(1) > 66 > dl j.S/j.H > jc > j.K(1) > j.236K Midscreen to Corner 58 All [2] [2] Easy Tension Gain: 5%
Back up combo for when j.S/j.H side swap. Can extend the combo after j.236K or continue pressure.
1.18
Air to Air j.K(1) > 66 > dl j.S/j.Hc.S > 2H > 236H Anywhere 90/92 All [3] [3] Medium Tension Gain: 15%
Air-to-Air combo that works best at max j.K range. Tends to side-swap at closer ranges.
1.18
Air to Air j.P > j.P, j.H2S > 2H > 236K > j.K(1) > 66 > j.D Anywhere but corner 103 All [3] [3] Medium Tension Gain: 23%
Consistent/flexible Rising air-to-air. Using j.P twice keeps the combos consistent in case of a counter hit.
1.18
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] [3] Medium Tension Gain: 25%
Rewarding air-to-air combo from max range j.K. Tends to side swap at closer ranges.
1.18
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] [4] Hard Tension Gain: 25%
Air-to-air loop combo with excellent corner carry. works best at max j.K range. Tends to side-swap at closer ranges.
1.18

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.

Throw/Air Throw Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
4/6D > 66RRC ▷ Dash c.S > 2H > 236K > j.D WS > 66 > j.D WB Midscreen to Corner 140 All [2] [2] Easy Tension Gain: 15%
Easy throw confirm.
??
4/6D > 66FRRC > j.H (whiff) ▷ 2S > 2H > 236K WS > 6H WB Corner 146 All [3] [3] Medium Tension Gain: 15%
Corner Throw confirm. 2S will pick up before they go into knockdown state.
??
4/6D(2) > 66PRC > j.H(2) > 66 > j.Hc.S > 6H > 236H WS > 6H WB Corner 165 All [3] [3] Medium Tension Gain: 5%
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).
??
4/6D > 66FRRC > j.2K (whiff) ▷ c.S > 2H > 236K WS > 6H WB Corner 154 All [3] [3] Medium Tension Gain: 20%
Corner Throw confirm. c.S will pick up before they go into knockdown state.
1.18
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, Leo, Test [4] [4] Hard Tension Gain: 25%
Throw combo using FRRC slowdown. Must throw a cornered opponent away from the wall and FRRC after second hit of the throw.
Video 1.18
4D(2) > 66FRRC > j.236[P] > w.K > w.S > w.6H > w.S > w.6H WS > w.6H WB Corner 188 Jack-O, Leo, Test [4] [4] Hard Tension Gain: 20%
Throw combo using FRRC slowdown. Must throw a cornered opponent away from the wall and FRRC after second hit of the throw.
Video 1.18

Rekka Combos

Combos for rekka confirms.

Rekka Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
...~236K CH > c.S > 2H > dl 236H Anywhere 106 All [1] [2] Easy Tension Gain: 20%
Basic overhead rekka confirm. 2S pick up for max range
1.18
...~236K CH > c.S > 2H > 236K > j.K(1) > 66 > j.K(1) > j.D Anywhere 127 All [1] [2] Easy Tension Gain: 25%
Rekka confirm into midscreen air combo. Delays on 2H needed for lights, Anji, Zato
1.18
...~236K CH > c.S > 2H > 236K, j.236K ▷ 6 > c.S > 6H WS > 66 > 6H Corner 183 All [2] [2] Easy Tension Gain: 35%
Corner overhead rekka confirm into corner BnB. This route can also be used to set up a wall run reset.
1.18
CH Resshou / Rokusai, 2S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > 236H Anywhere but corner 130 All [3] [3] Medium Tension Gain: 35%
Close range counter hit confirm can link into 2S for a combo.
1.18
~236K > 44FRRC > j.H2S > 2H > 236H Anywhere 116 All [3] [3] Medium Tension Gain: 5%
FRRC combo for non-counter hit overhead. Helps keep Chipp safe on block.
1.18
~236K > 44FRRC > j.Sc.S > 2H > 236K, j.236K ▷ 6 > c.S > 6H WS > 66 > 6H Corner 181 All [3] [3] Medium Tension Gain: 10%
FRRC combo for non-counter hit overhead. This route can also be used to set up a wall run reset.
1.18

Beta Blade Combos

Beta Blade Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
623S > 88RRC > 66 > c.S > 2S > 2H > 236K WS > 6H WB Cornered 155 All [2] [2] Easy Tension Gain: 5%
Easy side swap DP confirm. Run under during RRC float.
1.18
623S(2) > 66FRRC > j.S > jc > j.S > j.H(1) > jc > j.K > j.D Anywhere but corner 99 All [3] [3] Medium Tension Gain: 5%
Must FRRC after the second hit of the DP. Good when cornered.
1.18
623S(2) > 22RRC > 66 > j.S > jc > j.S > j.236K ▷ 6 > c.S > 6H WS > 6H WB Cornered 158 All [3] [3] Medium Tension Gain: 5%
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.
1.18

Alpha Blade Combos

Damage tested on Ky unless otherwise specified.

Alpha Blade Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.236K(1)c.S > 2H > 236K > j.K(1) > 66 > j.K(1) > j.D Anywhere 104 All [2] [2] Easy Tension Gain: 20%
Cross up Air Diagonal Alpha Blade confirm. Works for the single-hit cross up version of the move.
1.18
236P, 5P > 6P > RRC > 66 > 5[D] > 2S > 2H > dl 236S~236K WS > 6H WB Corner 164 All except Pot, Leo, Nago, Goldlewis [3] [3] Medium Tension Gain: 15%
Run under before 5[D] to keep the corner.
1.18
2369P5K > 5K > j.K(1) > 66 > j.Hc.S > 6H > 236S WS > 6H WB Corner 154 All except Anji, Pot, Leo, Nago, Goldlewis [4] [4] Hard Tension Gain: 25%
Manual delay on follow up 5K for I-NO, Jack-O
??
2369P2K, c.S > 2H > 236K > j.D WS > 66 > j.D WB Corner 168 All except I-NO, Baiken [4] [4] Hard Tension Gain: 25%
Requires manual delay on 2K for Ky, Anji, Chaos
??
2369Pc.S > 2H > 236K, j.236K > c.S > 6H WS > 6H WB Corner 180 (Gio) Lightweights except I-NO, Jack-O, Baiken [4] [4] Hard Tension Gain: 30%
TK Alpha Blade confirm. Works on most lightweights
??
2369P5K > j.K(1) > 66 > j.Hc.S > j.K(1) > 66 > j.Hc.S > 6H WS > 6H WB Corner 166 (Gio) (I-NO, Jack-O, Baiken, Ram, Gio ) [4] [4] Hard Tension Gain: 25%
Alternate TK Alpha Blade confirm for other lightweights
??

Genrou Zan

Damage tested on Ky unless otherwise specified.

Genrou Zan
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
63214S > 66RRC > dl 2H > 236K, j.236K > c.S > 6H WS > 6H WB Corner 175 All [2] [2] Easy Tension Gain: 10%
Corner command grab combo that can set up a Wall Run Mix. Wait underneath for them to float down into 2H range.
Video ??
63214S > RRC > dash 5[D] > 2S > 2H > 236K WB Corner 175 All [3] [3] Medium Tension Gain: 5%
Corner command grab confirm with RC. Relatively safe to burst due to 5[D] float
??
63214S > FRRC > c.S > 2H > 236K > j.D WS > j.D WB Near Corner 184 All [3] [3] Medium Tension Gain: 5%
6H can be used over 2H in corner for 1 more damage.
??
63214S > RRC > 236[P] > w.cS > w.5H > dl w.6H > w.K > dl w.6H Corner 193 All [4] [4] Hard Tension Gain: 10%
High wall health command grab into wall run. Delay timings vary between characters.
Video ??

Zansei Rouga Combos

Zansei Rouga Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
632146H > PRC > dash c.S > 2S > 2H > 236K > j.S WS ▷ 6H WB Anywhere 301 All [3] [3] Medium Tension Gain: 5%
Raw super confirm for 100% meter. This route also works if the super is used off a wallstick.
??


Combo Theory

Chipp is a character who benefits greatly from setting up advantageous situations with his combos. Instead of maximizing damage, many of Chipp's routes focus on carrying his opponent to the corner where he can set up a mix. In situations where Chipp cannot get corner carry, he will often end the combo early with whatever gives the most advantage or the most ambiguous approach.

Chipp's c.SGGST Chipp Zanuff cS.pngGuardAllStartup7Recovery10Advantage+1/2SGGST Chipp Zanuff 2S.pngGuardAllStartup10Recovery17Advantage-7 are two of his most useful confirms. From either of these hits he can launch his opponent with 2HGGST Chipp Zanuff 2H.pngGuardAllStartup12Recovery24Advantage-14.

c.S > 2S > 2H...

Chipp can then chase an airborne opponent using his Diagonal Alpha Blade (236K)GGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuardAllStartup27Recovery17Advantage-2

...236K > j.K(1)/j.S...

Together these form an important combo piece where Chipp can start an air combo or land and continue the combo on the ground, looping the sequence.


Air Combos

While airborne, Chipp can combine his air gatlings and air dashes to combo his opponent in the air. j.KGGST Chipp Zanuff j.K.pngGuardHighStartup6Recovery8Advantage+1 (IAD) is extremely useful for starting air combos because it has fast startup, a good hitbox, and good gatling options. j.SGGST Chipp Zanuff j.S.pngGuardHighStartup9Recovery18Advantage+1 (IAD)/j.HGGST Chipp Zanuff j.H.pngGuardHighStartup8Recovery17Advantage+4~5 (IAD) can give better damage but are not as reliable for starting an air combo as they will usually whiff. Air combos are most useful when combo scaling or spacing may cause other combos to drop.

...air-to-air j.K(1)/j.S > jc/66 > j.K(1)/j.S/j.H > j.D

Chipp can perform these sequences when calling out an airborne opponent or after chasing in a combo with Diagonal Alpha Blade (236K)GGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuardAllStartup27Recovery17Advantage-2. The specific gatling can be changed depending on the opponents position/character to improve damage or combo stability. Using j.DGGST Chipp Zanuff j.D.pngGuardHighStartup8Recovery22Advantage0 (IAD) will knock the opponent away from Chipp and end the combo with a soft knock down. Advantage is height dependant.

...air-to-air j.K(1)/j.S > 66 > j.P/j.K(1)/j.S/j.H5P/5K/c.S...

In some situations Chipp can use air-dash routes to carry his opponent to the ground and continue the combo. Easiest to use when comboing into the corner. Finds use in some punish combos and highly scaled combos.


Corner-to-corner Loop Combos

After chasing a launched opponent with Diagonal Alpha Blade (236K)GGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuardAllStartup27Recovery17Advantage-2, Chipp can hit his opponent with a delayed air button to extend the juggle. This gives Chipp enough time to land and loop the combo. Loop combos typically have superior corner carry while enabling Chipp's mix but vary in difficulty.

c.S > 2S > 2H > 236K > dl j.K(1)/j.S ▷ 66 > c.S > 2S > 2H...

The air button used and grounded sequence will change depending on the character. In some cases a micro-dash might be needed for Chipp to connect his ground buttons close enough to end the combo.

...2H > 236K > j.D WS

Combo scaling causes the opponent to float farther away from Chipp late in the combo so most characters will need a short air combo in order to wall-splat and end the combo. Some characters might allow another loop. The specific ending will depend on the character.


Corner Double Alpha Blade Combos

When attacking into the corner Chipp's Diagonal Alpha Blade (236K)GGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuardAllStartup27Recovery17Advantage-2 will bounce him off the wall and hit twice allowing him keep his opponent cornered. Chipp can very reliably link into his Air Diagonal Alpha Blade (j.236K)GGST Chipp Zanuff Alpha Blade Diagonal Air.pngGuardAllStartup28~41Recovery21Advantage-6 afterwards and carry them back to the ground.

(c.S > 2S) > 2H > 236K, j.236K ▷...

This sequence is not only one of the more damaging and consistent corner routes for Chipp but it also keeps him close to his opponent giving him different follow up options.

...j.236Kc.S > 6H WS

Because Chipp is grounded he can easily break the wall with his overdrive Banki Messai (236236K)

...j.236K2K/c.S/2S > 236[P]...

Alternately Chipp can use this route to set up a Wall Run Reset


Corner Rekka Loop Combos

In the corner Chipp can make use of the wall to loop his rekka A series of special attacks that are only available after the first one is performed. on an airborne opponent comboing Resshou (236S)GGST Chipp Zanuff Resshou.pngGuardAllStartup13Recovery16Advantage-4 into Senshuu (~236K)GGST Chipp Zanuff Senshuu.pngGuardHighStartup20Recovery20Advantage-9.

c.S > 2S > 2H > dl 236S~236K...

When timed to hit an opponent as high up as possible, the wall bounce caused by Resshou will give enough time to connect Senshuu. Senshuu causes a ground bounce and float giving Chipp an opportunity to extend the combo.

...f.S > 236S WS

While not burst safe, this routing prevents Chipp from being cornered if an opponent uses burst. This makes it safer than his Alpha Blade (236K)GGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuardAllStartup27Recovery17Advantage-2 corner routes. Rekka loop routes have the added benefit of being very stable late in a combo or when the distance to the wall might cause Alpha Blade Diagonal to put Chipp into the corner causing the combo to drop.


Rekka Whiff Combos

Chipp's rekka A series of special attacks that are only available after the first one is performed. has some unique properties for use in his pressure and combos. Resshou (236S)GGST Chipp Zanuff Resshou.pngGuardAllStartup13Recovery16Advantage-4 is particularly useful since it advances Chipp forward, is almost always safe on block, and has low recovery for a special move. These properties can make auto-piloting into Resshou not only safe, but can also allow Chipp to auto-confirm into some of his more damaging combo routes. Chipp's 2HGGST Chipp Zanuff 2H.pngGuardAllStartup12Recovery24Advantage-14 benefits the most from this since it is a common gatling but has a long recovery and limited cancel options. Rekka whiff combos work well from a meaty Hitting 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., anti-air, or frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. 2HGGST Chipp Zanuff 2H.pngGuardAllStartup12Recovery24Advantage-14 counter hit.

(c.S > 2S) > dl 2H CH > whiff 236S >...

On normal hit in the corner Chipp can attempt to confirm into his rekka loop.

(c.S > 2S) > dl 2H > dl 236S~235K...


Wall Run Combos

Chipp has the unique ability to run up walls which gives him access to some high damage combos and set-ups. From any hit in the corner Chipp can up-drift roman cancel (88RRC) to initiate a wall run. (Note: At low wall health this may cause an instant stick!)

236S~236S/6K > 88RRC > 66 > w.cS >...

Chipp's rekka A series of special attacks that are only available after the first one is performed. and fast 6KGGST Chipp Zanuff 6K.pngGuardHighStartup28Recovery7Advantage+2 overhead normally need meter to extend a combo making them good candidates for starting a wall run.

CH 2H > 236[P] > w.cS >...

On 2HGGST Chipp Zanuff 2H.pngGuardAllStartup12Recovery24Advantage-14 counter hit Chipp can cancel into his Horizontal Alpha Blade (236P)GGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuardAllStartup29Recovery19Advantage-4 to initiate a wall run without meter. This can be performed from any counter hit that leaves the opponent high up such as j.SGGST Chipp Zanuff j.S.pngGuardHighStartup9Recovery18Advantage+1 (IAD) counter hit but 2H is the most common.

...66/236[P] > w.cS > w.cS > w.cS > w.6H WS

Chipp's wall run combos will almost always start with w.cS as it has a good hitbox and is fast to start up/recover. w.K also works but other buttons will rarely pick up the combo. After the combo begins, Chipp can use any of his buttons to combo but his opponent will begin to float away from the wall over time. This will cause some buttons to whiff if Chipp tries to combo for too long. At this point w.6H can be used to pull the opponent into the wall and cause a splat.

...> w.cS > w.6H > w.cS...

...> w.cS > w.6H > 4 > j.236K ▷...

If the wall has max health or very high health when w.6H is used it will cause a bounce instead of a stick. This allows Chipp to pick up the wall combo again to maximize damage or leap from the wall using Air Diagonal Alpha Blade (j.236K)GGST Chipp Zanuff Alpha Blade Diagonal Air.pngGuardAllStartup28~41Recovery21Advantage-6 toward the wall and extend the combo on the ground. The specific set up for off-wall Alpha Blade combos is spacing specific and may require certain combos to work.

...> w.cS > w.5H > 2 ▷ 2S >...

...> w.cS > w.5H > 4 > j.K(1) > j.236K ▷...

Chipp can also float his opponent high up with w.5H and leap from the wall to end his wall run combos with a mix after returning to the ground. This is similar to his double Alpha Blade corner route and can be used to set up a Wall Run Reset.


TK Alpha Blade Combos

In the corner Chipp can Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. his Alpha Blade Horizontal (2369P)GGST Chipp Zanuff Alpha Blade Horizontal Air.pngGuardAllStartup29Recovery33Advantage- to perform the air version at the lowest possible height.

2369P > 2K/5K/c.S >...

The tiger knee input allows Chipp to recover extremely quickly from Alpha Blade Horizontal which enables a meterless follow up according to this table.

These combos can technically work midscreen but must to be performed from maximum Alpha Blade distance which makes them difficult to set up and impractical outside of the corner.

External References

Navigation

 Chipp Zanuff