m (→{{clr|K|5K}}/{{clr|K|2K}}/{{clr|K|6K}} combos: wording change for combo notes) |
m (→{{clr|K|5K}}/{{clr|K|2K}}/{{clr|K|6K}} combos: changed combo location) |
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{{GGST-ComboTableRow | {{GGST-ComboTableRow | ||
|combo = {{clr|2|2K}} > {{clr|5|2D}} > {{clr|3|236S}}, (66)~{{clr|2|5K}} > {{clr|4|6H}} > {{clr|2|236K}} > {{clr|5|j.D}} WS ▷ {{clr|4|6H}} WB | |combo = {{clr|2|2K}} > {{clr|5|2D}} > {{clr|3|236S}}, (66)~{{clr|2|5K}} > {{clr|4|6H}} > {{clr|2|236K}} > {{clr|5|j.D}} WS ▷ {{clr|4|6H}} WB | ||
|position = | |position = Near Corner | ||
|damage = 134 | |damage = 134 | ||
|tensionGain = 25% | |tensionGain = 25% | ||
Line 269: | Line 269: | ||
{{GGST-ComboTableRow | {{GGST-ComboTableRow | ||
|combo = {{clr|2|2K}} > {{clr|5|2D}} > {{clr|3|236S}}, 66~{{clr|2|2K}} > {{clr|4|6H}} > {{clr|2|236K}} WS ▷ {{clr|4|6H}} WB | |combo = {{clr|2|2K}} > {{clr|5|2D}} > {{clr|3|236S}}, 66~{{clr|2|2K}} > {{clr|4|6H}} > {{clr|2|236K}} WS ▷ {{clr|4|6H}} WB | ||
|position = | |position = Near Corner | ||
|damage = 137 | |damage = 137 | ||
|tensionGain = 25% | |tensionGain = 25% |
Revision as of 05:53, 30 September 2022
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
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:
- 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.K(1)) > 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. Can add j.K to help ensure a wall splat near the corner. |
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 > j.S ▷ f.S WS, 6H WB
|
Corner | 191 | All | [2] [2] Easy | Tension Gain: 30% Universal corner combo that works best when a combo is scaled (like after a jump-in or an RC) |
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.D ▷ 2S > 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, 2K > 2D > 236S~236S
|
Corner | 92 | All | [3] [3] Medium | Tension Gain: 20% Meterless combo from 6K overhead that works best after a knock down. 6K must hit very 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. to link 2K. |
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 | ||
2K > 2D > 236S, (66)~5K > 6H > 236K > j.D WS ▷ 6H WB
|
Near Corner | 134 | Lights/Meds | [4] [4] Hard | Tension Gain: 25% Extremely spacing specific confirm. About two/three character lengths from the wall 236S can cause a wall bounce that enables a dashing 5K link. Easiest on lights. |
1.18 | ||
2K > 2D > 236S, 66~2K > 6H > 236K WS ▷ 6H WB
|
Near Corner | 137 | Heavies | [4] [4] Hard | Tension Gain: 25% Extremely spacing specific confirm. About two character lengths from the wall 236S can cause a wall bounce that enables a dashing 2K link. Technically works on all weights but is most suitable for heavies. |
1.18 |
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 > 236K ▷ c.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.K(1)) > 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. Can add j.K to help ensure a wall splat near the corner. |
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 > j.S ▷ f.S WS, 6H WB
|
Corner | 191 | All | [2] [2] Easy | Tension Gain: 30% Universal corner combo that works best when a combo is scaled (like after a jump-in or an RC) |
1.18 | ||
c.S > 2S > 2H > 236K > dl j.K(1) ▷ 66 > c.S > 6H > dl 236P (whiff)
|
cornered | 141 | All | [2] [2] Easy | Tension Gain: 30% Simple loop combo that positions Chipp close and at advantage. Can auto time some buttons meaty depending on the character. |
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 | ||
c.S/2S > 2H > 236K > dl j.K(1) > jc > j.S > jc > j.K(1) > j.236K
|
Anywhere but corner | 130/112 | All | [3] [3] Medium | Tension Gain: 22/20% Side switch combo with alot of carry using j.236K to return to the ground. Can extend with c.S or end the combo early to for setups. |
1.18 | ||
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 > 6238S ▷ 2K > 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
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% Situational air-combo. j.K whiffs on Leo, j.H whiffs on Anji. May drop at max 2H range. Second hit of Beta Blade tends to drop dealing less damage. |
1.18 | ||
2H > 236K > j.S > 66 > j.S > j.623S
|
Anywhere | 126 | Medium/Heavy but Zato | [2] [2] Easy | Tension Gain: 20% Situational air-combo. j.S whiffs on lights. May drop at max 2H range. Second hit of Beta Blade tends to drop dealing less damage. |
1.18 | ||
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.
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.
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
j.2K ▷ 2K > 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.D ▷ 2K > 2D
|
Anywhere | 87 | All | [2] [2] Easy | Tension Gain: 16% Useful for when j.S hits high |
1.18 | ||
j.H ▷ 2K > 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.D ▷ 2K > 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.D ▷ 2S > 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.S ▷ c.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.P ▷ 5K > 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.236K ▷ cS > 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.236K ▷ c.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 | ||
~236K > RRC > dl j.H whiff ▷ 66 > w.K > w.S > w.S > w.H > w.6H WS > w.6H WB
|
Corner | 202 | All | [4] [4] Hard | Tension Gain: 15% Wall run combo from Senshuu overhead. Whiffing j.H allows Chipp to act sooner after landing which makes the combo universal. Excellent for low wall health confirms. |
Video | 1.18 | |
63214S > RRC > 236[P] > w.S > w.H > dl w.6H > w.K > dl w.6H
|
Corner | 206 | All | [4] [4] Hard | Tension Gain: 10% High wall health command grab into wall run. Delay timings vary between characters. |
Video | 1.18 | |
c.S > 2S > 2H > 236K, BRC > j.S > j.236[P] > w.K > w.S > w.S > w.S > w.6H WS > w.6H WB
|
Midscreen | 201 | All | [4] [4] Hard | Tension Gain: 25% Wall run from a mid-to-corner BnB using BRC slowdown |
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 | |
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.
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.H ▷ 5P
|
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.236K ▷ c.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 > 236K ▷ 5K > 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 > 236K ▷ c.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 > 236K ▷ 5P > 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.
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.H ▷ c.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.H ▷ 2S > 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.H ▷ c.S > j.K(1) > 66 > j.H ▷ c.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.
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(2) > 66PRC > j.H(2) > 66 > j.H ▷ c.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 | ||
4/6D > 66FRRC > j.2K (whiff) ▷ 66 > 2S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > 236K WS > 6H WB
|
Cornered | 145 | All but Ino | [3] [3] Medium | Tension Gain: 20% Throw combo that works anywhere on the screen with full corner carry. 2S 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 starting from Resshou (236S)GuardAllStartup13Recovery16Advantage-4, Rokusai (~236S)GuardLowStartup8Recovery21Advantage-6, or Senshuu (~236K)GuardHighStartup20Recovery20Advantage-9
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.H ▷ 2S > 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.S ▷ c.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 | ||
~236K > RRC > dl j.H whiff ▷ 66 > w.K > w.S > w.S > w.H > w.6H WS > w.6H WB
|
Corner | 202 | All | [4] [4] Hard | Tension Gain: 15% Wall run combo from Senshuu overhead. Whiffing j.H allows Chipp to act sooner after landing which makes the combo universal. Excellent for low wall health confirms. |
Video | 1.18 |
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.
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 | ||
2369P ▷ 2K > 6H > 236P
|
Corner | 98 | All | [4] [4] Hard | Tension Gain: 15% TK Alpha Blade combo that steals the corner and side-swaps again. Technically works anywhere when Alpha Blade is max distance. |
1.18 | ||
2369P ▷ 2K, 2K, 2S > 2H > 236K > j.K(1) > 66 > j.D
|
Corner | 110 | All | [4] [4] Hard | Tension Gain: 24% TK Alpha Blade combo that steals the corner and returns to midscreen. Technically works anywhere when Alpha Blade is max distance. c.S pickup for Nago. |
1.18 |
Genrou Zan
Damage tested on Ky unless otherwise specified.
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.S > w.H > dl w.6H > w.K > dl w.6H
|
Corner | 206 | All | [4] [4] Hard | Tension Gain: 10% High wall health command grab into wall run. Delay timings vary between characters. |
Video | 1.18 |
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.SGuardAllStartup7Recovery10Advantage+1/2SGuardAllStartup10Recovery17Advantage-7 are two of his most useful confirms. From either of these hits he can launch his opponent with 2HGuardAllStartup12Recovery24Advantage-14.
c.S > 2S > 2H...
Chipp can then chase an airborne opponent using his Diagonal Alpha Blade (236K)GuardAllStartup27Recovery17Advantage-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.KGuardHighStartup6Recovery8Advantage+1 (IAD) is extremely useful for starting air combos because it has fast startup, a good hitbox, and good gatling options. j.SGuardHighStartup9Recovery18Advantage+1 (IAD)/j.HGuardHighStartup8Recovery17Advantage+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)GuardAllStartup27Recovery17Advantage-2. The specific gatling can be changed depending on the opponents position/character to improve damage or combo stability. Using j.DGuardHighStartup8Recovery22Advantage0 (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.H ▷ 5P/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)GuardAllStartup27Recovery17Advantage-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)GuardAllStartup27Recovery17Advantage-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)GuardAllStartup28~41Recovery21Advantage-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.236K ▷ 6 > c.S > 6H WS
Because Chipp is grounded he can easily break the wall with his overdrive Banki Messai (236236P)
...j.236K ▷ (6) > 2K/c.S/2S > 236[P]...
Alternately Chipp can use this route to set up a Wall Run Reset
Corner Rekka Bounce Combos
In the corner Chipp can make use of the wall to combo from his rekka A series of special attacks that are only available after the first one is performed. on an airborne opponent.
c.S > 2S > 2H > dl 236S (wall bounce)...
When timed to hit an opponent as high up as possible, the wall bounce caused by Resshou will give enough time to link another attack suck as 2K or 2S.
...2K > 6H...
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)GuardAllStartup27Recovery17Advantage-2 corner routes.
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)GuardAllStartup13Recovery16Advantage-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 2HGuardAllStartup12Recovery24Advantage-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. 2HGuardAllStartup12Recovery24Advantage-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 bounce.
(c.S > 2S) > dl 2H > dl 236S, 2K/5K...
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.S >...
Chipp's rekka A series of special attacks that are only available after the first one is performed. and fast 6KGuardHighStartup28Recovery7Advantage+2 overhead normally need meter to extend a combo making them good candidates for starting a wall run.
CH 2H > 236[P] > w.S >...
On 2HGuardAllStartup12Recovery24Advantage-14 counter hit Chipp can cancel into his Horizontal Alpha Blade (236P)GuardAllStartup29Recovery19Advantage-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.SGuardHighStartup9Recovery18Advantage+1 (IAD) counter hit but 2H is the most common.
...66/236[P] > w.S > w.S > w.S > w.6H WS
Chipp's wall run combos will almost always start with w.S 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.S > w.6H > w.S...
...> w.S > 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)GuardAllStartup28~41Recovery21Advantage-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.S > w.H > 2 ▷ 2S >...
...> w.S > w.H > 4 > j.K(1) > j.236K ▷...
Chipp can also float his opponent high up with w.H 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)GuardAllStartup29Recovery33Advantage- 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.
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
- https://www.youtube.com/watch?v=6ZuXlavvAuY (EloDad Combo Guide)
- https://www.youtube.com/watch?v=p-YzBl8v1_8 (basic combo guide)
- https://twitter.com/scgorro/status/1362393380387389440?s=21 (combo 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)
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Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
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- Invalid Combos
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- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall