Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
NOTE: The combos below have been tested on patch 1.10
- 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)
- wr.[X] / 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 | Tension Gain | Works on: | Difficulty | Notes | Video | Combo Recipe No. |
---|---|---|---|---|---|---|---|---|
f.S > 236S~236S | Anywhere | 74 | 17% | All | [1] Very Easy | Universal combo from f.S poke | Video | 3916(PC) |
(5/2)K > 2D > 236P | Anywhere | 59 | 11% | All | [1] Very Easy | Crosses through the opponent when not in the corner. Useful for switching sides. | Video | 3946(PC) |
(5/2)K > 2D > 236S~236S | Anywhere | 73 | 18% | All | [1] Very Easy | Universal 5K starter into knockdown. Delay last hit of rekka on I-no. | Video | 3978(PC) |
(c.S) > 2S > 2H > 236H | Anywhere | 76 (106) | 15% (19%) | All | [1] Very Easy | Simple Gamma blade combo that gives good advantage and corner carry. | Video | 3990(PC) |
(5P > 5P >) 5P > 6P > 236S~236S | Anywhere | 67 | 21% | All | [2] Easy | 5/2P confirm. Omit 5P hits based on spacing, 2P can also be used (but not 2P x3) | Video | 4006(PC) |
(c.S) > 2S > 2H > 236K > j.K(1) > jc > j.K(1) > j.D | Anywhere | 106 (133) | 18% (21%) | All | [2] Easy | Easy universal air combo. Extremely stable in almost all situations against all characters. Does decent damage but leaves Chipp far from the opponent giving poor advantage. | Video | 4021(PC) |
(c.S) > 2S > 2H > 236K > j.236K ▷ c.S > 6H > WS > 6H | Corner | 195 | 35% | All | [2] Easy | Universal corner combo. Returns Chipp to the ground for an easy wall break. Run up after the wall splat to break. | Video | 1108(PC) |
(c.S) > 2S > 2H > 236K > dl j.K(1) ▷ 2S > 2H > 236H | Anywhere but corner | 115 (138) | 25% | All but Ino | [2] Easy | Simple loop combo. A slight delay on the falling j.K(1) helps avoid getting j.K(2) which will drop the combo, particularly with heavies. Tends to drop on Ino. | Video | 26124(PC) |
5P/2P/6P combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video | Combo Recipe No. |
---|---|---|---|---|---|---|---|---|
(5P > 5P >) 5P > 6P > 236S~236S | Anywhere | 67 | 21% | All | [2] Easy | 5/2P confirm. Omit 5P hits based on spacing, 2P can also be used (but not 2P x3) | Video | 4006(PC) |
5K/2K/6K combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video | Combo Recipe No. |
---|---|---|---|---|---|---|---|---|
(5/2)K > 2D > 236P | Anywhere | 59 | 11% | All | [1] Very Easy | Crosses through the opponent when not in the corner. Useful for switching sides. | Video | 3946(PC) |
(5/2)K > 2D > 236S~236S | Anywhere | 73 | 18% | All | [1] Very Easy | Universal 5K starter into knockdown. Delay last hit of rekka on I-no. | Video | 3978(PC) |
6K > 66FRRC > j.D ▷ 2S > 2H > 236S~ dl 236K, f.S WS > 6H WB | Corner | 170 | 10% | All | [3] Medium | Full combo from 6K overhead. | - | - |
c.S/f.S/2S Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
f.S > 236S~236S | Anywhere | 74 | 17% | All | [1] Very Easy | Universal combo from f.S poke | Video |
CH f.S > 236P | Anywhere | 62 | 15% | All | [1] Very Easy | Max range CH f.S combo. Swaps sides. | - |
(c.S) > 2S > 2H > 236H | Anywhere | 76 (106) | 15% (19%) | All | [1] Very Easy | Simple Gamma blade combo that gives good advantage and corner carry. | Video |
CH 2S > 2H > 236K ▷ c.S > 2S > 2H > 236H | Anywhere | 127 | 25% | All | [2] Easy | CH 2S combo for all ranges. Works when cancelling immediately into 2H | - |
CH f.S > 236S~236K, 2S > 2H > 236H | Anywhere | 115 | 25% | All | [2] Easy | Close range CH f.S combo. 2S will not pick up from mid range. ...~236K will whiff from max range | - |
(c.S) > 2S > 2H > 236K > j.K(1) > jc > j.K(1) > j.D | Anywhere | 106 (133) | 18% (21%) | All | [2] Easy | Easy universal air combo. Extremely stable in almost all situations against all characters. Does decent damage but leaves Chipp far from the opponent giving poor advantage. | Video |
(c.S) > 2S > 2H > 236K > j.236K ▷ c.S > 6H > WS > 6H | Corner | 195 | 35% | All | [2] Easy | Universal corner combo. Returns Chipp to the ground for an easy wall break. Run up after the wall splat to break. | Video |
(c.S) > 2S > 2H > 236K > dl j.K(1) ▷ 2S > 2H > 236H | Anywhere but corner | 115 (138) | 25% | All but Ino | [2] Easy | Simple loop combo. A slight delay on the falling j.K(1) helps avoid getting j.K(2) which will drop the combo, particularly with heavies. Tends to drop on Ino. | Video |
(c.S) > 2S > 2H > 236K > dl j.S ▷ 66 > c.S > 2H > 236H | Anywhere but corner | 127 (148) | 30% | Mid/Heavy | [2] Easy | Basic loop using dashes for extra damage. Maximum possible delay on j.S. Drops on Lights, Zato | |
f.S > 2H > 236K > dl j.K(1) ▷ 66 > 2S > 2H > dl 236S~236K WS > 6H WB | Midscreen | 163 | 30% | All | [3] Medium | Close range f.S combo mid to corner. Works just outside c.S range | Video |
(c.S) > 2S > 2H > 236P > PRC > 2S > 2H > 236K WS > j.D WB | Cornered | 193 | 25% | All | [3] Medium | Side swap route. Must PRC after Alpha blade connects. | |
c.S > 2S > 2H > dl 236S~236K, f.S > 236S WS > 6H WB | Corner | 184 | 35% | All | [3] Medium | Rekka loop! Must hit 236S as high as possible. Good to avoid getting burst into the corner. | |
CH c.S > 66~c.S > 2S > 2H > 236K > dl j.K(1) ▷ 2S > 2H > 236H | Anywhere | 153 | 30% | All | [3] Medium | CH c.S confirm. Microdash to link the two c.S hits. | |
CH c.S > 5[D], 2S > 2H > 236H | Anywhere | 140 | 25% | All | [3] Medium | CH c.S confirm. 5[D] float is safe to burst. | |
c.S > 2S > 2H > 236K > dl j.S ▷ 66 > c.S > 2S > 2H > 236K > j.D WS ▷ 6H | Cornered | 190 (Ky) | 20% | Midweights but Zato, Chaos | [3] Medium | Midweight corner-to-corner loop combo. Drops on Zato, Happy Chaos | |
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) | 20% | Zato, Chaos | [3] Medium | Corner-to-corner loop combo for Zato, Happy Chaos | |
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) | 20% | Ino, Ram | [4] Hard | Ino, Ram specific corner-to-corner loop combo | |
c.S > 2S > 2H > 236K > dl j.S ▷ 66 > c.S > 2S > 2H > 236K > j.K(1) > 66 WS > j.D | Cornered | 191 (Gio) | 20% | Lights but Ino, Ram | [4] Hard | Lightweight specific corner-to-corner loop combo. Can break with 6H but damage is the same. Drops on Ino, Ram | Video |
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) | 20% | Heavies | [4] Hard | Heavy specific corner-to-corner loop combo. Slight delay is required on the rekka. Might splat from rekka 1 or rekka 2 depending on wall health and combo timing | Video |
5H/6H/2H Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video | Combo Recipe No. |
---|---|---|---|---|---|---|---|---|
5H/6H > 236S~236S | Anywhere | 92/100 | 20% | All | [1] Very Easy | Basic H conversion, no knockdown | - | - |
2H > 236K > j.K(1) > 66 > j.H(2) > j.623S | Anywhere | 122 | 20% | All but Leo, Anji | [2] Easy | Stable air combo route with good damage. j.K whiffs on Leo, j.H whiffs on Anji. May drop at max 2H range. | - | - |
2H > 236K > j.S > 66 > j.S > j.623S | Anywhere | 126 | 20% | Medium/Heavy but Zato | [2] Easy | Stable air combo route with good damage. j.S whiffs on lights. May drop at max 2H range. | - | - |
CH 5H > 236S~236K, 2S > 2H > 236H | Anywhere | 137 | 30% | All | [2] Easy | Counter hit 5H confirm. 2S pick up works at any range near the corner but midscreen 5H must be spaced closer. | - | - |
CH 6H > 66 > c.S > 6H > 632146H/236236K | Anywhere | 225/224 | 25% | All | [2] Easy | Simple metered 6H CH combo. 632146H for midscreen damage or 236236K in the corner for a wall break. | - | - |
CH 6H > 236[K] > 3 > j.H(2) > 66 > j.H(2) ▷ c.S > 6H > 236S~236S > WS > 6H | Corner | 236 | 40% | Light/Medium | [3] Medium | High damage meterless corner 6H CH combo. | - | - |
CH 6H > 66 > c.S > j.K(1) > 66 > j.H(2) ▷ 2S > 2H > 236S~236K > WS > 6H | Midscreen to Corner | 209 | 45% | All | [3] Medium | Less reliable on Light weights since j.H tends to whiff without adjustments. Slight delay on c.S jump cancel for lights/Zato. Backward jump cancel for Ino/Faust. | - | - |
CH 6H > c.S > 5H > 66~2S > 5H > 2S > 2H WS > 6H WB | Corner | 221 | 40% | All | [4] Hard | Corner DP punish route. Makes use of 5H tumble properties. | - | - |
CH 6H > 236[K] > 3 > j.H(2) ▷ 2S > 5H > 66 > 2S > 2H > 236S > WS > 6H | Corner | 217 (Leo) | 45% | Heavy | [4] Hard | High damage meterless corner 6H CH combo using 5H tumble. | - | - |
CH 6H > 66 > c.S > 5H > 66 > c.S > 6H > 66~2K > 6H WS > 6H WB | Corner | 231 | 45% | All | [4] Hard | High damage 6H punish. somewhat tight timing on dash 2K | - | - |
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) | 35% | Light | [4] Hard | Corner to corner 6H CH combo that avoids breaking the wall early. Against INO end with 5P instead of 623S | Video | - |
CH 6H > 66 > c.S > 5H > 66 > c.S > 6H > 66~5H > (whiff) 236S~236S WS > 6H WB | Corner | 237 | 45% | All | [5] Very Hard | 6H punish using a 1f micro dash. | - | = |
5D/2D combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video | Combo Recipe No. |
---|---|---|---|---|---|---|---|---|
2D > 236S~236S | Anywhere | 74 | 15% | All | [1] Very Easy | - | - | - |
CH 2D > 236K, j.236K ▷ c.S > 6H WS > 6H WB | Corner | 176 | 25% | All | [2] Easy | - | - | - |
CH 2D > 236S, 66~c.S > 6H > 236K > j.2K WS > 6H WB | Corner | 180 | 25% | All | [3] Medium | CH 2D combo for high wall HP. Inconsistent on Ky/Chaos. | Video | - |
Charged Dust combos
Combos following from a charged dust homing jump. All damage done on Ky for this section unless specified.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video | Combo Recipe No. |
---|---|---|---|---|---|---|---|---|
5[D] > dl j.D > j.D | Anywhere | 140 | 15% | All | [1] Very Easy | Extremely simple dust combo. Good for beginners or when you expect a delayed burst. | ||
5[D] > j.D > j.K(1) > jc j.D > j.K(1) > j.D > j.K(2) > j.K | Anywhere | 189 | 20% | All | [2] Easy | Great damage and fairly simple to execute. Delay the first j.D on Anji | ||
5[D] > j.D > j.K(1) > jc j.D > j.K(1) > j.D > j.K(1) > j.D > j.D | Anywhere | 194 | 20% | All | [2] Easy | Need to hit everything fairly fast. Delay the first j.D on Anji | ||
5[D] > dl j.D > 66 j.D > j.S > 8jc j.D > j.P > j.P | Anywhere | 193 | 20% | All | [3] Medium | Alternate charge dust route. Requires slight delay before first j.D | ||
5[D] > dl j.D > j.S > 9jc > j.D > j.P > j.D > j.K(1) > j.D | Anywhere | 204 | 20% | All | [4] Hard | Optimal Dust combo requiring tight timing. Slight delay before first j.D. Delay longer on Potemkin, Faust. Minimal delay for Anji, Baiken | Video |
Jump-in Starters
Damage tested on Ky unless otherwise specified.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
j.2K ▷ 2K > 2D > 236S~236S | Anywhere | 93 | 18% | All | [2] Easy | Universal j.2K jump in route. Be careful if the last hit of j.2K does not connect as you land, it will not combo. | |
j.S > j.D ▷ 2K > 2D > 236S | Anywhere | 96 | 16% | All | [2] Easy | Useful for when j.S hits too high, and landing would be at disadvantage. | |
j.H ▷ 2K > 2D > 236S~236S | Anywhere | 96 | 19% | All | [2] Easy | Universal j.H jump in route. Lenient timing as j.H hits twice. | |
j.D ▷ 2K > 2D > 236S~236S | Anywhere | 101 | 20% | All | [3] Medium | Universal j.D jump in route. Must be low enough, otherwise it will not combo. | |
j.H ▷ 2S > 2H > 236S~236K > 2S > 2H > 6H | Corner | 165 | 31% | All but Faust, Gio, I-No | [3] Medium | Corner j.H jump in route into rekka loops. j.H must hit deep. | |
j.D ▷ 2S > 2H > 236K > j.D WS > 66 j.D WB | Near corner | 174 | 21% | All but Leo, Faust | [3] Medium | j.D has to hit very deep | |
Wall run cancel j.S ▷ c.S > 2D > 236S~236S | Corner | 106 | 23% | All | [3] Medium | Low wall run cancel j.S mixup after 236[P] (drop down with 2) - 1 rekka only on Leo, Pot, Faust, Nago. | |
Wall run cancel j.P > j.P ▷ 5K > 2D > 236P | Corner | 65 | 14% | All | [3] Medium | Double overhead wall run cancel mixup. 236P for the sideswitch. | |
CH j.H ▷ 66~c.S > 2S > 2H > 236K > dl j.K(1) ▷ 66~2S > 2H > dl 236S~236K WS > 6H WB | Cornered | 170 | 35% | all | [4] Hard | CH j.H combo that can reach the corner from anywhere on the screen. May change depending on how many hits of j.H connect / distance to wall | Video |
Wall Run Combos
These combos utilize Chipp's wall run mechanic. Damage tested on Ky unless otherwise specified.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
6K > 88~RRC > 66 > (w.cS) > w.cS > w.cS > w.cS > w.cS > w.6H WS > w.6H WB | Corner | 185 | 6% | All | [3] Medium | The most basic wall run combo from 6K overhead. Large characters may let you get an additional w.cS. | Video |
CH 2H > 236[P] > w.cS > w.5H > w.5H > w.6H > w.cS > w.6H WS > w.6H WB | Corner | 267 | ~40% | All | [4] Hard | High damage meterless wall run from a 2H counter-hit. Both hits of w.5H should be at max range or else w.cS may whiff. | Video |
CH 2H > 236[P] > w.cS > w.cS > w.6H > w.6H > w.cS > w.5H > 6H WS > w.6H WB | Corner | 281 | ~45% | All but May | [4] Hard | Optimal meterless wall run from a 2H counter-hit. Requires high wall health. | - |
CH 2H > 236[P] > w.cS > w.5H > w.5H > w.6H > 4 > dl j.236K ▷ cS > 6H > dl 236236K WB | Corner | 270 | ~45% | All | [4] Hard | A universal metered combo that sets up an overdrive wall break. The timing for dl 236K is tighter on lightweights. Requires high wall health. | Video |
CH 2H > 236[P] > w.5H > w.5H > w.6H > 4 > j.236K ▷ dl c.S > dl 2S > dl 2H > dl 236K WS ▷ 6H WB | Corner | 257 | 50% | All | [4] Hard | Wall run route requiring MAX wall HP. Must input j.236K facing the wall. Must delay buttons to cause a wall splat. | |
CH 2H > 236[P] > w.cS > w.cS > w.cS > w.cS > dl 4 > j.H(2) > j.623S > 66FRRC > j.H(2), j.S > j.623S WS ▷ 6H WB | Corner | 247 | 35% | All | [5] Very Hard | Flashy corner to corner combo. Not practical. |
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 | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
6P > 236S | Anywhere | 47 | 10% | All | [1] Very Easy | Basic, universal 6P anti-air confirm. |
CH 6P > 236H | Anywhere | 51 | 10% | All | [1] Very Easy | Basic, universal 6P CH confirm, decent corner carry. |
AA 5K > jc j.K > 66j.H ▷ 5P | Anywhere | 55 | 6% | Universal | [1] Very Easy | 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) | 18% | All | [2] Easy | 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 | 31% | All | [2] Easy | 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 | 24% | All | [2] Easy | 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 | 24% | All | [2] Easy | Drop down from 236K for 6H WB if the wallsplat is low enough. |
AA 2H > 236K ▷ 5K > 6H | Anywhere | 105 | 20% | All | [2] Easy | 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 | 25% | All | [2] Easy | 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 | 8% | All except Ram | [3] Medium | 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 | 23% | All | [3] Medium | Possible to j.P instead of 5P. |
AA 2H > dl 236S~236K > 2S > 2H > 236S WS > 6H WB | Near Corner | 174 | 40% | All | [3] Medium | 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 | 40% | All | [4] Hard | 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 | Tension Gain | Works on: | Difficulty | Notes | video |
---|---|---|---|---|---|---|---|
Air to Air j.K(1) > ADC > j.S ▷ c.S > 2H > 236H | Anywhere | 90 | 15% | All | [2] Easy | Easy, universal air to air confirm. | - |
Air to Air j.K(1) > ADC > j.H(1) ▷ c.S > 2H > 236K > 5P > 5P > 5P WS > 6H WB | Midscreen to Corner | 136 | 23% | All | [3] Medium | Universal air to air confirm that works in most situations. | - |
Air to Air j.K(1) > ADC > j.H(1) ▷ c.S > 2H > 236K > j.S ▷ c.S WS > 6H WB | Midscreen to Corner | 147 | 23% | All | [3] Medium | Universal air to air confirm. May be difficult on lighter characters and can be inconsistent midscreen. Better near corner. | - |
Air to Air j.K(1) > ADC > j.S ▷ 2S > 236S~236K > 236S~236S > 6H WB | Midscreen to Corner | 142 | 25% | All | [4] Hard | Air-to-air confirm ending in rekka loop. | - |
Air to Air j.K(1) > ADC > j.S ▷ c.S > j.K(1) > ADC > j.H ▷ 2S > 2H > 236S > 6H WB | Midscreen to Corner | 161 | 24% | All | [4] Hard | Advanced air-to-air with excellent corner carry. | - |
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 | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
4/6D > 66RRC ▷ Dash c.S > 2H > 236K > j.D WS > 66 > j.D WB | Midscreen to Corner | 140 | 15% | All | [2] Easy | Easy throw confirm. |
4/6D > 66FRRC > j.H (whiff) ▷ 2S > 2H > 236K WS > 6H WB | Corner | 146 | 15% | All | [3] Medium | Corner Throw confirm. 2S will pick up before they go into knockdown state. |
4/6D(2) > 66PRC > j.H(2) > 66 > j.H ▷ c.S > 6H > 236H WS > 6H WB | Corner | 165 | 5% | All | [3] Medium | Must PRC between the second and third hit of Chipp's throw - Launches the opponent up toward Chipp. End with Rekkas for Chaos/Leo/Anji. Slight delay on the first j.H for Leo/Nago/Anji (harder). |
Rekka Combos
Combos for rekka confirms.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
...~236K > 2S > 2H > 236H | Anywhere | 86 | 20% | All | [1] Easy | Basic overhead rekka confirm. | |
...~236K > 2S > 2H > 236K > j.K(1) > 66 > j.K(1) > j.D | Anywhere | 102 | 25% | Medium | [1] Easy | Rekka confirm into midscreen air combo. Delays on 2S/2H needed for Anji, Zato | |
...~236K, 2S > 2H > 236K, j.236K ▷ c.S > 6H WS > 66 > 6H | Corner | 159 | 35 | All | [2] Easy | Corner overhead rekka confirm into corner BnB | |
...~236K > 2S > 2H > 236K > j.D > j.D WB | Corner | 172 | 25% | All | [2] Easy | Alternative corner overhead rekka confirm. | |
CH Resshou / Rokusai~236K > 2S > 2H > 236S~236K WS > 6H WB | Corner | 169/165 | 40% | All | [3] Medium | If either of Resshou or Rokusai counter hit, they can both be immediately confirmed into Senshuu for a meterless combo. Rokusai confirm does slightly less |
Beta Blade Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
623S > 88RRC > 66 > c.S > 2S > 2H > 236K WS > 6H WB | Cornered | 165 | 5% | All | [2] Easy | Easy side swap DP confirm. Run under during RRC float. |
623S(2) > 66FRRC > j.S > jc > j.S > j.H(1) > jc > j.K > j.D | Anywhere but corner | 123 | 5% | All | [3] Medium | Must FRRC after the second hit of the DP. Good when cornered. |
623S(2) > 22RRC > 66 > j.S > jc > j.S > j.236K ▷ c.S > 6H WS > 6H WB | Cornered | 169 | 5% | All | [3] Medium | Side-swap DP route that can set up a Wall Run Reset after the j.236K. Combo is somewhat spacing specific if you choose not to reset. Run under during RRC float. |
Alpha Blade Combos
Damage tested on Ky unless otherwise specified.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
236K > j.623S | Midscreen | - | - | (May, Zato, Faust, Millia, Ramlethal, Testament) | [2] Easy | Cross up diagonal alpha blade confirm from 5K spacing. Leaves Chipp close and at advantage | - |
236P, 5P > 6P > RRC > 66 > 5[D] > 2S > 2H > dl 236S~236K WS > 6H WB | Corner | 150 | ~20% | All except Pot, Leo, Nago, Goldlewis | [3] Medium | Run under before 5[D] to keep the corner. Relatively burst safe. | - |
2369P ▷ 5K > 5K > j.K(1) > 66 > j.H ▷ c.S > 6H > 236S WS > 6H WB | Corner | 154 | 25% | All except Anji, Pot, Leo, Nago, Goldlewis | [4] Hard | Manual delay on follow up 5K for I-NO, Jack-O | - |
2369P ▷ 2K, c.S > 2H > 236K > j.D WS > 66 > j.D WB | Corner | 168 | 25% | All except I-NO, Baiken | [4] Hard | Requires manual delay on 2K for Ky, Anji, Chaos | - |
2369P ▷ c.S > 2H > 236K, j.236K > c.S > 6H WS > 6H WB | Corner | 180 (Gio) | 30% | Lightweights except I-NO, Jack-O, Baiken | [4] Hard | TK Alpha Blade confirm. Works on most lightweights | - |
2369P ▷ 5K > j.K(1) > 66 > j.H ▷ c.S > j.K(1) > 66 > j.H ▷ c.S > 6H WS > 6H WB | Corner | 166 (Gio) | 25% | (I-NO, Jack-O, Baiken, Ram, Gio ) | [4] Hard | Alternate TK Alpha Blade confirm for other lightweights | - |
Genrou Zan
Damage tested on Ky unless otherwise specified.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
63214S > 66RRC > dl 2H > 236K, j.236K > c.S > 6H WS > 6H WB | Corner | 175 | 10% | All | [2] Easy | Corner command grab combo that can set up a Wall Run Mix. Wait underneath for them to float down into 2H range. | Video |
63214S > RRC > dash 5[D] > 2S > 2H > 236K WB | Corner | 175 | 5% | All | [3] Medium | 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 | 5% | All | [3] Medium | 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 | 10% | All | [4] Hard | High wall health command grab into wall run. Delay timings vary between characters. | Video |
Zansei Rouga Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
632146H > PRC > dash c.S > 2S > 2H > 236K > j.S WS ▷ 6H WB | Anywhere | 301 | 5% | All | [3] Medium | 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 ▷ c.S > 6H WS
Because Chipp is grounded he can easily break the wall with his overdrive Banki Messai (236236K)
...j.236K ▷ 2K/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)GuardAllStartup13Recovery16Advantage-4 into Senshuu (~236K)GuardHighStartup20Recovery20Advantage-9.
c.S > 2S > 2H > dl 236S~236K...
When timed to hit an opponent as high up as possible, the wall bounce caused by ResshouGuardAllStartup13Recovery16Advantage-4 will give enough time to connect SenshuuGuardHighStartup20Recovery20Advantage-9. SenshuuGuardHighStartup20Recovery20Advantage-9 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)GuardAllStartup27Recovery17Advantage-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 (236K)GuardAllStartup27Recovery17Advantage-2 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)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 ResshouGuardAllStartup13Recovery16Advantage-4 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 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 6KGuardHighStartup28Recovery7Advantage+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 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 2HGuardAllStartup12Recovery24Advantage-14 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)GuardAllStartup28~41Recovery21Advantage-6 toward the wall and extend the combo on the ground. The specific set up for off-wall Alpha BladeGuardAllStartup28~41Recovery21Advantage-6 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)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 (j.236P)GuardAllStartup29Recovery33Advantage- which enables a meterless follow up according to this table.
These combos can technically work midscreen but must to be performed from maximum Alpha BladeGuardAllStartup29Recovery33Advantage- 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)
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
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Archived Information
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- Attack Level
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