Advanced version of the easy-mode Chipp Command Throw in corner. Requires 66RC and Quick RC Cancel into immediate cS-6H > 236K. If you mess up the quick cancel, you can still go right into the previous combo which is 6H > 236H. Win-Win!#GGST_CH #GuiltyGearStrive pic.twitter.com/hKCzCST9Di— tragic (@fightelement) June 17, 2021
Ultra-reliable Command Throw combos in corner. They work on every character, every weight, all without changing the sequence or the timing. Keep them in your back pocket for easy/consistent damage!215 DMG vs CH. 163 DMG vs PO.#GGST_CH #GuiltyGearStrive pic.twitter.com/jfFFKOX762— tragic (@fightelement) June 17, 2021
#GGST_CH Strive's superdash into counter combo!(The first RC it's just for flexing and for showing a good tool) pic.twitter.com/I48kqcenCm— Cremisis - The Cursed Man (@Cremisis_) June 16, 2021
Universal Chipp wall break combo off wall jD or jS. Works on all characters except I-NO. Her variant is an easy adjustment for similar damage. There are more complex routes but they only lead to about 5-10 more DMG and are less reliable.#GGST_CH #GuiltyGearStrive pic.twitter.com/5hHG1Zvous— tragic (@fightelement) June 16, 2021
Guilty Gear -Strive- : Chipp Corner 50/50 from rekka
From his rekka, if you up drift RRC, you'll be able to go for ambiguous high/lows. Each sequence done separately realistically unless they just won't open up. If landing the 2nd hit of the rekka, up drift RRC gives a huge combo, easy to confirm off of.
チップの2Sをもっと信じて良さそう?※メイしか調べてないです。※妥協コンボでも割れるなら良い人向け #GGST_CH #GGST #PS4sharehttps://t.co/URq1V59rHD pic.twitter.com/HfHXOZPTGW— AK (@ak00009999) June 16, 2021
after 236K combos that eventually go into j.D you can do a delayed 236P crossup that is generally reversal safe and hits low enough to combo on hit. Followup combos are character specific, cl.S possible maybe depending on routing? #GGST_CH pic.twitter.com/cuJyGX1Dmv— Ves (@Veserius) June 16, 2021