I'd optimize tripping, get that extraordinary spell-aimed AMF, and then run up and beat him to death. The AMF is only ten feet wide, but he can't five-foot step out. You'll probably want a reach weapon so he can't Withdraw out, either. I'd say to use a reach weapon and armor spikes, so he can't escape the AMF, and he'll therefore lose. You'll need to make sure you win initiative, though.
And bring down his contingencies...and make sure his familiar doesn't have
benign transposition available...and make sure he doesn't have
invoke magic...and ensure he doesn't have a cone hat...lots of prep in taking down Tippy, after all
