GGXRD-R2/Slayer/Matchups/Chipp Zanuff

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GGXRD-R2 Slayer Portrait.pngGGXRD-R Chipp Portrait.png

Matchup Overview

Chipp is one of the fastest characters in the game, especially when he gets hit by a Pilebunker. Chipp does have great tools against Slayer's dashes and Dandy Step, like 5K and Gamma Blade. However, he also has below average range on his attacks and must generally move into range of Slayer's threats, such as his rewarding antiairs. Nevertheless, Chipp's has many crossup options, even in the corner, which can make it hard to keep momentum, and he can swiftly turn the round in his favor if you don't respect his defensive tools.


GGXRD Chipp 5K.pngGGXRD Chipp 2D.png


  • 5K and 2D are two of Chipp's most important normals in the matchup. 5K has a very fast 5f startup and is active for 5 frames. Since 5K gatlings into itself, dash > 5K is a common way to check BDC and Dandy Step options.
  • 2D has great range and can be inserted into almost any blockstring, so 2D acts as a constant check to Slayer's reversal attempts. Midscreen 2D leads to safejump oki, although Slayer's fast facedown wakeup allows him to mash on some setups. In the corner, 2D leads to a strong combo into knockdown.
  • 2D also has good foot invulnerability, which reliably beats Slayer's 2K, 2H, and 2D.


GGXRD Chipp 6P.pngGGXRD Chipp 2H.png


  • 6P has incredible low profile, enough to challenge Slayer's 5K > 6H for example. It also goes under Slayer's 2P; in a sense, Chipp can use 6P to beat abare 2P and 2D to beat abare 2K, then 5K can beat forward dash.
  • Similarly, 2H also has decent low profile and has a rewarding CH combo into 6H. As Chipp's fastest H button, he will sometimes use it in pressure to cancel into Teleports.


GGXRD Chipp TsuyoshishikiTeni.pngGGXRD Chipp j.H.pngGGXRD Chipp j.D.pngGGXRD Slayer 2S.png


  • Tsuyoshishiki Ten'i (22P/K/S/H, aka Teleport) can put Chipp on top of you from anywhere on the screen. Teleports can be an effective whiff punish tool, such as against 6H or Dandy Step, and can sometimes be used to escape the corner.
  • Slayer's 2S happens to very good at hitting 22S and 22H (where Chipp teleports into the air), and will even hit 22K (where Chipp teleports behind you).
  • If you don't interrupt 22S/H, they are probably Chipp's best way to start pressure by using jH, which has 2 hits for easier confirming.


GGXRD Chipp GammaBlade.pngGGXRD Slayer j.H.png


  • Gamma Blade (41236H) is one of Chipp's projectiles and has the unique property of always being +5 on block, regardless of range.
  • Gamma Blade is guaranteed to come out around frame 13 of startup, and Chipp gets a combo off any trade that didn't knockdown or stagger. This type of trade will even happen if you crossup dash > cS sometimes.
  • Meaty Gamma Blade spaced outside of Bite range is a common way for Chipp to shut down wakeup BDCs/Dandy, even moreso with YRC.
  • Slayer's IAD is perfect for punishing Gamma Blade at the spacings Chipp wants to use it in neutral, though of course Chipp has 6P and 2H to beat IAD.


GGXRD Slayer 2P.png


  • Slayer's 2P is noteworthy for its ability to interrupt Chipp's 2S and 2D, as those two normals have a large enough hurtbox to get hit outside 2P's normal range.
  • You can even whiff 2P then react to 22S/H with Blitz. 2P can also hit 22K as well.
  • Whiff 2P is also generally safe against Gamma Blade, especially if he uses it after a blockstring since Chipp is generally minus on block.


GGXRD Slayer DandyStep.pngGGXRD Chipp AlphaBlade.png


  • Dandy Step of course plays a major role in this matchup, as it will often dodge Chipp's normals. This can force him to dash in deeper or use Gamma Blade to chase down Dandy Step.
  • Pilebunker's stun damage makes it easy to stun Chipp with just 1 CH followed by almost any other starter with meter.
  • Crosswise Heel can catch Chipps that like to triple jump or air Alpha Blade.
  • Alpha Blade (214P) is a great abare option for Chipp, but it isn't a guaranteed answer against Pilebunker frame traps.
  • Alpha Blade can also be used as a frame trap to call out reversal Dandy Step, but it is punishable on block.

Key Points

  • It's hard to keep up with Chipp's speed, but this is true for both players.
  • Be careful with your aggression in the corner. Staying midscreen can be just fine.
  • Be prepared to stun Chipp if you hit a CH combo.


Details

  • Chipp can play at a very fast pace due to his ability to close in with his dash speed and teleports. It can feel very annoying to be just slightly too slow to react to his movement.
  • On the other hand, Chipp can also move too fast for the Chipp player to react to what you're doing.
    • That is, if you try to swing more preemptively instead of trying to react, it's very possible to hit Chipp just as he's moving.
    • Dandy Step is a great tool for this. In certain situations, you can also consider 5H, 6P, or 2D.


  • Since Chipp can easily swap sides with Alpha Blade and 22K/H, any time you corner Chipp is an opportunity for Chipp to corner you.
    • Blitz is an annoying counter to Chipp's wall cling left/right oki, but keep in mind that he has a stronger low threat with his corner 2D combo.
    • If Chipp has 50 meter, his corner oki is quite threatening with the kunai super (214214K).
  • Basically, if you don't have meter for Blitz and/or Chipp has 50 meter for kunai super, you'll definitely want to be careful about running into one of Chipp's abare options.


  • Chipp's stun resist is low enough that a single CH combo can put him over 50-70% to stun.
  • There are many 2 touch sequences where a CH combo into Dandy Step high/low oki or Bite > RC combo will stun.
  • Chipp players who are aware of this will tend to burst earlier on combos with high stun value, so you can also look for burst baits there.

move

Overview
General info about how move is used in matchup and any notable properties such as damage, hitbox, frame data, etc.

Details
Bullet points on move. Most important info first, more specific/niche info last

Counterplay
How to counter move: punishes, counterpoke options, spacing, strategy, etc. May want to explore the RPS in certain interactions.

Combos

Character specific routes, also note routes that are not possible or are harder on this character

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