GGACR/Chipp Zanuff/Strategy: Difference between revisions

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'''Instant Air Alpha'''
'''Instant Air Alpha'''


Instant Air Alpha is an essential technique to learn with Chipp. The easiest way to do this is {{clr|1|2369P}}, and when done perfectly Chipp will often appear to be barely off the ground. The primary advantage of Instant Air (or TK) Alpha blade is the increased untech time allowing for knockdowns anywhere on screen, as well as an FRC point just as the attack connects [[File:Alpha vs TK Alpha.mp4|left|When performed directly off the ground TK Alpha will look very similar to grounded alpha, but with additional untech time and an FRC point just as the attack connects|thumb]]
Instant Air Alpha is an essential technique to learn with Chipp. The easiest way to do this is {{clr|1|2369P}}, and when done perfectly Chipp will often appear to be barely off the ground. The primary advantage of Instant Air (or TK) Alpha blade is the increased untech time allowing for knockdowns anywhere on screen, as well as an FRC point just as the attack connects [[File:Alpha vs TK Alpha.mp4|left|When performed directly off the ground TK Alpha will look very similar to grounded alpha, but with additional untech time and an FRC point just as the attack connects|thumb]]{{clear}}


==Fighting Chipp==
==Fighting Chipp==

Revision as of 17:54, 12 May 2022

 Chipp Zanuff


General Tactics

Blockstrings

Okizeme

Teleport Safejump Oki

One of the easiest and most universal setups for Chipp, 22H/22D safejumps into j.H or j.S work off of almost every knockdown. Notably, this is easily doable against most characters off of a 2D knockdown, regardless of their wakeup timing., simply input 22H or 22D after the 2D recovers. Against those with faster face-down wakeups, this should be done immediately, while against the slowest ones you should delay the teleport. This oki can be used for other knockdown situations, but its reliability comes at the cost of lower mixup opportunities, so learning better options is important.

Example:

File:Teleport safejump example.mp4
If Sol uses his Volcanic Viper, Chipp will block it, and if he doesn't, Chipp can begin his pressure. If the opponent is aware of this, they will react and block the setup, however.

Understanding j.2K Faultless Defense Cancel

Chipp's j.2K, while otherwise not commonly used, has a semi-unique property. It slows his horizontal momentum in the first few startup frames, and those frames can be cancelled into a Faultless Defense (FD). This allows Chipp to stop or slow down his horizontal momentum during a jump, which is particularly useful for okizeme, among other things.

Example:

Inputting j.2K FDC can be tricky at first, but can be done very consistently with practice. The trick is to hold 1 instead of 2 in order to input j.2K and the FD without having to switch directional inputs, after which you press and hold K then immediately another button a frame or two after to trigger the FD, all while airborne. 1[K]~X in the air is the input, with X being any button other than Dust.

Basic j.2K FDC Okizeme

The simple FDC Oki, which is important to learn for new Chipp players is the dash neutral jump ambiguous left-right mixup, as shown below.

This is done by inputting 668 to do a dash neutral jump, then halting your momentum with a j.2K FDC above the opponent's head. This allows you to land on the opponent with a jumping normal (usually j.H or j.S), which can act as both a safejump and a potential left-right mixup.

File:FDC Crossup.mp4
By delaying the j.2K FDC a bit, Chipp can appear on the other side of the opponent, crossing them up. This is hard to distinguish from the regular version.

Final notes: Not every knockdown will lead to this oki, as Chipp will have to be close and have enough time to execute it. Even close 2D knockdowns are hard or impossible to convert into j.2K FDC oki which safejumps against characters with fast face-down wakeups. If given enough time, good opponents will punish it by air throwing your jumping normal, so learning when it won't work and experimenting with other options is important. That being said this is still one of the most important oki setups to learn for new players, and it remains one of Chipp's staples in high-level.

File:Chipp FDC Oki Safejump.mp4
If done right, FDC oki can safejump many characters' reversals, leading to a punish.

Tips and Tricks

Instant Air Alpha

Instant Air Alpha is an essential technique to learn with Chipp. The easiest way to do this is 2369P, and when done perfectly Chipp will often appear to be barely off the ground. The primary advantage of Instant Air (or TK) Alpha blade is the increased untech time allowing for knockdowns anywhere on screen, as well as an FRC point just as the attack connects

File:Alpha vs TK Alpha.mp4
When performed directly off the ground TK Alpha will look very similar to grounded alpha, but with additional untech time and an FRC point just as the attack connects

Fighting Chipp

Matchups

NOTE: The old matchup subforums can be found here: http://www.dustloop.com/forums/index.php?/forums/forum/57-chipp-matchups/

Things to note when discussing matchups:
-General ratio
-Optimal/inoptimal spacings
-Strong/Weak buttons
-Things to watch out for
-Character specific confirms
-etc etc

 A.B.A -/-
 Anji Mito -/-
 Axl Low -/-
 Baiken -/-
 Bridget -/-
 Chipp Zanuff -/-
 Dizzy -/-
 Eddie -/-
 Faust -/-
 I-No -/-
 Jam Kuradoberi -/-
 Justice -/-
 Johnny -/-
 Kliff Undersn -/-
 Ky Kiske -/-
 May -/-
 Millia Rage -/-
 Order-Sol -/-
 Potemkin -/-
 Robo-Ky -/-
 Slayer -/-
 Sol Badguy -/-
 Testament -/-
 Venom -/-
 Zappa -/-

Favorable:

Slightly Favorable:

Even:

Unfavorable:

Very Unfavorable:

Navigation

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