GGST/Chipp Zanuff/Matchups

From Dustloop Wiki
 Chipp Zanuff




Matchups

 Sol Badguy

Punishing Bandit Bringer (214K Air OK):

Bandit Bringer (214K) is a slow but safe move that raises sol into the air before he dives down for an overhead An attack that the opponent must block high. attack. Ground Bandit Bringer can be spaced to force a scramble on block but generally Sol's turn ends when this move is blocked. The air version halts Sol's momentum and is more negative but the push back can make it difficult to start your pressure. Expect Sol to use this move to try and approach over grounded pokes, bait anti-airs, or after an unsafe move. Generally, 6P is an ideal punish as you have the most time to react. Be aware that a point blank Bandit Bringer (214K) will whiff behind Chipp's 6P if he is cornered. Air-throw, air-to-air, and run-under punishes are possible but may not be practical since you need to react very quickly.

Blocking Bandit Bringer leads to a pseudo-RPS Rock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. situation but is generally less risky than trying to counter-hit. After a blocked Bandit Bringer Chipp can:

  • 6P (A strong option when Bandit Bringer leaves Sol closer to Chipp. Beats 5K but can lose to Sol's 2D and Night Raid Vortex (214S)) at farther spacing. Tends to trade with Sol's low pokes up close and his 6H farther out.)
  • 2K (Leads to a 2D knockdown. A good option that will beat Sol's attempts to mash but only works up-close)
  • 2S (A good option from farther spacing but can be interrupted by Sol's 2K.)

Be cautious! Sol may gamble by using Volcanic Viper (623S/H) after Bandit Bringer!

ref: 214K punishes


Punishing Night Raid Vortex (214S):

Night Raid Vortex is a gap-closing move that lowers Sol's hurtbox allowing him to low profile many moves. Night Raid Vortex can be held to change its travel distance and leads to good damage on hit. The main weakness of the move is that its hitbox only becomes active at the end of travel, and it is very negative on block leaving Sol open to a punish. Expect Sol to use this move when he has meter to Roman Cancel. The safest way to punish Night Raid Vortex is to simply block it and confirm with 2S/c.S.

Due to the delayed hitbox, Chipp can also try to react to Night Raid Vortex and counter hit with 2S, 2D, or 2K. A ground throw (4/6D), c.S, and 6H punish are also possible but require very tight timing. Counter hitting is quite risky due to the move's variable timing and big damage on hit.


Punishing Heavy Mob Cemetery (214214H):

Heavy Mob Cemetery is a full screen overdrive that cannot be blocked, causing a high damage ground throw if it connects. While it is slow to start up and travel, it has guard point An attack that automatically blocks certain attacks. Examples of this include Bang's Drive attacks, Baiken's Suzuran (63214K), and Nappa's Too Bad (214S). meaning it will beat other attacks that attempt to trade with it. Expect Sol to use this move as a punish or as a gimmick to try and steal a round.

Chipp can jump and chase to attempt to punish but he also has access to some unique tools to beat Heavy Mob Cemetery. Chipp's 6K will not interrupt Sol, but it puts Chipp in an airborne state near the ground and has a long total duration. This allows Chipp to dodge the throw while keeping him close and enabling a punish (it is risky to attempt a 6K if Sol is very close). Chipp also has the unique option of using his overdrive Zansei Rouga (632146H) on reaction. Zansei Rouga will defeat Heavy Mob Cemetery at even the closest ranges if it is buffered during the super flash.

 Ky Kiske

General Strategy:

Ky is a character with very strong space control. He is able to whiff punish well with Stun Dipper (236K)GGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14], and has very good anti-air buttons such as 6PGGST Ky Kiske 6P.pngGuardAllStartup9Recovery17Advantage-8 and j.SGGST Ky Kiske jS.pngGuardHighStartup7Recovery21Advantage0 (IAD). In neutral it is good to play patiently and respect the threat of Ky's 2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8 and 6HGGST Ky Kiske 6H.pngGuardAllStartup15Recovery20Advantage-7 which Chipp cannot challenge easily. Whiff punishing with dash f.SGGST Chipp Zanuff fS.pngGuardAllStartup9Recovery20Advantage-8 and dash 5KGGST Chipp Zanuff 5K.pngGuardAllStartup6Recovery8Advantage-3/2KGGST Chipp Zanuff 2K.pngGuardLowStartup5Recovery8Advantage-2 can get Chipp's offense started. Recognizing and interrupting Foudre Arc (214K)GGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12] in neutral and blockstrings is key since it gives Ky a very advantageous situation on block. 2SGGST Chipp Zanuff 2S.pngGuardAllStartup10Recovery17Advantage-7 is also particularly useful against Ky because it is able to hit Stun Dipper (236K)GGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14] if Ky attempts to approach with it. Vary approach options between dash grounded buttons, or occasionally with IAD j.HGGST Chipp Zanuff j.H.pngGuardHighStartup8Recovery17Advantage+4~5 (IAD). It is also possible to approach with double/triple jump, but Ky's 6PGGST Ky Kiske 6P.pngGuardAllStartup9Recovery17Advantage-8 has very little recovery and he will normally be able to anti-air it with relative ease. If Ky uses Stun Edge (236S)GGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14 often, it is a good idea to IAD j.HGGST Chipp Zanuff j.H.pngGuardHighStartup8Recovery17Advantage+4~5 (IAD) for a counterhit punish on read. On offense, be prepared to bait or safejump Vapor Thrust (623S)GGST Ky Kiske 623S.pngGuardAllStartup11Recovery43Advantage-33 [-28] and Ride The Lightning (632146H)GGST Ky Kiske 632146H.pngGuardAllStartup8+1Recovery99Advantage-82.

Punishing Dire Eclat (214S):

Dire Eclat (214S) is mostly used to end strings and apply Shock State to the opponent on hit or block. Dire Eclat is negative on block (which means it is no longer Ky's turn after the move), but it has significant push back making Ky difficult to punish. If you can Instant Block, Ky will be positioned close enough for a full meterless punish.

  • 236236K (An easy way to punish if you have meter)
  • IB > 2S >... (Challenging but rewarding, confirm into BnB)
  • Dash > 5P > 5P > 6P > 236S~236S (A simple low damage combo from 5P, less strict timing when Dire Eclat is used up close)
  • 66~BRC > 5k >... (standard BRC punish, useful if Dire Eclat is spaced from farther away)

ref: 214S Punishes


Interrupting Foudre Arc (214K):

Foudre Arc (214K) is used to catch jumps and to reset pressure on block. This move is quite safe on block (especially with Shock State), so it is ideal to interrupt the startup of the move, instead of trying to punish its recovery. Here are some combos that can be used after interrupting the startup:

  • 5P/2P > 6H (basic, universal confirm)
  • 5P/2P > 6H > 236S (another easy confirm)
  • 5P/2P > 6H > 236H (easy confirm, pushes the opponent away further)
  • 5P/2P > 6H > 236P (easy confirm, side switches)
  • 5P/2P > 2S > 2H > 236K (leaves Chipp in the air with all his air actions)
  • 5P/2P > 2S > 2H > 236H (pushes the opponent further away the most)
  • 5P/2P > 2S > 2H > 236P (side switches)
  • 5P > dash 2K > 2S > 2H (relatively difficult link, but higher damage.)
  • 623S
  • 6P > 236H (not recommended due to slower startup)


Punishing Stun Edge (236S):

Stun Edge (236S)GGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14 is Ky's main projectile that applies Shock State on hit and on block. This move is extremely negative on block (-17), and also extremely negative on hit (-14). Furthermore, the move has counterhit recover. If Ky uses it at closer ranges (even if it hits), Chipp may be able to punish them with f.SGGST Chipp Zanuff fS.pngGuardAllStartup9Recovery20Advantage-8/2SGGST Chipp Zanuff 2S.pngGuardAllStartup10Recovery17Advantage-7. Chipp can also time his 6PGGST Chipp Zanuff 6P.pngGuardAllStartup9Recovery25Advantage-16 to low-profile Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14 to make the move whiff or to punish up close. If spaced correctly, Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14 can be difficult for Chipp to punish, but it is no longer Ky's turn after this move.

Punishing Charged Stun Edge (236H):

Charged Stun Edge (236H)GGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] is Ky's slow projectile that applies Shock State on hit and on block. Usually, Ky will use this as a meaty This keyword does not have an entry in the Glossary, however, he may also occasionally use it in neutral. To punish this, Chipp can simply run up 6PGGST Chipp Zanuff 6P.pngGuardAllStartup9Recovery25Advantage-16 or instant air-dash over the projectile into a counterhit j.DGGST Chipp Zanuff j.D.pngGuardHighStartup8Recovery22Advantage0 (IAD) punish. If timed and spaced correctly, Chipp's Banki Messai (236236K) will also work as a punish due to the move's early projectile invincibility. Note that 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. Charged Stun Edge (236H)GGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] will defeat reversal Banki Messai (236236K) as it is not invincible at startup.


Punishing Aerial Stun Edge (j.236S/H):

Aerial Stun Edge (j.236S/H) is Ky's air projectile that applies Shock State on hit or block. Ky will want to use this keep Chipp out, or to stuff anti-air attempts on his approach. Chipp can abuse his mobility to simply dodge the projectile, or to run under Ky for a punish due to the move's long recovery (until landing +14). If Ky is jumping from outside of air dash range, be prepared for him to use Aerial Stun Edge.


Remember: It is usually preferable to dodge all versions of Stun Edge since the move applies Shock State on hit or block.


Fighting Stun Dipper (236K):

Stun Dipper (236K) is a fast advancing low that is followed up by a second mid attack, giving a soft knock down on hit. Stun Dipper lowers Ky's hurtbox allowing him to low profile moves like Chipp's f.S. While this may appear to be an extremely powerful low poke, it has two major weaknesses: it has a significant gap between the two hits at close ranges and it is unsafe on block leaving Ky open to a punish. You can expect Ky to use Stun Dipper when he has meter to RC and make it safe on block. If Ky tries to use stun dipper up close, there is enough time between both hits that you can block the second hit even if the first hit isn't blocked. Additionally, the fixed time between hits makes attempting an Instant Block (IB) a viable option. Be aware that Stun Dipper is less negative when blocked in Shock State or if Ky is in Dragon Install, giving you less time to punish.

  • 2S >... (Easy confirm into BnB for wallbreak or damage, works from block at close range)
  • 2D (Simple sweep for oki, works from block at close range)
  • IB > c.S >... (Rewarding option for damaging punishes, only possible if the second hit is Instant Blocked up close)
  • 236236K (Works from even the farthest distances but must be input very quickly, good for wall breaks near the corner)
  • 66~BRC >... (Standard BRC punish, useful for when other options won't reach)

Dealing with Vapor Thrust (623S/H):

Vapor Thrust (623S/H) is Ky's go-to reversal which boasts good invincibility, great range, but a slow start-up (11f for the S version and 13f for the H version.) Expect Ky to use this move to escape pressure after a knock down or as a gimmick after an unsafe move. Due to the unique properties of Vapor thrust Chipp has some strong options for dealing with it. The S version of Vapor Thrust is much like a standard DP and the H version sends Ky across a large horizontal range which will tend to cross up. If blocked/whiffed Chipp can easily close the distance to punish using his excellent run speed but it is recommended to chase using the directional inputs instead of the dash macro since the dash macro may send Chipp running away from Ky's trajectory. It is also recommended to be patient and attempt to punish after Ky has landed since it is otherwise easy to accidentally attack in the wrong direction and whiff the punish.

Due to the long start up, Chipp has access to some new safejumps that normally would not work against faster reversals:

  • ...2D > (w)5P > IAD j.H (A convenient auto-timed safejump for slower reversals. Works from far 2D sweep range)

Chipp also has the option to low profile Vapor thrust's high hitbox with a spaced 2D sweep. While it does not counter-hit Vapor Thrust, Chipp will recover in time for a full punish. This allows Chipp to safely check for Vapor Thrust without using any special setups.

Remember that while Vapor Thrust has a slow startup, Ky's overdrive Ride The Lightning is much faster. Be cautious using these setups if Ky has meter.

 May

General Strategy:

When fighting May, Chipp will have to contend with her powerful and disjointed ground buttons in addition to the threat of her fast advancing special S Mr. Dolphin Horizontal ([4]6S). May's air approach is much weaker than her ground approach since her jump-in buttons are not disjointed and can easily be counter-hit with Chipp's 6P. If May attempts to use S Mr. Dolphin Horizontal to get in on Chipp, then he can challenge in the follow up situation to take his turn. In neutral Chipp should aim to bait and whiff punish May's slower buttons, interrupt her slower H Mr. Dolphin Horizontal special, and stuff her air approaches. Once Chipp lands a hit he can easily stay on top of May and take advantage of her limited defensive options to run his game plan.


Dealing with Mr. Dolphin Horizontal ([4]6S/H) pressure:

H-Dolphin ([4]6H) is +5 on block but slow to start up. Recognizing and interrupting H-Dolphin with a fast button like 5P leads to a better situation than blocking it.

S-Dolphin ([4]6S) is -5 on block and -2 on hit. This means that even on hit you can act first. Chipp's 2S and 2K can cover many options on hit or block. Remember that May is not limited to these strings and if Dolphin counter-hits, it will leave you in a stagger and you will not have access to these options.

Chipp's Options for Dolphin RPS
String On Block On Hit
S-Dolphin > S-Dolphin 2K confirm 2K confirm
2S confirm 2S counter hit
Jump back > BRC punish 2D counter hit
- Jump back > BRC punish
S-Dolphin > Backdash > S-Dolphin (whiff) 2S > 2H counter hit -
S-Dolphin > 3K Early 2K is safe Jump back > BRC punish
Delay 2K counter hit -
Jump back > BRC punish -
S-Dolphin > 2K 2S counter hit 2S counter hit

Ref: S-Dolphin Punishes


External resources: Tempest's May doc gives good general info for fighting May

 Axl Low


 Chipp Zanuff

This section is WIP and focuses on the Chipp mirror match-up. For general counter play please refer to the Fighting Chipp section.


 Potemkin

General Strategy

Potemkin is a slow character with big, disjointed buttons and a high damage command grabs. He is strong in the mid range and extremely threatening in close range. His main weaknesses are his slow movement speed, large hurtboxes, and limited defensive tools. This allows Chipp to push his offense and play on his own terms. Potemkin will often use Slide Head to try to knock Chipp down, allowing him to get in close with Hammerfall. It is a good idea to approach cautiously by blocking low or backdashing to avoid getting knocked down by Slide HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0. Try to condition him against using Mega Fist and avoid situations that lead to Garuda Impact at all costs. In general, Faultless Defense (FD) is very good when blocking Potemkin's strings as it pushes him out of command grab range. When Chipp has the advantage, it is essential to keep up the pressure through the use of soft knockdowns from Alpha Blades or plus frames from Gamma Blade.

Dealing with Mega Fist (236P / 214P):

Mega Fist is a powerful approach tool and an effective way for Potemkin to escape pressure. By rapidly raising his hurtbox, Potemkin can advance through or escape from many of Chipp's moves. Understanding how each version of Mega Fist works is essential to surviving the Potemkin match up. In general, Chipp will need to call-out Mega Fist directly with air-to-air attacks or make use of frame traps to catch its start-up. Both of these can be quite dangerous however, since jumping against Potemkin leaves you vulnerable to Potemkin's powerful anti-air moves and frame traps require precise timing to counter Mega Fist. (Please see the Frame Trap article for more info)

Remember that Mega Fist does NOT have invulnerable frames so it will always lose to a Meaty if used after a knock down.

Forward Mega Fist (236P) leaves Potemkin -6 and can be punished on block. Expect Potemkin to use this move from footsies range to start his pressure and call out low pokes.

Midscreen

  • 5P (The very basics. Chipp's 5P is one of the fastest in the game at 3f. Mega Fist can be easily punished or interrupted early with this move.)
  • Block > 5K > 2D (A simple punish that works when blocked at all but the farthest distances. Extra hits of 5K can be used but may push Potemkin out of sweep range.)
  • j.K(1) > 66 > j.H(2)2S > 2H > 236K > j.D > WS > j.D (Example air-to-air confirm from midscreen if you can make a read on Megafist.)


Backward Mega Fist (214P) has low recovery and leaves Potemkin +4 on block. Expect Potemkin to use this move to escape pressure, especially in the corner.

  • c.S > 2S > 5H > 236H (A safe block string that pushes Chipp out of Mega Fist's range. The clone disappears before it can be struck by Mega Fist and allows Chipp to continue pressure if Potemkin blocks. Loses to mashing.)
  • (c.S > 2S > 2H) > CH 236K, j.236K ▷ ... (Cancelling a block string into 236K gives easy confirm that counter-hits Mega Fist and a carries Potemkin to the ground for a wall break or a reset.)
  • ... PRC > airthrow (A decent option for Chipp to make himself safe while still punishing Mega Fist. Extremely useful for failed frame traps such as 236S ~ dl 236S)
  • ... 236[P] > CH w.S >... (With a good read, Chipp can start a high damage wall-run combo by cancelling his pressure into Horizontal Alpha Blade and confirming with w.S)

Midscreen

  • c.S > 2S > 2H > 236H (A safe block string that pushes Chipp out of Mega Fist's range. The clone disappears before it can be struck by Mega Fist and allows Chipp to continue pressure if Potemkin blocks. Loses to mashing.)
  • (c.S > 2S > 2H >) CH 236K > dj > j.K(1) > j.D (A simple punish when Mega Fist is counter hit by Diagonal Alpha Blade)
  • (5K > 5K > 5K), dl CH 5H (5H will air counter-hit causing a tumble and creating an advantageous position for Chipp. 5K gatling creates a specific spacing for the counter-hit)

Potemkin can also perform a Kara Cancelled Backward Mega Fist (2146K~P) which advances Potemkin slightly forward and leaves him -2 on block. Mainly used for Potemkin's combos but may also be used to extend his pressure safely.

Ref: ref 1 ref 2

Dealing with Garuda Impact (214H):

Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 is one of the most oppressive tools in Potemkin's arsenal. Chipp's Beta Blade (623S)GGST Chipp Zanuff Beta Blade.pngGuardAllStartup9Recovery23Advantage-27 can be a useful way to escape a poorly timed or spaced Garuda Impact but can easily lose out if Potemkin is prepared. Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 can be spaced to to clash with or defeat Beta BladeGGST Chipp Zanuff Beta Blade.pngGuardAllStartup9Recovery23Advantage-27 and should be respected when Potemkin is close after a knockdown. Chipp can input 623S1K+S to Option Select an ambiguously spaced Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 giving him Faultless Defense (FD) if Beta BladeGGST Chipp Zanuff Beta Blade.pngGuardAllStartup9Recovery23Advantage-27 clashes. When Chipp is forced to block he will enter guard crush state, allowing Potemkin to force a dangerous guessing game on him. Since Potemkin will be roughly +19 on block, Chipp will likely have to continue blocking his next few strings. However, if Potemkin does a second Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19, Chipp will be able to interrupt it with one of his faster buttons such as 5KGGST Chipp Zanuff 5K.pngGuardAllStartup6Recovery8Advantage-3, or simply jump out of it. Using Faultless Defense against Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 is also highly encouraged, as it will push Potemkin further away, preventing him from using certain buttons to continue his pressure. It is also entirely possible to practice and Instant Faultless Defense (IBFD) consistently on wakeup against Potemkin's Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19, pushing him even further away than usual and forcing him to spend resources to continue his offense.

 Faust

General Strategy:

Faust is an extremely unorthodox zoner character with unique movement, large buttons, and random items to help him dictate the pace of battle. Faust's main weaknesses are his height, his extended hurtboxes, and his reliance on items to enforce his game plan. In neutral, Chipp must be aware when Faust throws an item and quickly decide if he wants to avoid the item or fight Faust for it. Chipp should make use of his movement speed and fast buttons to fight for items and whiff punish Faust's slower pokes. Buttons like 6PGGST Chipp Zanuff 6P.pngGuardAllStartup9Recovery25Advantage-16 and 5HGGST Chipp Zanuff 5H.pngGuardAllStartup11Recovery16Advantage-4 should also be used to counter poke Faust's extended hurt boxes particularly on moves like ThrustGGST Faust 41236K.pngGuardAllStartup26~37Recovery19Advantage-12 (41236K). Chipp must take care in the mid-range as Faust can deny ground approaches with his fast 2HGGST Faust 2H.pngGuardLowStartup14Recovery29Advantage-12 and j.2KGGST Faust j.2K.pngGuardAllStartup10Recovery9 after LandingAdvantage- and stuff air-approaches with his gigantic 6PGGST Faust 6P.pngGuardAllStartup9Recovery32Advantage-21 and j.HGGST Faust j.H.pngGuardHighStartup9Recovery15Advantage+8 (IAD). Once Chipp can get in, Faust has few meterless options to defend but his unique Crawl movement will allow him to low-profile moves and escape pressure if Chipp is careless. Chipp should use caution on defense since Faust has access to a number of tricky fuzzy and safejump set-ups, many of which use his different items. Mashing or using a DP at the wrong time could leave Chipp vulnerable and give Faust a combo. Be sure to keep Faust locked down to prevent him from throwing items and running his game plan.


Dealing with Crawl:

Faust has the unique ability to Crawl along the ground and lower his hurtbox significantly. This allows him to low profile many moves which can make it difficult for Chipp to poke Faust in the midrange and pressure him during his offense. While this is very strong in neutral, blocking a move will raise Faust's hurtbox slightly and enable Chipp to apply pressure more easily. Note that this can also be triggered by Proximity Block forcing Faust to approach Chipp during a crawl in order to low profile certain moves.


The following table shows what moves can be defeated by Faust's Crawl:

Move Backward Crawl (1) Neutral Crawl (2) Forward Crawl (3) Notes
5PGGST Chipp Zanuff 5P.pngGuardAllStartup3Recovery10Advantage-2 -
2PGGST Chipp Zanuff 2P.pngGuardAllStartup5Recovery10Advantage-2 -
6PGGST Chipp Zanuff 6P.pngGuardAllStartup9Recovery25Advantage-16 -
f.SGGST Chipp Zanuff fS.pngGuardAllStartup9Recovery20Advantage-8 Cannot crawl at close range
5HGGST Chipp Zanuff 5H.pngGuardAllStartup11Recovery16Advantage-4 -
j.PGGST Chipp Zanuff j.P.pngGuardHighStartup5Recovery8Advantage+2 (IAD j.PPP) -
j.KGGST Chipp Zanuff j.K.pngGuardHighStartup6Recovery8Advantage+1 (IAD) -
Resshou (236S)GGST Chipp Zanuff Resshou.pngGuardAllStartup13Recovery16Advantage-4 -
Senshuu (~236K)GGST Chipp Zanuff Senshuu.pngGuardHighStartup20Recovery20Advantage-9 Rokusai (~236S)GGST Chipp Zanuff Rokusai.pngGuardLowStartup8Recovery21Advantage-6 will force Faust to block low
Diagonal Alpha Blade (236K)GGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuardAllStartup27Recovery17Advantage-2 ? ? ? Faust can crawl under Diagonal Alpha BladeGGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuardAllStartup27Recovery17Advantage-2 at certain distances. Needs more testing.

ref1

 Millia Rage

 Zato-1

 Ramlethal Valentine

Dealing with Mortobato (236236S):

Mortobato is Ramlethal's only reversal which boasts a fast start up, good invincibility, and excellent damage. Expect Ramlethal to use this move to escape your pressure when she has meter, especially after a knock down. If Ramlethal has 50 meter, Chipp should be cautious when using frame traps as the input for Mortobato can be easily buffered to have the move activate during any gap. Attempting to use Gamma Blade (236H) is extremely dangerous when Ramlethal has meter since Chipp can lose almost all of his health if both him and his clone are hit by Mortobato. Reacting with PRC during the super flash will make the Gamma Blade clone a projectile saving your life.

Chipp can make use of his safejump set-ups to bait Mortobato and safely continue his pressure (Please reference the Safejump section for more information.) Chipp can also use 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. Alpha Blade Diagonal (236K) after a knock down in an attempt to cross-up and interrupt Mortobato. While it may be difficult to punish on block (especially if blocked in the air), Mortobato has a long recovery on whiff letting Chipp run in for a full punish.

Be cautious! If Diagonal Alpha Blade is mistimed, an opponent with good awareness can input Mortobato backwards to have it activate after the cross-up leading to a counter-hit on Chipp.


 Leo Whitefang

Dealing with Eisensturm ([2]8S/H):

Eisensturm ([2]8S/H) is a powerful reversal move that has a good start up (7f for the S version), large hitboxes, and can set up Leo's Brynhildr (back turn) stance. The main weakness of Eisensturm is it's long recovery on block or whiff leaving Leo vulnerable to a punish. Expect Leo to use this move on wake up, during Chipp's pressure, or after an unsafe move as a gimmick, especially when he has meter to RC and make it safe.

When whiffed or blocked, Eisensturm will carry Leo horizontally with the H version carrying him extra distance. This can cause Leo to cross over Chipp making poorly timed punishes whiff. It is best to chase Leo and punish him during his landing recovery to avoid whiffing. When Leo uses Eisensturm to escape the corner it can space him some distance from the wall changing some punish routes.

Example punishes for Eisensturm :

  • 5[D] (A simple charge dust punish that works anywhere if timed correctly. Please see the dust combo section.)
  • 6H CH > 66 > c.S > 6H > Overdrive (Easy to execute, high damage metered midscreen punish)
  • 6H CH > 66 > c.S > j.K(1) > 66 > j.H(2)2S > 2H > 236S~236K > WS > 6H (Meterless corner carry punish. Rekka will only connect if Chipp reaches the corner.)
  • 2H CH > 236[P] > w.cS > w.cS > w.cS > w.cS > w.6H > w.cS > w.6H > WS > w.6H (Standard wall run punish. Note that punishing H Eisensturm may require different wall run combos, since it travels farther horizontally)
  • j.S CH > j.236[P] > w.cS > w.cS > w.cS > w.cS > w.6H > WS > w.6H (Specific corner punish combo for H Eisensturm)


Chipp can normally defeat reversals using his cross up move Alpha Blade Diagonal (236K), however this move is quite weak when dealing with Leo. Eisensturm ([2]8S/H) uses a downward charge motion which means that Leo can not accidentally miss the input for his reversal due to a cross up. It is also somewhat risky to attempt Alpha Blade Diagonal because Eisensturm's large hitbox will usually counter-hit Chipp in the air. Alpha Blade Horizontal (236P) is a less-rewarding but safer option on Leo's wake up since the lower hitbox for Eisensturm is smaller and less active.

Chipp can also make use of throws (4/6D), his command grab Genrou Zan (63214S), and his safejump set ups to deal with Eisensturm. Please reference the safejump set up for more information.

Ref1


 Nagoriyuki

Dealing with Kamuriyuki (214H):

Kamuriyuki (214H) (AKA "Spin" or "Beyblade") is an extremely fast, lunging attack that knocks the opponent down on hit and is safe on block. Expect Nagoriyuki to use this move to get in from the mid-range or as part of his pressure up close. Nagoriyuki can choose to continue his pressure by special cancelling (at the cost of building up his blood meter), which can make it a very scary RPS situation for Chipp. In general, if Nagoriyuki chooses not to special cancel, Chipp can safely use 2KGGST Chipp Zanuff 2K.pngGuardLowStartup5Recovery8Advantage-2/5PGGST Chipp Zanuff 5P.pngGuardAllStartup3Recovery10Advantage-2 to beat out his other options. Caution should be used when challenging KamuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 since it raises Nagoriyuki's hurtbox so a mistimed low-poke may lead to a counter hit on Chipp. Chipp can also delay backdash/jump or fuzzy backdash/jump, which will be safe against most of Nagoriyuki's other options, but will not give a punish. Be aware, Nagoriyuki may choose different options depending on how full his blood meter is. The breakdown for Chipp's RPS options can be seen in the table below.

Chipp's Options for Kamuriyuki RPS (on block)
String Options
214H > dl 623H/236S - (costs blood) Delayed backdash / jump
Block / FD
623S (very tight timing)
214H > Button - (costs no blood) Delayed backdash / jump
2K > 2D
5P > 5P... (loses to 6P)
214H > Back Fukyo (214K) > f.S... - (costs blood) Delayed backdash / jump
Early 2K is safe on whiff
5P safe on whiff
214H > 623P - (lowers blood) Delayed backdash / jump
2K > 2D
5P > 5P...

Note that Nagoriyuki and Chipp are not limited to these options

 Giovanna

General Strategy:

Faultless Defense (FD) is extremely important in this matchup. Giovanna is an aggressive, rushdown character that specializes at close range. Knowing when to FD is very vital to the matchup, as it pushes her away enough for her to have to dash in to continue her pressure. If utilized correctly, this this will leave some room for you to take back your turn. If you are unable to interrupt some of her plus on block moves in time (e.g. Trovão 236K), FD can also be utilized to push her away further, stopping her from being able to use some of her blockstrings to continue her pressure.

When fighting against Giovanna, you (regardless of which character you are playing as) want to

This section will go through the different ways Chipp can approach these moves.


Interrupting Trovão (236K):

Trovão (236K) is used by Giovanna to reset her pressure, or can also be used to approach the opponent as the range is quite far, and it is good at catching extended hurtboxes. When Giovanna uses this on block, she is slightly plus, allowing her to continue her pressure. It is entirely possible to catch her throwing out slower buttons afterwards with Chipp's faster buttons (5K, 2K, 5P), but it is generally better to try to interrupt the move on startup with 6P (e.g. 6P > 236H)


Interrupting Sol Poente (214S):

Sol Poente (214S) is used by Giovanna to reset her pressure, and also crosses up at close range. This move can also be used as an Oki option. Although this move is quite slow (30 frames startup), it is a very versatile tool that low crushes. She is able to cancel into it from any of her plus on block grounded and aerial normals, allowing her to be creative and somewhat unpredictable with it. With meter, she is also able to Roman Cancel any part of the move's animation, allowing her to utilize PRC, as well as RRC to get in. Much like Trovão (236K), this move is slightly plus on block, making it difficult to punish her after. It is recommended to interrupt the startup of this move when possible, as Chipp can be heavily rewarded if he is able to interrupt it correctly. After interrupting her with a grounded normal, most anti-air combo routes are possible as a punish. Here are some combos that may be of use:

  • 5P > 2S > 2H > 236K (standard punish that works anywhere)
  • 5P > 6H > 236K > j.D (go-to route near the corner)
  • 6P > 236H
  • 623S
  • j.K(1) > 66j.H > c.S > 2H > 236K > j.D (difficult, you have to react with a neutral jump)


It may be difficult to tell ahead of time if her flipkick will cross up or not. This can mess up your inputs if you are attempting to interrupt with committal buttons that require a directional input. A useful tech that can be utilized in this situation is the "4PK" OS (also known as the 6P/FD OS), which will let you Faultless Defense (FD) if the move does not cross up, and 6P if it does cross up.


Punishing Sepultura (214K):

Sepultura (214K) is a versatile move that can be used to frametrap, end her blockstrings, and just a generally good move to use in combo strings. This move always gives a hard knockdown on hit as well. However, unlike some of her other specials, it is slightly negative on block, which means that after she uses it as her blockstring, it is no longer her turn. Since it is only slightly negative, it is unlikely to be able to get an actual punish after blocking it, but you will be able to hit her during the startup of her subsequent attacks. 2S, 5K, 2K, 2D are good buttons to use in this situation.


It is very important to be able to distinguish between these three moves and learn how to deal with them correspondingly in this matchup. Without knowing these counterplays, Giovanna's pressure will feel infinite, not leaving any gaps for you to take your turn.


Dealing with Giovanna's sweep (2D):

Giovanna's sweep (2D) has an insanely deceptive range. It is also a disjoint that hits low, allowing her to poke very effectively. This move can also be used to outrange many reversals, although it will clash with Chipp's Beta Blade (623S). It is very difficult to contest this move, however, the startup is relatively slow, so you may be able to interrupt her with an IAD jump-in attack on a read. Keeping an eye out for this move during neutral is important in this matchup.

 Anji Mito


 I-No

General Strategy:

I-No is a fast, mixup, rushdown character that relies on getting in with her hoverdash after scoring a knockdown. Ideally, it is better to never have to defend against her, because it is extremely difficult to block her mixups. There are various ways to deal with her tools in neutral to try to gain the advantage. f.SGGST Chipp Zanuff fS.pngGuardAllStartup9Recovery20Advantage-8 is generally good against her, since her hoverdash puts her in range for it to hit. It is also possible to use 2SGGST Chipp Zanuff 2S.pngGuardAllStartup10Recovery17Advantage-7 if the I-No uses stroke in neutral often. 5PGGST Chipp Zanuff 5P.pngGuardAllStartup3Recovery10Advantage-2 is a great tool to catch her dash in, or for when she leaves gaps between her pressure. For the same reason, 623SGGST Chipp Zanuff Beta Blade.pngGuardAllStartup9Recovery23Advantage-27 can also be used, especially since it is relatively safe if I-No blocks it in the air.

On defense, it is good to attempt fuzzy blocking, but I-No can delay her pressure to beat fuzzy blocking attempts. Her j.SGGST I-No jS.pngGuardHighStartup8Recovery20Advantage- > j.DGGST I-No jD.pngGuardHighStartup16Recovery20Advantage-4 (IHD) string is not mashable, but after blocking the j.D, it may be a good idea to attempt to anti-air her.

Punishing Ultimate Fortissimo (632146S (Air OK)):

Ultimate Fortissimo is I-No's only Reversal. The air version consists of an airborne projectile, and the grounded version has two hits: An invincible rising attack and an airborne projectile. The projectile hit causes a guard crush on block giving I-No significant advantage and enabling a mix-up. You can expect I-No to use this move to continue her pressure after an unsafe move or to escape Chipp's pressure on wake up. Despite being invincible during its start up, I-No is vulnerable just before the active frames of the projectile leaving her open to a punish. By blocking the first hit of the ground version, Chipp go for a punish.

  • 5P (Simple jab to interrupt I-No.)
  • 5[D] (Charged Dust punish. Works anywhere on the screen but requires tight timing.)
  • 6H > 236K > j.S > 66 > j.H(2)2K > 6H > WS (A damaging mid-to corner punish.)
  • j.K(1) > 66 > j.H(2)c.S/2S >... (Example air-to-air confirm. Combo will depend on your position.)

The air version of Ultimate Fortissimo is not invincible before the active frames but has extremely fast start up and cannot be punished on reaction. Chipp can whiff punish the air version of Ultimate Fortissimo by buffering Zansei Rouga (632146H) during the super flash.

ref: https://twitter.com/FGC_HappyPow/status/1404182258458714119?s=20

Dealing with Stroke the Big Tree (236S/H):

I-No's stroke is an extremely powerful pressure tool that hits low, and leads to big damaging combos on counterhit. Both versions have many low profile frames, being able to duck under Chipp's main neutral tools such as f.SGGST Chipp Zanuff fS.pngGuardAllStartup9Recovery20Advantage-8 or 5KGGST Chipp Zanuff 5K.pngGuardAllStartup6Recovery8Advantage-3. They are also both used in offense, but are used for slightly different purposes.

236SGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7 is I-No's whiff punish and frametrap tool. It is much faster than the H version, and is not reactable. However, it is -7 on block, which means that it is no longer her turn. If spaced correctly, Chipp is not able to directly punish her, but with 2SGGST Chipp Zanuff 2S.pngGuardAllStartup10Recovery17Advantage-7, Chipp will be able to beat out most of her other options if she does not block.

236HGGST I-No Stroke the Big Tree.pngGuardLowStartup28Recovery16Advantage-2 is I-No's combo tool that can be used as an approach option, as well as resetting pressure. It is much slower than the S version, and is reactable. It is advised to attempt to throw her on startup, and it is possible to attempt to fuzzy throw her. On block, it is +2, which may allow her to continue her offense. Many I-No players may like to use this as part of their blockstring for this reason, however, there is a gap if used in her blockstring that allows Chipp to be able to throw her.


 Goldlewis Dickinson

General Strategy:

Goldlewis is a slow, hard-hitting character with big disjointed specials that can chip you very well. Use Faultless Defense to push him further away (while negating chip damage), causing him to whiff his subsequent uses of his Behemoth Typhoon specials. In neutral, Chipp is able to whiff punish Goldlewis very well with his fast buttons such as f.S and 5K/2K. Watch out for when Goldlewis whiffs a move with longer recovery, and use your fast speed to dash in and whiff punish him. f.S is particularly good for poking Goldlewis due to his tall hurtbox, and is very effective in the matchup.

Punishing Skyfish (236S):

Skyfish (236S) is a full-screen projectile that deals significant chip damage if blocked, and consumes a large amount of meter when blocked with Faultless Defense. Skyfish is very slow to start up and has a long total duration, so Goldlewis will try to use it when Chipp is full screen or if he has meter to roman cancel. Chipp can abuse his mobility to punish Skyfish by dash-jumping at Goldlewis on reaction and hitting him with an overhead attack. Air Diagonal Alpha Blade (j.236K) can also be used, letting Chipp land behind Goldlewis and interrupting Skyfish. This can be risky though, since incorrect spacing/timing will land Chipp in the path of the projectile or allow Goldlewis to punish Air Diagonal Alpha Blade's slow recovery. Simply using Chipp's triple-jump to avoid Skyfish is also a good option since Goldlewis will still drain his security level resource if the move is whiffed.


 Jack-O

 Happy Chaos

 Baiken

Dealing with Hiiragi (236P):

When fighting Baiken, Chipp must be cautious during his pressure. Baiken's parry move Hiiragi (236P) becomes active on frame 1 and leads to a massive amount of damage on successful catch. This means that standard Safejump, Reset options, and Frame Traps may be defeated by Hiiragi. It is worth noting that moves such as Chipp's f.S/5H/6H will not cause the parry follow up to connect when used from max range. A max range parry may leave Baiken slightly plus, but Chipp can use these moves in his offense while remaining somewhat safe.


Hiiragi's main weakness is it's short active duration and long recovery. By the time you recognize the animation it can probably be counter-hit so there is no need to delay your punish! It also is unable to parry projectile/throw moves which means that Chipp can safely use those moves as part of his pressure. The following moves are all safe against Hiiragi:

  • P Alpha BladeGGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuardAllStartup29Recovery19Advantage-4
  • K Alpha BladeGGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuardAllStartup27Recovery17Advantage-2
  • Gamma BladeGGST Chipp Zanuff Gamma Blade.pngGuardAllStartup25~50RecoveryTotal 42Advantage+9
  • ShurikenGGST Chipp Zanuff Shuriken.pngGuardAllStartup22Recovery35+4 After LandingAdvantage-
  • Genrou ZanGGST Chipp Zanuff 63214S.pngGuardGround ThrowStartup27Recovery15AdvantageN/A

The fast startup of Hiiragi means that Chipp must be cautious when using frame traps. Any gap in Chipp's pressure could potentially lead to a parry.

  • 5/2K > 2D... (Standard string that leaves a 1f gap. Vulnerable to Hiiragi)
  • c.S > 6H... (Standard string that leaves a 1f gap. Vulnerable to Hiiragi)

Gapless strings are safe when Hiiragi (236P) is expected to be used.

  • c.S > 2D... (Standard string that leaves no gap. Safe to Hiiragi)
  • c.S > 2S > 2H... (Standard string that leaves no gap when cancelled immediately. Safe to Hiiragi)

Chipp can also use larger frame traps to specifically target Hiiragi since it has a short active duration. Baiken can be counter-hit if Hiiragi is used on the earliest possible frame.

  • 5K > 6H... (Standard string that leaves a large gap. Will counter-hit Hiiragi if it is used with reversal timing.)
  • c.S > dl 2S > dl 2H... (Standard string that can leave large gaps when delay-cancelled. Will counter-hit Hiiragi if it is used with reversal timing.)


Please reference the Frame Trap section and Chipp's Gatling Table for more detailed information.

Dealing with H Kabari (41236H):

H Kabari is a slow but long reaching special that will pull in the opponent on hit or block. It also has a follow up slash that can be delayed and allow Baiken to cross through her opponent. Baiken will attempt to use H Kabari from a distance as a poke or as part of her pressure up close. She may also attempt to whiff it in neutral and then land the follow up slash as a gimmick. The H version of Kabari is used heavily in pressure since the threat of the follow up slash allows Baiken to extend her advantage with a guessing game.

Depending on spacing, nearly all options after H Kabari can be stuffed with Chipp's 6P. Baiken can get around this but choosing to go low with her 2K, doing nothing, or doing the delayed cross-up version of the H Kabari follow up (41236H~[H]).

Baiken's fast follow up to H version of Kabari (41236H~H) can be defeated with Chipp's 6P or a throw (4/6D). If the slash is blocked 5P can be a true punish.


Dealing with S Kabari (41236S) and Tether:

Tether is an extremely threatening state that Baiken can apply by landing S Kabari (41236S) or a ground throw (4/6D). Tether will keep Baiken close to her opponent and enable new combos and pressure. From S Kabari (41236S), Baiken is +3 on a successful hit or +0 on successful block. Chipp can challenge in both of these situations using his fast 3 frame 5P but will be vulnerable to Baiken's 6P, her crouching moves, and Baiken's parry Hiiragi (236P) if she expects him to mash. Be cautious since this guessing game is heavily in Baiken's favour!

From a ground throw (4/6D) Baiken will have access to multiple safejump set ups using her Tatami Gaeshi (236K) projectile. It is important to understand the follow up situation to Tatami Gaeshi to effectively deal with her pressure after a throw.

If Chipp can steal a turn away from Baiken during tether, he can exploit the properties of the tether for new combos and pressure. More importantly, some combos/pressure will stop working during tether state since the tether will continuously pull them both toward each other. Be aware during tether state to avoid giving the advantage back to Baiken!


Dealing with Tatami Gaeshi (236K):

Tatami Gaeshi (236K) is a powerful tool in Baiken's kit that enables her pressure/mix up game. The first hit is a physical hit that can launch an opponent and the second hit is a projectile which is disjointed from Baiken. When used in the air, only the projectile hit is active and remains on the screen until landing.

If Tatami Gaeshi is blocked up close, Chipp can reliably use his f.SGGST Chipp Zanuff fS.pngGuardAllStartup9Recovery20Advantage-8 to threaten Baiken and keep her from trying to continue her offense. In cases where Baiken spaces Tatami Gaeshi, such as after the push-back of her 2SGGST Baiken 2S.pngGuardAllStartup11Recovery19Advantage-8, Chipp must Instant Block one of the hits in order to maintain the threat of his f.SGGST Chipp Zanuff fS.pngGuardAllStartup9Recovery20Advantage-8. The second hit of grounded Tatami Gaeshi is very safe to attempt an Instant Block on due to the fixed timing between the hits. If Baiken does not recognize the Instant Block then she may try to continue her offense leaving her vulnerable to a counter hit from Chipp. Be cautious! Baiken may be at a disadvantage after Tatami Gaeshi, but she can always gamble with her parry Hiiragi (236P) if Chipp is too predictable taking back his turn!

In cases where air Tatami Gaeshi is used as part of Baiken's okizeme, Baiken is at advantage and Chipp must try to defend. Attempting to use Beta Blade (623S) on wake up can be very risky since many of Baiken's air tatami set ups are also safejumps. It is best to try and block the initial mix-up and then focus on defeating Baiken in the situation that follows.


 Testament

Dealing with Nostrovia (236236P):

Nostrovia (236236P) is a utility overdrive that Testament can use to extend pressure, combos, and apply Stain to an opponent. This move has no invincibility so expect Testament to use it during pressure or as okizeme. Chipp can make use of the projectile invincibility on his overdrive Banki Messai (236236K) to punish Nostrovia from nearly any distance even if the move is used as okizeme. If Nostrovia is used in neutral, Chipp can make use of his superior air mobility to avoid the projectile entirely. Caution is required, since Testament can move independently of the projectile while it is active and may target Chipp's air movement while he is attempting to dodge. Note that during Stain Testament can activate Nostrovia without any gaps forcing Chipp to block the projectile.

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 Chipp Zanuff