GGST/Chipp Zanuff/Okizeme: Difference between revisions

From Dustloop Wiki
(→‎Safejumps: updated)
Line 486: Line 486:
:<code>...{{clr|P|236[P]}} > 2 ▷ {{clr|K|2K}}</code> cross-up low option
:<code>...{{clr|P|236[P]}} > 2 ▷ {{clr|K|2K}}</code> cross-up low option
:<code>...{{clr|P|236[P]}} > 2 > whiff {{clr|H|j.H}} ▷ {{clr|K|2K}}</code> same-side low option
:<code>...{{clr|P|236[P]}} > 2 > whiff {{clr|H|j.H}} ▷ {{clr|K|2K}}</code> same-side low option
}}
|-|
|-|
Reset from Wall Run=
Reset from Wall Run=
Line 509: Line 506:


Almost any routing can work as long as Chipp ends the wall sequence with {{Clr|4|w.H}}. After {{clr|4|w.H}} Chipp must dismount from the wall and fall off-camera to wait for his opponent to fall. With careful timing, Chipp can catch the opponent and initiate a mix up after connecting a button. Timing and pickups can vary by character/route.
Almost any routing can work as long as Chipp ends the wall sequence with {{Clr|4|w.H}}. After {{clr|4|w.H}} Chipp must dismount from the wall and fall off-camera to wait for his opponent to fall. With careful timing, Chipp can catch the opponent and initiate a mix up after connecting a button. Timing and pickups can vary by character/route.
;Advanced off-wall rest
:<code> {{clr|K|6K}} > 88RRC > 66 > {{clr|3|w.S}} > {{clr|3|w.S}} > {{clr|3|w.S}} > {{clr|3|w.S}} > {{clr|4|w.H}}~4 > dl 7 > dl {{clr|K|j.K(1)}} > {{clr|K|j.236K}} ▷ {{clr|S|c.S}} >... </code>
After {{clr|H|w.H}} Chipp must immediately dismount away from the wall and time a delayed air-jump into an air normal to continue the combo. This creates the correct distance from the wall for him to mix after his {{clr|K|j.236K}}. Timing is variable and routes are character specific. Because of the volatile nature of these setups it can be hard to predict where {{clr|2|j.236K}} will place Chipp and his opponent after reaching the ground. In cases where Chipp is left close he can reset with {{clr|3|c.S}} but in cases where he is farther away he may need to dash {{clr|3|2S}} to pick up.
Character specific reset routes from a wall run:
{{{!}} class="wikitable" style="text-align: center; margin: 0px auto 0px 0px;"
{{!}}+ style="white-space:nowrap; text-align: left; margin-bottom: 5px;" colspan=4 {{!}}
{{!}}-
! Route !!  Works on !! Notes
{{!}}-
{{!}} ...{{clr|3|w.S}} > {{clr|3|w.S}} > {{clr|3|w.S}}> {{clr|3|w.S}} > {{clr|4|w.H}}~4 > dl 7 > {{clr|3|j.S}} > {{clr|2|j.236K}} ▷...{{!}}{{!}} {{Character Label|GGST|Baiken|label=Baiken}} {{Character Label|GGST|May|label=May}} {{Character Label|GGST|Jack-O|label=Jack-O}}  {{!}}{{!}} -
{{!}}-
{{!}} ...{{clr|3|w.S}} > {{clr|1|w.P}}, {{clr|3|w.S}} > {{clr|1|w.P}}, {{clr|4|w.H}}~4 > dl 8 > {{clr|2|j.K(1)}} > {{clr|2|j.236K}} ▷...{{!}}{{!}} {{Character Label|GGST|Millia Rage|label=Millia}} {{Character Label|GGST|Zato-1|label=Zato}} {{Character Label|GGST|Giovanna|label=Gio}} {{Character Label|GGST|Ramlethal|label=Ram}} {{Character Label|GGST|Sin Kiske|label=Sin}}  {{!}}{{!}}  Dash {{clr|3|2S}} Pickup after returning to the ground
{{!}}-
{{!}} ...{{clr|S|w.S}} > {{clr|3|w.S}} > {{clr|3|w.S}} > {{clr|3|w.S}} > {{clr|4|w.H}}~4 > dl 7 > dl {{clr|K|j.K(1)}} > {{clr|K|j.236K}} ▷...{{!}}{{!}} {{Character Label|GGST|Sol Badguy|label=Sol}} {{Character Label|GGST|Ky Kiske|label=Ky}} {{Character Label|GGST|Axl Low|label=Axl}} {{Character Label|GGST|Chipp Zanuff|label=Chipp}} {{Character Label|GGST|Leo Whitefang|label=Leo}} {{Character Label|GGST|Anji Mito|label=Anji}} {{Character Label|GGST|I-No|label=I-No}} {{Character Label|GGST|Happy Chaos|label=Chaos}} {{Character Label|GGST|Testament|label=Test}}  {{!}}{{!}} -
{{!}}-
{{!}} ...{{clr|3|w.S}} > {{clr|3|w.S}} > {{clr|3|w.S}} > {{clr|3|w.S}} > {{clr|3|w.S}} > {{clr|4|w.H}}~4 > dl 7 > {{clr|3|j.S}} > {{clr|2|j.236K}} ▷...{{!}}{{!}} {{Character Label|GGST|Potemkin|label=Pot}} {{Character Label|GGST|Faust|label=Faust}} {{Character Label|GGST|Nagoriyuki|label=Nago}} {{Character Label|GGST|Goldlewis|label=Gold}}  {{!}}{{!}} Dash {{clr|3|2S}} Pickup after returning to the ground. {{clr|2|j.K(1)}} can work instead of {{clr|3|j.S}}
}}
}}
|-|
|-|
Wall-Eject Reset =
Wall-Eject Reset =
{{TheoryBox
{{TheoryBox
Line 552: Line 527:


This setup has the unique advantage of working on big body characters like {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}} while still baiting nearly any reversal action (including {{Character Label|GGST|Baiken|label=Baiken's}} {{MiniMoveCard|game=GGST|chara=Baiken|input=236P|label={{clr|1|Parry}}}}.)
This setup has the unique advantage of working on big body characters like {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}} while still baiting nearly any reversal action (including {{Character Label|GGST|Baiken|label=Baiken's}} {{MiniMoveCard|game=GGST|chara=Baiken|input=236P|label={{clr|1|Parry}}}}.)
}}
}}


</tabber>
</tabber>


: Special credit to: [https://twitter.com/TheSSF123 SSF123], [https://twitter.com/PunPunch_ Punpunch], [https://twitter.com/FGC_Elodad Elodad], [https://twitter.com/_Flare_G Flare_g], [https://twitter.com/PHaZeX3R0 PHaZeX3R0]


ref:
ref:

Revision as of 11:44, 17 September 2023




Ambox warning.png This page has not yet been updated for patch 1.29+
Most of the info/setups will still be valid, but some of it will not. Please refer to the Patch Notes for more information.

Okizeme

Meaty Options

After knocking down an opponent, Chipp can run in and attempt to hit them with a 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. attack as they recover. Properly timing your meaty attacks is essential since missing a meaty can be devastating for Chipp. If mistimed Chipp can lose his momentum and may left vulnerable to a punish. Any button can be used for a meaty attack, but generally the the more active frames a move has the easier it is to time.


  • c.SGGST Chipp Zanuff cS.pngGuardAllStartup7Recovery10Advantage+1 A very active button making it easy to time. Has good cancel options, good proration, and can be jump cancelled to bait burst. Attempting this from too far will give you f.SGGST Chipp Zanuff fS.pngGuardAllStartup9Recovery20Advantage-8 which is one of Chipp's worst meaty options with only 2 active frames and limited cancel options.
  • 2SGGST Chipp Zanuff 2S.pngGuardAllStartup10Recovery17Advantage-7 Has good range compared to c.S making it a useful button for meaties from a soft knock-down. Auto-piloting into 2H can catch the opponent if 2S is back dashed.
  • 5KGGST Chipp Zanuff 5K.pngGuardAllStartup6Recovery8Advantage-3 A strong option. Faster and reaches farther than c.S while still being quite active. Has the added benefit of cancelling into itself, 2K, or 6K. Can lead to a 2DGGST Chipp Zanuff 2D.pngGuardLowStartup10Recovery19Advantage-7 knock down letting Chipp do a set-up or repeat the situation.
  • 2KGGST Chipp Zanuff 2K.pngGuardLowStartup5Recovery8Advantage-2 A good option for going low but not as active as 5K and quite stubby. Can lead to a 2D knock down letting Chipp do a set-up or repeat the situation.
  • 6KGGST Chipp Zanuff 6K.pngGuardHighStartup28Recovery7Advantage+2 Overhead option that can bait throws and catch backdashes. Combos meterlessly into 2K.
  • 6HGGST Chipp Zanuff 6H.pngGuardAllStartup17Recovery18Advantage-5 A very big and very active button with limited cancel options. Great when fishing for counter-hits.
  • 236KGGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuardAllStartup27Recovery17Advantage-2 A strong option. Extremely difficult to react to and positions Chipp for a potential mix from the hit. The cross-up lets Chipp defeat many reversals.
  • 236PGGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuardAllStartup29Recovery19Advantage-4 A committal meaty option that can be used to call out reversals somewhat safely. Low reward and easily blocked option that should be used sparingly.
  • 63214SGGST Chipp Zanuff 63214S.pngGuardGround ThrowStartup27Recovery15AdvantageN/A Extremely active with a whopping 11 frames. Adds another layer to Chipp's pressure.


Auto-Timing Meaty Options


Chipp can route his combos, use the properties of his moves, and exploit system mechanics to create situations where his meaty options become auto-timed. Auto-timed setups remove the risk of whiffing a meaty, allowing Chipp vary his options safely and present tricky situations to a defender.

Important note: The following setups are generally not reversal safe. For meaty setups that option select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. (OS) against reversals be sure to check the Safe Jump and Gamma Blade Oki sections.


5K/2K > 2D > 5K OTG > DC > MEATY 5H >...

Chipp can use a 5K OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." setup to Dash Cancel (DC) and auto time a meaty 5H which can catch 6f backdashes. This can be particularly potent when trying to pressure heavies like Potemkin or Nagoriyuki. It also has the added benefit of knowledge check A strategy or attack which tests the opponent's knowledge of a given matchup. If an opponent doesn't know how to deal with the knowledge check presented, the check is usually repeated until victory is achieved.ing some opponents due to the long and subtle startup animation of 5H making them more inclined to press.

5K/2K > 2D > 5K OTG > DC > MEATY c.S >...

A 5K OTG setup to Dash Cancel and auto time a meaty c.S which leaves Chipp extremely plus (+5). A situational but powerful pressure option that also allows a true-string into 2K.


c.S > 2S > 2H > 236K > dl j.K(1) ▷ 66 > c.S > 6H > dl 236P (whiff) > Meaty c.S >...

This route from a standard BnB will reposition Chipp next to his opponent with enough advantage to auto-time buttons like c.S and in some cases 2H depending on spacing. Some opponents may see this setup as an opportunity to throw-punish Chipp's whiff leading to a counter hit. If Alpha Blade hits OTG due to spacing, Chipp will no longer be able to auto-time his meaty but he will have enough advantage to follow up with any move.

Safejumps

Safejumps are an effective way to keep your pressure going after a knockdown. Chipp has many safejump set-ups available, some of which begin from and loop back into his mix-up game. The most consistent way to safejump as Chipp is from his sweep (2DGGST Chipp Zanuff 2D.pngGuardLowStartup10Recovery19Advantage-7) and his overdrive wall break Banki Messai (236236P)GGST Chipp Zanuff Banki Messai 1.pngGuardAllStartup6+1~11Recovery28Advantage-20. Gravity scaling can impact Chipp's setups, meaning that extra hits omay cause a safejump timing will be more strict or even impossible.


Auto-Timed SafejumpsReliable against the fastest reversals
Easy~Medium

The following set-ups are auto-timed and are safe to 9-frame reversals including moves like Sol's Volcanic Viper (623S)GGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28.


(5K/2K) > 2D > c.S OTG > IAD > j.H

Chipp's most reliable auto-timed safejump. The 2D sweep must hit from close range to successfully OTG with c.S.


...236236P > Wallbreak > IAD > j.H

A very strong option after a wall break. Holding 8 after the stage transition guarantees the correct timing


c.S/j.H > 2S > 2H > 236K, 9 > j.H

End a BnB early to safely continue pressure. Works from c.S or a deep jump-in. Can whiff if combo is too scaled.


CH 5H > 236P, 5P > 5P, > IAD > j.H

Situational safejump setup from a successful counterpoke at max range.

Corner Specific SafejumpsSetups that work in or near the corner
Easy~Medium

Facing the corner Chipp has access to some new safejump set-ups.


...2D > dl 236[P] > 4/2 > j.S

A cancelled wall run can create an ambiguous left/right that also safejumps. Manually timing the wall run allows Chipp to cross over his opponent. Many other variations on this setup exist and are discussed in the Wall Run Resets & Oki section.


2K > 2D > 236[K]~2 > 66 > dl j.H

Sets up a safejump j.H using a wall run cancel from a close range sweep. The delay on j.H can be replaced with a delay on the 236K cancel.

Manually-Timed SafejumpsSetups that require special execution or delays
Hard~Very Hard


Chipp also has access to a number of useful manually timed setups. These Setups require practice to be made consistent but are very good at confusing an opponent.


...236236P > Wallbreak > SJ > IAD > FD > j.H

Advanced safejump that uses superjump to connect two hits of j.H defeating backdashes. Also works from some OTG setups. Only works from raw 2D against 9f reversals for heavies.


2D > micro-walk back > IAD > j.H

A manually timed safejump for a max range 2D sweep. Will work at all distances but the timing will vary


236K > dl 66 > j.H

A useful safejump from 236K cross up. Air dash timing can change which side Chipp land on


...2D > dl 236K > j.H

Safejump using Alpha Blade Diagonal. Please reference the Diagonal Alpha Blade Oki section


...2D > IAD > dl FD > j.S

Safejump using FD brake. Please reference the FD Brake Mix section


2S > 2H > 236K > dl j.S ▷ 66 > 2S > 2H > 236K > dl j.K(1) ▷ 66 > IAD > j.H

Requires short dash before the IAD to work. Tricky but useful when Chipp won't reach the wall.


c.S > 2S > 2H > 236K > dl j.K(1) ▷ 66 > c.S > 2S > 2H > 236K > dl j.K(1) ▷ IAD > j.H

Alternate corner-to-corner safejump setup. useful when Chipp won't reach the wall.


c.S > 2H > 236K, 236K ▷ 6 > c.S > (6) > 236[P] > 2 > j.D

Corner safejump that is a true 50/50. A small walk forward after c.S controls left/right.

Chipp also has the ability to exploit the properties of Gamma Blade (236H)GGST Chipp Zanuff Gamma Blade.pngGuardAllStartup25~50RecoveryTotal 42Advantage+9 to have it hit meaty while remaining safe to reversals. Information about these set-ups can be found in the Gamma Blade Oki section.

Dealing With Reversal-RC

While Chipp has many accessible safejumps, he can be forced into a dangerous position when his opponent uses RC to keep their reversal safe. Adding another OS in addition to his safejump can help Chipp cover this threat:

...2D > c.S OTG > IAD > j.H, 4/5D~c.S

With precise timing, Chipp will throw the startup of the reversal. Beta Blade can be used against Leo. This OS requires precise timing and is extremely vulnerable to backdash.

ref: ex1 ex2 ex3 ex4 ex5 ex6

Gamma Blade Oki

When used as a 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., Gamma Blade (236H)GGST Chipp Zanuff Gamma Blade.pngGuardAllStartup25~50RecoveryTotal 42Advantage+9 can easily and safely bait out reversals and mash attempts. It's important to note that if Chipp's Gamma Blade clone is attacked in its last few active frames, Chipp will take no damage which makes these set-ups very safe. On block, Chipp is plus allowing for continued pressure.

Sweep SetupsWorks anywhere
Very Easy

...> 2D > 6H/2D OTG > 236H
Works midscreen but must be spaced from 2K or a close range 2D. Works from a max range 2D in the corner

...> 2D > 66PRC > 6H OTG > 236H

Can also be performed from a far sweep but it is a questionable use of meter. Makes the setup work from any spacing.

Midscreen Throw Setup
Very Easy

Ground Throw (4/6D) ▷ 236H
Simple reversal-safe meaty from a midscreen throw. Simply land and input Gamma Blade.

Corner Throw Setups
Medium

Ground Throw (4/6D) ▷ 66 > 2D OTG > 236H
Works when Chipp throws the opponent into the corner. The shortest possible dash before the OTG ensures the clone will catch wakeup back dash. Has the benefit of extra damage from the OTG.

Ground Throw (4/6D) ▷ (whiff) 5P, 236H

Alternate setup to auto-time the Gamma Blade clone. Covers all options and gives good pressure while being simple to execute.

Corner Air Throw Setup
Medium

Air Throw (j.4/6D) ▷ (whiff) 5P > 236H
Works when Chipp air throws the opponent into the corner. Does not work against heavy characters like Leo. Chipp is also left close and can be hit by some reversal overdrives even if the clone becomes disjointed.

Note: the video example shows an older 2K OTG setup that is still reversal safe but will not hit meaty.

Gamma Blade Jail

Specific Gamma Blade setups will leave Chipp plus enough to jail"When you are forced to block an attack that you can normally avoid..." src: glossary.infil.net into followup attacks. This allows Chipp to create gapless pressure, and safely extend his turn against moves like Sol's Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28 and Baiken's HiiragiGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage-. Most corner setups can jail into f.S/2D and throw > OTG steps can even jail into 2K.

c.S > 2H > 236K > j.K(1) > jc > j.S > jc > j.K(1) > j.236K5P > 5P > 5P > 236H Midscreen ladder combo that jails into f.S.
c.S > 2S > 2H > 236K > dl j.K(1)c.S > 5H, (whiff) 5P, 236H Mid-to-corner BnB into 5H tumble. Reversal safe and jails into f.S/2D.
c.S > 2S > 2H > dl 236S, 2K > 6H, dl 236H Corner rekka-bounce BnB that jails into f.S/2D. Requires a delay timed with the opponent's recovery.
c.S > 2S > 2H > 236K, j.236K ▷ dl 236H Corner double-alpha BnB that jails into f.S/2D. Not reversal safe - requires a delay timed with the opponent's recovery.


Ref. 1 Ref. 2 Ref. 3 Ref. 4

Wall Run Resets & Oki

In the corner Chipp can make use of his wall run ability to create extremely tricky mix-ups. In addition to being very ambiguous, many of the overhead options are also safe against reversal attempts and can set up a grounded wall splat (GWS). There are many different ways to set up wall run resets.

...2D > dl 236[P] > dl 2/4 > dl j.S example wall run safejump from a 2D sweep that can hit left/right

The timing can be tricky since you need different cancel timings and different amounts of wallrun time to hit cross-up or same side. Against all of the smaller characters j.S whiffs more easily than normal making j.D a safer option instead. The timing on j.D must be slightly delayed since it doesn't hit both sides like j.S and Chipp must turn around first. 2D and 2S are the same speed so Chipp can use j.S > 2S > 2H to break the wall after the mix instead of looping the situation with sweep. For large characters like Potemkin or Nagoriyuki, same-side resets must be performed with a manually timed wall run into j.S > j.H(1)f.S.


Variations from a BnB

Double K Alpha ResetOne of Chipp's more potent mix ups
Medium

c.S > 2S > 2H > 236K, j.236K ▷...
Basic corner double Alpha Blade route ending on the ground. From this combo, Chipp can follow up to reset his opponent with a mix.

...▷ 6 > c.S/2S/2K > 236[P]~2 > j.Sc.S > 6H > GWS

Set up a reversal-safe meaty j.S that hits same-side and can set up grounded wall splat and another mix. Requires a short walk forward before the reset. This set up gives a grounded wall splat following a same-side reset using j.S. Note that Chipp can also choose to end with different gatlings depending on the situation he wants to create.

...236[P]~2 ▷ 2K > 6P > 236S GWS Same-Side low that sets up a grounded wall splat. Not reversal safe.
...236[P]~2 > j.S2S > 5H GWS Same-Side overhead that has unique spacing for further mix (discussed in the grounded wall splat section)


Chipp can also choose to steal the corner by delaying P Alpha Blade OR the hit before it (c.S/2S/2K). Set up a reversal-safe meaty j.S that hits cross-up with big damage potential on hit.

...236[P]~2 ▷ dl c.S/2S/2K > dl 236[P]~2 > j.S ▷...

Chipp can also choose to do an empty-low to further mix his opponent after the Alpha Blade left/right. Not reversal safe.

...236[P]~2 ▷ 2K > 2D cross-up low into sweep

SSF123's VariationA strong variation on the Double K Alpha Blade setup
Hard

c.S > 2S > 2H > 236K, j.236K ▷...
The basic Double K Alpha Blade setup can be made more ambiguous by using the same Alpha Blade timing after returning to the ground and selecting left/right by dismounting with 2/4 on the earliest possible frame. This can make the setup more difficult to react to but makes fuzzy guarding possible due to the 1f difference in timing between each version.

...▷ 6 > c.S > 236[P]~2 > j.H... Same-side mix option
...▷ 6 > c.S > 236[P]~4 > j.D... Cross-up mix option

The timing for c.S/236P is too early when 4 passes through the opponent and too late when 2 to crosses-up.

Some characters can 6P the cross up option but Chipp can cover this by using j.H instead. This changes the difference between each version to 4f making it much easier to fuzzy. Chipp can also choose to cross up with j.S giving more reward on hit but the fuzzy window becomes 2f. The j.S option allows all characters to 6P the setup.

The following characters can 6P the j.D cross-up:

Note that cross up options lose to DPs and cross up j.H trades with any normal faster than 6f.

Character Can 6P cross up j.D Notes
Sol 6P wins - 5KGGST Sol Badguy 5K.pngGuardAllStartup3Recovery25Advantage-16 trades
Ky -
May -
Axl -
Chipp 6P wins - 5PGGST Chipp Zanuff 5P.pngGuardAllStartup3Recovery10Advantage-2 trades
Potemkin 2 doesn't cross over.
Faust 2 doesn't cross over.
Millia -
Zato -
Ramlethal -
Leo -
Nagoriyuki 2 doesn't cross over.
Giovanna Sol NascenteGGST Giovanna Sol Nascente.pngGuardAllStartup7Recovery21Advantage-15 wins
Anji -
I-No -
Goldlewis 2 doesn't cross over.
Jack-O -
Chaos -
Baiken -
Testament -
Bridget -
Sin ? Needs testing
Bedman? ? Needs testing

Super Jump Install ResetAdvanced mix leading into double overhead
Hard


c.S > 2S > 2H > 236K, j.236K ▷...
Chipp can apply Super Jump Install (SJI) to achieve a double overhead from his corner mix setup.

...▷ 6, c.S > 2369[P]~2 > j.H...

Chipp gains super-jump properties after dismounting from the wall, giving the height needed for both hits of j.H to connect.

Chipp can control left/right as if he were doing a standard corner reset.

Cross-up option: Delay c.S
Same-side option: No delay on c.S

Note: It is not possible to delay Alpha Blade like in other setups since SJI must be buffered during a normal

Both versions can safejump all but HEAVIES.


Alternate setups

6P ResetExtremely fast reset from almost any hit
Very Easy

f.S > 236S~236S > 66~RRC > 66 > c.S > 6P > 236[P]...
Example combo setting up a wall run reset from midscreen using 6P

When approaching the corner from farther away, Chipp can also use his 6P to launch his opponent toward the wall for an extremely fast reset that can be performed from almost any hit. Keep in mind that the distance to the wall can impact the timing, giving Chipp less control over the reset. This is best used at higher wall health since the 6P tends to splat early.

Note that almost any combo will work if it ends with a 6P near the corner

Air Combo ResetHard to control but easy to set up
Medium

c.S > 2S > 2H > 236K > dl j.K(1) > dl j.236[P]~2/4 > j.S
Example air combo to set up a wall mix

When performing an air combo toward the corner Chipp can drop the combo early and use P Alpha Blade to set up a mix. This setup is height/spacing dependent and can lose to reversals. Delaying j.K and/or Alpha Blade will place Chipp lower down so he can steal the corner for a cross up.

Note that almost any combo will work if it ends near the corner

{{TheoryBox

| Title = 5H Tumble Reset | Oneliner = Simple execution and easy to access | Difficulty = Easy | Video = | Youtube = bvC_xjkycqU | Timestamp = 0 | Size = | Recipe = c.S/2S > 2H > 236H > 2S > 5H > dl 236[P]... | content = Example setup from a corner Gamma Blade loop combo. Note that almost any combo will work if it ends with a 5H tumble.

...236[P] > dl 2 > j.S cross-up or same-side overhead safejump. Variable delay timings depending on the option
...236[P] > 2 ▷ 2K cross-up low option
...236[P] > 2 > whiff j.H2K same-side low option

Reset from Wall RunDamage into grounded wall splat mix
Hard

Chipp can also carry his opponent to the ground from wall run combos in order to set up a mix. This allows Chipp to deal big damage from a wall run while also keeping his pressure. Note that the wall run can be started in many different ways and Chipp is not limited to 6K > 88RRC.

Basic off-wall reset
6K > 88RRC > 66 > w.S > w.S > w.S > w.H~2 ▷ c.S/2S/5H >...

Almost any routing can work as long as Chipp ends the wall sequence with w.H. After w.H Chipp must dismount from the wall and fall off-camera to wait for his opponent to fall. With careful timing, Chipp can catch the opponent and initiate a mix up after connecting a button. Timing and pickups can vary by character/route.

Fate's Wall Eject ResetA deceptive reset that mixes the opponent away from the wall
Medium


c.S > 2S > 2H > 236K, j.236K ▷...
Chipp dashes in with his 2K after a corner BnB to space his opponent for an extremely deceptive mix.

...▷ 66, 2K > 236K~4 > j.H...

Leaping from the wall with 4 positions Chipp above the opponent where he can hit same-side or cross-up j.H. An early j.H will hit cross-up where a delayed j.H will hit same-side.

This setup has the unique advantage of working on big body characters like Nagoriyuki while still baiting nearly any reversal action (including Baiken's ParryGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage-.)


ref: Punpunch's Sweep the Leg Album ex1 ex2 ex3 ex4 ex 5

Grounded Wall Splat Mix

Grounded wall splats (GWS), sometimes called "wall slump", are a special type of wall splat that prevents your opponent from teching off the wall and have a unique recovery animation. This recovery animation is quite long, and gives Chipp enough time to set up extremely tricky mix-ups that must be respected. Grounded wall splat mix is not unique to Chipp, but Chipp's wall run lets him layer his mix in ways that most other characters can't.

To set up a grounded wall splat Chipp must start his combo on a grounded opponent and only use buttons that keep his opponent grounded up until the wall splat. 2HGGST Chipp Zanuff 2H.pngGuardAllStartup12Recovery24Advantage-14, 5DGGST Chipp Zanuff 5D.pngGuardHighStartup20Recovery24Advantage-15, 2DGGST Chipp Zanuff 2D.pngGuardLowStartup10Recovery19Advantage-7, SenshuuGGST Chipp Zanuff Senshuu.pngGuardHighStartup20Recovery20Advantage-9, P/K Alpha BladeGGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuardAllStartup29Recovery19Advantage-4, and Red Roman Cancel will all prevent a grounded wall splat since they put the opponent airborne. These requirements are quite specific so it is easiest to achieve a grounded wall splat using resets that lower wall health such as Wall run resets:

c.S > 2S > 2H > 236K, j.236K ▷ 6 > 2K/c.S/2S > 236[P]~2 > j.S RESET ▷ c.S > 6H GWS... Example corner BnB combo into auto-timed reset and GWS.

Auto-timed setup from c.S > 6H spacingVery easy to set up but telegraphed
Easy

Chipp can use different combos to cause a grounded wall splat but some combos will require different ways to auto-time the mix. The easiest version is the Double Alpha Blade method after a j.Sc.S > 6H splat.

...j.Sc.S > 6H GWS > 236[P]~2 ▷ 236[P]~2 > j.S A cross-up j.S that hits meaty
...j.Sc.S > 6H GWS > 236[P]~2 ▷ 236[K]~2 > j.H A same-side j.H that hits meaty

These setups are completely auto-timed making them easy and consistent but the different Alpha Blade versions can make it easy for a prepared opponent to block the mix up.

Auto-timed setup from 5H/Resshou spacingEasy to set up and quite ambiguous
Medium

From a grounded wall splat for j.S2S > 5H spacing and for 2K > 6P > 236S spacing:

...j.S2S > 5H GWS > IAD back > dl 236[P]~2 > j.D A cross-up j.D that hits meaty
...j.S2S > 5H GWS > IAD back > dl 236[P]~2 > j.S A same-side j.S that safejumps
...j.S2S > 5H GWS > IAD back > 236[P]~2 > j.S whiff ▷ 2K A same-side fake overhead into meaty 2K. Can loop into another GWS using 2K > 6P > 236S

ref: 1, 2

j.D > c.S Normal / counter hit setupsBeats low-profiles but changes on counter-hit
Hard


Against enemies with low-profile hurtboxes like Faust, Chipp can use j.D > c.S to ensure his reset attempt does not whiff.

c.S > 2S > 2H > 236K, j.236K ▷ 6 > 2K/c.S/2S > 236[P]~2 > j.D RESET ▷ c.S GWS... Example corner BnB combo into j.D reset and GWS.

This leaves Chipp close to the wall with variable advantage depending on if j.D is a counter-hit.

Manually-timed setupExtremely ambiguous mix
Hard


Chipp can also manually time a delay to prevent giving away which side he will attack on:

...GWS > walk forward/back > 236[P]~4 > dl j.D/j.S...

The manual timing will depend entirely on the setup and which side Chipp wants to attack. The strength of this option is that there is no cue for the defender to read. Unfortunately this means that there is no cue for Chipp to read either so practice is essential to learning and performing this setup.

For the same-side mix j.Df.S > 236S must be used to loop it back to another grounded wall splat.

Unstick setupsSets up a mix away from the wall
Hard

It is also possible to steal the corner with Alpha Blade and un-stick the opponent from the wall. This is an auto-timed setup from c.S > 6H spacing that allows Chipp to true combo from a GWS for guaranteed damage. Works from normal and counter hit j.S reset. 2S > 5H also works but only from a normal hit:

...c.S > 6H GWS , (whiff) 5P , 236[P]~2 > j.D...

6H and 5P are tight links and require precise timing. If correctly timed j.D will continue the combo counter. By giving up his mix in the corner Chipp can set up additional mix and setplay from the corner steal.

...j.D2K > 2D > 236K whiff > j.S Cross-up option. Pushes opponent back into the corner.
...j.Dc.S > 2D > 236K whiff > j.S Same-side option. Keeps the corner.
...j.D ▷ walk back 5K> 2D > 236K whiff > j.S Alternate same-side option.

Note: that a very brief back-walk into the corner is needed for the 5K option.

Only the most knowledgeable opponents will be able to react to this without having to guess. If Chipp crosses up he can combo into another GWS but he will not get the same auto-timed setup.


A similar sequence can be performed from a c.S splat, most useful when resetting with j.D after a BnB:

...j.Dc.S GWS , 44, 236[P]~2 > j.S...

The backdash auto-times a j.S un-stick to continue the combo. This creates an ambiguous left/right away from the wall.

...▷ 2S > 2H > 236K, 66, j.K (whiff) ▷ 2K Cross-up low option.
...▷ 2S > 2H > 236K, dl 66, j.K (whiff) ▷ 2K Same-side low option.


ref: Grounded Wallsplat Tech by PunPunch

Diagonal Alpha Blade Oki

K Alpha Whiff Setups

From a 2DGGST Chipp Zanuff 2D.pngGuardLowStartup10Recovery19Advantage-7 sweep, a slightly delayed cancel into a whiffed K Alpha Blade (236K)GGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuardAllStartup27Recovery17Advantage-2 into falling j.HGGST Chipp Zanuff j.H.pngGuardHighStartup8Recovery17Advantage+4~5 (IAD) is a simple, yet effective option that loops into itself very nicely. By using different combos and gatling timings into the sweep (2D), Chipp can adjust the spacing which makes the falling j.H somewhat ambiguous.

5K > 2K > 2D > dl whiff 236K > j.H Spaces for a cross-up j.H that is also a safejump


Early cancelling a 2D sweep into K Alpha Blade, Chipp can land an empty-jump low while still being safe to wake up throw or mash. Since the different timing can give it away, cancelling with the delayed timing can help keep the setup ambiguous but risks losing to throw/mash. Good to use when the falling j.H isn't particularly ambiguous due to spacing.

5K > 2K > 2D > 236K > whiff j.H2K Spaces for a cross-up 2KGGST Chipp Zanuff 2K.pngGuardLowStartup5Recovery8Advantage-2 that hits meaty. This version is not safe to reversals


Chipp can also use these setups near the corner with the correct spacing.

Throw (6D) > whiff 236K > j.D Safejump for slower reversals when throwing an opponent into the corner. j.D hits low to the ground defeating 6P attempts.


Air K Alpha Setups

Chipp can route his combos to use Air Diagonal Alpha Blade to carry his opponent to the ground and set up pressure/mix. Almost any K Alpha Blade hit can be used as a setup but comboing into it from a BnB A staple combo that is simple yet effective. is most reliable:

c.S/2S > 2H > 236K > dl j.K(1) > jc > j.S > jc > j.K(1) > j.236K ▷...


Chipp can also access these setups with his reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. Beta Blade (623S)GGST Chipp Zanuff Beta Blade.pngGuardAllStartup9Recovery23Advantage-27 and Red Roman Cancel.

623S(2) > 44RRC ▷ 66 > j.S > jc > j.S > jc > j.K(1) > j.236K ▷...

After returning to the ground Chipp can drop the combo to set up an advantageous situation for continued pressure.


This set up works for midweights and can set up an FD Brake mix or a safejump. Works for reversals such as Sol's S Volcanic Viper (623S)GGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28

...▷ 5K > IAD > FD > j.S
...▷ 5K > IAD > j.H


For lightweights Chipp can use the same RRC combo with 2K instead.

...▷ 2K > IAD > FD > j.S
...▷ 2K > IAD > j.H

This set up works for lightweights and can set up an FD Brake mix or a safejump. Works for reversals such as Millia's Winger (632146H)GGST Millia Rage 632146H Full.pngGuardAllStartup8+1Recovery40Advantage-32


Against heavies Chipp must up-drift RRC (88RRC) for the DP setup to work properly.

623S(2) > 88RRC ▷ j.S > jc > j.S > jc > j.K(1) > j.236K ▷...

This set up works for heavyweights and can set up an FD Brake mix or a safejump. Works for reversals such as Leo's S Eisensturm ([2]8S)GGST Leo Whitefang Eisen Sturm.pngGuardAllStartup9Recovery33Advantage-28

...▷ 2K > IAD > FD > j.S
...▷ 2K > IAD > j.H


Chipp can also choose to extend the combo instead of setting up mix (works on all weights).

...▷ c.S > 2S > 2H >...


ref: Punpunch's sweep the leg album Corner throw setup example


FD Brake Mix

Chipp's FD Brake (also known as Faultless Defense Cancel "FDC") mix is a powerful option that enables Chipp to fall quickly from the air which makes his trajectory hard to predict and react to. It has the added benefit of allowing Chipp to launch aerial attacks closer to the ground which turns many setups into safejumps.

2K > 2D > c.S OTG > IAD > FD > j.S... A simple example of FD brake to perform a same-side j.S safejump.

2K > 2D > c.S OTG > IAD > dl FD > j.S... A variation of the FD brake route above to perform a crossup j.S that can bait reversals.

(5K) > 236K > 66 > dl FD > j.S... A simple example of FD brake from an Alpha Blade cross up. Varied delay on the FD lets Chipp hit on the left or right side.


One application for this mix is from a 2DGGST Chipp Zanuff 2D.pngGuardLowStartup10Recovery19Advantage-7 sweep (sometimes called "The Leffen™ Mix"). This is a 4-way mix that is very difficult to react to and loops into itself allowing for continued pressure. Although there is the potential for the opponent to react to the FD effect before the hit, both overhead options can safejump. The mix might need FD timings in the air depending on how far you are after the sweep.

5K > 5K > 2K > 2D... example set up for the mix. Different gatlings will give different spacing and change the mix accordingly

...2D > IAD > dl FD > j.S cross-up overhead option that is a safejump
...2D > IAD > dl FD ▷ 2K cross-up low option that loses to throws/reversals
...2D > IAD > (whiff) j.P2K same-side low option that loses to throws/reversals
...2D > micro walk back > IAD > j.H same-side overhead option that is a safejump. Manual delay makes this safejump somewhat tricky

Remember that adjusting combo and gatling timings to ensure the correct spacing is essential for this mix-up.

ref: Leffen's original tweet Punpunch's Sweep the Leg Album


Shuriken Oki

Chipp's Shuriken (j.214P)GGST Chipp Zanuff Shuriken.pngGuardAllStartup22Recovery35+4 After LandingAdvantage- is an downward air-projectile with unusual properties. The move is slow, with long start-up, but covers a great angle. While this makes it difficult to use in neutral, it still gives Chipp another tool to lock down his opponent with the appropriate setup. Chipp can end his air BnB early in order to space his opponent for a 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. shuriken that will leave him plus. These routes are quite stable from character to character, but gravity scaling and weight differences may leave some characters farther than others.

c.S/2S > 2H > 236K > j.K(1) > 66 > j.D > j.214P
c.S/2S > 2H > 236K > 66 > j.214P

Be aware that shuriken oki can lose to reversals since these setups leave Chipp very close in front of his opponent.

ref1 ref2 ref3


Corner Big Body Left/Right Mix

In the corner Chipp can set up safe and ambigous jump-ins from his Corner Double Alpha Blade Route that work well on big body characters like Nagoriyuki.

(c.S) > 2S > 2H > 236K, j.236K ▷ 6 > dl IAD...

After the standing-up animation finishes completely, Chipp must briefly walk forward before he can safejump same-side or steal the corner by performing an IAD from a backward (7) or neutral jump (8).

...j.236K ▷ 6 > 7 IAD > j.H

...j.236K ▷ 6 > 8 IAD > j.H

Against medium bodies like Sol only the neutral jump (8) setup will work making it less ambiguous but still safe.


...j.236K ▷ dl 7 IAD > j.2K

...j.236K ▷ dl 8 IAD > j.2K

j.2KGGST Chipp Zanuff j.2K.pngGuardHighStartup16RecoveryUntil Landing+8Advantage+3 (IAD) must be used for small bodies like May making the setup less safe but still ambiguous.


Once the entire standing anmation to completes after j.236KGGST Chipp Zanuff Alpha Blade Diagonal Air.pngGuardAllStartup28~41Recovery21Advantage-6, Chipp can also apply his FD Brake Mix to achieve a left/right mix.

ref



Navigation

Systems Pages
Application & Advanced Information
Archived Information