GGST/Chipp Zanuff/Strategy

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General Gameplan

Chipp is the fastest character in the game blessed with both insane dash speed and fast buttons. This comes at a cost of his effective health, which is the lowest in the game. His primary gameplan is to utilize his speed to pressure his opponent and overwhelm them before they have a chance to catch him. Despite his advantages, Chipp will very quickly lose a game if his opponent manages to lock him down and get one or two good hits in.

Your primary focus is to play around your opponent safely in neutral until you can manage a knockdown. Chipp has decent pokes such as f.S, and 2D which he can use to attack his opponent from relatively safe ranges. He can also use his fast dash speed to creep up close and start pressure if your opponent is hesitating to approach or counterpoke. With his speed and frame data, Chipp manages a solid pressure game. 5K works as an excellent lockdown and stagger tool, that opens up both high and low options for him to cancel into. With how fast his dash is, he can tick throw from further ranges than most characters can with a quick micro dash throw. Combined with his specials that are each designed to open an opponent, Chipp is a major threat once he manages to get in his opponent’s face. 6K functions the same as it has in other GG titles as a fast and harassing overhead option. It’s cancellable from most normal attacks and converts nicely with RC. 6H is a high reward frame trap option that also chains from most normal attacks. Use this when you suspect your opponent is attempting to mash or jump out.

Once your opponent is convinced they can’t mash or DP, you can use his cross up specials (Alpha Blade Horizontal and Alpha Blade Diagonal) and command grab (Genrou Zan) to break open an opponent’s defense. When you earn your knockdown, you can then transition into his frightening okizeme game which includes a wide arrange of safejumps, cross ups, and high/low mixups.

Offense

Gamma Blade Usage

Gamma Blade is Chipp’s most risky option to continue pressure because his clone can be hit and damaged by attacks. Reversal supers are very strong for punishing Gamma Blade if they can manage to hit both the clone and Chipp at the same time (ex. Ram's Mortobato can almost instantly kill Chipp at near full life if it counter hits Gamma Blade). Despite the risk, it provides excellent frame advantage to continue pressure at +6 on block. If your opponent is typically expecting a cancel into resshou, you can instead cancel into gamma blade to play with your opponent’s unwillingness to mash back, and extend your pressure for longer. However, +6 on block is not as advantageous as it seems. Although it depends on the distance used, most of the time it is just advantageous enough to be able to safely microdash f.S or 2D. The opponent will be able to jab out of any attempts of dashing in further to continue pressure with 5K, for example.

Here are some ways you can use Gamma Blade as part of your pressure:

  • c.S > 2S > 2H > 236H
  • c.S > 2S > 236H
  • f.S > 236H
  • 2D > 236H

It is good to mix up your usage of Gamma Blade to make it somewhat unpredictable. This can be done by early cancelling (like omitting the final 2H in the second example), or by replacing Gamma Blade with Rekka pressure in your blockstrings. For example, if you cancel from 2H into Gamma Blade often, then once in a while cancelling into 236S will force the opponent to stay alert, and may yield a counterhit if the opponent is preemptively mashing on your Gamma Blade.

Gamma Blade shows its true strength when PRC’d at which point, it will function similarly to Stun Edge or Gunflame PRC. The opponent gets locked into PRC slowdown which limits their options to escaping from having to block gamma blade. This allows you to go for extending pressure options at relatively low risk since you can react to and bait the startup of pretty much any move. Furthermore. the clone now acts as an independent projectile from Chipp and he no longer takes the damage if it gets hit. Gamma Blade can also be used for Okizeme options. This is explained in further detail here.

Rekka Pressure

The rekka sequence (236S~236S~236K) is Chipp’s primary poking and pressure tool. Frame data wise, you may be underwhelmed that these moves are slightly negative on hit and block. This is to help balance the incredibly large cancel window for each part of the rekka. The initial hit is always a mid poke with good range and is safe on block. You can then input the low (Rokusai) or overhead (Senshuu) option for a basic high/low mixup. The overhead option is incredibly unsafe (-16 on block), and experienced players will be able to block it on reaction. This means you should avoid using it too much, especially if you do not have meter. The low option is less unsafe, but still somewhat punishable (-6 on block). Therefore, it is sometimes advised to stop at the initial hit, and find other options to continue the pressure.

The true part of the rekka mixup is using it to threaten a throw or pressure reset. Most players will be expecting the low or high follow up after blocking the initial mid hit, and will be preparing themselves for another hit. It is during this time that you will be able to run back in and restart pressure with a fast normal. Mix this in with fast and delayed followups to throw off your opponents defensive timing. If your opponent gets counter hit by delayed low follow up, you can confirm immediately into the overhead for a huge combo.

Your pressure can be planned out like these examples:

  • 236S > microdash f.S > 236S
  • 236S > Run up 5K/Throw
  • 236S > immediate 236S for tight low. RC to confirm.
  • 236S > delay 236S to frame trap low. Cancel into overhead to confirm if counter hit.

You can also introduce another layer by using RRC to give guaranteed extensions to your pressure. Using upwards RC drift (88RRC) from the grounded hits will put you airborne allowing for additional high/low options. Many players also utilize fast RRC into Chipp's command throw to catch opponents off guard between the rekka strings.

Alpha Blade Usage

The moves Alpha Blade Horizontal (236P) and Alpha Blade Diagonal (236K) are both high speed movement options and easy cross up options for Chipp to utilize. When used at a wall, they can also immediately transition into a wall run by holding 6, or holding on to the button used to input alpha blade (P or K). They should be used carefully as Chipp is not invincible when he disappears during the movement. He can be thrown or hit by any hitbox while he is phasing through his opponent. They are very safe on block however as long as you end up outside of thrown range at the end of the attack. It can be good to occasionally use it in the middle of your blockstrings for a soft knockdown (e.g. c.S > 236K). Further information regarding combos and setups can be found in the combo section and the wall run oki section.

Alpha Blade Horizontal (236P) will only cross up grounded opponents. It is the easiest option to use from a grounded normal but also very easy to escape by simply jumping or hitting him as he does it. On hit, the opponent will be put into a soft knockdown state, and it is possible to get a combo off of this with PRC. In the corner, there are certain, niche situations where it is possible to get a full wallrun combo using this move. For example, if you anticipate the opponent to jump during a blockstring, it is possible to use 236[P] and start a full wallrun combo from there. Other than that, it is also a good meaty option, as it crosses up and is reversal safe at most distances.

Alpha Blade Diagonal (236K) will cross up standing opponents (not in the corner) and will put him immediately airborne with his air options still available. This means it is possible for him to airdash in for jump-in starters such as j.H or j.2K. Although he has many options from this position, some characters have anti-air options that can cover escapes or additional pressure. Continue pressure at your own risk. The corner version can also work as a DP bait because of how quickly he moves out of DP range (ex1). Outside of combos and blockstrings, it is also a fantastic meaty option as it crosses up, is mostly reversal-safe, and puts Chipp in a position to continue his offense.

Air Alpha Blade Horizontal (j.236P) is nearly identical to the grounded version but when performed instantly from a jump (TK'd, 2369P) you get much better reward because he will land and recover faster. This allows him the opportunities for bigger combos. It is also very easy to get an aerial cross up if you hit someone with a jump in and cancel directly into this as you’re falling. You can also use this move as a pseudo air dash to gain additional distance to escape a corner.

Air Alpha Blade Diagonal (j.236K) is a downward diagonal version that will cause a small ground bounce on hit. It can be difficult to land this as a cross up because of the unusual hitbox of this move. It should be avoided for mixups because it has a surprising habit of whiffing. This is mostly used as a combo tool in the corner, and can also be mixed in with horizontal alpha blade for corner escape options.

Alpha Blade PRC is a very useful movement option. The initial momentum carried by Alpha Blade will be retained after the PRC ex2ex3ex4. Because of how fast Chipp moves while being able to perform any airborne action, you can think of this as a superdash of sorts. Using Shuriken during Alpha Blade PRC will also retain its momentum (Using Shuriken during Alpha Blade PRC will also retain it’s momentum).

Wall Run Usage

Like a true ninja, Chipp has the ability to run up walls. Chipp can leap from the wall to launch an attack, enabling powerful mix in the corner or he can carry his opponent up the wall for high damage combos. When facing the corner, wall runs can be initiated by:

At any point during a wall run Chipp can leap away by pressing 4, or drop off by pressing 2. The jump arc for these two options are different, and are often used for different purposes.

During a wall run Chipp has access to the following buttons:

  • w.P A slow strike that juggles the opponent somewhat far from Chipp. Can be used in certain situations to avoid a wall-splat. Shares an animation with Chipp's 6P.
  • w.K A fast kick that juggles the opponent close to Chipp. Can help start wall combos in non-counter hit scenarios. Shares an animation with Chipp's 5K.
  • w.cS A fast slash that juggles the opponent close to Chipp. Very important for wall run combos. Shares an animation with Chipp's c.S.
  • w.fS A fast slash that juggles the opponent somewhat far from Chipp. Generally w.5H is preferred over this. Shares an animation with Chipp's f.S.
  • w.5H A large but slow strike that juggles the the opponent very far from Chipp. Used as combo filler and to set up off-wall combos/mix. Shares an animation with Chipp's 5H.
  • w.6H A large slash that pulls the opponent into the wall causing a bounce or stick. Used to pull the opponent back toward Chipp to extend a combo or to end a wall run. Shares an animation with Chipp's 6H.

Fuzzy Setups

Chipp’s jump arc is very high which prevents him from landing rising attacks under most circumstances. Despite this, Chipp can exploit his air gatlings and Roman Cancel to set up fuzzies and create tricky openings that are extremely difficult to defend.

  • (c.S) > j.P/j.D > RRC... (A rising fuzzy that works on Faust. can be confirmed into a combo with RRC.)
  • (IAD > j.S > j.D) > jc > j.D > RRC... (Both Faust and Potemkin can be hit by a rising j.D from an IAD j.S. Can be converted into a full combo with RRC)
  • (j.2K) > 88FRRC > j.H(1) > j.D ▷ ... (Universal fuzzy from a blocked j.2K using Fast Roman Cancel.)
  • (IAD > j.S > j.D) > 88FRRC > j.P > dl j.D ▷... (A rising fuzzy that crosses up using Fast Roman Cancel. j.P hits same-side and j.D crosses up.)
  • (IAD > j.S > j.D) > 88FRRC > j.H > j.D ▷... (A rising fuzzy that that stays same side using Fast Roman Cancel.)

References: ref 1 ref 2 ref 3 ref 4


Back-Drift RRC Pressure

In the corner Chipp's 6K positions him at the correct height for a back-drift RRC set-up which has the added benefit of helping confirm a potential hit from the poke.

  • 6K > 44~RRC... (Set up for the back-drift RRC pressure)
    • ...dl j.236[P] > w.cS > w.5H > w.5H > w.6H > w.cS > w.6H > WS > w.6H (On 6K hit: confirm into wall run combo. Alpha blade requires a slight delay)
    • ...66 > j.Sc.S > 2S... (On 6K block: true block string option)
    • ...66 > j.Dc.S > 2S... (On 6K block: frame trap option. 1f gap between j.D and c.S that will beat mash/throw attempts)
    • ...66 > j.K(2)c.S > 2S... (On 6K block: double overhead/frame trap option. 1f gap between j.K and c.S)
    • ...66 > j.Hc.S > 2S... (On 6K block: safejump option. The gap between the air dash and j.H can frame trap)

Once the opponent repspects the corner pressure Chipp can go for a mixups

    • ...66 > j.K(2)c.S > 2S... (Overhead option with good reward)
    • ...66 > FD ▷ 2K > 2D... (Low option utilizing FD brake to fast-fall. Gives a HKD allowing Chipp to continue pressure)

Be cautious! With proper timing an opponent can back throw (4D) the low option while remaining safe to the others. This will leave Chipp cornered and at a disadvantage.

src: SSF's original tweet


Blue RC Pressure

Like most characters, Chipp can use his jump cancellable normals (5K, c.S) to immediately jump cancel and activate Blue RC to lock your opponent into slowdown and initiate mixups. Examples:

  • 5K/c.S j.66BRC j.S IADC j.S j.D ref.
  • 5K/c.S sj.22BRC j.P/land 2K ref.

This same concept is also applicable for after IADs thanks to his triple jump.

Frame Traps

While Chipp may have many mix-up options, most of these options rely on the opponent respecting his pressure. Effective use of frame traps are essential to keep the enemy afraid and blocking to enable Chipp's mix-up game. Chipp has two natural frame traps which will catch any attempt to mash, throw, or jump out of block stun:

  • c.S > 6H
  • 5K/2K > 2D

These cancels will leave a larger gap and will only frame trap slower options. Good when fishing for counter hits:

  • 5K/2K > 6H
  • 5P/2P > 6H

Outside of these natural frame traps, Chipp must make use of the large cancel windows on his gatlings and specials to frame trap. These require manual timing so practice is essential to avoid getting hit by moves with fast start up such as ground throw (4/6D) or GGST Sol Badguy Icon.png Sol's 5K. Any delay cancel can be a frame trap but this list shows some of the most useful ones.

  • c.S > dl 2S > dl 2H
  • 5K > dl 5K
  • 236S~ dl 236S
  • Any Normal > dl 236S

Okizeme

Meaty Options

After knocking down an opponent, Chipp can run in and attempt to hit them with a Meaty{{{2}}} 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 the the number of active frames will determine how easy the move is to time.

  • c.S (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.S which is one of Chipp's worst meaty options with only 2 active frames)
  • 2S (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)
  • 2S (whiff) > 2H (A cheeky way to catch a careless foe trying to punish the whiffed 2S)
  • 5K (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 2D knock down letting Chipp do a set-up or repeat the situation)
  • 2K (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)
  • 6K (A good overhead option that is very difficult to react to. Will beat wake-up throw since it puts Chipp airborne. Good for closing out rounds or converting for a combo with meter)
  • 6H (A very big and very active button with limited cancel options. Great when fishing for counter-hits)
  • 236K (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)
  • 63214S (Extremely active with a whopping 11 frames. Adds another layer to Chipp's pressure)

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 (2D) and his overdrive wall break Banki Messai (23623K). The following set-ups are auto-timed and are safe to 7-frame reversals including moves like GGST Sol Badguy Icon.png Sol's Volcanic Viper (623S).

  • ...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)
  • ...236236K > Wallbreak > IAD > j.H (A very strong option after a wall break. Holding 8 after the stage transition guarantees the correct timing)

In addition to his auto-timed safejumps, Chipp also has access to a number of useful manually timed set-ups. These Set-ups require practice to be made consistent but are very good at confusing an opponent.

  • ...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)
  • ...2H > 236K > dl j.S ▷ 66 > 2S > 2H > 236K > dl j.K(1) ▷ 66 > IAD > j.H (Safejump from Chipp's 1.10 midscreen loop combo. Useful when you won't reach the wall.)
  • 236K > dl 66 > j.H (A useful safejump from 236K confirm. Air dash timing can change which side you land on)
  • ...2H > dl 236K > dl 66 > j.H (A strong safejump that can loop into itself. May cause a side switch depending on the set up, so be sure you know which side you are attacking on)
  • ...2D > dl 236K > j.H (for more information please reference the Diagonal Alpha Blade Oki section)
  • ...2D > IAD > dl FD > j.S (for more information please reference the FD Brake Mix section)

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

  • ...2D > dl 236[P] > dl 4/2 > j.S (for more information please reference the Wall Run Resets & Oki section)
  • ...2D > 236[K]~2 > 66 > dl j.H (Sets up a safe jump j.H from a close range sweep. At max range sweep will not safejump 7f reversals)

Chipp also has the ability to exploit the properties of Gamma Blade (236H) to have it hit meaty while remaining safe to reversals. Information about these set-ups can be found in the Gamma Blade Oki section.

ref: ex1 ex2 ex3 ex4 ex5

Gamma Blade Oki

When used as a Meaty{{{2}}}, Gamma Blade (236H) 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.

  • ... > 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 > 66~PRC > 6H OTG > 236H (Works midscreen from a max range 2D. A decent metered option)
  • Ground throw (4/6D) ▷ 236H (Simple reversal-safe meaty from a midscreen throw)
  • Ground throw (4/6D) ▷ whiff 5P, 236H (Works when Chipp throws the opponent into the corner. A simple set-up to auto time the Gamma Blade clone. Somewhat tight timing to input Gamma Blade after the whiffed 5P)
  • Ground throw (4/6D) ▷ 66 > 2D OTG > 236H (Works when Chipp throws the opponent into the corner. Somewhat tight timing on the dash to hit the OTG)
  • Air throw (j.4/6D) ▷ 2K OTG > 236H (Works when Chipp air throws the opponent into the corner. Spaces you perfectly to hit the OTG immediately after landing)


ref: ex1 ex2 ex3 ex4 ex5 ex6


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, the overhead j.S options are safe against reversal attempts and can set up a grounded wall splat.

  • ...2D > dl 236[P] > dl 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 female characters j.S whiffs more easily than normal so you might wanna use j.D instead. The timing on j.D must be slightly delayed since it doesn't hit both sides like j.S. 2D and 2S are the same speed so you can also use j.S > 2S > 2H if you want to cash out and break the wall after the mix.

Ending a corner combo early with 5H will cause a tumble animation which will now allow Chipp to perform a 4-way mix-up.

  • c.S/2S > 2H > 236H > 2S > 5H > dl 236[P]... (4-way mix up from corner Gamma Blade loop example)
    • ...236[P] > dl 2 > j.S (cross-up or same-side overhead safejump. Variable delay timings depending on the option)
    • ...236[P] > 2 > whiff j.H2K (cross-up low option)
    • ...236[P] > 2 ▷ 2K (same-side low option)

When approaching the corner from farther away, Chipp can 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.

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


As of patch 1.10 Chipp has easier access to his double Alpha Blade corner route. This allows Chipp to reliably reach the ground from his corner combos, enabling wall-run resets which can also set up a grounded wall splat.

  • c.S > 2S > 2H > 236K, j.236K ▷... (Basic corner double Alpha Blade route ending on the ground)
    • ...▷ c.S/2S/2K > 236[P]~2 > j.S... (Set up a reversal-safe meaty j.S that hits same-side and can set up grounded wall splat. Must manually delay escape off the wall to hit same-side on large characters like Potemkin or Nagoriyuki)
    • ...▷ dl c.S/2S/2K > 236[P]~2 > j.S... (Set up a reversal-safe meaty j.S that hits cross-up with big damage potential on counter-hit.)

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

Grounded Wall Splat Mix

Grounded wall splats 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 time to set up extremely tricky mix-ups. 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. 2H, 5/2D, Senshuu, Alpha Blade Diagonal/Horizontal will all prevent a grounded wall splat.

Since these requirements are quite specific, it is easiest to achieve a grounded wall splat using resets that lower wall health such as Wall run resets.

From a grounded wall splat, Chipp can set up an easy auto-timed mix by buffering 236[P] during the wall splat:

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

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

  • ... GWS > micro walk forward > 236[P]~4 > dl j.D... (A same-side mix that hits meaty and can loop into itself)
  • ... GWS > walk forward > 236[P]~4 > j.H... (A cross-up mix that hits meaty allowing for a big follow-up combo)


Diagonal Alpha Blade Oki

From a sweep (2D), a slightly delayed cancel into a whiffed 236K into falling j.H is a simple, yet effective option that loops into itself very nicely. Normally, you don't have control over which side you land on. However, by using different combos and gatling timings into a sweep (2D), you can adjust your spacing and make the falling j.H somewhat ambiguous.

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


If you cancel the sweep (2D) early into 236K, you can land an empty jump low while still being safe to wake-up throw or mash. Since the different timing can give it away, you may want to just cancel with the delayed timing and risk 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.H > 2K (Spaces you for a cross-up 2K that hits meaty. This version is not safe to reversals)

ref: Punpunch's sweep the leg album


FD Brake Mix

Chipp's FD Brake mix (also known as the Leffen™ mix) is a powerful mix-up from a 2D sweep. By using Faultless Defense (FD) after an air dash, Chipp can fall quickly from the air creating a 4-way mix that is very difficult to react to. Although there is the potential for the opponent to react to the FD effect before the hit, both overhead options can safejump. The mix also loops into itself, but might need different FD timings in the air depending on how far you are after the sweep.

  • 5K > 5K > 2K > 2D... (example set up for the FD brake mix. Different gatlings will give different spacing and change the mix accordingly)
    • ...2D > IAD > FD > j.S (cross-up overhead option that is a safejump)
    • ...2D > IAD > dl FD > (whiff) j.P2K (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 your combo and gatling timings to ensure you get the correct spacing is essential for this mix-up. Know your options!

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


Shuriken Oki

Chipp's Shuriken (j.214P) 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 set-up. Chipp can end his air BnB early in order to space his opponent for a meaty 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 set-ups leave Chipp very close in front of his opponent.

ref: ex1 ex2 ex3

Defense

Chipp may have the lowest life in the game but this does not mean he has poor defense! Chipp can be difficult to pressure after a knockdown due to the threat of his 7f DP: Beta Blade (623S). Chipp also has his 5P, a lightning fast 3f jab which allows him to mash out of pressure and anti-air with little commitment. Exploiting Chipp's high jump height and multiple air options in combination with his cross up moves Alpha Blade Horizontal/Diagonal (236P/236K) will make it difficult for an opponent to keep Chipp in the corner. All of these options synergize well with universal mechanics such as Faultless Defense, Instant Block, and Yellow Roman Cancel enabling Chipp to steal back his turn with ease and run his game plan.


Matchups

GGST Sol Badguy Icon.png 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 OverheadAn 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-RPSA 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 PointAn 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.

GGST Ky Kiske Icon.png Ky Kiske

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) 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 recovery, which means if you punish its recovery, you will get a counterhit punish. If Ky uses it at closer ranges (even if it hits), you may be able to punish them with f.S/2S. If spaced right, this can be difficult to punish as Chipp, but it is no longer Ky's turn after this move.

Punishing Charged Stun Edge (236H):

Charged Stun Edge (236H) is Ky's slow projectile that applies Shock State on hit and on block. Usually, Ky will use this meaty, however, they may also occasionally use it in neutral. To punish this, Chipp can simply instant air-dash over the projectile into a counterhit j.D punish (j.D > 2S > 2H, for example). If timed correctly, Chipp's 236236K will also work as a punish due to the projectile invincibility on startup. Note that meaty Charged Stun Edge (236H) will beat reversal 236236K.


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.

GGST May Icon.png May

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

GGST Axl Low Icon.png Axl Low


GGST Chipp Zanuff Icon.png Chipp Zanuff


GGST Potemkin Icon.png Potemkin

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)

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 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

GGST Faust Icon.png Faust

GGST Millia Rage Icon.png Millia Rage

GGST Zato-1 Icon.png Zato-1

GGST Ramlethal Valentine Icon.png 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{{{2}}} 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.

GGST Leo Whitefang Icon.png Leo Whitefang

GGST Nagoriyuki Icon.png Nagoriyuki

GGST Giovanna Icon.png Giovanna

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:

  • 6P > 236H (6P is recommended)
  • 5P > 6H (5P is also a viable option, but it is easy to press the button too early and fail to interrupt her)


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. 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 punish her with an IAD jump-in attack. Keeping an eye out for this move during neutral is important in this matchup.

GGST Anji Mito Icon.png Anji Mito

GGST I-No Icon.png I-No

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

GGST Goldlewis Dickinson Icon.png Goldlewis Dickinson

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.

GGST Jack-O' Icon.png Jack-O

GGST Happy Chaos Icon.png Happy Chaos

x24px Baiken

Fighting Chipp

Dealing with j.2K:

Chipp's j.2K is a fast dive kick that hits at a steep angle, which can make it extremely difficult to block. An effective strategy is targeting the moves long recovery by dashing/back dashing out of way and attempting to punish. Another simple option is to take advantage of its large hurtbox by simply pressing any high reaching button. Most buttons can easily counter hit Chipp's j.2K (including some lows) so it is rarely necessary to attempt a 6P and risk being crossed up.

On block, Chipp's j.2K will hit multiple times with each hit being an OverheadAn attack that the opponent must block high., so it is important to avoid crouch blocking too early. Chipp will be left at advantage and up close forcing a very unfavourable RPSA 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. guessing game on his opponent. It is best to counter hit j.2K and avoid the situation entirely.

Brief j.2K RPS Summary
j.2K ▷ follow up Chipp beats... Chipp loses to...
j.2K ▷ Button Mash Throw (4/6D)
j.2K5P Throw (4/6D) Crouch button
j.2K ▷ Jump Crouch button / Throw (4/6D) Mash

Note: Chipp is not limited to these options and his opponents answers will vary from character to character.


Dealing with Genrou Zan (63214S):

Genrou Zan is a tricky command grab and an important part of Chipp's pressure. While it has a slow start up, it can be mixed in with Chipp's other options making it difficult to react to. Chipp will disappear with a unique sound cue and animation when using Genrou Zan. It is essential to recognize these cues to avoid confusing Genrou Zan with Alpha Blade. Despite disappearing, Chipp has a hurtbox during this time and can easily be hit out of the move on reaction. If Genrou Zan is avoided by jumping, it will be very difficult to punish Chipp since the move has a somewhat short recovery. An air throw (j.4/6D) is the best way to guarantee a punish. Attempts to back dash and escape will usually fail since Genrou Zan has a very large hitbox and is extremely active. After being knocked down, wake up 5P can interrupt a meaty Genrou Zan.

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