GGST/Chipp Zanuff/Strategy

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 Chipp Zanuff





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.

Beginner Guide

Chipp's general gameplan will be to use his fast and long reaching buttons to catch opponents in neutral, whiff punish their unsafe moves with his superior movement, and score a knockdown to begin his offense. Chipp should condition his opponent with Rekka Pressure, Frame Traps, and throws. After getting a hit he can knock them down you can set up mix. Chipp will often want to prioritize mix/okizeme over damage when routing combos. Remember that Chipp has very low HP so gambling in neutral can lead to a loss very quickly. DON'T GET HIT!

Neutral Buttons

  • f.SGGST Chipp Zanuff fS.pngGuardAllStartup9Recovery20Advantage-8 - far reaching, fast button. Dash + f.S can be a good tool for poking opponents. It is, however, easily counterpoked and low profiled (by 6P for example).
  • 2DGGST Chipp Zanuff 2D.pngGuardLowStartup10Recovery19Advantage-7 - a low, decently fast poke that has decent range. This can be good to catch opponents not blocking low, or if they like to use low profile buttons.
  • 5KGGST Chipp Zanuff 5K.pngGuardAllStartup6Recovery8Advantage-3 - although the range is short, the short startup along with Chipp's extremely fast dash make it a threat in neutral. Has good gatling options - in particular, it leads to a hard knockdown comboing into 2K / 2D.

Basic Okizeme (Knockdown Options)

After scoring a knockdown, Chipp's options are mostly meaties. It is important to practice meaty timing, as this is the core to Chipp's offense. Here are some good meaty options:

  • c.SGGST Chipp Zanuff cS.pngGuardAllStartup7Recovery10Advantage+1 - has many good gatling options: 2S > 2H, 2D (low), 6K (high).
  • 5KGGST Chipp Zanuff 5K.pngGuardAllStartup6Recovery8Advantage-3 - can cancel into itself multiple times, and can gatling into 2D (low) and 6K (high).
  • 236KGGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuardAllStartup27Recovery17Advantage-2 - mostly reversal safe and crosses up. Scores a soft knockdown on hit, and can allow Chipp to continue your offense. Relatively safe on block.

For more information on Chipp's Okizeme options are listed in the Okizeme section.

Basic Combos

Some basic, essential combos are listed in the basic combo section. All of these combos listed are definitely worth learning.

Next Steps

Offense

Dealing with Burst

Blue Psych Burst
Locked-out burst

Psych Burst (AKA Burst) is a powerful defensive mechanic that allows a player to knock back their opponent in neutral or while being hit by a combo. While this is a universal defensive mechanic, Chipp has a particularly hard time dealing with it compared to some other characters. Many of Chipp's offensive strategies and combos utilize his cross up moves Alpha Blade Horizontal (236P)GGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuardAllStartup29Recovery19Advantage-4 and Alpha Blade Diagonal (236K)GGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuardAllStartup27Recovery17Advantage-2 which are reactable and leave Chipp vulnerable to a burst. Chipp also makes heavy use of these moves in the corner, which can result in Chipp being forced into the corner himself if an opponent bursts during these moves. If burst is available Chipp can avoid being forced into the corner by opting for combo routes that do not use Alpha Blade:


(c.S) > 2S > 2H > 236K > j.236Kc.S > 6H > WS > 6H Corner combo utilizing Alpha Blade Diagonal cross up. Can result in Chipp becoming cornered if burst is used

(c.S) > 2S > 2H > dl 236S~236K, f.S > 236S > WS > 6H Corner combo utilizing Chipp's rekka loop to prevent him from crossing up. Less damage but safer when burst is used


If Chipp expects an opponent to burst, it can be difficult for him to combo in a way that will naturally cause the burst to be blocked or whiffed. Chipp will usually need to commit to a burst bait. The following options are viable for baiting burst:

  • c.S/5K Jump cancelable on hit or block allowing Chipp to cancel the moves recovery and block an expected burst. If the burst comes out late Chipp may simply recover without needing to commit to a jump cancel. Particularly good on counter-hit.
  • 2S When comboing an airborne opponent 2S can shrink Chipp's hurtbox causing burst to whiff. Best when the opponent is directly over Chipp.
  • j.K/j.S/j.H/j.D Chipp's air-buttons can be jump-cancelled using Chipp's triple jump. Enabling a potential burst bait.
  • 5[D] Pops an opponent quite high when used in a combo. Can cause burst to whiff if the burst is mistimed.
  • 236H Leaves Chipp farther away. The clone becomes completely independent of Chipp late in it's activation.
  • 2H Pops an opponent high in the air but has a long recovery. Not particularly strong for dealing with burst but can still keep Chipp safe in some situations.
  • w.5H Launches the opponent very high in the air. Can make wall-run combos very difficult to burst.


Chipp can also make use of universal mechanics such as Roman Cancel to cancel the recovery of moves and drift out of burst range.

c.S > f.S > 44RRC > 66 > 5[D] > c.S > 2H > 236H Example combo that can potentially be used to bait burst


Chipp also has the ability to lock an opponent out of burst with his overdrives to guarantee a punish or close out a round. Buffering an overdrive during counter hit slowdown is completely burst safe:

CH 2S/c.S/f.S/5H/6H > 632146H/236236K Completely locks-out an opponents burst on successful counter hit. Overdrive must be buffered during slowdown.

CH j.S/j.H/j.D > j.632146H Works on air-to-airs and jump-in counter hits. Note that air-to-air j.D will knock the opponent to the ground causing the overdrive to whiff.

Gamma Blade Usage

Gamma Blade (236H)GGST Chipp Zanuff Gamma Blade.pngGuardAllStartup25~50RecoveryTotal 42Advantage+9 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 MortobatoGGST Ramlethal Valentine 236236S 2.pngGuardAllStartup7+2Recovery51Advantage-38 [-38] {-43} 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 the opponent is typically expecting a cancel into resshou, Chipp can instead cancel into gamma blade to play with his opponent’s unwillingness to mash back, and extend his 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 Chipp can use Gamma Blade as part of his pressure:

c.S > 2S > 2H > 236H

c.S > 2S > 236H

f.S > 236H

2D > 236H


It is good to mix up 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 blockstrings. For example, if 2H is cancelled into Gamma Blade often, then occasionally cancelling into 236S will force the opponent to stay alert, and may yield a counterhit if the opponent is preemptively mashing on 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 Chipp to go for extending pressure options at relatively low risk since it is possible to react 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 in the Gamma Blade Oki section.

Rekka Pressure

The rekka A series of special attacks that are only available after the first one is performed. sequence (236S~236S~236K) is Chipp’s primary poking and pressure tool. Frame data wise, it may be underwhelming 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 Resshou (236S)GGST Chipp Zanuff Resshou.pngGuardAllStartup13Recovery16Advantage-4 is always a mid poke with good range and is safe on block. Chipp can then use the low Rokusai (~236S)GGST Chipp Zanuff Rokusai.pngGuardLowStartup8Recovery21Advantage-6 or overhead Senshuu (~236K)GGST Chipp Zanuff Senshuu.pngGuardHighStartup20Recovery20Advantage-9 option for a basic high/low mixup. The overhead option is incredibly unsafe (-16 on block), and experienced players will be able to easily block it on reaction. This means this option should be used sparingly, especially without meter to make it safe. The low option is less unsafe, but still somewhat punishable (-6 on block). Therefore, it is sometimes better to stop at the initial hit, and find other options to continue 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 Chipp will be able to run back in and restart pressure with a fast normal. Mix this in with fast or delayed followups to throw off opponents' defensive timing. If the opponent gets counter hit by delayed low follow up, Chipp can confirm immediately into the overhead for a huge combo.

Chipp's pressure can be planned out like these examples:

236S > microdash f.S > 236S

236S > Run up 5K/Throw

236S > immediate 236S Fast and tight low. RC to confirm.

236S > delay 236S Frame trap low. Cancel into overhead to confirm if counter hit.


It is possible to 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 Chipp 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 Diagonal(236K)GGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuardAllStartup27Recovery17Advantage-2 will cross up standing opponents (not in the corner) and will put Chipp immediately airborne with his air options still available. This means it is possible for Chipp to airdash in for jump-in starters such as j.H or j.2K. Although Chipp has many options from this position, some characters have anti-air options that can cover escapes or additional pressure. The corner version can also work as a DP bait because of how quickly he moves out of DP range. 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.


Alpha Blade Horizontal(236P)GGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuardAllStartup29Recovery19Advantage-4 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 Chipp during the animation. 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.


Air Alpha Blade Diagonal(j.236K)GGST Chipp Zanuff Alpha Blade Diagonal Air.pngGuardAllStartup28~41Recovery21Advantage-6 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 in addition to having long recovery. This is mostly used as a combo tool in the corner and can also be mixed in with horizontal alpha blade to escape the corner.


Air Alpha Blade Horizontal(j.236P)GGST Chipp Zanuff Alpha Blade Horizontal Air.pngGuardAllStartup29Recovery33Advantage- is nearly identical to the grounded version but recovers after Chipp lands. It can be used as a pseudo air dash to gain additional distance to escape the corner or go for an aerial cross up. When performed using a tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. (2369P) or instantly from a jump, Chipp will perform the move very low to the ground and recover faster than a grounded Alpha blade. This can give Chipp an opportunity for meterless conversions from the crossup especially in the corner. It is also very easy to get an aerial cross up if a jump-in attack is cancelled directly into this as Chipp is falling. Below is a list character specific conversions for TK Alpha blade cross-up.


Purple Roman Cancel (PRC) can be combined with each version of Alpha Blade as a movement option. The initial momentum carried by Alpha Blade will be retained after the PRC 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.

ref: ex1 ex.2 ex3 ex4 ex5

TK Alpha Blade Combo Table

The following table gives a brief summary of which moves work to combo TK Alpha Blade (2369P)GGST Chipp Zanuff Alpha Blade Horizontal Air.pngGuardAllStartup29Recovery33Advantage- in the corner. Examples for full TK Alpha Blade combos can be found in the Alpha Blade Combos section.

Character c.S 2K 5K Notes
 Sol -
 Ky Manual delay on 2K
 May -
 Axl -
 Chipp -
 Potemkin -
 Faust -
 Millia -
 Zato -
 Ramlethal -
 Leo -
 Nagoriyuki -
 Giovanna -
 Anji Manual delay on 2K
 I-No -
 Goldlewis -
 Jack-O -
 Chaos Manual delay on 2K
 Baiken -
 Testament -


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:

  • Dashing into the wall by holding 6 or the Dash macro
  • Holding the inputs for Alpha Blade Horizontal(236P)GGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuardAllStartup29Recovery19Advantage-4 or Alpha Blade Diagonal(236K)GGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuardAllStartup27Recovery17Advantage-2
  • 236[P] / 23[6]P
  • 236[K] / 23[6]K

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 | 31 Damage A slow strike with long recovery that juggles the opponent somewhat far from Chipp. Most used for setups. Shares an animation with Chipp's 6PGGST Chipp Zanuff 6P.pngGuardAllStartup9Recovery25Advantage-16.
  • w.K | 28 Damage A fast kick that juggles the opponent close to Chipp. Easier to use in combos than w.cS due to it's fast start-up. Shares an animation with Chipp's 5KGGST Chipp Zanuff 5K.pngGuardAllStartup6Recovery8Advantage-3.
  • w.cS | 45 Damage A fast slash that juggles the opponent close to Chipp. Deals good damage and is very important for wall run combos. Can cancel into w.fS and shares an animation with Chipp's c.SGGST Chipp Zanuff cS.pngGuardAllStartup7Recovery10Advantage+1.
  • w.fS | 36 Damage A fast slash that juggles the opponent somewhat far from Chipp. Useful in some combos/set-ups but generally w.5H is preferred. Can only cancelled into from w.cS. Shares an animation with Chipp's f.SGGST Chipp Zanuff fS.pngGuardAllStartup9Recovery20Advantage-8.
  • w.5H | 50 Damage 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 5HGGST Chipp Zanuff 5H.pngGuardAllStartup11Recovery16Advantage-4.
  • w.6H | 72 Damage 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 6HGGST Chipp Zanuff 6H.pngGuardAllStartup17Recovery18Advantage-5.

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.

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.


Chipp also has some unique character specific fuzzy setups:

...IAD > j.S > j.D > jc > j.D > RRC... Corner fuzzy setup for large bodies confirming into RRC. Works on  Potemkin and  Faust

c.S > j.P/j.D > RRC... A rising fuzzy that works on  Faust. Can be confirmed into a combo with RRC.


Please reference the Matchup Section for more detailed info on character specific setups.

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

Chipp can use his 5K and c.S to jump cancel and activate Blue RC during his pressure. This can be used to lock your opponent into slowdown and initiate mixups.

  • 5K/c.S > jc > j.66BRC > j.S > 66 > j.K(1) > j.D (Triple overhead from BRC slowdown)
  • 5K/c.S > sjc > 22BRC... (superjump cancel set up for BRC mix)
    • ...22BRC > j.P (overhead option. Slowdown enables a full BnB to link from j.P)
    • ...22BRC ▷ 2K (low option. Slowdown enables a full BnB to link from 2K)

This same concept is also applicable from air dashes and jump-ins thanks to Chipp's triple jump.

  • ...j.H > jc > 22BRC ▷ 2K/6K (BRC pressure from a jump-in returning Chipp to the ground)
  • ...j.H > jc > 66BRC > j.S > j.D (Triple overhead BRC pressure from a jump-in)

ref 1. ref 2. ref 3.


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 leave a 1f gap. These options 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. Can beat 8f moves depending on the button/spacing but will always beat 9f moves. 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  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 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.
  • 2S (whiff) > 2HGGST Chipp Zanuff 2H.pngGuardAllStartup12Recovery24Advantage-14 A cheeky way to catch a careless foe trying to punish the whiffed 2S.
  • 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 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.
  • 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.


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 (23623K). The following set-ups are auto-timed and are safe to 7-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. Only raw 2D will work for Leo.

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


Important note: Gravity scaling and character weight can impact Chipp's setups. Some setups will fail when extra hits are used and some will fail if they are performed on a heavier character.
2K > 2D > c.S OTG > IAD > j.H
This safejump WILL WORK on  Sol's (middle weight) 7f reversal but WILL FAIL on  Leo's (heavy weight) 7f reversal
5K > 2K > 2D > c.S OTG > IAD > j.H
This safejump WILL FAIL on  Sol's (middle weight) 7f reversal due to the extra hit but WILL WORK on  Ky's (middle weight) 11f reversal


In addition to his auto-timed safejumps, 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.

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 Requires short dash before the IAD to work. Tricky but 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


...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] > 4/2 > j.S for more information please reference the Wall Run Resets & Oki section

2K > 2D > 236[K]~2 > 66 > dl j.H Sets up a safejump 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)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.

ref: ex1 ex2 ex3 ex4 ex5


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.

...> 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 Works midscreen from a max range 2D. Questionable use of meter.

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.

Ground throw (4/6D) ▷ 66 > 2D OTG > 236H Works when Chipp throws the opponent into the corner. 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 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, many of the overhead options are also safe against reversal attempts and can set up a grounded wall splat. 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 female 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.


Chipp can also end a combo near the corner early using 5H which will cause a tumble animation. The tumble gives Chipp enough time to use Alpha Blade to set up 4-way mix-up.

c.S/2S > 2H > 236H > 2S > 5H > dl 236[P]... Example setup from a corner Gamma Blade loop combo

...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 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.

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 performing and 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 dependant 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.

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


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 and additional mix.

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 cancel from 2S and manually delay escape off the wall to hit same-side on large characters like  Potemkin or  Nagoriyuki
...▷ c.S/2S > 5H/6H > GWS Example set up for a grounded wall splat following a same-side reset.
...▷ dl c.S/2S/2K > dl 236[P]~2 > j.S... Set up a reversal-safe meaty j.S that hits cross-up with big damage potential on hit. Chipp can steal the corner by either delaying the hit after the second K Alpha Blade OR by delaying the timing of P Alpha Blade.

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


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 that must be respected. 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, and P/K Alpha BladeGGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuardAllStartup29Recovery19Advantage-4 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.236K2K/c.S/2S > 236[P]~2 > j.S RESET ▷ c.S > 6H GWS... Corner BnB combo into auto-timed reset and GWS.


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 c.S > 6H splat.

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

...c.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.


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

...2S > 5H GWS > IAD back > dl 236[P]~2 > j.D A cross-up j.D that hits meaty

...2S > 5H GWS > IAD back > dl 236[P]~2 > j.S A same-side j.S that safejumps

...2S > 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


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

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


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 2S > 5H spacing that allows Chipp to true combo from a GWS for guaranteed damage:

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

If correctly timed j.D will continue the combo counter. 5P and 236[P] are links which can make this setup difficult to time. 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

...j.D ▷ walk back 2K > 2D > 236K whiff > j.S

By taking a short walk backward Chipp can reliably control if he will hit left/right from this setup. This can technically give away which side Chipp will attack on, but the corner makes the animation extremely subtle. Only the most knowledgable opponents will be able to react to this without having to guess.

Diagonal Alpha Blade Oki

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 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

ref: Punpunch's sweep the leg album


FD Brake Mix

Chipp's FD Brake 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 safejump cross up

(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 > 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


DP RRC Setups

When cornered or midscreen Chipp can escape pressure 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 while simultaneously setting up an advantageous situation using Red Roman Cancel.

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


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 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 >...


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 ▷ dl IAD...

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

...j.236K ▷ dl 7 IAD > j.H

...j.236K ▷ dl 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.

All of these setups require the entire standing anmation to complete after j.236KGGST Chipp Zanuff Alpha Blade Diagonal Air.pngGuardAllStartup28~41Recovery21Advantage-6.

ref

Gimmicks & Other Tech

Infinite Blockstring

While in Positive Bonus Chipp is able to perform a true infinite blockstring. This sequence can be useful for building RISC but is otherwise quite simple to block.

[c.S > 2S > 2H > 236S~236S > 88RRC > 66 > j.K(1) > j.D] x n


FRRC Instant Overhead

Chipp can Fast RRC upward to perform an instant overhead by maintaining the forward momentum from Rokusai (~236S)GGST Chipp Zanuff Rokusai.pngGuardLowStartup8Recovery21Advantage-6. This gives a true string on block and auto-confirms a combo from the rekka or overhead hit. Minimal delay between Rokusai and the FRRC is needed for the overhead connect consistently.

c.S > 2S > 2H > 236S~236S > 88FRRC > j.H(1) > j.Dc.S >...

The following table shows who this setup can work on.

Character Works Notes
 Sol -
 Ky -
 May -
 Axl -
 Chipp -
 Potemkin -
 Faust -
 Millia -
 Zato -
 Ramlethal -
 Leo -
 Nagoriyuki -
 Giovanna -
 Anji -
 I-No -
 Goldlewis -
 Jack-O -
 Chaos -
 Baiken -
 Testament -

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.

Counter Pokes

Counter poking is the act of attacking preemptively for the purpose of interrupting the opponent’s actions. While Chipp excels more at running close range offense, he still has a few tools at his disposal for counter poking.

5HGGST Chipp Zanuff 5H.pngGuardAllStartup11Recovery16Advantage-4 - A relatively fast poke that is disjointed near the tip. This is a great tool to use against opponents with slightly disjointed attacks, or when trying to counter poke at closer ranges. For example, it may be useful in matchups like  Leo or  Sol, as both of these characters excel at closer ranges, and have slightly disjointed pokes at their disposal.

6PGGST Chipp Zanuff 6P.pngGuardAllStartup9Recovery25Advantage-16 - An attack with frame 1 upper body invulnerability, which enables it to beat out a lot of pokes such as Ramlethal's f.SGGST Ramlethal Valentine fS.pngGuardAllStartup11Recovery21Advantage-10 [-13]. At 25f recovery, whiffing this move could be fatal for Chipp, so it is important to be careful when using it. It may be better to avoid using this move often, and use other pokes at closer ranges instead.

Anti-Airs

Thanks to his fast buttons, Chipp has access to good anti-air and air-to-air options. Out of these options, only 6P and 623S are disjointed, so it is important to time these buttons carefully.

6PGGST Chipp Zanuff 6P.pngGuardAllStartup9Recovery25Advantage-16 - A good option to use against jump-in attacks, thanks to the frame 1 upper body invincibility. Has a very long recovery animation making it dangerous to whiff.

5PGGST Chipp Zanuff 5P.pngGuardAllStartup3Recovery10Advantage-2 - An extremely fast jab that allows for a combo on air hit. Since it has no invincibility, this move is good against opponents with slower jump-in buttons, or when opponents are positioning themselves in the air. The hitbox is quite small, so it may be tough to use this in every situation.

623SGGST Chipp Zanuff Beta Blade.pngGuardAllStartup9Recovery23Advantage-27 - Beta Blade has full invincibility frame 1, and upper body invincibility at later frames. Does not have much horizontal range. Similar to 6P, this move will likely be fatal for Chipp if it whiffs. It is less likely to whiff if the opponent is on top of Chipp because it is so active. It is also relatively safe on air block, making it a decent option against jump-ins or when the opponent is directly above Chipp. Low reward on hit.

2HGGST Chipp Zanuff 2H.pngGuardAllStartup12Recovery24Advantage-14 - A very committal, anti-air option that leads to high reward on hit. The hitbox is not active until the later frames which can make it lose against some jump-in buttons. Best used against opponents that are re-positioning or doing empty jumps.

5HGGST Chipp Zanuff 5H.pngGuardAllStartup11Recovery16Advantage-4 - A strong choice when spaced due to the disjointed hitbox. Can easily lose if the opponent attacks from high up.

6HGGST Chipp Zanuff 6H.pngGuardAllStartup17Recovery18Advantage-5 - Another committal option that can lead to high reward on counter hit. Great for preemptively catching opponents that are jumping out of pressure. Best used when spaced out properly.

j.KGGST Chipp Zanuff j.K.pngGuardHighStartup6Recovery8Advantage+1 (IAD) - Chipp's best air-to-air option. It is fast, and if spaced correctly, leads to a full combo on hit. Great to use to catch jump-in attacks preemptively.

Air Throw (j.4/6D)GGST Chipp Zanuff Air Throw.pngGuardAir ThrowStartup2Recovery38 or Until Landing+10Advantage- - Fast, reliable option against opponents that like to jump-block or reposition with air movement.

Defensive System Mechanics

Faultless Defense, Psych Burst and Yellow Roman Cancel are cornerstones of defense in Guilty Gear, as they are quite handy for breaking out of pressure. Utilizing them well is essential for mastering any character. They all cost a resource though, so think about how you use them.

Faultless Defense

Powerful defensive option, but drains Tension as you use it!
Hold any two buttons except D (or the FD Button if one was set) while blocking to perform Faultless Defense (FD). As long as the direction and buttons are held down (and the Tension Gauge isn't empty), you will continue to perform Faultless Defense.

A unique type of guard that gradually depletes Tension when used. Faultless Defense augments your block by giving it several special properties. Firstly, it increases pushback on block, making it useful to make space between you and the opponent. By using Faultless Defense early in the opponent's blockstring, the opponent will be pushed back enough that later attacks will miss, allowing you to punish the opponent's whiffed attack or disengage. When in use, Faultless Defense also prevents the R.I.S.C Level from increasing and nullifies chip damage. This is essential for survival in situations where chip damage runs the risk of finishing you off.

Keep in mind that you don't have to hold two buttons for a long time in order to use Faultless Defense effectively. It's also possible to press the buttons briefly - slightly longer than a tap - just before the opponent's hit connects. By doing this, you can let go of Faultless Defense in between the hits of an opponent's blockstring, allowing you to save some Tension. This requires some precision though, so it will require practice.


Yellow Roman Cancel

Turn the tables with this powerful defensive option!
Press any three attack buttons (except D) simultaneously while in blockstun to perform a Yellow Roman Cancel (YRC). Costs 50% Tension.

Yellow Roman Cancels can be used when blocking at the cost of 50% Tension, for the purpose of stopping an attacking opponent and resetting the momentum of the match. Yellow Roman Cancels can not be performed when your character is in a Guard Crush state. Upon activation, your character creates a shockwave that forces the opponent into a Guard Crush state, granting your character massive frame advantage. Yellow Roman Cancel is a useful tool for challenging an opponent’s pressure, especially for characters that are lacking in character-specific tools.

However, Yellow Roman Cancel is -16 on block and leaves your character in Counter Hit state during its recovery frames. Sharp opponents can block it on prediction and punish it heavily. Make sure to vary when you go for a Yellow Roman Cancel to avoid becoming predictable. In addition, the hefty 50% Tension cost must always be taken into consideration. Said Tension could be used for Overdrives or extending combos or blockstrings with other types of Roman Cancels. Practice utilizing all of your defensive options so as to not end up over relying on Yellow Roman Cancel and burning Tension too quickly.


Psych Burst

Press D + any other attack button to perform a Psych Burst. Costs a full Burst Gauge.

A powerful defensive option that can be used in a variety of situations at the cost of a full Burst Gauge. Upon activation, your character releases an invincible shockwave that knocks opponents away. If the opponent is in a completely invulnerable state, the shockwave can still hit the opponent's collision box instead of their hurtbox and ignore any type of shield or armor, which results in some invulnerable skills, such as Overdrives, still being hit during their invincibility frames. Bursts can be used at almost any point in the match, including when you’re in blockstun or hitstun. This allows Bursts to function as both a combo breaker and as a way to challenge the opponent’s pressure. The Burst Gauge refills very slowly over time, so it can be a good idea to use it early in a match to break out of a powerful combo, such as a Counter Hit combo. This will allow you to spend the rest of the round recharging it, making it more likely to have another opportunity to use it again later in the match.

While Bursts are very powerful, they are far from infallible. The activation shockwave is not instant, so sharp players can predict incoming Bursts and punish them heavily. A common method of doing so is canceling attacks with jump cancels or Roman Cancels, then blocking the Burst and punishing the recovery. Because of the risk associated with it, you should vary the timing of when you go for Burst to avoid becoming predictable. Lastly, keep in mind that Burst cannot be performed while your character is stuck to the wall, being thrown, or being hit by an Overdrive.


Fighting Chipp

Dealing with j.2K:

Chipp's j.2KGGST Chipp Zanuff j.2K.pngGuardHighStartup16RecoveryUntil Landing+8Advantage+3 (IAD) 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 overhead An 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 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. 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 Chipp's Rekka:

Chipp's rekka A series of special attacks that are only available after the first one is performed. is an advancing attack series that is used in combos or as a pressure tool. Chipp's rekka always begins with Resshou (Rekka 1)GGST Chipp Zanuff Resshou.pngGuardAllStartup13Recovery16Advantage-4 which is -4 with good push back. It can be followed up with Rokusai (Rekka 2)GGST Chipp Zanuff Rokusai.pngGuardLowStartup8Recovery21Advantage-6 which is -6 on block but leaves Chipp close. Senshuu (Rekka 3)GGST Chipp Zanuff Senshuu.pngGuardHighStartup20Recovery20Advantage-9 can follow either rekka 1 or 2 and hits overhead after a long startup and leaves Chipp close at -16 ending the series. It is risky to challenge rekka 1 on block despite being negative. The spacing allows Chipp to press one of his fast far reaching buttons or cancel quickly into rekka 2 for a counter hit. A fuzzy mash timing can cover the follow up into rekka 3, delayed rekka 2, or attempts to run back in and reset pressure but can still lose to fast rekka 2 follow up. This is what creates the main guessing game around Chipp's rekka. After blocking rekka 2 it almost always best to press a button to end Chipp's turn. Attempts to poke low may lose if Chipp cancels into rekka 3 since it has a raised hurtbox that can low-crush.


Dealing with Genrou Zan (63214S):

Genrou ZanGGST Chipp Zanuff 63214S.pngGuardGround ThrowStartup27Recovery15AdvantageN/A 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 BladeGGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuardAllStartup29Recovery19Advantage-4. 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. Forward jumping with fuzzy timing is a useful option since it covers both Genrou Zan and Alpha Blade. 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, any high reaching 5f button can interrupt a meaty Genrou Zan.


Dealing with Zansei Rouga (632146H):

Zansei RougaGGST Chipp Zanuff Zansei Rouga 1.pngGuardAllStartup20+1Recovery49~53Advantage- is Chipp's main damage overdrive which sends him back and forth several times hitting anything along his path. This move has good damage and covers a huge portion of the screen but has long recovery and will never break the wall. Expect Chipp to use this move to whiff punish, in combos, or as a gimmick in neutral. Despite the move crossing back and forth, Zansei Rouga only needs to be blocked from the side of the initial hit with no need to switch from left to right. In other words, if Chipp uses this move from the left side of the screen, then all hits of Zansei Rouga can be blocked as though Chipp is on the left. Zansei Rouga is not invincible on start up but it has some invincible frames after the super flash. This means that Chipp can be hit in the later active frames but it is normally safer to simply block and punish the move. Chipp will land on the opposite side from where he used Zansei Rouga and the attack will hit 5 times total. Blocking and chasing using directional inputs rather than the dash macro can prevent accidentally running away from Chipp and missing a punish. If Zansei Rouga hits, Chipp will be left close and at advantage mid-screen so be prepared to block a mix up.

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