...22H/22S > j.H
Chipp's most basic teleport setup - S teleport only works for close knockdowns
- + Easy execution, is a safejump
- - Small reward, not safe from blitz - extremely telegraphed and predictable if not combined with other options
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<big>{{clr|4|H}} Teleport</big> | <big>{{clr|4|H}} Teleport</big> | ||
The classic Chipp setup. Works well off of every Okizeme opportunity and has variation to keep an opponent guessing. {{clr|3|S}} Teleport works also works well when the opponent is close. Chipp will want to time his teleport to set up a basic high/low - left/right mix. {{clr|4|j.H}} has the unusual property of crossing-up on different sides from its either of its two hits. This move is one of Chipp's best options due to the ambiguous hitbox and animation. Alternative options include falling {{clr|3|j.S}}, which can be useful for feinting a low as it pops Chipp up in the air when it is used. Landing into {{clr|2|2K}} is a good fast low that combos into {{clr|5|2D}}. | The classic Chipp setup. Works well off of every Okizeme opportunity and has variation to keep an opponent guessing. {{clr|3|S}} Teleport works also works well when the opponent is close. Chipp will want to time his teleport to set up a basic high/low - left/right mix. The move of choice when falling is {{clr|4|j.H}}, as it has the unusual property of crossing-up on different sides from its either of its two hits. This move is one of Chipp's best options due to the ambiguous hitbox and animation. Alternative options include falling {{clr|3|j.S}}, which can be useful for feinting a low as it pops Chipp up in the air when it is used. Landing into {{clr|2|2K}} is a good fast low that combos into {{clr|5|2D}}. | ||
If Chipp {{keyword|Jump Install}}s the Teleport ({{clr|4|228H}}) he will retain his air options for double-overheads. | If Chipp {{keyword|Jump Install}}s the Teleport ({{clr|4|228H}}) he will retain his air options for double-overheads. | ||
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<big>FDC Air Mixup</big> | <big>FDC Air Mixup</big> | ||
Chipp can take advantage of Faultless Defense (FD) better than most | Chipp can take advantage of Faultless Defense (FD) better than most characters to make his approach extremely ambiguous. If Chipp uses air FD, he can immediately cancel the momentum of {{clr|2|j.2K}} to perform some weird, but very powerful crossup moves. This setup cannot be performed without a very close range knockdown. It can be considered a stronger, but harder to earn, version of {{clr|4|H}} Teleport Oki. | ||
One of the strengths of this setup is that it not only preserves Chipp's airdash (like JI Teleport setups) enabling double overhead and high-low strings but it can also be used to time a crossup on the same side Chipp jumped from. This allows fake cross ups for a a multi-layered mix. | |||
To input for FDC can be tricky to perform but it can be made consistent with practice. | To input for FDC can be tricky to perform but it can be made consistent with practice. | ||
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<big>Wall Cling Movement</big> | <big>Wall Cling Movement</big> | ||
Arguably Chipp's best Okizeme. After any | Arguably Chipp's best Okizeme. After any special that causes Chipp to touch the corner walls, holding the attack button respective button will cause Chipp to cling to the wall. For example: holding {{clr|3|S}} during Genrouzan or {{clr|1|P}} during Alpha Blade ({{clr|3|63214[S]}}/{{clr|1|236[P]}}). Chipp can also enter into this state by pressing 6 > 4 (forward then back). | ||
Wall movement typically involves rapidly swapping sides with the opponent so it can be extremely difficult to describe or understand how to perform some setups. This is why many setups are written using terms like "Dashdown" and "uncling" instead of their directional inputs. The following table is meant to aid with understanding how these movements are performed: | Wall movement typically involves rapidly swapping sides with the opponent so it can be extremely difficult to describe or understand how to perform some setups without visuals. This is why many setups are written using terms like "Dashdown" and "uncling" instead of their directional inputs. The following table is meant to aid with understanding how these movements are performed: | ||
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
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| 2 || Down || Chipp will climb down the wall slowly || - | | 2 || Down || Chipp will climb down the wall slowly || - | ||
|} | |} | ||
<big>Ryuu Yanagi</big> | <big>Ryuu Yanagi</big> |
This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.
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Chipp's Okizeme is based on misdirection and movement. He will keep his opponent guessing about which side he'll attack from, which is primarily done through his teleport and Wall Cling moves. Chipp's movement can be very hard to read and react to, forcing his opponents into situations where they must guess. Unfortunately, securing okizeme normally means that Chipp must sacrifice damage to set up the situation he wants. Knowing when to go for oki or to cash out for damage is essential to playing Chipp.
Chipp has numerous mix options but many depend on where and how he scores the knockdown.
H Teleport
The classic Chipp setup. Works well off of every Okizeme opportunity and has variation to keep an opponent guessing. S Teleport works also works well when the opponent is close. Chipp will want to time his teleport to set up a basic high/low - left/right mix. The move of choice when falling is j.H, as it has the unusual property of crossing-up on different sides from its either of its two hits. This move is one of Chipp's best options due to the ambiguous hitbox and animation. Alternative options include falling j.S, which can be useful for feinting a low as it pops Chipp up in the air when it is used. Landing into 2K is a good fast low that combos into 2D.
If Chipp Jump Install An advanced technique that lets you access air mobility options, usually double jumping, after doing a move that is supposed to prevent you from doing them. Usually performed by cancelling a grounded normal into a jump, but then before leaving the ground, doing another grounded attack.s the Teleport (228H) he will retain his air options for double-overheads.
...228H > dl j.S > 66 > j.S
Meaty Buttons
If Chipp is too far to do a Teleport, then simply putting out a button for a Meaty Attack 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. can be a great way to keep the pressure on. Simple but very low reward.
6K is Chipp's high option, while 2K is his low option. Neither gives particularly high reward, with both options being able to link into c.S for a short combo. 6K becomes a bit better with Roman Cancel, wherein it can translate into a much longer combo (or RC during startup into a feinted high).
Adding in 214K can be very powerful, since it buffs Chipp to make him partially invisible. It can be next to impossible to tell which option to select against since Chipp can't seen forcing the opponent to guess.
FDC Air Mixup
Chipp can take advantage of Faultless Defense (FD) better than most characters to make his approach extremely ambiguous. If Chipp uses air FD, he can immediately cancel the momentum of j.2K to perform some weird, but very powerful crossup moves. This setup cannot be performed without a very close range knockdown. It can be considered a stronger, but harder to earn, version of H Teleport Oki.
One of the strengths of this setup is that it not only preserves Chipp's airdash (like JI Teleport setups) enabling double overhead and high-low strings but it can also be used to time a crossup on the same side Chipp jumped from. This allows fake cross ups for a a multi-layered mix.
To input for FDC can be tricky to perform but it can be made consistent with practice.
1[j.K]~[P]
While holding 1 (down+back) and K, plinkquickly press after the previous inputing P before immediately releasing the input will pulse his Fautless Defense before halting his air momentum and falling.
Wall Cling Movement
Arguably Chipp's best Okizeme. After any special that causes Chipp to touch the corner walls, holding the attack button respective button will cause Chipp to cling to the wall. For example: holding S during Genrouzan or P during Alpha Blade (63214[S]/236[P]). Chipp can also enter into this state by pressing 6 > 4 (forward then back).
Wall movement typically involves rapidly swapping sides with the opponent so it can be extremely difficult to describe or understand how to perform some setups without visuals. This is why many setups are written using terms like "Dashdown" and "uncling" instead of their directional inputs. The following table is meant to aid with understanding how these movements are performed:
Input | Direction | Movement | Notes |
---|---|---|---|
8 | Up | Chipp will climb up the wall slowly | - |
9 | Up + Away from the wall | Chipp will leap off the wall horizontally | - |
6 | Away from the wall | Chipp will let go of the wall and drop | Also called "Uncling." |
4 | Toward the wall | Chipp will fly down in front of his opponent | Also called "Dashdown." |
2 | Down | Chipp will climb down the wall slowly | - |
Ryuu Yanagi
Chipp's Ryuu Yanagi (j.214214K) overdrive is an excellent Okizeme tool. Chipp will throw a shower of kunai which obscure his movement and allow him to convert off of a successful hit. Can be combined with other setups to create checkmate situations.
Chipp's choices for Okizeme tend to be very binary. He rarely has to make a decision about which Okizeme option he uses, but the situations in which he cannot choose from whichever Okizeme option he likes can come up depending on the matchup.
At all times, Chipp can use H Teleport to resume pressure on his opponent, and he can generally get Meaty Buttons, FDC Air Mixup, and Ryuu Yanagi depending on how close they are to the opponent. At longer ranges, Chipp is unlikely to get FDC Okizeme, and will potentially need movement adjustements to earn his Teleport Okizeme.
In the corner, Wall Cling Okizeme becomes the dominant option. The only real major thing to know is that you likely will not be able to get Wall Cling okizeme if you Alpha Blade your opponent out of the corner. Thus, if you want Wallcling Okizeme, you should only route one Alpha Blade and immediately 22H to warp up to the wall.
Note: Some of Chipp's combos will cause opponents to wallsplat at too high up the wall to properly earn Wallcling Okizeme. In these situations, do Alpha Blade > Cling > Uncling > Alpha Blade to earn a knockdown. Do not to Alpha Blade > w.P, as that will drag the opponent out of the corner. If the opponent is very high up in the air (usually after a 2H launch) and still close to the corner, then do Alpha Blade > w.P. This will lose you the corner, but lets you set up good Okizeme at midscreen.
Chipp thrives off of his unpredictability. If your opponent is successfully blocking your mixup attempts, you are the problem. It likely means that you're reusing the same Okizeme options over and over again without variance. Even if you do the same general Okizeme, it's worth doing unpredictable (and potentially) unsafe actions if you want to open your opponent up.
For instance, H Teleport is Chipp's most universal Okizeme option. However, you don't have to do H Teleport > j.H every single time. Chipp can use j.S and 2K for a High/Low, go for a throw, use Genrouzan, or even Jump Install H Teleport and go for a double overhead mixup with H Teleport j.S > IAD j.H. You can even back off completely and just go for a safejump, or even drop away and use Gamma Blade to pressure opponents on wakeup, which can potentially earn you a new turn by YRC'ing it.
One of the most important things to know about Chipp is that he has no protection when going for a mixup. Unlike most of the rest of the roster, Chipp has no meterless setplay options and must rely on his unpredictable guessing game and sheer speed to blitz the opponent to death. Ryuu Yanagi is a metered setplay tool and is very useful, but outside of it Chipp must get in there himself. Thus, being as unpredictable as possible is a must. Learn to cycle between Okizeme options as much as you can. Opponents can call out your repetitious Okizeme in different ways- for example, standing Blitz Shield generally beats H Teleport > j.H.
One of the major choices Chipp has to make when routing into a combo is whether or not he wants to end it with Hard Knockdown or go for a more damaging string and reset to neutral. Knowing when and where you should make your decision is key to effectively playing Chipp.
To keep things simple, if you:
... then you should probably keep your combos short and go for Okizeme. This is especially true if you can Wall Cling! Chipp's Wall Cling vortex is excellent and can easily overwhelm opponents. Multiple successful mixup attempts can deal the damage of a single high-damage combo.
If you:
.. then you might want to route into higher damage combos. Chipp's counterhit combos deal great damage for their ease of use. He also has access to great Guts Crush combos for squeezing out every drop of damage possible. Chipp's neutral is also excellent, so losing Okizeme to reset to neutral ain't all bad. If you have meter, Chipp can use Teleport YRC or Air Alpha Blade YRC to zip across the screen in an instant. Teleport YRC in particular is absolutely deadly, as any jump attempt from the opponent in neutral can turn into an instant air throw, and suddenly they're back in the vortex. Ryuu Yanagi also grants Hard Knockdown regardless of where its used in a combo, meaning Chipp can get Hard Knockdown out of his more damaging BnBs!
The choices for damage and Oki are not binary, and will change throughout the match. Make your decision based on the factors available to you.
With the discussion out of the way, here's most of Chipp's potential Okizeme routes, where he can earn them, and how effective they are.
...22H/22S > j.H
Chipp's most basic teleport setup - S teleport only works for close knockdowns
...22H/22S > dl j.S/2K
Requires Chipp to teleport soon after the knock down. S teleport only works for close knockdowns.
...228H/228S > j.S > 66 > j.S
Jump Install preserves air options allowing for multiple overheads. S teleport only works for close knockdowns
...Knockdown > IAD/ Dash Forward Jump/ H Teleport > Meaty j.S or 2K
A practically unreactable high/low. The IAD can be very deceptive to many opponents, and is faster than dash jump, but dash jump is truly impossible to react to. j.S can be safejumped with a strict timing.
41236H
2K
6K
...(j.236P) > 7/8/9/IAD > j.214P ▷ 2D
Works best from a j.236P knock down. A gimmick that is mostly mostly used to bait opponents into thinking you won't meaty. Jump direction depends on distance. From closer ranges (doesn't have to be too close), you are safe from many reversals, and with an airdash j.H can catch many backdashes. In both cases, you are safe from reversal blitz. From the IAD version, safejumps only if you delay the low input by a few frames, is Blitz-able, and is throwable, and is thus entirely useless besides ensuring a meaty quickly from a distance.
...Knockdown > Ryuu Yanagi (j.214214K)
In any situation in which Chipp can meaty, he can also Ryuu Yanagi for 50 meter. This setplay option is great, beating all kinds of responses from the opponent and comboing if you open them up. TK Ryuu Yanagi is excellent at dropping a bunch of projectiles onto the opponent at once akin to Ky's Charged Stun Edge Okizeme. Higher up jumps result in the knives descending in two waves, making it possible for two mixup attempts. Plan accordingly.
Uncling > j.H/j.S/j.K > 2D
The easiest setup out of Wall Cling, but still great. Depending on when you drop as the opponent is getting up, you can cross them up, fake cross them up, or even get a High/Low. Also works as a safejump for beating reversals. 2D can be followed up with Resshou > Shinkirou > j.D > Air Alpha for a Hard Knockdown if Chipp lands on the midscreen side.
Dashdown > 2D
Chipp's safest Okizeme option, and the party starter. Immediately sets the stage for Chipp to follow up with successive attempts at whatever mixup options he has in store. Extremely hard to react to for the opponent and can keep them dizzy trying to keep track of Chipp. Combos into Resshou > Shinkirou > j.D > Air Alpha for a full combo that retains the corner.
Uncling > j.H > c.S > 5H > Alpha Blade > Alpha Plus (if hitting from corner side)
Arguably Chipp's most important Okizeme setup. While Dashdown 2D keeps your opponent blocking, this opens them back up, does great damage, and retains the corner. It's very easy to perform and acts as an easy hitconfirm.
The crossup works depending on when you hit the button. You can get better crossup opportunities by dropping opponents closer to the wall, which can be done in certain combos. In particular, Resshou > Shinkirou > j.K > j.D > Air Alpha always gets the opponent in the perfect position for this, but the j.K > j.D does not work on lightweights or in combos with higher proration.
It's important to know that this particular combo only works on crouchers! You will have to route into a High Wall combo, such as j.H > c.S (JI) > 2H > H Teleport to continue the combo if they are standing.
Dashdown > backdash > j.S/j.K/j.H
A tricky High/Low mixup. Can safejump and is extremely fast, with the Dashdown + airdash being barely about 16 frames total.
Part of what makes this setup a bit finnicky is that it requires a Jump Installed Teleport to work, else Jump > Wallcling heavily telegraphs the mixup and is not real. The input for this is 228H, and it can be difficult to tell if you've gotten it in the heat of the moment. Failing to do so can just be followed up with a normal Dashdown > 2D setup.
To practice a Jump Installed Teleport, simply perform 228H and press 6~66. If Chipp does a dashdown and then airdashes forward, you did it correctly. Unfortunately, it is much harder to perform the 6~44 motion required to do this setup depending on the height Chipp is at relative to his opponent. You have to be very fast in cancelling the Dashdown into a backdash, so take some time to practice the input.
Dashdown > microdash > 5P (whiff) > 2369P
If performed right, TK Alpha Blade will cross up. Ground Alpha Blade will not cross up. 5P whiff helps time Alpha Blade to keep the setup stable.
Possible followups include:
...2369P > c.S > 2H
...236P~H, c.S > 5H > IAD > j.D > 236P
w.S or Dashdown > 22P/22K > 63214S
Grab can be performed from the wall or Chipp can use P/K Teleports can be used as a fake-out to layer the mix. The teleports are also useful to invul through a reversal. If Chipp performs the grab facing the wall, he can follow up with a damaging combo that retains Wallcling.
22[H]
In certain situations where Chipp has dropped the enemy close to the corner, he can use 22H to cling to the wall immediately. This enables Chipp's other wall cling setups in addition to unique options using FDC to halt his momentum or regain it.
The three primary ways to earn this setup are:
Close Knockdown > j.1[K]~[P] > j.2K/j.H/j.S
In certain situations where Chipp has gotten Hard Knockdown close to himself, he can perform FDC Okizeme. The general idea is you either hit them with j.2K or j.H crossing up. If you FDC early enough into the jump, it will cause Chipp to drop on the same side.
If you choose j.2K, make sure you do it relatively low to the ground and immediately link into 2K for a full combo. j.H will combo normally. j.S can turn this into a high/low mixup if used properly.
Air Alpha > Cling > Uncling > Air Alpha > H Teleport > j.H
A very wacky but excellent setup. After doing a corner combo that ends in Air Alpha, Cling to wall, and then immediately Uncling and perform a second air Alpha. This will shoot Chipp away from the corner. Immediately after hitting the ground, perform H Teleport. Chipp will drop onto the opponent in a very ambiguous way, performing a left/right crossup depending on when you hit the j.H. If you press the button right away, Chipp will hit wall-side. If you delay it slightly, he will hit midscreen side.
You can add in an FDC for a truly unpredictable mixup at high levels. This is also substantially tricker to do. Empty lows also work too.
You can also perform H Teleport > meaty j.2K for a corner side option, but it is more telegraphed and prorates your combo heavily. Walking forward slightly will also guarantee the meaty crossup, but will telegraph the mixup to observant/studied opponents.
Air Alpha > Cling > Dashdown, Jump > j.S/Ryuu Yanagi
A niche, weird looking but decent set of okizeme options for Chipp. The basic idea is that the j.S acts as a feint- since it pops Chipp up into the air, opponents who are unaware of the setup will be baited into reversals or simply too stunned to move. Ryuu Yanagi acts as a setplay option, with better results and scarier mixup potential for 50 meter. Your options include:
Knockdown > 2K / 2D/j.D > Resshou
Sometimes, it's better to just force an opponent tech and push them further towards the corner. Not only are Chipp's buttons great for scrambles, but occasionally doing this can disorient opponents who are focused on holding a direction while blocking. You get basically no reward for doing this, but it can be yet another thing to toss onto the mental stack.
For the 2D/j.D > Resshou scenario, 6P and 6H are great options for button-happy opponents. CH 4 has very high reward and can even route into Zanzei Ryouga for big, easy damage.
DL