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Redefinition

vs. Chipp

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Venom vs. Chipp matchup discussion

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some tips, if you see chipp teleport, push slash, if he did K, HS, D (or a close range P) teleport then he'll get hit by Venom's c.S

its not really about staying aerial as it is staying mobile, Venom has some of the best anti-airs in the game...3 of them in fact. Its not really a fun match-up though

... overall its just a match venom has to take very carefully and the more you play it the more you'll learn what you can get away with.

carcass raid can be a good idea, but if any character can get in and punish using it haphazardly, you can bet your ass chipp is near the top of that list

One option is to fake SA and CR, but if you have the time to do that, its probably better to get a dry summon. K ball and P ball all day if you can.

... Venom's strong points are his long range zoning on the ground, and strong anti-air game. He's near the best at getting damage making people jump at HIM. But chipp, being the mobile fucker he is, CAN get in, so again its more about just being mobile. Be careful, but keep moving, and you might force a mistake. Watch out for gamma blade, and if they're spamming low to the grounds alpha blades, just learn when to block and punish...those kinda chipps wind up killing themselves

In general though...characters like chipp, millia, and jam will frustrate you by how few pool balls you get to use when you're not the one rushing down.

Stinger Aim is, somewhat surprisingly (horizontal charge moves against the teleporting speed demon?!), your friend. It can shut down Chipp's IAD approach patterns without wasting ball setups. Note that just holding 4 keeps the fear present in your opponent, often forcing him to try to go for jump/teleport crossups, which are somewhat easier to punish. If well-timed (generally it's safe when you're against a wall or you have a good ball setup to counter his attempted punish), it's good as-is; otherwise, FRCing it works well, so look into FRCed Stinger Aims as a method to open up the space and time you've been trying to get in order to summon.

Final note for all characters: don't underestimate just how much damage Chipp takes. People often try to stick to their most damaging combos no matter what, but on Chipp something simple and reliable is still going to hurt. A Chipp losing on a low timer is a Chipp who needs to go insane with offense to avoid losing to a Time Out, and if your friend is already ridiculously aggressive that makes him even more likely to slip up.

ORIGINAL POST: I don't see this thread anywhere in matchups, so...

Good god make the bad man slow down. :( I'll admit I'm fairly new to the game, but I really never have THIS much trouble, even against the better players around here. My friend's Chipp just rapes my shit hard, I can't touch him, can't summon balls, nothing. Halp.

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As a Chipper, I must say the Chipp v Venom matchup can be incredibly fun. But as a scrub, I can't offer much detailed Venom advice, so here are some pleasantly useless generalities to consider, noting that they may no longer be true at high levels, as subsequent posters will likely point out. ^_^

Try sticking to the air. Chipp's mixup game is too good on a grounded opponent, which I assume is why you're not getting any balls out. In the air you've only really gotta worry about his airthrow. Get used to the aerial mobility his triple-jump and speed provide, and you'll be able to predict and counter the airthrow most of the time. Other than that, Venom can hold his own aerially, especially if you've got balls nearby, so staying off the ground when Chipp's on the attack is often helpful. Ball-less Shoukan Idou is a useful way to get into the air and potentially summon something whenever the match is at a bit of a standstill, though it isn't a reliable escape from pressure against a good Chipp, many of whom will leap up and airthrow you on reaction.

Stinger Aim is, somewhat surprisingly (horizontal charge moves against the teleporting speed demon?!), your friend. It can shut down Chipp's IAD approach patterns without wasting ball setups -- all the more reason you may wanna keep your ball setups aerial against Chipp, so that Stinger Aim doesn't interfere with them. Note that just holding 4 keeps the fear present in your opponent, often forcing him to try to go for jump/teleport crossups, which are somewhat easier to punish. If well-timed (generally it's safe when you're against a wall or you have a good ball setup to counter his attempted punish), it's good as-is; otherwise, FRCing it works well, so look into FRCed Stinger Aims as a method to open up the space and time you've been trying to get in order to summon. Most of the Venoms I play tend not to use SA much, focusing on Carcass Raid to supplement their grounded ball setups, but aerial ball setups complemented by Stinger Aim are often more effective to shut down Chipp's approaches. Obviously use both methods to be versatile, but note which stops Alpha Blades (TKed or not), outranges Gamma Blades, and shuts down Chipp's approaches more effectively and use that one more often. I think on most Chipps it'll be the latter.

Watch out for Shuriken. This matchup is one of Chipp's better ones for throwing Shuriken around randomly. All the more reason, again, you wanna stay aerial against him.

Final note for all characters: don't underestimate just how much damage Chipp takes. People often try to stick to their most damaging combos no matter what, but on Chipp something simple and reliable is still going to hurt. A Chipp losing on a low timer is a Chipp who needs to go insane with offense to avoid losing to a Time Out, and if your friend is already ridiculously aggressive that makes him even more likely to slip up.

Now for the floods of "lol none of that holds past scrub play" :P I'm pretty sure my Chipp comments are rather universal, but I'm certainly not much of a Venom player, so I'm likely misinterpreting what I'm seeing in my opponents.

Edit: Yay. 2:43 onward. Higher average ball summoning than against any of the other four opponents in this OCV, FRCed Stinger Aims to alternately approach or summon, generally leaps into the air the moment he and Samitto are separated by at least half a screen, safe-range Shoukan Idou usage to stay mobile, etc. Not everything I say is complete bullshit! :D

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some tips, if you see chipp teleport, push slash, if he did K, HS, D (or a close range P) teleport then he'll get hit by Venom's c.S its not really about staying aerial as it is staying mobile, Venom has some of the best anti-airs in the game...3 of them in fact. Its not really a fun match-up though if you give me some specific situations you're having problems with maybe i can give you advice, but overall its just a match venom has to take very carefully and the more you play it the more you'll learn what you can get away with. carcass raid can be a good idea, but if any character can get in and punish using it haphazardly, you can bet your ass chipp is near the top of that list One option is to fake SA and CR, but if you have the time to do that, its probably better to get a dry summon. K ball and P ball all day if you can. I have to disagree with the sticking to the air strategy personally, venom's strong points are his long range zoning on the ground, and strong anti-air game. He's near the best at getting damage making people jump at HIM. But chipp, being the mobile fucker he is, CAN get in, so again its more about just being mobile. Be careful, but keep moving, and you might force a mistake. Watch out for gamma blade, and if they're spamming low to the grounds alpha blades, just learn when to block and punish...those kinda chipps wind up killing themselves In general though...characters like chipp, millia, and jam will frustrate you by how few pool balls you get to use when you're not the one rushing down.

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Thank you both much. I will have to try this next time I play the guy. faulty- I think it was mostly a lot of teleport gimmicks he was doing against me that was fucking me up, along with his insane air dash (Forgive me, I don't know anything about Chipp, so I don't know how this goes), some type of FDC crossup that just gets me every damn time. I'll make sure to keep any eye out the next time I play to list some specifics, and I'll keep what you both said in mind. Thanks again.

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Heavy Slash. We Chipps love our j.H crossups. ^_^ They're one of the main reasons Chipp's air-to-ground mixup is so lethal. Some characters' 6Ps can beat it reliably, but I dunno about Venom's, so you'll have to try it out. <3 j.H -> 236P for the safe escape on block :D

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