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VR-Raiden

[Xrd] Sol Badguy vs. Chipp Zanuff

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  • Use this thread to discuss the Chipp Zanuff matchup.
  • If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.
  • Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.
  • This post will be updated to collect useful info over time.

 

Round Start:
  • ...

 

 

Neutral:
  • ...

 

 

Offense:
  • Wake-up timing: 58f face-up, 52f face-down.
  • Safejump Option-Selects: OS 4c.S, 4HS hit backdash and are safe to DP. 6P hits backdash but is not safe to DP.
  • All fuzzy guards fail.
  •  

 

 

Defense:
  • Overheads:

 

 

Punishes:
  • Dust: nothing on block or IB.
  • Dead Angle Attack: c.S/f.S/2D on block. Can be low profiled with 2D, whiff punish with 5K (requires you do to them simultaneously) or throw. Can be low profiled with GV (only mentioning because it's more lenient with timing).

 

 

Combo Notes:
  • 2K > 6P must hit slightly closer than usual to combo on stand hit.
  • When using Fafnir in dustloops, if deep in corner you must delay the maximum amounts possible in the combo, otherwise Fafnir whiffs.

 

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Pretty much never a good idea to throw GF out anywhere in this match without YRC. He will IAD CH j.D your face in. Not to mention he can avoid it so easily with his mobility.

Pick your times to press buttons very carefully. He's really good at whiff punishing you for stuff you throw out.

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GF can catch Alpha Blade if you're really sure he's going to do it, but, yeah, it should be used very sparingly without YRC.

 

Sol's j.H is a great move for controlling space in this match. It can really mess with teleports. My main normals in neutral in this game are j.P, j.H, and 2S.

 

Also, when you get cornered, be careful about trying to sweep under his moves. It's not hard for him to out-range Sol's 2D, as his own 2D hits from farther away and is pretty fast.

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5K easily punishes the overhead kick without IB, if you're quick enough you can even get counter hit sweep and start the CH 2D>GF route for more damage and carry. 

If you can get some hard reads on the opponent, Riot Stomp can be useful. Of course it carries all the usual risks, but it's great at countering run-in attacks and punishing teleport abuse. 

As far as responding to teleport>j.HS pressure, the safest bet from my experience is Blitz Shield - 6P is not reliable enough against j.HS, and it's hard to input VV every time considering how he can change directions. 

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As if Chipp wasn't slippery enough, this problem is highly noticeable on him. From long range hits, he tends to get pushed out of range for your next attack very easily. So things like far f.S > 5HS or far 2K > 2D/6P are not lenient with spacing. Keep in mind for confirms because whiffing those pretty much kills your momentum.

A somewhat useful OS against his oki in certain situations: 623/421S+HS will give crouch FD one way and SVV the other. It's not that great since it will lose to highs if it's on the FD side, but it can still cover multiple options at once in his side swapping oki. Probably better against his corner stuff. Maybe you can 623S+HS6 or 421S+HS4 to block high too but I haven't tested that much yet. If you mess up you get GV which is bad.

Also, 2D > BR that is too far for BR first hit to connect will hit him OTG with the 2nd hit. This is bad because he then gets to air tech away. Only BR if you know 1st hit will reach. This happens on him and Faust.

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His 2S does stagger on CH now, be aware of that. It is very short but you can prevent getting combo'd easier if you're ready.

 

Rapid punch super is CH 2HS on block, or FD him out then wait til the end > CH 6HS.

Zansei Rouga is a dash CH 6HS after he lands.

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