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4r5

[AC] Johnny vs Chipp

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CHIPP MATCHUP INFORMATION

Poking Game

More to come!...? You can help!

Strategy

More to come!...? You can help!

Specific Punishes

More to come!...? You can help!

Setups/baits

More to come!...? You can help!

Knowledge

Chipp's Air Movement

Knowing how Chipp moves is important in planning your own movements.

                     ┌ TripleJump
       ┌ DoubleJump ─┤
       │             └ WallDive
       │
       │          ┌ DoubleJump
Jump  ─┼ AirDash ─┤
       │          └ WallDive
       │
       └ WallDive ── AirDash



SuperJump ── AirDash

More to come!...? You can help!

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Chipp teleport to get in on JO which put JO on disadvantage as his normals outpokes and out prioritize ur moves. would u guys say this matchup as 6-4? i find i spent a lot of time just sitting there blocking thru strings and eating occasional dust/command throws. Is there anything JO can do to beat the J.hs beside pre-empted upper finer as it is the main method of entry from the local chipp player. beside doing 1-frame jump during pressure strings at anytime during a corner block string if i spot a teleport i try dashing through it...it has worked fairly well for me. if it happens to be the teleport that put chipp in the air in front or behind JO then JO basically dashed right out of pressure. start round move...wait ? besides 5k/2p i cant think of any other normal that can beat what chipp throw out in the beginning of the round

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I can't say I'm too familiar with this matchup, but I have fought a Chipp or two in my time. I guess with that said: Yeah, Chipp's speed and maneuverability is a problem. I almost feel as though trying to engage Chipp is a hopeless endeavorer. I, instead, focus my energies on maintaining a position that is difficult to approach. If the Chipp player is any smart, he'll start the round running away, before you can get a chance to hold him down. You just kinda have to give it to him, you aren't going to catch him; it's his thing. Once he's out of your grasp, you just have to sit tight and wait for him to come back. I find the teleports to be the best point to reverse the situation in your favor. He's restraining his movement while putting himself right where you can hit him. Aside from the FRC'able teleports, I think they are fairly easy to react to. Or at the very least, you can guess and make a well calculated maneuver. Like, as you have already found, a timed forward dash, to the startup of his teleport, can get you out of harm's way and sometimes with enough time to counter attack. Though, you run in to trouble if he does the teleport that puts him in front of you. I've also found iad'ing backwards with a j.S or j.HS to be useful, if you really want to put your balls to the wall, you can throw out an Ensenga too. But like with dashing forward, no one maneuver will cover all your bases, you might be hurting if he does the teleport that puts him on the ground behind you. His FRC air teleports on the other hand, you just have to guess. j.HS? If I wasn't going to block it, then I would just 6P it. I've seen it clash too many times with HMF to bother. Getting a coin on Chipp is hard enough. A level 2 Mist Finer has the potential to kill Chipp. And seeing that potential disappear in a clash is too depressing. pressure? Chipp really has alot of options going for him. 2HS is about all Johnny has to keep him in check. But you got to be really careful with it. Chipp has alot of ways to bait out a 2HS and hurt you for it, but it's those 2HS baits that give you the openings you need to get out. I don't feel that I've fought a really good Chipp player who understands the matchup, yet. So I might be wrong about some of this stuff. But one thing I do know is that killing Chipp in one combo is very real. And I'm sure all Chipp players live in fear of that one little mistake that gives their opponent that one combo that does them in.

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j.HS? If I wasn't going to block it, then I would just 6P it. I've seen it clash too many times with HMF to bother. Getting a coin on Chipp is hard enough. A level 2 Mist Finer has the potential to kill Chipp. And seeing that potential disappear in a clash is too depressing.

Just to correct here, 6Ping Chipp is pretty much useless. If 6P doesn't clash with j.H, 6P loses. At least in my experience it almost never wins unless you time it frame perfect which just isn't worth the risk against Chipp. If 6P clashes his second hit is too fast for you to do anything but block anyways. Doing anything but early MF Upper LV1 is pretty much pointless against Chipp. The idea would be to get him to land in a position where you can stop him from jumping all over the place. Trying to fight him in the air or anti-air him is almost pointless outside of MF Uppers during frametraps and whatnot.

pressure? Chipp really has alot of options going for him. 2HS is about all Johnny has to keep him in check. But you got to be really careful with it. Chipp has alot of ways to bait out a 2HS and hurt you for it, but it's those 2HS baits that give you the openings you need to get out.

Agreed. It might work really well for a while, but a blocked one is a free CH pretty much. Then again if you have 50% tension saved you can do some pretty serious damage to Chipp and if you repeatedly 2H him or reversal OD or something you can make him a little more cautious about going crazy with his extended strings.

I don't feel that I've fought a really good Chipp player who understands the matchup, yet. So I might be wrong about some of this stuff. But one thing I do know is that killing Chipp in one combo is very real. And I'm sure all Chipp players live in fear of that one little mistake that gives their opponent that one combo that does them in.

Nah most of that was right, though I don't think Johnny can 1 KO Chipp in AC very well. Generally takes 2-3 hits landed depending on if he bursts well and whatnot. It's hard to get Chipp to stand in place let alone build his guard meter when it's so easy for him to take to the air and GTFO of whatever you're doing, or reversal FRC etc.

Chipp just owns your shit with his normals pretty much everywhere, so like 4r5 said you kinda need to lay back and make him come to you. You're not gonna catch a good Chipp, simple as that, and he'll beat you up pretty badly for trying.

Build some tension via walking and wait for him to do something. Dodge with forward and back dashes until you get into a decent situation. Don't be afraid to just BLOCK Chipp, this is absolutely key. There are going to be many situations where your best option is to block him and punish his next move.

Throwing out random pokes is useless, he will just kick your ass for doing it. Don't expect to hit with the majority of normals you toss out. MF Upper is decent anti-air but you should hold FD block every time you attempt it incase of a clash. The match is notoriously difficult to play because you HAVE to capitalize ALL of your hits and play a waiting game. Chipp controls the pace of the match completely, but that's kinda the key...Chipp can't fuck up his pace either or you punish him big time for it. He can't screw up or get predicted or he's going to get nailed.

Even with how annoying it is to play, it's 6-4 at worst. There are times when you just won't catch a break and Chipp will just run all over you and make you feel like a scrub. It happens, and you might get the sense that the match is hopeless in that sense but it's really not, you just have to play it a lot different than most of Johnny's other matches.

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so i was playing the local chipp and he does something like dash in c.s x n on oki... i know it seems silly but i cant seem to do anything except fd/block/daa as he recovers fast enough to 2d me if i try something. can anything be done to somehow reversal him?

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Yeah, c.S is annoying. It's +2 on block, and just -1 on IB. So even on IB, your fastest move runs even with a followup c.S. Though it may not be a bad idea to trade with a 2HS. FDing the c.S will eventually force him to start doing running c.S's and loosen up the gaps. You can backdash or super the c.S, or throw him, or whatever else. It's all really just a big mindgame. You're both trying to think what the other will do next and counter that, or counter their counter. But if all he's doing is just another c.S or a 2D, then, shrug, block? c.S-2D is actually kinda tricky in and of itself. He can gatling right in to 2D, such that there is no gap in the blockstun. Or he can gatling late in to 2D, to produce a frametrap. You can backdash the 2D, if he tries to lay it on you late. Blocking the 2D, will end the whole thing, either way.

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so today i was bored and i figured i'd try that combo i posted in this thread on chipp just to see if it worked.

it worked. and it does 296 damage :v:

now i've always had a hard time just getting of level 2's against chipp, but holy shit, i'm amazed that you can even do that much damage off of one combo.

maybe if someone here were to replace the standard enkasu setup with a kj frc 13 hit it might even be a combo that kills him at full health (not going to bother trying that on a dualshock since my stick's coming tomorrow anyways).

just thought i'd thow that out there.

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snizzle

Oh man. I have no idea why I'm in this forum but your avatar! I just got it! It took me way too long but I definitely LOL'd quite heartily.

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Oh man. I have no idea why I'm in this forum but your avatar! I just got it! It took me way too long but I definitely LOL'd quite heartily.

i got it the second i saw it.

i fucking love combos.

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