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bizarro

Dizzy vs Chipp

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Could someone please post info on this match-up? Dizzy is horrible at handling Chipp's rushdown and I am even more horrible at responding to it. Anyone have suggestions for turning this tide in Dizzy's favor; I try to set up stuff and next thing I know he's all over me :mad:

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Dizzy - most of your normals rape her. you can abuse 5HS, 6p, 5p, 5k, 2s, 2hs in most situations, 5hs, 5p and 2hs especially as anti air. - dizzy cannot use her frametraps against chipp, period. all frametraps she has are too slow and either trade or get beaten by your fastest moves (2p,s©, and even 5k depending on distance). - dizzy needs to play a runaway game so she can find time to setup fishes etc. chipp's movement makes this incredibly hard for her (alpha on reaction for example, and teleports of course) - she needs to take risks because of this, which is to our advantage. - does not have a safe (no-tension) reversal. I took this from the chipp boards, let me tell you i've played a few chipps and there rigth on the money. All his normals are very fast you you have to play a very specific runaway game with him and fish for a knock down(pun not intended). Once you knockhim donw then you can start summoning stuf unfortuantly his normals are so fast he can quickly poke your fish out so be ready to CH 2HS and take 3/4 of his life for being stupid. The one normal that can sometimes win is FS unfortunatly tha always loses to 2D but i can beat his 2S at max range. Other than that dont try to beat him in the ground, you can however beat him in the air if you establish a J.HS early you can score a counter hit wich can net you a combo and a knockdown very important. As i play more Chipp players i will let you know what i discover of the macthup.

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A player in my group has just started playing Chipp; he's not 100% with him yet but he gets the basics. Here's my assessment so far. Bait the teleports. If you can tell that he's about to appear in front of you, use 2S and air combo. Watch out for Alpha Blade crossup. When blocking, FD to create space. The spear summon is very helpful against his IADs, combined with 2 backdashes from you to bait and punish him. Set up bubbles when you can. And for the love of all that is holy DO NOT meaty him with a poke, lest you find yourself with his wakeup Maximum Spider. As I get better with Dizzy and he gets better with Chipp I'll chip in more (pun intended).

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Cool, that would be much appreciated. I'm no newb to fighters but just started this game recently and would like to be at least decent to comptete in a casual tournament coming up soon in my area. A close friend of mine uses Chipp and luckily doesn't know anything beyond basic combos and supers but still gives me trouble. I think the problem is I stood my ground and didn't run away enough/properly. I'll try this next time. Looking foward to you guys posts.

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@Gonzales: can u elaborate about specific Runaway games? :) ... as i playing tons of Chip Match up, it's much more easier if i stand still and he is going all over me (buffer the air pike) and abusing her throw range as much as i can... what i get in my match up is Air to Air most of the time it's a bad idea, as he jumps higher than yours, your best bet is well spaced j.s which would clashed with j.hs and loose to his j.d, bubble still good thought (if u didn't got @bladed) Air to Ground his 6hs has a huge ass hit box his 6p and 5p also gives a good coverage, fd bait a lot, let your summon do the job and follow up with cross up/hi-lo/tick throw/whatever games u got in your sleeves Anti Air if he is normal jump, don't ... if he's air dashing, Imperial Ray

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Just a small tidbit to add - the chipp I play against has a tendency to do a simple tactic of triple jumping above me to do overheads and starting pressure. What I stupidly didn't realize before is that since he's triple jumped, he's used all his air options and can no longer air dash. Just dash to the other side of the screen and set up shit.

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Reporting on my experience with my Chipp player today. There was some trouble, but I pulled through quite well. Agree with the comment above, you have to run away and practice good defense should Chipp catch up to you. The thing I had a problem with is you must swallow your pride and be patient. After getting a good distance, I zoned with dp+S and K, giving me enough time to access the situation and set up fishes. HS, K combination worked well for pressure and and a variety of combinations plus S worked whenever Chipp tried to take to the skies. Bubbles were a must for this confrontation. Also, I needed to remember not to get careless to get hit by his supers - they do a TON of damage, especially if they're not comboed. They are, however, very punishable after block/whiff.

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H-fish and P-fish isn't that great against Chipp unless it's for oki. :(

I didn't use P fish. And yes, I only used H fish when I had the advantage. Used variations of S fish when the situation was neutral.

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the only time Dizzy had advantage on Chip is when he's got knocked down... so yea :v: ... on my experience all type of Laser Fish is useless in neutral, as he moves to fast and can teleport his way out of it, i like P/K fish variation, the idea is to always give her the protection she need in melee or just be annoying with it to score ch and Janzei Roga... ;D the only time i ever see this one is as a mix up and painfull anti air (if she got the fish out during the start of it, blocking this moves will be an ass)

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I disagree with all types of laser fish being useless on neutral. The HS type, yeah, kinda. But like I said, having a S variation for air control can work wonders when the Chipp plans to take to the skies. And as I noted before the Chipp player I have tends to triple jump A LOT.

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A good chipp player can easily punish fish summons on reaction no matter where he is on the screen. Fish at neutral are a big no-no

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A good chipp player can easily punish fish summons on reaction no matter where he is on the screen. Fish at neutral are a big no-no

Heh, I wouldn't exactly call him a 'good' chipp player - does simple stuff like triple jump to advance towards me, leaving his air options used up, doesn't know bnb combos, doesn't know good knowledge of normals, bull rushes me instead of a focused rushdown, spams supers when he gets low from across the screen. :sad: He's still a step above the scrubs at my college.

Someone please! Come play GG with me over in Dalton, GA! I need some decent competition:cry: !

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