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Amadeous

Jam v. Chipp (GGACR)

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5-5?, Even Personal opinion is slightly in Jam's favor, it's arguable.:

Overall:

Chipp's movement is incomparable to anyone else in Guilty Gear. His normals are all very strong as well, being able to go toe-to-toe even with Jam's great buttons. However, Jam's still fast enough to keep up with Chipp and can control the space she needs to very well. Chipp still suffers from having a glass jaw, and Jam's high damage output makes him even more fragile. A smart Chipp can make this matchup hell for Jam, and even Jam's parry can't be used much against Chipp's amazing mixup.

Opener:

Chipp is one of those characters that dash 2S is unreliable on. His buttons are very strong and his movement means he can get away; his backdash is also a great option against Jam rushing in and striking. As always, IABD jD is a safe option to make some space. This is a tough opener, and whoever gets the momentum gets a huge advantage in the match, so do your best to make it count. IADing at him and using jS will stop most of his options, apart from him starting with jK as the match starts.

Neutral:

Chipp's movement outstrip's Jam's, but not by much. Her ground speed is comparable to his, and her air movement can match his, excluding his option of the triple jump. Using jS liberally in this matchup can also stop Chipp's air movement, as it is one of the few moves that can put Chipp's jD in check. Playing the ground game is more involved, naturally. His 6P can stop Jam's fS in its tracks, and his 2D is an amazing tool to punish anything Jam whiffs. Both characters play just outside of the other's range and wait for the other to mess up, but Chipp's speed gives him a slight advantage. Jam's 2S can give Chipp troubles, but generally that means she has to get a bit closer than he does.

Offense:

Chipp's main defensive option is Beta Blade, his great DP that is nearly unpunishable when done in the air. Otherwise, a Chipp player will need a great defense in general because Chipp himself doesn't. One good hit will easily tear Chipp apart, so be sure with your hitconfirming and make every hit count! A good Chipp is very hard to lock down as well, so be ready to play tag a lot and run very tight pressure to not give him a chance to retreat. Staggering with fS and such will not give him a chance to jump out, but it will give him a chance to DP, so be careful!

Defense:

In ACR, Chipp's offense is simply terrifying. His amazing mixup and okizeme puts you in a very scary guessing situation. While his basic mixup of high/throw/low is strong, once he has knockdown he is able to use jH and make it very hard for Jam to parry on wakeup against him. His pressure strings use a lot of cS and the first hit of his rekka: while it is parryable, Chipp's pressure is also full of lows and varied timing on followups, so it is risky to do so. Watching for attempts at overheads and punishing them is key. In this matchup, a good defense is your good offense. Not letting Chipp get momentum will give you a much better chance.

Other Notes:

Empty.

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