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Kasou

Ninja chipp pressure guide!!!!

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Chipp Pressure

Can't believe i have to rewrite this but oh wellz... Um and yea please feel free to write your own pressure tactics so we can learn from each other.

In general, Chipp's pressure is based around his fast pokes and quick recovery. Unlike other characters he doesn't have any special cancels or projectiles to pressure. However what you do get is speed and an insane rush down that could kill any opponent who has lost their mental cool. And trust me, against chipp, they usually will.

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S© pressure: You pressure with this extreme fast normal which has +2 advantage on block. You usually start of with dash in 2k, s©. Then you wait till you recover and then:

1) s© again (continue to other options)

2) 5k into rekka pressure

3) 2k, s© into 6k or 2d then rekka (if you are close)

4) s©, rekka pressure (if you are close)

5) dash in s© (restarts)

6) gamma blade

7) jump in attack (baits dps and fast pokes.. like dizzy's 2hs against your 5k)

8) wait for them to jump out and air throw.

effectiveness: This tactic is actually very very strong. If you are close to the opponent your s© pretty much kills everything they will have (apart from dp). If you are further away you, your 5k will snuff out again most attacks or both of you will wiff. THe best thing about it, is that you can follow this up to rekka pressure as well. If you put these two together you can lock down an opponent for a good long time until they crack. The only thing is, you have to remain cool. IF it's not working out and you're getting out poke'd change it up. Do nothing. NOthing is also a strategy. Wait for them to jump. If you can do beta blade frc good, you can always chase them down.

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Rekka Pressure: You pressure with this attack (236s, the first one) which has -1 on block. Because of chipp's insane speed, -1 is still very very very good. Now here are your options:

If you are close:

1) s© pressure

2) s© into rekka mid/far pressure

3)2k, into whatever

4) rekka followups... (not the best option but what the hell, they work)

5) jump

if you are mid/far:

1) 5k into rekka (i know it doesn't combo but who cares)

2) gamma blade

3) delay rekka followup

4) dash in throw

5) 2d

6) iad

7) wait, then 22k, throw

8) FIND ME!

effectiveness: Just as effective as s©. As you can see with the options you can do a bloody lot with chipp's pressure. ANd to add to it, with tension you can increase your pressure length by rc'ing your rekka low followup. If you crack them during pressure, Chipp will do enormous damage. But again remember, you have to keep a cool head, and sometimes even allow the opponent to jump away so you can punish with deadly anti airs.

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Corner Pressure: Pretty much once you've got them into the corner, you can jump freely at them, and you also got the added option of 6hs to catch them jumping out, which is sweet as. On top of it, you can space yourself really well for a 6p anti air. There isn't much to say here, but you should definately use your 6hs on them when you've got them cornered. BUmps up heaps of block meter, and GOOD reward if you hit with it. TOp tier strat against abba, and ppl with slow jumps.

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