GGACR/Chipp Zanuff/Strategy

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 Chipp Zanuff



General Tactics

The first 3 are generally low risk, some of the safest ways you try to land a hit and I will go into more risky/tricker ways of landing a hit or throw.

Whiff punishing/sweeping with 2d - your best low poke with good distance, it is exceptionally good at hitting the recovery of other medium to far range normals while still being relatively safe to throw out, hitting this is can be crucial to starting your fdc mixups and other oki setups so it is a fundamental way to approach offensively. You can use dashing momentum to catch your opponent off guard or a dash then FD Brake to bait them into throwing a out an attack that whiffs are two ways it can be used effectively.

General example of whiff punishing with chipp 2D

Gamma blade/FB gamma blade zoning - projectile that's great for catching other pokes recovery/going through other projectiles or hitting your opponent off guard as they approach you especially with FB gamma blades range, also plus on block, be wary of being too obvious as it has a long recovery and is very punishable on whiff, you generally want to use this near its maximum range or on the opponents wake up to start a safe approach of offense.

Gamma blade persists through projectiles, note it only takes away one hit of multi-hit projectiles like CSE.

Poking with f.s/2s - your best medium range pokes that have the speed and hitboxes to compete with most other pokes in the game and can lead into rekka, rokusai RC combos, TP FRC pressure, in some rare cases bankai messi overdrive. Choosing between which one is very matchup and situation dependent, added with chipps running speed they are really great at interrupting, note that f.s is -6 on block so it's advisable to gatling it into either 2s/5hs or cancel into rekka to make it safer on block. Same idea with 2d is you want to using dashing momentum to make the pokes have an extended reach to them.

Medium and higher Risk tactics

6HS / 2HS / 5HS - These are your big counter hit combo starters, they have longer start up so they are susceptible to getting interrupted, so it's advised to use them as a hard read on a normal/move you think your opponent is going to throw out or to catch them jumping / air dashing in on you. In various matchups or scenarios you will find which of these has better risk/reward and contends with the oponnents moves better, for example against May 2hs is preferred over 6hs due to being able to CH a dolphin and/or a jumping attack at the same time whereas against Testament 5HS is fast enough and has the right hitbox to counter alot of his normals and special moves more reliably.

Instant air dashing in neutral or from a run - this one carries some more risk then the other ways as depending on who/what you're fighting against you can be hard counter'ed by a well placed 6p or anti-air/air throw, and even mid start up if they throw out an aerial move first but you do get more reward if you are successful on hit for a combo or they block allowing for close range pressure and offense. For example, a well timed air dash j.D can Counter Hit a sol gunflame from very far leading into combo conversion and very advantagous spot, but if blocked can be thrown landing recovery. You can use meter such as air alpha frc or fast shuriken to try and extend pressure or make air dashing offense safer on block as well. While J.D / J.HS / and j.k all have various good uses attacking from an air dash. The normal and/or air strings to use is also highly situational and match up dependent.

Using teleports in neutral - Chipp's teleport can be used as a mind game itself in neutral due to the having the same start up animation but 5 different positions you can choose to be at. This is not a direct way of landing a hit or throw but can be used to setup and/or get your opponent to whiff and attack or jump and be put in a vulnerable spot that you can take advantage even to get positional advantage. An example of this is a opponent who can reacts to D/HS teleports with a jump air throw attempt, a 6p or some kind of anti air, you can use either S/K/ or P teleport as a way to bait out a reaction while being relative safe depending on what move you think they might react with.

Using fdc j.hs after a double jump - This can be an effective way to get around zoner characters such as Testament, Dizzy, Zappa, Venom, Bridget, Justice and match-ups where the opponent doesn't have a reliable auto-correcting anti-air that beats J.hs's evasive hitbox. Note that if you cross over their hitbox during the double jump, you need to switch your fdc input to the side you're on. This tactic requires a good sense of positioning and momentum to make it ambiguous as you can. Similar to May's j.2Hs if your opponent is ready they can counter with a jump IB and air throw so it's advised to use this sparingly.

Blockstrings

Okizeme

Teleport Safejump Oki

One of the easiest and most universal setups for Chipp, 22H/22D safejumps into j.H or j.S work off of almost every knockdown. Notably, this is easily doable against most characters off of a 2D knockdown, regardless of their GGACR/Frame_Data#Wakeup_Time wakeup timing., simply input 22H or 22D after the 2D recovers. Against those with faster face-down wakeups, this should be done immediately, while against the slowest ones you should delay the teleport. This oki can be used for other knockdown situations, but its reliability comes at the cost of lower mixup opportunities, so learning better options is important.

Example:

If Sol uses his Volcanic Viper, Chipp will block it, and if he doesn't, Chipp can begin his pressure. If the opponent is aware of this, they will react and block the setup, however.

Understanding j.2K Faultless Defense Cancel

Chipp's j.2K, while otherwise not commonly used, has a semi-unique property. It slows his horizontal momentum in the first few startup frames, and those frames can be cancelled into a Faultless Defense (FD). This allows Chipp to stop or slow down his horizontal momentum during a jump, which is particularly useful for okizeme, among other things.

Example:

Inputting j.2K FDC can be tricky at first, but can be done very consistently with practice. The trick is to hold 1 instead of 2 in order to input j.2K and the FD without having to switch directional inputs, after which you press and hold K then immediately another button a frame or two after to trigger the FD, all while airborne. 1[K]~X in the air is the input, with X being any button other than Dust. Using P is not recommended, however, since it allows for accidental j.214P inputs, which can be very punishable.

Basic j.2K FDC Okizeme

The simple FDC Oki, which is important to learn for new Chipp players is the dash neutral jump ambiguous left-right mixup, as shown below.

This is done by inputting 668 to do a dash neutral jump, then halting your momentum with a j.2K FDC above the opponent's head. This allows you to land on the opponent with a jumping normal (usually j.H or j.S), which can act as both a safejump and a potential left-right mixup.

By delaying the j.2K FDC a bit, Chipp can appear on the other side of the opponent, crossing them up. This is hard to distinguish from the regular version.

Not every knockdown will lead to this oki, as Chipp will have to be close and have enough time to execute it. Even close 2D knockdowns are hard or impossible to convert into j.2K FDC oki which safejumps against characters with fast face-down wakeups. If given enough time, good opponents will punish it by air throwing your jumping normal, so learning when it won't work and experimenting with other options is important. That being said this is still one of the most important oki setups to learn for new players, and it remains one of Chipp's staples in high-level.

If done right, FDC oki can safejump many characters' reversals, leading to a punish.

Tips and Tricks

Instant Air Alpha

Instant Air Alpha is an essential technique to learn with Chipp. The easiest way to do this is 2369P, and when done perfectly Chipp will often appear to be barely off the ground. The primary advantage of Instant Air (or TK) Alpha blade is the increased untech time allowing for knockdowns anywhere on screen, as well as an FRC point just as the attack connects. In addition, performing 2369PS makes executing this technique safer. In case you are too early with your timing and are still on the ground 236S will come out instead and leave you plus on hit and barely negative on block.

When performed directly off the ground TK Alpha will look very similar to grounded alpha, but with additional untech time and an FRC point just as the attack connects

Fighting Chipp

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