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;Strengths | ;Strengths | ||
: | :Easily the fastest character in the game, in both mobility and frame data<br/> | ||
: | :Only character with a triple jump<br/> | ||
: | :Teleport YRCs allow for punishes almost anywhere on screen<br/> | ||
: | :Possible to adapt both runaway and rushdown styles of play if necessary<br/> | ||
;Weaknesses | ;Weaknesses | ||
: | :Paper-thin defense, takes the most damage in the game<br/> | ||
: | :Scoring a knockdown usually needs combos with specific conditions (close-range or crouch-hit)<br/> | ||
: | :Ground mixups somewhat lacking, overheads are sub-par<br/> | ||
<br clear=all/> | <br clear=all/> |
Revision as of 08:39, 29 May 2015
Chipp Zanuff |
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Defense Modifier: x1.30 Guts Rating: 5 Stun Resistance: 50 Jump Startup: 3F Backdash Time: 21F Backdash Invincibility: 1-9F
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Overview
Placeholder
- Strengths
- Easily the fastest character in the game, in both mobility and frame data
- Only character with a triple jump
- Teleport YRCs allow for punishes almost anywhere on screen
- Possible to adapt both runaway and rushdown styles of play if necessary
- Weaknesses
- Paper-thin defense, takes the most damage in the game
- Scoring a knockdown usually needs combos with specific conditions (close-range or crouch-hit)
- Ground mixups somewhat lacking, overheads are sub-par
Move List
Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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6P
6P |
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6K
6K |
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6H
6H |
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j.2K
j.2K |
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2D
2D |
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5D
5D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Special Moves
Alpha Blade
Alpha Blade 236P (air OK) |
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Beta Blade
Beta Blade 623S (air OK) |
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Gamma Blade
Gamma Blade 41236H |
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Tsuyoshishiki Meisei
Tsuyoshishiki Meisei 214K |
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Tsuyoshishiki Ten'i
Tsuyoshishiki Ten'i 22P/K/S/H |
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Genrouzan
Genrouzan 63214S |
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Resshou
Resshou 236S |
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Rokusai
Rokusai Resshou > 236S |
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Senshuu
Senshuu Resshou > 236K Rokusai > 236K |
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Shinkirou
Shinkirou 623H |
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Shuriken
Shuriken j.214P |
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Wall Cling
Wall Cling Near Wall > 64 |
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Overdrives
Zansei Rouga
Zansei Rouga 632146H |
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Ryuu Yanagi
Ryuu Yanagi j.214214K |
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Banki Mesai
Banki Mesai 236236K |
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Instant Kill
Raisetsudan in IK mode: 236236H |
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Strategy
General Tactics
- use dash, FD brake a lot. you can bait whiff normals with it or fake out your dash-ins -> punish afterwards or dash again to close the gap or take it to the air from there
- use running jump from far away, then simply airdash back to make them nervous / cautious / impatient. as an alternative, use running jump, then FDC, and while you drop decide what you want to do (airdash back, double jump, airdash foward etc)
- abuse 22K YRC > if they jump airgrab, if they stand, dash up, start pressure (throw them if they are afraid)
- use 22H against opponents that can't easily option select anti air it and you are confident they don't have time / will not react in time to air throw you. "option select" anti air simply means stuff like crouching anti airs or anti airs that do not need a directional input, such as axl's 2S or venom's close S can be problematic because they do not have to react to the side you appear on)
- use invisibilty whenever you feel the need to / whenever you can
- be patient. this doesn't mean that you should always let your opponent come to you, since our 6P has been nerfed so hard, but just try and pick the spots when you attack carefully.
- j.HS is your jump-in of choice, mostly out of a running jump as a crossup, after several jumps or after an air dash that is not a "simple" instant air dash and therefore predictable. use j.HS except if you expect them to anti-air you or airgrab you early, in which case you need to use a risky, early j.D.
- a risky but useful way to close the gap is instant airdash > j.K,K,S,HS(2), land > continue combo or pressure. it's risky because you simply land if your first j.K whiffs, and it will only connect on standing opponents.
- wall cling -> wait can be a viable option when you are cornered, simply because you have a variety of options and opponents very often like to jump to reach you, in which case you have time to escape with 9-jump, 6- jump or do whatever.
Tips and Tricks
Faultless Defense Cancel
To immediately stop your momentum in air and fall directly downwards, even if you dash-jumped, you need to cancel j.2K (the drill kick) during its startup into faultless defense (shield-block).
The input is as follows: hold "1" during jumping (to block as well as to trigger the drill kick), push and hold K and immediately slide to another button (for example S).
In other words: j.1[K]~[S]
Combos
[dustloop combo thread]
dashing 2K > S(c) > 6P > S(c) > 2D: a useful combo / blockstring to know, since it leads into knockdown. The string can be broken intentionally at various places, for example after c.S, since c.S gives +2 on block and you can continue your pressure at this point. The 2D at the end can be cancelled into 236P, 22P, 22K or 22HS in case the whole string has been blocked, which will enable you to continue your pressure.
dashing 2K > c.S > 2D > 236S > link 5P (jump install) > 2HS > 22S > link j.K,S, dj.K,K,K,S, tj.S,HS, beta blade: an example combo after a very close 2D > 236S that uses jump install - push UP during the 5P, then immediately DOWN for the 2HS before chipp jumps, this way you will be able to jump after the 22S teleport. If the air combo whiffs for you after the dj.K,K,K part, adjust the hits accordingly.
Close to corner dashing 2K > c.S > 6P > 2D > 236S > 623HS > link j.D,j.236P > immediately wall cling (46) > P (wall alpha): a good corner combo you should know. This leads into 22HS > wall cling okizeme and can loop into itself. 623HS > j.D and j.D > alpha will only combo if the hit counter doesn't go higher than 7 or 8, so try to keep the number of hits before these break points as low as possible.
dashing S(f) > HS > 236S > 236S > Roman Cancel > dash up > S(c) > 6P > S(c) > 6P > 2D: an easy way to corner carry and extend an S(f) hit, which you will get a lot during ground zoning, into knockdown for 50 % tension.
Gamma Blade, dash up, S > HS > j.P,P,K(2),D: example for an easy knockdown combo. The trick is to get your opponent in relation to yourself to a height where both hits of j.K will hit him. If this combo whiffs for whatever reason, adjust the number of j.P hits. Against Faust, connecting S(c) > HS after gamma is impossible, use S(c) > S(f) instead.
Dust > hold 9, j.D,D,D,S, release 9, dj.S, tj.S,HS(2), beta blade: example dust combo.