GGACR/Chipp Zanuff/Starter

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Key moves
Key Moves
  • f.SGGAC Chipp fS.pngGuardMidStartup6Recovery19Advantage-6 is your main poke and will beat most other characters' pokes at that range. 2SGGAC Chipp 2S.pngGuardMidStartup7Recovery11Advantage-1 is a little slower but safer to whiff and more active.
  • 2DGGAC Chipp 2D.pngGuardLowStartup9Recovery18Advantage-8 is your far range poke and knocks down but is riskier.
  • Gamma BladeGGAC Chipp 41236H.pngGuardAllStartup15Recovery29Advantage+5 and FB Gamma BladeGGAC Chipp 41236H.pngGuardAllStartup15Recovery19Advantage+15 reach very far, are advantageous on block, and work as combo starters but are dangerous to whiff.
  • 5KGGAC Chipp 5K.pngGuardMidStartup5Recovery8Advantage-3 is fast and disjointed with really low recovery, it will counter-poke many moves and serves as a closer range poke.
  • 6PGGAC Chipp 6P.pngGuardMidStartup9Recovery10Advantage-1 has ridiculous upper body invulnerability and will counter-poke many moves.
  • 5PGGAC Chipp 5P.pngGuardMidStartup4Recovery6Advantage+2, 2PGGAC Chipp 2P.pngGuardMidStartup4Recovery7Advantage+1 and c.SGGAC Chipp cS.pngGuardMidStartup4Recovery11Advantage+2 are your fastest normals and start your combos/pressure.
  • 2KGGAC Chipp 2K.pngGuardLowStartup5Recovery7Advantage-1 is Chipp's main low. It's fast and can be used in mixups to open up the opponent and start a combo.
  • j.SGGAC Chipp jS.pngGuardHigh/AirStartup9Recovery18Advantage- and j.HGGAC Chipp jH.pngGuardHigh/AirStartup8Recovery26Advantage- are your standard jump-ins.
  • j.DGGAC Chipp jD.pngGuardHigh/AirStartup6Recovery18+5 after landingAdvantage- is very fast, has a ridiculous hitbox and can knock down or start combos on counter hit. It can do it all but it's often unsafe on block.
  • TeleportsGGAC Chipp 22PKS.pngGuardStartupRecoveryTotal 25Advantage- allow Chipp to move unpredictably and have utility in combos and after knockdown.
  • 6PGGAC Chipp 6P.pngGuardMidStartup9Recovery10Advantage-1 also doubles as an amazing anti-air. It might however lose to very deep jump-ins or when the opponent is right above Chipp.
  • 2HGGAC Chipp 2H.pngGuardMidStartup7Recovery19Advantage-10 hits above but needs to be done preemptively. Leads to combos on counter hit.
  • j.PGGAC Chipp jP.pngGuardHigh/AirStartup5Recovery4Advantage- is your standard air-to-air while j.KGGAC Chipp jK.pngGuardHigh/AirStartup5Recovery8Advantage- is better for when the opponent is above you.
  • Air ThrowGGAC Chipp airThrow.pngGuard88 pixelsStartupRecoveryAdvantage- is a solid anti-air that leads to a good knockdown.
Neutral
Neutral
Use your amazing pokes and counter-pokes to dominate on the ground. When the opponent respects your space control tools and hesitates to poke at you, you can use your amazing run speed to dash in and c.SGGAC Chipp cS.pngGuardMidStartup4Recovery11Advantage+2 or throw. Alternatively, you can use your incredible air mobility or teleportsGGAC Chipp 22PKS.pngGuardStartupRecoveryTotal 25Advantage- to navigate around the opponent's tools and stay unpredictable. There are many "right" ways to play neutral with Chipp so develop your own style.
Combos
Combos
  • Use ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 after pokes like f.SGGAC Chipp fS.pngGuardMidStartup6Recovery19Advantage-6 which don't gatling to 2DGGAC Chipp 2D.pngGuardLowStartup9Recovery18Advantage-8 in order to gain advantage and start your offense. From ground hits with moves such as 5PGGAC Chipp 5P.pngGuardMidStartup4Recovery6Advantage+2, 2PGGAC Chipp 2P.pngGuardMidStartup4Recovery7Advantage+1, 6PGGAC Chipp 6P.pngGuardMidStartup9Recovery10Advantage-1, 5KGGAC Chipp 5K.pngGuardMidStartup5Recovery8Advantage-3, 2KGGAC Chipp 2K.pngGuardLowStartup5Recovery7Advantage-1 and c.SGGAC Chipp cS.pngGuardMidStartup4Recovery11Advantage+2 you can gatling into 2DGGAC Chipp 2D.pngGuardLowStartup9Recovery18Advantage-8 for a knockdown instead which is more advantageous.
  • From air hits you can jump cancel your normal and try to land a j.DGGAC Chipp jD.pngGuardHigh/AirStartup6Recovery18+5 after landingAdvantage- for a knockdown, though this can be complicated.
Chipp's higher reward combos can get very character and situation specific, but you really only need the basics to start.
Okizeme
What to do after a knockdown

Chipp's basic okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. option which works from every knockdown is his teleport safejump. Input 22H or 22D after 2DGGAC Chipp 2D.pngGuardLowStartup9Recovery18Advantage-8 recovers, or after any other knockdown, and press j.SGGAC Chipp jS.pngGuardHigh/AirStartup9Recovery18Advantage- or j.HGGAC Chipp jH.pngGuardHigh/AirStartup8Recovery26Advantage- and hold back for a reversal-safe jump-in after which you can begin pressure.

Pressure
How to open up a blocking opponent
Chipp's pressure To attack the opponent continuously and leave little room for counter attacks. usually relies on mixups between strike and throw. His best pressure starter is usually c.SGGAC Chipp cS.pngGuardMidStartup4Recovery11Advantage+2, which is advantageous and fast enough to frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. into itself. c.SGGAC Chipp cS.pngGuardMidStartup4Recovery11Advantage+2 > c.SGGAC Chipp cS.pngGuardMidStartup4Recovery11Advantage+2 will beat almost any normal your opponent presses. If they keep blocking, a tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. after the first c.SGGAC Chipp cS.pngGuardMidStartup4Recovery11Advantage+2 will open them up instead. A ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 on block or hit will allow for similar but less potent mixups from further, including after being pushed away after a blocked frame trap. Be wary of invincible reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. moves, since they beat both frame traps and throws you will need to bait them by blocking.
Defense
Defense
Chipp's best normal for mashing out of the opponent's offense is 2PGGAC Chipp 2P.pngGuardMidStartup4Recovery7Advantage+1 due to its speed and reliability. For smaller gaps, use Beta BladeGGAC Chipp 623S.pngGuardMidStartup5Recovery17+10 after landingAdvantage-35 or FB Beta BladeGGAC Chipp 623S.pngGuardAllStartup4Recovery30+5 after landingAdvantage-28, which are both invincible. If they whiff or get blocked, however, they are very punishable, so be careful. Just like other characters, throw is a great option on defense, though it's less reliable for Chipp due to its shorter range. 6PGGAC Chipp 6P.pngGuardMidStartup9Recovery10Advantage-1 has great upper body invulnerability from the moment of startup so it can also beat certain higher hitting tools the opponent can use in pressure or as okizeme.