< GGACR | Chipp Zanuff
Key Moves
- f.SGuardMidStartup6Recovery19Advantage-6 is your main poke and will beat most other characters' pokes at that range. 2SGuardMidStartup7Recovery11Advantage-1 is a little slower but safer to whiff and more active.
- 2DGuardLowStartup9Recovery18Advantage-8 is your far range poke and knocks down but is riskier.
- Gamma BladeGuardAllStartup15Recovery29Advantage+5 and FB Gamma BladeGuardAllStartup15Recovery19Advantage+15 reach very far, are advantageous on block, and work as combo starters but are dangerous to whiff.
- 5KGuardMidStartup5Recovery8Advantage-3 is fast and disjointed with really low recovery, it will counter-poke many moves and serves as a closer range poke.
- 6PGuardMidStartup9Recovery10Advantage-1 has ridiculous upper body invulnerability and will counter-poke many moves.
- 5PGuardMidStartup4Recovery6Advantage+2, 2PGuardMidStartup4Recovery7Advantage+1 and c.SGuardMidStartup4Recovery11Advantage+2 are your fastest normals and start your combos/pressure.
- 2KGuardLowStartup5Recovery7Advantage-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.SGuardHigh/AirStartup9Recovery18Advantage- and j.HGuardHigh/AirStartup8Recovery26Advantage- are your standard jump-ins.
- j.DGuardHigh/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.
- TeleportsGuardStartupRecoveryTotal 25Advantage- allow Chipp to move unpredictably and have utility in combos and after knockdown.
- 6PGuardMidStartup9Recovery10Advantage-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.
- 2HGuardMidStartup7Recovery19Advantage-10 hits above but needs to be done preemptively. Leads to combos on counter hit.
- j.PGuardHigh/AirStartup5Recovery4Advantage- is your standard air-to-air while j.KGuardHigh/AirStartup5Recovery8Advantage- is better for when the opponent is above you.
- Air ThrowGuard88 pixelsStartupRecoveryAdvantage- is a solid anti-air that leads to a good knockdown.
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.SGuardMidStartup4Recovery11Advantage+2 or throw. Alternatively, you can use your incredible air mobility or teleportsGuardStartupRecoveryTotal 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
- Use ResshouGuardMidStartup13Recovery10Advantage-1 after pokes like f.SGuardMidStartup6Recovery19Advantage-6 which don't gatling to 2DGuardLowStartup9Recovery18Advantage-8 in order to gain advantage and start your offense. From ground hits with moves such as 5PGuardMidStartup4Recovery6Advantage+2, 2PGuardMidStartup4Recovery7Advantage+1, 6PGuardMidStartup9Recovery10Advantage-1, 5KGuardMidStartup5Recovery8Advantage-3, 2KGuardLowStartup5Recovery7Advantage-1 and c.SGuardMidStartup4Recovery11Advantage+2 you can gatling into 2DGuardLowStartup9Recovery18Advantage-8 for a knockdown instead which is more advantageous.
- From air hits you can jump cancel your normal and try to land a j.DGuardHigh/AirStartup6Recovery18+5 after landingAdvantage- for a knockdown, though this can be complicated.
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 2DGuardLowStartup9Recovery18Advantage-8 recovers, or after any other knockdown, and press j.SGuardHigh/AirStartup9Recovery18Advantage- or j.HGuardHigh/AirStartup8Recovery26Advantage- and hold back for a reversal-safe jump-in after which you can begin pressure.
If Sol uses his Volcanic Viper, Chipp will block it, and if he doesn't, Chipp can begin his 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.SGuardMidStartup4Recovery11Advantage+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.SGuardMidStartup4Recovery11Advantage+2 > c.SGuardMidStartup4Recovery11Advantage+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.SGuardMidStartup4Recovery11Advantage+2 will open them up instead. A ResshouGuardMidStartup13Recovery10Advantage-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
Chipp's best normal for mashing out of the opponent's offense is 2PGuardMidStartup4Recovery7Advantage+1 due to its speed and reliability. For smaller gaps, use Beta BladeGuardMidStartup5Recovery17+10 after landingAdvantage-35 or FB Beta BladeGuardAllStartup4Recovery30+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. 6PGuardMidStartup9Recovery10Advantage-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.