GGST/Chipp Zanuff/Matchups

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Chipp Zanuff


Matchups

Table of Contents
GGST Anji Mito Icon.png GGST Axl Low Icon.png GGST Baiken Icon.png GGST Bridget Icon.png GGST Chipp Zanuff Icon.png GGST Faust Icon.png GGST Giovanna Icon.png
GGST Goldlewis Dickinson Icon.png GGST Happy Chaos Icon.png GGST I-No Icon.png GGST Jack-O' Icon.png GGST Ky Kiske Icon.png GGST Leo Whitefang Icon.png GGST May Icon.png
GGST Millia Rage Icon.png GGST Nagoriyuki Icon.png GGST Potemkin Icon.png GGST Ramlethal Valentine Icon.png GGST Sol Badguy Icon.png GGST Testament Icon.png GGST Zato-1 Icon.png
Detailed
  • Keep on Rockin' is a great resource to find high-level matchup footage.
  • High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
  • Character Strategy pages generally have at least some basic counter-strategy.
  • Please keep in mind the matchup chart is subjective and not all players may agree.


Note about game versions: Patch 1.18 is the start of Season 2 and uses battle version 2.00. This patch contains many system and Chipp specific changes but many of Chipp's older combos/setups will still work. Info will not be tested/re-tested for patches after 1.18 unless there is a system or character specific change that affects it.


Anji Mito


Anji is a high damage brawler who uses his "Autoguard" (Guard PointAn attack that automatically blocks certain attacks. Examples of this include Bang's Drive attacks, Baiken's Suzuran (63214K), and Zappa's Too Bad (214S).) specials to catch his opponents and punish their mistakes. Anji's main strengths are his guardpoint offense, his large buttons, and his strong okizeme. His main weaknesses are his committal neutral/offense and limited defensive options. Chipp's general gameplan will be to avoid Anji's massive neutral buttons and attempt to whiff punish him. Chipp must be very careful to not press buttons recklessly in neutral because Suigetsu No Hakobi (236K)GGST Anji Mito 236K 1.pngGuard:
-
Startup:
-
Recovery:
Total 34~50
Advantage:
-
(AKA Spin) can turn the tide in Anji's favor. When dealing with spin in neutral high recovery buttons like 5H / 2D can lead to a punish when caught, but low recovery buttons like 5P / 5K can allow Chipp to act first and stay safe. It is best to avoid dealing with spin altogether but using Chipp's superior movement to punish it on reaction with a throw. Chipp must be very careful when jumping against Anji since he has powerful anti-air moves. Kou (236S)GGST Anji Mito 236S.pngGuard:
All
Startup:
12 [28]
Recovery:
14
Advantage:
-
is not only extremely difficult to challenge but will guard crush on block and allow Anji to force a scramble or take his turn back. On defense Chipp must watch and react to the high / low / reset / throw game surrounding a blocked Fuujin (236H)GGST Anji Mito 236H.pngGuard:
All
Startup:
16 [32]
Recovery:
21
Advantage:
-8 [-6]
and try to steal his turn back. Once Chipp is in on Anji he can run offense and mix-ups but must be prepared to deal with Anji's small crouching hurtbox and fast, far reaching 5PGGST Anji Mito 5P.pngGuard:
All
Startup:
6
Recovery:
9
Advantage:
-2
/ 2PGGST Anji Mito 2P.pngGuard:
All
Startup:
5
Recovery:
10
Advantage:
-2
. If Anji has meter Chipp must also respect his parry Kachoufuugetsu Kai (632146S)GGST Anji Mito 632146S.pngGuard:
-
Startup:
-
Recovery:
Total 40
Advantage:
-
which can punish straight forward offense and safejumps.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Anji's Button Loses To Beats Trades Whiffs
2PGGST Anji Mito 2P.pngGuard:
All
Startup:
5
Recovery:
10
Advantage:
-2
6PGGST Anji Mito 6P.pngGuard:
All
Startup:
10
Recovery:
25
Advantage:
-17
5KGGST Anji Mito 5K.pngGuard:
All
Startup:
8
Recovery:
9
Advantage:
-2
f.SGGST Anji Mito fS.pngGuard:
All
Startup:
11
Recovery:
21
Advantage:
-9
charged 236HGGST Anji Mito 236H.pngGuard:
All
Startup:
16 [32]
Recovery:
21
Advantage:
-8 [-6]

Neutral


Offense


Defense


Axl Low


Axl is a ZonerA character in a fighting game who's primary gameplan is to stay far away keep distance from their opponent. The two main sub-archetypes are projectile zoners and spacers. character who uses his large buttons to deny parts of the screen with relatively low commitment. Axl has a number of more committal special moves which he can use to chip out an overly defensive opponent who is unable or unwilling to approach him. Chipp must weave between Axl's normals and react to his specials to get in and start his offense. An effective strategy for approaching Axl as Chipp is to dash-block low to cover many of his largest pokes while reacting to his command grab Winter MantisGGST Axl Low 41236H 2.pngGuard:
Ground Throw
Startup:
28
Recovery:
34
Advantage:
-
and his airborne pokes. Jumping at Axl is not recommended since Axl can react to the animation and stuff Chipp's approach. Grounded movement is generally safer unless Axl commits to a slower move such as RainwaterGGST Axl Low 214S.pngGuard:
All
Startup:
24
Recovery:
21
Advantage:
+3
, allowing a safe air approach. Once Chipp enters the mid-range he must respect the threat of Axl's excellent kick buttons (such as 2KGGST Axl Low 2K.pngGuard:
Low
Startup:
5
Recovery:
11
Advantage:
-4
) as well as the threat of run up throw. Up close Chipp has a strong advantage due to Axl's poor defensive options outside of AbareAn attack during the opponent's pressure, intended to interrupt it. and his reversal overdrive Sickle Storm.GGST Axl Low 236236H 1.pngGuard:
All
Startup:
11+1
Recovery:
26
Advantage:
-2

Frame DataCounterstrategyReverse MatchupVideos

Punishing Sickle Storm (236236H):

Sickle StormGGST Axl Low 236236H 1.pngGuard:
All
Startup:
11+1
Recovery:
26
Advantage:
-2
is Axl's reversal Overdrive that he can use to escape pressure and push away an attacker. Sickle Storm is quite safe on block but there is a 8f gap between the two hits of the move which leaves Axl vulnerable to a punish. After blocking or safe-jumping the first hit of Sickle Storm Chipp can IAD over the second hit for a punish.

IAD > j.Hc.S > ... Combo into BnB
IAD > BRC2H > 236[P] > w.S >... Corner punish using BRC slowdown to start a wall run

Round Start


Common Round Start Interaction Table
Axl's Button Loses To Beats Trades Whiffs
2PGGST Axl Low 2P.pngGuard:
Low
Startup:
10
Recovery:
21
Advantage:
-13
5PGGST Axl Low 5P.pngGuard:
All
Startup:
7
Recovery:
19
Advantage:
-11
6PGGST Axl Low 6P.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-13
f.SGGST Axl Low f.S.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-8
2HGGST Axl Low 2H.pngGuard:
Low
Startup:
11
Recovery:
26
Advantage:
-18
214SGGST Axl Low 214S.pngGuard:
All
Startup:
24
Recovery:
21
Advantage:
+3
214HGGST Axl Low 214H.pngGuard:
All
Startup:
14
Recovery:
29
Advantage:
-24
IADB j.SGGST Axl Low j.S.pngGuard:
High
Startup:
14
Recovery:
18
Advantage:
-

Neutral


Offense


Defense


Ref: ref 1 ref2 ref 3

Baiken

Updated for patch 1.18


It's important to be patient and get an understanding for the range/weakness of Baiken's buttons to open up opportunities to approach and begin offense:

  • f.SGGST Baiken fS.pngGuard:
    All
    Startup:
    9
    Recovery:
    15
    Advantage:
    -7
    is incredibly quick, low committal poke but can be reliably whiff punished by Chipp's own f.S with practice, and loses outright to 6P.
  • 2SGGST Baiken 2S.pngGuard:
    All
    Startup:
    11
    Recovery:
    19
    Advantage:
    -8
    has a slightly delayed startup and can be clipped before it's active with an approaching 5K.
  • Baiken's HS buttons are all disjointed but also fairly slow, allowing approach on whiff, and her 2HGGST Baiken 2H.pngGuard:
    Low
    Startup:
    17
    Recovery:
    26
    Advantage:
    -13
    in particular should lead to a full combo for Chipp if it's whiffed.
  • j.SGGST Baiken jS.pngGuard:
    High
    Startup:
    8
    Recovery:
    19
    Advantage:
    -
    outranges any of Chipp's aerial options; Chipp should only contest when he's in range for j.k or air grab, otherwise it's best to wait for an aerial Baiken and use grounded anti-airs. This button is not disjointed and can be counter hit by buttons like 6P


Do not approach with buttons haphazardly, as all of the above options can be devastating on counter-hit; they lead to good damage and guaranteed tatami safejump oki forcing Chipp into a defensive 50/50 off her c.S he cannot mash out of. It is often worth saving Burst or YRC for when you're caught in this setup.

If neither option is available and you must block, Baiken's instant overhead, youzansen, has far less reward than her low option without counterhit, tether, or 50 meter, and is incredibly punishable on block. If they opt for low, FDing (Regardless if she uses either 2D/2H) will push Baiken far away enough for tatami not to hit up close, forcing her to use kabari or risk getting punished with Chipp's f.S or a jump-in.

When blocking f.S or 2S, Baiken may often follow-up with 2HS to catch backdash or simply auto-pilot into a potential combo. However if Chipp Standing FDs either f.S/2S at most ranges, Baiken will be pushed back far enough for Chipp to backdash her 2HS, allowing for a major whiff punish. For a riskier alternative, the startup of 2HS after either Baiken's f.S/2S is just enough of a gap for Chipp to use Beta Blade (623S)GGST Chipp Zanuff Beta Blade.pngGuard:
All
Startup:
9
Recovery:
23
Advantage:
-27
to disrespect the string. Attempt either of these if Baiken is predictable with following up their mid-range pokes to avoid kabari RPS on every block.

Frame DataCounterstrategyReverse MatchupVideos


Dealing with Hiiragi (236P):

When fighting Baiken, Chipp must be cautious during his pressure. Baiken's parry move Hiiragi (236P)GGST Baiken 236P 2.pngGuard:
-
Startup:
1
Recovery:
32
Advantage:
-
becomes active on frame 1 and leads to a massive amount of damage on successful catch. This means that standard Safejump, Reset options, and Frame Traps may be defeated by Hiiragi. It is worth noting that moves such as Chipp's f.S/5H/6H will not cause the parry follow up to connect when used from max range. A max range parry may leave Baiken slightly plus, but Chipp can use these moves in his offense while remaining somewhat safe.


Hiiragi's main weakness is it's short active duration and long recovery. By the time you recognize the animation it can probably be counter-hit so there is no need to delay your punish! It also is unable to parry projectile/throw moves which means that Chipp can safely use those moves as part of his pressure. The following moves are all safe against Hiiragi:

  • P Alpha BladeGGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuard:
    All
    Startup:
    29
    Recovery:
    19
    Advantage:
    -4
  • K Alpha BladeGGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuard:
    All
    Startup:
    27
    Recovery:
    17
    Advantage:
    -2
  • Gamma BladeGGST Chipp Zanuff Gamma Blade.pngGuard:
    All
    Startup:
    25
    Recovery:
    Total 42
    Advantage:
    +9
  • ShurikenGGST Chipp Zanuff Shuriken.pngGuard:
    All
    Startup:
    22
    Recovery:
    Total ??
    Advantage:
    -
  • Genrou ZanGGST Chipp Zanuff 63214S.pngGuard:
    Throw
    Startup:
    27
    Recovery:
    15
    Advantage:
    N/A

The fast startup of Hiiragi means that Chipp must be cautious when using frame traps. Any gap in Chipp's pressure could potentially lead to a parry.

  • 5/2K > 2D... (Standard string that leaves a 1f gap. Vulnerable to Hiiragi)
  • c.S > 6H... (Standard string that leaves a 1f gap. Vulnerable to Hiiragi)

Gapless strings are safe when Hiiragi (236P) is expected to be used.

  • c.S > 2D... (Standard string that leaves no gap. Safe to Hiiragi)
  • c.S > 2S > 2H... (Standard string that leaves no gap when cancelled immediately. Safe to Hiiragi)

Chipp can also use larger frame traps to specifically target Hiiragi since it has a short active duration. Baiken can be counter-hit if Hiiragi is used on the earliest possible frame.

  • 5K > 6H... (Standard string that leaves a large gap. Will counter-hit Hiiragi if it is used with reversal timing.)
  • c.S > dl 2S > dl 2H... (Standard string that can leave large gaps when delay-cancelled. Will counter-hit Hiiragi if it is used with reversal timing.)


Please reference the Frame Trap section and Chipp's Gatling Table for more detailed information.

(Summary)

Ultimately, your goal is to dissuade Baiken from implementing Hiiragi by utilizing Chipp's wide assortment of tools that do not procc it. Gamma Blade Oki or Diagonal Alpha Blade Oki empty jump setups can be used as an alternatives to your usual meaties/safejumps, specials such as Genrou ZanGGST Chipp Zanuff 63214S.pngGuard:
Throw
Startup:
27
Recovery:
15
Advantage:
N/A
and 236K Alpha BladeGGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuard:
All
Startup:
27
Recovery:
17
Advantage:
-2
are more reliable as mix-up tools, and your gapped strings need a bit more consideration when Hiiragi is a threat. Once a Baiken is hesitant to throw out parries on their wakeup or mid-string, Chipp's conventional pressure opens up to him again, especially if he's at a healthy life lead.

Dealing with H Kabari (41236H):

H Kabari is a slow but long reaching special that will pull in the opponent on hit or block. It also has a follow up slash that can be delayed and allow Baiken to cross through her opponent. Baiken will attempt to use H Kabari from a distance as a poke or as part of her pressure up close. She may also attempt to whiff it in neutral and then land the follow up slash as a gimmick. The H version of Kabari is used heavily in pressure since the threat of the follow up slash allows Baiken to extend her advantage with a guessing game.

Baiken's fast follow up to H version of Kabari (41236H~H) is commonly beaten with a throw (4/6D). Some buttons may trade depending on Baiken's spacing or delay, but the possible trade or counter-hit are usually not in Chipp's favor. If the slash is blocked, you can punish with 5K on normal block or c.S on Instant Block. Once Baiken has 50 meter, Kabari's follow-up can be made safe and brute force her way into c.S range: At this point, grab is a considerable (Yet still a very risky...) callout option as the fast follow-up is so fast a Baiken is unlikely to RC in time to bait grabs once they've opted for the quick follow up.

On the occasional chance Baiken uses the crossup follow up after kabari is blocked, Chipp can c.S punish for a full combo. More commonly, the crossup option is used as a cheeky reset after certain combos, so be on the lookout and preemptively block the opposite side when you expect this (Typical kabari combos end in a hard knockdown so you will have ample time to correct which side you block if Baiken doesn't go for a crossup).

Once Chipp has 50 meter, he can utilize either Banki MessaiGGST Chipp Zanuff Banki Messai 1.pngGuard:
All
Startup:
6+1
Recovery:
-
Advantage:
-20
or Zansei RougaGGST Chipp Zanuff Zansei Rouga 1.pngGuard:
All
Startup:
20+1
Recovery:
-
Advantage:
-
on reaction to both H/S Kabari startup to punish Baiken.


Dealing with S Kabari (41236S) and Tether:

Tether is an extremely threatening state that Baiken can apply by landing S Kabari (41236S)GGST Baiken 41236S.pngGuard:
All
Startup:
31
Recovery:
16
Advantage:
+2
or a ground throw (4/6D). Tether will keep Baiken close to her opponent and enable new combos and pressure. From S Kabari, Baiken is +5 on a successful hit, leading to a combo, and +2 on successful block. Chipp cannot reliably challenge her if blocked, but the slower startup allows him to reliably fuzzy jump guard after any of Baiken's buttons and air-dash for a punish, while still blocking H Kabari if she opts for that instead.

From a ground throw (4/6D) Baiken will have access to multiple safejump set ups using her Tatami Gaeshi projectile. It is important to understand the follow up situation to Tatami Gaeshi to effectively deal with her pressure after a throw.

If Chipp can steal a turn away from Baiken during tether, he can exploit the properties of the tether for new combos and pressure. More importantly, some combos/pressure will stop working during tether state since the tether will continuously pull them both toward each other. Be aware during tether state to avoid giving the advantage back to Baiken!

Once Chipp has 50 meter, he can utilize either Banki MessaiGGST Chipp Zanuff Banki Messai 1.pngGuard:
All
Startup:
6+1
Recovery:
-
Advantage:
-20
or Zansei RougaGGST Chipp Zanuff Zansei Rouga 1.pngGuard:
All
Startup:
20+1
Recovery:
-
Advantage:
-
on reaction to both H/S Kabari startup to punish Baiken.


Dealing with Tatami Gaeshi (236K):

Tatami Gaeshi(236K)GGST Baiken 236K.pngGuard:
All
Startup:
15
Recovery:
5
Advantage:
-3
is a powerful tool in Baiken's kit that enables her pressure/mix up game. The first hit is a physical hit that can launch an opponent and the second hit is a projectile which is disjointed from Baiken. When used in the air, only the projectile hit is active and remains on the screen until landing.

If Tatami Gaeshi is blocked up close, Chipp can reliably use his f.SGGST Chipp Zanuff fS.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-8
to threaten Baiken and keep her from trying to continue her offense. In cases where Baiken spaces Tatami Gaeshi, such as after the push-back of her 2SGGST Baiken 2S.pngGuard:
All
Startup:
11
Recovery:
19
Advantage:
-8
, Chipp must Instant Block (IB) one of the hits in order to maintain the threat of his f.SGGST Chipp Zanuff fS.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-8
. The second hit of grounded Tatami Gaeshi is very safe to attempt an Instant Block on due to the fixed timing between the hits. If Baiken does not recognize the Instant Block then she may try to continue her offense leaving her vulnerable to a counter hit from Chipp. Be cautious! Baiken may be at a disadvantage after Tatami Gaeshi, but she can always gamble with her parry Hiiragi (236P)GGST Baiken 236P 2.pngGuard:
-
Startup:
1
Recovery:
32
Advantage:
-
if Chipp is too predictable taking back his turn!

In cases where air Tatami Gaeshi is used as part of Baiken's okizeme, Baiken is at advantage and Chipp must try to defend. Attempting to use Beta Blade (623S)GGST Chipp Zanuff Beta Blade.pngGuard:
All
Startup:
9
Recovery:
23
Advantage:
-27
on wake up can be very risky since many of Baiken's air tatami set ups are also safejumps. It is best to try and block the initial mix-up and then focus on escaping/countering Baiken in the situation that follows.

Round Start


Common Round Start Interaction Table
Baiken's Button Loses To Beats Trades Whiffs
6PGGST Baiken 6P.pngGuard:
All
Startup:
9
Recovery:
19
Advantage:
-10
f.SGGST Baiken fS.pngGuard:
All
Startup:
9
Recovery:
15
Advantage:
-7
2SGGST Baiken 2S.pngGuard:
All
Startup:
11
Recovery:
19
Advantage:
-8
Walk Back 2HGGST Baiken 2H.pngGuard:
Low
Startup:
17
Recovery:
26
Advantage:
-13
Neutral Jump j.SGGST Baiken jS.pngGuard:
High
Startup:
8
Recovery:
19
Advantage:
-

Bridget


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Bridget's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Chipp Zanuff


This section is WIP and focuses on the Chipp mirror match-up. For general counter play please refer to the Fighting Chipp section.


The Chipp mirror is a very neutral heavy match up where both players must use grounded and aerial footsies to out-position one another. Aerial attacks can be particularly threatening since Chipp's grounded anti-airs are somewhat committal or inconsistent. Rising to meet Chipp in the air is often preferable to waiting for his landing since j.P and j.K normally hit where Chipp's strongest jump-in buttons will not. On the ground 2K and 2D are good choices for clipping Chipp's extended hurtboxes and setting up offense. Once in, Chipp is truly his own worst enemy since he has excellent tools for dealing with his own pressure. Chipp's strong AbareAn attack during the opponent's pressure, intended to interrupt it. can make Alpha BladeGGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuard:
All
Startup:
27
Recovery:
17
Advantage:
-2
, Genrou ZanGGST Chipp Zanuff 63214S.pngGuard:
Throw
Startup:
27
Recovery:
15
Advantage:
N/A
, and air-dash mix ups difficult to apply so conditioning against mashing is extremely important. Conditioning with a combination of frame traps and strike-throw pressure can help enable Chipp's mix up game while simultaneously covering the threat of Beta BladeGGST Chipp Zanuff Beta Blade.pngGuard:
All
Startup:
9
Recovery:
23
Advantage:
-27
. Eventually Chipp will be forced to gamble on his defense due to the threat of high R.I.S.C. and having his small health pool chipped away. It is worth noting that mix-ups are as strong against Chipp as any other character but he will often be familiar with his own setups so gimmicks should not be relied upon.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Chipp's Button Loses To Beats Trades Whiffs
6PGGST Chipp Zanuff 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
f.SGGST Chipp Zanuff fS.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-8
2SGGST Chipp Zanuff 2S.pngGuard:
All
Startup:
10
Recovery:
17
Advantage:
-7
2DGGST Chipp Zanuff 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-7
IAD j.HGGST Chipp Zanuff j.H.pngGuard:
High
Startup:
9
Recovery:
17
Advantage:
-

Neutral


Offense


Defense


Faust


Faust is an extremely unorthodox zoner character with unique movement, large buttons, and random items to help him dictate the pace of battle. Faust's main weaknesses are his height, his extended hurtboxes, and his reliance on items to enforce his game plan. In neutral, Chipp must be aware when Faust throws an item and quickly decide if he wants to avoid the item or fight Faust for it. Chipp should make use of his movement speed and fast buttons to fight for items and whiff punish Faust's slower pokes. Buttons like 6PGGST Chipp Zanuff 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
and 5HGGST Chipp Zanuff 5H.pngGuard:
All
Startup:
11
Recovery:
16
Advantage:
-4
should also be used to counter poke Faust's extended hurt boxes particularly on moves like ThrustGGST Faust Thrust.pngGuard:
All
Startup:
26
Recovery:
19
Advantage:
-12
(41236K). Chipp must take care in the mid-range as Faust can deny ground approaches with his fast 2HGGST Faust 2H.pngGuard:
Low
Startup:
14
Recovery:
29
Advantage:
-12
and j.2KGGST Faust j.2K.pngGuard:
All
Startup:
10
Recovery:
-
Advantage:
-
and stuff air-approaches with his gigantic 6PGGST Faust 6P.pngGuard:
All
Startup:
9
Recovery:
32
Advantage:
-21
and j.HGGST Faust j.H.pngGuard:
High
Startup:
9
Recovery:
15
Advantage:
-
. Once Chipp can get in, Faust has few meterless options to defend but his unique Crawl movement will allow him to low-profile moves and escape pressure if Chipp is careless. Chipp should use caution on defense since Faust has access to a number of tricky fuzzy and safejump set-ups, many of which use his different items. Mashing or using a DP at the wrong time could leave Chipp vulnerable and give Faust a combo. Be sure to keep Faust locked down to prevent him from throwing items and running his game plan.

Frame DataCounterstrategyReverse MatchupVideos

Dealing with Crawl:

Faust has the unique ability to Crawl along the ground and lower his hurtbox significantly. This allows him to low profile many moves which can make it difficult for Chipp to poke Faust in the midrange and pressure him during his offense. While this is very strong in neutral, blocking a move will raise Faust's hurtbox slightly and enable Chipp to apply pressure more easily. Note that this can also be triggered by Proximity Block forcing Faust to approach Chipp during a crawl in order to low profile certain moves.


The following table shows what moves can be defeated by Faust's Crawl:

Move Backward Crawl (1) Neutral Crawl (2) Forward Crawl (3) Notes
5PGGST Chipp Zanuff 5P.pngGuard:
All
Startup:
3
Recovery:
10
Advantage:
-2
-
2PGGST Chipp Zanuff 2P.pngGuard:
All
Startup:
5
Recovery:
10
Advantage:
-2
-
6PGGST Chipp Zanuff 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
-
f.SGGST Chipp Zanuff fS.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-8
Cannot crawl at close range
5HGGST Chipp Zanuff 5H.pngGuard:
All
Startup:
11
Recovery:
16
Advantage:
-4
-
j.PGGST Chipp Zanuff j.P.pngGuard:
High
Startup:
5
Recovery:
8
Advantage:
-
-
j.KGGST Chipp Zanuff j.K.pngGuard:
High
Startup:
6
Recovery:
8
Advantage:
-
-
Resshou (236S)GGST Chipp Zanuff Resshou.pngGuard:
All
Startup:
13
Recovery:
16
Advantage:
-4
-
Senshuu (~236K)GGST Chipp Zanuff Senshuu.pngGuard:
High
Startup:
20
Recovery:
20
Advantage:
-9
Rokusai (~236S)GGST Chipp Zanuff Rokusai.pngGuard:
Low
Startup:
8
Recovery:
21
Advantage:
-6
will force Faust to block low
Diagonal Alpha Blade (236K)GGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuard:
All
Startup:
27
Recovery:
17
Advantage:
-2
? ? ? Faust can crawl under Diagonal Alpha Blade at certain distances. Needs more testing.

ref1

Round Start


Common Round Start Interaction Table
Faust's Button Loses To Beats Trades Whiffs
2PGGST Faust 2P.pngGuard:
Low
Startup:
7
Recovery:
11
Advantage:
-3
6PGGST Faust 6P.pngGuard:
All
Startup:
9
Recovery:
32
Advantage:
-21
5KGGST Faust 5K.pngGuard:
All
Startup:
7
Recovery:
8
Advantage:
-2
f.SGGST Faust fS.pngGuard:
All
Startup:
12
Recovery:
20
Advantage:
-8
2HGGST Faust 2H.pngGuard:
Low
Startup:
14
Recovery:
29
Advantage:
-12
j.2KGGST Faust j.2K.pngGuard:
All
Startup:
10
Recovery:
-
Advantage:
-

Giovanna

Updated for patch 1.18


Faultless Defense (FD) is extremely important in this matchup. Giovanna is an aggressive, rushdown character that specializes at close range. Knowing when to FD is very vital to the matchup, as it pushes her away enough for her to have to dash in to continue her pressure. If utilized correctly, this this will leave some room for you to take back your turn. If you are unable to interrupt some of her plus on block moves in time (e.g. Trovão 236K), FD can also be utilized to push her away further, stopping her from being able to use some of her blockstrings to continue her pressure. Additionally, new to patch 1.18, Giovanna will start dealing chip damage as her tension increases. FD is a good way to negate that damage, which could be very important at lower health levels.

Frame DataCounterstrategyReverse MatchupVideos

When fighting against Giovanna, you (regardless of which character you are playing as) want to

  • Interrupt Trovão (236K)
  • Interrupt Sol Poente (214S) or block and take back your turn
  • Punish Sepultura (214K) on block (or at least take back your turn)

This section will go through the different ways Chipp can approach these moves.


Interrupting Trovão (236K):

Trovão (236KGGST Giovanna Trovao.pngGuard:
All
Startup:
27
Recovery:
15
Advantage:
+4
) is used by Giovanna to reset her pressure, or can also be used to approach the opponent as the range is quite far, and it is good at catching extended hurtboxes. When Giovanna uses this on block, she is slightly plus, allowing her to continue her pressure. It is entirely possible to catch her throwing out slower buttons afterwards with Chipp's faster buttons (5K, 2K, 5P), but it is generally better to try to interrupt the move on startup with 6P (e.g. 6P > 236H). Be careful with the inputs, as transitioning from down back to forward may cause Chipp to accidentally do 236P instead of 6P.


Interrupting Sol Poente (214S):

Sol Poente (214SGGST Giovanna Sol Poente 1.pngGuard:
All, High
Startup:
[4] 27
Recovery:
21
Advantage:
-5
) is used by Giovanna to reset her pressure, and also crosses up at close range. This move can also be used as an Oki option. Although this move is quite slow (~27f startup), it is a very versatile tool, low crushing certain moves, and allowing her to change her air trajectory depending on whether 4 or 6 is held. She is able to cancel into it from any of her plus on block grounded and aerial normals, allowing her to be creative and somewhat unpredictable with it. With meter, she is also able to Roman Cancel any part of the move's animation, allowing her to utilize PRC, as well as RRC to get in.

As of patch 1.18, this move is slightly negative on block (-5), and depending on the spacing Giovanna performs the move, Chipp may be able to punish it with 2K or even with 5P. Despite that, Giovanna can often make herself safe after using 214S, either by ensuring that the spacing is correct, or by doing TK 214S, which leaves her at -3, instead of -5. Because of this, it is still recommended to interrupt the startup of this move when possible. Chipp can be heavily rewarded if he is able to interrupt it correctly. After interrupting her with a grounded normal, most anti-air combo routes are possible as a punish. Here are some combos that may be of use:

  • 5P > 2S > 2H > 236K (standard punish that works anywhere)
  • 5P > 6H > 236K > j.D (go-to route near the corner)
  • 6P > 236H
  • 623S (inputs are reversed if she crosses up)

It may be difficult to tell ahead of time if her flipkick will cross up or not. This can mess up inputs when attempting to interrupt with committal buttons that require a directional input. A useful tech that can be utilized in this situation is the "4PK" OS (also known as the 6P/FD OS), which will let Chipp Faultless Defense (FD) if the move does not cross up, and 6P if it does cross up.

If Chipp was not able to interrupt the startup and ends up blocking it instead, it is important to either go for a punish, or at least take back his turn. If 2K does not reach for a true punish, then next best options are likely 5K or 2S, which will catch Giovanna during startup should she choose to continue her offense. If neither of those options seem to reach her, simply reset back to neutral.


Punishing Sepultura (214K):

Sepultura (214KGGST Giovanna Sepultura.pngGuard:
All
Startup:
13
Recovery:
20
Advantage:
-4
) is a versatile move that can be used to frametrap, end her blockstrings, and just a generally good move to use in combo strings. This move always gives a hard knockdown on hit as well. It is slightly negative on block, which means that after she uses it as her blockstring, it is no longer her turn. Since it is only slightly negative, it is unlikely to be able to get an actual punish after blocking it, but Chipp will be able to hit her during the startup of her subsequent attacks. 2S, 5K, 2K, 2D are good buttons to use in this situation.


It is very important to be able to distinguish between these three moves and learn how to deal with them correspondingly in this matchup. Without knowing these counterplays, Giovanna's pressure will feel infinite, not leaving any gaps for Chipp to take his turn.


Dealing with Giovanna's sweep (2D):

Giovanna's sweep (2DGGST Giovanna 2D.pngGuard:
Low
Startup:
17
Recovery:
12
Advantage:
-8
) has an insanely deceptive range. It is also a disjoint that hits low, allowing her to poke very effectively. This move can also be used to outrange many reversals, although it will clash with Chipp's Beta Blade (623S). It is very difficult to contest this move due to its great range and short recovery. However, the startup is relatively slow, so Chipp may be able to interrupt her with an IAD jump-in attack on a read. Keeping an eye out for this move during neutral is important in this matchup.

Round Start


Common Round Start Interaction Table
Giovanna's Button Loses To Beats Trades Whiffs
6PGGST Giovanna 6P.pngGuard:
All
Startup:
12
Recovery:
15
Advantage:
-9
66 5KGGST Giovanna 5K.pngGuard:
All
Startup:
6
Recovery:
10
Advantage:
-2
f.SGGST Giovanna fS1.pngGuard:
All
Startup:
9
Recovery:
16
Advantage:
-4
2SGGST Giovanna 2S1.pngGuard:
Low
Startup:
9
Recovery:
15
Advantage:
-6
5HGGST Giovanna 5H.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-5

Goldlewis Dickinson


Goldlewis is a slow, hard-hitting character with big disjointed specials that can chip you very well. Use Faultless Defense to push him further away (while negating chip damage), causing him to whiff his subsequent uses of his Behemoth Typhoon specials. In neutral, Chipp is able to whiff punish Goldlewis very well with his fast buttons such as f.S and 5K/2K. Watch out for when Goldlewis whiffs a move with longer recovery, and use your fast speed to dash in and whiff punish him. f.S is particularly good for poking Goldlewis due to his tall hurtbox, and is very effective in the matchup.

Frame DataCounterstrategyReverse MatchupVideos

Punishing Skyfish (236S):

Skyfish (236S) is a full-screen projectile that deals significant chip damage if blocked, and consumes a large amount of meter when blocked with Faultless Defense. Skyfish is very slow to start up and has a long total duration, so Goldlewis will try to use it when Chipp is full screen or if he has meter to roman cancel. Chipp can abuse his mobility to punish Skyfish by dash-jumping at Goldlewis on reaction and hitting him with an overhead attack. Air Diagonal Alpha Blade (j.236K) can also be used, letting Chipp land behind Goldlewis and interrupting Skyfish. This can be risky though, since incorrect spacing/timing will land Chipp in the path of the projectile or allow Goldlewis to punish Air Diagonal Alpha Blade's slow recovery. Simply using Chipp's triple-jump to avoid Skyfish is also a good option since Goldlewis will still drain his security level resource if the move is whiffed.

Round Start


Common Round Start Interaction Table
Goldlewis's Button Loses To Beats Trades Whiffs
6PGGST Goldlewis Dickinson 6P.pngGuard:
All
Startup:
12
Recovery:
27
Advantage:
-19
5KGGST Goldlewis Dickinson 5K.pngGuard:
Low
Startup:
10
Recovery:
12
Advantage:
-7
f.SGGST Goldlewis Dickinson f.S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuard:
All* (Guard Crush)
Startup:
12
Recovery:
21
Advantage:
-5
j.DGGST Goldlewis Dickinson jD.pngGuard:
High
Startup:
14
Recovery:
-
Advantage:
-

Happy Chaos


Happy Chaos (AKA Chaos) is a flexible zoner/mixup character who dominates at any distance using his unique GunChaosSteadyAimFire.pngGuard:
Guard Crush (43f) [All]
Startup:
1
Recovery:
43
Advantage:
More info
mechanic. Happy Chaos has best in class normals, zoning, and pressure but lacks a reversal of any kind to escape pressure. Navigating neutral requires Chipp to block Chaos' Steady AimGGST Happy Chaos 214S.pngGuard:
-
Startup:
18
Recovery:
-
Advantage:
-
pressure while simultaneously avoiding CurseGGST Happy Chaos 236P.pngGuard:
-
Startup:
-
Recovery:
29 total
Advantage:
-
. Paying close attention to Chaos' resources throughout the match can help Chipp decide when he should act and how. When Chaos' resources are low he must take time to refill them giving Chipp an opportunity to dash-block in and close the distance. Once Chipp enters the midrange he must contest with Chaos' advancing, and disjointed normals as well as his far reaching low-pokes. It is extremely dangerous for Chipp to block Chaos' buttons so it is best to sit outside his 2SGGST Happy Chaos 2S.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-7
/2KGGST Happy Chaos 2K.pngGuard:
Low
Startup:
7
Recovery:
12
Advantage:
-4
range and attempt to bait and whiff punish with 2K/5K/2D. If Chaos commits to a 6SGGST Happy Chaos 6S.pngGuard:
All
Startup:
12
Recovery:
24
Advantage:
-14
Chipp can stand his ground and contest with 5K to score a knock down. Once Chipp enters close range he must respect the threat of Chaos' powerful AbareAn attack during the opponent's pressure, intended to interrupt it. as well as the threat of YRC/Burst. All of these options can be combined with the gun to grant him huge combos and powerful mixups which heavily skew the risk/reward in his favor. Frame traps and and pressure that can OS against backdash (such as 2S > dl 2H) will help Chipp keep his advantage. Since neutral against Chaos can be extremely challenging, Chipp should avoid resetting to neutral whenever possible and should think twice before breaking the wall without meter.

On defense Chipp should avoid wake up back dash since Chaos can easily cover this option with his best meaty buttons. If Chaos guard crushes Chipp up close, delay-teching any throw attempts can be a useful defensive option to rotate since guessing with jump is a true 50/50. These risky defensive selections and the risk of a counter-hit might make it preferable to spend resources and return to neutral in order to avoid this situation entirely.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Happy Chaos's Button Loses To Beats Trades Whiffs
6PGGST Happy Chaos 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
5KGGST Happy Chaos 5K.pngGuard:
All
Startup:
6
Recovery:
12
Advantage:
-3
2KGGST Happy Chaos 2K.pngGuard:
Low
Startup:
7
Recovery:
12
Advantage:
-4
f.SGGST Happy Chaos fS.pngGuard:
All
Startup:
10
Recovery:
21
Advantage:
-14
2SGGST Happy Chaos 2S.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-7
6SGGST Happy Chaos 6S.pngGuard:
All
Startup:
12
Recovery:
24
Advantage:
-14
2DGGST Happy Chaos 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-8
236PGGST Happy Chaos 236P.pngGuard:
-
Startup:
-
Recovery:
29 total
Advantage:
-

Neutral


Offense


Defense


I-No


I-No is a fast, mixup, rushdown character that relies on getting in with her hoverdash after scoring a knockdown. Ideally, it is better to never have to defend against her, because it is extremely difficult to block her mixups. There are various ways to deal with her tools in neutral to try to gain the advantage. f.SGGST Chipp Zanuff fS.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-8
is generally good against her, since her hoverdash puts her in range for it to hit. It is also possible to use 2SGGST Chipp Zanuff 2S.pngGuard:
All
Startup:
10
Recovery:
17
Advantage:
-7
if the I-No uses stroke in neutral often. 5PGGST Chipp Zanuff 5P.pngGuard:
All
Startup:
3
Recovery:
10
Advantage:
-2
is a great tool to catch her dash in, or for when she leaves gaps between her pressure. For the same reason, 623SGGST Chipp Zanuff Beta Blade.pngGuard:
All
Startup:
9
Recovery:
23
Advantage:
-27
can also be used, especially since it is relatively safe if I-No blocks it in the air.

On defense, it is good to attempt fuzzy blocking, but I-No can delay her pressure to beat fuzzy blocking attempts. Her j.SGGST I-No jS.pngGuard:
High
Startup:
8
Recovery:
20
Advantage:
-
> j.DGGST I-No jD.pngGuard:
High
Startup:
16
Recovery:
20
Advantage:
-
string is not mashable, but after blocking the j.D, it may be a good idea to attempt to anti-air her.

Frame DataCounterstrategyReverse MatchupVideos

Punishing Ultimate Fortissimo (632146S (Air OK)):

Ultimate Fortissimo is I-No's only Reversal. The air version consists of an airborne projectile, and the grounded version has two hits: An invincible rising attack and an airborne projectile. The projectile hit causes a guard crush on block giving I-No significant advantage and enabling a mix-up. You can expect I-No to use this move to continue her pressure after an unsafe move or to escape Chipp's pressure on wake up. Despite being invincible during its start up, I-No is vulnerable just before the active frames of the projectile leaving her open to a punish. By blocking the first hit of the ground version, Chipp go for a punish.

  • 5P (Simple jab to interrupt I-No.)
  • 5[D] (Charged Dust punish. Works anywhere on the screen but requires tight timing.)
  • 6H > 236K > j.S > 66 > j.H(2)2K > 6H > WS (A damaging mid-to corner punish.)
  • j.K(1) > 66 > j.H(2)c.S/2S >... (Example air-to-air confirm. Combo will depend on your position.)

The air version of Ultimate Fortissimo is not invincible before the active frames but has extremely fast start up and cannot be punished on reaction. Chipp can whiff punish the air version of Ultimate Fortissimo by buffering Zansei Rouga (632146H) during the super flash.

ref: https://twitter.com/FGC_HappyPow/status/1404182258458714119?s=20

Dealing with Stroke the Big Tree (236S/H):

I-No's stroke is an extremely powerful pressure tool that hits low, and leads to big damaging combos on counterhit. Both versions have many low profile frames, being able to duck under Chipp's main neutral tools such as f.SGGST Chipp Zanuff fS.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-8
or 5KGGST Chipp Zanuff 5K.pngGuard:
All
Startup:
6
Recovery:
8
Advantage:
-3
. They are also both used in offense, but are used for slightly different purposes.

236SGGST I-No Stroke the Big Tree.pngGuard:
Low
Startup:
16
Recovery:
15
Advantage:
-7
is I-No's whiff punish and frametrap tool. It is much faster than the H version, and is not reactable. However, it is -7 on block, which means that it is no longer her turn. If spaced correctly, Chipp is not able to directly punish her, but with 2SGGST Chipp Zanuff 2S.pngGuard:
All
Startup:
10
Recovery:
17
Advantage:
-7
, Chipp will be able to beat out most of her other options if she does not block.

236HGGST I-No Stroke the Big Tree.pngGuard:
Low
Startup:
28
Recovery:
16
Advantage:
-2
is I-No's combo tool that can be used as an approach option, as well as resetting pressure. It is much slower than the S version, and is reactable. It is advised to attempt to throw her on startup, and it is possible to attempt to fuzzy throw her. On block, it is +2, which may allow her to continue her offense. Many I-No players may like to use this as part of their blockstring for this reason, however, there is a gap if used in her blockstring that allows Chipp to be able to throw her.

Round Start


Common Round Start Interaction Table
I-No's Button Loses To Beats Trades Whiffs
6PGGST I-No 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
f.SGGST I-No f.S.pngGuard:
All
Startup:
13
Recovery:
18
Advantage:
-13
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
2HGGST I-No 2H.pngGuard:
All
Startup:
11
Recovery:
14
Advantage:
-5
236SGGST I-No Stroke the Big Tree.pngGuard:
Low
Startup:
16
Recovery:
15
Advantage:
-7
66 j.SGGST I-No jS.pngGuard:
High
Startup:
8
Recovery:
20
Advantage:
-
/ j.HGGST I-No jH.pngGuard:
High
Startup:
12
Recovery:
22
Advantage:
-

Jack-O

Updated for patch 1.18


Jack-O is a unique and versatile character that can quickly overwhelm you once they've scored a knockdown or the corner thanks to her servants. If she does not manage to score a knockdown at roundstart, Jack-O will likely opt to zone and play neutral with her servants around full-screen where she can safely poke and chip, potentially landing a hit to begin making her approach.

If she manages to land a hard knockdown, matches can quickly snowball out of control as Jack-O can potentially string together long pressure that deals large chip damage, cranks RISC, is not heavily impacted by FD and leaves little gaps for reversals.

Chipp's goal is to stall and look for openings or create one in her servantless offense, wherein he can begin launching his pressure.

Frame DataCounterstrategyReverse MatchupVideos

Contesting Jack-O Servantless Pressure

Understanding how to avoid Jack-O's servantless pressure is important in the matchup; Allowing her to recklessly set servants in front of you for free will enable her to start her dangerous pressure at anytime from her pokes. If the player can retaliate appropriately it can shift many common abare and neutral situations where Jack-O lacks servants in their favor.

Servant ShootGGST Jack-O 236K.pngGuard:
All
Startup:
15
Recovery:
25
Advantage:
-12
is a special you will see Jack-O use fairly commonly at the end of strings to frame-trap the opponent. It frame traps off most of Jack-O's normals and allows her to special cancel into any other special right after it. If used after 5HGGST Jack-O 5H.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-6
/2HGGST Jack-O 2H.pngGuard:
All
Startup:
15
Recovery:
18
Advantage:
-5
, this move leaves no gaps and cannot be backdashed or DP'd.

The threat of Servant ShootGGST Jack-O 236K.pngGuard:
All
Startup:
15
Recovery:
25
Advantage:
-12
on CH is where Summon ServantGGST Jack-O Summon Servant.pngGuard:
-
Startup:
10
Recovery:
Total 25
Advantage:
-
and Recover ServantGGST Jack-O 214P.pngGuard:
-
Startup:
3+7
Recovery:
Total 19
Advantage:
See Notes
come into play, as Jack-O can and will utilize either instead of Servant Shoot in order to perform either a quick retreat or cheeky pressure reset. If Servant ShootGGST Jack-O 236K.pngGuard:
All
Startup:
15
Recovery:
25
Advantage:
-12
is blocked, you should expect and be prepared to either of these specials immediately after. Neither can be performed if Jack-O doesn't have 1 stock of servant meter.

Dealing with Servant Shoot

Though a tight window, it can be backdashed from most normals, barring her HS buttons, and subsequently whiff punished with Chipp's f.SGGST Chipp Zanuff fS.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-8
. Can be interrupted with Beta BladeGGST Chipp Zanuff Beta Blade.pngGuard:
All
Startup:
9
Recovery:
23
Advantage:
-27
in the same strings it can be backdashed. If this is blocked and Jack-O has no servants on the field, all subsequent actions are either punishable or negative; utilizing 5KGGST Chipp Zanuff 5K.pngGuard:
All
Startup:
6
Recovery:
8
Advantage:
-3
/2KGGST Chipp Zanuff 2K.pngGuard:
Low
Startup:
5
Recovery:
8
Advantage:
-2
will beat out any attempt from Jack-O to reset pressure unless she has been pushed far (Possible if you FD), in which case f.S will catch most button's startup barring 6P.

  • Servants launched toward you with Servant ShootGGST Jack-O 236K.pngGuard:
    All
    Startup:
    15
    Recovery:
    25
    Advantage:
    -12
    move can be easily stopped with 5PGGST Chipp Zanuff 5P.pngGuard:
    All
    Startup:
    3
    Recovery:
    10
    Advantage:
    -2
    /6PGGST Chipp Zanuff 6P.pngGuard:
    All
    Startup:
    9
    Recovery:
    25
    Advantage:
    -16
    /5KGGST Chipp Zanuff 5K.pngGuard:
    All
    Startup:
    6
    Recovery:
    8
    Advantage:
    -3


Dealing with Recover Servant

Jack-O's least risky string ender, comes with the most noticeable visual/audio cue. Jack-O will either use this to block or attempt to reset pressure with their 2KGGST Jack-O 2K.pngGuard:
Low
Startup:
6
Recovery:
12
Advantage:
-3
. In any instance where Jack-O cancels into this move and is in within Chipp's 2KGGST Chipp Zanuff 2K.pngGuard:
Low
Startup:
5
Recovery:
8
Advantage:
-2
range, Chipp can utilize that to begin his pressure or punish Jack-O attempting a pressure reset.

  • 5KGGST Chipp Zanuff 5K.pngGuard:
    All
    Startup:
    6
    Recovery:
    8
    Advantage:
    -3
    is also a great option that beats most of Jack-O's buttons when in range (Which is more common than 2K!), however it loses to Jack-O's 6PGGST Jack-O 6P.pngGuard:
    All
    Startup:
    10
    Recovery:
    20
    Advantage:
    -12
    . Not much damage but nonetheless a cheesy option for Jack-O to escape, so always be aware of that potenial risk.
    • Exceptions come if Chipp has FD'd or particularly if Jack-O cancels into Recover Servant after 5HGGST Jack-O 5H.pngGuard:
      All
      Startup:
      10
      Recovery:
      23
      Advantage:
      -6
      due to the pushback, in which case it is a possible neutral reset.


Dealing with Summon Servant

Jack-O's riskiest, and potentially most rewarding string ender. Jack-O will either hold the servant and run away to escape/toss servant, or set the servant down and try to reset pressure. In either case, mashing out a c.SGGST Chipp Zanuff cS.pngGuard:
All
Startup:
7
Recovery:
10
Advantage:
+1
/f.SGGST Chipp Zanuff fS.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-8
will hit Jack-O as well as destroy their servant. Quicker buttons like 5KGGST Chipp Zanuff 5K.pngGuard:
All
Startup:
6
Recovery:
8
Advantage:
-3
will still hit Jack-O unless they run where it'll whiff. Jack-O cannot block while holding a servant and her grounded options are nonexistent outside of Servant ShootGGST Jack-O 236K.pngGuard:
All
Startup:
15
Recovery:
25
Advantage:
-12
; even if Chipp whiffs you should resume pressure after.


(These can also work situations where servants are active yet Jack-O does not use, or lacks the gauge for, Attack CommandGGST Jack-O 214K.pngGuard:
All
Startup:
3+9
Recovery:
Total 23
Advantage:
+15
)

Round Start


Common Round Start Interaction Table
Jack-O's Button Loses To Beats Trades Whiffs
6PGGST Jack-O 6P.pngGuard:
All
Startup:
10
Recovery:
20
Advantage:
-12
2D 5K/f.S/5H 6P (Clashes) Backwalk/Backdash/Jump
5kGGST Jack-O 5K.pngGuard:
All
Startup:
7
Recovery:
10
Advantage:
-4
6P f.S 5K/5H Backwalk/Backdash/Jump/2D
f.SGGST Jack-O fS.pngGuard:
All
Startup:
11
Recovery:
17
Advantage:
-9
6P/f.S 5K 5H/2D Backwalk/Backdash/Jump
5HGGST Jack-O 5H.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-6
6P/f.S Backwalk/5K f.S/5H/2D Backdash/Jump
2DGGST Jack-O 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-19
5K/f.S Backwalk/6P/2S/5H 2D Backdash/Jump

When starting the round versus Jack-O , her 5kGGST Jack-O 5K.pngGuard:
All
Startup:
7
Recovery:
10
Advantage:
-4
and 2DGGST Jack-O 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-19
two powerful roundstart options which can get her gameplan snowballing and require their own callouts from Chipp respectively. While his 6P takes care of most of her round start buttons, getting called out with a 2DGGST Jack-O 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-19
counterhit is a huge risk, and it can alternatively be easily whiff punished.

f.S is your 2nd best bet, carrying mostly less risky RPS but still letting her get her gameplan started should she start with 5kGGST Jack-O 5K.pngGuard:
All
Startup:
7
Recovery:
10
Advantage:
-4
or whiff punish.

Backdash and Neutral Jump are safe choices, and can allow a whiff punish for 2D as well as a number of Jack-O's other round start options.

Neutral


5KGGST Jack-O 5K.pngGuard:
All
Startup:
7
Recovery:
10
Advantage:
-4
/2KGGST Jack-O 2K.pngGuard:
Low
Startup:
6
Recovery:
12
Advantage:
-3
/ 2DGGST Jack-O 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-19
: Expect to see these three attacks from Jack-O in neutral, they form a natural and powerful RPS that can be very troubling for Chipp to deal with on approach and counterpoke. 5HGGST Jack-O 5H.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-6
is another move to keep a watch for as it approaches quickly and leads to big CH damage.

  • 5KGGST Jack-O 5K.pngGuard:
    All
    Startup:
    7
    Recovery:
    10
    Advantage:
    -4
    It's very fast, safe on block, fairly hard to whiff punish and leads into 2D on hit. Our low profile options neither evade nor outrange this move either, so your best bet is to either FD block just outside its range for a potential whiff punish or a hard callout with your 6PGGST Chipp Zanuff 6P.pngGuard:
    All
    Startup:
    9
    Recovery:
    25
    Advantage:
    -16
    which in turn can open you up to her 2KGGST Jack-O 2K.pngGuard:
    Low
    Startup:
    6
    Recovery:
    12
    Advantage:
    -3
    and 2DGGST Jack-O 2D.pngGuard:
    Low
    Startup:
    10
    Recovery:
    18
    Advantage:
    -19
    .
  • 2KGGST Jack-O 2K.pngGuard:
    Low
    Startup:
    6
    Recovery:
    12
    Advantage:
    -3
    and 2DGGST Jack-O 2D.pngGuard:
    Low
    Startup:
    10
    Recovery:
    18
    Advantage:
    -19
    are powerful Low-Profile options for Jack-O. They handily sweep under Chipp's common approach options (f.S/5K/5H). Neither can low-profile ResshouGGST Chipp Zanuff Resshou.pngGuard:
    All
    Startup:
    13
    Recovery:
    16
    Advantage:
    -4
    , making it a decent approaching counterpoke option. 2D can also serve as a decent counterpoke/whiff punish as it just barely outranges Jack-O's 2K. Should you block either, expect Servant Shoot RPS
  • 5HGGST Jack-O 5H.pngGuard:
    All
    Startup:
    10
    Recovery:
    23
    Advantage:
    -6
    can be easily punished on a whiff, and low-profiled on startup by 6PGGST Chipp Zanuff 6P.pngGuard:
    All
    Startup:
    9
    Recovery:
    25
    Advantage:
    -16
    or 2KGGST Chipp Zanuff 2K.pngGuard:
    Low
    Startup:
    5
    Recovery:
    8
    Advantage:
    -2

Ultimately, patience is key as Chipp cannot afford to take too many stray hits from servants, nor can he afford to get swept by Jack-O's 2DGGST Jack-O 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-19
or strong pokes into it, which leads into her win condition. Luckily, Chipp's speed and mobility can make it very hard for Jack-O to land her servants and potentially cause whiffs that can let Chipp get in where he can abuse Jack-O's lack of meterless reversals.

Should you block a Jack-O servant projectile, make sure to FD Attack CommandGGST Jack-O 214K.pngGuard:
All
Startup:
3+9
Recovery:
Total 23
Advantage:
+15
to avoid chip damage. This special is also a frame trap even at full screen; be careful not to recklessly mash or immediately approach. It easily links back into itself for as much as 1/3rd of Chipp's life if Jack-O spends all her servant gauge on it.

It is important to note Jack-O's unique Servant Meter to gauge the threat/options of her zoning. Stalling in air the can be a viable tactic vs a long-range Jack-O to waste her servant gauge as she cannot reliably reach his heights with her servants. Chipp can hit servants as they approach, but Jack-O's Attack CommandGGST Jack-O 214K.pngGuard:
All
Startup:
3+9
Recovery:
Total 23
Advantage:
+15
and Defend CommandGGST Jack-O 214S.pngGuard:
-
Startup:
3+1
Recovery:
Total 24
Advantage:
-
can make this method of counterplay an occasionally risky move. Additionally, should Jack-O be hit or forced to block, all servants on the field will be forced to retreat without refunding her servant meter. This makes less common options such as ShurikenGGST Chipp Zanuff Shuriken.pngGuard:
All
Startup:
22
Recovery:
Total ??
Advantage:
-
and dash ResshouGGST Chipp Zanuff Resshou.pngGuard:
All
Startup:
13
Recovery:
16
Advantage:
-4
viable stall and approaching poke tools respectively for Jack-O.

Offense


Be wary applying j.2KGGST Chipp Zanuff j.2K.pngGuard:
High
Startup:
16
Recovery:
-
Advantage:
-
recklessly, it can be easily beaten by Jack-O's 2SGGST Jack-O 2S.pngGuard:
All
Startup:
9
Recovery:
22
Advantage:
-15
for massive counterhit damage.

Expect Jack-O to use 2PGGST Jack-O 2P.pngGuard:
All
Startup:
5
Recovery:
9
Advantage:
-3
/2KGGST Jack-O 2K.pngGuard:
Low
Startup:
6
Recovery:
12
Advantage:
-3
(2K more likely) as their common mash/abare option. This can make rekka stagger pressure more difficult than usual due to the high range and low-profile of these attacks beating out 5K, f.S, 2S, or run up throw stagger pressure without the need for Jack-O to FD and being too quick to whiff punish from a backdash. It can even catch an IAD attempt if her 2KGGST Jack-O 2K.pngGuard:
Low
Startup:
6
Recovery:
12
Advantage:
-3
performed as soon as possible after ResshouGGST Chipp Zanuff Resshou.pngGuard:
All
Startup:
13
Recovery:
16
Advantage:
-4
. Occasional frame-traps with RokusaiGGST Chipp Zanuff Rokusai.pngGuard:
Low
Startup:
8
Recovery:
21
Advantage:
-6
/SenshuuGGST Chipp Zanuff Senshuu.pngGuard:
High
Startup:
20
Recovery:
20
Advantage:
-9
are important to dealing with this. Unfortunately, both are also easily punished, as RokusaiGGST Chipp Zanuff Rokusai.pngGuard:
Low
Startup:
8
Recovery:
21
Advantage:
-6
can be punished by 2KGGST Jack-O 2K.pngGuard:
Low
Startup:
6
Recovery:
12
Advantage:
-3
. Be observant and apply your pressure with care here.

Forever Elysion DriverGGST Jack-O 632146P Whiff.pngGuard:
Throw
Startup:
10+1
Recovery:
58
Advantage:
-
is Jack-O's only invincible reversal, and requires 50 meter. Getting hit w/ this leads to near Pot Buster levels of damage. Chipp has many moves that leave him airborne which will cause this to whiff, and many safejumps/setups to help navigate around it if you expect Jack-O to present this. When whiffed this leads into your biggest counterhit combos, so know them.

Defense


Definitely not a position Chipp wants to be in. After a throw or hard knockdown, be prepared primarily to react to cross-ups, empty jumps and tick throws, the former two leading into a chunky combo if you do not.

Avoid mashing after Attack CommandGGST Jack-O 214K.pngGuard:
All
Startup:
3+9
Recovery:
Total 23
Advantage:
+15
. Attack Command is +15, follow-ups attack from Jack-O will likely result in a counterhit. Be patient and watch for any of Jack-O's other specials/movement for a better opportunity to escape or retaliate.

Yellow Roman Cancel and Burst are extremely important to have in your pocket if Jack-O corners you with meter, as they're capable of gapless pressure that can max your Risc and kill you in a single combo if the chip hasn't already nearly done that already. Being counterhit by 2DGGST Jack-O 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-19
/5HGGST Jack-O 5H.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-6
/MinionLaunchGGST Jack-O 236K.pngGuard:
All
Startup:
15
Recovery:
25
Advantage:
-12
(Corner Only) are other good times to use Burst.

5PGGST Chipp Zanuff 5P.pngGuard:
All
Startup:
3
Recovery:
10
Advantage:
-2
has its uses for calling out bad stagger pressure or throw attempts, but Jack-O has very strong low profile game, making 2KGGST Chipp Zanuff 2K.pngGuard:
Low
Startup:
5
Recovery:
8
Advantage:
-2
the preferable mash.

Your reversal Beta BladeGGST Chipp Zanuff Beta Blade.pngGuard:
All
Startup:
9
Recovery:
23
Advantage:
-27
is most reliable after blocking her 2DGGST Jack-O 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-19
, as almost all of Jack-O's followups from it are gapped; With a servant on the field this becomes a gamble due to the threat of Servant Attack .

Backdashing from stagger pressure can be risky as Jack-O's common 5KGGST Jack-O 5K.pngGuard:
All
Startup:
7
Recovery:
10
Advantage:
-4
/2KGGST Jack-O 2K.pngGuard:
Low
Startup:
6
Recovery:
12
Advantage:
-3
>2DGGST Jack-O 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-19
link will combo even on backdash. If attempting to avoid a throw, jumping is the safer option.

Your overdrives aren't good reversals and barring Jack-O's aerial options it is extremely risky to attempt Zansei RougaGGST Chipp Zanuff Zansei Rouga 1.pngGuard:
All
Startup:
20+1
Recovery:
-
Advantage:
-
as a full-screen whiff punish due to the high speed of her grounded normals/specials.

Ky Kiske

Updated for patch 1.18


Ky is a character with very strong space control. He is able to whiff punish well with Stun Dipper (236K)GGST Ky Kiske 236K 1.pngGuard:
Low, All
Startup:
5
Recovery:
26
Advantage:
-15 [-10]
, and has very good anti-air buttons such as 6PGGST Ky Kiske 6P.pngGuard:
All
Startup:
9
Recovery:
17
Advantage:
-8
and j.SGGST Ky Kiske jS.pngGuard:
High
Startup:
7
Recovery:
21
Advantage:
-
. In neutral it is good to play patiently and respect the threat of Ky's 2SGGST Ky Kiske 2S.pngGuard:
Low
Startup:
10
Recovery:
20
Advantage:
-8
and 6HGGST Ky Kiske 6H.pngGuard:
All
Startup:
15
Recovery:
20
Advantage:
-7
which Chipp cannot challenge easily. Whiff punishing with dash f.SGGST Chipp Zanuff fS.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-8
and dash 5KGGST Chipp Zanuff 5K.pngGuard:
All
Startup:
6
Recovery:
8
Advantage:
-3
/2KGGST Chipp Zanuff 2K.pngGuard:
Low
Startup:
5
Recovery:
8
Advantage:
-2
can get Chipp's offense started. Recognizing and interrupting Foudre Arc (214K)GGST Ky Kiske 214K.pngGuard:
All
Startup:
24
Recovery:
6
Advantage:
-2~+6 [+4~+12]
in neutral and blockstrings is key since it gives Ky a very advantageous situation on block. 2SGGST Chipp Zanuff 2S.pngGuard:
All
Startup:
10
Recovery:
17
Advantage:
-7
is also particularly useful against Ky because it is able to hit Stun Dipper (236K)GGST Ky Kiske 236K 1.pngGuard:
Low, All
Startup:
5
Recovery:
26
Advantage:
-15 [-10]
if Ky attempts to approach with it. Vary approach options between dash grounded buttons, or occasionally with IAD j.HGGST Chipp Zanuff j.H.pngGuard:
High
Startup:
9
Recovery:
17
Advantage:
-
. It is also possible to approach with double/triple jump, but Ky's 6PGGST Ky Kiske 6P.pngGuard:
All
Startup:
9
Recovery:
17
Advantage:
-8
has very little recovery and he will normally be able to anti-air it with relative ease. If Ky uses Stun Edge (236S)GGST Ky Kiske 236S.pngGuard:
All
Startup:
13
Recovery:
Total 46
Advantage:
-15
often, it is a good idea to IAD j.HGGST Chipp Zanuff j.H.pngGuard:
High
Startup:
9
Recovery:
17
Advantage:
-
for a counterhit punish on read. On offense, be prepared to bait or safejump Vapor Thrust (623S)GGST Ky Kiske 623S.pngGuard:
All
Startup:
11
Recovery:
43
Advantage:
-33
and Ride The Lightning (632146H)GGST Ky Kiske 632146H.pngGuard:
All
Startup:
8+1
Recovery:
99
Advantage:
-82
.

Frame DataCounterstrategyReverse MatchupVideos

Punishing Dire Eclat (214S):

Dire Eclat (214SGGST Ky Kiske 214S.pngGuard:
All
Startup:
14
Recovery:
25
Advantage:
-8 [-6]
) is mostly used to end strings and apply Shock State to the opponent on hit or block. Dire Eclat is negative on block, which means it is no longer Ky's turn after the move. However, it has significant push back making Ky difficult to punish. If Chipp can Instant Block, Ky will be positioned close enough for a meterless punish.

  • 236236P (An easy way to punish if you have meter. Only works without shock state.)
  • IB > c.S/5K > ... (Choose option based on spacing. c.S only works without shock state.)

ref: 214S Punishes


Interrupting Foudre Arc (214K):

Foudre Arc (214KGGST Ky Kiske 214K.pngGuard:
All
Startup:
24
Recovery:
6
Advantage:
-2~+6 [+4~+12]
) is used to catch jumps and to reset pressure on block. This move is quite safe on block (especially with Shock State), so it is ideal to interrupt the startup of the move, instead of trying to punish its recovery. Here are some combos that can be used after interrupting the startup:

  • 5P/2P > 6H > ... (basic confirm, can end string with specials)
  • 5P/2P > 66 c.S > 2S > 2H > 236K > dl j.H(2) ▷ c.S > 2H > 236P/236K... (easier, wallsplats midscreen to corner)
  • 5P/2P > 236K > j.K ▷ 66 2S > 2H > 236K > j.K2S > 2H > 236K > j.D (more difficult, wallsplats from fullscreen)
  • 623S
  • 6P > 236H

ref: Midscreen Foudre Arc Punish Fullscreen Foudre Arc Punish

Punishing Stun Edge (236S):

Stun Edge (236S)GGST Ky Kiske 236S.pngGuard:
All
Startup:
13
Recovery:
Total 46
Advantage:
-15
is Ky's main projectile that applies Shock State on hit and on block. This move is extremely negative on block (-17), and also extremely negative on hit (-14). Furthermore, the move has counterhit recover. If Ky uses it at closer ranges (even if it hits), Chipp may be able to punish them with f.SGGST Chipp Zanuff fS.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-8
/2SGGST Chipp Zanuff 2S.pngGuard:
All
Startup:
10
Recovery:
17
Advantage:
-7
. Chipp can also time his 6PGGST Chipp Zanuff 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
to low-profile Stun EdgeGGST Ky Kiske 236S.pngGuard:
All
Startup:
13
Recovery:
Total 46
Advantage:
-15
to make the move whiff or to punish up close. If spaced correctly, Stun EdgeGGST Ky Kiske 236S.pngGuard:
All
Startup:
13
Recovery:
Total 46
Advantage:
-15
can be difficult for Chipp to punish, but it is no longer Ky's turn after this move.

Punishing Charged Stun Edge (236H):

Charged Stun Edge (236H)GGST Ky Kiske 236H.pngGuard:
All
Startup:
39
Recovery:
Total 62
Advantage:
+22 [+25]
is Ky's slow projectile that applies Shock State on hit and on block. Usually, Ky will use this as a meaty, however, he may also occasionally use it in neutral. To punish this, Chipp can simply run up 6PGGST Chipp Zanuff 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
or instant air-dash over the projectile into a counterhit j.DGGST Chipp Zanuff j.D.pngGuard:
High
Startup:
8
Recovery:
22
Advantage:
-
punish. If timed and spaced correctly, Chipp's Banki Messai (236236K)No results will also work as a punish due to the move's early projectile invincibility. Note that Charged Stun Edge will defeat reversal Banki Messai as it is not invincible at startup.


Punishing Aerial Stun Edge (j.236S/H):

Aerial Stun Edge (j.236S/H) is Ky's air projectile that applies Shock State on hit or block. Ky will want to use this keep Chipp out, or to stuff anti-air attempts on his approach. Chipp can abuse his mobility to simply dodge the projectile, or to run under Ky for a punish due to the move's long recovery (until landing +14). If Ky is jumping from outside of air dash range, be prepared for him to use Aerial Stun Edge.


Remember: It is usually preferable to dodge all versions of Stun Edge since the move applies Shock State on hit or block.


Fighting Stun Dipper (236K):

Stun Dipper (236K) is a fast advancing low that is followed up by a second mid attack, giving a soft knock down on hit. Stun Dipper lowers Ky's hurtbox allowing him to low profile moves like Chipp's f.S. While this may appear to be an extremely powerful low poke, it has two major weaknesses: it has a significant gap between the two hits at close ranges and it is unsafe on block leaving Ky open to a punish. You can expect Ky to use Stun Dipper when he has meter to RC and make it safe on block. If Ky tries to use stun dipper up close, there is enough time between both hits that you can block the second hit even if the first hit isn't blocked. Additionally, the fixed time between hits makes attempting an Instant Block (IB) a viable option. Be aware that Stun Dipper is less negative when blocked in Shock State or if Ky is in Dragon Install, giving you less time to punish.

  • 2S >... (Easy confirm into BnB for wallbreak or damage, works from block at close range)
  • 2D (Simple sweep for oki, works from block at close range)
  • IB > c.S >... (Rewarding option for damaging punishes, only possible if the second hit is Instant Blocked up close)
  • 236236K (Works from even the farthest distances but must be input very quickly, good for wall breaks near the corner)
  • 66~BRC >... (Standard BRC punish, useful for when other options won't reach)

Dealing with Vapor Thrust (623S/H):

Vapor Thrust (623S/H) is Ky's go-to reversal which boasts good invincibility, great range, but a slow start-up (11f for the S version and 13f for the H version.) Expect Ky to use this move to escape pressure after a knock down or as a gimmick after an unsafe move. Due to the unique properties of Vapor thrust Chipp has some strong options for dealing with it. The S version of Vapor Thrust is much like a standard DP and the H version sends Ky across a large horizontal range which will tend to cross up. If blocked/whiffed Chipp can easily close the distance to punish using his excellent run speed but it is recommended to chase using the directional inputs instead of the dash macro since the dash macro may send Chipp running away from Ky's trajectory. It is also recommended to be patient and attempt to punish after Ky has landed since it is otherwise easy to accidentally attack in the wrong direction and whiff the punish.

Due to the long start up, Chipp has access to some new safejumps that normally would not work against faster reversals:

  • ...2D > (w)5P > IAD j.H (A convenient auto-timed safejump for slower reversals. Works from far 2D sweep range)


Remember that while Vapor Thrust has a slow startup, Ky's overdrive Ride The Lightning is much faster. Be cautious using these setups if Ky has meter.

Round Start


Common Round Start Interaction Table
Ky's Button Loses To Beats Trades Whiffs
6PGGST Ky Kiske 6P.pngGuard:
All
Startup:
9
Recovery:
17
Advantage:
-8
f.SGGST Ky Kiske fS.pngGuard:
All
Startup:
12
Recovery:
13
Advantage:
-5
2SGGST Ky Kiske 2S.pngGuard:
Low
Startup:
10
Recovery:
20
Advantage:
-8
2DGGST Ky Kiske 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-10
236KGGST Ky Kiske 236K 1.pngGuard:
Low, All
Startup:
5
Recovery:
26
Advantage:
-15 [-10]

Leo Whitefang


Leo is a well rounded brawler with powerful neutral tools, defensive options, and suffocating mix using his Brynhildr (back turn) stance. Leo's main weakness is his limited mobility which can make it difficult for him to approach his opponent without committing to some of his riskier advancing moves. From full screen Leo's threat is somewhat limited and Chipp can expect him to try to zone using his multi-hitting Gravierte WürdeGGST Leo Whitefang Graviert Wurde.pngGuard:
All
Startup:
10
Recovery:
Total 54F
Advantage:
-16
projectiles or advance behind them to close the distance. Once in the midrange Chipp should focus on sitting outside Leo's 2DGGST Leo Whitefang 2D.pngGuard:
Low
Startup:
12
Recovery:
19
Advantage:
-8
range and attempt to whiff punish his pokes, being careful to not be baited by Leo's Guard PointAn attack that automatically blocks certain attacks. Examples of this include Bang's Drive attacks, Baiken's Suzuran (63214K), and Zappa's Too Bad (214S). StanceGGST Leo Whitefang parry.pngGuard:
All
Startup:
10
Recovery:
14
Advantage:
0
. Chipp can make use of his 5H to counter-poke Leo and stuff his approaches but whiffing carelessly could give Leo an opening to start his pressure. It is important to remember that Leo can combine his advancing moves (including his sweep) with his step-dash which allows him to hit from outside their normal range and get in on Chipp. Leo can also gamble in this range with his advancing specials Erstes Kaltes GestöberGGST Leo Whitefang Kaltes Gestober Erst.pngGuard:
All
Startup:
12
Recovery:
20
Advantage:
-6
/Zweites Kaltes GestöberGGST Leo Whitefang Kaltes Gestober Zweit.pngGuard:
All
Startup:
23 [25]
Recovery:
22 [16]
Advantage:
-6 [+2]
so Chipp must be ready to react and punish. In close range Chipp must respect the threat of Leo's fast and far reaching 2KGGST Leo Whitefang 2K.pngGuard:
Low
Startup:
7
Recovery:
11
Advantage:
-5
, his throw, as well has his flash kick reversal EisensturmGGST Leo Whitefang Eisen Sturm.pngGuard:
All
Startup:
9
Recovery:
33
Advantage:
-28
. All of these can set up Leo's back turn pressure which is the worst case scenario for Chipp in this match up. It is safest for Leo to combine these moves with stagger pressure/footsies but he may choose to gamble with his riskier specials Erstes Kaltes GestöberGGST Leo Whitefang Kaltes Gestober Erst.pngGuard:
All
Startup:
12
Recovery:
20
Advantage:
-6
/Zweites Kaltes GestöberGGST Leo Whitefang Kaltes Gestober Zweit.pngGuard:
All
Startup:
23 [25]
Recovery:
22 [16]
Advantage:
-6 [+2]
to start his offense. If Chipp can score a knock down the threat of Leo's flash kick reversal can not be understated so rotating safejumps, throws, and Command GrabsGGST Chipp Zanuff 63214S.pngGuard:
Throw
Startup:
27
Recovery:
15
Advantage:
N/A
is a must. Having optimized punishes can help discourage reckless flash kicks and threaten Leo's large health pool.

Frame DataCounterstrategyReverse MatchupVideos

Dealing with Eisensturm ([2]8S/H):

Eisensturm ([2]8SGGST Leo Whitefang Eisen Sturm.pngGuard:
All
Startup:
9
Recovery:
33
Advantage:
-28
/H) is a powerful reversal move that has a good start up (9f for the S version), large hitboxes, and can set up Leo's Brynhildr (back turn) stance. The main weakness of Eisensturm is it's long recovery on block or whiff leaving Leo vulnerable to a punish. Expect Leo to use this move on wake up, during Chipp's pressure, or after an unsafe move as a gimmick, especially when he has meter to RC and make it safe. When Leo has meter it is preferable to try and make Eisensturm whiff since blocking the move can allow Leo to RC which can put Chipp into a 50/50 situation. This pushes the risk reward heavily in Leo's favor and which can make conditioning difficult. Optimizing punishes (like those shown below) can help bring the risk/reward back in Chipp's favor.

When whiffed or blocked without meter, Eisensturm will carry Leo horizontally with the H VersionGGST Leo Whitefang Eisen Sturm.pngGuard:
All
Startup:
10
Recovery:
42
Advantage:
-52
carrying him extra distance. This can cause Leo to cross over Chipp making poorly timed punishes whiff. It is best to chase Leo and punish him during his landing recovery to avoid whiffing. When Leo uses Eisensturm to escape the corner it can space him some distance from the wall changing some punish routes.


Example punishes for Eisensturm :

  • 5[D] A simple charge dust punish that works anywhere if timed correctly. Please see the dust combo section.
  • 6H CH > 66 > c.S > 6H > Overdrive Easy to execute, high damage metered midscreen punish
  • 6H CH > 66 > c.S > j.K(1) > 66 > j.H(2)2S > 2H > 236S~236K > WS > 6H Meterless corner carry punish. Rekka will only connect if Chipp reaches the corner.
  • 2H CH > 236[P] > w.S > w.S > w.S > w.S > w.6H > w.S > w.6H > WS > w.6H Standard wall run punish. Note that punishing H Eisensturm may require different wall run combos, since it travels farther horizontally
  • j.S CH > j.236[P] > w.S > w.S > w.S > w.S > w.6H > WS > w.6H Corner punish combo for H Eisensturm using a jumping attack


Chipp can normally defeat reversals using his cross up move Alpha Blade Diagonal(236K)GGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuard:
All
Startup:
27
Recovery:
17
Advantage:
-2
, however this move is quite weak when dealing with Leo. Eisensturm uses a downward charge motion which means that Leo can not accidentally miss the input for his reversal due to a cross up. It is also somewhat risky to attempt Alpha Blade Diagonal because Eisensturm's large hitbox will usually counter-hit Chipp in the air. Alpha Blade Horizontal(236P)GGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuard:
All
Startup:
29
Recovery:
19
Advantage:
-4
is a less-rewarding but safer option on Leo's wake up since the lower hitbox for Eisensturm is smaller and less active.

Chipp can also make use of throws (4/6D), his command grab Genrou Zan (63214S)GGST Chipp Zanuff 63214S.pngGuard:
Throw
Startup:
27
Recovery:
15
Advantage:
N/A
, and his safejump set ups to deal with Eisensturm. Please reference the safejump set up for more information.

Ref1

Round Start


Common Round Start Interaction Table
Leo's Button Loses To Beats Trades Whiffs
6PGGST Leo Whitefang 6P.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-5
66 5KGGST Leo Whitefang 5K.pngGuard:
All
Startup:
9
Recovery:
13
Advantage:
-3
2KGGST Leo Whitefang 2K.pngGuard:
Low
Startup:
7
Recovery:
11
Advantage:
-5
f.SGGST Leo Whitefang f.S.pngGuard:
All
Startup:
12
Recovery:
21
Advantage:
-13
2SGGST Leo Whitefang 2S.pngGuard:
Low
Startup:
10
Recovery:
13
Advantage:
-2
2DGGST Leo Whitefang 2D.pngGuard:
Low
Startup:
12
Recovery:
19
Advantage:
-8

May


When fighting May, Chipp will have to contend with her powerful and disjointed ground buttons in addition to the threat of her fast advancing special S Mr. Dolphin Horizontal ([4]6S). May's air approach is much weaker than her ground approach since her jump-in buttons are not disjointed and can easily be counter-hit with Chipp's 6P. If May attempts to use S Mr. Dolphin Horizontal to get in on Chipp, then he can challenge in the follow up situation to take his turn. In neutral Chipp should aim to bait and whiff punish May's slower buttons, interrupt her slower H Mr. Dolphin Horizontal special, and stuff her air approaches. Once Chipp lands a hit he can easily stay on top of May and take advantage of her limited defensive options to run his game plan.

Frame DataCounterstrategyReverse MatchupVideos

Dealing with Mr. Dolphin Horizontal ([4]6S/H) pressure:

H-Dolphin ([4]6H) is +5 on block but slow to start up. Recognizing and interrupting H-Dolphin with a fast button like 5P leads to a better situation than blocking it.

S-Dolphin ([4]6S) is -5 on block and -2 on hit. This means that even on hit you can act first. Chipp's 2S and 2K can cover many options on hit or block. Remember that May is not limited to these strings and if Dolphin counter-hits, it will leave you in a stagger and you will not have access to these options.

Chipp's Options for Dolphin RPS
String On Block On Hit
S-Dolphin > S-Dolphin 2K confirm 2K confirm
2S confirm 2S counter hit
Jump back > BRC punish 2D counter hit
- Jump back > BRC punish
S-Dolphin > Backdash > S-Dolphin (whiff) 2S > 2H counter hit -
S-Dolphin > 3K Early 2K is safe Jump back > BRC punish
Delay 2K counter hit -
Jump back > BRC punish -
S-Dolphin > 2K 2S counter hit 2S counter hit

Ref: S-Dolphin Punishes


External resources: Tempest's May doc gives good general info for fighting May

Round Start


Common Round Start Interaction Table
May's Button Loses To Beats Trades Whiffs
6PGGST May 6P.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-7
5KGGST May 5K.pngGuard:
All
Startup:
8
Recovery:
11
Advantage:
-5
2SGGST May 2S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
IADB j.HGGST May j.H.pngGuard:
High
Startup:
12
Recovery:
15
Advantage:
-
DolphinGGST May Mr. Dolphin Horizontal.pngGuard:
All
Startup:
7
Recovery:
11 (26 OH)
Advantage:
-5

Millia Rage


Millia is a mobile mix-up character with unique air movement and powerful OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. On top of her air movement she also boasts best in class air buttons making her very difficult to challenge while airborne. Millia's main weakness is her poor defensive options, limited health, and committal ground options.

Attempting to jump at Millia is extremely dangerous since buttons like j.SGGST Millia Rage j.S.pngGuard:
High
Startup:
7
Recovery:
14
Advantage:
-
will almost always win in a trade and she can effectively anti-air with her high reaching c.SGGST Millia Rage c.S.pngGuard:
All
Startup:
7
Recovery:
13
Advantage:
+1
. If Chipp is to meet Millia in the air he should use his superior ground movement to position himself before he ever jumps.

On the ground Millia can out-poke Chipp with her far reaching 5KGGST Millia Rage 5K.pngGuard:
All
Startup:
7
Recovery:
12
Advantage:
-3
/2KGGST Millia Rage 2K.pngGuard:
Low
Startup:
6
Recovery:
12
Advantage:
-3
/2DGGST Millia Rage 2D.pngGuard:
Low
Startup:
12
Recovery:
22
Advantage:
-11
but the long recovery on these moves makes them good targets for whiff punishes.

After a knockdown Millia can user her H Tandem Top (236H)GGST Millia Rage Tandem Top Full.pngGuard:
All
Startup:
73
Recovery:
Total 51
Advantage:
-
set up oki that must be respected. If she tries to push her advantage too far and doesn't keep her offense air-tight Chipp can take advantage of his 3f 5PGGST Chipp Zanuff 5P.pngGuard:
All
Startup:
3
Recovery:
10
Advantage:
-2
and reversal Beta Blade (623S)GGST Chipp Zanuff Beta Blade.pngGuard:
All
Startup:
9
Recovery:
23
Advantage:
-27
to force his way out of her mix-ups.

It can be difficult to determine whether or not Millia will cross up. A useful tech in this situation is the DP/FD OS, which will allow Chipp to Beta Blade if Millia crosses up, and Faultless Defense (FD) if she does not. To perform this tech, hold back, then press S and another button is not D (example input: 4S+H). With the right timing, Chipp will have an easier time dealing with Millia's mix-ups.

By outmaneuvering Millia on the ground Chipp can force her to waste her air options on approach to bait out whiffs and take his turn. Once Chipp is in on Millia he can take advantage of her limited defensive options and run his game plan.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Millia's Button Loses To Beats Trades Whiffs
6PGGST Millia Rage 6P.pngGuard:
All
Startup:
9
Recovery:
16
Advantage:
-11
5KGGST Millia Rage 5K.pngGuard:
All
Startup:
7
Recovery:
12
Advantage:
-3
f.SGGST Millia Rage f.S.pngGuard:
All
Startup:
9
Recovery:
19
Advantage:
-7
2SGGST Millia Rage 2S.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-6
2DGGST Millia Rage 2D.pngGuard:
Low
Startup:
12
Recovery:
22
Advantage:
-11

Neutral


Offense


Defense


Nagoriyuki

Updated for patch 1.18


No general strategy writeup available at the time BUT make sure to click that Expand button

Frame DataCounterstrategyReverse MatchupVideos

Dealing with Kamuriyuki (214H):

Kamuriyuki (214H) (AKA "Spin" or "Beyblade") is an extremely fast, lunging attack that knocks the opponent down on hit and is safe on block. Expect Nagoriyuki to use this move to get in from the mid-range or as part of his pressure up close. Nagoriyuki can choose to continue his pressure by special cancelling (at the cost of building up his blood meter), which can make it a very scary RPS situation for Chipp. In general, if Nagoriyuki chooses not to special cancel, Chipp can safely use any of his faster buttons (including c.SGGST Chipp Zanuff cS.pngGuard:
All
Startup:
7
Recovery:
10
Advantage:
+1
/2SGGST Chipp Zanuff 2S.pngGuard:
All
Startup:
10
Recovery:
17
Advantage:
-7
) to beat out his other options, as it is now negative on block. Caution should be used when challenging KamuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3
since it raises Nagoriyuki's hurtbox so a mistimed low-poke may lead to a counter hit on Chipp. Chipp can also delay backdash/jump or fuzzy backdash/jump, which will be safe against most of Nagoriyuki's other options, but will not give a punish. Be aware, Nagoriyuki may choose different options depending on how full his blood meter is. The breakdown for Chipp's RPS options can be seen in the table below.

Chipp's Options for Kamuriyuki RPS (on block)
String Blood Nagoriyuki Beats Nagoriyuki Loses To
214H > dl 623H/236S costs blood Slower buttons (depending on delay) Delayed backdash / jump
Block / FD
623S (very tight timing)
214H > Button costs no blood Backdash Delayed backdash / jump
5K / 2K / c.S / 2S (beats mash)
5P > 5P... (true punish)
214H > Close Back Fukyo (214K) > 5K... costs blood 2K Delayed backdash/jump
c.S 5P / 2P / 5K (at most ranges)
- 623S
214H > Far Back Fukyo (214K) > f.S/2S... costs blood 2K / 5K Delayed backdash/jump
2P 5P (may recover in time to block)
623S (whiffs) 2D
- f.S / 2S (lower blood levels)
Notes:
  • Close Back Fukyo/Far Back Fukyo indicates the distance Nagoriyuki is at before he presses a button.
  • Far Back Fukyo assumes Nagoriyuki travels back far enough for Chipp's K buttons to whiff. If they don't, then Nagoriyuki will lose to Chipp's 5K/2K.
  • It also assumes that Nagoriyuki is not at maximum distance Fukyo. If he is at that distance, all of Chipp's buttons will lose.
  • Nagoriyuki and Chipp are not limited to these options

The RPS situation after 214H > Back Fukyo (214K) > Button is incredibly nuanced. This is due to the fact that Nagoriyuki can halt his momentum from Fukyo at any point during the motion, which means that technically, there is a certain Fukyo distance for each of Chipp's moves to whiff. While this is possible in theory, it is incredibly difficult for Nagoriyuki to make the right read, as well as halt his momentum at the exact distance that will cause Chipp's move to whiff in a real match. Therefore, many Nagoriyuki players will simply default to a few Back Fukyo distances, as listed in the table above. It may be helpful to remember good options for Chipp at close and far range Back Fukyo. Otherwise, it may be best to simply delayed jump block when uncertain.

Round Start


Common Round Start Interaction Table
Nagoriyuki's Button Loses To Beats Trades Whiffs
6PGGST Nagoriyuki 6P.pngGuard:
Mid
Startup:
12
Recovery:
15
Advantage:
-6
5KGGST Nagoriyuki 5K.pngGuard:
Mid
Startup:
7
Recovery:
12
Advantage:
0
2SNo results
214HGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3
214KGGST Nagoriyuki Fukyo.pngGuard:
N/A
Startup:
-
Recovery:
Total 16
Advantage:
N/A
~6 214HGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3
623HGGST Nagoriyuki Shizuriyuki1.pngGuard:
Mid
Startup:
11
Recovery:
21
Advantage:
-7

Potemkin


Potemkin is a slow character with big, disjointed buttons and a high damage command grabs. He is strong in the mid range and extremely threatening in close range. His main weaknesses are his slow movement speed, large hurtboxes, and limited defensive tools. This allows Chipp to push his offense and play on his own terms. Potemkin will often use Slide HeadGGST Potemkin Slide Head.pngGuard:
Low (Guard Crush)
Startup:
29
Recovery:
28
Advantage:
0
to try to knock Chipp down, allowing him to get in close with Hammer FallGGST Potemkin Hammer Fall.pngGuard:
All
Startup:
18~62
Recovery:
26
Advantage:
-9
. It is a good idea to approach cautiously by blocking low or back dashing to avoid getting knocked down by Slide Head. Try to condition him against using Mega FistGGST Potemkin Mega Fist Back.pngGuard:
High
Startup:
25
Recovery:
6
Advantage:
+4
and avoid situations that lead to Garuda ImpactGGST Potemkin Garuda Impact.pngGuard:
All (Guard Crush)
Startup:
28
Recovery:
24
Advantage:
+19
at all costs. In general, Faultless Defense (FD) is very good when blocking Potemkin's strings as it pushes him out of command grab range. When Chipp has the advantage, it is essential to keep up the pressure through the use of soft knockdowns from Alpha Blades or plus frames from Gamma Blade.

Frame DataCounterstrategyReverse MatchupVideos

Dealing with Hammer Fall ([4]6H):

Hammer FallGGST Potemkin Hammer Fall.pngGuard:
All
Startup:
18~62
Recovery:
26
Advantage:
-9
is an advancing ArmorA property which lets a move continue when hit by a set number of moves (usually taking reduced damage).ed move that Potemkin can use to get in on his opponent. Potemkin may also use Hammer Fall as a mobility tool in combination with RC in order to keep himself safe or catch Chipp off-guard with an attack. Expect Potemkin to use this move as a call out for slower attacks or as a gamble to close distance with his opponent. Despite it's good movement and armor, Hammer Fall leaves Potemkin vulnerable since it is somewhat slow to start up and can be punished on block or whiff. Chipp can use his excellent mobility to dodge Hammer Fall on reaction and punish its long whiff recovery. Another option is to use fast moves like 5P to break Potemkin's armor and punish the move with a combo.

66 > 5P > 5P CH, c.S > 2H > 236K...


Chipp must be aware of Potemkin's meter when trying to punish this move since Potemkin may FPRC into a move like Garuda ImpactGGST Potemkin Garuda Impact.pngGuard:
All (Guard Crush)
Startup:
28
Recovery:
24
Advantage:
+19
, Potemkin BusterGGST Potemkin Potemkin Buster.pngGuard:
Ground Throw
Startup:
5
Recovery:
37
Advantage:
-
, or Heat KnuckleGGST Potemkin Heat Knuckle 1.pngGuard:
Air Guard Crush
Startup:
12
Recovery:
18
Advantage:
+10~+1
as a call out.


Dealing with Mega Fist (236P / 214P):

Mega Fist is a powerful approach tool and an effective way for Potemkin to escape pressure. By rapidly raising his hurtbox, Potemkin can advance through or escape from many of Chipp's moves. Understanding how each version of Mega Fist works is essential to surviving the Potemkin match up. In general, Chipp will need to call-out Mega Fist directly with air-to-air attacks or make use of frame traps to catch its start-up. Both of these can be quite dangerous however, since jumping against Potemkin leaves you vulnerable to Potemkin's powerful anti-air moves and frame traps require precise timing to counter Mega Fist. (Please see the Frame Trap article for more info)

Remember that Mega Fist does NOT have invulnerable frames so it will always lose to a Meaty if used after a knock down.


Forward Mega Fist (236P)GGST Potemkin Mega Fist.pngGuard:
High
Startup:
25
Recovery:
16
Advantage:
-6
leaves Potemkin -6 and can be punished on block. Expect Potemkin to use this move from footsies range to start his pressure and call out low pokes.

Midscreen Options
  • 5P

The very basics. Chipp's 5P is one of the fastest in the game at 3f. Mega Fist can be easily punished or interrupted early with this move.

  • Block > 5K > 2D

A simple punish that works when blocked at all but the farthest distances. Extra hits of 5K can be used but may push Potemkin out of sweep range.

  • j.K(1) > 66 > dl j.H(2)2S > 2H > 236K > j.D > WS > j.D

Example air-to-air confirm from midscreen if you can make a read on Megafist.


Backward Mega Fist (214P)GGST Potemkin Mega Fist Back.pngGuard:
High
Startup:
25
Recovery:
6
Advantage:
+4
has low recovery and leaves Potemkin +4 on block. Expect Potemkin to use this move to escape pressure, especially in the corner.

Corner Options
  • c.S > 2S > 5H > 236H

A safe block string that pushes Chipp out of Mega Fist's range. The clone disappears before it can be struck by Mega Fist and allows Chipp to continue pressure if Potemkin blocks. Loses to mashing.

  • (c.S > 2S > 2H) > CH 236K, j.236K ▷ ...

Cancelling a block string into 236K gives easy confirm that counter-hits Mega Fist and a carries Potemkin to the ground for a wall break or a reset.

  • ... PRC > airthrow

A decent option for Chipp to make himself safe while still punishing Mega Fist. Extremely useful for failed frame traps such as 236S ~ dl 236S

  • ... 236[P] > CH w.S >...

With a good read, Chipp can start a high damage wall-run combo by cancelling his pressure into Horizontal Alpha Blade and confirming with w.S


Midscreen Options
  • c.S > 2S > 2H > 236H

A safe block string that pushes Chipp out of Mega Fist's range. The clone disappears before it can be struck by Mega Fist and allows Chipp to continue pressure if Potemkin blocks. Loses to mashing.

  • (c.S > 2S > 2H >) CH 236K > dj > j.K(1) > j.D

A simple punish when Mega Fist is counter hit by Diagonal Alpha Blade

  • (5K > 5K > 5K), dl CH 5H

5H will air counter-hit causing a tumble and creating an advantageous position for Chipp. 5K gatling creates a specific spacing for the counter-hit


Potemkin can also perform a Kara CancelA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.led Backward Mega Fist (2146K~P) which advances Potemkin slightly forward and leaves him -2 on block. Mainly used for Potemkin's combos but may also be used to extend his pressure safely.

Ref: ref 1 ref 2

Dealing with Garuda Impact (214H):

Garuda ImpactGGST Potemkin Garuda Impact.pngGuard:
All (Guard Crush)
Startup:
28
Recovery:
24
Advantage:
+19
is one of the most oppressive tools in Potemkin's arsenal. Chipp's Beta Blade (623S)GGST Chipp Zanuff Beta Blade.pngGuard:
All
Startup:
9
Recovery:
23
Advantage:
-27
can be a useful way to escape a poorly timed or spaced Garuda Impact but can easily lose out if Potemkin is prepared. Garuda Impact can be spaced to to clash with or defeat Beta Blade and should be respected when Potemkin is close after a knockdown. Chipp can input 623S1K+S to Option SelectA technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. an ambiguously spaced Garuda Impact giving him Faultless Defense (FD) if Beta Blade clashes. When Chipp is forced to block he will enter guard crush state, allowing Potemkin to force a dangerous guessing game on him. Since Potemkin will be roughly +19 on block, Chipp will likely have to continue blocking his next few strings. However, if Potemkin does a second Garuda Impact, Chipp will be able to interrupt it with one of his faster buttons such as 5KGGST Chipp Zanuff 5K.pngGuard:
All
Startup:
6
Recovery:
8
Advantage:
-3
, or simply jump out of it. Using Faultless Defense against Garuda Impact is also highly encouraged, as it will push Potemkin further away, preventing him from using certain buttons to continue his pressure. It is also entirely possible to practice and Instant Faultless Defense (IBFD) consistently on wake up against Potemkin's Garuda Impact, pushing him even further away than usual and forcing him to spend resources to continue his offense.

Setups to watch for:

When Chipp is thrown into the corner, Potemkin can reliably set up Garuda Impact to whiff during the startup of Beta Blade which will deny Chipp his clash frames. Chipp should select other options to deal with Garuda Impact in this situation.

Round Start


Common Round Start Interaction Table
Pot's Button Loses To Beats Trades Whiffs
2PGGST Potemkin 2P.pngGuard:
All
Startup:
8
Recovery:
9
Advantage:
-1
6PGGST Potemkin 6P.pngGuard:
All
Startup:
11
Recovery:
25
Advantage:
-15
f.SGGST Potemkin f.S.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-8
2DGGST Potemkin 2D.pngGuard:
Low
Startup:
13
Recovery:
21
Advantage:
-11

Ramlethal Valentine


No general strategy writeup available at the time, BUT do make sure to click that "Expand" button

Frame DataCounterstrategyReverse MatchupVideos

Dealing with Mortobato (236236S):

Mortobato is Ramlethal's only reversal which boasts a fast start up, good invincibility, and excellent damage. Expect Ramlethal to use this move to escape your pressure when she has meter, especially after a knock down. If Ramlethal has 50 meter, Chipp should be cautious when using frame traps as the input for Mortobato can be easily buffered to have the move activate during any gap. Attempting to use Gamma Blade (236H) is extremely dangerous when Ramlethal has meter since Chipp can lose almost all of his health if both him and his clone are hit by Mortobato. Reacting with PRC during the super flash will make the Gamma Blade clone a projectile saving your life.

Chipp can make use of his safejump set-ups to bait Mortobato and safely continue his pressure (Please reference the Safejump section for more information.) Chipp can also use MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. Alpha Blade Diagonal (236K) after a knock down in an attempt to cross-up and interrupt Mortobato. While it may be difficult to punish on block (especially if blocked in the air), Mortobato has a long recovery on whiff letting Chipp run in for a full punish.

Be cautious! If Diagonal Alpha Blade is mistimed, an opponent with good awareness can input Mortobato backwards to have it activate after the cross-up leading to a counter-hit on Chipp.

Round Start


Common Round Start Interaction Table
Ramlethal's Button Loses To Beats Trades Whiffs
6PGGST Ramlethal Valentine 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
5KGGST Ramlethal Valentine 5K.pngGuard:
All
Startup:
7
Recovery:
11
Advantage:
-2
2KGGST Ramlethal Valentine 2K.pngGuard:
Low
Startup:
6
Recovery:
9
Advantage:
-2
f.SGGST Ramlethal Valentine fS.pngGuard:
All
Startup:
11
Recovery:
21
Advantage:
-10 [-13]
2SGGST Ramlethal Valentine 2S.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-5 [-8]
IADB j.SGGST Ramlethal Valentine jS.pngGuard:
High
Startup:
12
Recovery:
24
Advantage:
-

Sol Badguy

Updated for patch 1.18


Sol has devastating, close range normals that are plus on block, as well as a high-damage Command Throw to threaten Chipp with as close range. It may be a good idea to push him further away during his offense using Faultless Defense (FD), forcing him to leave gaps in his offense, and possibly allowing Chipp to punish him in between those gaps. In general,

Frame DataCounterstrategyReverse MatchupVideos

Dealing with Gun Flame (236P):

Gun Flame (236PGGST Sol Badguy 236P.pngGuard:
All
Startup:
20
Recovery:
Total 54
Advantage:
-8
) is a slow advancing projectile with several active frames for each pillar. Gun Flame can be plus on block at further ranges, depending on which pillar of flame hits the opponent. Expect Sol to use this as part of his blockstrings, or sometimes as a poke in neutral. When used raw in neutral, it may be possible to land a counterhit punish on reaction with IAD j.H, depending on the distance between Chipp and Sol. It is important to interrupt it on a read if Sol uses it often in a blockstring. However, interrupting may not always be possible if Sol is too close to Chipp, as Chipp may be hit by the first pillar of flame, instead of the later pillars. To counter this, Chipp should utilize Faultless Defense (FD) during Sol's blockstrings before he uses Gun Flame, leaving time for Chipp to jump out and punish him.

Dealing with Bandit Bringer (214K Air OK):

Bandit Bringer (214KGGST Sol Badguy 214K.pngGuard:
High
Startup:
30
Recovery:
12 after landing
Advantage:
-2
) is a slow but safe move that raises sol into the air before he dives down for an OverheadAn attack that the opponent must block high. attack. Ground Bandit Bringer can be spaced to force a scramble on block but generally Sol's turn ends when this move is blocked. The air version halts Sol's momentum and is more negative but the push back can make it difficult to start your pressure. Expect Sol to use this move to try and approach over grounded pokes, bait anti-airs, or after an unsafe move. Generally, if possible, it is preferred to interrupt the move with a button with some invulnerability such as 6P or 623S. Be aware that a point blank Bandit Bringer (214K) will whiff behind Chipp's 6P if he is cornered. Air-throw, air-to-air, and run-under are possible but may not be practical since you need to react very quickly.

Blocking Bandit Bringer leads to a pseudo-RPSRock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. situation but is generally less risky than trying to counter-hit. After a blocked Bandit Bringer Chipp can:

  • 6P (A strong option when Bandit Bringer leaves Sol closer to Chipp. Beats 5K but can lose to Sol's 2D and Night Raid Vortex (214S)) at farther spacing. Tends to trade with Sol's low pokes up close and his 6H farther out.)
  • 2K (Leads to a 2D knockdown. A good option that will beat Sol's attempts to mash but only works up-close)
  • 2S (A good option from farther spacing but can be interrupted by Sol's 2K.)

Be cautious! Sol may gamble by using Volcanic Viper (623S/H) after Bandit Bringer!

ref: 214K punishes


Punishing Night Raid Vortex (214S):

Night Raid Vortex is a gap-closing move that lowers Sol's hurtbox allowing him to low profile many moves. Night Raid Vortex can be held to change its travel distance and leads to good damage on hit. The main weakness of the move is that its hitbox only becomes active at the end of travel, and it is very negative on block leaving Sol open to a punish. Expect Sol to use this move to low profile our pokes (e.g. f.S, 6P, 5H, 5K), or when he has meter to Roman Cancel. The safest way to punish Night Raid Vortex is to simply block it and confirm with 2S/c.S.

Due to the delayed hitbox, Chipp can also try to react to Night Raid Vortex and counter hit with 2S, 2D, or 2K. A ground throw (4/6D), c.S, and 6H punish are also possible but require very tight timing. Counter hitting is quite risky due to the move's variable timing and big damage on hit.


Punishing Heavy Mob Cemetery (214214H):

Heavy Mob Cemetery is a full screen overdrive that cannot be blocked, causing a high damage ground throw if it connects. While it is slow to start up and travel, it has Guard PointAn attack that automatically blocks certain attacks. Examples of this include Bang's Drive attacks, Baiken's Suzuran (63214K), and Zappa's Too Bad (214S). meaning it will beat other attacks that attempt to trade with it. Expect Sol to use this move as a punish or as a gimmick to try and steal a round.

Chipp can jump and chase to attempt to punish but he also has access to some unique tools to beat Heavy Mob Cemetery. Chipp's 6K will not interrupt Sol, but it puts Chipp in an airborne state near the ground and has a long total duration. This allows Chipp to dodge the throw while keeping him close and enabling a punish (it is risky to attempt a 6K if Sol is very close). Chipp also has the unique option of using his overdrive Zansei Rouga (632146H) on reaction. Zansei Rouga will defeat Heavy Mob Cemetery at even the closest ranges if it is buffered during the super flash.

Round Start


Common Round Start Interaction Table
Sol's Button Loses To Beats Trades Whiffs
6PGGST Sol Badguy 6P.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-11
f.SGGST Sol Badguy fS.pngGuard:
All
Startup:
10
Recovery:
13
Advantage:
+2
2SGGST Sol Badguy 2S.pngGuard:
All
Startup:
10
Recovery:
15
Advantage:
-7
6HGGST Sol Badguy 6H.pngGuard:
All
Startup:
9
Recovery:
43
Advantage:
-27
2DGGST Sol Badguy 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-4
Dash 623HGGST Sol Badguy 623X.pngGuard:
All
Startup:
13
Recovery:
19+10 after landing
Advantage:
-26

Testament


No general strategy writeup available at the time, BUT do make sure to click that "Expand" button

Frame DataCounterstrategyReverse MatchupVideos

Dealing with Nostrovia (236236P):

Nostrovia (236236P) is a utility overdrive that Testament can use to extend pressure, combos, and apply Stain to an opponent. This move has no invincibility so expect Testament to use it during pressure or as okizeme. Chipp can make use of the projectile invincibility on his overdrive Banki Messai (236236K) to punish Nostrovia from nearly any distance even if the move is used as okizeme. If Nostrovia is used in neutral, Chipp can make use of his superior air mobility to avoid the projectile entirely. Caution is required, since Testament can move independently of the projectile while it is active and may target Chipp's air movement while he is attempting to dodge. Note that during Stain Testament can activate Nostrovia without any gaps forcing Chipp to block the projectile.

Round Start


Common Round Start Interaction Table
Testament's Button Loses To Beats Trades Whiffs
6PGGST Testament 6P.pngGuard:
All
Startup:
11
Recovery:
15
Advantage:
-7
f.SGGST Testament fS.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-7
2SGGST Testament 2S.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-7
236SGGST Testament j236S.pngGuard:
All
Startup:
16~22
Recovery:
27
Advantage:
-4
j.236HGGST Testament j236S.pngGuard:
All
Startup:
13~19
Recovery:
21
Advantage:
+2
Walk Back

Zato-1


Zato is a unique puppet character with powerful offense and mix-ups thanks to his controllable shadow "Eddie". Zato's main strength is Eddie who helps him control neutral and apply pressure/mix-ups. Zato's main weaknesses are the long recovery on his moves and limited defensive options, relying mostly on system mechanics like Yellow Roman Cancel (YRC) and AbareAn attack during the opponent's pressure, intended to interrupt it.. Chipp's primary goal in Neutral will be to avoid being trapped by Zato while trying to strike Eddie and deplete Zato's Eddie gauge. This leaves Zato unable to summon for a short time and vulnerable. Watching for Pierce (236P)GGST Zato-1 Pierce.pngGuard:
All
Startup:
21 {25}
Recovery:
24 [36 Zato]
Advantage:
+30
and reacting with 2P or 2K can help achieve this, giving Chipp a chance to start his offense. Chipp can dash in and out of Zato's 2SGGST Zato-1 2S.pngGuard:
All
Startup:
11
Recovery:
20
Advantage:
-10
range and whiff punish and also check 6PGGST Zato-1 6P.pngGuard:
All
Startup:
12
Recovery:
12
Advantage:
-6
with 2K/2D. It is important to note that Zato's best reward comes from anti-air moves so approaching from the air carries significant risk, especially when Eddie is available. Dash-blocking on approach is an effective way for Chipp to keep himself safe. When Eddie is available be prepared to react to Oppose (236H)GGST Zato-1 Oppose Armor.pngGuard:
All
Startup:
74 {78}
Recovery:
(Summon Vanishes) [36 Zato]
Advantage:
-
and throw Zato. Once Chipp can get in on Zato he can run pressure/mix-ups but be prepared to deal with Zato's fast 5PGGST Zato-1 5P.pngGuard:
All
Startup:
5
Recovery:
8
Advantage:
-2
/2PGGST Zato-1 2P.pngGuard:
All
Startup:
6
Recovery:
9
Advantage:
-3
during any gaps.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Zato's Button Loses To Beats Trades Whiffs
2PGGST Zato-1 2P.pngGuard:
All
Startup:
6
Recovery:
9
Advantage:
-3
6PGGST Zato-1 6P.pngGuard:
All
Startup:
12
Recovery:
12
Advantage:
-6
f.SGGST Zato-1 f.S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-12
2SGGST Zato-1 2S.pngGuard:
All
Startup:
11
Recovery:
20
Advantage:
-10
2DGGST Zato-1 2D.pngGuard:
Low
Startup:
10
Recovery:
17
Advantage:
-9
Walk Back 5HGGST Zato-1 5H.pngGuard:
All
Startup:
13
Recovery:
19
Advantage:
-9

Neutral


Offense


Defense



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Chipp Zanuff