GGST/Chipp Zanuff/Starter

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General Gameplan

Chipp's general gameplan can vary greatly, but a beginner Chipp will usually want to focus on a safer footsies A complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like. How you do this varies wildly based on the game, but it often involves using long range attacks to pester your opponent as they are trying to walk around. This dance of playing mind games with your feet is the source of the term's name. style. Chipp will want to use his movement to stay outside of his opponents range, dodge their pokes, and make them afraid his approach. He can then wait for any committal action, such as a whiffed poke, before dashing in to punish it. Once Chipp is in, he can apply his multitude of pressure tools to wear down the opponent's defense and repeat the situation.

Chipp has the lowest life in the game, so taking too many risks can quickly lose him the round. DON'T GET HIT!


Movement

Chipp has the fastest dash speed in the game. This means that Chipp can stay far outside the range of his own attacks, and still be able to hit his opponent on reaction with moves like f.S, Dash > f.S, Dash > 5K.

On the ground Chipp should:
  • Stand 2-3 character lengths away or outside poke range.
  • Feint his approach with forward/backward walk and short dashes
  • Dash in on reaction to a whiffed move to start his offense
Chipp also has strong air movement thanks to his triple jump. Chipp should ALWAYS try to save his third jump so he can retreat if needed.


Neutral Buttons

Chipp's normals may be quick and far-reaching, but they tend to lose to other buttons if he swings them recklessly. It is almost always best to wait for an opponent to whiff a move before pressing.

  • 5K is best when Chipp is closer. Easy to confirm hits or start pressure on-block.
  • f.S is best when Chipp is farther away. Dash > f.S lets Chipp whiff punish from very far away.
  • 2D and 5H are best used to keep an enemy away. Must be spaced to be effective.

Chipp's pokes do not offer many strong combo opportunities. The goal should be to confirm a poke or punish into his 2D sweep to knock down the opponent. This gives the best possible advantage for Chipp to set up pressure/okizeme.

Video Example


Air Approach

Chipp's air approach is not as threatening as his grounded approach, but he still has strong moves to help him get in.

  • j.H is a do-everything attack. Chipp's default jump-in move.
  • j.S hits both sides making it best when crossing over the opponent.
  • j.2K is extremely useful from directly above the enemy. Risky since it can be easily counter-hit.
  • j.D is not great on normal-hit, but has huge reward on counter-hit. Best for punishes.

Jump-in attacks are most effective when used low in Chipp's jump-arc. When used higher up, he is at risk of being thrown after a jump-in (even on-hit). It is safest to follow up jump-ins with faster normals like 5K/2K or even 5P.

Video Example

Combos

Chipp's combos often require character or spacing specific adjustments. The following combos work in the most common situations, and are stable across the cast. They also build into Chipp's more advanced combos/setups making them useful at all levels of play.

A combo notation guide can be found at the top of Chipp's Combo page. A detailed explanation can be found on the Notation page.
Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple


Bread and Butter Kick ComboScores a knockdown anywhere
36-54 Damage
Very Easy

(5K) > 5K/2K > 2D
A simple kick gatling combo that sets up a 2D sweep for okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. and continued pressure. When the opponent whiffs an attack, Chipp can react to the whiff and run up to his opponent with this combo. On block, Chipp can cancel into ResshouGGST Chipp Zanuff Resshou.pngGuardAllStartup13Recovery16Advantage-4 to safely end the string.

An extremely important combo used at every level of play. Essential for punishing unsafe moves in neutral When neither player is in an advantageous position in terms of stage position. and setting up Chipp's offense.


Far Poke ComboLow reward, but quite safe
74-86 Damage
Very Easy

f.S/5H > 236S~236S
A simple combo from a long range poke to secure a bit of damage. The opponent is left standing afterward, making it hard for Chipp to continue his offense. RokusaiGGST Chipp Zanuff Rokusai.pngGuardLowStartup8Recovery21Advantage-6 is slightly unsafe on block, but it can be hard for most characters to punish it.

Chipp can use this combo when he isn't in range for a more rewarding option.

Bread and Butter Midscreen Slash Combolets Chipp continue his offense
103-133 Damage
Easy

c.S > 2S > 2H > 236K > j.K(1) > 66 > (j.K(1)) > j.D
A simple air-combo from a slash starter that leaves Chipp close to his opponent. Chipp can choose to skip the second j.K without sacrificing much damage. If he does, he will have more time to run up to his opponent after landing and apply pressure. On block, Chipp can cancel into ResshouGGST Chipp Zanuff Resshou.pngGuardAllStartup13Recovery16Advantage-4 instead of Alpha Blade Diagonal to safely end the string.

This combo works from a c.S, 2S, or c.S > 2S starter as long as Chipp isn't near the corner. If Chipp is too close to the corner before he does Alpha Blade Diagonal the combo might drop.

Bread and Butter Corner Slash ComboDeals good damage and breaks the wall
191 Damage
Easy

c.S > 2S > 2H > 236K > dl j.Sf.S WS, 6H WB
A simple corner combo from a slash starter that breaks the wall. Chipp must slightly delay his j.S as he falls so that he has enough time to connect f.S after landing. On block, Chipp can cancel into ResshouGGST Chipp Zanuff Resshou.pngGuardAllStartup13Recovery16Advantage-4 instead of Alpha Blade Diagonal to safely end the string.

This combo works from a c.S > 2S starter as long as Chipp is at the corner.


Corner Roman Cancel Combo: Wall RunConvert basic poke into damage - Great way to spend meter
205-216 Damage
Medium

236S~236S/6K > 88RRC > 66 > w.S, w.S, w.S, w.S > w.6H WS > w.6H WB
Roman Cancel lets Chipp combo from 6KGGST Chipp Zanuff 6K.pngGuardHighStartup28Recovery7Advantage+2/RokusaiGGST Chipp Zanuff Rokusai.pngGuardLowStartup8Recovery21Advantage-6, which normally do not lead to a combo.

Once Chipp lands after the RRC, he can run toward the wall and start his combo. Each hit of w.SGGST Chipp Zanuff wcS.pngGuardAllStartup6Recovery18Advantage- must be timed. Pressing S too quickly will cause Chipp to cancel into w.SSGGST Chipp Zanuff wfS.pngGuardAllStartup7Recovery23Advantage- which may drop the combo.

If Chipp is blocked before the Roman Cancel, he can safely continue his pressure due to the RRC slowdown.

Combo Cheat Sheet

All of the above BnB A staple combo that is simple yet effective. combos at a glance:

Combo Position Notes
(5K) > 5K/2K > 2D Anywhere Kick BnB
f.S/5H > 236S~236S Anywhere Poke combo
c.S > 2S > 2H > 236K > j.K(1) > 66 > (j.K(1)) > j.D Anywhere
but corner
Midscreen BnB
c.S > 2S > 2H > 236K > dl j.Sf.S WS, 6H WB Corner Corner BnB
236S~236S/6K > 88RRC > 66 > w.S, w.S, w.S, w.S > w.6H WS > w.6H WB Corner Corner RC combo

Basic Okizeme

Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. allows Chipp to continue his pressure after a knock down. The following setups are some of Chipp's most simple and reliable options, which find use at all levels of play. A full discussion of Chipp's many options can be found on his okizeme page.


Basic Meaty

Chipp can move so fast that he almost always has access to a basic meaty Hitting 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. for okizeme. As the opponent recovers from a knockdown, Chipp can simply run up to them and use his c.S or 5K to begin his pressure.

  • c.S is best when Chipp is close. Leaves Chipp plus on-block with big damage on-hit.
  • 5K is best when Chipp is farther away. Combo into 2D on-hit for okizeme.
The opponent will need to block the meaty attack or use an invincible move to escape it. Chipp can hit his opponent OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." to make it more difficult for them to time a reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun..


Safejump

Against characters with invincible reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.s like  Sol, Chipp can use safejump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.s to safely continue his pressure.

When Chipp secures a knock down from a sweep, he can hit his opponent OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." to set up a safejump j.H.

5K > 2D, c.S OTG > IAD > j.H

To perform a safejump Chipp must:

  • Combo into 2D
  • Quickly dash up and hit c.S as an OTG
  • Press Up 8 to jump-cancel his OTG
  • Air dash as early as possible
  • Press j.H and hold Back 4 until landing

When performed correctly, Chipp will automatically land and defend if his opponent does an invincible reversal. j.H will connect if they attempt to attack or block.

Video Example

Pressure

Block Strings

When Chipp is blocked, he can apply block string A series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense.s by following his gatling table.

Example Slash Strings:

c.S > 2S > 2H > Special
c.S > 2S > Special
c.S > Special

Example Kick Strings:

5K > 5K/2K > 2D > Special
5K > 5K/2K > Special
5K/2K > Special

These options give Chipp time to confirm a hit/block and decide what option to follow up with. Chipp should special cancel after different parts of the string, not only the last one.

  • Resshou (236S) is a safe string ender. This option can punish mashing and lead into rekka pressure.
  • Gamma Blade (236H) is a pressure reset that lets Chipp run back in and continue pressure. Can be interrupted with mashing.
  • Alpha Blade (236P or 236K) are cross ups that hit the enemy from behind. Can be interrupted with mashing.
  • Genrou Zan (63214S) is a command grab to punish a defensive opponent. Can be interrupted with mashing.

All of these options are reactable and can be answered by the opponent. Cycling through different moves and changing their timing is essential to keep an opponent guessing.

Video Example


Rekka Pressure

Chipp can initiate rekka A series of special attacks that are only available after the first one is performed. pressure whenever he cancels into Resshou. This helps him extend his pressure beyond his normal block strings.

The guessing game around Chipp's rekka is fairly simple: Reset, Low, or High.

  • Resshou (236S) is a safe string ender. Reset pressure with f.S or Dash > 5K.
  • Rokusai (236S~236S) is a mostly safe low that ends Chipp's turn. A delay helps land counter-hits
  • Senshuu (236S~236K) is an unsafe overhead that ends Chipp's turn. Combine with roman cancel to keep safe on-block.
By performing an immediate, delayed, or no follow up, it becomes very difficult to know when to challenge Chipp. Each option becomes even stronger when Chipp can confirmRecognize a successful hit and react accordingly his hits with Roman Cancel for a combo.

Defense

Key Defensive Options

Despite Chipp's low health, he actually has many strong defensive tools to help him escape pressure. An invincible reversal and a multitude of powerful abare An attack during the opponent's pressure, intended to interrupt it. options can make him very difficult to lock down.

  • Beta Blade (623S) is a risky invincible reversal. Can be made safe with Roman Cancel when blocked.
  • 5P is an extremely fast abare option that is able to interrupt small gaps in pressure. Useful for stopping throws or resets.
  • 2K is a fast but stubby abare option that is useful for interrupting strings. Combo into 2D for a knock down.
  • 6P is primarily an anti-air. Good at defeating jump-ins.
These options can be combined with other universal options like Yellow Roman Cancel and Psych Burst to shut down an opponent's offense.

Common Mistakes & Pitfalls

There is no "right" or "wrong" way to play Chipp, but understanding the strengths and weaknesses of his tools can help avoid frustration. The following are some common mistakes and pitfalls that Chipp players may experience.


Reversal Overdrive / Overdrive in Neutral

Many players will try to use Zansei Rouga (632146H) and Banki Messai (236236P) as a reversal. These moves do NOT have an invincible startup. Players looking to force their way out of pressure should try to use Beta Blade (623S) instead.

While Zansei Rouga can be used as a call-out in some situations, it is extremely risky to use it on a readA guess. Using Zansei Rouga in neutral and hoping your opponent makes a mistake will often lead to being punished and losing the round. Banki Messai is equally risky since it becomes vulnerable again right before the move activates.


Too Much Alpha Blade

Alpha Blade is a useful tool in Chipp's kit, but it can be easily blocked on reaction. It is also fairly weak to mashing, leading to a counter-hit or being thrown. Treating Alpha Blade as a "free hit" will make some opponents impossible to open up.

Chipp should try to condition his opponent with options like Resshou (236S) to make Alpha Blade scarier to challenge.

Alpha Blade is also dangerous to use near the corner, especially when burst is available. This can force Chipp into the corner, causing him to completely lose his momentum.


Accidental Beta Blade

Chipp's reversal Beta Blade is a powerful part of Chipp's defense, but an accidental input can quickly lead to a loss and frustration. The most common cause of accidental Beta Blade comes from stings/combos that use Resshou.

Resshou is input with a 236 quarter circle input which can sometimes become a 623 DP input when it is used after a command normal like 6P.

6P > 236S

The game remembers the 6 6 input from 6P, causing 236S to become 623S which is the input for Beta Blade.

Chipp can input Resshou using a 41236 half circle input to prevent Beta Blade from activating.

6P > 41236S

External References

J-Random's Sacred Ninja Scrolls Doc

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