GGST/Chipp Zanuff/Strategy

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Chipp Zanuff




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.


General Gameplan

Beginner Guide

Chipp's general gameplan can vary greatly depending on his pilotThe player controlling him, but a beginner Chipp will usually want to focus on a safer FootsiesA 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 can also play a mix-heavy RushdownStyle of play where you constantly attack the opponent in close range fighting, never giving them an opportunity to retaliate. style, but this requires extra knowledge and practice to be consistent so it is not recommend while learning Chipp. It is normally easier for a beginner to slowly learn mix ups over time and add them to this safer game plan. Chipp will want to use his movement to stay outside of his opponents range, dodge their pokes, and make them afraid his approach. Once the opponent is scared and starts to whiff moves, Chipp can dash in and use 2KGGST Chipp Zanuff 2K.pngGuard:
Low
Startup:
5
Recovery:
8
Advantage:
-2
/5KGGST Chipp Zanuff 5K.pngGuard:
All
Startup:
6
Recovery:
8
Advantage:
-3
/2DGGST Chipp Zanuff 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-7
to secure a knockdown and start his pressure. Chipp's most basic 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. after a knockdown will be simply running up and using a meaty c.SGGST Chipp Zanuff cS.pngGuard:
All
Startup:
7
Recovery:
10
Advantage:
+1
/5KGGST Chipp Zanuff 5K.pngGuard:
All
Startup:
6
Recovery:
8
Advantage:
-3
to set up a straightforward strike/throw/high/low mixup from his gatlings and specials. Against opponents with invincible reversal moves (like Sol's Volcanic ViperGGST Sol Badguy 623X.pngGuard:
All
Startup:
9
Recovery:
18+10 after landing
Advantage:
-28
) Chipp will need to bait the reversal, throw the startup, or set up a Safejump. Once his opponent is blocking him, Chipp can apply Rekka Pressure and Frame Traps to score a hit and combo into a knock down to repeat the entire situation again. Chipp has a wide variety of combos to choose from, but prioritizing safe combos that give good oki is often more valuable that trying to deal maxmimum damage. Remember that Chipp has very low HP so gambling in neutral can lead to a loss very quickly. DON'T GET HIT!

Basic Combos

A list of essential combos for both beginner and experienced Chipp players can be found in the Basic Combo Section on Chipp's combo page. These combos prioritize ease of execution and stability across the cast while also building into Chipp's more advanced combos/setups.

Next Steps

Chipp's Dustloop page is written to be as complete as possible, but many of his most important resources can be found in these sections:

Offense

Frame Traps

While Chipp may have many mix-up options, most of these options rely on the opponent respecting his pressure. Effective use of frame traps are essential to keep the enemy afraid and blocking to enable Chipp's mix-up game. Chipp has two natural frame traps which leave a 1f gap. These options will catch any attempt to mash, throw, or jump out of block stun:

c.S > 6H
5K/2K > 2D


The gatling into 6H can beat 8f moves depending on the button/spacing but will always beat 9f moves. Good when fishing for counter hits:

5K/2K > 6H
5P/2P > 6H


Chipp can also cancel into Resshou to frame trap 5f moves.

5K/2K > 236S
5P/2P > 236S


This link leaves a 4f gap with significant push back causing ground throws and 3f normals to whiff - 4f normals will clash. When c.S is meaty Chipp can be left plus enough to true-string into 2K.

c.S, 2K


Outside of these natural frame traps, Chipp must make use of the large cancel windows on his gatlings and specials to frame trap. These require manual timing so practice is essential to avoid getting hit by moves with fast start up such as a ground throw or Sol's 5K.

Any delay cancel can be a frame trap but this list shows some of the most useful ones:

c.S > dl 2S > dl 2H
5K > dl 5K
236S~ dl 236S
Any Normal > dl 236S

Rekka Pressure

The RekkaA series of special attacks that are only available after the first one is performed. sequence (236S~236S~236K) is Chipp’s primary poking and pressure tool. These are negative on hit and block but have very large cancel windows which makes challenging them very scary for Chipp's opponent. The initial hit Resshou (236S)GGST Chipp Zanuff Resshou.pngGuard:
All
Startup:
13
Recovery:
16
Advantage:
-4
is always a mid poke with good range and is safe on block. Chipp can then use the low Rokusai (~236S)GGST Chipp Zanuff Rokusai.pngGuard:
Low
Startup:
8
Recovery:
21
Advantage:
-6
or overhead Senshuu (~236K)GGST Chipp Zanuff Senshuu.pngGuard:
High
Startup:
20
Recovery:
20
Advantage:
-9
option for a basic high/low mixup. The overhead option is unsafe (-9 on block), and experienced players will be able to block it on reaction. This means this option should be used sparingly, especially without meter to make it safe. The low option is less unsafe, but still punishable (-6 on block). Therefore, it is sometimes better to stop at the initial hit, and find other options to continue pressure.

The true part of the rekka mixup is using it to threaten a throw or pressure reset. Most players will be expecting the low or high follow up after blocking the initial mid hit, and will be preparing themselves for another hit. It is during this time that Chipp will be able to run back in and restart pressure with a fast normal. Mix this in with fast or delayed followups to throw off an opponents defensive timing. If the opponent gets counter hit by delayed low follow up, Chipp can confirm immediately into a huge combo.

Chipp's pressure can be planned out like these examples:

236S > microdash f.S > 236S
236S > Run up 5K/Throw
236S > immediate 236S Fast and tight low. RC to confirm.
236S > delay 236S Frame trap low. Confirm into combo on counter hit.


Many characters across the cast can punish Rokusai (~236S)GGST Chipp Zanuff Rokusai.pngGuard:
Low
Startup:
8
Recovery:
21
Advantage:
-6
from a normal block so extra caution should be used when pressuring them. The following table shows which characters can punish Chipp:

Table of Punishes for Rokusai
Character Good Punish Weak punish w/o RC Punish
Ky 2K > 2D
Faust 5P
Millia 2K > 2D
Zato 5P/2P/2K
Giovanna 2K > 214K
Anji 2P
I-No 2K > 2D
Jack-O 2K > 2D
Testament 2K > 2D
Senshuu RRC OS

As of patch 1.18 Senshuu has a fairly tight hit confirm window where Chipp must quickly decide if he wants to RRC to make himself safe on block, RRC to combo on normal-hit, or pick up the combo meterlessly on counter hit. Chipp can exploit the input buffer during counter hit slowdown to perform an OS that covers all three options. By inputting RC right as Senshuu connects Chipp will be locked out of his inputs in the event of a counter hit. This will cause RRC to only come out when there is no counter hit slowdown.

ref 1

Alpha Blade Usage

The moves Alpha Blade Horizontal (236P) and Alpha Blade Diagonal (236K) are both high speed movement options and easy cross up options for Chipp to utilize. When used at a wall, they can also immediately transition into a wall run by holding 6, or holding on to the button used to input alpha blade (P or K). They should be used carefully as Chipp is not invincible when he disappears during the movement. He can be thrown or hit by any hitbox while he is phasing through his opponent. They are very safe on block however as long as you end up outside of thrown range at the end of the attack. It can be good to occasionally use it in the middle of your blockstrings for a soft knockdown (e.g. c.S > 236K). Further information regarding combos and setups can be found in the combo section and the wall run oki section.


Alpha Blade Diagonal (236K)GGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuard:
All
Startup:
27
Recovery:
17
Advantage:
-2
will cross up standing opponents (not in the corner) and will put Chipp immediately airborne with his air options still available. This means it is possible for Chipp to airdash in for jump-in starters such as j.H or j.2K. Although Chipp has many options from this position, some characters have anti-air options that can cover escapes or additional pressure. The corner version can also work as a DP bait because of how quickly he moves out of DP range. Outside of combos and blockstrings, it is also a fantastic meaty option as it crosses up, is mostly reversal-safe, and puts Chipp in a position to continue his offense.


Alpha Blade Horizontal (236P)GGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuard:
All
Startup:
29
Recovery:
19
Advantage:
-4
will only cross up grounded opponents. It is the easiest option to use from a grounded normal but also very easy to escape by simply jumping or hitting Chipp during the animation. On hit, the opponent will be put into a soft knockdown state, and it is possible to get a combo off of this with PRC. In the corner, there are certain, niche situations where it is possible to get a full wallrun combo using this move. For example, if you anticipate the opponent to jump during a blockstring, it is possible to use 236[P] and start a full wallrun combo from there. Other than that, it can also be used meaty, as it crosses up and is reversal safe at most distances.


Air Alpha Blade Diagonal (j.236K)GGST Chipp Zanuff Alpha Blade Diagonal Air.pngGuard:
All
Startup:
32~47
Recovery:
21
Advantage:
-6
is a downward diagonal version that leads to a combo on hit. It can be difficult to land this as a cross up because of its unusual habit of whiffing at certain distances. It is also risky for mixups because of both the long startup and recovery. This is mostly used as a combo/reset tool and can also be mixed in with horizontal alpha blade to escape the corner. Some setups can be found in the Diagonal Alpha Blade Oki section.


Air Alpha Blade Horizontal (j.236P)GGST Chipp Zanuff Alpha Blade Horizontal Air.pngGuard:
All
Startup:
29
Recovery:
33
Advantage:
-
is nearly identical to the grounded version but recovers after Chipp lands. It can be used as a pseudo air dash to gain additional distance to escape the corner or go for an aerial cross up. When performed using a Tiger KneeAn input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. (2369P) or instantly from a jump, Chipp will perform the move very low to the ground and recover faster than a grounded Alpha blade. This can give Chipp an opportunity for meterless conversions from the crossup especially in the corner. It is also very easy to get an aerial cross up if a jump-in attack is cancelled directly into this as Chipp is falling.


Purple Roman Cancel (PRC) can be combined with each version of Alpha Blade as a movement option. The initial momentum from Alpha Blade will be retained after the PRC sending Chipp flying through the air while being able to perform any airborne action. An excellent option for Chipp to force his way in or out of pressure. Using Shuriken during Alpha Blade PRC will also retain its momentum.

ref: ex1 ex.2 ex3 ex4 ex5


TK Alpha Blade Combo Table

Table is out of date since TK Alpha now steals the corner

The following table gives a brief summary of which moves work to combo TK Alpha Blade (2369P)GGST Chipp Zanuff Alpha Blade Horizontal Air.pngGuard:
All
Startup:
29
Recovery:
33
Advantage:
-
in the corner. Examples for full TK Alpha Blade combos can be found in the Alpha Blade Combos section.

Character c.S 2K 5K Notes
Sol -
Ky Manual delay on 2K
May -
Axl -
Chipp -
Potemkin -
Faust -
Millia -
Zato -
Ramlethal -
Leo -
Nagoriyuki -
Giovanna -
Anji Manual delay on 2K
I-No -
Goldlewis -
Jack-O -
Chaos Manual delay on 2K
Baiken -
Testament -


Gamma Blade Usage

Gamma Blade (236H)GGST Chipp Zanuff Gamma Blade.pngGuard:
All
Startup:
25
Recovery:
Total 42
Advantage:
+9
is Chipp’s risky pressure reset option. While it has strong advantage at +9 on block, it carries significant risk because his clone can be hit and damaged by attacks if an opponent is prepared. Reversal supers such as Ram's MortobatoGGST Ramlethal Valentine Mortobato.pngGuard:
All
Startup:
7+2
Recovery:
51
Advantage:
-38 [-38] {-43}
can instantly kill Chipp at near full life if it counter hits Gamma Blade. If the opponent is typically expecting a cancel into resshou, Chipp can instead cancel into gamma blade to play with his opponent’s unwillingness to mash back, and extend his pressure for longer.

Here are some ways Chipp can use Gamma Blade as part of his pressure:

c.S > 2S > 2H > 236H
c.S > 2S > 236H
f.S > 236H
2D > 236H


It is good to mix up usage of Gamma Blade to make it somewhat unpredictable. This can be done by early cancelling (like omitting the final 2H in the second example), or by replacing Gamma Blade with Rekka pressure in blockstrings. For example, if 2H is cancelled into Gamma Blade often, then occasionally cancelling into 236S will force the opponent to stay alert, and could lead to a counterhit if the opponent is preemptively mashing on Gamma Blade. It is worth nothing that as of patch 1.18 Gamma Blade is significantly weaker on hit so conditioning an opponent to block the move leads to better situations for Chipp.

When Gamma Blade is blocked up close Chipp can easily true-string into buttons like 5K and f.S but may risk being counter hit if he tries to run in for c.S or throw. 5K and f.S have the added benefit of high reaching hitboxes that can cover both hit and block situations. Buttons like 2K can tend to whiff on hit due to their low hitboxes causing Chipp to lose his advantage.

Gamma Blade gains new properties when PRC’d at which point, the clone becomes independent of Chipp allowing him to move freely. This allows Chipp to go for extended pressure options at relatively low risk since it is possible to react and bait the startup of pretty much any move. Furthermore, Chipp will no longer take damage if the clone is struck greatly reducing the risk. Gamma Blade can also be used as Okizeme which is discussed in the Gamma Blade Oki section.


Wall Run Usage

Like a true ninja, Chipp has the ability to run up walls. Chipp can leap from the wall to launch an attack, enabling powerful mix in the corner or he can carry his opponent up the wall for high damage combos. When facing the corner, wall runs can be initiated by:

  • Dashing into the wall by holding 6 or the Dash macro
  • Holding the inputs for Alpha Blade Horizontal(236P)GGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuard:
    All
    Startup:
    29
    Recovery:
    19
    Advantage:
    -4
    or Alpha Blade Diagonal(236K)GGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuard:
    All
    Startup:
    27
    Recovery:
    17
    Advantage:
    -2
  • 236[P] / 23[6]P
  • 236[K] / 23[6]K

At any point during a wall run Chipp can leap away by pressing 4, or drop off by pressing 2. The jump arc for these two options are different, and are often used for different purposes.

Chipp's Wall Run Moves can be viewed here


Instant Wall Run Cancel

One of the most important techniques in Chipp's arsenal is his ability to instantly cancel a wall run. This technique allows Chipp to reposition himself quickly and create a mixup opportunity. When using Alpha Blade to start a wall run holding the 2/4 during the animation will immediately cancel the wall run on the earliest possible frame.

...236[P]~[2]/[4]... Air or Ground version

...236[K]~[2]/[4]... Ground version only


This technique is used heavily in Chipp's Wall Run Resets


Wall Breaks

When going for a wall break Chipp must stay aware of his opponents health and meter as he selects his wall break option.

The following options deal optimal damage but reward the opponent with a large amount of meter. Best to use from an early splat or when the move will kill:

  • 6H when grounded
  • j.D when airborne
  • w.6H during a wall run


After a longer combo damage scaling is normally quite high. This means most of the wall break damage comes from the break itself and not the strike used to achieve the break. In these situations it may be better for Chipp to use a move that gives his opponent as little meter as possible.

The following options deal minimal damage but reward the opponent with a very small amount of meter. Best to use when an opponent has high HP or after a longer combo:

  • j.214P best choice but may be difficult land (<1% meter granted)
  • 5P when grounded
  • j.P when airborne


It may seem like a joke but Chipp's Shuriken is in fact an optimal wall break tool when attempting to deny an opponent resources. The damage difference between 6H and j.214P at the end of a combo is normally 1-2 Damage with Shuriken giving ~4% less meter.

Fighting Universal Mechanics

Dealing with Burst
Blue Psych Burst
Locked-out burst

Psych Burst (AKA Burst) is a powerful defensive mechanic that allows a player to knock back their opponent in neutral or while being hit by a combo. While this is a universal defensive mechanic, Chipp has a particularly hard time dealing with it compared to some other characters. Many of Chipp's offensive strategies and combos utilize his cross up moves Alpha Blade Horizontal (236P)GGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuard:
All
Startup:
29
Recovery:
19
Advantage:
-4
and Alpha Blade Diagonal (236K)GGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuard:
All
Startup:
27
Recovery:
17
Advantage:
-2
which are reactable and leave Chipp vulnerable to a burst. This is especially true in or near the corner since the wall keeps Chipp close to his opponent for the duration of the move. Knowledgeable opponents will hold their burst specifically so they can watch for Alpha Blade and try to trap Chipp. If burst is available Chipp can avoid being forced into the corner by opting for pressure/combos that do not use Alpha Blade:


(c.S) > 2S > 2H > 236K > j.236K ▷ 6 > c.S > 6H > WS > 6H Corner combo utilizing Alpha Blade Diagonal cross up. Can result in Chipp becoming cornered if burst is used
(c.S) > 2S > 2H > dl 236S, 2K > 6H > 236S~236S > WS > 6H Corner combo utilizing Chipp's rekka wall bounce to prevent him from crossing up. Less damage but safer when burst is used


If Chipp expects an opponent to burst, it can be difficult for him to combo in a way that will naturally cause the burst to be blocked or whiffed. Chipp will usually need to commit to a burst bait. The following options are viable for baiting burst:

  • c.S/5K Jump cancelable on hit or block allowing Chipp to cancel the moves recovery and block an expected burst. If the burst comes out late Chipp may simply recover without needing to commit to a jump cancel. Particularly good on counter-hit.
  • 2K Fast startup and fast recovery. Linking to and from 2K in combos can enable a burst bait.
  • 2S When comboing an airborne opponent 2S can shrink Chipp's hurtbox causing burst to whiff. Best when the opponent is directly over Chipp.
  • j.K/j.S/j.H/j.D Chipp's air-buttons can be jump-cancelled using Chipp's triple jump. Enables a potential burst bait.
  • 5[D] Pops an opponent quite high when used in a combo. Can cause burst to whiff if the burst is mistimed.
  • 236P Chipp stays low and repositions quickly causing midscreen bursts to whiff. Extremely weak to burst near the corner.
  • 236H Lets Chipp combo safely when spaced due to clone becoming disjointed late in its activation. If the clone is hit early enough Chipp can still be knocked back.
  • 2H Pops an opponent high in the air but has a long recovery. Not particularly strong for dealing with burst but can still keep Chipp safe in some situations.
  • w.H Launches the opponent very high in the air. Can make wall-run combos very difficult to burst.


Chipp can also make use of universal mechanics such as Roman Cancel to cancel the recovery of moves and drift out of burst range.

c.S > f.S > 44RRC > 66 > 5[D] > 2S > 2H > 236H Example combo with multiple bait points using jump-cancelable moves. Chipp is also kept burst range for much of the combo.
2D CH, 2K, 2S > 2H... Example CH combo using a 2K link that can bait a poorly timed burst.


Chipp also has the ability to lock an opponent out of burst with his overdrives to guarantee a punish or close out a round. Buffering an overdrive during counter hit slowdown is completely burst safe:

CH 2S/c.S/f.S/5H/6H > 632146H/236236P Completely locks-out an opponents burst on successful counter hit. Overdrive must be buffered during slowdown.
CH j.S/j.H/j.D > j.632146H Works on air-to-airs and jump-in counter hits. Note that air-to-air j.D will knock the opponent to the ground causing the overdrive to whiff.


Dealing with Backdash

Chipp has some excellent tools to catch and punish backdash such as his 5K > 5K gatling, his 2S > 2H whiff cancel, and his extremely active Command GrabGGST Chipp Zanuff 63214S.pngGuard:
Throw
Startup:
27
Recovery:
15
Advantage:
N/A
. Chipp also has various techniques to cover backdashes including some Auto-Timed Meaty setups.


In the corner Chipp can perform an OSA shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. that covers back dashes with Throw while still using a confirmable string from c.S. If Chipp whiffs due to a back dash 2S will not come out and he will throw his opponent:

c.S > 2S~6D > 2H > 236S


Dealing with Yellow Roman Cancel
YRC Shock Wave

Yellow Roman Cancel (YRC) is a universal defensive mechanic that can be quite annoying for Chipp to deal with. A successful YRC will result in a guard crush and a chance to force an RPS on Chipp, jeopardizing his small health pool. Chipp should be alert when attacking an opponent with 50 meter, especially against someone without strong reversal options like Chaos or Zato. If Chipp can successfully bait and block YRC then his opponent will be left at -16 and open to a punish. Some effective ways Chipp can bait YRC include staggering low-commit moves like 2K/5K as well as using jump cancelable moves. Note that frame advantage is not as important as total duration for baiting YRC because YRC is activated in blockstun. If a YRC is baited in the air (like from a jump cancel) Chipp should preemptively activate FD in order to fast-fall and land for an earlier punish. The window to both recognize and punish a YRC is fairly tight so attempting to use moves like c.S/6H will often fail. Good punish choices are moves that reach far or have low startup such as 2H/2D/5K/f.S.


Roman Cancel Usage

Chipp's meter is very valuable in his pressure and mix leading to a high opportunity cost for Roman Cancel extensions. Lower than average damage combined with longer than average combos means that Roman Cancel extensions rarely have good reward. Chipp can normally deal similar damage in combos by using his overdrive Banki MessaiGGST Chipp Zanuff Banki Messai 1.pngGuard:
All
Startup:
6+1
Recovery:
-
Advantage:
-20
while simultaneously securing post wall break okizeme and positive bonus. Roman Cancel can be useful for converting some stray hits in neutral, but many of these can be followed up with Chipp's RekkaGGST Chipp Zanuff Resshou.pngGuard:
All
Startup:
13
Recovery:
16
Advantage:
-4
into Kara-Banki Messai for the same meter cost.


Common situations for Roman Cancels:

Converting far pokes like f.S/236S~236S
Converting 6K pokes
Starting a wall run (88RRC)
Keeping Beta Blade safe on block
Enhancing Chipp's pressure/mix (as described on this page)

Blue RC Pressure

Chipp can use his 5K and c.S to jump cancel and activate Blue Roman Cancel during his pressure. This can be used to lock your opponent into slowdown and initiate mixups.

5K/c.S > jc > BRC > 2K/6K > 2K/6K >... Correctly timed BRC will keep Chipp grounded and enable him to cycle between 2K and 6K freely without gaps

5K/c.S > jc > j.66BRC > j.S > 66 > j.K(1) > j.D Triple overhead from BRC slowdown

5K/c.S > sjc > 22BRC... superjump cancel set up for BRC mix

...22BRC > j.P overhead option. Slowdown enables a full BnB to link from j.P
...22BRC ▷ 2K low option. Slowdown enables a full BnB to link from 2K


(5K/c.S) > DC > 88FBRC > j.2K... A fast overhead setup from a blocked 5K/c.S that confirms into c.S on hit.


This same concept is also applicable from air dashes and jump-ins thanks to Chipp's triple jump.

...j.H > jc > 22BRC ▷ 2K/6K BRC pressure from a jump-in returning Chipp to the ground

...j.H > jc > 66BRC > j.S > j.D Triple overhead BRC pressure from a jump-in


FBRC Instant OverheadAn unreactable instant overhead that can be used offensively or defensively
Hard ~ Very Hard

Chipp make use of Fast BRC for extremely fast instant overhead setups. Forward-drift BRC at the lowest possible height allows Chipp to hit overhead with j.P and convert for a full combo. Chipp can still be affected by the patch 1.17 backdash bug during his running animation, which he can exploit to perform this setup more easily (like in example #3). These setups also have the added benefit of being DP safe when used on an opponents wake up.

44~66FBRC > j.Pc.S > ... Chipp's back dash is interrupted by the forward-drift BRC keeping him extremely low to the ground

The input is extremely tricky so practice is essential to make this setup consistent. Below are some techniques using the Dash Macro (DM) button to achieve the setup.

[4]+DM > [6]+DM > RC > j.P > ... Difficult to execute but can work in almost any situation
44 > [6]+DM > RC > j.P > ... Easier version of the previous setup - Slower due to double tapping 4.
{DM} > 4~DM > RC > j.P > ... Easiest version but requires Chipp to run forward making it less flexible

Chipp can force whiffs using the backdash from this setup making them a viable defensive option.

Special credit for these execution tricks: SSF123


ref: ref 1. ref 2. ref 3. ref 4.

Fuzzy Setups

Chipp’s jump arc is very high which prevents him from landing rising attacks under most circumstances. Despite this, Chipp can exploit his air gatlings and Roman Cancel to set up fuzzies and create tricky openings that are extremely difficult to defend.

j.2K > 88FRRC > j.H(1) > j.D ▷ ... Universal fuzzy from a blocked j.2K using Fast Roman Cancel.
(c.S OTG) > IAD > j.H(1) > 88FRRC > j.H(2) > j.Dc.S/2K... Setup for a blocked j.H in the corner. j.H must hit deep in the jump-in. 2K after landing for Bridget and Gio.
(c.S OTG) > SJ > IAD > j.H(2) > j.D 88FRRC > j.H(2) > dl j.D ▷... Six overheads using super jump height to connect both hits of j.H. Small delay before last j.D leaves Chipp plus enough for a c.S extension while simultaneously frame trapping and baiting reversals.
IAD > j.S > j.D > 88FRRC > j.P > dl j.D ▷... A rising fuzzy that crosses up using Fast Roman Cancel. j.P hits same-side and j.D crosses up.
IAD > j.S > j.D > 88FRRC > j.H > j.D ▷... A rising fuzzy that that stays same side using Fast Roman Cancel.


Chipp also has some unique character specific fuzzy setups:

...IAD > j.S > j.D > jc > j.D > RRC... Corner fuzzy setup for large bodies confirming into RRC. Works on Potemkin and Faust
...IAD > j.S > jc > j.D > RRC... Corner fuzzy setup for large bodies confirming into RRC. Works on Potemkin, Faust, and Goldlewis
c.S > j.P/j.D > RRC... A rising fuzzy that works on Faust. Can be confirmed into a combo with RRC.


Please reference the Matchup Section for more detailed info on character specific setups.

References: ref 1 ref 2 ref 3 ref 4 ref 5

Back-Drift RRC Pressure

A versatile pressure sequence that auto-confirms for a full combo
Medium

In the corner Chipp's 6K positions him at the correct height for a back-drift RRC set-up which has the added benefit of helping confirm a potential hit from the poke.

6K > 44~RRC... Set up for the back-drift RRC pressure

...dl j.236[P] > w.S > w.H > w.H > w.6H > w.S > w.6H > WS > w.6H On 6K hit: confirm into wall run combo. Alpha blade requires a slight delay
...66 > j.Sc.S > 2S... On 6K block: true block string option
...66 > j.Dc.S > 2S... On 6K block: frame trap option. 1f gap between j.D and c.S that will beat mash/throw attempts
...66 > j.K(2)c.S > 2S... On 6K block: double overhead/frame trap option. 1f gap between j.K and c.S
...66 > j.Hc.S > 2S... On 6K block: safejump option. The gap between the air dash and j.H can frame trap


Once the opponent repspects the corner pressure Chipp can go for a mixups:

...66 > j.K(2)c.S > 2S... Overhead option with good reward
...66 > FD ▷ 2K > 2D... Low option utilizing FD brake to fast-fall. Gives a HKD allowing Chipp to continue pressure


Be cautious! With proper timing an opponent can back throw (4D) the low option while remaining safe to the others. This will leave Chipp cornered and at a disadvantage.

src: SSF's original tweet


Kara Cancel Usage

As of patch 1.18 Chipp is able to make use of Kara CancelA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.s in his offense. The most significant of these being the ability to kara cancel his rekka series into his overdrive Banki Messai (236236P)GGST Chipp Zanuff Banki Messai 1.pngGuard:
All
Startup:
6+1
Recovery:
-
Advantage:
-20
for more reliable combo enders.

...236S~236K~P
...236S~236S~P

Both Rokusai (~236S)GGST Chipp Zanuff Rokusai.pngGuard:
Low
Startup:
8
Recovery:
21
Advantage:
-6
and Senshuu (~236K)GGST Chipp Zanuff Senshuu.pngGuard:
High
Startup:
20
Recovery:
20
Advantage:
-9
can be used to kara cancel into Banki Messai by quickly inputting P after their input and thus overwriting the previous move. This can be particularly useful for situations where Chipp cannot reach the wall to cause a wall splat or when the wall has too much health. Chipp can also use this to help him hit confirm pokes into an overdrive.

f.S > 236S~236S~236K~P


In some situations there may be too long of a delay between each input which can cause the kara to fail. This can be avoided by using the full input for Banki Messai at the end of a rekka sequence.

...236S~236236K~P
...236S~236236S~P


Kara-Zansei Rouga is also possible but offers no obvious benefit over Banki Messai while being much more difficult to execute

...236S~236S~632141236K~H


Kara cancels can also be used to gain extra meter before a wall break.

...2362236P

By pressing down (2) an extra time during the Banki Messai input, Chipp will kara cancel Alpha Blade Horizontal (236P)GGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuard:
All
Startup:
29
Recovery:
19
Advantage:
-4
into the overdrive granting extra meter. This is particularly useful when Chipp is just below 50 meter.


Chipp is also able to kara cancel the startup of a Dash Cancel to change the properties of some of his moves.

(5K) > DC~236K...

Dash cancelling from a blocked button into Alpha Blade Diagonal (236K)GGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuard:
All
Startup:
27
Recovery:
17
Advantage:
-2
makes the cross up travel farther allowing for unique pressure and setups on hit or block.


ref 1

Okizeme

Meaty Options

After knocking down an opponent, Chipp can run in and attempt to hit them with a 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. attack as they recover. Properly timing your meaty attacks is essential since missing a meaty can be devastating for Chipp. If mistimed Chipp can lose his momentum and may left vulnerable to a punish. Any button can be used for a meaty attack, but generally the the more active frames a move has the easier it is to time.


  • c.SGGST Chipp Zanuff cS.pngGuard:
    All
    Startup:
    7
    Recovery:
    10
    Advantage:
    +1
    A very active button making it easy to time. Has good cancel options, good proration, and can be jump cancelled to bait burst. Attempting this from too far will give you f.SGGST Chipp Zanuff fS.pngGuard:
    All
    Startup:
    9
    Recovery:
    20
    Advantage:
    -8
    which is one of Chipp's worst meaty options with only 2 active frames and limited cancel options.
  • 2SGGST Chipp Zanuff 2S.pngGuard:
    All
    Startup:
    10
    Recovery:
    17
    Advantage:
    -7
    Has good range compared to c.S making it a useful button for meaties from a soft knock-down. Auto-piloting into 2H can catch the opponent if 2S is back dashed.
  • 2S (whiff) > 2HGGST Chipp Zanuff 2H.pngGuard:
    All
    Startup:
    12
    Recovery:
    24
    Advantage:
    -14
    A cheeky way to catch a careless foe trying to punish the whiffed 2S.
  • 5KGGST Chipp Zanuff 5K.pngGuard:
    All
    Startup:
    6
    Recovery:
    8
    Advantage:
    -3
    A strong option. Faster and reaches farther than c.S while still being quite active. Has the added benefit of cancelling into itself, 2K, or 6K. Can lead to a 2DGGST Chipp Zanuff 2D.pngGuard:
    Low
    Startup:
    10
    Recovery:
    19
    Advantage:
    -7
    knock down letting Chipp do a set-up or repeat the situation.
  • 2KGGST Chipp Zanuff 2K.pngGuard:
    Low
    Startup:
    5
    Recovery:
    8
    Advantage:
    -2
    A good option for going low but not as active as 5K and quite stubby. Can lead to a 2D knock down letting Chipp do a set-up or repeat the situation.
  • 6KGGST Chipp Zanuff 6K.pngGuard:
    High
    Startup:
    20
    Recovery:
    9
    Advantage:
    -2
    Overhead option that can bait throws. Combos meterlessly into 2K if it connects late in the animation. Good for closing out rounds since it is very hard to react to.
  • 6HGGST Chipp Zanuff 6H.pngGuard:
    All
    Startup:
    17
    Recovery:
    18
    Advantage:
    -5
    A very big and very active button with limited cancel options. Great when fishing for counter-hits.
  • 236KGGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuard:
    All
    Startup:
    27
    Recovery:
    17
    Advantage:
    -2
    A strong option. Extremely difficult to react to and positions Chipp for a potential mix from the hit. The cross-up lets Chipp defeat many reversals.
  • 236PGGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuard:
    All
    Startup:
    29
    Recovery:
    19
    Advantage:
    -4
    A committal meaty option that can be used to call out reversals somewhat safely. Low reward and easily blocked option that should be used sparingly.
  • 63214SGGST Chipp Zanuff 63214S.pngGuard:
    Throw
    Startup:
    27
    Recovery:
    15
    Advantage:
    N/A
    Extremely active with a whopping 11 frames. Adds another layer to Chipp's pressure.


Auto-Timing Meaty Options


Chipp can route his combos, use the properties of his moves, and exploit system mechanics to create situations where his meaty options become auto-timed. Auto-timed setups remove the risk of whiffing a meaty, allowing Chipp vary his options safely and present tricky situations to a defender.

Important note: The following setups are generally not reversal safe. For meaty setups that 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. (OS) against reversals be sure to check the Safe Jump and Gamma Blade Oki sections.


...> (236S)~236K ▷ Meaty 6K, 2K >...

Near the corner, Chipp can use the soft knock down from Senshuu to auto-time an extremely meaty 6K giving him enough advantage to link 2K afterward for a combo. A strong and practical setup.


5K/2K > 2D > 5K OTG > DC > MEATY 5H >...

Chipp can use a 5K OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." setup to Dash Cancel (DC) and auto time a meaty 5H which can catch 6f backdashes. This can be particularly potent when trying to pressure heavies like Potemkin or Nagoriyuki. It also has the added benefit of Knowledge CheckA strategy or attack which tests the opponent's knowledge of a given matchup. If an opponent doesn't know how to deal with the knowledge check presented, the check is usually repeated until victory is achieved.ing some opponents due to the long and subtle startup animation of 5H making them more inclined to press.

5K/2K > 2D > 5K OTG > DC > MEATY c.S >...

A 5K OTG setup to Dash Cancel and auto time a meaty c.S which leaves Chipp extremely plus (+5). A situational but powerful pressure option that also allows a true-string into 2K.


c.S > 2S > 2H > 236K > dl j.K(1) ▷ 66 > c.S > 6H > dl 236P (whiff) > Meaty c.S >...

This route from a standard BnB will reposition Chipp next to his opponent with enough advantage to auto-time buttons like c.S and in some cases 2H depending on spacing. Some opponents may see this setup as an opportunity to throw-punish Chipp's whiff leading to a counter hit. If Alpha Blade hits OTG due to spacing, Chipp will no longer be able to auto-time his meaty but he will have enough advantage to follow up with any move.

Safejumps

Safejumps are an effective way to keep your pressure going after a knockdown. Chipp has many safejump set-ups available, some of which begin from and loop back into his mix-up game. The most consistent way to safejump as Chipp is from his sweep (2DGGST Chipp Zanuff 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-7
) and his overdrive wall break Banki Messai (236236P)GGST Chipp Zanuff Banki Messai 1.pngGuard:
All
Startup:
6+1
Recovery:
-
Advantage:
-20
. Gravity scaling and character weight can impact Chipp's setups. This means that when fighting lighter characters like Millia or characters with slow reversals like Ky the safejump timing will be much less strict. This also means for setups with extra hits or used against a heavier character like Leo the safejump timing will be more strict. This is particularly important when choosing to OTG with c.S (faster safejump) or 5K (slower safejump).


Auto-Timed SafejumpsReliable against the fastest reversals
Easy~Medium

The following set-ups are auto-timed and are safe to 9-frame reversals including moves like Sol's Volcanic Viper (623S)GGST Sol Badguy 623X.pngGuard:
All
Startup:
9
Recovery:
18+10 after landing
Advantage:
-28
.


(5K/2K) > 2D > c.S/5K OTG > IAD > j.H

Chipp's most reliable auto-timed safejump. The 2D sweep must hit from close range to successfully OTG with c.S.


...236236P > Wallbreak > IAD > j.H

A very strong option after a wall break. Holding 8 after the stage transition guarantees the correct timing


c.S/j.H > 2S > 2H > 236K, 9 > j.H

End a BnB early to safely continue pressure. Works from c.S or a deep jump-in. Can whiff if combo is too scaled.


Corner Specific SafejumpsSetups that work in or near the corner
Easy~Medium

Facing the corner Chipp has access to some new safejump set-ups.


...2D > dl 236[P] > 4/2 > j.S

A cancelled wall run can create an ambiguous left/right that also safejumps. Manually timing the wall run allows Chipp to cross over his opponent. Many other variations on this setup exist and are discussed in the Wall Run Resets & Oki section.


2K > 2D > 236[K]~2 > 66 > dl j.H

Sets up a safejump j.H using a wall run cancel from a close range sweep. The delay on j.H can be replaced with a delay on the 236K cancel.

Manually-Timed SafejumpsSetups that require special execution or delays
Hard~Very Hard


Chipp also has access to a number of useful manually timed setups. These Setups require practice to be made consistent but are very good at confusing an opponent.


...236236P > Wallbreak > SJ > IAD > FD > j.H

Advanced safejump that uses superjump to connect two hits of j.H defeating backdashes. Also works from some OTG setups. Only works from raw 2D against 9f reversals for heavies.


2D > micro-walk back > IAD > j.H

A manually timed safejump for a max range 2D sweep. Will work at all distances but the timing will vary


236K > dl 66 > j.H

A useful safejump from 236K cross up. Air dash timing can change which side Chipp land on


...2D > dl 236K > j.H

Safejump using Alpha Blade Diagonal. Please reference the Diagonal Alpha Blade Oki section


...2D > IAD > dl FD > j.S

Safejump using FD brake. Please reference the FD Brake Mix section


2S > 2H > 236K > dl j.S ▷ 66 > 2S > 2H > 236K > dl j.K(1) ▷ 66 > IAD > j.H

Requires short dash before the IAD to work. Tricky but useful when Chipp won't reach the wall.


c.S > 2S > 2H > 236K > dl j.K(1) ▷ 66 > c.S > 2S > 2H > 236K > dl j.K(1) ▷ IAD > j.H

Alternate corner-to-corner safejump setup. useful when Chipp won't reach the wall.

Chipp also has the ability to exploit the properties of Gamma Blade (236H)GGST Chipp Zanuff Gamma Blade.pngGuard:
All
Startup:
25
Recovery:
Total 42
Advantage:
+9
to have it hit meaty while remaining safe to reversals. Information about these set-ups can be found in the Gamma Blade Oki section.


ref: ex1 ex2 ex3 ex4 ex5 ex6

Gamma Blade Oki

When used as a 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., Gamma Blade (236H)GGST Chipp Zanuff Gamma Blade.pngGuard:
All
Startup:
25
Recovery:
Total 42
Advantage:
+9
can easily and safely bait out reversals and mash attempts. It's important to note that if Chipp's Gamma Blade clone is attacked in its last few active frames, Chipp will take no damage which makes these set-ups very safe. On block, Chipp is plus allowing for continued pressure.

Close Range Sweep SetupWorks anywhere
Very Easy
...> 2D > 6H/2D OTG > 236H

Works midscreen but must be spaced from 2K or a close range 2D. Works from a max range 2D in the corner

Max Range Sweep SetupRequires meter
Very Easy
...> 2D > 66PRC > 6H OTG > 236H

Works midscreen from a max range 2D. Questionable use of meter but makes the setup work from any spacing.

Midscreen Throw Setup
Very Easy
Ground Throw (4/6D) ▷ 236H

Simple reversal-safe meaty from a midscreen throw

Corner Throw 5P Whiff SetupEasy and safe setup
Easy
Ground Throw (4/6D) ▷ (whiff) 5P, 236H

Works when Chipp throws the opponent into the corner. A simple setup to auto-time the Gamma Blade clone. Covers all options and gives good pressure.

Corner Throw 2D OTG SetupDeals extra damage from the OTG
Medium
Ground Throw (4/6D) ▷ 66 > 2D OTG > 236H

Works when Chipp throws the opponent into the corner. The shortest possible dash before the OTG ensures the clone will catch wakeup back dash.

Corner Air Throw Setup
Medium
Air Throw (j.4/6D) ▷ 2K OTG > 236H

Works when Chipp air throws the opponent into the corner. Spaces perfectly to hit the OTG immediately after landing.

Wall Run Resets & Oki

In the corner Chipp can make use of his wall run ability to create extremely tricky mix-ups. In addition to being very ambiguous, many of the overhead options are also safe against reversal attempts and can set up a grounded wall splat (GWS). There are many different ways to set up wall run resets.

...2D > dl 236[P] > dl 2/4 > dl j.S example wall run safejump from a 2D sweep that can hit left/right

The timing can be tricky since you need different cancel timings and different amounts of wallrun time to hit cross-up or same side. Against all of the smaller characters j.S whiffs more easily than normal making j.D a safer option instead. The timing on j.D must be slightly delayed since it doesn't hit both sides like j.S and Chipp must turn around first. 2D and 2S are the same speed so Chipp can use j.S > 2S > 2H to break the wall after the mix instead of looping the situation with sweep. For large characters like Potemkin or Nagoriyuki, same-side resets must be performed with a manually timed wall run into j.S > j.H(1)f.S.


These concepts can be applied in a number of situations to mix up an opponent:

Double K Alpha ResetOne of Chipp's more potent mix ups
Medium
c.S > 2S > 2H > 236K, j.236K ▷...

Basic corner double Alpha Blade route ending on the ground. From this combo, Chipp can follow up to reset his opponent with a mix.

...▷ 6 > c.S/2S/2K > 236[P]~2 > j.Sc.S > 6H > GWS

Set up a reversal-safe meaty j.S that hits same-side and can set up grounded wall splat and another mix. Requires a short walk forward before the reset. This set up gives a grounded wall splat following a same-side reset using j.S. Note that Chipp can also choose to end with different gatlings depending on the situation he wants to create.

...236[P]~2 ▷ 2K > 6P > 236S GWS Same-Side low that sets up a grounded wall splat. Not reversal safe.
...236[P]~2 > j.S2S > 5H GWS Same-Side overhead that has unique spacing for further mix (discussed in the grounded wall splat section)


Chipp can also choose to steal the corner by delaying P Alpha Blade OR the hit before it (c.S/2S/2K). Set up a reversal-safe meaty j.S that hits cross-up with big damage potential on hit.

...236[P]~2 ▷ dl c.S/2S/2K > dl 236[P]~2 > j.S ▷...

Chipp can also choose to do an empty-low to further mix his opponent after the Alpha Blade left/right. Not reversal safe.

...236[P]~2 ▷ 2K > 2D cross-up low into sweep

6P ResetExtremely fast reset from almost any hit
Very Easy
f.S > 236S~236S > 66~RRC > 66 > c.S > 6P > 236[P]...

Example combo setting up a wall run reset from midscreen using 6P

When approaching the corner from farther away, Chipp can also use his 6P to launch his opponent toward the wall for an extremely fast reset that can be performed from almost any hit. Keep in mind that the distance to the wall can impact the timing, giving Chipp less control over the reset. This is best used at higher wall health since the 6P tends to splat early.

Note that almost any combo will work if it ends with a 6P near the corner

Air Combo ResetHard to control but easy to set up
Medium
c.S > 2S > 2H > 236K > dl j.K(1) > dl j.236[P]~2/4 > j.S

Example air combo to set up a wall mix

When performing an air combo toward the corner Chipp can drop the combo early and use P Alpha Blade to set up a mix. This setup is height/spacing dependent and can lose to reversals. Delaying j.K and/or Alpha Blade will place Chipp lower down so he can steal the corner for a cross up.

Note that almost any combo will work if it ends near the corner

5H Tumble ResetSimple execution and easy to access
Easy
c.S/2S > 2H > 236H > 2S > 5H > dl 236[P]...

Example setup from a corner Gamma Blade loop combo. Note that almost any combo will work if it ends with a 5H tumble.

...236[P] > dl 2 > j.S cross-up or same-side overhead safejump. Variable delay timings depending on the option
...236[P] > 2 ▷ 2K cross-up low option
...236[P] > 2 > whiff j.H2K same-side low option


SSF123's VariationA strong variation on the Double K Alpha Blade setup
Hard
c.S > 2S > 2H > 236K, j.236K ▷...

The basic Double K Alpha Blade setup can be made more ambiguous by using the same Alpha Blade timing after returning to the ground and selecting left/right by dismounting with 2/4 on the earliest possible frame. This can make the setup more difficult to react to but makes fuzzy guarding possible due to the 1f difference in timing between each version.

...▷ 6 > c.S > 236[P]~2 > j.H... Same-side mix option
...▷ 6 > c.S > 236[P]~4 > j.D... Cross-up mix option

The timing for c.S/236P is too early when 4 passes through the opponent and too late when 2 to crosses-up.

Some characters can 6P the cross up option but Chipp can cover this by using j.H instead. This changes the difference between each version to 4f making it much easier to fuzzy. Chipp can also choose to cross up with j.S giving more reward on hit but the fuzzy window becomes 2f. The j.S option allows all characters to 6P the setup.

The following characters can 6P the j.D cross-up:

Note that cross up options lose to DPs and cross up j.H trades with any normal faster than 6f.

Character Can 6P cross up j.D Notes
Sol 6P wins - 5KGGST Sol Badguy 5K.pngGuard:
All
Startup:
3
Recovery:
25
Advantage:
-16
trades
Ky -
May -
Axl -
Chipp 6P wins - 5PGGST Chipp Zanuff 5P.pngGuard:
All
Startup:
3
Recovery:
10
Advantage:
-2
trades
Potemkin 2 doesn't cross over.
Faust 2 doesn't cross over.
Millia -
Zato -
Ramlethal -
Leo -
Nagoriyuki 2 doesn't cross over.
Giovanna Sol NascenteGGST Giovanna Sol Nascente.pngGuard:
All
Startup:
7
Recovery:
21
Advantage:
-15
wins
Anji -
I-No -
Goldlewis 2 doesn't cross over.
Jack-O -
Chaos -
Baiken -
Testament -
Bridget -
Sin ? Needs testing

Reset from Wall RunDamage into grounded wall splat mix
Hard
6K > 88RRC > 66 > w.S > w.S > w.S > w.S > w.H~4 > dl 7 > dl j.K(1) > j.236Kc.S >...

Chipp can also carry his opponent to the ground from wall run combos in order to set up a mix. This allows Chipp to deal big damage from a wall run while also keeping his pressure. Note that the wall run can be started in many different ways and Chipp is not limited to 6K > 88RRC.

After w.H Chipp must immediately dismount away from the wall and time a delayed jump into an air normal to continue the combo. This creates the correct distance from the wall for j.236K to space him for a mix on the ground. Timing is variable and routes are character specific. Because of the volatile nature of these setups it can be hard to predict where j.236K will place Chipp and his opponent after reaching the ground. In cases where Chipp is left close he can reset with c.S but in cases where he is farther away he may need to dash 2S to pick up.


Character specific reset routes from a wall run:

Route Works on Notes
...w.S > w.S > w.S> w.S > w.H~4 > dl 7 > j.S > j.236K ▷... Baiken May Jack-O -
...w.S > w.P, w.S > w.P, w.H~4 > dl 8 > j.K(1) > j.236K ▷... Millia Zato Gio Ram Sin Dash 2S Pickup after returning to the ground
...w.S > w.S > w.S > w.S > w.H~4 > dl 7 > dl j.K(1) > j.236K ▷... Sol Ky Axl Chipp Leo Anji I-No Chaos Test -
...w.S > w.S > w.S > w.S > w.S > w.H~4 > dl 7 > j.S > j.236K ▷... Pot Faust Nago Gold Dash 2S Pickup after returning to the ground. j.K(1) can work instead of j.S



Special credit to: SSF123, Punpunch, Elodad, Flare_g, PHaZeX3R0

ref: Punpunch's Sweep the Leg Album ex1 ex2 ex3 ex4 ex 5

Grounded Wall Splat Mix

Grounded wall splats (sometimes called a "wall slump") are a special type of wall splat that prevents your opponent from teching off the wall and have a unique recovery animation. This recovery animation is quite long and gives Chipp time to set up extremely tricky mix-ups that must be respected. Grounded wall splat mix is not unique to Chipp, but Chipp's wall run lets him layer his mix in ways that most other characters can not. To set up a grounded wall splat Chipp must start his combo on a grounded opponent and only use buttons that keep his opponent grounded up until the wall splat. 2HGGST Chipp Zanuff 2H.pngGuard:
All
Startup:
12
Recovery:
24
Advantage:
-14
, 5DGGST Chipp Zanuff 5D.pngGuard:
High
Startup:
20
Recovery:
24
Advantage:
-15
, 2DGGST Chipp Zanuff 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-7
, SenshuuGGST Chipp Zanuff Senshuu.pngGuard:
High
Startup:
20
Recovery:
20
Advantage:
-9
, P/K Alpha BladeGGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuard:
All
Startup:
29
Recovery:
19
Advantage:
-4
, and Red Roman Cancel will all prevent a grounded wall splat since they put the opponent airborne. These requirements are quite specific so it is easiest to achieve a grounded wall splat using resets that lower wall health such as Wall run resets:

c.S > 2S > 2H > 236K, j.236K ▷ 6 > 2K/c.S/2S > 236[P]~2 > j.S RESET ▷ c.S > 6H GWS... Corner BnB combo into auto-timed reset and GWS.

Auto-timed setup from c.S > 6H spacingVery easy to set up but telegraphed
Easy

Chipp can use different combos to cause a grounded wall splat but some combos will require different ways to auto-time the mix. The easiest version is the Double Alpha Blade method after a c.S > 6H splat.

...c.S > 6H GWS > 236[P]~2 ▷ 236[P]~2 > j.S A cross-up j.S that hits meaty
...c.S > 6H GWS > 236[P]~2 ▷ 236[K]~2 > j.H A same-side j.H that hits meaty

These setups are completely auto-timed making them easy and consistent but the different Alpha Blade versions can make it easy for a prepared opponent to block the mix up.

Auto-timed setup from 5H/Resshou spacingEasy to set up and quite ambiguous
Medium

From a grounded wall splat for 2S > 5H spacing and for 2K > 6P > 236S spacing:

...2S > 5H GWS > IAD back > dl 236[P]~2 > j.D A cross-up j.D that hits meaty
...2S > 5H GWS > IAD back > dl 236[P]~2 > j.S A same-side j.S that safejumps
...2S > 5H GWS > IAD back > 236[P]~2 > j.S whiff ▷ 2K A same-side fake overhead into meaty 2K. Can loop into another GWS using 2K > 6P > 236S

ref: 1, 2

Manually-timed setupExtremely ambiguous mix
Hard


Chipp can also manually time a delay to prevent giving away which side he will attack on:

...GWS > walk forward/back > 236[P]~4 > dl j.D/j.S...

The manual timing will depend entirely on the setup and which side Chipp wants to attack. The strength of this option is that there is no cue for the defender to read. Unfortunately this means that there is no cue for Chipp to read either so practice is essential to learning and performing this setup.

For the same-side mix j.Df.S > 236S must be used to loop it back to another grounded wall splat.

j.D Unstick setupSets up a mix away from the wall
Hard

It is also possible to steal the corner with Alpha Blade and un-stick the opponent from the wall. This is an auto-timed setup from c.S > 6H spacing that allows Chipp to true combo from a GWS for guaranteed damage. Works from normal and counter hit j.S reset. 2S > 5H also works but only from a normal hit:

...c.S > 6H GWS , (whiff) 5P , 236[P]~2 > j.D...

6H and 5P are tight links and require precise timing. If correctly timed j.D will continue the combo counter. By giving up his mix in the corner Chipp can set up additional mix and setplay from the corner steal.

...j.D2K > 2D > 236K whiff > j.S Cross-up option. Pushes opponent back into the corner.
...j.Dc.S > 2D > 236K whiff > j.S Same-side option. Keeps the corner.
...j.D ▷ walk back 5K> 2D > 236K whiff > j.S Alternate same-side option.

Note: that a very brief back-walk into the corner is needed for the 5K option.

Only the most knowledgeable opponents will be able to react to this without having to guess. If Chipp crosses up he can combo into another GWS but he will not get the same auto-timed setup.


ref: Grounded Wallsplat Tech by PunPunch

Diagonal Alpha Blade Oki

K Alpha Whiff Setups

From a 2DGGST Chipp Zanuff 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-7
sweep, a slightly delayed cancel into a whiffed K Alpha Blade (236K)GGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuard:
All
Startup:
27
Recovery:
17
Advantage:
-2
into falling j.HGGST Chipp Zanuff j.H.pngGuard:
High
Startup:
9
Recovery:
17
Advantage:
-
is a simple, yet effective option that loops into itself very nicely. By using different combos and gatling timings into the sweep (2D), Chipp can adjust the spacing which makes the falling j.H somewhat ambiguous.

5K > 2K > 2D > dl whiff 236K > j.H Spaces for a cross-up j.H that is also a safejump


Early cancelling a 2D sweep into K Alpha Blade, Chipp can land an empty-jump low while still being safe to wake up throw or mash. Since the different timing can give it away, cancelling with the delayed timing can help keep the setup ambiguous but risks losing to throw/mash. Good to use when the falling j.H isn't particularly ambiguous due to spacing.

5K > 2K > 2D > 236K > whiff j.H2K Spaces for a cross-up 2KGGST Chipp Zanuff 2K.pngGuard:
Low
Startup:
5
Recovery:
8
Advantage:
-2
that hits meaty. This version is not safe to reversals


Chipp can also use these setups near the corner with the correct spacing.

Throw (6D) > whiff 236K > j.D Safejump for slower reversals when throwing an opponent into the corner. j.D hits low to the ground defeating 6P attempts.


Air K Alpha Setups

Chipp can route his combos to use Air Diagonal Alpha Blade to carry his opponent to the ground and set up pressure/mix. Almost any K Alpha Blade hit can be used as a setup but comboing into it from a BnBA staple combo that is simple yet effective. is most reliable:

c.S/2S > 2H > 236K > dl j.K(1) > jc > j.S > jc > j.K(1) > j.236K ▷...


Chipp can also access these setups with his ReversalTo perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. Beta Blade (623S)GGST Chipp Zanuff Beta Blade.pngGuard:
All
Startup:
9
Recovery:
23
Advantage:
-27
and Red Roman Cancel.

623S(2) > 44RRC ▷ 66 > j.S > jc > j.S > jc > j.K(1) > j.236K ▷...

After returning to the ground Chipp can drop the combo to set up an advantageous situation for continued pressure.


This set up works for midweights and can set up an FD Brake mix or a safejump. Works for reversals such as Sol's S Volcanic Viper (623S)GGST Sol Badguy 623X.pngGuard:
All
Startup:
9
Recovery:
18+10 after landing
Advantage:
-28

...▷ 5K > IAD > FD > j.S
...▷ 5K > IAD > j.H


For lightweights Chipp can use the same RRC combo with 2K instead.

...▷ 2K > IAD > FD > j.S
...▷ 2K > IAD > j.H

This set up works for lightweights and can set up an FD Brake mix or a safejump. Works for reversals such as Millia's Winger (632146H)GGST Millia Rage 632146H Full.pngGuard:
All
Startup:
8+1
Recovery:
40
Advantage:
-32


Against heavies Chipp must up-drift RRC (88RRC) for the DP setup to work properly.

623S(2) > 88RRC ▷ j.S > jc > j.S > jc > j.K(1) > j.236K ▷...

This set up works for heavyweights and can set up an FD Brake mix or a safejump. Works for reversals such as Leo's S Eisensturm ([2]8S)GGST Leo Whitefang Eisen Sturm.pngGuard:
All
Startup:
9
Recovery:
33
Advantage:
-28

...▷ 2K > IAD > FD > j.S
...▷ 2K > IAD > j.H


Chipp can also choose to extend the combo instead of setting up mix (works on all weights).

...▷ c.S > 2S > 2H >...


ref: Punpunch's sweep the leg album Corner throw setup example


FD Brake Mix

Chipp's FD Brake (also known as Faultless Defense Cancel "FDC") mix is a powerful option that enables Chipp to fall quickly from the air which makes his trajectory hard to predict and react to. It has the added benefit of allowing Chipp to launch aerial attacks closer to the ground which turns many setups into safejumps.

2K > 2D > c.S OTG > IAD > FD > j.S... A simple example of FD brake to perform a same-side j.S safejump.

2K > 2D > c.S OTG > IAD > dl FD > j.S... A variation of the FD brake route above to perform a crossup j.S that can bait reversals.

(5K) > 236K > 66 > dl FD > j.S... A simple example of FD brake from an Alpha Blade cross up. Varied delay on the FD lets Chipp hit on the left or right side.


One application for this mix is from a 2DGGST Chipp Zanuff 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-7
sweep (sometimes called "The Leffen™ Mix"). This is a 4-way mix that is very difficult to react to and loops into itself allowing for continued pressure. Although there is the potential for the opponent to react to the FD effect before the hit, both overhead options can safejump. The mix might need FD timings in the air depending on how far you are after the sweep.

5K > 5K > 2K > 2D... example set up for the mix. Different gatlings will give different spacing and change the mix accordingly

...2D > IAD > dl FD > j.S cross-up overhead option that is a safejump
...2D > IAD > dl FD ▷ 2K cross-up low option that loses to throws/reversals
...2D > IAD > (whiff) j.P2K same-side low option that loses to throws/reversals
...2D > micro walk back > IAD > j.H same-side overhead option that is a safejump. Manual delay makes this safejump somewhat tricky

Remember that adjusting combo and gatling timings to ensure the correct spacing is essential for this mix-up.

ref: Leffen's original tweet Punpunch's Sweep the Leg Album


Shuriken Oki

Chipp's Shuriken (j.214P)GGST Chipp Zanuff Shuriken.pngGuard:
All
Startup:
22
Recovery:
Total ??
Advantage:
-
is an downward air-projectile with unusual properties. The move is slow, with long start-up, but covers a great angle. While this makes it difficult to use in neutral, it still gives Chipp another tool to lock down his opponent with the appropriate setup. Chipp can end his air BnB early in order to space his opponent for a 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. shuriken that will leave him plus. These routes are quite stable from character to character, but gravity scaling and weight differences may leave some characters farther than others.

c.S/2S > 2H > 236K > j.K(1) > 66 > j.D > j.214P
c.S/2S > 2H > 236K > 66 > j.214P

Be aware that shuriken oki can lose to reversals since these setups leave Chipp very close in front of his opponent.

ref1 ref2 ref3


Corner Big Body Left/Right Mix

In the corner Chipp can set up safe and ambigous jump-ins from his Corner Double Alpha Blade Route that work well on big body characters like Nagoriyuki.

(c.S) > 2S > 2H > 236K, j.236K ▷ 6 > dl IAD...

After the standing-up animation finishes completely, Chipp must briefly walk forward before he can safejump same-side or steal the corner by performing an IAD from a backward (7) or neutral jump (8).

...j.236K ▷ 6 > 7 IAD > j.H

...j.236K ▷ 6 > 8 IAD > j.H

Against medium bodies like Sol only the neutral jump (8) setup will work making it less ambiguous but still safe.


...j.236K ▷ dl 7 IAD > j.2K

...j.236K ▷ dl 8 IAD > j.2K

j.2KGGST Chipp Zanuff j.2K.pngGuard:
High
Startup:
16
Recovery:
-
Advantage:
-
must be used for small bodies like May making the setup less safe but still ambiguous.


Once the entire standing anmation to completes after j.236KGGST Chipp Zanuff Alpha Blade Diagonal Air.pngGuard:
All
Startup:
32~47
Recovery:
21
Advantage:
-6
, Chipp can also apply his FD Brake Mix to achieve a left/right mix.

ref

Gimmicks & Other Tech

Infinite Blockstring

While in Positive Bonus Chipp is able to perform a true infinite blockstring. This sequence can be useful for building RISC but is otherwise quite simple to block.

[c.S > 2S > 2H > 236S~236S > 88RRC > 66 > j.K(1) > j.D] x n


As of patch 1.18 Chipp is able to better abuse these strings by using Fast Roman Cancel (FRC) to reduce his meter usage during the string and loop them more easily.

[c.S > 2S > 2H > 236S~236S > 66FRRC] x n


Chipp can also take advantage of Gamma Blade (236H)GGST Chipp Zanuff Gamma Blade.pngGuard:
All
Startup:
25
Recovery:
Total 42
Advantage:
+9
to defeat an opponent attempting to use Faultless Defense (FD) or Instant Faultless Defense (IBFD) to end his pressure.

[c.S/f.S > 236S~236S > 66FRRC > 236H] x n


Once the opponent reaches max RISC, Chipp can go for a simple high/low during the string using fast moves like 2KGGST Chipp Zanuff 2K.pngGuard:
Low
Startup:
5
Recovery:
8
Advantage:
-2
, 6KGGST Chipp Zanuff 6K.pngGuard:
High
Startup:
20
Recovery:
9
Advantage:
-2
, or 5DGGST Chipp Zanuff 5D.pngGuard:
High
Startup:
20
Recovery:
24
Advantage:
-15
leading to an extremely damaging combo.


FRRC Instant Overhead

Chipp can Fast RRC upward to perform an instant overhead by maintaining the forward momentum from Rokusai (~236S)GGST Chipp Zanuff Rokusai.pngGuard:
Low
Startup:
8
Recovery:
21
Advantage:
-6
. This gives a true string on block and auto-confirms a combo from the rekka or overhead hit. Minimal delay between Rokusai and the FRRC is needed for the overhead connect consistently (~7f window).

c.S > 2S > 2H > 236S~236S > 88FRRC > j.H(1) > j.Dc.S >...


The following table shows who this setup can work on:
Character Works Notes
Sol -
Ky -
May -
Axl -
Chipp -
Potemkin -
Faust -
Millia -
Zato -
Ramlethal tight timing
Leo -
Nagoriyuki -
Giovanna -
Anji tight timing
I-No -
Goldlewis -
Jack-O -
Chaos -
Baiken -
Testament tight timing
Bridget ? needs testing
Sin ? needs testing


"Meaty" Senshuu

Chipp can time his rekka overhead Senshuu (~236K)GGST Chipp Zanuff Senshuu.pngGuard:
High
Startup:
20
Recovery:
20
Advantage:
-9
after a close range sweep to have it hit as the opponent recovers. This setup is not a true 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. and can trade with 3f buttons.

...> 2D > c.S OTG > 236S (whiff)~236K

A fast overhead gimmick that is difficult to react to and gives good reward on hit. Note that this setup does not make Senshuu any safer on block so it is extremely risky against a knowledgeable opponent.

Defense

Chipp may have the lowest life in the game but this does not mean he has poor defense! Chipp can be difficult to pressure after a knockdown due to the threat of his 9f DP: Beta Blade (623S). Chipp also has his 5P, a lightning fast 3f jab which allows him to mash out of pressure and anti-air with little commitment. Exploiting Chipp's high jump height and multiple air options in combination with his cross up moves Alpha Blade Horizontal/Diagonal (236P/236K) will make it difficult for an opponent to keep Chipp in the corner. All of these options synergize well with universal mechanics such as Faultless Defense, Instant Block, and Yellow Roman Cancel enabling Chipp to steal back his turn with ease and run his game plan.


Counter Pokes

Counter poking is the act of attacking preemptively for the purpose of interrupting the opponent’s actions. While Chipp excels more at running close range offense, he still has a few tools at his disposal for counter poking.

5HGGST Chipp Zanuff 5H.pngGuard:
All
Startup:
11
Recovery:
16
Advantage:
-4
- A relatively large poke that is disjointed near the tip. This is a great tool to use against opponents with slightly disjointed attacks, or when trying to counter poke from a distance. For example, it may be useful in matchups like Leo or Sol, as both of these characters excel have advancing moves that they can use to get in on Chipp. This move cannot be use carelessly since 5H leavs a large hurtbox far in front of Chipp during recovery.

6PGGST Chipp Zanuff 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
- An attack with frame 1 upper body invulnerability, which lets it to beat out a lot of pokes such as Ramlethal's f.SGGST Ramlethal Valentine fS.pngGuard:
All
Startup:
11
Recovery:
21
Advantage:
-10 [-13]
and also help Chipp brawl in the close range. Whiffing this move could be fatal for Chipp since it has 25f of recovery leaving him extremely vulnerable.


Anti-Airs

Thanks to his fast buttons, Chipp has access to good anti-air and air-to-air options. Out of these options, only 6P and 623S are disjointed, so it is important to time these buttons carefully.

6PGGST Chipp Zanuff 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
- A good option to use against jump-in attacks, thanks to the frame 1 upper body invincibility. Has a very long recovery animation making it dangerous to whiff.

5PGGST Chipp Zanuff 5P.pngGuard:
All
Startup:
3
Recovery:
10
Advantage:
-2
- An extremely fast jab that allows for a combo on air hit. Since it has no invincibility, this move is good against opponents with slower jump-in buttons, or when opponents are positioning themselves in the air. The hitbox is quite small, so it may be tough to use this in every situation.

623SGGST Chipp Zanuff Beta Blade.pngGuard:
All
Startup:
9
Recovery:
23
Advantage:
-27
- Beta Blade has full invincibility frame 1, and upper body invincibility at later frames. Does not have much horizontal range. Similar to 6P, this move will likely be fatal for Chipp if it whiffs. It is less likely to whiff if the opponent is on top of Chipp because it is so active. It is also relatively safe on air block, making it a decent option against jump-ins or when the opponent is directly above Chipp. Low reward on hit.

2HGGST Chipp Zanuff 2H.pngGuard:
All
Startup:
12
Recovery:
24
Advantage:
-14
- A very committal, anti-air option that leads to high reward on hit. The hitbox is not active until the later frames which can make it lose against some jump-in buttons. Best used against opponents that are re-positioning or doing empty jumps.

5HGGST Chipp Zanuff 5H.pngGuard:
All
Startup:
11
Recovery:
16
Advantage:
-4
- A strong choice when spaced due to the disjointed hitbox. Can easily lose if the opponent attacks from high up.

6HGGST Chipp Zanuff 6H.pngGuard:
All
Startup:
17
Recovery:
18
Advantage:
-5
- Another committal option that can lead to high reward on counter hit. Great for preemptively catching opponents that are jumping out of pressure. Best used when spaced out properly.

j.PGGST Chipp Zanuff j.P.pngGuard:
High
Startup:
5
Recovery:
8
Advantage:
-
- Chipp's fastest air-to-air option. A bit stubby but can convert for combo when used while rising. Great to use to catch jumps preemptively.

j.KGGST Chipp Zanuff j.K.pngGuard:
High
Startup:
6
Recovery:
8
Advantage:
-
- Chipp's largest air-to-air option. It is fast and can lead to a full combo if spaced correctly.

Air Throw (j.6/4D)GGST Chipp Zanuff Air Throw.pngGuard:
Air Throw
Startup:
2
Recovery:
Until L+10
Advantage:
-
- Fast, reliable option against opponents that like to jump-block or reposition with air movement.

Abare

Abare means to attack during an opponents frame advantage with the intention of interrupting their pressure. Basically, which moves should Chipp use to mash out of pressure?

5PGGST Chipp Zanuff 5P.pngGuard:
All
Startup:
3
Recovery:
10
Advantage:
-2
- At 3f startup, this move is the fastest normal in the game. Naturally, this makes it a fantastic option to catch opponents delaying their pressure too much. Use this when the opponent is leaving gaps, but the gaps seem small. Can combo into 6P > 236S for additional damage. Be careful, as this move will whiff if most characters are crouching.

The following table summarizes when 5P will hit for each character's crouches:
Character Regular Crouch Crouch Block
Sol
Ky
May
Axl
Chipp
Potemkin
Faust
Millia
Zato
Ramlethal
Leo
Nagoriyuki
Giovanna
Anji
I-No
Goldlewis
Jack-O
Chaos
Baiken
Testament

2KGGST Chipp Zanuff 2K.pngGuard:
Low
Startup:
5
Recovery:
8
Advantage:
-2
- Slightly slower at 5f (still extremely fast), but has better range, doesn't whiff on crouchers, and leads to a hard knockdown on hit. This move is Chipp's go-to abare button. Use it when it seems like the gaps in the opponent's strings are large enough for 2K to hit.

5KGGST Chipp Zanuff 5K.pngGuard:
All
Startup:
6
Recovery:
8
Advantage:
-3
- Slightly slower than 2K at 6f startup. It has better range, allowing Chipp to take back his turn after blocking a move that has greater pushback (where 2K would have whiffed). An example of this is Potemkin's Forward MegafistGGST Potemkin Mega Fist.pngGuard:
High
Startup:
25
Recovery:
16
Advantage:
-6
. Leads to hard knockdown on hit.

2PGGST Chipp Zanuff 2P.pngGuard:
All
Startup:
5
Recovery:
10
Advantage:
-2
- Similar to 2K, this has a 5f startup and will hit all characters crouching. Although it has a shorter range and leads to less reward on hit, 2P gatlings into itself. This is good in uncertain situations where confirming 2K into 2D is tough, and simply ending the opponent's turn is more important. An example of this is if the opponent has very low health left, then using 2P may be a better option if it can close out the game.

623SGGST Chipp Zanuff Beta Blade.pngGuard:
All
Startup:
9
Recovery:
23
Advantage:
-27
- Beta Blade has full invincibility frame 1, making it the safest option to use if the opponent leave gaps in their pressure. Chipp will be at a great disadvantage if it whiffs or is blocked, so take extra care when using this move. Note that Beta Blade will also lose to throws where his other normals would not.

Throw (4/6D)GGST Chipp Zanuff Ground Throw.pngGuard:
Ground Throw
Startup:
2
Recovery:
38
Advantage:
-
- Ground throws universally have 2f startup, making it even faster than Chipp's fastest button. However, throws will whiff at most ranges due to the pushback caused by blocking the opponent's strings. Therefore, it is important to Instant Block before attempting to throw the opponent during their pressure. Generally a very good option as it leads to hard knockdown, as well as possibly side-switching, placing the opponent near the corner instead.


Mobility Options

Chipp is able to triple jump, making it difficult for his opponents to anti-air or air-to-air him if he chooses to escape from pressure through multiple jumps. Combined with his other air mobility options: (j.236P)GGST Chipp Zanuff Alpha Blade Horizontal Air.pngGuard:
All
Startup:
29
Recovery:
33
Advantage:
-
and (j.236K)GGST Chipp Zanuff Alpha Blade Diagonal Air.pngGuard:
All
Startup:
32~47
Recovery:
21
Advantage:
-6
, Chipp has extra options to escape his opponents in the air. Opponents that know the matchup well will be able to punish the recovery of these moves, so it is important to still be careful and not overuse these options. It is also possible to PRC to cancel the recovery of these moves to make Chipp safe.


Defensive System Mechanics

Faultless Defense, Psych Burst and Yellow Roman Cancel are cornerstones of defense in Guilty Gear, as they are quite handy for breaking out of pressure. Utilizing them well is essential for mastering any character. They all cost a resource though, so think about how you use them.

Faultless Defense

Powerful defensive option, but drains Tension as you use it!
Hold any two buttons except D (or the FD Button if one was set) while blocking to perform Faultless Defense (FD). As long as the direction and buttons are held down (and the Tension Gauge isn't empty), you will continue to perform Faultless Defense.

A unique type of guard that gradually depletes Tension when used. Faultless Defense augments your block by giving it several special properties. Firstly, it increases pushback on block, making it useful to make space between you and the opponent. By using Faultless Defense early in the opponent's blockstring, the opponent will be pushed back enough that later attacks will miss, allowing you to punish the opponent's whiffed attack or disengage. When in use, Faultless Defense also prevents the R.I.S.C Level from increasing and nullifies chip damage. This is essential for survival in situations where chip damage runs the risk of finishing you off.

Keep in mind that you don't have to hold two buttons for a long time in order to use Faultless Defense effectively. It's also possible to press the buttons briefly - slightly longer than a tap - just before the opponent's hit connects. By doing this, you can let go of Faultless Defense in between the hits of an opponent's blockstring, allowing you to save some Tension. This requires some precision though, so it will require practice.


Yellow Roman Cancel

It's just like Xrd, but not at all!
Press any three attack buttons (except D) simultaneously while in blockstun to perform a Yellow Roman Cancel (YRC). Costs 50% Tension.

Yellow Roman Cancels can be used when blocking at the cost of 50% Tension, for the purpose of stopping an attacking opponent and resetting the momentum of the match. Yellow Roman Cancels can not be performed when your character is in a Guard Crush state. Upon activation, your character creates a shockwave that forces the opponent into a Guard Crush state, granting your character massive frame advantage. Yellow Roman Cancel is a useful tool for challenging an opponent’s pressure, especially for characters that are lacking in character-specific tools.

However, Yellow Roman Cancel is -16 on block and leaves your character in Counter Hit state during its recovery frames. Sharp opponents can block it on prediction and punish it heavily. Make sure to vary when you go for a Yellow Roman Cancel to avoid becoming predictable. In addition, the hefty 50% Tension cost must always be taken into consideration. Said Tension could be used for Overdrives or extending combos or blockstrings with other types of Roman Cancels. Practice utilizing all of your defensive options so as to not end up over relying on Yellow Roman Cancel and burning Tension too quickly.


Psych Burst

Press D + any other attack button to perform a Psych Burst. Costs a full Burst Gauge.

A powerful defensive option that can be used in a variety of situations at the cost of a full Burst Gauge. Upon activation, your character releases an invincible shockwave that knocks opponents away. Bursts can be used at almost any point in the match, including when you’re in blockstun or hitstun. This allows Bursts to function as both a combo breaker and as a way to challenge the opponent’s pressure. The Burst Gauge refills very slowly over time, so it can be a good idea to use it early in a match to break out of a powerful combo, such as a Counter Hit combo. This will allow you to spend the rest of the round recharging it, making it more likely to have another opportunity to use it again later in the match.

While Bursts are very powerful, they are far from infallible. The activation shockwave is not instant, so sharp players can predict incoming Bursts and punish them heavily. A common method of doing so is canceling attacks with jump cancels or Roman Cancels, then blocking the Burst and punishing the recovery. Because of the risk associated with it, you should vary the timing of when you go for Burst to avoid becoming predictable. In addition, the activation shockwave's range is limited. Characters with long ranged attacks, such as Nagoriyuki and Ramlethal, have access to Burst-safe combos and blockstrings that allow them to punish Burst if you go for it or continue their offense if you don’t. Against players that employ these tactics, you will need strong match-up knowledge to survive. Lastly, keep in mind that Burst cannot be performed while your character is stuck to the wall, being thrown, or being hit by an Overdrive.


Fighting Chipp

This section contains general counter play information and is intended to help players get past any knowledge checks while learning the Chipp match up. Character specific answers to Chipp's moves are not covered here but players are encouraged to use this information to help find answers for their character and expand other match up pages on Dustloop.


Dealing with j.2K:

Chipp's j.2KGGST Chipp Zanuff j.2K.pngGuard:
High
Startup:
16
Recovery:
-
Advantage:
-
is a fast dive kick that hits at a steep angle, which can make it extremely difficult to block. An effective strategy is targeting the moves long recovery by dashing/back dashing out of way and attempting to punish. Another simple option is to take advantage of its large hurtbox by simply pressing any high reaching button. Most buttons can easily counter hit Chipp's j.2K (including some lows) so it is rarely necessary to attempt a 6P and risk being crossed up.

On block, Chipp's j.2K will hit multiple times with each hit being an OverheadAn attack that the opponent must block high., so it is important to avoid crouch blocking too early. Chipp will be left at advantage and up close forcing a very unfavourable 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. guessing game on his opponent. It is best to counter hit j.2K and avoid the situation entirely.

Brief j.2K RPS Summary
j.2K ▷ follow up Chipp beats... Chipp loses to...
j.2K ▷ Button Mash Throw (4/6D)
j.2K5P Throw (4/6D) Crouch button
j.2K ▷ Jump Crouch button / Throw (4/6D) Mash

Note: Chipp is not limited to these options and his opponents answers will vary from character to character.


Dealing with Chipp's Rekka:

Chipp's RekkaA series of special attacks that are only available after the first one is performed. is an advancing attack series that is used in combos or as a pressure tool. Chipp's rekka always begins with Resshou (Rekka 1)GGST Chipp Zanuff Resshou.pngGuard:
All
Startup:
13
Recovery:
16
Advantage:
-4
which is -4 with good push back. It can be followed up with Rokusai (Rekka 2)GGST Chipp Zanuff Rokusai.pngGuard:
Low
Startup:
8
Recovery:
21
Advantage:
-6
which is -6 on block but leaves Chipp somewhat far. Senshuu (Rekka 3)GGST Chipp Zanuff Senshuu.pngGuard:
High
Startup:
20
Recovery:
20
Advantage:
-9
can follow either rekka 1 or 2 and hits overhead after a long startup and leaves Chipp close at -9 ending the series. It is risky to challenge rekka 1 on block despite being negative. The spacing allows Chipp to press one of his fast far reaching buttons or cancel quickly into rekka 2 for a counter hit. A fuzzy mash timing can cover the follow up into rekka 3, delayed rekka 2, or attempts to run back in and reset pressure but can still lose to fast rekka 2 follow up. This is what creates the main guessing game around Chipp's rekka. After blocking rekka 2 it almost always best to press a button to end Chipp's turn. Attempts to poke low may lose if Chipp cancels into rekka 3 since it has a raised hurtbox that can low-crush.


Dealing with Alpha Blade (236P/K):

Chipp's Alpha Blade is a fast cross-up move move that is used in Chipp's combos and pressure. Chipp will vanish with a unique sound cue (shared between all versions) and then re-appear at a fixed distance before the attack activates. Chipp has four versions of Alpha Blade, each performing the same attack along a different path with slightly different frame data. It is important to remember that Alpha Blade should be guarded based on the side Chipp re-appears on and NOT based on the side the move is used from. This is particularly important near the corner where Alpha Blade DiagonalGGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuard:
All
Startup:
27
Recovery:
17
Advantage:
-2
will cause Chipp to perform a bounce off the wall which keeps him same-side. Despite being invisible during the startup of Alpha Blade, Chipp is not invulnerable. Chipp has an enlarged hurtbox that travels slowly along the path of the move which can be easily counter hit or thrown on a read or reaction. A fuzzy jump forward can also be used to cover both versions of Alpha Blade in block strings while simultaneously defending against Chipp's Command GrabGGST Chipp Zanuff 63214S.pngGuard:
Throw
Startup:
27
Recovery:
15
Advantage:
N/A
. When Alpha Blade HorizontalGGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuard:
All
Startup:
29
Recovery:
19
Advantage:
-4
is blocked, Chipp will be left close and at disadvantage so he will not be able to continue pressure freely. When Alpha Blade Diagonal is blocked fast jump buttons like j.P or an air throw can can be used to end Chipp's pressure. Although the threat of Alpha Blade may seem overwhelming, it is important to remember that Chipp's reward from Alpha Blade is low even when he uses meter.


Dealing with Genrou Zan (63214S):

Genrou ZanGGST Chipp Zanuff 63214S.pngGuard:
Throw
Startup:
27
Recovery:
15
Advantage:
N/A
is a tricky command grab and an important part of Chipp's pressure. While it has a slow start up, it can be mixed in with Chipp's other options making it difficult to react to. Chipp will disappear with a unique sound cue and animation when using Genrou Zan. It is essential to recognize these cues to avoid confusing Genrou Zan with Alpha BladeGGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuard:
All
Startup:
29
Recovery:
19
Advantage:
-4
. Despite disappearing, Chipp has a hurtbox during this time and can easily be hit out of the move on reaction. If Genrou Zan is avoided by jumping, it will be very difficult to punish Chipp since the move has a somewhat short recovery. An air throw is the best way to guarantee a punish. Forward jumping with fuzzy timing is a useful option since it covers both Genrou Zan and Alpha Blade. Attempts to back dash and escape will usually fail since Genrou Zan has a very large hitbox and is extremely active. After being knocked down, any high reaching 5f button can interrupt a meaty Genrou Zan.


Dealing with Zansei Rouga (632146H):

Zansei RougaGGST Chipp Zanuff Zansei Rouga 1.pngGuard:
All
Startup:
20+1
Recovery:
-
Advantage:
-
is Chipp's main damage overdrive which sends him back and forth several times hitting anything along his path. This move has good damage and covers a huge portion of the screen but has long recovery and will never break the wall. Expect Chipp to use this move to whiff punish, in combos, or as a gimmick in neutral. Despite the move crossing back and forth, Zansei Rouga only needs to be blocked from the side of the initial hit with no need to switch from left to right. In other words, if Chipp connects this move from the left side of the screen, then all subsequent hits of Zansei Rouga can be blocked as though Chipp is on the left. Zansei Rouga is not invincible on start up but it has some invincible frames after the super flash. This means that Chipp can be hit in the later active frames but it is normally safer to simply block and punish the move. Chipp will land on the opposite side from where he used Zansei Rouga and the attack will hit 5 times total. Blocking and chasing using directional inputs rather than the dash macro can prevent accidentally running away from Chipp and missing a punish. If Zansei Rouga hits, Chipp will be left close and at advantage mid-screen so be prepared to block a mix up.


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Chipp Zanuff