GGACR/Chipp Zanuff/Matchups

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Matchups

NOTE: The old matchup subforums can be found here: http://www.dustloop.com/forums/index.php?/forums/forum/57-chipp-matchups/

Things to note when discussing matchups:
-General ratio
-Optimal/inoptimal spacings
-Strong/Weak buttons
-Things to watch out for
-Character specific confirms
-etc etc

 A.B.A -/-
 Anji Mito -/-
 Axl Low -/-
 Baiken -/-
 Bridget -/-
 Chipp Zanuff -/-
 Dizzy -/- 6p solves the mu
 Eddie -/-
 Faust -/-
 I-No -/-
 Jam Kuradoberi -/-
 Justice -/-
 Johnny -/-
 Kliff Undersn -/-
 Ky Kiske -/-
 May -/-
 Millia Rage -/-
 Order-Sol -/-
 Potemkin -/-

Overview: The famous funny matchup that everyone involved in hates. You hate it cause Pot kills you in two hits and Pot hates it cause getting those two hits can be excruciatingly painful, and sometimes the matchup turns into Bridget vs Pot 2. Both of you have oki that’s relatively difficult to escape or OS out of, but you have to do yours significantly more than he has to do his due to the health differences. If you can get him into your blender you can make his life miserable, but he does much the same if he gets a knockdown.

Positioning: Your positioning in this matchup will change a lot largely depending on the health situation at the time. If you have a health lead in the matchup you can timer scam and let him try and come to you. Staying airborne can allow you to deal with things like SlideheadGGAC Potemkin 236S.pngGuardLow, UnblockableStartup23Recovery25Advantage-11, but playing airborne too long can open you up to his anti-airs, which are both highly damaging and lead into Pots nasty oki game. Playing outside the range of his longer range normals can often force Pot into taking risky approach options like jumping or using Hammerfall

Chipp Dos:

  1. 5P in pressure a lot. One of Pots most common defensive options is IBing something and punishing it with Pot buster, backdashing out of it, or simply using the extra advantage and lower pushback to challenge your offense. 5P is conventionally not a good pressure tool in most matchups due to it whiffing on crouchers, but Pot can’t duck your 5P, and its gapless even if he IBs it
  2. IB normals canceled into HFB. Hammerfall Break is one of Pots primary pressure tools, that when combined with the vacuum effect on his 2S gives Pot a frightening vortex on block. Instant Blocking many of his common normals that are cancelled into HFB, in particular 2S can give you more opportunities to challenge Potemkins pressure
  3. Keep fast shuriken handy. Potemkin can’t flick Shuriken, and proper shuriken runaway can be very obnoxious for him to deal with as a result of this. Sitting on a life lead with fast shuriken to pester Pot and chip away at his health bar is boring but it gets the job done and you should never count out the effectiveness of just sitting on a life lead
  4. Respect Pot Buster. Potemkin Buster is one of the scariest moves in the game for a reason. 3 frames, throw and low invincible with enormous range gives Pot access to one of the scariest punishes and reversal options in the game. Know when your pressure ends, know when to back off and reset to neutral instead of running bad pressure that will get you put in the blender
  5. Recognize when your pressure ends. One of the more important aspects is recognizing that yes, at some point you have to end your pressure vs Pot, back off and give him space till you get your next hit. If you have a life lead you should be 100% fine with playing neutral with Pot till you get a good hit on him and start your pressure game again
  6. Play the clock if you need to. Pot hates runaway more than he hates traditional zoning. If you have a life lead, never be afraid to sit on it and keep your distance from Potemkin, only engaging when it's beneficial for you to do so. Fast Shuriken is very useful for this as mentioned above due to Pot not being able to flick it


Chipp Don’ts:

  1. Don’t meaty 2P or 2K. Pot Buster low crushes during startup on top of being throw invincible, 3 frames and reaching well outside the range of your normals. Meaty 2P/2K will just get you killed. Stick to meaty 5P or 5K, even if it means sacrificing a mixup opportunity
  2. Don’t overextend. Run safe pressure when possible and don’t give Pot too many chances to escape or Pot Buster.
  3. Don’t get impatient. Be fine playing a lot of neutral vs Pot and don’t think that you absolutely 100% need to go in all the time. Pot thrives when his opponent is in his face due to his ability to use universal defensive options better than almost anyone else.
  4. Don't jump recklessly. Pots anti-airs both do high damage and lead into his nasty oki game due to most of them comboing into Heat Knuckle. His 6P is great due to its speed, hitboxes and cancel options, and while 2H is much slower, if it counter hits you'll likely lose the round due to the enormous stun modifier coupled with Chipps low stun resistance. Jumping is still important but should be used carefully


Potemkin moves to watch out for:

  1. Potemkin BusterGGACR Potemkin 632146P.pngGuard176 pixelsStartup3Recovery37Advantage- is obviously the big move, the move that Pots kit is built around and one that you’re gonna be thinking of a lot when you fight him. It's his fastest reversal option (discounting throw) and is used very liberally both offensively and defensively. If this hits it takes off a grip of health and puts you in his offense, so be aware of when he may want to use this on both offense and defense. The most common offense point he’ll do this on is 2S cancelled into HFB due to it leaving you point blank and 0 on block. Defensively Potemkin will often use mechanics like instant block A special type of blocking done by inputting a block immediately before blocking an attack. Usually improves frame data against blocked moves or gives more meter than a normal block or both. or slashback A parry mechanic in Guilty Gear Accent Core and Plus R. When holding back or down-back, tapping S+HS within 2 frames of an attack connecting will parry the attack and reduce any blockstun to 3 frames in order to create holes in your offense or simply make moves that would otherwise be safe unsafe so that he can Buster through them.
  2. 5KGGAC Potemkin 5K.pngGuardLowStartup7Recovery9Advantage-4 is one of Pots most common meaties due to its disjointed hitbox at the feet, long active frames allowing it to catch most backdashes, and plethora of gatling options to continue pressure with. Also a low, so take care to watch your toes on wakeup
  3. 6KGGAC Potemkin 6K.pngGuardHighStartup18Recovery20Advantage-4 is Pots preferred overhead, and can be particularly deadly when he has meter stocked. Very fast, and importantly throw invincible which will blow you up for mashing throw on defense vs him (you probably weren’t but this is another good incentive not to). Importantly, this move shares its startup animation with Slidehead, which up close is a low
  4. 2SGGAC Potemkin 2S.pngGuardMidStartup13Recovery16Advantage-2, one of the cornerstones of Potemkins offense. At a big fat 0 on block when canceled into HFB, a vacuum effect on hit and block as well as staggering on counter hit, this is comfortably one of if not Pots best normal. Mixing up Instant Blocking this attack to make it canceled to HFB punishable, or FDing it to make it too plus to tick throw after are viable ways of dealing with this in pressure. Additionally, if your opponent is autopiloting 5K->2S on block, Instant Blocking 5K creates a gap between the gatlings that can give you an escape route
  5. 2HGGAC Potemkin 2H.pngGuardMidStartup13Recovery35Advantage-21. The killer, one of Pots scariest moves when used correctly. The massive vertical hitbox on this coupled with the extra dizzy modifier can make this a frightening callout to Chipp jumping and can often spell disaster if used at the right time.
  6. j.SGGAC Potemkin jS.pngGuardHigh/AirStartup14Recovery23Advantage- is Pots best air normal and one that you’ll see a lot of. On air hit it will slam you back down to the ground, giving Pot a chance to start running his oki, and on counterhit groundbounces you for a juicy combo that will likely hurt a lot. Its a tad slow and vulnerable to air-to-airs however, and can be beaten out during startup with things like Chipps j.P or j.K
  7. j.DGGAC Potemkin jD.pngGuardHigh/AirStartup11Recovery8 after landingAdvantage-. More of a pesky normal than one that’s overly strong. Often clashes or outright beats most traditional anti-airs, including Beta Blade. 6P can beat it out with proper timing but is often prone to clash or lose outright if mistimed. Beta Blade clash->j.K can be an effective anti-air, as well as IBing the attack and punishing with air throw
  8. HammerfallGGAC Potemkin 46H.pngGuardMidStartup19~35Recovery27Advantage-18. If Pot Buster is Pots most important move this is a close number two. Hammerfall and more importantly Hammerfall BrakeGGAC Potemkin hammerBreak.pngGuardStartupRecoveryTotal 15Advantage- are the core of Pots pressure game. Hammerfall itself is a single hit armored lunge that Potemkin can use to advance through pokes and nab a punish. It's very unsafe on block but has an FRC point to make Potemkin very advantageous on block. Hammerfall Brake is what gives Potemkins up-close game its teeth, as it allows him to turn his higher level normals into tick throw opportunities, or surprise you with a sudden burst of movement into a command grab to try and catch you asleep at the wheel or autopiloting your defense. Recognizing a Pot players usage of Hammerfall and Brake in their pressure is one of the most important things you can do in the matchup and will help you find opportunities to get out of his pressure
  9. Heat KnuckleGGAC Potemkin 623H.pngGuardUnblockable, FD×3Startup14Recovery22Advantage- is Pots anti-air special that will very quickly deter you from jumping recklessly at him. It primarily sees use as a combo ender due to its oki, but it also sees use as a tool to keep you from jumping out of his pressure, or simply jumping in general. The hitbox is much larger than his hand implies, and is very disjointed, making it difficult to challenge from the air without outright beating it during its startup
  10. SlideheadGGAC Potemkin 236S.pngGuardLow, UnblockableStartup23Recovery25Advantage-11 is Potemkins fullscreen unblockable and one of his answers to zoning. Importantly, the part that’s unblockable only hits the floor, and can be avoided by backdashing, jumping, or with Chipp, using 6K or Alpha Blade.
  11. GiganterGGAC Potemkin 632146H.pngGuardAllStartup9+8RecoveryTotal 41Advantage+9 is Pots good super, and the super you’ll more than likely be seeing the most of from Pot. It can be used as a reversal but the slow startup both before and after the freeze as well as lack of throw invincibility after can lead to it being rather easy to either option select, or simply throw on reaction. This move is very dangerous when used offensively however, particularly in the corner as it gives Pot a chance to run a mixup without fear of reversals or other defensive options, as even if he gets hit the mirror will stay out and will hit the opponent after they hit him. And as Chipp, this move will stun you if it hits you, counter hit or no counter hit
  12. Heavenly Potemkin BusterGGAC Potemkin 236236S.pngGuardUnblockableStartup12+1Recovery10Advantage- is Pots bad super, but still one to look out for. It’s an anti-air grab similar to Heat Knuckle, and can be used as a combo ender for Pot to cash out on damage, but is more often used for Pots hard reading you jumping. The hitbox is decently big and can catch you doing things like airdashes or triple jumping. Beating this move is as simple as staying grounded when he has 50 meter. If it whiffs Pot retains his air actions but is very high in the air with Pots limited air mobility, leaving him rather open to anti-airs. j.D is a common option Pot players use to return to the ground


 Robo-Ky -/-
 Slayer -/-
 Sol Badguy -/-
 Testament -/-
 Venom -/-
 Zappa -/-

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