GGST/Chipp Zanuff/Strategy: Difference between revisions

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==Offense==
==Offense==
===Gamma Blade Usage===
===Gamma Blade Usage===
<div class="attack-container">
[[GGST/Chipp_Zanuff#Gamma Blade|Gamma Blade]] is Chipp’s most risky option to continue pressure because his clone can be hit and damaged by attacks. Reversal supers are very strong for punishing Gamma Blade if they can manage to hit both the clone and Chipp at the same time (ex. Ram's [[GGST/Ramlethal_Valentine#Mortobato|Mortobato]] can almost instantly kill Chipp at near full life if it counter hits Gamma Blade). Despite the risk, it provides excellent frame advantage to continue pressure at +6 on block. If your opponent is typically expecting a cancel into resshou, you can instead cancel into gamma blade to play with your opponent’s unwillingness to mash back, and extend your pressure for longer. However, +6 on block is not as advantageous as it seems. Although it depends on the distance used, most of the time it is just advantageous enough to be able to safely microdash {{clr|3|f.S}} or {{clr|5|2D}}. The opponent will be able to jab out of any attempts of dashing in further to continue pressure with {{clr|2|5K}}, for example.
<div class="attack-gallery">
 
<gallery widths="220px" heights="220px" mode="nolines">
<gallery widths="340px" heights="180px" mode="nolines">
GGST_CH_HB_236H.png|Gamma Blade Hitbox
GGST_CH_HB_236H.png|Gamma Blade Hitbox
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</gallery>
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<div class="attack-info">
[[GGST/Chipp_Zanuff#Gamma Blade|Gamma Blade]] is Chipp’s most risky option to continue pressure because his clone can be hit and damaged by attacks. Reversal supers are very strong for punishing Gamma Blade if they can manage to hit both the clone and Chipp at the same time (ex. Ram's [[GGST/Ramlethal_Valentine#Mortobato|Mortobato]] can almost instantly kill Chipp at near full life if it counter hits Gamma Blade). Despite the risk, it provides excellent frame advantage to continue pressure at +6 on block. If your opponent is typically expecting a cancel into resshou, you can instead cancel into gamma blade to play with your opponent’s unwillingness to mash back, and extend your pressure for longer. However, +6 on block is not as advantageous as it seems. Although it depends on the distance used, most of the time it is just advantageous enough to be able to safely microdash {{clr|3|f.S}} or {{clr|5|2D}}. The opponent will be able to jab out of any attempts of dashing in further to continue pressure with {{clr|2|5K}}, for example.


Gamma Blade shows its true strength when PRC’d at which point, it will function similarly to Stun Edge or Gunflame PRC. The opponent gets locked into PRC slowdown which limits their options to escaping from having to block gamma blade. This allows you to go for extending pressure options at relatively low risk since you can react to and bait the startup of pretty much any move. Furthermore. the clone now acts as an independent projectile from Chipp and he no longer takes the damage if it gets hit. Gamma Blade can also be used for Okizeme options. This is explained in further detail [[GGST/Chipp_Zanuff/Strategy#Gamma Blade Oki|here]].
Gamma Blade shows its true strength when PRC’d at which point, it will function similarly to Stun Edge or Gunflame PRC. The opponent gets locked into PRC slowdown which limits their options to escaping from having to block gamma blade. This allows you to go for extending pressure options at relatively low risk since you can react to and bait the startup of pretty much any move. Furthermore. the clone now acts as an independent projectile from Chipp and he no longer takes the damage if it gets hit. Gamma Blade can also be used for Okizeme options. This is explained in further detail [[GGST/Chipp_Zanuff/Strategy#Gamma Blade Oki|here]].
</div>
</div>


===Rekka Pressure===
===Rekka Pressure===

Revision as of 06:53, 20 November 2021





NOTE: The content of this section has not been tested on patch 1.10 unless otherwise specified.

General Gameplan

Chipp is the fastest character in the game blessed with both insane dash speed and fast buttons. This comes at a cost of his effective health, which is the lowest in the game. His primary gameplan is to utilize his speed to pressure his opponent and overwhelm them before they have a chance to catch him. Despite his advantages, Chipp will very quickly lose a game if his opponent manages to lock him down and get one or two good hits in.

Your primary focus is to play around your opponent safely in neutral until you can manage a knockdown. Chipp has decent pokes such as f.S, and 2D which he can use to attack his opponent from relatively safe ranges. He can also use his fast dash speed to creep up close and start pressure if your opponent is hesitating to approach or counterpoke. With his speed and frame data, Chipp manages a solid pressure game. 5K works as an excellent lockdown and stagger tool, that opens up both high and low options for him to cancel into. With how fast his dash is, he can tick throw from further ranges than most characters can with a quick micro dash throw. Combined with his specials that are each designed to open an opponent, Chipp is a major threat once he manages to get in his opponent’s face. 6K functions the same as it has in other GG titles as a fast and harassing overhead option. It’s cancellable from most normal attacks and converts nicely with RC. 6H is a high reward frame trap option that also chains from most normal attacks. Use this when you suspect your opponent is attempting to mash or jump out.

Once your opponent is convinced they can’t mash or DP, you can use his cross up specials (Alpha Blade Horizontal and Alpha Blade Diagonal) and command grab (Genrou Zan) to break open an opponent’s defense. When you earn your knockdown, you can then transition into his frightening okizeme game which includes a wide arrange of safejumps, cross ups, and high/low mixups.

Offense

Gamma Blade Usage

Gamma Blade is Chipp’s most risky option to continue pressure because his clone can be hit and damaged by attacks. Reversal supers are very strong for punishing Gamma Blade if they can manage to hit both the clone and Chipp at the same time (ex. Ram's Mortobato can almost instantly kill Chipp at near full life if it counter hits Gamma Blade). Despite the risk, it provides excellent frame advantage to continue pressure at +6 on block. If your opponent is typically expecting a cancel into resshou, you can instead cancel into gamma blade to play with your opponent’s unwillingness to mash back, and extend your pressure for longer. However, +6 on block is not as advantageous as it seems. Although it depends on the distance used, most of the time it is just advantageous enough to be able to safely microdash f.S or 2D. The opponent will be able to jab out of any attempts of dashing in further to continue pressure with 5K, for example.

Gamma Blade shows its true strength when PRC’d at which point, it will function similarly to Stun Edge or Gunflame PRC. The opponent gets locked into PRC slowdown which limits their options to escaping from having to block gamma blade. This allows you to go for extending pressure options at relatively low risk since you can react to and bait the startup of pretty much any move. Furthermore. the clone now acts as an independent projectile from Chipp and he no longer takes the damage if it gets hit. Gamma Blade can also be used for Okizeme options. This is explained in further detail here.

Rekka Pressure

The rekka sequence (236S~236S~236K) is Chipp’s primary poking and pressure tool. Frame data wise you may be underwhelmed that these moves are slightly negative on hit and block. But that is to help balance the incredibly large cancel window for each part of the rekka. The initial hit is always a mid poke with good range and is safe on block. You can then input the overhead or low option for a basic high/low mixup. Experienced players will be able to block the overhead on reaction and it also incredibly unsafe. This means you should avoid using it too much if you do not have meter. The true part of the rekka mixup is using it to threaten a throw or pressure reset. Most players after blocking the initial mid hit will be expecting the low or high follow up and will be preparing themselves for another hit. It’s during this time that you will be able to run back in and restart pressure with a fast normal. Mix this in with fast and delayed followups to throw off your opponents defensive timing. If your opponent gets counter hit by delayed low follow up, you can confirm immediately into the overhead for a combo.

Your pressure can be planned out like these examples:

  • 236S > Run up 5K/Throw
  • 236S > immediate 236S for tight low. RC to confirm.
  • 236S > delay 236S to frame trap low. Cancel into overhead to confirm if counter hit.

You can also introduce another layer by using RRC to give guaranteed extensions to your pressure. Using upwards RC drift (88RRC) from the grounded hits will put you airborne allowing for additional high/low options.

Alpha Blade Usage

The moves 236P and 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. 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.

Horizontal alpha blade (236P) will only cross up grounded opponents. It’s the easiest option to use from a grounded normal but also very easy to escape by simply jumping or hitting him as he does it. Outside of the corner or RC this option doesn’t offer much reward in most cases.

Diagonal alpha blade (236K) will cross up standing opponents and will put him immediately airborne with his air options still available. Although he has many options from this position, some characters have anti air options that can cover escapes or additional pressure. Continue pressure at your own risk. The corner version can also work as a DP bait because of how quickly he moves out of DP range (https://twitter.com/oklimbo/status/1403338092547698690?s=20 ).

Air Horizontal Alpha Blade (j.236P) is nearly identical to the grounded version but when performed instantly from a jump (2369P) you get much better reward because he will land and recover faster. Allowing for the opportunities for bigger combos. It’s also very easy to get an aerial cross up if you hit someone with a jump in and cancel directly into this as you’re falling. You can also use this move as a pseudo air dash to gain additional distance to escape a corner.

Air Diagonal Alpha Blade (j.236K) is a downward diagonal version that will cause a small ground bounce on hit. It can be difficult to land this as a cross up because of the unusual hitbox of this move. It should be avoided for mixups because it has a surprising habit of whiffing. This can also be mixed in with horizontal alpha blade for corner escape options.

Alpha blade PRC is a very useful movement option. The initial momentum carried by alpha blade will be retained after the PRC exex2ex3. Because of how fast Chipp moves while being able to perform any airborne action, you can think of this as a superdash of sorts. Using Shuriken during Alpha blade PRC will also retain it’s momentum (Using Shuriken during Alpha blade PRC will also retain it’s momentum).

Fuzzy Setups

Chipp’s jump arc is very high which prevents him from landing rising attacks even on standing opponents. The only exception is Faust who is a very tall character. You can attack him with rising j.P or j.D and then you can confirm with RRC


Blue RC Pressure

Like most characters, Chipp can use his jump cancellable normals (5K, c.S) to immediately jump cancel and activate Blue RC to lock your opponent into slowdown and initiate mixups. Examples:

  • 5K/c.S j.66BRC j.S IADC j.S j.D ref.
  • 5K/c.S sj.22BRC j.P/land 2K ref.

This same concept is also applicable for after IADs thanks to his triple jump.

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 will catch any attempt to mash, throw, or jump out of block stun:

  • c.S > 6H
  • 5K/2K > 2D

These cancels will leave a larger gap and will only frame trap slower options. Good when fishing for counter hits:

  • 5K/2K > 6H
  • 5P/2P > 6H

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 ground throw (4/6D) 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

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:

At any point during a wall run Chipp can leap away by pressing 4, or drop off by pressing 2.


During a wall run Chipp has access to the following buttons:

  • w.P A slow strike that juggles the opponent somewhat far from Chipp. Not a particularly useful button. Shares an animation with Chipp's 6P.
  • w.K A fast kick that juggles the opponent close to Chipp. Can help start wall combos in non-counter hit scenarios. Shares an animation with Chipp's 5K.
  • w.cS A fast slash that juggles the opponent close to Chipp. Very important for wall run combos. Shares an animation with Chipp's c.S.
  • w.fS A fast slash that juggles the opponent somewhat far from Chipp. Generally w.5H is preferred over this. Shares an animation with Chipp's f.S.
  • w.5H A large but slow strike that juggles the the opponent very far from Chipp. Used as combo filler and to set up off-wall combos/mix. Shares an animation with Chipp's 5H.
  • w.6H A large slash that pulls the opponent into the wall causing a bounce or stick. Used to pull the opponent back toward Chipp to extend a combo or to end a wall run. Shares an animation with Chipp's 6H.

Okizeme

Meaty Options

After knocking down an opponent, Chipp can run in and attempt to hit them with a meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. 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 the the number of active frames will determine how easy the move is to time.

  • c.S (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.S which is one of Chipp's worst meaty options with only 2 active frames)
  • 2S (A useful button for meaties from a soft knock-down. Has good range compared to c.S)
  • 2S (whiff) > 2H (A cheeky way to catch a careless foe trying to punish the whiffed 2S)
  • 5K (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 2D knock down letting Chipp do a set-up or repeat the situation)
  • 2K (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)
  • 6K (A good overhead option that is very difficult to react to. Will beat wake-up throw since it puts Chipp airborne. Good for closing out rounds or converting for a combo with meter)
  • 6H (A very big and very active button with limited cancel options. Great when fishing for counter-hits)
  • 236K (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)
  • 63214S (Extremely active with a whopping 11 frames. Adds another layer to Chipp's pressure)


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 (2D) and his overdrive wall break Banki Messai (23623K). The following set-ups are self-timed and are safe to 6-frame reversals including moves like  Sol's Volcanic Viper (623S).

  • ...2D > c.S OTG > IAD > j.H
  • ...236236K > Wallbreak > IAD > j.H
  • ...2H > 236H > IAD > j.H

In addition to his self-timed safejumps, Chipp also has access to a number of useful manually timed set-ups. These Set-ups require practice to be made consistent but are very good at confusing an opponent.

  • ...2H > dl 236K > dl 66 > j.H
  • ...2D > dl 236K > j.H (for more information please reference the Diagonal Alpha Blade Oki section)
  • ...2D > IAD > dl FD > j.S (for more information please reference the FD Brake Mix section)

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

  • ...2D > dl 236[P] > dl 4/2 > j.S (for more information please reference the Wall Run Oki section)

Chipp also has the ability to exploit the properties of Gamma Blade (236H) 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

Gamma Blade Oki

When used as a meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals., Gamma Blade (236H) 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.

  • ... > 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)
  • ... > 2D > 66~PRC > 6H OTG > 236H (Works midscreen from a max range 2D. A decent metered option)
  • Ground throw (4/6D) ▷ 236H (Simple reversal-safe meaty from a midscreen throw)
  • Ground throw (4/6D) ▷ whiff 5P, 236H (Works when Chipp throws the opponent into the corner. A simple set-up to auto time the Gamma Blade clone. Somewhat tight timing to input Gamma Blade after the whiffed 5P)
  • Ground throw (4/6D) ▷ 66 > 2D OTG > 236H (Works when Chipp throws the opponent into the corner. Somewhat tight timing on the dash to hit the OTG)
  • Air throw (j.4/6D) ▷ 2K OTG > 236H (Works when Chipp air throws the opponent into the corner. Spaces you perfectly to hit the OTG immediately after landing)


ref: ex1 ex2 ex3 ex4 ex5 ex6

Wall Run 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, the overhead j.S options are safe against reversal attempts.

  • ...2D > dl 236[P] > dl 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 female characters j.S whiffs more easily than normal so you might wanna use j.D instead. The timing on j.D must be slightly delayed since it doesn't hit both sides like j.S. 2D and 2S are the same speed so you can also use j.S > 2S > 2H if you want to cash out and break the wall after the mix.


Ending a corner combo early with 5H will cause a tumble animation which will now allow Chipp to perform a 4-way mix-up.

  • c.S/2S > 2H > 236H > 2S > 5H > dl 236[P]... (4-way mix up from corner Gamma Blade loop example)
    • ...236[P] > dl 2 > j.S (cross-up or same-side overhead safejump. Variable delay timings depending on the option)
    • ...236[P] > 2 > whiff j.H2K (cross-up low option)
    • ...236[P] > 2 ▷ 2K (same-side low option)

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


Diagonal Alpha Blade Oki

From a sweep (2D), a slightly delayed cancel into a whiffed 236K into falling j.H is a simple, yet effective option that loops into itself very nicely. Normally, you don't have control over which side you land on. However, by using different combos and gatling timings into a sweep (2D), you can adjust your spacing and make the falling j.H somewhat ambiguous.

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


If you cancel the sweep (2D) early into 236K, you can land an empty jump low while still being safe to wake-up throw or mash. Since the different timing can give it away, you may want to just cancel with the delayed timing and risk 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.H > 2K (Spaces you for a cross-up 2K that hits meaty. This version is not safe to reversals)

ref: Punpunch's sweep the leg album


FD Brake Mix

Chipp's FD Brake mix (also known as the Leffen™ mix) is a powerful mix-up from a 2D sweep. By using Faultless Defense (FD) after an air dash, Chipp can fall quickly from the air creating a 4-way mix that is very difficult to react to. Although there is the potential for the opponent to react to the FD effect before the hit, both overhead options can safejump. The mix also loops into itself, but might need different FD timings in the air depending on how far you are after the sweep.

  • 5K > 5K > 2K > 2D... (example set up for the FD brake mix. Different gatlings will give different spacing and change the mix accordingly)
    • ...2D > IAD > FD > j.S (cross-up overhead option that is a safejump)
    • ...2D > IAD > dl FD > (whiff) j.P2K (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 your combo and gatling timings to ensure you get the correct spacing is essential for this mix-up. Know your options!

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

Shuriken Oki

Chipp's Shuriken (j.214P) 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 set-up. Chipp can end his air BnB early in order to space his opponent for a meaty 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 set-ups leave Chipp very close in front of his opponent.

ref: ex1 ex2 ex3


Defense

Chipp can also play very defensively because of his range of anti-air options (5P/6P/623S/2H) and evasive movements (triple jumps, fast backdash, alpha blade PRC). He also has access to one of the fastest normals in the game (3f 5P) which allows him to punish many moves that most characters can't and also mash out of many strings.

Universal defensive options and option selects such as fuzzy jumping are just as useful for Chipp as any other character.

Backdash BRC: A universal option that is useful for getting out of gaps in blockstrings by backdashing out of them and using BRC to put your opponent in slowdown. This opens some punish opportunities.

ref: ex1 ex2 ex3


Matchups

 Sol Badguy

Punishing Bandit Bringer (214K Air OK):

Bandit Bringer (214K) is a slow but safe move that raises sol into the air before he dives down for an overhead An attack that the opponent must block high. attack. Ground Bandit Bringer can be spaced to force a scramble on block but generally Sol's turn ends when this move is blocked. The air version halts Sol's momentum and is more negative but the push back can make it difficult to start your pressure. Expect Sol to use this move to try and approach over grounded pokes, bait anti-airs, or after an unsafe move. Generally, 6P is an ideal punish as you have the most time to react. Be aware that a point Blank Bandit Bringer (214K) will whiff behind Chipp's 6P if he is cornered. Air-throw, air-to-air, and run-under punishes are possible but may not be practical since you need to react very quickly.

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

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

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

ref: 214K punishes


Punishing Night Raid Vortex (214S):

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

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


Punishing Heavy Mob Cemetery (214214H):

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

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

 Ky Kiske

Punishing Dire Eclat (214S):

Dire Eclat (214S) is mostly used to end strings and apply Shock State to the opponent on hit or block. Dire Eclat is negative on block (which means it is no longer Ky's turn after the move), but it has significant push back making Ky difficult to punish. If you can Instant Block, Ky will be positioned close enough for a full meterless punish.

  • 236236K (An easy way to punish if you have meter)
  • IB > 2S >... (Challenging but rewarding, confirm into BnB)
  • Dash > 5P > 5P > 6P > 236S~236S (A simple low damage combo from 5P, less strict timing when Dire Eclat is used up close)
  • 66~BRC > 5k >... (standard BRC punish, useful if Dire Eclat is spaced from farther away)

ref: 214S Punishes


Interrupting Foudre Arc (214K):

Foudre Arc (214K) is used to catch jumps and to reset pressure on block. This move is quite safe on block (especially with Shock State), so it is ideal to interrupt the startup of the move, instead of trying to punish its recovery. Here are some combos that can be used after interrupting the startup:

  • 5P/2P > 6H (basic, universal confirm)
  • 5P/2P > 6H > 236S (another easy confirm)
  • 5P/2P > 6H > 236H (easy confirm, pushes the opponent away further)
  • 5P/2P > 6H > 236P (easy confirm, side switches)
  • 5P/2P > 2S > 2H > 236K (leaves Chipp in the air with all his air actions)
  • 5P/2P > 2S > 2H > 236H (pushes the opponent further away the most)
  • 5P/2P > 2S > 2H > 236P (side switches)
  • 5P > dash 2K > 2S > 2H (relatively difficult link, but higher damage.)
  • 623S
  • 6P > 236H (not recommended due to slower startup)


Punishing Stun Edge (236S):

Stun Edge (236S) is Ky's main projectile that applies Shock State on hit and on block. This move is extremely negative on block (-17), and also extremely negative on hit (-14). Furthermore, the move has counterhit recovery, which means if you punish its recovery, you will get a counterhit punish. If Ky uses it at closer ranges (even if it hits), you may be able to punish them with f.S/2S. If spaced right, this can be difficult to punish as Chipp, but it is no longer Ky's turn after this move.

Punishing Charged Stun Edge (236H):

Charged Stun Edge (236H) is Ky's slow projectile that applies Shock State on hit and on block. Usually, Ky will use this meaty, however, they may also occasionally use it in neutral. To punish this, Chipp can simply instant air-dash over the projectile into a counterhit j.D punish (j.d > 2S > 2H, for example). If timed correctly, Chipp's 236236K will also work as a punish due to the projectile invincibility on startup. Note that meaty Charged Stun Edge (236H) will beat reversal 236236K.


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

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


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


Fighting Stun Dipper (236K):

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

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

 May

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

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

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

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

Ref: S-Dolphin Punishes


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

 Axl Low


 Chipp Zanuff


 Potemkin

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

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

Forward Mega Fist (236P) leaves Potemkin -6 and can be punished on block. Expect Potemkin to use this move from footsies range to start his pressure and call out low pokes.

Midscreen

  • 5P (The very basics. Chipp's 5P is one of the fastest in the game at 3f. Mega Fist can be easily punished or interrupted with this move.)
  • Block > 5K > 2D (A simple punish that works when blocked at all but the farthest distances. Extra hits of 5K can be used but may push Potemkin out of sweep range.)
  • j.K(1) > 66 > j.H(2)2S > 2H > 236K > j.D > WS > j.D (Example air-to-air confirm from midscreen if you can make a read on Megafist.)


Backward Mega Fist (214P) has low recovery and leaves Potemkin +4 on block. Expect Potemkin to use this move to escape pressure, especially in the corner.

  • c.S > 2S > 5H > 236H (A safe block string that pushes Chipp out of Mega Fist's range. The clone disappears before it can be struck by Mega Fist and allows Chipp to continue pressure if Potemkin blocks. Loses to mashing.)
  • (c.S > 2S > 2H) > CH 236K, j.236K ▷ ... (Cancelling a block string into 236K gives easy confirm that counter-hits Mega Fist and a carries Potemkin to the ground for a wall break or a reset.)
  • ... PRC > airthrow (A decent option for Chipp to make himself safe while still punishing Mega Fist. Extremely useful for failed frame traps such as 236S ~ dl 236S)
  • ... 236[P] > CH w.S >... (With a good read, Chipp can start a high damage wall-run combo by cancelling his pressure into Horizontal Alpha Blade and confirming with w.S)

Midscreen

  • c.S > 2S > 2H > 236H (A safe block string that pushes Chipp out of Mega Fist's range. The clone disappears before it can be struck by Mega Fist and allows Chipp to continue pressure if Potemkin blocks. Loses to mashing.)
  • (c.S > 2S > 2H >) CH 236K > dj > j.K(1) > j.D (A simple punish when Mega Fist is counter hit by Diagonal Alpha Blade)
  • (5K > 5K > 5K), dl CH 5H (5H will air counter-hit causing a tumble and creating an advantageous position for Chipp. 5K gatling creates a specific spacing for the counter-hit)

Potemkin can also perform a Kara Cancelled Backward Mega Fist (2146K~P) which advances Potemkin slightly forward and leaves him -2 on block. Mainly used for Potemkin's combos but may also be used to extend his pressure safely.

Ref: ref 1 ref 2

 Faust

 Millia Rage

 Zato-1

 Ramlethal Valentine

Dealing with Mortobato (236236S):

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

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

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

 Leo Whitefang

 Nagoriyuki

 Giovanna

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

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

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


Interrupting Trovão (236K):

Trovão (236K) is used by Giovanna to reset her pressure, or can also be used to approach the opponent as the range is quite far, and it is good at catching extended hurtboxes. When Giovanna uses this on block, she is slightly plus, allowing her to continue her pressure. It is entirely possible to catch her throwing out slower buttons afterwards with Chipp's faster buttons (5K, 2K, 5P), but it is generally better to try to interrupt the move on startup:

  • 6P > 236H (6P is recommended)
  • 5P > 6H (5P is also a viable option, but it is easy to press the button too early and fail to interrupt her)


Interrupting Sol Poente (214S):

Sol Poente (214S) is used by Giovanna to reset her pressure, and also crosses up at close range. This move can also be used as an Oki option. Although this move is quite slow (30 frames startup), it is a very versatile tool that low crushes. She is able to cancel into it from any of her plus on block grounded and aerial normals, allowing her to be creative and somewhat unpredictable with it. With meter, she is also able to Roman Cancel any part of the move's animation, allowing her to utilize PRC, as well as RRC to get in. Much like Trovão (236K), this move is slightly plus on block, making it difficult to punish her after. It is recommended to interrupt the startup of this move when possible, as Chipp can be heavily rewarded if he is able to interrupt it correctly. After interrupting her with a grounded normal, most anti-air combo routes are possible as a punish. Here are some combos that may be of use:

  • 5P > 2S > 2H > 236K (standard punish that works anywhere)
  • 5P > 6H > 236K > j.D (go-to route near the corner)
  • 6P > 236H
  • 623S
  • j.K(1) > 66j.H > c.S > 2H > 236K > j.D (difficult, you have to react with a neutral jump)


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


Punishing Sepultura (214K):

Sepultura (214K) is a versatile move that can be used to frametrap, end her blockstrings, and just a generally good move to use in combo strings. This move always gives a hard knockdown on hit as well. However, unlike some of her other specials, it is slightly negative on block, which means that after she uses it as her blockstring, it is no longer her turn. Since it is only slightly negative, it is unlikely to be able to get an actual punish after blocking it, but you will be able to hit her during the startup of her subsequent attacks. 5K, 2K, 2D are good buttons to use in this situation.


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


Dealing with Giovanna's sweep (2D):

Giovanna's sweep (2D) has an insanely deceptive range. It is also a disjoint that hits low, allowing her to poke very effectively. This move can also be used to outrange many reversals, although it will clash with Chipp's Beta Blade (623S). It is very difficult to contest this move, however, the startup is relatively slow, so you may be able to punish her with an IAD jump-in attack. Keeping an eye out for this move during neutral is important in this matchup.

 Anji Mito

 I-No

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

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

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

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

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

 Goldlewis Dickinson

Punishing Skyfish (236S):

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

 Jack-O

Fighting Chipp

Dealing with j.2K:

Chipp's j.2K 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 overhead An 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 RPS Rock 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.

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