GGST/Chipp Zanuff/Strategy

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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 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 strong pokes such as f.S and resshou which he can use to attack his opponent from safe ranges. He can also use his insane dash speed to creep up close and start pressure if your opponent is hesitating to approach or counterpoke. 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). With his speed and frame data, Chipp manages a solid pressure game. 5K works as an excellent lockdown and stagger tool. 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) 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 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. 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. Gamma blade shows it’s true strength when PRC’d at which point in functions 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.

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.


Okizeme

Safejumps

The most consistent knockdowns for a safejump are typically grounded 2D enders. Wallbreak 236236K is another common choice for safejump setups.

  • 2D > OTG c.S jump cancel IAD j.H
  • 2D > jump forward j.H
  • 236236K wall break > IAD j.D
  • 2H > 236H > IAD j.H
  • 2H delay 236K > delay IAD j.H

ref: ex1 ex2 ex3 ex4 ex5

Wall Run Oki

After a 2D ender or 5HS tumble you can setup meaty wall run okizeme.

ref: ex1 ex2 ex3

Gamma Blade Oki

When used as a meaty, gamma blade can easily and safely bait out DPs and mash attempts. It's important to note that gamma blade won't damage Chipp if it's attacked in it's last few active frames making these setups very safe. On block, Chipp is very plus on block allowing for continued pressure.

  • 2K 2D > OTG 6H/2D > 236H
  • Forward Throw > 5P whiff > 236H

ref: ex1 ex2 ex3 ex4 ex5 ex6

Shuriken Oki

Shuriken can function as an alterative okizeme option from certain positions. They are not typically the safest setups because most DPs can nullify the Shuriken and hit Chipp anyways.

  • j.D ender > j.214P
  • 2H 236K j.K (1) ADC j.D j.214P
  • 2H 236K IAD j.214P
  • Jump in > j.214P

ref: ex ex2 ex3


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