GGST/Chipp Zanuff/Strategy

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Revision as of 07:26, 15 March 2023 by Monterto (talk | contribs) (→‎Gimmicks & Other Tech: fix error in table)



General Gameplan

Offense

Normals

This section discusses unique properties or situational applications of Chipp's normals and command normals.

5P Combo Table

Chipp's 5P will normally whiff on crouching opponents. The following table shows when Chipp can true string on crouch block, a fuzzy block high to low, and on crouching hit.

Character Fuzzy BlockSwitching from standing to crouching block
(Standing)
On Block
(Crouching)
On Hit
(Crouching)
Notes
 Sol -
 Ky -
 May -
 Axl -
 Chipp -
 Potemkin Can never crouch 5P
 Faust 5P whiffs from block to forward crawl
 Millia -
 Zato -
 Ramlethal -
 Leo -
 Nagoriyuki Can never crouch 5P
 Giovanna -
 Anji -
 I-No -
 Goldlewis Can never crouch 5P
 Jack-O -
 Chaos -
 Baiken -
 Testament -
 Bridget -
 Sin -
 Bedman? ? ? ? Needs testing

Overdrives

Banki Messai

Banki MessaiGGST Chipp Zanuff Banki Messai 1.pngGuardAllStartup6+1~11Recovery28Advantage-20 has some unusual properties that give it utility outside of combos. The superflashThe screen-freeze when the overdrive is activated for Banki Messai continues during Chipp's forward movement, which freezes his opponent and any spawned entities in place. This allows Chipp to move past any spawned entities between him and his opponent. It is important to remember that Chipp becomes invulnerable on frame 3, and is vulnerable again once the superflash ends. All these conditions combined with Banki Messai's low damage make this an EXTREMELY situational punish tool.

These properties are most useful in reaction to projectile overdrives such as  Leo's StahlwirbelGGST Leo Whitefang Stahl Wirbel.pngGuardAllStartup4+1RecoveryTotal 27FAdvantage+14 and  Zato's Sun VoidGGST Zato-1 Sun Void.pngGuardAllStartup11+14RecoveryAdvantage+3. They can also be use to punish overdrives that do not become active immediately after the superflash, such as  Potemkin's Giganter KaiGGST Potemkin Giganter Kai.pngGuardAllStartup10+1Recovery17Advantage+100 and  Testament's NostroviaGGST Testament 236236P.pngGuardAllStartup11+19RecoveryTotal 53Advantage+63.

Frame Traps

While Chipp may have many mix-up options, most of these rely on the opponent respecting his pressure. Effective use of frame traps will keep the enemy afraid and blocking which enables Chipp's mix-up game.

Note: Reversals like  Sol's Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28 or parry moves like  Baiken's HiiragiGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage- can be activated during a frame trap. Chipp must carefully consider his opponents options when leaving a gap in his offense.

Frame Trap Summary Table
String Gap Notes
c.S > 6H
5K/2K > 2D
1f -
c.S > 6K
c.S, 2K
5K/2K > 236S
5P/2P > 236S
c.S > 5D
4f 5D will lose to 4f buttons
5K/2K > 6H
5P/2P > 6H
8f -
5K/2K > 6K
5P/2P > 6K
5K/2K, f.S
11f f.S link is weak to low-profile



Tight GapsFrame traps which target fast moves / reversal actions


Chipp has two natural frame traps which leave a 1f gap:

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

These options will catch any attempt to mash, throw, or jump out of block stun.


c.S being plus on block allows chipp to create a tight 4f gap and threaten high/low:

c.S > 6K

This also adds an extra layer to Chipp's c.S pressure.


This link leaves a 4f gap with significant push-back causing ground throws and 3f normals to whiff. The spacing also causes most 4f normals to clash:

c.S, 2K

When c.S is meaty Chipp can be left plus enough to true-string into 2K.


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

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

This gap can be useful for discouraging fuzzy mashing.


5D creates a 4f gap, similar to 6K, but with more recovery on block. One unique strength of 5D is that its hitbox covers the ground in front of Chipp where 6K does not. This helps Chipp stuff any 6P abare during his frame trap.

c.S > 5D

It is important to note that 5D has a unique property that prevents it from trading with other attacks. Unfortunately, this means it will always lose to 4f moves despite having a 4f gap.

Large GapsFrame traps which target slower moves / delayed options


The gatling into 6H can beat 8f moves depending on the button/spacing but will always beat 9f moves:

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

Excellent for catching delayed options or when fishing for counter hits.


6K can be useful in some sequences due to its raised hurtbox letting Chipp low-crush some pokes. The following Cancels will leave an 11f gap.

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

Useful near the corner where 6K can wall bounce.


f.S link can create spacing traps and bait tech attempts on opponent's who expect a tick-throw.

5K/2K, f.S

An extremely situational option. Particularly vulnerable to low-profiles.

Manual GapsFrame traps with variable gaps according to their execution


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 Usage

The rekka A series of special attacks that are only available after the first one is performed. sequence 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.pngGuardAllStartup13Recovery16Advantage-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.pngGuardLowStartup8Recovery21Advantage-6 or overhead Senshuu (~236K)GGST Chipp Zanuff Senshuu.pngGuardHighStartup20Recovery20Advantage-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.pngGuardLowStartup8Recovery21Advantage-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

It is believed that this OS no longer works in patch 1.24 - More testing is needed ref

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


Crouch Confirms

As of patch 1.24 Chipp is able to hit confirm his rekka series on crouching opponents and combo the entire sequence (Resshou~Rokusai~Senshuu). This can be done by forcing crouching with 6H but it is also a strong option from Chipp's f.S pokes. Against May, Axl, Millia, Leo, and Gio the full sequence will whiff if Resshou hits near max range. When fighting Chipp in a mirror match up, Resshou must hit even closer to avoid whiffs.

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.pngGuardAllStartup27Recovery17Advantage-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.pngGuardAllStartup29Recovery19Advantage-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.pngGuardAllStartup28~41Recovery21Advantage-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.pngGuardAllStartup29Recovery33Advantage- 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 Knee An 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


Gamma Blade Usage

Gamma Blade (236H)GGST Chipp Zanuff Gamma Blade.pngGuardAllStartup25~50RecoveryTotal 42Advantage+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 236236S 2.pngGuardAllStartup7+2Recovery51Advantage-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.pngGuardAllStartup29Recovery19Advantage-4 or Alpha Blade Diagonal(236K)GGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuardAllStartup27Recovery17Advantage-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.pngGuardAllStartup29Recovery19Advantage-4 and Alpha Blade Diagonal (236K)GGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuardAllStartup27Recovery17Advantage-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
63214S > 88RRC ▷ 5P > 5P > ... Midscreen combo that floats the opponent high. 5P's low total duration can keep Chipp safe from a burst.


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.pngGuardGround ThrowStartup27Recovery15AdvantageN/A. Chipp also has various techniques to cover backdashes including some Auto-Timed Meaty setups.


In the corner Chipp can perform an OS A 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 c.S due to a back dash, 2S will not come out and he will Throw his opponent instead:

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

When c.S is blocked, Chipp will cancel into his normal 2S string and Throw will not come out.


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.pngGuardAllStartup6+1~11Recovery28Advantage-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.pngGuardAllStartup13Recovery16Advantage-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 (jc) / dash cancel (DC) 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/DC > 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 can 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. 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. Exploits the backdash bug from 1.17.
2+DM~1~4+RC > j.P > ... Alternate technique which uses a quarter circle motion (214) and exploits the input buffer system

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

Special credit for these execution tricks: SSF123, Summit_Chipp

ref: ref 1. ref 2. ref 3. ref 4. ref 5.

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

Dash Cancel Usage

Unlike many other characters, Chipp does not need to use dash cancel to keep close to his opponent during his offense. He can normally dash in after a move recovers rather than dash cancel. Chipp's primary uses for dash cancel include:

Kara Cancel Usage

As of patch 1.18 Chipp is able to make use of kara cancel A 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.pngGuardAllStartup6+1~11Recovery28Advantage-20 for more reliable combo enders.

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

Both Rokusai (~236S)GGST Chipp Zanuff Rokusai.pngGuardLowStartup8Recovery21Advantage-6 and Senshuu (~236K)GGST Chipp Zanuff Senshuu.pngGuardHighStartup20Recovery20Advantage-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. It also does not combo from normal rekka confirms.

...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.pngGuardAllStartup29Recovery19Advantage-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.pngGuardAllStartup27Recovery17Advantage-2 makes the cross up travel farther allowing for unique pressure and setups on hit or block.

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

Kara-cancelling into Resshou keeps Chipp much closer in the event of a counter-hit, allowing a link into 2S. This can be particularly useful when dealing with Faultless Defense.

ref 1 ref2

Gimmicks & Other Tech

This section is reserved for techniques that might be considered "gimmicks". These are often extremely costly for the effect they achieve, or rely heavily on an opponent's lack of knowledge. Other "non-gimmick" tech is listed here if it does not have a clear role in Chipp's offense.

Just because something is listed here does not mean it is "bad" or "useless". It is up to the player to find situations where these techniques might fit into their game plan.


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.pngGuardAllStartup25~50RecoveryTotal 42Advantage+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.pngGuardLowStartup5Recovery8Advantage-2, 6KGGST Chipp Zanuff 6K.pngGuardHighStartup28Recovery7Advantage+2, or 5DGGST Chipp Zanuff 5D.pngGuardHighStartup20Recovery24Advantage-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.pngGuardLowStartup8Recovery21Advantage-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
 Bedman? ? needs testing


"Meaty" Senshuu

Chipp can time his rekka overhead Senshuu (~236K)GGST Chipp Zanuff Senshuu.pngGuardHighStartup20Recovery20Advantage-9 after a close range sweep to have it hit as the opponent recovers. This setup is not a true 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. 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.


RC Slingshot

Chipp can cancel the startup of some of his moves with Roman Cancel (RC) to preserve their momentum as a movement option. RC slingshot is not unique to Chipp, but he can apply it better than most thanks to his many fast moving specials.

j.236P > 66FPRC > j.S Example of RC slingshot using FPRC.

Notable options for RC slingshot include:

Air Alpha Blade Horizontal - Cancelling early with PRC will fling Chipp across the screen extremely quickly. Chipp can get in on his opponent especially when used at a low height.
Air Alpha Blade Diagonal - Cancelling early with PRC will fling Chipp downward at a steep angle. Can be useful to get in on an opponent, but most useful as an escape option when cornered.
Zansei Rouga - Cancelling early with PRC will fling Chipp upward at a shallow angle. Extremely expensive so it is best used to keep a poorly timed overdrive safe.
Air Dash - Cancelling early with FBRC will fling Chipp forward. Useful to extend the range of his jump-in attacks.

It is worth nothing that Chipp has other strong tools to navigate neutral making these very situational.


Super Jump Install

Chipp can use Super Jump Install (SJI) to change the properties of his moves. The properties of a super jump can be applied to any airborne special by cancelling a jump-cancellable special using a tiger knee An 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. input. SJI can also be input by buffering a super jump before the jump-cancel window (eg 28236S / 2369S)

Resshou with SJI will change the airborne properties following Senshuu, allowing for different pressure/combo sequences.


c.S > 236S~236K > 66FRRC > j.H > Non-SJI sequence. In the corner j.H connects before landing.
c.S > 2369S~236K > 66FRRC > j.H > j.D SJI sequence. In the corner j.H > j.D connects before landing.


Chipp can also use SJI to change the properties of his wall run.

236[P]~[2] > j.H Non-SJI sequence. j.H hits once after the wall run.
2369[P]~[2] > j.H SJI sequence. j.H hits twice after the wall run.

SJI only applies the special aerial properties after a button is used.

Ref 1 Ref 2

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. 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 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.pngGuardAllStartup11Recovery16Advantage-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 leaves a large hurtbox far in front of Chipp during recovery.

6PGGST Chipp Zanuff 6P.pngGuardAllStartup9Recovery25Advantage-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.pngGuardAllStartup11Recovery21Advantage-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.pngGuardAllStartup9Recovery25Advantage-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.pngGuardAllStartup3Recovery10Advantage-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.pngGuardAllStartup9Recovery23Advantage-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.pngGuardAllStartup12Recovery24Advantage-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.pngGuardAllStartup11Recovery16Advantage-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.pngGuardAllStartup17Recovery18Advantage-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.pngGuardHighStartup5Recovery8Advantage+2 (IAD j.PPP) - 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.pngGuardHighStartup6Recovery8Advantage+1 (IAD) - 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.pngGuardAir ThrowStartup2Recovery38 or Until Landing+10Advantage- - 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.pngGuardAllStartup3Recovery10Advantage-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.

2KGGST Chipp Zanuff 2K.pngGuardLowStartup5Recovery8Advantage-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.pngGuardAllStartup6Recovery8Advantage-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.pngGuardHighStartup25Recovery16Advantage-6. Leads to hard knockdown on hit.

2PGGST Chipp Zanuff 2P.pngGuardAllStartup5Recovery10Advantage-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.pngGuardAllStartup9Recovery23Advantage-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.pngGuardGround ThrowStartup2Recovery38Advantage- - 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.pngGuardAllStartup29Recovery33Advantage- and (j.236K)GGST Chipp Zanuff Alpha Blade Diagonal Air.pngGuardAllStartup28~41Recovery21Advantage-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

Turn the tables with this powerful defensive option!
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. If the opponent is in a completely invulnerable state, the shockwave can still hit the opponent's collision box instead of their hurtbox and ignore any type of shield or armor, which results in some invulnerable skills, such as Overdrives, still being hit during their invincibility frames. 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. 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.


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