GGXRD-R/Chipp Zanuff/Strategy

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General Tactics

  • use dash, FD brake a lot. you can bait whiff normals with it or fake out your dash-ins -> punish afterwards or dash again to close the gap or take it to the air from there
  • use running jump from far away, then simply airdash back to make them nervous / cautious / impatient. as an alternative, use running jump, then FDC, and while you drop decide what you want to do (airdash back, double jump, airdash foward etc)
  • abuse 22K YRC > if they jump airgrab, if they stand, dash up, start pressure (throw them if they are afraid)
  • use 22H against opponents that can't easily option select anti air it and you are confident they don't have time / will not react in time to air throw you. "option select" anti air simply means stuff like crouching anti airs or anti airs that do not need a directional input, such as axl's 2S or venom's close S can be problematic because they do not have to react to the side you appear on)
  • use invisibilty whenever you feel the need to / whenever you can
  • be patient. this doesn't mean that you should always let your opponent come to you, since our 6P has been nerfed so hard, but just try and pick the spots when you attack carefully.
  • j.HS is your jump-in of choice, mostly out of a running jump as a crossup, after several jumps or after an air dash that is not a "simple" instant air dash and therefore predictable. use j.HS except if you expect them to anti-air you or airgrab you early, in which case you need to use a risky, early j.D.
  • a risky but useful way to close the gap is instant airdash > j.K,K,S,HS(2), land > continue combo or pressure. it's risky because you simply land if your first j.K whiffs, and it will only connect on standing opponents.
  • wall cling -> wait can be a viable option when you are cornered, simply because you have a variety of options and opponents very often like to jump to reach you, in which case you have time to escape with 9-jump, 6- jump or do whatever.

Blockstrings

Okizeme

Tips and Tricks

Faultless Defense Cancel

To immediately stop your momentum in air and fall directly downwards, even if you dash-jumped, you need to cancel j.2K (the drill kick) during its startup into faultless defense (shield-block).
The input is as follows: hold "1" during jumping (to block as well as to trigger the drill kick), push and hold K and immediately slide to another button (for example S).
In other words: j.1[K]~[S]

Fighting Chipp


Guilty Gear Xrd -REVELATOR-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc