basic mix-up against opponent would be a throw bait with something like run up, 6K as they get up (6K is unthrowable), or jump at the last second j.HS -> tatami. that will prevent them from throwing you, and in future situations, gives you the opportunity to throw them out of fear that you are just going to bait it.
or do aerial tatami into low / throw, or do 62369S for a quick overhead.
The Chipp Threads are some of the best on dustloop. This should really up your game. When I used to play Chipp this made picking him up all the easier but my defensive skills suck and people die fast in AC so I stopped using until my defense greatly improved.
Buddy I know. Try beating him with Order-Sol. 90% of the match is: Sit still block, charge here and there and only use normals like 2K,5K,5S.:tdown:
That’s why he dies fast. At least now you can get some information on what Chipp uses to counter against his moves.
basically after a knockdown, you’re best options are:
putting an air tatami on them when they get up so they wake up having to guard. then you run in and can either do a combo that starts with 2k, throw, tk youzansen RC tatami, or dust.
meaty j.K into either j.D (hits high and you can frc tatami), or drop into a combo that starts with 2k
meaty j.HS, youzansen or drop into a combo
as for ground combos (like 2k->5s->2d->tatami) … anytime you hit anything to tatami you can link it with either j.PSD, or super jump j.PSD (light characters). some characters have trickier timing than others and your distance to them will matter.
remember you can always FRC the ground tatami then jump to make sure you can combo them.
basically if you hit a ground combo to tatami and you have 25% tension there’s almost never any reason they should be able to tech.
6K > 2H > Hammerfall Brake > j.P > j.K > Air Potemkin Buster is my new favorite combo.
Gotta work on my brake timing to be consistently tighter, though… I figure it would be a good thing to work on anyhow, since it’d make me better at setting up for 2H > Hammerfall Brake > Potemkin Buster set-ups on block as well.
close s, ji (jump install, far s, 2h, h teleport, j.k, j.s, dj.s, tj.s, 236 p. Tested on Jam, if you do this in the corner, you can frc the 236p, and do another 236p.
Does around 175 dmg, pretty good for only 25% tension.