GGXX: Chipp Zanuff

To start off, does anyone know good ground and air combos for Chipp…?

D, j.Kx14=the best scrub combo ever

w/no meter:

Dash in, F+P-S(close)-F+P-S©-sweep, OTG w/Gamma Blade. His F+P has good range and upper-body invincibility, and the sweep can link from it or from the S(close), so depending on range you can extend the combo or shorten it as needed. After the Gamma Blade, you can continue to do a short combo as OTG (always end these w/HS, BTW), or you can try for his airthrow mixups or a crossup as they get up.

w/meter:

Dash in, S-S-HS -> QCF+S -> QCF+S, RC, dash in and do the above combo.

w/no meter:

Hit with a Gamma Blade that ISN’T OTG, then dash in and hit them with S-S(JumpInstall)-crouchHS -> HS teleport, j.K-K, JC dj.K-K-S, JC tj.K-K(2hits)-D, optional end w/Beta Blade.

w/meter:

Airdash at your opponent w/a HS(2hits), land, S-HS -> QCFx2+K, OTG w/Gamma Blade and do Gamma Blade mixups.

Here’s a flashy combo with good damage.

75% meter
-Dash in and hold forward, s.S, s.K, RC, HS(in air),land, c.K, s.S, s.HS, qcf+S, qcf+S, qcf+K, FRC, grab/low hit into another combo since most ppl will block the qcf+K high so u can just surprise them.

Full meter
-Dash in and hold forward, s.S, s.K, RC, HS(in air), land, c.K, s.S, s.HS, qcf+S, qcf+S, RC, Gamma blade, dash in, s.S, s.HS, jump cancel, j.K, j.K, j.S, double jump, dj.K, dj.K, dj.S, triple jump, tj.HS, alpha blade.

btw, you should start any combo with S instead of F+P if you want damage because F+P reduces damage but more invincible in your upper part

IMO, doin an OTG after teh Gamma is silly. wat is it, like 10 extra dmg at most? goin for that air throw is def the way to go.

I like tiger knee alpha blades…does that make me a bad person?

ahhhhhhhhhhh dude i assure you doing a OTG gamma blade is not a bad idea. So what if its a little bit more damage. Your gonna be OTG with that alot. Chipp has argueably the best sweep in the game its not hard to get a knock down. Besides that in some postions you cant otg normaly but with this you can freeze the opponent to give you time to do it. Say you did a combo ending in the qcf+p, hs. Well the opponent flys a good distance away were you may not always be able to just run up and combo them. But you can do the gamma blade and it wil hit from that postion then you can run in/or air dash in and combo.

anyway ummm yea…

Not if your opponent knows you’re going for the airthrow. The OTG sets up your rush. End it with a HS, then IAD towards your opponent with another j.HS to continue your offense. If your opponent is saavy to the airthrow stuff, then trying to set up your rush again is the best way to go.

Not at all. TK Alpha Blade is great. If it hits, it’s usually impossible to tech, meaning free knockdown. It also recovers faster than the regular AB. TK AB to OTG Gamma is great, especially if you know how to combo the TK AB.

u cannnot jump after u teleport!!!

u cannot FRC the qcf+K of the qcF+S qcf+F qcF+K combo

mostly jus kinda do gamma blade and alpha blade to zone them then either dash in or jump in and do S,S,c.S, qcf+S, qcf+S, stop, either teleport away or sweep tehn gamma blade. if u get them oppoent in the corrner and gamma blade then u can do s.P over and over until ur hitting their feet and then jump with P,K,S,jc,P,K,S,jc, P,K,S,HS,Dp+S

You can if you jump install.

Uh, yes you can. Put him in training mode and turn on the input display, it should flash blue at the FRC point.

That combo sounds pretty worthless, considering how many punches you stuck in there. I’d do the JI combo instead, probably does more damage.

ahh yes chipp,my main character i use alot in this game, he has alot of combo ability which makes him a combo genius, the problem is that alot of his combos dont really do alot of damage.

i am going to assume that u kno adding punches and kicks in the begginin of his combos scale his damage down tremendiously.

combos wit 1oo% meter:
s.Sx2,HS, RC, f+HS, zanzei rouroga (teleport super)

s.S,HS,RC,run up, S,f+p,S,f+P,RC, gamma blade, s.Sx2, JC, p,k,s,JC, p,k,s, JC, p,k,dust, beta (the timing on the gamma blade is crucial!)

s.S,HS, RC, run up, Sx2, HS, alpha blade, RC, HS, JC, k,k,s JC, k,k,s, JC, p,k, dust beta (alpha blade Roman Cancel combos dont work on dizzy!!)

5o% meter
s.S,HS, beta blade, RC, f+HS then JC, k,k,S,JC,k,k,S,JC, p,k,dust, beta

s.Sx2, HS, alpha blade, RC, air combo above

s.S,f+P,S,f+P, sweep, resshou(rush punch) RC, HS, JC, air combo above (u might wanna vary it up in the air combo cuz sumtimes k,k, can miss on the way up for double jump combos)

now i have to say that jump install combos r techincally worthless for chipp bcuz the majority of the time ur opponent will tech b4 u even get up there. now ur prolly gonna think to urself that “maybe i didnt teleport fast enuff?” or “maybe i didnt hit the button fast enuff?” the fact of the matter is that these jump teleport jump install combos r basically worthless. and even if u do happen to hit the JI combos i garuntee that its maybe 1 time outta 3o or so matches.

air hyper alpha blade doesnt seem to have that fast recovery that u may think, however it is a good thing to use to start a match off or if ur invisiblilty is on, its a good thing to take advantage of due to its quick speed.

otg gamma does set up rush tactics however, if they double jump after a tech, the jumping HS isnt always the best option to continue ur rush game. air throwing is good, it allows u to otg wit another gamma. using the HS teleport is good or better yet, any teleport is good depending on the way that ur controlling the match. i’ll give sum xamples of wut i mean after otg gamma

  1. Punch teleport, (i am assuming that u attacked after the otg gamma) short range and has pretty good recovery and allows for u to set up wut ever u have in mind. say that they tech upwards, p-teleport allows u to get almost under them and u can jump up for an air throw. or u can use the p-teleport then use the k-teleport to get out of a corner or u can use it mid screen so that the spacing between u and the opponent is fairly close. this can lead to anything that u’d like depending on ur style of play.

  2. Kick teleport, allows for a ground grab if they neutral tech. u can use this to set up a cross up drill kick which can lead to ur BnB combo. xample: otg gamma, teleport behind, jump up, drill kick str8 down. u should be ontop of them depending on if they neutral tech or backwards tech, now if they forward tech run at them and hit them low wit a c.K, sure the damage scales but in this situation u want to have the advantage regardless of damage and that is what chipp is about.

  3. Slash teleport, this teleport i like to use for mind games, for instance, i like to run at the opponent and then use this version of the teleport, which takes u back to a certain xtent, and wait to see if they run at me then i gamma blade. not only that, lets say that u otg wit gamma as u will do 9o% of the time, and they forward tech, this teleport sends u back allowing u to jump up for the air throw. sounds nice eh?

  4. Heavy Slash teleport, this thing works wonders off of an otg gamma, this thing works well when ppl forward tech bcuz chipp is directly infront of them as they tech so once again, a free air throw. now if they neutral tech, if u delay the teleport, u can land ontop of them wit the meaty air heavy slash, which will lead to the BnB yet again. i mean theres tons of possiblilites!

these r sum instances that i use the teleports for off of the gamma otg, lol it seem that i wrote a faq about my boy chipp here so i guess i better chill out till next time lol.

post up here if u have n e questions about chipp and i should be able to answer them.

peace

Chipp RC Combo

OK I don’t know if this has been posted already but here it is:

S, S, QCF+S, QCF+S, {RC}, S, S, QCF+S, QCF+S, [RC], S, S, QCF+S, QCF+S, QCF+K, air-combo— (if blocked) just wait for them to come close to you and grab.)

BTW, grabs are so cheap in GGXX cuz if someone is rushing you, you can just grab them (–>+HS) and stop their rushdown assault.

how is this possible? I tried many times… by the time the 2nd S comes in, its always far enough that it becomes a far standing slash, then the sweep can’t be connected cus far S doesn’t chain into it. even WITHOUT the first F+P, with just S© F+P (2 hits) then S, it still becomes a far S. the only way i can pull this off is F+P (2 hits) then S(close) then sweep. or am i supposed to do only 1 hit for both F+P?

Run into the corner and do it.

For almost all 6P combos, you’re gonna let it hit once.

To simplify things, combo to 6P > 2D (F+P > sweep) instead of worrying about if you’re close enough for a close S. If the 6P connects, the sweep will.

I never thought about RC into immediate gamma blade…ima borrow that one thanks!

And if u beta RC on dizzy, you can just jump up after the RC instead of doing H, jc…can’t u?

And as far as JI combos go, I think they’re pretty good, it’s just a matter of preference…say if you do s,s,h, 236s 236s, RC, some players will do s,6p,s,6p, sweep, otg gamma while others will do the JI combo. It just depends on your style.

I’ll give this stuff to my friend’s Chipp, he could use it :slight_smile:

Anyway, from playing my friend, Chipp has an EXCELLENT rushdown/baiting game. He has one of the best 6Ps in the game (since it’s two hits, it will clash with any high-priorty 1 hit move, and then beat it out). His 2D is INSANELY good due to it’s speed and his shitload of upper body invulnerability, it will generally beat ANYTHING flat out unless it’s baited or the opponent has lower body invulnerability (Potemkin’s air D). One good thing to do is very VERY rarely throw out a 41236K. The opponent GENERALLY won’t expect it, but if you do it more than once a match, they’ll start catching on. Chipp’s air D is fucking insane since it comes out in like fucking 5 frames and it’s a knockdown. Random Gamma Blades from full screen are pretty unpunishable, so go for it every once in a while. A wonderful trick that should only be done rarely is throw in a 2HS in your combo (WARNING: If you cannot take the risk of doing this DON’T) HS teleport and air grab. Knockdown and more damage :smiley:

Sorry if this is basic tactical shit but it might help.

leaf throw is better in reload. The moveit self is pretty good when used rarely(though there are a few set ups for it, traps etc), especialy for player 2 who can leaf throw backwards and still hit the opponent in front of him. GNARLY!

i seem to get owned by slayers consistently or at least have a hard time against him when i’m chipp… i don’t think i have as much problems against any other chars as him. (given that the characters variety isnt too great in my area)

that d.step really gets me whenever i try to sweep :mad: and slayer’s air attacks seem to be straight up better than chipp’s in general… i either trade or get beat in air to air situations… and all kinds of other random problems too.

any advice for chipp vs slayer? thanks.

Air to Air everything Chipp has beats almost everyone in the game short of a few situations with Millia/Eddy. What exactly is it that slayer is doing to hit you in the air? Give us a more spicific example and there are probably numerous ways to combat it. Generally Chipp’s Kick will beat anything under the sun.

The sweep beats d step unless he predicted you doing it. If he is d stepping alot just inside sweep range, 6p will stop any of his options from it. If you see it coming a timed 2d will snuff it too, but 6p is safer. Its a good idea to mix in standing dust/6hs/and Gamma Blade at max range to keep him honest so he isn’t d stepping or pokin at you randomly thinking he is out of range. They are not to be abused but they exercise thier purpose.

From my exp, a solid Chip is one of the harder matches for me when I am playing Slayer. He tends to move in and out at will, and the dash cancle and poke games don’t work well because of his mobility. Its very hard for slayer to controll space because he has no dash, and d steps = counter hits on reaction for Chipp. He can mappa, but you have to keep Chipp on the ground and in one place long enough to get him to block it. And generally its a bad idea to jump unless I am trying to throw him. But If he telegraphs a jump in and I catch him, thats your ass mr post man…

Best advice is to utalize mobility. Don’t stay on the ground unless you have to. Bait him and punish recovery. Up close he has nothing to challenge you with unless its preimptive. If he d steps, 6p or 2d. If he mappas, 2d it,- if you see him bdc’ing it, jump on reaction. Stop him from gainning level quickly by keeping things in his face. Gamma blades, 2d’s and 6hs’s will make him think twice. He shouldn’t be able to run you with block strings because you wont be in one place long enough. Thus, no level. When he does actually get level you should stay in the air as much as possible. Don’t get hit with CH j.d. Try to make sure he is in a defensive position (blocking) any time you are inside his s range because if he punishes you cleanly with anything its game over. If you find yourself being locked down in the corner, tk alpha blade out if all other options escape you before it gets ugly.

And that is just speaking straight off the top of the head on things that Chip players tend to do that give my Slayer a headache. Some one else can probably elaborate more on spicifics once you tell us exactly what the problem is.

Also, if your opponent can’t bdc or air throw compotently, you should be scrubbing his ass with j.2k and j.hs all damn day long…

pile bunker is to much for chipp to handle. especialy in reload where you can do untechable crap to it.

7-3 it is disadvantous