Discord - A New Way to Chat with Friends & Communities
Fate
—
Today at 12:11 PM
when on defense against chipp, the noteworthy thing is that chipp has definitive pressure enders. He doesn't have buttons that carry him forward like sol f.s for example, or ky foudre arc (shock state). His pressure enders, with the exception of one, are definitively things that he needs to actually hit you with in order to continue advantage state. Otherwise it's your turn.
First, the pressure ending specials are:
236p (palpha): crossup frame 28ish mid. Can be blocked crossup, ground thrown, or low abare'd
236k (kalpha): crossup frame 28ish mid. Can be blocked crossup, high abare'd, and jump thrown
63214s (leaf grab): airborne command grab, with enough active frames and range that it often beats backdash. Can be jumped, air thrown, or high abare'd (everyone has a frame 5 move, so abusing the 5 frame throw invuln period off of wakeup and blockstun will always mean you can jab out).
236s (rekka): fast, delayable rekka series meant to draw counterhits. Chipp ONLY gets big reward from this on counterhit because the launcher (rekka3) can easily be stand blocked on reaction and hard punished. On block, both of the first two hits are negative, meaning if either are blocked it's your turn. Striking low after either hit is inadvisable, as he can delay rekka2 to ch, and lows can be jumped over by rekka3. Rekka 2, notably, is also minus on hit, and even a normal hit rekka2 cannot lead into rekka3 freely. Take your turn after but be prudent.
236h (gamma blade): This move abuses hesitancy from rekka or stagger pressure to set up a plus scenario after. It will also catch jumpout attempts, unless you jump back after fd'ing prior hits, but air blocking this is not the end of the world. You shouldn't attack after but instead try to abare the hit before it lands, as chipp will take damage and stagger from the clone being struck, and getting hit by clone only gets you hit in niche scenarios.
Notably, there is overlapping counterplay for all of these. For example forward jumping acts to jump over palpha, crossup block kalpha, and jump over command grab. This is where you start applying setplay theory to chipp's pressure.
Of his two most common blockstrings, one will be (optional) c.s 2s 2h. If he runs a 3 hit blockstring then you can fd the 2s or 2h and this will result in more lenient timings and spacings (notably gamma blade will hit later, command grab won't reach, and kalpha will sail over your head). 2 hit blockstrings will give less wiggle room for this though, so be careful.
The other blockstring is 5k 2k 2d, which employs a natural frametrap on the 2d. It will catch upbacks and will counterhit if you mash, but the 2d doesn't lead into anything and in the case that chipp tries to make the 2d safe with special cancels, all the above setplay theory still applies.
Basinator
—
Today at 12:13 PM
At midrange, chipp doesn't really get much from stray hits (even counterhits) without meter, so he'll be looking to get in either, most likely through some form of knockdown
In grounded neutral, Chipps like to use:
f.S - decent range, but can be EASILY low profiled and jack-o has plenty of tools for that (2D, 6P etc. etc.)
5K - less range than f.S but combos into knockdown from 5K 2D, he has to dash in a little to use it
2K - similar to 5K but hits low, actually has more range than you think. Also combos to 2D
5H - disjoint, he doesn't get much off it
2D - not a very common option in neutral, but I've started doing it a lot more becuase it low profiles a little and hits lower so you can't low profile this
2S - not the best option, but against Jack-o who likes to low proifle his moves, this is a decent tool. He gets a huge reward from 2S hit (2S 2H 236K...)
If these options don't work, a lot of Chipps get stressed and starts to do air dash jump-ins and that's when you can anti air him. Keep in mind he has 3 jumps, so he can technically bait out your anti air (i actually dont know how fast your 6p so you may be able to whiff 6p into 6p). Don't forget j.H hits twice so block high twice. Keep in mind that it's RPS vs Chipp if you block his j.2k. You can throw him if he chooses to go for 2K or 5K after blocked j.2k, but you'll be counterhitted if he rejumps, or he cancels j.2k into alpha k.
At closer range, here are some common blockstrings
c.S 2S 2H gamma blade - PLEASE jab him out of gamma otherwise he is still + (make sure to react to it, if you do it preemptively he could cancel 2H into rekka and get a counterhit from it). Sometimes even if you block gamma, chipp players think they're more + than they actually are and will dash in for more pressure - you can hit them out of htis. The most he can do safely is 2D or dash f.S after, so watch out for that
Paradise
—
Today at 12:13 PM
getting this tattoo'd on my back thanks :may_blush:
Basinator
—
Today at 12:13 PM
sorry my message is too long
Paradise
—
Today at 12:13 PM
this too
Basinator
—
Today at 12:13 PM
im still typing
Fate
—
Today at 12:14 PM
if you send it to me, i can post it all with NITRO
SoyCremaCatalanaPro
—
Today at 12:17 PM
Bas is still going :may_oh_no:
Fate
—
Today at 12:18 PM
yeah nvm i can't nitro all that, he's got a novel in the works
SoyCremaCatalanaPro
—
Today at 12:18 PM
We gonna need atleast 100 nitros for that
Fate
—
Today at 12:19 PM
seeing him typing for so long makes my knees weak ngl
truthordair
—
Today at 12:20 PM
"For example forward jumping acts to jump over palpha, crossup block kalpha, and jump over command grab"
holy shit thank you @Fate
chipp's are done now
Basinator
—
Today at 12:21 PM
i deleted a lot of the stuff i was typing
started rambling
:jam_husk:
truthordair
—
Today at 12:21 PM
Bas please 😭
Basinator
—
Today at 12:21 PM
uhh
5K 2K 2D - 2K is a low! Watch out for that. Once 2K 2D stops working, Chipp players are suddenly reminded that they have a 20f overhead, so they will start using 6K. You can either jab him out of it, or if you block it, you can probably jab him out of the next hit. 6K 5K/2K is a pretty big gap, he can't cancel 6K into other stuff
2K tick throw - kinda rough good luck, probably jump out of it if they do it often enough
Some chipps also like to get cute (like me) and try to do cheesy stuff like c.S into command throw, you really have to be watching out for that too
I won't go into the specials too much because I think Fate has already covered most of that. I just wanted to add that if the Chipp hits you with alpha p and runs up to "meaty" you, chances are, it's not really a true meaty and you can throw them out of it (the only exception to this is if they time the meaty 2S right at max range, I think -- but it also depends on the distance). If you get hit by alpha k, 99% of the chipp players will airdash in for more jump ins -- this is pretty fake, you can anti air them after this. Don't respect him THAT much
Oki options:
meaty 5K (mid), 2K (low), 6K (somewhat "reactable" high, he can combo into 2K 2D if it hits meaty enough), alpha P/K (crosses up, also reversal safe), c.S (mid), leaf throw (you can 5P them out of it even if it's meaty)
this is what I have left
Fate
—
Today at 12:22 PM
keep in mind that option loses rekka (you'll get grounded hit) and air hit by gamma blade, leading to tumble, which is worse than just getting ground hit as it will lead to oki.
Basinator
—
Today at 12:22 PM
there are also wallrun setups, safejump setups that I am probably not going to get into because that might be too high level?
dude I was playing a chipp ditto th eother day and I jumped his alpha k and he air threw me
what??
truthordair
—
Today at 12:23 PM
PRC?
Basinator
—
Today at 12:23 PM
no
just raw alpha k into air throw
truthordair
—
Today at 12:23 PM
woah
Basinator
—
Today at 12:23 PM
so cracked
i was shook
anyway @Paradise @truthordair if you have anymore questions, feel free to ask them
Fate
—
Today at 12:23 PM
That was just an example of how you can overlap defensive options to deal with multiple pressure enders, but there are other options that overlap.