Flashy lil corner to same corner combo vs small bodies with Chipp. It's hard to do the corner-corner carry on May, so this is a little easier imo.Can't figure out how to end it after the 2S-2H and break wall without meter, but this will do for now#GGST #GGST_CH pic.twitter.com/TcDn4RSU2Q— AUST'N (@austn_wav) October 23, 2021
#GGST_CH Chipp can get into this mix setup off throw from a little past roundstart. Command throw is the same. pic.twitter.com/Iv33BG6UKA— Jesus (@FGC_Elodad) October 23, 2021
Here are the 3 main wall run mixups that I use, will post the wall splat ones as well #PS4share pic.twitter.com/cecLuyhtXU— Vtuber connoisseur (@_Flare_G) October 22, 2021
One of the things that really helped me during my bamboo run was meaty 2S,2HS, caught backdash and grab #PS4share pic.twitter.com/viOytssRuP— Vtuber connoisseur (@_Flare_G) October 22, 2021
Welcome to my Guilty Gear Strive Chipp 1.10 Comprehensive Overview! In this video I break down what I believe to be the new strengths of Chipp as of this recent balance patch from ArcSys. I think there was a huge over reaction to Chipp with the most recent patch notes and wanted to give you guys a more thorough look at him from an ACTUAL Chipp player. Buckle up as there is a LOT to take in consideration!
Video Chapters
00:00 Intro
00:09 Video Start
03:57 K-Alpha
06:21 K-Alpha Combos
07:42 2H Knock Back Adjustment
11:19 K-Alpha & Corner Options
14:39 The Counter Hit Scheme
15:15 Corner Counter Hit Options
17:22 Improved Mixup Structure
20:58 Chipp & The System
21:26 Chipp With Faultless Defense
25:05 Chipp With Instant Faultless Defense
31:48 Chipp Vs Faultless Defense
38:51 Chipp Vs Instant Faultless Defense
41:18 Closing Thoughts
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Another wallrun route that leads to the double k alpha mix. However, this one does more damage than the previous route I tweeted, while being a bit harder. This route is consistent with every character, but there is a slight difference in timing with each weight.#GGST #GGST_CH pic.twitter.com/vwfyFxzg8d— SSF (@TheSSF123) October 21, 2021
I though Chipp was out of a job as a top tier but here I stand in awe at how stable his combo are in Guilty Gear strive. With his solid grounded combos and aerial conversion he finally able to convert consistently without bar. Which was one of his many weaknesses before the patch. Now the Combo world is his and with a few neutral adjustments Chipp could easily become the meance he once was whether he's Guilty Gear strive PC or PS4. 🤘🏾🔥🤘🏾
BGM - Guilty Gear Xrd -SIGN- OST Flash Hider
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Input Notation:
(Assuming Player 1 Side)
↖️⬆️↗️ 7 8 9
⬅️🚹➡️ = 4 5 6
↙️⬇️↘️ 1 2 3
FD = Forward Dash
P = Punch
K = Kick
CS = Close Slash
FS = Far Slash
HS = Heavy Slash
D = Dust
J= Jumping
Jc=Jump Cancel
CH = Counter Hit
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
*Inputting Up (8), Down (2), Left (4), or Right (6) Twice before the Roman Cancel will move your character during the RC. We call this Roman Cancel Drifting. It'll be written as: 66RRC (This would be a Red RC drift Forward)
Combo Notation:
Midscreen Close/Crouch Slash combo
CS, 2HS, 236K, JS, FD, CS, 2HS, 236K,
-Dash Macro for the FD is key in getting this consistent.
-airdash
Midscreen Close/Crouch Slash PRC combo
CS, 2HS, 236K, JS, FD, CS, 2HS, 236K, 66PRC, JS, JHS, 5K, 6HS
- You can CS 6K at the end if their high enough and your execution is good enough.
Charged Dust Combo
Charged Dust while holding up, JD, JK, Jc.JD, JK, JD, JK, JD, JD (Finish Blow)
Counter Hit Js combo
CH.JS, CS, 2HS, 236K, 5K, 236S, 236K
Counter Hit 2D combo
2D, 23K, JS, CS, 6HS, 236K
- 2K, 2D naturally frame traps 4 frame jabs so its extremely effective when provoked with staggers
Near Corner 5HS
5HS, 236S, 236K, 2S, 2HS, 236K
- Stagger your 5HS in your block-strings before you special cancel to catch people mashing to counter your specials too soon.
Counter Hit 6HS Corner Combo
6HS, 2HS, 236K, 236K, 2HS, 236S, 236 236K
- CS, 6HS, beats anyone mashing anticipating a special cancel. Couple this Close slash into grab to condition them for this counter hit.
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The Guilty Gear Strive Patch 1.10 changes altered a lot of routes but kept a lot of things the same so think of this as a addition to 5 Must know Combos more than anything. As I uncover more Changes in the October Patch I'll be sure to include more combos for the rest of the ggstrive characters as well. If you want the patch notes Review, analysis, and comparisons here vid where I cover it all : https://youtu.be/MXshbPzbylY
#GuiltyGear #GuiltyGearStrive #chippcombos
If you find yourself midscreen and confirming into rekka, you can spend 50 bar to set up a 4-way corner mix. It's also a safejump in most instances. #GGST #GGST_CH pic.twitter.com/6AN0lVHP0S— who????? (@DrBadfish) October 21, 2021