Some answers to Chipp leaf grab shenanigans. The air throw option seems to be the most consistent answer as the timing for the backdash punishes are pretty tight. #GGST_KY pic.twitter.com/KHdh7YUTJF— SeanE (@EngrishVEN) June 26, 2021
Options vs Chipp's Genrou Zan. Thankfully most of these can be done on reaction & give great reward on hit #GGST_ZA pic.twitter.com/jrUCokzKmw— Whateverdude151 (@whateverdude151) June 28, 2021
#GGST_RAIf you react to chip command grab, you can air back dash and do thishttps://t.co/6gWeGgF6wm pic.twitter.com/cA8bqQSJKq— Note Mura (@Drillofheavens) June 16, 2021
#GGST_RAIf you react to chip command grab, you can air back dash and do thishttps://t.co/6gWeGgF6wm pic.twitter.com/cA8bqQSJKq— Note Mura (@Drillofheavens) June 16, 2021
Rensen to punish Chipp's Zansei Rouga aka. 632146H aka. maximum sushi, cause this moves messes my dash input up all the time if I don't time it right. Especially handy when Chipp does this when he is cornered.#GGST_AX pic.twitter.com/L0ZBK2OZSi— Afro Viking (@AfroViking2607) June 27, 2021
An idea for dealing with Chipp Alpha blade/Genrou. When you see him disappear, backdash BRC, react and punish. Dunno if it'll see usage in matches, but the potential is there. #GGST_NA #GGST_CH pic.twitter.com/vCXVQrWzFi— Jufee (@Jufee121) June 27, 2021
This is an important element to fighting Chipp. If he goes for a wall combo, DO NOT BURST early. Wait until 2nd wall hit before BURST so he ends up in the corner. BURST too early lets him off the hook.RT a Chipp hater. Spread the word.#GGST_CH #GuiltyGearStrive @HiFightTH pic.twitter.com/fPig9Ab5Va— tragic (@fightelement) June 26, 2021
Jump back punish for chipp grab, also works as an answer to the follow up command grabs they do after #PS4share pic.twitter.com/Y6HASQOvG5— Nino_Allah (@StillGrowinProd) June 26, 2021
Im working on a thing vs chipp
Originally i was just testing like 5k 2k 2d cancel but this was asked to see as well.
Essentially you can have one timing and block chipp cancels or stuff him
Up alpha off 5k5k 2k is tricky unless you fd his normals prior to make it whiff
5k2k2d up alpha can whiff entirely though no fd so learning to push his spacing gives issues to all of thism
Obviously he can cancel a special at any time from any normal but the common pressure strings they like can be defended against when you see patterns.
I recommend early fd if possible because it makes it all much easier to stuff and punish. Whiffed up alpha has a punish window prior to his air actions so something like jk dj js hsvt works or you can get cute and like jk ad brc full combo stuff.
If you actually read a point they like to cancel and they like up alpha cmnd grab or cross you can cs to stuff it and delete him
In theory his offense is really scary when hes inside p range if you can make his cancel or repressure routes near the end of 2p or outside of it his cancels that become a "mixup" are severely limited.
Nino_Allah — Yesterday at 7:19 PM
If chipp does his command grab and tries to do his followup meaty command grab reversal timing 5p into juggle seems to be the best answer. Backdash doesnt seem like a great option, dp loses. Jump back jk is actually good for reaction testing punishes now.
You can also do air grab on wakeup if you want but the 5p into corner carry punish seems better overall.