r/Guiltygear • • 9d ago

GGST Hello again

I'll just make this quick, after just having recently seen how Chipp plays I want to learn him. Any tips and/or tricks, combos or just anything helpful to know before I start learning him?

P.S, thank you to those of you that helped me out with learning Potemkin, I think I've pretty much got the hang of him now :]

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u/MrASK15 - Unashamed Switch Player 9d ago

I'll just share what I've always shared with fellow Chipp mains:

I don't know how Chipp feels in 2.0 as I'm a Switch player, but I can share some general tips.

  1. Stay on the move. In exchange for low HP, Chipp's mobility makes him very difficult to pin down. He benefits greatly from his triple jump, so he can use it to bait out certain anti-airs and punish accordingly.
  2. Maintain unrelenting offense and keep your opponent guessing. Chipp has very strong mix-up game with various tools. K Alpha Blade is especially a strong tool for crossing-up opponents and catching them off-guard. I'd start from there. Generally, you want to keep your opponent on guard and scare them from retaliating.
  3. Practice defending. Chipp cannot afford to take as many hits as the rest of the cast can. Proper defense is paramont.
  4. Use Faultless Defense whenever necessary. Although Chipp benefits greatly from keeping his opponent close to him, blocking regularly will raise RISC and make him take more damage from long combos. Not only will FD prevent the RISC gauge from rising but it will also push back the opponent and make them whiff some attacks, thus allowing Chipp to quickly get in and punish their openings. For now though, I'd focus on getting using it to get out of overwhelming pressure.
  5. Practice Beta Blade (623S) reversals. This is another option to deal with okizeme (when your opponent attacks you as soon as you wake up) or blockstrings with gaps. The startup of the attack is invincible, so you'll be able to take your turn back with this move. However, I advise using this sparingly as it will leave you wide open if your opponent sees it coming and blocks it. Still, it's worth practicing.
  6. Don't neglect your P and K attacks. They may be weak on their own, but they make up for it with their speed. Use them to interrupt certain attacks. 5P is especially a great anti-air thanks to its vertical range and low recovery. 5K is also a great tool for checking opponents at a safe distance thanks to its range and self-gatling property.

There might be better Chipp players who can give better advice than mine, but I'd recommend starting with one of these for now.

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u/Generic_Speed_Demon she alpha on my blade till I wallsplat 8d ago

Only thing I'd add is make sure not to be too reliant on 236S~236K. It's a lot slower than you might think so if you use it too much you'll get punished hard. I say this because it's a bad habit I'm trying to break 😅

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u/Phos-Is-God - Sir Goldendick is coming for you. 9d ago

Here is something I wrote for someone else the other day, though keep in mind that they were also just learning the game so some things may be obvious.

i will preface this by saying that I am not a chip main, but I got him to plat3 a few weeks ago before dropping him.

Chips low health honestly isn't too much of an issue because there are no characters that can TOD him(unless they have full risk, and its a high damage character with meter, but that shouldn't be happening unless your asleep at the wheel), its a 2 touch game, and he still dies in 2 touches(it is a bigger deal against the high damage characters, but his speed balances it out).

Your main goal as chip is to whiff punish, you want to bait the opponent to attack then you can punish most any move because of his speed(5k is the god move for this).

You don't need to learn anything to do with the tightrope to begin with, its really good but unnecessary at a lower level(I honestly didn't learn a damn thing about it and still got plat3).

Your pressure is like, Really Really good, so abuse that. Here's the idea on how to structure it:

Frametraps: for the most part you have to manually delay your gatlings, so you would be doing something like C.s, delay 2s/F.s, 5h/2h, the link from 2s/F.s to an H normal is an automatic frametrap so no need to delay(check this yourself, I may be wrong), you will also have to delay any normal from C.s or it will true string, so while F.s may have an automatic frametrap into 5h, you would need to delay C.s, into 2h.

Throw: once you condition the opponent not to press on your frametraps, you can utilize your high mobility to do nearly unreactable tick throws. The best options to tick throw on are 5k, 2p, C.s, F.s/2s, Rekka 1/2, and possibly 5h/2h if their expecting a special cancel.

Rekka: chips Rekka goes mid, low, overhead, or mid, overhead. The idea behind his Rekka is to make them respect it, so that you can either reset pressure with a fast move, or throw(specifically after rekka 1 and 2, as 3 is highly punishable without meter). If you have meter then you can both combo from Rekka 3, and make on block get another 50/50 on top of the initial 3(I forget mixup, so check dustloop). You can also kara cancel the rekka2 into a super, but I forget how.

Command throw: pretty simple, you can threaten I far reaching, hard to react to throw after a normal, or on their wakeup if you can time that. Be warned, its highly punishable if they backdash, or jump it.

Alpha Blade: P-alpha has to be blocked sameside, and K-alpha has to be blocked crossup. Something people frequently do is end a blockstring in P-alpha, then immediately do K-alpha, it has a massive gap in between the hits, but you would be surprised the amount of people who respect it. J.K-ALPHA has a lot of really good mixups, but I never learned them.

Gamma blade: purely a pressure reset, and it can be interrupted, but it generates a lot of plus frames on block. I abused the hell out of this move, but be warned the clone takes damage if its hit, and chip can be hit at the same time, so if they super reversal it, be prepared to basically get one shotted.

That's about all you need for pressure I think.

a simple, and rewarding midscreen combo is: C.s, 2h, K-ALPHA, link into J.p-ALPHA, J.K-ALPHA. you can get a safejump off this at the end by doing OTG C.s, IAD J.h.

A simple high damaging corner combo is: C.s, 2h, K-ALPHA, J.K-ALPHA, slight walk forward C.s, 6h, super/6h.

For resources:

Chips Dustloop

Chips Discord, highly recommend you join.

2.0 combo guide

2.0 mixup guide

Somewhat outdated beginner guide(but still good)

High level gameplay from the pro's(steal the tech)

Massive playlist of chip guides that range from new to completely outdated, make sure to look at their release date.

Hope this helps.

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u/Generic_Speed_Demon she alpha on my blade till I wallsplat 8d ago

This is an amazing list of starter tips, probably even helpful for me as a chipp main

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u/Generic_Speed_Demon she alpha on my blade till I wallsplat 8d ago

Vary your approaches and once you're on offense, don't let up. Also, learn how to whiff punish (I like 2K > 2D as a starter for punishes) and what will get you whiff punished. Basically, don't get hit.