You'll feel like you're getting stomped all game never having a moment to breath or getting out of his pressure, but then suddenly he'll be dead and neither of you will know what actually killed him.
@@rixaxeno7167 Right. Chipp is about literally chipping you away with small mixes and then finishing you off with the big one. Its why he has so many hard to blockables.
These videos are the absolute cream of the crop. LOVE having just a few minutes of the fundamental threats to watch out for so I can work out my answers to those. It's like having the questions in advance for your finals.
Y'know what, that's a pretty solid perspective you have on it, I was about to say this wasn't a good tips vid since it didn't really answer anything but yeah this is super useful
How not to get hit by a certain character: Make the correct reads, block until you find the right openings to attack, thoroughly study the match up, etc, etc. Me, an Anji player: haha spinning monke go brrrrrr
@@anzol4523 Sounds like propaganda against Heart based playstyles to me 🤷🏽♂️ if they landed a dumb move then you gotta hold that L. For example: If a G player command grabs you 4 times in a row in the corner then the only stupid thing in that match is the guy acting like he won't get command grabbed by the bigger brain 🧠 if it hits, then it's big brained by default.
Two other things to try against Chipp j2K: 1) Run under it, it moves forward a lot and if you make it whiff there's a lot of landing recovery you can punish. 2) FD it, and press a button QUICK, the pushback makes the last hit whiff. I'm not exactly sure how the frame data works, but if the last hit(s) whiff it seems like he's negative. He's still got Chipp buttons so it's hard to know exactly what buttons to press, but it's still better than him being plus in your face!
Here's my anti-Chipp tip for Nago mains out there. Spam 2H all the time, on wakeup, on meaty, on neutral... When you see the big-ass COUNTER it means you won.
My first match playing Nago was against a Chipp player who was celestial vip (playing in park). Never had I felt like I was jumped on 30 times like a goomba before that day.
I kept doing that on a chipp that kept going for the overhead despite it failing several time. You would think after while, you should stop doing it but nope
Great stuff but i'd like to add the advice to lab a escape plan for the corner. Chipps can loop pressure in the corner if you don't know how to escape. His 2H is especially tricky as it catches jumps as well as hit grounded and you can't low profile it. As a chipp player i've gotten a lot of mileage out of 2S>2H>236H as a scrub killer loop.
Well with chipp it’s really all about just good defense, wait for him to do an unsafe special and block it, as a chipp player myself I can say we will tire ourselves out eventually and do some dumb unsafe shit to try and mix things up. All of his specials are unsafe on block besides shadow clone so just prepared to block and try to bait some shit out and all it takes is 2-4 combos and chipp is fucking dead
I mean yeah, basically all you can do is wait for the Chipp player to fuck up lol. He's easily the most broken character theoretically. But fortunately it's unlikely for anyone to face a Chipp that good and if he makes a mistake, you can murder him off of it.
Yeah, and that has to be the toughest thing for me to deal with vs. Chipp. He can sail right over top of whatever you're doing, then hit that j.2K for the ambiguous crossup. I need to know what to do against this fuckery. EDIT: Good tips fellas, thanks. I'll give these a try next time I'm online.
Well, it's plus (sometimes). If you have a DP that will usually trade, from what I've noticed. If you ask people how to deal with it, they'll tell you some shit like "yeah man its always plus cant do nuffin". It's not always plus. I have *yet* to figure out what specifically makes it NOT plus, but I can tell you that when you have running momentum and just j2K sometimes its minus. I've been grabbed out of j.2K landing when I'm mashing P when I was testing in training to see if it's +. It's generally +2, and its commonly followed with 2K since you can j2K > 2K > 2D > Rekka > RC > Whatever. Basically, if Chipp is +2, and goes for a 2K, you have 1 frame to input throw, and you will win. It's hard. If you can do it consistently, you're nuts. You should just block and punish his other tools if you aren't comfortable with/don't have DP to reset to neutral (since both get knocked down from traded hits), or fish for the grab if you can actually hit it. Grab wont work over and over since he can just pick a different move to follow or delay etc. Chipp has a lot of moves that aren't positive, just try and hit him out of those. If you have the DP, trade once or twice to see what the damage trade is like, that'll discourage the Chipp from pressing it as much if he's losing more HP than you. Then you just have to learn how to play against his other options :)
I put Chipp in his own tier- the “why the hell did I and so many people think he was bad again?” Tier I know one thing, though, I definitely agree with the end of the video. I can’t stand seeing Chipp’s dumbass pop up on the screen. I feel like I’m gonna be spending the match swatting at a single fly.
Didnt know how his command grab worked, and a chipp player did it like 6 times in a row before I figured it doesn't connect in the air, though it's nice the know you can jab out of it if you can react/wait for it
I see myself reflected on that Chipp player. I do it to teach the opponent how to deal with it. When they know I may also do it for conditioning. I can almost hear them saying "He wouldn't command grab a fourth time in a row!" Then the mixup starts, overhead, lows, etc.
Jabbing him out usually doesn't work in my experience. I think some of his blockstrings are tight enough that it'll catch jabs, or active enough that it's basically meaty. Both mashing and reacting haven't worked well for me.
His j.2K and command grab are what get me the most, by far. J.2K is so fast I feel like I can't time any anti-air against it, and the command grab working as a cancel out of a blockstring is a huge pain.
This. So many chips I play end up spamming j2k and it feels lame. I can't seem to anti air it, and it drifts So it's hard to figure out where to be to make it whiff.
Trying to 6P J.2K is just so much more trouble than its worth. Ive just opted to dp it everytime cause whenever I try to space it it always ends up being way closer or way farther than it looks
Looking for any answers/help for something related to Strive/FGs, but not this video specifically. My (silly and bad I know) go to block string when fighting my fighting my friend (Ky vs Nago/Ky/Millia) is 2p 2p 6p 214S. He knows it's his turn after he blocks the dire eclat even without a JB. But I've been mashing RTL immediately after basically to try and catch him throwing a button out and it hits like 80% of the time. Once he's conditioned to block I run up for gorilla pressure resets, but my gut feeling is this is not that good and he just doesn't know how to deal with it. It's pretty frustrating for him and I can understand why (yeah we're not good players lol). My personal brain storming was neutral jumping or forward jumping and briefly holding block so he'd catch the overdrive and punish me if I mash, or we'd basically be back to neutral and he could j.HS my gorilla storm in if I'm trying to read him blocking after the eclat. Are there any concepts or things we should know about that allow him to deal with the situation better?
First of all, he needs to keep an eye on your meter, especially since he knows you like to do it. He only needs to worry about RTL if you have access to RTL. Second, he needs to understand that frame data and the idea of taking turns is not an iron law. People will try to steal turns. Observing where other players like to challenge and coming up with counterplay is an important part of fighting games. He knows you like to do it and when, so he needs to turn the autopilot off (which can be difficult!) and just block for a second in that situation sometimes. Even if it means yielding his turn, and sometimes getting pressured himself despite being plus. If the opponent is consistently challenging with unsafe options, let them hang themself. Your jumping idea isn't bad but if you're able to run up and pressure without getting poked out, you're also able to run up and air throw his jump. There are no catch-all answers. He will need to rotate defensive options and, over time, improve his reaction to your approach. Third, if he has meter, he might be able to PRC whatever normal he's using and block after the super flash. Idk about RTL specifically - you'll have to lab it out. But that would you let block, and that should let you punish. Seems well worth the meter to me. Fourth, I think I remember from mission mode that you can DP RTL during the super flash. That doesn't help if he's playing Yuki or Millia, but when playing Ky, he should know it's an option.
Also, another thing to note is that Gamma Blade (Shadow Clone) is +6 I believe so if the spacing is correct he can hit you for trying to do anything. Also j.2K (drill kick) is like +8 or something so if he spaces that well he can confirm into a hit if you block it. The only reason you're able to "punish" him sometimes is cause the spacing leaves him too far away to confirm into his fastest buttons if done incorrectly
@@dio4296 I know this but if they have RC you can RC clone to punish for mashing as well (Chipp does not take damage when clone is RC'd). Smart Chipps will just mix this up in their pressure. Also Drill kick is plus if you block it. You landing the hit on block most of the time results in the last hit of the kick landing on block anyway lol. With the spacing I wasn't trying to say that is the reason why its plus I was saying the only reason you are sometimes able to punish (mash) on him is because the spacing sometimes leaves Chipp to far away for buttons like 5K, 2K, 5P, & 2P to reach. Trying to use any other buttons has to slow of a start up to beat out a mash.
@@SolessSol "If they have RC" bruh everyone has dirt with RC in this game, and if Chipp has RC believe me that clone RC will be the least of your concerns since he has way better stuff, problem is Chipp needs RC to deal decent damage so using it to open up the opponent is not ideal. Drill kick is plus on the last hit, and for it to hit you must be pretty close to the opponent so saying it happens most of the time is not true, and not hitting that last hit can put you in a bad position if the opponent tries to mash. "the spacing sometimes leaves Chipp to far away for buttons like 5K, 2K, 5P, & 2P to reach. Trying to use any other buttons has to slow of a start up to beat out a mash" and that goes both ways, not only that, Chipp's only disjointed attack that would work in that situation would be 5hs which is a pain to combo off of since it sends the opponent away, characters like Ram can capitalize hard on a Chipp trying to mash in that situation.
@@dio4296 lmao I play the character I know his strength and weakness so you don't have to explain this to me. Also Him RCing clone to punish is worth it because he can get a 50% combo off of it cause it leads to a counter him lmao. I watch a lot of high level Chipp players and a lot of them use the application of RC to continue pressure and convert of of mixup because just like a lot of characters once Chipp gets you to the corner damage is no longer an issue. Trying to land drill kick on your opponent close is ideal yes which is why I even mention that mash part because GOOD Chipps will make sure to be as close as possible. Now if a Chipp is just spamming the move then ofc punish I just stated what I said to let people know the character has counter play to your counter play. & your whole last statement about what I said lets me know that you need to look into the character more because if Ram is caught by a proper j.2K she struggles cause she will get beat by 5k, 2K every single time. Also j.2k is jump cancelable so you can literally just jump again and punsih them for mashing that way as well and if the Chipp wants to be stylish than drift RC into wall combo to now get positive bonus on the wall break
The crazy thing to me is that the command grab has timings where seems like it works no matter how you handle the string before it. Get hit? Block? Mash jab? You gettin grabbed. Upback gets you hit by the other alphablades. That said, I still prefer fighting Chipp over Millia. Seems like Millia's a decidedly worse character but her mix is so frustrating to me.
Character dependant, but against j.2k, don't forget you can just dash under him while he's lining up his landing. Otherwise, stuff his jumping air to air, don't let him get that above position. Chipp generally has low priority moves and trades are awful for him. His only ranged options are a 9 damage projectile and an extended hurt box, so he'll want to get in. Figure out where he wants to be and put a phat hitbox in his way.
Some more stuff about Rekka: As Sajam mentioned, Rekka 1(-4) and 2 (-6) are negative As the rekka overhead is mad slow, even if they do rekka 2 into overhead asap, you can mash them out with a somewhat quick button He has no offensive option after rekka 2 that beats fast non lows, so just 5k, maybe even 5S if you block rekka 2 and take your turn(or get a punish if he does press the overhead) Only thing he can really do against that is stuff like DP or backdash. Can't jump either
Chipp seems to be able to punish or counter a lot of those options with 6p which is a less committal option. Even Sol though the timing is really strict. A lot of kick attacks can also be baited with a delayed button since the rekka 2 has enough pushback to make a lot of them whiff. They are good for beating the third hit of the rekka but should not be overrelied on.
Bruh, his haircut looks like it's from The 5th Element Still, Sajam is a lad, good video, I got 20-0 yesterday after the first time my friend decided to play Chipp.
To all my fellow May players out there, 2H that dive kick I know its got a bit of start up on it but if you can get the timing you can do HUGE damage to him for trying it by canceling it into whiff S.Dolphin then converting
the concept of Chipp has always been: "let´s make a totally broken character with every tool there is" and then they give him low hp to make it balanced, but a good Chipp will not let his opponent play the fucking game, of course you can say "that goes for every character" but Chipp in particular, like Millia, is a character designed to perfect people, the inverse of Pot.
You have to airthrow very fast off the grouynd, but you need to jump kinda late, because you're airthrowing him in the middle of the move. If you jump too fast you're trying to airthrow him while he's still invisible on the ground.
You can cS the j2k with a few characters. It's hard to do, but it's great reward. Don't try 6P if he's above you at all. Or try 4+P+K for FD+6P crossup OS.
If a chipp player backs up a lot, they are likely to try to send out a clone. Just try to hit the clone since it damages chipp and forces him to try to come to you
One thing I try to do against j.2k is to challenge him in the air. When he jumps, I usually up back and stick a button. Has been working for me so far, but maybe I just haven’t found a Chipp that know how to deal with it yet
@@ShouVertica I mean, her 6H has been totally different in XX, then in AC, then in Xrd. So who knows, I expect that normal to be again totally different in Strive.
Hate to be the bearer of bad news but FD in this game has a big drawback, it increases the frame advantage of the move hitting you by 2. Which basically means you'd be making his -4 rekka safe.
@@AeruFanelia As far as i know you are correct and it should only add the 2 frames of recovery, but there does not seem to be a range where the second part of the rekka will not reach if the first one does so you're giving some advantage away. But if you faultless defend a close slash into heavy slash in to rekka, the first part of the rekka can wiff. But then again seems the second part of the rekka can cover for the first one wiffing as it is incredibly fast follow up on wiff. Also I don't think either of the two first hits are unsafe as there is no normal with the reach and speed to actually punish those (unless you instant block). They are still negative so chipp does not have the advantage after committing to rekka, but they are pretty safe. Shockingly the second rekka connects even if the first one is blocked with an instant faultless defence which is unbelievable to me... And the wiffing of first hit gives chipp a nearly unreactable, safe, half screen low attack to use as an approach tool.
Everyone has at least 5 when you include dust, then at least Faust, May and Chipp have command normals, axl used to have but don't remember if he has in strive. In addition most characters have some special moves that can be done in the air.
Love people who shit about chipp and now all cry about how ridiculous he is after Jp tier list . Just play it and figure out yourself how easy to deal with those things simple mash p enough most of those things thats what they do against me and they call you masher unga after game 😂 also fk SOL
I don't really feel like I learned much. You told me all the weaknesses he has, I just don't know how to deal with them. Every thing has its own counterplay, but when he has a fuckton of options that are barely reactable it's near impossible for me
He does say how to deal with them. Block overhead rekka and punish, take your turn back and hit him if he stops his rekka after the first hit. 6p his j. 2K, either backdash, jump throw or hit him out of his command grab, jump backwards if you think he's going to alpha blade. These are your options, if you came in looking for some surefire way of negating Chipp's offense, that's not a thing. Considering how easily he dies, he would be completely unviable if you took away his biggest strength from him.
This has been true of almost all of Sajam's character breakdowns. There's counterplay, and there's counter-counterplay. That's just how the game works.
Anti Chipp tips: -Damn this character is fucked up -Yeah this move is really tricky -That's pretty hard to punish... -So... You just get hit.. -*Fuck Chipp* :D
Chipp is strong but you actually have to open your opponent up 4 or 5 times to finish them off. Sol gets 70% damage off a single fS hit which means your opponent made 1 mistake and they are dead. Sol is 10 times stronger than chip. If you lose as sol you straight up got owned.
played yesterday on floor 3 and noticed the entire floor was emptying out except this one player. He played chipp. Started up the match as Ky and immediately realized what was going on. Jump, Air dash, arm blade dive move, repeat. I beat him after just poking him to death and blocking that 3 hit block string of his before mashing crouching P like my life depended on it. Long story short, chips a bully like Axl on these lower floors.
As a Chipp player, these anti-Chipp not gonna stop me for landing a command grab or alpha blade to people ass. I will find a way, either after RC, after j.S/HS, after Rekka, or whatever 😎