"literally incapable of playing lame" This is why despite the characters being polar opposites, I think chipp players and potemkin players are the most similar to each other. They, more than any other character main, chose their character 'cause they just wanna do cool shit, and fuck everything else. We just happen to have slightly different definitions of 'cool shit'.
In Strive and Xrd yeah, but ACPR Pot is a MONSTER. In that game, even being on the back foot isn't all that bad because his defense is great and rewards you HEAVILY for being good at defending.
Hardcore Chipp main here, I have a bit more than 700 hours in strive and most of that went towards playing Chipp. My brother, coincidentally, is a Potemkin main. We always tend to mess around a little more when we face off against each other, but the match almost always ends up going one of these ways. 1. I eat a nasty counterhit/potemkin buster, and then guess wrong on his next mix, dying. 2. I eat a nasty counterhit/potemkin buster, and then guess right and make a comeback. 3. I open him up quick into the match and mix him to death without getting touched. 4. I open him up quick into the match and mix him almost to death and then I mess up my mix, eat a counterhit, and die. The matchup is definitely in my favor. But one small mistake can still ruin me. And I wouldn't have it any other way.
This is always a funny matchup to me. Dealing with Chipp's high mobility and mixups is painful for Potemkin, but to be able to break him in 1 to 2 hits through all that running around is just so comedic and satisfying! XD
Good stuff. Funny to hear Chipp losing a option arguably made one of his matchups better lol I think another part of it is, in games like plus r at least, that while Chipp could absolutely run a train on Pot, he usually had to sacrifice a bit of safety for the mix, or vice versa. As opposed to some of Pot's tougher pixie matchups, like Bridget, Millia, and Dizzy, that kinda had both
Chipp players being rabid dogs is 100% the only reason I tend to get consistent wins against them as Potemkin (or honestly any other heavyweight I've played in these games) It's, like, they HAVE the life lead, they HAVE the tools and speed to sit around and just whiff punish things or keep themselves safe, but they... just don't! And good for them, they've found their one way, they will follow thr path of the ninja until the comically quick bitter end
i would like to point out that another part of it, especially in strive with heavenly being better and the addition of heat tackle. potemkin also has a lot of scary anti-air options against a character that does like to get airborne. ontop of his high health and damage.
@@Frankentank to add upon that, chipp's ground game is MUCH better than whatever he can do in the air, rekka mix with meter, alpha blade FRCs, really fast buttons, etc... Make him a menace, I'd argue the only noteworthy part of his air game is j.2k left right mix, and once he lands that he can either be safe and start playing grounded neutral or get a full combo on hit
I liked the David and Goliath reference. I enjoy working hard to defeat my opponent, and fighting like a true ninja. I feel very called out because I play taking many risks and using useless combos. I look like a cool ninja though. Vote president Chipp for free health care.
I‘m pretty sure all the players that want a serious fast character just go play Milia instead. It‘s the filter that leaves the crackhead Chipps behind to face the glue sniffer Potemkins
If Chipp fucks up twice in a row, he's fucked. He must be nigh perfect for 90% of the round, and play extremely risky in some situations. If Pot fails to punish at least 4 times, he's fucked. Pot can't shove Chipp into the dirt before he aggressively Naruto runs away, and he's not getting in again before he dies of Chipp Damage.
Ok this remix of Shadow Man's stage fuckin slaps how did I not know this was from Smash? The history lesson made me nostalgic for old Gear but IDK if I have that kind of patience and energy anymore.
Also a note on history of the characters - knowing the history (not the lore, but actual design history) helps understand the design perspective on the game why's and how's the character is balanced in the way they are (zato bros) and kinda guess the direction the characters will take in the next patch.
despite the characters being complete opposites, chipp and potemkin players are very much alike we didnt pick our character for some complex reason, we just want to do cool shit (variable definition) and vibe, that's why we're incapable of playing lame (also, as a chipp, pot has it worse)
As the resident EU Xrd Chipp gamer I would like to give my 2 cents on the "playing lame" strat Playing lame in xrd in general (namely running away from pot the whole time) is not a viable strategy for the most part. The reason this doesnt work in xrd is because of how meter gain generally works there. If you try and lame someone out with Chipp you will suddenly see your meter gain be drastically lower than your opponents very quickly. This isnt due to negative penalty but rather the whole way tension gain is handled by the game. Being at a meter disadvantage in this game is a huge deal because of how strong metered options are in this game (mainly yrc). Theres a lot of matchups where Chipp would in theory want to run away with a life lead in, but cant because the moment the opponent builds 50 meter before he does that strategy is significantly harder to employ, and switching it up after the fact is just playing at a meter disadvantage. A reminder this is the game where Johnny just walks at people and builds insane amount of meter to win games. Now, you can still control the pace of neutral as Chipp when you have a lead but not by running away. Chipp is much better at holding his ground than he is at retreating and standing out of range of pot 2D limits what pot can do. You can Iad punish slide head on reaction and 6P through hammerfall on reaction. If Pot starts walking forward you can swat him away with plenty of hard to contest pokes like 5K and 2S. With IBs Pot can still gain good meter but Chipp can keep up enough in the meter war to counter Pots admittedly subpar yrc options. Another thing about Chipps oki. You mentioned backdash is hard to use because of left/rights but another factor is that Chipp 5K is a very good tool for catching backdashes after landing due to being 5f startup and 5f active. Since pot has no DP rc option to cover, Chipp can effectively lab a backdash OS with 5K and turn his brain off for oki (until Blitz becomes a factor lmao)
I don't think it's simply because Chipp players want to do cool stuff. Guilty Gear's mechanics are purposely designed to discourage non-interaction, so playing lame is actually counterintuitive.
funny how i struggle to play faust vs chipp in strive even though he can't TOOLATETOOLATETOOLATETOOLATE me to death there worry not i struggle in the other games too
Chipp needs to perfectly execute 7-10 hit combo strings perfectly without screwing up to kill the Potemkin. Potemkin needs to wait for Chipp to bugger up ONCE in order to kill Chipp. Both are harder than they look and it's not fun for either.
The only opponent i have in fighting game is my brother, i've been playing pot since xrd and he main chipp. Its always starts with me getting slapped and combo'ed till low then ending with either my brother getting a perfect or eat a big counter hit and die . Always a fun time for us lmao
As a Chipp player, the TPs don't do as much hard work in this MU unlike the Shuriken, Alpha B. to answer Slide Head and Beta B. to answer sudden hammerfall glue
That his kinda super wrong heh Strive is the first game where chipp got an actualy real advantage on this match up The reason why it's not actually possible to play lame all the while even in older games is because of tension management. Tension is the main thing that dictate wins or loss at higher level Playing lame and keep away too much makes you lose tension On the other hand, potemkin builds tension continuously by chasing chipp, just by walking forward actually There is always a point where you can't play lame anymore during the round in older games, either because you'll lose tension, or because potemkin has enough tension that you need to respect his ground until he uses it, or sometimes just because of a burst in acpr and xrd the match up is balanced in acpr potemkin is super strong but chipp is even stronger, though clearly harder to master in xrd both character were mostly ok, but chipp's keep away is a bit weaker than acpr due to air backdash being weak and loss of backward teleport, chipp advance well, can decide when to go in, but can't go out as easily as before in strive, the match up is better for chipp but definetly not because of the loss of teleport It's mostly because potemkin is kinda weak ins this version and chipp's neutral is a ton better to make up for the loss of teleport. f.S is a god move against a character with no good low profile, 5K is super strong, 5P is stupidly strong in this match up, DP is very good and can help manage some garuda setup thanks to clashes. I'm not entirely sure what the match up is like in this season, I know pot got a ton of buff and chipp got a bit weaker than a bit better with the latest changes, but I didn't play that much and didn't play any potemkin lol
You can't play the hero if you play lame. You'd be a villain. Besides, if you didn't want the adrenaline rush you probably would've mained something other than a walking tube of nitroglycerin
The joke is that both of them will win every single match. The reality being that it is closer to a 50/50 put the idea is that if Chipp messes up once Potemkin wins otherwise Chipp will win the round.