Kazuki Slice Posted December 13, 2014 Posted December 13, 2014 Use this thread to discuss the Chipp Zanuff matchup. If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice. Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage. This post will be updated to collect useful info over time. 'Round Start: ... 'Neutral: ... 'Offense: ... 'Defense: ... 'Punishes: ... 'Combo Notes: ...
BladeOfJustice7 Posted December 14, 2014 Posted December 14, 2014 Ky vs. Chipp I waver on this one from time to time, but most of the time I think Chipp wins out 5.5-4.5 mostly because he's a better version of Ky. The matchup is a role reversal for Ky. Ky will be going for damage even though he is not terribly adept at it, but it's possible because of Chipp's poor health. Chipp will hit Ky a lot, Ky will try to go for a haymaker whenever possible. Start of Round 5S or Greed Sever immediately for a gamble that could let you dictate the round right there. They really hurt Chipp on counterhit and at the start of the round, refute a lot of Chipp's options (although 5S/GS refute different Chipp moves). It's definitely worth a try maybe every other round or so. Neutral Everything hurts Chipp. When in doubt, go for damage instead of oki, especially since it's rather hard for either side to really attack the other without one side leaving an opening. Chipp has a pretty difficult time beating the pattern of jump backwards k, into FRC S SE or air backdash HS. If he tries to teleport, the jump back K will actually hit Chipp out of the teleport backwards, and you can chain that into the standard air combo. This dancing around will also give you time to react to a gamma blade or backdash with an airdash S >HS as needed. On the ground, you will want to be mostly just outside Chipp's 2D range so you can attack with far S or 5HS, or sometimes, greed sever. CH Greed Sever is a great equalizer in this matchup as it will lead into a lot of damage simply because it's Chipp. SEs should be normally used sparingly and mostly with FRC, as Chipp can punish them on reaction with teleport. This unfortunately also includes 5S into SE, which Chipp can punish with alpha blade into damage. Also strings into stun dipper should be used sparingly as Chipp can punish them on reaction with 2D without blocking. Defense If you get caught in a Chipp gatling, just FD and jump away. No need to overthink defense too much; getting thrown doesn't lead to damage against Ky. Chipp does not have many mixup options on the ground, although you do have to pay attention to the 6K mixup if he has tension. Otherwise just run away. A lot of his air mixups are also refuted by jump backwards K, airthrow or 6P. If he air dashes backwards H, then you can lay the hurt with 6P. Against a J.D or J.HS above you, you can go for SVT counterhit, air throw, or chicken block into throw. Any string that he does into air dash HS can be refuted by SiN magic airthrow. As everything hurts against Chipp, being more aggressive on defense is not a terrible thing, although you would rather make it harder for Chipp to attack you in neutral than allow him to have tries on offense. Offense Again, go for damage instead of oki. Chipp has so little health that it is possible to turn the match into a two combo game. Even something silly like something into j.s > j.HS > RTL, land and air combo does remarkable damage to Chipp. It is not really that important to push offense as much as it is to set up situations where you can haymaker him. Overall it's really a game of just hit him really hard when you hit him and not worry too much if he hits you. Don't be afraid to spend meter to tack on damage. Make adjustments where necessary.
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