GG Strive: Chipp Early Retail Tech 1.0
June 19, 2021
With retail Guilty Gear Strive finally out, we’ve gone to the lab as well as grinded up a ton of Celestial rank matches. While there are tons of incredible clips and videos out there of Chipp doing wild stuff, our goal was to bring some more practical and reliable tech to the masses. Of course, we will always look for wild stuff too!
UPDATE: Link to Tech 2.0 at the bottom!
Check it out!
Chipp conversions off 236S delay 236S (a very common scenario). Easier against non 3F chars. I used Sol because he's tougher (instead of extra dmg vs Chipp).
He can even convert off trade. BRUH!#GGST_CH #GuiltyGearStrive @HiFightTH pic.twitter.com/6UrsOQfnZS
— tragic (@fightelement) June 19, 2021
Stop letting players get away with murder! Blocked Dust is fully punishable. The tap is way more negative so you can squeeze in extra damage, however, the charge Dust can be converted too!
Same combo with different starter (vs tap or charge).#GGST #GGST_CH #GuiltyGearStrive pic.twitter.com/GCPu9iWCkg
— tragic (@fightelement) June 19, 2021
Hey @tamestorm here's the easiest and most consistent dust combo I use. It may not be the absolute max damage, but it will get you a solid amount while being reliable.
Delay the first jD. Everything else is automatic.#GGST_CH #GuiltyGearStrive pic.twitter.com/IOVGOViRqY
— tragic (@fightelement) June 19, 2021
Hey @SARVETS, if you are just trying to get into super off Tiger Knee 236P, you can do it like this. 5P-5P also works and is even easier due to being 3F. You can get a bit more damage, but this variant is reliable.#GGST_CH #GuiltyGearStrive pic.twitter.com/uona502y9x
— tragic (@fightelement) June 20, 2021
Anti-Chipp Command Grab defense. You can basically always jump and air throw no matter how meaty he does it. Even works against perfectly timed double Command Grabs which only 3F can stop (sometimes).#GGST_CH #GuiltyGearStrive pic.twitter.com/l21S9zP34E
— tragic (@fightelement) June 18, 2021
Chipp YRC bait/punish tech. Jump cancel the cS and hit jK on recovery into RC. Destroyer of people that love to YRC, and it also works midscreen.#GGST_CH #GuiltyGearStrive @HiFightTH pic.twitter.com/BxDVj3qq2d
— tragic (@fightelement) June 17, 2021
High-damage corner combo off CH 236S-236K. Not likely you'll see it in matches against players ready for the overhead, but it's good to know what works. Don't bother on heavier characters.
Reference: 195 on KY. 189 on SOL. 247 on CHIPP.@AntiT_Devil#GGST_CH #GuiltyGearStrive pic.twitter.com/DPfpKIxNdY
— tragic (@fightelement) June 17, 2021
Advanced version of the easy-mode Chipp Command Throw in corner. Requires 66RC and Quick RC Cancel into immediate cS-6H > 236K. If you mess up the quick cancel, you can still go right into the previous combo which is 6H > 236H. Win-Win!#GGST_CH #GuiltyGearStrive pic.twitter.com/hKCzCST9Di
— tragic (@fightelement) June 17, 2021
Ultra-reliable Command Throw combos in corner. They work on every character, every weight, all without changing the sequence or the timing. Keep them in your back pocket for easy/consistent damage!
215 DMG vs CH. 163 DMG vs PO.#GGST_CH #GuiltyGearStrive pic.twitter.com/jfFFKOX762
— tragic (@fightelement) June 17, 2021
Universal Chipp wall break combo off wall jD or jS. Works on all characters except I-NO. Her variant is an easy adjustment for similar damage. There are more complex routes but they only lead to about 5-10 more DMG and are less reliable.#GGST_CH #GuiltyGearStrive pic.twitter.com/5hHG1Zvous
— tragic (@fightelement) June 16, 2021
Chipp c.S > 2369P (Tiger Knee Version) into meterless follow-up for great damage and wall break. Different characters require different follow-ups. Can also work off 5K > 2369P.
Will do even more if Risc gauge is high.#GGST_CH #GuiltyGearStrive pic.twitter.com/UCQKfwGFRY
— tragic (@fightelement) June 15, 2021
Utilizing juggle 2K into 236K side-switch.
1-meter for 200+ dmg and wall break!
First combo is most reliable and can be done from farther away.#GGST_CH #GuiltyGearStrive pic.twitter.com/QX9aIhgxOF
— tragic (@fightelement) June 14, 2021
For Chipp players that need consistent punishes.
Easy 1-meter options. 1st / 3rd combo work on all. 2nd (stylish) only works in certain circumstances.
Stick with #1 and #3 for match play.
vs Sol: 256 (#1), 267 (#3)#GGST_CH #GuiltyGearStrive pic.twitter.com/E0rlrbky6S
— tragic (@fightelement) June 13, 2021
Consistent Chipp corner throw options. 6D (forward) version works on every character. 4D (back) variant works on all chars except Gio, May, Millia and inconsistent on Anji, Ino. Use 22DRC, 44, air 236K on them instead.#GGST_CH #GuiltyGearStrive pic.twitter.com/6WiXUhHm0k
— tragic (@fightelement) June 12, 2021
Easy character-specific conversion off corner 236P crossup (Ky, May, Faust, Millia, Zato, Gio, Anji, Ino). Delay 236S after 2H to hit off the wall bounce. Extra DMG if 236K bounces instead of wall splats.#GGST_CH #GuiltyGearStrive pic.twitter.com/B2zAEWXtoQ
— tragic (@fightelement) June 9, 2021
: TECH 2.0 LINK :