GG Strive: Chipp Beta Tech Compilation
March 7, 2021
During the most recent Guilty Gear Strive Open Beta, we captured a handful of interesting clips that highlight some pretty cool Chipp Tech. Although Chipp has been mostly reworked from the ground up, it’s looking more and more like he’s going to have some real dirt when the game releases. Beta 2 is right around the corner… hopefully there will be even more nasty stuff. For now, let’s see what we came up with!
Chipp safe-jump setup vs any DP into full punish + wall break. Works vs all DP's but you need to determine which side they will land (some go over your head).#ChippDamage!#GGST #GGST_CH #GuiltyGearStrive pic.twitter.com/6bykRz3pMF
— tragic (@fightelement) February 23, 2021
Chipp damage off CH 6P > 236S. No meter.
Since 236S is "safe" (-4 w/ pushback) you can fish for this all day. I'm about it!
=O#GGST #GGST_CH #GuiltyGearStrive pic.twitter.com/Itegp0Nf8E
— tragic (@fightelement) February 23, 2021
(First 3 combos are for reference)
Final combo uses Quick RC: cancel burst with normal attack. By omitting the burst, there is 1 less hit for DMG scaling. If you can do your combos without the RC Burst, you can get more DMG!
220, 221, 226, 236#GGST #GGST_CH #GuiltyGearStrive pic.twitter.com/zI2KdjLbuJ
— tragic (@fightelement) February 22, 2021
A mid-screen variant of Drift RC Up (88RC) with dash D(Charge) into follow-up. Solid damage but requires a steady hand. Keep experimenting with Drift RCs!#GGST #GGST_CH #GuiltyGearStrive pic.twitter.com/BXZhBF9fda
— tragic (@fightelement) February 22, 2021
Another clip showcasing the power of Drift RC. After the lead-in combo, Chipp can't dash D(Charge) and still get close Slash. With Drift RC Up (88RC) it's easy.#GGST #GGST_CH #GuiltyGearStrive pic.twitter.com/s7SYjEkDxv
— tragic (@fightelement) February 22, 2021
No meter. Catch a 6H CH and it's GG. See if this sparks any ideas. There's more damage to be had!#GGST #GGST_CH #guiltygearstrive pic.twitter.com/eId9TS9HGT
— tragic (@fightelement) February 21, 2021
Using Drift RC (66 RC) to push the opponent back into the corner. Combo requires 2S-2H (will not work with S-2H).#GGST #GGST_CH #guiltygearstrive pic.twitter.com/mJ1s2YT0vS
— tragic (@fightelement) February 21, 2021
Using Drift RC (66RC), Chipp can use his speed to push the opponent closer to the wall. Why bother going airborne when you can stay grounded and do more damage?!
NOTE: Works on heavier characters as well.#GGST #GGST_CH #GuiltyGearStrive @levelupseries pic.twitter.com/SgFKuwlA5y
— tragic (@fightelement) February 21, 2021
Experiment with your Gatling and Special cancel timings. Chipp can keep the opponent at the wall by delaying 236K after S(c)-2H. This also works with point-blank S(c)-S(f)-2H > 236K.#GGST #GGST_CH #guiltygearstrive pic.twitter.com/fPBCvrrNx0
— tragic (@fightelement) February 21, 2021
Don't forget to experiment with Drift RCs. In the first two clips, you can see the difference in the distance Ky travels. Using 88RC causes him to stay closer allowing an easier return to the corner.#GGST #GGST_CH #guiltygearstrive pic.twitter.com/eUMJcp9POA
— tragic (@fightelement) February 21, 2021