This is a running collection of all Twitter Tech we post. Stay tuned for the hottest stuff!
YOOOO!
What's higher than SSS-RANK!?
3 WALL RUNS. 2 DIFF WALLS. 1 RC.
Been looking for 2x wall in corner for a few days and @f10wery got it. I combined it with @broodsalot carry and finished with far wall 6H for 3x wall runs!@HiFightTH @summit812 @gou4th_fab #GGST #GGST_CH pic.twitter.com/j8Y5iBjQeP
— tragic (@fightelement) June 27, 2021
AYY! SSS-RANK Combo!
Using guaranteed Counter from RISC to convert into Max difficulty variant of @broodsalot combo. Wall sequence is mad tricky.
If I get this on you in ranked, it's gettin' clipped. BET!@HiFightTH @summit812 @gou4th_fab #GGST_CH #GuiltyGearStrive pic.twitter.com/rj7JfORUW7
— tragic (@fightelement) June 27, 2021
YOOO!
Wall to Wall. NO METER. 274 DMG vs May.
This combo legit took about 2+ hours to figure out and then finally execute. Once I got it, I could repeat it about 1/5 tries. Pretty stylish. Let's go!
May work on heavier chars. TBD!!!#GGST #GGST_CH @HiFightTH @summit812 pic.twitter.com/JHWVIPFmAv
— tragic (@fightelement) July 19, 2021
A SEQUEL BETTER THAN THE ORIGINAL!?
Chipp running on BOTH walls in one combo without using ANY meter. You joking?! I AIN'T.
THIS IS REAL NINJA SH!T.
LET'S… F**KNG… GO!#GGST #GGST_CH @HiFightTH @summit812 pic.twitter.com/a43nq63HjV
— tragic (@fightelement) July 19, 2021
NO METER Wall to Wall Heavy Variant! This sequence builds 50% Meter so you can always finish with 236236K if you want the hard knockdown! NICE!
Surprisingly not very hard!#GGST #GGST_CH @HiFightTH @summit812 pic.twitter.com/4Qqb1BIXwH
— tragic (@fightelement) July 21, 2021
Mission Complete!
Sorry @nycfurby but I had to do it one time. Took like 3 tries to finally get the break. LOL. Can definitely be done in a match for MAX style!
Your defense is getting too good. Once you have combos, it's gonna be a wrap.#GGST_CH #GuiltyGearStrive @HiFightTH pic.twitter.com/HXPR9MFJMG
— tragic (@fightelement) June 28, 2021
Chipp IMPOSSIBLE combo!
This shouldn't work! The 236K actually hits once BEFORE wall grab which allows combo to continue. WTF!? Can only be done at a VERY specific range. Looks like a glitch, LOL. More to come!
Tech found by Dreikoo on YT.#GGST #GGST_CH @summit812 @HiFightTH pic.twitter.com/aujA6STEWN
— tragic (@fightelement) July 9, 2021
Chipp IMPOSSIBLE combo off Command Grab!
As we experiment more, we will find more reliable applications of this hit/wall tech. Certain setups will have perfect spacing and then it just comes down execution.
Very interesting!@y_taka0109 @summit812 @HiFightTH #GGST_CH pic.twitter.com/lv04N4Mphg
— tragic (@fightelement) July 9, 2021
スペシャル・カワウソ・フィニッシュ!!!
Dodomezaki wanted to contribute to a combo so Chipp called him in for the finish to this ridiculous coast to coast sequence. Otter power!!!
LET'S GO! MORE POWER!#GGST_CH #Dodomezaki @HiFightTH @jav1ts @ArcSystemWorksU @ShinKensou pic.twitter.com/P4Eo3tnlJX
— tragic (@fightelement) June 29, 2021
DODOMEZAKI!!!
We've seen 3x Otter Combo… how about SIX?! This punish combo includes 4 Full Charge Dusts, 2 regular Dusts, and a quick RC cancel!!!
60% of this combo is Dodomezaki!!!#GGST #GGST_CH @HiFightTH pic.twitter.com/N0fmNpb79W
— tragic (@fightelement) July 20, 2021
TRIPLE CHARGE OTTER COMBO!
Dodomezaki wanted to appear in more combos so he took matters into his own hands! This time he shows up 3x, all 3 are full charge DUST!
Stylish Otter Technique!#GGST #GGST_CH #DODOMEZAKI@HiFightTH @gou4th_fab pic.twitter.com/OYKaDc0HpW
— tragic (@fightelement) July 12, 2021
Chipp Reset Concepts 1.0
Using jD slam delay air 236P, Chipp can crossup as enemy comes out of tumble. Too far, the opponent can block. Too close, true crossup but no follow-up.
Find the sweet spot. LOL.
Lightest = easiest follow-up.#GGST_CH @HiFightTH @summit812 @SARVETS pic.twitter.com/5t45iDHltQ
— tragic (@fightelement) June 30, 2021
Max range mid-screen CH 5H confirms. Since Chipp's 5H has no hurtbox on the front half, it's very likely you can score a counter hit from a distance. Knowing how to convert is key! Most are pretty easy, too!#GGST #GGST_CH pic.twitter.com/FNAZASjOT1
— tragic (@fightelement) July 6, 2021
Common scenario!
Using the Counter carry-over on 236S after CH 2D, pickup is possible into a full combo without meter!
Also, starting with at least 10% meter guarantees you can SUPER (236236K) on wall splat! Hard Knockdown!
… 2K-6H > 236S (wall) works on all chars!#GGST_CH pic.twitter.com/TzhcKDwm8Q
— tragic (@fightelement) July 2, 2021
Oh, thought you could only throw 1 Shuriken in the air and then had to land to get actions back? Nah!
If the Shuriken is thrown during the initial upwards momentum of a jump, Chipp gains all his air actions back after recovery. =O
TECH TIME!!!#GGST_CH @HiFightTH @SARVETS pic.twitter.com/pfMgGtkm49
— tragic (@fightelement) June 27, 2021
Chipp's 5P (3F, -2 OB) can hit some chars crouching during blockstun only, and some chars always. Most chars can always crouch, even in blockstun.
NOTE: This isn't a pseudo-infinite blockstring. It's just showing something you might not know.#GGST #GGST_CH pic.twitter.com/X5UIh3qo87
— tragic (@fightelement) July 19, 2021
Interesting Chipp double loop combo that reminds me of older Guilty Gears. The damage pretty good!@SARVETS has an interesting option with wall detach S, double jump S, falling S. Looks cool. I'll look into some options from that as well!#GGST_CH #GuiltyGearStrive pic.twitter.com/eR0RinbVue
— tragic (@fightelement) July 1, 2021
Most people know about safe jump after SUPER. However, SUPER after 5K-5K-2D (very common) is much smarter than doing a standard wall combo. Only a few DMG diff and you get the hard KD.
With 50-55 meter start and slight combo delays, you can combo to super/RC again.#GGST_CH pic.twitter.com/wl8k5sACYe
— tragic (@fightelement) July 1, 2021
During BRC slowdown, if hits are too close together, they become a true guard string. This means your Alpha Blade cross-up will not work! Keep this in mind so you don't waste your tension!
#1-3: CPU set to walk back (recording)
#4-6: CPU set to DP+S on guard#GGST_CH pic.twitter.com/T6QHLECyLy— tragic (@fightelement) July 13, 2021
Chipp Punish Series #001: I-No SUPER
When doing 2H > 236K, delay 236K slightly for follow-up. 6H is risky because if you are too close it whiffs. If you FD the start-up you should be fine! The j.S options aren't too hard!
Many other variants. Hope this sparks ideas!#GGST_CH pic.twitter.com/KWbqXsjRJP
— tragic (@fightelement) July 2, 2021
Chipp Punish Series #002: Potemkin 214P
Potemkin players often 214P out of stagger pressure which can be devastating. A single CH can deal 1/5th of Chipp's life (and RC combos kill!). Knowing how to deal with it is incredibly important.
Hope this gives you ideas!#GGST_CH pic.twitter.com/JVkbnHXc0s
— tragic (@fightelement) July 3, 2021
Chipp Punish Series #003: Axl 214S
Axl's Rainwater can be quite annoying. However, if you get off the ground, he can't hit you.
Some punishes require quick reaction or a read, while others (such as IAD j.K) can easily be done on reaction.
Hope this gives you ideas!#GGST_CH pic.twitter.com/zp1NSpFLBK
— tragic (@fightelement) July 4, 2021
Chipp Punish Series #004: Sol 214K
Generally, 6P is ideal as you can react the slowest. Higher DMG options available w/ riskier methods. Air Throw / DASH under are easier when close. Jump ATK easier from far.
NOTE: Point Blank 214K whiffs behind 6P in corner.#GGST_CH pic.twitter.com/l38Sg9aJb3
— tragic (@fightelement) July 8, 2021
Chipp Punish Series #005: Ky 214S
Ky's Dire Eclat is often used as an ender but it's actually not safe. 236236K is an easy punish, but tapping into 6BRC can lead to more opportunities. If you can IB, Ky will be close enough for a full punish!#GGST_CH pic.twitter.com/0OZzM0ix9o
— tragic (@fightelement) July 10, 2021
Chipp Punish Series #006: Giovanna 214S
Gio's Sol Poente switches sides and is plus on block. Chipp's 5P is a solid option, while c.S is risky mid-screen (HIGH DMG) but more reliable in corner. Air version is hard to AA but doesn't hit crouch unless done low.#GGST_CH pic.twitter.com/XTENKkVpYC
— tragic (@fightelement) July 12, 2021
Chipp Punish Series #007: Anji 214S
When thrown out raw, Anji's Kou can be easily punished if you stay alert. Ranges can change follow-ups (especially far) but this should give you ideas!
FD done to show immediate block point.#GGST_CH pic.twitter.com/rioFHxlVcj
— tragic (@fightelement) July 13, 2021
Chipp Punish Series #008: Faust 41236K
Faust's Thrust (Scalpel) often follows 6H (overhead). Even if 6H hits you can counter with 6P. Chipp has useful follow-ups at all distances so it's good to know what works.
NOTE: At close range, you can't jump out!#GGST_CH pic.twitter.com/0pTBS9HUPj
— tragic (@fightelement) July 15, 2021
I was testing punishes on Ky's Dire Eclat (214S) and came across this gem. Completely unnecessary and way more difficulty than every other option he has, but it's possible due to Chipp's fast run speed and his 3f 5P.
More to come on Dire Eclat punishes!#GGST_CH pic.twitter.com/LwlWUuQTAW
— tragic (@fightelement) July 8, 2021
Anti-May tech. After S-Totsugeki, May is -5 on BL, -2 on HIT. Even on HIT, you can act first!
2S covers most options, but on hit, timing is strict to beat May 5K.
2S-2H is NICE!
Not an end-all solution, just something to spark ideas!
KNOW YOUR RIGHTS!#GGST_CH @HiFightTH pic.twitter.com/DM0EoCB4AJ
— tragic (@fightelement) June 28, 2021
This is an important element to fighting Chipp. If he goes for a wall combo, DO NOT BURST early. Wait until 2nd wall hit before BURST so he ends up in the corner. BURST too early lets him off the hook.
RT a Chipp hater. Spread the word.#GGST_CH #GuiltyGearStrive @HiFightTH pic.twitter.com/fPig9Ab5Va
— tragic (@fightelement) June 26, 2021
How to beat Chipp j.2K with back to wall for every character. If the jump is higher, or he's more above you, new options open up. Know your character.
Note: I don't have combos for every character. That's for you to figure out. You can do it!#GGST #GGST_CH @HiFightTH pic.twitter.com/qByBFOPIuL
— tragic (@fightelement) July 3, 2021
Extra-hard Anti-Scalpel punish. Getting 6RC cancel isn't really that hard, but having them high enough for 2S to connect is tricky.
CH 6P > 236K > 6RC~j.S (RC CANCEL) …
Anti-Scalpel Punish series coming soon with variants for all ranges (including max distance)!#GGST_CH pic.twitter.com/LkoxAqOhhO
— tragic (@fightelement) July 15, 2021
"YOU COME AT THE KING… YOU BEST NOT MISS."
While most Rams probably won't OTG 214H this unless it's to kill, it's good to know just in case the slam doesn't actually finish you. Payback!
Like Omar said, DON'T MISS.
BRC tech first seen @do_208_ <3#GGST #GGST_CH @HiFightTH pic.twitter.com/xyEvjykNbm
— tragic (@fightelement) July 15, 2021
ERROR 404.
Combining multiple elements to erase Chipp from existence. Pressure to get RISC up, delay 2S-2H for the CH with 236S whiff. Convert to 236[K] wall run, w.S, w.S, w.H, w.6H, SUPER.
That's OK. I didn't want to play anyway.#GGST #GGST_CH @HiFightTH @summit812 pic.twitter.com/gyIXBZg049
— tragic (@fightelement) June 26, 2021
Cross-up protection. If opponent changes sides, either guard is valid for a few frames. Once that duration has elapsed, all cross-ups are fair game.
Others (like @GrimFlash3) have already pointed this out. I wanted to see how it worked with Chipp.#GGST #GGST_CH @HiFightTH pic.twitter.com/YGjel2lArd
— tragic (@fightelement) June 26, 2021
More "B-SHIFT" concepts. Exploring options versus Nago. Hard read will deal more damage, but B-SHIFT will cover both standard follow-ups!
Use the tag #GGST_BSHIFT to show off your best B-SHIFT tech. I need more of this in my life!#GGST #GGST_CH #GGST_NA @HiFightTH pic.twitter.com/qdndJGHEGO
— tragic (@fightelement) June 26, 2021
More applications of "B-SHIFT". After watching @SARVETS clip using the bunny hop technique against poorly-spaced Stun Dipper, I applied the dash variants (4-DASH~BRC and jump instant 6-DASH~BRC).
Punishes are about to get ruthless.@HiFightTH @gou4th_fab #GGST #GGST_CH #BSHIFT pic.twitter.com/SWSiNlIoQL
— tragic (@fightelement) June 25, 2021
BRC can create punishes that normally don't exist. I used this example because the timing is so ridiculously precise yet still a true punish. I don't recommend this specific example in-game, but instead, use the concept to create your own punishes!#GGST #GGST_CH @HiFightTH pic.twitter.com/79NyxAOCem
— tragic (@fightelement) June 25, 2021
Using Chipp stand H to punish Leo DP no matter which side he lands. Allows for you to confirm before committing to a follow-up.
Also, first combo utilizes sustained counter state which carries over to second hit, allowing for overhead to combo.#GGST_CH #GuiltyGearStrive pic.twitter.com/niHUtvzJj6
— tragic (@fightelement) June 25, 2021
Multiple ways to beat Chipp Gamma. Hitting Clone = hitting Chipp (unless far). This allows many different conversions. BRC can act immediately on recovery (includes block). BRC early becomes a YRC. Win/Win.
I'm going to regret posting this!#GGST_CH @HiFightTH @gou4th_fab pic.twitter.com/Zx57RYtZIy
— tragic (@fightelement) June 24, 2021
Updated wall variant using 2xH. It's trickier than standard 4xS combo but way easier than current max dmg version that uses 4x6H. Delay second H to make follow-up 6H hit late. This version does only 7 DMG less than MAX.
Original for comparison.#GGST_CH #GuiltyGearStrive pic.twitter.com/OqcsWtv2gJ
— tragic (@fightelement) June 24, 2021
This is the RAW! The throw DRIFT RC cancel into OTG is GODLIKE! I added the dash c.S-6H, but I recommend Samitto's version which is 2S-2H into whatever you want. RIDICULOUS.
Original throw combo at end for comparison.#GGST_CH #GuiltyGearStrive @HiFightTH pic.twitter.com/ZhXV38Biux
— tragic (@fightelement) June 24, 2021
I present the most budget-looking setup ever. 2K, airdash, delay S. At first, it doesn't even look like it should work. However, Sol can't K, DP, Back Dash, or Super. He has to Jump/Airthrow (which you can tech), delay ATK, or just Block. Budget is the best!#GGST_CH @HiFightTH pic.twitter.com/IGke9zhMFK
— tragic (@fightelement) June 24, 2021
I like the style of this punish combo since you can wait to confirm the CH 6H before spending meter. You can do a little more damage using Super but this looks cool, which is why you should do it!#GGST_CH #GuiltyGearStrive pic.twitter.com/CyMoOjyZmT
— tragic (@fightelement) June 23, 2021
Expanding on @Noponis original combo idea. So far I maxed it out at 293 on I-NO. With full RISC it will do 446 damage (more than 100%). Will test on other characters!
Chipp is the President. Chipp is God.#GGST_CH @HiFightTH @jav1ts #GuiltyGearStrive pic.twitter.com/VTZssBej7K
— tragic (@fightelement) June 23, 2021
If you get hit by this, uninstall. Also, if I hit anyone with this in a real match, I'm uninstalling too.
1-Meter Burst Punish using BRC time slow.
More damage than cS-2H>236K, 66BRC, j.S, land, Wall Run, w.Sx4, w.6H.#GGST_CH #GuiltyGearStrive @HiFightTH @gou4th_fab pic.twitter.com/gxQFY4DYPr
— tragic (@fightelement) June 22, 2021
More BRC tricks from Chipps Back Dash. With Dash Button you can quick cancel. 4DASH, DASH~BRC. jP for overhead or 2K for low. Dash in after.
Last option hits behind and the BRC time slow allows a follow-up. If back dash goes too far, can be blocked.#GGST_CH @HiFightTH pic.twitter.com/jdunN5xW6s
— tragic (@fightelement) June 22, 2021
Anti-Ram variant of BRC after throw. Besides the BRC usually freezing the opponent (adding to their mental stack) it's also safe from her fastest super!
You can also air-throw a jump attempt.#GGST_CH #GuiltyGearStrive @HiFightTH pic.twitter.com/vIppH160fL
— tragic (@fightelement) June 21, 2021
Chipp 4-way mixup after throw using BRC slow. Requires precision input for earliest backdash BRC cancel to remain close for all options. If too slow, 6K won't hit crouch, or jump frames, and can be DP'ed.
Boosting @rottomen's original idea!#GGST_CH #GuiltyGearStrive @HiFightTH pic.twitter.com/EUAsVDU3jB
— tragic (@fightelement) June 21, 2021
Chipp often round starts with f.S so opponents use 6P to counter. Testing anti-6P measures, I found Chipp can both preemptively and reactively take any character to corner if they attempt a 6P start!
Worst case, you get their burst.
Best? POSITIVE!#GGST #GGST_CH @HiFightTH pic.twitter.com/Fz8VkfXhqH
— tragic (@fightelement) July 17, 2021
Chipp's backdash is considered airborne when BRC is used which allows him to do an automatic Tiger Knee 236P at low altitude. This can be done after the time slow or as a BRC cancel (directly into it). Both can be converted into a wall break!#GGST_CH #GuiltyGearStrive pic.twitter.com/ffy6GSfQXV
— tragic (@fightelement) June 21, 2021
Typically 236P (Alpha Blade) has to be airborne to launch opponent for a no-METER pick-up. However, if the opponent is airborne (usually backdash), Chipp can pick them up without spending meter and still convert!
Ram/I-No can convert with 2K-6H…#GGST #GGST_CH pic.twitter.com/KSV18WiJLT
— tragic (@fightelement) July 18, 2021
Chipp's 6P will beat Sol fS assuming you can make the read (which can be sometimes risky). Meter options are much better since you can always bring them to the wall for a break.#GGST_CH #GuiltyGearStrive pic.twitter.com/foD4MHCZjp
— tragic (@fightelement) June 21, 2021
On startup, 5H can't be hit on the front half of Chipp's arms so it can challenge/threaten at medium and far ranges with easy conversions. While it won't win you every game (and can be punished on recovery), it's a great tool to keep in your back pocket!#GGST #GGST_CH pic.twitter.com/xUAvk8eL1T
— tragic (@fightelement) July 15, 2021
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
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
Say WORD I won't try this in a real match.
We know about Giganter hitting Zansei Rouga on return, but did you know you can demolish their will to keep playing with an absolutely unnecessary and completely inefficient punish?
THOUGHT SO!
(NOTE: Just Throw)#GGST_CH @HiFightTH pic.twitter.com/bHxtM84JA8
— tragic (@fightelement) July 3, 2021