I am also a Celestial player Chipp but have struggled to work the rope into my combo and pressure game. I've worked the combos out in training but I never think to do them in a match, so this video helps me visualize the situations where it's useful. I have at least been enjoying the wallrun damage buffs. The Senshuu at 4:23 for example is a death sentence for players without burst. Just 88RRC and then wallrun c.S>5H>5H>6H>c.S>6H>6H would have also killed even without the meter for super.
yooo I think I kinda remembered about that one later. We used to be able to do it before the Season 4 update too, right? Anyway, I did end up landing it on a Ram in the corner. I was stunned when the combo did about 90% damage and killed her LOL, was not expecting it!
came from rashid guide wtf did they do to chip he looks so sick now. but ty for the awesome vids please keep up the good work i know everyone apprecaites them :) hope you have a good day aswell!
oooh interesting! I can definitely see a common interest between Rashid mains and Chipp mains. Yeah, they did make great changes to the Chipp. The tightrope is a game changer, tbh, and I love it! And thanks for the good words, have a lovely day!
When you command grab, you can RRC after the explosion to extend the combo. You can even do a small rope combo too. I usually use it for a wall break at a corner.
True. I also do that wall combo, it does really good damage! It's just that sometimes, when I know it's not gonna finish the rest of their healthbar, then I prefer to keep them in the corner and go for a mixup instead, which is more likely to either bait a burst or finish the round.
I’m a floor 7 chipp, not gonna lie I think I need help with mixups and not dropping combos I’m decent in keeping block pressure but opening people up is a big issue for me. If I could get any tips/help would be greatly appreciated
Dropping combos happens when you don't have muscle memory yet. Just do the combo a thousand times in training until you're not even thinking about the inputs anymore. Chipp's mixup is insane but his most accessible is his high-low mixup and 2K>2D is pretty realiable. Aside from the rope tech shown on this video, Senshuu (overhead rekka) is useful and can be used to cancel the rekka startup for instant advancing overhead, catching people off-guard (watch out for 6P). 6K is an often underutilized tool as well, and many people just don't react to it. Conditioning and awareness are really important for knowing which moves you can try against someone and avoiding moves they will react to. Senshuu and 6K can both be RRC''d for your choice of wallbreak or vortex mixup (my favorite is 88RRC to start a wallrun combo). 6K can also combo into 2K>2D>236S>236S>236KP without RC for an easy Banki Messai kara cancel wallbreak.
high risk, high reward! But plenty of opponents are recklessly doing air normals, so with a good read, it becomes less risky. Of course, you can play Chipp safely at all times if that's how you choose to play him. Personally, I love taking risks in fighting games, so I may go for it a little more than I should 😁
Great guide as always, can you pls make one as well explaing his left right mixups with jS off of the rope after 2k 2d. Sometimes i can't tell where im gonna land.
Thanks! That is precisely the nature of a true 50-50. If even the one doing it doesn't know what side it's gonna land on, then it's more truly random then if they are able to control it. That being said, thanks for the suggestion. I could potentially make a short explaining it, cause otherwise I'm not sure what a longer vid would look like. Do you have any specific format in mind?
@@HyperDogeGaming yes pls id like to see a guide on it, maybe the usual format with just text overlaying the screen with notations? i think having control over which side u land is also good cos you can control whether to push them into the wall or not. But thanks and appreciate it if ever you get around to making it!
I am also a Celestial player Chipp but have struggled to work the rope into my combo and pressure game. I've worked the combos out in training but I never think to do them in a match, so this video helps me visualize the situations where it's useful. I have at least been enjoying the wallrun damage buffs. The Senshuu at 4:23 for example is a death sentence for players without burst. Just 88RRC and then wallrun c.S>5H>5H>6H>c.S>6H>6H would have also killed even without the meter for super.
yooo I think I kinda remembered about that one later. We used to be able to do it before the Season 4 update too, right? Anyway, I did end up landing it on a Ram in the corner. I was stunned when the combo did about 90% damage and killed her LOL, was not expecting it!
came from rashid guide wtf did they do to chip he looks so sick now. but ty for the awesome vids please keep up the good work i know everyone apprecaites them :) hope you have a good day aswell!
oooh interesting! I can definitely see a common interest between Rashid mains and Chipp mains. Yeah, they did make great changes to the Chipp. The tightrope is a game changer, tbh, and I love it! And thanks for the good words, have a lovely day!
When you command grab, you can RRC after the explosion to extend the combo. You can even do a small rope combo too. I usually use it for a wall break at a corner.
True. I also do that wall combo, it does really good damage! It's just that sometimes, when I know it's not gonna finish the rest of their healthbar, then I prefer to keep them in the corner and go for a mixup instead, which is more likely to either bait a burst or finish the round.
Cool now do it in a ma-
hahaha! Exactly XD
I’m a floor 7 chipp, not gonna lie I think I need help with mixups and not dropping combos I’m decent in keeping block pressure but opening people up is a big issue for me. If I could get any tips/help would be greatly appreciated
I was actually thinking about offering coaching sessions as I really enjoy teaching. I'll try and figure something out.
Dropping combos happens when you don't have muscle memory yet. Just do the combo a thousand times in training until you're not even thinking about the inputs anymore. Chipp's mixup is insane but his most accessible is his high-low mixup and 2K>2D is pretty realiable. Aside from the rope tech shown on this video, Senshuu (overhead rekka) is useful and can be used to cancel the rekka startup for instant advancing overhead, catching people off-guard (watch out for 6P). 6K is an often underutilized tool as well, and many people just don't react to it. Conditioning and awareness are really important for knowing which moves you can try against someone and avoiding moves they will react to. Senshuu and 6K can both be RRC''d for your choice of wallbreak or vortex mixup (my favorite is 88RRC to start a wallrun combo). 6K can also combo into 2K>2D>236S>236S>236KP without RC for an easy Banki Messai kara cancel wallbreak.
how risky is CH 6h though
high risk, high reward! But plenty of opponents are recklessly doing air normals, so with a good read, it becomes less risky. Of course, you can play Chipp safely at all times if that's how you choose to play him. Personally, I love taking risks in fighting games, so I may go for it a little more than I should 😁
Great guide as always, can you pls make one as well explaing his left right mixups with jS off of the rope after 2k 2d. Sometimes i can't tell where im gonna land.
Thanks! That is precisely the nature of a true 50-50. If even the one doing it doesn't know what side it's gonna land on, then it's more truly random then if they are able to control it. That being said, thanks for the suggestion. I could potentially make a short explaining it, cause otherwise I'm not sure what a longer vid would look like. Do you have any specific format in mind?
@@HyperDogeGaming yes pls id like to see a guide on it, maybe the usual format with just text overlaying the screen with notations? i think having control over which side u land is also good cos you can control whether to push them into the wall or not. But thanks and appreciate it if ever you get around to making it!