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This is one of Zato’s scariest and riskiest matchups — whiffing big normals is easily punished here, and summoning Eddie can be risky. Nonetheless, it’s extremely important to get Eddie out in neutral and pressure Chipp with him, forcing uncomfortable approaches or just straight-up pressuring him until he dies.
Drills are ideal for beating Chipp’s ground approaches, while Leap and Oppose excel against his air tools, although they have to be used very well to properly anti-air him.
But yeah, this matchup sucks.