GGML/Chipp

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< GGML(Redirected from GGML/Chipp Zanuff)

Overview

Chipp does exactly what you'd expect out of an Arcsys ninja. He's mobile, he's slippery, and he's got every tool you could want. With his amazing movement, powerful mixup options, two good reversals, and specials that give him an option in every situation, Chipp can put on the pressure like no other as well as defend from it better than anyone else. As per usual, Chipp has low health, giving him some trouble with survivability, but this isn't a particularly big problem due to the prevalence of infinites rendering defensive values meaningless for the most part. With his unmatched toolkit, Chipp is a menace in every matchup.
Chipp
GGML Chipp Portrait.png
Defense
60%Raw Value: 6
Jump Startup
4f
Backdash
22f
Meter Gain Mod
40%Raw Value: 4
Charge Time
40f
Forward Walk Speed
160%Raw Value: 1228
Backward Walk Speed
165%Raw Value: 972
Dizzy Resistance
60%Raw Value: 18
Fastest Attack
5PGGML Chipp Zanuff 5P.pngGuardAllStartup3Recovery13Advantage- (3F, whiffs on crouching)
Instant KillGGML Chipp Zanuff IK-1.pngGuardAllStartup3Recovery22AdvantageN/A (3F)
2HGGML Chipp Zanuff 2H.pngGuardAllStartup4Recovery18Advantage- (4F)
f.SGGML Chipp Zanuff fS.pngGuardAllStartup4Recovery13Advantage- (4F)
Beta BladeGGML Chipp Zanuff 623P lvl2.pngGuardMidStartup2Recovery36Advantage- (2F)
Reversals
Beta BladeGGML Chipp Zanuff 623P lvl2.pngGuardMidStartup2Recovery36Advantage- (2F, small hurtbox located far behind Chipp)
Tsuyoshi-shikii Ten'iGGML Chipp Zanuff 236S.pngGuardN/AStartup1Recovery31 totalAdvantageN/A (teleport, no hitbox)

 Chipp plays an all-rounder game but kicked up to 11, with an answer for every possible challenge.

Pros
Cons
  • Insane Mobility: Chipp has 3 jumps, a ridiculously fast run, a teleport, and the long range Alpha Blade which helps him close the gap on opponents while remaining plus when TKed.
  • Insane Offense: Between unreactable high lows, tricky left rights, an instant command throw with great range, plus moves that lead to more mix, and the best regular throw in the game that sets up all of these, Chipp's offense is incredibly hard to deal with and not hard for him to initiate either.
  • Insane Defense: While it's no Volcanic Viper, Beta Blade is a powerful DP with an absurd 2F startup, good "invuln", relatively quick recovery, and the air unblockable attribute. Tsuyoshi-skikii Ten'i is also invincible from frame 1 and teleports Chipp far away from danger, letting him escape pressure almost risk free. Additionally, Sebone-ori is an instant command grab, making his guard cancels especially threatening. He has fast abare buttons too between his IK and f.S.
  • Insane Neutral: Chipp can do just about anything he wants in neutral. His dash can cover the entire screen in the blink of an eye, TK Alpha Blade gets him in close while starting a mixup, Beta Blade is an incredible anti-air, Gamma Blade beats most projectiles, his teleport can neutral skip, and even more. No matter what challenges he faces, Chipp can always get in.
  • Insane: Chipp simply has the most flexible moveset in the game, meaning no matter what state of the game he's in, there's always something he could be doing to counter the opponent. This makes Chipp in theory at least impossible to lose with, but one needs the knowledge of what moves they should be using at a given time.
  • Low Health: Tied with  Kliff for lowest defense in the game, and 2nd lowest dizzy threshold. However, this rarely comes into play outside match-ups with  Justice,  Kliff,  Axl,  Testament, and  Potemkin.

Normals

How to Read Frame Data
Damage
A quantification of how a character's health bar is reduced when they are hit.
Guard
The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
Low
Guarded against while crouching
Mid
Guarded against in either the crouching or standing state, but not while airborne
High
Guarded against in the standing state
All
Guarded against while crouching, standing, or while airborne
Throw
Cannot be guarded against, but only applies to grounded opponents
Unblockable
Cannot be guarded against
Startup
The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
Active
The active frames of an attack refers to the amount of time an attack can hit the opponent.
Recovery
The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.
On-Block
A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
On-Hit
A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
Invuln
Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.

5P

5P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
4 All 3 3 13 none
Incredible fast close range normal. Converts easily and is useful for resets after throw.

5K

5K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 All 5 14 10 none
One of Chipp's longest range normal. It's fast and converts well but its still not that big compared to other characters. Can reach half-screen when used with a dash.

c.S

c.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
8 All 6 6 19 none
Fairly typical close slash, used exclusively as combo filler. Can't be anti-aired with easily.

f.S

f.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11 All 4 12 13 none
Fast and disjointed normal but with incredibly underwhelming range. Can be decent when used with a dash but it still isn't fantastic.

5H

5H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 All 8 4 24 none

Chipp's combo centerpiece. In neutral, this move is a bit larger and more disjointed than his other options, though it's a bit slower and not "big" to the standards of other ML footsie normals. It's Chipp's most important combo piece, with enough hitstun to allow you to link things after 623R > 66. Quick speed compared to many other HS normals lets it connect from any button Chipp has except 6P and 2H.

Unfortunately, it also whiffs on some crouchers, notably  Baldhead, meaning Chipp has to do harder infinites against them, and his "combo game" otherwise is unimpressive. 2H doesn't whiff in situations where 5H would, but that normal launches, so it's not a great combo tool in this game.

Fierce Strike

6P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5x2 All 5 3(6)12 0 none

This isn't a good 6P. Looking at the frame data, it's fast, super active, and has no recovery frames whatsoever, which makes it seem bonkers. Unfortunately, both hits are tiny, the second hit whiffs on a lot of crouchers (and the long active period mostly takes place directly above Chipp's head), and to top it all off there's a gap between the two hits. It doesn't typically see any use in practical gameplay.

Quick combo pieces are usually fulfilled by f.S, and the majority of Chipp's kit is very safe on whiff compared to the rest of the cast, so you should press his other cracked buttons instead.

2P

2P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
3 Low 5 4 6 none
Quick low punch useful for abare and high/low mixups. Easily converts into an infinite.

2K

2K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 Low 6 3 16 none
Alternative low option to 2P, although it's generally inferior. Not as useful as a poke as 5K due to it's smaller range and worse dash cancel.

2S

2S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 All 12 6 13 none
Slightly bigger and more disjointed alternative to f.S but is significantly slower and still smaller than 5K. Generally will go unused.

2H

2H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
15 All 4 7 18 none
Disjointed anti-air move. Could've been useful, but it launches the opponent a short distance on hit, meaning it leads to weak pressure and can only combo into Beta Blade. Still usable since it can be CCed for continued pressure but there are better options.

j.P

j.P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 Overhead 3 5 11 none

Ridiculously fast aerial with deceivingly good vertical reach. Works as an instant overhead on the entire cast, even Baldhead. Thanks to every normal being jump cancelable on block, it's very easy for Chipp to set this up with a varying amount of lows. On hit or block it can be canceled into j.236P (Air Alpha Blade) to either combo or continue pressure with another j.P. It can also be comboed into j.623P (Air Beta Blade) but this is unsafe on block and is less favorable on hit.

For uses besides mixups, it's a mediocre air to air.

Gatling Options: j.P, j.K, j.S, j.H

j.K

j.K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 Overhead 5 15 6 none

Two hitting air kick. Since air games don't exist in GGML for the most part, the move isn't too useful in this game outside of Dust combo filler. Can still be used for air to air.

Gatling Options: j.P, j.S, j.H

j.S

j.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 Overhead 8 2(2)6 9 none

Two hitting sword slash. Hits twice and can very easily crossup, making it a good jump in and air to air.

Gatling Options: j.H

j.H

j.H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9x3 Overhead 1 23 13 none

Can be used for jump-ins like in later games, or used for tall-character specific infinites. The first active hitbox is above Chipp, but comes out on frame 1, and then the hitbox follows the motion of chipp's body from back to front.

Gatling Options: none

j.2K

j.2K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
4 Overhead 3 Until Landing 0 none

Funky little dive kick that is most notably used for going infinite against Pot and Justice without the need for CC. Reaches the ground very quickly when used later in a jump arc, making it very useful for changing air momentum. Can be used immediately after jumps to create strange jump arcs and pressure sequences.

Gatling Options: j.P, j.K

Universal Mechanics

Dust Attack

S+H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11 Overhead 18 3 10 All-But-Foot 27~30

A premium standing overhead. One of the few dusts which hits overhead, and a fast one at that. The range is limited and it hits high, so you may have trouble connecting on small opponents. Can be combined with Chipp's dash to do a halfscreen overhead.

Dust is extra useful with Chipp not only because it's a fast overhead, but since it can setup the Homing Jump Bug, allowing Chipp to chase after the opponent and continue pressure even after the Dust combo is finished.

  • Randomly "invuln" for 4 frames at the end of the recovery animation
  • It's not really invuln. See the 2nd hitbox image.

Throw

6H or 4H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
20 Throw 1 1 0 N/A +12 none
Best throw in the game. Chipp recovers years before the opponent even if they tech.. This gives you more than enough time to do either a 5P or c.S. You can then cancel into 623P as a "combo" (it's air unblockable so while it won't combo there's nothing the opponent can do to stop it) or gatling into another normal to force the opponent to land, leading to a high/low/throw mixup. If you do this be careful of characters with air specials who can guard cancel.

Dash Attack

6[6]
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13 All 23 until contact 14
Chipp's Dash attack. Chipp moves across the screen so fast that normally you won't get it by the time you reach the opponent, and dash normals are generally better, but it's not bad.

Instant Kill

The Blade which Slays All Under Heaven and Earth

P+K > 236X
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
FATAL All 3 4 22 N/A N/A Above Knees
One of the best instant kills. Has an even better low profile than normal but accordingly the hitbox is low to the ground, meaning it's less good (albeit still good) as an anti-air and whiff punish. It's tied for the fastest IK and recovers even quicker than most.

Specials

Alpha Blade

236P or j.236P
Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Alpha Blade 18 All 6 Until Reaches Enemy/Wall 15 none
Aerial Alpha Blade 18 All 6 Until Reaches Enemy/Wall N/A none

Chipp preforms a quick elbow before rocketing himself forward in a burst of blue flame, only stopping when he hits the enemy or the end of the screen. Very good for closing the gap between you and your enemy and is incredibly useful to catch your enemy while they're charging up, however it's easy to see coming from far away and is unsafe on block. Comes out near immediately as well. Goes even faster if used with the Dash Cancel Bug (2366).

The move stops either when he reaches the wall or touches the opponent's collision box. On the air version, when he touches the collision box the move immediately ends with no recovery, allowing him to go into any air option afterwards. This lets him get more pressure and mixups. The ground version will have recovery but it's still safe unless guard canceled against. TK Alpha Blade is essentially a way to be plus on block from anywhere.

On hit, Alpha Blade launches the opponent up and in Chipp's face while he's incredibly plus. This means he's usually guaranteed a followup Beta Blade, giving him solid damage off launch starters. Also used to start his stun juggle infinites.

  • Full screen. It can hit the enemy even if you're both at the very ends of the stage.
  • Does not cross up normally, but will sometimes go to the other side of the opponent when on P2 side.

Beta Blade

623P or j.623P
Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Beta Blade 16,14 Mid 2 24 16 -9 Near Full 1~6; Head 7~25
Beta Blade Level 2 17,21 Mid 2 23 36 Near Full
Beta Blade Level 3 17,12,11,10,9,8 Mid 2 10(11)17 19 Near Full

Chipp's classic DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.. One of the best reversal & guard cancel tools in the game, managing to be extremely enticing even when contesting against an invulnerable teleportGGML Chipp Zanuff 236S.pngGuardN/AStartup1Recovery31 totalAdvantageN/A and an instant command grabGGML Chipp Zanuff 632146K.pngGuardN/AStartup1RecoveryN/AAdvantageN/A. It's excellent as an anti-air and difficult for anything to contest from any angle due to being air unblockable with its strong hitbox. It's extremely fast with its earliest hitbox coming out at a mere 2F of startup, but most levels are still unsafe on whiff & block, as you'd expect. While the vertical range is great, the horizontal range is rather lacking without dash momentum or charge levels so make sure the opponent is actually close.


At level two, Beta Blade does a bit more damage and travels further, seemingly making it more punishable. At a glance, this doesn't change much, but this unlocks a strong aspect of Beta Blade that's difficult to leverage at level 1: that it recovers in the air with any air option available afterwards. After level two Beta is blocked, Chipp is permitted to continue running offense or block and be safe unless the opponent guard cancels, and this makes many options have a tough time punishing it on whiff at all.

At level three, Beta Blade does an additional uppercut, similar to a Shoryureppa. Between each uppercut is a techable gap, but unlike most moves with gaps in them, the opponent can tech but will instantly get hit by the next rep due to it being air unblockable, meaning it's better to not tech until the final hit. It does very solid damage considering Chipp's lightning fast charge time, and the other improvements make it even more difficult to contest anywhere you could put it. Unfortunately, it doesn't recover in the air like level two does.


  • Technically not invulnerable because there's a tiny hurtbox behind him. However, even if a hitbox reaches it, Beta Blade will still come out due to the same frame hit bug.

Gamma Blade

41236H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
10 Mid 19 until contact 29 none

Actually pretty good projectile that goes fullscreen, although it mainly exists to further oppress Potemkin's already miserable existence; as there isn't much he can do about you chipping him with it and then running away. In other matchups, it's a bit situational. Unlike most projectiles, it has level 2 priority, meaning it can completely ignore most other projectiles in the game, but when Chipp can cover the same distance with a dash normal or Alpha Blade, both of which have higher reward, it's a bit niche.

If it reaches the wall due to the opponent jumping, it bounces back until it reaches about half of the screen. If the opponent blocks it at this point Chipp will be plus. Knocks down on hit which makes it pretty minus up close, if the opponent has extremely quick air normals (IE: Justice, Millia, and Chipp himself) they can likely punish him with a perfect tech.

Tsuyoshi-shikii Ten'i

236S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
N/A N/A 1 N/A 31 total N/A N/A 1-26 all
Chipp's signature teleport. Only has one version that teleports a set distance. This can be used to mixup his movement and catch opponents off guard or guard cancel to escape pressure. The distance traveled increases if dash canceled (2366S), allowing him to teleport behind the opponent from almost fullscreen. This is especially useful against characters that like to hold one position like  Justice or  Baldhead

Tsuyoshi-shikii Meisai

214K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
N/A N/A N/A N/A 19 total N/A N/A none

Chipp will fade in and out from 1%~ to 50%~ opacity for a moderate time after this special. This is applied very quickly and persists after Chipp begins running offense, but his mixups are already fully unreactable, layered, and safe, so this is largely unnecessary.

While in Desperation State, Chipp is significantly more visible due to the red aura all characters emit when under 50% HP. Missing Link's small screen size and frequent screen scrolling or stretching will usually make it easier to estimate where Chipp is as opposed to other camouflage moves in fighting games.

Sebone-ori

632146K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
32 N/A 1 N/A N/A N/A N/A
Command grab. Side switches on hit. Since it's instant in this game it can very easily be ticked into and is hard to avoid, but it leads to no continued pressure so normal throw is generally better. Yet another strong guard cancel option for the opponent to worry about, especially when one takes into account that Beta Blade is air unblockable. This means he effectively can 50/50 the opponent out of their own pressure.

Supers

Banki Messai

236236K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
78 All 9 until contact 0 on whiff, 20 on hit

Chipp runs forwards most of the screen and upon reaching the opponent does a ranbu-esque flurry of attacks. The finishing Beta Blade has a gap that can be teched and isn't air unblockable, but it'll launch the opponent high up so it can't generally be punished outside of characters with a move that reaches the ground quickly, like Chipp himself.

Does decent damage and in a more honest game could be a very useful combo ender, but in the context of this game it's always better to combo into an infinite. It does go very far in a short amount of time so it may catch an opponent moving forward, but the super flash gives away that you're going for it. It lacks any invuln so it'll run straight into any projectiles.

Colors

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