Chipp does exactly what you'd expect, really. He's mobile, he's slippery, and he's got every tool you could want. With his strong set of normals, powerful mixup options, two good reversals, and a variety of options at all points in a match, 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 plays an all-rounder game but kicked up to 11, with incredible offensive and defensive potential.
- A quantification of how a character's health bar is reduced when they are hit.
- The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
- Guarded against while crouching
- Guarded against in either the crouching or standing state, but not while airborne
- Guarded against in the standing state
- Guarded against while crouching, standing, or while airborne
- Cannot be guarded against, but only applies to grounded opponents
- Cannot be guarded against
- 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.
- The active frames of an attack refers to the amount of time an attack can hit the opponent.
- The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking.
- 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.
- 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.
- Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.
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.
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.
The Blade which Slays All Under Heaven and Earth
|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 until 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. Can be used as a finisher for combos. 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.
- 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||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 DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.. Can be used as an anti-air because it's air-unblockable. Comes out very quickly making it a good reversal tool, though be careful, it's unsafe on whiff and block.
Higher charge levels cause him to add more reps to it, similar to a Shoryureppa. 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, making it useful to have.
- Technically not invulnerable because there's a tiny hurtbox behind him.
|N/A||N/A||1||N/A||31 total||N/A||N/A||1-26 all|
|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.