GGST/Chipp Zanuff

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Overview

Overview

Chipp Zanuff is the ultimate speed demon. He has phenomenal running speed and good air mobility thanks to his triple jump. His special moves provide strong movement and pressure to keep his opponent guessing. He even possesses the unique ability to run up walls.

Chipp has many fast attacks and strong pressure tools. f.S is fast, has good range, and safe special cancels. 5K can gatling into itself for strong stagger pressure, and 6K is a safe overhead. j.2K is a divekick that has great synergy with Chipp’s triple jump. Resshou is a RekkaA series of special attacks that are only available after the first one is performed. that can lead to highly delayable follow-ups, forcing a scary guessing game on his opponent. Safe tools like these can condition opponents to block, opening them up for riskier mix-ups. Some choices are Genrou Zan, a long-ranged command grab, and Alpha Blade, a grounded Cross-upAttacking your opponent after changing which horizontal side you are on, usually by jumping over them.. After scoring a knockdown, Chipp gets powerful Okizeme in the form of safe jumps, cross-ups and high/low mix-ups. Rotating through these options gives Chipp an unparalleled offense.

On the flip side, Chipp’s defense value is the weakest in the game. Mistakes are so detrimental that trading hits back and forth is not an option. He is provided some potent defensive options in his quick 5P, 2K, and his DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., but durability is still no strength of his. Chipp has the mobility and tools needed to out-maneuver his opponent and avoid unnecessary risks.

If you want to overwhelm opponents with unrivaled speed and plethora of relentless pressure tools, then look no further than Chipp Zanuff.

Chipp Zanuff
GGST Chipp Zanuff Portrait.png
Damage Received Mod
×1.27
Guts Rating
4
Weight
Normal
Prejump
4F
Backdash
20/1~5 strike invuln/1~19 airborne
Unique Movement Options
Triple Jump, Wall Run
Fastest Attack
5P (3F)
Reversals
(j.)623S (9F)

Chipp Zanuff (チップ=ザナフ), classified as a High Speed type, is an incredibly fast ninja who launches attacks in the blink of an eye.

Pros Cons
  • Fight like a Tiger: Chipp has outstanding pressure thanks to his fast normals, command grabGGST Chipp Zanuff 63214S.pngGuard:
    Throw
    Startup:
    27
    Recovery:
    15
    Advantage:
    N/A
    , cross-upGGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuard:
    All
    Startup:
    29
    Recovery:
    19
    Advantage:
    -4
    , grounded overheadGGST Chipp Zanuff 6K.pngGuard:
    High
    Startup:
    20
    Recovery:
    9
    Advantage:
    -2
    , and dive kickGGST Chipp Zanuff j.2K.pngGuard:
    High
    Startup:
    16
    Recovery:
    Advantage:
    . Cycling through all these can make Chipp's offense feel unstoppable.
  • Don't Blink: Chipp has the fastest dash speed in the roster, letting him punish mistakes from almost any distance. Combined with his triple jump, Chipp's approach can be terrifying and unpredictable.
  • Wallrun: Unique wall runGGST Chipp Zanuff Wall Run.pngGuard:
    Startup:
    Recovery:
    Advantage:
    lets Chipp interact with Strive's wall mechanic like no other character. Damaging combos, avoiding wall breaks, and tricky mix-ups are all possible.
  • Defense: Excellent AbareAn attack during the opponent's pressure, intended to interrupt it. and a DPGGST Chipp Zanuff Beta Blade.pngGuard:
    All
    Startup:
    9
    Recovery:
    23
    Advantage:
    -27
    make Chipp extremely hard to lock down. He can escape pressure in places where many other characters can't.
  • Meter Monster: With great ways to both build and spend meter, Chipp can take advantage of Roman Cancels and positive bonus in unique ways to smother his opponent.
  • 'til You Die: Having the lowest health in the game and the highest R.I.S.C. multiplier means even basic strings can be dangerous for Chipp. Trading is almost never in his favor.
  • Inconsistent Damage: Dealing lower than average damage means it takes extra hits for Chipp to close out a round.
  • Risky Offense: Chipp struggles to set up situations where his opponent must respect his offense. He must often rely on the variety of his tools, rather than their individual strength.
  • Extended Hurtboxes: Chipp's large hurtboxes and risky counterpoking tools can lead to him getting hit in unexpected ways.
  • Weak to Burst: Chipp's main combo tools can force him into the corner when burst is used, causing a huge momentum swing in his opponent's favor. His low damage also means that his opponents rebuild their burst quickly.

Normal Moves

StartupThe 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. frames
ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists seperately from the character was spawned. Usually something like to a FireballA projectile which usually travels slowly across the screen in a horizontal path above the ground. Spawn.
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20 All 3 2 10 -2
Total: 14

A lightning fast jab and one of the fastest normals in the game (tied with Sol's 5KGGST Sol Badguy 5K.pngGuard:
All
Startup:
3
Recovery:
25
Advantage:
-16
).

This button is best used as a fast anti-air or a quick punish to interrupt an opponent's strings, but can also be used for tight pickups in some combos. 5P whiffs on most crouching characters but many can be jailed"When you are forced to block an attack that you can normally avoid by crouching..." source: glossary.infil.net into it from a jump-in.


Gatling Options: 5P, 2P, 6P, 6K, 6H

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
24 All 6 5 8 -3
Total: 18

Excellent close-range button and Chipp's safest poking tool.

Very fast 5K with decent range, while also being jump and dash cancellable. It is slower than his 5P but can't be crouched making it easier to use. It also has better range than 2K, making it useful as a punish. Good for pressure as it chains into itself and has multiple overhead/low gatling options. Dash cancelling 5K is somewhat situational since Chipp can easily run back in after the move recovers instead.

  • Jump and dash cancellable.
  • Unique Gatling into itself.


Gatling Options: 6P, 5K, 2K, 6K, 6H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
38 All 7 6 10 +1
Total: 22

Chipp's strongest pressure button and a versatile combo tool.

Excellent proration and wide gatling options leads to some of Chipp's best setups and combos. It is +1 on block while being jump and dash cancelable making Chipp's advantage even scarier. Dash cancelling c.S is somewhat situational since Chipp can easily run back in after the move recovers instead.

  • Jump and Dash Cancelable on Hit or Block.
  • Can be up to +5 when meaty


Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 9 2 20 -8
Total: 30

Chipp's strongest poking and whiff punish tool

Chipp's f.S is extremely fast, has excellent range, and combos easily into Resshou from range or 5H/2H up close. This move shines when combined with Chipp's dash, enabling near full-screen punishes. Whiffing f.S can be dangerous though, since it extends Chipp's hurtbox quite far and has a longer recovery than some other f.S buttons. It is also notably weak to low pokes and low profile moves and will whiff over them or be counter hit.


Gatling Options: 5H, 2H

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
42 All 11 7 16 -4
Total: 33

Chipp's main counter-poking tool and only disjointed button (other than 6P)

Less range and slightly slower than f.S but safer. Unfortunately, it has large knockback, which can make it difficult to convert into damage or use in extended combos. 5H > 236S is a good poke to use against opponents with greater range than Chipp. 5H causes a long tumbling animation on air-hit which enables high damage corner combos and setups.

  • Disjointed hitbox near Chipp's hands
  • Surprisingly safe

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Uncharged 40 High 20 5 24 -15
Charged 50 High 28 5 24 -10
Total: 48
Total: 56
Uncharged Dust

Universal overhead attack. Chipp summons Dodomezaki the sea otter in front of him for his dust attack. The otter is NOT disjointed from Chipp. Can be used as a gatling from 5K/2K/c.S for a mixup and RC'd for further combo extensions.

Chipp's 5D shares many of its most important properties with his other overhead (6K) but with significantly more risk. Although it has unique strengths, it can be hard to justify 5D's use over 6K as a mixup option.

  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float
  • Causes 80% proration on-hit

Charged Dust

A slower and more reactable version of Chipp's universal overhead attack with huge reward on-hit. When use mid-combo it will launch the opponent high in the air making it possible to burst bait. 5[D] also finds use in some of Chipp's optimal combo routes.

5[D] granting a meterless combo on-hit makes it a risky but useful alternative to 6K for mixups.

  • Data in [] represents values when fully charged.
  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
    • Homing jump combos can sometimes increase meter balance enough to activate positive bonus.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input TensionThe amount of Tension gained when the move is input.
(Usually only applicable to Special moves)
Uncharged 80% 2 Mid 0 1125 3000 700 (900) 60%
Charged 100% 4 Mid KD 1875 1500 0 (200) 60%

Uncharged:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F)
  • Wall damage in ( ) refers to if opponent is touching the wall.
  • Has no additional combo delay on initial hit, unlike other overheads (usually adding +5 on initial hit).
  • Telegraphing orange glow appears Frame 4, and reaches full brightness on Frame 5.


Charged:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • Wall damage in ( ) refers to if opponent is touching the wall.
  • Wall Damage when hit raw is increased to 700 (900).
  • Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
  • Telegraphing orange glow appears Frame 4, and reaches full brightness on Frame 5.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
18 All 5 2 10 -2
Total: 16

A situational pressure and abare tool.

Chipp's 2P may be slower than his 5P, but it does not whiff on crouchers making it much easier to use in pressure. It also hits high enough to stuff attacks that might go over his 2K, making it useful for defense in some match ups. 2P also finds use in Chipp's Tick ThrowA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. setups.


Gatling Options: 5P, 2P, 6P, 6K, 6H

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
18 Low 5 4 8 -2
Total: 16

Chipp's primary low option for opening up the opponent.

A fast but stubby low which plays a key role in Chipp's neutral/pressure game. This move is extremely threatening when combined with Chipp's dash speed, enabling whiff punishes from surprisingly far. On successful hit, Chipp can gatling into his 2D for okizeme or link into c.S for a full combo on counterhit. As the recovery is very low, it can be used to set up tick throws or linked into other normals for a pressure reset on block. 2K's low recovery also makes it useful for salvaging combos on opponents who are very close to the ground.


Gatling Options: 6P, 6K, 6H, 5D, 2D

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 All 10 4 17 -7
Total: 30

A crouching poke that does not hit low but covers the ground in front of Chipp.

2S is useful against low-hitting moves that might otherwise cause f.S to whiff. 2S also has a unique whiff cancel into 2H, making it extremely scary to challenge and excellent for catching backdash. As a combo tool, 2S will pop-up an airborne opponent making is useful for juggles/pickups. Despite its role as a juggle tool, it suffers from a short hitbox can which cause it to whiff in unexpected places.

  • Advances Chipp forward slightly

Gatling Options: 5H, 2H

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 All 12 9 24 -14
Total: 44

Important punish tool but can also function as a High risk, high reward anti-air.

Extremely useful in neutral/pressure as a whiff-cancel from 2S, especially to catch backdash. Used in nearly all of Chipp's BnB combos to launch the opponent. In the corner counter hits can be confirmed into meterless Wall Run Combos for some of Chipp's best damage. Since 2H is slow and not disjointed it can be quite risky to use as an anti-air option, but it can be useful for calling out certain moves.

  • Advances Chipp forward slightly

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Low 10 2 19 -7
Total: 30

Fast, long range sweep option that can low profile some attacks when spaced.

Generally good to use against low profile moves that would cause f.S to whiff. However, it is still possible that 2D will trade or lose out to those moves occasionally due to the tall hurtbox near Chipp's body. It is a very useful as a whiff punish option as well. On counterhit, it combos into 2S for high-damaging combos at certain ranges.

All around excellent button for starting okizeme, since it provides hard knockdown on grounded opponents.

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 All 9 5 25 -16 1~2F Upper Body
3~13F Above Knee
Total: 38

Universal Upper-Body Invulnerable Anti-AirA grounded attack that hits the opponent out of the air and grounded counter-poke.

A low reward button that is best used against deep hitting jump-ins that would cause Chipp's other buttons to lose. 6P's upper-body invulnerability also makes it useful for counter-poking attacks in neutral, especially large pokes like Ramlethal's f.SGGST Ramlethal Valentine fS.pngGuard:
All
Startup:
11
Recovery:
21
Advantage:
-10 [-13]
. The recovery is on the longer side so Chipp must be careful to avoid whiffing it. In combos 6P will not launch a grounded opponent making it useful for many of Chipp's mix setups.

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 High 20 5 9 -2
Total: 33

Chipp's main overhead.

Chipp's grounded overhead option that is extremely fast, and cancellable from most of his normals. Chipp is airborne (and thus cannot be thrown) for the entire attack except the landing recovery. This will typically be used to harass an opponent mid blockstring. Normally 6K has low reward, but when timed MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. Chipp can link 2K or 5P for a combo. Can also be RC'd for further, damaging combo extensions and setups near the corner.

  • Chipp becomes airborne on frame 6
  • Raised hurtbox can low crush certain moves
  • Relatively safe on block, +1 on hit

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 All 17 6 18 -5
Total: 40

High damage CH starter, and excellent combo filler due to its ground bounce.

Most useful as a frame trap and punish tool due to its long startup, but 6H can also be used as a counter-poke for some extended normals. This button has a decent vertical hitbox which can be used to catch jump out attempts from surprisingly far.

On normal-hit 6H forces the opponent to crouch, but it will cause a ground bounce on air-hit. Causes a big ground bounce on air/ground counter-hit leading to some of Chipp's flashiest and most damaging combos.

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16 High 5 4 8
Total: 16

Chipp's fastest air button and a good short range air-to-air

This move is exceptionally strong while rising, leading to a full combo on hit. j.P can also be used as a fast, overhead option during mixups. During highly scaled combos, self-chaining j.P can help carry an opponent to the wall and guarantee a wall splat.

  • Can gatling repeatedly into itself on hit or block.


Gatling Options: j.P, j.2K

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16×2 High 6 2(3)2 8
Total: 20

Long range air-to-air option and important combo tool.

Chipp performs a horizontal kick that hits twice. The first hit pops the opponent up enabling combo extensions, and the second hit knocks the opponent away even if the first hit whiffed. Many of Chipp's combos rely on hitting the first kick while cancelling or whiffing the second.

  • Jump and air-dash cancellable.


Gatling Options: j.2K, j.D

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 High 9 4 18
Total: 30

Chipp's main crossup tool.

Chipp spins like a top hitting both sides making this his best crossup tool. Chipp extends his hurtbox further behind him than one would expect, causing some attacks seemingly hit him from behind. On both air and grounded counterhits, Chipp can continue the combo with c.S or 2S.

  • Jump and air-dash cancellable.


Gatling Options: j.H, j.D

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22×2 High 9 3×4 17
Total: 37

Chipp's primary jump-in move.

Chipp does a slow flip that hits under himself twice. j.H can be scary to challenge due to the multiple hits and gatling options. The movement of j.H's active hitbox can create ambiguous cross ups where Chipp appears to hit his opponent from the "wrong" side.

When connected high enough, Chipp can follow up with a gatling/special cancel or if he hits deep enough string into 2K/c.S/2S. Has a "sour spot" height where Chipp can't easily cancel and can be thrown after landing if he tries to string into a button on block.


  • Front hitbox hits on frame 11 and back hitbox on frame 9.
  • Jump and air-dash cancellable.
  • Can cross-up

Gatling Options: j.D

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
44 High 8 4 22
Total: 33

A fast jump-in attack and excellent punish tool thanks to its horizontal range.

Outside of punishes, j.D is often used as a gatling option to achieve multiple overheads during pressure or to end air combos. In combos it will always knock down the opponent at an angle giving Chipp more advantage the lower it is used. j.D is exceptionally strong for securing wall splats due to its launch angle and high wall damage. Can lead to some unfavorable RPSRock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. situations if blocked higher up so this move should not be used recklessly. Combos into 2K at lower heights but can also combo c.S/2S on counterhit or if it hits very deep.

  • Jump and air-dash cancellable.
  • Can be up to +10 on block at lowest possible height

j.2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
14 x n High 16
Total: 15

Multi-hitting divekick that hits at a steep angle.

A strong air approach option and an incredible tool for air stalling and punishing whiffed anti-air attempts. Each hit of the dive is an overhead and is also plus on block if the last hit connects. On block Chipp can be thrown if he tries to pressure with buttons like 2K. If this move crosses up the spacing can make Chipp safe to throw attempts. Combos directly into 2K on hit.

Easy to counter-hit and has a long whiff recovery so do not use this move carelessly

  • Each hit is special cancellable like any other normal.
  • +1-3 frames of advantage on block depending when the last hit connects

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20×2, 30 Ground Throw 2 3 38
Total: 42

Chipp Grabs his opponent and teleports several times while juggling them around the screen. The animation rapidly repositions Chipp allowing him to RC for unique combo opportunities. Upon completion, the throw leaves Chipp at full screen but he can easily run back in and meaty his opponent.

  • Can throw the opponent either forward or backwards.
  • Can RRC during each of the three hits or PRC between them.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input TensionThe amount of Tension gained when the move is input.
(Usually only applicable to Special moves)
50% HKD +50 2500 1000
  • Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • R.I.S.C. Loss: 1000
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.* Proration: Forced 75%
    • Combo Decay on hit: 15.

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
70 Air Throw 2 3 Until L+10
Total: 14

A standard air throw. Chipp grabs his opponent and stabs them before both return to the ground. In the corner Chipp is left in range to connect 2K OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input TensionThe amount of Tension gained when the move is input.
(Usually only applicable to Special moves)
50% HKD 2500 1000
  • Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • R.I.S.C. Loss: 1000
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.* Proration: Forced 75%
    • Combo Decay on hit: 15.

Special Moves

Alpha Blade Horizontal

236P (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236P 38 All 29 3 19 -4
j.236P 38 All 29 3 33
Total: 50
Total: 64
Alpha Blade Horizontal

Also known as "P Alpha" by the community.

Chipp vanishes before appearing on the ground a fixed distance away. This move can be used for a quick cross-up or for combos, particularly with meter. On-hit Alpha Blade Horizontal will cause a soft knock down giving Chipp variable advantage depending on spacing. When spaced or used in the corner, Chipp may have enough advantage to link 5P. A max range OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." will leave Chipp extremely plus. Since this move repositions Chipp quickly it can be used to safely bait some reversals.

In the corner Chipp can cancel Alpha Blade Horizontal into a wall run for combo extensions and mix-ups by holding forward (6) or P during the animation.

  • Cannot be Red Roman Cancelled

Air Alpha Blade Horizontal

Chipp vanishes before appearing in the air a fixed distance away. This move can be used for a quick cross-up or to reset an opponent at the end of a combo. Since it can be used with a Tiger KneeAn input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. input (2369P) Chipp can use this move close to the ground allowing for meterless combos in the corner or when spaced.

In the corner Chipp can cancel Air Alpha Blade Horizontal into a wall run for combo extensions and mix-ups by holding forward (6) or P during the animation.

  • There is no minimum height on the move, allowing it to be tiger knee'd (2369P)
  • Recovers after landing
  • Cannot be Red Roman Cancelled

Alpha Blade Diagonal

236K (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236K 36 All 27 3 17 -2
j.236K 35 All 32~47 3 21 -6
Total: 46
Total: 55
Alpha Blade Diagonal

Also known as "K Alpha" by the community.

Chipp vanishes before appearing in the air a fixed distance away, with air options available. This move can be used for a quick cross up or for extensions into air combos (often from 2H). Chipp is left in the air with his air options available to him making it very useful for combos, movement, and setups. Since this move repositions Chipp quickly it can be used to safely bait reversals in most situations.

If used near the corner, Chipp will automatically perform a second hit by bouncing off the wall to keep his opponent cornered. Chipp is left with air options available for combos or pressure. There is a "sour spot" distance near the corner where the second hit will not activate causing Chipp to corner himself.

Chipp can also cancel the move into a wall run by holding forward (6) or K during the animation leaving him high up on the wall.

  • Cannot be Red Roman Cancelled.

Air Alpha Blade Diagonal

Chipp vanishes before appearing again on the ground. This move can be used for cross ups after a jump-in or catch an opponent off guard from the air. This move cannot hit same-side and has a long recovery so it must be positioned carefully to avoid whiffing. On successful hit Chipp will recover in time to extend the combo with a move like c.S.

If used near the corner, Chipp will automatically perform a second hit by bouncing off the wall to keep his opponent cornered. The corner version has the unfortunate habit of whiffing one or both hits so Chipp should route his combos carefully to avoid drops.

Chipp cannot cancel this move into a wall run like the grounded version but he can hold forward (6) to only perform a single hit and steal the corner (holding K will not work).

  • Can steal the corner by holding forward (6) during the animation
  • Travels downwards causing a ground bounce
  • Cannot be Red Roman Cancelled.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input TensionThe amount of Tension gained when the move is input.
(Usually only applicable to Special moves)
236K 80% 1 Very Small KD 500 2000 700 60% 12% 150
j.236K 80% 1 Very Small KD 500 2000 700 100% 12% 150

236K:

  • Horizontal Activation Range: 300 (From hit's position). Only applies to first hit. Functionally prevents hitting unless crossing up, except in the corner.
  • Centre positioned +50 units horizontally and +150 units vertically from Chipp's position 10F before startup, and does not move for the duration of the attack.


j.236K:

  • Horizontal Activation Range: 300 (From hit's position). Only applies to first hit. Functionally prevents hitting unless crossing up, except in the corner..
  • Chipp visually disappears on frame 7 and reappears upon landing
  • Collision is removed on frame 9 until the fourth frame spent on the ground
  • Chipp hangs in the air for 20F before moving diagonally downwards at a fixed speed
  • Centre positioned -250 units horizontally from Chipp's position 10F before startup, and does not move for the duration of the attack.

Beta Blade

623S (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
623S 30, 26 All 9 20 23 -27 1~10 Strike
j.623S 30, 26 All 9 20 Until L+8 1~10 Strike
Total: 51
Total: 36

Chipp's only invincible reversal

A fast and active rising slash that hits twice. The first hit is very close range and will have trouble connecting with opponents who are further out. The second hit only has upper-body invincibility, which makes it likely to trade against jump-ins. Mainly used as a reversal to escape an opponents pressure but can also be used as a committal anti-air option or a combo tool.

In combos the awkward gap in between each hit can cause opponents to drop out when it is used as an ender. As a starter, combining Beta Blade with RC can lead to some useful setups/mix but the initial proration hurts Chipp's already low damage making it a situational use of meter. TKAn input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. Beta Blade can act as an optimal but impractical combo filler when connected at a sweet-spot height for meterless follow ups.

If this whiffs, Chipp may die. If it is blocked on the ground, Chipp may die. Having meter for Roman Cancel can help make it safe.

  • Can't be Roman Canceled when whiffed

Gamma Blade

236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 25 7 Total 42 +9
Total: 24

Sends a clone forward that will attack the opponent leaving Chipp plus. Damage dealt to the clone is also dealt to Chipp making this a strong but risky pressure reset tool. It is best used when Chipp's opponent is conditioned and unwilling to counter-attack. Chipp and the projectile can be struck at the same time leading to DOUBLE damage on Chipp so extra caution is required when an opponent has meter.

Weak combo starter/filler due to forced proration, high wall damage, and the awkward launch animation. Cannot be converted midscreen without meter but can give a small meterless combo in the corner.

When combined with a Roman Cancel the clone becomes an independent projectile and Chipp can move freely. Gamma Blade can also be used as a reversal-safe okizeme option.

  • 80% forced proration on-hit
  • Launches opponent on-hit
  • Deals very high wall damage

Resshou

236S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 All 13 5 16 -4
Total: 33

Safe poke and pressure tool with large cancel window for delayed follow ups.

Start of Chipp's RekkaA series of special attacks that are only available after the first one is performed. with follow ups available on hit, block, and whiff. A safe poke option to condition and pressure your opponent or as a long-range punish versus moves with long recovery. This may be delayed to get different timings and throw off the opponent. Combos into 2S and Senshuu on counterhit.

Rokusai

Resshou > 236S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 Low 8 2 21 -6
Total: 30

A fast advancing kick that hits low.

Useful for frame trapping an opponent when they try to mash or when they're trying to jump out. Chipp can combo directly into his overhead Senshuu on crouching hit or counter hit. Best used with meter to convert normal hits and to help stay safe on block.

  • Does not launch or knock down a grounded opponent
  • Large cancel window for delayed follow ups
  • Negative on-hit (-3) so be wary when continuing pressure.
  • Normally safe due to push-back but can be punished by many characters

Senshuu

Resshou > 236K Rokusai > 236K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 High 20 6 20 -9
Total: 45

Flip kick that hits overhead and the end of Chipp's RekkaA series of special attacks that are only available after the first one is performed..

Senshuu makes Chipp airborne and raises his hurtbox, allowing him to defeat some low-pokes. Although it leads to a soft knockdown on-hit, Chipp can confirm for a full combo on counter-hit. There is a small gap (4~5 frames) where the opponent can interrupt with 4 frame jabs, 6P, or use a reversal before the kick hits. It is fairly unsafe on-block and leaves Chipp vulnerable to a punish. This move is best used against a conditioned opponent unless Chipp has meter to Roman Cancel.

Genrou Zan

63214S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20,20,67 Throw 27 11 15 N/A
Total: 52

Also known as "Leaf Throw" by the community.

Chipp vanishes and leaps forward a short distance to grab his opponent. This move is extremely active and has a raised hurtbox making it great for defeating low-pokes, backdashes, and throws. Chipp is not invincible during the startup, and can be hit out of the animation with a jab (even on opponent's wakeup, due to throw invulnerability). Has a long startup making it easy to react to but the recovery is quite short for a command grab. It may be extremely difficult for some opponents to punish a whiffed grab especially if they jump to avoid it. Genrou Zan can defeat DP and throw attempts making is a useful option for okizeme. It is also a useful mixup option from fast RCs, or in the middle of blockstrings, where it is least expected.

Genoru Zan can be PRC'd at any point in the animation and the last hit can be Red RC'd allowing for combo extensions.

  • Excellent for catching back dash
  • Raised hurtbox lets Chipp defeat many low-pokes
  • Airborne on frame 14
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input TensionThe amount of Tension gained when the move is input.
(Usually only applicable to Special moves)
50% HKD 2500 1000 100
  • Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • R.I.S.C. Loss: 1000
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.* Proration: Forced 75%
    • Combo Decay on hit: 15.

Shuriken

j.214P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
10 All 22 Until Hit Total ??
Total: 21

An air projectile that covers a decent angle for harassing an opponent. The shuriken itself has a large hurtbox allowing the opponent to hit it and nullify it. Chipp can Tiger KneeAn input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. shuriken (2147P) from the ground and while airborne to recover in the air and preserve his air options. This allows Chipp to avoid his long recovery and potentially use up to 3 shurikens before landing again. Shuriken mostly has niche uses for situations like interrupting Leo's Brynhildr stanceBack-turn stance or securing a chip kill.

This move is best used sparingly, as it presents no real threat on hit or block while leaving Chipp extremely vulnerable. All risk and no reward.

  • Freezes Chipp midair during the throw.
  • Preserves air momentum
  • Counterhit recovery state.

Wall Run

Hold 6 while dashing to a wall's edge

Chipp's defining move in Guilty Gear Strive

Chipp dashes up along the wall, gaining access to special versions of his grounded normals. Chipp can carry his opponent up along the wall with his wall run moves for some of his most damaging combos. Wall Run is primarily used to extend combos after a counterhit 2H or after an up-drift Red RC (88RRC) at the corner.

Wall Run can be cancelled at any point, allowing Chipp to apply pressure/mixups or extend combos. Wall Run cancels are especially strong immediately after Alpha Blade, allowing Chipp to re-position quickly during his offense.

  • Can be performed by holding the dash macro, forward (6), or P/K during Alpha Blade (236[P] / j.236[P] / 236[K])
  • During Wall Run, Chipp is able to perform special versions of his ground normals
  • Chipp will automatically Wall Run cancel his Wall Run moves on-hit
  • Press {4} or {2} to perform Escape and leap off the wall.
  • The jump arc for {4} sends Chipp away from the wall and {2} sends Chipp down along the wall

Wall Run Moves

Special moves that are only available during Chipp's Wall Run. These moves are visually similar to Chipp's grounded normals but have unique properties separate from their grounded counterparts.

w.P

P during Wall Run

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
31 9 3 31
Total: 42

Situational attack that is outclassed by other Wall Run moves

A slow strike with long recovery that juggles the opponent somewhat far from Chipp. This move has similar launch properties to w.H but with less horizontal travel. The unique launch can be used for some setups but since it has low damage and long recovery its use is limited.

  • Shares an animation with 6P

w.K

K during Wall Run

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 6 5 15
Total: 25

w.S

S during Wall Run

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45 6 2 18
Total: 25

w.SS

S > S during Wall Run

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 7 2 23
Total: 31

w.H

H during Wall Run

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 10 7 21
Total: 37

w.6H

6H during Wall Run

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
72 17 6 21
Total: 43

Max damage combo filler and wall break option.

A large slash that hits far behind Chipp's head allowing him to pull the opponent back toward the wall and extend a combo with a bounce or to cause a wall splat. Deals very high damage making it useful for Chipp's optimal wall run combos. Chipp can use the wall bounce to perform a high damage combo extension or to end his wall run and use j.236K to carry the opponent back to the ground.

  • Shares an animation with 6H
  • Causes a wall bounce at high wall health

Overdrives

Zansei Rouga

632146H (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
632146H 10×4, 135 All 20+1 6~22 Full
j.632146H 10×4, 135 All 13+1 4~15 Full
Total: 20
Total: 13

Chipp dashes upwards diagonally and goes back and forth across the screen. If he hits the opponent, they'll be juggled around the air before Chipp slams them back to the ground with a hard knock down. Chipp will land close to the opponent with enough advantage to apply pressure or mix ups. Can be used for combos, to call out slower moves on reaction, or as a full screen whiff punish.

Zansei Rouga has a higher minimum damage than Banki Messai, but the inability to wall break often makes this difference quite small.

  • Cannot break the wall and does not stage transition
  • Resets the opponent to mid-screen with a hard knockdown
  • Can be Purple RC'd at any point for combo extensions.

Banki Messai

236236P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
15×5, 9×3, 30 All 6+1 -20 3~6 Full
Total: 6

Chipp's wall break overdrive

Chipp enters a quick animation before dashing across the screen. If the move connects with the opponent, Chipp will summon his clones (and Dodomezaki the sea otter) to pummel his opponent. Primarily used as a combo ender near the corner, but the unorthodox superflash also allows Chipp to punish fireball moves in VERY specific situations.

Banki Messai has the unfortunate tendency to scale extremely poorly so this move should not be relied upon for its damage. However, the ability to wall break makes it very useful for securing okizeme/positive bonus. Can be reliably activated from a kara-cancel making it good for converting stray hits.

  • Covers about 3/4 of the screen.
  • Invincible from frame 3 onward, but becomes vulnerable again after the superflash
  • Launches and hard knockdown on completion, wallbreaks near the corner.
  • Can be Red Roman Cancelled either during the first few hits or after the last.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input TensionThe amount of Tension gained when the move is input.
(Usually only applicable to Special moves)
100% Very Small HKD 400×4 1000×4 0 80% 25%
  • Superflash has variable length depending on distance to opponent (35~40f)
  • Chipp dashes forward during the superflash
  • Fully invulnerable until the end of the superflash
  • +50 KDA
  • Only does 5 hits on block
  • Horizontal Activation Range: 500
  • Vertical Activation Range: 350
  • The attack is performed by multiple entities (i.e. projectiles), the attack therefore does not behave as a single multi-hit attack:
    • Hits by each entity will be scaled by previous hits, even if they are seemingly simultaneously.
    • Each entity applies R.I.S.C. Loss seperately. All R.I.S.C. Loss after the first hit count for 0, but still apply 25% R.I.S.C. reduction if the R.I.S.C. Level is above 0.
    • Raw hit only deals the maximum damage from at least 1333 R.I.S.C. (approx. 10.4% gauge).

Colors

GGST Chipp Zanuff color 1.png
GGST Chipp Zanuff color 2.png
GGST Chipp Zanuff color 3.png
GGST Chipp Zanuff color 4.png
GGST Chipp Zanuff color 5.png
GGST Chipp Zanuff color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Chipp Zanuff color 7.png
GGST Chipp Zanuff color 8.png
GGST Chipp Zanuff color 9.png
GGST Chipp Zanuff color 10.png
GGST Chipp Zanuff color 11.png
GGST Chipp Zanuff color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 121Ultimate Edition exclusive
1Ultimate Edition exclusive


Navigation

To edit frame data, edit values in GGST/Chipp Zanuff/Data.
Systems Pages