GGSlash/Chipp Zanuff/Frame Data

From Dustloop Wiki

System Data

Defense Modifier: x 1.30

Guts Rating: 4

Stun Resistance: 50

Jump Startup: 3

Backdash Time: 21

Backdash Invincibility: 1-9


Normals

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
5P 6 1.4 - - 1 HLF CSJR 4 2 6 +2
5K 12 1.4 - - 1 HLF CSJR 5 5 8 -3
  • Initial Prorate 85%
c.S 28 2.6 - - 3 HLF SJR 4 1 11 +2
f.S 26 2.6 - - 3 HLF SJR 7 1 19 -6
5H 36 3.8 - - 5 HLF SJR 7 7 12 ±0
  • Initial Prorate 95%
5D 17 2.6 - - 3 HF R 25 4 9 +1
6P 18*2 2.6 - - 3 HLF SJR 9 3(9)5 10 -1
  • 1-11F Above knees inv
6K 20 3.8 - - 3 HA R 19 5 3+3L -1
  • 5F onward airborne
  • Wall bounces opponent on CH (untechable for 56F on ground hit, 24F on air hit)
  • Initial proration 75%
6H 60 3.8 - - 5 HLF SJR 17 6 15 -2
  • Staggers opponent on ground hit (max 35F)
2P 6 1.4 - - 1 HLF CSR 4 2 7 +1
  • Initial Prorate 80%
2K 8 1.4 - - 1 LF CSR 5 4 7 -1
  • Initial Prorate 70%
2S 28 2.6 - - 3 HLF SR 7 4 11 -1
2H 34 2.6 - - 5 HLF SR 7 9 18 -8
  • Floats opponent on air hit
  • Initial Prorate 90%
2D 26 2.6 - - 2 LF SR 9 2 18 -8
  • 5-10F Foot inv
j.P 8 1.4 - - 1 HA CSR 5 4 4 -
j.K 16*2 1.4 - - 1 HA CSJR 5 6,2 8 -
j.S 28 2.6 - - 3 HA SJR 9 10 18 -
j.H 26*2 2.6 - - 3 HA SR 8 6,6 26 -
j.D 40 2.6 - - 3 HA SR 6 8 18+5L -
  • Slams down opponent on hit (untechable for 18F)
  • Ground bounces opponent on CH (untechable for 46F)
Ground Throw 55 - - - - Throw: 36 Pixels - - - - -
  • Knocks down opponent on hit
  • Forced prorate 50%
Air Throw 55 - - - - Throw: 110 Pixels - - - - -
  • Knocks down opponent on hit
  • Forced prorate 50%
DAA 25 2.6 - - 3 All R 11 5 15 -6
  • 1-15 Full inv
  • 16-25 Throw inv
  • Wall bounces opponent on hit (untechable on ground hit for 28F)
  • Initial prorate 50%

Specials

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Alpha Blade
236P
44 1.5/3.6 - - 4 HLF R 18 15 0+32L -
  • 1F onwards airborne
  • 5-17F Low profile
  • 15-32F can pass through opponent
  • Floats opponent on hit (untechable for 29F)
  • Chipp is in crouching and CH state during recovery
Alpha Plus
Alpha Blade~H
38 1.5/6.0 - - 4 HLF R 7 12 18 -7
  • Knocks down opponent on hit
  • Wall bounces opponeont on ground CH (untechable for 60F)
  • Chipp is in crouching state during recovery
Air Alpha Blade
j.236P
40 0.8/3.6 - - 3 All R 16 14 Until L+18 -19
  • Frame adv listed is when done as fastest TK version
  • Fastest TK version has startup 19F
  • Knocks down opponent on ground hit
  • Floats opponent on air hit (untechable for 39F)
  • Chipp is in crouching state during landing recovery
Beta Blade
623S
45 2.0/6.0 - - 3 HLF RF 5 22 16+10L -35
  • 1-12F Strike inv
  • Floats opponent on hit
  • Guaranteed knockdown on CH
Air Beta Blade
j.623S
40 2.0/4.8 - - 5 All R 3 18 Until L+5 -
  • 1-4 Strike inv
  • Floats opponent on hit
  • Guaranteed knockdown on CH
Gamma Blade
41236H
32 2.0/1.2 - - 3 All - 15 9 29 +5
  • Total 52F
  • Freezes opponent in place on hit (Chipp is +27)
  • Unaffected by OTG Proration
  • Attack disappears if Chipp gets hit
Resshou
236S
18 1.3/3.0 - - 3 HLF R 13 5 10 -1
  • Air hit is untechable for 26F
  • Floats opponent on CH (untechable for 56F)
Rokusai
Resshou > 236S
22 1.3/3.0 - - 5 LF R 8 1 25 -7
  • Staggers opponent on CH (max 47F)
Senshuu
Resshou or Rokusai > 236K
30 1.3/4.8 - - 4 HF RF 25 6 10+21L -11
  • 15F onward airborne
  • Ground bounces opponent on hit (untechable for 35F)
P Tsuyoshishiki Ten'i
22P
- 0.5 - - - - - - - Total 25 -
  • 9-11F Strike inv
K Tsuyoshishiki Ten'i
22K
- 0.5 - - - - - - - Total 30 -
  • 10-12F Strike inv
S Tsuyoshishiki Ten'i
22S
- 0.5 - - - - - - - Total 31 -
  • 10-15F Strike inv
  • 10-19F Airborne
H Tsuyoshishiki Ten'i
22H
- 0.5 - - - - F - - Total 20 -
  • 10-12F Strike inv
  • 10F onwards airborne
D Tsuyoshishiki Ten'i
22D
- 0.5 - - - - F - - Total 20 -
  • 10-12F Strike inv
  • 10F onwards airborne
Tsuyoshishiki Meisei
214K
- - - - - - - - - Total 29 -
  • Chipp becomes partially transparent for 480F
  • Effect is gone if Chipp is hit or blocks an attack
Genrouzan
41236K
90 3.0/4.8 - - - Unblockable F 30 12 0+10L -
  • 12-13F Strike inv
  • 14F onwards airborne
  • Whiffed grab animation: 51F
  • Initial prorate 50%
Sakuganki
j.2K
16*3 1.4 - - 1 HA R 8 Until L 3L -
  • Hitstop 5F
  • Has a minimum height requirement
  • Can cancel landing recovery with anything but movement
Air Shuriken (Fast)
j.236K
1 1.0/2.6 - - 2 All - 10 - Total 18+3L -
  • Alternates between Fast and Slow versions
  • Next attack version is set on 1F
  • Attack disappears if Chipp gets hit
  • Chipp is not in CH state during move
Air Shuriken (Slow)
j.236K
1 1.0/2.6 - - 1 All - 23 - Total Until L+6 -
  • Alternates between Fast and Slow versions
  • Next attack version is set on 1F
  • Attack disappears if Chipp gets hit
  • Chipp is not in CH state during move

Overdrives

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Banki Mesai
236236K
7*26,30*4 - - - 3*26, 5*4 HLF R 7+0~ - 10L -51
  • If Chipp fails to make contact with the opponent, the total length of the move is 27F
  • 27th hit is untechable for 28F
  • 28th-30th hits are untechable for 60F
  • 3-10F Strike inv
  • Chipp is in CH state during recovery
Zansei Rouga
632146H
30*5,110 - - - 5 HLF RF 21+4 - 32L -
  • 1-15F Throw inv
  • 16-25F Full inv
  • 26-33F Strike inv
  • 1st-5th hit float opponent for 120F
  • 6th hit only occurs if the 5th hit hits/blocked
  • 6th hit is untechable for 110F on ground hit, 120F on air hit
  • 6th hit has landing recovery 87F

Instant Kill

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Delta End
during IK mode: 236236H
DESTROY - - - - HLF - 59+0 118 43++16L -
  • IK Mode activation: 94F

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, 2S 5H, 2H 5D, 2D Sp
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
5K 6P 5K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K 6P 5K, 2K c.S, f.S, 2S 2H 5D, 2D Jump, Sp
6K - - - - - -
c.S 6P 6K f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H 5D Jump, Sp
2S - - - 5H, 2H 2D Sp
5H - - - - 5D Jump, Sp
2H - 6K - - 5D, 2D Sp
6H - - - - - Jump, Sp
5D - - - - - homing jump
2D - - - - - Sp


Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Sp
j.K j.P j.K j.S j.H j.D Jump, Sp
j.2K - - - - - Sp
j.S - - - j.H - Jump, Sp
j.H - - - - - Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)
Guilty Gear XX Slashe
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc