GGACR/Chipp Zanuff

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overview[edit]
Overview

Chipp Zanuff is Guilty Gear's dedicated pixie character with insane mobility and mixup, but paper-thin defense. His variety of teleports, useful FRCs, and wallcling mixups can dance circles around the opponent, and his slow but invincible command throw, strong DP, unusual projectile, and three jumps give him some very solid tools for a variety of situations.

While he's without a doubt the fastest character in XX, Chipp's execution requirements are very high, as many of his basic conversion combos require microdashes, jump installs, and/or perfect Tiger Knees. His tools are fast and generally great, but his poor defense means that only a couple of mistakes will spell his doom.


"Daijoubu"
Lore:A former biochemical drugs trafficker, Chipp was a youth who struggled to live life on the streets of America. Tsuyoshi offered Chipp into his care, which he gratefully accepted. Tsuyoshi trained Chipp in the art of Ninjutsu basics and they lived peacefully together until an assassin syndicate ordered Tsuyoshi's killing. Chipp now has the new ambition of becoming the President of the Country. For it, he tries convincing the Assassin's Guild to vote for him, only to realize that they can't vote.
Voice:Takeshi Miura
Playstyle
GGACR Chipp Zanuff Icon.png Chipp Zanuff is Guilty Gear's dedicated pixie character with insane mobility and mixup, but paper-thin defense.
Pros Cons
  • Extremely Fast and mobile: Unrivaled movement speed, teleports, transport attacks, and wallcling let Chipp dance around the entire screen.
  • Powerful Mixups: FDC and Wallcling give Chipp multiple oki mixup options, and alpha and teleport(FRC) let him run circles on offense.
  • Excellent buttons: Fast buttons with low recovery and great hitboxes can make Chipp difficult to contest.
  • Strong Punishes: Thanks to Teleport FRC and his aforementioned attacks, Chipp can circumvent and score a punish from nearly everywhere
  • Diverse Toolbox: Chipp has many other strong tools, such as a DP, an oki-centric projectile, the ability to obscure his sprite, and much more.
  • Unforgiving Defense and Execution: Due to his uniquely low defense modifier Chipp will die extremely quickly if the player makes a mistake.
  • No options for cover: Chipp's game is almost entirely physical and can quickly turn against his favor if read or properly countered. This can limit his pressure and approaches.
  • Difficulty Scoring Knockdowns: Chipp's combos which knock down usually require specific conditions such as crouch-hit, close proximity, or limited gatlings.
  • Meter Hungry: Thanks to the tension pulse penalty from FDC, and reliance on FBs or FRCs, Chipp must burn meter for his stronger mixup options or combo routes.
Note: Chipp's combos are fairly demanding in execution, but what Chipp loses from an execution mistake is not the same as most characters. Whereas most characters will have to play neutral again after a combo mistake, Chipp may vary well be KO'd for as little as one major error. This emphasizes his already strict execution demands.
Special Mobility
Chipp hass acess to unique movement options that the rest of the cast does not.
  • Triple Jump
    • Chipp has access to one extra jump (three instead of two).
  • Wall Cling
    • Chipp has the ability to cling to the walls on either side of the stage. This can be done as long as Chipp has any remaining airdashes or air jumps. Any air normal, and Genrouzan-Yo can be cancelled into wall cling.
Guilty Bits Character Intro
GGACR Chipp Zanuff Nameplate.png
GGAC Chipp Portrait.png
Prejump:3f
Weight:Middleweight (1.0x)
Backdash:21f (1~>9f invuln)
Movement Options:Triple Jump, 1 Airdash, Ground Dash (Run)
Guts Rating:4
Defense Modifier:x1.30
Stun Resistance:50
Wakeup Time:59f (Face Up) / 46f (Face Down)
Colors
default P
default K
default S
default H
default D
GGACR Chipp Zanuff normal p.png
GGACR Chipp Zanuff normal k.png
GGACR Chipp Zanuff normal s.png
GGACR Chipp Zanuff normal h.png
GGACR Chipp Zanuff normal d.png
ex P
ex K
ex S
ex H
ex D
GGACR Chipp Zanuff ex p.png
GGACR Chipp Zanuff ex k.png
GGACR Chipp Zanuff ex s.png
GGACR Chipp Zanuff ex h.png
GGACR Chipp Zanuff ex d.png
slash P
slash K
slash S
slash H
slash D
GGACR Chipp Zanuff slash p.png
GGACR Chipp Zanuff slash k.png
GGACR Chipp Zanuff slash s.png
GGACR Chipp Zanuff slash h.png
GGACR Chipp Zanuff slash d.png
reload P
reload K
reload S
reload H
reload D
GGACR Chipp Zanuff reload p.png
GGACR Chipp Zanuff reload k.png
GGACR Chipp Zanuff reload s.png
GGACR Chipp Zanuff reload h.png
GGACR Chipp Zanuff reload d.png

Normals[edit]

[edit]
5P
GGAC Chipp 5P.png
Jab that hits higher than you'd sometimes like
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
6 Mid CSJR 4 2 6 +2

5P is primarily used for microdash conversions (such as 2D > 236S), and sometimes an anti-air or tick throw tool.

  • whiffs crouching
  • Disjointed enough to beat some moves with extended hurtboxes


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

[edit]
5K
GGAC Chipp 5K.png
Pretty good ranged poke
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
12 Mid CSJR 5 5 8 -3

Fast, ranged, self cancelleable poke with a moderately disjointed hitbox

  • Self cancel for extended pressure setups or confirms
  • Very strong for beating out other pokes or resuming pressure


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

[edit]
c.S
GGAC Chipp cS.png
Close, fast, precise.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
28 Mid SJR 4 1 11 +2

Pressure and combo starter/filler. By being +2 on block it is great for for frame traps or dash-in pressure.

  • Chipp's highest damage normal that gatlings to 2D.
  • Used in corner relaunches out of Instant Air Alpha Blade conversions (IAA).

[edit]
f.S
GGAC Chipp fS.png
Very fast for its range
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
26 Mid SJR 6 1 19 -6

Long range poke that is faster than nearly any other normals at this range.

  • The disjointed hitbox makes it a strong counter-poke.
  • Jump cancellable, making for a very safe poke.
  • Lacks strong conversions on its own.

[edit]
5H
GGAC Chipp 5H.png
HOLY ZEN
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
36 Mid SJR 7 7 12 0

5H is frequently used in Chipp's high damage conversions either as a relauncher or as a counter-hit combo starter. Despite its hitbox not being as disjointed as Chipp's other normals, this move can beat a lot of other moves in the game.

  • Converts to Alpha Blade/IAA on crouching hit, with dash momentum, or when very close

[edit]
6P
GGAC Chipp 6P.png
Half of Chipp may as well be invisible
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
18x2 Mid SJR 9 3(9)5 10 -1

Godlike Anti-Air and Counter-poke. Blows right through a good number of buttons.

  • Good range, fast, and upper body invincible all the way through its first hitbox
  • Leads to full combos when combo'd into 5H
  • Confirms into 6H on counter hit
  • Often used after c.S for hit confirms into 2D

[edit]
6K
GGAC Chipp 6K.png
A true ninja gimmick
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
20 High, Air RF 19 7 3+landing 3 -1

Moderately quick overhead which doesn't lead to anything on normal hit without meter. Can be unsafe on hit.

  • Chipp's hop allows him to go over some lower reaching buttons
  • Will go over the opponent if done too close against some shorter characters
  • Can be FRC'd while airborne for some gimmicky setups
  • Causes slide and leads to a full conversion on Counter Hit

[edit]
6H
GGAC Chipp 6H.png
How Chipp gets actual damage
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
60 Mid SJR 17 6 15 -2

Big Blade Stab. Chipp's highest damage normal.

  • A whopping 60 damage and floor bounce leads to big damage combos
  • Can work as an anti-air and will convert on air normal hit as well as counter hit
    • Bounces higher and fully untechable on counter hit
  • Staggers on ground hit, leads to Alpha Blade/IAA combos
  • Deals the big damage out of FRC j.Alpha Blade loops
  • Will combo to Zansei Rouga on air hit when close enough against most of the cast
  • Can tag characters with slow or low jumps who attempt to jump out

[edit]
5D
GGAC Chipp 5D.png
Incredible range and frame advantage
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
17 High R 27 4 9 +1

Very slow Dust, but huge range and plus on block. Can make for a useful blockstring ender.

  • Leads to Chipp's usual air combos on close hit
  • Can get an Impossible Dust setup when hit from far away by doing a late airdash into immediate j.K

[edit]
2P
GGAC Chipp 2P.png
Typical plus on block chop
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
6 Mid CSR 4 2 7 +1

Short ranged crouching poke. Easy enough to start strings with.

  • Disjointed enough to sometimes be reversal safe
  • Self cancels for the sake of it

[edit]
2K
GGAC Chipp 2K.png
Self-cancelleable low
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
8 Low SR 5 4 7 -1

Typical low poke, but self cancels for multiple attempts.

  • Quick startup for a low
  • Self cancel can tag people attempting to upback or not get caught on crouching hit
  • Enlarges Chipp's hurtbox pretty badly

[edit]
2S
GGAC Chipp 2S.png
Godlike Normal
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
28 Mid SR 7 4 11 -1

Strong ranged poke rivaling f.S.

  • Equally short recovery for a ranged poke compared to 5H
  • Good hitbox, will beat a lot of other poke attempts

[edit]
2H
GGAC Chipp 2H.png
If Chipp were a real ninja, this would lead to an Izuna Drop
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
34 Mid SR 7 10 19 -10

Primary (re)launch tool. A Workable Anti-air.

  • Launches the opponent up high on hit
  • Not jump cancellable. Requires a jump install for a full conversion when combo'd into
  • Fully untechable and high launch on counter hit for a big combo

[edit]
2D
GGAC Chipp 2D.png
It's all just a set up
for the four-way guess
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
26 Low SR 9 2 18 -8

Pretty good range for a sweep, but is plagued by having few normals that gatling into it.

  • Moves Chipp forward and is slightly disjointed at the foot
  • Gives Chipp plenty of time to set up an oki mixup
  • Often cancelled into 236S when close enough for slightly extended conversions

[edit]
j.P
GGAC Chipp jP.png
Quick air conversion tool
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
8 High, Air CSR 5 4 4 -

Basic, fairly reliable air jab.

  • Tied with j.K for Chipp's fastest air normal
  • Used mainly in airdashes during air Alpha Blade conversions
  • Has fairly high horizontal range, making for a usable air-to-air

[edit]
j.K
GGAC Chipp jK.png
For rising and falling
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
16x2 High, Air CSJR 5 6,2 8 -

Good all-around air normal. Self cancels for extended air strings.

  • Chipp's best air-to-air if rising, as the first hit reaches above Chipp's head
  • Second hit lowers the opponent on hit for j.D conversions or other combos
  • Often self cancelled on the first hit to gain altitude on the opponent
  • Used after an airdash after landing a far 5D for an Impossible Dust

[edit]
j.S
GGAC Chipp jS.png
Beyblades
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
28 High, Air SJR 9 10 18 -

Mixup tool with a crossup hitbox. Mainly used out of wallcling setups occasionally in lieu of j.H.

  • Decent damage in air combos.
  • Causes Chipp to float upwards slightly when not carried by airdash or wallcling momentum

[edit]
j.H
GGAC Chipp jH.png
Secret Ninja Art: The Mix!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
26x2 High, Air SR 8 6,6 26 -

Two-hit jump-in which, when used from Chipp's FDC, teleport FRC, and/or wallcling setups, leads to his absurd mixup game.

  • Primary okizeme tool. Can work as a jump-in when pressure is already established.
  • Acts as a crossup mainly out of FDC setups
  • Generally used at the end of high air combos (sometimes into Beta Blade)

[edit]
j.D
GGAC Chipp jD.png
DAIKOKU SHOGUN
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
32 High, Air SR 6 8 18+5 after landing -

One of Chipp's most oppressive normals. Aided by Weebspeak.

  • Massive, completely disjointed hitbox. Very strong jump-in
  • Tends to knock down or lead to it when close enough to the ground
  • Extremely fast for its damage and size
  • Unreactable out of H/D Teleport FRC
  • Used heavily in Alpha Blade loops for optimal damage


Universal Mechanics[edit]

[edit]
Ground Throw
GGAC Chipp throw.png
A throw to surpass OTG
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
60 36 pixels - - - - -

Has the worst grab range in the game, but can convert into some moves that are 4F or faster without triggering OTG.

  • Range offset by Chipp's incredible mobility. Can be impossible to react to done out of wallcling or Zansei Rouga FRC
  • Leads to unburstable damage by combo'ing into Banki Messai (does not work against Faust, Dizzy, and a list of characters TBD)
  • Can also convert into FB Beta Blade, or 2P against Pot or Justice.

[edit]
Air Throw
GGAC Chipp airThrow.png
HARAKIRI
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
60 88 pixels - - - - -

Average airthrow which scores a knockdown. Gives ample time for oki.

  • Puts the opponent opposite the side of which the throw was input
  • Can be followed up with Gamma Blade, but the oki is generally preferable

[edit]
Dead Angle Attack
GGAC Chipp 6P.png
A Last Resort
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
25 All R 11 5 15 -6

Average Dead Angle

  • Can be combo'd off of normal hit near the corner


Specials[edit]

[edit]
Sakuganki
j.2K
GGAC Chipp j2K.png
Exists to be FDC'd
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
16x3 High, Air SR 8 Until landing 3 after landing -

Fast plummeting, multi-hit move for cross-up shenanigans. Will primarily be FDC/SBC'd into ambiguous j.H.

  • Hits up to three times on the way down and can be cancelled on landing immediately for a conversion
  • Will cause Chipp to plummet down on use, cutting his momentum.
  • Carries this property when FDC'd to make crossups ambiguous
  • Completely kills that momentum when SBC'd instead. Makes crossups even further ambiguous

[edit]
Sankakutobi
j.46
GGAC Chipp j46.png
Ninja Nonsense
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
- - - - - - -

Wall Cling followed by an angled dive, either about 45° or 15°. Chipp can act out of it immediately and retains all of his aerial movement options. Leads to very powerful mixups.

  • Can be done when Chipp has an air jump or airdash available
  • Cancelling into low airdash j.H or land 2D is nearly unreactable, can be further layered if the opponent is slightly out of the corner
  • All of Chipp's air normals, and 41236K~D can be cancelled into this, even during startup and recovery
  • Teleport can be cancelled into Wall Cling as well, but must be jump installed beforehand
  • Puts Chipp in counter hit state during use, proceed with caution when done outside of okizeme

[edit]
Alpha Blade
236P air OK
GGAC Chipp 236P.png
The Clutchest Conversion Tool
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
Ground 44 Mid R 18 15 landing 34 -32

Slightly low profile transport attack that can go through the opponent. Combos out of 5H/6H when close, or on crouching hit. Can lead to big damage.

  • Decent damage. Very unsafe, but properly spaced some characters cannot punish this reliably
  • Completely negates Chipp's momentum when RC'd, can convert out of this
  • Situational mixup tool when used in conjunction with Alpha Plus (FRC)
  • Can score a knockdown from farther away when combo conditions are met
  • Spending 25 meter to cancel to FB Alpha Blade will score more damage and lead to knockdown
Air 40 All RF 14 14 21 after landing -22

Generally superior to the ground version as it recovers quicker and has more hitstun, leading to combos and Chipp's Alpha Blade loops.

  • Recovers quickly enough that it will convert when done as close to the ground as possible
    • (this is commonly referred to as Instant Air Alpha/IAA)
  • Can be FRC'd during the first three active frames for loops, or other conversions
    • Will launch Chipp upward if done during the ascent of Chipp's jump
    • Loses the ability to cross through the opponent, which can lead to further mixups

[edit]
Alpha Plus
Ground Alpha Blade -> H
GGAC Chipp ABP.png
Preliminarily known as
Alpha Extend
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
38 Mid RF 8 12 12 -7

Significantly safer followup to Alpha Blade if you end up right on the other side of them, but still punishable. Makes blockstring/raw Alpha Blades more layered.

  • Fast, scores a knockdown on hit
  • Can be FRC'd before going active for pressure continuation or making yourself safer
  • Launches them far away and wallsticks on counter hit
  • Has a higher reaching hitbox and can be easily low profiled
  • Puts Chipp in a crouching state on use, giving the opponent a better punish if it's blocked

[edit]
Beta Blade
623S (air OK)
GGAC Chipp 623S.png
Get outta dodge
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
Ground 45 Mid RF 5 22 17+landing 10 -35

5F Reversal which is active all the way up. Gets them off of you when you need the breather.

  • If RC'd on the first hitbox, Chipp will remain grounded and be able to dash afterwards for a conversion
  • Fully untechable on Counter Hit
  • Auto Jump Installed so you can safely retreat if you spend the meter while airborne
  • Can be FRC'd when the active box ends, can convert on counter hit
  • Has a fairly thin hitbox, take care not to get baited
  • Done with dashing momentum, this can be very difficult to punish
Air 40 All R 3 18 8 after landing -

In the air. Wins the air-to-air war when used properly.

  • Even faster at frame 3, but less active, no throw invul, and with no FRC point
  • Still fully untechable on Counter Hit, can convert with an RC
  • Mostly used at the end of air combos when you need the damage, but leaves Chipp in a less favorable position

[edit]
Gamma Blade
41236H
GGAC Chipp 41236H.png
OTG Extensions
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
32 All - 15 9 29 +5

Projectile that freezes the opponent in place for roughly one second on hit.

  • Ignores OTG, allowing for damage extensions after a knockdown
    • Opponent is considered airborne on hit, as well as followup hits
    • Will not remove OTG, meaning the opponent can still be in an OTG state once the freeze period ends
  • Will pass through other projectiles and negate one hit of them
  • Cannot be cancelled into or performed while another Gamma Blade is already active
  • Will go away if Chipp is hit in the process

[edit]
Tsuyoshishiki Ten'i
22X
GGAC Chipp 22PKS.png
P,K, and S move a set distance and can pass through opponent
GGAC Chipp 22HD.png
H and D home in on opponent's location
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.

Powerful tool which overall allows Chipp to move with unpredictability, score punishes from far away, escape from poor situations, or go for the mixup. Use with practicality or abandon, sometimes Chipp can get away with it.

  • Each version has a small window of strike invincibility as Chipp goes invisible.
P - - - - - total 25 -

Moves Chipp forwards slightly, about a 1/5th to 1/4th of the screen. The quickest and shortest duration teleport.

  • Useful for going through slow projectiles with long recovery on prediction
  • The shorter duration can let Chipp nab initiative or a grab very quickly
  • Will pass through the opponent when done at a range a bit shorter than 2P. Can burn frames on oki for trickier setups
K - - - - - total 30 -

Moves significantly forward, about 2/3rds of the screen.

  • Calls out slow, punishable moves from afar
  • Slightly more recovery than P Teleport, punishes will be a bit stricter
  • Will pass through the opponent at ranges a bit farther than 6H
S - - F - - total 34 -

Retreating teleport with the most recovery.

  • Gets Chipp outta dodge, must be called out with a dashing or forward moving attack
  • Puts Chipp airborne after teleporting, which might not be favorable
  • Can be FRC'd after changing location with restored jump options, allowing Chipp to immediately airdash or double jump for extended pressure or resets
H - - F - - total 20 -

Forward aerial homing teleport that puts Chipp above and in front of the opponent. Leads to FRC shenanigans.

  • Mainly used after 2H for air combo conversions
  • Must be jump installed for further air actions besides using an air normal/special
    • Best if jump installed normally from a gatling string beforehand
    • Can be jump installed by itself by doing 228+H. Will only install options available from super jump; no double jump or wall dive, only airdash
  • FRC allows Chipp to attack from the air almost immediately, setting up powerful resets into vortexes
  • Mix with other teleports against opponents who attempt to call out H Teleport with airthrows
  • Will maintain dashing momentum
D - - F - - total 20 -

Teleports above and behind opponent, but otherwise nearly identical to H Teleport

  • Also used in 2H conversions if a sideswap is desired
  • Jump installs the same way as H Teleport
  • Will put Chipp at the wall if done when the opponent is cornered, allowing for immediate Wall Clings if jump installed
  • FRC point and other notes from H Teleport apply here

[edit]
Tsuyoshishiki Meisei
214K
GGAC Chipp 214K.png
FIND ME
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
- - - - - total 29 -

Hide and Seek Cheat Code. Will cause Chipp to fade in and out, making him much more difficult to see and react to.

  • Can be stacked twice to make it next to impossible to discern what Chipp is doing
  • Can't be cancelled into. Usually done after a knockdown that gives you ample time, such as Gamma Blade
  • The effect will disappear the moment Chipp takes damage or blocks an attack

[edit]
Genrouzan
41236K
GGAC Chipp 41236K.png
Ninja Nonsense Season Two
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
90 10 pixels F 29 12 landing 10 -

Extremely slow command throw with strike invincibility when Chipp goes invisible

  • Very slow, but can blow through some slower, punishable moves
  • Can be FRC'd on the hit in order to convert further
  • Occasionally works as a gimmicky anti-air, catching opponents when they land

[edit]
Resshou
236S
GGAC Chipp resshou.png
Ninja punch!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
18 Mid R 13 5 10 -1

First hit of Chipp's rekka series. Sometimes used at the end of combos and pressure.

  • Slightly unsafe on block, can be thrown on hit if done too close
  • Leads to either Rokusai or Senshuu
  • Done out of 2D, can lead to launch confirms into knockdown with microdash 5P or 5H, depending on the character
    • Also sometimes confirmed into 2H for high air combos
  • Floats on CH, leading to a full combo.

[edit]
Rokusai
Resshou -> 236S
GGAC Chipp rokusai.png
Ninja kick!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
22 Low R 8 1 25 -7

Second hit in Chipp's Rekka series, can still cancel to Senshuu. Significantly unsafer than the first.

  • Hits low against players upbacking or expecting an ovehead
  • Slightly disjointed at the foot
  • Sometimes used after 2D > Resshou based on the opponent's character
  • Staggers on CH for a bigger conversion
  • Sometimes RC'd on hit for a further grounded conversion (e.g. 6H IAA), but this is expensive and not usually worth it

[edit]
Senshuu
Resshou OR Rokusai -> 236K
GGAC Chipp senshuu.png
Ninja overhead!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
30 High RF 25 6 10+landing 12 -11

Third hit rekka, which hits overhead but is very slow and pretty unsafe. Not recommended to be used often unless Rokusai is confirmed CH.

  • Hits overhead against those unaware/asleep
  • Leads to a full launch combo on hit
  • Places Chipp airborne during use with an auto jump install for metered use
  • FRC allows for shenanigans, but similar to 6K FRC this is mostly a gimmick

[edit]
Shuriken
j.214P
GGAC Chipp j236K.png
Obligatory
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
Slow 1 All - 23 - 6 after landing -

Participation Prize. Use this awful version solely for the sake of getting to the good version.

  • Extremely slow "projectile" which doesn't act as a projectile, and exists just to keep the good version from being one of the best moves in the game
  • Completely stalls Chipp on use, holding him in the air and preventing further action until he lands
    • Despite this weakness, some characters lack the means to reliably punish Chipp if used out of a triple/high jump
    • Do not Tiger Knee this. Chipp will fly up in the direction he was traveling but will be unable to act for the entire arc
  • Be smart about when to use this, as the benefit of having fast shuriken is very enticing
Fast 1 All - 8 - 16+3 after landing -

Trophy Wife. One of the most versatile moves in Chipp's toolkit.

  • Extremely fast tool which can change the followups of many of Chipp's normals on hit/block
  • Recovers almost immediately, allowing Chipp to extend things with a airdashes or other jumps
  • Can cover Chipp's approaches or retreats
  • Still only does 1 damage but is otherwise excellent at everything else it does
  • Both versions will disappear if Chipp is hit


Force Breaks[edit]

[edit]
Genrouzan-You
Genrouzan -> D
GGAC Chipp 41236KD.png
Relegated in Xrd to Chipp's intro
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
70 Mid R 1 10 29+3 after landing -17

Calls out jump attempts out of Leaf Grab. Strong tool which can be converted from based on distance.

  • 70 damage and knockdown, with a generous cancel window out of Genrouzan
  • Combos out of air hit 5H/6H, and can be linked from with f.S if close enough
  • Can be cancelled into Wall Cling, allowing for further conversion
  • Substitutes for Alpha Blade loops in the corner in terms of ease, but comes with an 85% forced prorate

[edit]
FB Alpha Blade Plus
Ground Alpha Blade -> D
GGACR Chipp FBAB.png
Back to Back
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
44 Mid R 27 15 25 -23

Double Dip for another Alpha Blade with a significantly larger hitbox. Gives back big damage for 25 meter.

  • Wallbounces the opponent on hit for bigger damage. Lets Chipp hit the big numbers
  • Will always put Chipp a set distance in front of the opponent on use, making it easier to punish
  • Can be input anywhere before and during the active window for Alpha Blade (ground only)
    • Done too early, the first Alpha Blade won't hit
    • Can be used on block to fake them out and hit from the other side first, but this is somewhat slow
  • Must be delayed slightly to connect against lighter characters

[edit]
FB Beta Blade
623D air OK
GGAC Chipp 623S.png
Beta Blade coked outta its mind
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
30,20x3 All R 4 3(3)7(7)13 30+landing 5 -28

Beta Blade on PCP. Invincible for nearly half a second. Monster of a reversal.

  • Invincible until 26f, 4 hits, launches them extremely high and far away
  • Tacks on higher damage at the end of air combos
  • Combos non-OTG after throw, but is frame perfect
  • CH state during recovery, making it a bit riskier than regular Beta Blade
  • No FRC or auto jump install, but otherwise still a stronger reversal

[edit]
FB Gamma Blade
41236D
GGAC Chipp 41236H.png
For Respect setups
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
32 All - 15 9 19 +15

Stronger version of Gamma Blade that freezes the opponent in place for roughly one and a half seconds on hit. Allows for some real jank.

  • Functionally similar to regular Gamma Blade, but it lasts about twice as long.
  • The opponent's state will change based on what hits them during the freeze period, and will carry over
    • E.G. 6H will cause the opponent to floor bounce once the freeze period ends
    • Will not remove OTG, meaning the opponent can still be in an OTG state once the freeze period ends
  • In counter hit state for 33f
  • Significantly positive on block. Startup, Active, and Damage are all otherwise the same as regular Gamma Blade


Overdrives[edit]

[edit]
Zansei Rouga
632146H
GGAC Chipp 632146H.png
Don't get baited
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
30x5,110 Mid RF 21+4 - landing 32 -

Extremely high damage Overdrive, but incredibly slow and requires specific conditions to combo into. Can be used for nonsense with enough meter to FRC, or when the opponent is very low on health.

  • 260 base damage, but will only combo out of aerial 6H, and only if close enough, and not against Sols
  • A full 33f of invincibility makes this a fullscreen callout/punish against very high recovery moves
    • Despite this, Beta Blade still makes for a better reversal
  • Does not have to be blocked in alternating directions unless FD'd, so will catch players unaware if they are low on health and must FD to survive
  • Can be FRC'd before/on the 1st or 3rd hits. this will make it safe or allow for immediate land > throw/mixup setups
  • Will not trigger the last hit on some standing or crouching characters on block as they are too short for the 5th hit to make contact
  • Will likely get you IK'd by over half the cast if they trigger the 6th hit on block, as it allows the opponent ample time to back up, go into IK mode, and trigger it as the last hit whiffs

[edit]
Banki Mesai
236236K
GGAC Chipp 236236K.png
Please don't get baited
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
7x26,30x4 Mid R 1+2~ - landing 10 -48

Tacks on at the end of ranged hits for easy damage and knockdown. Even less safe than Zansei Rouga.

  • Good for ending a round as the high number of hits is useful for offsetting damage reduction due to guts and scaling
  • Only has invincibility after the super flash, preventing this from use as a reversal
  • Fast enough to combo non-OTG after a throw (except against Faust, who it will not work on)
  • Will also fully combo after a Leaf Throw against Potemkin, Jam, Johnny, Testament, Zappa, Kliff, and Justice
  • 90% of the cast can IK this on block. FD'ing will push Chipp out far enough that the remaining hits will continue to whiff
    • Can still be RC'd if any part made contact beforehand, so Chipp can still make himself safe with 100 meter


Instant Kill[edit]

Delta End
in IK mode: 236236H
GGAC Chipp IK.png
Something is ending,
and it's probably you
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
Fatal Mid - 56+0 119 43+16 -

The absolute slowest IK in the entire game, both in prep time and startup. Don't even consider it.


Notable Players[edit]

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
Sammito enter Japan Mikado - Retired to Xrd Long running, sharp Chipp player. Hates getting hit. 8K8 Link
Endou enter Japan Mikado - Retired to Xrd One of the Trolliest players alive. Link

Roadmap[edit]

Dustloop Wiki:Roadmap/GGACR

External References[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in GGACR/Chipp Zanuff/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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