GGACR/Chipp Zanuff

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< GGACR
Revision as of 05:22, 21 December 2019 by PrivateTarkus (talk | contribs)
GGACR Chipp Zanuff Nameplate.png
GGAC Chipp Portrait.png
Movement Options
Triple Jump, 1 Airdash, Dash Type: Run
Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

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


 Chipp Zanuff  Chipp Zanuff is Guilty Gear's dedicated pixie character with insane mobility and mixup, but paper-thin defense.

Pros
Cons
  • Easily the fastest character in the game, in both mobility and frame data
  • Insane mixup potential
  • Only character with a triple jump
  • Teleport FRCs allow for punishes almost anywhere on screen
  • Possible to adopt both runaway and rushdown styles of play if necessary
  • Paper-thin defense: takes the most damage in the game
  • Scoring a knockdown usually needs combos with specific conditions (close-range or c rouch-hit)
  • Strong mixup tools require meter, generally sub-par otherwise
  • High execution barrier

Unique Mechanics


Triple Jump

Compared to other characters, Chipp has an extra jump.
Guilty Bits Character Intro

{{#evt: service=youtube

id=https://www.youtube.com/watch?v=YiPQ_p6E-Gw

}}


Normals

5P
GGAC Chipp 5P.png
Jab that hits higher than you'd sometimes like
GGXXACPR Chipp-5P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
6 Mid 4 2 6 +2 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CSJR 9 10 10 11
GGAC Chipp 5P.png
Jab that hits higher than you'd sometimes like
GGXXACPR Chipp-5P-Hitbox.png


Quick jab tied with Chipp's other fastest normals.

  • Frame 4, faster than average
  • Has a high hitbox (whiffs crouching), mainly a conversion tool, sometimes an anti air
  • Slightly plus on block, leads to tick throws or frame traps
  • Disjointed enough to beat some other pokes
  • Mainly used in microdash conversions out of 2D > 236S


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

5K
GGAC Chipp 5K.png
Pretty good ranged poke
GGXXACPR Chipp-5K-1-Hitbox.png

Frames 5-6

GGXXACPR Chipp-5K-2-Hitbox.png

Frames 7-9

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 Mid 5 5 8 -3 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 85% CSJR 9 10 10 11
GGAC Chipp 5K.png
Pretty good ranged poke
GGXXACPR Chipp-5K-1-Hitbox.pngGGXXACPR Chipp-5K-2-Hitbox.png
Frame 5 • Frames 6-9


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

  • Frame 5, very fast for its range
  • Self cancel for extended pressure setups or confirms
  • Very strong for beating out other pokes or resuming pressure
  • Slightly unsafe by itself.


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

c.S
GGAC Chipp cS.png
Close, fast, precise.
GGXXACPR Chipp-cS-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 4 1 11 +2 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Chipp cS.png
Close, fast, precise
GGXXACPR Chipp-cS-Hitbox.png


All-around reliable tool. Starts and leads to pressure and combos.

  • Chipp's highest damage normal which still gatlings to 2D
  • Plus on block for frame traps or dash-in pressure
  • Used in corner relaunches out of Instant Air Alpha Blade conversions (IAA)
f.S
GGAC Chipp fS.png
Very fast for its range
GGXXACPR Chipp-fS-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26 Mid 6 1 19 -6 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Chipp fS.png
Very fast for its range
GGXXACPR Chipp-fS-Hitbox.png


Long range poke that is faster than nearly any other normals at this range. Doesn't have strong conversion tools by itself.

  • Frame 6, fast enough to beat many other pokes at this range
  • Largely disjointed, complements its speeds as an anti-poke button
5H
GGAC Chipp 5H.png
HOLY ZEN
GGXXACPR Chipp-5H-1-Hitbox.png

Frames 7-8

GGXXACPR Chipp-5H-2-Hitbox.png

Frames 9-13

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
36 Mid 7 7 12 0 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SJR 18 19 18 15
GGAC Chipp 5H.png
GGXXACPR Chipp-5H-1-Hitbox.pngGGXXACPR Chipp-5H-2-Hitbox.png
Frames 7-8 • Frames 9-13


Extremely strong normal which is necessary in many of Chipp's higher damage conversions. Despite its hitbox not being as disjointed as Chipp's other normals, this move can beat a lot.

  • Still remarkably fast for its range despite being slower than Chipp's other normals
  • Free combos on counter hit.
  • Low recovery despite its speed, range, and conversion options
  • Converts to Alpha Blade/IAA on crouching hit, with dash momentum, or when very close
  • Frequently used in relaunches, sometimes after 2D>236S as a character specific conversion
6P
GGAC Chipp 6P.png
Half of Chipp may as well be invisible
GGXXACPR Chipp-6P-1-Hitbox.png

1st Hit (Frames 9-11)

GGXXACPR Chipp-6P-2-Hitbox.png

2nd Hit (Frames 21-25)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18×2 Mid 9 3(9)5 10 -1 3 10×2 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×2 90% 1~11F Above Knees SJR 13 14 14 13
GGAC Chipp 6P.png
Half of Chipp may as well be invisible
GGXXACPR Chipp-6P-1-Hitbox.pngGGXXACPR Chipp-6P-2-Hitbox.png
1st hit (Frames 9-11) • 2nd hit (Frames 21-25)


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
6K
GGAC Chipp 6K.png
A true ninja gimmick
GGXXACPR Chipp-6K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 High/Air 19 7 3+3 after landing -1 2 5 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 75% RF 11 12 12 12 16~18F
GGAC Chipp 6K.png
A true ninja gimmick
GGXXACPR Chipp-6K-Hitbox.png
•Chipp is airborne from 5F onwards
•Slides on CH (untechable for 40F, slides for 28F)


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
6H
GGAC Chipp 6H.png
How Chipp gets actual damage
GGXXACPR Chipp-6H-1-Hitbox.png

Frames 17-19

GGXXACPR Chipp-6H-2-Hitbox.png

Frames 20-22

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 Mid 17 6 15 -2 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SJR 18 Stagger 35 18 + GBounce 15
GGAC Chipp 6H.png
How Chipp gets actual damage
GGXXACPR Chipp-6H-1-Hitbox.pngGGXXACPR Chipp-6H-2-Hitbox.png
Frames 17-19 • Frames 20-22
•Staggers on normal hit for max 35F


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
5D
GGAC Chipp 5D.png
Incredible range and frame advantage
GGXXACPR Chipp-5D-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
17 High 27 4 9 +1 3 8 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 R 13 Launch 48 14 13
GGAC Chipp 5D.png
GGXXACPR Chipp-5D-Hitbox.png


Very slow Dust, but huge range and plus on block.

  • Plus two, keeping you very safe
  • 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
2P
GGAC Chipp 2P.png
Typical plus on block chop
GGXXACPR Chipp-2P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
6 Mid 4 2 7 +1 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 80% CSR 9 10 10 11
GGAC Chipp 2P.png
Typical plus on block chop
GGXXACPR Chipp-2P-Hitbox.png


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

  • Disjointed enough to sometimes be reversal safe
  • Self cancels for the sake of it
2K
GGAC Chipp 2K.png
Self-cancelleable low
GGXXACPR Chipp-2K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
8 Low 5 4 7 -1 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 70% CSR 9 10 10 11
GGAC Chipp 2K.png
Self-cancelleable low
GGXXACPR Chipp-2K-Hitbox.png


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
2S
GGAC Chipp 2S.png
Godlike Normal
GGXXACPR Chipp-2S-1-Hitbox.png

Frames 7-8

GGXXACPR Chipp-2S-2-Hitbox.png

Frames 9-10

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 7 4 11 -1 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Chipp 2S.png
Godlike Normal
GGXXACPR Chipp-2S-1-Hitbox.pngGGXXACPR Chipp-2S-2-Hitbox.png
Frames 7-8 • Frames 9-10


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
2H
GGAC Chipp 2H.png
If Chipp were a real ninja, this would lead to an Izuna Drop
GGXXACPR Chipp-2H-1-Hitbox.png

Frames 7-8

GGXXACPR Chipp-2H-2-Hitbox.png

Frames 9-12

GGXXACPR Chipp-2H-3-Hitbox.png

Frames 13-16

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
34 Mid 7 10 19 -10 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 80% SR 18 Launch 30 15
GGAC Chipp 2H.png
GGXXACPR Chipp-2H-1-Hitbox.pngGGXXACPR Chipp-2H-2-Hitbox.pngGGXXACPR Chipp-2H-3-Hitbox.png
Frames 7-9 • Frames 10-11 • Frames 12-16
•Untechable on CH for 56F


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
2D
GGAC Chipp 2D.png
It's all just a set up
for the four-way guess
GGXXACPR Chipp-2D-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26 Low 9 2 18 -8 2 5 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 5~10F Feet SR 11 Down 12 12
GGAC Chipp 2D.png
It's all just a set up for the four-way guess
GGXXACPR Chipp-2D-Hitbox.png


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
j.P
GGAC Chipp jP.png
Quick air conversion tool
GGXXACPR Chipp-jP-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
8 High/Air 5 4 4 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CSR 9 10 10 11
GGAC Chipp jP.png
Quick air conversion tool
GGXXACPR Chipp-jP-Hitbox.png


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
j.K
GGAC Chipp jK.png
For rising and falling
GGXXACPR Chipp-jK-1-Hitbox.png

1st Hit (Frames 5-6)

GGXXACPR Chipp-jK-2-Hitbox.png

1st Hit (Frames 7-8)

GGXXACPR Chipp-jK-3-Hitbox.png

1st Hit (Frames 9-10)

GGXXACPR Chipp-jK-4-Hitbox.png

2nd Hit (Frames 11-12)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
16×2 High/Air 5 6,2 8 1 3×2 8×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44×2 CSJR 9 10 10 11
GGAC Chipp jK.png
For rising and falling
GGXXACPR Chipp-jK-1-Hitbox.pngGGXXACPR Chipp-jK-2-Hitbox.pngGGXXACPR Chipp-jK-3-Hitbox.pngGGXXACPR Chipp-jK-4-Hitbox.png
1st hit (Frames 5-6) • 1st hit (Frames 7-8) • 1st hit (Frames 8-10) • 2nd hit (Frames 11-12)
•2nd hit slams down opponent on hit


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
j.S
GGAC Chipp jS.png
Beyblades
GGXXACPR Chipp-jS-1-Hitbox.png

Frames 9-10, 13-14, 17-18

GGXXACPR Chipp-jS-2-Hitbox.png

Frames 11-12, 15-16

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 High/Air 9 10 18 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Chipp jS.png
GGXXACPR Chipp-jS-1-Hitbox.pngGGXXACPR Chipp-jS-2-Hitbox.png
Frames 9-10, 13-14, 17-18 • Frames 11-12, 15-16


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
j.H
GGAC Chipp jH.png
Secret Ninja Art: The Mix!
GGXXACPR Chipp-jH-1-Hitbox.png

1st Hit (Frames 8-10)

GGXXACPR Chipp-jH-2-Hitbox.png

1st Hit (Frames 11-13)

GGXXACPR Chipp-jH-3-Hitbox.png

2nd Hit (Frames 14-16)

GGXXACPR Chipp-jH-4-Hitbox.png

2nd Hit (Frames 17-19)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26×2 High/Air 8 6,6 26 3 8×2 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×2 90% SR 13 14 14 13
GGAC Chipp jH.png
Secret Ninja Art: The Mix!
GGXXACPR Chipp-jH-1-Hitbox.pngGGXXACPR Chipp-jH-2-Hitbox.pngGGXXACPR Chipp-jH-3-Hitbox.pngGGXXACPR Chipp-jH-4-Hitbox.png
1st hit (Frames 8-10) • 1st hit (Frames 11-13) • 2nd hit (Frames 14-16) • 2nd hit (Frames 17-19)


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)
j.D
GGAC Chipp jD.png
DAIKOKU SHOGUN
GGXXACPR Chipp-jD-1-Hitbox.png

Frames 6-8

GGXXACPR Chipp-jD-2-Hitbox.png

Frames 9-11

GGXXACPR Chipp-jD-3-Hitbox.png

Frames 12-13

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 High/Air 6 8 18+5 after landing 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 80% SR 13 Down 18 13
GGAC Chipp jD.png
GGXXACPR Chipp-jD-1-Hitbox.pngGGXXACPR Chipp-jD-2-Hitbox.pngGGXXACPR Chipp-jD-3-Hitbox.png
Frames 6-7 • Frames 8-10 • Frames 11-13
•Slams down opponent on hit
•Slides on CH (untechable for 50F, slides for 32F)


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

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.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 36 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% Down
GGAC Chipp throw.png
A throw to surpass OTG


Has the worst grab range in the game, but can convert into a move faster than 4f 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)
  • Can also convert into FB Beta Blade
Air Throw
GGAC Chipp airThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 88 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% Down
GGAC Chipp airThrow.png
•Sends opponent on opposite side of throw direction


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
Dead Angle Attack
GGAC Chipp 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 All 11 5 15 -6 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.52 50% 1~15F All
16~25F Throw
R 13 Launch 28 + WBounce 14 + WBounce 13
GGAC Chipp 6P.png
A Last Resort
GGACR Chipp DAA Hitbox.png


Average Dead Angle

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


Specials

Sakuganki
j.2K
GGAC Chipp j2K.png
Exists to be FDC'd
GGXXACPR Chipp-j2K-1-Hitbox.png

1st(+4N) Hit (Frames 8-9 + 8N)

GGXXACPR Chipp-j2K-2-Hitbox.png

2nd(+4N) Hit (Frames 10-11 + 8N)

GGXXACPR Chipp-j2K-3-Hitbox.png

3rd(+4N) Hit (Frames 12-13 + 8N)

GGXXACPR Chipp-j2K-4-Hitbox.png

4th(+4N) Hit (Frames 14-15 + 8N)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.2K
Sakugankyaku
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
16×3 High/Air 8 Until landing 0 1 3×3 8×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44×3 SR 9 10 10 5
GGAC Chipp j2K.png
Exists to be FDC'd
GGXXACPR Chipp-j2K-1-Hitbox.pngGGXXACPR Chipp-j2K-2-Hitbox.pngGGXXACPR Chipp-j2K-3-Hitbox.pngGGXXACPR Chipp-j2K-4-Hitbox.png
Frames 8-9 (+8N) • Frames 10-11 (+8N) • Frames 12-13 (+8N) • Frames 14-15 (+8N)
Each hitbox counts as separate hit
•Has a minimum height requirement
•Max 3 hits


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
Sankakutobi
j.46
GGAC Chipp j46.png
Ninja Nonsense
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.46
Sankaku Tobi
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
GGAC Chipp j46.png
Ninja Nonsense
•Chipp is in CH state during move
•Has a minimum height requirement
•Chipp sticks to the wall 1~10F
•Chipp flies off the wall on 11F
•Can input additional air movements from 12F onwards
•Can be done whenever a double or triple jump is possible
•Can cancel Teleport, Genrouzan-You or aerial moves into Sankakutobi
•Inputting anything except 3, 6 or 9 during the start of the move changes the move's angle


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
Alpha Blade
236P air OK
GGAC Chipp 236P.png
The Clutchest Conversion Tool
GGXXACPR Chipp-236P-Hitbox.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground


236P
Alpha Blade
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
44 Mid 18 15 34 after landing -32 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/3.60 5~17F Low Profile R 16 Launch 36 0
GGAC Chipp 236P.png
The Clutchest Conversion Tool
GGXXACPR Chipp-236P-Hitbox.png
•Chipp is airborne from 1F onwards
•Chipp can pass through the opponent 15~32F
•Chipp is in crouching state during recovery
•Can cancel into Alpha Plus 35~50F

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


j.236P
Air Alpha Blade
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 All 14 14 Until landing+21 -22 3 10 10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.75/3.60 4~13F Low Profile RF 13 Launch 45 0 14~16F
GGAC Chipp 236P.png
GGXXACPR Chipp-236P-Hitbox.png
•Chipp can pass through opponent 4~27F
•Chipp is crouching during landing recovery
•Listed Frame Adv is for fastest possible TK Air Alpha Blade (startup 17F)

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
Alpha Plus
Ground Alpha Blade -> H
GGAC Chipp ABP.png
Preliminarily known as
Alpha Extend

[[File:GGXXACPR_Chipp-236PH-1-Hitbox.png|center|175px]] Frames 12-17 [[File:GGXXACPR_Chipp-236PH-2-Hitbox.png|center|175px]] Frames 18-23

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236P > H
Alpha Plus
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
38 Mid 8 12 12 -7 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/6.00 RF 16 Down 40 14 6~7F
GGAC Chipp ABP.png
Preliminarily known as
Alpha Extend
GGXXACPR Chipp-236PH-1-Hitbox.pngGGXXACPR Chipp-236PH-2-Hitbox.png
• Changes every 2 frames
•Slams down and knocks down opponent on hit
•Wallsticks on CH (untechable for 80F, sticks for 30F)
•Chipp is in crouching state while moving


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
Beta Blade
623S air OK
GGAC Chipp 623S.png
Get outta dodge
GGXXACPR Chipp-623S-1-Hitbox.png

Frames 5-8

GGXXACPR Chipp-623S-2-Hitbox.png

Frames 9-12

GGXXACPR Chipp-623S-3-Hitbox.png

Frames 13-26

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground


623S
Beta Blade
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
45 Mid 5 22 17+10 after landing -35 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/6.00 1~8F All
9~12F Strike
RF 13 Launch 37 13 29~30F
GGAC Chipp 623S.png
Get outta dodge
GGXXACPR Chipp-623S-1-Hitbox.pngGGXXACPR Chipp-623S-2-Hitbox.pngGGXXACPR Chipp-623S-3-Hitbox.png
Ground: Frames 5-8
Air: Frames 3-4 • Ground: Frames 9-12 • Ground: Frames 13-26
Air: Frames 5-20
•Chipp is airborne from 10F onwards
•Blows opponent away on hit
•Untechable for 37F if Chipp hits while grounded
•Untechable for 30F if Chipp hits while airborne
•Fully untechable on CH (specifically for 2000F)
•Auto Jump Install

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


j.623S
Air Beta Blade
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 All 3 18 Until landing+8 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80 1~4F Strike R 18 Launch 22 15
GGAC Chipp 623S.png
GGXXACPR Chipp-623S-1-Hitbox.pngGGXXACPR Chipp-623S-3-Hitbox.png
•Blows opponent away on hit
•Fully untechable on CH (specifically for 6000F)
•Chipp is in a crouching state during landing recovery

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
Gamma Blade
41236H
GGAC Chipp 41236H.png
OTG Extensions
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
41236H
Gamma Blade
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 All 15 9 29 +5 3 0 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/1.20 13 13
GGAC Chipp 41236H.png
GGACR Chipp 41236H Hitbox.png
•Freezes opponent in place on hit (Frame Adv +27)
•The opponent is floated 6F after being released
•Attack passes through other projectiles
•Ignores OTG prorate on hit
•Chipp performs a recovery animation on hit or block: total 21F
•Cannot be canceled into
•Disappears if Chipp is hit


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
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.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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


22P
P Tsuyoshi-shiki Ten'i
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 25
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.50/- 9~11F Strike
GGAC Chipp 22PKS.png
P, K, and S move a set distance and can pass through

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


22K
K Tsuyoshi-shiki Ten'i
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 30
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.50/- 10~12F Strike
GGAC Chipp 22PKS.png
P, K, and S move a set distance and can pass through

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


22S
S Tsuyoshi-shiki Ten'i
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 31
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.50/- 10~15F Strike F 16~18F
GGAC Chipp 22PKS.png
P, K, and S move a set distance and can pass through
•Chipp is airborne 10~19F
•Can use attacks from 34F onwards, can move from 36F onwards
•Auto Jump Install

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

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 give Chipp back an airdash, no double/triple jump
  • 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
D

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
Tsuyoshishiki Meisei
214K
GGAC Chipp 214K.png
FIND ME
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214K
Tsuyoshi-shiki Meisei
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 29
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
GGAC Chipp 214K.png
FIND ME
•Chipp becomes partially transparent for 479F
•Effect is gone if Chipp is hit or blocks an attack
•Cannot be canceled into
•Can be stacked (limit twice)


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
Genrouzan
41236K
GGAC Chipp 41236K.png
Ninja Nonsense Season Two
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
41236K
Genrou Zan
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
90 10 pixels 29 12 10 after landing 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.00/6.00 Forced 50% 12~13F, 17~41F Strike F Down 35~36F on hit
GGAC Chipp 41236K.png
Ninja Nonsense Season Two
•Chipp is airborne from 14F onwards
•Knocks opponent down on hit
•Chipp is in CH state 1~11F
•Chipp is in crouching state during landing recovery
•Can cancel to Genrou Zan You 14~26F


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
Resshou
236S
GGAC Chipp resshou.png
Ninja punch!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236S
Resshou
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18 Mid 13 5 10 -1 +3 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.25/3.00 R 13 17 26 13
GGAC Chipp resshou.png
GGACR Chipp 236S Hitbox.png
•Can cancel into Rokusai or Senshuu from 13F onwards
•Floats on CH (untechable for 56F)


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.
Rokusai
Resshou -> 236S
GGAC Chipp rokusai.png
Ninja kick!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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
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.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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
Shuriken
j.214P
GGAC Chipp j236K.png
Obligatory
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Slow

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

Trophy Wife. One of the most versatile moves in the 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

Genrouzan-You
Genrouzan -> D

[[File:GGAC_Chipp_41236KD.png|175x250px|center]] Relegated in Xrd to Chipp's intro

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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
FB Alpha Blade Plus
Ground Alpha Blade -> D
GGACR Chipp FBAB.png
Back to Back

[[File:GGXXACPR_Chipp-236PD-Hitbox.png|center|175px]]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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 hit Chipp 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
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.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
623D
FB Beta Blade
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30, 20×3 All 4 13(7)3,5,5 30+5 after landing -28 4 14×4 6×4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~6F All
7~26F Strike
R 16 Launch 40, 50×3 7
GGAC Chipp 623S.png
Beta Blade coked outta its mind
GGXXACPR Chipp-623S-1-Hitbox.pngGGXXACPR Chipp-623S-2-Hitbox.pngGGXXACPR Chipp-623S-3-Hitbox.png
Ground: 1st hit (Frames 4-6), 2nd hit (Frames 24-26)
Air: 1st hit (Frame 4), 2nd hit (Frames 22-24) • Ground: 1st hit (Frames 7-16)
Air: 1st hit (Frames 5-14) • Ground: 3rd-4th hits (Frames 27-36)
Air: 3rd-4th hits (Frames 25-34)
•Chipp is in CH state 27~50F
•Chipp is in crouching state during landing recovery


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
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.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
41236D
FB Gamma Blade
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 All 15 9 19 +15 3 0 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/0.24 13 13
GGAC Chipp 41236H.png
For Respect setups
GGACR Chipp 41236H Hitbox.png
•Freezes opponent on hit (93F)
•Floats opponent after freeze ends (untechable for 60F)
•The effects are based on the last attack done during freeze time
•Chipp is in CH state 1~33F
•Attack passes through other projectiles
•Ignores OTG prorate on hit
•On hit or block, Chipp performs a recovery animation (total 11F, in CH state 1~2F)
•Cannot be canceled into
•Disappears if Chipp is hit


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

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.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
632146H
Zansei Rouga
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30×5, 110 Mid 21+4 Until landing+32 5 20×6 6×6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~30F All
31~33F Strike
RF 18 Launch 120 15×5, 0 25~28F, first 4F active of 3rd hit
GGAC Chipp 632146H.png
Don't get baited
GGACR Chipp 632146H Hitbox 1.pngGGACR Chipp 632146H Hitbox 2.png
1st-5th hits • Finishing attack
•6th hit only occurs if the 5th hit hits or is blocked, in which case Chipp has landing recovery 87F


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
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.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236236K
Banki Messai
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
7×26, 30×4 Mid 1+2~19 See notes 47+10 after landing -48 3×26, 5×4 10×26, 20×4 2×26, 6×4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
R 13×26, 18×4 14×26, Launch×4 14×26, 28, 57×3 0×26, 7×4
GGAC Chipp 236236K.png
Please don't get baited
GGACR Chipp 236236K Hitbox.png
Initial hit
•Chipp is in a CH state until landing
•If Chipp fails to make contact with the opponent, the total length of the move is 27F
•Startup changes depending on distance
•Active frames are: 2(5)4(1)1(4)2(7)2(6)2(5)4(7)2(9)4(4)1(3)1(6)2(11)1(2)1(3)3,1(4)2(6)1(6)4(5)3(4)4×4,5(3)3,10(7)3,5×2
•Active frames 94, 164~168, 183~188 are strike invul


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

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.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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


Notable Players

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

Dustloop Wiki:Roadmap/GGACR

Navigation

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.