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.
- Extremely Fast: Chipp has nearly unrivaled speed both in movement and frame-data.
- Powerful Mixups: Thanks to FDC, Alpha Blade, and much more Chipp is able to create ambiguous mixups in many situations.
- Extremely Mobile: In addition to his speed, Chipp has multiple teleports, a tripple jump, specials that move him, and a wallcling to make him exceptionally mobile.
- Strong Punishes: Thanks to Teleport FRC, 5H, and other punish tools Chipp is able to punish opponents at most positions on the screen.
- Diverse Toolbox: Chipp has Tools for many situations such as an invincible reversal, a fast 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.
- Difficulty Scoring Knockdowns: Chipp's combos which knock down usually require specific conditions such as crouch-hit or close proximity.
- Meter Hungry: Thanks to the tension pulse penalty from FDC, and the meter requirement on Force Breaks Chipp has a notable reliance on meter for his strong mixup options.
★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.
Chipp hass acess to unique movement options that the rest of the cast does not.
- Tripple 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.