< GGACR | Chipp Zanuff
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*5D can be only canceled into Homing Jump on ground hit | *5D can be only canceled into Homing Jump on ground hit | ||
*5k has a late gattling > 2k/p & 5p that's set on the 7th(?) frame and remains open throughout its rcv frames | |||
:'''Black''' = On Hit or Block | :'''Black''' = On Hit or Block | ||
:<span style="color:green">'''Green''' = Available on whiff</span> | :<span style="color:green">'''Green''' = Available on whiff</span> | ||
: '''Sp''' = Special Attacks and Overdrives (aka: Specials and Supers) | : '''Sp''' = Special Attacks and Overdrives (aka: Specials and Supers) | ||
: '''Su''' = Overdrives (aka: Supers) | : '''Su''' = Overdrives (aka: Supers) | ||
==Navigation== | ==Navigation== | ||
{{#lst:{{BASEPAGENAME}}/Data|Links}} | {{#lst:{{BASEPAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[GGACR/Chipp Zanuff/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | {{notice|To edit frame data, edit values in [[GGACR/Chipp Zanuff/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | ||
{{Navbar-GGACR}} | {{Navbar-GGACR}} |
Revision as of 21:25, 28 December 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Matchups | Forums | Videos |
System Data
Chipp Zanuff | Damage Received Mod. | Guts Rating | Guard Balance | Guard Recovery | Stun Resistance |
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×1.30 | 4 | ×1.125 | 1/5F | 50 | |
Backdash Duration | Backdash Invulnerability | Face Up Wakeup | Face Down Wakeup | Gravity Modifier | |
21 | 1~9F | 30F | 21F | ×1.0 | |
Walk Forwards Tension Gain | Jump Forwards Tension Gain | Air Dash Forwards Tension Gain | Run Tension Gain | Prejump | |
10 | 10 | 18 | 18 | 3 | |
Jump Duration | Jump vY | Jump Gravity | Forwards Jump vX | Backwards Jump vX | |
41 | 28 | 1.4 | 6 | 5 | |
Backdash vX | High Jump Duration | High Jump vY | High Jump Gravity | Forwards High Jump vX | Backwards High Jump vX |
8.5 | 54 | 29 | 1.1 | 8 | 7 |
Air Dash Backwards Startup | Forward Walk Speed | Backwards Walk Speed | Initial Dash Speed | Dash Acceleration | Friction |
6F | 4.7 | 3.9 | 14 | 0.55 | 85 |
Air Dash Startup | Air Dash Forwards Duration | Air Dash Forwards Speed | Air Dash Backwards Speed | Air Dash Backwards Duration | Minimum Rising Air Dash Height |
6F | 16 | 21 | 16 | 12 | 60 |
Landing Recovery | Number Of Air Dashes | Number Of Jumps | Ground Throw Range | Air Throw Range | c.S Proximity Range |
3F | 1 | 3 | 36 | 88 | 170 |
Special Forwards Dash | Unique Movement Options | ||||
Tsuyoshi-shiki Ten'i Sankaku Tobi |
Normals
Universal Mechanics
Specials
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 | ||||
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Sakuganki j.2K | ||||||||||
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Sankakutobi j.46 | ||||||||||
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Alpha Blade 236P | ||||||||||
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Alpha Plus Ground | ||||||||||
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Air Alpha Blade j.236P | ||||||||||
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Beta Blade 623S | ||||||||||
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Air Beta Blade j.623S | ||||||||||
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Gamma Blade 41236H | ||||||||||
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P Tsuyoshishiki Ten'i 22P | ||||||||||
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K Tsuyoshishiki Ten'i 22K | ||||||||||
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S Tsuyoshishiki Ten'i 22S | ||||||||||
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H Tsuyoshishiki Ten'i 22H | ||||||||||
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D Tsuyoshishiki Ten'i 22D | ||||||||||
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Tsuyoshishiki Meisei 214K | ||||||||||
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Genrouzan 41236K | ||||||||||
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Resshou 236S | ||||||||||
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Rokusai Resshou > 236S | ||||||||||
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Senshuu Resshou or Rokusai > 236K | ||||||||||
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Shuriken (Slow) j.214P | ||||||||||
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Shuriken (Fast) j.214P | ||||||||||
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- *1: If Chipp is hit, the extended part of the move disappears.(Chipp's Gamma Blade shadow, the Shurikens)
Force Breaks
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 | ||||
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Genrouzan-You Genrouzan > D | ||||||||||
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FB Alpha Blade Ground Alpha Blade > D | ||||||||||
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FB Beta Blade 623D | ||||||||||
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FB Gamma Blade 41236D | ||||||||||
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Overdrives
Instant Kill
Gatling Table
P | K | S | H | D | Cancel | |
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5P | 5P, 2P, 6P | 5K, 2K | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Jump, Sp |
2P | 5P, 2P, 6P | 5K, 2K | c.S, 2S | 5H, 2H | 5D, 2D | Sp |
6P | - | - | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Jump, Sp |
5K | 6P | 5K | c.S, f.S, 2S | 5H, 2H | 5D, 2D | Jump, Sp |
2K | 6P | 5K, 2K | c.S, f.S, 2S | 2H | 5D, 2D | Jump, Sp |
6K | - | - | - | - | - | - |
c.S | 6P | 6K | f.S, 2S | 5H, 2H | 5D, 2D | Jump, Sp |
f.S | - | - | 2S | 5H, 2H | 5D | Jump, Sp |
2S | - | - | - | 5H, 2H | 2D | Sp |
5H | - | - | - | - | 5D | Jump, Sp |
2H | - | 6K | - | - | 5D, 2D | Sp |
6H | - | - | - | - | - | Jump, Sp |
5D | - | - | - | - | - | homing jump |
2D | - | - | - | - | - | Sp |
P | K | S | H | D | Cancel | |
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j.P | j.P | j.K | j.S | j.H | j.D | Sp |
j.K | j.P | j.K | j.S | j.H | j.D | Jump, Sp |
j.2K | - | - | - | - | - | Sp |
j.S | - | - | - | j.H | - | Jump, Sp |
j.H | - | - | - | - | - | Sp |
j.D | - | - | - | - | - | Sp |
- 5D can be only canceled into Homing Jump on ground hit
- 5k has a late gattling > 2k/p & 5p that's set on the 7th(?) frame and remains open throughout its rcv frames
- Black = On Hit or Block
- Green = Available on whiff
- Sp = Special Attacks and Overdrives (aka: Specials and Supers)
- Su = Overdrives (aka: Supers)
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.- A.B.A [★]
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- Chipp Zanuff [★]
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- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •