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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=2K | |input=2K | ||
|description=Alternative low option to {{clr|1|2P}}, although it's generally inferior. Not as useful as a poke as {{clr|2|5K}} due to it's smaller range and worse dash cancel. | |||
}} | }} | ||
Revision as of 17:14, 15 February 2022
- Good Mobility: Chipp has 3 jumps, a ridiculously fast run, and the long range Alpha Blade which helps him close the gap on opponents while remaining plus.
- Insane Pressure: Between unreactable high lows, tricky left rights, an instant command throw with great range, plus moves that lead to more mix, and the best regular throw in the game that sets up all of these, Chipp's offense is incredibly hard to deal with once he gets in.
- Strong DP: While it's no Volcanic Viper, Beta Blade is a powerful DP with quick startup, good "invuln", relatively quick recovery, and the air unblockable attribute.
- Good Guard Cancel Options: With Beta Blade, Sebone-ori, and Tsuyoshi-shikii Meisai, Chipp has diverse and strong options when he needs to guard cancel.
- Low Health: Tied with Kliff for lowest defense in the game, and 2nd lowest dizzy threshold.
- Weak to Guard Cancels: While Chipp is hard to block, his pressure can easily be escaped with guard cancels unless he makes a hard read or commits to a mixup before the opponent has a chance to.
- Stubby Normals: Chipp's normals are among the shortest in the game. This isn't a big issue since he can do dash normals and Alpha Blade, but his ability to play proper footsies is limited.
Chipp | |
---|---|
Defense | |
60%Raw Value: 6 | |
Jump Startup | |
4f | |
Backdash | |
22f | |
Meter Gain Mod | |
40%Raw Value: 4 | |
Charge Time | |
40f | |
Forward Walk Speed | |
160%Raw Value: 1228 | |
Backward Walk Speed | |
165%Raw Value: 972 | |
Dizzy Resistance | |
60%Raw Value: 18 | |
Fastest Attack | |
Reversals | |
Normals
5P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
4 | All | 3 | 3 | 13 | none |
5K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | All | 5 | 14 | 10 | none |
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
8 | All | 6 | 6 | 19 | none |
f.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11 | All | 4 | 12 | 13 | none |
5H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | All | 8 | 4 | 24 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.6P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5x2 | All | 5 | 3(6)12 | 0 | none |
2P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
3 | Low | 5 | 4 | 6 | none |
2K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | Low | 6 | 3 | 16 | none |
2S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | All | 12 | 6 | 13 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
15 | All | 4 | 7 | 18 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.j.P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | Overhead | 3 | 5 | 11 | none |
Ridiculously fast aerial with deceivingly good vertical reach. Works as an instant overhead on the entire cast, even Baldhead. Thanks to every normal being jump cancelable on block, it's very easy for Chipp to set this up with a varying amount of lows. On hit or block it can be canceled into j.236P (Air Alpha Blade) to either combo or continue pressure with another j.P. It can also be comboed into j.623P (Air Beta Blade) but this is unsafe on block and is less favorable on hit.
For uses besides mixups, it's a mediocre air to air.j.K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | Overhead | 5 | 15 | 6 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.j.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Overhead | 8 | 2(2)6 | 9 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.j.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9x3 | Overhead | 1 | 23 | 13 | none |
j.2K
Universal Mechanics
Dust Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11 | Overhead | 18 | 3 | 10 | All-But-Foot 27~30 |
A premium standing overhead. One of the few dusts which hits overhead, and a fast one at that. The range is limited and it hits high, so you may have trouble connecting on small opponents.
- Randomly "invuln" for 4 frames at the end of the recovery animation
- It's not really invuln. See the 2nd hitbox image.
Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
20 | Throw | 1 | 1 | 0 | N/A | +12 | none |
Dash Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13 | All | 23 | until contact | 14 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Instant Kill
The Blade which Slays All Under Heaven and Earth
Specials
Alpha Blade
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Alpha Blade | 18 | All | 6 | Until Reaches Enemy/Wall | 15 | none | ||
Aerial Alpha Blade | 18 | All | 6 | Until Reaches Enemy/Wall | N/A | none |
Chipp preforms a quick elbow before rocketing himself forward in a burst of blue flame, only stopping until he hits the enemy or the end of the screen. Very good for closing the gap between you and your enemy and is incredibly useful to catch your enemy while they're charging up, however it's easy to see coming from far away and is unsafe on block. Comes out near immediately as well. Can be used as a finisher for combos.
The move stops either when he reaches the wall or touches the opponent's collision box. On the air version, when he touches the collision box the move immediately ends with no recovery, allowing him to go into any air option afterwards. This lets him get more pressure and mixup. The ground version will have recovery.
- Full screen. It can hit the enemy even if you're both at the very ends of the stage.
- Does not cross up normally, but will sometimes go to the other side of the opponent when on P2 side.
Beta Blade
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Beta Blade | 16,14 | Mid | 2 | 24 | 16 | -9 | Near Full 1~6; Head 7~25 | |
Beta Blade Level 2 | 17,21 | Mid | 2 | 23 | 36 | Near Full | ||
Beta Blade Level 3 | 17,12,11,10,9,8 | Mid | 2 | 10(11)17 | 19 | Near Full |
Chipp's DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.. Can be used as an anti-air because it's air-unblockable. Comes out very quickly making it a good reversal tool, though be careful, it's unsafe on whiff and block.
Higher charge levels cause him to add more reps to it, similar to a Shoryureppa. However, on level 3 is possible to tech between the additional hits, making it become punishable on hit, so be careful.
- Technically not invulnerable because there's a tiny hurtbox behind him.
Gamma Blade
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
10 | Mid | 19 | until contact | 29 | none |
Tsuyoshi-shikii Ten'i
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
N/A | N/A | 1 | N/A | 31 total | N/A | N/A | 1-26 all |
Tsuyoshi-shikii Meisai
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
N/A | N/A | N/A | N/A | 19 total | N/A | N/A | none |