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======<span style="visibility:hidden;font-size:0">Overview</span>====== | ======<span style="visibility:hidden;font-size:0">Overview</span>====== | ||
{{Overview | {{Overview | ||
|overview= | |overview=Chipp does exactly what you'd expect, really. He's mobile, he's slippery, and he's got every tool you could want. With his strong set of normals, powerful mixup options, two good reversals, and a variety of options at all points in a match, Chipp can put on the pressure like no other. As per usual, Chipp has low health, giving him some trouble with survivability, a particularly big problem in Missing Link. His pressure and short range on normals also leave him vulnerable to guard cancels during pressure. If you can keep momentum, though, Chipp's neutral and pressure can be suffocating. | ||
|lore=Chipp is a ninja who wants to become president to correct everything that's wrong with the world. He is also one of the few people in the world able to wield the power of ki.<br>Chipp grew up in some of the US's worst slums, and before long, he was selling drugs as part of a gang. His life was being shaped up to be short and brutal until he met Tsuyoshi, who instructed him in the martial arts. | |||
|summary= rushes in and out of the opponent's range while overwhelming them with his diverse and powerful mixups. | |||
|summary= | |||
|pros= | |pros= | ||
* ''' | * '''Insane 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. | * '''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. | * '''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. Tsuyoshi-skikii Ten'i is also invincible from frame 1 and teleports Chipp far away from danger. | ||
* '''Good Guard Cancel Options''': With Beta Blade, Sebone-ori, and Tsuyoshi-shikii | * '''Good Guard Cancel Options''': With Beta Blade, Sebone-ori, and Tsuyoshi-shikii Ten'i, Chipp has diverse and strong options when he needs to guard cancel. | ||
|cons= | |cons= | ||
* '''Low Health''': Tied with {{Character Label|GGML|Kliff Undersn|label=Kliff}} for lowest defense in the game, and 2nd lowest dizzy threshold. | * '''Low Health''': Tied with {{Character Label|GGML|Kliff Undersn|label=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. | * '''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. | * '''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. | ||
|fastestAttack = {{MMC|input=5P|label=5P}} (3F, whiffs on crouching)<br/>{{MMC|input=P+K > 236X|label=The Blade Which Slays All Under Heaven And Earth}} (3F)<br/>{{MMC|input=2H|label=2H}} (4F) | |||
|reversal= {{MMC|input=623P|label=Beta Blade}} (2F, small hurtbox located far behind Chipp) | |||
}} | }} | ||
==Normals== | ==Normals== | ||
===<big> | {{:GGML/Reading_Data}} | ||
===<big>5P</big>=== | |||
{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=5P | |input=5P | ||
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}} | }} | ||
===<big> | ===<big>5K</big>=== | ||
{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=5K | |input=5K | ||
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}} | }} | ||
===<big> | ===<big>c.S</big>=== | ||
{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=c.S | |input=c.S | ||
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}} | }} | ||
===<big> | ===<big>f.S</big>=== | ||
{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=f.S | |input=f.S | ||
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}} | }} | ||
===<big> | ===<big>5H</big>=== | ||
{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=5H | |input=5H | ||
|description=Chipp's biggest grounded normal with a decent disjoint, although it's slower than his other options and still not as big as other character's normals. Can gatling back into his S normals, although this isn't important due to the existence of CC. Inflicts high hitstun making it useful for CC infinites. | |||
}} | }} | ||
===<big> | ===<big>6P</big>=== | ||
{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=6P | |input=6P | ||
|description=Fast, Highly Active, and with 0 recovery. Somehow it's still kinda wack. | |description=Fast, Highly Active, and with 0 recovery. Somehow it's still kinda wack. The hitbox is tiny and there's a huge gap between the first and second hit. | ||
}} | }} | ||
===<big> | ===<big>2P</big>=== | ||
{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=2P | |input=2P | ||
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}} | }} | ||
===<big> | ===<big>2K</big>=== | ||
{{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. | |||
}} | }} | ||
===<big> | ===<big>2S</big>=== | ||
{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=2S | |input=2S | ||
|description=Slightly bigger and more disjointed alternative to {{clr|3|f.S}} but is significantly slower and still smaller than {{clr|2|5K}}. Generally will go unused. | |||
}} | }} | ||
===<big> | ===<big>2H</big>=== | ||
{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=2H | |input=2H | ||
|description=Disjointed anti-air move. Could've been useful, but it launches the opponent a short distance on hit, meaning it leads to no continued pressure or combo. Still usable since it can be CCed for continued pressure but there are better options. | |||
}} | }} | ||
===<big> | ===<big>j.P</big>=== | ||
{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=j.P | |input=j.P | ||
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}} | }} | ||
===<big> | ===<big>j.K</big>=== | ||
{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=j.K | |input=j.K | ||
|description=Two hitting air kick. Since air games don't exist in GGML for the most part, the move isn't too useful in this game outside of Dust combo filler. Can still be used for air to air. | |||
}} | }} | ||
===<big> | ===<big>j.S</big>=== | ||
{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=j.S | |input=j.S | ||
|description=Two hitting sword slash. Hits twice and can very easily crossup, making it a good jump in and air to air. | |||
}} | }} | ||
===<big> | ===<big>j.H</big>=== | ||
{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=j.H | |input=j.H | ||
|description=Can be used for jump-ins like in later games, or used for tall-character specific infinites. The first active hitbox is above Chipp, but comes out on frame 1, and then the hitbox follows the motion of chipp's body from back to front. | |||
}} | }} | ||
===<big> | ===<big>j.2K</big>=== | ||
{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=j.2K | |input=j.2K | ||
|description=Funky little dive kick that is most notably used for going infinite against Pot and Justice without the need for CC. | |description=Funky little dive kick that is most notably used for going infinite against Pot and Justice without the need for CC. Reaches the ground very quickly when used later in a jump arc, making it very useful for changing air momentum. | ||
}} | }} | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
===<big> | ===<big>Dust Attack</big>=== | ||
{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=S+H | |input=S+H | ||
|description=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. | |description=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. Can be combined with Chipp's dash to do a halfscreen overhead. | ||
Dust is extra useful with Chipp not only because it's a fast overhead, but since it can setup the Homing Jump Bug, allowing Chipp to chase after the opponent and continue pressure even after the Dust combo is finished. | |||
*Randomly "invuln" for 4 frames at the end of the recovery animation | *Randomly "invuln" for 4 frames at the end of the recovery animation | ||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=6H or 4H | |input=6H or 4H | ||
|description=Best throw in the game. Puts opponent in the air while in reset state, meaning it's untechable. This gives you more than enough time to do | |description=Best throw in the game. Puts opponent in the air while in reset state, meaning it's untechable. On top of that Chipp recovers before the opponent does. This gives you more than enough time to do either a {{clr|1|5P}} or {{clr|3|c.S}}. You can then cancel into 623P as a "combo" (it's air unblockable so while it won't combo there's nothing the opponent can do to stop it) or gatling into another normal to force the opponent to land, causing a high/low/throw mixup. If you do this be careful of characters with air specials who can guard cancel. | ||
}} | }} | ||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=6[6] | |input=6[6] | ||
|description=Chipp's Dash attack. Chipp moves across the screen so fast that normally you won't get it by the time you reach the opponent, and dash normals are generally better, but it's not bad. | |||
}} | }} | ||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=P+K > 236X | |input=P+K > 236X | ||
|description= | |description=Decent instant kill. Has the typical low profile but the hitbox is low to the ground, meaning it's less good as an anti-air and whiff punish than most. However, it's very fast and recovers even quicker than most. | ||
}} | }} | ||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=236P,j.236P | |input=236P,j.236P | ||
|description=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. | |description=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. Goes even faster if used with the Dash Cancel Bug (2366). | ||
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 | 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 mixups. The ground version will have recovery but it's still safe unless guard canceled against. | ||
*Full screen. It can hit the enemy even if you're both at the very ends of the stage. | *Full screen. It can hit the enemy even if you're both at the very ends of the stage. | ||
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|description=Chipp's {{keyword|DP}}. 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. | |description=Chipp's {{keyword|DP}}. 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. | Higher charge levels cause him to add more reps to it, similar to a Shoryureppa. Unlike most moves with gaps in them, the opponent can tech but will instantly get hit by the next rep due to it being air unblockable, making it useful to have. | ||
*Technically not invulnerable because there's a tiny hurtbox behind him. | *Technically not invulnerable because there's a tiny hurtbox behind him. | ||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=41236H | |input=41236H | ||
|description= | |description=Fairly weak projectile, doesn't quite go fullscreen and only knocksdown on hit which might be punishable up close (research needed). Still nice to have but when Chipp can cover the same distance with a dash normal or Alpha Blade, both of which have higher reward, it's a bit pointless in his kit. | ||
}} | }} | ||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=236S | |input=236S | ||
|description=Chipp's signature teleport. | |description=Chipp's signature teleport. Only has one version that teleports a set distance. This can be used to mixup his movement and catch opponents off guard or guard cancel to escape pressure. The distance traveled increases if dash canceled (2366S), allowing him to teleport behind the opponent from almost fullscreen. This is especially useful against characters that like to hold one position like {{Character Label|GGML|Justice}} or {{Character Label|GGML|Baldhead}} | ||
}} | }} | ||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=214K | |input=214K | ||
|description=Chipp will become mostly invisible for a moderate time after this special. | |description=Chipp will become mostly invisible for a moderate time after this special. Can make his mixups harder to see, but without a reliable way to set it up in this game and his mixups already being fully unreactable, there's not too much use to it. | ||
}} | }} | ||
===<big> | ===<big>Sebone-ori</big>=== | ||
{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=632146K | |input=632146K | ||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=236236K | |input=236236K | ||
|description=Chipp | |description=Chipp runs forwards most of the screen and upon reaching the opponent does a ranbu-esque flurry of attacks. The finishing Beta Blade has a gap that can be teched and isn't air unblockable, but it'll launch the opponent high up so it can't generally be punished outside of characters with a move that reaches the ground quickly, like Chipp himself. | ||
Does decent damage and in a more honest game could be a very useful combo ender, but in the context of this game it's always better to combo into an infinite. It does go very far in a short amount of time so it may catch an opponent moving forward, but the super flash gives away that you're going for it. It lacks any invuln so it'll run straight into any projectiles. | |||
}} | }} | ||
==Colors== | |||
{{GGMLColors|Character=Chipp|Size=240}} | |||
==Navigation== | ==Navigation== | ||
<center>{{Character Label|GGML|Chipp|42px}}</center> | |||
{{#lst:{{PAGENAME}}/Data|Links}} | |||
{{Navbar-GGML}} | {{Navbar-GGML}} |
Revision as of 06:05, 31 July 2022
Chipp does exactly what you'd expect, really. He's mobile, he's slippery, and he's got every tool you could want. With his strong set of normals, powerful mixup options, two good reversals, and a variety of options at all points in a match, Chipp can put on the pressure like no other. As per usual, Chipp has low health, giving him some trouble with survivability, a particularly big problem in Missing Link. His pressure and short range on normals also leave him vulnerable to guard cancels during pressure. If you can keep momentum, though, Chipp's neutral and pressure can be suffocating.
Chipp Chipp rushes in and out of the opponent's range while overwhelming them with his diverse and powerful mixups.
- Insane 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. Tsuyoshi-skikii Ten'i is also invincible from frame 1 and teleports Chipp far away from danger.
- Good Guard Cancel Options: With Beta Blade, Sebone-ori, and Tsuyoshi-shikii Ten'i, 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.
Normals
- Damage
- A quantification of how a character's health bar is reduced when they are hit.
- Guard
- The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
- Low
- Guarded against while crouching
- Mid
- Guarded against in either the crouching or standing state, but not while airborne
- High
- Guarded against in the standing state
- All
- Guarded against while crouching, standing, or while airborne
- Throw
- Cannot be guarded against, but only applies to grounded opponents
- Unblockable
- Cannot be guarded against
- Startup
- The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
- Active
- The active frames of an attack refers to the amount of time an attack can hit the opponent.
- Recovery
- The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.
- On-Block
- A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- On-Hit
- A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- Invuln
- Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.
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 |
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 |
2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
15 | All | 4 | 7 | 18 | none |
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 |
j.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Overhead | 8 | 2(2)6 | 9 | none |
j.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9x3 | Overhead | 1 | 23 | 13 | none |
j.2K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
4 | Overhead | 3 | Until Landing | 0 | none |
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. Can be combined with Chipp's dash to do a halfscreen overhead.
Dust is extra useful with Chipp not only because it's a fast overhead, but since it can setup the Homing Jump Bug, allowing Chipp to chase after the opponent and continue pressure even after the Dust combo is finished.
- 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 |
Instant Kill
The Blade which Slays All Under Heaven and Earth
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
FATAL | All | 3 | 4 | 22 | N/A | N/A | Above Knees |
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. Goes even faster if used with the Dash Cancel Bug (2366).
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 mixups. The ground version will have recovery but it's still safe unless guard canceled against.
- 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. Unlike most moves with gaps in them, the opponent can tech but will instantly get hit by the next rep due to it being air unblockable, making it useful to have.
- 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 |
Sebone-ori
Supers
Banki Messai
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
78 | All | 9 | until contact | 0 on whiff, 20 on hit |
Chipp runs forwards most of the screen and upon reaching the opponent does a ranbu-esque flurry of attacks. The finishing Beta Blade has a gap that can be teched and isn't air unblockable, but it'll launch the opponent high up so it can't generally be punished outside of characters with a move that reaches the ground quickly, like Chipp himself.
Does decent damage and in a more honest game could be a very useful combo ender, but in the context of this game it's always better to combo into an infinite. It does go very far in a short amount of time so it may catch an opponent moving forward, but the super flash gives away that you're going for it. It lacks any invuln so it'll run straight into any projectiles.Colors