GGReload/Chipp Zanuff

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Chipp Zanuff
GGReload Chipp Portrait.jpg

Defense Modifier: x1.30

Guts Rating: 4

Weight: Medium (x1.00)

Stun Resistance: 50

Jump Startup: 3F

Backdash Time: 21F / Invul: 1~9F

Wake-Up (Face Up/Down): 41F / 32F

Movement Options
Triple Jump, 1 Airdash, Dash Type: Run
Colors
P K S H D Start
Normal
GGReload Chipp P.png
GGReload Chipp K.png
GGReload Chipp S.png
GGReload Chipp H.png
GGReload Chipp D.png
GGReload Chipp Start.png
SP
GGReload Chipp P(Sp).png
GGReload Chipp K(Sp).png
GGReload Chipp S(Sp).png
GGReload Chipp H(Sp).png
GGReload Chipp D(Sp).png
GGReload Chipp Start(Sp).png

Overview

Guilty Gear's dedicated pixie character with great mobility and paper-thin defense. While he's without a doubt the fastest character in XX, Chipp's execution might be the hardest in the game, as many of his basic conversion combos require jump installs etc. His tools are fast and generally great, but his poor defense means that only a couple of mistakes will spell his doom.

Strengths and Weaknesses


Strengths Weaknesses
  • Easily the fastest character in the game, in both mobility and frame data
  • Only character with a triple jump
  • 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 crouch-hit)
  • Ground mixups somewhat lacking, overheads are sub-par
  • High execution barrier
  • Terrible damage output

Unique Mechanics


Triple Jump

Compared to other characters, Chipp has an extra jump.



Normals

5P
GGAC Chipp 5P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
6 Mid CSJR 4 2 6 +2

Used as a tick throw tool or a fast anti-air.

   whiffs crouching
   Disjointed enough to beat some moves with extended hurtboxes
5K
GGAC Chipp 5K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 Mid CSJR 5 5 8 -3

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

   Self cancel for extended pressure setups or confirms
   Very strong for beating out other pokes or resuming pressure
   Has a late gattling > 2k/p & 5p thats set on frame 7(?) that extends into its recovery.
c.S
GGAC Chipp cS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 Mid SR 4 1 11 +2

Pressure and combo starter/filler. By being +2 on block it is great for for frame traps or dash-in pressure.

   Chipp's highest damage normal that gatlings to 2D.
   Used in corner relaunches out of Instant Air Alpha Blade conversions (IAA).
f.S
GGAC Chipp fS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
26 Mid SJR 7 1 19 -6

Long range poke that is faster than nearly any other normals at this range.

   The disjointed hitbox makes it a strong counter-poke.
   Jump cancellable, making for a very safe poke.
   Lacks strong conversions on its own.
5H
GGAC Chipp 5H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
36 Mid SJR 7 7 12 ±0

5H can sometimes used in Chipp's high damage conversions as a counter-hit combo starter. Despite its hitbox not being as disjointed as Chipp's other normals, this move can beat a lot of other moves in the game.

6P
GGAC Chipp 6P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
18*2 Mid SJR 9 3(9)5 10 -1

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
Damage Guard Cancel Startup Active Recovery Frame Adv.
20 High R 19 5 5+3L -1

Moderately quick overhead which doesn't lead to anything on normal or counter hit without meter. Can be unsafe on hit.

   Throw invulnerable, could be used to bait a throw on wakeup.
   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
6H
GGAC Chipp 6H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 Mid SJR 17 6 15 -2

Big Blade Stab. Chipp's highest damage normal.

    Does good damage and allows for followups on air and grounded hit.
    Staggers on grounded hit allowing for Alpha blade/IAA combos
    Can hit characters with slow or low jumps attempting to jump out
5D
GGAC Chipp 5D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
17 High R 25 4 9 +1

Very slow Dust, but huge range and plus on block. Can make for a useful blockstring ender.

   Leads to more standardized I.dusts or 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
Damage Guard Cancel Startup Active Recovery Frame Adv.
6 Mid CSR 4 2 7 -1

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
Damage Guard Cancel Startup Active Recovery Frame Adv.
8 Low CSR 5 4 7 -1

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
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 Mid SR 7 4 11 -1

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
Damage Guard Cancel Startup Active Recovery Frame Adv.
34 Mid SR 7 9 18 -8

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
2D
GGAC Chipp 2D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
26 Low SR 9 2 18 -8

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
j.P
GGAC Chipp jP.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
8 High, Air CSR 5 4 4 -

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
Damage Guard Cancel Startup Active Recovery Frame Adv.
16*2 High, Air CSJR 5 6,2 8 -

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
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 High, Air SJR 9 10 18 -

Mixup tool with a crossup hitbox.

   Decent damage in air combos.
j.H
GGAC Chipp jH.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
26*2 High, Air SR 8 6,6 26 -

Two-hit jump-in which, when used from Chipp's FDC leads to his good 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
Damage Guard Cancel Startup Active Recovery Frame Adv.
40 High, Air SR 6 8 18+5L -

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


Universal Mechanics

Ground Throw
GGAC Chipp throw.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
55 Throw: 36 Pixels - - - - -

Normal grab that unfortunately doesn't leave much time to go for much oki outside of a meaty. Still an important tool in his offense.

Air Throw
GGAC Chipp airThrow.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
55 Throw: 110 Pixels - - - - -

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 Guard Cancel Startup Active Recovery Frame Adv.
25 All R 11 5 15 -6

Average Dead Angle

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


Specials

Sakuganki
j.2K
GGAC Chipp j2K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
16*3 High, Air R 8 Until L - -


Alpha Blade
236P air OK
GGAC Chipp 236P.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Ground 44 Mid R 18 15 0+32L -30
Air 40 All R 16 14 Until L+18 -19
Alpha Plus
Ground Alpha Blade -> H
GGAC Chipp ABP.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
38 Mid R 9 12 18 -13
Beta Blade
623S air OK
GGAC Chipp 623S.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Ground 30,26 Mid R 5 4,18 16+10L -30
Air 28,18 All R 3 2,16 Until L+5 -
Gamma Blade
41236H
GGAC Chipp 41236H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
32 All - 15 9 29 +5
Tsuyoshishiki Ten'i
22X
GGAC Chipp 22PKS.png
P, K, and S move a set distance and can pass through the opponent
GGReload Chipp 22H.png
H homes in above and in front of the opponent's location
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
P - - - - - Total 27 -
K - - - - - Total 30 -
S - - - - - Total 31 -
H - - - - - Total 20 -
Tsuyoshishiki Meisei
214K
GGAC Chipp 214K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - Total 29 -
Genrouzan
41236K
GGAC Chipp 41236K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
90 Unblockable F 30 12 0+10L -
Resshou
236S
GGAC Chipp resshou.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
18 Mid R 13 5 10 -1
Rokusai
Resshou -> 236S
GGAC Chipp rokusai.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
22 Low R 8 1 25 -7
Senshuu
Resshou OR Rokusai -> 236K
GGAC Chipp senshuu.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 High RF 25 6 10+21L -11


Overdrives

Zansei Rouga
632146H
GGAC Chipp 632146H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30*5,110 Mid RF 21+4 - 32L -
Banki Mesai
236236K
GGReload Chipp 236236K.png
 
GGAC Chipp 623S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
9*16,30*4 Mid R 7+0 - 10L -51


Instant Kill

Delta End
in IK mode: 236236H
GGAC Chipp IK.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
DESTROY Mid - 59+0 118 43+16L -


Navigation


To edit frame data, edit values in GGReload/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.
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