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Revision as of 20:59, 13 April 2021
Please feel free to make edits, but include edit summaries and sources where applicable.
Normal Moves
5P
Backhand jab.
5K
Overall very fast 5K, not as fast as 5P but still pretty close, plus has better range.
c.S
f.S
5H
5D
Chipp summons a Tanuki in front of him.
6P
Hand slap. Very slow and punishable 6P.
6K
Horrendous startup, but you're airborne (and thus unthrowable) for the entire attack except the landing lag.
6H
2P
2K
2S
2H
2D
j.P
j.K
j.S
- No longer bounces you upwards.
Your best crossup tool.
j.H
- Hits 2 times.
- Easy crossups.
Your best jump-in due to the excellent hitbox, hard to anti-air.
j.D
j.2K
Universal Mechanics
Ground Throw
Air Throw
Special Moves
Alpha Blade Horizontal
236P (Air OK)
Grounded version will crossup at certain ranges. Mainly the closer you are to the opponent the more likely it is to crossup
Alpha Blade Diagonal
236K (Air OK)
- Ground version goes upwards and air version goes downwards.
Alpha Blade but it goes diagonally.
Beta Blade
623S (Air OK)
Upward uppercut-like slash. Solid DP with good invicibility. Use as a reversal or combo ender.
Gamma Blade
236H
Sends a clone forward that will attack the opponent. Chipp can now cancel the move from normals, which makes the move a strong pressure tool compare to in previous iterations. But in return, the opponent can also hit his clone and he will get the damage, so when pressuring them and you consider cancelling into this, make sure you leave no gap or have the opponent respect you. DON'T THROW THIS OUT IN NEUTRAL WITHOUT KNOWING WHAT YOU ARE DOING.
Resshou
236S
Kung-fu forward palm thrust. Starter of Chipp's rekka.
Rokusai
Resshou > 236S
- Can be followed up with Senshuu(236K).
Downward kick. Followup to Rokusai(236S).
Senshuu
Resshou > 236K Rokusai > 236K
- Can't be followed-up with Rokusai(236S).
Flip kick. Followup to Rokusai(236S).
Genrou Zan
63214S
- GGST Chipp Zanuff Genrou Zan.png
Command grab. Range is good and damage is alright, but startup is really too long.
Shuriken
j.214P
- Freezes Chipp midair during the throw.
Regular air fireball.
Wall Run
Hold 6 while dashing to a wall's edge
During wall run, you can use your 5P, 5K, 5S or 5H, or press 4 or 2 to get off the wall.
Overdrives
Zansei Rouga
632146H (Air OK)
- GGST Chipp Zanuff Zansei Rouga.png
Banki Messai
236236K
- GGST Chipp Zanuff Banki Messai.png