GGST/Chipp Zanuff

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Overview
Overview

live fast die faster

Lore:President of the Eastern Chipp Kingdom.

He's hot-blooded, and thinking deeply is far from his specialty. He's quick to lose his temper, and his words often come off as rude. Now that he's trying to get into politics, he's learned basic manners and social skills.

He acknowledges that he has some rough edges, but accepts those parts of himself.

 Chipp Zanuff  Chipp Zanuff, classified as a High Speed type, is an incredibly fast ninja who launches attacks in the blink of an eye.

Pros
Cons
  • super slick wall combos
  • That outfit is sick who's writing these
  • straight up explodes in two hit
  • Literally a weeb
  • That outfit


Chipp Zanuff
3🔰A rating of how beginner friendly this character is out of 5, according to Arc System Works.
GGST Chipp Zanuff Portrait.png

Normal Moves

5P

5K

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Overall very fast 5K, not as fast as 5P but still pretty close, plus has better range.

c.S

f.S

5H

5D

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Chipp summons a Tanuki in front of him.

6P

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Hand slap. Very slow and punishable 6P.

6K

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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

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Your best crossup tool.

  • No longer bounces you upwards.

j.H

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Your best jump-in due to the excellent hitbox, hard to anti-air.

  • Hits 2 times.
  • Easy crossups.

j.D

j.2K

Universal Mechanics

Ground Throw

Air Throw

Special Moves

Alpha Blade Horizontal

236P (Air OK)

Alpha Blade Diagonal

236K (Air OK)

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Ground
Air

Alpha Blade but it goes diagonally.

  • Ground version goes upwards and air version goes downwards.

Beta Blade

623S (Air OK)

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Ground
Air

Upward uppercut-like slash. Solid DP with good invicibility. Use as a reversal or combo ender.

Gamma Blade

236H

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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

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Kung-fu forward palm thrust. Starter of Chipp's rekka.

Rokusai

Resshou > 236S

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Downward kick. Followup to Rokusai(236S).

  • Can be followed up with Senshuu(236K).

Senshuu

Resshou > 236K Rokusai > 236K

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Flip kick. Followup to Rokusai(236S).

  • Can't be followed-up with Rokusai(236S).

Genrou Zan

63214S

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Command grab. Range is good and damage is alright, but startup is really too long.

Shuriken

j.214P

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Regular air fireball.

  • Freezes Chipp midair during the throw.

Wall Run

Hold 6 while dashing to a wall's edge

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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)

Banki Messai

236236K

External References

Navigation

To edit frame data, edit values in GGST/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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