GGXRD-R2/Chipp Zanuff

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Chipp Zanuff
GGXRD-R Chipp Portrait.png

Defense Modifier: x1.30
Guts Rating: 4
Weight: [100] Medium
Stun Resistance: 50
Prejump: 3F
Backdash Time 21F / Invul: 1-9F
Wakeup (Face Up/Down): 30F / 24F

Movement Options
Triple Jump, 1 Airdash, Dash Type: Run


Guilty Gear's dedicated pixie character with great mobility and paper-thin defense. While he's without a doubt the fastest character in Xrd, 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[edit]

Strengths Weaknesses
  • Easily the fastest character in the game, in both mobility and frame data
  • Has one extra jump, letting him triple jump and jump after an airdash
  • Teleport YRCs allow for punishes almost anywhere on screen
  • 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
  • Poor backdash
  • High execution barrier

Unique Mechanics[edit]

Triple Jump[edit]

Compared to other characters, Chipp has an extra jump.

Normal Moves[edit]

GGXRD Chipp 5P.png
Damage Guard Startup Active Recovery Frame Adv.
6 Mid 3 1 8 +1
  • Chipp's fastest normal
  • Whiffs against crouching opponents, except Potemkin (and possibly Bedman)
  • Mostly used in juggle combos after 2D > 236S
  • Can also be used as an emergency anti-air because of its upwards angle and startup, but is very bad when it trades

GGXRD Chipp 5K.png
It's mashable if you will
Damage Guard Startup Active Recovery Frame Adv.
12 Mid 5 5 8 -3
  • Very fast for its range
  • Chains into 2D, therefore very useful
  • Good hitbox, beats many otherwise problematic normals (eg. Zato's 2S)

GGXRD Chipp c.S.png
Damage Guard Startup Active Recovery Frame Adv.
28 Mid 4 2 10 +2
  • Extremely fast and offers frame advantage, very useful for frame traps
  • Linking another c.S is possible against crouching opponents or on counter hit
  • Chains both into 6P and 2D and is therefore vital for knockdown combos
  • On normal hit, can link into 5P against standing opponents.

GGXRD Chipp f.S.png
Damage Guard Startup Active Recovery Frame Adv.
26 Mid 7 2 18 -6
  • Excellent range and speed, very good for zoning and after dash-ins
  • Loses or completely whiffs against specific lows, such as Sol's 2D
  • No way to chain into 2D, so comitting to an f.S usually means forfeiting knockdown

GGXRD Chipp 5H.png
Damage Guard Startup Active Recovery Frame Adv.
30 Mid 10 7 16 -4
  • Mostly a combo-tool and blockstring ender (canceled into rekka or teleport)
  • Has more startup than in earlier Guilty Gears and is therefore less useful as a poke
  • Can be used as a makeshift anti-air in very specific situations, such as against Venom's Mad Struggle, since a trade will greatly benefit Chipp
  • Can link into 2D on counter hit
  • Full air combo possible on air counter hit

GGXRD Chipp 2P.png
Damage Guard Startup Active Recovery Frame Adv.
6 Mid 4 2 7 +1
  • Very fast and offers frame advantage
  • Attack level 0 makes this decent for tick throws
  • This is the move to mash when you want to mash into blockstrings, up close
  • Somewhat useful to bait bursts: 2P > 2P > c.S...

GGXRD Chipp 2K.png
Damage Guard Startup Active Recovery Frame Adv.
8 Low 5 4 7 -1
  • Since this is Chipp's fastest low hit, it is a common starter for strings
  • Somewhat hard to use as okizeme because of its range (risk of getting thrown, can't catch backdashes) and short active time, but needed nonetheless.

GGXRD Chipp 2S.png
Damage Guard Startup Active Recovery Frame Adv.
28 Mid 7 4 11 -1
  • Mostly used in combos
  • Inferior to f.S in almost all regards (especially in range), but can beat specific, problematic normals where f.S otherwise fails (Sol's 2D)
  • Staggers on counter-hit, making it a good option for frame traps or as a dash-in attack

GGXRD Chipp 2H.png
Damage Guard Startup Active Recovery Frame Adv.
34 Mid 7 9 18 -8
  • Works well as an anti-air because of the high vertical range (hits them early) and the added reliability in trades (high attack level and good counter hit property), less so because of its actual hit box
  • Floats on normal hit
  • Followup-Combo only possible on counter hit or by cancelling into 22S teleport
  • If it is used at the end of a block-string or stand-alone, it should be cancelled into 22P or 2D to make it safe.

GGXRD Chipp j.P.png
Damage Guard Startup Active Recovery Frame Adv.
8 High / Air 5 4 4 -
  • Very fast normal, mostly used in combos or air-to-air scenarios

GGXRD Chipp j.K.png
Damage Guard Startup Active Recovery Frame Adv.
16×2 High / Air 5 6,2 8 -
  • Has two hits.
  • The first hit has a great upwards-angle and is very useful as an anti-air / air-to-air.
  • The second hit pulls the enemy downwards, which is used mostly in specific knockdown combos
  • Be careful - should the first hit of j.K whiff, the second hit will activate regardless, which means that if you fail your air-to-air attempt, you might not be able to act for a while.

GGXRD Chipp j.S.png
Damage Guard Startup Active Recovery Frame Adv.
28 High / Air 9 10 18 -
  • Slightly bounces Chipp upwards when used, which can be both a blessing and a curse
  • Has a great crossup hitbox, but is hard to use because of the bounce
  • Almost exclusively used in many combos and a few blockstrings (such as iad.j.K(1),j.K(1),j.S,J.HS(2), land...)
  • Sometimes useful as okizeme, such as IAD high/ low mixup after air alpha or alpha plus knockdown, after H teleport, or in the corner "beyblade" mixup

GGXRD Chipp j.H.png
Damage Guard Startup Active Recovery Frame Adv.
26×2 High / Air 8 6,6 29 -
  • Your jump-in of choice
  • Excellent hit box which is hard to anti-air and can also easily cross up
  • Has two hits

GGXRD Chipp j.D.png
Damage Guard Startup Active Recovery Frame Adv.
36 High / Air 6 8 18 + 5 Landing Recovery -
  • Very fast and has a very strong hitbox, which makes this normal especially useful to punish air-throw attempts or sloppy anti-airs
  • Just as useful in combos, since it causes plummet / knockdown midscreen and wall bounce in the corner
  • Floor Slide on Counter Hit - long floor slide on ground counter hit, very short floor slide on air counter hit
  • Since it has some landing recovery, be very careful when using it from too high up in the air - if your opponent instant blocks, you might get thrown when you land.

GGXRD Chipp 6P.png
Damage Guard Startup Active Recovery Frame Adv.
22 Mid 9 3 25 -14
  • Used mostly as an anti-air and against specific attacks where upper body invulnerability is needed (such as Sol's Riot Stamp)
  • Goes under quite a few fireballs from frame 1.
  • Horribly long total duration and recovery make this move extremely risky - be very careful when to use it, especially when attempting an anti-air
  • Chains into 6H, but only combos into it on Counter Hit

GGXRD Chipp 6K.png
Damage Guard Startup Active Recovery Frame Adv.
20 High / Air 19 5 5+3 After Landing -1
  • Overhead, unthrowable as long as Chipp is airborne
  • Chains from c.S
  • Comboing off of this only works as a meaty and against crouching opponents, or with a Roman Cancel
  • Should not be used point blank, as opponents can easily ground throw you after the hit
  • Airborne state and attack level 1 make this a very risky choice, additionally to the bad risk-reward it offers to begin with - if you eat an airborne counter hit if your opponent mashes, you will eat a lot of damage

GGXRD Chipp 6H.png
Not an overhead
Damage Guard Startup Active Recovery Frame Adv.
60 Mid 17 6 15 -2
  • Causes stagger on ground hit
  • Causes ground bounce on air hit
  • High damage and great in juggles, if you can land it, since it offers a free combo afterwards (run up c.S or 5P, air combo)
  • Against Standing opponents, this combos into Alpha Blade, and depending on the range also into an alpha blade very low to the ground (2369P).
  • This can be used as a tech trap in the corner, for example after a combo into 623H started too far away from the corner > catch their recovery with 6H cancelled into 22P (to cut down the recovery), and react to a potential hit / counter hit or block.

GGXRD Chipp j.2K.png
Damage Guard Startup Active Recovery Frame Adv.
16×3 All 8 Until Landing 0 -
  • Multi-hit and attack level 0 make this a decent but risky okizeme tool. For example in the corner, you can use it low enough to have only one hit connect, then immediately link a 2K, which is a hard to block setup, especially when you would usually do a 2-hit j.H. This setup is risky however because it can easily be backdashed. Also, if you try to land more than one hit of j.2K and your opponent uses faultless defense, you will be pushed back so much that the last hit of j.K might whiff, which means your opponent will recover before you and will throw you.
  • j.2K alters Chipp's flight path, slowing down his horizontal accelleration
  • Mostly used for Chipp's FDC (faultless defense cancel), input: j.1[K]~[S]

GGXRD Chipp 2D.png
Damage Guard Startup Active Recovery Frame Adv.
26 Low 9 2 17 -7
  • Fast low hit with very high range
  • Can evade some other low hits since it is foot-invulnerable
  • Extremely important to score knockdowns
  • Combos into 236S, which also serves as a very useful block string
  • 2D > 22P > link 2D is a valid frametrap against people expecting 2D > 236S
  • 2D > 236S > 623H is a very strong combo starter in the corner leading to good damage and knockdown, making 2D as a poking tool even more important

GGXRD Chipp 5D.png
Damage Guard Startup Active Recovery Frame Adv.
22 High 27 4 9 +1
  • Agonizingly slow
  • Insanely high range, but might need some creativity to follow up midscreen from far away (airdash during homing jump etc.)

Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
GGXRD Chipp GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv.
0,60 Ground Throw: 63000 1 - - +40
  • very short range compared to other characters
  • enough time after it for OTG hits, such as 2K
  • Causes a very long knockdown to the opponent, giving you enough time for okizeme such as jump forward, FDC, j.H(crossup), continue pressure or combo

Air Throw[edit]
Air Throw
GGXRD Chipp AirThrow.png
Damage Guard Startup Active Recovery Frame Adv.
0,60 Air Throw: 192500 1 - - -
  • Causes very long knockdown, giving you a lot of time for either [invisibility > meaty 2K] or simply FDC okizeme
  • can be Roman Cancelled and followed up with a 6H > dash 5P > air combo for good damage

Dead Angle Attack[edit]
Dead Angle Attack
GGXRD Chipp 5H.png
Damage Guard Startup Active Recovery Frame Adv.
25 All 11 8 14 -8
  • causes wall bounce on counter hit

Blitz Shield Charge Attack[edit]
Blitz Attack
GGXRD-R Chipp BlitzAttack.png
Version Damage Guard Startup Active Recovery Frame Adv.
Uncharged 50 Mid (15-48)+13 3 20 -2
Max Charge 50 Mid 50+13 3 20 +5
  • Chipp can use his blitz attack in the corner to perform 6H > Blitz attack loops anytime he can combo into air hit 6H, by jump cancelling the recovery of 6H and cancelling the jump startup with blitz. The input is 6H > 8~[SHS].

Special Moves[edit]

Alpha Blade[edit]
Alpha Blade
236P (air OK)
GGXRD Chipp AlphaBlade.png
GGXRD Chipp AlphaBladePlus.png
Version Damage Guard Startup Active Recovery Frame Adv.
36 Mid 17 15 32 -30
32 All 14 14 18 After Landing -19
236P > H

  • Both versions launch the opponent, but the ground version cannot be followed up, except on counter hit, by spending Meter or by simply adding an Alpha Plus
  • The ground version counts as airborne (will go over slidehead) and can go under many projectiles, such as Ky's Stun Edge, I-No's Horizontal Chemical Love, and so on
  • Ground Version will only combo out of 6H or 5H, and 5H only if you are relatively close to your opponent or if you hit him while he is crouching
  • 2D > Ground Alpha Blade works against lightweights, but is used rarely
  • Frame Advantage for Air Alpha Blade is on lowest height
  • Air Version can be cancelled with Wall Cling (46 near the corner), however, if you do not perform any other actions after the wall cling, there will be a special, relatively long landing animation when you land
  • using an Air Alpha Blade very close to the ground will allow for juggles. Example: corner S > S > HS > 2369P (lowest possible height), land, S....
  • If air version hits at the very end of the attack at the lowest height, can combo into 6H

Beta Blade[edit]
Beta Blade
623S (air OK)
GGXRD Chipp BetaBlade.png
Ninja DP!
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 30,26 Mid 5 4,18 16+10 After Landing -30
Air 28,18 All 3 2,16 5 After Landing -
  • A solid dragon punch, mostly only used as a reversal or as an ender for air combos
  • If the first hit is Roman Cancelled, Chipp will still stand on the ground, which will either allow him to followup up the hit with a 6H, or to be safe in case Beta Blade has been blocked
  • The first hit of the ground version gives a hard knockdown; this of course rarely comes into play
  • As of Rev2.1, this move is now throw invulnerable.

Gamma Blade[edit]
Gamma Blade
GGXRD Chipp GammaBlade.png
GGXRD Chipp GammaBlade2.png
Traps opponent in place on hit
Damage Guard Startup Active Recovery Frame Adv.
32 All 19 9 Total 56 +5
  • Can NOT be cancelled into from normals.
  • Deletes most projectiles it comes into contact with and travels onwards.
  • Slow Startup and very long duration make this a very risky move without YRC available.
  • Always +5 on block, no matter how late it hits, since Chipp has a set recovery if it makes contact with the opponent
  • On Hit, traps the opponent for a while and causes airborne state (meaning all following hits will juggle him).
  • deals full damage as an OTG hit and still causes the trap effect (although all followup hits will suffer from OTG damage reduction).

Tsuyoshishiki Meisei[edit]
Tsuyoshishiki Meisei
GGXRD Chipp TsuyoshishikiMeisei.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - Total 29 -
  • Can NOT be cancelled into from normals
  • Will make Chipp flash from invisible to visible for approx. 8 seconds
  • Chipp changes visibility about every second
  • Effect will end prematurely if Chipp is hit or has to block
  • particularly good with YRC after the effect is triggered, making it safer and giving you more time to react to whatever situation arises
  • Can be used in the middle of corner dust combos and can be used after certain knockdowns while still having options for meaties. Very good after a high wall alpha knockdown prior to okizeme

Tsuyoshishiki Ten'i[edit]
Tsuyoshishiki Ten'i
GGXRD Chipp TsuyoshishikiTeni.png
Instant Transmission
Version Damage Guard Startup Active Recovery Frame Adv.
In Place
- - - - Total 21 -
- - - - Total 30 -
Airborne, Front of Opponent
- - - - Total 20 -
Airborne, Behind Opponent
- - - - Total 20 -
  • 22P is very good when used either in blockstrings (as a frame trap), for example after HS or 2D, or when used as a bait (to fake out 22K or 22H teleports and keep your opponent on edge)
  • It is a strong strategy to cancel the recovery of 22K teleport with YRC. The added slowdown should give you enough time to start a combo, apply pressure or go for an air throw
  • 22S/22H teleports enable combos after 2H, 22H is useful when 2H hits when farther away from the opponent and allows you to do midscreen air combos that wouldn't have connected by using 22S
  • 22S version will maintain dash momentum; for this reason, it has some use as a jump in
  • Both the S and H versions of the teleport cause Chipp to fall a set distance towards the side opposite the one Chipp appears on (roughly, but not technically, towards the opponent), the only exception being if 22H is used in reach of wallcling. In this instance, Chipp falls straight downward.
  • Because Chipp falls slightly forward, this means when 22H teleport is used at a long range, Chipp will fall onto to the other side of the opponent from where he appears, rather than behind as usual. This affects certain corner oki setups, but the forward momentum can be stopped using FDC.
  • 22H teleport can be cancelled into wall cling
  • If used predictably, all teleports can be heavily punished
  • Can install an airdash (super jump install) to air versions in neutral with a fast 228 input
  • If landing recovery from a jump is cancelled into an air teleport, you can use whatever air options you would have had left, as if the teleport had never happened.

GGXRD Chipp Genrouzan.png
Ninja throw!
GGXRD Chipp Genrouzan2.png
Nothing personal, kid
Damage Guard Startup Active Recovery Frame Adv.
0,90 Ground Throw 27 11 12 +54
  • Slow and very risky unblockable / command throw
  • Cannot be bursted after the hit, since it is a throw
  • causes very long knockdown, giving you enough time for invis > meaty attack
  • leads to very high, meterless damage into knockdown in the corner, since it can be cancelled into wall cling after the hit

GGXRD Chipp Resshou.png
Ninja rekka!
Damage Guard Startup Active Recovery Frame Adv.
18 Mid 13 5 10 -1
  • starter of Chipp's rekka series
  • super useful as a blockstring ender since it only leaves you at -1, which is a non-issue if your opponent doesn't instant block - chipp's pokes (such as f.S) will generally be faster than what your opponent has to offer on the distance you are at after using the rekka
  • Has special hitstun that makes it +2 on hit
  • combos into 5K on counter hit
  • links into 5P or even c.S on airborne hit (for example after 2D)

Resshou > 236S
GGXRD Chipp Rokusai.png
Ninja low!
Damage Guard Startup Active Recovery Frame Adv.
22 Low 8 1 25 -7
  • Second hit of Chipp's Rekka Series
  • Hits Low
  • Special hitstun makes it only -3 on hit
  • Staggers on counter hit
  • very useful if used slightly delayed after the first rekka as a frame trap
  • Good if followed by a Roman Cancel for either combos or further pressure (and to make the move safer, since it's -7)

Resshou > 236K
Rokusai > 236K
GGXRD Chipp Senshuu.png
Ninja overhead
Damage Guard Startup Active Recovery Frame Adv.
30 High 25 6 10+12 After Landing -11
  • Possible second or last hit of Chipp's rekka series
  • Overhead
  • launches on hit, can be followed up with a juggle combo
  • very unsafe on block and crouching CH recovery, use sparingly

GGXRD Chipp Shinkirou.png
Alternate ending to Rekka, use varies
Damage Guard Startup Active Recovery Frame Adv.
20 All 16 12 16 -14
  • Can be used Stand-alone or during Chipp's Rekka series (but not after 236K)
  • Wall Sticks on air-hit
  • does NOT launch on ground hit
  • free air movement after the recovery of the move ends
  • combos after 2D > 236S
  • Knocks back on counter-hit

GGXRD Chipp Shuriken.png
Always remember which version is gonna come out
Version Damage Guard Startup Active Recovery Frame Adv.
Slow 10 All 23 - Until Landing+6 After Landing -
Fast 10 All 8 - Total 16 + 3 Landing Recovery -
  • alternates between a slow and a fast version, with the slow version coming first
  • slow version freezes chipp in place during the throw and has very long recovery
  • an interesting setup for the slow version is to use it after a low altitude j.D combo ender. Cancel the j.D into slow shuriken, land and continue pressure on waking up opponent, who now has to block the shuriken.
  • fast version does NOT alter chipp's momentum, which makes its usage different than in older guilty gears - now you would rather throw a fast shuriken during a jump's ascent to make it go further
  • mostly used for pressure and to cover your approach, especially useful against characters that have a hard time dodging it, such as potemkin

Wall Cling[edit]
Wall Cling
Near Wall > 64
GGXRD Chipp WallCling.png
Ninja. Followups listed.
GGXRD Chipp WallCling2.png
GGXRD Chipp WallCling3.png
Green for ground throw, Brown for air throw
Version Damage Guard Startup Active Recovery Frame Adv.
Up and Down Movement
Wall Cling > 8 or 2
- - - - - -
Horizontal Movement
Wall Cling > 6 or 3 or 9
- - - - Until Landing -
Horizontal Movement
Wall Cling > 4
- - - - Total 6 -
Alpha Blade
Wall Cling > P
32 All 17 Until Landing 23 -
Wall Cling > K
10 All 9 - Total 18 -
Ground Genrouzan
Wall Cling > S
0,90 Ground Throw: 17500 17 Until Landing 18 After Landing -
Air Genrouzan
Wall Cling > S
0,90 Air Throw: 17500 17 19 Until Landing+10 After Landing -
  • The wall cling generally is used for corner Okizeme as well as runaway tactics.
  • many special moves that leave chipp airborne can be cancelled into the wall cling, such as genrouzan (63214S), air alpha blade (j.236P) or 22S teleport.
  • Chipp retains all movement options he had before a wall cling, meaning that you can still airdash, double- or triple jump if you let go of the wall or use one of the wall-dashes (9 or 6/3)
  • The Kunais (K) are a very good keepaway tool while wall clinging, and will force your opponent to either wait or jump at you, which will both give you time to let go off the wall and act in whatever way is necessary.
  • letting go off the wall (4) enables you to corner-crossup your opponent with j.H
  • a mixup to this is to 3/6dash off the wall and immediately 2D > 236S your opponent for a very quick low hit
  • Chipp cannot use normals or specials during the 9-dash (the far jump off the wall, horizontal angle), but he can cancel it into double / triple jump or airdash.
  • to not get an accidental 6-dash when you want a 9-dash, input the 9-dash as "89".

We have gathered here today, not to mourn the death of Wall Alpha, but to celebrate its life. There has never been a better couple between a wall and a blade. The Wall Alpha we know may be gone, but it will forever live in our hearts.

I first met Wall Alpha when I picked up Guilty Gear Xrd Sign from the Steam store in 2016. Our first encounter was awesome. I remember going into the challenges section and looking at how cool alpha into alpha looked. I grinded and struggled at first to do alpha wall cling cancel wall alpha at first, but it filled me with joy to see Wall Alpha be so key in Chipp's corner oki and that it’s used on all of his corner combos. Wall Alpha was always there to get me a knockdown in the corner and add a bunch of damage to my corner bnb’s while retaining corner. Every Chipp player appreciated Wall Alpha and before every game they would dream of landing one for that corner knockdown. Wall Alpha’s best friends, HS teleport and Ryuu Yanagi, are here with us as well to pay respects to Wall Alpha. HS teleport would tell me stories of how the two would team up to blend everyone into smoothies in the corner. Ryuu Yanagi would love to do the honors of providing one of the most difficult to block mixups in the game. Wall Alpha is loved by many friends and family, and I feel that we are all equally blessed to be part of his life, as he was part of ours.

I will remember Wall Alpha. You all will remember Wall Alpha. People will still talk about this special move who’s oki carried so many Chipp players to adulthood. Although Wall Alpha is gone now, we will live on with a lesson. Enjoy your specials in their wonderful lifespan before they get nerfed. Never take any special for granted.

Thank you Wall Alpha. My dear friend. My best friend. Thank you and good bye.


Zansei Rouga[edit]
Zansei Rouga
GGXRD Chipp ZanseiRouga.png
GGXRD Chipp ZanseiRouga2.png
Damage Guard Startup Active Recovery Frame Adv.
[30×5, 187]
Mid 21+0
Until Corner 26 After Landing -91
  • Frame Advantage is on crouching block Sol
  • Combos off of 6H
  • particularly good after 6P counter hit > 6H to kill (since supers cannot be bursted) or after a successful blitz shield, since supers cannot be reverse-blitzed, otherwise it isn't used much
  • can be YRCd before the first hit in case you screwed up / want to pretend you're endou

Ryuu Yanagi[edit]
Ryuu Yanagi
GGXRD Chipp RyuuYanagi.png
Ninja Daggers!
Damage Guard Startup Active Recovery Frame Adv.
20×12 All 1+2 - Total 21 -
  • causes ground bounce and knockdown, depending on how it hits your opponent, which turns it into a good air combo finisher.
  • On the ground, the combo can be followed up with S > HS > 236236K for a high damage, high number of hit 100% tension combo, which is usually a bad choice since it fills up burst and is generally a meter waste, but in case your opponent has low HP, the way guts / damage reduction on low hp works plus the fact that you cannot burst supers will tip the scales, turning this combo into a great way to finish a round.
  • Since it travels slowly and Chipp retains all air options after using it, it looks tempting to use the super as an okizeme option, but keep in mind that all kunais will disappear if chipp is hit, so use it with caution.

Banki Mesai[edit]
Banki Mesai
GGXRD Chipp BankaiMesai.png
Damage Guard Startup Active Recovery Frame Adv.
6×32,38×4 Mid×32, All×4 7+0 3(6)3(8)3(3)×3,3(6)6(3)6(3)60 - -14
  • Startup depends on distance / Whiff Total 49
  • The two Beta Blades at the end now will only trigger when the move actually hits, unlike in earlier Guilty Gears
  • Still a very unsafe move on block, since your opponent can block with faultless defense to make most of your hits whiff, giving him even more time to punish
  • The most common way to use this move is to combo into it to kill your opponent if he still has burst and low HP.

Instant Kill[edit]

in IK mode: 236236H
GGXRD Chipp Raisetsudan.png
GGXRD Chipp Raisetsudan2.png
Damage Guard Startup Active Recovery Frame Adv.
DESTROY All 9+13
5 30 -18
  • [ ] Indicates during Hell Fire
  • Uses the animation of his Resshou.
  • Chipp's Instant Kill activation has extremely long startup, an instant kill will not be guaranteed even if your opponent is dizzy
  • It can be used however when your Opponent is in Hellfire state during the last possible round. A sample combo to land it would be: corner S > S > HS > 236S > 236S roman cancel > Dust, dash cancel, instant kill activate, instant kill.


69% complete
Page Status Completion Score
Overview TODO: add explanation of unique mechanics, colors, hitboxes 13/24
Combos TODO: add notation information, moves to the notation guide, theory, and video links 4/10
Okizeme 4/10
Strategy 4/12
Frame Data 44/44

For a list of criteria for appraising character pages see this page.


Ambox notice.png To edit frame data, edit values in GGXRD-R2/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.
Guilty Gear Xrd REV 2e
Click [*] for character's frame data
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Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc