GGXRD-R2/Chipp Zanuff: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
|-
!Chipp Zanuff
|-
||
[[File:GGXRD-R_Chipp_Portrait.png|350x500px|center]]
|-
||{{#lsth:GGXRD-R2/Chipp Zanuff/Data|SystemData}}
;Movement Options
:Triple Jump, 1 Airdash, Dash Type: Run
;Play-style
:High Mobility, Passive-Agressive
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
==Overview==
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.
{{Overview/navigation|okizeme=true}}
<div id="home-content" class="home-grid">
{{card|width=4|height=1
|header=Overview
|content= Guilty Gear's dedicated pixie character with great mobility and paper-thin defense. Chipp has everything a speedy player could want: fast movement, a triple jump, teleports, and several special moves that let him careen around the stage and climb on the walls. His normals are also much faster for their range than most other characters, and he has a few powerhouses like {{clr|1|6P}}, {{clr|4|5H}}, and {{clr|5|j.D}} to supplement his raw speed.


<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">
While he's without a doubt the nimblest character in Xrd, Chipp also has a strong pressure game: {{clr|3|c.S}} is a plus on block throw option select that is faster than many characters' jabs and frame traps into itself.  Off of throw or another good knockdown, Chipp can often set up a jump-in mixup using {{clr|3|j.S}}, {{clr|4|j.H}}, or simply landing and going low.  His aerial kunai super Ryuu Yanagi ({{MMC|input=j.214214K|label={{clr|2|j.214214K}}}}) makes those mixups even harder to block.  Gamma Blade ({{MMC|input=41236H|label={{clr|4|41236H}}}}) is a large grounded projectile that is always plus on block and captures the opponent on hit, giving Chipp a free combo.  Chipp also has Beta Blade ({{MMC|input=623S|label={{clr|3|623S}}}}), a two-hit, 5f meterless reversal that lets him challenge mixups and pressure.
=== Strengths and Weaknesses ===
 
----
Turning a combo into setplay and mixups is not always feasible, however, and Chipp must often choose between a damaging combo that resets to neutral, or a much less damaging combo with continued okizeme.  Chipp's many tools give him many options in neutral, but using them to safely control his opponent requires a lot of matchup knowledge and choosing the wrong option can be very punishing: if Chipp eats a single bad counter hit, he's liable to lose half his health bar or more.
{|  
 
|-style="text-align:left;"
If you want to live fast, die hard, and have every tool in the box at your fingertips, Chipp is the character for you.
! Strengths !! Weaknesses
}}
|- style="vertical-align:top;text-align:left"
{{GGXRD-R2/Infobox
| style="width: 50%;"|
| fastestAttack = [[#5P|5P]](3F) (Whiffs on crouch) <br/> [[#2P|2P]](4F) <br/> [[#c.S|c.S]](4F)
*Easily the fastest character in the game, in both mobility and frame data
| reversal = [[#Beta Blade|623S]] (5F)
*Only character with a triple jump
}}
*Teleport YRCs allow for punishes almost anywhere on screen
{{ProsAndCons
*Possible to adopt both runaway and rushdown styles of play if necessary
|intro= has every tool you could ever want and enough mobility options to treat the screen like a jungle gym - but he hurts more than anyone else when he makes a mistake.
| style="width: 50%;"|
|pros=
*Paper-thin defense, takes the most damage in the game
*'''Speedster''': Between a triple jump, the fastest runspeed in the game, teleports, and the ability to cling to walls and dash off them, Chipp is easily the most mobile character in the game. He can utilize his extreme speed to both whiff punish and escape scary situations better than many other characters in the cast.
*Scoring a knockdown usually needs combos with specific conditions (close-range or crouch-hit)
*'''Powerful Mixups''': Chipp has tons of ways to open people up, including {{MiniMoveCard|input=63214S|label= a command grab}} and a standing, unthrowable overhead with his {{MMC|input=6K|label={{clr|2|6K}}}}. In the corner, {{MiniMoveCard|input=Wall > 64 |label= Wall Cling}} setups and FDC {{clr|2|j.2K}} give Chipp incredible mixup options from knockdown.
*Ground mixups somewhat lacking, overheads are sub-par
*'''Excellent Buttons:''' Fast startups paired with great hitboxes and recovery on many normals ({{MMC|input=6P|label={{clr|1|6P}}}}, {{MMC|input=5K|label={{clr|2|5K}}}},{{MMC|input=c.S|label={{clr|3|c.S}}}}, {{MMC|input=2S|label={{clr|3|2S}}}}, {{MMC|input=j.D|label={{clr|5|j.D}}}}) can make Chipp difficult to challenge as characters with weaker neutral or slower buttons.
*High execution barrier
*'''Damage Potential:''' With the right hit, resources, or at the cost of a knockdown, Chipp can not only demolish health bars, but also burn through guts and combo scaling more efficiently than almost any other character.
|-
*'''Adaptable Toolbox:''' Chipp's speed and wide movelist allow him to approach situations however he pleases. He can play very defensively and offensively, as well as switch between the two as necessary.
|}
|cons=
*'''High-Risk:''' Chipp takes the most damage out of any character by far, and has rather strict execution demands in order to be properly played. As such, making errors in execution isn't uncommon and the punishment for them is astronomical.
*'''Lack of Easy Knockdowns:''' Scoring a knockdown usually needs combos with specific conditions such as being close to the opponent or hitting them crouching, or a short combo with low damage such as basic gatlings into {{MMC|input=2D|label=2D}}. Chipp often has to choose between doing good damage or earning a knockdown.
*'''Okizeme Woes:''' Chipp's backdash is not well-fit for escaping okizeme, and he has the longest possible knockdown timer in the game.
*'''Meter-hungry:''' Chipp's strongest options require meter investment, but his meter income is limited by the tension penalty inflicted by {{MMC|input=j.2K|label={{clr|K|j.2K FDC}}}}, his main mixup tool.
}}
</div>
</div>
=== Unique Mechanics ===
===Unique Mechanics===
----
{{card|width=4
==== Triple Jump ====
|header=Jump Installing
:Compared to other characters, Chipp has an extra jump.
|content=
{{#lst:GGXRD-R2/Chipp Zanuff/Data|Links}}
Normally, Chipp cannot jump or airdash after his {{clr|3|S}}/{{clr|4|H}} teleports, but this can be changed with a technique called jump installing.
 
Jump installing is a long-standing <strike>bug</strike> feature of the Guilty Gear series that allows characters to fool the game into giving them air actions when they would not normally have them.  Many moves in GGXrd will automatically jump install, but Chipp is notable both for having a move that does not auto-jump intall ({{clr|3|S}}/{{clr|4|H}} teleport) and relying on that move for combos quite a lot.  '''Jump installing is NOT unique to Chipp - he just does it more than anyone else.'''
 
For more information on jump installing, see [[GGXRD-R2/Movement#Jump_Install|this page]].
}}
{{FrameChartKey}}


==Normal Moves==
==Normal Moves==
======<font style="visibility:hidden" size="0">5P</font>======
===<big>{{clr|1|5P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=5P
|input=5P
|input=
|description=
|image=GGXRD_Chipp_5P.png |caption=
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 3
{{AttackDataHeader-GGXRD-R2}}
|active  = 1
{{!}}-
|recovery = 8
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|5P}}
}}
{{!}}-
A high and very fast standing jab.
{{Description|6|text=*Chipp's fastest normal
 
*Whiffs against crouching opponents, except Potemkin (and possibly Bedman)
Chipp's fastest normal and one of the fastest jabs in the game. Mostly used in juggle combos after {{clr|5|2D}} > {{clr|3|236S}}. Whiffs against crouching opponents except for Potemkin, Bedman and Haehyun. Also sees use as an emergency anti-air because of its upwards angle and quick startup, but is very bad when it trades
*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
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|2|5K}}</big>===
{{GGXRD-R2 Move Card
|input=5K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 5
|recovery = 8
}}
A fast standing kick with great range for its speed.
 
An all around essential move for Chipp thanks to its versatility. Its great hitbox that is disjointed on startup allows it to beat many otherwise problematic normals that would outrange Chipp. Its wide variety of gatling options makes it a strong pressure starter as well. On hit, it can easily hit confirm due to being able to gatling into itself.
*Gatlings into 2P, 6P, 2K are delayed.
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|3|c.S}}</big>===
{{GGXRD-R2 Move Card
|input=c.S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 4
|active  = 2
|recovery = 10
}}
Extremely fast for a {{clr|3|c.S}} and offers frame advantage on block while being rewarding on hit, making it useful for starting pressure, confirming hits and creating burst safe points in combos
 
Very useful for frame traps; it's plus frames on block and incredible startup speed allow {{clr|3|c.S}}>{{clr|3|c.S}} to be a frametrap sequence. On normal hit, it can link into {{clr|1|5P}} against standing opponents and {{clr|S|c.S}} on crouching opponents to make hit confirming out of stagger pressure possible. On counter hit, it's possible for chip to link another {{clr|3|c.S}} to confirm into combos. Thanks to its versatile gatling tree, it's also essential for knockdown combos via {{clr|P|6P}} and {{clr|D|2D}}. It is also Chipp's only normal that can gatling into {{clr|2|6K}} for overhead mixups.
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|3|f.S}}</big>===
{{GGXRD-R2 Move Card
|input=f.S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 2
|recovery = 18
}}
Chipp quickly takes a large step forward, giving {{clr|S|f.S}} much further reach than the hitbox suggests.
 
Thanks to its excellent range and speed, {{clr|S|f.S}} is very good for footsies and after dash-ins. Is essentially the higher recovery, higher-hitting brother of {{clr|S|2S}}.
 
While it can be great in neutral and for approaching, it's not without fault - its high hitbox loses or completely whiffs against low profiles, such as Sol's {{clr|5|2D}}. It also has no way to gatling into {{clr|5|2D}}, so committing to an {{clr|3|f.S}} usually means forfeiting knockdown.
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}
}}
 
===<big>{{clr|4|5H}}</big>===
{{GGXRD-R2 Move Card
|input=5H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 7
|recovery = 16
}}
Mostly a combo-tool and blockstring ender (canceled into {{MMC|input=236S|label=rekka}}, teleport or jump/{{keyword|IAD}} Fast Shuriken)
 
Not very useful as a poke due to its long startup relative to Chipp's other normals. While it is not disjointed at all, it can be used as a makeshift anti-air in very specific situations, such as against Venom's Mad Struggle, since a trade will be greatly in Chipp's favor.
 
On counter hit however, the move's potency opens up - it can link into {{clr|D|2D}}, or go into a combo via {{clr|D|5D}}. On air counter hit, Chipp can dash and get a full air combo. These properties make {{clr|H|5H}} a strong haymaker on read or against predictable opponents.


}}
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|5D}}
}}
}}


======<font style="visibility:hidden" size="0">5K</font>======
===<big>{{clr|5|5D}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=5K
|input=5D
|input=
|description=
|image=GGXRD_Chipp_5K.png |caption= It's mashable if you will
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 27
{{AttackDataHeader-GGXRD-R2}}
|active  = 4
{{!}}-
|recovery = 9
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|5K}}
{{!}}-
{{Description|6|text=*very fast for its range
*Chains into 2D, therefore very useful
*good hitbox, beats many otherwise problematic normals (eg. Zato's 2S)
}}
}}
}}
Agonizingly slow startup for a Chipp move.


======<font style="visibility:hidden" size="0">c.S</font>======
Chipp's {{clr|5|5D}} is one of the longest reaching in the game, but he might need some creativity to follow up midscreen from far away with the air homing jump combo (airdash during homing jump etc.). On homing dash however, the combo combo gives nearly full corner carry (sometimes can give full) with a solid knockdown to boot. His {{clr|5|5D}} is also one of the few which is plus on block thanks to its low recovery.
{{MoveData
|name=c.S
|input=
|image=GGXRD_Chipp_c.S.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|c.S}}
{{!}}-
{{Description|6|text=*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.


}}
While it's highly rewarding on hit, the slow startup makes it fairly difficult to land against opponents that are paying attention to Chipp's pressure. {{clr|K|6K}}, Command grab, or teleport mixups are generally preferrable to open opponents up.
}}
}}


======<font style="visibility:hidden" size="0">f.S</font>======
===<big>{{clr|1|6P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=f.S
|input=6P
|input=
|description=
|image=GGXRD_Chipp_f.S.png |caption=
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 9
{{AttackDataHeader-GGXRD-R2}}
|active  = 3
{{!}}-
|recovery = 25
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|f.S}}
{{!}}-
{{Description|6|text=*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 wait to chain into 2D, so comitting to an f.S usually means forfeiting knockdown
}}
}}
}}
One of the most invulnerable 6Ps in the game and an essential part of Chipp's toolkit in many matchups.
Used as an antiair, a counterpoke against many mid-hitting moves, combo filler, and pressure vs characters who like to {{keyword|abare}} with mid to high hitting moves. Upper body invuln starts at frame 1, making it great on reaction against moves that it can beat. While it is very unsafe on block by itself, it can safely gatling into a wide variety of other normals to continue pressure.


======<font style="visibility:hidden" size="0">5H</font>======
Where the risk of using {{clr|P|6P}} lies is that it is horribly unsafe on whiff due to its extremely long total duration of 36 frames. It can be safer to attempt to anti air with {{clr|H|2H}} if you suspect the opponent is trying to bait {{clr|P|6P}}.
{{MoveData
*Combos into {{clr|H|6H}} on counter hit
|name=5H
 
|input=
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
|image=GGXRD_Chipp_5H.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|5H}}
{{!}}-
{{Description|6|text=*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
}}
}}
}}


======<font style="visibility:hidden" size="0">2P</font>======
===<big>{{clr|2|6K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=2P
|input=6K
|input=
|description=
|image=GGXRD_Chipp_2P.png |caption=
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 19
{{AttackDataHeader-GGXRD-R2}}
|active  = 5
{{!}}-
|recovery = 5
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|2P}}
|specialRecovery = 3
{{!}}-
{{Description|6|text=*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...
}}
}}
}}
Chipp's other standing overhead normal.


======<font style="visibility:hidden" size="0">2K</font>======
While it is fast, it is rather risky for its reward. As its not special cancellable comboing off of this only works as a meaty and against crouching opponents, or with a Roman Cancel. It should not be used point blank, as opponents can easily ground throw you after the hit or on block. In addition to the risk of being thrown on hit, should the opponent choose to contest it by mashing, they can score a highly damaging counter hit juggle combo.
{{MoveData
}}
|name=2K
|input=
|image=GGXRD_Chipp_2K.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|2K}}
{{!}}-
{{Description|6|text=*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.


}}
===<big>{{clr|4|6H}}</big>===
{{GGXRD-R2 Move Card
|input=6H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 17
|active  = 6
|recovery = 15
}}
}}
Huge button with great reach thanks to a large hitbox and big forward step.


======<font style="visibility:hidden" size="0">2S</font>======
Mostly used as a frametrap to catch delay or fuzzy jumps, and as a tech trap in certain okizeme situations. it can also be used as a haymaker in neutral. High damage starter and great in juggles since it offers a combo afterwards (run up {{clr|3|c.S}} or {{clr|1|5P}} into air combo. Against Standing opponents, {{clr|H|6H}} combos into grounded Alpha Blade, and depending on the range, into a {{keyword|TK}} Alpha Blade. On air hit in the corner, it leads into Blitz Attack loops.
{{MoveData
*Causes stagger on ground hit.
|name=2S
*Causes ground bounce on air hit.
|input=
|image=GGXRD_Chipp_2S.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|2S}}
{{!}}-
{{Description|6|text=*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
}}
}}
}}


======<font style="visibility:hidden" size="0">2H</font>======
===<big>{{clr|1|2P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=2H
|input=2P
|input=
|description=
|image=GGXRD_Chipp_2H.png |caption=
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 4
{{AttackDataHeader-GGXRD-R2}}
|active  = 2
{{!}}-
|recovery = 7
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|2H}}
{{!}}-
{{Description|6|text=*works well as an anti-air because of the high vertical range (hits them early) and the added reliablility 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.
}}
}}
}}
A very fast crouching jab that is plus on block.
Great for stagger pressure and tick throws due to its low blockstun from being attack level 0. Its speed also makes it good {{keyword|abare}} option in scramble situations. Is also relatively burst safe for combos: {{clr|1|2P}} > {{clr|1|2P}} > {{clr|3|c.S}}...
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
===<big>{{clr|2|2K}}</big>===
{{GGXRD-R2 Move Card
|input=2K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 4
|recovery = 7
}}
Chipp's fastest low attack. A common starter for strings and great for mixups.
Its self-gatling option for consecutive lows is useful to keep opponents crouching or catch them while they attempt to fuzzy jump. 2K Gatling into 6H is also useful to punish fuzzy (delay) jumpers and one way to punish excessive use of FD.
Unfortunately, it has very poor range, making it somewhat hard to use for okizeme. It has a high risk of getting thrown, can't catch backdashes, and has short active frames.


======<font style="visibility:hidden" size="0">j.P</font>======
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{MoveData
|name=j.P
|input=
|image=GGXRD_Chipp_j.P.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|j.P}}
{{!}}-
{{Description|6|text=*very fast normal, mostly used in combos or air-to-air scenarios
}}
}}
}}


======<font style="visibility:hidden" size="0">j.K</font>======
===<big>{{clr|3|2S}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=j.K
|input=2S
|input=
|description=
|image=GGXRD_Chipp_j.K.png |caption=
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 7
{{AttackDataHeader-GGXRD-R2}}
|active  = 4
{{!}}-
|recovery = 11
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|j.K}}
{{!}}-
{{Description|6|text=*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.
}}
}}
}}
An essential button to use when approaching or to stuff the opponent's moves.


======<font style="visibility:hidden" size="0">j.S</font>======
Like {{clr|S|f.S}}, the range is greater than the hitbox implies due to the large forward step Chipp takes. Will connect against the opponent's low profile options where {{clr|S|f.S}} would whiff, and with significantly less recovery, but will whiff against some airborne opponents that {{clr|S|f.S}} would hit. Staggers on counter-hit, making it a good option as a dash-in attack and for frame traps.
{{MoveData
*Chipp's hurtbox is extended forward before the attack becomes active.
|name=j.S
 
|input=
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}
|image=GGXRD_Chipp_j.S.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|j.S}}
{{!}}-
{{Description|6|text=*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...)
}}
}}
}}


======<font style="visibility:hidden" size="0">j.H</font>======
===<big>{{clr|4|2H}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=j.H
|input=2H
|input=
|description=
|image=GGXRD_Chipp_j.H.png |caption=
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 7
{{AttackDataHeader-GGXRD-R2}}
|active  = 9
{{!}}-
|recovery = 18
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|j.H}}
{{!}}-
{{Description|6|text=*Your jump-in of choice
*Excellent hit box which is hard to anti-air and can also easily cross up
*has two hits
}}
}}
}}
Great anti-air with tall reach and high reward,


======<font style="visibility:hidden" size="0">j.D</font>======
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, which is rather poor. Followup combos are generally only possible on counter hit or by cancelling into {{clr|3|22S}} teleport
{{MoveData
 
|name=j.D
When it is used at the end of a block-string or stand-alone, it should be cancelled into {{clr|1|22P}} or delay cancelled into {{clr|5|2D}} to make it safe.
|input=
*Floats opponent on normal hit.
|image=GGXRD_Chipp_j.D.png |caption= <big>DAIJOUBU!</big>
 
|data=
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|j.D}}
{{!}}-
{{Description|6|text=*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.
}}
}}
}}


======<font style="visibility:hidden" size="0">6P</font>======
===<big>{{clr|5|2D}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=6P
|input=2D
|input=
|description=
|image=GGXRD_Chipp_6P.png |caption=
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 9
{{AttackDataHeader-GGXRD-R2}}
|active  = 2
{{!}}-
|recovery = 17
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|6P}}
{{!}}-
{{Description|6|text=*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 6HS, but only combos into it on Counter Hit
}}
}}
}}
A Fast sweep with very long range.


======<font style="visibility:hidden" size="0">6K</font>======
An extremely important tool for Chipp's ground game as it's his primary way of scoring knockdowns for okizeme. It is also an excellent combo tool via {{clr|3|236S}}, which also serves as a very useful block string. In neutral, 2D is great at stuffing the opponent's dashes. It can also evade some other lows that have thin, close to the ground hitboxes (Ky {{clr|D|2D}} and {{clr|K|2K}} for example) since Chipp's hurtbox pulls upward slightly during the active frames.
{{MoveData
*{{clr|5|2D}} > {{clr|1|22P}} > link {{clr|5|2D}} can be useful against people expecting {{clr|5|2D}} > {{clr|3|236S}}
|name=6K
*{{clr|5|2D}} > {{clr|3|236S}} > {{clr|4|623H}} is a very strong combo starter in the corner leading to good damage and knockdown, making {{clr|5|2D}} as a poking tool even more important
|input=
|image=GGXRD_Chipp_6K.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|6K}}
{{!}}-
{{Description|6|text=*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
}}
}}
}}


======<font style="visibility:hidden" size="0">6H</font>======
===<big>{{clr|1|j.P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=6H
|input=j.P
|input=
|description=
|image=GGXRD_Chipp_6H.png |caption=
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 5
{{AttackDataHeader-GGXRD-R2}}
|active  = 4
{{!}}-
|recovery = 4
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|6H}}
{{!}}-
{{Description|6|text=*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 623HS started too far away from the corner > catch their recovery with 6HS cancelled into 22P (to cut down the recovery), and react to a potential hit / counter hit or block.
}}
}}
}}
A very fast air jab, mostly used as combo filler or as a low commitment and burst-safe air-to-air button.


======<font style="visibility:hidden" size="0">j.2K</font>======
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
{{MoveData
|name=j.2K
|input=
|image=GGXRD_Chipp_j.2K.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|j.2K}}
{{!}}-
{{Description|6|text=*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.HS. 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]
}}
}}
}}


======<font style="visibility:hidden" size="0">2D</font>======
===<big>{{clr|2|j.K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=2D
|input=j.K
|input=
|description=
|image=GGXRD_Chipp_2D.png |caption=
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 5
{{AttackDataHeader-GGXRD-R2}}
|active  = 8
{{!}}-
|recovery = 8
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|2D}}
{{!}}-
{{Description|6|text=*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 > 623HS is a very strong combo starter in the corner leading to good damage and knockdown, making 2D as a poking tool even more important
}}
}}
}}
A two-hitting air normal.


======<font style="visibility:hidden" size="0">5D</font>======
The first hit has a great upwards-angle and is very useful as an air-to-air, while the second hit pulls the enemy downwards, which is used mostly in specific knockdown combos. Chipp can cancel {{clr|K|j.K}}(1) into itself several times to avoid activating the second hit, which is mostly used for guts crushing low health opponents in air combos.
{{MoveData
 
|name=5D
Be careful - should the first hit of {{clr|2|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 due to the long total duration of the move.
|input=
 
|image=GGXRD_Chipp_5D.png |caption=
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
|data=
}}
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
===<big>{{clr|2|j.2K}}</big>===
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|5D}}
{{GGXRD-R2 Move Card
{{!}}-
|input=j.2K
{{Description|6|text=*agonizingly slow
|description=
*insanely high range, but might need some creativity to follow up midscreen from far away (airdash during homing jump etc.)
A downward air kick that alters Chipp's flight path, slowing down his horizontal acceleration.
}}
 
Mostly used for Chipp's FDC ({{tt|faultless defense cancel|j.1[{{clr|2|K}}]~[{{clr|3|S}}]}}), input. 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 {{clr|2|2K}}, which is a hard to block setup, especially when the opponent usually expects a 2-hit {{clr|4|j.H}}. This setup is risky however because it can easily be backdashed out of.
 
{{clr|2|j.2K}} is also weak against Faultless defense: if the first two hits make contact with the opponent's FD, you will be pushed back so much that the last hit of {{clr|2|j.K}} might whiff, which means your opponent will recover before you and will throw you.
}}
 
===<big>{{clr|3|j.S}}</big>===
{{GGXRD-R2 Move Card
|input=j.S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 10
|recovery = 18
}}
An air normal that alters Chipp's momentum and has a very wide hitbox.
 
Slightly bounces Chipp upwards when used, which can be both a {{tt|blessing|It can bounce you our of the range of an opponent's move and allow you to punish}} and a {{tt|curse|The momentum shift can cause the move to whiff completely}}. While almost exclusively as combo filler, it has some {{tt|applications in blockstrings|iad {{clr|2|j.K}}(1),{{clr|2|j.K}}(1),{{clr|3|j.S}},{{clr|H|j.H}}(2), land...}} and Okizeme, such as an {{keyword|IAD}} high/low mixup after air alpha blade, after {{clr|H|H}} teleport, or in the corner.
 
While the width of the hitbox makes it great as a crossup, it is hard to use it for that purpose against grounded opponents due to the air bounce property.
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|j.H}}
}}
 
===<big>{{clr|4|j.H}}</big>===
{{GGXRD-R2 Move Card
|input=j.H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 12
|recovery = 29
}}
A highly evasive air normal with great hitboxes.
 
Chipp's jump-in of choice. Hits overhead twice, dodges and beats a lot of antiair attempts while active due to the way Chipp's hitbox moves around, all while being disjointed. Additionally, it's an excellent crossup button for Chipp's various jump and teleport mixups.
}}
 
===<big>{{clr|5|j.D}}</big>===
{{GGXRD-R2 Move Card
|input=j.D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 8
|recovery = 19
|specialRecovery = 5
}}
Very fast and extremely disjointed jumping kick. All around essential move in many matchups.
 
Useful for punishing air throw attempts or as an anti-anti air while also frequently beating other air to air attempts. Just as useful in combos, since it causes plummet / knockdown midscreen and wall bounce in the corner.
 
Since it has some extra landing recovery, be careful when using it from too high up in the air - if the opponent instant blocks, you can get thrown when you land.
*Long floor slide on ground counter hit, very short floor slide on air counter hit
}}
}}
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
======<font style="visibility:hidden" size="0">Ground Throw</font>======
===<big>Ground Throw</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Ground Throw
|input=Ground Throw
|input=
|description=
|image=GGXRD_Chipp_GroundThrow.png |caption=
Chipp has a shorter throw range than many other characters. On successful throw, he can OTG combo with fast moves that hit low to the ground such as {{clr|2|2K}}
|data=
 
{{AttackDataHeader-GGXRD-R2}}
Causes a moderate knockdown to the opponent, giving you enough time for okizeme such as jump forward, FDC, {{clr|4|j.H}}(crossup), continue pressure or combo. Unfortunately does not reliably lead into strong mixups without meter, but with meter, allows you to do {{keyword|TK}} {{MMC|input=j.214214K|label=Ryu Yanagi}} setups
{{!}}-
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|Ground Throw}}
{{!}}-
{{Description|6|text=*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.HS(crossup), continue pressure or combo
}}
}}
}}


======<font style="visibility:hidden" size="0">Air Throw</font>======
===<big>Air Throw</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Air Throw
|input=Air Throw
|input=
|description=
|image=GGXRD_Chipp_AirThrow.png |caption=
Causes very long knockdown, giving you a lot of time for either [{{MMC|input=214K|label=invisibility}} > meaty {{clr|2|2K}}] or simply FDC okizeme.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
Can also be Roman Cancelled and followed up with a {{clr|4|6H}} > dash {{clr|1|5P}} > air combo for good damage.
{{!}}-
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|Air Throw}}
{{!}}-
{{Description|6|text=*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 6HS > dash 5P > air combo for good damage
}}
}}
}}


======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======
===<big>Dead Angle Attack</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Dead Angle Attack
|input=DAA
|input=
|description=
|image=GGXRD_Chipp_5H.png |caption=
Long invuln time dead angle. Uses the same animation as {{clr|H|5H}}, giving it pretty good horizontal reach.
|data=
*Causes wall bounce on counter hit
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|DAA}}
{{!}}-
{{Description|6|text=*causes wall bounce on counter hit
}}
}}
}}


======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======
===<big>Blitz Attack</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Blitz Attack
|input=Blitz,[Blitz]|versioned=name
|image=GGXRD-R_Chipp_BlitzAttack.png |caption=
|description=
|data=
Standard Blitz attack that does not strike as far as the animation suggests.
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{AttackVersion|name=Uncharged }}
{{#lsth:GGXRD-R2/Answer/Data|Blitz Attack }}
{{!}}-
{{AttackVersion|name=Max Charge}}
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|Blitz Attack Max Charge }}


{{!}}-
Offensively, Chipp can use his blitz attack in the corner to perform {{clr|4|6H}} > Blitz attack loops anytime he can combo into air hit {{clr|4|6H}} by jump cancelling the recovery of {{clr|4|6H}} and cancelling the jump startup with blitz.
{{Description|7|text=* 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].
 
}}
The input is {{clr|4|6H}} > 8~[5{{clr|S|S}}+{{clr|H|H}}]. Such combos do very high, meter-efficient damage and drain burst gauge, making them indispensable for serious Chipp players. If timed very carefully with a slight delay , it can even be made a burst safe point (the blitz shield would reject a burst activated during {{clr|4|6H}} hitstop) while still being a true combo.
}}
}}
<br style="clear:both;"/>


==Special Moves==
==Special Moves==
======<font style="visibility:hidden" size="0">Alpha Blade</font>======
===<big>Alpha Blade</big>===
{{MoveData
{{InputBadge|{{clr|1|236P}} (Air OK)}}
|name=Alpha Blade
{{GGXRD-R2 Move Card
|input=236P (air OK)
|input=236P,j.236P,236P > H|versioned=input
|image=GGXRD_Chipp_AlphaBlade.png
|description=
|image2=GGXRD_Chipp_AlphaBladePlus.png |caption=
Alpha Blade is a strong move that has myriad uses on defense, as it is a long-range, low-profile slide. It is an excellent choice to escape the corner from many different elements of pressure.
|data=
 
{{AttackDataHeader-GGXRD-R2|version=yes}}
Chipp's collision box is removed during the travel distance, allowing Chipp to move through the opponent and crossup with the move's active frames.
{{!}}-
 
{{AttackVersion|name=Ground|subtitle=236P}}
;Grounded version ({{clr|P|236P}})
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|236P }}
{{#invoke:FrameChart|drawFrameData
{{!}}-
|startup  = 17
{{AttackVersion|name=Air|subtitle=236P}}
|active  = 15
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|j.236P }}
|recovery = 32
{{!}}-
}}
{{AttackVersion|name=Plus|subtitle=236P > H}}
Being that the low profile is one of the main attributes, it can also be used to go under most projectiles or ranged pokes. During parts of the move, Chipp is actually considered airborne and can go over some moves that have thin, low to the ground hitboxes such as {{MMC|input=236S|chara=Potemkin|label=Slidehead|hitboxMode=true|imageNumber=2}}. While it is excellent for escaping pressure, it carries some risks: it is very minus on block, so characters that can move quickly or have long reaching moves can reliably punish Chipp unless he cancels into Alpha Plus, which can have its own issues.
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|236P > H }}
 
On normal hit, Alpha Blade launches the opponent, but Chipp generally cannot follow up into any additional damage without spending meter. On counter hit, he can cancel into Alpha Plus or burn meter for a strong combo.
 
In combos, ground Alpha Blade will generally only combo out of {{clr|4|6H}} or {{clr|4|5H}}. It can also conditionally combo from {{clr|4|5H}} if Chipp are relatively close to the opponent or if you hit them while they are crouching. {{clr|5|2D}} > Ground Alpha Blade works against lightweights, but is rarely used for anything useful.
----
;Air version ({{clr|P|j.236P}})
{{#invoke:FrameChart|drawFrameData
|startup  = 14
|active  = 14
|specialRecovery = 18
}}
Air alpha blade is similar to the grounded version but it is faster, safer, and has a larger hitbox. Unlike the grounded version, using an Air Alpha Blade very close to the ground will allow for {{tt|meterless combos|Example: corner S > S > HS > {{clr|1|2369P}} (lowest possible height), land, S...}}, especially in the corner.


{{!}}-
In the corner, air Alpha Blade can also be cancelled into {{MMC|input=Wall > 64|label=Wall Cling}}. 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.
{{Description|7|text=*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
*Listed Frame Advantage for Air Alpha Blade is on lowest height
*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 6HS or 5HS, and 5HS only if you are relatively close to your opponent or if you hit him while he is crouching
;Alpha Plus ({{clr|P|236P}} > {{clr|H|H}})
*2D > Ground Alpha Blade works against lightweights, but is used rarely
{{#invoke:FrameChart|drawFrameData
*Frame Advantage for Air Alpha Blade is on lowest height
|startup  = 9
*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
|active  = 12
*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....
|recovery = 18
*If air version hits at the very end of the attack at the lowest height, can combo into 6H
}}
}}
On normal block, there is a minimum 6F gap between Alpha Blade and Alpha Plus , making this move risky on block at any range in any matchup. On top of that, Alpha Plus itself is punishable on block, so it's generally only used to hit confirm a raw Alpha Blade.
}}
}}


======<font style="visibility:hidden" size="0">Beta Blade</font>======
===<big>Beta Blade</big>===
{{MoveData
{{InputBadge|{{clr|3|623S}} (Air OK)}}
|name=Beta Blade
{{GGXRD-R2 Move Card
|input=623S (air OK)
|input=623S,j.623S|versioned=input
|image=GGXRD_Chipp_BetaBlade.png |caption= Classic DP Give or take
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2|version=yes}}
|startup  = 4
{{!}}-
|active  = 22
{{AttackVersion|name=Ground}}
|recovery = 16
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|623S }}
|specialRecovery = 10
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|j.623S }}
{{!}}-
{{Description|7|text=*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 6HS, 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.
}}
}}
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 3
|active  = 18
|specialRecovery = 5
}}
An incredibly fast {{keyword|DP}}.


======<font style="visibility:hidden" size="0">Gamma Blade</font>======
Mostly only used as a reversal option or as an ender for air combos. If the first hit is Roman Cancelled, Chipp will remain standing on the ground, which will either allow him to followup up the hit with a {{clr|4|6H}}, or to start pressure in case Beta Blade is blocked.
{{MoveData
*The first hit of the ground version gives a hard knockdown (which rarely matters since the second hit will allow the opponent to tech)
|name=Gamma Blade
*Chipp loses Throw invulnerability as soon as he becomes airborne.
}}
 
===<big>Gamma Blade</big>===
{{InputBadge|{{clr|4|41236H}}}}
{{GGXRD-R2 Move Card
|input=41236H
|input=41236H
|image=GGXRD_Chipp_GammaBlade.png
|description=
|image2=GGXRD_Chipp_GammaBlade2.png |caption2=Traps opponent in place on hit
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 19
{{AttackDataHeader-GGXRD-R2}}
|active  = 9
{{!}}-
|recovery = 29
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|41236H}}
}}
{{!}}-
A grounded projectile that traps the opponent in place on hit. Unlike most special moves, Gamma Blade can '''NOT''' be cancelled into from normals.
{{Description|6|text=*Can NOT be cancelled into from normals.
 
*Deletes most projectiles it comes into contact with and travels onwards.
A very important move for many of Chipp's matchups. While it has slow startup, it is plus on block and highly rewarding on hit as it places the opponent in an airborne state where they cannot burst while trapped, allowing for damaging juggle combos. Gamma Blade also has one of the highest projectile clash levels in the game - it will erase most projectiles it comes into contact with and continue traveling forward, making it an excellent tool for calling out careless zoning attempts.
*Slow Startup and very long duration make this a very risky move without YRC available.
 
Although it is potent and rewarding both on hit and block, its slow startup and very long total duration make it a very risky move to throw out in neutral 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
*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).
*deals full damage as an OTG hit and still causes the trap effect (although all followup hits will suffer from OTG damage reduction).
}}
}}
}}


======<font style="visibility:hidden" size="0">Tsuyoshishiki Meisei</font>======
===<big>Tsuyoshishiki Meisei</big>===
{{MoveData
{{InputBadge|{{clr|2|214K}}}}
|name=Tsuyoshishiki Meisei
{{GGXRD-R2 Move Card
|input=214K
|input=214K
|image=GGXRD_Chipp_TsuyoshishikiMeisei.png |caption= FIND ME!
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|recovery = 29
{{!}}-
}}
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|214K}}
A cheeky "install" type move that will make Chipp flash from invisible to visible for approximately 8 seconds.
{{!}}-
 
{{Description|6|text=*Can NOT be cancelled into from normals  
Mostly used to create extra ambiguity's for Chipp's various mixup options as it's much harder to see what he's doing thanks to the "smoky" effect and flashing from visible to invisible. Entering invisiblity is generally only safe to do after knockdowns (especially during a high wall Alpha Blade knockdown as it will allow him to also still be able to meaty) or during corner dust combos as it has significant recovery. The effect will end prematurely if Chipp blocks an attack or gets hit.
*Will make Chipp flash from invisible to visible for approx. 8 seconds
 
*Unlike most specials, can '''NOT''' be cancelled into from normals.
*Chipp changes visibility about every second
*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
}}
}}
}}


======<font style="visibility:hidden" size="0">Tsuyoshishiki Ten'i</font>======
===<big>Tsuyoshishiki Ten'i</big>===
{{MoveData
{{InputBadge|22{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}}}
|name=Tsuyoshishiki Ten'i
{{GGXRD-R2 Move Card
|input=22P/K/S/H
|input=22P,22K,22S/H|versioned=input
|image=GGXRD_Chipp_TsuyoshishikiTeni.png |caption=Instant Transmission
|description=
|data=
Chipp teleports at various locations on the screen based on the input. Each teleport has minor strike invulnerability and is a core tool of Chipp's neutral and mixup game.
{{AttackDataHeader-GGXRD-R2|version=yes}}
 
{{!}}-
;{{clr|P|22P}} (In Place)
{{AttackVersion|name=In Place|subtitle=22P}}
{{#invoke:FrameChart|drawFrameData
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|22P}}
|recovery = 21
{{!}}-
}}
{{AttackVersion|name=Forwards|subtitle=22K}}
Very good when used either in neutral and blockstrings as a bait to fake out {{clr|2|22K}} or {{clr|4|22H}} teleports, keeping your opponent on edge.
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|22K }}
----
{{!}}-
;{{clr|2|22K}} (Forward)
{{AttackVersion|name=Airborne, Front of Opponent|subtitle=22S}}
{{#invoke:FrameChart|drawFrameData
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|22S }}
|recovery = 30
{{!}}-
}}
{{AttackVersion|name=Airborne, Behind Opponent|subtitle=22H}}
The highest recovery of Chipp's teleports. It is a strong strategy to cancel the recovery of {{clr|2|22K}} teleport with YRC, circumventing the long recovery flaw while rapidly closing distance. Additionally, the added slowdown should give you enough time to start a combo, apply pressure, or go for an a throw.
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|22H }}
----
{{!}}-
;{{clr|3|22S}}/{{clr|4|22H}} (Airborne, in Front/Behind opponent)
{{Description|7|text=*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 22HS teleports and keep your opponent on edge)
{{#invoke:FrameChart|drawFrameData
*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
|recovery = 20
*22S/22HS teleports enable combos after 2HS, 22HS is useful when 2HS 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 versions are a great combo tool after a {{clr|4|2H}} hit. {{clr|S|S}} version Will maintain dash momentum; for this reason, it has some use as a jump in, particularly for certain mixups options.
*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.
Both the airborne teleports are useful approach tools; they cause Chipp to fall a set distance towards the side opposite the one Chipp appears on (thus towards the opponent), the only exception being if {{clr|4|22H}} is used in reach of wallcling ({{clr|4|22H}} teleport can be cancelled into wall cling, manually or by holding {{clr|H|H}}). In this instance, Chipp falls straight downward.  
*22HS teleport can be cancelled into wall cling
 
*If used predictably, all teleports can be heavily punished
Because Chipp falls slightly forward, this means when {{clr|4|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, enabling crossups. This affects certain corner oki setups, but the forward momentum can be stopped using a delayed FDC or just raw {{clr|K|j.2K}}.
*If used predictably, all teleport options can be heavily punished due to their long recoveries
*Can install an airdash (super jump install) to air versions in neutral with a fast 228 input
*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.}}
*If landing recovery from a jump is cancelled into an air teleport, Chipp can use whatever air options he would have had left.
}}
}}


======<font style="visibility:hidden" size="0">Genrouzan</font>======
===<big>Genrouzan</big>===
{{MoveData
{{InputBadge|{{clr|3|63214S}}}}
|name=Genrouzan
{{GGXRD-R2 Move Card
|input=63214S
|input=63214S
|image=GGXRD_Chipp_Genrouzan.png
|description=
|image2=GGXRD_Chipp_Genrouzan2.png |caption=
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 27
{{AttackDataHeader-GGXRD-R2}}
|active  = 11
{{!}}-
|recovery = 12
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|63214S}}
}}
{{!}}-
A slow but highly rewarding command grab.
{{Description|6|text=*Slow and very risky unblockable / command throw
 
*Cannot be bursted after the hit, since it is a throw
Useful to open up opponents who have been conditioned to block various frametraps or stagger pressure. Causes a very long knockdown midscreen, giving Chipp enough time to set up {{MMC|chara=Chipp Zanuff|input=214K|label=invisibility}} and go into a meaty or a 3-way mixup. In the corner, Chipp can cancel into Wall Cling after the hit to go into highly damaging meterless combos that maintain a knockdown for further okizeme and pressure.
*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
While the initial startup is strike invuln, Chipp is airborne for 16 frames before it becomes active, allowing opponents that are looking out for it to score an Air Throw on Chipp or just plain anti-air combo him.
}}
*As a throw, the opponent can't burst on hit.
}}
}}


======<font style="visibility:hidden" size="0">Resshou</font>======
===<big>Resshou</big>===
{{MoveData
{{InputBadge|{{clr|3|236S}}}}
|name=Resshou
{{GGXRD-R2 Move Card
|input=236S
|input=236S
|image=GGXRD_Chipp_Resshou.png |caption=
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|startup  = 13
{{!}}-
|active  = 5
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|236S}}
|recovery = 10
{{!}}-
}}
{{Description|6|text=*starter of Chipp's rekka series
The 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
Very useful as a blockstring ender since it only leaves Chipp at -1, which is a non-issue if your opponent doesn't instant block. Even while he's minus, Chipp's pokes (such as {{clr|3|2S}} or {{clr|K|5K}}) will generally be faster than what the opponent has to offer at the distance he is left at after using the rekka, and you can use {{clr|P|6P}} to counterpoke certain abare options. You can alternatively follow up with {{MMC|input=236S > 236S|label=Rokusai}} for a risky frametrap that is high reward on counter hit.
*combos into 5K on counter hit
*Has special hitstun that makes it +2 on standing hit, +3 on crouching hit.
*links into 5P or even c.S on airborne hit (for example after 2D)
*Combos into {{clr|2|5K}} on counter hit
*links into {{clr|1|5P}} or even {{clr|3|c.S}} on airborne hit (for example after {{clr|5|2D}})
}}


}}
===<big>Rokusai</big>===
{{InputBadge|Resshou > {{clr|3|236S}}}}
{{GGXRD-R2 Move Card
|input=236S > 236S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 1
|recovery = 25
}}
}}
Second hit of Chipp's Rekka Series


======<font style="visibility:hidden" size="0">Rokusai</font>======
Hits low. Very useful if used slightly delayed after the first rekka as a frame trap. Slightly unsafe on block and punishable at most spacings, it's better when followed up by a Roman Cancel for combos or to continue pressure. Chipp can get away with it on block after conditioning opponents to respect followups however.
{{MoveData
|name=Rokusai
|input=Resshou > 236S
|image=GGXRD_Chipp_Rokusai.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|236S > 236S}}
{{!}}-
{{Description|6|text=*Second hit of Chipp's Rekka Series
*Hits Low
*Special hitstun makes it only -3 on hit
*Special hitstun makes it only -3 on hit
*Staggers on counter 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)
}}
}}
}}


======<font style="visibility:hidden" size="0">Senshuu</font>======
===<big>Senshuu</big>===
{{MoveData
{{InputBadge|Resshou > {{clr|2|236K}}\Rokusai > {{clr|2|236K}}}}
|name=Senshuu
{{GGXRD-R2 Move Card
|input=Resshou > 236K<br/>Rokusai > 236K
|input=236S > 236K
|image=GGXRD_Chipp_Senshuu.png |caption=
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|startup  = 25
{{!}}-
|active  = 6
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|236S > 236K}}
|recovery = 10
{{!}}-
|specialRecovery = 12
{{Description|6|text=*Possible second or last hit of Chipp's rekka series
}}
*Overhead
Possible as a second or last hit of Chipp's rekka series.
*launches on hit, can be followed up with a juggle combo
 
*very unsafe on block and crouching CH recovery, use sparingly
Hits overhead and launches on normal hit, which can be followed up into a combo. It has very slow and reactable startup and is punishable on block, but can frametrap or hover over pokes intended to punish Rokusai, leading to great reward, especially on counterhit. This becomes a bit less powerful if the previous attack is IB'd, but that is made harder due to the possible delay on Rokusai. If blocked or whiffed, Chipp is in crouching counterhit recovery, allowing most opponents to start their most damaging combos. Generally recommended to use with 50 meter only, when you can RC it for safety.
}}
}}
}}


======<font style="visibility:hidden" size="0">Shinkirou</font>======
===<big>Shinkirou</big>===
{{MoveData
{{InputBadge|{{clr|4|623H}}}}
|name=Shinkirou
{{GGXRD-R2 Move Card
|input=623H
|input=623H
|image=GGXRD_Chipp_Shinkirou.png |caption= Alternate ending to Rekka, use varies
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|startup  = 16
{{!}}-
|active  = 12
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|623H}}
|recovery = 16
{{!}}-
{{Description|6|text=*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
}}
}}
}}
Can be used Stand-alone or during Chipp's Rekka series (but not after {{clr|2|236K}})


======<font style="visibility:hidden" size="0">Shuriken</font>======
Has relatively little use outside of {{tt|combos|{{clr|5|2D}} > {{clr|3|236S}} > {{clr|H|623H}}}} or as a risky frametrap after Rokusai (can be punished by airthrow on block). Little reward on grounded hit, knocks back the opponent on counter hit, but does wall stick the opponent in the corner if they are hit airborne.
{{MoveData
|name=Shuriken
|input=j.214P
|image=GGXRD_Chipp_Shuriken.png |caption= Always remember which version is gonna come out
|data=
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{AttackVersion|name=Slow }}
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|j.214P Slow }}
{{!}}-
{{AttackVersion|name=Fast}}
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|j.214P Fast }}


{{!}}-
On whiff or block, Chipp has access to full air options and movement.
{{Description|7|text=*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.
===<big>Shuriken</big>===
*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
{{InputBadge|{{clr|1|j.214P}}}}
*mostly used for pressure and to cover your approach, especially useful against characters that have a hard time dodging it, such as potemkin
{{GGXRD-R2 Move Card
|input=j.214P Slow,j.214P Fast|versioned=input
|description=
Chip throws a shuriken in a 45 degree angle towards the ground. Alternates between a slow and a fast version, with the slow version coming first.
 
Mostly used for pressure and to cover your approach. Especially useful against characters that have a hard time avoiding it, such as Potemkin.
 
;Slow Version
{{#invoke:FrameChart|drawFrameData
|startup  = 23
|isProjectile  = true
|specialRecovery = 6
}}
Completely halts Chipp's air momentum during the throw and has very long recovery. Can stop opponents from approaching due to covering a good angle for a good duration, however it has rather slow startup at 23 frames.
 
An interesting setup for the slow version is to use it after a low altitude {{clr|5|j.D}} combo ender for okizeme. Cancel the {{clr|5|j.D}} into slow shuriken, land, and continue pressure on a waking up opponent, who now has to block the meaty shuriken.
----
;Fast Version
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|isProjectile  = true
|recovery = 9
|specialRecovery = 3
}}
Has quick startup for a projectile.


}}
Does not alter Chipp's momentum, making fast Shuriken more suited for ascending jumps to make it travel further. Can be used as a pressure reset option from an instant air dash.
}}
}}


======<font style="visibility:hidden" size="0">Wall Cling</font>======
===<big>Wall Cling</big>===
{{MoveData
{{InputBadge|64 near the wall}}
|name=Wall Cling
{{GGXRD-R2 Move Card
|input=Near Wall > 64
|input=Wall Cling > 8,Wall Cling > 6,Wall Cling > 4|versioned=name
|image=GGXRD_Chipp_WallCling.png |caption=Ninja. Followups listed.
|description=
|image2=GGXRD_Chipp_WallCling2.png
Many special moves that leave Chipp airborne can be cancelled into the wall cling, being Genrouzan ({{clr|3|63214S}}), air Alpha Blade ({{clr|1|j.236P}}), Shinkirou ({{clr|H|623H}}), or 22{{clr|3|S}}/{{clr|H|H}} teleports. It can be done using the ordinary input, or by holding the button used to input the move (e.g. {{clr|P|P}} for air Alpha, {{clr|S|S}} for Genrouzan, etc.). Wall cling does have a minimum height requirement. TK {{clr|1|j.236P}} will not allow Chipp to wall cling afterward, but when used in air extensions it will. After using Wall cling, Chipp must touch the ground before being able to use it again.
|imageSize2=175x325px
|image3=GGXRD_Chipp_WallCling3.png |caption3=Green for ground throw, Brown for air throw
|data=
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{AttackVersion|name=Up and Down Movement|subtitle=Wall Cling > 8 or 2}}
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|Wall Cling > 8 or 2}}
{{!}}-
{{AttackVersion|name=Horizontal Movement|subtitle=Wall Cling > 6 or 3 or 9}}
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|Wall Cling > 6 or 3 or 9}}
{{!}}-
{{AttackVersion|name=Horizontal Movement|subtitle=Wall Cling > 4}}
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|Wall Cling > 4}}
{{!}}-
{{AttackVersion|name=Alpha Blade |subtitle=Wall Cling > P}}
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|Wall Cling > P}}
{{!}}-
{{AttackVersion|name=Kunai |subtitle=Wall Cling > K}}
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|Wall Cling > K}}
{{!}}-
{{AttackVersion|name=Ground Genrouzan |subtitle=Wall Cling > S}}
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|Wall Cling > S}}
{{!}}-
{{AttackVersion|name=Air Genrouzan |subtitle=Wall Cling > S}}
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|Wall Cling > H}}
{{!}}-
{{Description|7|text= *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.HS
*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.
The wall cling generally is used for corner Okizeme as well as runaway tactics. When used on its own from a regular jump Chipp retains all prior air options (double/triple jump, airdash), but when used from 22{{clr|3|S}}/{{clr|H|H}} the teleports must be jump installed prior in order to retain air options.


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.
;9 {{Ni|9}} Jump
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.
* Chipp jumps up off the wall. Can be cancelled into jump or airdash. Can be used as a corner escape but is rather committal on defense due to needing time or space to jump out
----
;6 {{Ni|6}} jump
* Chipp's traditional walldive. Can be cancelled into jump or airdash. Holding 6 after wallcling will perform it as quickly as possible. A low, steep angle makes this difficult to use defensively, and is therefore usually used in his okizeme game
----
;4 {{Ni|4}}
* Chipp detaches from the wall and will fall down provided no additional actions are inputted. The core of Chipp's corner okizeme game that, when combined with his {{MMC|input=j.H|label=j.H}} gives Chipp access to unreactable left/right and high/low mixups. Chipp will detach from the wall automatically after 2 seconds of clinging onto it, or if he moves too high or low on the screen, with the same properties as when input manually.
----
;8/2 {{Ni|8}} / {{Ni|2}}
* Moves Chipp higher or lower on the wall. Largely used to reposition or to stall
}}


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.
==Wall Cling Moves==
==={{clr|1|w.P}}===
{{InputBadge|{{clr|1|P}} during Wall Cling}}
{{GGXRD-R2 Move Card
|input=Wall Cling > P
|description=
Chipp performs Alpha Blade down diagonally away from the wall. When used in the corner will launch opponents in the direction Chipp is facing. Can be used as a knockdown tool from shorter Jump Install combos against non-lightweights. Essential for damage and ending combos in knockdowns but does put them back midscreen (though with ample time to set up okizeme)
}}


Thank you Wall Alpha. My dear friend. My best friend. Thank you and good bye.
==={{clr|2|w.K}}===
  }}
{{InputBadge|{{clr|2|K}} during Wall Cling}}
{{GGXRD-R2 Move Card
|input=Wall Cling > K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|isProjectile = true
|recovery = 18
}}
Chipp throws a kunai down diagonally away from the wall.
 
The Kunais 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 respond in whatever way is necessary.
}}
 
==={{clr|3|w.S}}===
{{InputBadge|{{clr|3|S}} during Wall Cling}}
{{GGXRD-R2 Move Card
|input=Wall Cling > S
|description=
Essentially Genrouzan, but done from the wall. Another addition to Chipp's corner offense, and notably faster than the grounded command grab, when done from low on the wall that is.
*Always reaches the same spot near the corner no matter how high Chipp is on the wall.
}}
 
==={{clr|4|w.H}}===
{{InputBadge|{{clr|4|H}} during Wall Cling}}
{{GGXRD-R2 Move Card
|input=Wall Cling > H
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 17
|active  = 19
|specialRecovery = 10
}}
Chipp leaps away from the wall grabbing his opponent in the air. This move whiffs on grounded opponents.
 
Can be used to catch opponents trying to tech out of corner combos, and forms a mixup with Wall Cling > {{clr|3|S}}, which whiffs on airborne opponents, with the same startup and reward.
}}
}}
<br style="clear:both;"/>


==Overdrives==
==Overdrives==
======<font style="visibility:hidden" size="0">Zansei Rouga</font>======
===<big>Zansei Rouga</big>===
{{MoveData
{{InputBadge|{{clr|4|632146H}}\{{clr|5|632146D}}}}
|name=Zansei Rouga
{{GGXRD-R2 Move Card
|input=632146H
|input=632146H
|image=GGXRD_Chipp_ZanseiRouga.png
|description=
|image2=GGXRD_Chipp_ZanseiRouga2.png |caption=
A fullscreen invulnerable super.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
Chipp can combo into it from {{clr|4|6H}}, but is generally used as a wakeup reversal or to callout a high recovery whiff or projectile and punish from fullscreen.
{{!}}-
 
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|632146H}}
Can be YRCed during startup (before superflash) and it only uses 25% tension. This makes Burst ZR YRC a valid reversal strategy, as the Burst version is full invuln on frame 1, and YRCing it actually allows Chipp to keep his burst. Make sure you don't try to do this against very active attacks however, as Chipp will still get hit. It is also particularly use after {{clr|1|6P}} counter hit > {{clr|4|6H}} to kill if the opponent is low on life since supers cannot be bursted or after a successful blitz shield, since supers cannot be reverse-blitzed.
{{!}}-
 
{{Description|6|text=*Frame Advantage is on crouching block Sol
While not the most practical, it can be used for a gimmicky crossup on most knockdowns. Arguably more powerful near the corner as the opponent may have a bit less time to react.
*Combos off of 6HS
*particularly good after 6P counter hit > 6HS 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
}}
}}
}}


======<font style="visibility:hidden" size="0">Ryuu Yanagi</font>======
===<big>Banki Mesai</big>===
{{MoveData
{{InputBadge|{{clr|2|236236K}}}}
|name=Ryuu Yanagi
{{GGXRD-R2 Move Card
|input=236236K
|description=
Chipp rushes forward to deliver a huge series of attacks.
 
The most common use for this move is to combo into it to kill your opponent if they still have burst and are low HP, such as after a {{clr|H|5H}} hit or high Wall Alpha Blade combo. It also has minor use as a longer range reversal on wakeup in situations where Beta Blade would not reach.
 
While it builds a huge amount of RISC gauge, it is very unsafe move on block. Additionally, since the opponent can block with faultless defense to make most of your hits whiff it gives them even more time to punish.
*True startup depends on distance as chipp needs to travel to the opponent's location.
*The two Beta Blades at the end will only trigger when the move actually hits.
}}
 
===<big>Ryuu Yanagi</big>===
{{InputBadge|{{clr|2|j.214214K}}}}
{{GGXRD-R2 Move Card
|input=j.214214K
|input=j.214214K
|image=GGXRD_Chipp_RyuuYanagi.png |caption=Chinger Changer Ninja Daggers!
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|startup  = 3
{{!}}-
|isProjectile = true
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|j.214214K}}
|recovery = 19
{{!}}-
{{Description|6|text=*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.
}}
}}
}}
Chipp completely halts his air momentum and throws a few volleys of kunai towards the ground in a wide arc.
Since it travels slowly and Chipp retains all air options after using it, its a potent okizeme option that can offer different 50/50's that are obscured by the kunai sparks. Use with caution as all Kunai will disappear if Chipp is hit.


======<font style="visibility:hidden" size="0">Banki Mesai</font>======
On hit, it causes ground bounce and knockdown, depending on how it hits the opponent, which turns it into a good air combo finisher. On the ground, the combo can be followed up with {{clr|S|S}} > {{clr|H|5H}} > {{clr|2|236236K}} for a high damage, high number of hits 100% tension unburstable combo to guts crush a low life opponent at the end of a round. Of course, it's a bad choice if it won't kill since it fills up the opponent's Burst and costs all your tension.
{{MoveData
|name=Banki Mesai
|input=236236K
|image=GGXRD_Chipp_BankaiMesai.png |caption= "FUJIYAMA GEISHA!"
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|236236K}}
{{!}}-
{{Description|6|text=*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.
}}
}}
}}
<br style="clear:both;"/>


==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==
==Instant Kill==
{{MoveData
===<big>Raisetsudan</big>===
|name=Raisetsudan
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}
|input=in IK mode: 236236H
{{GGXRD-R2 Move Card
|image=GGXRD_Chipp_Raisetsudan.png |caption=
|input=236236H |type=instantkill
|image2=GGXRD_Chipp_Raisetsudan2.png
|description=
|data=
Uses the animation of his Resshou.
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
Chipp's Instant Kill activation has extremely long startup. An instant kill will not be guaranteed even if the opponent is dizzy.
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|IK}}
 
{{!}}-
It can be used when the opponent is in Hellfire state however, during the last possible round thanks to the speed increase and slowdown granted by Gold IK mode.
{{Description|6|text=*[ ] 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.
}}
}}
}}
<br style="clear:both;"/>
 
==Navigation==
==Navigation==
{{#lsth:GGXRD-R2/Chipp Zanuff/Data|Links}}
<center>{{Character Label|GGXRD-R2|Chipp Zanuff|size=42px}}</center>
{{notice|To edit frame data, edit values in [[GGXRD-R2/Chipp Zanuff/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{GGXRD-R2/CharacterLinks}}
{{Navbar-GGXRD-R2}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
[[Category: Guilty Gear Xrd REV 2]]
{{GGXRD-R2/Navigation}}
[[Category:Chipp Zanuff]]
[[Category:Guilty Gear|Chipp Zanuff]]

Latest revision as of 04:55, 25 December 2023

Overview

Overview

Guilty Gear's dedicated pixie character with great mobility and paper-thin defense. Chipp has everything a speedy player could want: fast movement, a triple jump, teleports, and several special moves that let him careen around the stage and climb on the walls. His normals are also much faster for their range than most other characters, and he has a few powerhouses like 6P, 5H, and j.D to supplement his raw speed.

While he's without a doubt the nimblest character in Xrd, Chipp also has a strong pressure game: c.S is a plus on block throw option select that is faster than many characters' jabs and frame traps into itself. Off of throw or another good knockdown, Chipp can often set up a jump-in mixup using j.S, j.H, or simply landing and going low. His aerial kunai super Ryuu Yanagi (j.214214KGGXRD Chipp RyuuYanagi.pngGuardAllStartup1+2RecoveryTotal 21Advantage-) makes those mixups even harder to block. Gamma Blade (41236HGGXRD Chipp GammaBlade.pngGuardAllStartup19RecoveryTotal 56Advantage+5) is a large grounded projectile that is always plus on block and captures the opponent on hit, giving Chipp a free combo. Chipp also has Beta Blade (623SGGXRD Chipp BetaBlade.pngGuardMidStartup5Recovery16+10 After LandingAdvantage-30), a two-hit, 5f meterless reversal that lets him challenge mixups and pressure.

Turning a combo into setplay and mixups is not always feasible, however, and Chipp must often choose between a damaging combo that resets to neutral, or a much less damaging combo with continued okizeme. Chipp's many tools give him many options in neutral, but using them to safely control his opponent requires a lot of matchup knowledge and choosing the wrong option can be very punishing: if Chipp eats a single bad counter hit, he's liable to lose half his health bar or more.

If you want to live fast, die hard, and have every tool in the box at your fingertips, Chipp is the character for you.
Chipp Zanuff
GGXRD-R Chipp Portrait.png
Defense
x1.30
Guts Rating
4
Weight
[100] Medium
Stun Resistance
50
Prejump
3F
Backdash
21F (1~9F invuln)
Wakeup Timing
30F (Face Up)/ 24F (Face Down)
Unique Movement Options
Triple Jump
Tsuyoshishiki Ten'i
Wall Cling
Fastest Attack
5P(3F) (Whiffs on crouch)
2P(4F)
c.S(4F)
Reversals
623S (5F)

 Chipp Zanuff has every tool you could ever want and enough mobility options to treat the screen like a jungle gym - but he hurts more than anyone else when he makes a mistake.

Pros
Cons
  • Speedster: Between a triple jump, the fastest runspeed in the game, teleports, and the ability to cling to walls and dash off them, Chipp is easily the most mobile character in the game. He can utilize his extreme speed to both whiff punish and escape scary situations better than many other characters in the cast.
  • Powerful Mixups: Chipp has tons of ways to open people up, including a command grabGGXRD Chipp Genrouzan.pngGuardGround ThrowStartup27Recovery12Advantage+54 and a standing, unthrowable overhead with his 6KGGXRD Chipp 6K.pngGuardHigh / AirStartup19Recovery5+3 After LandingAdvantage-1. In the corner, Wall ClingGGXRD Chipp WallCling.pngGuardStartupRecoveryAdvantage- setups and FDC j.2K give Chipp incredible mixup options from knockdown.
  • Excellent Buttons: Fast startups paired with great hitboxes and recovery on many normals (6PGGXRD Chipp 6P.pngGuardMidStartup9Recovery25Advantage-14, 5KGGXRD Chipp 5K.pngGuardMidStartup5Recovery8Advantage-3,c.SGGXRD Chipp c.S.pngGuardMidStartup4Recovery10Advantage+2, 2SGGXRD Chipp 2S.pngGuardMidStartup7Recovery11Advantage-1, j.DGGXRD Chipp j.D.pngGuardHigh / AirStartup6Recovery18 + 5 Landing RecoveryAdvantage-) can make Chipp difficult to challenge as characters with weaker neutral or slower buttons.
  • Damage Potential: With the right hit, resources, or at the cost of a knockdown, Chipp can not only demolish health bars, but also burn through guts and combo scaling more efficiently than almost any other character.
  • Adaptable Toolbox: Chipp's speed and wide movelist allow him to approach situations however he pleases. He can play very defensively and offensively, as well as switch between the two as necessary.
  • High-Risk: Chipp takes the most damage out of any character by far, and has rather strict execution demands in order to be properly played. As such, making errors in execution isn't uncommon and the punishment for them is astronomical.
  • Lack of Easy Knockdowns: Scoring a knockdown usually needs combos with specific conditions such as being close to the opponent or hitting them crouching, or a short combo with low damage such as basic gatlings into 2DGGXRD Chipp 2D.pngGuardLowStartup9Recovery17Advantage-7. Chipp often has to choose between doing good damage or earning a knockdown.
  • Okizeme Woes: Chipp's backdash is not well-fit for escaping okizeme, and he has the longest possible knockdown timer in the game.
  • Meter-hungry: Chipp's strongest options require meter investment, but his meter income is limited by the tension penalty inflicted by j.2K FDCGGXRD Chipp j.2K.pngGuardAllStartup8Recovery0Advantage-, his main mixup tool.

Unique Mechanics

Jump Installing

Normally, Chipp cannot jump or airdash after his S/H teleports, but this can be changed with a technique called jump installing.

Jump installing is a long-standing bug feature of the Guilty Gear series that allows characters to fool the game into giving them air actions when they would not normally have them. Many moves in GGXrd will automatically jump install, but Chipp is notable both for having a move that does not auto-jump intall (S/H teleport) and relying on that move for combos quite a lot. Jump installing is NOT unique to Chipp - he just does it more than anyone else.

For more information on jump installing, see this page.
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6 Mid 3 1 8 +1
Total: 11

A high and very fast standing jab.

Chipp's fastest normal and one of the fastest jabs in the game. Mostly used in juggle combos after 2D > 236S. Whiffs against crouching opponents except for Potemkin, Bedman and Haehyun. Also sees use as an emergency anti-air because of its upwards angle and quick startup, but is very bad when it trades

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
12 Mid 5 5 8 -3
Total: 17

A fast standing kick with great range for its speed.

An all around essential move for Chipp thanks to its versatility. Its great hitbox that is disjointed on startup allows it to beat many otherwise problematic normals that would outrange Chipp. Its wide variety of gatling options makes it a strong pressure starter as well. On hit, it can easily hit confirm due to being able to gatling into itself.

  • Gatlings into 2P, 6P, 2K are delayed.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Mid 4 2 10 +2
Total: 15

Extremely fast for a c.S and offers frame advantage on block while being rewarding on hit, making it useful for starting pressure, confirming hits and creating burst safe points in combos

Very useful for frame traps; it's plus frames on block and incredible startup speed allow c.S>c.S to be a frametrap sequence. On normal hit, it can link into 5P against standing opponents and c.S on crouching opponents to make hit confirming out of stagger pressure possible. On counter hit, it's possible for chip to link another c.S to confirm into combos. Thanks to its versatile gatling tree, it's also essential for knockdown combos via 6P and 2D. It is also Chipp's only normal that can gatling into 6K for overhead mixups.

Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 5D, 2D

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 Mid 7 2 18 -6
Total: 26

Chipp quickly takes a large step forward, giving f.S much further reach than the hitbox suggests.

Thanks to its excellent range and speed, f.S is very good for footsies and after dash-ins. Is essentially the higher recovery, higher-hitting brother of 2S.

While it can be great in neutral and for approaching, it's not without fault - its high hitbox loses or completely whiffs against low profiles, such as Sol's 2D. It also has no way to gatling into 2D, so committing to an f.S usually means forfeiting knockdown.

Gatling Options: 2S, 5H, 2H

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Mid 10 7 16 -4
Total: 32

Mostly a combo-tool and blockstring ender (canceled into rekkaGGXRD Chipp Resshou.pngGuardMidStartup13Recovery10Advantage-1, teleport or jump/IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. Fast Shuriken)

Not very useful as a poke due to its long startup relative to Chipp's other normals. While it is not disjointed at all, it can be used as a makeshift anti-air in very specific situations, such as against Venom's Mad Struggle, since a trade will be greatly in Chipp's favor.

On counter hit however, the move's potency opens up - it can link into 2D, or go into a combo via 5D. On air counter hit, Chipp can dash and get a full air combo. These properties make 5H a strong haymaker on read or against predictable opponents.

Gatling Options: 5D

5D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 High 27 4 9 +1
Total: 39

Agonizingly slow startup for a Chipp move.

Chipp's 5D is one of the longest reaching in the game, but he might need some creativity to follow up midscreen from far away with the air homing jump combo (airdash during homing jump etc.). On homing dash however, the combo combo gives nearly full corner carry (sometimes can give full) with a solid knockdown to boot. His 5D is also one of the few which is plus on block thanks to its low recovery.

While it's highly rewarding on hit, the slow startup makes it fairly difficult to land against opponents that are paying attention to Chipp's pressure. 6K, Command grab, or teleport mixups are generally preferrable to open opponents up.

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 Mid 9 3 25 -14 1~3 Above Knees
4~11 Low Profile
Total: 36

One of the most invulnerable 6Ps in the game and an essential part of Chipp's toolkit in many matchups.

Used as an antiair, a counterpoke against many mid-hitting moves, combo filler, and pressure vs characters who like to abare An attack during the opponent's pressure, intended to interrupt it. with mid to high hitting moves. Upper body invuln starts at frame 1, making it great on reaction against moves that it can beat. While it is very unsafe on block by itself, it can safely gatling into a wide variety of other normals to continue pressure.

Where the risk of using 6P lies is that it is horribly unsafe on whiff due to its extremely long total duration of 36 frames. It can be safer to attempt to anti air with 2H if you suspect the opponent is trying to bait 6P.

  • Combos into 6H on counter hit

Gatling Options: c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20 High / Air 19 5 5+3 After Landing -1 1~4 Throw
5~Airborne& Foot
Total: 31

Chipp's other standing overhead normal.

While it is fast, it is rather risky for its reward. As its not special cancellable comboing off of this only works as a meaty and against crouching opponents, or with a Roman Cancel. It should not be used point blank, as opponents can easily ground throw you after the hit or on block. In addition to the risk of being thrown on hit, should the opponent choose to contest it by mashing, they can score a highly damaging counter hit juggle combo.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
60 Mid 17 6 15 -2
Total: 37

Huge button with great reach thanks to a large hitbox and big forward step.

Mostly used as a frametrap to catch delay or fuzzy jumps, and as a tech trap in certain okizeme situations. it can also be used as a haymaker in neutral. High damage starter and great in juggles since it offers a combo afterwards (run up c.S or 5P into air combo. Against Standing opponents, 6H combos into grounded Alpha Blade, and depending on the range, into a TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. Alpha Blade. On air hit in the corner, it leads into Blitz Attack loops.

  • Causes stagger on ground hit.
  • Causes ground bounce on air hit.

2P

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
8 Low 5 4 7 -1
Total: 15

Chipp's fastest low attack. A common starter for strings and great for mixups.

Its self-gatling option for consecutive lows is useful to keep opponents crouching or catch them while they attempt to fuzzy jump. 2K Gatling into 6H is also useful to punish fuzzy (delay) jumpers and one way to punish excessive use of FD.

Unfortunately, it has very poor range, making it somewhat hard to use for okizeme. It has a high risk of getting thrown, can't catch backdashes, and has short active frames.

Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Mid 7 4 11 -1
Total: 21

An essential button to use when approaching or to stuff the opponent's moves.

Like f.S, the range is greater than the hitbox implies due to the large forward step Chipp takes. Will connect against the opponent's low profile options where f.S would whiff, and with significantly less recovery, but will whiff against some airborne opponents that f.S would hit. Staggers on counter-hit, making it a good option as a dash-in attack and for frame traps.

  • Chipp's hurtbox is extended forward before the attack becomes active.

Gatling Options: 5H, 2H, 5D

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34 Mid 7 9 18 -8
Total: 33

Great anti-air with tall reach and high reward,

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, which is rather poor. Followup combos are generally only possible on counter hit or by cancelling into 22S teleport

When it is used at the end of a block-string or stand-alone, it should be cancelled into 22P or delay cancelled into 2D to make it safe.

  • Floats opponent on normal hit.

Gatling Options: 6K, 5D, 2D

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 Low 9 2 17 -7
Total: 27

A Fast sweep with very long range.

An extremely important tool for Chipp's ground game as it's his primary way of scoring knockdowns for okizeme. It is also an excellent combo tool via 236S, which also serves as a very useful block string. In neutral, 2D is great at stuffing the opponent's dashes. It can also evade some other lows that have thin, close to the ground hitboxes (Ky 2D and 2K for example) since Chipp's hurtbox pulls upward slightly during the active frames.

  • 2D > 22P > link 2D can be useful 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

j.P

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16×2 High / Air 5 6,2 8
Total: 20

A two-hitting air normal.

The first hit has a great upwards-angle and is very useful as an air-to-air, while the second hit pulls the enemy downwards, which is used mostly in specific knockdown combos. Chipp can cancel j.K(1) into itself several times to avoid activating the second hit, which is mostly used for guts crushing low health opponents in air 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 due to the long total duration of the move.

Gatling Options: j.P, j.K, j.S, j.H, j.D

j.2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16×3 All 8 Until Landing 0

A downward air kick that alters Chipp's flight path, slowing down his horizontal acceleration.

Mostly used for Chipp's FDC (faultless defense cancelj.1[K]~[S]), input. 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 the opponent usually expects a 2-hit j.H. This setup is risky however because it can easily be backdashed out of.

j.2K is also weak against Faultless defense: if the first two hits make contact with the opponent's FD, 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.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 High / Air 9 10 18
Total: 36

An air normal that alters Chipp's momentum and has a very wide hitbox.

Slightly bounces Chipp upwards when used, which can be both a blessingIt can bounce you our of the range of an opponent's move and allow you to punish and a curseThe momentum shift can cause the move to whiff completely. While almost exclusively as combo filler, it has some applications in blockstringsiad j.K(1),j.K(1),j.S,j.H(2), land... and Okizeme, such as an IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. high/low mixup after air alpha blade, after H teleport, or in the corner.

While the width of the hitbox makes it great as a crossup, it is hard to use it for that purpose against grounded opponents due to the air bounce property.

Gatling Options: j.H

j.H

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 High / Air 6 8 18 + 5 Landing Recovery
Total: 37

Very fast and extremely disjointed jumping kick. All around essential move in many matchups.

Useful for punishing air throw attempts or as an anti-anti air while also frequently beating other air to air attempts. Just as useful in combos, since it causes plummet / knockdown midscreen and wall bounce in the corner.

Since it has some extra landing recovery, be careful when using it from too high up in the air - if the opponent instant blocks, you can get thrown when you land.

  • Long floor slide on ground counter hit, very short floor slide on air counter hit

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0,60 Ground Throw: 63000 1 +40

Chipp has a shorter throw range than many other characters. On successful throw, he can OTG combo with fast moves that hit low to the ground such as 2K

Causes a moderate knockdown to the opponent, giving you enough time for okizeme such as jump forward, FDC, j.H(crossup), continue pressure or combo. Unfortunately does not reliably lead into strong mixups without meter, but with meter, allows you to do TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. Ryu YanagiGGXRD Chipp RyuuYanagi.pngGuardAllStartup1+2RecoveryTotal 21Advantage- setups

Air Throw

Dead Angle Attack

Blitz Attack

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50: Blitz

Standard Blitz attack that does not strike as far as the animation suggests.

Offensively, 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~[5S+H]. Such combos do very high, meter-efficient damage and drain burst gauge, making them indispensable for serious Chipp players. If timed very carefully with a slight delay , it can even be made a burst safe point (the blitz shield would reject a burst activated during 6H hitstop) while still being a true combo.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Alpha Blade

236P (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236P 36 Mid 17 15 32 -30 1~Airborne
5~16 Low Profile
17~22 Strike
j.236P 32 All 14 14 18 After Landing -19
236P > H 38 Mid 9 12 18 -13

Alpha Blade is a strong move that has myriad uses on defense, as it is a long-range, low-profile slide. It is an excellent choice to escape the corner from many different elements of pressure.

Chipp's collision box is removed during the travel distance, allowing Chipp to move through the opponent and crossup with the move's active frames.

Grounded version (236P)
Total: 63

Being that the low profile is one of the main attributes, it can also be used to go under most projectiles or ranged pokes. During parts of the move, Chipp is actually considered airborne and can go over some moves that have thin, low to the ground hitboxes such as SlideheadGGXRD Potemkin SlideHead hitbox2.pngGuardLow[Unblockable]Startup25[29]RecoveryTotal 54Advantage-11. While it is excellent for escaping pressure, it carries some risks: it is very minus on block, so characters that can move quickly or have long reaching moves can reliably punish Chipp unless he cancels into Alpha Plus, which can have its own issues.

On normal hit, Alpha Blade launches the opponent, but Chipp generally cannot follow up into any additional damage without spending meter. On counter hit, he can cancel into Alpha Plus or burn meter for a strong combo.

In combos, ground Alpha Blade will generally only combo out of 6H or 5H. It can also conditionally combo from 5H if Chipp are relatively close to the opponent or if you hit them while they are crouching. 2D > Ground Alpha Blade works against lightweights, but is rarely used for anything useful.


Air version (j.236P)
Total: 45

Air alpha blade is similar to the grounded version but it is faster, safer, and has a larger hitbox. Unlike the grounded version, using an Air Alpha Blade very close to the ground will allow for meterless combosExample: corner S > S > HS > 2369P (lowest possible height), land, S..., especially in the corner.

In the corner, air Alpha Blade can also be cancelled into Wall ClingGGXRD Chipp WallCling.pngGuardStartupRecoveryAdvantage-. 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.

  • Listed Frame Advantage for Air Alpha Blade is on lowest height

Alpha Plus (236P > H)
Total: 38

On normal block, there is a minimum 6F gap between Alpha Blade and Alpha Plus , making this move risky on block at any range in any matchup. On top of that, Alpha Plus itself is punishable on block, so it's generally only used to hit confirm a raw Alpha Blade.

Beta Blade

623S (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
623S 30,26 Mid 5 4,18 16+10 After Landing -30 1~8 All
9~12 Strike
9~Airborne
j.623S 28,18 All 3 2,16 5 After Landing 1~4 Strike
Total: 51
Total: 25

An incredibly fast DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion..

Mostly only used as a reversal option or as an ender for air combos. If the first hit is Roman Cancelled, Chipp will remain standing on the ground, which will either allow him to followup up the hit with a 6H, or to start pressure in case Beta Blade is blocked.

  • The first hit of the ground version gives a hard knockdown (which rarely matters since the second hit will allow the opponent to tech)
  • Chipp loses Throw invulnerability as soon as he becomes airborne.

Gamma Blade

41236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 All 19 9 Total 56 +5
Total: 56

A grounded projectile that traps the opponent in place on hit. Unlike most special moves, Gamma Blade can NOT be cancelled into from normals.

A very important move for many of Chipp's matchups. While it has slow startup, it is plus on block and highly rewarding on hit as it places the opponent in an airborne state where they cannot burst while trapped, allowing for damaging juggle combos. Gamma Blade also has one of the highest projectile clash levels in the game - it will erase most projectiles it comes into contact with and continue traveling forward, making it an excellent tool for calling out careless zoning attempts.

Although it is potent and rewarding both on hit and block, its slow startup and very long total duration make it a very risky move to throw out in neutral 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
  • 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

214K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total 29
Total: 29

A cheeky "install" type move that will make Chipp flash from invisible to visible for approximately 8 seconds.

Mostly used to create extra ambiguity's for Chipp's various mixup options as it's much harder to see what he's doing thanks to the "smoky" effect and flashing from visible to invisible. Entering invisiblity is generally only safe to do after knockdowns (especially during a high wall Alpha Blade knockdown as it will allow him to also still be able to meaty) or during corner dust combos as it has significant recovery. The effect will end prematurely if Chipp blocks an attack or gets hit.

  • Unlike most specials, can NOT be cancelled into from normals.
  • Chipp changes visibility about every second

Tsuyoshishiki Ten'i

22P/K/S/H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22P Total 21 7~15 Strike
22K Total 30 10~12 Strike
22S/H Total 20 10~12 Strike

Chipp teleports at various locations on the screen based on the input. Each teleport has minor strike invulnerability and is a core tool of Chipp's neutral and mixup game.

22P (In Place)
Total: 21

Very good when used either in neutral and blockstrings as a bait to fake out 22K or 22H teleports, keeping your opponent on edge.


22K (Forward)
Total: 30

The highest recovery of Chipp's teleports. It is a strong strategy to cancel the recovery of 22K teleport with YRC, circumventing the long recovery flaw while rapidly closing distance. Additionally, the added slowdown should give you enough time to start a combo, apply pressure, or go for an a throw.


22S/22H (Airborne, in Front/Behind opponent)
Total: 20

Both versions are a great combo tool after a 2H hit. S version Will maintain dash momentum; for this reason, it has some use as a jump in, particularly for certain mixups options.

Both the airborne teleports are useful approach tools; they cause Chipp to fall a set distance towards the side opposite the one Chipp appears on (thus towards the opponent), the only exception being if 22H is used in reach of wallcling (22H teleport can be cancelled into wall cling, manually or by holding H). 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, enabling crossups. This affects certain corner oki setups, but the forward momentum can be stopped using a delayed FDC or just raw j.2K.

  • If used predictably, all teleport options can be heavily punished due to their long recoveries
  • 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, Chipp can use whatever air options he would have had left.

Genrouzan

63214S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0,90 Ground Throw 27 11 12 +54 9 Strike
10~Airborne& Foot
Total: 49

A slow but highly rewarding command grab.

Useful to open up opponents who have been conditioned to block various frametraps or stagger pressure. Causes a very long knockdown midscreen, giving Chipp enough time to set up invisibilityGGXRD Chipp TsuyoshishikiMeisei.pngGuardStartupRecoveryTotal 29Advantage- and go into a meaty or a 3-way mixup. In the corner, Chipp can cancel into Wall Cling after the hit to go into highly damaging meterless combos that maintain a knockdown for further okizeme and pressure.

While the initial startup is strike invuln, Chipp is airborne for 16 frames before it becomes active, allowing opponents that are looking out for it to score an Air Throw on Chipp or just plain anti-air combo him.

  • As a throw, the opponent can't burst on hit.

Resshou

236S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
18 Mid 13 5 10 -1
Total: 27

The starter of Chipp's rekka series.

Very useful as a blockstring ender since it only leaves Chipp at -1, which is a non-issue if your opponent doesn't instant block. Even while he's minus, Chipp's pokes (such as 2S or 5K) will generally be faster than what the opponent has to offer at the distance he is left at after using the rekka, and you can use 6P to counterpoke certain abare options. You can alternatively follow up with RokusaiGGXRD Chipp Rokusai.pngGuardLowStartup8Recovery25Advantage-7 for a risky frametrap that is high reward on counter hit.

  • Has special hitstun that makes it +2 on standing hit, +3 on crouching hit.
  • Combos into 5K on counter hit
  • links into 5P or even c.S on airborne hit (for example after 2D)

Rokusai

Resshou > 236S

Senshuu

Resshou > 236K or Rokusai > 236K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 High 25 6 10+12 After Landing -11 15~Airborne& Low Body
Total: 52

Possible as a second or last hit of Chipp's rekka series.

Hits overhead and launches on normal hit, which can be followed up into a combo. It has very slow and reactable startup and is punishable on block, but can frametrap or hover over pokes intended to punish Rokusai, leading to great reward, especially on counterhit. This becomes a bit less powerful if the previous attack is IB'd, but that is made harder due to the possible delay on Rokusai. If blocked or whiffed, Chipp is in crouching counterhit recovery, allowing most opponents to start their most damaging combos. Generally recommended to use with 50 meter only, when you can RC it for safety.

Shinkirou

623H

Shuriken

j.214P

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.214P Slow 10 All 23 Until Landing+6 After Landing
j.214P Fast 10 All 8 Total 16 + 3 Landing Recovery

Chip throws a shuriken in a 45 degree angle towards the ground. Alternates between a slow and a fast version, with the slow version coming first.

Mostly used for pressure and to cover your approach. Especially useful against characters that have a hard time avoiding it, such as Potemkin.

Slow Version
Total: 28

Completely halts Chipp's air momentum during the throw and has very long recovery. Can stop opponents from approaching due to covering a good angle for a good duration, however it has rather slow startup at 23 frames.

An interesting setup for the slow version is to use it after a low altitude j.D combo ender for okizeme. Cancel the j.D into slow shuriken, land, and continue pressure on a waking up opponent, who now has to block the meaty shuriken.


Fast Version
Total: 19

Has quick startup for a projectile.

Does not alter Chipp's momentum, making fast Shuriken more suited for ascending jumps to make it travel further. Can be used as a pressure reset option from an instant air dash.

Wall Cling

64 near the wall

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Vertical Movement
Horizontal Movement Until Landing
Jump Down Total 6

Many special moves that leave Chipp airborne can be cancelled into the wall cling, being Genrouzan (63214S), air Alpha Blade (j.236P), Shinkirou (623H), or 22S/H teleports. It can be done using the ordinary input, or by holding the button used to input the move (e.g. P for air Alpha, S for Genrouzan, etc.). Wall cling does have a minimum height requirement. TK j.236P will not allow Chipp to wall cling afterward, but when used in air extensions it will. After using Wall cling, Chipp must touch the ground before being able to use it again.

The wall cling generally is used for corner Okizeme as well as runaway tactics. When used on its own from a regular jump Chipp retains all prior air options (double/triple jump, airdash), but when used from 22S/H the teleports must be jump installed prior in order to retain air options.

9 9 Jump
  • Chipp jumps up off the wall. Can be cancelled into jump or airdash. Can be used as a corner escape but is rather committal on defense due to needing time or space to jump out

6 6 jump
  • Chipp's traditional walldive. Can be cancelled into jump or airdash. Holding 6 after wallcling will perform it as quickly as possible. A low, steep angle makes this difficult to use defensively, and is therefore usually used in his okizeme game

4 4
  • Chipp detaches from the wall and will fall down provided no additional actions are inputted. The core of Chipp's corner okizeme game that, when combined with his j.HGGXRD Chipp j.H.pngGuardHigh / AirStartup8Recovery29Advantage- gives Chipp access to unreactable left/right and high/low mixups. Chipp will detach from the wall automatically after 2 seconds of clinging onto it, or if he moves too high or low on the screen, with the same properties as when input manually.

8/2 8 / 2
  • Moves Chipp higher or lower on the wall. Largely used to reposition or to stall

Wall Cling Moves

w.P

P during Wall Cling

w.K

K during Wall Cling

w.S

S during Wall Cling

w.H

H during Wall Cling

Overdrives

Zansei Rouga

632146H or 632146D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
24×5,150
[30×5, 187]
Mid 21+0
[18+0]
Until Corner 26 After Landing -91 1~5 Throw
6~21 Full
21~Airborne
[1~18 All]
[19~ Airborne]

A fullscreen invulnerable super.

Chipp can combo into it from 6H, but is generally used as a wakeup reversal or to callout a high recovery whiff or projectile and punish from fullscreen.

Can be YRCed during startup (before superflash) and it only uses 25% tension. This makes Burst ZR YRC a valid reversal strategy, as the Burst version is full invuln on frame 1, and YRCing it actually allows Chipp to keep his burst. Make sure you don't try to do this against very active attacks however, as Chipp will still get hit. It is also particularly use after 6P counter hit > 6H to kill if the opponent is low on life since supers cannot be bursted or after a successful blitz shield, since supers cannot be reverse-blitzed.

While not the most practical, it can be used for a gimmicky crossup on most knockdowns. Arguably more powerful near the corner as the opponent may have a bit less time to react.

Banki Mesai

236236K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
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 3~10 Strike

Chipp rushes forward to deliver a huge series of attacks.

The most common use for this move is to combo into it to kill your opponent if they still have burst and are low HP, such as after a 5H hit or high Wall Alpha Blade combo. It also has minor use as a longer range reversal on wakeup in situations where Beta Blade would not reach.

While it builds a huge amount of RISC gauge, it is very unsafe move on block. Additionally, since the opponent can block with faultless defense to make most of your hits whiff it gives them even more time to punish.

  • True startup depends on distance as chipp needs to travel to the opponent's location.
  • The two Beta Blades at the end will only trigger when the move actually hits.

Ryuu Yanagi

j.214214K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20×12 All 1+2 Total 21
Total: 21

Chipp completely halts his air momentum and throws a few volleys of kunai towards the ground in a wide arc.

Since it travels slowly and Chipp retains all air options after using it, its a potent okizeme option that can offer different 50/50's that are obscured by the kunai sparks. Use with caution as all Kunai will disappear if Chipp is hit.

On hit, it causes ground bounce and knockdown, depending on how it hits the opponent, which turns it into a good air combo finisher. On the ground, the combo can be followed up with S > 5H > 236236K for a high damage, high number of hits 100% tension unburstable combo to guts crush a low life opponent at the end of a round. Of course, it's a bad choice if it won't kill since it fills up the opponent's Burst and costs all your tension.

Instant Kill

Raisetsudan

During IK Mode: 236236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
DESTROY All 9+13
[5+9]
5 30 -18 9~26 Full
[5~18 Full]

Uses the animation of his Resshou.

Chipp's Instant Kill activation has extremely long startup. An instant kill will not be guaranteed even if the opponent is dizzy.

It can be used when the opponent is in Hellfire state however, during the last possible round thanks to the speed increase and slowdown granted by Gold IK mode.

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 Chipp Zanuff


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