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| |cancel=SJ |roman=YRP |startup=9 |active=3 |recovery=25 |frameAdv=-14 |inv=1~3 Above Knees,4~11 Low Profile | | |cancel=SJ |roman=YRP |startup=9 |active=3 |recovery=25 |frameAdv=-14 |inv=1~3 Above Knees,4~11 Low Profile |
| |description=*used mostly as an anti-air and against specific attacks where upper body invulnerability is needed (such as Sol's Riot Stamp) | | |description=*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 | | *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 | | *Chains into 6HS, but only combos into it on Counter Hit |
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.
Strengths/Weaknesses
Strengths |
Weaknesses
|
- Easily the fastest character in the game, in both mobility and frame data
- Only character with a triple jump
- Teleport YRCs allow for punishes almost anywhere on screen
- Possible to adapt both runaway and rushdown styles of play if necessary
|
- Paper-thin defense, takes the most damage in the game
- Scoring a knockdown usually needs combos with specific conditions (close-range or crouch-hit)
- Ground mixups somewhat lacking, overheads are sub-par
- High execution barrier
|
Template:CharLinks-GGXRD-R2
Normal Moves
5P
5K
5K
It's mashable if you will
|
|
c.S
f.S
5H
2P
2K
2S
2H
j.P
j.K
j.K
|
16×2
|
High / Air
|
5
|
6,2
|
8
|
-
|
-
|
|
j.S
j.S
|
28
|
High / Air
|
9
|
10
|
18
|
-
|
-
|
|
j.H
j.H
|
26×2
|
High / Air
|
8
|
6,6
|
29
|
-
|
-
|
|
j.D
j.D
DAIJOUBOU!
|
36
|
High / Air
|
6
|
8
|
18 / 5 Landing Recovery
|
-
|
-
|
|
6P
6K
6K
|
20
|
High / Air
|
19
|
5
|
5+3 After Landing
|
-
|
-
|
|
6H
j.2K
j.2K
|
16×3
|
High / Air
|
8
|
Until Landing
|
0
|
-
|
-
|
|
2D
5D
Universal Mechanics
Ground Throw
Ground Throw
|
0,60
|
Ground Throw: 63000
|
1
|
|
|
-
|
-
|
|
Air Throw
Air Throw
|
0,60
|
Air Throw: 192500
|
1
|
|
|
-
|
-
|
|
Dead Angle Attack
Blitz Shield Charge Attack
Blitz Attack
|
50
|
Mid
|
(15-48)+13
|
3
|
Hit: 11 Whiff: 20
|
-
|
-
|
50
|
Mid
|
50+13
|
3
|
Hit: 11 Whiff: 20
|
-
|
-
|
|
Special Moves
Alpha Blade
Alpha Blade 236P (air OK)
|
36
|
Mid
|
17
|
15
|
32
|
-
|
-
|
32
|
All
|
14
|
14
|
18 After Landing
|
-
|
-
|
38
|
Mid
|
9
|
12
|
18
|
-
|
-
|
|
Beta Blade
Beta Blade 623S (air OK)
Classic DP Give or take
|
30,26
|
Mid
|
5
|
4,18
|
16+10 After Landing
|
-
|
-
|
28,18
|
All
|
3
|
2,16
|
5 After Landing
|
-
|
-
|
|
Gamma Blade
Gamma Blade 41236H
Traps opponent in place on hit
|
|
Tsuyoshishiki Meisei
Tsuyoshishiki Meisei 214K
FIND ME!
|
|
Tsuyoshishiki Ten'i
Tsuyoshishiki Ten'i 22P/K/S/H
Could be used to play mind games, until it gets predictable
|
|
|
|
|
Total 21
|
-
|
-
|
|
|
|
|
Total 30
|
-
|
-
|
|
|
|
|
Total 20
|
-
|
-
|
|
|
|
|
Total 20
|
-
|
-
|
|
Genrouzan
Genrouzan 63214S
|
0,90
|
Ground Throw
|
27
|
11
|
12
|
-
|
-
|
|
Resshou
Rokusai
Senshuu
Senshuu Resshou > 236K Rokusai > 236K
|
30
|
High
|
25
|
6
|
10+12 After Landing
|
-
|
-
|
|
Shinkirou
Shinkirou 623H
Alternate ending to Rekka, use varies
|
|
Shuriken
Shuriken j.214P
Always remember which version is gonna come out
|
10
|
All
|
23
|
|
Until Landing+6 After Landing
|
-
|
-
|
10
|
All
|
8
|
|
Total 16 + 3 Landing Recovery
|
-
|
-
|
|
Wall Cling
Wall Cling Near Wall > 64
Ninja. Followups listed. Green for ground throw, Brown for air throw
|
|
|
|
|
|
-
|
-
|
|
|
|
|
Until Landing
|
-
|
-
|
|
|
|
|
Total 6
|
-
|
-
|
32
|
All
|
17
|
Until Landing
|
23
|
-
|
-
|
10
|
All
|
9
|
|
Total 18
|
-
|
-
|
0,90
|
Ground Throw
|
17
|
Until Landing
|
18 After Landing
|
-
|
-
|
0,90
|
Air Throw
|
17
|
19
|
Until Landing+10 After Landing
|
-
|
-
|
|
Overdrives
Zansei Rouga
Zansei Rouga 632146H
|
24×5,150
|
Mid
|
21+0
|
Until Corner
|
26 After Landing
|
-
|
-
|
|
Ryuu Yanagi
Ryuu Yanagi j.214214K
Chinger Changer Ninja Daggers!
|
20×12
|
All
|
1+2
|
―
|
Total 21
|
-
|
-
|
|
Banki Mesai
Banki Mesai 236236K
"FUJIYAMA GEISHA!"
|
6×32,38×4
|
Mid×32, All×4
|
7+0
|
3(6)3(8)3(3)×3,3(6)6(3)6(3)60
|
―
|
-
|
-
|
|