GGXRD-R2/Chipp Zanuff: Difference between revisions

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|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=16×3 |tension=144 |risc=8 |prorate= |level=0 |guard=All
  |damage=16×3 |tension=144 |risc=8 |prorate= |level=0 |guard=High / Air
  |cancel= |roman=YRP |startup=8 |active=Until Landing |recovery=0 |frameAdv= |inv=
  |cancel= |roman=YRP |startup=8 |active=Until Landing |recovery=0 |frameAdv= |inv=
  |description=*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.
  |description=*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.
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|name=Tsuyoshishiki Ten'i
|name=Tsuyoshishiki Ten'i
|input=22P/K/S/H
|input=22P/K/S/H
|image=GGXRD_Chipp_TsuyoshishikiTeni.png |caption=
|image=GGXRD_Chipp_TsuyoshishikiTeni.png |caption= Could be used to play mind games, until it gets predictable
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
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|name=Shinkirou
|name=Shinkirou
|input=623H
|input=623H
|image=GGXRD_Chipp_Shinkirou.png |caption=
|image=GGXRD_Chipp_Shinkirou.png |caption= Alternate ending to Rekka, use varies
|data=
|data=
  {{AttackData-GGXRD-R2
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|name=Shuriken
|name=Shuriken
|input=j.214P
|input=j.214P
|image=GGXRD_Chipp_Shuriken.png |caption=
|image=GGXRD_Chipp_Shuriken.png |caption= Always remember which version is gonna come out
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
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|name=Banki Mesai
|name=Banki Mesai
|input=236236K
|input=236236K
|image=GGXRD_Chipp_BankaiMesai.png |caption=
|image=GGXRD_Chipp_BankaiMesai.png |caption= "FUJIYAMA GEISHA!"
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2

Revision as of 09:22, 27 May 2018

Chipp Zanuff
GGXRD-R Chipp Portrait.png
Defense Modifier: x1.30

Guts Rating: 4
Weight: Medium
Stun Resistance: 50
Prejump:
Backdash Time 21F / Invul: 1-9F
Wakeup (Face Up/Down): 30F / 24F

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

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


Ambox warning.png This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)

Normal Moves

5P
5P
GGXRD Chipp 5P.png
6 Mid 3 1 8 - -
5K
5K
GGXRD Chipp 5K.png
It's mashable if you will
12 Mid 5 5 8 - -
c.S
c.S
GGXRD Chipp c.S.png
28 Mid 4 2 10 - -
f.S
f.S
GGXRD Chipp f.S.png
26 Mid 7 2 18 - -
5H
5H
GGXRD Chipp 5H.png
30 Mid 10 7 16 - -
2P
2P
GGXRD Chipp 2P.png
6 Mid 4 2 7 - -
2K
2K
GGXRD Chipp 2K.png
8 Low 5 4 7 - -
2S
2S
GGXRD Chipp 2S.png
28 Mid 7 4 11 - -
2H
2H
GGXRD Chipp 2H.png
34 Mid 7 9 18 - -
j.P
j.P
GGXRD Chipp j.P.png
8 High / Air 5 4 4 - -
j.K
j.K
GGXRD Chipp j.K.png
16×2 High / Air 5 6,2 8 - -
j.S
j.S
GGXRD Chipp j.S.png
28 High / Air 9 10 18 - -
j.H
j.H
GGXRD Chipp j.H.png
26×2 High / Air 8 6,6 29 - -
j.D
j.D
GGXRD Chipp j.D.png
DAIJOUBOU!
36 High / Air 6 8 18 / 5 Landing Recovery - -
6P
6P
GGXRD Chipp 6P.png
22 Mid 9 3 25 - -
6K
6K
GGXRD Chipp 6K.png
20 High / Air 19 5 5+3 After Landing - -
6H
6H
GGXRD Chipp 6H.png
60 Mid 17 6 15 - -
j.2K
j.2K
GGXRD Chipp j.2K.png
16×3 High / Air 8 Until Landing 0 - -
2D
2D
GGXRD Chipp 2D.png
26 Low 9 2 17 - -
5D
5D
GGXRD Chipp 5D.png
22 High 27 4 9 - -


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Chipp GroundThrow.png
0,60 Ground Throw: 63000 1 - -
Air Throw
Air Throw
GGXRD Chipp AirThrow.png
0,60 Air Throw: 192500 1 - -
Dead Angle Attack
Dead Angle Attack
GGXRD Chipp 5H.png
25 All 11 8 14 - -
Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Chipp BlitzAttack.png
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)
GGXRD Chipp AlphaBlade.png
GGXRD Chipp AlphaBladePlus.png
36 Mid 17 15 32 - - 32 All 14 14 18 After Landing - - 38 Mid 9 12 18 - -
Beta Blade
Beta Blade
623S (air OK)
GGXRD Chipp BetaBlade.png
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
GGXRD Chipp GammaBlade.png
GGXRD Chipp GammaBlade2.png
Traps opponent in place on hit
32 All 19 9 Total 56 - -
Tsuyoshishiki Meisei
Tsuyoshishiki Meisei
214K
GGXRD Chipp TsuyoshishikiMeisei.png
FIND ME!
Total 29 - -
Tsuyoshishiki Ten'i
Tsuyoshishiki Ten'i
22P/K/S/H
GGXRD Chipp TsuyoshishikiTeni.png
Could be used to play mind games, until it gets predictable
Total 21 - - Total 30 - - Total 20 - - Total 20 - -
Genrouzan
Genrouzan
63214S
GGXRD Chipp Genrouzan.png
GGXRD Chipp Genrouzan2.png
0,90 Ground Throw 27 11 12 - -
Resshou
Resshou
236S
GGXRD Chipp Resshou.png
18 Mid 13 5 10 - -
Rokusai
Rokusai
Resshou > 236S
GGXRD Chipp Rokusai.png
22 Low 8 1 25 - -
Senshuu
Senshuu
Resshou > 236K
Rokusai > 236K
GGXRD Chipp Senshuu.png
30 High 25 6 10+12 After Landing - -
Shinkirou
Shinkirou
623H
GGXRD Chipp Shinkirou.png
Alternate ending to Rekka, use varies
20 All 16 12 16 - -
Shuriken
Shuriken
j.214P
GGXRD Chipp Shuriken.png
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
GGXRD Chipp WallCling.png
Ninja. Followups listed.
GGXRD Chipp WallCling2.png
GGXRD Chipp WallCling3.png
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
GGXRD Chipp ZanseiRouga.png
GGXRD Chipp ZanseiRouga2.png
24×5,150 Mid 21+0 Until Corner 26 After Landing - -
Ryuu Yanagi
Ryuu Yanagi
j.214214K
GGXRD Chipp RyuuYanagi.png
Chinger Changer Ninja Daggers!
20×12 All 1+2 Total 21 - -
Banki Mesai
Banki Mesai
236236K
GGXRD Chipp BankaiMesai.png
"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 - -


Instant Kill

Raisetsudan
in IK mode: 236236H
GGXRD Chipp Raisetsudan.png
GGXRD Chipp Raisetsudan2.png
DESTROY All 9+13[5+9] 5 30 - -



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