< GGXRD-R2 | Chipp Zanuff
System Data
Normal Moves
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 | |||||||
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5P | |||||||||||||
5K | |||||||||||||
c.S | |||||||||||||
f.S | |||||||||||||
5H | |||||||||||||
2P | |||||||||||||
2K | |||||||||||||
2S | |||||||||||||
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2H | |||||||||||||
j.P | |||||||||||||
j.K | |||||||||||||
j.S | |||||||||||||
j.H | |||||||||||||
j.D | |||||||||||||
6P | |||||||||||||
6K | |||||||||||||
6H | |||||||||||||
j.2K | |||||||||||||
2D | |||||||||||||
5D |
Universal Mechanics
Special Moves
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 | |||||||
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Alpha Blade 236P | |||||||||||||
Aerial Alpha Blade j.236P | |||||||||||||
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Alpha Plus Alpha Blade > H | |||||||||||||
Beta Blade 623S | |||||||||||||
Aerial Beta Blade j.623S | |||||||||||||
Gamma Blade 41236H | |||||||||||||
Genrouzan 63214S | |||||||||||||
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Tsuyoshishiki Meisai 214K | |||||||||||||
Tsuyoshishiki Ten'i (P) 22P | |||||||||||||
Tsuyoshishiki Ten'i (K) 22K | |||||||||||||
Tsuyoshishiki Ten'i (S) 22S | |||||||||||||
Tsuyoshishiki Ten'i (H) 22H | |||||||||||||
Resshou 236S | |||||||||||||
Rokusai Resshou > 236S | |||||||||||||
Senshuu Resshou or Rokusai > 236K | |||||||||||||
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Shuriken (Slow) j.214P | |||||||||||||
Shuriken (Fast) j.214P | |||||||||||||
Shinkirou 623H | |||||||||||||
Wall Cling Near Wall > 64 | |||||||||||||
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Up and Down Movement Wall Cling > 8 or 2 | |||||||||||||
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Horizontal Movement Wall Cling > 6 or 3 or 9 | |||||||||||||
Jump Down Wall Cling > 4 | |||||||||||||
Wall Followup Alpha Blade Wall Cling > P | |||||||||||||
Wall Followup Kunai Wall Cling > K | |||||||||||||
Wall Followup Genrouzan Wall Cling > S | |||||||||||||
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Wall Followup Genouzan Wall Cling > H | |||||||||||||
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Overdrives
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 | |||||||
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Zansei Rouga 632146H | |||||||||||||
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Ryuu Yanagi j.214214K | |||||||||||||
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Banki Messai 236236K | |||||||||||||
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Instant Kill
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 | ||||||||
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Raisetsudan During IK Mode: 236236H
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DESTROY | - | -6/+14 | - | 3 | All | - | - | 9+13 [5+9] |
5 | 30 | -18 | 9~26 Full [5~18 Full] |
Click! |
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Gatling Table
P | K | S | H | D | Cancel | |
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5P | 5P[+], 2P[+], 6P[+] | 5K[+], 2K[+] | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Jump, Sp |
2P | 5P[+], 2P[+], 6P[+] | 5K[+], 2K[+] | c.S, f.S, 2S | 5H, 2H | 5D, 2D | Sp |
6P | - | - | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Jump, Sp |
5K | 5P[+] | 5K[+], 2K[+] | c.S, f.S, 2S | 5H, 2H | 5D, 2D | Jump, Sp |
2K | 5P 2P 6P | 2K 5K | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Sp |
6K | - | - | - | - | - | - |
c.S | 6P | 6K | f.S, 2S | 5H, 2H | 5D, 2D | Jump, Sp |
f.S | - | - | 2S | 5H, 2H | 5D | Jump, Sp |
2S | - | - | - | 5H, 2H | 5D | Sp |
5H | - | - | - | - | 5D | Jump, Sp |
2H | - | - | - | - | - | Sp |
6H | - | - | - | - | - | Jump, Sp |
5D | - | - | - | - | - | Homing jump, Homing dash |
2D | - | - | - | - | - | Sp |
P | K | S | H | D | Cancel | |
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j.P | j.P | j.K | j.S | j.H | j.D | Sp |
j.K | j.P | j.K | j.S | j.H | j.D | Jump, Sp |
j.S | - | - | - | j.H | - | Jump, Sp |
j.H | - | - | - | - | - | Sp |
j.D | - | - | - | - | - | Sp |
j.2K | - | - | - | - | - | Sp |
- 5D can be only canceled into Homing Jump and Homing Dash on ground hit
- X = X is available on hit or block
- X[+] = X is available on whiff
- Sp = Special Attacks and Overdrives (aka: Specials and Supers)
- Su = Overdrives (aka: Supers)
To edit frame data, edit values in GGXRD-R2/Chipp Zanuff/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.