< GGX
Overview
Overview
beautyman ninja
Damage Received Mod |
x1.31 |
Guts Rating |
4/5 |
Gravity Mod |
x1.1 |
Stun Resistance |
60 |
Prejump |
F |
Backdash |
20F (1~8F Strike Invuln) |
Wakeup Timing |
F (Face Up)/ F (Face Down) |
Number of Jumps: |
3 |
Number of Air Dashes: |
1 |
Unique Movement Options |
Triple Jump Tsuyoshishiki Ten'i |
Fastest Attack |
Reversals |
Pros
Cons
- Unforgiving execution: While Chipp's execution isn't uniquely difficult, his low effective health means that he gets punished harshly for mistakes.
- Lack of easy knockdowns: Scoring a hard knockdown typically requires several pre-conditions to be met, such as specific hits or close proximity. Chipp will often have to either spend meter or sacrifice damage to gatling into Sweep if these conditions aren't met.
Normal Moves
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
5P
5K
c.S
f.S
5H
Dust Attack
S+H
2P
2K
2S
2H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
- Not jump cancellable. Requires a jump install or FDC for a full conversion when combo'd into.
Level | Guard Bar+ | Guard Bar- |
---|---|---|
Sweep
2S+H
6P
6K
6H
j.P
j.K
Sakugankyaku
j.2K
j.S
j.H
Universal Mechanics
Ground Throw
4H or 6H
Dead Angle Attack
Specials
Alpha Blade
236P (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
236P | |||||||
j.236P |
Version | Level | Guard Bar+ | Guard Bar- |
---|---|---|---|
236P | |||
j.236P |
236P: j.236P:
Beta Blade
623S (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
623S | |||||||
j.623S |
Version | Level | Guard Bar+ | Guard Bar- |
---|---|---|---|
623S | |||
j.623S |
623S: j.623S:
Gamma Blade
41236H
Tsuyoshishiki Ten'i
22X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
22P | |||||||
22K | |||||||
22S | |||||||
22H |
Version | Level | Guard Bar+ | Guard Bar- |
---|---|---|---|
22P | |||
22K | |||
22S | |||
22H |
22P: 22K: 22S: 22H:
Tsuyoshishiki Meisei
214K
Genrou Zan
41236K
Resshou
236S
Rokusai
236S > 236S
Senshuu
Resshou > 236K or Rokusai > 236K
Overdrives
Zansei Rouga
632146H
Banki Mesai
236236K
Instant Kill
Delta End
During IK Mode: 236236H
To edit frame data, edit values in GGX/Chipp Zanuff/Data.