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.214214KGuard:
-) makes those mixups even harder to block. Gamma Blade (41236HGuard:
+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 (623SGuard:
16+10 After LandingAdvantage:
-30), a two-hit, 4f 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 moderate damage combo and a reset 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 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.|
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.
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 Potemkin (and possibly Bedman). 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
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
Extremely fast for a c.S and offers frame advantage on block while being rewarding on hit, making it an ideal pressure starter.
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
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
Mostly a combo-tool and blockstring ender (canceled into rekkaGuard:
-1, teleport or jump/IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 or 754 or using a dash macro. 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
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.
|22||Mid||9||3||25||-14||1～3 Above Knees
4～11 Low Profile
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 AbareAn 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 46 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
|20||High / Air||19||5||5+3 After Landing||-1||1～4 Throw
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.
- Airborne from 5F
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 TKAn 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.
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 AbareAn attack during the opponent's pressure, intended to interrupt it. option in scramble situations. Is also relatively burst safe for combos: 2P > 2P > c.S...
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
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
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
- Staggers opponent on CH. Max duration 39F, Frame Adv: +9 to +29
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
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
|8||High / Air||5||4||4|
A very fast air jab, mostly used as combo filler or as a low commitment and burst-safe air-to-air button.
Gatling Options: j.P, j.K, j.S, j.H, j.D
|16×2||High / Air||5||6,2||8|
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
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.
|28||High / Air||9||10||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 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 IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 or 754 or using a dash macro. 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
|26×2||High / Air||8||6,6||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.
|36||High / Air||6||8||18 + 5 Landing Recovery|
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
|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 TKAn 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 YanagiGuard:
- Stun: 30
|0,60||Air Throw: 192500||1|
Can also be Roman Cancelled and followed up with a 6H > dash 5P > air combo for good damage.
- Stun: 30
Dead Angle Attack
Long invuln time dead angle. Uses the same animation as 5H, giving it pretty good horizontal reach.
- Causes wall bounce on counter hit
|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.
- 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)
- 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
236P (Air OK)
5～16 Low Profile
|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)
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 SlideheadGuard:
-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)
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 ClingGuard:
-. 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)
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.
|236P > H||3||14||6|
- Frame Advantage is on lowest height
236P > H:
623S (Air OK)
|623S||30,26||Mid||5||4,18||16+10 After Landing||-30||1～8 All
|j.623S||28,18||All||3||2,16||5 After Landing||1～4 Strike|
An incredibly fast DPDragon 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.
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).
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
|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)
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)
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)
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.
22P: 22K: 22S/H:
|0,90||Ground Throw||27||11||12||+54||9 Strike
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 invisibilityNo results 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.
|0,4||Forced: 60%||NA||6, 0|
- Stun: 45
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 RokusaiGuard:
-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)
Resshou > 236S
Second hit of Chipp's Rekka Series
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.
- Special hitstun makes it only -3 on hit
- Staggers on counter hit
Resshou > 236K or Rokusai > 236K
|30||High||25||6||10+12 After Landing||-11||15～Airborne& Low Body|
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. While it's rewarding to land, it has very slow and reactable startup and it's punishable on block. When blocked, Chipp is in crouching counterhit recovery, allowing most opponents to start their most damaging combos. Use sparingly or only with 50 tension to make it safe.
- CH recovery state
Can be used Stand-alone or during Chipp's Rekka series (but not after 236K)
Has relatively little use outside of combos2D > 236S > 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.
On whiff or block, Chipp has access to full air options and movement.
|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.
- Fast Version
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.
- Slow Version
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.
j.214P Slow: j.214P Fast:
Near Wall > 64
|Horizontal Movement||Until Landing|
|Jump Down||Total 6|
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/H teleports.
The wall cling generally is used for corner Okizeme as well as runaway tactics.
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). Letting go off the wall (4) enables you to corner-crossup your opponent with j.H. A mixup to this is to 3/6dash off the wall and immediately 2D your opponent for a very quick low hit that combos.
- 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".
|Wall Cling > 8|
|Wall Cling > 6|
|Wall Cling > 4|
Wall Cling > 8:
- 10～Double Jump or Air Dash or Air Backdash possible
Wall Cling > 6: Wall Cling > 4:
Wall Cling Moves
Chipp performs Alpha Blade down diagonally away from the wall
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.
|0,90||Ground Throw: 17500||17||Until Landing||18 After Landing|
Chipp leaps down from the wall grabbing his opponent on the ground. This move whiffs on airborne opponents
Situational tool for catching a blocking opponent. Another layer to Chipp's pressure.
- Always reaches the same spot near the corner no matter how high Chipp is on the wall.
|0,4||Forced: 60%||NA||6, 0=|
- Stun: 45
|0,90||Air Throw: 17500||17||19||Until Landing+10 After Landing|
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.
|0,4||Forced: 60%||NA||6, 0|
- Stun: 45
632146H or 632146D
|Until Corner||26 After Landing||-91||1～5 Throw
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.
- Frame Advantage listed is on crouching block Sol
- Values in [ ] are for Burst version
|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.
- Startup depends on distance.
- On whiff, total animation is 49F
- Minimum damage of final 4 hits is 12% (4 damage)
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.
- Minimum damage of each hit is 15% (3 damage)
During IK Mode: 236236H
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.
- [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
- IK Mode Activation: 102F [5F+5F]
|To edit frame data, edit values in GGXRD-R2/Chipp Zanuff/Data.|
- Answer [★]
- Axl Low [★]
- Baiken [★]
- Bedman [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Elphelt Valentine [★]
- Faust [★]
- I-No [★]
- Jack-O' [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Kum Haehyun [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Potemkin [★]
- Ramlethal Valentine [★]
- Raven [★]
- Sin Kiske [★]
- Slayer [★]
- Sol Badguy [★]
- Venom [★]
- Zato-1 [★]
Click [★] for character's full frame data
• Controls • HUD • FAQ •
• Movement/Canceling • Offense • Defense • Gauges • Attack Attributes •
Detailed & Advanced Information
• Damage/Combo • Frame Data & System Data • Universal Strategy • Misc •
• Patch Notes • Changelog • Tier Lists •
- Attack Level
- Blitz Shield
- Danger Time
- Dead Angle Attack
- Faultless Defense
- Forced Proration
- Initial Proration
- Instant Air Dash (IAD)
- Instant Block
- Jump Install
- Low Profile
- Mortal Counter
- Negative Penalty
- Off the Ground (OTG)
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Tension Gauge
- Ukemi (Teching)