BBCPE/Amane Nishiki and GGST/Chipp Zanuff: Difference between pages

From Dustloop Wiki
< BBCPE(Difference between pages)
No edit summary
 
mNo edit summary
 
Line 1: Line 1:
{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{Overview
| overview = Chipp Zanuff is the ultimate speed demon. He has phenomenal running speed and good air mobility thanks to his triple jump. His special moves allow him to dart across the stage and he can even run up walls.
 
Chipp possesses fast attack speed and many pressure tools. {{clr|3|f.S}} has good range, safe special cancels and starts combos, making it a great poke. {{clr|2|6K}} is a safe overhead. {{clr|2|j.2K}} is an oppressive divekick that has great synergy with Chipp’s triple jump. [[GGST/Chipp Zanuff#Resshou|Resshou]] is a rekka that can lead to highly delayable follow-ups, enabling a reset/throw mix-up. Safe tools like these can condition opponents to block, opening them up for riskier mix-ups. Some choices are [[GGST/Chipp Zanuff#Genrou Zan|Genrou Zan]], a long-ranged command grab, and [[GGST/Chipp Zanuff#Alpha Blade Horizontal|Alpha Blade]], a grounded {{keyword|cross-up}}. After scoring a knockdown, Chipp gets powerful [[GGST/Chipp Zanuff/Strategy#Okizeme|Okizeme]] in the form of safe jumps, {{keyword|cross-up}}s and high/low mix-ups. Cycle his moves well for an unparalleled offense!
 
On the flip side, Chipp’s defense value is the weakest in the game. Mistakes are so detrimental that trading hits back and forth is not an option. {{clr|1|6P}} and his {{keyword|DP}}, [[GGST/Chipp Zanuff#Beta Blade|Beta Blade]], provides some neat defensive options, but durability is still no strength of his. Don’t be intimidated, Chipp has the mobility needed to dominate his opponent in neutral if you have the match-up knowledge required to avoid unnecessary risks. Stay sharp!
 
If you want to overwhelm opponents with unrivaled speed and a plethora of offensive tools, then look no further than Chipp Zanuff.
| lore =President of the Eastern Chipp Kingdom.
 
He's hot-blooded, and thinking deeply is far from his specialty.
He's quick to lose his temper, and his words often come off as rude.
Now that he's trying to get into politics, he's learned basic manners and social skills.
He acknowledges that he has some rough edges, but accepts those parts of himself.
| summary =(チップ=ザナフ), classified as a ''High Speed'' type, is an incredibly fast ninja who launches attacks in the blink of an eye.
| pros =
* '''Quick Normals:''' Has among the best frame data in the roster, which allows him to easily pressure characters with slower moves and little defensive options.
* ''' Mobility:''' Wields the fastest dash as well as having triple jump, wallrun, and [[GGST/Chipp Zanuff#Alpha Blade Horizontal|Alpha]] [[GGST/Chipp Zanuff#Alpha Blade Diagonal|Blade]] granting him incredible mobility while also making him a pest to catch.
* '''Pressure:''' Chipp has plenty of ways to hit an opponent such as with [[GGST/Chipp Zanuff#Genrou Zan|command grab]], [[GGST/Chipp Zanuff#Alpha Blade Horizontal|cross-up]], [[GGST/Chipp Zanuff#6K| grounded overhead]], and the infamous plus-on-block [[GGST/Chipp Zanuff#j.2K|divekick]]. Cycling through all these can make Chipp's offense often feel unstoppable.
* '''Defense:''' 3 frame [[GGST/Chipp Zanuff#5P|5P]], [[GGST/Chipp Zanuff#Beta Blade|DP]], and [[GGST/Chipp Zanuff#2D|low sweep]] can help avoid Chipp's major weakness.
* '''Wallrun Abilities:''' Unique wallrun enables combos which keep the wall from breaking and wallrun cancels enable extremely tricky mix-ups at the corner.
| cons =
* '''Glass Bones and Paper Skin:''' Lowest health in the game by a noticeable par and highest R.I.S.C. multiplier; blocking basic blockstrings put Chipp at half R.I.S.C. easily.
* '''Inconsistent Damage:''' Takes more hits to kill an opponent due to lower average damage, and has some difficulty getting consistent combos on certain scenarios.
| voice_actor = Japanese: Yoshihisa Kawahara, English: Edward Bosco
| difficulty_rating = 3
| official_difficulty = yes
}}
 
{{FP Box|header=GGST Chipp Character Guide
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|jolzv5Ouip0|450}}{{Closediv}}{{Closediv}}
}}
 
==Normal Moves==
 
===<big>{{clr|1|5P}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_5P.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_5P.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
|-
!Amane Nishiki
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Chipp Zanuff" and input="5P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
* 3 frame normal.
* Chipp's fastest normal.
Backhand jab. One of the fastest normals in the game but it can be crouched by most characters (exceptions: Nagoriyuki, Potemkin, Giovanna, Millia, and I-No). Best used as a fast anti-air or a quick punish option to interrupt your opponent's strings.
 
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}
</div>
</div>
 
===<big>{{clr|2|5K}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_5K.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_5K.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
|-
||
{{#cargo_query:tables=MoveData_GGST
[[File:BBCP_Amane_Portrait.png|350px|center]]
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Chipp Zanuff" and input="5K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
* Excellent close-range button.
* Unique Gatling into itself.
Overall very fast 5K with good range while also jump cancellable. It is slower than his 5P but it can't be crouched under making it easier to use. Good for general pressure as it chains into itself and can be confirmed into a 2K > 2D very easily.
 
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
</div>
 
===<big>{{clr|3|c.S}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_c.S.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_cS.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
|-
||{{CharData-BBCPE
{{#cargo_query:tables=MoveData_GGST
|health=10,000
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|comboRate=80%
|where=chara="Chipp Zanuff" and input="c.S"
|jumpStartup=4
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|backdashTime=20
|backdashInv=1-5
}}
}}
;Movement Options
:Double Jump, 1 Airdash, Dash Type: Run
;Play-style
:Balanced, Zoning, Chip Damage
|}
|}
{{CharNav |charMainPage=BBCPE/Amane Nishiki
==== ====
|videos=http://horibuna.web.fc2.com/BBCP/BBCP_AM.html
* Not plus, but plenty of gatlings to threaten with.
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/235-amane-nishiki/
Most versatile combo starter option and also easy button to use to start jump cancel pressure. This chains into any command normal or other S/H button making it a very high reward button.
 
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
</div>
 
===<big>{{clr|3|f.S}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_f.S.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_fS.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Chipp Zanuff" and input="f.S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
<div style="float:left; margin-right:25px;">
|}
{{TOC limit|2}}
==== ====
* One of Chipp's prime poking normals.
* Omit this and go straight to 5H when you combo into rekkas.
Chipp's best poke with excellent range and combos easily into resshou. This will cover a lot of ground space and also catches jump out attempts. Chipp extends his hurtbox a lot so be careful about getting beat out by 6Ps or crouched under by low profile moves.
 
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
</div>
</div>
</div>
<!--USE THIS STYLING FOR SHORT NAVIGATION-->
 
<div style="height:250px; width:1px;">
===<big>{{clr|4|5H}}</big>===
  &nbsp;
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_5H.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_5H.png
</gallery>
</tabber>
</div>
</div>
==Overview==
<div class="attack-info">
Amane is a young man in a pink kimono and scarf who travels around to gather a troupe of young and handsome men. He is seeking to add Carl to his traveling troupe.
{| class="wikitable attack-data"
===Drive: Spiral===
{{FrameDataHeader-GGST}}
His Drive attacks turn his cloth into a drill, with which he can use to attack his opponent.
* A total of 3 levels of Spiral Gauge. Gauge increases upon using D attacks and decreases over time. Drill attacks last longer and do more damage with higher level. Gauge even builds on whiffed D attacks.
* Drill can overheat if charged for too long. When overheated, D moves and D specials cannot be used.
* Each attack will deal more hits if button is held down, with each hit contributing to the Spiral Gauge. Can stop holding moves at any time.
* Level 3 D moves do a very high amount of chip damage on block.
===Overdrive: Cyclone===
Spiral Gauge continues to rapidly rise to level 3. Does not immediately become level 3 on activation. The Distortion Drive, Kyouryuu Tokkou: Seijyuu Rensoukyaku (632146C), becomes enhanced gaining extra hits to the attack.<br/>
<br/>
Some general information on Overdrive (OD) as it is a new system mechanic in Chrono Phantasma:
*You activate OD by pressing A+B+C+D when you are not blocking or taking damage, as OD and bursts use the same input.
*The OD gauge becomes 3/4 depleted after being used but it recharges with time. How much has been recharged will carry over to the next round.
*Since the gauge is used for both OD and bursts, if you use OD you can not burst until the gauge is full again and vice versa (if you burst you can not use OD).
*The lower your health, the longer OD will last and the match timer will also freeze while OD is active.
===Pros/Strengths===
*Amazing chip damage and barrier draining.
*Great attack range with D and C normals.
*Good anti-air 6A.
*High mobility with Choujin Kaihi: Zettou.
===Cons/Weaknesses===
*Below Average health.
*Lack of mixup options.
*Lack of meterless defensive options.
*Very space dependent.
*Combo damage is lower than average.
<br clear=all/>
{| class="wikitable" style="text-align: center;"
|+Remaining Health vs. Overdrive Duration (in Frames)
|-
|-
!Health !! 100 - 90% !! 89 - 80% !! 79 - 70% !! 69 - 60% !! 59 - 50% !! 49 - 40% !! 39 - 30% !! 29 - 20% !! 19 - 10% !! 9 - 0%
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Chipp Zanuff" and input="5H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
* Surprisingly safe.
Less range than f.S but has a better hitbox for counter poking. Unfortunately it has large knockback which can make it difficult to convert damage off of or use in extended combos.
</div>
</div>
 
===<big>{{clr|5|5D}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_5D.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_5D.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
|-
!Overdrive
{{#cargo_query:tables=MoveData_GGST
|| 180F || 210F || 240F || 270F || 300F || 390F || 420F || 450F || 480F || 600F
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Chipp Zanuff" and input="5D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
* Data in [] represents values when fully charged.
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.
* Deals more damage when fully charged, launches opponent on hit if combo'd into.
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.
* 80% proration if not fully charged.
Chipp summons Dodomezaki the sea otter in front of him for his dust attack. The otter is NOT disjointed from Chipp. Chipp will take damage if they hit the otter. Charge the dust attack by holding down D to follow up with a dust combo. If you hit 5[D] on an airborne opponent it will launch them upwards and allow for some combo extensions.
</div>
</div>
 
===<big>{{clr|1|6P}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_6P.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_6P.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Chipp Zanuff" and input="6P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
|}
{{warning|This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)}}
==== ====
* Head invulnerable anti-air.
* Decent counterpoke.
Hand slap with head invincibility but very punishable on hit/block if not cancelled. Use this when you're not confident you can anti-air with 2H. You will also typically confirm into this button from 5P/2P for some extra damage.
</div>
</div>


==Normal Moves==
===<big>{{clr|2|6K}}</big>===
====== <font style="visibility:hidden" size="0">5A</font> ======
<div class="attack-container">
{{MoveData
<div class="attack-gallery">
|image=BBCP_Amane_5A.png
<tabber>
|caption=
Images =  
|name=5A
<gallery widths="210px" heights="210px" mode="nolines">
|data=
GGST_Chipp_Zanuff_6K.png
{{AttackData-BBCPE
</gallery>
|damage=300*2
|-|
|cancel=CSOJR
Hitboxes =  
|p1=100
<gallery widths="210px" heights="210px" mode="nolines">
|p2=77(once)
File:GGST_CH_HB_6K.png
|starter=S
</gallery>
|smp=
</tabber>
|guard=All
</div>
|level=1
<div class="attack-info">
|attribute=B
{| class="wikitable attack-data"
|startup=6
{{FrameDataHeader-GGST}}
|active=3(4)3
|-
|recovery=6
{{#cargo_query:tables=MoveData_GGST
|frameAdv=+3
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|blockstun=11
|where=chara="Chipp Zanuff" and input="6K"
|groundHit=12
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|groundCH=16
|airHit=14
|airCH=26
|invul=
|hitbox=Amane/5A
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
|}
==== ====
* Chipp's main overhead.
* Throw invulnerable for most of its duration.
Chipp's grounded overhead option that is cancellable from most of his normals. You're airborne (and thus unthrowable) for the entire attack except the landing recovery. You will typically use this to harass an opponent mid blockstring. If used a meaty you can combo into 2K > 2D and setup the same okizeme loop again.
</div>
</div>
===<big>{{clr|4|6H}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_6H.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_6H.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Chipp Zanuff" and input="6H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
====== <font style="visibility:hidden" size="0">5B</font> ======
|}
{{MoveData
==== ====
|image=BBCP_Amane_5B.png
* Max damage CH starter.
|caption=
* Excellent combo filler due to its high damage and ground bounce.
|name=5B
Useful normal for causing a ground bounce (wall bounce for wall run) in combos. Also a fantastic punish option for DPs for big counter hit combos. You can also use this as a counter-poke for some extended normals to fish for counter hit starters. This button has a decent vertical hitbox which can be used to catch jump out attempts.
|data=
</div>
{{AttackData-BBCPE
</div>
|damage=200*3
 
|cancel=SOR
===<big>{{clr|1|2P}}</big>===
|p1=100
<div class="attack-container">
|p2=89(once)
<div class="attack-gallery">
|starter=N
<tabber>
|smp=
Images =  
|guard=HL
<gallery widths="210px" heights="210px" mode="nolines">
|level=3
GGST_Chipp_Zanuff_2P.png
|attribute=B
</gallery>
|startup=11
|-|
|active=2*3
Hitboxes =  
|recovery=25
<gallery widths="210px" heights="210px" mode="nolines">
|frameAdv=-10
File:GGST_CH_HB_2P.png
|blockstun=16
</gallery>
|groundHit=17
</tabber>
|groundCH=22
</div>
|airHit=22
<div class="attack-info">
|airCH=39
{| class="wikitable attack-data"
|invul=
{{FrameDataHeader-GGST}}
|hitbox=Amane/5B
|-
|description=
{{#cargo_query:tables=MoveData_GGST
*List what the move is used for
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
|where=chara="Chipp Zanuff" and input="2P"
Follow the [[Help:Writing_Character_Pages]] guidelines
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Not 3 frames but hits everyone crouching.
Slower jab than 5P but this does not whiff on crouchers making it easier to use. This is your primary button for mashing out of most strings where 5P would whiff. Usable as a tick throw options as well. Confirm into 6P resshou for a bit of damage.
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}
</div>
</div>
===<big>{{clr|2|2K}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_2K.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_2K.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Chipp Zanuff" and input="2K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
====== <font style="visibility:hidden" size="0">5C</font> ======
|}
{{MoveData
==== ====
|image=BBCP_Amane_5C.png
* Chipp's fastest low.
|caption=
Your primary low option for opening up your opponent. Does not chain into itself. You will almost always chain this into 2D on hit for okizeme or an extended RC combo.
|name=5C
 
|data=
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{AttackData-BBCPE
</div>
|damage=585, 315
</div>
|cancel=SOR
 
|p1=100
===<big>{{clr|3|2S}}</big>===
|p2=89(once)
<div class="attack-container">
|starter=S
<div class="attack-gallery">
|smp=
<tabber>
|guard=HL
Images =  
|level=3
<gallery widths="210px" heights="210px" mode="nolines">
|attribute=B
GGST_Chipp_Zanuff_2S.png
|startup=20
</gallery>
|active=4(4)5
|-|
|recovery=12
Hitboxes =  
|frameAdv=-5
<gallery widths="210px" heights="210px" mode="nolines">
|blockstun=16
File:GGST_CH_HB_2S.png
|groundHit=17, S27
</gallery>
|groundCH=22, S54
</tabber>
|airHit=28
</div>
|airCH=48
<div class="attack-info">
|invul=
{| class="wikitable attack-data"
|hitbox=Amane/5C
{{FrameDataHeader-GGST}}
|description=
|-
*List what the move is used for
{{#cargo_query:tables=MoveData_GGST
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
Follow the [[Help:Writing_Character_Pages]] guidelines
|where=chara="Chipp Zanuff" and input="2S"
<br/>
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
Placeholder
}}
}}
|}
==== ====
* It's a mid.
* Whiff cancels into 2H, making it scary for opponents to whiff punish.
A crouching poke that does not hit low. Has a unique property where it can whiff cancel into 2H. This normal also causes a vertical launch on an airborne opponent, making it very usable for some loop combos.
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
</div>
</div>
===<big>{{clr|4|2H}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_2H.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_2H.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Chipp Zanuff" and input="2H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
====== <font style="visibility:hidden" size="0">2A</font> ======
|}
{{MoveData
==== ====
|image=BBCP_Amane_2A.png
* High risk, high reward anti-air.
|caption=
Slow but highest reward anti-air option. On normal hit you can combo into 236K and follow up with an air button into airdash cancel combo. Counter hits can be confirmed right into wall run combos in the corner or resshou loops.
|name=2A
</div>
|data=
</div>
{{AttackData-BBCPE
 
|damage=300*2
===<big>{{clr|5|2D}}</big>===
|cancel=CSOJR
<div class="attack-container">
|p1=100
<div class="attack-gallery">
|p2=77(once)
<tabber>
|starter=S
Images =  
|smp=
<gallery widths="210px" heights="210px" mode="nolines">
|guard=All
GGST_Chipp_Zanuff_2D.png
|level=1
</gallery>
|attribute=F
|-|
|startup=7
Hitboxes =  
|active=2(6)1
<gallery widths="210px" heights="210px" mode="nolines">
|recovery=11
File:GGST_CH_HB_2D.png
|frameAdv=0
</gallery>
|blockstun=11
</tabber>
|groundHit=12
</div>
|groundCH=16
<div class="attack-info">
|airHit=14
{| class="wikitable attack-data"
|airCH=26
{{FrameDataHeader-GGST}}
|invul=
|-
|hitbox=Amane/2A
{{#cargo_query:tables=MoveData_GGST
|description=
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
*List what the move is used for
|where=chara="Chipp Zanuff" and input="2D"
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
|}
==== ====
Fast long range sweep option that can low profile some attacks. All round excellent button for starting okizeme since it provides a hard knockdown on grounded opponents. Very useful as a whiff punish option as well.
</div>
</div>
===<big>{{clr|1|j.P}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_j.P.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_JP.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Chipp Zanuff" and input="j.P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
====== <font style="visibility:hidden" size="0">2B</font> ======
|}
{{MoveData
==== ====
|image=BBCP_Amane_2B.png
Self chainable short range punch that can be used as a quick air-to-air. Cannot be jump cancelled or IAD cancelled.
|caption=
 
|name=2B
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|2|j.2K}}
|data=
</div>
{{AttackData-BBCPE
</div>
|damage=450
 
|cancel=SOR
===<big>{{clr|2|j.K}}</big>===
|p1=90
<div class="attack-container">
|p2=85
<div class="attack-gallery">
|starter=N
<tabber>
|smp=
Images =  
|guard=L
<gallery widths="210px" heights="210px" mode="nolines">
|level=2
GGST_Chipp_Zanuff_j.K.png
|attribute=F
</gallery>
|startup=11
|-|
|active=3
Hitboxes =  
|recovery=27
<gallery widths="210px" heights="210px" mode="nolines">
|frameAdv=-16
File:GGST_CH_HB_JK.png
|blockstun=13
</gallery>
|groundHit=14
</tabber>
|groundCH=18
</div>
|airHit=14
<div class="attack-info">
|airCH=26
{| class="wikitable attack-data"
|invul=
{{FrameDataHeader-GGST}}
|hitbox=Amane/2B
|-
|description=
{{#cargo_query:tables=MoveData_GGST
*List what the move is used for
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
|where=chara="Chipp Zanuff" and input="j.K"
Follow the [[Help:Writing_Character_Pages]] guidelines
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Jump and air-dash cancellable.
Chipp performs a horizontal double kick that hits twice.
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|j.2K}}, {{clr|5|j.D}}
</div>
</div>
===<big>{{clr|3|j.S}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_j.S.png|SPEEN
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_JS.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Chipp Zanuff" and input="j.S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
====== <font style="visibility:hidden" size="0">2C</font> ======
|}
{{MoveData
==== ====
|image=BBCP_Amane_2C.png
*Jump and air-dash cancellable.
|caption=
Chipp spins like a top hitting both sides. Your best crossup tool. Chipp noticeably extends his hurtbox further behind him than one would expect making it possible for some attacks to seemingly hit him from behind.
|name=2C
 
|data=
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|j.H}}, {{clr|5|j.D}}
{{AttackData-BBCPE
</div>
|damage=520, 280
</div>
|cancel=SOR
 
|p1=90
===<big>{{clr|4|j.H}}</big>===
|p2=89(once)
<div class="attack-container">
|starter=S
<div class="attack-gallery">
|smp=
<tabber>
|guard=L, HL
Images =  
|level=3
<gallery widths="210px" heights="210px" mode="nolines">
|attribute=F
GGST_Chipp_Zanuff_j.H.png|Acrobatic showoff
|startup=21
</gallery>
|active=4(4)4
|-|
|recovery=23
Hitboxes =  
|frameAdv=-10
<gallery widths="210px" heights="210px" mode="nolines">
|blockstun=16
File:GGST_CH_HB_JH.png
|groundHit=Sp
</gallery>
|groundCH=Sp
</tabber>
|airHit=28
</div>
|airCH=48
<div class="attack-info">
|invul=
{| class="wikitable attack-data"
|hitbox=Amane/2C
{{FrameDataHeader-GGST}}
|description=
|-
*List what the move is used for
{{#cargo_query:tables=MoveData_GGST
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
Follow the [[Help:Writing_Character_Pages]] guidelines
|where=chara="Chipp Zanuff" and input="j.H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Front hitbox hits on frame 11 and back hitbox on frame 9
*Jump and air-dash cancellable.
Chipp slashes below him while hitting twice. Your primary jump-in that can also cross up.
</div>
</div>
===<big>{{clr|5|j.D}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_j.D.png|DAISHOGUN
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_CH_HB_JD.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Chipp Zanuff" and input="j.D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
====== <font style="visibility:hidden" size="0">6A</font> ======
|}
{{MoveData
==== ====
|image=BBCP_Amane_6A.png
*Jump and air-dash cancellable.
|caption=
Although not bad, this button has certainly seen better days. Good jump in button but the hitbox is not even remotely disjointed as in previous GG titles. This is also a common air combo ender as it will knockdown any airborne opponent.
|name=6A
</div>
|data=
</div>
{{AttackData-BBCPE
 
|damage=500
===<big>{{clr|2|j.2K}}</big>===
|cancel=SOJR
<div class="attack-container">
|p1=90
<div class="attack-gallery">
|p2=89
<tabber>
|starter=N
Images =  
|smp=
<gallery widths="210px" heights="210px" mode="nolines">
|guard=HL
GGST_Chipp_Zanuff_j.2K.png|"That" move
|level=3
</gallery>
|attribute=B
|-|
|startup=12
Hitboxes =  
|active=4
<gallery widths="210px" heights="210px" mode="nolines">
|recovery=21
File:GGST_CH_HB_J2K.png
|frameAdv=-8
</gallery>
|blockstun=16
</tabber>
|groundHit=17
</div>
|groundCH=F48
<div class="attack-info">
|airHit=28
{| class="wikitable attack-data"
|airCH=48
{{FrameDataHeader-GGST}}
|invul=5-15H
|-
|hitbox=Amane/6A
{{#cargo_query:tables=MoveData_GGST
|description=
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
*List what the move is used for
|where=chara="Chipp Zanuff" and input="j.2K"
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}
|}
====== <font style="visibility:hidden" size="0">6B</font> ======
==== ====
{{MoveData
May or may not be incredibly oppressive against some characters who lack good anti-air options that can cover areas directly about them. Each hit of the dive is an overhead and it's also plus on block if the last hit connects while being special cancellable. Incredible tool for air stalling and punishing whiffed anti-air attempts. Combos directly into 2K on hit.
|image=BBCP_Amane_6B.png
|caption=
|name=6B
|data=
{{AttackData-BBCPE
|damage=500
|cancel=R
|p1=90
|p2=94
|starter=N
|smp=
|guard=All
|level=5
|attribute=H
|startup=15
|active=3
|recovery=21
|frameAdv=-3
|blockstun=20
|groundHit=Sd40
|groundCH=Wb*68
|airHit=Sd40
|airCH=Wb*68
|invul=1-4T, 5-17FT
|hitbox=Amane/6B
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">6C</font> ======
{{MoveData
|image=BBCP_Amane_6C.png
|caption=
|name=6C
|data=
{{AttackData-BBCPE
|damage=845, 455
|cancel=SOR
|p1=100
|p2=89(once)
|starter=N
|smp=
|guard=HL
|level=3
|attribute=B
|startup=27
|active=2(6)4
|recovery=24
|frameAdv=
|blockstun=16
|groundHit=
|groundCH=
|airHit=Sd35, Sd38
|airCH=Sd60, Sd64
|invul=
|hitbox=Amane/6C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">3C</font> ======
{{MoveData
|image=BBCP_Amane_3C.png
|caption=
|name=3C
|data=
{{AttackData-BBCPE
|damage=720
|cancel=SOR
|p1=90
|p2=85
|starter=N
|smp=
|guard=L
|level=4
|attribute=F
|startup=14
|active=4
|recovery=21
|frameAdv=-6
|blockstun=18
|groundHit=F40
|groundCH=D68
|airHit=40
|airCH=D68
|invul=
|hitbox=Amane/3C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">j.A</font> ======
{{MoveData
|image=BBCP_Amane_jA.png
|caption=
|name=j.A
|data=
{{AttackData-BBCPE
|damage=300*2
|cancel=CSOJR
|p1=90
|p2=77(once)
|starter=S
|smp=
|guard=HA
|level=1
|attribute=H
|startup=6
|active=3(4)3
|recovery=8
|frameAdv=
|blockstun=11
|groundHit=12
|groundCH=16
|airHit=14
|airCH=26
|invul=
|hitbox=Amane/jA
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">j.B</font> ======
{{MoveData
|image=BBCP_Amane_jB.png
|caption=
|name=j.B
|data=
{{AttackData-BBCPE
|damage=200*3
|cancel=(S)JOR
|p1=90
|p2=89(once)
|starter=N
|smp=
|guard=All
|level=3
|attribute=H
|startup=14
|active=2, 2, 3
|recovery=20
|frameAdv=
|blockstun=16
|groundHit=17
|groundCH=22
|airHit=20
|airCH=36
|invul=
|hitbox=Amane/jB
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">j.2B</font> ======
{{MoveData
|image=BBCP_Amane_j2B.png
|caption=
|name=j.2B
|data=
{{AttackData-BBCPE
|damage=700
|cancel=SOR
|p1=90
|p2=89(once)
|starter=N
|smp=
|guard=All
|level=3
|attribute=H
|startup=16
|active=9
|recovery=till L
|frameAdv=+8
|blockstun=16
|groundHit=B36
|groundCH=B61
|airHit=B36
|airCH=B61
|invul=
|hitbox=Amane/j2B
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">j.C</font> ======
{{MoveData
|image=BBCP_Amane_jC.png
|caption=
|name=j.C
|data=
{{AttackData-BBCPE
|damage=520, 280
|cancel=SOR
|p1=90
|p2=89(once)
|starter=S
|smp=
|guard=All
|level=3
|attribute=H
|startup=18
|active=4(4)4
|recovery=28+5L
|frameAdv=
|blockstun=16
|groundHit=Sp
|groundCH=F48
|airHit=28
|airCH=48
|invul=
|hitbox=Amane/jC
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">j.6C</font> ======
{{MoveData
|image=BBCP_Amane_j6C.png
|caption=
|name=j.6C
|data=
{{AttackData-BBCPE
|damage=650, 350
|cancel=SOR
|p1=90
|p2=89(once)
|starter=S
|smp=
|guard=All
|level=3
|attribute=H
|startup=19
|active=4(4)4
|recovery=24+5L
|frameAdv=
|blockstun=16
|groundHit=Sp
|groundCH=F48
|airHit=28
|airCH=48
|invul=
|hitbox=Amane/j6C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">j.4C / j.2C</font> ======
{{MoveData
|image=BBCP_Amane_j4C.png
|caption=
|name=j.4C / j.2C
|data=
{{AttackData-BBCPE
|damage=520, 280
|cancel=SOR
|p1=90
|p2=89(once)
|starter=S
|smp=
|guard=All
|level=3
|attribute=H
|startup=18
|active=4(4)4
|recovery=30+5L
|frameAdv=
|blockstun=16
|groundHit=Sp
|groundCH=F48
|airHit=28
|airCH=48
|invul=
|hitbox=Amane/j4C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
<br clear=all/>


==Drive Moves==
Avoid whiffing this because it has a lot of landing recovery.
;Notes
</div>
*1 gauge has total 60000 points.
</div>
*Gauge depletes at 10 points per frame in all situations except while Amane is in hitstop or hits opponent with a drive move.
*Gauge overheats if gauge exceeds level 3.
*During overheat, gauge depletes at 50 points per frame.
*During overheat, cannot use Hariken, Seijyuuren Soukyaku, or Goukaira Senrenpa.
*For normal drives, adds gauge from just before active frames start (simultaneous for 6D) until just before active frames end.
*Gauge depletion cut in half from just before active frames end until 66F after (negligible in OD).
*While in OD, restores gauge to level 3 by 100 points per frame, while at level 3 consumption rate changes to 30 points per frame.
====== <font style="visibility:hidden" size="0">5D</font> ======
{{MoveData
|image=BBCP_Amane_5D.png
|caption=
|name=5D
|data=
{{AttackData-BBCPE
|version=Lv1
|damage=180*4~16
|cancel=R*3, (S)OR*1~13
|p1=70
|p2=60(once)
|starter=S
|smp=2A
|guard=All
|level=4
|attribute=BP
|startup=17
|active=3*4, 1*12
|recovery=20
|frameAdv=-1
|blockstun=18
|groundHit=S24
|groundCH=S48
|airHit=24
|airCH=42
|invul=
|hitbox=Amane/5D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv2
|damage=234*4~16
|cancel=R*3, (S)OR*1~13
|p1=75
|p2=60(once)
|starter=S
|smp=2A
|guard=All
|level=4
|attribute=BP
|startup=17
|active=2*14, 1*2
|recovery=20
|frameAdv=+1
|blockstun=20
|groundHit=S24
|groundCH=S48
|airHit=26
|airCH=45
|invul=
|hitbox=Amane/5D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv3
|damage=324*4~16
|cancel=R*3, (S)OR*1~13
|p1=80
|p2=60(once)
|starter=S
|smp=2A
|guard=All
|level=4
|attribute=BP
|startup=17
|active=1*14
|recovery=20
|frameAdv=+3
|blockstun=22
|groundHit=S24
|groundCH=S48
|airHit=28
|airCH=48
|invul=
|hitbox=Amane/5D
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">2D</font> ======
{{MoveData
|image=BBCP_Amane_2D.png
|caption=
|name=2D
|data=
{{AttackData-BBCPE
|version=Lv1
|damage=180*4~16
|cancel=R*3, (S)OR*1~13
|p1=70
|p2=60(once)
|starter=S
|smp=2B
|guard=All
|level=4
|attribute=BP
|startup=17
|active=3*14, 1*2
|recovery=24
|frameAdv=-5
|blockstun=18
|groundHit=F30
|groundCH=F52
|airHit=30
|airCH=52
|invul=13~H
|hitbox=Amane/2D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv2
|damage=234*4~16
|cancel=R*3, (S)OR*1~13
|p1=75
|p2=60(once)
|starter=S
|smp=2B
|guard=All
|level=4
|attribute=BP
|startup=17
|active=2*14, 1*2
|recovery=24
|frameAdv=-3
|blockstun=20
|groundHit=F34
|groundCH=F58
|airHit=34
|airCH=58
|invul=13~H
|hitbox=Amane/2D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv3
|damage=324*4~16
|cancel=R*3, (S)OR*1~13
|p1=80
|p2=60(once)
|starter=S
|smp=2B
|guard=All
|level=4
|attribute=BP
|startup=17
|active=1*14
|recovery=24
|frameAdv=-1
|blockstun=22
|groundHit=F38
|groundCH=F64
|airHit=38
|airCH=64
|invul=13~H
|hitbox=Amane/2D
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">6D</font> ======
{{MoveData
|image=BBCP_Amane_6D.png
|caption=
|name=6D
|data=
{{AttackData-BBCPE
|version=Lv1
|damage=300*N
|cancel=R
|p1=70
|p2=60(once)
|starter=S
|smp=2C
|guard=All
|level=3
|attribute=HBFP*
|startup=44
|active=
|recovery=69~T
|frameAdv=+2
|blockstun=16
|groundHit=GD17
|groundCH=GD31
|airHit=GD17
|airCH=GD31
|invul=
|hitbox=Amane/6D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv2
|damage=300*N
|cancel=R
|p1=75
|p2=60(once)
|starter=S
|smp=2C
|guard=All
|level=3
|attribute=HBFP*
|startup=44
|active=
|recovery=69~T
|frameAdv=+4
|blockstun=18
|groundHit=GD17
|groundCH=GD31
|airHit=GD17
|airCH=GD31
|invul=
|hitbox=Amane/6D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv3
|damage=300*N
|cancel=R
|p1=80
|p2=60(once)
|starter=S
|smp=2C
|guard=All
|level=3
|attribute=HBFP*
|startup=44
|active=
|recovery=69~T
|frameAdv=+6
|blockstun=20
|groundHit=GD17
|groundCH=GD31
|airHit=GD17
|airCH=GD31
|invul=
|hitbox=Amane/6D
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">j.D</font> ======
{{MoveData
|image=BBCP_Amane_jD.png
|caption=
|name=j.D
|data=
{{AttackData-BBCPE
|version=Lv1
|damage=130*4~16
|cancel=R*3, (S)OR*1~13
|p1=70
|p2=60(once)
|starter=S
|smp=2D
|guard=All
|level=2
|attribute=HP
|startup=13
|active=3*14, 1*2
|recovery=25+9L
|frameAdv=
|blockstun=13
|groundHit=14
|groundCH=18
|airHit=14
|airCH=26
|invul=
|hitbox=Amane/jD
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv2
|damage=169*4~16
|cancel=R*3, (S)OR*1~13
|p1=75
|p2=60(once)
|starter=S
|smp=2D
|guard=All
|level=2
|attribute=HP
|startup=13
|active=2*14, 1*2
|recovery=25+9L
|frameAdv=
|blockstun=13
|groundHit=14
|groundCH=18
|airHit=16
|airCH=29
|invul=
|hitbox=Amane/jD
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv3
|damage=234*4~16
|cancel=R*3, (S)OR*1~13
|p1=80
|p2=60(once)
|starter=S
|smp=2D
|guard=All
|level=2
|attribute=HP
|startup=13
|active=1*14
|recovery=25+9L
|frameAdv=
|blockstun=13
|groundHit=14
|groundCH=18
|airHit=18
|airCH=32
|invul=
|hitbox=Amane/jD
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">j.6D</font> ======
{{MoveData
|image=BBCP_Amane_j6D.png
|caption=
|name=j.6D
|data=
{{AttackData-BBCPE
|version=Lv1
|damage=220*4~16
|cancel=R*3, (S)OR*1~13
|p1=70
|p2=60(once)
|starter=S
|smp=2E
|guard=All
|level=4
|attribute=HP
|startup=19
|active=3*14, 1*2
|recovery=21
|frameAdv=
|blockstun=18
|groundHit=Wb*36
|groundCH=Wb*36
|airHit=Wb*36
|airCH=Wb*36
|invul=
|hitbox=Amane/j6D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv2
|damage=286*4~16
|cancel=R*3, (S)OR*1~13
|p1=75
|p2=60(once)
|starter=S
|smp=2E
|guard=All
|level=4
|attribute=HP
|startup=19
|active=2*14, 1*2
|recovery=21
|frameAdv=
|blockstun=20
|groundHit=Wb*40
|groundCH=Wb*40
|airHit=Wb*40
|airCH=Wb*40
|invul=
|hitbox=Amane/j6D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv3
|damage=396*4~16
|cancel=R*3, (S)OR*1~13
|p1=80
|p2=60(once)
|starter=S
|smp=2E
|guard=All
|level=4
|attribute=HP
|startup=19
|active=1*14
|recovery=21
|frameAdv=
|blockstun=22
|groundHit=Wb*44
|groundCH=Wb*44
|airHit=Wb*44
|airCH=Wb*44
|invul=
|hitbox=Amane/j6D
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
<br clear=all/>


==Universal Mechanics==
==Universal Mechanics==
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======
 
{{MoveData
===<big>Ground Throw</big>===
|image=BBCP_Amane_ForwardThrow.png
<div class="attack-container">
|input=5/6B+C
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=Forward Throw
GGST_Chipp_Zanuff_Ground Throw.png |
|data=
</gallery>
{{AttackData-BBCPE
</div>
|damage=0, 1400
<div class="attack-info">
|cancel=-, SOR
{| class="wikitable attack-data"
|p1=100
{{FrameDataHeader-GGST}}
|p2=100, 60
|-
|starter=S
{{#cargo_query:tables=MoveData_GGST
|smp=
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|guard=T(70)
|where=chara="Chipp Zanuff" and input="4D or 6D"
|level=0, 4
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|attribute=T
|startup=7
|active=3
|recovery=17
|frameAdv=
|blockstun=
|groundHit=-, Ws50(F0)
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Amane/5BC
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
|}
==== ====
Your regular ground throw. Can be RC'd for a combo. The throw leaves Chipp at full screen but he can easily run back in and meaty his opponent.
</div>
</div>
===<big>Air Throw</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_Air Throw.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Chipp Zanuff" and input="j.4D or j.6D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
====== <font style="visibility:hidden" size="0">Back Throw</font> ======
|}
{{MoveData
==== ====
|image=BBCP_Amane_BackThrow.png
Air throw that can be RC'd for more damage.
|input=4B+C
</div>
|caption=
</div>
|name=Back Throw
 
|data=
==Special Moves==
{{AttackData-BBCPE
===<big>Alpha Blade Horizontal</big>===
|damage=0, 1400
<span class="input-badge">'''{{clr|1|236P}} (Air OK)'''</span>
|cancel=-, SOR
<div class="attack-container">
|p1=100
<div class="attack-gallery">
|p2=100, 60
<tabber>
|starter=S
Images =  
|smp=
<gallery widths="210px" heights="210px" mode="nolines">
|guard=T(70)
GGST_Chipp_Zanuff_Alpha_Blade_Horizontal_Ground.png|Ground
|level=0, 4
GGST_Chipp_Zanuff_Alpha_Blade_Horizontal_Air.png|Air
|attribute=T
</gallery>
|startup=7
|-|
|active=3
Hitboxes =  
|recovery=17
<gallery widths="210px" heights="210px" mode="nolines">
|frameAdv=
GGST_CH_HB_236P.png
|blockstun=
GGST_CH_HB_J236P.png
|groundHit=-, Ws50(F0)
</gallery>
|groundCH=
</tabber>
|airHit=
</div>
|airCH=
<div class="attack-info">
|invul=
{| class="wikitable attack-data"
|hitbox=Amane/4BC
{{FrameDataHeader-GGST|version=yes}}
|description=
|-
*List what the move is used for
{{#cargo_query:tables=MoveData_GGST
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
Follow the [[Help:Writing_Character_Pages]] guidelines
|where=chara="Chipp Zanuff" and (input="236P" or input="j.236P")
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
ALFA BLAY!
*There no minimum height on the move, allowing it to be tiger knee'd (2369P).
*If Chipp alpha blades into a wall he can hold forward or {{clr|1|P}} and he will begin his wall run.
Only has a hitbox behind Chipp, so if this is used too far away then it will whiff in front of the opponent, and is very punishable. If close enough to the opponent, Chipp will pass through them for a cross up. On close hit, it is sometimes possible to combo into 5P before the opponent hits the ground for some extra damage (mainly useful in the corner).
The move recovers faster when done at low heights than on the ground. If a low height Air Alpha Blade hits against a cornered opponent it is possible to convert into a combo.
<!--Insert text below the =s and above the 2 /divs-->
</div>
</div>
===<big>Alpha Blade Diagonal</big>===
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_Alpha_Blade_Diagonal_Ground.png|Ground
GGST_Chipp_Zanuff_Alpha_Blade_Diagonal_Air.png|Air
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_CH_HB_236K.png
GGST_CH_HB_J236K.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Chipp Zanuff" and (input="236K" or input="j.236K")
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
====== <font style="visibility:hidden" size="0">Air Throw</font> ======
|}
{{MoveData
==== ====
|image=BBCP_Amane_AirThrow.png
* Ground version goes upwards.
|input=j.B+C
* Air version goes downwards.
|caption=
Alpha Blade but it goes diagonally. Ground version can lead into air combos while the air version can create a ground bounce that can be combo'd off of. If Chipp alpha blades at a wall he can hold 6 and begin his wall run. When you alpha blade into the air, Chipp will be able to move afterwards and have all of his air options available to him. This makes it very useful for combos, movement, and setups.
|name=Air Throw
 
|data=
If used near the corner, Chipp will automatically do another hit coming off the wall resulting in two total hits. You can omit the second hit for the aerial version if you are holding forward towards the wall (holding K does not work). This does not work for the grounded version.
{{AttackData-BBCPE
</div>
|damage=0, 700*2
</div>
|cancel=-, SOR*2
 
|p1=100
===<big>Beta Blade</big>===
|p2=100, 60, 100
<span class="input-badge">'''{{clr|3|623S}} (Air OK)'''</span>
|starter=S
<div class="attack-container">
|smp=
<div class="attack-gallery">
|guard=T(90)
<tabber>
|level=0, 4
Images =  
|attribute=T
<gallery widths="210px" heights="210px" mode="nolines">
|startup=7
GGST_Chipp_Zanuff_Beta_Blade.png| NINJA DP!
|active=3
</gallery>
|recovery=15+3L
|-|
|frameAdv=
Hitboxes =
|blockstun=
<gallery widths="210px" heights="210px" mode="nolines">
|groundHit=
File:GGST_CH_HB_623S.png
|groundCH=
</gallery>
|airHit=-, B60, BWb*80
</tabber>
|airCH=
</div>
|invul=
<div class="attack-info">
|hitbox=Amane/jBC
{| class="wikitable attack-data"
|description=
{{FrameDataHeader-GGST|version=yes}}
*List what the move is used for
|-
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
{{#cargo_query:tables=MoveData_GGST
Follow the [[Help:Writing_Character_Pages]] guidelines
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Chipp Zanuff" and (input="623S" or input="j.623S")
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* Invincible on startup
* Can't be Roman Canceled when whiffed
Upward uppercut-like slash that hits twice. The first hit is very close range and will have trouble connecting with opponents who are further out. The second hit also has no invincibility which makes it likely to trade against jump-ins. Use as a reversal or combo ender.
Do not get this blocked. You may die.
</div>
</div>
===<big>Gamma Blade</big>===
<span class="input-badge">'''{{clr|4|236H}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_Gamma_Blade.png|As seen in half of Chipp's viral videos
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_236H.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Chipp Zanuff" and input="236H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======
|}
{{MoveData
==== ====
|image=BBCP_Amane_5B.png
* Projectile has a hurtbox and Chipp and the projectile can be hit at the same time. Be careful.
|input=6A+B (When Blocking)
Sends a clone forward that will attack the opponent. Best used when your opponent is conditioned and unwilling to counter-attack as even though it is plus, Chipp can get hit out of it. Very strong when combined with a Roman Cancel which will make the clone become an independent projectile.
|caption=
</div>
|name=Counter Assault
</div>
|data=
 
{{AttackData-BBCPE
===<big>Resshou</big>===
|damage=0
<span class="input-badge">'''{{clr|3|236S}}'''</span>
|cancel=R
<div class="attack-container">
|p1=50
<div class="attack-gallery">
|p2=92
<tabber>
|starter=VS
Images =  
|smp=
<gallery widths="210px" heights="210px" mode="nolines">
|guard=All
GGST_Chipp_Zanuff_Resshou.png|Ninja Rekka!
|level=4
</gallery>
|attribute=B
|-|
|startup=13
Hitboxes =  
|active=6
<gallery widths="210px" heights="210px" mode="nolines">
|recovery=25
File:GGST_CH_HB_236S.png
|frameAdv=-12
</gallery>
|blockstun=18
</tabber>
|groundHit=F19
</div>
|groundCH=F34
<div class="attack-info">
|airHit=19
{| class="wikitable attack-data"
|airCH=34
{{FrameDataHeader-GGST}}
|invul=1-20Inv
|-
|hitbox=Amane/CA
{{#cargo_query:tables=MoveData_GGST
|description=
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
*List what the move is used for
|where=chara="Chipp Zanuff" and input="236S"
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
|}
==== ====
*All follow-ups of Chipp's rekka can be cancelled into on whiff, hit, and block.
Kung-fu forward palm thrust. Starter of Chipp's rekka. Use this as a safe poke option to condition and pressure your opponent or as a long-range punish versus moves with long recovery. You may delay the rekkas faster to get different timings and throw off your opponent.
</div>
</div>
===<big>Rokusai</big>===
<span class="input-badge">'''Resshou > {{clr|3|236S}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_Rokusai.png|Ninja Low!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_236S236S.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Chipp Zanuff" and input="236S 236S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
|}
{{MoveData
==== ====
|image=BBCP_Amane_CT.png
* Can be followed up with Senshuu(236K).
|input=5A+B
Downward kick that hits low. Followup to Rokusai (236S). Use this to frame trap your opponent when they try to mash after your initial rekka or if they're trying to jump out.
|caption=
</div>
|name=Crush Trigger
</div>
|data=
 
{{AttackData-BBCPE
===<big>Senshuu</big>===
|damage=1000
<span class="input-badge">'''Resshou > {{clr|2|236K}}'''</span> <span class="input-badge">'''Rokusai > {{clr|2|236K}}'''</span>
|cancel=R
<div class="attack-container">
|p1=80
<div class="attack-gallery">
|p2=100
<tabber>
|starter=N
Images =  
|smp=3
<gallery widths="210px" heights="210px" mode="nolines">
|guard=B
GGST_Chipp_Zanuff_Senshuu.png| NINJA OVERHEAD!
|level=3
</gallery>
|attribute=B
|-|
|startup=30~61
Hitboxes =  
|active=1
<gallery widths="210px" heights="210px" mode="nolines">
|recovery=33
File:GGST_CH_HB_236S236S236K.png
|frameAdv=-8
</gallery>
|blockstun=24
</tabber>
|groundHit=S60
</div>
|groundCH=S120
<div class="attack-info">
|airHit=60
{| class="wikitable attack-data"
|airCH=100
{{FrameDataHeader-GGST}}
|invul=
|-
|hitbox=Amane/CT
{{#cargo_query:tables=MoveData_GGST
|description=
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
*List what the move is used for
|where=chara="Chipp Zanuff" and input="236S 236K"
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
|}
==== ====
* Rokusai (236S) cannot be used after this move.
Flip kick that hits overhead. There is a big gap where the opponent can easily punish with an anti-air (most likely 6P) or use a DP before the kick hits. Thus, this move should only be used if the opponent is conditioned enough to respect your pressure or fail to block overhead. Incredibly unsafe on block so have RC ready to continue pressure.
If you do hit this you can get any damage conversion into 2S and your combo of choice especially if it is off CounterHit.
</div>
</div>
===<big>Genrou Zan</big>===
<span class="input-badge">'''{{clr|3|63214S}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_Genrou_Zan_1.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_63214S.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Chipp Zanuff" and input="63214S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
<br clear=all/>
|}
==Specials==
==== ====
====== <font style="visibility:hidden" size="0">Ninpu Sengeki: Hariken</font> ======
Command grab that will hit any grounded opponent. Range is good and damage is alright, but startup is long and easy to fuzzy jump out of. Very active which makes it an easy option for beating a wake up DP.
{{MoveData
</div>
|image=BBCP_Amane_Hariken.png
</div>
|input=236D~A/B/C
 
|caption=
===<big>Shuriken</big>===
|name=Ninpu Sengeki: Hariken
<span class="input-badge">'''{{clr|1|j.214P}}'''</span>
|data=
<div class="attack-container">
{{AttackData-BBCPE
<div class="attack-gallery">
|version=Stance
<tabber>
|damage=
Images =  
|cancel=
<gallery widths="210px" heights="210px" mode="nolines">
|p1=
GGST_Chipp_Zanuff_Shuriken.png| NINJA SHURIKEN!
|p2=
</gallery>
|starter=
|-|
|smp=
Hitboxes =  
|guard=
<gallery widths="210px" heights="210px" mode="nolines">
|level=
File:GGST_CH_HB_J214P.png
|attribute=
</gallery>
|startup=
</tabber>
|active=
</div>
|recovery=139T
<div class="attack-info">
|frameAdv=
{| class="wikitable attack-data"
|blockstun=
{{FrameDataHeader-GGST}}
|groundHit=
|-
|groundCH=
{{#cargo_query:tables=MoveData_GGST
|airHit=
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|airCH=
|where=chara="Chipp Zanuff" and input="j.214P"
|invul=
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|hitbox=Amane/236D
}}
{{AttackData-BBCPE
|header=no
|version=Lv1
|damage=200*15
|cancel=R
|p1=70
|p2=92
|starter=N
|smp=2F
|guard=All
|level=2
|attribute=HBFP*
|startup=6+40
|active=90
|recovery=6+64T
|frameAdv=+47
|blockstun=13
|groundHit=14
|groundCH=18
|airHit=GD40
|airCH=GD68
|invul=
|hitbox=Amane/236D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv2
|damage=200*15
|cancel=R
|p1=70
|p2=94
|starter=N
|smp=2F
|guard=All
|level=2
|attribute=HBFP*
|startup=6+40
|active=120
|recovery=6+64T
|frameAdv=+47
|blockstun=13
|groundHit=14
|groundCH=18
|airHit=GD40
|airCH=GD68
|invul=
|hitbox=Amane/236D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv3
|damage=200*15
|cancel=R
|p1=80
|p2=96
|starter=N
|smp=2F
|guard=All
|level=2
|attribute=HBFP*
|startup=6+40
|active=240
|recovery=6+64T
|frameAdv=+47
|blockstun=13
|groundHit=14
|groundCH=18
|airHit=GD40
|airCH=GD68
|invul=
|hitbox=Amane/236D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Break
|damage=
|cancel=
|p1=
|p2=
|starter=
|smp=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=13T
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Amane/236D
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
|}
==== ====
* Freezes Chipp midair during the throw.
*Can be TK'd from ground (2147p) allowing air options on recovery
*Up to 3 Shuriken can be used if TK'd during intial jumps
Regular air fireball. Has a pretty useful angle for zoning characters who have less mobility. Unfortunately your opponent can hit the shuriken with any active hitbox and nullify it. Fairly useful when PRC'd to provide yourself some cover while you're descending.
</div>
</div>
===<big>Wall Run</big>===
<span class="input-badge">'''Hold 6 while dashing to a wall's edge'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_Wall_Run.png|As seen in the other half of Chipp's viral videos
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Chipp Zanuff" and name="Wall Run"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* During wall run, Chipp is able to do 5P, 5K, 5S, 5H or 6H.
* Press {4} or {2} to get off the wall.
Chipp's primary combo extender after CounterHit 2H at the corner. Aside from fancy wall run combos, the wall run can enable tricky okizeme off either version of Alpha Blade when cancelled immediately.
</div>
</div>


====== <font style="visibility:hidden" size="0">Jyuuken Dageki: Gekiren</font> ======
==Overdrives==
{{MoveData
|image=BBCP_Amane_Gekiren.png
|input=623C
|caption=
|name=Jyuuken Dageki: Gekiren
|data=
{{AttackData-BBCPE
|damage=0, 2300
|cancel=-, R
|p1=100
|p2=100, 70
|starter=N
|smp=3
|guard=UNB
|level=0, 3
|attribute=PT
|startup=25
|active=3
|recovery=60T
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=-, GD17
|airCH=
|invul=
|hitbox=Amane/623C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">Choujyuu Rengeki: Raibu</font> ======
{{MoveData
|image=BBCP_Amane_Raibu.png
|input=236C
|caption=
|name=Choujyuu Rengeki: Raibu
|data=
{{AttackData-BBCPE
|damage=180*6, 600
|cancel=R
|p1=100
|p2=80(once)
|starter=N
|smp=2
|guard=All
|level=2*6, 4
|attribute=B
|startup=14
|active=3*6(4)3
|recovery=23
|frameAdv=-7
|blockstun=13*6, 18
|groundHit=14*6, Ws30 (F20)
|groundCH=18*6, Ws52 (F20)
|airHit=30*6, Ws30 (F20)
|airCH=52*6, Ws52 (F20)
|invul=
|hitbox=Amane/236C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">Tensou Rakugeki: Gosei</font> ======
{{MoveData
|image=BBCP_Amane_Gosei.png
|input=j.236C
|caption=
|name=Tensou Rakugeki: Gosei
|data=
{{AttackData-BBCPE
|damage=150*N, 800
|cancel=R
|p1=90
|p2=80(once)
|starter=N
|smp=2
|guard=All
|level=4
|attribute=H*N, F
|startup=11
|active=2*N(12)3
|recovery=24
|frameAdv=-9
|blockstun=18
|groundHit=25*N, F36
|groundCH=44*N, F61
|airHit=GD25*N, 36
|airCH=GD44*N, 61
|invul=
|hitbox=Amane/j236C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
====== <font style="visibility:hidden" size="0">Choujin Kaihi: Zettou</font> ======
{{MoveData
|image=BBCP_Amane_Zettou.png
|input=214A/B, 236A/B, air OK
|caption=
|name=Choujin Kaihi: Zettou
|data=
{{AttackData-BBCPE
|version=236A
|damage=
|cancel=
|p1=
|p2=
|starter=
|smp=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=28+3LT
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Amane/236A
|description=
}}
{{AttackData-BBCPE
|header=no
|version=214A
|damage=
|cancel=
|p1=
|p2=
|starter=
|smp=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=22+3LT
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Amane/236A
|description=
}}
{{AttackData-BBCPE
|header=no
|version=236B
|damage=
|cancel=
|p1=
|p2=
|starter=
|smp=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=31+3LT
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Amane/236A
|description=
}}
{{AttackData-BBCPE
|header=no
|version=214B
|damage=
|cancel=
|p1=
|p2=
|starter=
|smp=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=32+3LT
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Amane/236A
|description=
}}
{{AttackData-BBCPE
|header=no
|version=j.236A
|damage=
|cancel=
|p1=
|p2=
|starter=
|smp=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=25+3LT
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Amane/236A
|description=
}}
{{AttackData-BBCPE
|header=no
|version=j.214A
|damage=
|cancel=
|p1=
|p2=
|starter=
|smp=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=25+3LT
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Amane/236A
|description=
}}
{{AttackData-BBCPE
|header=no
|version=j.236B
|damage=
|cancel=
|p1=
|p2=
|starter=
|smp=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=29+3LT
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Amane/236A
|description=
}}
{{AttackData-BBCPE
|header=no
|version=j.214B
|damage=
|cancel=
|p1=
|p2=
|starter=
|smp=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=33+3LT
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Amane/236A
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
<br clear=all/>


==Distortion Drives==
===<big>Zansei Rouga</big>===
====== <font style="visibility:hidden" size="0">Kyouryuu Tokkou: Seijyuu Rensoukyaku</font> ======
<span class="input-badge">'''{{clr|4|632146H}} (Air OK)'''</span>
{{MoveData
<div class="attack-container">
|image=BBCP_Amane_SeijyuuRensoukyaku.png
<div class="attack-gallery">
|input=236236D
<tabber>
|caption=
Images =  
|name=Kyouryuu Tokkou: Seijyuu Rensoukyaku
<gallery widths="210px" heights="210px" mode="nolines">
|data=
GGST_Chipp_Zanuff_Zansei_Rouga_1.png
{{AttackData-BBCPE
GGST_Chipp_Zanuff_Zansei_Rouga_2.png
|version=Lv1
</gallery>
|damage=800, 950 (OD: 800, 400*2, 950)
|-|
|cancel=(R)
Hitboxes =  
|p1=100
<gallery widths="210px" heights="210px" mode="nolines">
|p2=92, 89*2, 60
File:GGST_CH_HB_632146H.png
|starter=S
</gallery>
|smp=
</tabber>
|guard=All
</div>
|level=4, 3*3
<div class="attack-info">
|attribute=B
{| class="wikitable attack-data"
|startup=5+5
{{FrameDataHeader-GGST|version=yes}}
|active=1*8
|-
|recovery=42
{{#cargo_query:tables=MoveData_GGST
|frameAdv=-24
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|blockstun=18
|where=chara="Chipp Zanuff" and name="Zansei Rouga"
|groundHit=19, F100*3
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID
|groundCH=
|delimiter=\n{{!}}-\n
|airHit=
|airCH=
|invul=1-14 All
|hitbox=Amane/632146C
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv2
|damage=800, 1600 (OD: 800, 400*3, 1600)
|cancel=(R)
|p1=100
|p2=92, 60
|starter=S
|smp=
|guard=All
|level=4
|attribute=B
|startup=5+5
|active=1*8
|recovery=42
|frameAdv=-24
|blockstun=18
|groundHit=19, F100
|groundCH=
|airHit=
|airCH=
|invul=1-14 All
|hitbox=Amane/632146C
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv3
|damage=800, 2350 (OD: 800, 400*6, 2350)
|cancel=(R)
|p1=100
|p2=92, 60
|starter=S
|smp=
|guard=All
|level=4, 5
|attribute=B
|startup=5+5
|active=1*8
|recovery=42
|frameAdv=-24
|blockstun=18
|groundHit=19, F100
|groundCH=
|airHit=
|airCH=
|invul=1-14 All
|hitbox=Amane/632146C
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
Chipp dashes upwards diagonally and goes back and forth across the screen. If it hits the opponent and animation will trigger where he will knock them into the sky and slam them downwards. Will reset the opponent midscreen without breaking the wall. Is not frame 1 invincible but will gain invincibility after the super flash.
</div>
</div>


====== <font style="visibility:hidden" size="0">Kaizoku Senkou: Goukai Rasen Renpa</font> ======
===<big>Banki Messai</big>===
{{MoveData
<span class="input-badge">'''{{clr|2|236236K}}'''</span>
|image=BBCP_Amane_GoukaiRasenRenpa.png
<div class="attack-container">
|input=632146D
<div class="attack-gallery">
|caption=
<tabber>
|name=Kaizoku Senkou: Goukai Rasen Renpa
Images =  
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCPE
GGST_Chipp_Zanuff_Banki_Messai_1.png
|version=Lv1
GGST_Chipp_Zanuff_Banki_Messai_2.png
|damage=200*N
</gallery>
|cancel=R
|-|
|p1=70
Hitboxes =  
|p2=90
<gallery widths="210px" heights="210px" mode="nolines">
|starter=S
File:GGST_CH_HB_236236K.png
|smp=
</gallery>
|guard=All
</tabber>
|level=2
</div>
|attribute= HBFP*(2)
<div class="attack-info">
|startup=9+9
{| class="wikitable attack-data"
|active=27*N
{{FrameDataHeader-GGST}}
|recovery=72T
|-
|frameAdv=
{{#cargo_query:tables=MoveData_GGST
|blockstun=13
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|groundHit=D60
|where=chara="Chipp Zanuff" and input="236236K"
|groundCH=D100
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|airHit=D60
|airCH=D100
|invul=
|hitbox=Amane/632146D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv2
|damage=200*N
|cancel=R
|p1=75
|p2=92
|starter=S
|smp=
|guard=All
|level=2
|attribute= HBFP*(2)
|startup=9+9
|active=27*N
|recovery=72T
|frameAdv=
|blockstun=13
|groundHit=D60
|groundCH=D100
|airHit=D60
|airCH=D100
|invul=
|hitbox=Amane/632146D
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Lv3
|damage=200*N
|cancel=R
|p1=80
|p2=94
|starter=S
|smp=
|guard=All
|level=2
|attribute= HBFP*(2)
|startup=9+9
|active=27*N
|recovery=72T
|frameAdv=
|blockstun=13
|groundHit=D60
|groundCH=D100
|airHit=D60
|airCH=D100
|invul=
|hitbox=Amane/632146D
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}
<br clear=all/>


==Astral Heat==
|}
{{MoveData
==== ====
|image=BBCP_Amane_GouhaHouyou.png
Chipp goes into a stance before rushing across the screen. If it connects with the opponent he will perform a flurry of blows with clones and knock the opponent back at the end of the super. Will wall break near the corner and provide a hard knockdown making it very useful as an okizeme ender if 632146H isn't enough to kill. Can be used to punish fireball moves as it has projectile invincibility on startup.  
|input=222D
<!--Insert text below the =s and above the 2 /divs-->
|caption=
</div>
|name=Jyatoku Meika: Gouha Houyou
</div>
|data=
{{AttackData-BBCPE
|damage=DESTROY
|cancel=
|p1=
|p2=
|starter=
|smp=
|guard=All
|level=4
|attribute=HBFP*(2)
|startup=
|active=9
|recovery=44
|frameAdv=-22
|blockstun=18
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=Amane/222D
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}


<br clear=all/>
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}


==External References==
==External References==
*Japanese Name: アマネ=ニシキ
[https://wikiwiki.jp/ggst-memo/%E3%83%81%E3%83%83%E3%83%97/%E3%82%B3%E3%83%B3%E3%83%9C JP Wiki]
*[http://wikiwiki.jp/bb_amane/ Japanese Wiki]
[http://mayjunkie.web.fc2.com/STRIVE/Ver.1.002/frame_chipp_ver.1.003.pdf Frame Data source]
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1368537711/l50 Japanese BBS]
 
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=am&pref=0 Arcade Profile Dan Rankings]
==Navigation==
*[http://www.dustloop.com/forums/showthread.php?15352 Character Video Thread]
{{#lst:{{PAGENAME}}/Data|Links}}
<br clear=all/>
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
----
{{Navbar-GGST}}
{{CharLinks
|charMainPage=BBCPE/Amane Nishiki
|videos=http://horibuna.web.fc2.com/BBCP/BBCP_AM.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/235-amane-nishiki/
}}
{{Navbar-BBCPE}}

Revision as of 21:00, 5 August 2021



Overview
Overview

Chipp Zanuff is the ultimate speed demon. He has phenomenal running speed and good air mobility thanks to his triple jump. His special moves allow him to dart across the stage and he can even run up walls.

Chipp possesses fast attack speed and many pressure tools. f.S has good range, safe special cancels and starts combos, making it a great poke. 6K is a safe overhead. j.2K is an oppressive divekick that has great synergy with Chipp’s triple jump. Resshou is a rekka that can lead to highly delayable follow-ups, enabling a reset/throw mix-up. Safe tools like these can condition opponents to block, opening them up for riskier mix-ups. Some choices are Genrou Zan, a long-ranged command grab, and Alpha Blade, a grounded cross-up Attacking your opponent after changing which horizontal side you are on, usually by jumping over them.. After scoring a knockdown, Chipp gets powerful Okizeme in the form of safe jumps, cross-up Attacking your opponent after changing which horizontal side you are on, usually by jumping over them.s and high/low mix-ups. Cycle his moves well for an unparalleled offense!

On the flip side, Chipp’s defense value is the weakest in the game. Mistakes are so detrimental that trading hits back and forth is not an option. 6P and his DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., Beta Blade, provides some neat defensive options, but durability is still no strength of his. Don’t be intimidated, Chipp has the mobility needed to dominate his opponent in neutral if you have the match-up knowledge required to avoid unnecessary risks. Stay sharp!

If you want to overwhelm opponents with unrivaled speed and a plethora of offensive tools, then look no further than Chipp Zanuff.

 Chipp Zanuff  Chipp Zanuff (チップ=ザナフ), classified as a High Speed type, is an incredibly fast ninja who launches attacks in the blink of an eye.

Pros
Cons
  • Quick Normals: Has among the best frame data in the roster, which allows him to easily pressure characters with slower moves and little defensive options.
  • Mobility: Wields the fastest dash as well as having triple jump, wallrun, and Alpha Blade granting him incredible mobility while also making him a pest to catch.
  • Pressure: Chipp has plenty of ways to hit an opponent such as with command grab, cross-up, grounded overhead, and the infamous plus-on-block divekick. Cycling through all these can make Chipp's offense often feel unstoppable.
  • Defense: 3 frame 5P, DP, and low sweep can help avoid Chipp's major weakness.
  • Wallrun Abilities: Unique wallrun enables combos which keep the wall from breaking and wallrun cancels enable extremely tricky mix-ups at the corner.
  • Glass Bones and Paper Skin: Lowest health in the game by a noticeable par and highest R.I.S.C. multiplier; blocking basic blockstrings put Chipp at half R.I.S.C. easily.
  • Inconsistent Damage: Takes more hits to kill an opponent due to lower average damage, and has some difficulty getting consistent combos on certain scenarios.
Error: No field named "weight" found for any of the specified database tables.
Chipp Zanuff


GGST Chipp Character Guide

Normal Moves

5P

5K

c.S

f.S

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
30 All 9 2 20 - -

  • One of Chipp's prime poking normals.
  • Omit this and go straight to 5H when you combo into rekkas.

Chipp's best poke with excellent range and combos easily into resshou. This will cover a lot of ground space and also catches jump out attempts. Chipp extends his hurtbox a lot so be careful about getting beat out by 6Ps or crouched under by low profile moves.

Gatling Options: 5H, 2H

5H

5D

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
40 High 20 5 24 - -

  • Data in [] represents values when fully charged.
  • Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.
  • Deals more damage when fully charged, launches opponent on hit if combo'd into.
  • Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.
  • 80% proration if not fully charged.

Chipp summons Dodomezaki the sea otter in front of him for his dust attack. The otter is NOT disjointed from Chipp. Chipp will take damage if they hit the otter. Charge the dust attack by holding down D to follow up with a dust combo. If you hit 5[D] on an airborne opponent it will launch them upwards and allow for some combo extensions.

6P

6K

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
35 High 28 5 7 - -

  • Chipp's main overhead.
  • Throw invulnerable for most of its duration.

Chipp's grounded overhead option that is cancellable from most of his normals. You're airborne (and thus unthrowable) for the entire attack except the landing recovery. You will typically use this to harass an opponent mid blockstring. If used a meaty you can combo into 2K > 2D and setup the same okizeme loop again.

6H

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
50 All 17 6 18 - -

  • Max damage CH starter.
  • Excellent combo filler due to its high damage and ground bounce.

Useful normal for causing a ground bounce (wall bounce for wall run) in combos. Also a fantastic punish option for DPs for big counter hit combos. You can also use this as a counter-poke for some extended normals to fish for counter hit starters. This button has a decent vertical hitbox which can be used to catch jump out attempts.

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D

j.2K

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
14×N High 16 Until Landing Until Landing+8 - -

May or may not be incredibly oppressive against some characters who lack good anti-air options that can cover areas directly about them. Each hit of the dive is an overhead and it's also plus on block if the last hit connects while being special cancellable. Incredible tool for air stalling and punishing whiffed anti-air attempts. Combos directly into 2K on hit.

Avoid whiffing this because it has a lot of landing recovery.

Universal Mechanics

Ground Throw

Air Throw

Special Moves

Alpha Blade Horizontal

236P (Air OK)

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version 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

ALFA BLAY!

  • There no minimum height on the move, allowing it to be tiger knee'd (2369P).
  • If Chipp alpha blades into a wall he can hold forward or P and he will begin his wall run.

Only has a hitbox behind Chipp, so if this is used too far away then it will whiff in front of the opponent, and is very punishable. If close enough to the opponent, Chipp will pass through them for a cross up. On close hit, it is sometimes possible to combo into 5P before the opponent hits the ground for some extra damage (mainly useful in the corner).

The move recovers faster when done at low heights than on the ground. If a low height Air Alpha Blade hits against a cornered opponent it is possible to convert into a combo.

Alpha Blade Diagonal

236K (Air OK)

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version 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

  • Ground version goes upwards.
  • Air version goes downwards.

Alpha Blade but it goes diagonally. Ground version can lead into air combos while the air version can create a ground bounce that can be combo'd off of. If Chipp alpha blades at a wall he can hold 6 and begin his wall run. When you alpha blade into the air, Chipp will be able to move afterwards and have all of his air options available to him. This makes it very useful for combos, movement, and setups.

If used near the corner, Chipp will automatically do another hit coming off the wall resulting in two total hits. You can omit the second hit for the aerial version if you are holding forward towards the wall (holding K does not work). This does not work for the grounded version.

Beta Blade

623S (Air OK)

Gamma Blade

236H

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
30 All 25~50 7 Total 42 - -

  • Projectile has a hurtbox and Chipp and the projectile can be hit at the same time. Be careful.

Sends a clone forward that will attack the opponent. Best used when your opponent is conditioned and unwilling to counter-attack as even though it is plus, Chipp can get hit out of it. Very strong when combined with a Roman Cancel which will make the clone become an independent projectile.

Resshou

236S

Rokusai

Resshou > 236S

Senshuu

Resshou > 236K Rokusai > 236K

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
40 High 20 6 20 - -

  • Rokusai (236S) cannot be used after this move.

Flip kick that hits overhead. There is a big gap where the opponent can easily punish with an anti-air (most likely 6P) or use a DP before the kick hits. Thus, this move should only be used if the opponent is conditioned enough to respect your pressure or fail to block overhead. Incredibly unsafe on block so have RC ready to continue pressure.

If you do hit this you can get any damage conversion into 2S and your combo of choice especially if it is off CounterHit.

Genrou Zan

63214S

Shuriken

j.214P

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
10 All 22 Until Hit 35+4 After Landing - -

  • Freezes Chipp midair during the throw.
  • Can be TK'd from ground (2147p) allowing air options on recovery
  • Up to 3 Shuriken can be used if TK'd during intial jumps

Regular air fireball. Has a pretty useful angle for zoning characters who have less mobility. Unfortunately your opponent can hit the shuriken with any active hitbox and nullify it. Fairly useful when PRC'd to provide yourself some cover while you're descending.

Wall Run

Hold 6 while dashing to a wall's edge

Overdrives

Zansei Rouga

632146H (Air OK)

Banki Messai

236236K

No results
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

Chipp goes into a stance before rushing across the screen. If it connects with the opponent he will perform a flurry of blows with clones and knock the opponent back at the end of the super. Will wall break near the corner and provide a hard knockdown making it very useful as an okizeme ender if 632146H isn't enough to kill. Can be used to punish fireball moves as it has projectile invincibility on startup.


73% complete
Page Status %
Overview Some images are missing. Hitbox/Hurtbox images need to be added. Move descriptions could be more detailed. 16/20
Combos Minimal combo theory explanation. Certain routes are still missing. More confirms need to be covered. 5/10
Strategy Certain sections require more detail or elaboration. Character matchups unfinished. More okizeme examples need to be covered. 12/20
Frame Data Active frames and recovery data are still missing. 40/50
Click here for the scoring criteria to assess character page completion.


External References

JP Wiki Frame Data source

Navigation

To edit frame data, edit values in GGST/Chipp Zanuff/Data.

Template:Navbar-GGST