GGST/Ky Kiske/Combos and GGST/Chipp Zanuff: Difference between pages

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(Trimmed some unnecessary combo routes and cleaned up some errors)
 
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======<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.


<div style="float:left; margin-right:25px;">
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!
{{TOC limit|3}}
 
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>
{{Combo Notation
<div class="attack-info">
| game=GGST
{| 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="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.


==Combo List==
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}
*This list is meant for actual combos, not for frame traps, blockstrings, or mixups. If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
</div>
*The list is focused on most practical examples, not every single option that exists. 
</div>
*All damage values are damage dealt to Ky unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
<!--Please test or re-test combo damage with asterisks against Ky, as he has a 1.00 defense mod while Sol's is 0.98.-->
*The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
===<big>{{clr|2|5K}}</big>===
|+{{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|2|2K}} Starters
<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}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
{{#cargo_query:tables=MoveData_GGST
|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}}
|-
|-
| | {{clr|1|2P}} > ({{clr|1|2P}} > {{clr|1|2P}}) > {{clr|1|6P}} > {{clr|3|214S}} || Anywhere || 69 || 16% || Everyone ||  {{clr|1|Very Easy}} || Simple, easy confirm from {{clr|1|2P}} that grants Shock State. Subtract Ps based on range. Works off of {{clr|1|5P}} too, but {{clr|1|5P}} whiffs on most crouchers.
{{#cargo_query:tables=MoveData_GGST
|-
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
| | {{clr|2|5K/2K}} > {{clr|5|2D}} > {{clr|3|214S}} || Anywhere || 66~70 || 16% || Everyone || {{clr|1|Very Easy}} || Confirm into Dire Eclat. Grants Shock State and a knockdown.
|where=chara="Chipp Zanuff" and input="c.S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
* Not plus, but plenty of gatlings to threaten with.
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}}
|-
|-
| | {{clr|2|5K/2K}} > {{clr|5|2D}} || Anywhere || 48 || 10% || Everyone || {{clr|1|Very Easy}} || Confirm off of {{clr|2|5K}} or {{clr|2|2K}} into {{clr|5|2D}} into meaty Charged Stun Edge for both okizeme and Shock State. The CSE will pass over them by the time they get up unless you delay it or if the opponent was hit by {{clr|5|2D}} at a far enough range.
{{#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
}}
|}
==== ====
* 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>
 
===<big>{{clr|4|5H}}</big>===
<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 class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
|-
| | {{clr|2|5K/2K}} > {{clr|4|6H}} > {{clr|3|214S}}, 66{{clr|2|2K}}/{{clr|2|5K}} > {{clr|4|6H}} > {{clr|4|623H}}, {{clr|1|5P}}/{{clr|3|c.S}} WS {{clr|4|623H}}/{{clr|3|214S}} || Corner || 174 || 30% || Everyone || {{clr|4|Hard}} || High damage corner combo for when the opponent is hit crouching. Replace {{clr|1|5P}} with {{clr|3|c.S}} on light and medium weights for more damage. Wall break with {{clr|3|214S}} to trade damage for Shock State.
{{#cargo_query:tables=MoveData_GGST
|-
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
| | {{clr|2|5K/2K}} > {{clr|5|2D}} > {{clr|3|214S}} > RRC, 66{{clr|4|5H}} > {{clr|4|623H}}, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|214K}} WS {{clr|4|623H}} || Back to Corner || 164 || ~-20% || Light and Medium weights ||  {{clr|3|Medium}} || Side switches and wall breaks. Run under the opponent after the RRC. The RRC can be done as either neutral RRC or 88RRC, but 66RRC will not let you run under the opponent.
|where=chara="Chipp Zanuff" and input="5H"
|-
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
| | {{clr|2|5K/2K}} > {{clr|5|2D}} > {{clr|3|214S}} > RRC, 66{{clr|4|5H}} > {{clr|4|623H}}, {{clr|2|2K}} > {{clr|1|6P}} WS {{clr|4|623H}} || Back to Corner || 154 || ~-20% || Everyone || {{clr|4|Hard}} || Alternate version of the above for heavyweights. Getting the timing for {{clr|2|2K}} after the Vapor Thrust can be tricky.
}}
|}
==== ====
* 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}}
|-
|-
{{#cargo_query:tables=MoveData_GGST
|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>


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
===<big>{{clr|1|6P}}</big>===
|+{{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} Starters
<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}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
{{#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
}}
|}
==== ====
* 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>
 
===<big>{{clr|2|6K}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_6K.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_6K.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
|-
| | {{clr|3|c.S}} > {{clr|3|214S}} || Anywhere || 77 || +12% || Everyone || {{clr|1|Very Easy}} || Applies Shock State. Sets up safejumps with IAD {{clr|4|j.H}} or 66{{clr|2|214K}}.
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Chipp Zanuff" and input="6K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
* 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}}
|-
|-
| | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|236K}} || Anywhere || 112 || +17% || Everyone || {{clr|2|Easy}} || Spacing dependent. Delay the cancel from {{clr|4|5H}} to {{clr|2|236K}} if close to the opponent. {{clr|4|5H}} can also be replaced with {{clr|3|f.S}} and {{clr|3|2S}}.
{{#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
}}
|}
==== ====
* 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.
</div>
</div>
 
===<big>{{clr|1|2P}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_2P.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_2P.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
|-
| | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}} > 66PRC, 66{{clr|3|c.S}} > {{clr|4|2H(2)}} > {{clr|3|214S}} || Anywhere || 167 || ~-23% || Everyone || {{clr|3|Medium}} || Leaves your opponent in Shock State. Can opt to use {{clr|5|2D}} for CSE Oki instead of ending with {{clr|4|2H(2)}} > {{clr|3|214S}}.
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Chipp Zanuff" and input="2P"
|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}}
|-
|-
| | {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|2|214K}} > 66{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|214S}} WS {{clr|4|623H}} || Corner || 219 || +35% || Everyone || {{clr|3|Medium}} || High damage meterless corner combo from {{clr|3|c.S}}. The {{clr|3|214S}} can be replaced with another {{clr|4|623H}} for 4 more damage, but this can whiff on certain large characters like Potemkin unless the second {{clr|3|c.S}} is not dashed.
{{#cargo_query:tables=MoveData_GGST
|-
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
| | {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|214S}}, 66{{clr|2|2K}} > {{clr|4|6H}} > {{clr|4|623H}}, {{clr|1|5P}}/{{clr|3|c.S}} WS {{clr|4|623H}}/{{clr|3|214S}} || Corner || 238 || +34% || Everyone || {{clr|4|Hard}} || High damage meterless corner combo from {{clr|3|c.S}}. Replace {{clr|1|5P}} with {{clr|3|c.S}} on Medium/Light characters for more damage. Wall break with {{clr|3|214S}} to trade damage for Shock State.
|where=chara="Chipp Zanuff" and input="2K"
|-
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
| | CH {{clr|3|c.S}} > {{clr|5|5[D]}}, {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}}, {{clr|4|6H}} > {{clr|3|214S}} WS {{clr|4|623H}} || Near Corner || 228 || +40% || Everyone || {{clr|4|Hard}} || Counter Hit {{clr|3|c.S}} punish meterless combo that uses {{clr|5|[5D]}} as launcher on CH confirm.
}}
|}
==== ====
* Chipp's fastest low.
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.  
 
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
</div>
 
===<big>{{clr|3|2S}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_2S.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_2S.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
|-
| | CH {{clr|3|c.S}} > {{clr|5|[5D]}}, {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} || Anywhere || 166 || ~25% || Everyone || {{clr|3|Medium}} || You can actually confirm the {{clr|5|5[D]}} very late. Can OTG after Foudre Arc with Foudre Arc if you really want, or do a dashing {{clr|4|236H}} for oki.
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Chipp Zanuff" and input="2S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
* 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}}
|-
|-
| | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|214S}} > 66RRC > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|4|623H}} , {{clr|3|c.S}} > {{clr|3|214S}} > WS {{clr|4|623H}} || Midscreen/ || 224 || ~-25% || Medium and lightweights || {{clr|3|Medium}} || Good damage, carries to corner for wallbreak from midscreen.
{{#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
}}
|}
==== ====
* High risk, high reward anti-air.
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.
</div>
</div>
 
===<big>{{clr|5|2D}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_2D.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_2D.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
|-
| | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|214S}} > 66RRC > dash > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|623H}} , {{clr|2|5K}} > WS {{clr|4|623H}} || Midscreen || 219 || ~-25% || Everyone || {{clr|3|Medium}} || Alternative version of above that works with heavy characters. Dash is needed or else {{clr|4|623H}} will whiff.
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Chipp Zanuff" and input="2D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
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}}
|-
|-
| | {{clr|3|f.S}} > {{clr|2|236K}} > 66RRC~{{clr|4|2H}} > {{clr|2|214K}} , {{clr|4|5H}} > {{clr|2|214K}} , {{clr|2|5K}} > {{clr|4|6H}} WS {{clr|4|623H}} || Midscreen || 200 || ~-50% || Everyone || {{clr|3|Medium}} || Depending on how soon you get to the corner, this combo might Wall Splat on {{clr|2|5K}}
{{#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
}}
|}
|}
==== ====
Self chainable short range punch that can be used as a quick air-to-air. Cannot be jump cancelled or IAD cancelled.


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|2|j.2K}}
|+{{clr|4|5H}}/{{clr|4|2H}}/{{clr|4|6H}} Combos
</div>
</div>
 
===<big>{{clr|2|j.K}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_j.K.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_JK.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Chipp Zanuff" and input="j.K"
|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}}
|-
|-
| | {{clr|4|2H(1~2)}} > {{clr|4|623H}} || Anywhere || 92~106 || ~8%  || Everyone || {{clr|1|Very Easy}} || Basic anti-air confirm. Should work at any height on both normal and counter hit, and also works on grounded hit provided Ky is close enough.
{{#cargo_query:tables=MoveData_GGST
|-
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
| | {{clr|4|2H(1)}} > {{clr|2|214K}} > {{clr|4|5H}} > {{clr|2|214K}} || Midscreen || 125 || ~19% || Everyone || {{clr|2|Easy}} || Anti-air confirm on falling opponent. Sends the opponent to the corner. At max height {{clr|4|2H}} hit, the {{clr|2|214K}} will send the opponent flying in the opposite direction and drop the combo.
|where=chara="Chipp Zanuff" and input="j.S"
|-  
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
| | {{clr|4|2H(1)}} > {{clr|2|214K}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|3|c.S}} > {{clr|3|214S}} WS {{clr|4|623H}} || Near Corner || 194 || +~30% || Everyone || {{clr|2|Easy}} || Similar to above combo adjusted for being close enough to wall stick with {{clr|3|214S}} and then break with {{clr|4|623H}}
}}
|-
|}
| | CH {{clr|4|2H(2)}} > {{clr|4|236H}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|3|c.S}} WS {{clr|4|623H}} || Corner || 267 || +36% || Light/Medium || {{clr|3|Medium}} || Grounded corner 2H Counter Hit punish. Useful after baiting a throw break attempt with backdash. Needs adjustment to work against heavyweight.
==== ====
*Jump and air-dash cancellable.
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.
 
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|j.H}}, {{clr|5|j.D}}
</div>
</div>
 
===<big>{{clr|4|j.H}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_j.H.png|Acrobatic showoff
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_JH.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
|-
| | CH {{clr|4|2H(1)}} > {{clr|4|236H}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|214K}} WS {{clr|4|623H}} || Corner || 258 || +38% || Light/Medium || {{clr|3|Medium}} || Anti Air {{clr|4|2H}} Counter Hit meterless punish in corner.
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|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}}
|-
|-
| | CH {{clr|4|2H(1)}} > {{clr|4|236H}} > {{clr|4|5H}} > {{clr|2|214K}} > 66{{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|214S}} > {{clr|4|623H}} || Corner || 241 || +41% || Faust & Heavyweight || {{clr|3|Medium}} || Above combo adjusted for heavies and faust.
{{#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
}}
|}
==== ====
*Jump and air-dash cancellable.
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.
</div>
</div>
 
===<big>{{clr|2|j.2K}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_j.2K.png|"That" move
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_J2K.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
|-
| |{{clr|4|2H(2)}} > {{clr|3|214S}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|3|c.S}} > {{clr|4|623H}} || Corner || 242 || +30% || Medium || {{clr|4|Hard}} || 6H cancel into 623H is pretty tight. {{clr|3|c.S}} can fail to wall stick if hit too late, so {{clr|3|c.S}} can be replaced by {{clr|3|623S}} for a slightly more consistent combo that deals 1 less damage.
{{#cargo_query:tables=MoveData_GGST
|-  
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
| | CH {{clr|4|6H}} > {{clr|2|214K}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} || Anywhere || 153 || ~30% || Everyone || {{clr|3|Medium}} || BnB meterless {{clr|4|6H}} counterhit confirm.
|where=chara="Chipp Zanuff" and input="j.2K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
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.
</div>
</div>
 
==Universal Mechanics==
 
===<big>Ground Throw</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_Ground Throw.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
|-
| | CH {{clr|4|6H}} > {{clr|4|2H}} > delay {{clr|3|214S}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|3|c.S}} > {{clr|4|623H}} || Near corner || 259 || ~+35% || Everyone || {{clr|4|Hard}} || One of the highest, if not the highest, meterless confirms available to Ky. Works a bit away from the corner, but requires a dash before the 2H to get to the corner. On Leo, use {{clr|2|2K}} instead of {{clr|3|c.S}} to wallstick. [https://www.youtube.com/watch?v=hbbmDRHuWZ8 Video demonstration]
{{#cargo_query:tables=MoveData_GGST
|- 
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Chipp Zanuff" and input="4D or 6D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
|}
==== ====
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>


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
===<big>Air Throw</big>===
|+Jump-in Starters
<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}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
{{#cargo_query:tables=MoveData_GGST
|-
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
| | {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|45|5H}} > {{clr|2|236K}} || Anywhere || 121 || 27% || Everyone || {{clr|2|Easy}} || {{clr|4|j.H}} confirm. Needs a deep {{clr|4|j.H}} or the {{clr|3|c.S}} will not combo.
|where=chara="Chipp Zanuff" and input="j.4D or j.6D"
|-
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
| | {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|236K}} > 66RRC > {{clr|4|2H}} > {{clr|2|214K}} > {{clr|4|623H}} || Midscreen/Near Corner/Corner || 190 || -47% || Everyone || {{clr|2|Easy}} || RC extension for the above combo that will wall stick via {{clr|2|214K}} from midscreen or closer.
}}
|-
| | {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|2|214K}} > {{clr|4|2H(2)}} > {{clr|3|214S}} > {{clr|4|623H}} || Near Corner || 197 || ~+34% || Everyone || {{clr|2|Easy}} || Simple meterless wallbreak combo from {{clr|4|j.H}} when near corner.
|-
| | {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|236K}}(2) > 66RRC > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|623H}} > WS {{clr|4|623H}} || Midscreen || 200 || ~-30% || Everyone || {{clr|3|Medium}} || Deep {{clr|4|j.H}} needed for c.S to work. Works in corner/near corner.
|-
|}
|}
==== ====
Air throw that can be RC'd for more damage.
</div>
</div>


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
==Special Moves==
|+{{clr|5|Dust}} Combos
===<big>Alpha Blade Horizontal</big>===
<span class="input-badge">'''{{clr|1|236P}} (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_Horizontal_Ground.png|Ground
GGST_Chipp_Zanuff_Alpha_Blade_Horizontal_Air.png|Air
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_CH_HB_236P.png
GGST_CH_HB_J236P.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST|version=yes}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
{{#cargo_query:tables=MoveData_GGST
|-
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
| | {{clr|5|5[D]}} > [7/8/9] > {{clr|4|j.H}} > {{clr|3|j.SS}}  || Anywhere || 158 || +26% || Everyone || {{clr|1|Very Easy}} || Simple beginner charged Dust combo.
|where=chara="Chipp Zanuff" and (input="236P" or input="j.236P")
|-
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID
| | {{clr|5|5[D]}} > [7/8/9] > {{clr|4|j.H}} > {{clr|3|j.S}} > 9jc > {{clr|4|j.H}} > {{clr|3|j.SS}} || Anywhere || 189 || +29% || Everyone || {{clr|2|Easy}} || Slightly more advanced version of the above.
|delimiter=\n{{!}}-\n
|-
}}
| | {{clr|5|5[D]}} > [7/8/9] > {{clr|4|j.H}} > {{clr|3|j.S}} > 9jc > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|4|j.H}} > 9jc > {{clr|3|j.SS}} || Anywhere || 211 || +31% || Everyone || {{clr|3|Medium}} || BnB Dust combo
|-
| | {{clr|5|5[D]}} > [7/8/9] > {{clr|4|j.H}} > {{clr|3|j.S}} > 9jc > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|4|j.H}} > 9jc > {{clr|2|j.K}} > {{clr|3|j.SS}} || When Cornered || 216 || 32% || Everyone || {{clr|3|Medium}} || The extra Homing Jump air time from landing {{clr|5|5[D]}} when cornered allows you to tack on a {{clr|2|j.K}} after the second jump cancel for a bit of extra damage. Even with this added time, you have to be quick and input your attacks as soon as possible. You'll have just barely enough time to get the whole thing. If you aren't cornered, use the above combo instead.
|-
| | {{clr|5|5[D]}} > [7/8/9] > (Block burst) > 9 > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|4|j.H}} 9jc > {{clr|4|j.HH}}  || Anywhere || 154 || 18% || Everyone || {{clr|3|Medium}} || Route for blocked burst after Dust launch. The jump after blocked burst needs to be delayed slightly or you will fall out, ending the Homing Jump.
|-
| | {{clr|5|5[D]}} > [7/8/9] > 44 (Burst whiffs) > 9 > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|4|j.HH}}  || Anywhere || 143 || 18% || Everyone || {{clr|2|Easy}} || Alternate route for reading immediate burst after Dust launch. Easier than blocking the burst because no delay is required afterwards, but does less damage.
|-  
| | CH {{clr|5|2D}} > {{clr|2|214K}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} || Anywhere || 123 || 18% || Everyone || [3] {{clr|3|Medium}} || CH {{clr|5|2D}} confirm into hard knockdown.
|-
|}
|}
==== ====
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>


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
===<big>Alpha Blade Diagonal</big>===
|+Ground Throw Starter
<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}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
{{#cargo_query:tables=MoveData_GGST
|-
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|| Throw 66RRC > {{clr|3|c.S}} > {{clr|4|2H(2)}}  > {{clr|2|214K}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|4|623H}} || Midscreen/Near corner || 154 || ~-36% || Everyone || {{clr|2|Easy}} || Easy midscreen throw RC combo that leads into wall break from round start distance. Might drop or wall stick earlier if done too close to the corner. For lightweights, the combo needs a slight adjustment of dashing forward after the RRC to bring the opponent closer to the wall.
|where=chara="Chipp Zanuff" and (input="236K" or input="j.236K")
|-  
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID
|| Throw 66RRC > {{clr|5|5[D]}} > {{clr|3|2S}}  > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|2|5K}} > {{clr|4|623H}} || Midscreen/Near corner || 156 || ~-34% || Everyone || {{clr|4|Hard}} || Midscreen throw RC combo. Timing on {{clr|3|2S}} can be tricky as it cannot be buffered from {{clr|5|5[D]}}. If the opponent is not cornered, {{clr|2|5K}} will whiff or fail to wall stick,  but the soft knockdown can still allow for an oki setup. {{clr|3|214S}} can be used as the ender for shock state instead of {{clr|4|623H}} for damage. More difficult than the above combo and might whiff at round start distance, but does more damage and gains more tension.
|delimiter=\n{{!}}-\n
|-
}}
|| Throw 44RRC > {{clr|4|236H}} > dash > {{clr|3|2S}}  > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|4|623H}} || Corner || 159 || ~ -40% || Everyone || {{clr|4|Hard}} || Hard to burst combo, can dash up and block after fireball to bait the burst again.
|}
|-
==== ====
|| Throw 44RRC > {{clr|4|236H}} > (66) {{clr|4|6H}} > {{clr|4|623H}} > {{clr|2|5K}} > {{clr|4|623H}} || Corner || 165 || ~-35% || Everyone || {{clr|4|Hard}} || Burst-safe corner throw RC route. Dashing {{clr|4|6H}} is only necessary if the opponent actually bursts. Against lightweights, can wallsplat with {{clr|3|c.S}} instead of {{clr|2|5K}} for more damage. Against heavyweights, wall stick with {{clr|2|2K}} for more consistency. [https://www.youtube.com/watch?v=7wGDJxC5uMw&t=533s Video Example]
* 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 the opponent ''does'' burst after the 44RC, the combo can still continue if the CSE was timed ''perfectly'' after 44RRC, otherwise Ky simply applies shockstate on block and continues pressure.
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.
|-
</div>
|}
</div>


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
===<big>Beta Blade</big>===
|+Special Move Starter
<span class="input-badge">'''{{clr|3|623S}} (Air OK)'''</span>
|-
<div class="attack-container">
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
<div class="attack-gallery">
|-
<tabber>
|| CH {{clr|2|214K}} > {{clr|2|2K}} > {{clr|3|214S}} || Anywhere || 88 || ~18% || Everyone || {{clr|1|Very Easy}} || Ground counterhit Foudre Arc combo.
Images =
|-  
<gallery widths="210px" heights="210px" mode="nolines">
|| Air Hit {{clr|2|214K}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} || Anywhere || 113 || ~18% || Everyone || {{clr|2|Easy}} || Air hit Foudre Arc combo. Works on counterhit as well
GGST_Chipp_Zanuff_Beta_Blade.png| NINJA DP!
|-  
</gallery>
|| CH {{clr|3|214S}} > dash > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|4|5H}} > {{clr|2|214K}} || Anywhere || 156 || ~-34% || Everyone || {{clr|5|Very Hard}} || Very difficult microdash confirm off a counterhit Dire Eclat. Much easier to do when the opponent has the corner behind them of course.
|-|
|-
Hitboxes =
|| CH Shock State {{clr|4|623H}} > dash > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|214K}}  || Anywhere || 150 || ~20% || Everyone || {{clr|4|Hard}} || Pretty hard timing to dash after the H DP, have to also time the c.S while Ky is offscreen so it's pretty hard.
<gallery widths="210px" heights="210px" mode="nolines">
|-
File:GGST_CH_HB_623S.png
|| {{clr|2|236K(1)}} > RRC > {{clr|5|[5D]}} > {{clr|3|c.S}} > {{clr|2|6K}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|4|623H}} || Corner || 167 || -48% || Everyone || {{clr|3|Medium}} || 50 tension wallbreak combo off of stun dipper in the corner.
</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="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.


==Combo Theory==
Do not get this blocked. You may die.
</div>
</div>


{| class="wikitable sortable"
===<big>Gamma Blade</big>===
|+ Combo Starters
<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}}
|-
|-
! Button !! Use
{{#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
}}
|}
==== ====
* 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.
</div>
</div>
 
===<big>Resshou</big>===
<span class="input-badge">'''{{clr|3|236S}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_Resshou.png|Ninja Rekka!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_236S.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
|-
| {{clr|2|2K}}/{{clr|2|5K}} || Low starter. Confirms into {{clr|1|6P}} > special cancel or {{clr|5|2D}} for knockdown
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Chipp Zanuff" and input="236S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
*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}}
|-
|-
| {{clr|1|2P}}/{{clr|2|5P}} || Fastest pokes. Confirms into {{clr|1|6P}} > special cancel (generally {{clr|3|Dire Eclat (214S)}})
{{#cargo_query:tables=MoveData_GGST
|-
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
| {{clr|1|6P}} || Primary anti air button, but also good for footsies. Generally cancelled into {{clr|3|Dire Eclat (214S)}} on hit or block, but does counter hit slow long enough to reliably confirm {{clr|4|Ride the Lightning (632146H)}}
|where=chara="Chipp Zanuff" and input="236S 236S"
|-
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
| {{clr|3|c.S}} || High damage starter, very good as a meaty or frametrap option. Generally gatling into any {{clr|4|H}} button followed by a special cancel. On counter hit, can confirm into {{clr|5|5[D]}} pop-up.
}}
|-
|}
| {{clr|3|f.S}} / {{clr|3|2S}} || Fast long range pokes. Generally cancelled into {{clr|2|Stun Dipper (236K)}} or {{clr|3|Stun Edge (236S)}}, both of which can be extended via roman cancel for damage and corner carry.
==== ====
|-
* Can be followed up with Senshuu(236K).
| {{clr|4|5H}}  || Slow long range poke that moves Ky forward and is disjointed. Confirms into the same special moves as S normals, but needs a delay for {{clr|2|Stun Dipper (236K)}} to connect both hits depending on distance.
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.
|-
</div>
| {{clr|4|6H}}  || Long range disjointed mid that hits low to the ground. Launches the opponent away on hit, causing a wall bounce when near the corner. Strong meaty as well as frametrap option from {{clr|2|K}} normals.
</div>
|-
 
| {{clr|4|2H}} || Slow committal anti air, generally only used for predictable air options or hard reads, but is a potent frametrap in the corner via {{clr|3|2S}} or backdash to bait a throw break.
===<big>Senshuu</big>===
|-
<span class="input-badge">'''Resshou > {{clr|2|236K}}'''</span> <span class="input-badge">'''Rokusai > {{clr|2|236K}}'''</span>
| {{clr|5|2D}} || Great range sweep for hard knockdown. Delay a special cancel {{clr|4|Charged Stun Edge (236H)}} for Okizeme. On counter hit, can convert into a combo via {{clr|2|Foudre Arc (214K)}} or {{clr|3|2S}} > {{clr|4|5H}}  
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_Senshuu.png| NINJA OVERHEAD!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_236S236S236K.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 236K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
|}
==== ====
* 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.


===Get the Knockdown/Push to the Corner===
If you do hit this you can get any damage conversion into 2S and your combo of choice especially if it is off CounterHit.  
The goal with combos is to end them in a way that gets you some kind of advantage beyond just damage. You can end combos into a knockdown, or corner carry to put yourself in a better position. Each ender you choose will set up a different situation after the combo, so think about what you want to accomplish.
</div>
</div>


Example enders:
===<big>Genrou Zan</big>===
* ... > {{clr|5|2D}}
<span class="input-badge">'''{{clr|3|63214S}}'''</span>
** Hard knockdown close to Ky, allowing many okizeme setups.
<div class="attack-container">
* ... > {{clr|5|2D}} > {{clr|3|214S}}
<div class="attack-gallery">
** Corner carry with a knockdown farther from Ky that still allows for good oki.
<tabber>
* {{clr|3|f.S/2S}} > {{clr|2|236K}}
Images =
** Corner carry and damage option, but with weaker oki due to Stun Dipper's short knockdown time.
<gallery widths="210px" heights="210px" mode="nolines">
* ...(airborne opponent) > {{clr|4|5H/2H}} > {{clr|2|214K}}
GGST_Chipp_Zanuff_Genrou_Zan_1.png
** Large amount of corner carry.
</gallery>
* ... > {{clr|4|632146H}} / {{clr|1|236236P}}
|-|
** Overdrive ender for high damage, and in Ride The Lightning's case a huge amount of corner carry, wallbreaking from a slightly further distance than round start position.
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
}}
|}
==== ====
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.
</div>
</div>


==={{clr|4|5H}} > Foudre Arc Loops===
===<big>Shuriken</big>===
{{clr|4|5H}} launches opponents vertically on air hit, putting them in the perfect position for Foudre Arc ({{clr|2|214K}}) afterwards. This sequence can be looped off a wide variety of starters for a large amount of corner carry as long as {{clr|4|5H}} hits the opponent in the air, including (but not limited to) [[GGST/Movement#Roman Cancels|Red Roman Cancel]]'s launch, anti-air {{clr|1|5P}}/{{clr|4|2H}}, and CH {{clr|4|6H}}. When the corner carry is enough to reach the corner itself, {{clr|2|5K}} {{clr|4|6H}} after the second {{clr|2|214K}} is very likely to wall stick, earning you [[GGST/Gauges#Positive Bonus|Positive Bonus]] from the resulting Wall Break.
<span class="input-badge">'''{{clr|1|j.214P}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_Shuriken.png| NINJA SHURIKEN!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_J214P.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.214P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
* 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>


==={{clr|4|6H}} Wallbounce===
===<big>Wall Run</big>===
In the corner, {{clr|4|6H}} will bounce the opponent off the wall on hit. This allows combo extensions with {{clr|2|214K}} and Shock State {{clr|3|623S}}/{{clr|4|H}} for increased damage.
<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>


==={{clr|3|214S}} OTG Relaunch===
==Overdrives==
In the corner, combos that don't push you out too far can be ended in {{clr|3|214S}} and picked up with an Off-the-Ground hit to continue the combo, taking advantage of the applied Shock State to increase your damage.


Essentially, there's a short time after an opponent is hit by {{clr|3|214S}} that they can be launched into the air again if struck by an attack. The most reliable move you have to do this with is {{clr|2|2K}}, since it's very fast, reaches a long distance, and gatlings to {{clr|4|6H}} to allow you to wallbounce the opponent.
===<big>Zansei Rouga</big>===
<span class="input-badge">'''{{clr|4|632146H}} (Air OK)'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_Zansei_Rouga_1.png
GGST_Chipp_Zanuff_Zansei_Rouga_2.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_632146H.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 name="Zansei Rouga"
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
<!--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>


Example routes: <br>
===<big>Banki Messai</big>===
*{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|214S}}, 66{{clr|2|2K}} > {{clr|4|6H}} > SS {{clr|4|623H}}, {{clr|1|5P}} > {{clr|4|623H}}
<span class="input-badge">'''{{clr|2|236236K}}'''</span>
*CH {{clr|3|214S}}, {{clr|4|66H}} > {{clr|4|623H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|3|623S}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_Banki_Messai_1.png
GGST_Chipp_Zanuff_Banki_Messai_2.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_236236K.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="236236K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}


|}
==== ====
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.
<!--Insert text below the =s and above the 2 /divs-->
</div>
</div>


==={{clr|4|2H}} > Foudre Arc===
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}
{{clr|4|2H}} combo into {{clr|2|214K}} on most characters. It does not work on Sol, Ky, May, Anji, and Giovanna.


If {{clr|2|214K}} hit your opponent while they were in Shock State, you can usually link a {{clr|2|5K}} or {{clr|2|2K}} and cancel that into Stun Dipper ({{clr|2|236K}}) to end the combo, depending on the character and spacing. A {{clr|2|5K}} link will not work on some characters at all. {{clr|2|2K}} is more reliable since it reaches further. The {{clr|2|2K}} link works on everyone except for I-No. She requires you to be point blank with your {{clr|4|2H}}, otherwise {{clr|2|2K}} won't reach. On the larger characters like Faust, Potemkin, Leo, and Nagoriyuki, you can instead end the combo with Dire Eclat ({{clr|3|214S}}) instead of {{clr|2|236K}}, since their hurtboxes are bigger than the other characters on whom max range {{clr|2|2K}} > {{clr|3|214S}} will not work on. This will reapply Shock State, making it preferable over Stun Dipper for these characters.
==External References==
[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://mayjunkie.web.fc2.com/STRIVE/Ver.1.002/frame_chipp_ver.1.003.pdf Frame Data source]


==Navigation==
==Navigation==
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{Navbar-GGST}}
{{Navbar-GGST}}

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.
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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
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External References

JP Wiki Frame Data source

Navigation

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

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