BBCPE/Azrael and GGST/Chipp Zanuff: Difference between pages

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
|-
======<span style="visibility:hidden;font-size:0">Overview</span>======
!Azrael
{{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.
||
 
[[File:BBCP_Azrael_Portrait.png|350px|center]]
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 =
* '''HP:''' Lowest health in the game by far and having the highest R.I.S.C. multiplier means blocking basic blockstrings can put Chipp at half R.I.S.C. quite 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}}
|-
|-
||{{CharData-BBCPE
{{#cargo_query:tables=MoveData_GGST
|health=12,000
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|comboRate=90%
|where=chara="Chipp Zanuff" and input="5P"
|jumpStartup=4
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|backdashTime=28
|backdashInv=1-20
}}
}}
;Movement Options
:Double Jump, 1 Airdash, Dash type: Teleport
;Play-style
:Offensive, Power
|}
|}
{{CharNav |charMainPage=BBCPE/Azrael
==== ====
|videos=http://horibuna.web.fc2.com/BBCP/BBCP_AZ.html
* 3 frame normal.
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/236-azrael/
* 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.  
<div style="float:left; margin-right:25px;">
 
{{TOC limit|2}}
[[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>
<!--USE THIS STYLING FOR SHORT NAVIGATION-->
<div style="height:250px; width:1px;">
  &nbsp;
</div>
</div>


==Overview==
===<big>{{clr|2|5K}}</big>===
"Azrael is a member of Sector Seven who spends most of his time moving from one battle to the next in search of a strong opponent. He is entirely obsessed with using his own raw power to fight, and has never used a weapon. However, due to his super-human strength, he can't go all out in battle; thus, he has imposed a limiter of some sort on himself."<br/>
<div class="attack-container">
<br/>
<div class="attack-gallery">
Azrael is a big, heavy-hitting offensive character. He has to effectively use his teleport dashes to get around the screen, and try to get in on the opponent. Once in he has to use his pokes and various specials to get a combo that usually ends with a "weakpoint" attack. Azrael's unique Drive is the ability to apply weakpoints, which can lead to big damage. <br/>
<tabber>
<br/>
Images =
===Drive: The Terror===
<gallery widths="210px" heights="210px" mode="nolines">
Azrael's drive attacks reveal weak points on the opponent when they hit the opponent. Weakpoints are active for roughly 17 seconds before disappearing if not used.
GGST_Chipp_Zanuff_5K.png
*Upper Weakpoint Moves: 5D / 6D / j.D / 236D
</gallery>
*Lower Weakpoint Moves: 2D / 3D / j.2D / 214D
|-|
<br/>
Hitboxes =  
These moves gain new properties when you hit the corresponding weak point. This consumes the weak point, but you can re-apply it in the same combo. Of course, the moves apply the same weak points that they get the additional properties from. All regular ground drives can potentially be followed up on CH without weakpoint. Hornet (and possibly Valiant), can be followed up on CH with a regular-style combo, and you can use the weakpoint earned within that very same combo. Each drive's "weakpoint version" has repeat proration.<br/>
<gallery widths="210px" heights="210px" mode="nolines">
<br/>
File:GGST_CH_HB_5K.png
The properties the moves gain:
</gallery>
*5D – Staggers, can go into 5B>~ for a combo.
</tabber>
*2D - Knockdown, which can be followed up with 2A>5A>5B to aerial.
</div>
*6D - Bounces, goes into 5B>TCL,etc.
<div class="attack-info">
*3D - Bounces, Goes into 5B>~.
{| class="wikitable attack-data"
*j.D / j.2D - Ground bounces the opponent into the air to follow-up with a combo, staggers on ground hit. Since 2.0 is in effect, j.D is used rarely out of the corner, as the ground bounce knocks them away. While possible, it is hard to follow up in most cases.
{{FrameDataHeader-GGST}}
*236D (Valiant Crash) - Knocks the opponent away, enabling Valiant Charger. Can repeat (6>5C) multiple times for insane corner carry, or various other attacks in the corner.
*214D (Hornet Bunker) – Sort of like GG's Dust. Enables Hornet Chaser to be used, followed up with aerial combos.
*236236D (Black Hawk Stinger) - Can't be blocked high with UW, or low with LW. Unblockable with both but can be Barrier blocked if in the air.<br/>
<br/>
===Overdrive: Mind Colosseo===
Azrael's drive attacks now reveal weak points even on block. Weak points are not used up when you hit the opponent with weak point moves. Weak points do not disappear over time like they normally would as long as OD is active. Black Hawk Stinger and Scud Punishment are enhanced. You can use each of Azrael's drive attacks in the same combo for big damage. On top of that, Azrael can now Special cancel his Drive normals.<br/>
<br/>
===Pros/Strengths===
*Good amount of health.
*Does great meterless damage with weakpoints.
*Does great meterless damage in the corner/into the corner.
*Great corner carry with weakpoints/meter.
*Many options for anti-airing. Overall good air normals.
*Intimidating pressure with frame traps.
*Great cross-ups(especially with meter).
*Has possibly one of the best back dashes in the game.
*Has an anti-projectile move (214B - Growler Field). Absorbs projectile and gains one of his own in return (up to 3). You can also choose to shoot it back immediately after absorption or to hold onto it. Can be used to make Valiant combos burst-safe. Used as a fast cross-up (Dash-through TK Growler RC) <br/>
<br/>
 
===Cons/Weaknesses===
*Awkward movement due to slow walking speed and teleport dash.
*Pressure can be short, and falls to proper use of barrier and IB.
*Quick normals are short ranged, medium to long-ranged normals are slow/unsafe.
*In the corner your backdash's lengthy frames can be poor against stagger pressure(you need to backdash at the right moment, against moves with high recovery).
*Has combos that involve links/delayed gatlings, if execution is a problem.
*Oki somewhat lackluster midscreen.
*Big damage combos require you to have weakpoints already applied in most cases.
*Because of the above it means Azrael has to get multiple chances to land decent combos. Getting reset back to neutral can really hinder Azrael's gameplan due to the nature of weakpoints and getting them.
*Neutral can be difficult in certain match ups.
<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%
|-
!Overdrive
|| 180F || 210F || 240F || 270F || 360F || 390F || 420F || 480F || 600F || 720F
|-
|-
{{#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
}}
|}
|}
{{warning|This data is all copied over from BBCPE 1.1. Replace with 2.0 data as it becomes available (and delete this warning)}}
==== ====
* 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>


==Normal Moves==
===<big>{{clr|3|c.S}}</big>===
====== <font style="visibility:hidden" size="0">5A</font> ======
<div class="attack-container">
{{MoveData
<div class="attack-gallery">
|image=BBCP_Azrael_5A.png
<tabber>
|caption=Basic Poke
Images =  
|name=5A
<gallery widths="210px" heights="210px" mode="nolines">
|data=
GGST_Chipp_Zanuff_c.S.png
{{AttackData-BBCPE
</gallery>
|damage=300
|-|
|cancel=CSOJR
Hitboxes =  
|p1=100
<gallery widths="210px" heights="210px" mode="nolines">
|p2=85
File:GGST_CH_HB_cS.png
|starter=S
</gallery>
|smp=
</tabber>
|guard=HL
</div>
|level=2
<div class="attack-info">
|attribute=B
{| class="wikitable attack-data"
|startup=6
{{FrameDataHeader-GGST}}
|active=6
|-
|recovery=7
{{#cargo_query:tables=MoveData_GGST
|frameAdv=+1
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|invul=
|where=chara="Chipp Zanuff" and input="c.S"
|hitbox=
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|description=
A very short-range uppercut, cancels/links into itself.
}}
}}
}}
|}
==== ====
* 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.


====== <font style="visibility:hidden" size="0">5B</font> ======
[[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}}
{{MoveData
</div>
|image=BBCP_Azrael_5B.png
</div>
|caption=Good Poke/Decent Anti-air
|name=5B
|data=
{{AttackData-BBCPE
|damage=500
|cancel=SOJR
|p1=100
|p2=89
|starter=N
|smp=
|guard=HL
|level=3
|attribute=B
|startup=9
|active=7
|recovery=10
|frameAdv=±0
|invul=
|hitbox=
|description=
Swipes with the hand, jump-cancelable. Seems to be a strong anti-air due to its hitbox, must be barrier blocked in the air as well.
}}
}}


====== <font style="visibility:hidden" size="0">5BB</font> ======
===<big>{{clr|3|f.S}}</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Azrael_5BB.png
<div class="attack-gallery">
|caption=Easy Hitconfirm
<tabber>
|name=5BB
Images =  
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCPE
GGST_Chipp_Zanuff_f.S.png
|damage=500
</gallery>
|cancel=SOR
|-|
|p1=100
Hitboxes =  
|p2=89
<gallery widths="210px" heights="210px" mode="nolines">
|starter=N
File:GGST_CH_HB_fS.png
|smp=2?
</gallery>
|guard=HL
</tabber>
|level=3
</div>
|attribute=B
<div class="attack-info">
|startup=13
{| class="wikitable attack-data"
|active=3
{{FrameDataHeader-GGST}}
|recovery=9
|-
|frameAdv=+5
{{#cargo_query:tables=MoveData_GGST
|invul=
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|hitbox=
|where=chara="Chipp Zanuff" and input="f.S"
|description=
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
A headbutt, knocks aerial targets to the ground. On CH ground bounces. Useful for relatively easy hitconfirms.
}}
}}
}}
|}
==== ====
* 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.


====== <font style="visibility:hidden" size="0">5C</font> ======
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
{{MoveData
</div>
|image=BBCP_Azrael_5C.png
</div>
|caption=Mid-range Poke
|name=5C
|data=
{{AttackData-BBCPE
|damage=800
|cancel=SOR
|p1=100
|p2=89
|starter=N
|smp=
|guard=HL
|level=4
|attribute=B
|startup=15
|active=6
|recovery=16
|frameAdv=-3
|invul=
|hitbox=
|description=
* Fatal Counter


A yakuza kick, has long reach. One of the few long range moves Azrael has. 5C > Black Hawk Stinger is an unblockable setup if both weakpoints are applied.
===<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}}
|-
{{#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}}
|-
{{#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>


====== <font style="visibility:hidden" size="0">2A</font> ======
===<big>{{clr|1|6P}}</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Azrael_2A.png
<div class="attack-gallery">
|caption=Crouching Low Poke
<tabber>
|name=2A
Images =  
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCPE
GGST_Chipp_Zanuff_6P.png
|damage=300
</gallery>
|cancel=SOR
|-|
|p1=85
Hitboxes =  
|p2=85
<gallery widths="210px" heights="210px" mode="nolines">
|starter=S
File:GGST_CH_HB_6P.png
|smp=
</gallery>
|guard=LA
</tabber>
|level=2
</div>
|attribute=F
<div class="attack-info">
|startup=9
{| class="wikitable attack-data"
|active=3
{{FrameDataHeader-GGST}}
|recovery=9
|-
|frameAdv=+2
{{#cargo_query:tables=MoveData_GGST
|invul=
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|hitbox=
|where=chara="Chipp Zanuff" and input="6P"
|description=
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
A crouching punch. Typical go-to move to pick up if your opponent doesn't tech. Hits low.
}}
}}
|}
==== ====
* 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}}
|-
{{#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>


====== <font style="visibility:hidden" size="0">2B</font> ======
===<big>{{clr|4|6H}}</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Azrael_2B.png
<div class="attack-gallery">
|caption=Further Crouching Poke/Combo Extender
<tabber>
|name=2B
Images =  
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCPE
GGST_Chipp_Zanuff_6H.png
|damage=580
</gallery>
|cancel=SOR
|-|
|p1=100
Hitboxes =
|p2=89
<gallery widths="210px" heights="210px" mode="nolines">
|starter=N
File:GGST_CH_HB_6H.png
|smp=
</gallery>
|guard=HL
</tabber>
|level=3
</div>
|attribute=S
<div class="attack-info">
|startup=12
{| class="wikitable attack-data"
|active=6
{{FrameDataHeader-GGST}}
|recovery=18
|-
|frameAdv=-7
{{#cargo_query:tables=MoveData_GGST
|invul=
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|hitbox=
|where=chara="Chipp Zanuff" and input="6H"
|description=
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
A swinging strike at their feet. Used as a link in various combos.
}}
}}
|}
==== ====
* 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}}
|-
{{#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.


====== <font style="visibility:hidden" size="0">2C</font> ======
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}
{{MoveData
</div>
|image=BBCP_Azrael_2C.png
</div>
|caption=Mostly Combo Filler/Somewhat Anti-air
|name=2C
|data=
{{AttackData-BBCPE
|damage=800
|cancel=R
|p1=80
|p2=82
|starter=N
|smp=2
|guard=All
|level=3
|attribute=HBFPr(2)
|startup=13
|active=9
|recovery=23
|frameAdv=-3
|invul=9-21H
|hitbox=
|description=
* 9-21H invul.


Azrael raises a slab of stone from the ground, can be followed up by 5B/6D. Counts as a projectile.
===<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
}}
}}
|}
==== ====
* 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.


====== <font style="visibility:hidden" size="0">3C</font> ======
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{MoveData
</div>
|image=BBCP_Azrael_3C.png
</div>
|caption=Long-range Low
|name=3C
|data=
{{AttackData-BBCPE
|damage=860
|cancel=(S*)R
|p1=80
|p2=92
|starter=N
|smp=2
|guard=L
|level=4
|attribute=F
|startup=15
|active=10
|recovery=18
|frameAdv=-9
|invul=11-24F
|hitbox=
|description=
*11-24F invul.
*Frame advantage listed is for point-blank range.
*Can only be special canceled into Sentinel Dump (downed 22C version).


A Kanji-like dropkick, hits low, knocks the opponent away. This is a basic part of Azrael's crouching combos.
===<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}}
|-
{{#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.


====== <font style="visibility:hidden" size="0">6A</font> ======
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
{{MoveData
</div>
|image=BBCP_Azrael_6A.png
</div>
|caption=Combo Filler/Decent Against Ground Attacks
|name=6A
|data=
{{AttackData-BBCPE
|damage=820
|cancel=R
|p1=90
|p2=92
|starter=N
|smp=2
|guard=HL
|level=4
|attribute=B
|startup=19
|active=9
|recovery=14
|frameAdv=-4
|invul=7-24B
|hitbox=
|description=
*7-24B invul.
*Frame Advantage listed is for point-blank range.


A shoulder tackle, similar to Slayer's 6P from Guilty Gear. Wall bounces near corner or on CH.
===<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
}}
}}
|}
==== ====
* 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}}
|-
{{#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>


====== <font style="visibility:hidden" size="0">6B</font> ======
===<big>{{clr|1|j.P}}</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Azrael_6B.png
<div class="attack-gallery">
|caption=Situational Anti-air
<tabber>
|name=6B
Images =  
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCPE
GGST_Chipp_Zanuff_j.P.png
|damage=860
</gallery>
|cancel=RDa
|-|
|p1=80
Hitboxes =  
|p2=82
<gallery widths="210px" heights="210px" mode="nolines">
|starter=N
File:GGST_CH_HB_JP.png
|smp=
</gallery>
|guard=HL
</tabber>
|level=4
</div>
|attribute=B
<div class="attack-info">
|startup=13
{| class="wikitable attack-data"
|active=6
{{FrameDataHeader-GGST}}
|recovery=37
|-
|frameAdv=-24
{{#cargo_query:tables=MoveData_GGST
|invul=6-24H
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|hitbox=
|where=chara="Chipp Zanuff" and input="j.P"
|description=
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
*6-24H invul.
*Can be dash canceled from F30 regardless of whiff, hit, or block.
 
An big uppercut, launches the enemy, can’t be jump-canceled. Can be dash canceled during the part where he spins around after the uppercut. Possibly useful against expected cross-ups or as a delayed anti-air. It is very unsafe though, which means you have to forward dash cancel it no matter what or else you'll get punished.
}}
}}
}}
|}
==== ====
Self chainable short range punch that can be used as a quick air-to-air. Cannot be jump cancelled or IAD cancelled.


====== <font style="visibility:hidden" size="0">6C</font> ======
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|2|j.2K}}
{{MoveData
</div>
|image=BBCP_Azrael_6C.png
</div>
|caption=Good Range
|name=6C
|data=
{{AttackData-BBCPE
|damage=900
|cancel=R
|p1=80
|p2=92
|starter=N
|smp=
|guard=HL
|level=4
|attribute=H
|startup=28
|active=8
|recovery=9
|frameAdv=+2
|invul=10-35F
|hitbox=
|description=
*10-35F invul.
*Fatal Counter
*Frame advantage listed is for standing opponent.


A swinging kick after a short jump, similar to Terry Bogard's Crackshoot. On FC against opponents in the air the move will ground bounce. Can be followed up on FC with various moves.
===<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}}
|-
{{#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>


====== <font style="visibility:hidden" size="0">j.A</font> ======
===<big>{{clr|3|j.S}}</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Azrael_jA.png
<div class="attack-gallery">
|caption=Basic Air Poke
<tabber>
|name=j.A
Images =  
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCPE
GGST_Chipp_Zanuff_j.S.png|SPEEN
|damage=300
</gallery>
|cancel=COJR
|-|
|p1=90
Hitboxes =  
|p2=85
<gallery widths="210px" heights="210px" mode="nolines">
|starter=N
File:GGST_CH_HB_JS.png
|smp=
</gallery>
|guard=HA
</tabber>
|level=2
</div>
|attribute=H
<div class="attack-info">
|startup=7
{| class="wikitable attack-data"
|active=3
{{FrameDataHeader-GGST}}
|recovery=6
|-
|frameAdv=
{{#cargo_query:tables=MoveData_GGST
|invul=
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|hitbox=
|where=chara="Chipp Zanuff" and input="j.S"
|description=
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
A simple downward punch. Nothing special but can be used for a very tricky mixup with 3C>RC>j.A.
}}
}}
}}
|}
==== ====
*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.


====== <font style="visibility:hidden" size="0">j.B</font> ======
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|j.H}}, {{clr|5|j.D}}
{{MoveData
</div>
|image=BBCP_Azrael_jB.png
</div>
|caption=Good Air Poke/Crosses-Up
|name=j.B
|data=
{{AttackData-BBCPE
|damage=600
|cancel=OJR
|p1=90
|p2=89
|starter=N
|smp=
|guard=HA
|level=3
|attribute=H
|startup=9
|active=3(2)3
|recovery=12
|frameAdv=
|invul=
|hitbox=
|description=
*One hit max.


Azrael swings his jacket downward, hits behind him as well. This is probably one of Azrael's best normals. Can easily cross-up opponents.
===<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}}
|-
{{#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}}
|-
{{#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>


====== <font style="visibility:hidden" size="0">j.C</font> ======
===<big>{{clr|2|j.2K}}</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Azrael_jC.png
<div class="attack-gallery">
|caption=Mostly Combo Filler
<tabber>
|name=j.C
Images =  
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCPE
GGST_Chipp_Zanuff_j.2K.png|"That" move
|damage=760
</gallery>
|cancel=OJR
|-|
|p1=90
Hitboxes =  
|p2=89
<gallery widths="210px" heights="210px" mode="nolines">
|starter=N
File:GGST_CH_HB_J2K.png
|smp=
</gallery>
|guard=HA
</tabber>
|level=3
</div>
|attribute=H
<div class="attack-info">
|startup=12
{| class="wikitable attack-data"
|active=6
{{FrameDataHeader-GGST}}
|recovery=15
|-
|frameAdv=
{{#cargo_query:tables=MoveData_GGST
|invul=
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|hitbox=
|where=chara="Chipp Zanuff" and input="j.2K"
|description=
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
An upward kick. Typical follow-up to Hornet Bunker/Chaser. Used in the middle of almost all of Azrael's more advanced combos after air dashing then landing from it.
}}
}}
}}
|}
==== ====
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.


====== <font style="visibility:hidden" size="0">j.2C</font> ======
Avoid whiffing this because it has a lot of landing recovery.
{{MoveData
</div>
|image=BBCP_Azrael_j2C.png
</div>
|caption=Dive Kick
|name=j.2C
|data=
{{AttackData-BBCPE
|damage=840
|cancel=OR
|p1=90
|p2=89
|starter=N
|smp=
|guard=All
|level=3
|attribute=H
|startup=22
|active=till L
|recovery=10L
|frameAdv=
|invul=
|hitbox=
|description=
Azrael stops for a moment, then falls down with a divekick, knocks down on raw air hit. Landing j.2C after Hornet cause them to spin and you are able to continue the combo. Not nearly as strong of a divekick compared to Street Fighter games.
}}
}}
<br clear=all/>


==Drive Moves==
====== <font style="visibility:hidden" size="0">5D</font> ======
{{MoveData
|image=BBCP_Azrael_5D.png
|caption=Overhead
|name=5D
|data=
{{AttackData-BBCPE
|damage=800 (1200)
|cancel=R
|p1=85
|p2=92
|starter=N
|smp=-(2)
|guard=H
|level=4
|attribute=B
|startup=21
|active=3
|recovery=20
|frameAdv=-4
|invul=
|hitbox=
|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_Azrael_2D.png
|caption=Low
|name=2D
|data=
{{AttackData-BBCPE
|damage=680 (900)
|cancel=R
|p1=85
|p2=89
|starter=N
|smp=-(2)
|guard=L
|level=3
|attribute=F
|startup=15
|active=3
|recovery=18
|frameAdv=-4
|invul=
|hitbox=
|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">3D</font> ======
{{MoveData
|image=BBCP_Azrael_3D.png
|caption=Slightly Ambiguous Low
|name=3D
|data=
{{AttackData-BBCPE
|damage=1000 (1500)
|cancel=R
|p1=95
|p2=92
|starter=N
|smp=-(2)
|guard=L
|level=4
|attribute=F
|startup=24
|active=6
|recovery=15
|frameAdv=-2
|invul=
|hitbox=
|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_Azrael_6D.png
|caption=Overhead
|name=6D
|data=
{{AttackData-BBCPE
|damage=1000 (1500)
|cancel=R
|p1=85
|p2=92
|starter=N
|smp=-(2)
|guard=H
|level=4
|attribute=B
|startup=27
|active=7
|recovery=14
|frameAdv=-2
|invul=
|hitbox=
|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_Azrael_jD.png
|caption=Upper Weakpoint Air Ender
|name=j.D
|data=
{{AttackData-BBCPE
|damage=680 (900)
|cancel=OR
|p1=90
|p2=89
|starter=N
|smp=-(2)
|guard=HA
|level=3
|attribute=H
|startup=19
|active=5
|recovery=16
|frameAdv=
|invul=
|hitbox=
|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.2D</font> ======
{{MoveData
|image=BBCP_Azrael_j2D.png
|caption=Lower Weakpoint Air Ender
|name=j.2D
|data=
{{AttackData-BBCPE
|damage=680 (900)
|cancel=OR
|p1=90
|p2=89
|starter=N
|smp=-(2)
|guard=HA
|level=3
|attribute=H
|startup=19
|active=3
|recovery=18
|frameAdv=
|invul=
|hitbox=
|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_Azrael_ForwardThrow.png
<div class="attack-container">
|caption=Launches Forward
<div class="attack-gallery">
|name=Forward Throw
<gallery widths="210px" heights="210px" mode="nolines">
|input=6B+C
GGST_Chipp_Zanuff_Ground Throw.png |
|data=
</gallery>
{{AttackData-BBCPE
</div>
|damage=0•1500
<div class="attack-info">
|cancel=-•R
{| 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
|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=18
|frameAdv=
|invul=
|hitbox=
|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">Back Throw</font> ======
{{MoveData
|image=BBCP_Azrael_BackThrow.png
|caption=Slams Behind Him
|name=Back Throw
|input=4B+C
|data=
{{AttackData-BBCPE
|damage=0X2•1500
|cancel=-X2•SOR
|p1=100
|p2=100•60
|starter=S
|smp=
|guard=T
|level=0X2•4
|attribute=T
|startup=7
|active=3
|recovery=18
|frameAdv=
|invul=
|hitbox=
|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">Air Throw</font> ======
{{MoveData
|image=BBCP_Azrael_AirThrow.png
|caption=Drops to the Ground
|name=Air Throw
|input=B+C in Mid-Air
|data=
{{AttackData-BBCPE
|damage=0•1400
|cancel=-•R
|p1=100
|p2=100•60
|starter=S
|smp=-
|guard=T
|level=0•4
|attribute=T
|startup=7
|active=3
|recovery=21+3L
|frameAdv=
|invul=
|hitbox=
|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">Counter Assault</font> ======
{{MoveData
|image=BBCP_Azrael_6A.png
|caption=Counter Assault
|name=Counter Assault
|input=6A+B during blockstun w/50%
|data=
{{AttackData-BBCPE
|damage=0
|cancel=R
|p1=50
|p2=92
|starter=VS
|smp=-
|guard=All
|level=4
|attribute=B
|startup=19
|active=6
|recovery=18
|frameAdv=-5
|invul=1-20Inv
|hitbox=
|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
}}
}}
|}
==== ====
Air throw that can be RC'd for more damage.
</div>
</div>


====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
{{MoveData
|image=BBCP_Azrael_CrushTrigger.png
|caption=Crush Trigger
|name=Crush Trigger
|input=A+B w/25%
|data=
{{AttackData-BBCPE
|damage=1000
|cancel=R
|p1=80
|p2=100
|starter=N
|smp=3
|guard=B
|level=3
|attribute=B
|startup=30-60
|active=1
|recovery=20
|frameAdv=+4
|invul=
|hitbox=
|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/>
==Special Moves==
==Special Moves==
====== <font style="visibility:hidden" size="0">Gustav Buster</font> ======
===<big>Alpha Blade Horizontal</big>===
{{MoveData
<span class="input-badge">'''{{clr|1|236P}} (Air OK)'''</span>
|image=BBCP_Azrael_GustafBuster.png
<div class="attack-container">
|caption=Neutral Attack/Pressure Ender
<div class="attack-gallery">
|name=Gustav Buster
<tabber>
|input=236A
Images =
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCPE
GGST_Chipp_Zanuff_Alpha_Blade_Horizontal_Ground.png|Ground
|damage=800
GGST_Chipp_Zanuff_Alpha_Blade_Horizontal_Air.png|Air
|cancel=R
</gallery>
|p1=80
|-|
|p2=89
Hitboxes =  
|starter=N
<gallery widths="210px" heights="210px" mode="nolines">
|smp=2
GGST_CH_HB_236P.png
|guard=All
GGST_CH_HB_J236P.png
|level=3
</gallery>
|attribute=B
</tabber>
|startup=13
</div>
|active=6
<div class="attack-info">
|recovery=24
{| class="wikitable attack-data"
|frameAdv=+1
{{FrameDataHeader-GGST|version=yes}}
|invul=
|-
|hitbox=
{{#cargo_query:tables=MoveData_GGST
|description=
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
*List what the move is used for
|where=chara="Chipp Zanuff" and (input="236P" or input="j.236P")
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID
Follow the [[Help:Writing_Character_Pages]] guidelines
|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">Tiger Magnum</font> ======
|}
{{MoveData
==== ====
|image=BBCP_Azrael_TigerMagnum.png
* Ground version goes upwards.
|caption=Combo Filler/Big Damage Starter
* Air version goes downwards.
|name=Tiger Magnum
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.
|input=236C
 
|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=600
</div>
|cancel=R
 
|p1=100
===<big>Beta Blade</big>===
|p2=89
<span class="input-badge">'''{{clr|3|623S}} (Air OK)'''</span>
|starter=N
<div class="attack-container">
|smp=2
<div class="attack-gallery">
|guard=All
<tabber>
|level=3
Images =  
|attribute=B
<gallery widths="210px" heights="210px" mode="nolines">
|startup=13
GGST_Chipp_Zanuff_Beta_Blade.png| NINJA DP!
|active=3
</gallery>
|recovery=18
|-|
|frameAdv=-4
Hitboxes =  
|invul=
<gallery widths="210px" heights="210px" mode="nolines">
|hitbox=
File:GGST_CH_HB_623S.png
|description=
</gallery>
*List what the move is used for
</tabber>
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
</div>
Follow the [[Help:Writing_Character_Pages]] guidelines
<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.
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">Cobra Spike</font> ======
|}
{{MoveData
==== ====
|image=BBCP_Azrael_CobraStrike.png
* Projectile has a hurtbox and Chipp and the projectile can be hit at the same time. Be careful.
|caption=Filler Move
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.
|name=Cobra Spike
</div>
|input=46C during Tiger Magnum
</div>
|data=
 
{{AttackData-BBCPE
===<big>Resshou</big>===
|damage=450
<span class="input-badge">'''{{clr|3|236S}}'''</span>
|cancel=R
<div class="attack-container">
|p1=100
<div class="attack-gallery">
|p2=89
<tabber>
|starter=N
Images =  
|smp=2
<gallery widths="210px" heights="210px" mode="nolines">
|guard=All
GGST_Chipp_Zanuff_Resshou.png|Ninja Rekka!
|level=3
</gallery>
|attribute=B
|-|
|startup=10
Hitboxes =  
|active=5
<gallery widths="210px" heights="210px" mode="nolines">
|recovery=18
File:GGST_CH_HB_236S.png
|frameAdv=-6
</gallery>
|invul=
</tabber>
|hitbox=
</div>
|description=
<div class="attack-info">
*List what the move is used for
{| class="wikitable attack-data"
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
{{FrameDataHeader-GGST}}
Follow the [[Help:Writing_Character_Pages]] guidelines
|-
{{#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}}
|-
{{#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">Leopard Launcher</font> ======
|}
{{MoveData
==== ====
|image=BBCP_Azrael_LeopardLauncher.png
* Can be followed up with Senshuu(236K).
|caption=Filler Move
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.
|name=Leopard Launcher
</div>
|input=6C during Cobra Spike
</div>
|data=
 
{{AttackData-BBCPE
===<big>Senshuu</big>===
|damage=1250
<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=100
<div class="attack-gallery">
|p2=92
<tabber>
|starter=N
Images =  
|smp=2
<gallery widths="210px" heights="210px" mode="nolines">
|guard=All
GGST_Chipp_Zanuff_Senshuu.png| NINJA OVERHEAD!
|level=4
</gallery>
|attribute=B
|-|
|startup=16
Hitboxes =  
|active=3
<gallery widths="210px" heights="210px" mode="nolines">
|recovery=30
File:GGST_CH_HB_236S236S236K.png
|frameAdv=-14
</gallery>
|invul=
</tabber>
|hitbox=
</div>
|description=
<div class="attack-info">
*List what the move is used for
{| class="wikitable attack-data"
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
{{FrameDataHeader-GGST}}
Follow the [[Help:Writing_Character_Pages]] guidelines
|-
{{#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.
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
}}
}}
====== <font style="visibility:hidden" size="0">Growler Field</font> ======
|}
{{MoveData
==== ====
|image=BBCP_Azrael_Growler Field.png
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.
|caption= Reversal / Anti-Projectile
</div>
|name=Growler Field
</div>
|input=214B (Chargeable)
 
|data=
===<big>Shuriken</big>===
{{AttackData-BBCPE
<span class="input-badge">'''{{clr|1|j.214P}}'''</span>
|damage=500
<div class="attack-container">
|cancel=R
<div class="attack-gallery">
|p1=50
<tabber>
|p2=89
Images =  
|starter=S
<gallery widths="210px" heights="210px" mode="nolines">
|smp=2
GGST_Chipp_Zanuff_Shuriken.png| NINJA SHURIKEN!
|guard=All
</gallery>
|level=3
|-|
|attribute=B
Hitboxes =  
|startup=11
<gallery widths="210px" heights="210px" mode="nolines">
|active=7
File:GGST_CH_HB_J214P.png
|recovery=47
</gallery>
|frameAdv=-37
</tabber>
|invul=1-11All, 11-(53-117)GP(P)
</div>
|hitbox=
<div class="attack-info">
|description=
{| class="wikitable attack-data"
*List what the move is used for
{{FrameDataHeader-GGST}}
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
|-
Follow the [[Help:Writing_Character_Pages]] guidelines
{{#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>
===<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
}}
}}
====== <font style="visibility:hidden" size="0">Phalanx Cannon</font> ======
|}
{{MoveData
==== ====
|image=BBCP_Azrael_Phalanx Cannon.png
* During wall run, Chipp is able to do 5P, 5K, 5S, 5H or 6H.
|caption=Only Long-range Attack
* Press {4} or {2} to get off the wall.
|name=Phalanx Cannon
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.
|input=236B (After absorbing projectile with Growler Field)
</div>
|data=
</div>
{{AttackData-BBCPE
 
|damage=1000
==Overdrives==
|cancel=R
 
|p1=100
===<big>Zansei Rouga</big>===
|p2=89
<span class="input-badge">'''{{clr|4|632146H}} (Air OK)'''</span>
|starter=N
<div class="attack-container">
|smp=
<div class="attack-gallery">
|guard=All
<tabber>
|level=3
Images =  
|attribute=HBFPr(2)
<gallery widths="210px" heights="210px" mode="nolines">
|startup=7
GGST_Chipp_Zanuff_Zansei_Rouga_1.png
|active=
GGST_Chipp_Zanuff_Zansei_Rouga_2.png
|recovery=26T
</gallery>
|frameAdv=±0
|-|
|invul=
Hitboxes =  
|hitbox=
<gallery widths="210px" heights="210px" mode="nolines">
|description=
File:GGST_CH_HB_632146H.png
*List what the move is used for
</gallery>
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
</tabber>
Follow the [[Help:Writing_Character_Pages]] guidelines
</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>
===<big>Banki Messai</big>===
<span class="input-badge">'''{{clr|2|236236K}}'''</span>
<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
}}
}}
====== <font style="visibility:hidden" size="0">Sentinel Dump</font> ======
{{MoveData
|image=BBCP_Azrael_SentinelDump.png
|caption=Used for Crouch Confirm / Random Attack
|name=Sentinel Dump
|input=214C or 22C on Downed Opponent
|data=
{{AttackData-BBCPE
|damage=1000 (600)
|cancel=R
|p1=100 (100)
|p2=89 (79)
|starter=N
|smp=
|guard=All
|level=3
|attribute=HBFPr
|startup=39(33)
|active=10
|recovery=46T(50T)
|frameAdv=+12(+2)
|invul=1-10GP(A)(1-6GP(A))
|hitbox=
|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">Valiant Crash</font> ======
{{MoveData
|image=BBCP_Azrael_ValiantCrash.png
|caption=Overhead / Leads to Corner Carry / Big Damage
|name=Valiant Crash
|input=236D (Chargeable)
|data=
{{AttackData-BBCPE
|damage=900 (1200)
|cancel=R
|p1=85
|p2=82
|starter=N
|smp=2A
|guard=HA
|level=5
|attribute=B
|startup=26
|active=9
|recovery=38
|frameAdv=-26
|invul=11-(active~7)GP
|hitbox=
|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">Valiant Charger</font> ======
{{MoveData
|image=BBCP_Azrael_ValiantCharger.png
|caption=Provides Huge Corner Carry
|name=Valiant Charger
|input=Press [6] during Valiant Crash w/ upper weakpoint applied
|data=
{{AttackData-BBCPE
|damage=
|cancel=
|p1=
|p2=
|starter=
|smp=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=101T
|frameAdv=
|invul=
|hitbox=
|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">Hornet Bunker</font> ======
{{MoveData
|image=BBCP_Azrael_HornetBunker.png
|caption=Low / Slightly Useful
|name=Hornet Bunker
|input=214D (Chargeable)
|data=
{{AttackData-BBCPE
|damage=900 (1200)
|cancel=R
|p1=95
|p2=82
|starter=N
|smp=2B
|guard=LA
|level=4
|attribute=B
|startup=27
|active=8
|recovery=33
|frameAdv=-19
|invul=10-(active~12)GP
|hitbox=
|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">Hornet Chaser</font> ======
{{MoveData
|image=BBCP_Azrael_HornetChaser.png
|caption=Allows Follow-up to Hornet Bunker
|name=Hornet Chaser
|input= Press [8] during Hornet Bunker w/ lower weakpoint applied
|data=
{{AttackData-BBCPE
|damage=
|cancel=
|p1=
|p2=
|starter=
|smp=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=106T
|frameAdv=
|invul=
|hitbox=
|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==
|}
====== <font style="visibility:hidden" size="0">Black Hawk Stinger</font> ======
==== ====
{{MoveData
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.  
|image=BBCP_Azrael_BlackHawkStinger.png
<!--Insert text below the =s and above the 2 /divs-->
|caption=Combo Ender for Extra Damage
</div>
|name=Black Hawk Stinger
</div>
|input=236236D
 
|data=
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}
{{AttackData-BBCPE
|version=Normal
|damage=3000
|cancel=R
|p1=70
|p2=92
|starter=N
|smp=-
|guard=All
|level=4
|attribute=B
|startup=7+4
|active=3
|recovery=54
|frameAdv=-38
|invul=7 All
|hitbox=
}}
{{AttackData-BBCPE
|header=no
|version=Overdrive
|damage=3700
|cancel=R
|p1=70
|p2=92
|starter=N
|smp=-
|guard=All
|level=4
|attribute=B
|startup=7+4
|active=3
|recovery=54
|frameAdv=-38
|invul=7-13 All
|hitbox=
|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">Scud Punishment</font> ======
{{MoveData
|image=BBCP_Azrael_ScudPunishment.png
|caption=Gets Both Weakpoints / Special Effect
|name=Scud Punishment
|input=214214D
|data=
{{AttackData-BBCPE
|version=Normal
|damage=300•1182
|cancel=R
|p1=100
|p2=94•10
|starter=S
|smp=-
|guard=All
|level=5
|attribute=B
|startup=5+14
|active=3
|recovery=46
|frameAdv=-28
|invul=1-21 All
|hitbox=
}}
{{AttackData-BBCPE
|header=no
|version=Overdrive
|damage=300•550X3
|cancel=R
|p1=100
|p2=94•89X3
|starter=S
|smp=-
|guard=All
|level=5
|attribute=B
|startup=5+14
|active=3
|recovery=46
|frameAdv=-28
|invul=1-21 All
|hitbox=
|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_Azrael_PatriotApocalypse1.png
|caption="Enchant Dragunov"
|image2=BBCP_Azrael_PatriotApocalypse2.png
|image3=BBCP_Azrael_PatriotApocalypse3.png
|name=Patriot Apocalypse
|input=632146C
|data=
{{AttackData-BBCPE
|damage=DESTROY
|cancel=
|p1=
|p2=
|starter=
|smp=
|guard=All
|level=5
|attribute=B
|startup=7+9
|active=15
|recovery=128
|frameAdv=-122
|invul=1-30Inv
|hitbox=
|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/>


==External References==
==External References==
*Japanese Name: アズラエル
[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://www49.atwiki.jp/bb-azrael/ 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/45148/1368249229/ Japanese BBS]
 
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=az&pref=0 Arcade Profile Dan Rankings]
==Navigation==
*[http://www.dustloop.com/forums/showthread.php?15327 Character Video Thread]
{{#lst:{{PAGENAME}}/Data|Links}}
<br clear=all/>
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
<br>
{{Navbar-GGST}}
<br>
{{CharLinks
|charMainPage=BBCPE/Azrael
|videos=http://horibuna.web.fc2.com/BBCP/BBCP_AZ.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/236-azrael/
}}
{{Navbar-BBCPE}}

Revision as of 21:11, 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.
  • HP: Lowest health in the game by far and having the highest R.I.S.C. multiplier means blocking basic blockstrings can put Chipp at half R.I.S.C. quite 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
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