GGACR/Chipp Zanuff

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Overview[edit]
Overview

Chipp Zanuff is Guilty Gear's dedicated pixie character with insane mobility and mixup, but paper-thin defense. His variety of teleports, useful FRCs, and wallcling mixups can dance circles around the opponent, and his slow but invincible command throw, strong DP, unusual projectile, and three jumps give him some very solid tools for a variety of situations.

While he's without a doubt the fastest character in XX, Chipp's execution requirements are very high, as many of his basic conversion combos require microdashes, jump installs, and/or perfect Tiger Knees. His tools are fast and generally great, but his poor defense means that only a couple of mistakes will spell his doom.


"Daijoubu"
Lore:A former biochemical drugs trafficker, Chipp was a youth who struggled to live life on the streets of America. Tsuyoshi offered Chipp into his care, which he gratefully accepted. Tsuyoshi trained Chipp in the art of Ninjutsu basics and they lived peacefully together until an assassin syndicate ordered Tsuyoshi's killing. Chipp now has the new ambition of becoming the President of the Country. For it, he tries convincing the Assassin's Guild to vote for him, only to realize that they can't vote.
Voice:Takeshi Miura
Playstyle
GGACR Chipp Zanuff Icon.png Chipp Zanuff is Guilty Gear's dedicated pixie character with insane mobility and mixup, but paper-thin defense.
Pros Cons
  • Extremely Fast and Mobile: Unrivaled movement speed, teleports, transport attacks, and wallcling let Chipp dance around the entire screen.
  • Powerful Mixups: FDC and Wallcling give Chipp multiple oki mixup options, and alpha and teleport(FRC) let him run circles on offense.
  • Excellent buttons: Fast buttons with low recovery and great hitboxes can make Chipp difficult to contest.
  • Strong Punishes: Thanks to Teleport FRC and his aforementioned attacks, Chipp can circumvent and score a punish from nearly everywhere
  • Diverse Toolbox: Chipp has many other strong tools, such as a DP, an oki-centric projectile, the ability to obscure his sprite, and much more.
  • Unforgiving Defense and Execution: Due to his uniquely low defense modifier Chipp will die extremely quickly if the player makes a mistake.
  • No Options for Cover: Chipp's game is almost entirely physical and can quickly turn against his favor if read or properly countered. This can limit his pressure and approaches.
  • Difficulty Scoring Knockdowns: Chipp's combos which knock down usually require specific conditions such as crouch-hit, close proximity, or limited gatlings.
  • Meter Hungry: Thanks to the tension pulse penalty from FDC, and reliance on FBs or FRCs, Chipp must burn meter for his stronger mixup options or combo routes.
Note: Chipp's combos are fairly demanding in execution, but what Chipp loses from an execution mistake is not the same as most characters. Whereas most characters will have to play neutral again after a combo mistake, Chipp may very well be KO'd for as little as one major error. This emphasizes his already strict execution demands.
Special Mobility
Chipp has acess to unique movement options that the rest of the cast does not.
  • Triple Jump
    • Chipp has access to one extra jump (three instead of two).
  • Wall Cling
    • Chipp has the ability to cling to the walls on either side of the stage. This can be done as long as Chipp has any remaining airdashes or air jumps. Any air normal, and Genrouzan-Yo can be cancelled into wall cling.
Guilty Bits Character Intro
GGACR Chipp Zanuff Nameplate.png
GGAC Chipp Portrait.png
Prejump:3f
Weight:Middleweight (1.0x)
Backdash:21f (1~>9f invuln)
Movement Options:Triple Jump, 1 Airdash, Ground Dash (Run)
Guts Rating:4
Defense Modifier:x1.30
Stun Resistance:50
Wakeup Time:59f (Face Up) / 46f (Face Down)
Colors
GGACR Chipp Zanuff normal p.png
GGACR Chipp Zanuff normal k.png
GGACR Chipp Zanuff normal s.png
GGACR Chipp Zanuff normal h.png
GGACR Chipp Zanuff normal d.png
Default P
Default K
Default S
Default H
Default D
GGACR Chipp Zanuff ex p.png
GGACR Chipp Zanuff ex k.png
GGACR Chipp Zanuff ex s.png
GGACR Chipp Zanuff ex h.png
GGACR Chipp Zanuff ex d.png
EX P
EX K
EX S
EX H
EX D
GGACR Chipp Zanuff slash p.png
GGACR Chipp Zanuff slash k.png
GGACR Chipp Zanuff slash s.png
GGACR Chipp Zanuff slash h.png
GGACR Chipp Zanuff slash d.png
Slash P
Slash K
Slash S
Slash H
Slash D2
GGACR Chipp Zanuff reload p.png
GGACR Chipp Zanuff reload k.png
GGACR Chipp Zanuff reload s.png
GGACR Chipp Zanuff reload h.png
GGACR Chipp Zanuff reload d.png
Reload P
Reload K
Reload S
Reload H
Reload D2
AC Chipp Zanuff normal h.png
AC Chipp Zanuff normal d.png
Slash D1 Arcade & PC-Rollback Update Only
Reload D1 Arcade & PC-Rollback Update Only
*To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
1Only selectable on the Arcade and PC-Rollback versions of the game.
2These are available on home ports. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

Normals[edit]

[edit]

5P[edit]

5K[edit]

c.S[edit]

f.S[edit]

5H[edit]

6P[edit]

6K[edit]

6H[edit]

5D[edit]

2P[edit]

2K[edit]

2S[edit]

2H[edit]

2D[edit]

j.P[edit]

j.K[edit]

j.S[edit]

j.H[edit]

j.D[edit]


Universal Mechanics[edit]

[edit]

Ground Throw[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
60 36 pixels - - - - -

[edit]

Has the worst grab range in the game, but can convert into some moves that are 4F or faster without triggering OTG.

  • Range offset by Chipp's incredible mobility. Can be impossible to react to done out of wallcling or Zansei Rouga FRC
  • You can opt to link gamma blade for otg setups, a tick of dmg thats unaffected by otg states natural scaling before a round ending kd, or in FB gammas case: an extended kd with set up potential.
  • Leads to unburstable damage by combo'ing into Banki Messai (does not work against Faust, Dizzy, and a list of characters TBD)
  • Can also convert into FB Beta Blade or 2P against Pot or Justice.

Air Throw[edit]

Dead Angle Attack[edit]


Specials[edit]

[edit]

Sakuganki[edit]

j.2K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
16x3 High/Air SR 8 Until landing 3 after landing -

[edit]

Fast plummeting, multi-hit move for cross-up shenanigans. Will primarily be FDC/SBC'd into ambiguous j.H.

  • Hits up to three times on the way down and can be cancelled on landing immediately for a conversion
  • Will cause Chipp to plummet down on use, cutting his momentum.
  • Carries this property when FDC'd to make crossups ambiguous
  • Completely kills that momentum when SBC'd instead. Makes crossups even further ambiguous

Sankakutobi[edit]

j.46/64

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
- - - - - - -

[edit]

Wall Cling followed by an angled dive, either about 15° or 45° (if you hold 6 or 3 after leaving the wall). Chipp can act out of it immediately and retains all of his remaining aerial movement options. Leads to very powerful mixups.

  • Performed by, while being right next to the wall, hitting towards the wall, then away from it. Can be done when Chipp has an air jump or airdash available .
  • Cancelling into low airdash j.H or land 2D is nearly unreactable, can be further layered if the opponent is slightly out of the corner
  • All of Chipp's air normals, and 41236K~D can be cancelled into this, even during startup and recovery
  • Teleport can lead into Wall Cling as well, but must be jump installed beforehand
  • Puts Chipp in counter hit state during use, proceed with caution when done outside of okizeme
  • Note:
    • You can take yourself out of ch state by; tapping fd/sb, fd/sbc j2k, or using F. shuriken- Each of these options technically come with slight faults given you're either: sacrificing opportunities to react accordingly if you intend to throw out something from wallcling and have no method for buffering said option as soon as wall cling start up is over while also potentially staggering tension gain (Applies to FD/SB/F.shuri) or exchanging a multipurpose tool that can almost entirely flesh out some of the characters faults for a slightly more defense oriented air stall tool (F.Shuriken)

Alpha Blade[edit]

236P air OK

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
Ground 44 Mid R 18 15 landing 34 -32
Air 40 All RF 14 14 21 after landing -22

[edit]

Slightly low profile transport attack that can go through the opponent. Combos out of 5H/6H when close, or on crouching hit. Can lead to big damage.

  • Decent damage. Very unsafe, but properly spaced some characters cannot punish this reliably
  • Completely negates Chipp's momentum when RC'd, can convert out of this
  • Situational mixup tool when used in conjunction with Alpha Plus (FRC)
  • Can score a knockdown from farther away when combo conditions are met
  • Spending 25 meter to cancel to FB Alpha Blade will score more damage and lead to knockdown

Air version is generally superior to the ground version as it recovers quicker and has more hitstun, leading to combos and Chipp's Alpha Blade loops.

  • Recovers quickly enough that it will convert when done as close to the ground as possible
    • (this is commonly referred to as Instant Air Alpha/IAA)
  • Can be FRC'd during the first three active frames for loops, or other conversions
    • Will launch Chipp upward if done during the ascent of Chipp's jump
    • Loses the ability to cross through the opponent, which can lead to further mixups

Alpha Plus[edit]

Ground Alpha Blade -> H

Beta Blade[edit]

623S (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
Ground 45 Mid RF 5 22 17+landing 10 -35
Air 40 All R 3 18 8 after landing -

[edit]

5F Reversal which is active all the way up. Gets them off of you when you need the breather.

  • If RC'd on the first hitbox, Chipp will remain grounded and be able to dash afterwards for a conversion
  • Fully untechable on Counter Hit
  • Auto Jump Installed so you can safely retreat if you spend the meter while airborne
  • Can be FRC'd when the active box ends, can convert on counter hit
  • Has a fairly thin hitbox, take care not to get baited
  • Done with dashing momentum, this can be very difficult to punish

In the air. Wins the air-to-air war when used properly.

  • Even faster at frame 3, but less active, no throw invul, and with no FRC point
  • Still fully untechable on Counter Hit, can RC to adjust for more sudden confirm opportunities.
    • Its the ver. you see used by most at mid-high lv players as it carries more horizontal than the grounded ver. meaning it allows for meterless conversions while also providing more safety on block/whiff in some cases.
  • Solid as a rising aa as well despite the drop in invuln frames (More so when dashing than standing because of the added confirmabilty)
  • Mostly used at the end of air combos when you need the damage, but leaves Chipp in a less favorable position

Gamma Blade[edit]

41236H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
32 All - 15 9 29 +5

[edit]

Projectile that freezes the opponent in place for roughly one second on hit.

  • Ignores OTG, allowing for damage extensions after a knockdown
    • Opponent is considered airborne on hit, as well as followup hits
    • Will not remove OTG, meaning the opponent can still be in an OTG state once the freeze period ends
  • Will pass through other projectiles and negate one hit of them
  • Cannot be cancelled into or performed while another Gamma Blade is already active
  • Its gb(-20) based scaling loosely equates to jd's set proration
  • Will go away if Chipp is hit in the process

Tsuyoshishiki Ten'i[edit]

22X

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
P - - - - - total 25 -
K - - - - - total 30 -
S - - F - - total 34 -
H - - F - - total 20 -
D - - F - - total 20 -

[edit]

Powerful tool which overall allows Chipp to move with unpredictability, score punishes from far away, escape from poor situations, or go for the mixup. Use with practicality or abandon, sometimes Chipp can get away with it.

  • Each version has a small window of strike invincibility as Chipp goes invisible.

P moves Chipp forwards slightly, about a 1/5th to 1/4th of the screen. The quickest and shortest duration teleport.

  • Useful for going through slow projectiles with long recovery on prediction
  • The shorter duration can let Chipp nab initiative or a grab very quickly
  • Will pass through the opponent when done at a range a bit shorter than 2P. Can burn frames on oki for trickier setups

K moves significantly forward, about 2/3rds of the screen.

  • Calls out slow, punishable moves from afar
  • Slightly more recovery than P Teleport, punishes will be a bit stricter
  • Will pass through the opponent at ranges a bit farther than 6H

S is a retreating teleport with the most recovery.

  • Gets Chipp outta dodge, must be called out with a dashing or forward moving attack
  • Puts Chipp airborne after teleporting, which might not be favorable
  • Is the only TP that's auto jump installed, meaning you can also AJI 22h/d on your landing with decent enough timing.
  • Can be FRC'd after changing location with air options intact, allowing Chipp to immediately airdash or double jump for extended pressure or resets

H is a forward aerial homing teleport that puts Chipp above and in front of the opponent. Leads to FRC shenanigans.

  • Mainly used after 2H for air combo conversions
  • Must be jump installed for further air actions besides using an air normal/special
    • Best if jump installed normally from a gatling string beforehand
    • Can be jump installed by itself by doing 228+H. Will only install options available from super jump; no double jump or wall dive, only airdash
  • FRC allows Chipp to attack from the air almost immediately, setting up powerful resets into vortexes
  • Mix with other teleports against opponents who attempt to call out H Teleport with airthrows
  • Will maintain dashing momentum

D teleports above and behind opponent, but otherwise nearly identical to H Teleport

  • Also used in 2H conversions if a sideswap is desired
  • Jump installs the same way as H Teleport
  • Will put Chipp at the wall if done when the opponent is cornered, allowing for immediate Wall Clings if jump installed
  • FRC point and other notes from H Teleport apply here

Tsuyoshishiki Meisei[edit]

214K

Genrouzan[edit]

41236K

Resshou[edit]

236S

Rokusai[edit]

Resshou -> 236S

Senshuu[edit]

Resshou -> 236K or Rokusai -> 236K

Shuriken[edit]

j.214P

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
Slow 1 All - 23 - 6 after landing -
Fast 1 All - 8 - 16+3 after landing -

[edit]

Slow version is a Participation Prize. Use this awful version solely for the sake of getting to the good version.

  • Extremely slow "projectile" which doesn't act as a projectile, and exists just to keep the good version from being one of the best moves in the game
  • Completely stalls Chipp on use, holding him in the air and preventing further action until he lands
    • Despite this weakness, some characters lack the means to reliably punish Chipp if used out of a triple/high jump
    • Do not Tiger Knee this. Chipp will fly up in the direction he was traveling but will be unable to act for the entire arc
  • Be smart about when to use this, as the benefit of having fast shuriken is very enticing

Fast version is a Trophy Wife. One of the most versatile moves in Chipp's toolkit.

  • Extremely fast tool which can change the followups of many of Chipp's normals on hit/block
  • Recovers almost immediately, allowing Chipp to extend things with a airdashes or other jumps
  • Can cover Chipp's approaches or retreats
  • Still only does 1 damage but is otherwise excellent at everything else it does
  • Both versions will disappear if Chipp is hit


Force Breaks[edit]

Genrouzan-You[edit]

Genrouzan -> D

FB Alpha Blade Plus[edit]

Ground Alpha Blade -> D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
44 Mid R 27 15 25 -23

[edit]

Double Dip for another Alpha Blade with a significantly larger hitbox. Gives back big damage for 25 meter.

  • Wallbounces the opponent on hit for bigger damage. Lets Chipp hit the big numbers
  • Will always put Chipp a set distance in front of the opponent on use, making it easier to punish
  • Can be input anywhere before and during the active window for Alpha Blade (ground only)
    • Done too early, the first Alpha Blade won't hit
    • Can be used on block to fake them out and hit from the other side first, but this is somewhat slow
  • Must be delayed slightly to connect against lighter characters

FB Beta Blade[edit]

623D air OK

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
30,20x3 All R 4 3(3)7(7)13 30+landing 5 -28

[edit]

Beta Blade on PCP. Invincible for nearly half a second. Monster of a reversal.

  • Invincible until 26f, 4 hits, launches them extremely high and far away
  • Tacks on higher damage at the end of air combos
  • Combos non-OTG after throw, but is frame perfect
  • CH state during a bulk of the active frames and a few frames of recovery, making it a bit riskier than regular Beta Blade
  • No FRC or auto jump install, but otherwise still a stronger reversal
    • Contrary to the active frame/atk lv. spread, there is a wide enough gap between the 1st and 2nd hit that a handful of characters can reversal/low profile through (or IB>AT), few get much out of doing this in most cases but its still something decent to keep in mind when dealing with this yourself or throwing it out against others.

FB Gamma Blade[edit]

41236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
32 All - 15 9 19 +15

[edit]

Stronger version of Gamma Blade that freezes the opponent in place for roughly one and a half seconds on hit. Allows for some real jank.

  • Functionally similar to regular Gamma Blade, but it lasts about twice as long and travels approx. 33%~ farther (almost full screen)
  • The opponent's state will change based on what hits them during the freeze period, and will carry over
    • E.G. 6H will cause the opponent to floor bounce once the freeze period ends
    • Will not remove OTG, meaning the opponent can still be in an OTG state once the freeze period ends
  • In counter hit state for 33f
  • Significantly positive on block. Startup, Active, and Damage are all otherwise the same as regular Gamma Blade


Overdrives[edit]

[edit]

Zansei Rouga[edit]

632146H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
30x5,110 Mid RF 21+4 - landing 32 -

[edit]

Extremely high damage Overdrive, but incredibly slow and requires specific conditions to combo into. Can be used for nonsense with enough meter to FRC, or when the opponent is very low on health.

  • 260 base damage, but will only combo out of aerial 6H, and only if close enough, and not against Sols
  • A full 33f of invincibility makes this a fullscreen callout/punish against very high recovery moves
    • Despite this, Beta Blade still makes for a better reversal
  • Does not have to be blocked in alternating directions unless FD'd, so will catch players unaware if they are low on health and must FD to survive
  • Can be FRC'd before/on the 1st or 3rd hits. this will make it safe or allow for immediate land > throw/mixup setups
  • Will not trigger the last hit on some standing or crouching characters on block as they are too short for the 5th hit to make contact
  • Will likely get you IK'd by over half the cast if they trigger the 6th hit on block, as it allows the opponent ample time to back up, go into IK mode, and trigger it as the last hit whiffs

Banki Mesai[edit]

236236K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
7x26,30x4 Mid R 1+2~ - landing 10 -48

[edit]

Tacks on at the end of ranged hits for easy damage and knockdown. Even less safe than Zansei Rouga.

  • Good for ending a round as the high number of hits is useful for offsetting damage reduction due to guts and scaling
  • Only has invincibility after the super flash, preventing this from use as a reversal
  • Fast enough to combo non-OTG after a throw (except against Faust, who it will not work on)
  • Will also fully combo after a Leaf Throw against Potemkin, Jam, Johnny, Testament, Zappa, Kliff, and Justice
  • 90% of the cast can IK this on block. FD'ing will push Chipp out far enough that the remaining hits will continue to whiff
    • Can still be RC'd if any part made contact beforehand, so Chipp can still make himself safe with 100 meter


Instant Kill[edit]

Delta End[edit]

in IK mode: 236236H


Notable Players[edit]

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
Sammito enter Japan Mikado - Retired to Xrd Long running, sharp Chipp player. Hates getting hit. Link
Endou enter Japan Mikado - Retired to Xrd One of the Trolliest players alive. Link
Chappu enter Japan Mikado - Active Up and comer, been here for years

NOTE: These tables are still WIP[edit]

External References[edit]

Navigation[edit]


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