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. While Chipp has many tools to help him restart his offense while on the back foot, there's no denying that losing a trade can spiral out of control quickly.If you love playing high-speed pixies, then embrace your inner ninja and give Chipp a whirl.
|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.|
|Chipp Zanuff is the speedster supreme, with solid damage and amazing mixup tools at the cost of the lowest health in the game. Don't get hit.|
Guilty Bits Character Intro
|StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. frames|
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|ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames|
|InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames|
|RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames|
|Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames|
5P is primarily used for microdash conversions (such as 2D > 236S), and sometimes an anti-air or tick throw tool.
- Whiffs crouching.
- Disjointed enough to beat some moves with extended hurtboxes.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
Fast, ranged, self cancelleable poke with a moderately disjointed hitbox.
- Self cancel for extended pressure setups or confirms.
- Very strong for beating out other pokes or resuming pressure.
- Has a late gatling into 5P/2P/2K from frame 6 that extends into its recovery.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
Pressure and combo starter/filler. By being +2 on block it is great for for frame traps or dash-in pressure.
- Chipp's highest damage normal that gatlings to 2D.
- Used in corner relaunches out of Instant Air Alpha Blade conversions (IAA).
Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 5D, 2D
Long range poke that is faster than nearly any other normals at this range.
- The disjointed hitbox makes it a strong counter-poke.
- Jump cancellable, making for a very safe poke.
- Lacks strong conversions on its own.
Gatling Options: 2S, 5H, 2H, 5D
5H is frequently used in Chipp's high damage conversions either as a relauncher or as a counter-hit combo starter. Despite its hitbox not being as disjointed as Chipp's other normals, this move can beat a lot of other moves in the game.
- Converts to Alpha Blade/IAA on crouching hit, with dash momentum, or when very close.
Gatling Options: 5D
Godlike Anti-Air and Counter-poke. Blows right through a good number of buttons.
- Good range, fast, and upper body invincible all the way through its first hitbox.
- Leads to full combos when combo'd into 5H.
- Confirms into 6H on counter hit.
- Often used after c.S for hit confirms into 2D.
Gatling Options: c.S, f.S, 2S, 5H, 2H, 6H 5D, 2D
Moderately quick overhead which doesn't lead to anything on normal hit unless hit very meaty or RC'd. Can be unsafe on hit.
- Chipp's hop allows him to go over some lower reaching buttons as well as things like Potemkins Slidehead
- Will go over the opponent if done too close against some shorter characters.
- Can be FRC'd while airborne for some gimmicky setups.
- Causes slide and leads to a full conversion on Counter Hit.
- Can be made reversal safe vs slower reversal options such as Ky's Vapor Thrust or Order Sols Storm Viper with proper meaty timing
Big Blade Stab. Chipp's highest damage normal.
- A whopping 60 damage and floor bounce leads to big damage combos.
- Can work as an anti-air and will convert on air normal hit as well as counter hit.
- Bounces higher and fully untechable on counter hit.
- Staggers on ground hit, leads to Alpha Blade/IAA combos.
- Deals the big damage out of FRC j.Alpha Blade loops.
- Will combo to Zansei Rouga on air hit when close enough against most of the cast.
- Can tag characters with slow or low jumps who attempt to jump out.
Very slow Dust, but huge range and plus on block. Can make for a useful blockstring ender.
- Leads to more standardized Impossible Dusts or Chipp's usual air combos on close hit.
- Can get an Impossible Dust setup when hit from far away by doing a late airdash into immediate j.K.
Short ranged crouching poke. Easy enough to start strings with.
- Disjointed enough to sometimes be reversal safe.
- Self cancels for the sake of it.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
Typical low poke, but self cancels for multiple attempts.
- Quick startup for a low.
- Self cancel can tag people attempting to upback or not get caught on crouching hit.
- Enlarges Chipp's hurtbox pretty badly.
Gatling Options: 6P, 5K, 2K, c.S, f.S, 2S, 2H, 5D, 2D
Strong ranged poke rivaling f.S.
- 1 frame slower, but more active, faster recovery and better at hitting low profile moves than f.S
- Equally short recovery for a ranged poke compared to 5H.
- Good hitbox, will beat a lot of other poke attempts.
- Similar to f.S lacks conversions from far range without meter
Gatling Options: 5H, 2H, 5D
Primary (re)launch tool. A Workable Anti-air.
- Launches the opponent up high on hit.
- Not jump cancellable. Requires a jump install for a full conversion when combo'd into.
- Fully untechable and high launch on counter hit for a big combo.
Gatling Options: 6K, 5D, 2D
Pretty good range for a sweep, but is plagued by having few normals that gatling into it.
- Moves Chipp forward and is slightly disjointed at the foot.
- Gives Chipp plenty of time to set up an oki mixup.
- Often cancelled into 236S when close enough for slightly extended conversions.
Basic, fairly reliable air jab.
- Tied with j.K for Chipp's fastest air normal.
- Used mainly in airdashes during air Alpha Blade conversions.
- Has fairly high horizontal range, making for a usable air-to-air.
Gatling Options: j.P, j.K, j.S, j.H, j.D
Good all-around air normal. Self cancels for extended air strings.
- Chipp's best air-to-air if rising, as the first hit reaches above Chipp's head.
- Second hit lowers the opponent on hit for j.D conversions or other combos.
- Often self cancelled on the first hit to gain altitude on the opponent.
- Used after an airdash after landing a far 5D for an Impossible Dust.
Gatling Options: j.P, j.K, j.S, j.H, j.D
Mixup tool with a crossup hitbox. Mainly used out of wallcling setups occasionally in lieu of j.H.
- Decent damage in air combos.
Gatling Options: j.H
Two-hit jump-in which, when used from Chipp's FDC, teleport FRC, and/or wallcling setups, leads to his absurd mixup game.
- Primary okizeme tool. Can work as a jump-in when pressure is already established.
- Acts as a crossup mainly out of FDC setups.
- Generally used at the end of high air combos (sometimes into Beta Blade).
One of Chipp's most oppressive normals. Aided by Weebspeak.
- Massive, completely disjointed hitbox. Very strong jump-in.
- Tends to knock down or lead to it when close enough to the ground.
- Extremely fast for its damage and size.
- Unreactable out of H/D Teleport FRC.
- Used heavily in Alpha Blade loops for optimal damage.
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 and Jam)
- Can also convert into FB Beta Blade (universal), or 2P (Pot & Justice).
Average airthrow which scores a knockdown. Gives ample time for oki.
- Puts the opponent opposite the side of which the throw was input.
- Can be followed up with Gamma Blade, but the oki is generally preferable.
Average Dead Angle.
- Can be combo'd off of normal hit near the corner.
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.
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.
- You can take yourself out of CH state by: tapping FD/SB, FDC/SBC j.2K, 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.Shuriken) 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).
236P (Air OK)
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.
Ground Alpha Blade -> H
Significantly safer followup to Alpha Blade if you end up right on the other side of them, but still punishable. Makes blockstring/raw Alpha Blades more layered.
- Fast, scores a knockdown on hit.
- Can be FRC'd before going active for pressure continuation or making yourself safer.
- Launches them far away and wallsticks on counter hit.
- Has a higher reaching hitbox and can be easily low profiled.
- Puts Chipp in a crouching state on use, giving the opponent a better punish if it's blocked.
623S (Air OK)
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.
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 j.D's set proration.
- Will go away if Chipp is hit in the process.
|Version||Damage||GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
|StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active.||ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup.||RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state.||On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame.||Invuln||Level|
|22P||-||-||-||-||Total 25||-||9~11F Strike||-|
|22K||-||-||-||-||Total 30||-||10~12F Strike||-|
|22S||-||-||-||-||Total 34||-||10~15F Strike||-|
|22H||-||-||-||-||Total 20||-||10~12F Strike||-|
|22D||-||-||-||-||Total 20||-||10~12F Strike||-|
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.
Hide and Seek Cheat Code. Will cause Chipp to fade in and out, making him much more difficult to see and react to.
- Can be stacked twice to make it next to impossible to discern what Chipp is doing.
- Can't be cancelled into. Usually done after a knockdown that gives you ample time, such as Gamma Blade.
- The effect will disappear the moment Chipp takes damage or blocks an attack.
Extremely slow command throw with strike invincibility when Chipp goes invisible.
- Very slow, but can blow through some slower, punishable moves.
- Can be FRC'd on the hit in order to convert further.
- Occasionally works as a gimmicky anti-air, catching opponents when they land.
First hit of Chipp's rekka series. Sometimes used at the end of combos and pressure.
- Slightly unsafe on block.
- +3 on hit, Cannot be thrown out of standing repressure strings on hit or block regardless of ones spacing.
- Leads to either Rokusai or Senshuu
- Done out of 2D, can lead to launch confirms into knockdown with microdash 5P or 5H, depending on the character.
- Also sometimes confirmed into 2H for high air combos.
- Floats on CH, leading to a full combo.
Resshou -> 236S
Second hit in Chipp's Rekka series, can still cancel to Senshuu. Significantly unsafer than the first.
- Hits low against players upbacking or expecting an overhead.
- Slightly disjointed at the foot.
- -6 on hit.
- Staggers on CH for a bigger conversion.
- Sometimes RC'd on hit for a further grounded conversion (e.g. 6H IAA), but this is expensive and not usually worth it.
Resshou -> 236K or Rokusai -> 236K
Third hit rekka, which hits overhead but is very slow and pretty unsafe. Not recommended to be used often unless Rokusai is confirmed CH.
- Hits overhead against those unaware/asleep.
- Leads to a full launch combo on hit.
- Sometimes used after 2D > Resshou based on the opponent's character.
- Places Chipp airborne during use with an auto jump install for metered use.
- FRC allows for shenanigans, but similar to 6K this FRC is mostly a gimmick.
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.
Genrouzan -> D
Calls out jump attempts out of Leaf Grab. Strong tool which can be converted from based on distance.
- 70 damage and knockdown, with a generous cancel window out of Genrouzan.
- Combos out of air hit 5H/6H, and can be linked from with f.S if close enough.
- Can be cancelled into Wall Cling, allowing for further conversion.
- Substitutes for Alpha Blade loops in the corner in terms of ease, but comes with an 85% forced prorate.
FB Alpha Blade Plus
Ground Alpha Blade -> D
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
623D (Air OK)
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 level 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
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.
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.
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 and Jam on whom it will not work).
- 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.
During IK Mode: 236236H
The absolute slowest IK in the entire game, both in prep time and startup. Don't even consider it.
- Only sees use vs ABA and only when using FB Gamma to give prep time due to the incredibly slow activation time
Additional Frame Data: IK mode activation time 94F.
|To edit frame data, edit values in GGACR/Chipp Zanuff/Data.|
- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data