GGACR/Chipp Zanuff: Difference between revisions

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| Sammito || style="text-align:center;"| [[File:GGACR Chipp Zanuff_normal_s.png|enter|90px]]  
| Sammito || style="text-align:center;"| [[File:GGACR Chipp Zanuff_normal_s.png|enter|90px]]  
| Japan || Mikado || - || Retired to Xrd || Long running, sharp Chipp player. Hates getting hit. || [https://youtu.be/https://_6XHfl_e8K8 Link]
| Japan || Mikado || - || Retired to Xrd || Long running, sharp Chipp player. Hates getting hit. || [https://youtu.be/_6XHfl_e8K8 Link]
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| Endou || style="text-align:center;"| [[File:GGACR Chipp Zanuff_slash_p.png|enter|90px]]
| Endou || style="text-align:center;"| [[File:GGACR Chipp Zanuff_slash_p.png|enter|90px]]

Revision as of 19:01, 28 November 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Forums   Videos    
Overview
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

 Chipp Zanuff  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.

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
GGACR Chipp Zanuff Portrait.png

Normals

5P

5K

c.S

f.S

5H

6P

6K

6H

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. Invulnerability

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

5D

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D


Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack


Specials

Sakuganki

j.2K

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. Invulnerability

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

j.46/64

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. Invulnerability

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

Alpha Blade

236P air OK

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. Invulnerability
Ground
Air

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

Ground Alpha Blade -> H

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. Invulnerability

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

Beta Blade

623S (air OK)

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. Invulnerability
Ground
Air

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 convert with an RC
  • Mostly used at the end of air combos when you need the damage, but leaves Chipp in a less favorable position

Gamma Blade

41236H

Tsuyoshishiki Ten'i

22X

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. Invulnerability
P
K
S
H
D

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
  • Can be FRC'd after changing location with restored jump options, 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

214K

Genrouzan

41236K

Resshou

236S

Rokusai

Resshou -> 236S

Senshuu

Resshou -> 236K or Rokusai -> 236K

Shuriken

j.214P

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. Invulnerability
Slow
Fast

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

Genrouzan-You

Genrouzan -> D

FB Alpha Blade Plus

Ground Alpha Blade -> D

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. Invulnerability

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

FB Gamma Blade

41236D

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. Invulnerability

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.
  • 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

Zansei Rouga

632146H

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. Invulnerability

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

236236K

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. Invulnerability

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

Delta End

in IK mode: 236236H


Notable Players

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

External References

Navigation

To edit frame data, edit values in GGACR/Chipp Zanuff/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.