GGACR/Chipp Zanuff/Frame Data

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System Data


Normals

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
5P
5K
  • Initial prorate 85%
c.S
f.S
5H
6P
  • Above knees invincible 1~11F
6K
  • Chipp is airborne from 5F onwards
  • Slides opponent on CH (untechable for 42F, slides for 28F)
  • FRC timing 16~18F
  • Initial prorate 75%
6H
  • Staggers opponent on hit (Max 35F)
  • Groun bounces opponent on air hit (untechable for 28F, CH for 46F)
5D
2P
  • Initial prorate 80%
2K
  • Initial prorate 70%
2S
2H
  • Floats opponent on hit (untechable for 30F, on CH for 56F)
  • Initial prorate 80%
2D
  • Feet invincible 5~10F
j.P
j.K
  • 2nd hit slams down opponent on hit
j.S
j.H
j.D
  • Initial prorate 80%
  • Slams down opponent on hit (untechable for 18F)
  • Slides opponent on CH (untechable for 54F, slides for 32F)

Universal Mechanics

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
Throw
  • Knocks down opponent on hit
  • Forced prorate 50%
Air Throw
  • Knocks down opponent on hit
  • Forced prorate 50%
DAA
  • Fully invincible 1~15F
  • Throw invincible 16~25F
  • Wallbounces opponent on hit (untechable on ground hit for 28F)
  • Ground Hit is untechable for 28F
  • Initial prorate 50%
  • 30F total to complete the move

Specials

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
Sakuganki
j.2K
  • Hitstop 5F
  • Has a minimum height requirement
  • Can cancel landing recovery with anything but movement
  • 3 hits max
Sankakutobi
j.46
  • Chipp is in CH state during move
  • Has a minimum height requirement
  • Chipp sticks to the wall 1~10F
  • Chipp flies off the wall on 11F
  • Can input additional air movements from 12F onwards
  • Can be done whenever a double or triple jump is possible
  • Can cancel Teleport, Genrouzan-You or aerial moves into Sankakutobi
  • Inputting anything except 3, 6 or 9 during the start of the move changes the move's angle
Alpha Blade
236P
  • Chipp is airborne from 1F onwards
  • Low profile 5~17F
  • Chipp can pass through the opponent 15~32F
  • Floats opponent on hit (untechable for 30F)
  • Chipp is in crouching state during recovery
  • Hitstop 0F
  • Can cancel into Alpha Plus 37~51F
Alpha Plus
Ground
  • Slams down and knocks down opponent on hit
  • Wallsticks opponent on CH (untechable for 80F, sticks for 30F)
  • Chipp is in crouching state while moving
  • FRC timing 6~7F
Air Alpha Blade
j.236P
  • Low profile 4~13F
  • Chipp can pass through opponent 4~27F
  • Floats opponent on hit (untechable for 45F)
  • Chipp is crouching during landing recovery
  • Hitstop 0F
  • FRC timing 14~16F
  • Listed Frame Adv is for fastest possible TK Air Alpha Blade (startup 17F)
Beta Blade
623S
  • 1-8F fully invincible
  • 9-12F strike invincible
  • Chipp is airborne from 9F onwards
  • Blows opponent away on hit
  • Untechable for 37F if Chipp hits while grounded
  • Untechable for 30F if Chipp hits while airborne
  • Blows away opponent, fully untechable on CH
  • FRC timing 29~30F
  • Auto Jump Install
Air Beta Blade
j.623S
  • Strike invincible 1~4F
  • Blows opponent away on hit (untechable for 22F)
  • Blows away opponent, fully untechable on CH
  • Chipp is in a crouching state during landing recovery
Gamma Blade
41236H
  • Freezes opponent in place on hit (Frame Adv +27)
  • The opponent is floated 6F after being released
  • Attack passes through other projectiles
  • Ignores OTG prorate on hit
  • Total duration on whiff: 52F
  • Chipp performs a recovery animation on hit or block (total 21F)
  • see notes *1
P Tsuyoshishiki Ten'i
22P
  • Strike invincible 9~11F
K Tsuyoshishiki Ten'i
22K
  • Strike invincible 10~12F
S Tsuyoshishiki Ten'i
22S
  • Strike invincible 10~15F
  • Chipp is airborne 10~19F
  • Can cancel into attacks from 31F onwards
  • FRC timing 16~18F
  • FRC restores jump options
H Tsuyoshishiki Ten'i
22H
  • Strike invincible 10~12F
  • Chipp is airborne from 10F onwards
  • FRC timing 13~14F
D Tsuyoshishiki Ten'i
22D
  • Strike invincible 10~12F
  • Chipp is airborne from 10F onwards
  • FRC timing 13~14F
Tsuyoshishiki Meisei
214K
  • Chipp becomes partially transparent for 479F
  • Effect is gone if Chipp is hit or blocks an attack
  • Can be stacked (limit twice)
Genrouzan
41236K
  • Strike invincible 12~13F, 17~41F
  • Chipp is airborne from 14F onwards
  • Knocks opponent down on hit
  • Chipp is in CH state 1~11F
  • Chipp is in crouching state during landing recovery
  • Whiffed grab animation: 51F
  • Forced prorate 50%
  • FRC timing on hit 35~36F
  • Can cancel to Genrouzan-You 15~27F
Resshou
236S
  • Can cancel into Rokusai or Senshuu from 14F onwards
  • Floats opponent, fully untechable on CH
  • Untechable for 26F
Rokusai
Resshou > 236S
  • Feet invincible 6~8F
  • Staggers opponent on ground CH (max 47F)
  • Can cancel to Senshuu from 9F onwards
Senshuu
Resshou or Rokusai > 236K
  • Low profile 9~10F
  • Chipp is airborne 15F onwards
  • Groundbounces opponent on hit ground (untechable for 35F)
  • FRC timing 15~17F
  • Auto Jump Install
Shuriken (Slow)
j.214P
  • Hitstop 0F
  • Shuriken is not considered a projectile and will not clash with other projectiles
  • Chipp will perform Shuriken (Fast) next time Shuriken is performed
  • Chipp is in CH state during Recovery
  • First Shuriken thrown each round is (Slow)
  • see notes *1
Shuriken (Fast)
j.214P
  • Initial prorate 80%
  • Shuriken is not considered a projectile and will not clash with other projectiles
  • Chipp will perform Shuriken (Slow) next time Shuriken is performed
  • see notes *1
*1: If Chipp is hit, the extended part of the move disappears.(Chipp's Gamma Blade shadow, the Shurikens)

Force Breaks

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
Genrouzan-You
Genrouzan > D
  • Floats opponent, fully untechable on hit
  • Chipp is in CH state until he lands
  • Hitstop 0F
  • Forced prorate 85%
FB Alpha Blade
Ground Alpha Blade > D
  • Floats opponent on hit (untechable for 60F)
  • Chipp is in CH and crouching state during recovery
  • Hitstop 0F
FB Beta Blade
623D
  • Fully invincible 1~7F
  • Strike invincible 8~26F
  • Floats opponent on hit (1st hit is untechable for 40F, 2nd hit for 50F)
  • Chipp is in CH state 27~50F
  • Hitstop 7F
  • Chipp is in crouching state during landing recovery
FB Gamma Blade
41236D
  • Freezes opponent on hit (93F)
  • Floats opponent after freeze ends (Untechable for 60F)
  • The effects are based on the last attack done during freeze time
  • Chipp is in CH state 1~33F
  • Attack passes through other projectiles
  • Ignores OTG prorate on hit
  • On hit or block, Chipp performs a recovery animation (total: 11F, in CH state 1~2F)

Overdrives

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
Zansei Rouga
632146H
  • Fully invincible 1~30F
  • Strike invincible 31~33F
  • 1st-5th hits float opponent (untechable for 120F)
  • 6th hit knocks down opponent
  • 6th hit has Hitstop 0F
  • FRC timing 25-28F (visually it's during the 4F startup of the 2nd hit of the attack)
  • 6th hit only occurs if the 5th hit hits or is blocked, in which case Chipp has landing recovery 87F
Banki Mesai
236236K
  • Strike invincible 3~10F
  • 27th-30th hits float opponent on hit
  • 27th hit is untechable for 28F
  • 28th-30th hits are untechable for 57F
  • Chipp is in a CH state until landing
  • 1st-26th hits have hitstop 0F
  • 27th-30th hits have hitstop 7F
  • If Chipp fails to make contact with the opponent, the total length of the move is 27F
  • Startup changes depending on distance

Instant Kill

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
Delta End
during IK Mode: 236236H
  • IK Mode activation time: 94F

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, 2S 5H, 2H 5D, 2D Sp
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
5K 6P 5K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K 6P 5K, 2K c.S, f.S, 2S 2H 5D, 2D Jump, Sp
6K - - - - - -
c.S 6P 6K f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H 5D Jump, Sp
2S - - - 5H, 2H 2D Sp
5H - - - - 5D Jump, Sp
2H - 6K - - 5D, 2D Sp
6H - - - - - Jump, Sp
5D - - - - - homing jump
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Sp
j.K j.P j.K j.S j.H j.D Jump, Sp
j.2K - - - - - Sp
j.S - - - j.H - Jump, Sp
j.H - - - - - Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

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.