GGACR/Chipp Zanuff/Frame Data

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System Data


Normals

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
5PGGAC Chipp 5P.png


5KGGAC Chipp 5K.png


  • Initial prorate 85%
c.SGGAC Chipp cS.png


f.SGGAC Chipp fS.png


5HGGAC Chipp 5H.png


6PGGAC Chipp 6P.png


6KGGAC Chipp 6K.png


  • Chipp is airborne from 5F onwards
  • Slides opponent on CH (untechable for 42F, slides for 28F)
  • FRC timing 16~18F
  • Initial prorate 75%
6HGGAC Chipp 6H.png


  • Staggers opponent on hit (Max 35F)
  • Groun bounces opponent on air hit (untechable for 28F, CH for 46F)
5DGGAC Chipp 5D.png


2PGGAC Chipp 2P.png


  • Initial prorate 80%
2KGGAC Chipp 2K.png


  • Initial prorate 70%
2SGGAC Chipp 2S.png


2HGGAC Chipp 2H.png


  • Floats opponent on hit (untechable for 30F, on CH for 56F)
  • Initial prorate 80%
2DGGAC Chipp 2D.png


j.PGGAC Chipp jP.png


j.KGGAC Chipp jK.png


  • 2nd hit slams down opponent on hit
j.SGGAC Chipp jS.png


j.HFile:GGAC Chipp jHH.png


j.DGGAC Chipp jD.png


  • Initial prorate 80%
  • Slams down opponent on hit (untechable for 18F)
  • Slides opponent on CH (untechable for 54F, slides for 32F)

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
ThrowGGAC Chipp throw.png


  • Knocks down opponent on hit
  • Forced prorate 50%
Air ThrowGGAC Chipp airThrow.png


  • Knocks down opponent on hit
  • Forced prorate 50%
DAAGGAC Chipp 6P.png


  • 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

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
SakugankiGGAC Chipp j2K.png
j.2K


  • Hitstop 5F
  • Has a minimum height requirement
  • Can cancel landing recovery with anything but movement
  • 3 hits max
SankakutobiGGAC Chipp j46.png
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 BladeGGAC Chipp 236P.png
236P


  • Chipp is airborne from 1F onwards
  • 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 PlusGGAC Chipp ABP.png
Ground Alpha Blade > H


  • 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 BladeGGAC Chipp 236P.png
j.236P


  • 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 BladeGGAC Chipp 623S.png
623S


  • 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 BladeGGAC Chipp 623S.png
j.623S


  • 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 BladeGGAC Chipp 41236H.png
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'iGGAC Chipp 22PKS.png
22P


  • Strike invincible 9~11F
K Tsuyoshishiki Ten'iGGAC Chipp 22PKS.png
22K


S Tsuyoshishiki Ten'iGGAC Chipp 22PKS.png
22S


  • Chipp is airborne 10~19F
  • Can cancel into attacks from 31F onwards
  • FRC timing 16~18F
  • FRC restores jump options
H Tsuyoshishiki Ten'iGGAC Chipp 22HD.png
22H


  • Chipp is airborne from 10F onwards
  • FRC timing 13~14F
D Tsuyoshishiki Ten'iGGAC Chipp 22HD.png
22D


  • Chipp is airborne from 10F onwards
  • FRC timing 13~14F
Tsuyoshishiki MeiseiGGAC Chipp 214K.png
214K


  • Chipp becomes partially transparent for 479F
  • Effect is gone if Chipp is hit or blocks an attack
  • Can be stacked (limit twice)
GenrouzanGGAC Chipp 41236K.png
41236K


  • 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
ResshouGGAC Chipp resshou.png
236S


  • Can cancel into Rokusai or Senshuu from 14F onwards
  • Floats opponent, fully untechable on CH
  • Untechable for 26F
RokusaiGGAC Chipp rokusai.png
Resshou > 236S


  • Staggers opponent on ground CH (max 47F)
  • Can cancel to Senshuu from 9F onwards
SenshuuGGAC Chipp senshuu.png
Resshou or Rokusai > 236K


  • Chipp is airborne 15F onwards
  • Groundbounces opponent on hit ground (untechable for 35F)
  • FRC timing 15~17F
  • Auto Jump Install
Shuriken (Slow)GGAC Chipp j236K.png
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)GGAC Chipp j236K.png
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

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Genrouzan-YouGGAC Chipp 41236KD.png
Genrouzan > D


  • Floats opponent, fully untechable on hit
  • Chipp is in CH state until he lands
  • Hitstop 0F
  • Forced prorate 85%
FB Alpha BladeFile:GGAC Chipp FBAB.png
Ground Alpha Blade > D


  • Floats opponent on hit (untechable for 60F)
  • Chipp is in CH and crouching state during recovery
  • Hitstop 0F
FB Beta BladeGGAC Chipp 623S.png
623D


  • 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 BladeGGAC Chipp 41236H.png
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

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Zansei RougaGGAC Chipp 632146H.png
632146H


  • 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 MesaiGGAC Chipp 236236K.png
236236K


  • 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

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Delta EndFile:GGAC Chipp ID.png
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
  • 5k has a late gattling > 2k/p & 5p that's set on the 7th(?) frame and remains open throughout its rcv frames
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.