GGML/Chipp

From Dustloop Wiki
Overview
Overview

 Chipp  Chipp does... what do characters even do in this game?

Pros
Cons
  • Good Mobility: Chipp has 3 jumps, a ridiculously fast run, and the long range Alpha Blade which helps him close the gap on opponents while remaining plus.
  • Insane Pressure: Between unreactable high lows, tricky left rights, an instant command throw with great range, plus moves that lead to more mix, and the best regular throw in the game that sets up all of these, Chipp's offense is incredibly hard to deal with once he gets in.
  • Strong DP: While it's no Volcanic Viper, Beta Blade is a powerful DP with quick startup, good "invuln", relatively quick recovery, and the air unblockable attribute.
  • Good Guard Cancel Options: With Beta Blade, Sebone-ori, and Tsuyoshi-shikii Meisai, Chipp has diverse and strong options when he needs to guard cancel.
  • Low Health: Tied with  Kliff for lowest defense in the game, and 2nd lowest dizzy threshold.
  • Weak to Guard Cancels: While Chipp is hard to block, his pressure can easily be escaped with guard cancels unless he makes a hard read or commits to a mixup before the opponent has a chance to.
  • Stubby Normals: Chipp's normals are among the shortest in the game. This isn't a big issue since he can do dash normals and Alpha Blade, but his ability to play proper footsies is limited.
Chipp
GGML Chipp Portrait.png
Defense
60%Raw Value: 6
Jump Startup
4f
Backdash
22f
Meter Gain Mod
40%Raw Value: 4
Charge Time
40f
Forward Walk Speed
160%Raw Value: 1228
Backward Walk Speed
165%Raw Value: 972
Dizzy Resistance
60%Raw Value: 18
Fastest Attack
Reversals

Normals

5P

5P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
4 All 3 3 13 none
Incredible fast close range normal. Converts easily and is useful for resets after throw.

5K

5K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 All 5 14 10 none
One of Chipp's longest range normal. It's fast and converts well but lacks a disjoint and is still not that big compared to other characters. Can reach half-screen when used with a dash.

c.S

c.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
8 All 6 6 19 none
Fairly typical close slash, used exclusively as combo filler. Can't be anti-aired with easily.

f.S

f.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11 All 4 12 13 none
Fast and disjointed normal but with incredibly underwhelming range. Can be decent when used with a dash but it still isn't fantastic.

5H

5H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 All 8 4 24 none

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6P

6P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5x2 All 5 3(6)12 0 none
Fast, Highly Active, and with 0 recovery. Somehow it's still kinda wack. the hitbox is tiny and there's a big gap between the first and second part.

2P

2P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
3 Low 5 4 6 none

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2K

2K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 Low 6 3 16 none

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2S

2S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 All 12 6 13 none

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2H

2H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
15 All 4 7 18 none

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j.P

j.P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 Overhead 3 5 11 none

Ridiculously fast aerial with deceivingly good vertical reach. Works as an instant overhead on the entire cast, even Baldhead. Thanks to every normal being jump cancelable on block, it's very easy for Chipp to set this up with a varying amount of lows. On hit or block it can be canceled into j.236P (Air Alpha Blade) to either combo or continue pressure with another j.P. It can also be comboed into j.623P (Air Beta Blade) but this is unsafe on block and is less favorable on hit.

For uses besides mixups, it's a mediocre air to air.

j.K

j.K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 Overhead 5 15 6 none

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j.S

j.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 Overhead 8 2(2)6 9 none

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j.H

j.H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9x3 Overhead 1 23 13 none

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j.2K

j.2K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
4 Overhead 3 Until Landing 0 none

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Universal Mechanics

Dust Attack

S+H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11 Overhead 18 3 10 All-But-Foot 27~30

A premium standing overhead. One of the few dusts which hits overhead, and a fast one at that. The range is limited and it hits high, so you may have trouble connecting on small opponents.

  • Randomly "invuln" for 4 frames at the end of the recovery animation
  • It's not really invuln. See the 2nd hitbox image.

Throw

6H or 4H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
20 Throw 1 1 0 N/A +12 none
Best throw in the game. Puts opponent in the air while in knockdown state, meaning it's untechable. This gives you more than enough time to do get a normal, causing an air reset until the opponent reaches the ground. You can then cancel into 623P as a "combo" (it's air unblockable so while it won't combo there's nothing the opponent can do to stop it) or reset into a high/low/throw mixup.

Dash Attack

6[6]
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13 All 23 until contact 14

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Instant Kill

P+K > 236X
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
FATAL All 3 4 22 N/A N/A Above Knees
Kills the opponent instantly

Specials

Alpha Blade

236P or j.236P
Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Alpha Blade 18 All 6 Until Reaches Enemy/Wall 15 none
Aerial Alpha Blade 18 All 6 Until Reaches Enemy/Wall N/A none

Chipp preforms a quick elbow before rocketing himself forward in a burst of blue flame, only stopping until he hits the enemy or the end of the screen. Very good for closing the gap between you and your enemy and is incredibly useful to catch your enemy while they're charging up, however it's easy to see coming from far away and is unsafe on block. Comes out near immediately as well. Can be used as a finisher for combos.

The move stops either when he reaches the wall or touches the opponent's collision box. On the air version, when he touches the collision box the move immediately ends with no recovery, allowing him to go into any air option afterwards. This lets him get more pressure and mixup. The ground version will have recovery.

  • Full screen. It can hit the enemy even if you're both at the very ends of the stage.
  • Does not cross up normally, but will sometimes go to the other side of the opponent when on P2 side.

Beta Blade

623P or j.623P
Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Beta Blade 16,14 Mid 2 24 16 -9 Near Full 1~6; Head 7~25
Beta Blade Level 2 17,21 Mid 2 23 36 Near Full
Beta Blade Level 3 17,12,11,10,9,8 Mid 2 10(11)17 19 Near Full

Chipp's DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.. Can be used as an anti-air because it's air-unblockable. Comes out very quickly making it a good reversal tool, though be careful, it's unsafe on whiff and block.

Higher charge levels cause him to add more reps to it, similar to a Shoryureppa. However, on level 3 is possible to tech between the additional hits, making it become punishable on hit, so be careful.

  • Technically not invulnerable because there's a tiny hurtbox behind him.

Gamma Blade

41236H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
10 Mid 19 until contact 29 none
Projectile

Tsuyoshi-shikii Ten'i

236S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
N/A N/A 1 N/A 31 total N/A N/A 1-26 all
Chipp's signature teleport.

Tsuyoshi-shikii Meisai

214K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
N/A N/A N/A N/A 19 total N/A N/A none
Chipp will become mostly invisible for a moderate time after this special.

Sakugankyaku

632146K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
32 N/A 1 N/A N/A N/A N/A
Command grab. Side switches on hit. Since it's instant in this game it can very easily be ticked into and is hard to avoid, but it leads to no continued pressure so normal throw is generally better.

Supers

Banki Messai

236236K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
78 All 9 until contact 0 on whiff, 20 on hit
Chipp's super unleashes most of his moves in a flurry of attacks.

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