Chipp Zanuff is the ultimate speed demon. He has phenomenal running speed and good air mobility thanks to his triple jump. His special moves provide tricky mix-ups and they allow him to quickly dart across the stage. He even possesses the unique ability to run up walls.
Chipp possesses fast attack speed and many pressure tools. f.S has good range, safe special cancels and starts combos, making it a great poke. 6K is a safe overhead. j.2K is an oppressive divekick that has great synergy with Chipp’s triple jump. Resshou is a rekka that can lead to highly delayable follow-ups, enabling a reset/throw mix-up. Safe tools like these can condition opponents to block, opening them up for riskier mix-ups. Some choices are Genrou Zan, a long-ranged command grab, and Alpha Blade, a grounded cross-up Attacking your opponent after changing which horizontal side you are on, usually by jumping over them.. After scoring a knockdown, Chipp gets powerful Okizeme in the form of safe jumps, cross-ups and high/low mix-ups. Cycle his moves well for an unparalleled offense!
On the flip side, Chipp’s defense value is the weakest in the game. Mistakes are so detrimental that trading hits back and forth is not an option. 6P and his DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. - Beta Blade, provide some neat defensive options, but durability is still no strength of his. Don’t be intimidated, Chipp has the mobility needed to dominate his opponent in neutral if you have the match-up knowledge required to avoid unnecessary risks. Stay sharp!
If you want to overwhelm opponents with unrivaled speed and plethora of relentless mix-up tools, then look no further than Chipp Zanuff.
Chipp Zanuff Chipp Zanuff (チップ=ザナフ), classified as a High Speed type, is an incredibly fast ninja who launches attacks in the blink of an eye.
- Quick Normals: Has among the best frame data in the roster, which allows him to easily pressure characters with slower moves and little defensive options.
- Mobility: Wields the fastest dash as well as having triple jump, wallrun, and Alpha Blade granting him incredible mobility while also making him a pest to catch.
- Pressure: Chipp has plenty of ways to hit an opponent such as with command grab, cross-up, grounded overhead, and the infamous plus-on-block divekick. Cycling through all these can make Chipp's offense often feel unstoppable.
- Defense: 3 frame 5P, DP, and low sweep can help avoid Chipp's major weakness.
- Wallrun Abilities: Unique wallrun enables combos which keep the wall from breaking and wallrun cancels enable extremely tricky mix-ups at the corner.
- HP: Lowest health in the game by far and having the highest R.I.S.C. multiplier means blocking basic blockstrings can put Chipp at half R.I.S.C. quite easily.
- Inconsistent Damage: Takes more hits to kill an opponent due to lower average damage, and has some difficulty getting consistent combos on certain scenarios.
Chipp Zanuff |
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Normal Moves
5P
- 3 frame normal.
- Chipp's fastest normal.
Backhand jab. One of the fastest normals in the game but it can be crouched by most characters (exceptions: Nagoriyuki, Potemkin, Giovanna, Millia, and I-No). Best used as a fast anti-air or a quick punish option to interrupt your opponent's strings.
Gatling Options: 5P, 2P, 6P, 6K, 6H
5K
- Excellent close-range button.
- Unique Gatling into itself.
Overall very fast 5K with good range while also jump cancellable. It is slower than his 5P but it can't be crouched under making it easier to use. Good for general pressure as it chains into itself and can be confirmed into a 2K > 2D very easily.
Gatling Options: 6P, 2K, 6K, 6H, 5D, 2D
c.S
- Not plus, but plenty of gatlings to threaten with.
Most versatile combo starter option and also easy button to use to start jump cancel pressure. This chains into any command normal or other S/H button making it a very high reward button.
Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D
f.S
- One of Chipp's prime poking normals.
- Omit this and go straight to 5H when you combo into rekkas.
Chipp's best poke with excellent range and combos easily into resshou. This will cover a lot of ground space and also catches jump out attempts. Chipp extends his hurtbox a lot so be careful about getting beat out by 6Ps or crouched under by low profile moves.
Gatling Options: 5H, 2H
5H
- Surprisingly safe.
Less range than f.S but has a better hitbox for counter poking. Unfortunately it has large knockback which can make it difficult to convert damage off of or use in extended combos. Can be used after j.H for some nice pressure after landing.
5D
- Data in [] represents values when fully charged.
- Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.
- Deals more damage when fully charged, launches opponent on hit if combo'd into.
- Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.
- 80% proration if not fully charged.
Chipp summons Dodomezaki the sea otter in front of him for his dust attack. The otter is NOT disjointed from Chipp. Chipp will take damage if they hit the otter. Charge the dust attack by holding down D to follow up with a dust combo. If you hit 5[D] on an airborne opponent it will launch them upwards and allow for some combo extensions.
6P
- Head invulnerable anti-air.
- Decent counterpoke.
Hand slap with head invincibility but very punishable on hit/block if not cancelled. Use this when you're not confident you can anti-air with 2H. You will also typically confirm into this button from 5P/2P for some extra damage.
6K
- Chipp's main overhead.
- Throw invulnerable for most of its duration.
Chipp's grounded overhead option that is cancellable from most of his normals. You're airborne (and thus unthrowable) for the entire attack except the landing recovery. You will typically use this to harass an opponent mid blockstring. If used a meaty you can combo into 2K > 2D and setup the same okizeme loop again.
6H
- Max damage CH starter.
- Excellent combo filler due to its high damage and ground bounce.
Useful normal for causing a ground bounce (wall bounce for wall run) in combos. Also a fantastic punish option for DPs for big counter hit combos. You can also use this as a counter-poke for some extended normals to fish for counter hit starters. This button has a decent vertical hitbox which can be used to catch jump out attempts.
2P
- Not 3 frames but hits everyone crouching.
Slower jab than 5P but this does not whiff on crouchers making it easier to use. This is your primary button for mashing out of most strings where 5P would whiff. Usable as a tick throw options as well. Confirm into 6P resshou for a bit of damage.
Gatling Options: 5P, 2P, 6P, 6K, 6H
2K
- Chipp's fastest low.
Your primary low option for opening up your opponent. Does not chain into itself. You will almost always chain this into 2D on hit for okizeme or an extended RC combo.
Gatling Options: 6P, 6K, 6H, 5D, 2D
2S
- It's a mid.
- Whiff cancels into 2H, making it scary for opponents to whiff punish.
A crouching poke that does not hit low. Has a unique property where it can whiff cancel into 2H. This normal also causes a vertical launch on an airborne opponent, making it very usable for some loop combos.
Gatling Options: 5H, 2H
2H
- High risk, high reward anti-air.
Slow but highest reward anti-air option. On normal hit you can combo into 236K and follow up with an air button into airdash cancel combo. Counter hits can be confirmed right into wall run combos in the corner or resshou loops.
2D
Fast long range sweep option that can low profile some attacks. All round excellent button for starting okizeme since it provides a hard knockdown on grounded opponents. Very useful as a whiff punish option as well.
j.P
Self chainable short range punch that can be used as a quick air-to-air. Cannot be jump cancelled or IAD cancelled.
Gatling Options: j.P, j.2K
j.K
- Jump and air-dash cancellable.
Chipp performs a horizontal double kick that hits twice. Gatling Options: j.2K, j.D
j.S
- Jump and air-dash cancellable.
Chipp spins like a top hitting both sides. Your best crossup tool. Chipp noticeably extends his hurtbox further behind him than one would expect making it possible for some attacks to seemingly hit him from behind.
Gatling Options: j.H, j.D
j.H
- Front hitbox hits on frame 11 and back hitbox on frame 9
- Jump and air-dash cancellable.
Chipp slashes below him while hitting twice. Your primary jump-in that can also cross up. Combos into 5H after landing for some nice pressure.
j.D
- Jump and air-dash cancellable.
Although not bad, this button has certainly seen better days. Good jump in button but the hitbox is not even remotely disjointed as in previous GG titles. This is also a common air combo ender as it will knockdown any airborne opponent.
j.2K
May or may not be incredibly oppressive against some characters who lack good anti-air options that can cover areas directly about them. Each hit of the dive is an overhead and it's also plus on block if the last hit connects while being special cancellable. Incredible tool for air stalling and punishing whiffed anti-air attempts. Combos directly into 2K on hit.
Avoid whiffing this because it has a lot of landing recovery.
Universal Mechanics
Ground Throw
6D or 4D
Your regular ground throw. Can be RC'd for a combo. The throw leaves Chipp at full screen but he can easily run back in and meaty his opponent.
Air Throw
j.6D or j.4D
Air throw that can be RC'd for more damage.
Special Moves
Alpha Blade Horizontal
236P (Air OK)
ALFA BLAY!
- There no minimum height on the move, allowing it to be tiger knee'd (2369P).
- If Chipp alpha blades into a wall he can hold forward or P and he will begin his wall run.
- Cannot be Red Roman Cancelled.
Only has a hitbox behind Chipp, so if this is used too far away then it will whiff in front of the opponent, and is very punishable. If close enough to the opponent, Chipp will pass through them for a cross up. On close hit, it is sometimes possible to combo into 5P before the opponent hits the ground for some extra damage (mainly useful in the corner).
The move recovers faster when done at low heights than on the ground. If a low height Air Alpha Blade hits against a cornered opponent it is possible to convert into a combo.
Alpha Blade Diagonal
236K (Air OK)
- Ground version goes upwards.
- Air version goes downwards.
- Just like horizontal Alpha Blade, the move cannot be Red Roman Cancelled.
Alpha Blade but it goes diagonally. Ground version can lead into air combos while the air version can create a ground bounce that can be combo'd off of. If Chipp alpha blades at a wall he can hold 6 and begin his wall run. When you alpha blade into the air, Chipp will be able to move afterwards and have all of his air options available to him. This makes it very useful for combos, movement, and setups.
If used near the corner, Chipp will automatically do another hit coming off the wall resulting in two total hits. You can omit the second hit for the aerial version if you are holding forward towards the wall (holding K does not work). This does not work for the grounded version.
Beta Blade
623S (Air OK)
- Invincible on startup
- Can't be Roman Canceled when whiffed
Upward uppercut-like slash that hits twice. The first hit is very close range and will have trouble connecting with opponents who are further out. The second hit also has no invincibility which makes it likely to trade against jump-ins. Use as a reversal or combo ender.
Do not get this blocked. You may die.
Gamma Blade
236H
- Projectile has a hurtbox and Chipp and the projectile can be hit at the same time. Be careful.
Sends a clone forward that will attack the opponent. Best used when your opponent is conditioned and unwilling to counter-attack as even though it is plus, Chipp can get hit out of it. Very strong when combined with a Roman Cancel which will make the clone become an independent projectile.
Resshou
236S
- All follow-ups of Chipp's rekka can be cancelled into on whiff, hit, and block.
Kung-fu forward palm thrust. Starter of Chipp's rekka. Use this as a safe poke option to condition and pressure your opponent or as a long-range punish versus moves with long recovery. You may delay the rekkas faster to get different timings and throw off your opponent.
Rokusai
Resshou > 236S
- Can be followed up with Senshuu(236K).
Downward kick that hits low. Followup to Rokusai (236S). Use this to frame trap your opponent when they try to mash after your initial rekka or if they're trying to jump out.
Senshuu
Resshou > 236K Rokusai > 236K
- Rokusai (236S) cannot be used after this move.
Flip kick that hits overhead. There is a big gap where the opponent can easily punish with an anti-air (most likely 6P) or use a DP before the kick hits. Thus, this move should only be used if the opponent is conditioned enough to respect your pressure or fail to block overhead. Incredibly unsafe on block so have RC ready to continue pressure.
If you do hit this you can get any damage conversion into 2S and your combo of choice especially if it is off CounterHit.
Genrou Zan
63214S
A command grab that flings Chipp forward in a short trajectory. If it hits, Chipp and a clone will latch onto the opponent's head and trigger a short animation. It can be RC'd after the last strike which can lead into some Wall Break combos. Chipp is not invincible during the beginning jump, meaning you can easily get hit out of it.
Shuriken
j.214P
- Freezes Chipp midair during the throw.
- Can be TK'd from ground (2147p) allowing air options on recovery
- Up to 3 Shuriken can be used if TK'd during intial jumps
Regular air fireball. Has a pretty useful angle for zoning characters who have less mobility. Unfortunately your opponent can hit the shuriken with any active hitbox and nullify it. Fairly useful when PRC'd to provide yourself some cover while you're descending.
Wall Run
Hold 6 while dashing to a wall's edge
- During wall run, Chipp is able to do 5P, 5K, 5S, 5H or 6H.
- Press {4} or {2} to get off the wall.
Chipp's primary combo extender after CounterHit 2H at the corner. Aside from fancy wall run combos, the wall run can enable tricky okizeme off either version of Alpha Blade when cancelled immediately.
Overdrives
Zansei Rouga
632146H (Air OK)
- Invincible on start-up, but the animation of flying around the screen isn't.
- Not invincible on frame 1
- Hard knockdown, but does not wall break.
- Since it can be used mid-air it's able to be implemented in some specific Wall Run combos.
Chipp dashes upwards diagonally and goes back and forth across the screen. If he hits the opponent they'll be juggled around the air before an animation will trigger in which Chipp knocks them into the sky to then slam them downwards. It'll bring the opponent midscreen with Chipp landing right next to them. Since Chipp gains control before the opponent he can immediately pressure their wakeup with okizeme. Can be used as a reversal to quickly react to an enemy's attack.
Banki Messai
236236K
- Launches and hard knockdown on completion, wallbreaks near the corner.
- Projectile invincibility on startup.
- Not full screen, but covers a good portion of the screen.
- Can be Red Roman Cancelled either during the beginning of the animation or after the super is finished.
Chipp enters a quick animation before running across the screen. This move is not full screen and will whiff in front of the opponent if activated too far, leaving you open for a punish. It's fairly reactable as well and can be easily jumped over. If the move connects with the opponent Chipp will perform a flurry of blows with his clones before knocking the opponent back. Since it wall breaks near the corner and provides a hard knockdown it makes a very useful as an okizeme ender if 632146H isn't enough to kill. Its startup projectile invincibility makes it useful as a way to punish fireballs or moves like Gun Flame.
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Page | Status | % |
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Overview | Some images are missing. Hitbox/Hurtbox images need to be added. Move descriptions could be more detailed. | 16/20 |
Combos | Minimal combo theory explanation. Certain routes are still missing. More confirms need to be covered. | 5/10 |
Strategy | Certain sections require more detail or elaboration. Character matchups unfinished. More okizeme examples need to be covered. | 12/20 |
Frame Data | Active frames and recovery data are still missing. | 40/50 |