GGST/Chipp Zanuff: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=GGST|chara=Chipp Zanuff}}
{{InvisibleHeader}}{{NavTabs|game=GGST|chara=Chipp Zanuff}}
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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{CharaOverview
{{CharaOverview

Revision as of 23:45, 22 February 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Overview

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Normal Moves

5P

5K

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Overall very fast 5K, not as fast as 5P but still pretty close, plus has better range.

c.S

f.S

5H

5D

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Chipp summons a Tanuki in front of him.

6P

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Hand slap. Very slow and punishable 6P.

6K

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Horrendous startup, but you're airborne (and thus unthrowable) for the entire attack except the landing lag.

6H

2P

2K

2S

2H

2D

j.P

j.K

j.S

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  • No longer bounces you upwards.

Your best crossup tool.

j.H

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  • Hits 2 times.
  • Easy crossups.

Your best jump-in due to the excellent hitbox, hard to anti-air.

j.D

j.2K

Universal Mechanics

Ground Throw

Air Throw

Special Moves

Alpha Blade Horizontal

236P (Air OK)

Grounded version will crossup at certain ranges. Mainly the closer you are to the opponent the more likely it is to crossup

Alpha Blade Diagonal

236K (Air OK)

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Ground
Air

  • Ground version goes upwards and air version goes downwards.

Alpha Blade but it goes diagonally.

Beta Blade

623S (Air OK)

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Ground
Air

Upward uppercut-like slash. Solid DP with good invicibility. Use as a reversal or combo ender.

Gamma Blade

236H

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Sends a clone forward that will attack the opponent. Chipp can now cancel the move from normals, which makes the move a strong pressure tool compare to in previous iterations. But in return, the opponent can also hit his clone and he will get the damage, so when pressuring them and you consider cancelling into this, make sure you leave no gap or have the opponent respect you. DON'T THROW THIS OUT IN NEUTRAL WITHOUT KNOWING WHAT YOU ARE DOING.

Resshou

236S

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Kung-fu forward palm thrust. Starter of Chipp's rekka.

Rokusai

Resshou > 236S

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  • Can be followed up with Senshuu(236K).

Downward kick. Followup to Rokusai(236S).

Senshuu

Resshou > 236K Rokusai > 236K

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  • Can't be followed-up with Rokusai(236S).

Flip kick. Followup to Rokusai(236S).

Genrou Zan

63214S

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Command grab. Range is good and damage is alright, but startup is really too long.

Shuriken

j.214P

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  • Freezes Chipp midair during the throw.

Regular air fireball.

Wall Run

Hold 6 while dashing to a wall's edge

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During wall run, you can use your 5P, 5K, 5S or 5H, or press 4 or 2 to get off the wall.

Overdrives

Zansei Rouga

632146H (Air OK)

Banki Messai

236236K

External References

Navigation

To edit frame data, edit values in GGST/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.

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