GGST/Chipp Zanuff

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Revision as of 05:39, 9 July 2021 by Sig (talk | contribs) (: Gatling links added.)



Overview
Overview

Chipp Zanuff is the ultimate speed demon. He has phenomenal running speed and good air mobility thanks to his triple jump. His special moves allow him to dart across the stage and he can even 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 cross-up. 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, provides 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 a plethora of offensive 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.

Pros
Cons
  • Quick Normals: Has the fastest attack speed in the roster, which allows him to easily pressure characters with slower frame data.
  • Mobility: Incredible mobility on top of his speed. His natural dash speed, triple jump, wall run, and alpha blade allow him to get in easily and effectively, or maneuver around to make it annoying for the opponent to deal with.
  • Pressure: Chipp has plenty of ways to hit an opponent, whether it be a command grab, grounded crossup, or overhead. Cycling these options can make Chipp's offense feel unstoppable.
  • Glass Bones and Paper Skin: Lowest health in the game, and by a noticeable par from the rest of the cast. If you take too many risks you'll die before you know it.
  • Inconsistent Damage: It will take Chipp a few more combos to kill an opponent compared to most characters due to lower average damage on his attacks. He also has some difficulty getting consistent combos on certain character weights/hurtboxes.
  • Few Disjointed Attacks: Outside of his 5H and 6P, Chipp lacks disjointed hitboxes on majority of his attacks which can make some footsie scenarios difficult to win.
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Chipp Zanuff


GGST Chipp Character Guide

Normal Moves

5P

5K

c.S

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
30 All 9 2 20 - -

  • 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

5D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
40 High 20 5 24 - -

  • Hold D to charge.
  • Deals more damage and launches opponent on hit when fully charged.
  • Homing jump cancelable on hit against grounded opponents when fully charged.
  • Homing jump cancel forces an Area Shift.

Chipp summons Dodomezaki the sea otter in front of him for his dust attack. The otter is disjointed from Chipp which has some niche uses. 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

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
35 High 28 5 7 - -

  • 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

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
50 All 17 6 18 - -

  • 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

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D

j.2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
14×N High 16 Until Landing Until Landing+8 - -

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

Air Throw

Special Moves

Alpha Blade Horizontal

236P (Air OK)

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln

ALFA BLAY!

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). If Chipp alpha blades into a wall he can hold forward or P and he will begin his wall run.

The move recovers faster when done at low heights than on the ground. There no minimum height on the move, allowing it to be tiger knee'd (2369P). 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)

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln

  • Ground version goes upwards.
  • Air version goes downwards.

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.

Beta Blade

623S (Air OK)

Gamma Blade

236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
30 All 25~50 7 Total 42 - -

  • 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

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
28 All 13 5 16 - -

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. All follow-ups of Chipp's rekka can be cancelled into on whiff, hit, and block. You may also input the rekkas faster or slower to get different timings to throw off your opponent.

Rokusai

Resshou > 236S

Senshuu

Resshou > 236K Rokusai > 236K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
40 High 20 6 20 - -

  • 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

Shuriken

j.214P

Wall Run

Hold 6 while dashing to a wall's edge

Overdrives

Zansei Rouga

632146H (Air OK)

Banki Messai

236236K

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln

Chipp goes into a stance before rushing across the screen. If it connects with the opponent he will perform a flurry of blows with clones and knock the opponent back at the end of the super. Will wall break near the corner and provide a hard knockdown making it very useful as an okizeme ender if 632146H isn't enough to kill. Can be used to punish fireball moves as it has projectile invincibility on startup.


73% complete
Page Status %
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
Click here for the scoring criteria to assess character page completion.


External References

JP Wiki Frame Data source

Navigation

To edit frame data, edit values in GGST/Chipp Zanuff/Data.

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