GGXRD-R2/Chipp Zanuff

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Overview
Overview

Guilty Gear's dedicated pixie character with great mobility and paper-thin defense. Chipp has everything a speedy player could want: fast movement, a triple jump, teleports, and several special moves that let him careen around the stage and climb on the walls. His normals are also much faster for their range than most other characters, and he has a few powerhouses like 6P, 5H, and j.D to supplement his raw speed.

While he's without a doubt the nimblest character in Xrd, Chipp also has a strong pressure game: c.S is a plus on block throw option select that is faster than many characters' jabs and frame traps into itself. Off of throw or another good knockdown, Chipp can often set up a jump-in mixup using j.S, j.H, or simply landing and going low. His aerial kunai super Ryuu Yanagi (j.214214K) makes those mixups even harder to block. Gamma Blade (41236H) is a large grounded projectile that is always plus on block and captures the opponent on hit, giving Chipp a free combo. Chipp also has Beta Blade (623S), a two-hit, 4f meterless reversal that lets him challenge mixups and pressure.

Turning a combo into setplay and mixups is not always feasible, however, and Chipp must often choose between a moderate damage combo and a reset to neutral or a much less damaging combo with continued okizeme. Chipp's many tools give him many options in neutral, but using them to safely control his opponent requires a lot of matchup knowledge and choosing the wrong option can be very punishing: if Chipp eats a single bad counter hit, he's liable to lose half his health bar or more.

If you want to live fast, die hard, and have every tool in the box at your fingertips, Chipp is the character for you.

Playstyle
GGXRD-R2 Chipp Zanuff Icon.png Chipp Zanuff has every tool you could ever want and enough mobility options to treat the screen like a jungle gym - but he hurts more than anyone else when he makes a mistake.
Pros Cons
  • Uncontested Speed: Easily the fastest character in the game, in both mobility and frame data.
  • Air Mobility: Has one extra jump, letting him triple jump and jump after an airdash.
  • Powerful Mixups: FDC and Wallcling give Chipp multiple oki mixup options.
  • Teleport Cancels: Teleports allow for punishes almost anywhere on screen, or faking out an opponent by teleporting in place. Add YRC for even more cheese.
  • Excellent buttons: Great hitboxes and recovery on many normals (6P, c.S, 2S) can make Chipp difficult to challenge.
  • Adaptable Skillset: Chipp has ample tools for being the aggressor or defender in almost any situation.
  • World's Most Killable Man: Although Chipp has high guts, he has the worst defense modifier and stun resistance in the game.
  • Lack of Easy Knockdowns: Scoring a knockdown usually needs combos with specific conditions (close range or crouch hit).
  • Poor Backdash: Very long total duration and has more recovery than average. This makes some okizeme setups hard to escape from.
  • Some Skill Required: Chipp relies on jump installing more than any other character so that he can jump or airdash after his air teleports. Doing this off stray hits in the heat of a match can be challenging.
  • 30f face-up wakeup timing: Some characters get specific okizeme on Chipp if they knock him down face-up.
Jump Installing

Normally, Chipp cannot jump or airdash after his S/H teleports, but this can be changed with a technique called jump installing.

Jump installing is a long-standing bug feature of the Guilty Gear series that allows characters to fool the game into giving them air actions when they would not normally have them. Many moves in GGXrd will automatically jump install, but Chipp is notable both for having a move that does not auto-jump intall (S/H teleport) and relying on that move for combos quite a lot. Jump installing is NOT unique to Chipp - he just does it more than anyone else.

For more information on jump installing, see this page.

Normal Moves

5P

5K

c.S

f.S

5H

2P

2K

2S

2H

j.P

j.K

j.S

j.H

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
36 High / Air 6 8 18 + 5 Landing Recovery - -

  • Very fast and has a very strong hitbox, which makes this normal especially useful to punish air-throw attempts or sloppy anti-airs
  • Just as useful in combos, since it causes plummet / knockdown midscreen and wall bounce in the corner
  • Floor Slide on Counter Hit - long floor slide on ground counter hit, very short floor slide on air counter hit
  • Since it has some landing recovery, be very careful when using it from too high up in the air - if your opponent instant blocks, you might get thrown when you land.
  • All around essential move in many matchups

6P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
22 Mid 9 3 25 -14 1~3 Above Knees
4~11 Low Profile

  • One of the most invulnerable 6Ps in the game. This gives it uses in antiair, counterpokes against many mid-hitting moves, and pressure vs characters who like to mash with moves that would lose to it.
  • Goes under quite a few fireballs and pokes from frame 1.
  • Horribly long total duration and recovery make this move extremely risky - be very careful when to use it, especially when attempting an anti-air
  • Chains into 6H, but only combos into it on Counter Hit.
  • Gatlings to and from c.S for basic but optimal combos.
  • All-around essential part of Chipp's ground game in many matchups.

6K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
20 High / Air 19 5 5+3 After Landing -1 1~4 Throw
5~Airborne& Foot

  • Overhead, unthrowable as long as Chipp is airborne
  • Chains from c.S
  • Comboing off of this only works as a meaty and against crouching opponents, or with a Roman Cancel
  • Should not be used point blank, as opponents can easily ground throw you after the hit
  • Airborne state and attack level 1 make this a very risky choice, additionally to the bad risk-reward it offers to begin with - if you eat an airborne counter hit if your opponent mashes, you will eat a lot of damage

6H

j.2K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
16×3 All 8 Until Landing 0 - -

  • j.2K alters Chipp's flight path, slowing down his horizontal accelleration
  • Mostly used for Chipp's FDC (faultless defense cancel), input: j.1[K]~[S]
  • Multi-hit and attack level 0 make this a decent but risky okizeme tool. For example in the corner, you can use it low enough to have only one hit connect, then immediately link a 2K, which is a hard to block setup, especially when you would usually do a 2-hit j.H. This setup is risky however because it can easily be backdashed. Also, if you try to land more than one hit of j.2K and your opponent uses faultless defense, you will be pushed back so much that the last hit of j.K might whiff, which means your opponent will recover before you and will throw you.

2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
26 Low 9 2 17 -7 5~10 Foot

  • Fast low hit with very high range
  • Can evade some other low hits (Ky 2D and 2K for example) since it is "foot-invulnerable" (hurtbox is elevated)
  • Very good for stuffing and then punishing dashes
  • Important to score knockdowns
  • Combos into 236S, which also serves as a very useful block string
  • 2D > 22P > link 2D can be useful against people expecting 2D > 236S
  • 2D > 236S > 623H is a very strong combo starter in the corner leading to good damage and knockdown, making 2D as a poking tool even more important
  • Overall essential move in the ground game

5D

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Blitz Attack

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Uncharged 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Max Charge 50 Mid 50+13 3 20 +5 1~50: Blitz

  • Chipp can use his blitz attack in the corner to perform 6H > Blitz attack loops anytime he can combo into air hit 6H, by jump cancelling the recovery of 6H and cancelling the jump startup with blitz. The input is 6H > 8~[5SH]. Such combos do very high, meter-efficient damage and drain burst gauge, making them indispensable for serious Chipp players. If timed very carefully with a slight delay , it can even be made a burst safe point (the blitz shield would reject a burst activated during 6H hitstop) while still being a true combo.

Special Moves

Alpha Blade

236P (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Ground
236P
36 Mid 17 15 32 -30 1~Airborne
5~16 Low Profile
17~22 Strike
Air
236P
32 All 14 14 18 After Landing -19 -
Plus
236P > H
38 Mid 9 12 18 -13 -

  • Alpha Blade is a strong move that has myriad uses on defense, as it is a long-range, low-profile slide. It is an excellent choice to escape the corner from many different elements of pressure. Being that the low profile is one of the main attributes, it can also be used to go under certain projectiles or pokes.
  • Both versions launch the opponent, but the ground version cannot be followed up, except on counter hit, by spending Meter or by simply adding an Alpha Plus.
  • On normal block, there is a minimum 6F gap between Alpha Blade and Alpha Plus, making this move risky on block at any range in any matchup.
  • The ground version counts as airborne (will go over slidehead) and can go under many projectiles, such as Ky's Stun Edge, I-No's Horizontal Chemical Love, and so on
  • Ground Version will only combo out of 6H or 5H, and 5H only if you are relatively close to your opponent or if you hit him while he is crouching
  • 2D > Ground Alpha Blade works against lightweights, but is used rarely
  • Frame Advantage for Air Alpha Blade is on lowest height
  • Air Version can be cancelled with Wall Cling (46 near the corner), however, if you do not perform any other actions after the wall cling, there will be a special, relatively long landing animation when you land
  • using an Air Alpha Blade very close to the ground will allow for juggles. Example: corner S > S > HS > 2369P (lowest possible height), land, S....

Beta Blade

623S (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Ground 30,26 Mid 5 4,18 16+10 After Landing -30 1~8 All
9~12 Strike
9~Airborne
Air 28,18 All 3 2,16 5 After Landing - 1~4 Strike

  • A solid dragon punch, mostly only used as a reversal or as an ender for air combos
  • If the first hit is Roman Cancelled, Chipp will still stand on the ground, which will either allow him to followup up the hit with a 6H, or to start pressure in case Beta Blade has been blocked
  • The first hit of the ground version gives a hard knockdown; this of course rarely comes into play
  • As of Rev2.1, this move is now throw invulnerable.

Gamma Blade

41236H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
32 All 19 9 Total 56 +5 -

  • Can NOT be cancelled into from normals.
  • Deletes most projectiles it comes into contact with and travels onwards.
  • Slow Startup and very long duration make this a very risky move without YRC available.
  • Always +5 on block, no matter how late it hits, since Chipp has a set recovery if it makes contact with the opponent
  • On Hit, traps the opponent for a while and causes airborne state (meaning all following hits will juggle him). During this time, burst can be input, but will not go off for the full duration of the trap.
  • deals full damage as an OTG hit and still causes the trap effect (although all followup hits will suffer from OTG damage reduction).
  • A very important move in many matchups despite the risk.

Tsuyoshishiki Meisei

214K

Tsuyoshishiki Ten'i

22P/K/S/H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
In Place
22P
- - - - Total 21 - 7~15 Strike
Forwards
22K
- - - - Total 30 - 10~12 Strike
Airborne, Front of Opponent
22S
- - - - Total 20 - 10~12 Strike
Airborne, Behind Opponent
22H
- - - - Total 20 - 10~12 Strike

  • 22P is very good when used either in neutral and blockstrings as a bait to fake out 22K or 22H teleports and keep your opponent on edge.
  • It is a strong strategy to cancel the recovery of 22K teleport with YRC. The added slowdown should give you enough time to start a combo, apply pressure or go for an air throw
  • 22S/22H teleports enable combos after 2H.
  • 22S version will maintain dash momentum; for this reason, it has some use as a jump in, particularly for certain mixups
  • Both the S and H versions of the teleport cause Chipp to fall a set distance towards the side opposite the one Chipp appears on (towards the opponent), the only exception being if 22H is used in reach of wallcling. In this instance, Chipp falls straight downward.
  • Because Chipp falls slightly forward, this means when 22H teleport is used at a long range, Chipp will fall onto to the other side of the opponent from where he appears, rather than behind as usual. This affects certain corner oki setups, but the forward momentum can be stopped using a delayed FDC or just j.2K.
  • 22H teleport can be cancelled into wall cling, manually or by holding H.
  • If used predictably, all teleports can be heavily punished
  • Can install an airdash (super jump install) to air versions in neutral with a fast 228 input
  • If landing recovery from a jump is cancelled into an air teleport, you can use whatever air options you would have had left.

Genrouzan

63214S

Resshou

236S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
18 Mid 13 5 10 -1 -

  • starter of Chipp's rekka series
  • super useful as a blockstring ender since it only leaves you at -1, which is a non-issue if your opponent doesn't instant block - chipp's pokes (such as 2S or 5K) will generally be faster than what your opponent has to offer on the distance you are at after using the rekka, and you can use 6P to counterpoke certain abare. Can alternatively follow up with Rokusai for a risky frametrap that is high reward on CH.
  • Has special hitstun that makes it +2 on standing hit, +3 on crouching hit.
  • combos into 5K on counter hit
  • links into 5P or even c.S on airborne hit (for example after 2D)

Rokusai

Resshou > 236S

Senshuu

Resshou > 236K Rokusai > 236K

Shinkirou

623H

Shuriken

j.214P

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Slow 10 All 23 - Until Landing+6 After Landing - -
Fast 10 All 8 - Total 16 + 3 Landing Recovery - -

  • alternates between a slow and a fast version, with the slow version coming first
  • slow version freezes chipp in place during the throw and has very long recovery
  • an interesting setup for the slow version is to use it after a low altitude j.D combo ender. Cancel the j.D into slow shuriken, land and continue pressure on waking up opponent, who now has to block the shuriken.
  • fast version does NOT alter chipp's momentum, which makes its usage different than in older guilty gears - now you would rather throw a fast shuriken during a jump's ascent to make it go further
  • mostly used for pressure and to cover your approach, especially useful against characters that have a hard time dodging it, such as potemkin
  • Fast version can be used as a pressure reset with IAD

Wall Cling

Near Wall > 64

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Up and Down Movement
Wall Cling > 8 or 2
- - - - - - -
Horizontal Movement
Wall Cling > 6 or 3 or 9
- - - - Until Landing - -
Horizontal Movement
Wall Cling > 4
- - - - Total 6 - -
Alpha Blade
Wall Cling > P
32 All 17 Until Landing 23 - -
Kunai
Wall Cling > K
10 All 9 - Total 18 - -
Ground Genrouzan
Wall Cling > S
0,90 Ground Throw: 17500 17 Until Landing 18 After Landing - -
Air Genrouzan
Wall Cling > H
0,90 Air Throw: 17500 17 19 Until Landing+10 After Landing - -

*The wall cling generally is used for corner Okizeme as well as runaway tactics.
  • many special moves that leave chipp airborne can be cancelled into the wall cling, such as genrouzan (63214S), air alpha blade (j.236P) or 22S teleport.
  • Chipp retains all movement options he had before a wall cling, meaning that you can still airdash, double- or triple jump if you let go of the wall or use one of the wall-dashes (9 or 6/3)
  • The Kunais (K) are a very good keepaway tool while wall clinging, and will force your opponent to either wait or jump at you, which will both give you time to let go off the wall and act in whatever way is necessary.
  • letting go off the wall (4) enables you to corner-crossup your opponent with j.H
  • a mixup to this is to 3/6dash off the wall and immediately 2D > 236S your opponent for a very quick low hit
  • Chipp cannot use normals or specials during the 9-dash (the far jump off the wall, horizontal angle), but he can cancel it into double / triple jump or airdash.
  • to not get an accidental 6-dash when you want a 9-dash, input the 9-dash as "89".

We have gathered here today, not to mourn the death of Wall Alpha, but to celebrate its life. There has never been a better couple between a wall and a blade. The Wall Alpha we know may be gone, but it will forever live in our hearts.

I first met Wall Alpha when I picked up Guilty Gear Xrd Sign from the Steam store in 2016. Our first encounter was awesome. I remember going into the challenges section and looking at how cool alpha into alpha looked. I grinded and struggled at first to do alpha wall cling cancel wall alpha at first, but it filled me with joy to see Wall Alpha be so key in Chipp's corner oki and that it’s used on all of his corner combos. Wall Alpha was always there to get me a knockdown in the corner and add a bunch of damage to my corner bnb’s while retaining corner. Every Chipp player appreciated Wall Alpha and before every game they would dream of landing one for that corner knockdown. Wall Alpha’s best friends, HS teleport and Ryuu Yanagi, are here with us as well to pay respects to Wall Alpha. HS teleport would tell me stories of how the two would team up to blend everyone into smoothies in the corner. Ryuu Yanagi would love to do the honors of providing one of the most difficult to block mixups in the game. Wall Alpha is loved by many friends and family, and I feel that we are all equally blessed to be part of his life, as he was part of ours.

I will remember Wall Alpha. You all will remember Wall Alpha. People will still talk about this special move who’s oki carried so many Chipp players to adulthood. Although Wall Alpha is gone now, we will live on with a lesson. Enjoy your specials in their wonderful lifespan before they get nerfed. Never take any special for granted.

Thank you Wall Alpha. My dear friend. My best friend. Thank you and good bye.

Overdrives

Zansei Rouga

632146H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
24×5,150
[30×5, 187]
Mid 21+0
[18+0]
Until Corner 26 After Landing -91 1~5 Throw
6~21 Full
21~Airborne
[1~18 All]
[19~ Airborne]

  • Frame Advantage is on crouching block Sol
  • Combos off of 6H
  • Burst version is useful as a high-risk but very powerful reversal both on wakeup and to escape pressure, if you are comfortable enough with the input to use it. Should be reserved for when the damage will be fatal.
  • Can YRC during startup (before superflash) and it only uses 25% tension. This makes Burst ZR YRC a valid reversal strategy, as the Burst version is full invuln on frame 1. You'll even get to keep your burst. Make sure you don't try to do this against very active attacks!
  • particularly good after 6P counter hit > 6H to kill (since supers cannot be bursted) or after a successful blitz shield, since supers cannot be reverse-blitzed
  • can be YRCd before the first hit after superflash in case you screwed up / want to pretend you're endou
  • can be used for a gimmicky crossup on most knockdowns. Arguably more powerful near the corner as the opponent may have a bit less time to react. Not advisable in practice for obvious reasons.

Ryuu Yanagi

j.214214K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
20×12 All 1+2 - Total 21 - -

  • causes ground bounce and knockdown, depending on how it hits your opponent, which turns it into a good air combo finisher.
  • On the ground, the combo can be followed up with S > HS > 236236K for a high damage, high number of hit 100% tension combo, which is usually a bad choice since it fills up burst and is generally a meter waste, but in case your opponent has low HP, the way guts / damage reduction on low hp works plus the fact that you cannot burst supers will tip the scales, turning this combo into a great way to finish a round.
  • Since it travels slowly and Chipp retains all air options after using it, it is a potent okizeme option that can offer different 50/50's that are obscured by the kunai sparks, but keep in mind that all kunais will disappear if chipp is hit, so use it with caution.

Banki Mesai

236236K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
6×32,38×4 Mid×32, All×4 7+0 3(6)3(8)3(3)×3,3(6)6(3)6(3)60 - -14 3~10 Strike

  • Startup depends on distance / Whiff Total 49
  • The two Beta Blades at the end now will only trigger when the move actually hits, unlike in earlier Guilty Gears
  • Still a very unsafe move on block, since your opponent can block with faultless defense to make most of your hits whiff, giving them even more time to punish
  • The most common way to use this move is to combo into it to kill your opponent if he still has burst and low HP, such as after a 5H hit or high Wall Alpha combo.

Instant Kill

Raisetsudan

in IK mode: 236236H

External References

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Ambox notice.png To edit frame data, edit values in GGXRD-R2/Chipp Zanuff/Data.