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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.
Normal Moves
5P
- Chipp's fastest normal
- Whiffs against crouching opponents, except Potemkin (and possibly Bedman)
- Mostly used in juggle combos after 2D > 236S
- Can also be used as an emergency anti-air because of its upwards angle and startup, but is very bad when it trades
5K
- Very fast for its range
- Chains into 2D, therefore very useful
- Good hitbox, beats many otherwise problematic normals (eg. Zato's 2S)
- All around essential and versatile move
- Has an unusual delay gatling into 6P
c.S
- Extremely fast and offers frame advantage, very useful for frame traps
- Linking another c.S is possible against crouching opponents or on counter hit
- Chains both into 6P and 2D and is therefore vital for knockdown combos
- On normal hit, can link into 5P against standing opponents and c.S on crouching opponents to make hit confirming out of stagger pressure possible.
f.S
- Excellent range and speed, very good for zoning and after dash-ins. Is essentially the higher recovery, higher-hitting brother of 2S.
- Loses or completely whiffs against specific lows, such as Sol's 2D
- No way to chain into 2D, so comitting to an f.S usually means forfeiting knockdown
5H
- Mostly a combo-tool and blockstring ender (canceled into rekka, teleport or jump/IAD Fast Shuriken)
- Has more startup than in earlier Guilty Gears and is therefore less useful as a poke
- Can be used as a makeshift anti-air in very specific situations, such as against Venom's Mad Struggle, since a trade will greatly benefit Chipp
- Can link into 2D on counter hit
- Full air combo possible on air counter hit by dashing, and combos into 5D on counter hit
2P
- Very fast and offers frame advantage
- Attack level 0 makes this decent for tick throws
- This is the move to mash when you want to mash into blockstrings, up close
- Somewhat useful to bait bursts: 2P > 2P > c.S...
2K
- Since this is Chipp's fastest low hit, it is a common starter for strings
- Self-gatling for consecutive lows is useful to keep opponents crouching or else punish them
- Gatling into 6H is useful to punish fuzzy (delay) jumpers and one way to punish excessive use of FD
- Somewhat hard to use as okizeme because of its range (risk of getting thrown, can't catch backdashes) and short active time, but needed nonetheless.
2S
- In many matchups, an essential button to use on the approach, or to stuff moves.
- Hits low profile buttons where f.S would whiff, and with significantly less recovery, but cannot hit some air maneuvers that f.S would hit.
- Staggers on counter-hit, making it a good option as a dash-in attack and for frame traps.
- Chipp's hurtbox is exposed before the attack lands, so there can be some risk associated there.
2H
- Works well as an anti-air because of the high vertical range (hits them early) and the added reliability in trades (high attack level and good counter hit property), less so because of its actual hit box
- Floats on normal hit
- Followup-Combo only possible on counter hit or by cancelling into 22S teleport
- If it is used at the end of a block-string or stand-alone, it should be cancelled into 22P or delay cancelled into 2D to make it safe.
j.P
- Very fast normal, mostly used in combos or air-to-air scenarios
j.K
- Has two hits.
- The first hit has a great upwards-angle and is very useful as an anti-air / air-to-air.
- The second hit pulls the enemy downwards, which is used mostly in specific knockdown combos
- Be careful - should the first hit of j.K whiff, the second hit will activate regardless, which means that if you fail your air-to-air attempt, you might not be able to act for a while.
j.S
- Slightly bounces Chipp upwards when used, which can be both a blessing and a curse
- Has a great crossup hitbox, but is hard to use because of the bounce
- Almost exclusively used in many combos and a few blockstrings (such as iad.j.K(1),j.K(1),j.S,J.HS(2), land...)
- Sometimes useful as okizeme, such as IAD high/ low mixup after air alpha or alpha plus knockdown, after H teleport, or in the corner "beyblade" mixup
j.H
- Your jump-in of choice
- Excellent hit box which is hard to anti-air and can also easily cross up
- Has two hits
j.D
- 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
- 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
- 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
- Causes stagger on ground hit
- Causes ground bounce on air hit
- High damage and great in juggles, if you can land it, since it offers a free combo afterwards (run up c.S or 5P, air combo)
- Against Standing opponents, this combos into Alpha Blade, and depending on the range also into an alpha blade very low to the ground (2369P).
- Can be used to catch delay/fuzzy jumps and as a tech trap in different situations
- Leads into corner Blitz attack loops on air hit
j.2K
- 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
- 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
- Agonizingly slow startup
- Insanely high range, but might need some creativity to follow up midscreen from far away with the air combo (airdash during homing jump etc.)
- Standard 5D homing dash combo gives nearly full corner carry (sometimes can give full) with a solid knockdown
- One of few 5D attacks which is plus on block, as it has very low recovery
Universal Mechanics
Ground Throw
- very short range compared to other characters
- enough time after it for OTG hits, such as 2K
- Causes a moderate knockdown to the opponent, giving you enough time for okizeme such as jump forward, FDC, j.H(crossup), continue pressure or combo. Unfortunately does not reliably lead into strong mixups without meter, but with meter, allows you to do TK Ryu Yanagi setups
Air Throw
- Causes very long knockdown, giving you a lot of time for either [invisibility > meaty 2K] or simply FDC okizeme
- can be Roman Cancelled and followed up with a 6H > dash 5P > air combo for good damage
Dead Angle Attack
- causes wall bounce on counter hit
Blitz Attack
- 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)
- 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)
- 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
- 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
- Can NOT be cancelled into from normals
- Will make Chipp flash from invisible to visible for approx. 8 seconds
- Chipp changes visibility about every second
- Effect will end prematurely if Chipp is hit or has to block
- Can be used in the middle of corner dust combos and can be used after certain knockdowns while still having options for meaties. Very good after a high wall alpha knockdown prior to okizeme
Tsuyoshishiki Ten'i
22P/K/S/H
- 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
- Slow and very risky unblockable / command throw
- Cannot be bursted after the hit, since it is a throw
- causes very long knockdown, giving you enough time for invis > meaty attack or 3-way mixups
- leads to very high, meterless damage into knockdown in the corner, since it can be cancelled into wall cling after the hit
Resshou
236S
- 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
- Second hit of Chipp's Rekka Series
- Hits Low
- Special hitstun makes it only -3 on hit
- Staggers on counter hit
- very useful if used slightly delayed after the first rekka as a frame trap
- Good if followed by a Roman Cancel for either combos or further pressure (and to make the move safer, since it's -7)
Senshuu
Resshou > 236K Rokusai > 236K
- Possible second or last hit of Chipp's rekka series
- Overhead
- launches on hit, can be followed up with a juggle combo
- very unsafe on block and crouching CH recovery, use sparingly
Shinkirou
623H
- Can be used Stand-alone or during Chipp's Rekka series (but not after 236K)
- Wall Sticks on air-hit
- does NOT launch on ground hit
- free air movement after the recovery of the move ends
- combos after 2D > 236S
- Knocks back on counter-hit
- Relatively little use outside of combos or a risky frametrap after Rokusai (will be punished by airthrow on block)
Shuriken
j.214P
- 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 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 |
---|---|---|---|---|---|---|---|
Up and Down Movement Wall Cling > 8 or 2 | |||||||
Horizontal Movement Wall Cling > 6 or 3 or 9 | |||||||
Horizontal Movement Wall Cling > 4 | |||||||
Alpha Blade Wall Cling > P | |||||||
Kunai Wall Cling > K | |||||||
Ground Genrouzan Wall Cling > S | |||||||
Air Genrouzan Wall Cling > H |
*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
- 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
- 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
- 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
- [ ] Indicates during Hell Fire
- Uses the animation of his Resshou.
- Chipp's Instant Kill activation has extremely long startup, an instant kill will not be guaranteed even if your opponent is dizzy
- It can be used however when your Opponent is in Hellfire state during the last possible round. A sample combo to land it would be: corner S > S > HS > 236S > 236S roman cancel > Dust, dash cancel, instant kill activate, instant kill.