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.

 Chipp Zanuff  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.
Chipp Zanuff
GGXRD-R Chipp Portrait.png
Defense
x1.30
Guts Rating
4
Weight
[100] Medium
Stun Resistance
50
Prejump
3F
Backdash
21F (1~9F invuln)
Wakeup Timing
30F (Face Up)/ 24F (Face Down)
Unique Movement Options
Triple Jump
Tsuyoshishiki Ten'i
Wall Cling
Fastest Attack
Reversals
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

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 Mid 4 2 10 +2

  • 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

5H

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 Mid 10 7 16 -4

  • 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

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
8 Low 5 4 7 -1

  • 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

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 Mid 7 4 11 -1

  • 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

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
34 Mid 7 9 18 -8

  • 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.

2D

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
26 Low 9 2 17 -7

  • Fast low hit with very long range
  • Can evade some other low hits (Ky 2D and 2K for example) since Chipp's hurtbox pulls upward slightly
  • Very good for stuffing 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

j.P

j.K

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
16×2 High / Air 5 6,2 8

  • 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

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 High / Air 9 10 18

  • 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

j.D

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
36 High / Air 6 8 18 + 5 Landing Recovery

Very fast and has a disjointed hitbox around Chipp's foot, 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 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
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 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
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

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
60 Mid 17 6 15 -2

  • 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

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
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.

5D

Universal Mechanics

Ground Throw

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
0,60 Ground Throw: 63000 1 +40

  • 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

Dead Angle Attack

Blitz Attack

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
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 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
236P 36 Mid 17 15 32 -30 1~Airborne
5~16 Low Profile
17~22 Strike
j.236P 32 All 14 14 18 After Landing -19
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 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
623S 30,26 Mid 5 4,18 16+10 After Landing -30 1~8 All
9~12 Strike
9~Airborne
j.623S 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

Gamma Blade

41236H

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
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

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
Total 29

  • 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

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
In Place
22P
Total 21 7~15 Strike
Forwards
22K
Total 30 10~12 Strike
Airborne, Front of Opponent
22S

No results

Airborne, Behind Opponent
22H

No results

  • 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

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
0,90 Ground Throw 27 11 12 +54 9 Strike
10~Airborne& Foot

  • 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

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
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

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
20 All 16 12 16 -14 16~Airborne

  • 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

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
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 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
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".

Overdrives

Zansei Rouga

632146H

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
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 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
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 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
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

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
DESTROY All 9+13
[5+9]
5 30 -18 9~26 Full
[5~18 Full]

  • [ ] 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.

External References

Navigation

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

GGXRD-R2/Navigation