GGXRD-R2/Chipp Zanuff/Frame Data

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System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Chipp Zanuff x1.30 4 3F [100] Medium 21F (1~9F invuln) 36 30F 24F Triple Jump
Tsuyoshishiki Ten'i
Wall Cling


Normal Moves

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
5P 6 3 8 Mid 0 CSJ 144 3 1 8 +1
5K 12 3 8 Initial: 85% Mid 0 CSJ 144 5 5 8 -3
c.S 28 10 7 Mid 2 SJ 264 4 2 10 +2
f.S 26 10 7 Mid 2 S 264 7 2 18 -6
5H 30 20 6 Initial: 95% Mid 4 SJ 384 10 7 16 -4
5D 22 10 10 Initial: 80% High 2 264 27 4 9 +1
6P 22 10 7 Mid 2 SJ 264 9 3 25 -14 1~3 Above Knees
4~11 Low Profile
6K 20 6 7 High / Air 1 264 19 5 5+3 After Landing -1 1~4 Throw
5~Airborne& Foot
6H 60 20 6 Mid 4 SJ 384 17 6 15 -2
2P 6 3 8 Initial: 80% Mid 0 CS 144 4 2 7 +1
2K 8 3 8 Initial: 70% Low 0 CS 144 5 4 7 -1
2S 28 10 7 Mid 2 S 264 7 4 11 -1
2H 34 20 6 Initial: 90% Mid 4 S 384 7 9 18 -8
2D 26 6 7 Low 1 S 264 9 2 17 -7
j.P 8 3 8 High / Air 0 CS 144 5 4 4
j.K 16×2 3 8 High / Air 0 CSJ 144 5 6,2 8
j.2K 16×3 3 8 All 0 144 8 Until Landing 0
j.S 28 10 7 High / Air 2 SJ 264 9 10 18
j.H 26×2 10 7 High / Air 2 S 264 8 6,6 29
j.D 36 -7/+10 High / Air 2 S 264 6 8 18 + 5 Landing Recovery

Universal Mechanics

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw Ground Throw 0,60 NA 6,0 Forced: 65% Ground Throw: 63000 0 480 1 +40
Air Throw Air Throw 0,60 NA 6,0 Forced: 65% Air Throw: 192500 0,4 480 1
DAA Dead Angle Attack 25 10 7 Initial: 50% All 2 -5000 / 264 11 8 14 -8 1~18 Full
19~24 Throw
Blitz Blitz Attack 50 Initial: 55% Mid 1 (15-48)+13 3 20 -2 1~Button release: Blitz
[Blitz] Blitz Attack Max Charge 50 Mid 4 50+13 3 20 +5 1~50: Blitz

Special Moves

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236P Alpha Blade 36 14 6 Mid 3 150 / 360 17 15 32 -30 1~Airborne
5~16 Low Profile
17~22 Strike
j.236P Air Alpha Blade 32 10 7 All 2 75 / 360 14 14 18 After Landing -19
236P > H Alpha Plus 38 14 6 Mid 3 150 / 600 9 12 18 -13
623S Beta Blade 30,26 10 7 Mid 2 200 / 600,240 5 4,18 16+10 After Landing -30 1~8 All
9~12 Strike
9~Airborne
j.623S Air Beta Blade 28,18 20 6 All 4 200 / 480,240 3 2,16 5 After Landing 1~4 Strike
41236H Gamma Blade 32 10 20 All 2 200 / 120 19 9 Total 56 +5
214K Tsuyoshishiki Meisai Total 29
22P P Tsuyoshishiki Ten'i 50 / Total 21 7~15 Strike
22K K Tsuyoshishiki Ten'i 50 / Total 30 10~12 Strike
22S/H S/H Tsuyoshishiki Ten'i 50 / Total 20 10~12 Strike
63214S Genrouzan 0,90 NA 6, 0 Forced: 60% Ground Throw 0,4 300 / 0,720 27 11 12 +54 9 Strike
10~Airborne& Foot
236S Resshou 18 10 7 Mid 2 125 / 300 13 5 10 -1
236S > 236S Rokusai 22 20 6 Low 4 125 / 300 8 1 25 -7
236S > 236K Senshuu 30 14 6 High 3 125 / 480 25 6 10+12 After Landing -11 15~Airborne& Low Body
623H Shinkirou 20 10 7 All 2 150 / 360 16 12 16 -14 16~Airborne
j.214P Slow Shuriken (Slow) 10 2 8 All 0 50 / 120 23 Until Landing+6 After Landing
j.214P Fast Shuriken (Fast) 10 2 8 All 0 50 / 120 8 Total 16 + 3 Landing Recovery
Wall > 64 Wall Cling
Wall Cling > 8 Vertical Movement
Wall Cling > 6 Horizontal Movement Until Landing
Wall Cling > 4 Jump Down Total 6
Wall Cling > P Alpha Blade 32 10 7 All 2 75 / 360 17 Until Landing 23
Wall Cling > K Kunai 10 3 8 All 0 50 / 120 9 Total 18
Wall Cling > S Genrouzan (Ground) 0,90 NA 6, 0= Forced: 60% Ground Throw: 17500 0,4 300 / 0,720 17 Until Landing 18 After Landing
Wall Cling > H Genouzan (Air) 0,90 NA 6, 0 Forced: 60% Air Throw: 17500 0,4 300 / 0,720 17 19 Until Landing+10 After Landing

Overdrives

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
632146H Zansei Rouga 24×5,150
[30×5, 187]
20 6 Mid 4 -5000/0 21+0
[18+0]
Until Corner 26 After Landing -91 1~5 Throw
6~21 Full
21~Airborne
[1~18 All]
[19~ Airborne]
236236K Banki Messai 6×32,38×4 5×36 2×32, 6×4 Mid×32, All×4 2×32,4×4 -5000/0 7+0 3(6)3(8)3(3)×3,3(6)6(3)6(3)60 -14 3~10 Strike
j.214214K Ryuu Yanagi 20×12 10 7 All 2 -5000/0 1+2 Total 21

Instant Kill

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236H Raisetsudan DESTROY 14 6 All 3 9+13
[5+9]
5 30 -18 9~26 Full
[5~18 Full]

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD Chipp 5P.pngGuardMidStartup3Recovery8Advantage+1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2PGGXRD Chipp 2P.pngGuardMidStartup4Recovery7Advantage+1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6PGGXRD Chipp 6P.pngGuardMidStartup9Recovery25Advantage-14 - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
5KGGXRD Chipp 5K.pngGuardMidStartup5Recovery8Advantage-3 5P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2KGGXRD Chipp 2K.pngGuardLowStartup5Recovery7Advantage-1 5P 2P 6P 2K 5K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
6KGGXRD Chipp 6K.pngGuardHigh / AirStartup19Recovery5+3 After LandingAdvantage-1 - - - - - -
c.SGGXRD Chipp c.S.pngGuardMidStartup4Recovery10Advantage+2 6P 6K f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.SGGXRD Chipp f.S.pngGuardMidStartup7Recovery18Advantage-6 - - 2S 5H, 2H 5D Jump, Sp
2SGGXRD Chipp 2S.pngGuardMidStartup7Recovery11Advantage-1 - - - 5H, 2H 5D Sp
5HGGXRD Chipp 5H.pngGuardMidStartup10Recovery16Advantage-4 - - - - 5D Jump, Sp
2HGGXRD Chipp 2H.pngGuardMidStartup7Recovery18Advantage-8 - - - - - Sp
6HGGXRD Chipp 6H.pngGuardMidStartup17Recovery15Advantage-2 - - - - - Jump, Sp
5DGGXRD Chipp 5D.pngGuardHighStartup27Recovery9Advantage+1 - - - - - Homing jump, Homing dash
2DGGXRD Chipp 2D.pngGuardLowStartup9Recovery17Advantage-7 - - - - - Sp


Air Gatlings
P K S H D Cancel
j.PGGXRD Chipp j.P.pngGuardHigh / AirStartup5Recovery4Advantage- j.P j.K j.S j.H j.D Sp
j.KGGXRD Chipp j.K.pngGuardHigh / AirStartup5Recovery8Advantage- j.P j.K j.S j.H j.D Jump, Sp
j.SGGXRD Chipp j.S.pngGuardHigh / AirStartup9Recovery18Advantage- - - - j.H - Jump, Sp
j.HGGXRD Chipp j.H.pngGuardHigh / AirStartup8Recovery29Advantage- - - - - - Sp
j.DGGXRD Chipp j.D.pngGuardHigh / AirStartup6Recovery18 + 5 Landing RecoveryAdvantage- - - - - - Sp
j.2KGGXRD Chipp j.2K.pngGuardAllStartup8Recovery0Advantage- - - - - - Sp
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

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

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