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Chipp
Normal Attacks List | Special Attacks List

Normals

Move Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD Notes
P 6 1.44 3 8 1 HLF cCJR 4 2 6 +2 -
K 12 1.44 3 8 1 HLF cCJR 5 5 8 -3 Prorates 85%
c.S 28 2.64 10 7 3 HLF CJR 4 1 11 +2 -
f.S 26 2.64 10 7 3 HLF CJR 7 1 19 -6 -
H 36 3.84 20 6 5 HLF CJR 7 7 12 0 Prorates 95%
6P 18x2 2.64x2 10x2 7 3 HLF CJR 9 3(9)5 10 -1 1->11F Above Knees Invincibility.
6K 20 2.64 6 7 2 HA R 19 7 3+3 -1 From 5F+, Chipp becomes airborne. CH causes 28F Slide Effect. CH causes 42F knockdown if opponent is not hit during Slide Effect. 75% Proration.
6H 60 3.84 20 6 5 HLF CJR 17 6 15 -2 Ground hit causes Stagger Effect(35F Max).
Dust 17 2.64 8 20 3 HF R 25 4 9 +1 -
DAA 25 2.64 10 7 3 any R 11 5 15 -6 1->15F Invincibility. 16->25F Throw Invincibility. Hit causes Wallbounce. Ground Hit causes 28F untechable time. 50% Proration. 30F total to complete the move.
2P 6 1.44 3 8 1 HLF cCR 4 2 7 +1 Prorates 80%
2K 8 1.44 3 8 1 LF cCR 5 4 7 -1 Prorates 70%.
2S 28 2.64 10 7 3 HLF CR 7 4 11 -1 -
2H 34 3.84 20 6 5 HLF CR 7 9 18 -8 Hit causes 28F Float Effect. CH causes 56F Float Effect. 90% Proration.
2D 26 2.64 5 7 2 LF CR 9 2 18 -8 5->10F Foot Invincibility
j.P 8 1.44 3 8 1 HA cCR 5 4 4 - -
j.K 16x2 1.44x2 3x2 8 1 HA cCJR 5 6,2 8 - 2nd hit: Midair Hit causes opponent to plummet.
j.S 28 2.64 10 7 3 HA CJR 9 10 18 - -
j.H 26x2 2.64x2 10x2 7 3 HA CR 8 6,6 26 - -
j.D 40 2.64 10 7 3 HA CR 6 8 18 - Hit causes 18F plummet. CH causes 32F Slide Effect. CH causes 54F knockdown if opponent is not hit during Slide Effect. 5F landing recovery.
Throw 60 4.00 - 6 - 36 pixels - - - - - Causes knockdown. 50% Forced Proration.
Air Throw 60 4.00 - 6 - 88 pixels - - - - - Causes knockdown. 50% Forced Proration.
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Specials

Special Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Sakuganki j2K 16x3 -/1.44x3 3x3 8x3 1 HA CR 8 until land landing 3 -
5F Hit Stop. Has a minimum height requirement. You may cancel the landing recovery with anything but movement. 3 hits max.
Sankakutobi j46 - - - - - - - - - - -
Chipp is in a CH state until the move ends. Has a minimum height requirement. 1->10F Chipp sticks to the wall. 11F Chipp is off. From 13F+, may input additional air movements. Can only perform the same actions as after using one or two double jumps. *2
Alpha Blade 236+P 44 1.50/3.60 14 6 4 HLF R 18 15 landing 34 -32
From 1F+, Chipp becomes airborne. 5->17F low stance. 15->32F Chipp can pass through the opponent. Hit causes 30F Float Effect. Considered crouching during recovery. 0F Hit Stop. May input Alpha Plus from 37->51F.
Alpha Plus A.B., H 38 1.50/6.00 14 6 4 HLF RF 8 12 12 -7
Plummets opponent and causes knockdown on hit. Causes wall stick on CH (untechable for 80F, stick for 30F). In a crouching state while moving. FRC Timing 6->7F.
Air Alpha Blade j236P 40 0.75/3.60 10 7 3 any RF 14 14 landing 21 -22
4->13F low stance. 4->27F Chipp can pass through opponent. Hit causes 45F Float Effect. Chipp is crouching during the 34 frames of landing recovery. 0F Hit Stop. FRC Timing 14->16F. Listed SD is for Alpha Blade performed as low to the ground as possible (has a startup of 17F).
Beta Blade 623S 45 2.00/6.00 10 7 3 HLF RF 5 22 17+10 -35
Beta Blade: 1->8F Invincible. 9->12F Strike Invincibility. From 9F+, Chipp becomes airborne. Hit causes Blowback Effect. Blowback Effect is untechable for 37F if Chipp hits before airborne. Blowback Effect is untechable for 30F if Chipp hits while airborne. CH causes Blowback Effect. CH causes Knockdown. FRC Timing 29->30F. Automatically Jump Installed.
Air Beta Blade j623S 40 2.00/4.80 20 6 5 any R 3 18 landing 5 -
1->4F Strike Invincibility. Hit causes 22F Blowback Effect. CH causes Blowback Effect. CH causes Knockdown. Chipp is in a crouching state during landing recovery.
Gamma Blade 41236H 32 2.00/1.20 0 20 3 any - 15 9 29 +5
Hit causes opponent to freeze(SD +27). The opponent is floated 6F after the 2nd half of the freeze. Can pass through projectiles. Does not suffer damage correction when hitting downed opponents. If Gamma Blade whiffs, the total length of the animation is 52F. On hit or block, Chipp performs a recovery animation (total: 21F). *1
Tsuyoshishiki Ten'i (P) 22P - 0.50/- - - - - - - - total 25 -
9->11F Strike Invincibility.
Tsuyoshishiki Ten'i(K) 22K - 0.50/- - - - - - - - total 30 -
10->12F Strike Invincibility.
Tsuyoshishiki Ten'i(S) 22S - 0.50/- - - - - - - - total 31 -
10->15F Strike Invincibility. From 10->19F, Chipp becomes airborne.
Tsuyoshishiki Ten'i(H) 22H - 0.50/- - - - - F - - total 20 -
10->12F Strike Invincibility. From 10F+, Chipp becomes airborne. FRC Timing 13->14F.
Tsuyoshishiki Ten'i(D) 22D - - - - - - F - - total 20 -
10->12F Strike Invincibility. From 10F+, Chipp becomes airborne. FRC Timing 13->14F.
Tsuyoshishiki Meisei 214K - - - - - - - - - total 29 -
Causes Chipp to become partially transparent for 479F. *NOT IN MOOK* Invisibility is lost if Chipp gets hit.
Genrouzan 41236K 90 3.00/6.00 - 6 - 10 dot F 29 12 landing 10 -
12->13F Strike Invincibility. From 14F+, Chipp becomes airborne. Hit causes Knockdown. 1->11F, Chipp is in a CH state. Chipp is crouching during the recovery after landing. Whiffed grab animation: 51F. 50% Forced Proration. FRC Timing 35->36F after hit animation begins. You may input Genrouzan-You from 15->27F.
Resshou 236S 18 1.25/3.00 10 7 3 HLF R 13 5 10 -1
You may input Rokusai or Senshuu from 14F+, up until Resshou ends. CH causes Float Effect. CH causes Knockdown. Untechable on air hit for 26F.
Rokusai 236S 22 1.25/3.00 15 6 5 LF R 8 1 25 -7
6->8F Foot Invincibility. Ground CH causes Stagger Effect(47F Max). You may input Senshuu from 9F+, up until the move ends.
Senshuu 236K 30 1.25/4.80 11 6 4 HF RF 25 6 10+12 -11
9->10F Chipp is flat to the ground. From 15F+, Chipp becomes airborne. Hit causes Ground Bounce. Hit 35F Ground Bounce. FRC Timing 15->17F.
Shuriken(Fake) j236K 1 -/1.44 0 8 1 any - 23 - landing 6 -
Up until recovery ends, Chipp is not in a CH state. 0F Hit Stop. Not considered a projectile and will not trade with projectiles. Becomes active as soon as startup ends. Using Shuriken a second time will make the "Success" version come out. *1
Shuriken(Success) j236K 1 1.00/2.64 0 7 2 any - 10 - 18+3 -
Up until recovery Ends, Chipp is not in a CH state. Not considered a projectile and will not trade with projectiles. Becomes active as soon as startup ends. *1
Force Break Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Genrouzan-You 41236K, D 70 - 20 6 5 HLF R 1 10 29+5 -23
Floats and causes knockdown on hit. Chipp is in a CH state until he lands. 0F Hit Stop. 85% Forced Proration.
Super Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Zansei Rouga 632146H 30x5, 110 - 20x6 6x6 5 HLF RF 21+4 - landing 32 -
1->15F Throw Invincibility. 16->25F Invincibility. 26->33F Strike Invincibility. Hits 1-5 cause 120F Float Effect. 6th hit causes Knockdown. 6th hit has 0F Hit Stop. FRC Timing 25->28F, visually it's any time during the 4F startup of the 2nd hit of the Zansei Rouga. 6th hit only occurs if the 5th hits or is blocked, in which case Chipp has 87F of landing recovery.
Banki Messai 236236K 7x26, 30x4 - 10x26, 20x4 2x26, 6x4 3x26, 5x4 HLF R 7+0 - landing 10 -48
3->10F Strike Invincibility. Hits 27-30 cause Float Effect. 27th hit causes 28F untechable time. Hits 28-30 cause 57F untechable time. Chipp is in a CH state until he lands. Hits 1-26 have 0F Hit Stop. Hits 27-30 have 7F Hit Stop. If Chipp fails to make contact with the opponent, the total length of the move is 27F. Startup differs depending on distance.
Instant Kill Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Delta End 236236H Fatal - 3 - - HLF - 56+0 119 43+16 -
94F IK Activation.
Notes:
*1: If Chipp is hit, the extended part of the move disappears.(Chipp's Shadow thing going forward on Gamma Blade, the Shurikens)
*2: (NOT IN THE MOOK) Wall jumping basically uses up a double jump. To specify further...you may input further jumps or airdashes assuming you have 1 of Chipp's 3 jumps left.



Gatling Table

PKSHDJumpSpecial
5P5P, 6P, 2P5K, 2Kc.5S, f.5S, 2S5H, 2H, 6H5D, 2Dyesyes
2P5P, 2P, 6P5K, 2Kc.5S, 2S5H, 2H5D, 2D-yes
6P--c.5S, f.5S, 2S5H, 2H, 6H5D, 2Dyesyes
5K6K5K, 2Kc.5S, f.5S, 2S5H, 2H5D, 2Dyesyes
2K6P5K, 2Kc.5S, f.5S, 2S2H5D, 2D-yes
6K------yes
c.5S6P6Kf.5S, 2S5H, 2H5D, 2Dyesyes
f.5S--2S5H, 2H5Dyesyes
2S--2S5H, 2H5D-yes
5H----5Dyesyes
2H-6K---yesyes
6H----5D-yes
5D-----homing jump on hit-
2D------yes
j.Pj.Pj.Kj.Sj.Hj.D-yes
j.Kj.Pj.Kj.Sj.Hj.Dyesyes
j.2K-------
j.S----j.Hyesyes
j.H------yes
j.D------yes
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Translator Author Revision Status
Redbeard RoBoBOBR v0.9 04/23/07 Awaiting proofing
Dustloop.com
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