GGXRD/Chipp Zanuff: Difference between revisions

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*List what the move is used for
*Your jump-in of choice
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Excellent hit box which is hard to anti-air and can also easily cross up
Follow the [[Help:Writing_Character_Pages]] guidelines
*has two hits
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Revision as of 12:35, 24 February 2015

Chipp Zanuff
GGXRD Chipp Portrait.png

Defense Modifier: x1.30

Guts Rating: 5

Stun Resistance: 50

Jump Startup: 3F

Backdash Time: 21F

Backdash Invincibility: 1-9F

Movement Options
Triple Jump, 1 Airdash, Dash Type: Run
Full Frame Data
Chipp_Frame_Data_(GGXRD)

Overview

Placeholder

Strengths
fastest and most mobile character in the game
only character to have a triple jump
possible to adapt both runaway and rushdown styles of play if necessary
Weaknesses
paper-thin defense, takes the most damage in the game
scoring a knockdown usually needs combos with specific conditions (close-range or crouch-hit)
ground mixups somewhat lacking, overheads are sub-par


Move List

Normal Moves

5P
5P
GGXRD Chipp 5P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
6 Mid CSJ YRP 3 1 8 1
  • 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

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5K
5K
GGXRD Chipp 5K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 Mid CSJ YRP 5 5 8 -3
  • very fast for its range
  • Chains into 2D, therefore very useful
  • good hitbox, beats many otherwise problematic normals (eg. Zato's 2S)
c.S
c.S
GGXRD Chipp c.S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid SJ YRP 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

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f.S
f.S
GGXRD Chipp f.S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 Mid SJ YRP 7 2 18 -6
  • excellent range and speed, very good for zoning and after dash-ins
  • loses or completely whiffs against specific lows, such as Sol's 2D
  • no wait to chain into 2D, so comitting to an f.S usually means forfeiting knockdown

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5H
5H
GGXRD Chipp 5H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Mid SJ YRP 10 7 16 -4
  • Mostly a combo-tool and blockstring ender (canceled into rekka or teleport)
  • 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
2P
2P
GGXRD Chipp 2P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
6 Mid CS YRP 4 2 7 1
  • 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
2K
2K
GGXRD Chipp 2K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
8 Low CS YRP 5 4 7 -1
  • since this is Chipp's fastest low hit, it is a common starter for strings
  • 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.

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2S
2S
GGXRD Chipp 2S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid CS YRP 7 4 11 -1
  • mostly used in combos

inferior to f.S in almost all regards (especially in range), but can beat specific, problematic normals where f.S otherwise fails (Sol's 2D)

  • Will have added stagger on counter hit in future revisions, making it way more useful as a poke
2H
2H
GGXRD Chipp 2H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
34 Mid S YRP 7 9 18 -8
  • works well as an anti-air because of the high vertical range (hits them early) and the added reliablility 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
j.P
j.P
GGXRD Chipp j.P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
8 High / Air CS YRP 5 4 4 -
  • very fast normal, mostly used in combos or air-to-air scenarios
j.K
j.K
GGXRD Chipp j.K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16×2 High / Air CSJ YRP 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
j.S
GGXRD Chipp j.S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 High / Air CSJ YRP 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...)
j.H
j.H
GGXRD Chipp j.H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26×2 High / Air S YRP 8 6,6 29 -
  • 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
j.D
GGXRD Chipp j.D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36 High / Air S YRP 6 8 18 / 5 Landing Recovery -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

6P
6P
GGXRD Chipp 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 Mid SJ YRP 9 3 25 -14
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

6K
6K
GGXRD Chipp 6K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20 High / Air - YRP 19 5 5+3 After Landing -1
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

6H
6H
GGXRD Chipp 6H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 Mid SJ YRP 17 6 15 -2
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.2K
j.2K
GGXRD Chipp j.2K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16×3 All - YRP 8 Until Landing 0 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

2D
2D
GGXRD Chipp 2D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 Low S YRP 9 2 17 -7
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

5D
5D
GGXRD Chipp 5D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 High - YRP 27 4 9 1
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Chipp GroundThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Ground Throw: 63000 - R 1 - - 40
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Air Throw
Air Throw
GGXRD Chipp AirThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Air Throw: 192500 - R 1 - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Dead Angle Attack
Dead Angle Attack
GGXRD Chipp 5H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - 11 8 14 -8
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Special Moves

Alpha Blade
Alpha Blade
236P (air OK)
GGXRD Chipp AlphaBlade.png
GGXRD Chipp AlphaBladePlus.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 36 Mid - YRP 17 15 32 -30
Air 32 All - YRP 14 14 18 After Landing -19
Followup
Ground Alpha Blade > H
38 Mid - YRP 9 12 18 -13
  • Frame Advantage for Air Alpha Blade is on lowest height
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Beta Blade
Beta Blade
623S (air OK)
GGXRD Chipp BetaBlade.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 30,26 Mid - R 5 4,18 16+10 After Landing -30
Air 28,18 All - R 3 2,16 5 After Landing -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Gamma Blade
Gamma Blade
41236H
GGXRD Chipp GammaBlade.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 All - YRP 19 9 Total 56 5
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Tsuyoshishiki Meisei
Tsuyoshishiki Meisei
214K
GGXRD Chipp TsuyoshishikiMeisei.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - Y - - Total 29 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Tsuyoshishiki Ten'i
Tsuyoshishiki Ten'i
22P/K/S/H
GGXRD Chipp TsuyoshishikiTeni.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
In Place
22P
- - - Y - - Total 21 -
Forwards
22K
- - - Y - - Total 30 -
Airborne, Front of Opponent
22S
- - - Y - - Total 20 -
Airborne, Behind Opponent
22H
- - - Y - - Total 26 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Genrouzan
Genrouzan
63214S
GGXRD Chipp Genrouzan.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,90 Ground Throw - YRP 27 11 9 54
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Resshou
Resshou
236S
GGXRD Chipp Resshou.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
18 Mid - YRP 13 5 10 -1
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Rokusai
Rokusai
Resshou > 236S
GGXRD Chipp Rokusai.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 Low - YRP 8 1 25 -7
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Senshuu
Senshuu
Resshou > 236K
Rokusai > 236K
GGXRD Chipp Senshuu.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 High - YRP 25 6 10+12 After Landing -11
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Shinkirou
Shinkirou
623H
GGXRD Chipp Shinkirou.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20 All - YRP 16 12 16 -14
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Shuriken
Shuriken
j.214P
GGXRD Chipp Shuriken.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Slow 1 All - YRP 23 - Until Landing+6 After Landing / 6 Landing Recovery -
Fast 1 All - YRP 8 - Total 16 / 3 Landing Recovery -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Wall Cling
Wall Cling
Near Wall > 64
GGXRD Chipp WallCling.png
Ninja. Followups listed.
GGXRD Chipp WallCling2.png
GGXRD Chipp WallCling3.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Up and Down Movement
Wall Cling > 8 or 2
- - - YRP - - - -
Horizontal Movement
Wall Cling > 6 or 3 or 9
- - - YRP - - Until Landing -
Jump Down
Wall Cling > 4
- - - YRP - - Total 6 -
Alpha Blade
Wall Cling > P
32 All - YRP 17 Until Landing 23 -
Kunai
Wall Cling > K
10 All - Y 9 - Total 18 -
Ground Genrouzan
Wall Cling > S
0,90 Ground Throw - YRP 17 Until Landing 18 After Landing -
Air Genouzan
Wall Cling > H
0,90 Air Throw - YRP 17 19 Until Landing+10 After Landing -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Overdrives

Zansei Rouga
Zansei Rouga
632146H
GGXRD Chipp ZanseiRouga.png
GGXRD Chipp ZanseiRouga2.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24×5,110 Mid - YRP 21+0 Until Corner 26 After Landing -91
  • Frame Advantage is on crouching block Sol
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Ryuu Yanagi
Ryuu Yanagi
j.214214K
GGXRD Chipp RyuuYanagi.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20×12 All - Y 1+2 Total 21
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Banki Mesai
Banki Mesai
236236K
GGXRD Chipp BankaiMesai.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
6×32,38×4 Mid×32, All×4 - YRP 7+0 3(6)3(8)3(3)×3,3(6)6(3)6(3)60 -14
  • Startup depends on distance / Whiff Total 49
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Instant Kill

Raisetsudan
in IK mode: 236236H
GGXRD Chipp Raisetsudan.png
GGXRD Chipp Raisetsudan2.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
DESTROY All - - 9+13[5+9] 5 30 -18
  • [ ] Indicates during Hell Fire
  • Ending of short combos or sneaky surprise attack with a close teleportation move when the opponent is stunned or rejected.
  • It can be blocked if predictable, but while the opponent stunned roman cancel, enter IK state then execute.

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Strategy

General Tactics

Tips and Tricks

Combos

22H j.H *land* f.S 2H 22S j.P j.K(1) j.S dj j.K(1) j.K(1) j.K(1) j.K(1) j.S tj j.S j.H (j.623S / j.214214K)

  • Can add c.S or 2S if done off airdash instead of 22H.

Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc