GGXRD/Chipp Zanuff

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< GGXRD
Revision as of 12:21, 24 February 2015 by AtTheGates (talk | contribs) (→‎2K)
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
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2H
2H
GGXRD Chipp 2H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
34 Mid S YRP 7 9 18 -8
  • Floats on normal hit
  • Follow up with a jump installed teleport for flashy combos

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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 -
  • 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.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 -
  • 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.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 -
  • 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.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 -
  • 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.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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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