GGXRD/Chipp Zanuff

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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 -
  • Very fast, very strong hitbox 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
6P
6P
GGXRD Chipp 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 Mid SJ YRP 9 3 25 -14
  • used mostly as an anti-air and against specific attacks where upper body invulnerability is needed (such as Sol's Riot Stamp)
  • 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 6HS, but only combos into it on Counter Hit
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
  • 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
6H
GGXRD Chipp 6H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 Mid SJ YRP 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).
  • This can be used as a tech trap in the corner, for example after a combo into 623HS started too far away from the corner > catch their recovery with 6HS cancelled into 22P (to cut down the recovery), and react to a potential hit / counter hit or block.
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 -
  • 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.HS. 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.
  • 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]
2D
2D
GGXRD Chipp 2D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 Low S YRP 9 2 17 -7
  • fast low hit with very high range
  • can evade some other low hits since it is foot-invulnerable
  • extremely important to score knockdowns
  • combos into 236S, which also serves as a very useful block string
  • 2D > 22P > link 2D is a valid frametrap against people expecting 2D > 236S
  • 2D > 236S > 623HS is a very strong combo starter in the corner leading to good damage and knockdown, making 2D as a poking tool even more important
5D
5D
GGXRD Chipp 5D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 High - YRP 27 4 9 1
  • agonizingly slow
  • insanely high range


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
  • very short range compared to other characters
  • enough time after it for OTG hits, such as 2K
  • Causes a very long knockdown for the opponent, giving you enough time for okizeme such as jump forward, FDC, j.HS(crossup), continue pressure or combo
Air Throw
Air Throw
GGXRD Chipp AirThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Air Throw: 192500 - R 1 - - -
  • Leads into long knockdown, giving you a lot of time for either [invisibility > meaty 2K] or simply FDC okizeme
  • can be Roman Cancelled and followed up with a 6HS > dash 5P > air combo for good damage
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
  • causes wall bounce on counter hit


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
  • 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
  • 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
  • Will only combo out of 6HS or 5HS, and 5HS only if you are relatively close to your opponent or if you hit him whil he is crouching
  • 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 do 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
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 -
  • Has strike invulnerability, therefore 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 6HS, or to be safe in case Beta Blade has been blocked
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
  • 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
  • Frame advantage on block and the fact that you can use it without being overly close to your opponent make this a viable okizeme option
  • On Hit, traps the opponent for a while and causes airborne state (meaning all following hits will juggle him)
  • deals full damage as an OTG hit and still causes the trap effect (although all followup hits will suffer from OTG damage reduction)
Tsuyoshishiki Meisei
Tsuyoshishiki Meisei
214K
GGXRD Chipp TsuyoshishikiMeisei.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - Y - - Total 29 -
  • Will turn Chipp invisible for a while
  • Effect will end prematurely if Chipp is hit or has to block
  • particularly good with YRC after the effect is triggered, making it safer and giving you more time to react to whatever situation arises
  • Will have a different animation in future revisions
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 -
  • Various teleports
  • 22P is very good when used either in blockstrings (as a frame trap), for example after HS or 2D, or when used as a bait (to fake out 22K or 22HS 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 teleport enables combos after 2HS
  • 22HS teleport is 4f slower than 22S, meaning your opponent has more time to react and 2HS > 22HS teleports are not possible
  • 22HS teleport can be cancelled into wall cling
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
  • 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
  • leads to very high, meterless damage into knockdown in the corner, since it can be cancelled into wall cling after the hit
Resshou
Resshou
236S
GGXRD Chipp Resshou.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
18 Mid - YRP 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 f.S) will generally be faster than what your opponent has to offer on the distance you are at after using the rekka
  • combos into f.S on counter hit (needs confirmation)
  • links into 5P or even c.S on airborne hit (for example after 2D)
Rokusai
Rokusai
Resshou > 236S
GGXRD Chipp Rokusai.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 Low - YRP 8 1 25 -7
  • Second hit of Chipp's Rekka Series
  • Hits Low
  • Staggers on counter hit
  • very useful if used slightly delayed after the first rekka as a frame trap
  • Good if followed by a Roman Cancel for either combos or further pressure (and to make the move safer, since it's -7)
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
  • Possible second or last hit of Chipp's rekka series
  • Overhead
  • launches on hit, can be followed up with a juggle combo
  • very unsafe on block, use sparringly
Shinkirou
Shinkirou
623H
GGXRD Chipp Shinkirou.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20 All - YRP 16 12 16 -14
  • 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
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 -
  • 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
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 -
  • 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.HS
  • 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
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.

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System Explanations

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Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc