GGACR/Chipp Zanuff

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< GGACR(Redirected from GGACR/Chipp)

Overview

Overview

Chipp Zanuff is Guilty Gear's dedicated pixie character with insane mobility and mixup, but paper-thin defense. Chipp has access to a staggering amount of strong tools, which give him the advantage in just about any situation. Amazing buttons for pressure and neutral, teleporting, top-notch movement speed, and triple jumping are just the start. Chipp can cling to walls to mix the opponent up, halt his horizontal air momentum completely, become nearly invisible, the list goes on. Especially with resources on his side, Chipp can take control of almost any situation.

While he's without a doubt the fastest character in the game, Chipp's execution demands precision, as many of his basic conversion combos require microdashes, jump installs, and/or perfect Tiger Knees. This is in no way helped by the fact that Chipp takes the most damage in the game by a long shot, so failing to meet his high execution requirements will spell his doom quickly. While Chipp has many tools to help his offense and even defense, there's no denying that losing a trade can spiral out of control quickly.

If you love playing high-speed pixies, then embrace your inner ninja and give Chipp a whirl.
GGACR Chipp Zanuff Nameplate.png
GGACR Chipp Zanuff Portrait.png
Damage Received Mod
×1.3
Guts Rating
4/5
Gravity Mod
×1
Stun Resistance
50
Prejump
3F
Backdash
21F (1~9F Strike Invuln)
Wakeup Timing
30F (Face Up)/ 21F (Face Down)
Number of Jumps:
3
Number of Air Dashes:
1
Unique Movement Options
Tsuyoshi-shiki Ten'i
Sankaku Tobi
Fastest Attack
5P (4F)
c.S (4F)
2P (4F)
Reversals
623S (5F)
632146H (25F)

 Chipp Zanuff is the speedster supreme, with amazing mixups and great tools for a variety of situations at the cost of the lowest health in the game. Don't get hit.

Pros
Cons
  • Extremely Fast and Mobile: With the fastest run speed in the game, triple jumps, teleports, wall cling and faultless defense cancel, Chipp has an incredible amount of freedom in his ability to place himself anywhere on screen when he wants. Chipp's extreme movement defines every single one of his matchups, and less mobile characters can struggle to catch him.
  • Powerful Offense: Chipp has a variety of incredibly potent offensive options, including his c.SGGAC Chipp cS.pngGuardMidStartup4Recovery11Advantage+2, a fast, versatile throw OS that offers frame advantage on block and a variety of gatlings, a throw invincible overheadGGAC Chipp 6K.pngGuardHigh/AirStartup19Recovery3+3 after landingAdvantage-1, a strike invincible, airborne command grabGGAC Chipp 41236K.pngGuard10 pixelsStartup29Recovery10 after landingAdvantage-, a plus on block projectileGGAC Chipp 41236H.pngGuardAllStartup15Recovery29Advantage+5 that traps the opponent in place as well as his Faultless Defense Cancel giving him unreactable left/right high/lows for okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. His wall clingGGAC Chipp j46.pngGuardStartupRecoveryAdvantage- also allows for further mixup opportunities against cornered opponents.
  • Excellent Buttons: Chipp has a variety of great buttons such as 5KGGAC Chipp 5K.pngGuardMidStartup5Recovery8Advantage-3, c.SGGAC Chipp cS.pngGuardMidStartup4Recovery11Advantage+2, 6PGGAC Chipp 6P.pngGuardMidStartup9Recovery10Advantage-1, 2SGGAC Chipp 2S.pngGuardMidStartup7Recovery11Advantage-1, j.KGGAC Chipp jK.pngGuardHigh/AirStartup5Recovery8Advantage-, j.HGGAC Chipp jH.pngGuardHigh/AirStartup8Recovery26Advantage- and j.DGGAC Chipp jD.pngGuardHigh/AirStartup6Recovery18+5 after landingAdvantage- that, when combined with his variety of movement options, give Chipp an incredibly strong presence both on the ground and in the air.
  • Whiff Punishing: Chipp's teleport FRC, ground speed and variety of strong buttons allow him to pick up punishes on a variety of slower to whiff normals and specials that other characters may struggle to deal with, most notably projectiles like Justice's nukesGGACR Justice 22X.pngGuardAllStartup7RecoveryTotal 51Advantage-13, and Sol's gunflameGGAC Sol 236P.pngGuardAllStartup21RecoveryTotal 50Advantage-3
  • Diverse Toolbox: Chipp's large, diverse toolset gives him a great amount of versatility in how he can choose to approach any situation. Chipp can play both heavy rushdown, with a large focus on potent mixups and okizeme, or choose to play more defensively, choosing when to engage at his leisure.
  • Unforgiving Defense and Execution: While Chipp's execution isn't strictly uniquely difficult, his punishment for dropping things often results in him taking bigger damage punishes than most other characters would due to his uniquely high defense modifier.
  • No Options for Cover: Chipp's game is almost entirely physical and can quickly turn against his favor if read or properly countered, often requiring Chipp to mix up his options on offense, defense and neutral in order to prevent the opponent from getting a good read on what he tries to do
  • Difficulty Being Optimal: While Chipp's basic combos are accessible and not too difficult to follow, his harder combos require a lot of finnese. He relies on specific hits or dash momentum starters to be more easily able to convert into his higher damage or knockdown routes.
  • Meter Hungry: Chipp has a variety of strong ways to spend meter for extending combos, ending them, pushing mixups, and augmenting his punish game. However, due to the meter penalty induced by FRCs, Force Breaks and FDCs, Chipp can often find himself short for meter, severely limiting both his damage and neutral.

Starter Guide

Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
6 Mid 4 2 6 +2
Total: 11

5P is primarily used for microdash conversions (such as 2D > 236S), and sometimes an anti-air or tick throw tool.

  • Whiffs on all crouchers except for Potemkin and Justice
  • Disjointed enough to beat some moves with extended hurtboxes.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

5K

Damage Guard Startup Active Recovery On-Block Invuln
12 Mid 5 5 8 -3
Total: 17

Amazing normal, one of Chipp's most used buttons and all around incredibly useful, especially when combined with his grounded movement. Fast, self cancels, has a great hitbox, and has an extensive gatling tree

  • Self gatlings for confirms and pressure. Also jump cancels, allowing Chipp to jump install An advanced technique that lets you access air mobility options, usually double jumping, after doing a move that is supposed to prevent you from doing them. Usually performed by cancelling a grounded normal into a jump, but then before leaving the ground, doing another grounded attack. teleports for both combos and oki setups
  • The disjointed hitbox allows it to beat out many pokes of similar or slower speed
  • Vulnerable to low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short., but often results in both moves whiffing due to the lack of lower hurtbox on 5K
  • Has a late gatling into 5P/2P/2K from frame 6 that extends into its recovery.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 85% 3 8 1

c.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 4 1 11 +2
Total: 15

Great normal with a variety of uses. One of the best Throw OSes (6S+H) in the game due to its speed and advantage on block. Creates burst safe gatlings for any normals that gatling into it, and has a variety of gatlings out of it

  • Gatlings into and out of 6P for longer hit confirms
  • Chipp's only normal besides 2H that gatlings to 6K. Good for punishing throw-happy opponents
  • Combos into itself on crouching hit. Good for hit confirming into IAA

Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

f.S

Damage Guard Startup Active Recovery On-Block Invuln
26 Mid 6 1 19 -6
Total: 25

Long range poke that is faster than nearly any other normal at this range.

  • The disjointed hitbox makes it a strong counter-poke.
  • Jump cancellable, making for a very safe poke.
  • Lacks strong conversions on its own.

Gatling Options: 2S, 5H, 2H, 5D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

5H

Damage Guard Startup Active Recovery On-Block Invuln
36 Mid 7 7 12 0
Total: 25

An exceptionally fast heavy normal that sees use most often in Chipp's relaunches off of TK AlphaGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22. Despite being less disjointed than some of Chipp's other normals, its speed allows it to beat out many slower pokes that may otherwise outrange it. Very safe on both block and whiff for a heavy normal

  • Combos to Alpha BladeGGAC Chipp 236P.pngGuardMidStartup18Recovery34 after landingAdvantage-32 and TK AlphaGGAC Chipp 236P.pngGuardAllStartup14RecoveryUntil landing+21Advantage-22 when close, with dash momentum, on counter hit or crouching hit

Gatling Options: 5D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5

5D

Damage Guard Startup Active Recovery On-Block Invuln
17 High 27 4 9 +1
Total: 39

Very slow Dust, but huge range and plus on block. Can make for a useful blockstring ender.

  • Leads to more standardized Impossible Dusts or Chipp's usual air combos on close hit.
  • Can get an Impossible Dust setup when hit from far away by doing a late airdash into immediate j.K.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 20 3

6P

Damage Guard Startup Active Recovery On-Block Invuln
18×2 Mid 9 3(9)5 10 -1 1~11F Above Knees
Total: 35

Godlike Anti-Air and Counter-poke. Blows right through a good number of buttons.

  • Good range, fast, and upper body invincible all the way through its first hitbox.
  • Leads to full combos when combo'd into 5H.
  • Confirms into 6H on counter hit.
  • Often used after c.S for hit confirms into 2D.
  • When used on wakeup as a reversal it goes under certain okizeme tools such as Anji's ShitsuGGAC Anji Shitsu.pngGuardAllStartup21RecoveryTotal 48Advantage-7.

Gatling Options: c.S, f.S, 2S, 5H, 2H, 6H 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 10×2 7×2 3

6K

Damage Guard Startup Active Recovery On-Block Invuln
20 High/Air 19 7 3+3 after landing -1
Total: 31

Moderately quick overhead which doesn't lead to anything on normal hit unless hit very meaty or RC'd. Can be unsafe on hit.

  • Chipp's hop allows him to go over some lower reaching buttons as well as things like Potemkin's Slidehead
  • Will go over the opponent if done too close against some shorter characters.
  • Can be FRC'd while airborne for some gimmicky setups.
  • Causes slide and leads to a full conversion on Counter Hit.
  • Can be made reversal safe vs slower reversal options such as Ky's Vapor Thrust or Order Sol's Storm Viper with proper meaty timing
FRC Window Proration Guard Bar+ Guard Bar- Level
16~18F 75% 5 7 2
  • Chipp is airborne from 5F onwards
  • Slides on CH (untechable for 40F, slides for 28F)

6H

Damage Guard Startup Active Recovery On-Block Invuln
60 Mid 17 6 15 -2
Total: 37

Slow blade stab that deals the most damage out of any of Chipp's normals

  • Only combos from counter hit 6P on the ground, or counter hit 5/6P in the air
  • Staggers on ground hit and ground bounces on air hit. Staggers longer and bounces higher with more untech time on ground/air counter hit, respectively
  • Staple corner combo tool with Alpha Blade loops. Leads to Chipp's highest damage routes. Has more hitstun than 5H which makes IAD combos out of it easier
  • Combos to Zansei RougaGGAC Chipp 632146H.pngGuardMidStartup21+4RecoveryUntil landing+32Advantage- on air hit against everyone not named Sol when done close enough
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • Staggers on normal hit for max 35F

2P

Damage Guard Startup Active Recovery On-Block Invuln
6 Mid 4 2 7 +1
Total: 12

Fairly typical 2P. Very fast, self gatlings, most commonly used as an abare An attack during the opponent's pressure, intended to interrupt it. normal, but doesn't see much use otherwise

  • Can be made reversal safe against slower reversals
  • Slightly disjointed, but not enough to be hugely useful
  • Hits fairly high up, can be low profiled

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 3 8 1

2K

Damage Guard Startup Active Recovery On-Block Invuln
8 Low 5 4 7 -1
Total: 15

Very fast 2K, with a self gatling for hit confirming and pressure

  • Important normal for Chipp's mixup game
  • Very heavy scaling, best to keep any combos out of this short
  • Enlarges Chipp's hurtbox quite a lot

Gatling Options: 6P, 5K, 2K, c.S, f.S, 2S, 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 70% 3 8 1

2S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 7 4 11 -1
Total: 21

Strong ranged poke rivaling f.S.

  • 1 frame slower, but more active, faster recovery and better at hitting low profile moves than f.S
  • Equally short recovery for a ranged poke compared to 5H.
  • Good hitbox, will beat a lot of other poke attempts.
  • Similarly to f.S, lacks conversions from far range without meter

Gatling Options: 5H, 2H, 5D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

2H

Damage Guard Startup Active Recovery On-Block Invuln
34 Mid 7 10 19 -10
Total: 35

Primary (re)launch tool. Can work as an Anti-air.

  • Launches the opponent up high on hit.
  • Not jump cancellable. Requires a jump install for a full conversion when combo'd into.
  • Fully untechable and high launch on counter hit for a big combo.

Gatling Options: 6K, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 20 6 5
  • Untechable on CH for 56F

2D

Damage Guard Startup Active Recovery On-Block Invuln
26 Low 9 2 18 -8 5~10F Feet
Total: 28

Pretty good range for a sweep, but is plagued by having few normals that gatling into it.

  • Moves Chipp forward and is slightly disjointed at the foot.
  • Gives Chipp plenty of time to set up an oki mixup.
  • Often cancelled into 236S when close enough for slightly extended conversions.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 5 7 2

j.P

Damage Guard Startup Active Recovery On-Block Invuln
8 High/Air 5 4 4
Total: 12

Basic, fairly reliable air jab.

  • Tied with j.K for Chipp's fastest air normal.
  • Used mainly in airdashes during air Alpha Blade conversions.
  • Has fairly high horizontal range, making for a usable air-to-air.

Gatling Options: j.P, j.K, j.S, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
16×2 High/Air 5 6,2 8
Total: 20

Good all-around air normal. Self cancels for extended air strings.

  • Chipp's best air-to-air if rising, as the first hit reaches above Chipp's head.
  • Second hit lowers the opponent on hit for j.D conversions or other combos.
  • Often self cancelled on the first hit to gain altitude on the opponent.
  • Used after an airdash after landing a far 5D for an Impossible Dust.

Gatling Options: j.P, j.K, j.S, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3×2 8×2 1
  • 2nd hit slams down opponent on hit

j.2K

Sakugankyaku

Damage Guard Startup Active Recovery On-Block Invuln
16×3 High/Air 8 Until landing 0

Fast plummeting, multi-hit move for cross-up shenanigans. Will primarily be FDC/SBC'd into ambiguous j.H. Done by starting the move, but inputting Faultless Defense or Slashback right after to stop the attack from coming out, but still halt your momentum.

  • Hits up to three times on the way down and can be cancelled on landing immediately for a conversion.
  • Will cause Chipp to plummet down on use, cutting his momentum.
  • Preserves this property when FDC'd to make crossups ambiguous.
  • Completely kills Chipp's momentum when SBC'd instead. Makes crossups even more ambiguous.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3×3 8×3 1
  • Has a minimum height requirement
  • Max 3 hits

j.S

Damage Guard Startup Active Recovery On-Block Invuln
28 High/Air 9 10 18
Total: 36

Mixup tool with a crossup hitbox. Mainly used out of wallcling setups occasionally in lieu of j.H.

  • Decent damage in air combos.
  • Prorates less than j.H as a starter in exchange for only being a single overhead instead of two

Gatling Options: j.H

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.H

Damage Guard Startup Active Recovery On-Block Invuln
26×2 High/Air 8 6,6 26
Total: 45

Two-hit jump-in which, when used from Chipp's FDC, teleport FRC, and/or wallcling setups, leads to his absurd mixup game.

  • Primary okizeme tool. Can work as a jump-in when pressure is already established.
  • Acts as a crossup mainly out of FDC setups.
  • Generally used at the end of high air combos (sometimes into Beta Blade).
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 8×2 7×2 3

j.D

Damage Guard Startup Active Recovery On-Block Invuln
32 High/Air 6 8 18+5 after landing
Total: 36

Incredibly fast, disjointed jump in. Often trades with or outright beats many grounded anti-airs

  • Knocks down on grounded hit, slams on air hit with ample untech time. Used in many of Chipp's air combos for optimal damage
  • Groundslides on counter hit. Amazing when used as a punish tool out of 22H/D FRC for moves that leave the opponent in counter hit state
  • Has a lot of recovery both in the air and when landing. Is usually unsafe if blocked or instant blocked
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 8 7 3
  • Slams down opponent on hit
  • Slides on CH (untechable for 50F, slides for 32F)

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 36 pixels

Has the worst grab range in the game, but can convert into some moves that are 4F or faster without triggering OTG.

  • Its range is offset by Chipp's incredible mobility. Can be impossible to react to when done out of wallcling or Zansei Rouga FRC.
  • You can opt to link gamma blade for otg setups, a tick of damage that's unaffected by otg state's natural scaling before a round ending kd, or in FB gamma's case: an extended kd with setup potential.
  • Leads to unburstable damage by combo'ing into Banki Messai (does not work against Faust and Jam)
  • Can also convert into FB Beta Blade (universal), or 2P (Potemkin & Justice).
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 88 pixels

Average airthrow which scores a knockdown. Gives ample time for oki.

  • Puts the opponent on the opposite side from which the throw was input.
  • Can be followed up with Gamma Blade, but the oki is generally preferable.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6
  • Sends opponent on opposite side of throw direction

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 11 5 15 -6 1~15F All
16~25F Throw
Total: 30

Average Dead Angle. Can be combo'd off of normal hit near the corner.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 50% 10 7 3

Special Moves

Sankaku Tobi

j.46/64

Damage Guard Startup Active Recovery On-Block Invuln

Wall Cling followed by an angled dive, either about 15° or 45° (if you hold 6 or 3 after leaving the wall). Chipp can act out of it immediately and retains all of his remaining aerial movement options. Leads to very powerful mixups.

  • Performed by, while being right next to the wall, hitting towards the wall, then away from it. Can be done when Chipp has an air jump or airdash available.
  • Cancelling into low airdash j.H or land 2D is unreactable, can be further layered if the opponent is slightly out of the corner.
  • All of Chipp's air normals and 41236K~D can be cancelled into this, even during startup and recovery
  • Teleport can lead into Wall Cling as well, but must be jump installed beforehand.
  • Puts Chipp in counter hit state during use, proceed with caution when done outside of okizeme.
  • Note:
    • You can take yourself out of CH state by: tapping FD/SB, FDC/SBC j.2K, or using F.Shuriken. Each of these options technically come with slight faults given you're either: sacrificing opportunities to react accordingly if you intend to throw out something from wallcling and have no method for buffering said option as soon as wall cling startup is over while also potentially staggering tension gain (applies to FD/SB/F.Shuriken) or exchanging a multipurpose tool that can almost entirely flesh out some of the character's faults for a slightly more defense oriented air stall tool (F.Shuriken).
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A
  • Chipp is in CH state during move
  • Has a minimum height requirement
  • Chipp sticks to the wall 1~10F
  • Chipp flies off the wall on 11F
  • Can input additional air movements from 12F onwards
  • Can be done whenever a double or triple jump is possible
  • Can cancel Teleport, Genrouzan-You or aerial moves into Sankakutobi
  • Inputting anything except 3, 6 or 9 during the start of the move changes the move's angle

Alpha Blade

236P (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
236P 44 Mid 18 15 34 after landing -32 5~17F Low Profile
j.236P 40 All 14 14 Until landing+21 -22 4~13F Low Profile
Total: 66
Total: 48

Slightly low profile transport attack that can go through the opponent. Combos out of 5H/6H when close, or on crouching hit. Can lead to big damage.

  • Decent damage. Very unsafe, but when properly spaced some characters cannot punish this reliably.
  • Completely negates Chipp's momentum when RC'd, can convert out of this.
  • Situational mixup tool when used in conjunction with Alpha Plus (FRC).
  • Can score a knockdown from farther away when combo conditions are met.
  • Spending 25 meter to cancel to FB Alpha Blade will score more damage and lead to knockdown.
  • Is airborne from frame 1, making it invulnerable to throws and allowing it to go over moves like Potemkin's Slide HeadGGAC Potemkin 236S.pngGuardLow, UnblockableStartup23Recovery25Advantage-11.

Air version is generally superior to the ground version as it recovers quicker and has more hitstun, leading to combos and Chipp's Alpha Blade loops.

  • Recovers quickly enough that it will convert when done as close to the ground as possible.
    • This is commonly referred to as Instant Air Alpha/IAA.
  • Can be FRC'd during the first three active frames for loops, or other conversions.
    • Will launch Chipp upward if done during the ascent of Chipp's jump.
    • Loses the ability to cross through the opponent, which can lead to further mixups.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
236P N/A 14 6 4
j.236P 14~16F 10 10 3

236P:

  • Chipp is airborne from 1F onwards
  • Chipp can pass through the opponent 15~32F
  • Chipp is in crouching state during recovery
  • Can cancel into Alpha Plus 35~50F

j.236P:

  • Chipp can pass through opponent 4~27F
  • Chipp is crouching during landing recovery
  • Listed Frame Adv is for fastest possible TK Air Alpha Blade (startup 17F)

Alpha Plus

Ground Alpha Blade > H

Damage Guard Startup Active Recovery On-Block Invuln
38 Mid 8 12 12 -7
Total: 31

Significantly safer followup to Alpha Blade if you end up right on the other side of the opponent, but still punishable. Makes blockstring/raw Alpha Blades more layered.

  • Fast, scores a knockdown on hit.
  • Can be FRC'd before going active for pressure continuation or making yourself safer.
  • Launches them far away and wallsticks on counter hit.
  • Has a higher reaching hitbox and can be easily low profiled.
  • Puts Chipp in a crouching state on use, giving the opponent a better punish if it's blocked.
FRC Window Proration Guard Bar+ Guard Bar- Level
6~7F 14 6 4
  • Slams down and knocks down opponent on hit
  • Wallsticks on CH (untechable for 80F, sticks for 30F)
  • Chipp is in crouching state while moving

Beta Blade

623S (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
623S 45 Mid 5 22 17+10 after landing -35 1~8F All
9~12F Strike
j.623S 40 All 3 18 Until landing+8 1~4F Strike
Total: 53
Total: 28

5F Reversal which is active all the way up. Gets them off of you when you need the breather.

  • If RC'd on the first hitbox, Chipp will remain grounded and be able to dash afterwards for a conversion.
  • Fully untechable on Counter Hit.
  • Auto Jump Installed so you can safely retreat if you spend the meter while airborne.
  • Can be FRC'd when the active box ends, can convert on counter hit.
  • Has a fairly thin hitbox, take care not to get baited.
  • Done with dashing momentum, this can be very difficult to punish.

In the air. Wins the air-to-air war when used properly.

  • Even faster at frame 3, but less active, no throw invuln, and with no FRC point.
  • Still fully untechable on Counter Hit, can RC to adjust for more sudden confirm opportunities.
    • It's the ver. you see used by most mid-high lv players as it carries more horizontal than the grounded ver., meaning it allows for meterless conversions while also providing more safety on block/whiff in some cases.
  • Solid as a rising aa as well despite the drop in invuln frames (more so when dashing than standing because of the added confirmabilty).
  • Mostly used at the end of air combos when you need the damage, but leaves Chipp in a less favorable position.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
623S 29~30F 10 7 3
j.623S N/A 20 6 5

623S:

  • Chipp is airborne from 10F onwards
  • Blows opponent away on hit
  • Untechable for 37F if Chipp hits while grounded
  • Untechable for 30F if Chipp hits while airborne
  • Fully untechable on CH (specifically for 2000F)
  • Auto Jump Install

j.623S:

  • Blows opponent away on hit
  • Fully untechable on CH (specifically for 6000F)
  • Chipp is in a crouching state during landing recovery

Gamma Blade

41236H

Damage Guard Startup Active Recovery On-Block Invuln
32 All 15 9 29 +5
Total: 52

Projectile that freezes the opponent in place for roughly one second on hit.

  • Ignores OTG, allowing for damage extensions after a knockdown.
    • Opponent is considered airborne on hit, as well as followup hits.
    • Will not remove OTG, meaning the opponent can still be in the OTG state once the freeze period ends.
  • Will pass through other projectiles and negate one hit of them.
  • Cannot be cancelled into or performed while another Gamma Blade is already active.
  • Its GB(-20) based scaling loosely equates to j.D's set proration.
  • Will go away if Chipp is hit in the process.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 0 20 3
  • Freezes opponent in place on hit (Frame Adv +27)
  • The opponent is floated 6F after being released
  • Attack passes through other projectiles
  • Ignores OTG prorate on hit
  • Chipp performs a recovery animation on hit or block: total 21F
  • Cannot be canceled into
  • Disappears if Chipp is hit

Tsuyoshi-shiki Ten'i

22X

Version Damage Guard Startup Active Recovery On-Block Invuln
22P Total 25 9~11F Strike
22K Total 30 10~12F Strike
22S Total 31 10~15F Strike
22H/D Total 20 10~12F Strike
Total: 25
Total: 30
Total: 31
Total: 20

Powerful tool which overall allows Chipp to move with unpredictability, score punishes from far away, escape from poor situations, or go for the mixup. Use with practicality or abandon, sometimes Chipp can get away with it.

  • Each version has a small window of strike invincibility as Chipp goes invisible.

P moves Chipp forwards slightly, about a 1/5th to 1/4th of the screen. The quickest and shortest duration ground teleport.

  • Useful for going through slow projectiles with long recovery on prediction.
  • The shorter duration can let Chipp nab initiative or a grab very quickly.
  • Will pass through the opponent when done at a range a bit shorter than 2P. Can burn frames on oki for trickier setups.

K moves significantly forward, about 2/3rds of the screen.

  • Calls out slow, punishable moves from afar.
  • Slightly more recovery than P Teleport, punishes will be a bit stricter.
  • Will pass through the opponent at ranges a bit farther than 6H.

S is a retreating teleport with the most recovery.

  • Gets Chipp outta dodge, must be called out with a dashing or forward moving attack.
  • Puts Chipp airborne after teleporting, which might not be favorable.
  • Is the only TP that's auto jump installed, meaning you can also AJI 22H/D on your landing with decent enough timing.
  • Can be FRC'd after changing location with air options intact, allowing Chipp to immediately airdash or double jump for extended pressure or resets.

H is a forward aerial homing teleport that puts Chipp above and in front of the opponent. Leads to FRC shenanigans.

  • Mainly used after 2H for air combo conversions.
  • Must be jump installed for further air actions besides using an air normal/special.
    • Best if jump installed normally from a gatling string beforehand.
    • Can be jump installed by itself by doing 228+H. Will only install options available from super jump; no double jump or wall dive, only airdash.
  • FRC allows Chipp to attack from the air almost immediately, setting up powerful resets into vortexes.
  • Mix with other teleports against opponents who attempt to call out H Teleport with airthrows.
  • Will maintain dashing momentum.

D teleports above and behind opponent, but otherwise nearly identical to H Teleport.

  • Also used in 2H conversions if a sideswap is desired.
  • Jump installs the same way as H Teleport.
  • Will put Chipp at the wall if done when the opponent is cornered, allowing for immediate Wall Clings if jump installed.
  • FRC point and other notes from H Teleport apply here.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
22P N/A
22K N/A
22S 16~18F
22H/D 13~14F

22P: 22K: 22S:

  • Chipp is airborne 10~19F
  • Can use attacks from 34F onwards, can move from 36F onwards
  • Auto Jump Install

22H/D:

  • Chipp is airborne from 10F onwards

Tsuyoshi-shiki Meisei

214K

Damage Guard Startup Active Recovery On-Block Invuln
Total 29

Hide and Seek Cheat Code. Will cause Chipp to fade in and out, making him much more difficult to see and react to.

  • Can be stacked twice to make it next to impossible to discern what Chipp is doing.
  • Can't be cancelled into. Usually done after a knockdown that gives you ample time, such as Gamma Blade.
  • The effect will disappear the moment Chipp takes damage or blocks an attack.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A
  • Chipp becomes partially transparent for 479F
  • Effect is gone if Chipp is hit or blocks an attack
  • Cannot be canceled into
  • Can be stacked (limit twice)

Genrou Zan

41236K

Damage Guard Startup Active Recovery On-Block Invuln
90 10 pixels 29 12 10 after landing 12~13F, 17~41F Strike
Total: 50

Slow command grab with generous strike invincibility during the period that Chipp is invisible.

  • Very slow, but can blow through some slower, punishable moves.
  • Can be FRC'd on hit in order to convert further.
  • Very active, can be used to catch backdash happy opponents with the correct read
  • Is airborne for much of the startup and active frames, throw attempts will whiff, but it can be air thrown by opponents with good reactions
  • Very generous cancel window for Genrou Zan YouGGAC Chipp 41236KD.pngGuardMidStartup1Recovery29+3 after landingAdvantage-17
FRC Window Proration Guard Bar+ Guard Bar- Level
35~36F on hit Forced 50% 6
  • Chipp is airborne from 14F onwards
  • Knocks opponent down on hit
  • Chipp is in CH state 1~11F
  • Chipp is in crouching state during landing recovery
  • Can cancel to Genrou Zan You 14~26F

Resshou

236S

Damage Guard Startup Active Recovery On-Block Invuln
18 Mid 13 5 10 -1
Total: 27

First hit of Chipp's rekka series. Sometimes used at the end of combos and pressure.

  • +3 on hit, Cannot be thrown out of standing repressure strings on hit or block regardless of one's spacing.
  • Leads to either Rokusai or Senshuu
  • Done out of 2D, can lead to launch confirms into knockdown with microdash 5P or 5H, depending on the character.
    • Also sometimes confirmed into 2H for high air combos.
  • Floats on CH, leading to a full combo.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3
  • Can cancel into Rokusai or Senshuu from 13F onwards
  • Floats on CH (untechable for 56F)

Rokusai

Resshou > 236S

Damage Guard Startup Active Recovery On-Block Invuln
22 Low 8 1 25 -7 6~8F Feet
Total: 33

Second hit in Chipp's Rekka series, can still cancel to Senshuu. Significantly unsafer than the first.

  • Hits low against players upbacking or expecting an overhead.
  • Slightly disjointed at the foot.
  • -6 on hit.
  • Staggers on CH for a bigger conversion.
  • Sometimes RC'd on hit for a further grounded conversion (e.g. 6H IAA), but this is expensive and not usually worth it.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 15 6 5
  • Can cancel to Senshuu from 9F onwards
  • Staggers on ground CH (max 35F)

Senshuu

Resshou > 236K or Rokusai > 236K

Damage Guard Startup Active Recovery On-Block Invuln
30 High 25 6 10+12 after landing -11 9~10F Low Profile
Total: 52

Third hit rekka, which hits overhead and leads into a full launch combo on hit, but is pretty slow and unsafe. Not recommended to be used often unless Rokusai is a confirmed CH.

  • Sometimes used after 2D > Resshou based on the opponent's character.
  • Places Chipp airborne during use with an auto jump install for metered use.
  • FRC allows for shenanigans, but similarly to 6K, this FRC is mostly a gimmick.
FRC Window Proration Guard Bar+ Guard Bar- Level
15~17F 11 6 4
  • Chipp is airborne 15F onwards
  • Auto Jump Install

Shuriken

j.214P

Version Damage Guard Startup Active Recovery On-Block Invuln
j.214P Slow 1 All 23 Until landing+6
j.214P Fast 1 All 8 16+3 after landing

The slow version is a Participation Prize. Use this awful version solely for the sake of getting to the good version.

  • Extremely slow "projectile" which doesn't act as a projectile, and exists just to keep the good version from being one of the best moves in the game.
  • Completely stalls Chipp on use, holding him in the air and preventing further action until he lands.
    • Despite this weakness, some characters lack the means to reliably punish Chipp if used out of a triple/high jump.
    • Do not Tiger Knee this. Chipp will fly up in the direction he was traveling but will be unable to act for the entire arc.
  • Be smart about when to use this, as the benefit of having the fast shuriken is very enticing.

The fast version is a First Place Trophy. One of the most versatile moves in Chipp's toolkit.

  • Extremely fast tool which can change the followups of many of Chipp's normals on hit/block.
  • Recovers almost immediately, allowing Chipp to extend things with a airdashes or other jumps.
  • Can cover Chipp's approaches or retreats.
  • Still only does 1 damage, but is otherwise excellent at everything else it does.
  • Both versions will disappear if Chipp is hit.
  • Neither version is actually considered a projectile, and are unaffected by Potemkin's FlickGGAC Potemkin 63214S.pngGuardAllStartup21Recovery12Advantage+2. Can be very good for stalling vs him
Version FRC Window Proration Guard Bar+ Guard Bar- Level
j.214P Slow N/A 0 0 1
j.214P Fast N/A 80% 0 0 2

j.214P Slow:

  • Chipp is in CH state 1~49F
  • Shuriken is not considered a projectile and will not clash with other projectiles
  • Chipp will perform Shuriken (Fast) next time Shuriken is performed
  • First Shuriken thrown each round is (Slow)
  • Disappears if Chipp is hit

j.214P Fast:

  • Chipp is in CH state during move
  • Shuriken is not considered a projectile and will not clash with other projectiles
  • Chipp will perform Shuriken (Slow) next time Shuriken is performed
  • Disappears if Chipp is hit

Force Breaks

Genrou Zan You

41236K > D

Damage Guard Startup Active Recovery On-Block Invuln
70 Mid 1 10 29+3 after landing -17

Calls out jump attempts out of Leaf Grab. Strong tool which can be converted from based on distance.

  • 70 damage and knockdown, with a generous cancel window out of Genrouzan.
  • Combos out of air hit 5H/6H, and can be linked from with f.S if close enough.
  • Can be cancelled into Wall Cling, allowing for further conversion.
  • Substitutes for Alpha Blade loops in the corner in terms of ease, but comes with an 85% forced prorate.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 85% 20 6 5
  • Chipp is in CH state until landing
  • Auto Jump Install

FB Alpha Blade Plus

Ground Alpha Blade > D

Damage Guard Startup Active Recovery On-Block Invuln
44 Mid 27 15 25 -23
Total: 66

Double Dip for another Alpha Blade with a significantly larger hitbox. Gives back big damage for 25 meter.

  • Wallbounces the opponent on hit for bigger damage. Lets Chipp hit the big numbers.
  • Will always put Chipp a set distance in front of the opponent on use, making it easier to punish.
  • Can be input anywhere before and during the active window for Alpha Blade (ground only).
    • Done too early, the first Alpha Blade won't hit.
    • Can be used on block to fake them out and hit from the other side first, but this is somewhat slow.
  • Must be delayed slightly to connect against lighter characters.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 14 10 4
  • Chipp is in CH and crouching state during recovery

FB Beta Blade

623D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
623D 30, 20×3 All 4 13(7)3,5,5 30+5 after landing -28 1~6F All
7~26F Strike
j.623D 30, 20×3 All 4 11(7)3,5,5 Until landing+5 1~24F Strike
Total: 71

Beta Blade on PCP. Invincible for nearly half a second. Monster of a reversal.

  • Invincible until 26F, 4 hits, launches them extremely high and far away.
  • Tacks on higher damage at the end of air combos.
  • Combos non-OTG after throw, but is frame perfect.
  • CH state during a bulk of the active frames and a few frames of recovery, making it a bit riskier than regular Beta Blade.
  • No FRC or auto jump install, but otherwise still a stronger reversal.
  • There is a wide enough gap between the 1st and 2nd hit that a handful of characters can reversal/low profile through (or IB > AT), few get much out of doing this in most cases but it's still something to keep in mind when dealing with this yourself or throwing it out against others.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
623D N/A 14×4 6×4 4
j.623D N/A 14×4 6×4 4

623D:

  • Chipp is in CH state 27~50F
  • Chipp is in crouching state during landing recovery

j.623D:

  • Chipp is in CH state 27~50F
  • Chipp is in crouching state during landing recovery

FB Gamma Blade

41236D

Damage Guard Startup Active Recovery On-Block Invuln
32 All 15 9 19 +15
Total: 42

Stronger version of Gamma Blade that freezes the opponent in place for roughly one and a half seconds on hit. Allows for some real jank.

  • Functionally similar to regular Gamma Blade, but it lasts about twice as long and travels approx. 33%~ farther (almost full screen).
  • The opponent's state will change based on what hits them during the freeze period, and will carry over.
    • E.G. 6H will cause the opponent to floor bounce once the freeze period ends.
    • Will not remove OTG, meaning the opponent can still be in the OTG state once the freeze period ends.
  • In counter hit state for 33F.
  • Significantly positive on block. Startup, Active, and Damage are all otherwise the same as regular Gamma Blade.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 0 20 3
  • Freezes opponent on hit (93F)
  • Floats opponent after freeze ends (untechable for 60F)
  • The effects are based on the last attack done during freeze time
  • Chipp is in CH state 1~33F
  • Attack passes through other projectiles
  • Ignores OTG prorate on hit
  • On hit or block, Chipp performs a recovery animation (total 11F, in CH state 1~2F)
  • Cannot be canceled into
  • Disappears if Chipp is hit

Overdrives

Zansei Rouga

632146H

Damage Guard Startup Active Recovery On-Block Invuln
30×5, 110 Mid 21+4 Until landing+32 1~30F All
31~33F Strike

Extremely high damage Overdrive, but incredibly slow and requires specific conditions to combo into. Can be used for nonsense with enough meter to FRC, or when the opponent is very low on health.

  • 260 base damage, but will only combo out of aerial 6H, and only if close enough, and not against Sols.
  • A full 33F of invincibility makes this a fullscreen callout/punish against very high recovery moves.
    • Despite this, Beta Blade still makes for a better reversal.
  • Does not have to be blocked in alternating directions unless FD'd, so will catch players unaware if they are low on health and must FD to survive.
  • Can be FRC'd before/on the 1st or 3rd hits. This will make it safe or allow for immediate land > throw/mixup setups.
  • Will not trigger the last hit on some standing or crouching characters on block as they are too short for the 5th hit to make contact.
  • Will likely get you IK'd by over half the cast if they trigger the 6th hit on block, as it allows the opponent ample time to back up, go into IK mode, and trigger it as the last hit whiffs.
FRC Window Proration Guard Bar+ Guard Bar- Level
25~28F, first 4F active of 3rd hit 20×6 6×6 5
  • 6th hit only occurs if the 5th hit hits or is blocked, in which case Chipp has landing recovery 87F

Banki Messai

236236K

Damage Guard Startup Active Recovery On-Block Invuln
7×26, 30×4 Mid 1+2~19 See notes 47+10 after landing -48
7×26, 30×4 Mid 1+2~19 See notes 47+10 after landing -48
Total: 257

Tacks on at the end of ranged hits for easy damage and knockdown. Even less safe than Zansei Rouga.

  • Good for ending a round as the high number of hits is useful for offsetting damage reduction due to guts and scaling.
  • Only has invincibility after the super flash, preventing this from use as a reversal.
  • Fast enough to combo non-OTG after a throw (except against Faust and Jam, on whom it will not work).
  • Will also fully combo after a Leaf Throw against Potemkin, Jam, Johnny, Testament, Zappa, Kliff, and Justice.
  • 90% of the cast can IK this on block. FD'ing will push Chipp out far enough that the remaining hits will continue to whiff.
    • Can still be RC'd if any part made contact beforehand, so Chipp can still make himself safe with 100 meter.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10×26, 20×4 2×26, 6×4 3×26, 5×4
N/A 10×26, 20×4 2×26, 6×4 3×26, 5×4
  • Chipp is in a CH state until landing
  • If Chipp fails to make contact with the opponent, the total length of the move is 27F
  • Startup changes depending on distance
  • Active frames are: 2(5)4(1)1(4)2(7)2(6)2(5)4(7)2(9)4(4)1(3)1(6)2(11)1(2)1(3)3,1(4)2(6)1(6)4(5)3(4)4×4,5(3)3,10(7)3,5×2
  • Active frames 94, 164~168, 183~188 are strike invul
  • Chipp is in a CH state until landing
  • If Chipp fails to make contact with the opponent, the total length of the move is 27F
  • Startup changes depending on distance
  • Active frames are: 2(5)4(1)1(4)2(7)2(6)2(5)4(7)2(9)4(4)1(3)1(6)2(11)1(2)1(3)3,1(4)2(6)1(6)4(5)3(4)4×4,5(3)3,10(7)3,5×2
  • Active frames 94, 164~168, 183~188 are strike invul

Instant Kill

Delta End

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal Mid 56+0 119 43+16 after landing
Total: 233

The absolute slowest IK in the entire game, both in prep time and startup. Don't even consider it.

Can still be used against ABA, but only when using FB Gamma to give prep time due to the incredibly slow activation time

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3
  • IK Mode activation: 94F

Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


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