Chipp does exactly what you'd expect out of an Arcsys ninja. He's mobile, he's slippery, and he's got every tool you could want. With his amazing movement, powerful mixup options, two good reversals, and specials that give him an option in every situation, Chipp can put on the pressure like no other as well as defend from it better than anyone else. As per usual, Chipp has low health, giving him some trouble with survivability, but this isn't a particularly big problem due to the prevalence of infinites rendering defensive values meaningless for the most part. With his unmatched toolkit, Chipp is a menace in every matchup.
Chipp plays an all-rounder game but kicked up to 11, with an answer for every possible challenge.
- Insane Mobility: Chipp has 3 jumps, a ridiculously fast run, a teleport, and the long range Alpha Blade which helps him close the gap on opponents while remaining plus when TKed.
- Insane Offense: Between unreactable high lows, tricky left rights, an instant command throw with great range, plus moves that lead to more mix, and the best regular throw in the game that sets up all of these, Chipp's offense is incredibly hard to deal with and not hard for him to initiate either.
- Insane Defense: While it's no Volcanic Viper, Beta Blade is a powerful DP with an absurd 2F startup, good "invuln", relatively quick recovery, and the air unblockable attribute. Tsuyoshi-skikii Ten'i is also invincible from frame 1 and teleports Chipp far away from danger, letting him escape pressure almost risk free. Additionally, Sebone-ori is an instant command grab, making his guard cancels especially threatening. He has fast abare buttons too between his IK and f.S.
- Insane Neutral: Chipp can do just about anything he wants in neutral. His dash can cover the entire screen in the blink of an eye, TK Alpha Blade gets him in close while starting a mixup, Beta Blade is an incredible anti-air, Gamma Blade beats most projectiles, his teleport can neutral skip, and even more. No matter what challenges he faces, Chipp can always get in.
- Insane: Chipp simply has the most flexible moveset in the game, meaning no matter what state of the game he's in, there's always something he could be doing to counter the opponent. This makes Chipp in theory at least impossible to lose with, but one needs the knowledge of what moves they should be using at a given time.
- A quantification of how a character's health bar is reduced when they are hit.
- The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
- Guarded against while crouching
- Guarded against in either the crouching or standing state, but not while airborne
- Guarded against in the standing state
- Guarded against while crouching, standing, or while airborne
- Cannot be guarded against, but only applies to grounded opponents
- Cannot be guarded against
- The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
- The active frames of an attack refers to the amount of time an attack can hit the opponent.
- The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.
- A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.
Chipp's combo centerpiece. In neutral, this move is a bit larger and more disjointed than his other options, though it's a bit slower and not "big" to the standards of other ML footsie normals. It's Chipp's most important combo piece, with enough hitstun to allow you to link things after 623R > 66. Quick speed compared to many other HS normals lets it connect from any button Chipp has except 6P and 2H.Unfortunately, it also whiffs on some crouchers, notably Baldhead, meaning Chipp has no effective way to route into infinites against them, and his "combo game" otherwise is unimpressive. 2H doesn't whiff in situations where 5H would, but that normal launches, so it's not a great combo tool in this game.
This isn't a good 6P. Looking at the frame data, it's fast, super active, and has no recovery frames whatsoever, which makes it seem bonkers. Unfortunately, both hits are tiny & jointed, the second hit whiffs on a lot of crouchers (and the long active period mostly takes place directly above Chipp's head), and to top it all off there's a gap between the two hits. It doesn't typically see any use in practical gameplay.Quick combo pieces are usually fulfilled by f.S, and the majority of Chipp's kit is very safe on whiff compared to the rest of the cast, so you should press his other cracked buttons instead.
Ridiculously fast aerial with deceivingly good vertical reach. Works as an instant overhead on the entire cast, even Baldhead. Thanks to every normal being jump cancelable on block, it's very easy for Chipp to set this up with a varying amount of lows. On hit or block it can be canceled into j.236P (Air Alpha Blade) to either combo or continue pressure with another j.P. It can also be comboed into j.623P (Air Beta Blade) but this is unsafe on block and is less favorable on hit.
For uses besides mixups, it's a mediocre air to air.Gatling Options: j.P, j.K, j.S, j.H
Two hitting air kick. Since air games don't exist in GGML for the most part, the move isn't too useful in this game outside of Dust combo filler. Can still be used for air to air.Gatling Options: j.P, j.S, j.H
Two hitting sword slash. Hits twice and can very easily crossup, making it a good jump in and air to air.Gatling Options: j.H
Can be used for jump-ins like in later games, or used for tall-character specific infinites. The first active hitbox is above Chipp, but comes out on frame 1, and then the hitbox follows the motion of chipp's body from back to front.Gatling Options: none
Funky little dive kick that is most notably used for going infinite against Pot and Justice without the need for CC. Reaches the ground very quickly when used later in a jump arc, making it very useful for changing air momentum. Can be used immediately after jumps to create strange jump arcs and pressure sequences.Gatling Options: j.P, j.K
A premium standing overhead. One of the few dusts which hits overhead, and a fast one at that. The range is limited and it hits high, so you may have trouble connecting on small opponents. Can be combined with Chipp's dash to do a halfscreen overhead.
Dust is extra useful with Chipp not only because it's a fast overhead, but since it can setup the Homing Jump Bug, allowing Chipp to chase after the opponent and continue pressure even after the Dust combo is finished.
- Randomly "invuln" for 4 frames at the end of the recovery animation
- It's not really invuln. See the 2nd hitbox image.
The Blade which Slays All Under Heaven and Earth
|Alpha Blade||18||All||6||Until Reaches Enemy/Wall||15||none|
|Aerial Alpha Blade||18||All||6||Until Reaches Enemy/Wall||N/A||none|
Chipp preforms a quick elbow before rocketing himself forward in a burst of blue flame, only stopping when he hits the enemy or the end of the screen. Very good for closing the gap between you and your enemy and is incredibly useful to catch your enemy while they're charging up, however it's easy to see coming from far away and is unsafe on block. Comes out near immediately as well. Goes even faster if used with the Dash Cancel Bug (2366).
The move stops either when he reaches the wall or touches the opponent's collision box. On the air version, when he touches the collision box the move immediately ends with no recovery, allowing him to go into any air option afterwards. This lets him get more pressure and mixups. The ground version will have recovery but it's still safe unless guard canceled against. TK Alpha Blade is essentially a way to be plus on block from anywhere.
On hit, Alpha Blade launches the opponent up and in Chipp's face while he's incredibly plus. This means he's usually guaranteed a followup Beta Blade, giving him solid damage off launch starters. Also used to start his stun juggle infinites.
- Full screen. It can hit the enemy even if you're both at the very ends of the stage.
- Does not cross up normally, but will sometimes go to the other side of the opponent when on P2 side.
|Beta Blade||16,14||Mid||2||24||16||-9||Near Full 1~6; Head 7~25|
|Beta Blade Level 2||17,21||Mid||2||23||36||Near Full|
|Beta Blade Level 3||17,12,11,10,9,8||Mid||2||10(11)17||19||Near Full|
Chipp's classic DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.. One of the best reversal & guard cancel tools in the game, managing to be extremely enticing even when contesting against an invulnerable teleportGuardN/AStartup1Recovery31 totalAdvantageN/A and an instant command grabGuardN/AStartup1RecoveryN/AAdvantageN/A. It's excellent as an anti-air and difficult for anything to contest from any angle due to being air unblockable with its strong hitbox. It's extremely fast with its earliest hitbox coming out at a mere 2F of startup, but most levels are still unsafe on whiff & block, as you'd expect. While the vertical range is great, the horizontal range is rather lacking without dash momentum or charge levels so make sure the opponent is actually close.
At level two, Beta Blade does a bit more damage and travels further, seemingly making it more punishable. At a glance, this doesn't change much, but this unlocks a strong aspect of Beta Blade that's difficult to leverage at level 1: that it recovers in the air with any air option available afterwards. After level two Beta is blocked, Chipp is permitted to continue running offense or block and be safe unless the opponent guard cancels, and this makes many options have a tough time punishing it on whiff at all.
At level three, Beta Blade does an additional uppercut, similar to a Shoryureppa. Between each uppercut is a techable gap, but unlike most moves with gaps in them, the opponent can tech but will instantly get hit by the next rep due to it being air unblockable, meaning it's better to not tech until the final hit. It does very solid damage considering Chipp's lightning fast charge time, and the other improvements make it even more difficult to contest anywhere you could put it. Unfortunately, it doesn't recover in the air like level two does.
- Technically not invulnerable because there's a tiny hurtbox behind him. However, even if a hitbox reaches it, Beta Blade will still come out due to the same frame hit bug.
Actually pretty good projectile that goes fullscreen, although it mainly exists to further oppress Potemkin's already miserable existence; as there isn't much he can do about you chipping him with it and then running away. In other matchups, it's a bit situational. Unlike most projectiles, it has level 2 priority, meaning it can completely ignore most other projectiles in the game, but when Chipp can cover the same distance with a dash normal or Alpha Blade, both of which have higher reward, it's a bit niche.If it reaches the wall due to the opponent jumping, it bounces back until it reaches about half of the screen. If the opponent blocks it at this point Chipp will be plus. Knocks down on hit which makes it pretty minus up close, if the opponent has extremely quick air normals (IE: Justice, Millia, and Chipp himself) they can likely punish him with a perfect tech.
|N/A||N/A||1||N/A||31 total||N/A||N/A||1-26 all|
Chipp will fade in and out from 1%~ to 50%~ opacity for a moderate time after this special. This is applied very quickly and persists after Chipp begins running offense, but his mixups are already fully unreactable, layered, and safe, so this is largely unnecessary.While in Desperation State, Chipp is significantly more visible due to the red aura all characters emit when under 50% HP. Missing Link's small screen size and frequent screen scrolling or stretching will usually make it easier to estimate where Chipp is as opposed to other camouflage moves in fighting games.
|78||All||9||until contact||0 on whiff, 20 on hit|
Chipp runs forwards most of the screen and upon reaching the opponent does a ranbu-esque flurry of attacks. The finishing Beta Blade has a gap that can be teched and isn't air unblockable, but it'll launch the opponent high up so it can't generally be punished outside of characters with a move that reaches the ground quickly, like Chipp himself.Does decent damage and in a more honest game could be a very useful combo ender, but in the context of this game it's always better to combo into an infinite. It does go very far in a short amount of time so it may catch an opponent moving forward, but the super flash gives away that you're going for it. It lacks any invuln so it'll run straight into any projectiles.