GGST/Chipp Zanuff

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Overview

Overview

Chipp Zanuff is the ultimate speed demon. He has phenomenal running speed and good air mobility thanks to his triple jump. His special moves provide tricky mix-ups and they allow him to quickly dart across the stage. He even possesses the unique ability to run up walls.

Chipp has fast attack speed and many pressure tools. f.S is fast, has good range and safe special cancels, making it a great poke. 5K is remarkable as it can gatling into itself for strong stagger pressure, and 6K is a safe overhead. j.2K is a divekick that has great synergy with Chipp’s triple jump. Resshou is a RekkaA series of special attacks that are only available after the first one is performed. that can lead to highly delayable follow-ups, enabling a strike/throw mix-up. Safe tools like these can condition opponents to block, opening them up for riskier mix-ups. Some choices are Genrou Zan, a long-ranged command grab, and Alpha Blade, a grounded Cross-upAttacking your opponent after changing which horizontal side you are on, usually by jumping over them.. After scoring a knockdown, Chipp gets powerful Okizeme in the form of safe jumps, cross-ups and high/low mix-ups. Cycle his moves well for an unparalleled offense!

On the flip side, Chipp’s defense value is the weakest in the game. Mistakes are so detrimental that trading hits back and forth is not an option. He is provided some neat defensive options in 6P, his fast 5P, his fast 2K, and his DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., Beta Blade, but durability is still no strength of his. Don’t be intimidated, Chipp has the mobility needed to dominate his opponent in neutral if you have the match-up knowledge required to avoid unnecessary risks. Stay sharp!

If you want to overwhelm opponents with unrivaled speed and plethora of relentless mix-up tools, then look no further than Chipp Zanuff.
Playstyle
Chipp Zanuff (チップ=ザナフ), classified as a High Speed type, is an incredibly fast ninja who launches attacks in the blink of an eye.
Pros Cons
  • Mobility: Chipp has the fastest dash speed, a triple jump, and multiple special moves which allow him reposition easily and fight on his own terms. Chipp is a pest to catch and a threat from anywhere on the screen.
  • Wallrun: Unique wall runGGST Chipp Zanuff Wall Run.pngGuard:
    -
    Startup:
    -
    Recovery:
    -
    Advantage:
    -
    lets Chipp interact with Strive's wall mechanic like no other character. Damaging combos, avoiding wall breaks, and tricky mix-ups are all possible.
  • Quick Normals: Has among the best frame data in the roster, which allows him to easily pressure characters with slower moves and few defensive options.
  • Pressure: Chipp has plenty of ways to hit an opponent such as his command grabGGST Chipp Zanuff 63214S.pngGuard:
    Throw
    Startup:
    27
    Recovery:
    15
    Advantage:
    N/A
    , cross-upGGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuard:
    All
    Startup:
    29
    Recovery:
    19
    Advantage:
    -4
    , grounded overheadGGST Chipp Zanuff 6K.pngGuard:
    High
    Startup:
    20
    Recovery:
    9
    Advantage:
    -2
    , and a dive kickGGST Chipp Zanuff j.2K.pngGuard:
    High
    Startup:
    16
    Recovery:
    -
    Advantage:
    -
    . Cycling through all these can make Chipp's offense often feel unstoppable.
  • Defense: 3 frame 5PGGST Chipp Zanuff 5P.pngGuard:
    All
    Startup:
    3
    Recovery:
    10
    Advantage:
    -2
    , 5 frame 2KGGST Chipp Zanuff 2K.pngGuard:
    Low
    Startup:
    5
    Recovery:
    8
    Advantage:
    -2
    , and DPGGST Chipp Zanuff Beta Blade.pngGuard:
    All
    Startup:
    9
    Recovery:
    23
    Advantage:
    -27
    can help Chipp escape pressure in places where many other characters can't.
  • Meter Monster: With great ways to both build an spend meter, Chipp gets to take advantage of Roman Cancels and positive bonus in unique ways to set up scary situations for his opponents.
  • Poor Durability: Lowest health in the game and the highest R.I.S.C. multiplier means blocking basic blockstrings can put Chipp at half R.I.S.C. quite easily. This also means trades are almost always bad for Chipp.
  • Inconsistent Damage and Tools: Lower than average damage and high return to his opponent's burst gauge means it takes more hits for Chipp to win. Chipp also has some difficulty getting consistent combos due to the unusual properties of his moves.
  • Extended Hurtboxes: Chipp's large hurtboxes and risky counterpoking tools can lead to him getting hit in unexpected places and make him rely mainly on whiff punishes to win neutral.
  • Risky Offense: Chipp struggles setting up situations where his opponent must respect his offense, relying on the variety of his tools rather than their individual strength. Chipp also risks being cornered by burst more often than other characters.
Chipp Zanuff
GGST Chipp Zanuff Portrait.png
Defense:1.26
Guts Rating:4
Prejump:4
Backdash:20/1~5 strike invuln/1~19 airborne
Weight:Normal
Unique Movement Options:Triple Jump, Wall Run
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5P (3F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.(j.)623S (9F)

GGST Chipp Character Guide

Normal Moves

StartupThe 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. frames
Toggle Chart Off
Toggle Chart On
ActiveThe 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
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames

5P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20 All 3 2 10 -2 -

One of the fastest normals in the game, best used as a fast anti-air or a quick punish option to interrupt the opponent's strings.

  • Whiffs on crouching characters (exceptions: Nagoriyuki, Potemkin, and Goldlewis).


Gatling Options: 5P, 2P, 6P, 6K, 6H

5K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
24 All 6 5 8 -3 -

Excellent close-range button.

Very fast 5K with good range, while also being jump and dash cancellable. It is slower than his 5P, but can't be crouched under making it easier to use. It also has better range than his 2K, making it more ideal to use as a punish in certain situations. Good for general pressure as it chains into itself and can be confirmed into 2D very easily.

Has overhead options by gatling into 6K or 5D, and low options by gatling into 2K or 2D.

Dash cancels also make this move even stronger due to having the additional threat by dash canceling into specials or dashing in for a throw.

  • Jump and dash cancellable.
  • Unique Gatling into itself.


Gatling Options: 6P, 5K, 2K, 6K, 6H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
38 All 7 6 10 +1 -

Most versatile combo starter option, and also easy button to use to start jump cancel pressure. This chains into any command normal or other S/H button making it a very high reward button. It is +1 on block, which can allow Chipp to apply more pressure to his opponents.

  • Jump and Dash Cancelable on Hit or Block.


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

f.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 9 2 20 -8 -

Chipp's best poke with excellent range and combos easily into Resshou. This will cover a lot of ground space and also catches jump out attempts. Chipp extends his hurtbox a lot, so be careful about getting beat out by 6Ps or crouched under by low profile moves. Combos into 2H at closer ranges, and Resshou~Senshuu on counterhit for a soft knockdown.


Gatling Options: 5H, 2H

5H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
42 All 11 7 16 -4 -

Less range and slightly slower than f.S, but has a better, disjointed hitbox for counter poking. Unfortunately, it has large knockback, which can make it difficult to convert damage off of or use in extended combos. 5H > 236S is a good poke to use against opponents with greater range than Chipp. In the corner, 5H can be used in high damage corner combos and setups.

  • Disjointed hitbox near Chipp's hands
  • Surprisingly safe

5D

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Uncharged 40 High 20 5 24 -15 -
Charged 50 High 28 5 24 -10 -
Uncharged Dust

Universal overhead attack that's pretty fast. Chipp summons Dodomezaki the sea otter in front of him for his dust attack. The otter is NOT disjointed from Chipp as he also get hurt if the otter is hit. Can be gatling from 5K, 2K, or c.S for a mixup. Can be RC'd for further combo extensions.

  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float
  • Causes 80% proration on-hit

Charged Dust

Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo. 5[D] can be used in relatively burst-safe combos.

  • Data in [] represents values when fully charged.
  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
    • Homing jump combos can sometimes increase meter balance enough to activate positive bonus.

2P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
18 All 5 2 10 -2 -

Slower jab than 5P but this does not whiff on crouchers making it easier to use.

This can be used for mashing out of most strings where 5P would whiff. Usable as a tick throw options as well. Confirm into 6P resshou for a bit of damage.


Gatling Options: 5P, 2P, 6P, 6K, 6H

2K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
18 Low 5 4 8 -2 -

Chipp's fastest and primary low option for opening up the opponent. Chipp will almost always gatling this into 2D on hit for okizeme or an extended RC combo.

At 5f startup, 2K has the same startup as 2P. However, it has superior range and leads to hard knockdown on hit, making it Chipp's primary tool for both mashing out of strings and punishing opponents. On counterhit, it can link into c.S, leading to a full combo. As the recovery is very low, it can be used to set up tick throws or linked into other normals for a pressure reset on block.


Gatling Options: 6P, 6K, 6H, 5D, 2D

2S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 All 10 4 17 -7 -

A crouching poke that does not hit low but has the unique property where it can whiff cancel into 2H.

Although it has a much shorter range, 2S will hit opponents using low profile moves that would otherwise cause f.S to whiff. This normal also causes a vertical launch on an airborne opponent, making it very usable for some loop combos. For situations where 5K/2K would not reach as a punish option, 2S may be used instead. Leads to a highly rewarding combo on hit.


Gatling Options: 5H, 2H

2H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 All 12 9 24 -14 -

Generally used as a whiff cancel followup from 2S in neutral, but can also function as a High risk, high reward anti-air.

As a starter, Chipp can combo into an air 236K combo. More often used as a combo extension tool from a c.S or 2S starter, which leads to his BnB combos. In the corner, counter hits can be confirmed right into wall run combos or gamma blade loops. Since 2H is slow and not disjoint, it can be quite risky to use as an anti-air option - use it very carefully.

2D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Low 10 2 19 -7 -

Fast, long range sweep option that can low profile some attacks when spaced.

Generally good to use against low profile moves that would cause f.S to whiff. However, it is still possible that 2D will trade or lose out to those moves occasionally due to the tall hurtbox near Chipp's body. It is a very useful as a whiff punish option as well. On counterhit, it combos into 2S for high-damaging combos at certain ranges.

All around excellent button for starting okizeme, since it provides hard knockdown on grounded opponents.

6P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 All 9 5 25 -16 1~2F Upper Body
3~13F Above Knee

Universal Upper-Body Invulnerable Anti-AirA grounded attack that hits the opponent out of the air and grounded counter-poke.

Chipp's safer, but low reward anti-air option. Due to its long recovery, whiffing this move is very easily punishable. Chipp can also gatling into this button from 5P/2P for some extra damage. In neutral, as it has some upper-body invulnerability, this move can be used to counterpoke long range attacks such as Ramlethal/Testament/Baiken's f.SGGST Ramlethal Valentine fS.pngGuard:
All
Startup:
11
Recovery:
21
Advantage:
-10 [-13]
.

6K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 High 20 5 9 -2 -

Chipp's main overhead.

Chipp's grounded overhead option that is extremely fast, and cancellable from most of his normals. Chipp is airborne (and thus cannot be thrown) for the entire attack except the landing recovery. This will typically be used to harass an opponent mid blockstring. If 6K hits meaty enough, it can combo into 2K > 2D and set up the same okizeme loop again. Can also be RC'd for further, damaging combo extensions and setups near the corner.

  • Chipp becomes airborne on frame 6
  • Raised hurtbox can low crush certain moves
  • Relatively safe on block, +1 on hit

6H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 All 17 6 18 -5 -
  • Not an overhead

Max damage CH starter and excellent combo filler due to its high damage and ground bounce.

6H can also be used as a counter-poke for some extended normals to fish for counter hit starters. This button has a decent vertical hitbox, which can be used to catch jump out attempts. On normal air-hit, 6H can combo into 2S for high-damaging combos at certain ranges. Has a tendency to whiff on wall-splat opponents if used point blank.

j.P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16 High 5 4 8 - -

Self-chainable short range punch that can be used as a quick air-to-air and leads to a full combo on hit.

Can be used as a fast, double overhead option off a drop down wallrun setup. Sometimes used as a combo filler to guarantee wallsplat and wallbreak.

  • Can gatling repeatedly into itself on hit or block.


Gatling Options: j.P, j.2K

j.K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16×2 High 6 2(3)2 8 - -

Long range air-to-air option.

Chipp performs a horizontal kick that hits twice. The first hit pops the opponent up enabling combo extensions, and the second hit knocks the opponent away even if the first hit whiffed. Important combo tool and excellent air-to-air option. Leads to a full combo on hit.

  • Jump and air-dash cancellable.


Gatling Options: j.2K, j.D

j.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 High 9 4 18 - -

Main crossup tool.

Chipp spins like a top hitting both sides. His best crossup tool. Chipp noticeably extends his hurtbox further behind him than one would expect making it possible for some attacks to seemingly hit him from behind. On both air and grounded counterhits, Chipp can continue the combo with c.S or 2S.

  • Jump and air-dash cancellable.


Gatling Options: j.H, j.D

j.H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22×2 High 9 3×4 17 - -

Chipp slashes below him while hitting twice. Chipp's primary jump-in that can also cross up. If it hits decently deep, j.H will combo into 2K > 2D after landing for hard knockdown. May also combo into c.S/2S if j.H hits deep enough. On both air and grounded counterhits, Chipp can combo into c.S/2S as well.

  • Front hitbox hits on frame 11 and back hitbox on frame 9.
  • Jump and air-dash cancellable.

j.D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
44 High 8 4 22 - -

Although not bad, this button has certainly seen better days. Good jump-in button, but the hitbox is not even remotely disjointed as in previous GG titles. This is also a common air combo ender as it will knockdown any airborne opponent. Often used as a gatling option from j.S for a double overhead. Similar to j.H, it combos into 2K > 2D if it hits low enough, and into c.S/2S if it hits very deep. Also combos into c.S/2S for a high-damage combo on counterhits.

  • Jump and air-dash cancellable.

j.2K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
14 x n High 16 - - - -

A strong air approach option and an incredible tool for air stalling and punishing whiffed anti-air attempts. Each hit of the dive is an overhead and is also plus on block if the last hit connects. On block Chipp can be thrown if he tries to pressure with buttons like 2K. If this move crosses up the spacing can make Chipp safe to throw attempts. Combos directly into 2K on hit.

Easy to counter-hit and has a long whiff recovery so do not use this move carelessly

  • Each hit is special cancellable like any other normal.

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20×2, 30 Ground Throw 2 3 38 - -

The throw leaves Chipp at full screen but he can easily run back in and meaty his opponent.

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
70 Air Throw 2 3 Until L+10 - -

Standard air throw.

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Special Moves

Alpha Blade Horizontal

236P (Air OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236P 38 All 29 3 19 -4 -
j.236P 38 All 29 3 33 - -
Alpha Blade Horizontal

Chipp vanishes before appearing on the ground a fixed distance away. This move can be used for a quick cross up or for combos, particularly with meter. When spaced or used in the corner, it is sometimes possible to combo into 5P. On hit Alpha Blade Horizontal will cause a soft knock down giving Chipp some advantage depending on spacing. Since this move repositions Chipp quickly it can be used to safely bait some reversals.

In the corner Chipp can cancel Alpha Blade Horizontal into a wall run for combo extensions and mix-ups by holding forward (6) or P during the animation.

  • Cannot be Red Roman Cancelled

Air Alpha Blade Horizontal

Chipp vanishes before appearing in the air a fixed distance away. This move can be used for a quick cross up or to reset an opponent at the end of a combo. Since it can be used with a Tiger Knee input (2369P) Chipp can use this move close to the ground allowing for meterless combos in the corner or when spaced.

In the corner Chipp can cancel Air Alpha Blade Horizontal into a wall run for combo extensions and mix-ups by holding forward (6) or P during the animation.

  • There is no minimum height on the move, allowing it to be tiger knee'd (2369P)
  • Recovers after landing
  • Cannot be Red Roman Cancelled

Alpha Blade Diagonal

236K (Air OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236K 36 All 27 3 17 -2 -
j.236K 35 All 32~47 3 21 -6 -
Alpha Blade Diagonal

Chipp vanishes before appearing in the air a fixed distance away, with air options available. This move can be used for a quick cross up or for extensions into air combos (often from 2H). Chipp is left in the air with his air options available to him making it very useful for combos, movement, and setups. Since this move repositions Chipp quickly it can be used to safely bait reversals in most situations.

If used near the corner, Chipp will automatically perform a second hit coming off the wall and cross back through his opponent allowing for a follow up. Chipp can also cancel the move into a wall run by holding forward (6) or K during the animation leaving him high up on the wall.

  • Cannot be Red Roman Cancelled.

Air Alpha Blade Diagonal

Chipp vanishes before appearing again on the ground. This move can be used for cross ups after a jump-in or catch an opponent off guard from the air. This move cannot hit same-side and has a long recovery so it must be positioned carefully to avoid whiffing. On successful hit Chipp will recover in time to extend the combo with a move like c.S.

If used near the corner, Chipp will automatically perform a second hit coming off the wall and cross back through his opponent allowing for a follow up.

Chipp cannot cancel this move into a wall run like the grounded version but he can hold forward (6) to only perform a single hit and steal the corner (holding K will not work).

  • Can steal the corner by holding forward (6) during the animation
  • Travels downwards causing a ground bounce
  • Cannot be Red Roman Cancelled.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236K 80% KD Very Small 500 2000 1 700 60% 12% 150
j.236K 80% KD Very Small 500 2000 1 700 100% 12% 150

236K:

  • Horizontal Activation Range: 300 (From hit's position). Only applies to first hit. Functionally prevents hitting unless crossing up, except in the corner.
  • Technically a projectile. Centre positioned +50 units horizontally and +150 units vertically from Chipp's position 10F before startup, and does not move for the duration of the attack. Unable to clash with other projectiles.

j.236K:

  • Horizontal Activation Range: 300 (From hit's position). Only applies to first hit. Functionally prevents hitting unless crossing up, except in the corner..
  • Chipp visually disappears on frame 7 and reappears upon landing
  • Collision is removed on frame 9 until the fourth frame spent on the ground
  • Chipp hangs in the air for 20F before moving diagonally downwards at a fixed speed
  • Technically a projectile. Centre positioned -250 units horizontally from Chipp's position 10F before startup, and does not move for the duration of the attack. Unable to clash with other projectiles.

Beta Blade

623S (Air OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
623S 30, 26 All 9 20 23 -27 1~10 Strike
j.623S 30, 26 All 9 20 Until L+8 - 1~10 Strike

Upward DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.-like slash that hits twice. The first hit is very close range and will have trouble connecting with opponents who are further out. The second hit only has upper-body invincibility, which makes it likely to trade against jump-ins. Use as a reversal or combo ender. Since it is very active, it can be used against opponents in the air, and still be somewhat safe on block upon landing. Even so, it is best to be careful when using Beta Blade.

Many characters have methods to extend pressure while baiting DP, including Chipp himself, so use sparingly on wakeup. Beta blade shines in being able to disrupt common blockstrings, such as Baiken's f.S/2S>2H, forcing the opponent to pause or adjust their strings against it.

If this whiffs, Chipp may die. If it is blocked on the ground, Chipp may die, but having meter for Roman Cancel will make it safe.

  • Can't be Roman Canceled when whiffed

Gamma Blade

236H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 25 7 Total 42 +9 -

Sends a clone forward that will attack the opponent leaving Chipp plus. Damage dealt to the clone is also dealt to Chipp making this a strong but risky pressure reset tool. It is best used unpredictably, or when your opponent is conditioned and unwilling to counter-attack. Chipp and the projectile can be struck at the same time leading to DOUBLE damage on Chipp so extra caution is required when an opponent has meter.

Weak combo starter/filler due to forced proration, high wall damage, and the awkward launch animation. Cannot be converted midscreen without meter but can give a small meterless combo in the corner.

When combined with a Roman Cancel the clone becomes an independent projectile and Chipp can move freely. Gamma Blade can also be used as a reversal-safe okizeme option.

  • 80% forced proration on-hit
  • Launches opponent on-hit
  • Deals very high wall damage

Resshou

236S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 All 13 5 16 -4 -

Safe poke and pressure tool with large cancel window for delayed follow ups.

Start of Chipp's RekkaA series of special attacks that are only available after the first one is performed. with follow ups available on hit, block, and whiff. A safe poke option to condition and pressure your opponent or as a long-range punish versus moves with long recovery. This may be delayed to get different timings and throw off the opponent. Combos into 2S and Senshuu on counterhit.

Rokusai

Resshou > 236S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 Low 8 2 21 -6 -

A fast advancing kick that hits low.

Useful for frame trapping an opponent when they try to mash or when they're trying to jump out. Combos into 2S or Senshuu (~236K) on counterhit. Best used with meter to convert normal hits and to help stay safe on block.

  • Negative on-hit (-3) so be wary when continuing pressure.
  • Large cancel window for delayed follow ups
  • Normally safe due to push-back but can be punished by many characters

Senshuu

Resshou > 236K Rokusai > 236K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 High 20 6 20 -9 -

Flip kick that hits overhead.

There is a small gap (5~6 frames) where the opponent can interrupt with 5 frame jabs, 6P, or use a reversal before the kick hits. Fairly unsafe on block and leaves Chipp in an easy-to-punish range. This move should mainly be used against a conditioned opponent unless Chipp has meter to Roman Cancel. Only gives a combo on Counter Hit or if Roman Cancel is used.

  • End of Chipp's rekka series
  • Soft knockdown on normal hit
  • Can beat many low pokes due to the raised hurtbox

Genrou Zan

63214S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20,20,67 Throw 27 11 15 N/A -

Also known as leaf "Leaf Throw" by the community.

Chipp vanishes and leaps forward a short distance to grab his opponent. This move is extremely active and has a raised hurtbox making it great for defeating low-pokes, backdashes, and throws. Chipp is not invincible during the startup, and can be hit out of the animation with a jab (even on opponent's wakeup, due to throw invulnerability). Has a long startup making it easy to react to but the recovery is quite short for a command grab. It may be extremely difficult for some opponents to punish a whiffed grab especially if they jump to avoid it. Genrou Zan can defeat DP and throw attempts making is a useful option for okizeme. It is also a useful mixup option from fast RCs, or in the middle of blockstrings, where it is least expected.

Genoru Zan can be PRC'd at any point in the animation and the last hit can be Red RC'd allowing for combo extensions.

  • Excellent for catching back dash
  • Raised hurtbox lets Chipp defeat many low-pokes
  • Airborne on frame 14

Shuriken

j.214P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
10 All 22 Until Hit Total ?? - -

An air fireball that covers a decent angle for harassing an opponent. The shuriken itself has a large hurtbox allowing the opponent to hit it and nullify it. Chipp can Tiger KneeAn input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. shuriken (2147P) in from the ground and while airborne to recover in the air and preserve his air options. This allows Chipp to avoid his long recovery and potentially use up to 3 shurikens before landing again. Shuriken mostly has niche uses for situations like interrupting Leo's Brynhildr stance or securing a chip kill. This move is best used sparingly, as it presents no real threat on hit or block while leaving Chipp extremely vulnerable. All risk and no reward.

  • Freezes Chipp midair during the throw.
  • Preserves air momentum
  • Counterhit recovery state.
  • Can be TK'd from ground and in the air (2147P), allowing air options on recovery.

Wall Run

Hold 6 while dashing to a wall's edge 4 or 2 during Wall Run

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Wall Run - - - - - - -
Escape - - - - - - -

Chipp's primary combo extender after counterhit 2H or after an updrift Red RC (88RRC) at the corner. Wallrun combos lead to some of the highest damaging combos Chipp has. Aside from fancy wall run combos, the wall run can enable tricky okizeme/mixups off either version of Alpha Blade when cancelled immediately.

  • Can also be performed by holding forward (6) or the attack button during different version of Alpha Blade (236[P] / j.236[P] / 236[K])
  • During wall run, Chipp is able to perform special versions of his ground normals
  • Chipp will automatically Wall Run cancel his Wall Run moves on hit
  • Press {4} or {2} to perform Escape and leap off the wall.
  • The jump arc for {4} sends Chipp away from the wall and {2} sends Chipp down along the wall

Wall Run Moves

w.P

P during Wall Run

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
31 - 9 3 31 - -

Outclassed by other Wall Run moves

A slow strike with long recovery that juggles the opponent somewhat far from Chipp. This move has similar launch properties to w.H but with less horizontal travel. The unique launch can be used for some setups but since it has low damage and long recovery its use is limited.

  • Shares an animation with 6P

w.K

K during Wall Run

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 - 6 5 15 - -

A fast kick that juggles the opponent close to Chipp. This move can be easier to use than w.S when starting or extending wall run combos but with fewer cancel options and less damage.

  • Shares an animation with 5K


Gatling Options: w.P, w.K, w.6H

w.S

S during Wall Run

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45 - 6 2 18 - -

Chipp's main wall run starter and combo tool

A fast slash with good recovery that juggles the opponent close to Chipp. This move deals good damage and can be linked into itself easily making it very useful for wall run combos.

  • Shares an animation with c.S


Gatling Options: w.P, w.SS, w.H, w.6H

w.SS

S > S during Wall Run

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 - 7 2 23 - -

A fast slash that juggles the opponent somewhat far from Chipp. This move is useful in combos and setups where w.H is too slow to connect but is otherwise outclassed by w.H. Can only be used as a cancel from w.S, Not a proximity normal.

  • Shares an animation with f.S
Gatling Options: w.H

w.H

H during Wall Run

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 - 10 7 21 - -

A large but slow strike that juggles the the opponent very far from Chipp. This move is excellent combo filler due to its high damage and ability to link into itself. The high launch distance enables off-the-wall combos and mix ups while also being quite burst safe.

  • Shares an animation with 5H

w.6H

6H during Wall Run

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
72 - 17 6 21 - -

Max damage combo filler and wall break option.

A large slash that hits far behind Chipp's head allowing him to pull the opponent back toward the wall and extend a combo with a bounce or to cause a wall splat. Deals very high damage making it useful for Chipp's optimal wall run combos. Chipp can use the wall bounce to perform a high damage combo extension or to end his wall run and use j.236K to carry the opponent back to the ground.

  • Shares an animation with 6H
  • Causes a wall bounce at high wall health

Overdrives

Zansei Rouga

632146H (Air OK)

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
10×4, 135 All 20+1 - - - 6~22 Full

Chipp dashes upwards diagonally and goes back and forth across the screen. If he hits the opponent they'll be juggled around the air before an animation will trigger in which Chipp slams them back to the ground with a hard knock down. Chipp will land close to the opponent with enough advantage to apply pressure or mix ups. Can be used to call out slower moves on reaction or as a full screen whiff punish.

  • Invincible on frame 6 (ground) / frame 4 (air), but the animation of Chipp flying around the screen isn't.
  • Cannot break the wall and does not stage transition
  • Resets the opponent to mid-screen with a hard knockdown
  • Can be Purple RC'd at any point for combo extensions.

Banki Messai

236236P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
15×5, 9×3, 30 All 6+1 - - -20 -

Chipp enters a quick animation before running across the screen. This move is not full screen and will whiff in front of the opponent if activated too far, leaving Chipp open for a punish. It can also be jumped on reaction from farther distances. If the move connects with the opponent Chipp will perform a flurry of blows with his clones before knocking the opponent back or through the wall. Has brief projectile invulnerability after the superflash, enabling Chipp to punish fireball moves in certain situations.

Banki Messai has the unfortunate tendency to scale extremely poorly so this move should not be relied upon for its damage. However, the ability to wall break makes it very useful for securing okizeme/positive bonus. It can also be reliably activated from a kara-cancel making it good for converting stray hits.

  • Covers about 3/4 of the screen.
  • Launches and hard knockdown on completion, wallbreaks near the corner.
  • Not invincible on startup but has short period of projectile invincibility after the super flash.
  • Can be Red Roman Cancelled either during the first few hits or after the last.

Colors

GGST Chipp Zanuff color 1.png
GGST Chipp Zanuff color 2.png
GGST Chipp Zanuff color 3.png
GGST Chipp Zanuff color 4.png
GGST Chipp Zanuff color 5.png
GGST Chipp Zanuff color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Chipp Zanuff color 7.png
GGST Chipp Zanuff color 8.png
GGST Chipp Zanuff color 9.png
GGST Chipp Zanuff color 10.png
GGST Chipp Zanuff color 11.png
GGST Chipp Zanuff color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 121Ultimate Edition exclusive
1Ultimate Edition exclusive

External References

JP Wiki

Frame Data source

Character Crisis TV blockstring guide

Character Crisis TV Chipp Season 02 Video

Navigation

Chipp Zanuff


Ambox notice.png To edit frame data, edit values in GGST/Chipp Zanuff/Data.