GGXRD-R2/Chipp Zanuff/Frame Data

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 Chipp Zanuff


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
RiscGainRate Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.


Attack Level Values
Hitstun and Blockstun Values
Attack Level Hitstop ※1 Counter Hitstop ※1 Standing Hitstun Crouching Hitstun Air Untechable Time ※2 Ground Regular Block Ground Instant Block Ground FD ※3 Air Regular Block Air Instant Block Air FD ※3
Lv0 11 +0 10 +0 10 9 -2 +2 9 -6 +2
Lv1 12 +2 12 +1 12 11 -3 +2 11 -6 +3
Lv2 13 +4 14 +1 14 13 -3 +2 13 -6 +4
Lv3 14 +8 17 +1 16 16 -4 +2 16 -7 +4
Lv4 15 +12 19 +1 18 18 -4 +2 19 -8 +4

※1: The additional hitstop is only applied to the receiver.
※2: During an airborne Counter Hit, untechable time is doubled (with some exceptions).
※3: Abbreviation of Faultless Defense.

For more values, see GGXRD-R2/Frame Data


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Chipp Zanuff x1.30 4 3F [100] Medium 21F (1~9F invuln) 36 30F 24F Triple Jump
Tsuyoshishiki Ten'i
Wall Cling

Normal Moves

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
5P 6 3 8 Mid 0 CSJ 144 3 1 8 +1
5K 12 3 8 Initial: 85% Mid 0 CSJ 144 5 5 8 -3
c.S 28 10 7 Mid 2 SJ 264 4 2 10 +2
f.S 26 10 7 Mid 2 S 264 7 2 18 -6
5H 30 20 6 Initial: 95% Mid 4 SJ 384 10 7 16 -4
5D 22 10 10 Initial: 80% High 2 264 27 4 9 +1
6P 22 10 7 Mid 2 SJ 264 9 3 25 -14 1~3 Above Knees
4~11 Low Profile
6K 20 6 7 High / Air 1 264 19 5 5+3 After Landing -1 1~4 Throw
5~Airborne& Foot
6H 60 20 6 Mid 4 SJ 384 17 6 15 -2
2P 6 3 8 Initial: 80% Mid 0 CS 144 4 2 7 +1
2K 8 3 8 Initial: 70% Low 0 CS 144 5 4 7 -1
2S 28 10 7 Mid 2 S 264 7 4 11 -1
2H 34 20 6 Initial: 90% Mid 4 S 384 7 9 18 -8
2D 26 6 7 Low 1 S 264 9 2 17 -7
j.P 8 3 8 High / Air 0 CS 144 5 4 4
j.K 16×2 3 8 High / Air 0 CSJ 144 5 6,2 8
j.2K 16×3 3 8 All 0 144 8 Until Landing 0
j.S 28 10 7 High / Air 2 SJ 264 9 10 18
j.H 26×2 10 7 High / Air 2 S 264 8 6,6 29
j.D 36 -7/+10 High / Air 2 S 264 6 8 18 + 5 Landing Recovery

Universal Mechanics

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw Ground Throw 0,60 NA 6,0 Forced: 65% Ground Throw: 63000 0 480 1 +40
Air Throw Air Throw 0,60 NA 6,0 Forced: 65% Air Throw: 192500 0,4 480 1
DAA Dead Angle Attack 25 10 7 Initial: 50% All 2 -5000 / 264 11 8 14 -8 1~18 Full
19~24 Throw
Blitz Blitz Attack 50 Initial: 55% Mid 1 (15-48)+13 3 20 -2 1~Button release: Blitz
[Blitz] Blitz Attack Max Charge 50 Mid 4 50+13 3 20 +5 1~50: Blitz

Special Moves

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236P Alpha Blade 36 14 6 Mid 3 150 / 360 17 15 32 -30 1~Airborne
5~16 Low Profile
17~22 Strike
j.236P Air Alpha Blade 32 10 7 All 2 75 / 360 14 14 18 After Landing -19
236P > H Alpha Plus 38 14 6 Mid 3 150 / 600 9 12 18 -13
623S Beta Blade 30,26 10 7 Mid 2 200 / 600,240 5 4,18 16+10 After Landing -30 1~8 All
9~12 Strike
9~Airborne
j.623S Air Beta Blade 28,18 20 6 All 4 200 / 480,240 3 2,16 5 After Landing 1~4 Strike
41236H Gamma Blade 32 10 20 All 2 200 / 120 19 9 Total 56 +5
214K Tsuyoshishiki Meisai Total 29
22P P Tsuyoshishiki Ten'i 50 / Total 21 7~15 Strike
22K K Tsuyoshishiki Ten'i 50 / Total 30 10~12 Strike
22S/H S/H Tsuyoshishiki Ten'i 50 / Total 20 10~12 Strike
63214S Genrouzan 0,90 NA 6, 0 Forced: 60% Ground Throw 0,4 300 / 0,720 27 11 12 +54 9 Strike
10~Airborne& Foot
236S Resshou 18 10 7 Mid 2 125 / 300 13 5 10 -1
236S > 236S Rokusai 22 20 6 Low 4 125 / 300 8 1 25 -7
236S > 236K Senshuu 30 14 6 High 3 125 / 480 25 6 10+12 After Landing -11 15~Airborne& Low Body
623H Shinkirou 20 10 7 All 2 150 / 360 16 12 16 -14 16~Airborne
j.214P Slow Shuriken (Slow) 10 2 8 All 0 50 / 120 23 Until Landing+6 After Landing
j.214P Fast Shuriken (Fast) 10 2 8 All 0 50 / 120 8 Total 16 + 3 Landing Recovery
Wall > 64 Wall Cling
Wall Cling > 8 Vertical Movement
Wall Cling > 6 Horizontal Movement Until Landing
Wall Cling > 4 Jump Down Total 6
Wall Cling > P Alpha Blade 32 10 7 All 2 75 / 360 17 Until Landing 23
Wall Cling > K Kunai 10 3 8 All 0 50 / 120 9 Total 18
Wall Cling > S Genrouzan (Ground) 0,90 NA 6, 0= Forced: 60% Ground Throw: 17500 0,4 300 / 0,720 17 Until Landing 18 After Landing
Wall Cling > H Genouzan (Air) 0,90 NA 6, 0 Forced: 60% Air Throw: 17500 0,4 300 / 0,720 17 19 Until Landing+10 After Landing

Overdrives

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
632146H Zansei Rouga 24×5,150
[30×5, 187]
20 6 Mid 4 -5000/0 21+0
[18+0]
Until Corner 26 After Landing -91 1~5 Throw
6~21 Full
21~Airborne
[1~18 All]
[19~ Airborne]
236236K Banki Messai 6×32,38×4 5×36 2×32, 6×4 Mid×32, All×4 2×32,4×4 -5000/0 7+0 3(6)3(8)3(3)×3,3(6)6(3)6(3)60 -14 3~10 Strike
j.214214K Ryuu Yanagi 20×12 10 7 All 2 -5000/0 1+2 Total 21

Instant Kill

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236H Raisetsudan DESTROY 14 6 All 3 9+13
[5+9]
5 30 -18 9~26 Full
[5~18 Full]

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD Chipp 5P.pngGuardMidStartup3Recovery8Advantage+1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGXRD Chipp 2P.pngGuardMidStartup4Recovery7Advantage+1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGXRD Chipp 6P.pngGuardMidStartup9Recovery25Advantage-14 - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
5KGGXRD Chipp 5K.pngGuardMidStartup5Recovery8Advantage-3 5P[+], 2P[*][+], 6P[*][+] 5K[+], 2K[*][+] c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGXRD Chipp 2K.pngGuardLowStartup5Recovery7Advantage-1 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
6KGGXRD Chipp 6K.pngGuardHigh / AirStartup19Recovery5+3 After LandingAdvantage-1 - - - - - -
c.SGGXRD Chipp c.S.pngGuardMidStartup4Recovery10Advantage+2 6P 6K f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGXRD Chipp f.S.pngGuardMidStartup7Recovery18Advantage-6 - - 2S 5H, 2H - Jump, Special, Super
2SGGXRD Chipp 2S.pngGuardMidStartup7Recovery11Advantage-1 - - - 5H, 2H 5D Special, Super
5HGGXRD Chipp 5H.pngGuardMidStartup10Recovery16Advantage-4 - - - - 5D Jump, Special, Super
2HGGXRD Chipp 2H.pngGuardMidStartup7Recovery18Advantage-8 - 6K - - 5D, 2D Special, Super
6HGGXRD Chipp 6H.pngGuardMidStartup17Recovery15Advantage-2 - - - - - Jump, Special, Super
5DGGXRD Chipp 5D.pngGuardHighStartup27Recovery9Advantage+1 - - - - - Homing Jump, Homing Dash
2DGGXRD Chipp 2D.pngGuardLowStartup9Recovery17Advantage-7 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGXRD Chipp j.P.pngGuardHigh / AirStartup5Recovery4Advantage- j.P j.K j.S j.H j.D Special, Super
j.KGGXRD Chipp j.K.pngGuardHigh / AirStartup5Recovery8Advantage- j.P j.K j.S j.H j.D Jump, Special, Super
j.2KGGXRD Chipp j.2K.pngGuardAllStartup8Recovery0Advantage- - - - - - Special, Super
j.SGGXRD Chipp j.S.pngGuardHigh / AirStartup9Recovery18Advantage- - - - j.H - Jump, Special, Super
j.HGGXRD Chipp j.H.pngGuardHigh / AirStartup8Recovery29Advantage- - - - - - Special, Super
j.DGGXRD Chipp j.D.pngGuardHigh / AirStartup6Recovery18 + 5 Landing RecoveryAdvantage- - - - - - Special, Super
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff
X[*] = X is a delayed gatling

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 Chipp Zanuff


To edit frame data, edit values in GGXRD-R2/Chipp Zanuff/Data.
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