Overview
Chipp Zanuff is Guilty Gear's dedicated pixie character with insane mobility and mixup, but paper-thin defense. His variety of teleports, useful FRCs, and wallcling mixups can dance circles around the opponent, and his slow but invincible command throw, strong DP, unusual projectile, and three jumps give him some very solid tools for a variety of situations.
While he's without a doubt the fastest character in XX, Chipp's execution requirements are very high, as many of his basic conversion combos require microdashes, jump installs, and/or perfect Tiger Knees. His tools are fast and generally great, but his poor defense means that only a couple of mistakes will spell his doom.
"Daijoubu" |
Lore: | A former biochemical drugs trafficker, Chipp was a youth who struggled to live life on the streets of America. Tsuyoshi offered Chipp into his care, which he gratefully accepted. Tsuyoshi trained Chipp in the art of Ninjutsu basics and they lived peacefully together until an assassin syndicate ordered Tsuyoshi's killing. Chipp now has the new ambition of becoming the President of the Country. For it, he tries convincing the Assassin's Guild to vote for him, only to realize that they can't vote. |
Voice: | Takeshi Miura |
Chipp Zanuff Chipp Zanuff is Guilty Gear's dedicated pixie character with insane mobility and mixup, but paper-thin defense.
- Extremely Fast and mobile: Unrivaled movement speed, teleports, transport attacks, and wallcling let Chipp dance around the entire screen.
- Powerful Mixups: FDC and Wallcling give Chipp multiple oki mixup options, and alpha and teleport(FRC) let him run circles on offense.
- Excellent buttons: Fast buttons with low recovery and great hitboxes can make Chipp difficult to contest.
- Strong Punishes: Thanks to Teleport FRC and his aforementioned attacks, Chipp can circumvent and score a punish from nearly everywhere
- Diverse Toolbox: Chipp has many other strong tools, such as a DP, an oki-centric projectile, the ability to obscure his sprite, and much more.
- ★Unforgiving Defense and Execution: Due to his uniquely low defense modifier Chipp will die extremely quickly if the player makes a mistake.
- No options for cover: Chipp's game is almost entirely physical and can quickly turn against his favor if read or properly countered. This can limit his pressure and approaches.
- Difficulty Scoring Knockdowns: Chipp's combos which knock down usually require specific conditions such as crouch-hit, close proximity, or limited gatlings.
- Meter Hungry: Thanks to the tension pulse penalty from FDC, and reliance on FBs or FRCs, Chipp must burn meter for his stronger mixup options or combo routes.
★Note: Chipp's combos are fairly demanding in execution, but what Chipp loses from an execution mistake is not the same as most characters. Whereas most characters will have to play neutral again after a combo mistake, Chipp may vary well be KO'd for as little as one major error. This emphasizes his already strict execution demands.
Chipp hass acess to unique movement options that the rest of the cast does not.
- Triple Jump
- Chipp has access to one extra jump (three instead of two).
- Wall Cling
- Chipp has the ability to cling to the walls on either side of the stage. This can be done as long as Chipp has any remaining airdashes or air jumps. Any air normal, and Genrouzan-Yo can be cancelled into wall cling.