Chipp Zanuff
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- Movement Options
- Triple Jump, 1 Airdash, Dash Type: Run
Colors
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P
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K
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S
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H
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D
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Start
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Normal
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SP
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Overview
Guilty Gear's dedicated pixie character with great mobility and paper-thin defense. While he's without a doubt the fastest character in XX, Chipp's execution might be the hardest in the game, as many of his basic conversion combos require jump installs etc. His tools are fast and generally great, but his poor defense means that only a couple of mistakes will spell his doom.
Strengths and Weaknesses
Strengths |
Weaknesses
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- Easily the fastest character in the game, in both mobility and frame data
- Only character with a triple jump
- Possible to adopt both runaway and rushdown styles of play if necessary
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- Paper-thin defense, takes the most damage in the game
- Scoring a knockdown usually needs combos with specific conditions (close-range or crouch-hit)
- Ground mixups somewhat lacking, overheads are sub-par
- High execution barrier
- Terrible damage output
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Unique Mechanics
Triple Jump
- Compared to other characters, Chipp has an extra jump.
Normals
5K
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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12
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Mid
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CSJR
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5
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5
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8
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-3
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Fast, ranged, self cancelleable poke with a moderately disjointed hitbox
Self cancel for extended pressure setups or confirms
Very strong for beating out other pokes or resuming pressure
Has a late gattling > 2k/p & 5p thats set on frame 7(?) that extends into its recovery.
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c.S
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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28
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Mid
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SR
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4
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1
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11
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+2
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Pressure and combo starter/filler. By being +2 on block it is great for for frame traps or dash-in pressure.
Chipp's highest damage normal that gatlings to 2D.
Used in corner relaunches out of Instant Air Alpha Blade conversions (IAA).
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f.S
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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26
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Mid
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SJR
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7
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1
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19
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-6
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Long range poke that is faster than nearly any other normals 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.
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5H
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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36
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Mid
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SJR
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7
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7
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12
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±0
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5H can sometimes used in Chipp's high damage conversions as a counter-hit combo starter. Despite its hitbox not being as disjointed as Chipp's other normals, this move can beat a lot of other moves in the game.
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6P
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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18*2
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Mid
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SJR
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9
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3(9)5
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10
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-1
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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
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6K
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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20
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High
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R
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19
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5
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5+3L
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-1
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Moderately quick overhead which doesn't lead to anything on normal or counter hit without meter. Can be unsafe on hit.
Throw invulnerable, could be used to bait a throw on wakeup.
Chipp's hop allows him to go over some lower reaching buttons
Will go over the opponent if done too close against some shorter characters
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6H
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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60
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Mid
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SJR
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17
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6
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15
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-2
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Big Blade Stab. Chipp's highest damage normal.
Does good damage and allows for followups on air and grounded hit.
Staggers on grounded hit allowing for Alpha blade/IAA combos
Can hit characters with slow or low jumps attempting to jump out
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5D
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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17
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High
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R
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25
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4
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9
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+1
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Very slow Dust, but huge range and plus on block. Can make for a useful blockstring ender.
Leads to more standardized I.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
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2P
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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6
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Mid
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CSR
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4
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2
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7
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-1
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Short ranged crouching poke. Easy enough to start strings with.
Disjointed enough to sometimes be reversal safe
Self cancels for the sake of it
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2K
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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8
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Low
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CSR
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5
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4
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7
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-1
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Typical low poke, but self cancels for multiple attempts.
Quick startup for a low
Self cancel can tag people attempting to upback or not get caught on crouching hit
Enlarges Chipp's hurtbox pretty badly
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2S
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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28
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Mid
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SR
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7
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4
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11
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-1
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Strong ranged poke rivaling f.S.
Equally short recovery for a ranged poke compared to 5H
Good hitbox, will beat a lot of other poke attempts
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2H
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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34
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Mid
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SR
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7
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9
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18
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-8
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Primary (re)launch tool. A Workable Anti-air.
Launches the opponent up high on hit
Not jump cancellable. Requires a jump install for a full conversion when combo'd into
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2D
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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26
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Low
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SR
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9
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2
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18
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-8
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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
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j.P
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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8
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High, Air
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CSR
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5
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4
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4
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-
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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
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j.K
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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16*2
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High, Air
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CSJR
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5
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6,2
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8
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-
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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
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j.H
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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26*2
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High, Air
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SR
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8
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6,6
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26
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-
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Two-hit jump-in which, when used from Chipp's FDC leads to his good 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)
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j.D
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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40
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High, Air
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SR
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6
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8
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18+5L
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-
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One of Chipp's most oppressive normals. Aided by Weebspeak.
Massive, completely disjointed hitbox. Very strong jump-in
Tends to knock down or lead to it when close enough to the ground
Extremely fast for its damage and size
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Universal Mechanics
Ground Throw
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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55
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Throw: 36 Pixels
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-
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-
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-
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-
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-
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Normal grab that unfortunately doesn't leave much time to go for much oki outside of a meaty. Still an important tool in his offense.
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Air Throw
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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55
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Throw: 110 Pixels
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-
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-
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-
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-
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-
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Average airthrow which scores a knockdown. Gives ample time for oki.
Puts the opponent opposite the side of which the throw was input
Can be followed up with Gamma Blade, but the oki is generally preferable
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Specials
Alpha Plus Ground Alpha Blade -> H
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Tsuyoshishiki Ten'i 22X
P, K, and S move a set distance and can pass through the opponent H homes in above and in front of the opponent's location
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Senshuu Resshou OR Rokusai -> 236K
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Overdrives
Instant Kill
Delta End in IK mode: 236236H
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Navigation
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To edit frame data, edit values in GGReload/Chipp Zanuff/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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