< GGReload
Pivotkraner (talk | contribs) (Created page with "{| class="wikitable" style="float:right; margin-left: 10px; width:400px" |- !Chipp Zanuff |- || 350px|center |- || {{#lsth:GGReload/Chipp Zanu...") |
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{{InvisibleHeader}}{{NavTabs|game=GGReload|chara=Chipp Zanuff}} | |||
{| class="wikitable" style="float:right; margin-left: 10px; width:400px" | {| class="wikitable" style="float:right; margin-left: 10px; width:400px" | ||
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[[File: | [[File:GGReload_Chipp_Portrait.jpg|350px|center]] | ||
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:Triple Jump, 1 Airdash, Dash Type: Run | :Triple Jump, 1 Airdash, Dash Type: Run | ||
<center>'''Colors'''</center> | <center>'''Colors'''</center> | ||
{{GGReloadColors|Character=Chipp | {{GGReloadColors|Character=Chipp}} | ||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
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{{#lsth:GGReload/Chipp Zanuff/Data|5P}} | {{#lsth:GGReload/Chipp Zanuff/Data|5P}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= Used as a tick throw tool or a fast anti-air. | ||
whiffs crouching | |||
Disjointed enough to beat some moves with extended hurtboxes | |||
}} | }} | ||
}} | }} | ||
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{{#lsth:GGReload/Chipp Zanuff/Data|5K}} | {{#lsth:GGReload/Chipp Zanuff/Data|5K}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= 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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{{#lsth:GGReload/Chipp Zanuff/Data|c.S}} | {{#lsth:GGReload/Chipp Zanuff/Data|c.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= 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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{{#lsth:GGReload/Chipp Zanuff/Data|f.S}} | {{#lsth:GGReload/Chipp Zanuff/Data|f.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= 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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{{#lsth:GGReload/Chipp Zanuff/Data|5H}} | {{#lsth:GGReload/Chipp Zanuff/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= 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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{{#lsth:GGReload/Chipp Zanuff/Data|6P}} | {{#lsth:GGReload/Chipp Zanuff/Data|6P}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= 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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{{#lsth:GGReload/Chipp Zanuff/Data|6K}} | {{#lsth:GGReload/Chipp Zanuff/Data|6K}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= 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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{{#lsth:GGReload/Chipp Zanuff/Data|6H}} | {{#lsth:GGReload/Chipp Zanuff/Data|6H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= 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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{{#lsth:GGReload/Chipp Zanuff/Data|5D}} | {{#lsth:GGReload/Chipp Zanuff/Data|5D}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= 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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{{#lsth:GGReload/Chipp Zanuff/Data|2P}} | {{#lsth:GGReload/Chipp Zanuff/Data|2P}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= 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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{{#lsth:GGReload/Chipp Zanuff/Data|2K}} | {{#lsth:GGReload/Chipp Zanuff/Data|2K}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= 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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{{#lsth:GGReload/Chipp Zanuff/Data|2S}} | {{#lsth:GGReload/Chipp Zanuff/Data|2S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= 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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{{#lsth:GGReload/Chipp Zanuff/Data|2H}} | {{#lsth:GGReload/Chipp Zanuff/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= 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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{{#lsth:GGReload/Chipp Zanuff/Data|2D}} | {{#lsth:GGReload/Chipp Zanuff/Data|2D}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= 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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{{#lsth:GGReload/Chipp Zanuff/Data|j.P}} | {{#lsth:GGReload/Chipp Zanuff/Data|j.P}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= 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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{{#lsth:GGReload/Chipp Zanuff/Data|j.K}} | {{#lsth:GGReload/Chipp Zanuff/Data|j.K}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= 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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{{#lsth:GGReload/Chipp Zanuff/Data|j.S}} | {{#lsth:GGReload/Chipp Zanuff/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= Mixup tool with a crossup hitbox. | ||
Decent damage in air combos. | |||
}} | }} | ||
}} | }} | ||
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{{#lsth:GGReload/Chipp Zanuff/Data|j.H}} | {{#lsth:GGReload/Chipp Zanuff/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= 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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{{#lsth:GGReload/Chipp Zanuff/Data|j.D}} | {{#lsth:GGReload/Chipp Zanuff/Data|j.D}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= 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 | |||
}} | }} | ||
}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
====== ====== | ====== ====== | ||
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{{#lsth:GGReload/Chipp Zanuff/Data|Ground Throw}} | {{#lsth:GGReload/Chipp Zanuff/Data|Ground Throw}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= 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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{{#lsth:GGReload/Chipp Zanuff/Data|Air Throw}} | {{#lsth:GGReload/Chipp Zanuff/Data|Air Throw}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= 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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{{#lsth:GGReload/Chipp Zanuff/Data|DAA}} | {{#lsth:GGReload/Chipp Zanuff/Data|DAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= Average Dead Angle | ||
Can be combo'd off of normal hit near the corner | |||
}} | }} | ||
}} | }} | ||
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|input=22X | |input=22X | ||
|image=GGAC_Chipp_22PKS.png | |image=GGAC_Chipp_22PKS.png | ||
|caption=P,K, and S move a set distance and can pass through opponent | |caption=P, K, and S move a set distance and can pass through the opponent | ||
|image2= | |image2=GGReload_Chipp_22H.png | ||
|caption2=H and | |caption2=H homes in above and in front of the opponent's location | ||
|data= | |data= | ||
{{AttackDataHeader-GGReload|version=yes}} | {{AttackDataHeader-GGReload|version=yes}} | ||
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{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
{{#lsth:GGReload/Chipp Zanuff/Data|22H}} | {{#lsth:GGReload/Chipp Zanuff/Data|22H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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|name=Banki Mesai | |name=Banki Mesai | ||
|input=236236K | |input=236236K | ||
|image= | |image=GGReload_Chipp_236236K.png | ||
|caption= | |||
|image2=GGAC_Chipp_623S.png | |||
|data= | |data= | ||
{{AttackDataHeader-GGReload}} | {{AttackDataHeader-GGReload}} | ||
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{{notice|To edit frame data, edit values in [[GGReload/Chipp Zanuff/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | {{notice|To edit frame data, edit values in [[GGReload/Chipp Zanuff/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | ||
{{Navbar-GGReload}} | {{Navbar-GGReload}} | ||
[[Category:Guilty Gear | [[Category:Guilty Gear|Chipp Zanuff]] | ||
Latest revision as of 04:09, 24 December 2023
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
Chipp Zanuff | |||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Defense Modifier: x1.30 Guts Rating: 4 Weight: Medium (x1.00) Stun Resistance: 50 Jump Startup: 3F Backdash Time: 21F / Invul: 1~9F Wake-Up (Face Up/Down): 41F / 32F
|
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 |
---|---|
|
|
Unique Mechanics
Triple Jump
- Compared to other characters, Chipp has an extra jump.
Normals
5P |
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5K |
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c.S |
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f.S |
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5H |
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6P |
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6K |
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6H |
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5D |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Specials
Sakuganki j.2K |
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Alpha Blade 236P air OK |
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Alpha Plus Ground Alpha Blade -> H |
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Beta Blade 623S air OK |
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Gamma Blade 41236H |
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Tsuyoshishiki Ten'i 22X |
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Tsuyoshishiki Meisei 214K |
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Genrouzan 41236K |
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Resshou 236S |
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Rokusai Resshou -> 236S |
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Senshuu Resshou OR Rokusai -> 236K |
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Overdrives
Zansei Rouga 632146H |
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Banki Mesai 236236K |
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Instant Kill
Delta End in IK mode: 236236H |
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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.