GGST/Chipp Zanuff

From Dustloop Wiki
< GGST(Redirected from GGST/Chipp)
Jump to navigation Jump to search


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 an oppressive 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 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.
Lore:President of the Eastern Chipp Kingdom.

He's hot-blooded, and thinking deeply is far from his specialty. He's quick to lose his temper, and his words often come off as rude. Now that he's trying to get into politics, he's learned basic manners and social skills.

He acknowledges that he has some rough edges, but accepts those parts of himself.
Voice:Japanese: Yoshihisa Kawahara, English: Edward Bosco
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
  • Quick Normals: Has among the best frame data in the roster, which allows him to easily pressure characters with slower moves and little defensive options.
  • Mobility: Wields the fastest dash as well as having triple jump, wallrun, and Alpha Blade granting him incredible mobility while also making him a pest to catch.
  • Pressure: Chipp has plenty of ways to hit an opponent such as with command grab, cross-up, grounded overhead, and the infamous plus-on-block divekick. Cycling through all these can make Chipp's offense often feel unstoppable.
  • Defense: 3 frame 5P, DP, and low sweep can help avoid Chipp's major weakness.
  • Wallrun Abilities: Unique wallrun enables combos which keep the wall from breaking and wallrun cancels enable extremely tricky mix-ups at the corner.
  • Poor Durability: Lowest health in the game by far and having the highest R.I.S.C. multiplier means blocking basic blockstrings can put Chipp at half R.I.S.C. quite easily.
  • Inconsistent Damage: Takes more hits to kill an opponent due to lower average damage, and has some difficulty getting consistent combos on certain scenarios.

GGST Chipp Character Guide

Normal Moves

5P

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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
24 All 6 5 8 -3 -

  • Excellent close-range button.
  • Unique Gatling into itself.
  • Good button to use in neutral.

Very fast 5K with good range, while also jump cancellable. It is slower than his 5P but it 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 or 2K > 2D very easily. Has overhead options by gatling into 6K or 5D, and low options by gatling into 2K or 2D.

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

c.S

f.S

5H

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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Uncharged 40 High 20 5 24 -15 -
Charged 50 High 28 5 24 -10 -

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

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.


Charged Dust
  • 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.

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.


2P

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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
18 Low 5 4 8 -2 -

  • Chipp's fastest low.
  • Dash 2K is a decent neutral tool.
  • Does not gatling into itself.

Chipp's 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, but it has superior range and leads to hard knockdown on hit, making it Chipp's primary tool for mashing out of strings. It is also one of Chipp's main punish tools. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
28 All 10 4 17 -7 -

  • It's a mid.
  • Whiff cancels into 2H, making it scary for opponents to whiff punish.
  • Decent poke that cannot be low profiled.

A crouching poke that does not hit low. Has a 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
36 All 12 9 24 -14 -

  • Good combo tool.
  • Generally used as a whiff cancel followup from 2S in neutral.
  • 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 resshou 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
30 Low 10 2 19 -7 -

  • Another great poking tool in neutral.
  • 2D > 236S/236H are some poke options to use.

Fast, long range sweep option that can low profile some attacks. 2D, along with f.S and 5H, make up Chipp's core poking tools in neutral. 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 its extended hurtbox. All around excellent button for starting okizeme, since it provides hard knockdown on grounded opponents. Very useful as a whiff punish option as well. On counterhit, it combos into 2S for high-damaging combos at certain ranges.

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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
26 All 9 5 25 -16 1~2F Upper Body
3~13F Above Knee

  • Above knee invulnerable anti-air.
  • Decent counterpoke.

Chipp's safer, but low reward anti-air option. Due to its long recovery, if this move whiffs, it 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'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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
35 High 20 5 9 -2 -

  • Chipp's main overhead.
  • Throw invulnerable for most of its duration.
  • Relatively safe on block, +1 on hit.
  • Although a very niche use, it can low crush certain moves.

Chipp's grounded overhead option that is extremely fast, and cancellable from most of his normals. Chipp is airborne (and thus unthrowable) 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.

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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
50 All 17 6 18 -5 -

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

Useful normal for causing a ground bounce (wall bounce for wall run) in combos. Also a fantastic punish option for DPs for big counter hit combos. 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.

j.P

j.K

j.S

j.H

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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
44 High 8 4 22 - -

  • Jump and air-dash cancellable.

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.

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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
14 x n High 16 - - - -

  • Each hit is special cancellable like any other normal.

No longer as oppressive as it used to be due to the hurtbox nerf, but is still a strong option. Can easily cross-up. Each hit of the dive is an overhead, and is also plus on block if the last hit connects. Since Chipp now lands closer to the opponent after the last hit, he can be thrown if he chooses to continue his pressure, so pick his options carefully. Incredible tool for air stalling and punishing whiffed anti-air attempts. Combos directly into 2K on hit.

Avoid whiffing this because it has a lot of landing recovery.

Universal Mechanics

Ground Throw

6D or 4D

Air Throw

j.6D or j.4D

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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
236P 38 All 29 3 19 -4 -
j.236P 38 All 29 3 - - -

  • Crosses up.
  • There is no minimum height on the move, allowing it to be tiger knee'd (2369P).
  • If Chipp alpha blades into a wall, he can hold forward (6) or P and he will begin his wall run.
  • Cannot be Red Roman Cancelled.
  • All remaining air options are available after air Alpha Blade is used.
  • Sometimes referred to as P Alpha.

Only has a hitbox behind Chipp, so if this is used too far away then it will whiff in front of the opponent, and is very punishable. If close enough to the opponent, Chipp will pass through them for a cross up. On close hit, it is sometimes possible to combo into 5P before the opponent hits the ground for some extra damage (mainly useful in the corner).

The move recovers faster when done at low heights than on the ground. If a low height Air Alpha Blade hits against a cornered opponent it is possible to convert into a combo.

Midscreen, P Alpha Blade is probably best used as a reversal-safe meaty option. It can sometimes be used as a gimmicky crossup tool to catch turtling opponents, but don't rely on it too much. Though he disappears for a moment, Chipp's hurtbox is still lingering, and thus he can be easily intercepted.

It is seen more often in the corner, where it used as a mixup option thanks to Chipp's ability to wallrun and drop down, leading to potential cross-up overheads and empty jump lows. It can also be used to start wallrun combos in certain situations.

P Alpha Blade can also be used as a mobility tool in the air, such as to escape the corner.

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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
236K 36 All 27 3 17 -2 -
j.236K 35 All 36 3 - -7 -

  • Crosses up in most situations.
  • Ground version goes upwards with air options available.
  • Air version goes downwards.
  • If Chipp does the grounded alpha blade into a wall, he can hold forward (6) or K, and he will begin his wall run.
  • Just like horizontal Alpha Blade, the move cannot be Red Roman Cancelled.
  • Sometimes referred to as K Alpha.

Alpha Blade but it goes diagonally. Ground version can be used for extensions into air combos (often from 2H), while the air version can create a ground bounce that can be combo'd off of. When it is used into the air, Chipp will be able to move afterwards and have all of his air options available to him. This makes it very useful for combos, movement, and setups.

Since the trajectory of K Alpha Blade is different from P Alpha Blade, the angle at which he enters the wallrun is also different. This leads to different drop down mixes from P Alpha Blade. Often, it will lead to same-side mixes as opposed to cross-up mixes from P Alpha Blade.

If used near the corner, Chipp will automatically do another hit coming off the wall resulting in two total hits. The second hit can be omitted for the aerial version if the forward button is held (holding K does not work). This does not work for the grounded version.

Much like P Alpha Blade, this move can be used for mobility purposes, such as escaping the corner. It is also a relatively reversal-safe meaty option that yields much better reward both on-hit and on-block compared to P Alpha Blade.

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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
623S 30, 26 All 7 20 23 -27 1~8 Strike
j.623S 30, 26 All 7 20 Until L+?? - 1~8 Strike

  • Invincible on startup
  • Can't be Roman Canceled when whiffed

Upward uppercut-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.

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.

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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
30 All 25 - Total 42 +6 -

  • Projectile has a hurtbox and Chipp and the projectile can be hit at the same time. Be careful, as this will cause Chipp to take double the damage.

Sends a clone forward that will attack the opponent, and is plus on block. Although it is somewhat dangerous midscreen, this is Chipp's best pressure reset tool. Without meter or a fast reversal super, it is unlikely that the opponent can deal that much damage against Chipp. It is best used unpredictably, or when your opponent is conditioned and unwilling to counter-attack as Chipp can get hit out of it.

Very strong when combined with a Roman Cancel, which will make the clone become an independent projectile. Gamma Blade can also be used as a reversal-safe okizeme option in certain situations.

Resshou

236S

Rokusai

Resshou > 236S

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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
40 High 25 6 27 -16 -

  • Rokusai (236S) cannot be used after this move.

Flip kick that hits overhead. There is a big gap where the opponent can easily punish with an anti-air (most likely 6P) or use a DP before the kick hits. Thus, this move should only be used if the opponent is conditioned enough to respect your pressure or fail to block overhead. Incredibly unsafe on block, so have RC ready to continue pressure.

If this hits, Chipp can combo into 2S > 2H for damage at most ranges.

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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
20,20,67 Throw 27 11 15 N/A -

  • Sometimes referred to as "Leaf Throw".
  • Like other Throws, it can be Purple RC'd at any point before the last strike.

A command grab that flings Chipp forward in a short trajectory. If it hits, Chipp and a clone will latch onto the opponent's head and trigger a short animation. It can be Red RC'd after the last strike which can lead into some Wall Break combos. Chipp is not invincible during the beginning jump, meaning he can easily get hit out of it (even on opponent's wakeup, due to throw invulnerability). Due to the long startup, it is best to use this move sparingly. It is often used as a mixup option from fast RCs, or in the middle of blockstrings, where it is less expected. As an okizeme option, Genrou Zan is reversal safe since it is a throw. However, it will lose to reversal supers.

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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
10 All 22 Until Hit Total ?? - -

  • Freezes Chipp midair during the throw.
  • Counterhit recovery state.
  • Can be TK'd from ground and in the air (2147p), allowing air options on recovery.
  • Up to 3 Shuriken can be used if TK'd during intial jumps.
  • If it isn't TK'd, Chipp will be in recovery state until landing.

Regular air fireball. Has a decent angle for zoning characters who have less mobility. The opponent can hit the shuriken with any active hitbox and nullify it. Currently, Shuriken only has niche uses: as a meaty option after a j.D air ender, or used to hit Leo out of his Brynhildr stance. This move is best used sparingly, as Chipp can be easily counterhitted out of the animation.

Wall Run

Hold 6 while dashing to a wall's edge

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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
- - - - - - -

  • During wall run, Chipp is able to do 6P, 5K, c.S, 5H or 6H.
  • Press {4} or {2} to get off the wall.
  • The jump arc for dropping down with {4} and {2} are actually different, and are often used for different purposes.

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.

Overdrives

Zansei Rouga

632146H (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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
632146H 10×4, 135 All 20+1 - - - 6~22 Full
j.632146H 10×4, 135 All 13+1 - - - 4~15 Full

  • Invincible on frame 6 (ground) / frame 4 (air), but the animation of Chipp flying around the screen isn't.
  • Possible to cross up opponent if done on their wakeup
  • Hard knockdown, but does not wall break.
  • Since it can be used mid-air it's able to be implemented in some specific Wall Run combos.
  • Can be Purple RC'd at any point, but mostly done after for combo extensions.

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 knocks them into the sky to then slam them downwards. It'll bring the opponent midscreen, hard knocked down with Chipp landing right next to them. Since Chipp gains control before the opponent he can immediately pressure their wakeup with okizeme. Can be used as a reversal to quickly react to an enemy's attack.

Banki Messai

236236K

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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
15×5, 9×3, 30 All 6+1 - - -20 -

  • Launches and hard knockdown on completion, wallbreaks near the corner.
  • Has short period of projectile invincibility after the super flash.
  • Not full screen, but covers a good portion of the screen.
  • Can be Red Roman Cancelled either during the beginning of the animation or after the super is finished.

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 you open for a punish. It's fairly reactable as well and can be easily jumped over. If the move connects with the opponent Chipp will perform a flurry of blows with his clones before knocking the opponent back. Since it wall breaks near the corner and provides a hard knockdown it makes a very useful as an okizeme ender if 632146H isn't enough to kill. Has brief projectile invulnerability after the superflash, enabling Chipp to punish fireball moves in certain situations.

External References

JP Wiki

Frame Data source

Character Crisis TV blockstring guide

Navigation

Chipp Zanuff


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