GGST/Chipp Zanuff

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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 allow him to dart across the stage and he can even run up walls.

Chipp possesses fast attack speed and many pressure tools. f.S has good range, safe special cancels and starts combos, making it a great poke. 6K is a safe overhead. j.2K is an oppressive divekick that has great synergy with Chipp’s triple jump. Resshou is a rekka that can lead to highly delayable follow-ups, enabling a reset/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-upAttacking your opponent after changing which horizontal side you are on, usually by jumping over them.s 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. 6P and his DPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion., Beta Blade, provides some neat defensive options, 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 a plethora of offensive 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
GGST Chipp Zanuff Icon.png 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.
  • Glass Bones and Paper Skin: Lowest health in the game by a noticeable par from the cast and highest R.I.S.C. multiplier so blocking basic blockstrings can put Chipp at half R.I.S.C. 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

c.S

f.S

5H

5D

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 [50] High 20 [28] 5 24 -15 [-10] -

  • Data in [] represents values when fully charged.
  • Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.
  • Deals more damage when fully charged, launches opponent on hit if combo'd into.
  • Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.
  • 80% proration if not fully charged.

Chipp summons Dodomezaki the sea otter in front of him for his dust attack. The otter is NOT disjointed from Chipp. Chipp will take damage if they hit the otter. Charge the dust attack by holding down D to follow up with a dust combo. If you hit 5[D] on an airborne opponent it will launch them upwards and allow for some combo extensions.

6P

6K

6H

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D

j.2K

Universal Mechanics

Ground Throw

Air Throw

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 - - -

ALFA BLAY!

  • There 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 or P and he will begin his wall run.

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.

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 24 3 17 -2 -
j.236K 35 All 37 3 - -7 -

  • Ground version goes upwards.
  • Air version goes downwards.

Alpha Blade but it goes diagonally. Ground version can lead into air combos while the air version can create a ground bounce that can be combo'd off of. If Chipp alpha blades at a wall he can hold 6 and begin his wall run. When you alpha blade 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.

If used near the corner, Chipp will automatically do another hit coming off the wall resulting in two total hits. You can omit the second hit for the aerial version if you are holding forward towards the wall (holding K does not work). This does not work for the grounded version.

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 also has no invincibility which makes it likely to trade against jump-ins. Use as a reversal or combo ender.

Do not get this blocked. You may die.

Gamma Blade

236H

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 you do hit this you can get any damage conversion into 2S and your combo of choice especially if it is off CounterHit.

Genrou Zan

63214S

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.
  • Can be TK'd from ground (2147p) allowing air options on recovery
  • Up to 3 Shuriken can be used if TK'd during intial jumps

Regular air fireball. Has a pretty useful angle for zoning characters who have less mobility. Unfortunately your opponent can hit the shuriken with any active hitbox and nullify it. Fairly useful when PRC'd to provide yourself some cover while you're descending.

Wall Run

Hold 6 while dashing to a wall's edge

Overdrives

Zansei Rouga

632146H (Air OK)

Banki Messai

236236K


73% complete
Page Status %
Overview Some images are missing. Hitbox/Hurtbox images need to be added. Move descriptions could be more detailed. 16/20
Combos Minimal combo theory explanation. Certain routes are still missing. More confirms need to be covered. 5/10
Strategy Certain sections require more detail or elaboration. Character matchups unfinished. More okizeme examples need to be covered. 12/20
Frame Data Active frames and recovery data are still missing. 40/50
Click here for the scoring criteria to assess character page completion.


External References

JP Wiki Frame Data source

Navigation


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