GGST/Chipp Zanuff: Difference between revisions

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{{GGWikiBanner}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
==Overview==
{{Overview
{{GGST/CharacterLinks}}
| 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.
<div id="home-content" class="home-grid">
{{card|width=4
|header=Overview
|content= 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 strong movement and pressure to keep his opponent guessing. He even possesses the unique ability to run up walls.


Chipp possesses fast attack speed and many pressure tools. {{clr|3|f.S}} has good range, safe special cancels and starts combos, making it a great poke. {{clr|2|6K}} is a safe overhead. {{clr|2|j.2K}} is an oppressive divekick that has great synergy with Chipp’s triple jump. [[GGST/Chipp Zanuff#Resshou|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 [[GGST/Chipp Zanuff#Genrou Zan|Genrou Zan]], a long-ranged command grab, and [[GGST/Chipp Zanuff#Alpha Blade Horizontal|Alpha Blade]], a grounded {{keyword|cross-up}}. After scoring a knockdown, Chipp gets powerful [[GGST/Chipp Zanuff/Strategy#Okizeme|Okizeme]] in the form of safe jumps, cross-ups and high/low mix-ups. Cycle his moves well for an unparalleled offense!
Chipp has many fast attacks and strong pressure tools. {{clr|S|f.S}} is fast, has good range, and safe special cancels. {{clr|K|5K}} can gatling into itself for strong stagger pressure, and {{clr|K|6K}} is a safe overhead. {{clr|K|j.2K}} is a divekick that has great synergy with Chipp’s triple jump. [[#Resshou|Resshou]] is a {{keyword|rekka}} that can lead to highly delayable follow-ups, forcing his opponent to guess. Safe tools like these can condition opponents to block, opening them up for riskier mix-ups. Some choices are [[#Genrou Zan|Genrou Zan]], a long-ranged command grab, and [[#Alpha Blade Horizontal|Alpha Blade]], a grounded {{keyword|cross-up}}. After scoring a knockdown, Chipp gets powerful [[/Strategy#Okizeme|Okizeme]] in the form of safe jumps, cross-ups and high/low mix-ups. Rotating through these options gives Chipp 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. {{clr|1|6P}} and his {{keyword|DP}} - [[GGST/Chipp Zanuff#Beta Blade|Beta Blade]], provide 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!
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 potent defensive options in his quick {{clr|P|5P}}, {{clr|K|2K}}, and his {{keyword|DP}}, but durability is still no strength of his. Chipp has the mobility and tools needed to out-maneuver his opponent and avoid unnecessary risks.


If you want to overwhelm opponents with unrivaled speed and plethora of relentless mix-up tools, then look no further than Chipp Zanuff.
If you want to overwhelm opponents with unrivaled speed and plethora of relentless pressure tools, then look no further than Chipp Zanuff.
| lore =President of the Eastern Chipp Kingdom.
| lore =President of the Eastern Chipp Kingdom.


Line 15: Line 18:
Now that he's trying to get into politics, he's learned basic manners and social skills.
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.
He acknowledges that he has some rough edges, but accepts those parts of himself.
| summary =(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.
| fastestAttack = [[#5P|5P]] (3F)
| pros =
| reversal = (j.)[[#Beta Blade|Beta Blade]] (9F)
* '''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 [[GGST/Chipp Zanuff#Alpha Blade Horizontal|Alpha]] [[GGST/Chipp Zanuff#Alpha Blade Diagonal|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 [[GGST/Chipp Zanuff#Genrou Zan|command grab]], [[GGST/Chipp Zanuff#Alpha Blade Horizontal|cross-up]], [[GGST/Chipp Zanuff#6K| grounded overhead]], and the infamous plus-on-block [[GGST/Chipp Zanuff#j.2K|divekick]]. Cycling through all these can make Chipp's offense often feel unstoppable.
* '''Defense:''' 3 frame [[GGST/Chipp Zanuff#5P|5P]], [[GGST/Chipp Zanuff#Beta Blade|DP]], and [[GGST/Chipp Zanuff#2D|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.
| cons =
* '''HP:''' 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.
| voice_actor = Japanese: Yoshihisa Kawahara, English: Edward Bosco
| voice_actor = Japanese: Yoshihisa Kawahara, English: Edward Bosco
| difficulty_rating = 3
| difficulty_rating = 3
| official_difficulty = yes
| official_difficulty = yes
}}
}}
 
{{GGST/Infobox
{{FP Box|header=GGST Chipp Character Guide
| fastestAttack = [[#5P|5P]] (3F)
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|jolzv5Ouip0|450}}{{Closediv}}{{Closediv}}
| reversal = [[#Beta Blade|623S]] (9F)
}}
{{ReasonsToPick
| intro = {{Character Label|GGST|Chipp Zanuff}} is a lightning fast ninja, who uses his movement to stay out of harm's way and punish his opponent's mistakes.
| pickMe =
* Extreme speed able to close the distance in the blink of an eye and punish the slightest mistake.
* Ruthlessly pressuring opponents with a wealth of offensive tools.
* Access to a slew of defensive and mobility options to disrupt and disorientate your opponents.
* Having plenty of Tension and lots of ways to use it.
| avoidMe =
* Having the lowest health in the game. You will explode if you get hit.
* An extreme risk-reward, at all times.
* Combo routing that requires on-the-fly adjustments, needing labbing to stay consistent.
}}
}}
</div>


==Normal Moves==
==Normal Moves==
{{FrameChartKey}}
===<big>{{clr|P|5P}}</big>===
{{GGST Move Card
|input=5P
|frameChart=auto
|description=
A lightning fast jab and tied with {{Character Label|GGST|Sol Badguy|label=Sol's}} {{MiniMoveCard|game=GGST|chara=sol badguy|input=5K|label={{clr|2|5K}}}} as the fastest normal in the game.
This button is best used as a fast anti-air or a quick punish to interrupt an opponent's strings, but can also be used for tight pickups in some combos. Its low recovery and self-cancel make it quite  safe to whiff and easy to confirm.
{{clr|1|5P}} has a two-stage hitbox that activates near Chipp's bicep, before it fully extends to his fist.
*Cannot be crouched by {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}, {{Character Label|GGST|Potemkin|label=Potemkin}}, {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}}, and {{Character Label|GGST|Bedman|label=Bedman}}.
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}


===<big>{{clr|1|5P}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_5P.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_5P.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="5P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* 3 frame normal.
* Chipp's fastest normal.
Backhand jab. One of the fastest normals in the game but it can be crouched by most characters (exceptions: Nagoriyuki, Potemkin, Giovanna, Millia, and I-No). Best used as a fast anti-air or a quick punish option to interrupt your opponent's strings.


[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}
===<big>{{clr|K|5K}}</big>===
</div>
{{GGST Move Card
</div>
|input=5K
|frameChart=auto
|description=
Excellent all-around move that leads into strong stagger pressure.
 
Very fast {{clr|K|5K}} with decent range, while also being jump and dash cancellable. It is slower than his {{clr|P|5P}} but can't be crouched making it easier to use. It also has better range than {{clr|K|2K}}, making it useful as a punish. Good for pressure as it chains into itself and has multiple overhead/low gatling options.
 
Dash cancelling {{clr|2|5K}} is somewhat situational since Chipp can easily run back in after the move recovers instead.
 
* Jump and dash cancellable.
 
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|5K}}, {{clr|K|2K}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}


===<big>{{clr|2|5K}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_5K.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_5K.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="5K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Excellent close-range button.
* Unique Gatling into itself.
Overall 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. Good for general pressure as it chains into itself and can be confirmed into a 2K > 2D very easily.


[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
===<big>{{clr|S|c.S}}</big>===
</div>
{{GGST Move Card
</div>
|input=c.S
|frameChart=auto
|description=
Chipp's strongest pressure button and a versatile combo tool.
 
Excellent proration and wide gatling options leads to some of Chipp's best setups and combos. It is +1 on block while being jump and dash cancelable making Chipp's advantage even scarier.
 
Dash cancelling {{clr|3|c.S}} is somewhat situational since Chipp can easily run back in after the move recovers instead.
 
* Jump and Dash Cancelable on Hit or Block.
* Can be up to +5 when meaty
 
 
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}


===<big>{{clr|3|c.S}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_c.S.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_cS.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="c.S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Not plus, but plenty of gatlings to threaten with.
Most versatile combo starter option and also easy button to use to start jump cancel pressure. This chains into any command normal or other S/H button making it a very high reward button.


[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
===<big>{{clr|S|f.S}}</big>===
</div>
{{GGST Move Card
</div>
|input=f.S
|frameChart=auto
|description=
Chipp's strongest whiff punish tool
 
Chipp's {{clr|3|f.S}} is extremely fast, has excellent range, and combos easily into Resshou from range or {{clr|4|5H}}/{{clr|4|2H}} up close. This move shines when combined with Chipp's dash, enabling near full-screen punishes. Dashing {{clr|3|f.S}} also lets Chipp start {{keyword|rekka}} pressure from surprisingly far away.
 
Despite its reach, {{clr|3|f.S}} is not well suited for whiffing in neutral to control space. Its extended hurtbox leaves Chipp vulnerable to counterpokes and it also has a notable weakness to lows.
 
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}


===<big>{{clr|3|f.S}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_f.S.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_Chipp_Zanuff_f.S_1.09.jpg
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="f.S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* One of Chipp's prime poking normals.
* Omit this and go straight to 5H when you combo into rekkas.
Chipp's best poke with excellent range and combos easily into resshou. This will cover a lot of ground space and also catches jump out attempts. Chipp extends his hurtbox a lot so be careful about getting beat out by 6Ps or crouched under by low profile moves.


[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
===<big>{{clr|H|5H}}</big>===
</div>
{{GGST Move Card
</div>
|input=5H
|frameChart=auto
|description=
Chipp's main counter-poking tool and only disjointed button (other than {{clr|1|6P}})
 
Slightly slower than {{clr|S|f.S}} but safer to whiff. This move is excellent for controlling space and stopping careless approaches. {{clr|4|5H}} combos into Resshou at most ranges or {{clr|1|P}} Alpha Blade on counter-hit, but the large knock back can make it difficult to convert midscreen.
 
{{clr|4|5H}} sends the opponent into a long tumbling animation from any air-hit, giving Chipp enough advantage to set up his corner mix.
 
* Disjointed hitbox near Chipp's hands
* Advances Chipp forward slightly


===<big>{{clr|4|5H}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_5H.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_5H.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="5H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Surprisingly safe.
Less range than f.S but has a better hitbox for counter poking. Unfortunately it has large knockback which can make it difficult to convert damage off of or use in extended combos. Can be used after j.H for some nice pressure after landing.
</div>
</div>


===<big>{{clr|5|5D}}</big>===
===<big>{{clr|D|5D}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=5D,5[D]
<tabber>
|versioned=name
Images =  
|frameChart=auto
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GGST_Chipp_Zanuff_5D.png|Dodomezaki is objectively the strongest character in GG lore.
;Uncharged Dust
</gallery>
 
|-|
Universal overhead attack, and Chipp's primary option for a quick overhead.  
Hitboxes =
 
<gallery widths="210px" heights="210px" mode="nolines">
Chipp summons ''Dodomezaki'' the sea otter in front of him for his dust attack. The otter is NOT disjointed from Chipp. Can be used as a gatling from {{clr|K|5K}}/{{clr|K|2K}}/{{clr|S|c.S}} for a mixup and RC'd for further combo extensions.
File:GGST_CH_HB_5D.png
 
</gallery>
* Uncharged dust on-hit is 0 or neutral frame advantage and causes float
</tabber>
* Causes 80% proration on-hit
</div>
----
<div class="attack-info">
;Charged Dust
{| class="wikitable attack-data"
 
{{FrameDataHeader-GGST}}
A slower and more reactable version of Chipp's universal overhead attack with huge reward on-hit. When use mid-combo it will launch the opponent high in the air making it possible to connect a followup. {{clr|5|5[D]}} also finds use in some of Chipp's optimal combo routes.
|-
 
{{#cargo_query:tables=MoveData_GGST
{{clr|5|5[D]}} granting a meterless combo on-hit makes it a risky but useful alternative to {{clr|2|6K}} for mixups.
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
 
|where=chara="{{SUBPAGENAME}}" and input="5D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
* Data in [] represents values when fully charged.
* Data in [] represents values when fully charged.
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.
* Charged dust leads to soft knockdown (+36).
* Deals more damage when fully charged, launches opponent on hit if combo'd into.
* Holding up during the hitstop frames of charged dust will activate homing jump:
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.
** Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
* 80% proration if not fully charged.
** Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
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.
** Homing jump combos can sometimes increase meter balance enough to activate positive bonus.
</div>
</div>


===<big>{{clr|1|6P}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_6P.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_6P.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="6P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Head invulnerable anti-air.
* Decent counterpoke.
Hand slap with head invincibility but very punishable on hit/block if not cancelled. Use this when you're not confident you can anti-air with 2H. You will also typically confirm into this button from 5P/2P for some extra damage.
</div>
</div>


===<big>{{clr|2|6K}}</big>===
===<big>{{clr|P|2P}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=2P
<tabber>
|frameChart=auto
Images =  
|description=
<gallery widths="210px" heights="210px" mode="nolines">
A situational pressure and abare option.
GGST_Chipp_Zanuff_6K.png
 
</gallery>
Chipp's {{clr|1|2P}} may be slower than his {{clr|P|5P}}, but it does not whiff on crouchers making it much easier to use in pressure. It also hits high enough to stuff attacks that might go over his {{clr|2|2K}}, making it useful for pressure and defense in some match ups.
|-|
 
Hitboxes =
{{clr|1|2P}} can also be used for {{keyword|tick throw}}s and pressure resets thanks to its low attack level and self-gatling.
<gallery widths="210px" heights="210px" mode="nolines">
 
File:GGST_CH_HB_6K.png
 
</gallery>
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="6K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Chipp's main overhead.
* Throw invulnerable for most of its duration.
Chipp's grounded overhead option that is cancellable from most of his normals. You're airborne (and thus unthrowable) for the entire attack except the landing recovery. You will typically use this to harass an opponent mid blockstring. If used a meaty you can combo into 2K > 2D and setup the same okizeme loop again.
</div>
</div>


===<big>{{clr|4|6H}}</big>===
===<big>{{clr|K|2K}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=2K
<tabber>
|frameChart=auto
Images =  
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Chipp's primary low option for opening up the opponent.
GGST_Chipp_Zanuff_6H.png
 
</gallery>
A fast but stubby low which plays a key role in Chipp's neutral/pressure game. This move is extremely threatening when combined with Chipp's dash speed, enabling whiff punishes from surprisingly far. On successful hit, Chipp can gatling into his {{clr|5|2D}} for okizeme or link into {{clr|S|c.S}} for a full combo on counterhit.
|-|
 
Hitboxes =
{{clr|2|2K}}'s low attack level and low recovery makes it very useful for tick throws or pressure resets. It is also an extremely strong conversion tool, especially when the opponent is close to the ground.
<gallery widths="210px" heights="210px" mode="nolines">
 
File:GGST_CH_HB_6H.png
 
</gallery>
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="6H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* 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. You can also use this 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.
</div>
</div>


===<big>{{clr|1|2P}}</big>===
===<big>{{clr|S|2S}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=2S
<tabber>
|frameChart=auto
Images =  
|description=
<gallery widths="210px" heights="210px" mode="nolines">
A crouching poke and juggle tool that covers the ground in front of Chipp.
GGST_Chipp_Zanuff_2P.png
 
</gallery>
{{clr|3|2S}} is useful in neutral for stopping low-hitting moves that might otherwise cause {{clr|S|f.S}} to whiff. It has quite a long recovery, but its unique {{tt|whiff cancel|The ability to cancel into another move even after a whiff}} into {{clr|H|2H}} makes it extremely scary to challenge. This also makes {{clr|3|2S}} exceptional in pressure, letting Chipp delay-cancel and catch backdashes with ease.
|-|
 
Hitboxes =
In combos {{clr|3|2S}} will pop-up an airborne opponent making is useful for juggles/pickups. Despite its role as a juggle tool, it suffers from a short hitbox which can cause it to whiff in unexpected places.
<gallery widths="210px" heights="210px" mode="nolines">
 
File:GGST_CH_HB_2P.png
* Advances Chipp forward slightly
</gallery>
 
</tabber>
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
</div>
 
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="2P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Not 3 frames but hits everyone crouching.
Slower jab than 5P but this does not whiff on crouchers making it easier to use. This is your primary button for mashing out of most strings where 5P would whiff. Usable as a tick throw options as well. Confirm into 6P resshou for a bit of damage.


[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}
===<big>{{clr|H|2H}}</big>===
</div>
{{GGST Move Card
</div>
|input=2H
|frameChart=auto
|description=
 
An important punish tool that can also function as a situational anti-air.
 
{{clr|4|2H}} is extremely useful in pressure as a whiff cancel from {{clr|3|2S}} to catch backdash. It also plays a key role in Chipp's {{keyword|BnB}} combos, where it is used launch the opponent. In the corner, counter hits can be confirmed into meterless Wall Run combos for some of Chipp's best damage.
 
{{clr|H|2H}} lacks the speed and disjoint needed to be a reliable anti-air option, but it can be useful for calling out certain moves.


===<big>{{clr|2|2K}}</big>===
* Advances Chipp forward slightly
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_2K.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_2K.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="2K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Chipp's fastest low.
Your primary low option for opening up your opponent. Does not chain into itself. You will almost always chain this into 2D on hit for okizeme or an extended RC combo.


[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
===<big>{{clr|D|2D}}</big>===
</div>
{{GGST Move Card
</div>
|input=2D
|frameChart=auto
|description=
Fast, long range sweep option that can low profile some attacks when spaced.
 
Useful for poking in neutral and counter-poking against moves that would cause {{clr|S|f.S}} to whiff. However, {{clr|D|2D}} will often lose without proper spacing, due to the tall hurtbox near Chipp's body. {{clr|5|2D}}'s hard knockdown makes it very rewarding on-hit, letting Chipp apply okizeme.


===<big>{{clr|3|2S}}</big>===
Counter-hit leads to a full combo at closer ranges or near the corner.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_2S.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_2S.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="2S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* It's a mid.
* Whiff cancels into 2H, making it scary for opponents to whiff punish.
A crouching poke that does not hit low. Has a unique property where it can whiff cancel into 2H. This normal also causes a vertical launch on an airborne opponent, making it very usable for some loop combos.


[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
===<big>{{clr|P|6P}}</big>===
</div>
{{GGST Move Card
</div>
|input=6P
|frameChart=auto
|description=
Universal Upper-Body Invulnerable {{keyword|Anti-Air}} and grounded counter-poke.
 
A low reward button that is best used against deep hitting jump-ins that would cause Chipp's other buttons to lose. {{clr|1|6P}}'s upper-body invulnerability also makes it useful for counter-poking attacks in neutral, especially large pokes like Ramlethal's {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=f.S |label={{clr|3|f.S}}}}. The recovery is on the longer side so it is best used on reaction to avoid whiffing.


===<big>{{clr|4|2H}}</big>===
In combos {{clr|1|6P}} will not launch a grounded opponent making it useful for many of Chipp's mix setups.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_2H.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_2H.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* High risk, high reward anti-air.
Slow but highest reward anti-air option. On normal hit you can combo into 236K and follow up with an air button into airdash cancel combo. Counter hits can be confirmed right into wall run combos in the corner or resshou loops.
</div>
</div>


===<big>{{clr|5|2D}}</big>===
===<big>{{clr|K|6K}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=6K
<tabber>
|frameChart=auto
Images =  
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Chipp's overhead option.
GGST_Chipp_Zanuff_2D.png
 
</gallery>
A slow overhead poke that leaves Chipp plus. Chipp is airborne for the entire attack, allowing him to bait throws and {{keyword|low crush}} certain moves. A risky move that is outclassed by Chipp's other options in pressure, but may be useful in some situations.
|-|
 
Hitboxes =
Forces crouching on hit, allowing Chipp to link into {{clr|2|2K}} for a combo. {{clr|3|c.S}}/{{clr|3|f.S}} will link if {{Clr|2|6K}} hits meaty.
<gallery widths="210px" heights="210px" mode="nolines">
 
File:GGST_CH_HB_2D.png
* Special cancelable
</gallery>
 
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="2D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
Fast long range sweep option that can low profile some attacks. All round excellent button for starting okizeme since it provides a hard knockdown on grounded opponents. Very useful as a whiff punish option as well.
</div>
</div>


===<big>{{clr|1|j.P}}</big>===
===<big>{{clr|H|6H}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=6H
<tabber>
|frameChart=auto
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
 
GGST_Chipp_Zanuff_j.P.png
High damage CH starter, and excellent combo filler due to its ground bounce.
</gallery>
 
|-|
Most useful as a frame trap and punish tool due to its long startup, but {{clr|H|6H}} can also be used as a counter-poke for some extended normals. This button has a decent vertical hitbox which can be used to catch jump out attempts from surprisingly far.
Hitboxes =  
 
<gallery widths="210px" heights="210px" mode="nolines">
On normal-hit {{clr|4|6H}} forces the opponent to crouch, but it will cause a ground bounce on air-hit. Causes a big ground bounce on air/ground counter-hit leading to some of Chipp's flashiest and most damaging combos.
File:GGST_CH_HB_JP.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
Self chainable short range punch that can be used as a quick air-to-air. Cannot be jump cancelled or IAD cancelled.


[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|2|j.2K}}
===<big>{{clr|P|j.P}}</big>===
</div>
{{GGST Move Card
</div>
|input=j.P
|frameChart=auto
|description=
Chipp's fastest air button and a good short range air-to-air.
 
This move is exceptionally strong while rising, leading to a full combo on hit. During highly scaled combos, self-chaining {{clr|1|j.P}} can help carry an opponent to the wall and guarantee a wall splat.
 
{{clr|1|j.P}} can also be used as a fast overhead option during mixups.
*Can gatling repeatedly into itself on hit or block.
 


===<big>{{clr|2|j.K}}</big>===
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|j.P}}, {{clr|K|j.2K}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_j.K.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_JK.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Jump and air-dash cancellable.
Chipp performs a horizontal double kick that hits twice.
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|j.2K}}, {{clr|5|j.D}}
</div>
</div>


===<big>{{clr|3|j.S}}</big>===
===<big>{{clr|K|j.K}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=j.K
<tabber>
|frameChart=auto
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Long range air-to-air option and important combo tool.
GGST_Chipp_Zanuff_j.S.png|
 
</gallery>
Chipp performs a horizontal kick that hits twice. The first hit pops the opponent up enabling combo extensions, and the second hit knocks the opponent away even if the first hit whiffed. Many of Chipp's combos rely on hitting the first kick while cancelling or whiffing the second.
|-|
 
Hitboxes =
The second hit of {{clr|2|j.K}} is most useful during highly scaled combos where gatlings might whiff.
<gallery widths="210px" heights="210px" mode="nolines">
 
File:GGST_CH_HB_JS.png
* Jump and air-dash cancellable.
</gallery>
 
</tabber>
 
</div>
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|K|j.2K}}, {{clr|D|j.D}}
<div class="attack-info">
 
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Jump and air-dash cancellable.
Chipp spins like a top hitting both sides. Your best crossup tool. Chipp noticeably extends his hurtbox further behind him than one would expect making it possible for some attacks to seemingly hit him from behind.


[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|j.H}}, {{clr|5|j.D}}
===<big>{{clr|S|j.S}}</big>===
</div>
{{GGST Move Card
</div>
|input=j.S
|frameChart=auto
|description=
Chipp's main crossup tool.
 
Chipp spins like a top hitting both sides making this his best crossup tool. Chipp extends his hurtbox further behind him than one would expect, causing some attacks seemingly hit him from behind.
 
On both air and grounded counterhits, Chipp can continue the combo with {{clr|S|c.S}} or {{clr|S|2S}}.
* Jump and air-dash cancellable.
 


===<big>{{clr|4|j.H}}</big>===
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_j.H.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_JH.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Front hitbox hits on frame 11 and back hitbox on frame 9
*Jump and air-dash cancellable.
Chipp slashes below him while hitting twice. Your primary jump-in that can also cross up. Combos into 5H after landing for some nice pressure.
</div>
</div>


===<big>{{clr|5|j.D}}</big>===
===<big>{{clr|H|j.H}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=j.H
<tabber>
|frameChart=auto
Images =  
|description=
<gallery widths="210px" heights="210px" mode="nolines">
 
GGST_Chipp_Zanuff_j.D.png|
Chipp's primary jump-in move.
</gallery>
 
|-|
Chipp performs a back flip while swinging his blade. {{clr|4|j.H}} is extremely active, hitting behind, below, and finally in front of Chipp. The movement of the active hitbox can create ambiguous cross-ups where Chipp appears to hit his opponent from the "wrong" side.
Hitboxes =
 
<gallery widths="210px" heights="210px" mode="nolines">
When connected high enough, Chipp can follow up with a gatling/special cancel or if he hits deep enough string into {{clr|2|2K}}/{{clr|3|c.S}}/{{clr|3|2S}}. Has a "sour spot" height where Chipp can't easily cancel, and can be thrown after landing if he tries to string into a button. Despite this, {{clr|4|j.H}} can be scary to challenge due to the multiple hits and gatling options.
GGST_CH_HB_JD.png |
 
</gallery>
* Has four active hitboxes but only hits twice.
</tabber>
* Jump and air-dash cancellable.
</div>
* Can cross-up
<div class="attack-info">
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|D|j.D}}
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
===<big>{{clr|D|j.D}}</big>===
{{GGST Move Card
|input=j.D
|frameChart=auto
|description=
A fast jump-in attack and excellent punish tool thanks to its horizontal range.
 
Outside of punishes, {{clr|5|j.D}} is often used as a gatling option to achieve multiple overheads during pressure or to end air combos. In combos it will always knock down the opponent at an angle giving Chipp more advantage the lower it is used. {{clr|5|j.D}} is exceptionally strong for securing wall splats due to its launch angle and high wall damage.
 
{{clr|5|j.D}} can lead to some unfavorable {{keyword|RPS}} situations if blocked higher up so this move should not be used recklessly. Combos into {{clr|2|2K}} at lower heights but can also combo {{clr|3|c.S}}/{{clr|3|2S}} on counterhit or if it hits very deep.
 
*Jump and air-dash cancellable.
*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.
*Causes a wall bounce at high wall health
</div>
*Can be up to +10 on block at lowest possible height
</div>
}}
 
===<big>{{clr|K|j.2K}}</big>===
{{GGST Move Card
|input=j.2K
|frameChart= {{#invoke:FrameChart|drawFrameData
|startup = 16
|specialRecovery = 8
|isProjectile = yes
}}<small>({{tt|Note|The red line indicates that the move has become active, but has a variable active window.}})</small>
|description=
Multi-hitting divekick that hits at a steep angle.
 
A strong air approach option and an incredible tool for air stalling and punishing whiffed anti-air attempts. Each hit of the dive is an overhead and is also plus on block if the last hit connects. On block Chipp can be thrown if he tries to pressure with buttons like {{clr|K|2K}}. If this move crosses up the spacing can make Chipp safe to throw attempts. Combos directly into {{clr|K|2K}} on hit.


===<big>{{clr|2|j.2K}}</big>===
Easy to counter-hit and has special landing recovery so do not use this move carelessly
<div class="attack-container">
*Each hit is special cancellable like any other normal.
<div class="attack-gallery">
*+1-3 frames of advantage on block depending when the last hit connects
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_j.2K.png|"That" move
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_J2K.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.2K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
May or may not be incredibly oppressive against some characters who lack good anti-air options that can cover areas directly about them. Each hit of the dive is an overhead and it's also plus on block if the last hit connects while being special cancellable. 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.
</div>
</div>


==Universal Mechanics==
==Universal Mechanics==


===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<span class="input-badge">'''{{clr|5|6D}} or {{clr|5|4D}}'''</span>
{{InputBadge|{{clr|D|6D}} or {{clr|D|4D}}}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=6D or 4D
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=auto
GGST_Chipp_Zanuff_Ground Throw.png |
|description=
</gallery>
Chipp Grabs his opponent and teleports several times while juggling them around the screen. The animation rapidly repositions Chipp allowing him to RC for unique combo opportunities. Upon completion, the throw leaves Chipp at full screen but he can easily run back in and meaty his opponent.
</div>
* Can throw the opponent either forward or backwards.
<div class="attack-info">
* Can RRC during each of the three hits or PRC between them.
{| class="wikitable attack-data"
* Hard knockdown on hit.
{{FrameDataHeader-GGST}}
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="4D or 6D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
Your regular ground throw. Can be RC'd for a combo. The throw leaves Chipp at full screen but he can easily run back in and meaty his opponent.
</div>
</div>


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<span class="input-badge">'''{{clr|5|j.6D}} or {{clr|5|j.4D}}'''</span>
{{InputBadge|{{clr|D|j.6D}} or {{clr|D|j.4D}}}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=j.6D or j.4D
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=38}}{{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=0|specialRecovery=10}}
GGST_Chipp_Zanuff_Air Throw.png |
|description=
</gallery>
A standard air throw. Chipp grabs his opponent and stabs them before both return to the ground. In the corner Chipp is left in range to connect {{clr|2|2K}} {{keyword|OTG}}
</div>
* Can throw the opponent either forward or backwards.
<div class="attack-info">
* Hard knockdown on hit.
{| class="wikitable attack-data"
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
{{FrameDataHeader-GGST}}
 
|-
}}
{{#cargo_query:tables=MoveData_GGST
 
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
===<big>Wild Assault</big>===
|where=chara="{{SUBPAGENAME}}" and input="j.4D or j.6D"
{{InputBadge|{{clr|D|236D}} with 50% Burst (Hold OK)}}
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
{{GGST Move Card
|input=236D,236[D]
|versioned=input
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData
|input = 236D
|title = '''Wild Assault'''
|startup = 16
}}
{{#invoke:GGST-FrameChart|drawFrameData
|input = 236[D]
|title = '''Fully Charged Wild Assault'''
}}
|description=
{{GGST/WildAssaultLabel|type=orange}}
 
An extremely versatile advancing strike that's useful in nearly every situation.
 
Chipp can confirm literally any hit into a wall break combo using Wild Assault. Its ability drain the opponent's Burst makes it highly valuable for Burst-safe combos.
 
Wild Assault's forward momentum and wide cancel options can lead to tricky sequences, making it equally useful in Chipp's pressure.
 
*Normal, special, jump, and backdash cancelable.
*Drains 7.14% of the opponent's [[../Mechanics#Burst Gauge|Burst Gauge]] on hit or block.
*Applies Hard Knockdown when launching or when used to [[../Damage#The Wall|Wall Break]].
 
}}
}}
|}
==== ====
Air throw that can be RC'd for more damage.
</div>
</div>


==Special Moves==
==Special Moves==
===<big>Alpha Blade Horizontal</big>===
===<big>Alpha Blade Horizontal</big>===
<span class="input-badge">'''{{clr|1|236P}} (Air OK)'''</span>
{{InputBadge|{{clr|P|236P}} (Air OK)}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=236P,j.236P
<tabber>
|versioned=input
Images =  
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=236P|title='''Alpha Blade Horizontal'''}}{{#invoke:GGST-FrameChart|drawFrameData|input=j.236P|title='''Air Alpha Blade Horizontal'''}}
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GGST_Chipp_Zanuff_Alpha_Blade_Horizontal_Ground.png|Ground
;Alpha Blade Horizontal
GGST_Chipp_Zanuff_Alpha_Blade_Horizontal_Air.png|Air
''Also known as "{{clr|1|P}} Alpha" by the community.''
</gallery>
 
|-|
Grounded cross-up and movement tool.
Hitboxes =
 
<gallery widths="210px" heights="210px" mode="nolines">
Chipp vanishes before appearing on the ground a fixed distance away. This move can be used for a quick cross-up or for combos, particularly with meter. On-hit Alpha Blade Horizontal will cause a soft knock down giving Chipp enough advantage to continue his offense.
GGST_CH_HB_236P.png
 
GGST_CH_HB_J236P.png
Chipp can convert specific counter hits with Alpha Blade Horizontal for meterless combos.
</gallery>
 
</tabber>
* Holding {{Ni|6}} (6) or {{clr|P|P}} near the corner will start a Wall Run.
</div>
* Cannot be Red Roman Cancelled
<div class="attack-info">
----
{| class="wikitable attack-data"
;Air Alpha Blade Horizontal
{{FrameDataHeader-GGST|version=yes}}
 
|-
Aerial cross-up and movement tool.
{{#cargo_query:tables=MoveData_GGST
 
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
Chipp vanishes before appearing in the air a fixed distance away. This move can be used for a quick cross-up or to reset an opponent at the end of a combo.
|where=chara="{{SUBPAGENAME}}" and (input="236P" or input="j.236P")
 
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID
This move has no minimum height and recovers after landing, meaning Chipp can use a {{keyword|Tiger Knee}} input ({{clr|P|2369P}}) for meterless conversions.
|delimiter=\n{{!}}-\n
 
* Holding {{Ni|6}} (6) or {{clr|P|P}} near the corner will start a Wall Run.
* Cannot be Red Roman Cancelled
}}
}}
|}
==== ====
ALFA BLAY!


*There no minimum height on the move, allowing it to be tiger knee'd (2369P).
===<big>Alpha Blade Diagonal</big>===
*If Chipp alpha blades into a wall he can hold forward or {{clr|1|P}} and he will begin his wall run.
{{InputBadge|{{clr|K|236K}} (Air OK)}}
*Cannot be Red Roman Cancelled.
{{GGST Move Card
|input=236K,j.236K
|versioned=input
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=236K|title='''Alpha Blade Diagonal'''}}{{#invoke:GGST-FrameChart|drawFrameData|input=j.236K|startup=32||title='''Air Alpha Blade Diagonal'''}}
|description=
;Alpha Blade Diagonal
''Also known as "{{clr|2|K}} Alpha" by the community.''
 
Grounded cross-up, combo, and movement tool.
 
Chipp vanishes before appearing in the air a fixed distance away, with air options available. Near the corner, Chipp will automatically bounce off the wall and perform a second hit to keep his opponent cornered. This move can be used for a quick cross up, setups, or for extensions into air combos.


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).
There is a "sour spot" distance near the corner where the second hit will not activate causing Chipp to corner himself.


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.  
* Holding {{Ni|6}} (6) or {{clr|K|K}} near the corner will start a Wall Run.
<!--Insert text below the =s and above the 2 /divs-->
* Cannot be Red Roman Cancelled.
</div>
----
</div>
;Air Alpha Blade Diagonal
 
Aerial cross-up and movement tool.
 
Chipp vanishes before appearing again on the ground. If used near the corner, Chipp will automatically perform a second hit by bouncing off the wall to keep his opponent cornered. On successful hit Chipp will recover in time to extend the combo with his ground buttons.  
 
This move cannot hit same-side and has a long recovery so it must be positioned carefully to avoid whiffing.


===<big>Alpha Blade Diagonal</big>===
* Holding {{Ni|6}} (6) near the wall will hit once and steal the corner.
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span>
* Can never start a Wall Run.
<div class="attack-container">
* Cannot be Red Roman Cancelled.
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_Alpha_Blade_Diagonal_Ground.png|Ground
GGST_Chipp_Zanuff_Alpha_Blade_Diagonal_Air.png|Air
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_CH_HB_236K.png
GGST_CH_HB_J236K.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236K" or input="j.236K")
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* Ground version goes upwards.
* Air version goes downwards.
*Just like horizontal Alpha Blade, the move cannot be Red Roman Cancelled.
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.
</div>
</div>


===<big>Beta Blade</big>===
===<big>Beta Blade</big>===
<span class="input-badge">'''{{clr|3|623S}} (Air OK)'''</span>
{{InputBadge|{{clr|S|623S}} (Air OK)}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=623S,j.623S
<tabber>
|versioned=input
Images =
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=623S|title='''Beta Blade'''}}
<gallery widths="210px" heights="210px" mode="nolines">
{{#invoke:FrameChart|drawFrameData
GGST_Chipp_Zanuff_Beta_Blade.png|
|title          = '''Air Beta Blade'''
</gallery>
|startup        = 9
|-|
|active          = 20
Hitboxes =  
|specialRecovery = 8
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_623S.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="623S" or input="j.623S")
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|description=
==== ====
Chipp's only invincible reversal.
* 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.
A fast and active rising slash that hits twice. Best used as a reversal to escape pressure, but it can also be used as a committal anti-air option.  


Do not get this blocked. You may die.
Beta Blade also finds use as a niche combo tool. Its initial proration and launch properties make it unfavourable as a starter/ender, but {{keyword|TK}} Beta Blade can act as an optimal combo filler when connected at a sweet-spot height.
</div>
 
</div>
* Cannot Roman Cancel unless the opponent is in hitstun or blockstun.
 
}}


===<big>Gamma Blade</big>===
===<big>Gamma Blade</big>===
<span class="input-badge">'''{{clr|4|236H}}'''</span>
{{InputBadge|{{clr|H|236H}}}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=236H
<tabber>
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=236H|title='''Clone projectile''' ({{tt|Note|The first square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile. The rest of the squares with a yellow underline indicate the range of additional frames depending on the distance to the opponent.}})|startup=50|recovery=0|isProjectile=yes|cancelStart1=14|cancelEnd1=14|cancelStart2=25|cancelEnd2=49}}
Images =  
{{#invoke:FrameChart|drawFrameData|title='''Chipp during Gamma Blade''' ({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.}})|recovery=42|frcStart=14|frcEnd=14}}
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GGST_Chipp_Zanuff_Gamma_Blade.png|As seen in half of Chipp's viral videos
Powerful pressure reset and oki option.
</gallery>
 
|-|
Chipp sends a clone forward that will attack the opponent leaving Chipp plus. Good for pressure resets and oki, but makes weak combo starter/filler due to high RISC loss, high wall damage, and the awkward launch. Cannot be converted midscreen without meter but can give a small meterless combo in the corner.
Hitboxes =  
 
<gallery widths="210px" heights="210px" mode="nolines">
Damage dealt to the clone is also dealt to Chipp making this a strong but risky pressure reset tool. Chipp and the projectile can be struck at the same time leading to '''DOUBLE''' damage.
File:GGST_CH_HB_236H.png
 
</gallery>
* Launches opponent on-hit
</tabber>
* Deals very high wall damage
</div>
* Clone becomes an independent projectile with PRC
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="236H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Projectile has a hurtbox and Chipp and the projectile can be hit at the same time. Be careful.
Sends a clone forward that will attack the opponent. Best used when your opponent is conditioned and unwilling to counter-attack as even though it is plus, Chipp can get hit out of it. Very strong when combined with a Roman Cancel which will make the clone become an independent projectile.
</div>
</div>


===<big>Resshou</big>===
===<big>Resshou</big>===
<span class="input-badge">'''{{clr|3|236S}}'''</span>
{{InputBadge|{{clr|S|236S}}}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=236S
<tabber>
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=236S|frcStart=8|frcEnd=33}}<small>({{tt|Note|Squares with a yellow underline indicate the cancel window into Rokusai and Senshuu}})</small>
Images =  
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Safe pressure tool and important combo tool.
GGST_Chipp_Zanuff_Resshou.png|
 
</gallery>
Start of Chipp's {{keyword|rekka}} with follow ups available on hit, block, and whiff. The large cancel window and threat of delayed follow ups make Resshou difficult to challenge despite minus. Chipp can also kara-cancel Resshou to effectively skip directly into Rokusai or Senshuu.
|-|
 
Hitboxes =  
Resshou is an important combo tool which causes a wall bounce on airborne opponents. This allows Chipp to extend combos without cornering himself.
<gallery widths="210px" heights="210px" mode="nolines">
 
File:GGST_CH_HB_236S.png
* Earliest kara-cancel is frame 8
</gallery>
* Preserves momentum when kara-cancelled
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="236S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
*All follow-ups of Chipp's rekka can be cancelled into on whiff, hit, and block.
Kung-fu forward palm thrust. Starter of Chipp's rekka. Use this as a safe poke option to condition and pressure your opponent or as a long-range punish versus moves with long recovery. You may delay the rekkas faster to get different timings and throw off your opponent.
</div>
</div>


===<big>Rokusai</big>===
===<big>Rokusai</big>===
<span class="input-badge">'''Resshou > {{clr|3|236S}}'''</span>
{{InputBadge|Resshou > {{clr|S|236S}}}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=236S 236S
<tabber>
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=236S 236S|frcStart=10|frcEnd=30}}<small>({{tt|Note|Squares with a yellow underline indicate the cancel window into Senshuu}})</small>
Images =  
|description=
<gallery widths="210px" heights="210px" mode="nolines">
A fast advancing kick that hits low.
GGST_Chipp_Zanuff_Rokusai.png|Try to do Genrou San after this rather than Senshuu.
 
</gallery>
A useful tool for frame trapping an opponent when they try to mash or jump out of {{keyword|rekka}} pressure. Although it is normally safe due to pushback, many characters can consistently punish it.
|-|
 
Hitboxes =  
Rokusai is negative on block and hit, so caution is required when continuing pressure. It is best used with meter to convert hits and to help stay safe on block.
<gallery widths="210px" heights="210px" mode="nolines">
 
File:GGST_CH_HB_236S236S.png
* Does not launch or knock down a grounded opponent
</gallery>
* Kara-Rokusai covers about 1/3 of the screen using Resshou's momentum
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="236S 236S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Can be followed up with Senshuu(236K).
Downward kick that hits low. Followup to Rokusai (236S). Use this to frame trap your opponent when they try to mash after your initial rekka or if they're trying to jump out.
</div>
</div>


===<big>Senshuu</big>===
===<big>Senshuu</big>===
<span class="input-badge">'''Resshou > {{clr|2|236K}}'''</span> <span class="input-badge">'''Rokusai > {{clr|2|236K}}'''</span>
{{InputBadge|Resshou > {{clr|K|236K}}}} {{InputBadge|Rokusai > {{clr|K|236K}}}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=236S 236K
<tabber>
|frameChart=auto
Images =  
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Flip kick that hits overhead and the end of Chipp's {{keyword|rekka}}.
GGST_Chipp_Zanuff_Senshuu.png|Can be delayed ever slightly to surprise your enemy.
 
</gallery>
Senshuu makes Chipp airborne and raises his hurtbox, allowing him to defeat some low-pokes. Although it leads to a soft knockdown on-hit, Chipp is left close and can apply pressure. It is fairly unsafe on-block and leaves Chipp vulnerable to a punish. This move is best used against a conditioned opponent unless Chipp has meter to Roman Cancel.
|-|
 
Hitboxes =
Chipp can also kara-cancel Resshou into Senshuu for a surprise overhead attack. Although kara-Senshuu is slower than Chipp's other overhead options, it can can come at any point in a string making it difficult to react to.
<gallery widths="210px" heights="210px" mode="nolines">
 
File:GGST_CH_HB_236S236S236K.png
* Kara-Senshuu covers about 1/3 of the screen using Resshou's momentum
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="236S 236K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* 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.  
===<big>Genrou Zan</big>===
</div>
{{InputBadge|{{clr|S|63214S}}}}
</div>
{{GGST Move Card
|input=63214S
|frameChart=auto
|description=
''Also known as "Leaf Grab" by the community.''
 
A slow but threatening command grab that can be extremely difficult to punish.
 
Chipp vanishes and leaps forward to grab his opponent. This move is extremely active and has a raised hurtbox making it great for defeating low-pokes, backdashes, and throws. Chipp is not invincible during the startup, and can be hit out of the animation with a jab (even on opponent's wakeup, due to throw invulnerability.)
 
Has a long startup making it easy to react to, but the recovery is very short for a command grab. It may be extremely difficult for some opponents to punish a whiffed grab, especially if they jump to avoid it.


===<big>Genrou Zan</big>===
* Can PRC at any point or RRC during the last hit
<span class="input-badge">'''{{clr|3|63214S}}'''</span>
* Airborne on frame 14
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Chipp_Zanuff_Genrou_Zan_1.png|Great for mix-ups, bad for allergies.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_CH_HB_63214S.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="63214S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
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 RC'd after the last strike which can lead into some Wall Break combos. Chipp is not invincible during the beginning jump, meaning you can easily get hit out of it.
</div>
</div>


===<big>Shuriken</big>===
===<big>Shuriken</big>===
<span class="input-badge">'''{{clr|1|j.214P}}'''</span>
{{InputBadge|{{clr|P|j.214P}}}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=j.214P
<tabber>
|frameChart={{#invoke:FrameChart|drawFrameData|input=j.214P|startup=22|recovery=14|specialRecovery=4|isProjectile=yes|frcStart=22|frcEnd=22}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.}})</small>
Images =  
|description=
<gallery widths="210px" heights="210px" mode="nolines">
 
GGST_Chipp_Zanuff_Shuriken.png| Literally leaves you hanging, like a Heat Knuckle's wet dream.
 
</gallery>
An air projectile that covers a decent angle for harassing an opponent.  
|-|
 
Hitboxes =
Chipp freezes in the air and throws a shuriken downward. The shuriken itself has a large hurtbox allowing the opponent to hit it and nullify it. Shuriken mostly has niche uses for situations like interrupting {{Character Label|GGST|Leo Whitefang|label=Leo's}} {{tt|Brynhildr stance|Back-turn stance}} or securing a chip kill.
<gallery widths="210px" heights="210px" mode="nolines">
 
File:GGST_CH_HB_J214P.png
This move is best used sparingly, as it presents no real threat on hit or block while leaving Chipp extremely vulnerable. All risk and no reward.
</gallery>
 
</tabber>
* Freezes Chipp midair during the throw; preserves air momentum.
</div>
* Counterhit recovery state and special landing recovery.
<div class="attack-info">
* TK Shuriken recovers in the air and preserves air options.
{| class="wikitable attack-data"
 
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.214P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* 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.
</div>
</div>


===<big>Wall Run</big>===
===<big>Wall Run</big>===
<span class="input-badge">'''Hold 6 while dashing to a wall's edge'''</span>
{{InputBadge|Hold 6 while dashing toward the wall}} or {{InputBadge|{{clr|1|236[P]}} (Air OK) toward the wall}} or {{InputBadge|{{clr|2|236[K]}} toward the wall}}
<div class="attack-container">
{{GGST Mechanic Card
<div class="attack-gallery">
|name=Wall Run
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GGST_Chipp_Zanuff_Wall_Run.png|As seen in the other half of Chipp's viral videos
;Wall Run
</gallery>
Chipp's defining move in Guilty Gear Strive and the core of his corner mix.
</div>
 
<div class="attack-info">
Chipp dashes up along the wall, gaining access to special versions of his grounded normals. Chipp can carry his opponent up along the wall with his wall run moves for some of his most damaging [[/Combos#Wall_Run_Combos| combos]]. Wall Run is primarily used to extend combos after a counterhit {{clr|H|2H}} or after an up-drift Red RC (88RRC) at the corner.
{| class="wikitable attack-data"
 
{{FrameDataHeader-GGST}}
* Can also use dash macro toward the wall, or {{Ni|6}} (6) during Alpha Blade
|-
* {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.236K|imageNumber=1|label=Air Alpha Blade Diagonal}} will not start a wall run
{{#cargo_query:tables=MoveData_GGST
* Chipp can wall run for up to 26F; hits reset the timer to 20F.
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
----
|where=chara="{{SUBPAGENAME}}" and name="Wall Run"
;Escape
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
 
Wall Run can be cancelled at any point with Escape, allowing Chipp to apply pressure/mixups or extend combos. Wall Run cancels are especially strong immediately after Alpha Blade, allowing Chipp to re-position quickly during his offense.
 
* Press {{Ni|4}} (4) or {{Ni|2}} (2) to perform Escape and leap from the wall.
**{{Ni|4}} (4) sends Chipp away from the wall
**{{Ni|2}} (2) sends Chipp down along the wall
* Chipp automatically performs Escape (Horizontal) when the Wall Run timer ends
 
}}
 
==<big>Wall Run Moves</big>==
 
Special moves that are only available during Chipp's Wall Run. These moves are visually similar to Chipp's grounded normals but have unique properties separate from their grounded counterparts.
 
:*Large and disjointed hitboxes
:*Shorter total duration on-hit
:*Can be cancelled into gatlings or Escape on-block/hit
==={{clr|P|w.P}}===
{{InputBadge|{{clr|P|P}} during Wall Run}}
{{GGST Move Card
|input=w.P
|frameChart=auto
|description=
Situational attack that is outclassed by other Wall Run moves.
 
A slow strike with long recovery that juggles the opponent somewhat far from Chipp. This move has similar launch properties to {{clr|H|w.H}} but with less horizontal travel.
 
The unique launch can be used for some setups but since it has low damage and long recovery its use is limited.
*Shares an animation with {{clr|P|6P}}
}}
 
==={{clr|K|w.K}}===
{{InputBadge|{{clr|K|K}} during Wall Run}}
{{GGST Move Card
|input=w.K
|frameChart=auto
|description=
Situational conversion tool.
 
A fast kick that juggles the opponent close to Chipp. This move can be easier to use than {{clr|S|w.S}} when starting or extending wall run combos but with fewer cancel options and less damage.
 
*Shares an animation with {{clr|K|5K}}
 
 
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|w.P}}, {{clr|K|w.K}}, {{clr|H|w.6H}}
}}
 
==={{clr|S|w.S}}===
{{InputBadge|{{clr|S|S}} during Wall Run}}
{{GGST Move Card
|input=w.S
|frameChart=auto
|description=
Chipp's main wall run starter and combo filler.
 
A fast slash with good recovery that juggles the opponent close to Chipp. This move deals good damage and can be linked into itself easily making it very useful for wall run combos.
 
*Shares an animation with {{clr|S|c.S}}
 
 
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|w.P}}, {{clr|S|w.SS}}, {{clr|H|w.H}}, {{clr|H|w.6H}}
 
}}
 
==={{clr|S|w.SS}}===
{{InputBadge|{{clr|S|S}} > {{clr|S|S}} during Wall Run}}
{{GGST Move Card
|input=w.SS
|frameChart=auto
|description=
Situational combo tool.
 
A fast slash that juggles the opponent somewhat far from Chipp. This move is useful in combos and setups where {{clr|H|w.H}} is too slow to connect but is otherwise outclassed by {{clr|H|w.H}}.
 
{{clr|3|w.SS}} is not a proximity normal and can only be used as a cancel from {{clr|3|w.S}}.
 
*Shares an animation with {{clr|S|f.S}}
 
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|w.H}}
 
}}
 
==={{clr|H|w.H}}===
{{InputBadge|{{clr|H|H}} during Wall Run}}
{{GGST Move Card
|input=w.H
|frameChart=auto
|description=
Main combo filler at high wall health.
 
A large but slow strike that juggles the the opponent very far from Chipp. This move is excellent combo filler due to its high damage and ability to link into itself.
 
The high launch distance enables off-the-wall combos and mix ups.
 
*Shares an animation with {{clr|H|5H}}
}}
 
==={{clr|H|w.6H}}===
{{InputBadge|{{clr|H|6H}} during Wall Run}}
{{GGST Move Card
|input=w.6H
|frameChart=auto
|description=
 
Chipp's primary Wall Run ender.
 
A large slash that hits far behind Chipp's head, allowing him to pull the opponent back toward the wall. {{clr|4|w.6H}} will typically splat after a combo, but it will cause a wall bounce at high wall health.
 
This move deals absurdly high damage as combo filler, and finds use in Chipp's optimal routes.
 
*Shares an animation with {{clr|H|6H}}
*Causes a wall bounce at high wall health
}}
}}
|}
==== ====
* During wall run, Chipp is able to do 5P, 5K, 5S, 5H or 6H.
* Press {4} or {2} to get off the wall.
Chipp's primary combo extender after CounterHit 2H at the corner. Aside from fancy wall run combos, the wall run can enable tricky okizeme off either version of Alpha Blade when cancelled immediately.
</div>
</div>


==Overdrives==
==Overdrives==


===<big>Zansei Rouga</big>===
===<big>Zansei Rouga</big>===
<span class="input-badge">'''{{clr|4|632146H}} (Air OK)'''</span>
{{InputBadge|{{clr|H|632146H}} (Air OK)}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=632146H, j.632146H
<tabber>
|versioned=input
Images =
|frameChart= {{#invoke:FrameChart|drawFrameData|title='''Ground version'''|startup=21|active=1}}
<gallery widths="210px" heights="210px" mode="nolines">
{{#invoke:FrameChart|drawFrameData|title='''Air version'''|startup=14|specialRecovery=20|isProjectile=yes}}<small>({{tt|Note|The red line indicates that the move has become active, but has a variable recovery window.}})</small>
GGST_Chipp_Zanuff_Zansei_Rouga_1.png|Sayonara...
|description=
GGST_Chipp_Zanuff_Zansei_Rouga_2.png|ZANSEI ROUGA!
A full screen overdrive that can be used for burst-safe damage, or to call out certain moves on reaction.
</gallery>
 
|-|
Chipp dashes upwards diagonally and goes back and forth across the screen. If Chipp hits the opponent, they'll be juggled around the air before Chipp slams them back to the ground with a hard knock down. Chipp will land close to the opponent with enough advantage to apply pressure or mix ups.
Hitboxes =  
 
<gallery widths="210px" heights="210px" mode="nolines">
Zansei Rouga has a higher minimum damage than his other overdrive Banki Messai, but the inability to wall break often makes this difference quite small. The advantage is also not as strong as Banki Messai (with or without a wall break) making Zansei Rouga somewhat situational.
File:GGST_CH_HB_632146H.png
 
</gallery>
* Cannot break the wall and does not stage transition
</tabber>
* Resets the opponent to mid-screen with a hard knockdown
</div>
* Can be Purple RC'd at any point for combo extensions.
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and name="Zansei Rouga"
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
*Invincible on start-up, but the animation of flying around the screen isn't.
*Not invincible on frame 1
*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.
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 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.
</div>
</div>


===<big>Banki Messai</big>===
===<big>Banki Messai</big>===
<span class="input-badge">'''{{clr|2|236236K}}'''</span>
{{InputBadge|{{clr|P|236236P}}}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=236236P
<tabber>
|frameChart={{#invoke:FrameChart|drawFrameData|startup=7|active=1}}
Images =  
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Chipp's wall break overdrive
GGST_Chipp_Zanuff_Banki_Messai_1.png|"No, wait-
 
GGST_Chipp_Zanuff_Banki_Messai_2.png|we'll use the ''power of friendship''."
Chipp enters a quick animation before dashing across the screen. If the move connects with the opponent, Chipp will summon his clones (and ''Dodomezaki'' the sea otter) to pummel his opponent. Primarily used as a combo ender near the corner, but the unorthodox superflash also allows Chipp to punish fireball moves in '''VERY''' specific situations.
</gallery>
 
|-|
Banki Messai has the unfortunate tendency to scale extremely poorly so this move should not be relied upon for its damage. However, the ability to wall break makes it very useful for securing okizeme/positive bonus. Can be reliably activated from a {{keyword|kara cancel}} making it good for converting stray hits.
Hitboxes =
 
<gallery widths="210px" heights="210px" mode="nolines">
*Active frames trigger by proximity.
File:GGST_CH_HB_236236K.png
*Covers about 3/4 of the screen, advancing during the super flash and startup.
</gallery>
*Can be Red Roman Cancelled either during the first few hits or after the last.
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="236236K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}


|}
==Colors==
==== ====
{{GGSTColors|color12=1|Size=160}}
*Launches and hard knockdown on completion, wallbreaks near the corner.
*Projectile invincibility on startup.
*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. Its startup projectile invincibility makes it useful as a way to punish fireballs or moves like Gun Flame.
<!--Insert text below the =s and above the 2 /divs-->
</div>
</div>
 
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}


==External References==
[https://wikiwiki.jp/ggst-memo/%E3%83%81%E3%83%83%E3%83%97/%E3%82%B3%E3%83%B3%E3%83%9C JP Wiki]
[http://mayjunkie.web.fc2.com/STRIVE/Ver.1.002/frame_chipp_ver.1.003.pdf Frame Data source]


==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{Navbar-GGST}}
{{GGST/Navigation}}
{{Overview/SEO
|summary=American ninja, president of an african kingdom. With every tool at his disposal, and unparalleled speed, he defies death despite his complete lack of health.}}
[[Category:Guilty Gear|Chipp Zanuff]]

Latest revision as of 06:23, 12 April 2024

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 strong movement and pressure to keep his opponent guessing. He even possesses the unique ability to run up walls.

Chipp has many fast attacks and strong pressure tools. f.S is fast, has good range, and safe special cancels. 5K can gatling into itself for strong stagger pressure, and 6K is a safe overhead. j.2K is a divekick that has great synergy with Chipp’s triple jump. Resshou is a rekka A series of special attacks that are only available after the first one is performed. that can lead to highly delayable follow-ups, forcing his opponent to guess. 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-up Attacking 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. Rotating through these options gives Chipp 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 potent defensive options in his quick 5P, 2K, and his DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., but durability is still no strength of his. Chipp has the mobility and tools needed to out-maneuver his opponent and avoid unnecessary risks.

If you want to overwhelm opponents with unrivaled speed and plethora of relentless pressure tools, then look no further than Chipp Zanuff.
Chipp Zanuff
GGST Chipp Zanuff Portrait.png
Damage Received Mod
×1.27
Guts Rating
4
Prejump
4F
Backdash
20F Duration
1-5F Invuln
1-19F Airborne
Unique Movement Options
Triple Jump, Wall Run
Fastest Attack
5P (3F)
Reversals
623S (9F)
 Chipp Zanuff is a lightning fast ninja, who uses his movement to stay out of harm's way and punish his opponent's mistakes.
Pick if you like Avoid if you dislike
  • Extreme speed able to close the distance in the blink of an eye and punish the slightest mistake.
  • Ruthlessly pressuring opponents with a wealth of offensive tools.
  • Access to a slew of defensive and mobility options to disrupt and disorientate your opponents.
  • Having plenty of Tension and lots of ways to use it.
  • Having the lowest health in the game. You will explode if you get hit.
  • An extreme risk-reward, at all times.
  • Combo routing that requires on-the-fly adjustments, needing labbing to stay consistent.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage GuardHow this attack can be blocked. 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. Invuln
20 All 3 2 10 -2
Total: 14

A lightning fast jab and tied with  Sol's 5KGGST Sol Badguy 5K.pngGuardAllStartup3Recovery25Advantage-16 as the fastest normal in the game.

This button is best used as a fast anti-air or a quick punish to interrupt an opponent's strings, but can also be used for tight pickups in some combos. Its low recovery and self-cancel make it quite safe to whiff and easy to confirm.

5P has a two-stage hitbox that activates near Chipp's bicep, before it fully extends to his fist.


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

5K

Damage GuardHow this attack can be blocked. 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. Invuln
24 All 6 5 8 -3
Total: 18

Excellent all-around move that leads into strong stagger pressure.

Very fast 5K with decent range, while also being jump and dash cancellable. It is slower than his 5P but can't be crouched making it easier to use. It also has better range than 2K, making it useful as a punish. Good for pressure as it chains into itself and has multiple overhead/low gatling options.

Dash cancelling 5K is somewhat situational since Chipp can easily run back in after the move recovers instead.

  • Jump and dash cancellable.

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

c.S

Damage GuardHow this attack can be blocked. 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. Invuln
38 All 7 6 10 +1
Total: 22

Chipp's strongest pressure button and a versatile combo tool.

Excellent proration and wide gatling options leads to some of Chipp's best setups and combos. It is +1 on block while being jump and dash cancelable making Chipp's advantage even scarier.

Dash cancelling c.S is somewhat situational since Chipp can easily run back in after the move recovers instead.

  • Jump and Dash Cancelable on Hit or Block.
  • Can be up to +5 when meaty


Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

Damage GuardHow this attack can be blocked. 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. Invuln
30 All 9 2 20 -8
Total: 30

Chipp's strongest whiff punish tool

Chipp's f.S is extremely fast, has excellent range, and combos easily into Resshou from range or 5H/2H up close. This move shines when combined with Chipp's dash, enabling near full-screen punishes. Dashing f.S also lets Chipp start rekka A series of special attacks that are only available after the first one is performed. pressure from surprisingly far away.

Despite its reach, f.S is not well suited for whiffing in neutral to control space. Its extended hurtbox leaves Chipp vulnerable to counterpokes and it also has a notable weakness to lows.

Gatling Options: 5H, 2H

5H

Damage GuardHow this attack can be blocked. 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. Invuln
42 All 11 7 16 -4
Total: 33

Chipp's main counter-poking tool and only disjointed button (other than 6P)

Slightly slower than f.S but safer to whiff. This move is excellent for controlling space and stopping careless approaches. 5H combos into Resshou at most ranges or P Alpha Blade on counter-hit, but the large knock back can make it difficult to convert midscreen.

5H sends the opponent into a long tumbling animation from any air-hit, giving Chipp enough advantage to set up his corner mix.

  • Disjointed hitbox near Chipp's hands
  • Advances Chipp forward slightly

5D

Version Damage GuardHow this attack can be blocked. 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. Invuln
Dust Attack 40 High 20 5 24 -15
Charged Dust Attack 50 High 28 5 24 -10
Total: 48
Total: 56
Uncharged Dust

Universal overhead attack, and Chipp's primary option for a quick overhead.

Chipp summons Dodomezaki the sea otter in front of him for his dust attack. The otter is NOT disjointed from Chipp. Can be used as a gatling from 5K/2K/c.S for a mixup and RC'd for further combo extensions.

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

Charged Dust

A slower and more reactable version of Chipp's universal overhead attack with huge reward on-hit. When use mid-combo it will launch the opponent high in the air making it possible to connect a followup. 5[D] also finds use in some of Chipp's optimal combo routes.

5[D] granting a meterless combo on-hit makes it a risky but useful alternative to 6K for mixups.

  • 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.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Dust Attack 80% 2 Mid 0 1125 3000 [1000] 700 (900) 60%
Charged Dust Attack 100% 4 Mid KD +36 1875 1500 [1000] 0 (200) 60%

Dust Attack:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
  • R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.


Charged Dust Attack:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Wall Damage when hit raw is increased to 700 (900).
  • Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

2P

Damage GuardHow this attack can be blocked. 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. Invuln
18 All 5 2 10 -2
Total: 16

A situational pressure and abare option.

Chipp's 2P may be slower than his 5P, but it does not whiff on crouchers making it much easier to use in pressure. It also hits high enough to stuff attacks that might go over his 2K, making it useful for pressure and defense in some match ups.

2P can also be used for tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.s and pressure resets thanks to its low attack level and self-gatling.


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

2K

Damage GuardHow this attack can be blocked. 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. Invuln
18 Low 5 4 8 -2
Total: 16

Chipp's primary low option for opening up the opponent.

A fast but stubby low which plays a key role in Chipp's neutral/pressure game. This move is extremely threatening when combined with Chipp's dash speed, enabling whiff punishes from surprisingly far. On successful hit, Chipp can gatling into his 2D for okizeme or link into c.S for a full combo on counterhit.

2K's low attack level and low recovery makes it very useful for tick throws or pressure resets. It is also an extremely strong conversion tool, especially when the opponent is close to the ground.


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

2S

Damage GuardHow this attack can be blocked. 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. Invuln
28 All 10 4 17 -7
Total: 30

A crouching poke and juggle tool that covers the ground in front of Chipp.

2S is useful in neutral for stopping low-hitting moves that might otherwise cause f.S to whiff. It has quite a long recovery, but its unique whiff cancelThe ability to cancel into another move even after a whiff into 2H makes it extremely scary to challenge. This also makes 2S exceptional in pressure, letting Chipp delay-cancel and catch backdashes with ease.

In combos 2S will pop-up an airborne opponent making is useful for juggles/pickups. Despite its role as a juggle tool, it suffers from a short hitbox which can cause it to whiff in unexpected places.

  • Advances Chipp forward slightly

Gatling Options: 5H, 2H

2H

Damage GuardHow this attack can be blocked. 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. Invuln
36 All 12 9 24 -14
Total: 44

An important punish tool that can also function as a situational anti-air.

2H is extremely useful in pressure as a whiff cancel from 2S to catch backdash. It also plays a key role in Chipp's BnB A staple combo that is simple yet effective. combos, where it is used launch the opponent. In the corner, counter hits can be confirmed into meterless Wall Run combos for some of Chipp's best damage.

2H lacks the speed and disjoint needed to be a reliable anti-air option, but it can be useful for calling out certain moves.

  • Advances Chipp forward slightly

2D

Damage GuardHow this attack can be blocked. 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. Invuln
30 Low 10 2 19 -7
Total: 30

Fast, long range sweep option that can low profile some attacks when spaced.

Useful for poking in neutral and counter-poking against moves that would cause f.S to whiff. However, 2D will often lose without proper spacing, due to the tall hurtbox near Chipp's body. 2D's hard knockdown makes it very rewarding on-hit, letting Chipp apply okizeme.

Counter-hit leads to a full combo at closer ranges or near the corner.

6P

Damage GuardHow this attack can be blocked. 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. Invuln
26 All 9 5 25 -16 1-2 Upper Body
3-13 Above Knee
Total: 38

Universal Upper-Body Invulnerable Anti-Air A grounded attack that hits the opponent out of the air and grounded counter-poke.

A low reward button that is best used against deep hitting jump-ins that would cause Chipp's other buttons to lose. 6P's upper-body invulnerability also makes it useful for counter-poking attacks in neutral, especially large pokes like Ramlethal's f.SGGST Ramlethal Valentine fS.pngGuardAllStartup11Recovery21Advantage-10 [-13]. The recovery is on the longer side so it is best used on reaction to avoid whiffing.

In combos 6P will not launch a grounded opponent making it useful for many of Chipp's mix setups.

6K

Damage GuardHow this attack can be blocked. 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. Invuln
35 High 28 5 7 +2
Total: 39

Chipp's overhead option.

A slow overhead poke that leaves Chipp plus. Chipp is airborne for the entire attack, allowing him to bait throws and low crush A move that avoids low attacks. The move might pull your hurtbox up a bit so it avoids attacks that are low to the ground. In games with attack attributes such as Blazblue this is done with Foot attribute invulnerability. certain moves. A risky move that is outclassed by Chipp's other options in pressure, but may be useful in some situations.

Forces crouching on hit, allowing Chipp to link into 2K for a combo. c.S/f.S will link if 6K hits meaty.

  • Special cancelable

6H

Damage GuardHow this attack can be blocked. 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. Invuln
50 All 17 6 18 -5
Total: 40

High damage CH starter, and excellent combo filler due to its ground bounce.

Most useful as a frame trap and punish tool due to its long startup, but 6H can also be used as a counter-poke for some extended normals. This button has a decent vertical hitbox which can be used to catch jump out attempts from surprisingly far.

On normal-hit 6H forces the opponent to crouch, but it will cause a ground bounce on air-hit. Causes a big ground bounce on air/ground counter-hit leading to some of Chipp's flashiest and most damaging combos.

j.P

Damage GuardHow this attack can be blocked. 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. Invuln
16 High 5 4 8 +2 (IAD j.PPP)
Total: 16

j.K

Damage GuardHow this attack can be blocked. 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. Invuln
16×2 High 6 2(3)2 8 +1 (IAD)
Total: 20

Long range air-to-air option and important combo tool.

Chipp performs a horizontal kick that hits twice. The first hit pops the opponent up enabling combo extensions, and the second hit knocks the opponent away even if the first hit whiffed. Many of Chipp's combos rely on hitting the first kick while cancelling or whiffing the second.

The second hit of j.K is most useful during highly scaled combos where gatlings might whiff.

  • Jump and air-dash cancellable.


Gatling Options: j.2K, j.D

j.S

Damage GuardHow this attack can be blocked. 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. Invuln
32 High 9 4 18 +1 (IAD)
Total: 30

j.H

Damage GuardHow this attack can be blocked. 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. Invuln
22×2 High 8 6,6 17 +4~5 (IAD)
Total: 36

Chipp's primary jump-in move.

Chipp performs a back flip while swinging his blade. j.H is extremely active, hitting behind, below, and finally in front of Chipp. The movement of the active hitbox can create ambiguous cross-ups where Chipp appears to hit his opponent from the "wrong" side.

When connected high enough, Chipp can follow up with a gatling/special cancel or if he hits deep enough string into 2K/c.S/2S. Has a "sour spot" height where Chipp can't easily cancel, and can be thrown after landing if he tries to string into a button. Despite this, j.H can be scary to challenge due to the multiple hits and gatling options.

  • Has four active hitboxes but only hits twice.
  • Jump and air-dash cancellable.
  • Can cross-up

Gatling Options: j.D

j.D

Damage GuardHow this attack can be blocked. 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. Invuln
44 High 8 4 22 0 (IAD)
Total: 33

A fast jump-in attack and excellent punish tool thanks to its horizontal range.

Outside of punishes, j.D is often used as a gatling option to achieve multiple overheads during pressure or to end air combos. In combos it will always knock down the opponent at an angle giving Chipp more advantage the lower it is used. j.D is exceptionally strong for securing wall splats due to its launch angle and high wall damage.

j.D can lead to some unfavorable RPS Rock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. situations if blocked higher up so this move should not be used recklessly. Combos into 2K at lower heights but can also combo c.S/2S on counterhit or if it hits very deep.

  • Jump and air-dash cancellable.
  • Causes a wall bounce at high wall health
  • Can be up to +10 on block at lowest possible height

j.2K

Damage GuardHow this attack can be blocked. 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. Invuln
14×N High 16 Until Landing Until Landing+8 +3 (IAD)
Total: 23
(NoteThe red line indicates that the move has become active, but has a variable active window.)

Multi-hitting divekick that hits at a steep angle.

A strong air approach option and an incredible tool for air stalling and punishing whiffed anti-air attempts. Each hit of the dive is an overhead and is also plus on block if the last hit connects. On block Chipp can be thrown if he tries to pressure with buttons like 2K. If this move crosses up the spacing can make Chipp safe to throw attempts. Combos directly into 2K on hit.

Easy to counter-hit and has special landing recovery so do not use this move carelessly

  • Each hit is special cancellable like any other normal.
  • +1-3 frames of advantage on block depending when the last hit connects

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. 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. Invuln
70 Ground Throw 2 3 38
Total: 42

Chipp Grabs his opponent and teleports several times while juggling them around the screen. The animation rapidly repositions Chipp allowing him to RC for unique combo opportunities. Upon completion, the throw leaves Chipp at full screen but he can easily run back in and meaty his opponent.

  • Can throw the opponent either forward or backwards.
  • Can RRC during each of the three hits or PRC between them.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +50 2500 1000
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15
  • First does two hits of 10 damage, then a final hit of 50 damage.

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. 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. Invuln
70 Air Throw 2 3 38 or Until Landing+10
Total: 42
Total: 14

A standard air throw. Chipp grabs his opponent and stabs them before both return to the ground. In the corner Chipp is left in range to connect 2K OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +38 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage decreases as height increases (+33 to +38).
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Wild Assault

236D with 50% Burst (Hold OK)

Version Damage GuardHow this attack can be blocked. 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. Invuln
236D 30 All 16~28 3 20 -4
236[D] 50 All 29 3 20 -4
Wild Assault
Total: 38
Fully Charged Wild Assault
Total: 51

Orange Wild Assault: Fast startup with extremely high momentum when canceled. See here for more info on Wild Assault types.


An extremely versatile advancing strike that's useful in nearly every situation.

Chipp can confirm literally any hit into a wall break combo using Wild Assault. Its ability drain the opponent's Burst makes it highly valuable for Burst-safe combos.

Wild Assault's forward momentum and wide cancel options can lead to tricky sequences, making it equally useful in Chipp's pressure.

  • Normal, special, jump, and backdash cancelable.
  • Drains 7.14% of the opponent's Burst Gauge on hit or block.
  • Applies Hard Knockdown when launching or when used to Wall Break.

Special Moves

Alpha Blade Horizontal

236P (Air OK)

Version Damage GuardHow this attack can be blocked. 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. Invuln
236P 38 All 29 3 19 -4
j.236P 38 All 29 3 33
Alpha Blade Horizontal
Total: 50
Air Alpha Blade Horizontal
Total: 64
Alpha Blade Horizontal

Also known as "P Alpha" by the community.

Grounded cross-up and movement tool.

Chipp vanishes before appearing on the ground a fixed distance away. This move can be used for a quick cross-up or for combos, particularly with meter. On-hit Alpha Blade Horizontal will cause a soft knock down giving Chipp enough advantage to continue his offense.

Chipp can convert specific counter hits with Alpha Blade Horizontal for meterless combos.

  • Holding 6 (6) or P near the corner will start a Wall Run.
  • Cannot be Red Roman Cancelled

Air Alpha Blade Horizontal

Aerial cross-up and movement tool.

Chipp vanishes before appearing in the air a fixed distance away. This move can be used for a quick cross-up or to reset an opponent at the end of a combo.

This move has no minimum height and recovers after landing, meaning Chipp can use a Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. input (2369P) for meterless conversions.

  • Holding 6 (6) or P near the corner will start a Wall Run.
  • Cannot be Red Roman Cancelled

Alpha Blade Diagonal

236K (Air OK)

Version Damage GuardHow this attack can be blocked. 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. Invuln
236K 36 All 27 3 17 -2
j.236K 36 All 28~41 3 21 -6
Alpha Blade Diagonal
Total: 46
Air Alpha Blade Diagonal
Total: 55
Alpha Blade Diagonal

Also known as "K Alpha" by the community.

Grounded cross-up, combo, and movement tool.

Chipp vanishes before appearing in the air a fixed distance away, with air options available. Near the corner, Chipp will automatically bounce off the wall and perform a second hit to keep his opponent cornered. This move can be used for a quick cross up, setups, or for extensions into air combos.

There is a "sour spot" distance near the corner where the second hit will not activate causing Chipp to corner himself.

  • Holding 6 (6) or K near the corner will start a Wall Run.
  • Cannot be Red Roman Cancelled.

Air Alpha Blade Diagonal

Aerial cross-up and movement tool.

Chipp vanishes before appearing again on the ground. If used near the corner, Chipp will automatically perform a second hit by bouncing off the wall to keep his opponent cornered. On successful hit Chipp will recover in time to extend the combo with his ground buttons.

This move cannot hit same-side and has a long recovery so it must be positioned carefully to avoid whiffing.

  • Holding 6 (6) near the wall will hit once and steal the corner.
  • Can never start a Wall Run.
  • Cannot be Red Roman Cancelled.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236K 80% 1 Very Small KD +37 (Airborne) 500 2000 700 60% 12% 150
j.236K 80% 1 Very Small KD +40 500 2000 700 100% 12% 150

236K:

  • Horizontal Activation Range: 300 (From hit's position). Only applies to first hit. Functionally prevents hitting unless crossing up, except in the corner.
  • Centre positioned +50 units horizontally and +150 units vertically from Chipp's position 10F before startup, and does not move for the duration of the attack.


j.236K:

  • Horizontal Activation Range: 300 (From hit's position). Only applies to first hit. Functionally prevents hitting unless crossing up, except in the corner..
  • Chipp visually disappears on frame 7 and reappears upon landing
  • Collision is removed on frame 9 until the fourth frame spent on the ground
  • Chipp hangs in the air for 20F before moving diagonally downwards at a fixed speed
  • Centre positioned -250 units horizontally from Chipp's position 10F before startup, and does not move for the duration of the attack.

Beta Blade

623S (Air OK)

Version Damage GuardHow this attack can be blocked. 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. Invuln
623S 30, 26 All 9 2, 18 23 -27 1-10F Strike
j.623S 30, 26 All 9 2, 18 Until Landing+8 1-10F Strike
Beta Blade
Total: 51
Air Beta Blade
Total: 36

Chipp's only invincible reversal.

A fast and active rising slash that hits twice. Best used as a reversal to escape pressure, but it can also be used as a committal anti-air option.

Beta Blade also finds use as a niche combo tool. Its initial proration and launch properties make it unfavourable as a starter/ender, but TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. Beta Blade can act as an optimal combo filler when connected at a sweet-spot height.

  • Cannot Roman Cancel unless the opponent is in hitstun or blockstun.

Gamma Blade

236H

Damage GuardHow this attack can be blocked. 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. Invuln
30 All 25~50 7 Total 42 +9
Clone projectile (NoteThe first square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile. The rest of the squares with a yellow underline indicate the range of additional frames depending on the distance to the opponent.)
Total: 56
Chipp during Gamma Blade (NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)
Total: 42

Powerful pressure reset and oki option.

Chipp sends a clone forward that will attack the opponent leaving Chipp plus. Good for pressure resets and oki, but makes weak combo starter/filler due to high RISC loss, high wall damage, and the awkward launch. Cannot be converted midscreen without meter but can give a small meterless combo in the corner.

Damage dealt to the clone is also dealt to Chipp making this a strong but risky pressure reset tool. Chipp and the projectile can be struck at the same time leading to DOUBLE damage.

  • Launches opponent on-hit
  • Deals very high wall damage
  • Clone becomes an independent projectile with PRC

Resshou

236S

Damage GuardHow this attack can be blocked. 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. Invuln
28 All 13 5 16 -4
Total: 33
(NoteSquares with a yellow underline indicate the cancel window into Rokusai and Senshuu)

Safe pressure tool and important combo tool.

Start of Chipp's rekka A series of special attacks that are only available after the first one is performed. with follow ups available on hit, block, and whiff. The large cancel window and threat of delayed follow ups make Resshou difficult to challenge despite minus. Chipp can also kara-cancel Resshou to effectively skip directly into Rokusai or Senshuu.

Resshou is an important combo tool which causes a wall bounce on airborne opponents. This allows Chipp to extend combos without cornering himself.

  • Earliest kara-cancel is frame 8
  • Preserves momentum when kara-cancelled

Rokusai

Resshou > 236S

Damage GuardHow this attack can be blocked. 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. Invuln
35 Low 8 2 21 -6
Total: 30
(NoteSquares with a yellow underline indicate the cancel window into Senshuu)

A fast advancing kick that hits low.

A useful tool for frame trapping an opponent when they try to mash or jump out of rekka A series of special attacks that are only available after the first one is performed. pressure. Although it is normally safe due to pushback, many characters can consistently punish it.

Rokusai is negative on block and hit, so caution is required when continuing pressure. It is best used with meter to convert hits and to help stay safe on block.

  • Does not launch or knock down a grounded opponent
  • Kara-Rokusai covers about 1/3 of the screen using Resshou's momentum

Senshuu

Resshou > 236K Rokusai > 236K

Damage GuardHow this attack can be blocked. 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. Invuln
40 High 20 6 20 -9
Total: 45

Flip kick that hits overhead and the end of Chipp's rekka A series of special attacks that are only available after the first one is performed..

Senshuu makes Chipp airborne and raises his hurtbox, allowing him to defeat some low-pokes. Although it leads to a soft knockdown on-hit, Chipp is left close and can apply pressure. It is fairly unsafe on-block and leaves Chipp vulnerable to a punish. This move is best used against a conditioned opponent unless Chipp has meter to Roman Cancel.

Chipp can also kara-cancel Resshou into Senshuu for a surprise overhead attack. Although kara-Senshuu is slower than Chipp's other overhead options, it can can come at any point in a string making it difficult to react to.

  • Kara-Senshuu covers about 1/3 of the screen using Resshou's momentum

Genrou Zan

63214S

Damage GuardHow this attack can be blocked. 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. Invuln
97 Ground Throw 27 11 15 N/A
Total: 52

Also known as "Leaf Grab" by the community.

A slow but threatening command grab that can be extremely difficult to punish.

Chipp vanishes and leaps forward to grab his opponent. This move is extremely active and has a raised hurtbox making it great for defeating low-pokes, backdashes, and throws. Chipp is not invincible during the startup, and can be hit out of the animation with a jab (even on opponent's wakeup, due to throw invulnerability.)

Has a long startup making it easy to react to, but the recovery is very short for a command grab. It may be extremely difficult for some opponents to punish a whiffed grab, especially if they jump to avoid it.

  • Can PRC at any point or RRC during the last hit
  • Airborne on frame 14
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +26 2500 1000 100
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15
  • First does two hits of 10 damage, then a final hit of 77 damage

Shuriken

j.214P

Damage GuardHow this attack can be blocked. 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. Invuln
10 All 22 Until Hit 35+4 After Landing
Total: 39
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

An air projectile that covers a decent angle for harassing an opponent.

Chipp freezes in the air and throws a shuriken downward. The shuriken itself has a large hurtbox allowing the opponent to hit it and nullify it. Shuriken mostly has niche uses for situations like interrupting  Leo's Brynhildr stanceBack-turn stance or securing a chip kill.

This move is best used sparingly, as it presents no real threat on hit or block while leaving Chipp extremely vulnerable. All risk and no reward.

  • Freezes Chipp midair during the throw; preserves air momentum.
  • Counterhit recovery state and special landing recovery.
  • TK Shuriken recovers in the air and preserves air options.

Wall Run

Hold 6 while dashing toward the wall or 236[P] (Air OK) toward the wall or 236[K] toward the wall

Wall Run

Chipp's defining move in Guilty Gear Strive and the core of his corner mix.

Chipp dashes up along the wall, gaining access to special versions of his grounded normals. Chipp can carry his opponent up along the wall with his wall run moves for some of his most damaging combos. Wall Run is primarily used to extend combos after a counterhit 2H or after an up-drift Red RC (88RRC) at the corner.

  • Can also use dash macro toward the wall, or 6 (6) during Alpha Blade
  • Air Alpha Blade DiagonalGGST Chipp Zanuff Alpha Blade Diagonal Air.pngGuardAllStartup28~41Recovery21Advantage-6 will not start a wall run
  • Chipp can wall run for up to 26F; hits reset the timer to 20F.

Escape

Wall Run can be cancelled at any point with Escape, allowing Chipp to apply pressure/mixups or extend combos. Wall Run cancels are especially strong immediately after Alpha Blade, allowing Chipp to re-position quickly during his offense.

  • Press 4 (4) or 2 (2) to perform Escape and leap from the wall.
    • 4 (4) sends Chipp away from the wall
    • 2 (2) sends Chipp down along the wall
  • Chipp automatically performs Escape (Horizontal) when the Wall Run timer ends

Wall Run Moves

Special moves that are only available during Chipp's Wall Run. These moves are visually similar to Chipp's grounded normals but have unique properties separate from their grounded counterparts.

  • Large and disjointed hitboxes
  • Shorter total duration on-hit
  • Can be cancelled into gatlings or Escape on-block/hit

w.P

P during Wall Run

Damage GuardHow this attack can be blocked. 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. Invuln
31 All 9 3 31
Total: 42

w.K

K during Wall Run

Damage GuardHow this attack can be blocked. 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. Invuln
28 All 6 5 15
Total: 25

w.S

S during Wall Run

Damage GuardHow this attack can be blocked. 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. Invuln
45 All 6 2 18
Total: 25

w.SS

S > S during Wall Run

Damage GuardHow this attack can be blocked. 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. Invuln
36 All 7 2 23
Total: 31

w.H

H during Wall Run

Damage GuardHow this attack can be blocked. 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. Invuln
50 All 10 7 21
Total: 37

w.6H

6H during Wall Run

Damage GuardHow this attack can be blocked. 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. Invuln
72 All 17 6 21
Total: 43

Overdrives

Zansei Rouga

632146H (Air OK)

Version Damage GuardHow this attack can be blocked. 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. Invuln
632146H 10×4, 135 All 20+1 58~64 49~53 6-22 Full
j.632146H 10×4, 135 All 13+1 54~64 Until Landing+20 4-15 Full
Ground version
Total: 21
Air version
Total: 33
(NoteThe red line indicates that the move has become active, but has a variable recovery window.)

A full screen overdrive that can be used for burst-safe damage, or to call out certain moves on reaction.

Chipp dashes upwards diagonally and goes back and forth across the screen. If Chipp hits the opponent, they'll be juggled around the air before Chipp slams them back to the ground with a hard knock down. Chipp will land close to the opponent with enough advantage to apply pressure or mix ups.

Zansei Rouga has a higher minimum damage than his other overdrive Banki Messai, but the inability to wall break often makes this difference quite small. The advantage is also not as strong as Banki Messai (with or without a wall break) making Zansei Rouga somewhat situational.

  • Cannot break the wall and does not stage transition
  • Resets the opponent to mid-screen with a hard knockdown
  • Can be Purple RC'd at any point for combo extensions.

Banki Messai

236236P

Damage GuardHow this attack can be blocked. 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. Invuln
14×5, 7×3, 28 All 6+1~11 1(7)2(9)2(7)4(12)9 28 -20 3~6 Full
Total: 7

Chipp's wall break overdrive

Chipp enters a quick animation before dashing across the screen. If the move connects with the opponent, Chipp will summon his clones (and Dodomezaki the sea otter) to pummel his opponent. Primarily used as a combo ender near the corner, but the unorthodox superflash also allows Chipp to punish fireball moves in VERY specific situations.

Banki Messai has the unfortunate tendency to scale extremely poorly so this move should not be relied upon for its damage. However, the ability to wall break makes it very useful for securing okizeme/positive bonus. Can be reliably activated from a kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. making it good for converting stray hits.

  • Active frames trigger by proximity.
  • Covers about 3/4 of the screen, advancing during the super flash and startup.
  • Can be Red Roman Cancelled either during the first few hits or after the last.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
100% Very Small HKD +50 400×4 1000 0 80% 25%
  • Superflash has variable length (35~40f) based on distance
  • Startup has variable length based on distance
  • Total duration on whiff is 49f
  • Only does 5 hits on block
  • +50 KDA
  • Horizontal Activation Range: 500
  • Vertical Activation Range: 350
  • The attack is made up of multiple seperate hits and does not behave as a single multi-hit attack:
    • The total R.I.S.C. Loss is unaffected, however positive R.I.S.C. is reduced by 25% 4 times in total.
    • All hits made by sources other than the first one to connect will be scaled by the added R.I.S.C.
    • Attack only deals the maximum damage from at least 1068 R.I.S.C. (approx. 8.3% gauge) as a result.

Colors

GGST Chipp Zanuff color 1.png
GGST Chipp Zanuff color 2.png
GGST Chipp Zanuff color 3.png
GGST Chipp Zanuff color 4.png
GGST Chipp Zanuff color 5.png
GGST Chipp Zanuff color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Chipp Zanuff color 7.png
GGST Chipp Zanuff color 8.png
GGST Chipp Zanuff color 9.png
GGST Chipp Zanuff color 10.png
GGST Chipp Zanuff color 11.png
GGST Chipp Zanuff color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST Chipp Zanuff color 13.png
GGST Chipp Zanuff color 14.png
GGST Chipp Zanuff color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition


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