GGST/Chipp Zanuff: Difference between revisions

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======<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 has fast attack speed and many pressure tools. {{clr|S|f.S}} is fast, has good range and safe special cancels, making it a great poke. {{clr|K|5K}} is remarkable as it 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, enabling a strike/throw mix-up. Safe tools like these can condition opponents to block, opening them up for riskier mix-ups. Some choices are [[#Genrou Zan|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 [[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. He is provided some neat defensive options in {{clr|P|6P}}, his fast {{clr|P|5P}}, his fast {{clr|K|2K}}, and his {{keyword|DP}}, [[#Beta Blade|Beta Blade]], but durability is still no strength of his. Don’t be intimidated, Chipp has the mobility needed to dominate his opponent in neutral if you have the match-up knowledge required to avoid unnecessary risks. Stay sharp!
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.


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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.
| pros =
* ''' Mobility:''' Chipp has the fastest dash speed, a triple jump, and multiple special moves which allow him reposition easily and fight on his own terms. Chipp is a pest to catch and a threat from anywhere on the screen.
* '''Wallrun:''' Unique {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=6 during dash near corner |label=wall run}} lets Chipp interact with Strive's wall mechanic like no other character. Damaging combos, avoiding wall breaks, and tricky mix-ups are all possible.
* '''Quick Normals:''' Has among the best frame data in the roster, which allows him to easily pressure characters with slower moves and few defensive options.
* '''Pressure:''' Chipp has plenty of ways to hit an opponent such as his {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=63214S|label=command grab}}, {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236P|label=cross-up}}, {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=6K|label=grounded overhead}}, and a {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.2K|label=dive kick}}. Cycling through all these can make Chipp's offense often feel unstoppable.
* '''Defense:''' 3 frame {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=5P|label={{clr|1|5P}}}}, 5 frame {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=2K|label={{clr|2|2K}}}}, and {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=623S|label=DP}} can help Chipp escape pressure in places where many other characters can't.
* '''Meter Monster:''' With great ways to both build and spend meter, Chipp gets to take advantage of Roman Cancels and positive bonus in unique ways to set up scary situations for his opponents.
| cons =
* '''Poor Durability:''' Lowest health in the game and the highest R.I.S.C. multiplier means blocking basic blockstrings can put Chipp at half R.I.S.C. quite easily. This also means trades are almost always bad for Chipp.
* '''Inconsistent Damage and Tools:''' Lower than average damage and high return to his opponent's burst gauge means it takes more hits for Chipp to win. Chipp also has some difficulty getting consistent combos due to the unusual properties of his moves.
* '''Extended Hurtboxes:''' Chipp's large hurtboxes and risky counterpoking tools can lead to him getting hit in unexpected places and make him rely mainly on whiff punishes to win neutral.
* '''Risky Offense:''' Chipp struggles setting up situations where his opponent must respect his offense, relying on the variety of his tools rather than their individual strength. Chipp also risks being cornered by burst more often than other characters.
| fastestAttack = [[#5P|5P]] (3F)
| fastestAttack = [[#5P|5P]] (3F)
| reversal = (j.)[[#Beta Blade|623S]] (9F)
| reversal = (j.)[[#Beta Blade|Beta Blade]] (9F)
| 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
| fastestAttack = [[#5P|5P]] (3F)
|header=[[File:Beginner.png|50px]] [[GGST/Chipp_Zanuff/Strategy#Beginner_Guide|Starter Guide]]
| reversal = [[#Beta Blade|623S]] (9F)
|content= Need help getting started? Go to [[GGST/Chipp_Zanuff/Strategy#Beginner_Guide|'''this page''']] for information targeted at new players. It covers a basic strategy for Chipp and has useful links to [[GGST/Chipp_Zanuff/Combos#Basic_combos|'''basic combos''']] and important techniques.
}}
|content2={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|jolzv5Ouip0|450}}{{Closediv}}{{Closediv}}
{{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==
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|description=
|description=
A lightning fast jab and one of the fastest normals in the game (tied with {{Character Label|GGST|Sol Badguy|label=Sol's}} {{MiniMoveCard|game=GGST|chara=sol badguy|input=5K|label={{clr|2|5K}}}}).
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.  


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.
{{clr|1|5P}} has a two-stage hitbox that activates near Chipp's bicep, before it fully extends to his fist.  
{{clr|1|5P}} whiffs on most crouching characters but many can be {{tt|jailed|"When you are forced to block an attack that you can normally avoid by crouching..." source: glossary.infil.net}} into it from a jump-in.


*Cannot be crouched by {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}, {{Character Label|GGST|Potemkin|label=Potemkin}}, and {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}}.
*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}}.




[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}


}}
}}
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|frameChart=auto
|frameChart=auto
|description=
|description=
Excellent close-range button and Chipp's safest poking tool.
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.


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.
Dash cancelling {{clr|2|5K}} is somewhat situational since Chipp can easily run back in after the move recovers instead.


* Jump and dash cancellable.
* Jump and dash cancellable.
* Unique Gatling into itself.


 
[[/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}}
[[GGST/Chipp_Zanuff/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}}


}}
}}
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Chipp's strongest pressure button and a versatile combo tool.
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.  
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.
* Jump and Dash Cancelable on Hit or Block.
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[[GGST/Chipp_Zanuff/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}}
[[/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}}


}}
}}
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|frameChart=auto
|frameChart=auto
|description=
|description=
Chipp's strongest poking and whiff punish tool
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. Whiffing {{clr|3|f.S}} can be dangerous though, since it extends Chipp's hurtbox quite far and has a longer recovery than some other {{clr|3|f.S}} buttons. It is also notably weak to low pokes and low profile moves and will whiff over them or be counter hit.
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.


[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}


}}
}}
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Chipp's main counter-poking tool and only disjointed button (other than {{clr|1|6P}})
Chipp's main counter-poking tool and only disjointed button (other than {{clr|1|6P}})


Less range and slightly slower than {{clr|S|f.S}} but safer. Unfortunately, it has large knockback, which can make it difficult to convert into damage or use in extended combos. {{clr|H|5H}} > {{clr|S|236S}} is a good poke to use against opponents with greater range than Chipp. {{clr|H|5H}} causes a long tumbling animation on air-hit which enables high damage corner [[GGST/Chipp_Zanuff/Combos#5H.2F6H.2F2H_Combos|combos]] and [[GGST/Chipp_Zanuff/Strategy#Wall_Run_Resets_.26_Oki|setups]].
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
* Disjointed hitbox near Chipp's hands
* Surprisingly safe
* Advances Chipp forward slightly


}}
}}
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;Uncharged Dust
;Uncharged Dust


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


Chipp's {{clr|5|5D}} shares many of its most important properties with his other overhead ({{clr|2|6K}}) but with significantly more risk. Although it has unique strengths, it can be hard to justify {{clr|5|5D}}'s use over {{clr|2|6K}} as a mixup option.  
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.  


* Uncharged dust on-hit is 0 or neutral frame advantage and causes float
* Uncharged dust on-hit is 0 or neutral frame advantage and causes float
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;Charged Dust
;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 burst bait. {{clr|5|5[D]}} also finds use in some of Chipp's optimal combo routes.
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.


{{clr|5|5[D]}} granting a meterless combo on-hit makes it a risky but useful alternative to {{clr|2|6K}} for mixups.
{{clr|5|5[D]}} granting a meterless combo on-hit makes it a risky but useful alternative to {{clr|2|6K}} for mixups.
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|frameChart=auto
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|description=
|description=
Slower jab than {{clr|P|5P}} but this does not whiff on crouchers making it easier to use.  
A situational pressure and abare option.
 
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.


This can be used for mashing out of most strings where {{clr|P|5P}} would whiff. Usable as a tick throw options as well. Confirm into {{clr|P|6P}} resshou for a bit of damage.
{{clr|1|2P}} can also be used for {{keyword|tick throw}}s and pressure resets thanks to its low attack level and self-gatling.




[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}
}}
}}


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Chipp's primary low option for opening up the opponent.
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 {{clr|5|2D}} for okizeme or link into {{clr|S|c.S}} for a full combo on counterhit. As the recovery is very low, it can be used to set up tick throws or linked into other normals for a pressure reset on block. {{clr|2|2K}}'s low recovery also makes it useful for salvaging combos on opponents who are very close to the ground.
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.
 
{{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.




[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}


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|frameChart=auto
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|description=
|description=
A crouching poke that does not hit low but covers the ground in front of Chipp.
A crouching poke and juggle tool that covers the ground in front of Chipp.


{{clr|S|2S}} has the unique property where it can whiff cancel into {{clr|H|2H}} making it extremely scary to challenge. This has the added benefit of catching back dash since the {{clr|4|2H}} cancel moves Chipp forward. {{clr|3|2S}} is especially useful against low profile moves that would otherwise cause {{clr|S|f.S}} to whiff. In combos {{clr|3|2S}} acts as a juggle tool that pops-up any airborne opponent, but its short hitbox can cause it to whiff in unexpected places.
{{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.


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.


[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
* Advances Chipp forward slightly
 
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}


}}
}}
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|description=
|description=


Important punish tool but can also function as a High risk, high reward anti-air.
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.


Extremely useful in neutral/pressure as a whiff-cancel from {{clr|3|2S}}, especially to catch backdash. Used in nearly all of Chipp's BnB combos to launch the opponent. In the corner counter hits can be confirmed into meterless [[GGST/Chipp_Zanuff/Combos#Wall_Run_Combos| Wall Run Combos]] for some of Chipp's best damage. Since {{clr|H|2H}} is slow and not disjointed it can be quite risky to use as an anti-air option, but it can be useful for calling out certain moves.
{{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.


* Advances Chipp forward slightly
}}
}}


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


Generally good to use against low profile moves that would cause {{clr|S|f.S}} to whiff. However, it is still possible that {{clr|D|2D}} will trade or lose out to those moves occasionally due to the tall hurtbox near Chipp's body. It is a very useful as a whiff punish option as well. On counterhit, it combos into {{clr|S|2S}} for high-damaging combos at certain ranges.
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.
 
All around excellent button for starting okizeme, since it provides hard knockdown on grounded opponents.  


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


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Universal Upper-Body Invulnerable {{keyword|Anti-Air}} and grounded counter-poke.
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 would 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 Chipp must be careful to avoid whiffing it. In combos {{clr|1|6P}} will not launch a grounded opponent making it useful for many of Chipp's mix setups.
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.
 
In combos {{clr|1|6P}} will not launch a grounded opponent making it useful for many of Chipp's mix setups.
}}
}}


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|frameChart=auto
|frameChart=auto
|description=
|description=
Chipp's main overhead.
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 {{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.
 
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.  


Chipp's grounded overhead option that is extremely fast, and cancellable from most of his normals. Chipp is airborne (and thus cannot be thrown) for the entire attack except the landing recovery. This will typically be used to harass an opponent mid blockstring. If {{clr|K|6K}} hits meaty enough, it can combo into {{clr|K|2K}} > {{clr|D|2D}} and set up the same okizeme loop again. Can also be RC'd for further, damaging [[GGST/Chipp_Zanuff/Combos#5K.2F2K.2F6K_combos|combo extensions]] and [[GGST/Chipp_Zanuff/Strategy#Back-Drift_RRC_Pressure|setups]] near the corner.
* Special cancelable
* Chipp becomes airborne on frame 6
* Raised hurtbox can low crush certain moves
* Relatively safe on block, +1 on hit


}}
}}
Line 249: Line 267:
|description=
|description=


Max damage CH starter and excellent combo filler due to its high damage and ground bounce.
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 {{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. On normal-hit {{clr|4|6H}} leaves the opponent standing but 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. Has a tendency to whiff if used point blank while breaking the wall.
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.


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.
}}
}}


Line 260: Line 279:
|frameChart=auto
|frameChart=auto
|description=
|description=
Chipp's fastest air button and a good short range air-to-air
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. {{clr|1|j.P}} can also be used as a fast, overhead option during mixups. During highly scaled combos, self-chaining {{clr|1|j.P}} can help carry an opponent to the wall and guarantee a wall splat.
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.
*Can gatling repeatedly into itself on hit or block.




[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|j.P}}, {{clr|K|j.2K}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|j.P}}, {{clr|K|j.2K}}
}}
}}


Line 274: Line 295:
|frameChart=auto
|frameChart=auto
|description=
|description=
Long range air-to-air option.
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 {{clr|2|j.K}} is most useful during highly scaled combos where gatlings might whiff.


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. Important combo tool and excellent air-to-air option.
* Jump and air-dash cancellable.
* Jump and air-dash cancellable.




[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|K|j.2K}}, {{clr|D|j.D}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|K|j.2K}}, {{clr|D|j.D}}


}}
}}
Line 291: Line 315:
Chipp's main crossup tool.
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}}.
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.
* Jump and air-dash cancellable.




[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}}
}}
}}


Line 304: Line 330:
|description=
|description=


Chipp does a slow flip that hits under himself twice. Chipp's primary jump-in move that can be scary to challenge due to the multiple hits and gatling options. The movement of {{clr|4|j.H}}'s active hitbox can create ambiguous cross ups where Chipp appears to hit his opponent from the "wrong" side.  
Chipp's primary jump-in move.


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 on block.
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.


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.


* Front hitbox hits on frame 11 and back hitbox on frame 9.
* Has four active hitboxes but only hits twice.
* Jump and air-dash cancellable.
* Jump and air-dash cancellable.
* Can cross up
* Can cross-up
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|D|j.D}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|D|j.D}}
}}
}}


Line 322: Line 349:
A fast jump-in attack and excellent punish tool thanks to its horizontal range.
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. 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.  
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.
*Causes a wall bounce at high wall health
*Can be up to +10 on block at lowest possible height
*Can be up to +10 on block at lowest possible height
}}
}}
Line 331: Line 361:
{{GGST Move Card
{{GGST Move Card
|input=j.2K
|input=j.2K
|frameChart=auto
|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=
|description=
Multi-hitting divekick that hits at a steep angle.
Multi-hitting divekick that hits at a steep angle.
Line 337: Line 371:
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.
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.


Easy to counter-hit and has a long whiff recovery so do not use this move carelessly
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.
*Each hit is special cancellable like any other normal.
*+1-3 frames of advantage on block depending when the last hit connects
*+1-3 frames of advantage on block depending when the last hit connects
Line 361: Line 395:
{{GGST Move Card
{{GGST Move Card
|input=j.6D or j.4D
|input=j.6D or j.4D
|frameChart=auto
|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}}
|description=
|description=
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}}
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}}
Line 367: Line 401:
* Hard knockdown on hit.
* Hard knockdown on hit.
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
}}
===<big>Wild Assault</big>===
{{InputBadge|{{clr|D|236D}} with 50% Burst (Hold OK)}}
{{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]].


}}
}}
Line 376: Line 440:
|input=236P,j.236P
|input=236P,j.236P
|versioned=input
|versioned=input
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=236P}}{{#invoke:GGST-FrameChart|drawFrameData|input=j.236P}}
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=236P|title='''Alpha Blade Horizontal'''}}{{#invoke:GGST-FrameChart|drawFrameData|input=j.236P|title='''Air Alpha Blade Horizontal'''}}
|description=
|description=
;Alpha Blade Horizontal
;Alpha Blade Horizontal
''Also known as "{{clr|1|P}} Alpha" by the community.''
''Also known as "{{clr|1|P}} Alpha" by the community.''


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 variable advantage depending on spacing. When spaced or used in the corner, Chipp may have enough advantage to link {{clr|P|5P}}. A max range {{keyword|OTG}} will leave Chipp extremely plus. Since this move repositions Chipp quickly it can be used to safely bait some reversals.
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.


In the corner Chipp can cancel Alpha Blade Horizontal into a wall run for combo extensions and mix-ups by holding forward (6) or {{clr|P|P}} during the animation.
* Holding {{Ni|6}} (6) or {{clr|P|P}} near the corner will start a Wall Run.
* Cannot be Red Roman Cancelled
* Cannot be Red Roman Cancelled
----
----
;Air Alpha Blade Horizontal
;Air Alpha Blade Horizontal


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. Since it can be used with a {{keyword|Tiger Knee}} input ({{clr|P|2369P}}) Chipp can use this move close to the ground allowing for meterless combos in the corner or when spaced.
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.  


In the corner Chipp can cancel Air Alpha Blade Horizontal into a wall run for combo extensions and mix-ups by holding forward (6) or {{clr|P|P}} during the animation.  
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.
* There is no minimum height on the move, allowing it to be tiger knee'd ({{clr|P|2369P}})
 
* Recovers after landing
* Holding {{Ni|6}} (6) or {{clr|P|P}} near the corner will start a Wall Run.
* Cannot be Red Roman Cancelled
* Cannot be Red Roman Cancelled
}}
}}
Line 401: Line 471:
|input=236K,j.236K
|input=236K,j.236K
|versioned=input
|versioned=input
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=236K}}{{#invoke:GGST-FrameChart|drawFrameData|input=j.236K|startup=32}}
|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=
|description=
;Alpha Blade Diagonal
;Alpha Blade Diagonal
''Also known as "{{clr|2|K}} Alpha" by the community.''
''Also known as "{{clr|2|K}} Alpha" by the community.''


Chipp vanishes before appearing in the air a fixed distance away, with air options available. This move can be used for a quick cross up or for extensions into air combos (often from {{clr|H|2H}}). Chipp is left in the air with his air options available to him making it very useful for combos, movement, and setups. Since this move repositions Chipp quickly it can be used to safely bait reversals in most situations.
Grounded cross-up, combo, and movement tool.


If used near the corner, Chipp will automatically perform a second hit by bouncing off the wall to keep his opponent cornered. Chipp is left with air options available for combos or pressure. There is a "sour spot" distance near the corner where the second hit will not activate causing Chipp to corner himself.
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.


Chipp can also cancel the move into a wall run by holding forward (6) or {{clr|K|K}} during the animation leaving him high up on the wall.
There is a "sour spot" distance near the corner where the second hit will not activate causing Chipp to corner himself.


* Holding {{Ni|6}} (6) or {{clr|K|K}} near the corner will start a Wall Run.
* Cannot be Red Roman Cancelled.
* Cannot be Red Roman Cancelled.
----
----
;Air Alpha Blade Diagonal
;Air Alpha Blade Diagonal


Chipp vanishes before appearing again on the ground. This move can be used for cross ups after a jump-in or catch an opponent off guard from the air. This move cannot hit same-side and has a long recovery so it must be positioned carefully to avoid whiffing. On successful hit Chipp will recover in time to extend the combo with a move like {{clr|S|c.S}}.
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.  


If used near the corner, Chipp will automatically perform a second hit by bouncing off the wall to keep his opponent cornered. The corner version has the unfortunate habit of whiffing one or both hits so Chipp should route his combos carefully to avoid drops.
This move cannot hit same-side and has a long recovery so it must be positioned carefully to avoid whiffing.


Chipp '''cannot''' cancel this move into a wall run like the grounded version but he can hold forward (6) to only perform a single hit and steal the corner (holding {{clr|K|K}} will not work).
* Holding {{Ni|6}} (6) near the wall will hit once and steal the corner.
* Can steal the corner by holding forward (6) during the animation
* Can never start a Wall Run.
* Travels downwards causing a ground bounce
* Cannot be Red Roman Cancelled.
* Cannot be Red Roman Cancelled.
}}
}}
Line 431: Line 503:
|input=623S,j.623S
|input=623S,j.623S
|versioned=input
|versioned=input
|frameChart=auto
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=623S|title='''Beta Blade'''}}
{{#invoke:FrameChart|drawFrameData
|title          = '''Air Beta Blade'''
|startup        = 9
|active          = 20
|specialRecovery = 8
}}
|description=
|description=
Chipp's only invincible reversal
Chipp's only invincible reversal.


A fast and active rising slash that hits twice. The first hit is very close range and will have trouble connecting with opponents who are further out. The second hit only has upper-body invincibility, which makes it likely to trade against jump-ins. Mainly used as a reversal to escape an opponents pressure but can also be used as a committal anti-air option or a combo tool.  
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.  


In combos the awkward gap in between each hit can cause opponents to drop out when it is used as an ender. As a starter, combining Beta Blade with RC can lead to some useful setups/mix but the initial proration hurts Chipp's already low damage making it a situational use of meter. {{keyword|TK}} Beta Blade can act as an optimal but impractical combo filler when connected at a sweet-spot height for meterless follow ups.
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.


If this whiffs, '''Chipp may die'''. If it is blocked on the ground, '''Chipp may die'''. Having meter for Roman Cancel can help make it safe.
* Cannot Roman Cancel unless the opponent is in hitstun or blockstun.
* Can't be Roman Canceled when whiffed


}}
}}
Line 448: Line 525:
{{GGST Move Card
{{GGST Move Card
|input=236H
|input=236H
|frameChart={{#invoke:FrameChart|drawFrameData|startup   = 25}}
|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}}
{{#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}}
|description=
|description=
Sends a clone forward that will attack the opponent leaving Chipp plus. Damage dealt to the clone is also dealt to Chipp making this a strong but risky pressure reset tool. It is [[GGST/Chipp_Zanuff/Strategy#Gamma_Blade_Usage|best used unpredictably]], or when your opponent is conditioned and unwilling to counter-attack. Chipp and the projectile can be struck at the same time leading to '''DOUBLE''' damage on Chipp so extra caution is required when an opponent has meter.
Powerful pressure reset and oki option.


Weak combo starter/filler due to forced proration, high wall damage, and the awkward launch animation. Cannot be converted midscreen without meter but can give a small meterless combo in the corner.
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.


When combined with a Roman Cancel the clone becomes an independent projectile and Chipp can move freely. Gamma Blade can also be used as a reversal-safe [[GGST/Chipp_Zanuff/Strategy#Gamma_Blade_Oki|okizeme option]].
* 80% forced proration on-hit
* Launches opponent on-hit
* Launches opponent on-hit
* Deals very high wall damage
* Deals very high wall damage
* Clone becomes an independent projectile with PRC
}}
}}


Line 464: Line 543:
{{GGST Move Card
{{GGST Move Card
|input=236S
|input=236S
|frameChart=auto
|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>
|description=
|description=
Safe poke and pressure tool with large cancel window for delayed follow ups.
Safe pressure tool and important combo tool.


Start of Chipp's {{keyword|rekka}} with follow ups available on hit, block, and whiff. A safe poke option to condition and [[GGST/Chipp_Zanuff/Strategy#Rekka_Pressure|pressure]] your opponent or as a long-range punish versus moves with long recovery. This may be delayed to get different timings and throw off the opponent. Combos into {{clr|S|2S}} and Senshuu on counterhit.
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.


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
}}
}}


Line 476: Line 559:
{{GGST Move Card
{{GGST Move Card
|input=236S 236S
|input=236S 236S
|frameChart=auto
|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>
|description=
|description=
A fast advancing kick that hits low.  
A fast advancing kick that hits low.
 
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.


Useful for frame trapping an opponent when they try to mash or when they're trying to jump out. Combos into {{clr|S|2S}} or Senshuu (~{{clr|2|236K}}) on counterhit. Best used with meter to convert normal hits and to help stay safe on block.
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.
* Negative on-hit (-3) so be wary when continuing pressure.
 
* Large cancel window for delayed follow ups
* Does not launch or knock down a grounded opponent
* Normally safe due to push-back but can be punished by many characters
* Kara-Rokusai covers about 1/3 of the screen using Resshou's momentum
}}
}}


Line 492: Line 577:
|frameChart=auto
|frameChart=auto
|description=
|description=
Flip kick that hits overhead.  
Flip kick that hits overhead and the end of Chipp's {{keyword|rekka}}.
 
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.


There is a small gap (5~6 frames) where the opponent can interrupt with 5 frame jabs, {{clr|P|6P}}, or use a reversal before the kick hits. Fairly unsafe on block and leaves Chipp in an easy-to-punish range. This move should mainly be used against a conditioned opponent unless Chipp has meter to Roman Cancel. Only gives a combo on Counter Hit or if Roman Cancel is used.
* Kara-Senshuu covers about 1/3 of the screen using Resshou's momentum
* End of Chipp's rekka series
* Soft knockdown on normal hit
* Can beat many low pokes due to the raised hurtbox
}}
}}


Line 506: Line 592:
|frameChart=auto
|frameChart=auto
|description=
|description=
''Also known as leaf "Leaf Throw" by the community.''
''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.)


Chipp vanishes and leaps forward a short distance 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 quite 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. Genrou Zan can defeat DP and throw attempts making is a useful option for okizeme. It is also a useful mixup option from fast RCs, or in the middle of blockstrings, where it is least expected.
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.


Genoru Zan can be {{clr|1|PRC}}'d at any point in the animation and the last hit can be {{clr|4|Red RC}}'d allowing for [[GGST/Chipp_Zanuff/Combos#Genrou_Zan|combo]] extensions.
* Can PRC at any point or RRC during the last hit
* Excellent for catching back dash
* Raised hurtbox lets Chipp defeat many low-pokes
* Airborne on frame 14
* Airborne on frame 14
}}
}}
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{{GGST Move Card
{{GGST Move Card
|input=j.214P
|input=j.214P
|frameChart={{#invoke:FrameChart|drawFrameData|input=j.214P|startup = 22}}
|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>
|description=
|description=
An air fireball that covers a decent angle for harassing an opponent. The shuriken itself has a large hurtbox allowing the opponent to hit it and nullify it. Chipp can {{Keyword|Tiger knee}} shuriken ({{clr|1|2147P}}) in from the ground and while airborne to recover in the air and preserve his air options. This allows Chipp to avoid his long recovery and potentially use up to 3 shurikens before landing again. Shuriken mostly has niche uses for situations like interrupting Leo's Brynhildr 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
An air projectile that covers a decent angle for harassing an opponent.
* Counterhit recovery state.
 
* Can be TK'd from ground and in the air ({{clr|P|2147P}}), allowing air options on recovery.
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.  
 
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.
 
}}
}}


===<big>Wall Run</big>===
===<big>Wall Run</big>===
{{InputBadge|Hold 6 while dashing to a wall's edge}}
{{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}}
{{GGST Mechanic Card
{{GGST Mechanic Card
|name=Wall Run
|name=Wall Run
|description=
|description=
Chipp's defining move in Guilty Gear Strive
;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_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.
 
* 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
* 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.


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 {{clr|H|2H}} or after an up-drift Red RC (88RRC) at the corner. Wall Run can be cancelled at any point letting Chipp leap from the wall 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


* Can be performed by holding the dash macro, forward (6), or {{clr|1|P}}/{{clr|2|K}} during Alpha Blade ({{clr|P|236[P]}} / {{clr|P|j.236[P]}} / {{clr|K|236[K]}})
* During Wall Run, Chipp is able to perform special versions of his ground normals
* Chipp will automatically Wall Run cancel his Wall Run moves on-hit
* Press {4} or {2} to perform Escape and leap off the wall.
* The jump arc for {4} sends Chipp away from the wall and {2} sends Chipp down along the wall
}}
}}


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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.
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}}===
==={{clr|P|w.P}}===
{{InputBadge|{{clr|P|P}} during Wall Run}}
{{InputBadge|{{clr|P|P}} during Wall Run}}
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|frameChart=auto
|frameChart=auto
|description=
|description=
Situational attack that is outclassed by other Wall Run moves
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.  
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}}
*Shares an animation with {{clr|P|6P}}
}}
}}
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|frameChart=auto
|frameChart=auto
|description=
|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.
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}}
*Shares an animation with {{clr|K|5K}}




[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|w.P}}, {{clr|K|w.K}}, {{clr|H|w.6H}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|w.P}}, {{clr|K|w.K}}, {{clr|H|w.6H}}
}}
}}


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|frameChart=auto
|frameChart=auto
|description=
|description=
Chipp's main wall run starter and combo tool
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.


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}}
*Shares an animation with {{clr|S|c.S}}




[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|w.P}}, {{clr|S|w.SS}}, {{clr|H|w.H}}, {{clr|H|w.6H}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|w.P}}, {{clr|S|w.SS}}, {{clr|H|w.H}}, {{clr|H|w.6H}}


}}
}}
Line 596: Line 709:
|frameChart=auto
|frameChart=auto
|description=
|description=
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}}. Can only be used as a cancel from {{clr|S|w.S}}, Not a proximity normal.
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}}
*Shares an animation with {{clr|S|f.S}}


[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|w.H}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|w.H}}


}}
}}
Line 609: Line 727:
|frameChart=auto
|frameChart=auto
|description=
|description=
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 while also being quite burst safe.
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}}
*Shares an animation with {{clr|H|5H}}
}}
}}
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|frameChart=auto
|frameChart=auto
|description=
|description=
Max damage combo filler and wall break option.


A large slash that hits far behind Chipp's head allowing him to pull the opponent back toward the wall and extend a combo with a bounce or to cause a wall splat. Deals very high damage making it useful for Chipp's optimal wall run combos. Chipp can use the wall bounce to perform a high damage combo extension or to end his wall run and use {{clr|K|j.236K}} to carry the opponent back to the ground.
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}}
*Shares an animation with {{clr|H|6H}}
*Causes a wall bounce at high wall health
*Causes a wall bounce at high wall health
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{{InputBadge|{{clr|H|632146H}} (Air OK)}}
{{InputBadge|{{clr|H|632146H}} (Air OK)}}
{{GGST Move Card
{{GGST Move Card
|input=632146H
|input=632146H, j.632146H
|frameChart=
|versioned=input
  {{#invoke:FrameChart|drawFrameData|startup   = 21}}
|frameChart= {{#invoke:FrameChart|drawFrameData|title='''Ground version'''|startup=21|active=1}}
  {{#invoke:FrameChart|drawFrameData|startup   = 14}}
{{#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>
|description=
|description=
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 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. Can be used to call out slower moves on reaction or as a full screen whiff punish.
A full screen overdrive that can be used for burst-safe damage, or to call out certain moves on reaction.


Zansei Rouga has a higher minimum damage than Banki Messai but the inability to wall break often makes this difference quite small.
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.


* Invincible on frame 6 (ground) / frame 4 (air), but the animation of Chipp flying around the screen isn't.
* Cannot break the wall and does not stage transition
* Cannot break the wall and does not stage transition
* Resets the opponent to mid-screen with a hard knockdown
* Resets the opponent to mid-screen with a hard knockdown
* Can be Purple RC'd at any point for [[GGST/Chipp_Zanuff/Combos#Zansei_Rouga_Combos|combo extensions]].
* Can be Purple RC'd at any point for combo extensions.
}}
}}


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{{GGST Move Card
{{GGST Move Card
|input=236236P
|input=236236P
|frameChart=auto
|frameChart={{#invoke:FrameChart|drawFrameData|startup=7|active=1}}
|description=
|description=
Chipp enters a quick animation before running across the screen. If the move connects with the opponent Chipp will perform a flurry of blows with his clones before knocking the opponent back or through the wall. Has brief projectile invulnerability after the superflash, enabling Chipp to punish fireball moves in '''very''' specific situations. This move is not full screen and will whiff in front of the opponent if activated too far, leaving Chipp open for a punish. It can also be jumped on reaction from farther distances.
Chipp's wall break overdrive


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. It can also be reliably activated from a [[GGST/Chipp_Zanuff/Strategy#Kara_Cancel_Usage| kara-cancel]] making it good for converting stray hits.  
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.


*Covers about 3/4 of the screen.
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.
*Launches and hard knockdown on completion, wallbreaks near the corner.
 
*Not invincible on startup but has short period of projectile invincibility after the super flash.  
*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.
*Can be Red Roman Cancelled either during the first few hits or after the last.
}}
}}
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{{GGSTColors|color12=1|Size=160}}
{{GGSTColors|color12=1|Size=160}}


==Players To Cite / Watch==
{{Note|<big>'''''Note:''' Click on the hyperlinks in the last column to pull up just the player's games, sets, and VODs on KeepOnRockin!</big> <br/> It is also advised that you try searching the player's alternate name listed, if you can't find any footage of them via their conventional tag.}}
{{PlayerList|colorPrefix=GGST_Chipp_Zanuff_color_|data=
{{PlayerListEntry
  |name  = Bean <br/>
  |color  = 2
  |location = NA
  |whereToFind = PC <br/> [https://twitter.com/EC_Bean Twitter]
  |notes  = Known for his rock-solid and neutral focused play style. Bean demonstrates how Chipp can avoid his weaknesses in even the most volatile situations.
  |replaysLink = [https://strive.keeponrock.in/#/?p1chars=chipp&p1=Bean''' Replays''']
}}
{{PlayerListEntry
  |name  = Marvelo <br/>
  |color  = 3
  |location = NA
  |whereToFind = PC <br/> [https://www.youtube.com/channel/UC5mF5Ml8f3nuWjEh0h3ROLg Youtube] <br/> [https://www.twitch.tv/marvelo_vs Twitch] <br/> [https://twitter.com/marvelo_vs Twitter]
  |notes  = Marvelo demonstrates a strong neutral-heavy play style but doesn't shy away from turning on the blender and testing his opponents reactions.
  |replaysLink = [https://strive.keeponrock.in/#/?p1chars=chipp&p1=Marvelo''' Replays''']
}}
{{PlayerListEntry
  |name  = SSF <br/>
  |color  = 6
  |location = EMEA
  |whereToFind = PC <br/> [https://www.twitch.tv/ssf_123 Twitch] <br/> [https://twitter.com/TheSSF123 Twitter]
  |notes  = A true lab monster and an active community member. SSF applies advanced tech to support his formidable neutral, combo, and mix-up game.
  |replaysLink = [https://strive.keeponrock.in/#/?p1chars=chipp&p1=SSF''' Replays''']
}}
{{PlayerListEntry
  |name  = summit chipp<br/> (サミットチップ)
  |color  = 5
  |location = JP
  |whereToFind = PS <br/> [https://www.youtube.com/channel/UCPjT4HN2mlM0sm_IIBL4MLA Youtube] <br/> [https://www.twitch.tv/summit_chipp Twitch] <br/> [https://twitter.com/summit812 Twitter]
  |notes  = A legacy Gear player who focuses on stable routing with a confirm for every situation. Summit consistently finds unique tech to open up his opponents.
  |replaysLink = [https://strive.keeponrock.in/#/?p1chars=chipp&p1=Summit''' Replays''']
}}
{{PlayerListEntry
  |name  = early_type <br/> (다즐링닌자)
  |color  = 1
  |location = KR
  |whereToFind = PS <br/> [https://twitter.com/early_type00 Twitter]
  |notes  = early_type employs his movement and pokes to control space in unconventional ways and throw off his opponent. He is always looking to steal his opponent's burst.
  |replaysLink = [https://strive.keeponrock.in/#/?p1chars=chipp&p1=early_type''' Replays''']
}}
}}
<!-- Links to the player's socials should be in this order: YouTube, Twitch, then Twitter. -->
==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]
[https://www.youtube.com/watch?v=tz00b4DmDK0 Chipp Hitbox Reference Video (Patch 1.03)]


==Navigation==
==Navigation==
<center>{{Character Label|GGST|Chipp Zanuff|45px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:GGST/Navigation}}
{{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


Navigation

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