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* Sometimes referred to as "Leaf Throw"
A command grab that flings Chipp forward in a short trajectory. If it hits, Chipp and a clone will latch onto the opponent's head and trigger a short animation. It can be Red RC'd after the last strike which can lead into some Wall Break combos. Chipp is not invincible during the beginning jump, meaning he can easily get hit out of it.
A command grab that flings Chipp forward in a short trajectory. If it hits, Chipp and a clone will latch onto the opponent's head and trigger a short animation. It can be Red RC'd after the last strike which can lead into some Wall Break combos. Chipp is not invincible during the beginning jump, meaning he can easily get hit out of it.
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Revision as of 21:08, 19 May 2022



Overview
Overview

Chipp Zanuff is the ultimate speed demon. He has phenomenal running speed and good air mobility thanks to his triple jump. His special moves provide tricky mix-ups and they allow him to quickly dart across the stage. He even possesses the unique ability to run up walls.

Chipp has fast attack speed and many pressure tools. f.S is fast, has good range and safe special cancels, making it a great poke. 5K is remarkable as it can gatling into itself for strong stagger pressure, and 6K is a safe overhead. j.2K is an oppressive divekick that has great synergy with Chipp’s triple jump. Resshou is a rekka A series of special attacks that are only available after the first one is performed. that can lead to highly delayable follow-ups, enabling a strike/throw mix-up. Safe tools like these can condition opponents to block, opening them up for riskier mix-ups. Some choices are Genrou Zan, a long-ranged command grab, and Alpha Blade, a grounded cross-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. Cycle his moves well for an unparalleled offense!

On the flip side, Chipp’s defense value is the weakest in the game. Mistakes are so detrimental that trading hits back and forth is not an option. He is provided some neat defensive options in 6P, his fast 5P and his DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., Beta Blade, but durability is still no strength of his. Don’t be intimidated, Chipp has the mobility needed to dominate his opponent in neutral if you have the match-up knowledge required to avoid unnecessary risks. Stay sharp!

If you want to overwhelm opponents with unrivaled speed and plethora of relentless mix-up tools, then look no further than Chipp Zanuff.

 Chipp Zanuff  Chipp Zanuff (チップ=ザナフ), classified as a High Speed type, is an incredibly fast ninja who launches attacks in the blink of an eye.

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


GGST Chipp Character Guide

Normal Moves

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

  • 3 frame normal.
  • Chipp's fastest normal.

Backhand jab. One of the fastest normals in the game but it can be crouched by most characters (exceptions: Nagoriyuki, Potemkin, Giovanna, Millia, and I-No). Best used as a fast anti-air or a quick punish option to interrupt the opponent's strings.

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

5K

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: 25

  • Not plus, but plenty of gatlings to threaten with.

Most versatile combo starter option and also easy button to use to start jump cancel pressure. This chains into any command normal or other S/H button making it a very high reward button. He has overhead options by gatling into 6K and 5D, and low options by gatling into 2D.

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

f.S

5H

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
40 High 20 5 24 -15 -
50 High 28 5 24 -10 -
Total: 48
Total: 56

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

Universal overhead attack that's pretty fast. Chipp summons Dodomezaki the sea otter in front of him for his dust attack. The otter is NOT disjointed from Chipp as he also get hurt if the otter is hit. Can be gatling from 5K, 2K, or c.S for a mixup.


Charged Dust
  • Data in [] represents values when fully charged.
  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
    • Homing jump combos can sometimes increase meter balance enough to activate positive bonus.

Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo.


2P

2K

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

  • It's a mid.
  • Whiff cancels into 2H, making it scary for opponents to whiff punish.

A crouching poke that does not hit low. Has a unique property where it can whiff cancel into 2H. This normal also causes a vertical launch on an airborne opponent, making it very usable for some loop combos. 2S will also hit opponents using low profile moves that would otherwise cause f.S to whiff.

Gatling Options: 5H, 2H

2H

2D

6P

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: 33

  • Chipp's main overhead.
  • Throw invulnerable for most of its duration.

Chipp's grounded overhead option that is cancellable from most of his normals. Chipp is airborne (and thus unthrowable) for the entire attack except the landing recovery. This will typically used to harass an opponent mid blockstring. If 6K hits meaty, it can combo into 2K > 2D and setup the same okizeme loop again.

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

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

Useful normal for causing a ground bounce (wall bounce for wall run) in combos. Also a fantastic punish option for DPs for big counter hit combos. 6H can also be used as a counter-poke for some extended normals to fish for counter hit starters. This button has a decent vertical hitbox, which can be used to catch jump out attempts.

j.P

j.K

j.S

j.H

j.D

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: 15

May or may not be incredibly oppressive against some characters who lack good anti-air options that can cover areas directly above them. Each hit of the dive is an overhead and it's also plus on block if the last hit connects while being special cancellable. Incredible tool for air stalling and punishing whiffed anti-air attempts. Combos directly into 2K on hit.

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

Universal Mechanics

Ground Throw

6D or 4D

Air Throw

j.6D or j.4D

Special Moves

Alpha Blade Horizontal

236P (Air OK)

Version Damage GuardHow this attack can be blocked. 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 29 3 19 -4
38 All 29 3 33
Total: 50
Total: 31

ALFA BLAY!

  • There is no minimum height on the move, allowing it to be tiger knee'd (2369P).
  • If Chipp alpha blades into a wall, he can hold forward or P and he will begin his wall run.
  • Cannot be Red Roman Cancelled.

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

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

Normally a combo conversion tool, Alpha Blade is best used as a gimmicky crossup tool to catch turtling opponents. Consider throwing it out at the end of a blockstring to catch an opponent off-guard, but don't rely on it too much. Though he disappears for a moment, Chipp's hurtbox is still lingering and thus he can be easily intercepted. Alpha Blade can also be used as a mobility tool in the air or as a mixup tool in the corner with PRC Clone.

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
36 All 27 3 17 -2
36 All 28~41 3 21 -6
Total: 46
Total: 38

  • Ground version goes upwards.
  • Air version goes downwards.
  • Just like horizontal Alpha Blade, the move cannot be Red Roman Cancelled.

Alpha Blade but it goes diagonally. Ground version can lead into air combos while the air version can create a ground bounce that can be combo'd off of. If Chipp alpha blades at a wall, he can hold 6 and begin his wall run. When it is used into the air, Chipp will be able to move afterwards and have all of his air options available to him. This makes it very useful for combos, movement, and setups.

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

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
30, 26 All 9 2, 18 23 -27 1-10F Strike
30, 26 All 9 2, 18 Until Landing+8 1-10F Strike
Total: 49
Total: 26

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

Upward uppercut-like slash that hits twice. The first hit is very close range and will have trouble connecting with opponents who are further out. The second hit also has no invincibility which makes it likely to trade against jump-ins. Use as a reversal or combo ender.

Do not whiff this. Chipp may die. Same goes for it being blocked, but having meter for Roman Cancel will make it safe.

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
Total: 24

  • Projectile has a hurtbox and Chipp and the projectile can be hit at the same time. Be careful.

Sends a clone forward that will attack the opponent, and is plus on block. Very dangerous to use midscreen, but becomes a great pressure reset tool in the corner. Useful for catching people trying to jump out of Rekka pressure. Best used when your opponent is conditioned and unwilling to counter-attack as even though it is plus, Chipp can get hit out of it.

Very strong when combined with a Roman Cancel which will make the clone become an independent projectile. Chipp can send out the clone, PRC Drift Up, and then perform Alpha Blade to sneak behind his opponent for a devious left/right high/low mix in the corner. This is very risky but gives high reward on success, making it a great option to keep in your pocket.

Resshou

236S

Rokusai

Resshou > 236S

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: 57

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

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

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

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

  • Sometimes referred to as "Leaf Throw"

A command grab that flings Chipp forward in a short trajectory. If it hits, Chipp and a clone will latch onto the opponent's head and trigger a short animation. It can be Red RC'd after the last strike which can lead into some Wall Break combos. Chipp is not invincible during the beginning jump, meaning he can easily get hit out of it.

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: 21

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

Regular air fireball. Has a decent angle for zoning characters who have less mobility. Unfortunately the opponent can hit the shuriken with any active hitbox and nullify it.

Wall Run

Hold 6 while dashing to a wall's edge

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

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

Chipp's primary combo extender after counterhit 2H at the corner. Aside from fancy wall run combos, the wall run can enable tricky okizeme/mixups off either version of Alpha Blade when cancelled immediately.

Overdrives

Zansei Rouga

632146H (Air OK)

Version Damage GuardHow this attack can be blocked. 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
10×4, 135 All 20+1 58~64 49~53 6-22 Full
Total: 20
Total: 13

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

Chipp dashes upwards diagonally and goes back and forth across the screen. If he hits the opponent they'll be juggled around the air before an animation will trigger in which Chipp knocks them into the sky to then slam them downwards. It'll bring the opponent midscreen with Chipp landing right next to them. Since Chipp gains control before the opponent he can immediately pressure their wakeup with okizeme. Can be used as a reversal to quickly react to an enemy's attack.

Banki Messai

236236K

No results
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
Total: 6

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

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

External References

JP Wiki

Frame Data source

Character Crisis TV blockstring guide

Navigation

 Chipp Zanuff



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