m (InputBadge) |
(GGST_Move_Card) |
||
Line 44: | Line 44: | ||
===<big>{{clr|P|5P}}</big>=== | ===<big>{{clr|P|5P}}</big>=== | ||
{{GGST Move Card | |||
|input=5P | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 3 | |startup = 3 | ||
Line 73: | Line 52: | ||
|recovery = 10 | |recovery = 10 | ||
}} | }} | ||
* 3 frame normal. | * 3 frame normal. | ||
* Chipp's fastest normal. | * Chipp's fastest normal. | ||
Line 79: | Line 57: | ||
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}} | [[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}} | ||
}} | |||
===<big>{{clr|K|5K}}</big>=== | ===<big>{{clr|K|5K}}</big>=== | ||
{{GGST Move Card | |||
|input=5K | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 6 | |startup = 6 | ||
Line 111: | Line 69: | ||
|recovery = 8 | |recovery = 8 | ||
}} | }} | ||
* Jump and dash cancellable. | * Jump and dash cancellable. | ||
* Unique Gatling into itself. | * Unique Gatling into itself. | ||
Line 123: | Line 80: | ||
[[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}} | [[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}} | ||
}} | |||
===<big>{{clr|S|c.S}}</big>=== | ===<big>{{clr|S|c.S}}</big>=== | ||
{{GGST Move Card | |||
|input=c.S | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 7 | |startup = 7 | ||
Line 155: | Line 92: | ||
|recovery = 13 | |recovery = 13 | ||
}} | }} | ||
* Jump and dash cancellable. | * Jump and dash cancellable. | ||
* Plenty of gatlings to threaten with. | * Plenty of gatlings to threaten with. | ||
Line 164: | Line 100: | ||
[[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}} | [[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}} | ||
}} | |||
===<big>{{clr|S|f.S}}</big>=== | ===<big>{{clr|S|f.S}}</big>=== | ||
{{GGST Move Card | |||
|input=f.S | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 9 | |startup = 9 | ||
Line 196: | Line 112: | ||
|recovery = 20 | |recovery = 20 | ||
}} | }} | ||
* One of Chipp's prime poking normals in neutral. | * One of Chipp's prime poking normals in neutral. | ||
* {{clr|S|f.S}} > {{clr|S|236S}} is a fairly standard poking tool. | * {{clr|S|f.S}} > {{clr|S|236S}} is a fairly standard poking tool. | ||
Line 202: | Line 117: | ||
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}} | [[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}} | ||
}} | |||
===<big>{{clr|H|5H}}</big>=== | ===<big>{{clr|H|5H}}</big>=== | ||
{{GGST Move Card | |||
|input=5H | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 11 | |startup = 11 | ||
Line 234: | Line 129: | ||
|recovery = 16 | |recovery = 16 | ||
}} | }} | ||
* Surprisingly safe | * Surprisingly safe | ||
* Good counter poking tool | * Good counter poking tool | ||
Less range and slightly slower than {{clr|S|f.S}}, but has a better, disjointed hitbox for counter poking. Unfortunately, it has large knockback, which can make it difficult to convert damage off of or use in extended combos. {{clr|H|5H}} > {{clr|S|236S}} is a good poke to use against opponents with greater range than Chipp. In the corner, {{clr|H|5H}} can be used in high damage wallbounce [[GGST/Chipp_Zanuff/Combos#5H.2F6H.2F2H_Combos|combos]] and [[GGST/Chipp_Zanuff/Strategy#Wall_Run_Resets_.26_Oki|setups]]. | Less range and slightly slower than {{clr|S|f.S}}, but has a better, disjointed hitbox for counter poking. Unfortunately, it has large knockback, which can make it difficult to convert damage off of or use in extended combos. {{clr|H|5H}} > {{clr|S|236S}} is a good poke to use against opponents with greater range than Chipp. In the corner, {{clr|H|5H}} can be used in high damage wallbounce [[GGST/Chipp_Zanuff/Combos#5H.2F6H.2F2H_Combos|combos]] and [[GGST/Chipp_Zanuff/Strategy#Wall_Run_Resets_.26_Oki|setups]]. | ||
}} | |||
===<big>{{clr|D|5D}}</big>=== | ===<big>{{clr|D|5D}}</big>=== | ||
{{GGST Move Card | |||
|input=5D,5[D] | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 20 | |startup = 20 | ||
Line 276: | Line 149: | ||
|recovery = 24 | |recovery = 24 | ||
}} | }} | ||
;Uncharged Dust | ;Uncharged Dust | ||
* 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 | ||
Line 293: | Line 165: | ||
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo. {{clr|D|5[D]}} can be used in relatively burst-safe combos. | Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo. {{clr|D|5[D]}} can be used in relatively burst-safe combos. | ||
}} | |||
===<big>{{clr|P|2P}}</big>=== | ===<big>{{clr|P|2P}}</big>=== | ||
{{GGST Move Card | |||
|input=2P | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 5 | |startup = 5 | ||
Line 326: | Line 176: | ||
|recovery = 10 | |recovery = 10 | ||
}} | }} | ||
* Not 3 frames but hits everyone crouching. | * Not 3 frames but hits everyone crouching. | ||
Slower jab than {{clr|P|5P}} but this does not whiff on crouchers making it easier to use. 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. | Slower jab than {{clr|P|5P}} but this does not whiff on crouchers making it easier to use. 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. | ||
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}} | [[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}} | ||
}} | |||
===<big>{{clr|K|2K}}</big>=== | ===<big>{{clr|K|2K}}</big>=== | ||
{{GGST Move Card | |||
|input=2K | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 5 | |startup = 5 | ||
Line 363: | Line 192: | ||
|recovery = 8 | |recovery = 8 | ||
}} | }} | ||
* Chipp's fastest low. | * Chipp's fastest low. | ||
* Does '''not''' gatling into itself. | * Does '''not''' gatling into itself. | ||
Line 374: | Line 202: | ||
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{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|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}} | ||
}} | |||
===<big>{{clr|S|2S}}</big>=== | ===<big>{{clr|S|2S}}</big>=== | ||
{{GGST Move Card | |||
|input=2S | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 10 | |startup = 10 | ||
Line 407: | Line 214: | ||
|recovery = 17 | |recovery = 17 | ||
}} | }} | ||
* It's a '''mid'''. | * It's a '''mid'''. | ||
* Whiff cancels into {{clr|H|2H}}, making it scary for opponents to whiff punish. | * Whiff cancels into {{clr|H|2H}}, making it scary for opponents to whiff punish. | ||
Line 417: | Line 223: | ||
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}} | [[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}} | ||
}} | |||
===<big>{{clr|H|2H}}</big>=== | ===<big>{{clr|H|2H}}</big>=== | ||
{{GGST Move Card | |||
|input=2H | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 12 | |startup = 12 | ||
Line 451: | Line 235: | ||
|recovery = 24 | |recovery = 24 | ||
}} | }} | ||
* Good combo tool. | * Good combo tool. | ||
* Generally used as a whiff cancel followup from {{clr|S|2S}} in neutral. | * Generally used as a whiff cancel followup from {{clr|S|2S}} in neutral. | ||
* High risk, high reward anti-air. | * High risk, high reward anti-air. | ||
As a starter, Chipp can combo into an air {{clr|K|236K}} combo. More often used as a combo extension tool from a {{clr|S|c.S}} or {{clr|S|2S}} starter, which leads to his [[GGST/Chipp_Zanuff/Combos#Basic_combos|BnB combos]]. In the corner, counter hits can be confirmed right into wall run combos or gamma blade loops. Since {{clr|H|2H}} is slow and not disjoint, it can be quite risky to use as an anti-air option - use it very carefully. | As a starter, Chipp can combo into an air {{clr|K|236K}} combo. More often used as a combo extension tool from a {{clr|S|c.S}} or {{clr|S|2S}} starter, which leads to his [[GGST/Chipp_Zanuff/Combos#Basic_combos|BnB combos]]. In the corner, counter hits can be confirmed right into wall run combos or gamma blade loops. Since {{clr|H|2H}} is slow and not disjoint, it can be quite risky to use as an anti-air option - use it very carefully. | ||
}} | |||
===<big>{{clr|D|2D}}</big>=== | ===<big>{{clr|D|2D}}</big>=== | ||
{{GGST Move Card | |||
|input=2D | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 10 | |startup = 10 | ||
Line 488: | Line 251: | ||
|recovery = 19 | |recovery = 19 | ||
}} | }} | ||
* Another great poking tool | * Another great poking tool | ||
* | * | ||
Line 498: | Line 260: | ||
All around excellent button for starting okizeme, since it provides hard knockdown on grounded opponents. | All around excellent button for starting okizeme, since it provides hard knockdown on grounded opponents. | ||
}} | |||
===<big>{{clr|P|6P}}</big>=== | ===<big>{{clr|P|6P}}</big>=== | ||
{{GGST Move Card | |||
|input=6P | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 9 | |startup = 9 | ||
Line 530: | Line 272: | ||
|recovery = 25 | |recovery = 25 | ||
}} | }} | ||
* Above knee invulnerable anti-air. | * Above knee invulnerable anti-air. | ||
* Decent counterpoke. | * Decent counterpoke. | ||
Chipp's safer, but low reward anti-air option. Due to its long recovery, whiffing this move is very easily punishable. Chipp can also gatling into this button from {{clr|P|5P}}/{{clr|P|2P}} for some extra damage. In neutral, as it has some upper-body invulnerability, this move can be used to counterpoke long range attacks such as Ramlethal/Testament/Baiken's {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=f.S|label={{clr|S|f.S}}}}. | Chipp's safer, but low reward anti-air option. Due to its long recovery, whiffing this move is very easily punishable. Chipp can also gatling into this button from {{clr|P|5P}}/{{clr|P|2P}} for some extra damage. In neutral, as it has some upper-body invulnerability, this move can be used to counterpoke long range attacks such as Ramlethal/Testament/Baiken's {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=f.S|label={{clr|S|f.S}}}}. | ||
}} | |||
===<big>{{clr|K|6K}}</big>=== | ===<big>{{clr|K|6K}}</big>=== | ||
{{GGST Move Card | |||
|input= | |||
|description=6K | |||
{{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 20 | |startup = 20 | ||
Line 566: | Line 287: | ||
|recovery = 9 | |recovery = 9 | ||
}} | }} | ||
* Chipp's main overhead | * Chipp's main overhead | ||
* Chipp becomes airborne | * Chipp becomes airborne | ||
Line 573: | Line 293: | ||
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. | 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. | ||
}} | |||
===<big>{{clr|H|6H}}</big>=== | ===<big>{{clr|H|6H}}</big>=== | ||
{{GGST Move Card | |||
|input=6H | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 17 | |startup = 17 | ||
Line 606: | Line 305: | ||
|recovery = 18 | |recovery = 18 | ||
}} | }} | ||
* Max damage CH starter. | * Max damage CH starter. | ||
* Excellent combo filler due to its high damage and ground bounce. | * Excellent combo filler due to its high damage and ground bounce. | ||
Useful normal for causing a ground bounce in combos. Also a fantastic punish option for DPs for big counter hit combos. {{clr|H|6H}} can also be used as a counter-poke for some extended normals to fish for counter hit starters. This button has a decent vertical hitbox, which can be used to catch jump out attempts. On normal air-hit, {{clr|H|6H}} can combo into {{clr|S|2S}} for high-damaging combos at certain ranges. | Useful normal for causing a ground bounce in combos. Also a fantastic punish option for DPs for big counter hit combos. {{clr|H|6H}} can also be used as a counter-poke for some extended normals to fish for counter hit starters. This button has a decent vertical hitbox, which can be used to catch jump out attempts. On normal air-hit, {{clr|H|6H}} can combo into {{clr|S|2S}} for high-damaging combos at certain ranges. | ||
}} | |||
===<big>{{clr|P|j.P}}</big>=== | ===<big>{{clr|P|j.P}}</big>=== | ||
{{GGST Move Card | |||
|input=j.P | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 5 | |startup = 5 | ||
Line 643: | Line 321: | ||
|recovery = 8 | |recovery = 8 | ||
}} | }} | ||
* '''Not''' jump or airdash cancellable. | * '''Not''' jump or airdash cancellable. | ||
* Chains into itself. | * Chains into itself. | ||
Line 653: | Line 330: | ||
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|j.P}}, {{clr|K|j.2K}} | [[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|j.P}}, {{clr|K|j.2K}} | ||
}} | |||
===<big>{{clr|K|j.K}}</big>=== | ===<big>{{clr|K|j.K}}</big>=== | ||
{{GGST Move Card | |||
|input=j.K | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 6 | |startup = 6 | ||
Line 687: | Line 344: | ||
|recovery = 8 | |recovery = 8 | ||
}} | }} | ||
* Jump and air-dash cancellable. | * Jump and air-dash cancellable. | ||
* Long range air-to-air option. | * Long range air-to-air option. | ||
Line 694: | Line 350: | ||
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|K|j.2K}}, {{clr|D|j.D}} | [[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|K|j.2K}}, {{clr|D|j.D}} | ||
}} | |||
===<big>{{clr|S|j.S}}</big>=== | ===<big>{{clr|S|j.S}}</big>=== | ||
{{GGST Move Card | |||
|input=j.S | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 9 | |startup = 9 | ||
Line 726: | Line 362: | ||
|recovery = 18 | |recovery = 18 | ||
}} | }} | ||
* Jump and air-dash cancellable. | * Jump and air-dash cancellable. | ||
* Main crossup tool. | * Main crossup tool. | ||
Line 732: | Line 367: | ||
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}} | [[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}} | ||
}} | |||
===<big>{{clr|H|j.H}}</big>=== | ===<big>{{clr|H|j.H}}</big>=== | ||
{{GGST Move Card | |||
|input=j.H | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 9 | |startup = 9 | ||
Line 767: | Line 379: | ||
|recovery = 18 | |recovery = 18 | ||
}} | }} | ||
* Front hitbox hits on frame 11 and back hitbox on frame 9. | * Front hitbox hits on frame 11 and back hitbox on frame 9. | ||
*Jump and air-dash cancellable. | *Jump and air-dash cancellable. | ||
Chipp slashes below him while hitting twice. Chipp's primary jump-in that can also cross up. If it hits decently deep, {{clr|H|j.H}} will combo into {{clr|K|2K}} > {{clr|D|2D}} after landing for hard knockdown. May also combo into {{clr|S|c.S}}/{{clr|S|2S}} if {{clr|H|j.H}} hits deep enough. On both air and grounded counterhits, Chipp can combo into {{clr|S|c.S}}/{{clr|S|2S}} as well. | Chipp slashes below him while hitting twice. Chipp's primary jump-in that can also cross up. If it hits decently deep, {{clr|H|j.H}} will combo into {{clr|K|2K}} > {{clr|D|2D}} after landing for hard knockdown. May also combo into {{clr|S|c.S}}/{{clr|S|2S}} if {{clr|H|j.H}} hits deep enough. On both air and grounded counterhits, Chipp can combo into {{clr|S|c.S}}/{{clr|S|2S}} as well. | ||
}} | |||
===<big>{{clr|D|j.D}}</big>=== | ===<big>{{clr|D|j.D}}</big>=== | ||
{{GGST Move Card | |||
|input=j.D | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 8 | |startup = 8 | ||
Line 803: | Line 394: | ||
|recovery = 22 | |recovery = 22 | ||
}} | }} | ||
*Jump and air-dash cancellable. | *Jump and air-dash cancellable. | ||
Although not bad, this button has certainly seen better days. Good jump-in button, but the hitbox is not even remotely disjointed as in previous GG titles. This is also a common air combo ender as it will knockdown any airborne opponent. Often used as a gatling option from {{clr|S|j.S}} for a double overhead. Similar to {{clr|H|j.H}}, it combos into {{clr|K|2K}} > {{clr|D|2D}} if it hits low enough, and into {{clr|S|c.S}}/{{clr|S|2S}} if it hits very deep. Also combos into {{clr|S|c.S}}/{{clr|S|2S}} for a high-damage combo on counterhits. | Although not bad, this button has certainly seen better days. Good jump-in button, but the hitbox is not even remotely disjointed as in previous GG titles. This is also a common air combo ender as it will knockdown any airborne opponent. Often used as a gatling option from {{clr|S|j.S}} for a double overhead. Similar to {{clr|H|j.H}}, it combos into {{clr|K|2K}} > {{clr|D|2D}} if it hits low enough, and into {{clr|S|c.S}}/{{clr|S|2S}} if it hits very deep. Also combos into {{clr|S|c.S}}/{{clr|S|2S}} for a high-damage combo on counterhits. | ||
}} | |||
===<big>{{clr|K|j.2K}}</big>=== | ===<big>{{clr|K|j.2K}}</big>=== | ||
{{GGST Move Card | |||
|input=j.2K | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 16 | |startup = 16 | ||
}} | }} | ||
*Each hit is special cancellable like any other normal. | *Each hit is special cancellable like any other normal. | ||
Line 842: | Line 411: | ||
Easy to counter-hit and has a long whiff recovery so do not use this move carelessly | Easy to counter-hit and has a long whiff recovery so do not use this move carelessly | ||
}} | |||
==Universal Mechanics== | ==Universal Mechanics== | ||
Line 848: | Line 418: | ||
===<big>Ground Throw</big>=== | ===<big>Ground Throw</big>=== | ||
{{InputBadge|{{clr|D|6D}} or {{clr|D|4D}}}} | {{InputBadge|{{clr|D|6D}} or {{clr|D|4D}}}} | ||
{{GGST Move Card | |||
|input=6D or 4D | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 2 | |startup = 2 | ||
Line 869: | Line 426: | ||
|recovery = 38 | |recovery = 38 | ||
}} | }} | ||
* Can throw the opponent either forward or backwards. | * Can throw the opponent either forward or backwards. | ||
* Hard knockdown on hit. | * Hard knockdown on hit. | ||
Line 875: | Line 431: | ||
The throw leaves Chipp at full screen but he can easily run back in and meaty his opponent. | The throw leaves Chipp at full screen but he can easily run back in and meaty his opponent. | ||
}} | |||
===<big>Air Throw</big>=== | ===<big>Air Throw</big>=== | ||
{{InputBadge|{{clr|D|j.6D}} or {{clr|D|j.4D}}}} | {{InputBadge|{{clr|D|j.6D}} or {{clr|D|j.4D}}}} | ||
{{GGST Move Card | |||
|input=j.6D or j.4D | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 2 | |startup = 2 | ||
Line 900: | Line 444: | ||
|recovery = 10 | |recovery = 10 | ||
}} | }} | ||
* Can throw the opponent either forward or backwards. | * Can throw the opponent either forward or backwards. | ||
* 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. | ||
}} | |||
==Special Moves== | ==Special Moves== | ||
===<big>Alpha Blade Horizontal</big>=== | ===<big>Alpha Blade Horizontal</big>=== | ||
{{InputBadge|{{clr|P|236P}} (Air OK)}} | {{InputBadge|{{clr|P|236P}} (Air OK)}} | ||
{{GGST Move Card | |||
|input=236P,j.236P | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 29 | |startup = 29 | ||
Line 945: | Line 465: | ||
|active = 3 | |active = 3 | ||
}} | }} | ||
;Alpha Blade Horizontal | ;Alpha Blade Horizontal | ||
* Cross up move | * Cross up move | ||
Line 967: | Line 486: | ||
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. | 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. | ||
}} | |||
===<big>Alpha Blade Diagonal</big>=== | ===<big>Alpha Blade Diagonal</big>=== | ||
{{InputBadge|{{clr|K|236K}} (Air OK)}} | {{InputBadge|{{clr|K|236K}} (Air OK)}} | ||
{{GGST Move Card | |||
|input=236K,j.236K | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 27 | |startup = 27 | ||
Line 1,007: | Line 503: | ||
|active = 3 | |active = 3 | ||
}} | }} | ||
;Alpha Blade Diagonal | ;Alpha Blade Diagonal | ||
Line 1,031: | Line 526: | ||
If used near the corner, Chipp will automatically perform a second hit coming off the wall and cross back through his opponent allowing for a follow up. 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). | If used near the corner, Chipp will automatically perform a second hit coming off the wall and cross back through his opponent allowing for a follow up. 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). | ||
}} | |||
===<big>Beta Blade</big>=== | ===<big>Beta Blade</big>=== | ||
{{InputBadge|{{clr|S|623S}} (Air OK)}} | {{InputBadge|{{clr|S|623S}} (Air OK)}} | ||
{{GGST Move Card | |||
|input=623S,j.623S | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 7 | |startup = 7 | ||
Line 1,071: | Line 543: | ||
|active = 20 | |active = 20 | ||
}} | }} | ||
* 60% Initial proration | * 60% Initial proration | ||
* Invincible to strikes on startup, but can be thrown | * Invincible to strikes on startup, but can be thrown | ||
Line 1,083: | Line 554: | ||
If this whiffs, '''Chipp may die'''. If it is blocked on the ground, '''Chipp may die''', but having meter for Roman Cancel will make it safe. | If this whiffs, '''Chipp may die'''. If it is blocked on the ground, '''Chipp may die''', but having meter for Roman Cancel will make it safe. | ||
}} | |||
===<big>Gamma Blade</big>=== | ===<big>Gamma Blade</big>=== | ||
{{InputBadge|{{clr|H|236H}}}} | {{InputBadge|{{clr|H|236H}}}} | ||
{{GGST Move Card | |||
|input=236H | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 25 | |startup = 25 | ||
}} | }} | ||
* 80% forced proration on-hit | * 80% forced proration on-hit | ||
* Launches opponent on-hit | * Launches opponent on-hit | ||
Line 1,125: | Line 575: | ||
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]]. | 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]]. | ||
}} | |||
===<big>Resshou</big>=== | ===<big>Resshou</big>=== | ||
{{InputBadge|{{clr|S|236S}}}} | {{InputBadge|{{clr|S|236S}}}} | ||
{{GGST Move Card | |||
|input=236S | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 13 | |startup = 13 | ||
Line 1,158: | Line 588: | ||
|recovery = 16 | |recovery = 16 | ||
}} | }} | ||
* Safe poke and pressure tool | * Safe poke and pressure tool | ||
* Large cancel window for delayed follow ups | * Large cancel window for delayed follow ups | ||
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. 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. | ||
}} | |||
===<big>Rokusai</big>=== | ===<big>Rokusai</big>=== | ||
{{InputBadge|Resshou > {{clr|S|236S}}}} | {{InputBadge|Resshou > {{clr|S|236S}}}} | ||
{{GGST Move Card | |||
|input=236S | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 8 | |startup = 8 | ||
Line 1,196: | Line 605: | ||
|recovery = 21 | |recovery = 21 | ||
}} | }} | ||
* Negative on-hit (-3) so be wary when continuing pressure. | * Negative on-hit (-3) so be wary when continuing pressure. | ||
* Large cancel window for delayed follow ups | * Large cancel window for delayed follow ups | ||
Line 1,202: | Line 610: | ||
A fast advancing kick that hits low. 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. | A fast advancing kick that hits low. 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. | ||
}} | |||
===<big>Senshuu</big>=== | ===<big>Senshuu</big>=== | ||
{{InputBadge|Resshou > {{clr|K|236K}}}} {{InputBadge|Rokusai > {{clr|K|236K}}}} | {{InputBadge|Resshou > {{clr|K|236K}}}} {{InputBadge|Rokusai > {{clr|K|236K}}}} | ||
{{GGST Move Card | |||
|input=236S 236K | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 25 | |startup = 25 | ||
Line 1,235: | Line 623: | ||
|recovery = 27 | |recovery = 27 | ||
}} | }} | ||
* End of Chipp's rekka series | * End of Chipp's rekka series | ||
* Soft knockdown on normal hit | * Soft knockdown on normal hit | ||
Line 1,241: | Line 628: | ||
Flip kick that hits overhead. 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. | Flip kick that hits overhead. 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. | ||
}} | |||
===<big>Genrou Zan</big>=== | ===<big>Genrou Zan</big>=== | ||
{{InputBadge|{{clr|S|63214S}}}} | {{InputBadge|{{clr|S|63214S}}}} | ||
{{GGST Move Card | |||
|input=63214S | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 27 | |startup = 27 | ||
Line 1,274: | Line 641: | ||
|recovery = 15 | |recovery = 15 | ||
}} | }} | ||
* Sometimes referred to as "Leaf Throw". | * Sometimes referred to as "Leaf Throw". | ||
* Excellent for catching back dash | * Excellent for catching back dash | ||
Line 1,283: | Line 649: | ||
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. | 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. | ||
}} | |||
===<big>Shuriken</big>=== | ===<big>Shuriken</big>=== | ||
{{InputBadge|{{clr|P|j.214P}}}} | {{InputBadge|{{clr|P|j.214P}}}} | ||
{{GGST Move Card | |||
|input=j.214P | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 22 | |startup = 22 | ||
}} | }} | ||
* Freezes Chipp midair during the throw. | * Freezes Chipp midair during the throw. | ||
* Counterhit recovery state. | * Counterhit recovery state. | ||
Line 1,322: | Line 667: | ||
Regular 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. 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. | Regular 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. 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. | ||
}} | |||
===<big>Wall Run</big>=== | ===<big>Wall Run</big>=== | ||
{{InputBadge|Hold 6 while dashing to a wall's edge}} {{InputBadge|4 or 2 during Wall Run}} | {{InputBadge|Hold 6 while dashing to a wall's edge}} {{InputBadge|4 or 2 during Wall Run}} | ||
{{GGST Move Card | |||
|input=6 during dash near corner,4 or 2 during Wall Run | |||
|versioned=name | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Can also be performed by holding forward (6) or the attack button during different version of Alpha Blade ({{clr|P|236[P]}} / {{clr|P|j.236[P]}} / {{clr|K|236[K]}}) | * Can also be performed by holding forward (6) or the attack button during different version of 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 | * During wall run, Chipp is able to perform special versions of his ground normals | ||
Line 1,351: | Line 683: | ||
Chipp's primary combo extender after counterhit {{clr|H|2H}} or after an updrift Red RC (88RRC) at the corner. Wallrun combos lead to some of the highest damaging combos Chipp has. Aside from fancy wall run combos, the wall run can enable tricky okizeme/mixups off either version of Alpha Blade when cancelled immediately. | Chipp's primary combo extender after counterhit {{clr|H|2H}} or after an updrift Red RC (88RRC) at the corner. Wallrun combos lead to some of the highest damaging combos Chipp has. Aside from fancy wall run combos, the wall run can enable tricky okizeme/mixups off either version of Alpha Blade when cancelled immediately. | ||
}} | |||
==<big>Wall Run Moves</big>== | ==<big>Wall Run Moves</big>== | ||
Line 1,357: | Line 690: | ||
==={{clr|P|w.P}}=== | ==={{clr|P|w.P}}=== | ||
{{InputBadge|{{clr|P|P}} during Wall Run}} | {{InputBadge|{{clr|P|P}} during Wall Run}} | ||
{{GGST Move Card | |||
|input=w.P | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 9 | |startup = 9 | ||
Line 1,386: | Line 698: | ||
|recovery = 31 | |recovery = 31 | ||
}} | }} | ||
*Shares an animation with {{clr|P|6P}} | *Shares an animation with {{clr|P|6P}} | ||
*Outclassed by other Wall Run moves | *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. | ||
}} | |||
==={{clr|K|w.K}}=== | ==={{clr|K|w.K}}=== | ||
{{InputBadge|{{clr|K|K}} during Wall Run}} | {{InputBadge|{{clr|K|K}} during Wall Run}} | ||
{{GGST Move Card | |||
|input=w.K | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 6 | |startup = 6 | ||
Line 1,424: | Line 715: | ||
|recovery = 15 | |recovery = 15 | ||
}} | }} | ||
*Shares an animation with {{clr|K|5K}} | *Shares an animation with {{clr|K|5K}} | ||
*Excellent hitbox for combo extensions | *Excellent hitbox for combo extensions | ||
Line 1,431: | Line 721: | ||
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|w.P}}, {{clr|K|w.K}}, {{clr|H|w.6H}} | [[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|w.P}}, {{clr|K|w.K}}, {{clr|H|w.6H}} | ||
}} | |||
==={{clr|S|w.S}}=== | ==={{clr|S|w.S}}=== | ||
{{InputBadge|{{clr|S|S}} during Wall Run}} | {{InputBadge|{{clr|S|S}} during Wall Run}} | ||
{{GGST Move Card | |||
|input=w.S | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 6 | |startup = 6 | ||
Line 1,464: | Line 734: | ||
|recovery = 18 | |recovery = 18 | ||
}} | }} | ||
*Shares an animation with {{clr|S|c.S}} | *Shares an animation with {{clr|S|c.S}} | ||
*Chipp's main wall run starter and combo tool | *Chipp's main wall run starter and combo tool | ||
Line 1,471: | Line 740: | ||
[[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}} | [[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}} | ||
}} | |||
==={{clr|S|w.SS}}=== | ==={{clr|S|w.SS}}=== | ||
{{InputBadge|{{clr|S|S}} > {{clr|S|S}} during Wall Run}} | {{InputBadge|{{clr|S|S}} > {{clr|S|S}} during Wall Run}} | ||
{{GGST Move Card | |||
|input=w.SS | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 7 | |startup = 7 | ||
Line 1,504: | Line 753: | ||
|recovery = 23 | |recovery = 23 | ||
}} | }} | ||
*Shares an animation with {{clr|S|f.S}} | *Shares an animation with {{clr|S|f.S}} | ||
*Can only be used as a cancel from {{clr|S|w.S}} | *Can only be used as a cancel from {{clr|S|w.S}} | ||
Line 1,512: | Line 760: | ||
[[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|w.H}} | [[GGST/Chipp_Zanuff/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|w.H}} | ||
}} | |||
==={{clr|H|w.H}}=== | ==={{clr|H|w.H}}=== | ||
{{InputBadge|{{clr|H|H}} during Wall Run}} | {{InputBadge|{{clr|H|H}} during Wall Run}} | ||
{{GGST Move Card | |||
|input=w.H | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 10 | |startup = 10 | ||
Line 1,545: | Line 773: | ||
|recovery = 21 | |recovery = 21 | ||
}} | }} | ||
*Shares an animation with {{clr|H|5H}} | *Shares an animation with {{clr|H|5H}} | ||
*Strong against burst | *Strong against burst | ||
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. | 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. | ||
}} | |||
==={{clr|H|w.6H}}=== | ==={{clr|H|w.6H}}=== | ||
{{InputBadge|{{clr|H|6H}} during Wall Run}} | {{InputBadge|{{clr|H|6H}} during Wall Run}} | ||
{{GGST Move Card | |||
|input=w.6H | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 17 | |startup = 17 | ||
Line 1,583: | Line 790: | ||
|recovery = 21 | |recovery = 21 | ||
}} | }} | ||
*Shares an animation with {{clr|H|6H}} | *Shares an animation with {{clr|H|6H}} | ||
*Max damage combo filler and wall break option | *Max damage combo filler and wall break option | ||
Line 1,590: | Line 796: | ||
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. | 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. | ||
}} | |||
==Overdrives== | ==Overdrives== | ||
Line 1,596: | Line 803: | ||
===<big>Zansei Rouga</big>=== | ===<big>Zansei Rouga</big>=== | ||
{{InputBadge|{{clr|H|632146H}} (Air OK)}} | {{InputBadge|{{clr|H|632146H}} (Air OK)}} | ||
{{GGST Move Card | |||
|input=632146H | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 21 | |startup = 21 | ||
Line 1,629: | Line 812: | ||
|startup = 14 | |startup = 14 | ||
}} | }} | ||
* Invincible on frame 6 (ground) / frame 4 (air), but the animation of Chipp flying around the screen isn't. | * Invincible on frame 6 (ground) / frame 4 (air), but the animation of Chipp flying around the screen isn't. | ||
<!--Please double check the zansei invul--> | <!--Please double check the zansei invul--> | ||
Line 1,637: | Line 818: | ||
* Can be Purple RC'd at any point, but mostly done after for [[GGST/Chipp_Zanuff/Combos#Zansei_Rouga_Combos|combo extensions]]. | * Can be Purple RC'd at any point, but mostly done after for [[GGST/Chipp_Zanuff/Combos#Zansei_Rouga_Combos|combo extensions]]. | ||
Chipp dashes upwards diagonally and goes back and forth across the screen. If he hits the opponent they'll be juggled around the air before an animation will trigger in which Chipp knocks them into the sky to then slam them downwards. It'll bring the opponent midscreen, hard knocked down with Chipp landing right next to them. Since Chipp gains control before the opponent he can immediately pressure their wakeup with okizeme. Can be used as a reversal to quickly react to an enemy's attack. | Chipp dashes upwards diagonally and goes back and forth across the screen. If he hits the opponent they'll be juggled around the air before an animation will trigger in which Chipp knocks them into the sky to then slam them downwards. It'll bring the opponent midscreen, hard knocked down with Chipp landing right next to them. Since Chipp gains control before the opponent he can immediately pressure their wakeup with okizeme. Can be used as a reversal to quickly react to an enemy's attack. | ||
}} | |||
===<big>Banki Messai</big>=== | ===<big>Banki Messai</big>=== | ||
{{InputBadge|{{clr|P|236236P}}}} | {{InputBadge|{{clr|P|236236P}}}} | ||
{{GGST Move Card | |||
|input=236236P | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 7 | |startup = 7 | ||
}} | }} | ||
*Launches and hard knockdown on completion, wallbreaks near the corner. | *Launches and hard knockdown on completion, wallbreaks near the corner. | ||
*Has short period of projectile invincibility after the super flash. | *Has short period of projectile invincibility after the super flash. | ||
Line 1,675: | Line 833: | ||
*Can be Red Roman Cancelled either during the beginning of the animation or after the super is finished. | *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 {{clr|H|632146H}} isn't enough to kill. Has brief projectile invulnerability after the superflash, enabling Chipp to punish fireball moves in certain situations. | 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 {{clr|H|632146H}} isn't enough to kill. Has brief projectile invulnerability after the superflash, enabling Chipp to punish fireball moves in certain situations. | ||
}} | |||
==Colors== | ==Colors== |
Revision as of 20:34, 5 September 2022
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 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, 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, his fast 2K, 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.
- 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 wall runGuardStartupRecoveryAdvantage- 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 command grabGuardGround ThrowStartup27Recovery15AdvantageN/A, cross-upGuardAllStartup29Recovery19Advantage-4, grounded overheadGuardHighStartup28Recovery7Advantage+2, and a dive kickGuardHighStartup16RecoveryUntil Landing+8Advantage+3 (IAD). Cycling through all these can make Chipp's offense often feel unstoppable.
- Defense: 3 frame 5PGuardAllStartup3Recovery10Advantage-2, 5 frame 2KGuardLowStartup5Recovery8Advantage-2, and DPGuardAllStartup9Recovery23Advantage-27 can help Chipp escape pressure in places where many other characters can't.
- Meter Monster: With great ways to both build an spend meter, Chipp gets to take advantage of Roman Cancels and positive bonus in unique ways to set up scary situations for his opponents.
- 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.
Chipp Zanuff | |
---|---|
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws. | 5P (3F) |
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options. | (j.)623S (9F) |
Normal Moves
5P
- 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, and Goldlewis). 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
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 |
- Jump and dash cancellable.
- Unique Gatling into itself.
- Excellent close-range button.
Very fast 5K with good range, while also being jump and dash cancellable. It is slower than his 5P, but can't be crouched under making it easier to use. It also has better range than his 2K, making it more ideal to use as a punish in certain situations. Good for general pressure as it chains into itself and can be confirmed into 2D very easily.
Has overhead options by gatling into 6K or 5D, and low options by gatling into 2K or 2D.
Dash cancels also make this move even stronger due to having the additional threat by dash canceling into specials or dashing in for a throw.
Gatling Options: 6P, 5K, 2K, 6K, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | 0 | 500 | 1500 | 300 | 80% |
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 |
- Jump and dash cancellable.
- 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. It is +1 on block, which can allow Chipp to apply more pressure to his opponents.
He has overhead options by gatling into 6K or 5D, and low options by gatling into 2D.
Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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% | 3 | Mid | +4 | 2000 | 1000 | 300 | 80% |
- Input Proximity Range: 270
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 |
- One of Chipp's prime poking normals in neutral.
- f.S > 236S is a fairly standard poking tool.
Chipp's best poke with excellent range and combos easily into resshou. This will cover a lot of ground space and also catches jump out attempts. Chipp extends his hurtbox a lot, so be careful about getting beat out by 6Ps or crouched under by low profile moves. Combos into 2H at closer ranges, and Resshou~Senshuu on counterhit for a soft knockdown.
Gatling Options: 5H, 2H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -5 | 1500 | 1000 | 300 | 80% |
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 |
- Surprisingly safe
- Good counter poking tool
Less range and slightly slower than f.S, but has a better, disjointed hitbox for counter poking. Unfortunately, it has large knockback, which can make it difficult to convert damage off of or use in extended combos. 5H > 236S is a good poke to use against opponents with greater range than Chipp. In the corner, 5H can be used in high damage wallbounce combos and setups.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 | Large | -1 | 2500 | 1000 | 300 | 80% |
- Chipp advances forward slightly on frame 11
5D
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 |
- Uncharged Dust
- Uncharged dust on-hit is 0 or neutral frame advantage and causes float
- Causes 80% proration on-hit
Universal overhead attack that's pretty fast. Chipp summons Dodomezaki the sea otter in front of him for his dust attack. The otter is NOT disjointed from Chipp as he also get hurt if the otter is hit. Can be gatling from 5K, 2K, or c.S for a mixup. Can be RC'd for further combo extensions.
- Charged Dust
- Data in [] represents values when fully charged.
- Charged dust leads to soft knockdown (+36).
- Holding up during the hitstop frames of charged dust will activate homing jump:
- Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
- Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
- Homing jump combos can sometimes increase meter balance enough to activate positive bonus.
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo. 5[D] can be used in relatively burst-safe combos.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | 0 | 1125 | 3000 [1000] | 700 (900) | 60% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
100% | 4 | Mid | KD +36 | 1875 | 1500 [1000] | 0 (200) | 60% |
- 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.
- 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 |
- Not 3 frames but hits everyone crouching.
Slower jab than 5P but this does not whiff on crouchers making it easier to use. This can be used for mashing out of most strings where 5P would whiff. Usable as a tick throw options as well. Confirm into 6P resshou for a bit of damage.
Gatling Options: 5P, 2P, 6P, 6K, 6H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | +1 | 500 | 1500 | 300 | 80% |
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 |
- Chipp's fastest low.
- Does not gatling into itself.
- Dash 2K is a decent neutral tool.
Chipp's primary low option for opening up the opponent. Chipp will almost always gatling this into 2D on hit for okizeme or an extended RC combo.
At 5f startup, 2K has the same startup as 2P. However, it has superior range and leads to hard knockdown on hit, making it Chipp's primary tool for both mashing out of strings and punishing opponents. On counterhit, it can link into c.S, leading to a full combo.
As the recovery is very low, it can be used to set up tick throws or linked into other normals for a pressure reset on block.
Gatling Options: 6P, 6K, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
70% | 0 | Small | +1 | 375 | 1000 | 300 | 80% |
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 |
- It's a mid.
- Whiff cancels into 2H, making it scary for opponents to whiff punish.
- Decent poke that cannot be low profiled.
A crouching poke that does not hit low. Has a unique property where it can whiff cancel into 2H. Although it has a much shorter range, 2S will hit opponents using low profile moves that would otherwise cause f.S to whiff.
This normal also causes a vertical launch on an airborne opponent, making it very usable for some loop combos. For situations where 5K/2K would not reach as a punish option, 2S may be used instead. Leads to a highly rewarding combo on hit.
Gatling Options: 5H, 2H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -4 | 1500 | 1000 | 300 | 80% |
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 |
- Good combo tool.
- Generally used as a whiff cancel followup from 2S in neutral.
- High risk, high reward anti-air.
As a starter, Chipp can combo into an air 236K combo. More often used as a combo extension tool from a c.S or 2S starter, which leads to his BnB combos. In the corner, counter hits can be confirmed right into wall run combos or gamma blade loops. Since 2H is slow and not disjoint, it can be quite risky to use as an anti-air option - use it very carefully.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 | Large | KD +28 | 2500 | 1000 | 500 | 60% |
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 |
- Another great poking tool
Fast, long range sweep option that can low profile some attacks when spaced.
Generally good to use against low profile moves that would cause f.S to whiff. However, it is still possible that 2D will trade or lose out to those moves occasionally due to the tall hurtbox near Chipp's body. It is a very useful as a whiff punish option as well. On counterhit, it combos into 2S for high-damaging combos at certain ranges.
All around excellent button for starting okizeme, since it provides hard knockdown on grounded opponents.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Large | HKD +51 | 1125 | 1000 | 300 | 80% |
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 |
- Above knee invulnerable anti-air.
- Decent counterpoke.
Chipp's safer, but low reward anti-air option. Due to its long recovery, whiffing this move is very easily punishable. Chipp can also gatling into this button from 5P/2P for some extra damage. In neutral, as it has some upper-body invulnerability, this move can be used to counterpoke long range attacks such as Ramlethal/Testament/Baiken's f.SGuardAllStartup11Recovery21Advantage-10 [-13].
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -13 | 1500 | 1000 | 500 | 80% |
- If the first hit of a combo, applies an additional +20 Combo Decay.
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 |
---|
6K
- Chipp's main overhead
- Chipp becomes airborne
- Raised hurtbox can low crush certain moves
- Relatively safe on block, +1 on hit
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 6K hits meaty enough, it can combo into 2K > 2D and set up the same okizeme loop again. Can also be RC'd for further, damaging combo extensions and setups near the corner.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 |
---|
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 |
- Max damage CH starter.
- Excellent combo filler due to its high damage and ground bounce.
Useful normal for causing a ground bounce in combos. Also a fantastic punish option for DPs for big counter hit combos. 6H can also be used as a counter-poke for some extended normals to fish for counter hit starters. This button has a decent vertical hitbox, which can be used to catch jump out attempts. On normal air-hit, 6H can combo into 2S for high-damaging combos at certain ranges.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 | Large | -2 | 2500 | 1000 | 500 | 100% |
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) |
- Not jump or airdash cancellable.
- Chains into itself.
- Good, fast air-to air option.
Self-chainable short range punch that can be used as a quick air-to-air and leads to a full combo on hit.
Can be used as a fast, double overhead option off a drop down wallrun setup. Sometimes used as a combo filler to guarantee wallsplat and wallbreak.
Gatling Options: j.P, j.2K
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | +5 (IAD j.PPP) | 375 | 1000 | 300 | 80% |
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) |
- Jump and air-dash cancellable.
- Long range air-to-air option.
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. Leads to a full combo on hit.
Gatling Options: j.2K, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 | Small | +4 (IAD) | 375×2 | 1000 | 150×2 | 80% |
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) |
- Jump and air-dash cancellable.
- Main crossup tool.
Chipp spins like a top hitting both sides. His best crossup tool. Chipp noticeably extends his hurtbox further behind him than one would expect making it possible for some attacks to seemingly hit him from behind. On both air and grounded counterhits, Chipp can continue the combo with c.S or 2S.
Gatling Options: j.H, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | +4 (IAD) | 1125 | 1000 | 300 | 80% |
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) |
- Front hitbox hits on frame 11 and back hitbox on frame 9.
- Jump and air-dash cancellable.
Chipp slashes below him while hitting twice. Chipp's primary jump-in that can also cross up. If it hits decently deep, j.H will combo into 2K > 2D after landing for hard knockdown. May also combo into c.S/2S if j.H hits deep enough. On both air and grounded counterhits, Chipp can combo into c.S/2S as well.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | +7~8 (IAD) | 525×2 | 1000 | 150×2 | 80% |
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) |
- Jump and air-dash cancellable.
Although not bad, this button has certainly seen better days. Good jump-in button, but the hitbox is not even remotely disjointed as in previous GG titles. This is also a common air combo ender as it will knockdown any airborne opponent. Often used as a gatling option from j.S for a double overhead. Similar to j.H, it combos into 2K > 2D if it hits low enough, and into c.S/2S if it hits very deep. Also combos into c.S/2S for a high-damage combo on counterhits.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | +3 (IAD) | 1125 | 1000 | 500 | 100% |
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) |
- Each hit is special cancellable like any other normal.
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 a long whiff recovery so do not use this move carelessly
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 | Very Small | +6 (IAD) | 150×N | 1000 | 60×N | 100% |
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 |
- 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.
The throw leaves Chipp at full screen but he can easily run back in and meaty his opponent.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 |
- 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
|
CH Type
|
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
Special Moves
Alpha Blade Horizontal
236P (Air OK)
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 |
- Alpha Blade Horizontal
- Cross up move
- Chipp can begin a wall run by holding forward (6) or P
- Cannot be Red Roman Cancelled
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. When spaced or used in the corner, it is sometimes possible to combo into 5P. On hit Alpha Blade Horizontal will cause a soft knock down giving Chipp some advantage depending on spacing. Since this move repositions Chipp quickly it can be used to safely bait some reversals.
In the corner Chipp can cancel Alpha Blade Horizontal into a wall run for combo extensions and mix-ups by holding forward (6) or P during the animation.
- Air Alpha Blade Horizontal
- Cross up move
- Chipp can begin a wall run by holding forward (6) or P
- There is no minimum height on the move, allowing it to be tiger knee'd (2369P)
- Recovers after landing
- Cannot be Red Roman Cancelled
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 Tiger Knee input (2369P) Chipp can use this move close to the ground allowing for meterless combos in the corner or when spaced.
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 P during the animation.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 | Very Small | KD +34 | 500 | 1000 | 300 | 80% | 12% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
80% | 1 | Very Small | KD | 500 | 1000 | 300 | 80% | 12% | 150 |
- Has no Activation Range unlike other Alpha Blade variants.
- Horizontal Activation Range: 800 (Distance from original input position)
Alpha Blade Diagonal
236K (Air OK)
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 |
- Alpha Blade Diagonal
- Cross up move
- Travels upward with air options available.
- Chipp can begin a wall run by holding forward (6) or K
- Cannot be Red Roman Cancelled.
Chipp vanishes before appearing in the air a fixed distance away. This move can be used for a quick cross up or for extensions into air combos (often from 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.
If used near the corner, Chipp will automatically perform a second hit coming off the wall and cross back through his opponent allowing for a follow up. Chipp can also cancel the move into a wall run by holding forward (6) or K during the animation leaving him high up on the wall.
- Air Alpha Blade Diagonal
- Cross up move
- Travels downwards causing a ground bounce
- Cannot be used for wall runs
- Can steal the corner by holding forward (6) during the animation
- Cannot be Red Roman Cancelled.
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 c.S.
If used near the corner, Chipp will automatically perform a second hit coming off the wall and cross back through his opponent allowing for a follow up. 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 K will not work).
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 | Very Small | KD +37 (Airborne) | 500 | 2000 | 700 | 60% | 12% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
80% | 1 | Very Small | KD +40 | 500 | 2000 | 700 | 100% | 12% | 150 |
- 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.
- 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)
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 |
- 60% Initial proration
- Invincible to strikes on startup, but can be thrown
- Can't be Roman Canceled when whiffed
The initial proration affects the second hit of Beta Blade. This means that when Beta Blade is used to start a combo each hit does 30 and 15 respectively (45 total).
Upward uppercut-like slash that hits twice. The first hit is very close range and will have trouble connecting with opponents who are further out. The second hit only has upper-body invincibility, which makes it likely to trade against jump-ins. Use as a reversal or combo ender. Since it is very active, it can be used against opponents in the air, and still be somewhat safe on block upon landing. Even so, it is best to be careful when using Beta Blade.
Many characters have methods to extend pressure while baiting DP, including Chipp himself, so use sparingly on wakeup. Beta blade shines in being able to disrupt common blockstrings, such as Baiken's f.S/2S>2H, forcing the opponent to pause or adjust their strings against it.
If this whiffs, Chipp may die. If it is blocked on the ground, Chipp may die, but having meter for Roman Cancel will make it safe.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
60% | 2 | Large, Very Small | KD +17 | 700×2 | 1000 | 250×2 | 60% | 25% | 50 | ||||||||||||||||||||||||||||||||||||||||||||||||||
60% | 2 | Large, Very Small | KD | 700×2 | 1000 | 250×2 | 60% | 25% | 50 |
- If the first hit of a combo, applies an additional +20 Combo Decay. (All versions)
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 |
- 80% forced proration on-hit
- Launches opponent on-hit
- Deals very high wall damage
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 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.
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.
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 okizeme option.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Very Small | +12 | 500 | 2000 | 700 | 80% | 12% | 100 |
- Clone spawns on frame 13 will continue even if Purple Roman Cancelled as an independent projectile
- The clone's active frames are activated by proximity to the opponent
- Startup can range from 25F to 50F depending on distance to opponent
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 |
- Safe poke and pressure tool
- Large cancel window for delayed follow ups
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. A safe poke option to condition and 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 2S and Senshuu on counterhit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 3 | Mid | -1 | 2000 | 1000 | 300 | 80% | 25% | 150 |
- Can cancel into Rokusai and Senshuu f8~33
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 |
---|---|---|---|---|---|---|
28 | All | 13 | 5 | 16 | -4 |
- Negative on-hit (-3) so be wary when continuing pressure.
- Large cancel window for delayed follow ups
- Normally safe due to push-back but can be punished by many characters
A fast advancing kick that hits low. Useful for frame trapping an opponent when they try to mash or when they're trying to jump out. Combos into 2S or Senshuu (~236K) on counterhit. Best used with meter to convert normal hits and to help stay safe on block.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 3 | Mid | -1 | 2000 | 1000 | 300 | 80% | 25% | 150 |
- Can cancel into Rokusai and Senshuu f8~33
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 |
- End of Chipp's rekka series
- Soft knockdown on normal hit
- Can beat many low pokes due to the raised hurtbox
Flip kick that hits overhead. There is a small gap (5~6 frames) where the opponent can interrupt with 5 frame jabs, 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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 3 | Large | KD +23 | 1500 | 1000 | 300 | 100% | 25% | 150 |
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 |
- Sometimes referred to as "Leaf Throw".
- Excellent for catching back dash
- Raised hurtbox lets Chipp defeat many low-pokes
- Airborne on frame 14
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.
Genoru Zan can be PRC'd at any point in the animation and the last hit can be Red RC'd allowing for combo extensions.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 |
- Freezes Chipp midair during the throw.
- Counterhit recovery state.
- Can be TK'd from ground and in the air (2147p), allowing air options on recovery.
- Up to 3 Shuriken can be used if TK'd during intial jumps.
- If it isn't TK'd, Chipp will be in recovery state until landing.
Regular air fireball 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. 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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Very Small | 500 | 1000 | 300 | 100% | 12% | 100 |
- Special landing recovery remains even after recovering mid-air or performing other air actions.
- Landing recovery is reset if performing a Double Jump or Roman Cancel.
- Projectile will continue if Purple Roman Canceled on frame 22 at the earliest.
- Clash Level: 0 (Loses to all other projectiles and can be hit with strikes)
- Clash Hits: 1
- Horizontal Activation Range: 250
Wall Run
Hold 6 while dashing to a wall's edge 4 or 2 during Wall Run
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 |
---|---|---|---|---|---|---|---|
Wall Run | |||||||
Escape |
- Can also be performed by holding forward (6) or the attack button during different version of Alpha Blade (236[P] / j.236[P] / 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
Chipp's primary combo extender after counterhit 2H or after an updrift Red RC (88RRC) at the corner. Wallrun combos lead to some of the highest damaging combos Chipp has. Aside from fancy wall run combos, the wall run can enable tricky okizeme/mixups off either version of Alpha Blade when cancelled immediately.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Wall Run | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Escape |
Wall Run Moves
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 |
- Shares an animation with 6P
- 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 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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
- Shares an animation with 5K
- Excellent hitbox for combo extensions
A fast kick that juggles the opponent close to Chipp. This move can be easier to use than w.S when starting or extending wall run combos but with fewer cancel options and less damage.
Gatling Options: w.P, w.K, w.6H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
- Shares an animation with c.S
- Chipp's main wall run starter and combo tool
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.
Gatling Options: w.P, w.SS, w.H, w.6H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
- Shares an animation with f.S
- Can only be used as a cancel from w.S
- Not a proximity normal
A fast slash that juggles the opponent somewhat far from Chipp. This move is useful in combos and setups where w.H is too slow to connect but is otherwise outclassed by w.H.
Gatling Options: w.H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
- Shares an animation with 5H
- Strong against burst
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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
- Shares an animation with 6H
- Max damage combo filler and wall break option
- Causes a wall bounce at high wall health
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 j.236K to carry the opponent back to the ground.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Overdrives
Zansei Rouga
632146H (Air OK)
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 |
- Invincible on frame 6 (ground) / frame 4 (air), but the animation of Chipp flying around the screen isn't.
- Hard knockdown, but does not wall break.
- Since it can be used mid-air it's able to be implemented in some specific Wall Run combos.
- Can be Purple RC'd at any point, but mostly done after for combo extensions.
Chipp dashes upwards diagonally and goes back and forth across the screen. If he hits the opponent they'll be juggled around the air before an animation will trigger in which Chipp knocks them into the sky to then slam them downwards. It'll bring the opponent midscreen, hard knocked down with Chipp landing right next to them. Since Chipp gains control before the opponent he can immediately pressure their wakeup with okizeme. Can be used as a reversal to quickly react to an enemy's attack.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 +22 | 600×4 | 1000 | 0 | 80% | 25% |
- Active/recovery frames depend on distance to the corner
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 |
- 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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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
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 DLCColors 7-11 are included in Season Pass 1 Color 12 is included in Ultimate Edition |
External References
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall