GGST/Chipp Zanuff

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Overview

Overview

Chipp Zanuff is the ultimate speed demon. He has phenomenal running speed and good air mobility thanks to his triple jump. His special moves provide strong movement and pressure to keep his opponent guessing. He even possesses the unique ability to run up walls.

Chipp has many fast attacks and strong pressure tools. f.S is fast, has good range, and safe special cancels. 5K can gatling into itself for strong stagger pressure, and 6K is a safe overhead. j.2K is a divekick that has great synergy with Chipp’s triple jump. Resshou is a rekka A series of special attacks that are only available after the first one is performed. that can lead to highly delayable follow-ups, forcing a scary guessing game on his opponent. Safe tools like these can condition opponents to block, opening them up for riskier mix-ups. Some choices are Genrou Zan, a long-ranged command grab, and Alpha Blade, a grounded cross-up Attacking your opponent after changing which horizontal side you are on, usually by jumping over them.. After scoring a knockdown, Chipp gets powerful Okizeme in the form of safe jumps, cross-ups and high/low mix-ups. Rotating through these options gives Chipp an unparalleled offense.

On the flip side, Chipp’s defense value is the weakest in the game. Mistakes are so detrimental that trading hits back and forth is not an option. He is provided some potent defensive options in his quick 5P, 2K, and his DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., but durability is still no strength of his. Chipp has the mobility and tools needed to out-maneuver his opponent and avoid unnecessary risks.

If you want to overwhelm opponents with unrivaled speed and plethora of relentless pressure tools, then look no further than Chipp Zanuff.
Chipp Zanuff
GGST Chipp Zanuff Portrait.png
Damage Received Mod
×1.27
Guts Rating
4
Prejump
4F
Backdash
20F Duration
1-5F Invuln
1-19F Airborne
Unique Movement Options
Triple Jump, Wall Run
Fastest Attack
5P (3F)
Reversals
(j.)623S (9F)


 Chipp Zanuff is a lightning fast ninja, who uses his movement to stay out of harms way and punish his opponent's mistakes.
Pick if you like Avoid if you dislike
  • Chipp has every offensive tool and the kitchen sink to pressure his opponent. Cycling through these can make him feel unstoppable.
  • His quick dash, triple jump, and movement specials let Chipp fight on his own terms and enable a scary whiff-punish game.
  • Unique wall runGGST Chipp Zanuff Wall Run.pngGuardStartupRecoveryAdvantage- enables flashy combos, and tricky mix-ups.
  • Many defensive options, including a DPGGST Chipp Zanuff Beta Blade.pngGuardAllStartup9Recovery23Advantage-27, means that Chipp rarely needs to rely on universal mechanics to get out of a tough spot.
  • Chipp not only builds meter quickly, but has countless creative ways to spend it using Roman Cancels.
  • Having a tiny health pool means even basic strings can be dangerous for Chipp. Mistakes can be extremely punishing.
  • Combo routing that often requires on-the-fly adjustments, needing labbing and optimization to stay consistent.
  • Having interactable offense that can force Chipp to guess during his own pressure.

Normal Moves

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

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20 All 3 2 10 -2
Total: 14

A lightning fast jab and one of the fastest normals in the game (tied with  Sol's 5KGGST Sol Badguy 5K.pngGuardAllStartup3Recovery25Advantage-16).

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

5P whiffs on most crouching characters but many can be jailed"When you are forced to block an attack that you can normally avoid by crouching..." src: glossary.infil.net into it from a jump-in.


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

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
24 All 6 5 8 -3
Total: 18

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

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

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

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


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

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
38 All 7 6 10 +1
Total: 22

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

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

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

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


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

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 9 2 20 -8
Total: 30

Chipp's strongest poking and whiff punish tool

Chipp's f.S is extremely fast, has excellent range, and combos easily into Resshou from range or 5H/2H up close. This move shines when combined with Chipp's dash, enabling near full-screen punishes. Whiffing f.S can be dangerous though, since it extends Chipp's hurtbox quite far and has a longer recovery than some other f.S buttons. It is also notably weak to low pokes and low profile moves, whiffing over them.


Gatling Options: 5H, 2H

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
42 All 11 7 16 -4
Total: 33

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

Less range and slightly slower than f.S but safer. Unfortunately, it has large knockback, which can make it difficult to convert into damage or use in extended combos. 5H > 236S is a good poke to use against opponents with greater range than Chipp. 5H causes a long tumbling animation on air-hit which enables high damage corner combos and setups.

  • Disjointed hitbox near Chipp's hands
  • Surprisingly safe

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Uncharged 40 High 20 5 24 -15
Charged 50 High 28 5 24 -10
Total: 48
Total: 56
Uncharged Dust

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

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

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

Charged Dust

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

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

  • Data in [] represents values when fully charged.
  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
    • Homing jump combos can sometimes increase meter balance enough to activate positive bonus.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Uncharged 80% 2 Mid 0 1125 3000 [1000] 700 (900) 60%
Charged 100% 4 Mid KD +36 1875 1500 [1000] 0 (200) 60%

Uncharged:

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


Charged:

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

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
18 All 5 2 10 -2
Total: 16

A situational pressure and abare option.

Chipp's 2P may be slower than his 5P, but it does not whiff on crouchers making it much easier to use in pressure. It also hits high enough to stuff attacks that might go over his 2K, making it useful for pressure and defense in some match ups. 2P also finds use in Chipp's tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. setups.


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

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
18 Low 5 4 8 -2
Total: 16

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

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

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


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

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 All 10 4 17 -7
Total: 30

A crouching poke that does not hit low but covers the ground in front of Chipp.

2S is useful against low-hitting moves that might otherwise cause f.S to whiff. 2S also has a unique whiff cancelThe ability to cancel into another move on-whiff into 2H, making it extremely scary to challenge and excellent for catching backdash. As a combo tool, 2S will pop-up an airborne opponent making is useful for juggles/pickups. Despite its role as a juggle tool, it suffers from a short hitbox can which cause it to whiff in unexpected places.

  • Advances Chipp forward slightly

Gatling Options: 5H, 2H

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 All 12 9 24 -14
Total: 44

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

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

  • Advances Chipp forward slightly

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Low 10 2 19 -7
Total: 30

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

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

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

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 All 9 5 25 -16 1-2 Upper Body
3-13 Above Knee
Total: 38

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

A low reward button that is best used against deep hitting jump-ins that would cause Chipp's other buttons to lose. 6P's upper-body invulnerability also makes it useful for counter-poking attacks in neutral, especially large pokes like Ramlethal's f.SGGST Ramlethal Valentine fS.pngGuardAllStartup11Recovery21Advantage-10 [-13]. The recovery is on the longer side so Chipp must be careful to avoid whiffing it. In combos 6P will not launch a grounded opponent making it useful for many of Chipp's mix setups.

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 High 28 5 7 +2
Total: 39

Chipp's main overhead.

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. It can be used to harass an opponent mid blockstring, to close out a round, or as a niche frame trap.

6K normally gives low reward, but Chipp can link 2K or 5P for a combo when it is timed meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.. On air-hit it will wall-bounce the opponent, allowing it to act as combo filler and catch jump-outs. 6K becomes extremely threatening with meter, enabling full combos and tricky setups.

  • Chipp becomes airborne on frame 6
  • Raised hurtbox can low-crush certain moves
  • Up to +6 on crouching meaty hit

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 All 17 6 18 -5
Total: 40

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

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

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

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16 High 5 4 8 +2 (IAD j.PPP)
Total: 16

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16×2 High 6 2(3)2 8 +1 (IAD)
Total: 20

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 High 9 4 18 +1 (IAD)
Total: 30

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22×2 High 8 6,6 17 +4~5 (IAD)
Total: 36

Chipp's primary jump-in move.

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

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

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

Gatling Options: j.D

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
44 High 8 4 22 0 (IAD)
Total: 33

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

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

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

  • Jump and air-dash cancellable.
  • Can be up to +10 on block at lowest possible height

j.2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
14×N High 16 Until Landing Until Landing+8 +3 (IAD)
The number of active frames is not a simple number (Until Landing). Please specify explicitly.

Multi-hitting divekick that hits at a steep angle.

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

Easy to counter-hit and has a long whiff recovery so do not use this move carelessly

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

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
70 Ground Throw 2 3 38
Total: 42

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

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

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
70 Air Throw 2 3 38 or Until Landing+10
The number of recovery frames is not a simple number (38 or Until Landing+10). Please specify explicitly.

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

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

Special Moves

Alpha Blade Horizontal

236P (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236P 38 All 29 3 19 -4
j.236P 38 All 29 3 33
Total: 50
Total: 64
Alpha Blade Horizontal

Also known as "P Alpha" by the community.

Grounded cross-up and movement tool.

Chipp vanishes before appearing on the ground a fixed distance away. This move can be used for a quick cross-up or for combos, particularly with meter. On-hit Alpha Blade Horizontal will cause a soft knock down giving Chipp variable advantage depending on spacing. When spaced or used in the corner, Chipp may have enough advantage to link 5P. A max range OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." will leave Chipp extremely plus. 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 6 (6) or P during the animation.

  • Cannot be Red Roman Cancelled

Air Alpha Blade Horizontal

Aerial cross-up and movement tool.

Chipp vanishes before appearing in the air a fixed distance away. This move can be used for a quick cross-up or to reset an opponent at the end of a combo. Since it can be used with a Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. input (2369P) 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 6 (6) or P during the animation.

  • There is no minimum height on the move, allowing it to be tiger knee'd (2369P)
  • Recovers after landing
  • Cannot be Red Roman Cancelled

Alpha Blade Diagonal

236K (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236K 36 All 27 3 17 -2
j.236K 36 All 28~41 3 21 -6
Total: 46
Total: 55
Alpha Blade Diagonal

Also known as "K Alpha" by the community.

Grounded cross-up, combo, and movement tool.

Chipp vanishes before appearing in the air a fixed distance away, with air options available. 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 by bouncing off the wall to keep his opponent cornered. Chipp is left with air options available for combos or pressure. There is a "sour spot" distance near the corner where the second hit will not activate causing Chipp to corner himself.

Chipp can also cancel the move into a wall run by holding 6 (6) or K during the animation leaving him high up on the wall.

  • Cannot be Red Roman Cancelled.

Air Alpha Blade Diagonal

Aerial cross-up and movement tool.

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 by bouncing off the wall to keep his opponent cornered. The corner version has the unfortunate habit of whiffing one or both hits so Chipp should route his combos carefully to avoid drops.

Chipp cannot cancel this move into a wall run like the grounded version but he can hold 6 (6) to only perform a single hit and steal the corner (holding K will not work).

  • Travels downwards causing a ground bounce
  • Cannot be Red Roman Cancelled.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236K 80% 1 Very Small KD +37 (Airborne) 500 2000 700 60% 12% 150
j.236K 80% 1 Very Small KD +40 500 2000 700 100% 12% 150

236K:

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


j.236K:

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

Beta Blade

623S (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
623S 30, 26 All 9 2, 18 23 -27 1-10F Strike
j.623S 30, 26 All 9 2, 18 Until Landing+8 1-10F Strike
Total: 51
The number of recovery frames is not a simple number (Until Landing+8). Please specify explicitly.

Chipp's only invincible reversal

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

In combos the awkward gap in between each hit can cause opponents to drop out when it is used as an ender. As a starter, combining Beta Blade with RC can lead to some useful setups/mix but the initial proration hurts Chipp's already low damage making it a situational use of meter. TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. Beta Blade can act as an optimal but impractical combo filler when connected at a sweet-spot height for meterless follow ups.

If this whiffs, Chipp may die. If it is blocked on the ground, Chipp may die. Having meter for Roman Cancel can help make it safe.

  • Can't be Roman Canceled when whiffed

Gamma Blade

236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 25~50 7 Total 42 +9
Total: 24

Powerful pressure reset and oki option.

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

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

  • 80% forced proration on-hit
  • Launches opponent on-hit
  • Deals very high wall damage
  • Clone becomes an independent projectile with PRC

Resshou

236S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 All 13 5 16 -4
Total: 33

Safe pressure tool and important combo tool.

Start of Chipp's rekka A series of special attacks that are only available after the first one is performed. with follow ups available on hit, block, and whiff. The large cancel window and threat of delayed follow ups make this move very scary to challenge despite being minus. The high RISC gain make it equally scary if Chipp resets his pressure. Resshou is also an important combo tool which causes a wall bounce on airborne opponents. This allows Chipp to extend combos without cornering himself.

Chipp can confirm his entire rekka sequence on crouching hit for most characters, and combo into 2S/Senshuu on counter hit.

Rokusai

Resshou > 236S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 Low 8 2 21 -6
Total: 30

A fast advancing kick that hits low. Has a large cancel window for delayed follow ups.

Useful for frame trapping an opponent when they try to mash or when they're trying to jump out. Chipp can combo directly into his overhead Senshuu on crouching hit or counter hit. Best used with meter to convert normal hits and to help stay safe on block.

  • Does not launch or knock down a grounded opponent
  • Large cancel window for delayed follow ups
  • Negative on-hit (-3) so be wary when continuing pressure.
  • Normally safe due to push-back but can be punished by many characters

Senshuu

Resshou > 236K Rokusai > 236K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 High 20 6 20 -9
Total: 45

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

Senshuu makes Chipp airborne and raises his hurtbox, allowing him to defeat some low-pokes. Although it leads to a soft knockdown on-hit, Chipp can confirm for a full combo on counter-hit. It is fairly unsafe on-block and leaves Chipp vulnerable to a punish.

This move is best used against a conditioned opponent unless Chipp has meter to Roman Cancel. There is a small gap (4~5 frames) where the opponent can interrupt with 4 frame jabs, 6P, or use a reversal before the kick hits.

Genrou Zan

63214S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
97 Ground Throw 27 11 15 N/A
Total: 52

Also known as "Leaf Throw" by the community.

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

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

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

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

Shuriken

j.214P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
10 All 22 Until Hit 35+4 After Landing
Total: 21

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

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

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

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

Wall Run

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

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

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

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

  • Press 4 (4) or 2 (2) to perform Escape and leap from the wall.
  • The jump arc for 4 (4) sends Chipp away from the wall and 2 (2) sends Chipp down along the wall
  • Wall Run can also be performed using the dash macro toward the wall, or 6 (6) during Alpha Blade
  • Air Alpha Blade DiagonalGGST Chipp Zanuff Alpha Blade Diagonal Air.pngGuardAllStartup28~41Recovery21Advantage-6 will not start a wall run

Wall Run Moves

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

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 9 3 31
Total: 42

w.K

K during Wall Run

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 6 5 15
Total: 25

w.S

S during Wall Run

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45 6 2 18
Total: 25

w.SS

S > S during Wall Run

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 7 2 23
Total: 31

w.H

H during Wall Run

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 10 7 21
Total: 37

w.6H

6H during Wall Run

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
72 17 6 21
Total: 43

Max damage combo filler and wall break option.

A large slash that hits far behind Chipp's head allowing him to pull the opponent back toward the wall and extend a combo with a bounce or to cause a wall splat. Chipp can use the wall bounce to perform a high damage extension or to end his wall run and use j.236KAir Alpha Blade Diagonal to carry the opponent back to the ground.

This move deals absurdly high damage, especially for combo filler, and finds use in Chipp's optimal routes.

  • Shares an animation with 6H
  • Causes a wall bounce at high wall health

Overdrives

Zansei Rouga

632146H (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
632146H 10×4, 135 All 20+1 58~64 49~53 6-22 Full
j.632146H 10×4, 135 All 13+1 54~64 Until Landing+20 4-15 Full
Total: 20
Total: 13

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 Chipp slams them back to the ground with a hard knock down. Chipp will land close to the opponent with enough advantage to apply pressure or mix ups. Can be used for combos, to call out slower moves on reaction, or as a full screen whiff punish.

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

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

Banki Messai

236236P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
14×5, 7×3, 28 All 6+1~11 1(7)2(9)2(7)4(12)9 28 -20 3~6 Full
The number of startup frames is not a simple number (6+1~11). Please specify explicitly.

Chipp's wall break overdrive

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

Banki Messai has the unfortunate tendency to scale extremely poorly so this move should not be relied upon for its damage. However, the ability to wall break makes it very useful for securing okizeme/positive bonus. Can be reliably activated from a kara-cancel making it good for converting stray hits.

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

Colors

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


Navigation

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