GGXRD-R2/Chipp Zanuff/Frame Data

From Dustloop Wiki
 Chipp Zanuff


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
RiscGainRate Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.
Attack Level Values
Hitstun and Blockstun Values
Attack Level Hitstop ※1 Counter Hitstop ※1 Standing Hitstun Crouching Hitstun Air Untechable Time ※2 Ground Regular Block Ground Instant Block Ground FD ※3 Air Regular Block Air Instant Block Air FD ※3
Lv0 11 +0 10 +0 10 9 -2 +2 9 -6 +2
Lv1 12 +2 12 +1 12 11 -3 +2 11 -6 +3
Lv2 13 +4 14 +1 14 13 -3 +2 13 -6 +4
Lv3 14 +8 17 +1 16 16 -4 +2 16 -7 +4
Lv4 15 +12 19 +1 18 18 -4 +2 19 -8 +4

※1: The additional hitstop is only applied to the receiver.
※2: During an airborne Counter Hit, untechable time is doubled (with some exceptions).
※3: Abbreviation of Faultless Defense.

For more values, see GGXRD-R2/Frame Data


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Chipp Zanuff x1.30 4 3F [100] Medium 21F (1~9F invuln) 36 30F 24F Triple Jump
Tsuyoshishiki Ten'i
Wall Cling

Normal Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
5P Mid 0 +1 3 1 8 CSJ 144 6 3 8 YRP
5K Mid 0 -3 5 5 8 CSJ Initial: 85% 144 12 3 8 YRP
c.S Mid 2 +2 4 2 10 SJ 264 28 10 7 YRP
f.S Mid 2 -6 7 2 18 S 264 26 10 7 YRP
5H Mid 4 -4 10 7 16 SJ Initial: 95% 384 30 20 6 YRP
5D High 2 +1 27 4 9 Initial: 80% 264 22 10 10 YRP
6P Mid 2 -14 9 3 25 SJ 1~3 Above Knees
4~11 Low Profile
264 22 10 7 YRP
6K High / Air 1 -1 19 5 5+3 After Landing 1~4 Throw
5~Airborne& Foot
264 20 6 7 YRP
6H Mid 4 -2 17 6 15 SJ 384 60 20 6 YRP
2P Mid 0 +1 4 2 7 CS Initial: 80% 144 6 3 8 YRP
2K Low 0 -1 5 4 7 CS Initial: 70% 144 8 3 8 YRP
2S Mid 2 -1 7 4 11 S 264 28 10 7 YRP
2H Mid 4 -8 7 9 18 S Initial: 90% 384 34 20 6 YRP
2D Low 1 -7 9 2 17 S 264 26 6 7 YRP
j.P High / Air 0 5 4 4 CS 144 8 3 8 YRP
j.K High / Air 0 5 6,2 8 CSJ 144 16×2 3 8 YRP
j.2K All 0 8 Until Landing 0 144 16×3 3 8 YRP
j.S High / Air 2 9 10 18 SJ 264 28 10 7 YRP
j.H High / Air 2 8 6,6 29 S 264 26×2 10 7 YRP
j.D High / Air 2 6 8 18 + 5 Landing Recovery S 264 36 -7/+10 YRP

Universal Mechanics

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Ground Throw Ground Throw: 63000 0 +40 1 Forced: 65% 480 0,60 NA 6,0 R
Air Throw Air Throw: 192500 0,4 1 Forced: 65% 480 0,60 NA 6,0 R
DAA All 2 -8 11 8 14 1~18 Full
19~24 Throw
Initial: 50% -5000 / 264 25 10 7
Blitz Mid 1 -2 (15-48)+13 3 20 1~Button release: Blitz Initial: 55% 50 R
[Blitz] Mid 4 +5 50+13 3 20 1~50: Blitz 50 R

Special Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236P Mid 3 -30 17 15 32 1~Airborne
5~16 Low Profile
17~22 Strike
150 / 360 36 14 6 YRP
j.236P All 2 -19 14 14 18 After Landing 75 / 360 32 10 7 YRP
236P > H Mid 3 -13 9 12 18 150 / 600 38 14 6 YRP
623S Mid 2 -30 5 4,18 16+10 After Landing 1~8 All
9~12 Strike
9~Airborne
200 / 600,240 30,26 10 7 R
j.623S All 4 3 2,16 5 After Landing 1~4 Strike 200 / 480,240 28,18 20 6 R
41236H All 2 +5 19 9 Total 56 200 / 120 32 10 20 YRP
214K Total 29 Y
22P Total 21 7~15 Strike 50 / Y
22K Total 30 10~12 Strike 50 / Y
22S/H Total 20 10~12 Strike 50 / Y
63214S Ground Throw 0,4 +54 27 11 12 9 Strike
10~Airborne& Foot
Forced: 60% 300 / 0,720 0,90 NA 6, 0 YRP
236S Mid 2 -1 13 5 10 125 / 300 18 10 7 YRP
236S > 236S Low 4 -7 8 1 25 125 / 300 22 20 6 YRP
236S > 236K High 3 -11 25 6 10+12 After Landing 15~Airborne& Low Body 125 / 480 30 14 6 YRP
623H All 2 -14 16 12 16 16~Airborne 150 / 360 20 10 7 YRP
j.214P Slow All 0 23 Until Landing+6 After Landing 50 / 120 10 2 8 YRP
j.214P Fast All 0 8 Total 16 + 3 Landing Recovery 50 / 120 10 2 8 YRP
Wall > 64 YRP
Wall Cling > 8 YRP
Wall Cling > 6 Until Landing YRP
Wall Cling > 4 Total 6 YRP
Wall Cling > P All 2 17 Until Landing 23 75 / 360 32 10 7 YRP
Wall Cling > K All 0 9 Total 18 50 / 120 10 3 8 Y
Wall Cling > S Ground Throw: 17500 0,4 17 Until Landing 18 After Landing Forced: 60% 300 / 0,720 0,90 NA 6, 0= YRP
Wall Cling > H Air Throw: 17500 0,4 17 19 Until Landing+10 After Landing Forced: 60% 300 / 0,720 0,90 NA 6, 0 YRP

Overdrives

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
632146H Mid 4 -91 21+0
[18+0]
Until Corner 26 After Landing 1~5 Throw
6~21 Full
21~Airborne
[1~18 All]
[19~ Airborne]
-5000/0 24×5,150
[30×5, 187]
20 6 YRP
236236K Mid×32, All×4 2×32,4×4 -14 7+0 3(6)3(8)3(3)×3,3(6)6(3)6(3)60 3~10 Strike -5000/0 6×32,38×4 5×36 2×32, 6×4 YRP
j.214214K All 2 1+2 Total 21 -5000/0 20×12 10 7 Y

Instant Kill

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236236H All 3 -18 9+13
[5+9]
5 30 9~26 Full
[5~18 Full]
DESTROY 14 6

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD Chipp 5P.pngGuardMidStartup3Recovery8Advantage+1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGXRD Chipp 2P.pngGuardMidStartup4Recovery7Advantage+1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGXRD Chipp 6P.pngGuardMidStartup9Recovery25Advantage-14 - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
5KGGXRD Chipp 5K.pngGuardMidStartup5Recovery8Advantage-3 5P[+], 2P[*][+], 6P[*][+] 5K[+], 2K[*][+] c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGXRD Chipp 2K.pngGuardLowStartup5Recovery7Advantage-1 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
6KGGXRD Chipp 6K.pngGuardHigh / AirStartup19Recovery5+3 After LandingAdvantage-1 - - - - - -
c.SGGXRD Chipp c.S.pngGuardMidStartup4Recovery10Advantage+2 6P 6K f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGXRD Chipp f.S.pngGuardMidStartup7Recovery18Advantage-6 - - 2S 5H, 2H - Jump, Special, Super
2SGGXRD Chipp 2S.pngGuardMidStartup7Recovery11Advantage-1 - - - 5H, 2H 5D Special, Super
5HGGXRD Chipp 5H.pngGuardMidStartup10Recovery16Advantage-4 - - - - 5D Jump, Special, Super
2HGGXRD Chipp 2H.pngGuardMidStartup7Recovery18Advantage-8 - 6K - - 5D, 2D Special, Super
6HGGXRD Chipp 6H.pngGuardMidStartup17Recovery15Advantage-2 - - - - - Jump, Special, Super
5DGGXRD Chipp 5D.pngGuardHighStartup27Recovery9Advantage+1 - - - - - Homing Jump, Homing Dash
2DGGXRD Chipp 2D.pngGuardLowStartup9Recovery17Advantage-7 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGXRD Chipp j.P.pngGuardHigh / AirStartup5Recovery4Advantage- j.P j.K j.S j.H j.D Special, Super
j.KGGXRD Chipp j.K.pngGuardHigh / AirStartup5Recovery8Advantage- j.P j.K j.S j.H j.D Jump, Special, Super
j.2KGGXRD Chipp j.2K.pngGuardAllStartup8Recovery0Advantage- - - - - - Special, Super
j.SGGXRD Chipp j.S.pngGuardHigh / AirStartup9Recovery18Advantage- - - - j.H - Jump, Special, Super
j.HGGXRD Chipp j.H.pngGuardHigh / AirStartup8Recovery29Advantage- - - - - - Special, Super
j.DGGXRD Chipp j.D.pngGuardHigh / AirStartup6Recovery18 + 5 Landing RecoveryAdvantage- - - - - - Special, Super
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff
X[*] = X is a delayed gatling

Navigation

 Chipp Zanuff


To edit frame data, edit values in GGXRD-R2/Chipp Zanuff/Data.
System Links
Mechanics
Application & Advanced Information
Archived Information