Chipp Zanuff

Chipp Zanuff

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Discord - A New Way to Chat with Friends & Communities
PunPunch — Today at 7:34 AM So using the hitbox viewer and going frame by frame I counted Chipp's active frames (I left out his supers). I'll just paste it all in one post [7:34 AM] Chipp Active Frames (plus some extra notes): Normals: 5P: 2 active 2P: 2 active 5K: 5 active 2K: 4 active cS: 6 active fS: 2 active 2S: 4 active 5H: 7 active 2H: 9 active (hits once but hitbox changes twice on active frames 3 and 6) 6P: 5 active (Chipp's upper body hurtbox shrinks on frame 1 of start-up and shrinks further on frame 3) 6K: 5 active (airborne on frame 6) 6H: 6 active 5D: 5 active (same with 5[D]) 2D: 2 active jP: 5 start-up, 4 active jK: 6 start-up, hits twice. 2 active frames, 3 frame gap, 2 more active frames jS: 9 start-up, 4 active jH: 8 start-up, 12 active (Hits twice but has 4 different hitboxes, 2 for each hit. Changing after every 3rd active frame) jD: 8 start-up, 4 active j2K 16 start-up, active frames: until Chipp hits the ground Special Active Frames: All Alpha Blades, both inputs, air or ground: 3 active 236H: 10 active 236S: 5 active 236S -> 236S: 8 start-up, 2 active 236S -> 236K: 25 start-up, 6 active 623S: 20 active frames (first 2 are fully invincible, rest are upper body invincible, air 623S is identical) 63214S: 11 active frames (only has 16 recovery frames)
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities
紅ヶ紗🏺🐚🔮 on Twitter
紅ヶ紗🏺🐚🔮 on Twitter
@tos 端端でカルヴァドスガード後はダッシュ近Sが間に合う(バー対の時はカルヴァドスガード後に残星確定するのでそっち #GGST_CH #PS4share pic.twitter.com/rMdB8GF7Km— 紅ヶ紗🏺🐚🔮 (@kougasya_meria) June 22, 2021
mario050987·twitter.com·
紅ヶ紗🏺🐚🔮 on Twitter
そるゔぁ on Twitter
そるゔぁ on Twitter
無敵技の確定とる前に青キャンしたら何か伸びそうな感じになったコンボどうすればいいかわからん #PS4share #GGST #GGST_CHhttps://t.co/3djKadrLuZ pic.twitter.com/DGD7vA6DKz— そるゔぁ (@wacchan4) June 22, 2021
mario050987·twitter.com·
そるゔぁ on Twitter
tragic on Twitter
tragic on Twitter
Chipp 4-way mixup after throw using BRC slow. Requires precision input for earliest backdash BRC cancel to remain close for all options. If too slow, 6K won't hit crouch, or jump frames, and can be DP'ed.Boosting @rottomen's original idea!#GGST_CH #GuiltyGearStrive @HiFightTH pic.twitter.com/EUAsVDU3jB— tragic (@fightelement) June 21, 2021
mario050987·twitter.com·
tragic on Twitter