#GGST_CH meaty j.236b beats leo flashkick and leads into a safejump, tech found by @beven215 #PS4share pic.twitter.com/Sf3Kveub2l— Dogzea@GGST_CH (@DogzeaNY) June 22, 2021
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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)
before breakfast number in brackets = damage on Sol @ wallsplat ^if damage missing, no alternatives to compare to ".." = delay "W!" = wallsplat green row = universal,Sol,Ky,May,Axl,Chipp,Potemkin,Faust,Millia,Zato-1,Ramlethal,Leo,Nagoriyuki,Giovanna,Anji,I-No Fullscreen (wont reach wall) cS 2H...
Anti-Ram variant of BRC after throw. Besides the BRC usually freezing the opponent (adding to their mental stack) it's also safe from her fastest super!You can also air-throw a jump attempt.#GGST_CH #GuiltyGearStrive @HiFightTH pic.twitter.com/vIppH160fL— tragic (@fightelement) June 21, 2021
charged dust that does 233 and way more consistent than some others ive seen so far. starts with a slight delay so that the jS hits every character.#GGST_CH pic.twitter.com/DT6zI9uoIx— takaiyo (@Takaiy0) June 21, 2021
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
Mix High Low with 236P Tiger Knee on the the wall into max (?) damage #GGST_CH pic.twitter.com/tDj6J9ff9C— El Niño Kinjito🇩🇿 (@RIPKinjito) June 21, 2021
When you do a combo like 2S2H K Alpha, if either the 2S or 2H are counterhit, the height of the opponent's character changes after K Alpha for some reason (probably related to hitstop). You can adjust for this by delaying the K Alpha (the final part in the video) #GGST_CH pic.twitter.com/BDIxN5pSuA— tenkai (@_tenkai) June 21, 2021
Chipp corner 2H counterhit OS: 2H 236H 23[6]P. In this game, during the counterhit screen, you can override whatever special you buffered into a different one. Chipp 2H is blocked: Gamma Blade. Chipp 2H hits CH: you override the Gamma with Alpha wallrun into a combo. #GGST_CH pic.twitter.com/DRwtHR7GPh— tenkai (@_tenkai) June 21, 2021
Pretty sure every Chipp knows this by now but it's so strange to see meaty alpha blade beat like almost every reversal in the game. #GGST_CH pic.twitter.com/ihsKgWj61u— クソゲー乙 (@sibladeko) June 21, 2021
Chipp's backdash is considered airborne when BRC is used which allows him to do an automatic Tiger Knee 236P at low altitude. This can be done after the time slow or as a BRC cancel (directly into it). Both can be converted into a wall break!#GGST_CH #GuiltyGearStrive pic.twitter.com/ffy6GSfQXV— tragic (@fightelement) June 21, 2021