                   
                  
                        Guilty Gear X - Sega Dreamcast
                          
                         Chipp Zanuff's Character FAQ

                            Version 1.0 - 11/23/2001 
                                               
                     by Shin Gotenks(gotenksshin@hotmail.com)


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------------------------    COPYRIGHT  ------------------------------
_____________________________________________________________________


This document is copyright of Elton Bruno, 2001. If you want to use it 
for commercial use, first ask me permission. You can publish this FAQ on 
your site, but you have to keep this document in its entirety.
If you want to use only a part of it, give me the credits. You can't 
force the users to click on a banner to see it. You can't publish it on 
a magazine without mentioning the author's name, and asking permission 
to him, sure.
The last version of this FAQ can be found at www.gamefaqs.com. If you 
want me to send a version of this FAQ to you, contact me and I'll see 
what I can do.
And etc, etc, etc...


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-------------------------   CHIPP WHAT ?  ---------------------------
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Yes, Chipp Zanuff. He's back! Better than ever and ready to crush the 
other fighters!

This guy is my favorite character in this game. The guy that more 
resembles to a Saiyajin, yes, it's him. But not only because he 
resembles a Saiyajin, it's because he's the best fighter that I ever 
seen. He's the guy that has more moves to trick the enemy, and a Danger 
Move that is the craziest I ever seen!

He appeared first in Guilty Gear (for PSX), to the persons that don't 
know. Some changes have been made to him, including the fighting pose, 
some moves, the utility of the teleport move, he has a new Destroyer and 
a new Danger Move. 


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--------------------------   MOVE LIST   ----------------------------
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I haven't found any info about Chipp Zanuff, so I'll write only the move 
list, combos and strategies.
Varius moves I don't know the name, so I created these moves' names.

First, the commands:

P - punch (X)
K - Kick (A)
S - Slash (Y)
HS - Hyper Slash (B)
F - front
B - back
D - down
U - up
DF - down-front (diagonal)
DB - down-back (diagonal)
S + HS: launcher (launch the enemy to the air to do a combo)

Then, LET'S ROCK!!!!


----------------------------
1. Normal Moves
----------------------------

--Two-punch link: F + P

*Normal move, a punch down and a punch up. Simple. It can link various 
hits (like P,P,K,K,S, F + P, S,HS).



--Two-hand link: F + HS

*Normal move too (yes, see above). It's a two-hand attack used to bring 
the enemy closer to you, in the mid of a combo. Good when the enemy is 
receiving the combo hits and is going back, out of your moves' (punchs, 
kicks) reach.



--Mini-launcher: D + HS

*No, it's not Rival Schools. This is a launcher, but lifts the opponent 
to a low height than the normal launcher (S + HS), to make possible some 
air combos.


----------------------------
2. Special Moves
---------------------------- 
 
--Alpha Blade: D,DF,F + P (can be done also in air)

*Chipp will do a faster sweep/slide on the enemy, with his weapon. The 
good thing is that Chipp vanishes while doing this move, and he doesn't 
stop on the enemy's block, he'll appear on the other side of the screen. 
The aerial version of this move is very useful in the air combos.



--Beta Blade: F,D,DF + P (can be done also in air)

*The classic shouryuken. Very useful in combos and to avoid the enemies 
when they are jumping. Can detain some Special Moves and some Danger 
Moves too.



--Ten'I (a.k.a. Teleport): D,D + P,K or S (can be also done in air)

*Very good move. The button you press will affect the place where Chipp 
reappears. With PUNCH, Chipp appears in front of the enemy. With KICK, 
he appears in the backside of the enemy. With Slash, he appears in front 
of the enemy, but in air! Certainly his best move to trick the enemy. 
Remember Guilty Gear (PSX), when Chipp (controlled by CPU), begins to 
teleport to one side and to the other side? If you can't predict where 
he appears, you'll suffer several times until you discover the trick 
behind this move. One good trick to remind: when you enemy hits you with 
a launcher, you can do this move before he reaches you in the air, and 
you'll appear on the ground, giving many chances to hit the opponent.



--Meisai: D,DB,B + K

* Good move too. Chipp says: Find me! and vanishes. In the beginning of 
the move, Chipp can be seen yet. But in the middle of this move, he 
totally vanishes! After it, he'll gradually appear again. You can do it 
as many times as you want. The bad is that if you receive an attack, or 
block it, Chipp will reappear. And normally, Chipp will only vanishes by 
3 ~ 4 seconds. One trick: as the enemy can't see you when you do this, 
you can teleportate as many times as you want, to trick the enemy. 
Teleportating while doing this move is one of the best Chipp's tricks 
(yes, he has a lot).



--Ninja Slash: B,DB,D,DF,F + K

*Chipp uses a ninja techinique to vanish and appear in front of the 
enemy. If he catches the enemy, he will hit his neck with the edge. This 
move is unblockable. The bad thing is this move is very easy to avoid, 
you cam jump, walk back, press P or K repeatedly. Good to jump above the 
projectiles, this is the best use for this move.



--Gama Blade: B,DB,D,DF,F + HS 

*Chipp projects a copy of him (only on the ground). This move is slow, 
so it's not useful in combos, but is good when you knock the enemy to 
the ground and the enemy is far from you. An example: Launcher, jump, 
P,P,K,S,HS, Alpha Blade. The enemy is thrown far from you, then you can 
do Gama Blade to hit him again.



---------------------------
3.Danger Moves             
--------------------------- 

-- Ninja's Rage: D,DF,F,D,DF,F + K

*Crazy crazy crazy Danger Move! Chipp runs towards the enemy and do a  
14 ~ 19 hits combo (depending the way you catched the enemy). Can be 
used on combos, going to more than 32 hits! The bad thing: it's a pain 
that this move cause low damage (if you played Guilty Gear for PSX you 
remember that this move drains more than half of enemy's energy). The 
good thing: you don't need to fill all the Chaos Bar (the bar in the 
bottom of the screen) to do this move, you need only 2/3 of the bar. It 
can avoid ALL projectiles (minus the Danger Moves's ones). I compare it 
to Maiden Masher from Iori Yagami. It can counter several moves. It's 
his best move.



-- Ultra Slash Combo: D,DB,B,DB,D,DF,F + HS

*Chipp kicks in the wall, hits the enemy, rebuts on the anoter wall, 
hits the enemy again, and so on, until he does a 2 ~ 6 hit combo, 
finishing with a BLADE DIVe. This Danger Move can avoid various moves 
and projectiles. It's very hard to hit Chipp when he begins this move, 
this is what make this move too useful, like you see. To do ths move, 
you need to fill all your Chaos Bar, not only 2/3 of the same one. This 
Danger Move can catch the enemy in the air, it's very easy to do this, 
considering that Chipp rebuts on the wall and go to a higher height, all 
times he rebuts. Even the enemy is blocking, Chipp will continue to do 
the move, until he completes the move. This move does more damage than 
the other, Ninja's Rage. It takes about half ad a little more of the 
enemy's life bar, depending of the times you hit him. I can tell you for 
many time the positive points and the negative points, but let's leave 
as it is.


--------------------------------
4.Destroyer
--------------------------------

-- Destroyer Activation: P + K + S + HS

*You need to do this move before doing the Destroyer itself. You can 
perform this at any time during the fight, it takes only a little to 
activate. If you suceed, the Chaos Bar will turn into red and will 
emptying until you perform the Destroyer. You don't need to worry if you 
enemy hits you during this activation, the Chaos Bar will turns into red 
even so. Only note that if you miss the Destroyer, you lose your Chaos 
Bar to the rest of the Round.

-- Fire Pentagram: D,DF,F,D,DF,F + HS

*After the Destroyer activation, doing this move, Chipp will jump and 
create five fire balls about him. If the enemy touches one of these five 
fire balls, he will be drained into the mid of these balls, and some 
lines will go out of these balls, turning it into a pentagram. Chipp 
says something and explodes the opponent, finishing the Destroyer. You 
may know that the Destroyer kills the enemy the two rounds. This is 
good, you can kill any enemy you want, different from Guilty Gear (PSX), 
where the enemies could avoid the Destroyer very easily. But while doing 
this move, you're open guard to any Projectile Danger Move, like 
Testament's one, or that Dizzy's move, where the two parts of her 
discharge a massive energy beam.


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--------------------------- COMBOS  ---------------------------------
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Let me tell you one thing first. The combos on Guilty Gear X don't 
require special timing, only hit the enemy faster as you can. Chipp's 
combos are so easy to do, then you may easily discover one that I 
haven't. I divided it into:

-First, the simple combos (without Danger Moves or Launchers)

-Second, Launcher Combos  and

-Third, hard combos (with a Danger Move)

SPECIAL NOTE: IF THE ENEMY IS FAINTED (STUNNED) WHILE YOU DO THE COMBO 
OR AT THE END OF THE SAME ONE, YOU CAN DO THE SAME COMBO AGAIN, BUT IT 
WILL NOT FAINT THE ENEMY AGAIN.

---------------------------------
1. Simple Combos
---------------------------------

Yeah,yeah. Only punch, punch, kick, any special move. These are the 
simple combos. These combos are all to do on the ground. 

-- P-> P-> K-> K-> S-> S-> D + S-> HS-> D + HS-> Beta Blade.

-- D + P-> D + P-> S->S-> D + S-> HS-> F + HS-> S-> HS, Alpha Blade-> 
Alpha Blade.

-- P-> K-> S -> S -> F + P -> S -> F + HS -> HS -> Beta Blade -> D,D + K 
-> Beta Blade -> Gama Blade.

-- D + K-> D + K-> S -> Beta Blade -> run towards the enemy -> D + S   -
> HS -> Alpha Blade -> Alpha Blade.


----------------------------------
2. Launcher combos
----------------------------------

All these combos begins with a launcher, so you have to do a launcher 
first, then continue the combo as listed below.

-- P -> P-> K -> S -> S -> HS -> Beta Blade -> Alpha Blade (when reach 
the ground)-> Alpha Blade or Gama Blade.

-- K -> S -> S -> Alpha Blade -> Alpha Blade or Gama Blade (when reach 
the ground)

-- P -> P -> K -> S -> S -> HS -> D,D + K -> Alpha Blade (when completed 
the teleport) -> Alpha Blade -> Ninja Slash (while the enemy is getting 
up, and it doesn't hits all times)-> Alpha Blade -> Alpha Blade.


-------------------------------------
3. Hard Combos
-------------------------------------

Some of these combos begin with a launcher, so when you see Launcher, 
means that you need to launch the enemy, okay?

-- P -> P -> K -> K -> D + K -> D + K -> S -> S -> HS -> Ninja's Rage.

-- Launcher -> P -> P -> K -> S -> S -> HS -> D,D + K-> Ultra Slash 
Combo (when the teleport is completed).

-- K -> K -> K -> S -> HS -> Alpha Blade -> Alpha Blade -> Ninja Slash 
(while the enemy is getting up, it doesn't hits all times)-> Ninja's 
Rage.

As you see, there only a few of combos here. But with this you may 
predict how do the other combos work. It's the same thing, only with 
other button. Experiment to finish the combo with another move, or a 
move that faints the enemy, to do the combo again (or even a Destroyer). 
Good Luck!


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----------------  NOTES ABOUT SURVIVAL MODE -------------------------
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This mode is where you can get the secrets of the game more easily 
(minus the endings). As I see, Chipp is one of the fighters who gains 
Levels more easily. If you want to win Guilty Gear Mode (Level 100 of 
this mode), Testament (Level 20), or Dizzy (Level 30), or only hard 
fighters to beat (Levels 40,50,60,70,80 and 90). Try to follow these 
instructions:

-- First, try to do all his moves one time. To each move you do, you 
gain one level (but do only one time in all this mode!)

-- Don't do the same combo more than one time. It's hard to gain levels 
with the same combo.

-- The combos that starts with a launcher are the more easy to gain 
levels.

-- With the Danger Move Ninja's Rage, you gain 2 ~ 3 levels each time 
you do it. You can do it as many times as you want, the number of levels 
you gain will be the same, but you have to hit the enemy with all the 
blows of this Danger Move, or it doesn't works well.

-- Beating the enemy with a Perfect, you gain a plus level after the 
round.

-- If you hit the enemy with the Danger Move Ultra Slash Combo, you can 
gain more than one level, if you hit the enemy with all the blows.

-- Don't be kind with the harder characters (that guys who are all 
yellow), they can kill you with two or three combos.


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--------------------------  CREDITS   -------------------------------
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Yes, they again...

-- Myself --Shin Gotenks-- I'm tired of saying that I've writed all this 
thing, blah, blah, blah ... E-mail: gotenksshin@hotmail.com (I'm tired 
of writing it!)

-- ARC Systems for developing this.

-- SAMMY for this continuation.

-- MASA & MUNE (yes, the two big brothers!) for telling me how to get 
Guilty Gear Mode. E-mail: masamune@bol.com.br

-- Freakky for lending this game to me (you may know, the money I have 
to spend on CDs is over).


IT'S OVER!!!!

                                                    
             "What's that? Oh no! It's a monster! Hiccup! Don't come 
near..hiccup!...me! Aw? Oh, it's only my sis...hiccup!...ter with a 
...hiccup!... mud mask on her...hic!...face! Hiccup! You may see I'm 
falling, but you...Hic!... not see what I dranked bef...Hic!...ore 
falling!"

                                   MASA & MUNE (e-mail above)
                                          
                                
