While on the ground
An overhead attack.
This move can open up an opponent when they're crouch blocking.
Holding the button will strengthen the attack.
Homing jump
When Dust Attack (Hold) hits
You can chase after the opponent and follow up with an attack.
Pressing the attack button you used again will perform a unique finisher.
Sweep
+
While on the ground
A low attack.
This move can open up an opponent when they're stand blocking.
Gatling Combination
AIR OK
Attack buttons in a specific order
Air OK
You can perform a combo by using normal attacks in a certain order.
Throw
AIR OK
or+
Air OK
A move that has a very short range, but cannot be blocked.
You can't block an opponent while they are blocking an attack.
You can escape throws by inputting the throw command the instant you are thrown.
Stand blocking
While on the ground
Blocking while standing allows you to block the opponent's overhead attacks.
However, stand blocking cannot defend against low attacks or throws.
Crouch Blocking
While on the ground
Blocking while crouching allows you to block the opponent's low attacks.
However, crouch blocking cannot defend against overhead attacks or throws.
Air Blocking
AIR ONLY
or
Air only
In mid-air
Air blocking allows you to block all attacks except for throws.
Instant Block
AIR OK
or
Air OK
Right as the attack connects
Your character will flash white when you successfully Instant Block.
Instant Block gains more Tension Gauge than regular blocking, and you will not be knocked away from the opponent.
Faultless Defense
AIR OK
or+Hold 2 attack buttons except
Air OK
A more powerful way of blocking that consumes Tension Gauge.
Faultless Defense pushes the opponent farther away than regular blocking.
Roman Cancel
AIR OK
Press 3 attack buttons except
Air OK
Consumes 50% of your Tension Gauge.
Its function changes depending on what your character is doing when you use it.
Psych Burst
AIR OK
+Any attack button
Air OK
Consumes the entire Burst Gauge.
It can be used when blocking or taking damage as well, but its properties will change.
Command Normals
Command Normal 1
+
An attack with upper body invincibility.
It's a good way to stop the opponent's jump-ins as it works well against aerial attacks.
Command Normal 2
+
An overhead attack performed with a leap.
It can be used to evade low attacks, and the opponent can't block it while crouching.
Command Normal 3
+
A powerful, long-ranged attack.
Although it deals heavy damage, the startup is somewhat slow.
Command Normal 4
AIR ONLY
+
Air only
In mid-air
An overhead that changes your trajectory, sending Chipp straight down.
It can be used to throw off your opponent by changing the timing of your jump-in attack.
Special Attacks
Alpha Blade (Horizontal)
AIR OK
+
Air OK
Chipp vanishes before performing a surprise lunge attack.
He moves behind the opponent as he attacks, making it possible to catch a blocking opponent off guard.
It's a good option for opening up a defensive opponent.
Alpha Blade (Diagonal)
AIR OK
+
Air OK
Chipp vanishes before performing a surprise lunge attack.
He moves behind the opponent as he attacks, making it possible to catch a blocking opponent off guard.
Chipp will bounce off and attack once more if it reaches the corner.
It's a good option for opening up a defensive opponent.
Beta Blade
AIR OK
+
Air OK
A strong anti-air attack.
As it is invincible on startup, it can be used to interrupt your opponent's blockstrings.
If the opponent blocks this while mid-air, it will send them flying back, making it difficult for them to push.
It can't be Roman Canceled when whiffed, so make sure to use it carefully.
Gamma Blade
+
Chipp creates a double of himself that lunges at the opponent.
It's a useful move as it leaves Chipp at an advantage, even on block.
When the double takes damage, so does Chipp.
Resshou
+
A lunge attack with a fast startup.
Its quick recovery makes it a good choice as a poke.
It can be followed up with Rokusai or Senshuu even when whiffed.
Rokusai
+
During Resshou
A follow-up attack available during Resshou, it is a low attack with a long reach.
This move can't be blocked while standing.
You can also use this move to catch the opponent off guard by delaying the timing of the follow-up attack.
It can be followed up with Senshuu even when whiffed.
Senshuu
+
During Resshou or Rokusai
A follow-up attack available during Resshou or Rokusai, it is an overhead attack performed with a leap.
This move can't be blocked while crouching.
Although it has a lot of recovery, it can be used as a high-low mix-up if alternated with Rokusai.
Genrouzan
+
An incredibly damaging command grab.
it can grab the opponent from farther away than other grabs, and can catch the opponent off guard as Chipp vanishes.
However, the startup is relatively slow.
Shuriken
AIR ONLY
+
Air only
In mid-air
A projectile that flies down toward the ground.
This move can only be performed mid-air.
It has less recovery when used close to the ground during descent.
Wall Run
Hold
While dashing near the corner
A command movement technique where Chipp runs on the stage wall.
It can also be used as a follow-up from both versions of Alpha Blade.
You can attack during Wall Run as well.
Wall Run Attack
Any normal except
During Wall Run
Chipp follows up with an attack while running up the wall.
Try using it in strings after getting the opponent in the corner.
Escape
or
During Wall Run
Cancels out of Wall Run.
As you can move directly after canceling, you can attack from the air.
The trajectory changes between the
and
versions, allowing you to catch the opponent off guard.
Overdrives
Zansei Rouga
AIR OK
+
Air OK
A swift and powerful lunge attack.
It deals incredible damage.
As Chipp moves from one side of the screen to the other in an instant, you can use it to punish an opponent from far away.
The beginning of the attack has invincibility, but the startup is relatively slow.
Banki Messai
+
A powerful lunge attack that barrages the opponent with countless strikes.
It has a fast startup, making it easy to include in combos.
It has invincibility as the attack comes out.
It will also cause an Area Shift on hit in the corner.