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<rss version="2.0"><channel><title>Archive Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/118-archive/</link><description>Archive Latest Topics</description><language>en</language><item><title>Accent Core:Chipp Combos</title><link>https://www.forums.dustloop.com/forums/topic/98-accent-corechipp-combos/</link><description><![CDATA[
<p>hopefully its possible to get this stickied? i want to work on this along side every other chipp player out there...so lets get this ball rolling!</p><p>
</p><p>
<strong> BREAD-N-BUTTERS </strong></p><p>
---------------------------------------------</p><p>
Any jump in *preferably j.S or j.HS* and continue with the following</p><p>
5s©, 6p, 5s©, 6p, 2d</p><p>
*This sets up every thing! From mixups to what ever your hearts content.</p><p>
</p><p>
-Taken from the old combo thread originally posted by Kasou-</p><p>
1: c.S-f.S-HS-236S-236S(RC)-6HS-236P+HS (this combo will not work if your opponent is cornered)</p><p>
*note that this combo does not work on light chars such as May, Bridget, Dizzy, Baiken</p><p>
2: 6HS, 236p-RC- 6HS- j.k[1],j.k[1],j.s,dj.k[1],dj.k[1],dj.s,tj.HS,beta blade</p><p>
*leave out 1x j.k[1] against light chars (more consistent against every char with 2xj.k each jump)</p><p>
3: s©,s(f),hs,236s,236s,rc, dash, s,6p,s,6p,s,2d</p><p>
*These are pretty much standard combos that are for the most part, universal against the whole cast.*</p><p>
</p><p>
</p><p>
<strong> ADVANCED COMBOS </strong></p><p>
---------------------------------------------</p><p>
vs SOL</p><p>
</p><p>
Anywhere, 25% Tension, 7 hits, 151 dam</p><p>
5s©, 5s, JI, 2hs, HS teleport, j.p, j.d, air alpha, frc, iad BACKWARDS, air alpha</p><p>
</p><p>
Close to the corner, 25% Tension, 10 hits, 164 dam:</p><p>
5s©, 6p, 5s©, 6p, 2d, resshou, 2hs, HS teleport, j.p, j.d, air alpha, frc, beta blade </p><p>
*if you dont have meter for the frc, either end with beta blade or alpha. spacing is kind of required*</p><p>
</p><p>
Corner, 25% Tension, 12 hits, 180 dam:</p><p>
5s©, 5s, JI, 2hs, HS teleport, j.p, j.d, air alpha, frc, iad, dropping s, double jump, k, k, d, air alpha, or beta blade </p><p>
</p><p>
Mid Screen Variation of the above, 11 hits, 180 dam: </p><p>
5s©, 5s, JI, 2hs, HS teleport, j.p, j.d, air alpha, frc, iad BACKWARDS, dropping s, double jump straight up, k, k, d, beta blade </p><p>
*requires a bit of timing </p><p>
</p><p>
Corner, 25% Tension, 7 hits, 151 dam:</p><p>
5s©, 5s, 2hs, HS teleport, j.p, j.d, air alpha, frc, alpha </p><p>
</p><p>
Mid Screen, 25% Tension, 18 hits, 200 dam:</p><p>
from and fdc attempt, dropping HS, air alpha, frc, 6hs, j.k, s, double jump, k, k, s, tripple jump, s, hs, beta blade   </p><p>
*kind of difficult due to chipp not consistantly landing infront of the enemy. combo can still be done if you land behind them however</p><p>
</p><p>
Corner, 25% Tension, Knockdown, 9 hits, 192 dam:</p><p>
s©,s(f),2hs,22D (moves you closer to him),j.D,236P,FRC,late 236p,\/,hs,j.p,j.D</p><p>
*leave away the last j.p if you started the combo with a jumpin. damage ~ 195 dam.</p><p>
you can leave it away either way if you want - the combo is pretty "close to techable".</p><p>
</p><p>
</p><p>
<strong>vs KY</strong></p><p>
</p><p>
mid into corner: 12 hits, 179 dam. KD</p><p>
d.s©,6p,s©,6p,2d,236s,HS,iad.j.p,j.D,236p,FRC, \/,6hs,j.D</p><p>
</p><p>
</p><p>
<strong>vs EDDIE</strong></p><p>
</p><p>
midscreen &amp; to corner, 25%, 9 hits, 169 dam.</p><p>
s©,6p,s©,6p,2d,236s,236k,HS,41236k,D</p><p>
- omit 1x6p if you are point blank in the corner</p><p>
</p><p>
</p><p>
<strong>vs TESTAMENT</strong></p><p>
</p><p>
mid into corner: 12 hits, 179 dam. KD (same as ky)</p><p>
d.s©,6p,s©,6p,2d,236s,HS,iad.j.p,j.D,236p,FRC, \/,6hs,j.D</p><p>
</p><p>
</p><p>
<strong>vs ABA</strong></p><p>
</p><p>
mid screen, 12hits, 175 dam</p><p>
6hs, dust teleport, dropping s, 5s©, 2d, resshou, dash in 5hs, iad, j.p, j.s, double jump, j.k[1], j.k[1], j.d, beta blade</p><p>
should be used when aba is comming out of moroha mode</p><p>
</p><p>
</p><p>
<strong> COUNTER HIT JUMP D </strong></p><p>
---------------------------------------------</p><p>
<strong>vs SOL, POTEMKIN, BAIKEN</strong></p><p>
</p><p>
Ground Slide, NO Tension, Knockdown 6 hits</p><p>
Dash after the enemy, 5s, 5hs, iad, j.p, j.d, alpha blade</p><p>
SOL dmg:</p><p>
POTEMKIN dam: 125</p><p>
BAIKEN dmg:</p><p>
</p><p>
</p><p>
<strong> COUNTER HIT 6K AND OTHER 6K COMBOS </strong></p><p>
---------------------------------------------</p><p>
<strong>vs POTEMKIN(82 dam), ABA(84 dam), SOL(97 dam), ANJI(102 dam), DIZZY(111 dam), AXL(102 dam), ZAPPA(97 dam), JAM(102 dam), SLAYER(94 dam), MILLIA(118 dam), ORDER SOL(94 dam), EDDIE(102 dam), VENOM(102 dam), BAIKEN(113 dam), INO(102 dam), BRIDGET(104 dam)*see notes*, TESTAMENT(96 dam), MAY(102 dam)*see notes*, CHIPP(126 dam)</strong></p><p>
</p><p>
CH, Ground Slide, NO Tension, Knockdown, 6 hits</p><p>
Dash after the enemy, 5s, 5hs, IAD, j.p, j.d, alpha blade</p><p>
NOTES:</p><p>
vs BRIDGET, MAY - does not garuntee knockdown. ending with air alpha has slight recovery, perhaps ending with IAD, j.p, j.d is better on the recovery side.</p><p>
</p><p>
</p><p>
<strong>vs JOHNNY(81 dam), ROBO KY(71 dam), KY(81 dam)</strong></p><p>
</p><p>
CH, Ground Slide, NO Tension, Knockdown 5 hits</p><p>
Dash after the enemy, 5s, 5hs, jump, j.p, j.d</p><p>
</p><p>
vs FAUST(71 dam)</p><p>
</p><p>
CH, Ground Slide, NO Tension, Knockdown 7 hits</p><p>
Dash after the enemy, 5s, jump, j.p, j.p, j.k[2], j.d</p><p>
</p><p>
</p><p>
<strong> Ganrouzan You FORCE BREAK COMBOS </strong></p><p>
---------------------------------------------</p><p>
VS KY:</p><p>
</p><p>
corner, 25%, 8 hits, 187 dam. KD</p><p>
s©,s(f),2s,2hs,41236k,D,\/,s©,hs,j.D</p><p>
</p><p>
corner, 50%, 10 hits, 226 dam. KD</p><p>
s©,s(f),2s,2hs,41236k,D,\/,2hs,41236k,D,s©,hs,j.D</p><p>
</p><p>
</p><p>
vs POTEMKIN:</p><p>
</p><p>
Mid Screen, 25% Tension, Knockdown, 4 hits, 112 dam:</p><p>
5s©, 5s, 2hs, Force Break</p><p>
</p><p>
Corner, 25% Tension, 10 hits, 167 dam:</p><p>
5s©, 5s, 2hs, Force Break, land, 5s©, 5s, 2hs, HS Teleport, j.p, j.d, air alpha</p><p>
*if you use this combo from a jump in, only use 5s©, 2hs. the pushback is too great to get another 5s in.</p><p>
</p><p>
Close to corner, 25 % tension, 7 hits, 154 dam, Knockdown</p><p>
d.s©,s(f),2s,2hs,41236k,D,\/,s©,hs,j.D</p><p>
</p><p>
Corner, 50%, 11 hits, 192 dam, Knockdown</p><p>
d.s©,s(f),2s,2hs,41236k,D,\/,s©,2hs,41236k,D,\/,s©,hs,j.D</p><p>
*can end with air alpha however pot must stay floating high enough for air alpha to connect. extended with air alpha leads to 200 dam</p><p>
</p><p>
</p><p>
VS ABA:</p><p>
</p><p>
corner, 25%,8 hits, 161 dam, KD</p><p>
d.s©,s(f),2s,2hs,41236k,D,\/,s©,hs,j.D</p><p>
</p><p>
corner, 50% tension, 10 hits, 194 dam. KD</p><p>
d.s©,s(f),2hs,41236K,D,\/,2hs,41236K,D,\/,s©,hs,j.D</p><p>
</p><p>
</p><p>
vs EDDIE</p><p>
Corner, 50% Tension, Knockdown, 173 dam</p><p>
5s©, 5s, JI, 2hs, HS teleport, j.p, j.d, air alpha, frc, land, Force Break</p><p>
</p><p>
</p><p>
vs ROBO KY</p><p>
</p><p>
close to corner, 25% tension, knockdown, 161 dam.</p><p>
d.s©,s(f),2hs,41236K,D,\/,s©,hs,j.D</p><p>
</p><p>
close to corner, 50% tension, knockdown, 194 dam.</p><p>
d.s©,s(f),2hs,41236K,D,\/,2hs,41236K,D,\/,s©,hs,j.D</p><p>
</p><p>
</p><p>
VS JOHNNY:</p><p>
</p><p>
midscreen to corner, 25%, KD, 163 dam</p><p>
s©,6p,s©,6p,2d,236s,236k,HS,41236k,D</p><p>
</p><p>
vs TESTAMENT:</p><p>
</p><p>
corner, 25%,8 hits, 186 dam, KD</p><p>
d.s©,s(f),2s,2hs,41236k,D,\/,s©,hs,j.D</p><p>
</p><p>
</p><p>
<strong> GAMMA BLADE COMBOS </strong></p><p>
---------------------------------------------</p>
]]></description><guid isPermaLink="false">98</guid><pubDate>Wed, 30 May 2007 06:16:32 +0000</pubDate></item><item><title>Chipp Match videos (Slash / Accent Core)</title><link>https://www.forums.dustloop.com/forums/topic/29-chipp-match-videos-slash-accent-core/</link><description><![CDATA[
<p>This thread will be deticated to Chipp match videos. Ill be putting match videos that I find under putfile. So that everyone can watch the matches. =)</p>
]]></description><guid isPermaLink="false">29</guid><pubDate>Sat, 10 Jun 2006 22:47:42 +0000</pubDate></item><item><title>Rise from your Grave: AC Chipp matchup thread</title><link>https://www.forums.dustloop.com/forums/topic/225-rise-from-your-grave-ac-chipp-matchup-thread/</link><description><![CDATA[
<p>RIIISE, FROM YOUR GRAVE!!!</p><p>
after the old matchup thread got deleted, it's time for a new one.</p><p>
</p><p>
First couple of posts will have a placeholder function, so we can move the relevant info to the beginning. UPDATE: feel free to post your full matchup breakdowns.</p><p>
a healthy discussion is encouraged, and if we can draw valid conclusions, they will be moved to the first couple of placeholder posts.</p><p>
</p><p>
<strong>Overview - Matchups</strong></p><p>
(matchups will be broken up in detail at later time)</p><p>
</p><p>
<strong>Good Matchups:</strong></p><p>
</p><p>
<strong>Dizzy</strong></p><p>
- most of your normals rape her. you can abuse 5HS, 6p, 5p, 5k, 2s, 2hs in most situations, 5hs, 5p and 2hs especially as anti air.</p><p>
- dizzy cannot use her frametraps against chipp, period. all frametraps she has are too slow and either trade or get beaten by your fastest moves (2p,s©, and even 5k depending on distance).</p><p>
- dizzy needs to play a runaway game so she can find time to setup fishes etc. chipp's movement makes this incredibly hard for her (alpha on reaction for example, and teleports of course) - she needs to take risks because of this, which is to our advantage.</p><p>
- does not have a safe (no-tension) reversal.</p><p>
<strong></strong></p><p>
Venom</p><p>
- While chipp has the same problems escaping a venom pin any other char has, he makes up for it in the zoning phase. Much like dizzy, venom needs to set up his projectiles so he can play effectively. Chipp's teleports and his movement force venom to play very safe. otherwise, tele + alpha = ouch!</p><p>
- like dizzy, venom does not have a reversal.</p><p>
</p><p>
<strong></strong></p><p>
Bad matchups:</p><p>
<strong></strong></p><p>
Potemkin</p><p>
- not much to say here, the formula is: damage &gt; movement. You can run and jump all you want, but IF you get caught it can be over in the blink of an eye.</p><p>
<strong></strong></p><p>
Faust</p><p>
- crazy range and zoning, makes it very hard for Chipp to get close. While Chipp does have excellent movement, Faust can still negate that to some degree.</p><p>
- Faust's normals do particularly well against Chipp - s(f) and j.HS come to mind, among others.</p><p>
<strong></strong></p><p>
Baiken</p><p>
- Chipp really suffers from his bad abare in this matchup - remember, okizeme is of less importance against Baiken, so what we have to watch out for is doing damage in the zoning phase - which is rather hard, except if you fish for j.D counterhits like a scrub (and then eat tatami CHs).</p><p>
- people who claim that chipp should simply abuse jump cancel moves have no clue what they are talking about <img src="https://www.forums.dustloop.com/uploads/emoticons/default_smile.gif" alt=":)"></p><p>
</p><p>
</p><p>
more to come - please comment / object / add.</p>
]]></description><guid isPermaLink="false">225</guid><pubDate>Fri, 09 Nov 2007 12:23:15 +0000</pubDate></item></channel></rss>
