<?xml version="1.0"?>
<rss version="2.0"><channel><title>Chipp Zanuff Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/14-chipp-zanuff/</link><description>Chipp Zanuff Latest Topics</description><language>en</language><item><title>AC+R: Chipp Combos</title><link>https://www.forums.dustloop.com/forums/topic/6616-acr-chipp-combos/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center"><img src="http://kurushii.tv/Dustloop/GGAC+R/Graphics/Chipp/GGAC+R_Header_Combo_Thread.png" alt="GGAC+R_Header_Combo_Thread.png"></div><p></p><p>
This is the thread to discuss combos. Please keep in mind that the vast majority of <a href="" http: rel="external nofollow">Chipp's combos from Accent Core</a> still work, and many of them are still relevant.</p><p>
</p><p>
I will work in this thread in the next weeks with the goal of creating a combo list like the one i made for AC.</p><p>
</p><p>
the stuff i found so far can be found here (in german, but since it's combos, should be easy to understand): <a href="" http: rel="external nofollow">http://wiki.hardedge.org/index.php?title=Chipp_Zanuff(GGXXAC%2BR)#Combos</a></p><p>
</p><p>
</p><p>
<strong>The bare basics</strong></p><p>
</p><ul><li><strong>S(f) &gt; HS &gt; 236S:</strong> Yeah, that's were we start. as terrible as this combo is, it's very often the only thing you can combo into if you hit with an S(f), which happens quite a lot because of its great range and speed. Although this combo doesn't cause knockdown, it leaves you at -1, which enables you to keep up your pressure (poke with far S, gamma etc).<br></li><li><strong>Combo into 236S &gt; 236S &gt; RC &gt; dash up &gt; Combo</strong> [50% Tension] an example of how to convert stuff like the above combo into something useful. The tension cost of this is quite high, but if you want knockdown off of this situation, you have to make this sacrifice. You basically have two routes you can go after the RC: 1.) go for S©,6P(1),S©,2D or 2.) got for an S,S,HS, Instant Air Alpha Combo. The latter should always be used when you hit the opponent crouching.<br></li><li><strong>Combo into 236S &gt; 236 S &gt; RC &gt; 6HS &gt;Instant Air Alpha &gt; relaunch:</strong> [50% Tension] a better variation to the combo above. Your opponent can theoretically shake out of the stagger of 6HS in time for the alpha to become blockable, but only if you are relatively far away when you do 6HS, in which case it requires slip recovery 3 plus your opponent has to block in time - which is quite hard.<br></li><li><strong>[j.HS(1-2) or j.S,] 2K &gt; S© &gt; 6P(1-2) &gt; 2D:</strong> This is used for Knockdown and leads into Chipp's FDC Okizeme, which leads back into this combo. Keep in mind that S(f),2S and HS don't chain into 2D.<br></li><li><strong>d.S© &gt; 6P(1) &gt;S© &gt;2D:</strong> A variation of the above combo, just to show that you can easily go back into S© after 6P.<br></li><li><strong>Gatling into 2D, link 41236HS:</strong> OTG Gamma blade allows for some added okizeme options that have to do with the fact that your opponent can air recover out of it, which means you can for example air grab him if you predict it. This is something that should be used sparringly however, since the risk-reward ratio is bad. For stuff you can actually do after the OTG gamma, check the other threads.<br></li><li><strong>6P(1) (counter hit) &gt; 6HS &gt; alpha / instant air alpha: </strong>since 6P is such a good poke, you'll often snuff moves and get a counter hit, which combos into 6HS. the regular alpha is the lower damage option here (but can now be turned into more damage with the forcebreak followup), while instant air alpha generally leads to better damage for less meter.<br></li><li><strong>41236HS or j.D (counter hit) &gt; dash up &gt; S© &gt;HS &gt; air combo or iad.j.P &gt; D &gt; Alpha Combo:</strong> a sample combo for what to do after Gamma Blade. the S© &gt; HS part works on almost everyone. For those where it doesn't use S© &gt; S(f)  or just S© / just HS &gt; air combo. The instant airdash combo is again character specific but far superior to regular air combos, since it allows for better extenders via alpha FRC.<br></li><li><strong>Dust, j.D,D,D,S,HS(2), Beta Blade.</strong> The Bread n Butter Dust Combo since XX. There are much better ones, but it's easy and works against everyone.<br></li><li><strong>Throw, 623D or 236236K:</strong> There is a bug with Chipp's throw that enables you to combo your opponent normally after it (without the OTG state applying) if you hit him within 4F after the throw. the only way in AC to do this was by using S© against potemkin, but everybody else wasn't fat enough for this. Now that Chipp's 236236K super is faster, this is a legit combo to kill somebody (it only deals about 90 damage though, on average).<br>
<br><br>
<strong>Air Combo Theory</strong><br><ul><li><strong>j.P &gt; K &gt; S &gt; dj.P &gt; K &gt; S &gt;tj. [s,HS(2)] OR jump back j.D:</strong> This is the most basic air combo that you can use in almost all situations that launch the opponent,the corner pushback can be a problem however. The alternate ender is good if you want to use up the slow shuriken so you have access to the fast one. You can also add a Beta or EX Beta Blade at the end of the combo for added damage, but it's only generally worth it if it kills, since the j.HS brings you into a better situation (you land earlier). To make this combo as effective as possible, substitute the Ps with K(1) whenever you can, and reduce the number of Ps and Ks in general. A good one would be j.K(1) &gt; S dj.K(1) &gt; S &gt; tj.S,HS(2).<br>
<br><br>
<strong>Anti-Air</strong><br><p></p><ul data-ipsBBCode-list="true"><p>
</p><li><strong>6P(1) &gt; HS &gt; air combo (for example j.P,P,K(2),K(2),D,Alpha):</strong> a good anti-air combo if you aren't sure that your 6P will counter hit.<br></li><li><strong>6P(1) &gt; HS &gt; iad.j.P &gt; D &gt; Alpha:</strong> this is a harder combo that leads to more damage, but is somewhat character specific. see the other (upcoming) sections for details.<br></li><li><strong>6P(1) (air counter hit), 6HS, air combo:</strong> now that 6HS causes ground bounce, you will most likely go into iad.j.P &gt; D &gt; Alpha after this, which can be somewhat unreliable since the bounce height depends on both your opponent's weight and how far up they were when they got hit. better to stick with 6P(1) &gt; HS except if you feel very confident about this.<br></li><li><strong>2HS (counter hit) &gt; j.S &gt; dj.K(1) &gt; K(1) &gt; S &gt; tj.S,HS(1-2):</strong> works against everyone. rarely used but good in those situations where you have to anti-air in situations where your opponent is right above you.  If the j.HS only hits once, chances are you can leave away one of the j.K(1) to make it hit twice for better damage (happens against lightweights).<br></li><li><strong>2HS (counter hit) &gt; 6HS, air combo:</strong> the same rules apply as for all other 6HS juggle combos: they are somehwat specific.<br></li><p></p><p>
</p><p>
<strong>IAA (Instant Air Alpha) Setups</strong></p><p>
</p><ul data-ipsBBCode-list="true"><p>
[*]<strong>against a crouching opponent, chain into HS, IAA</strong> This is the most important setup. The more hits you land before the Alpha (preferably S© &gt;S(f) &gt; 2S &gt; HS), the better, because you will have to travel fruther before you hit your opponent, which is relevant midscreen, since you will end up closer to him this way with an easier relaunch.</p><p>
[*]<strong>combo into 236 S &gt; 236S &gt; RC &gt; 6HS, IAA:</strong> the combo described above.</p><p>
[*]<strong>d.S©,S(f),HS, IAA</strong> This only works off of a dash and point blank, meaning you will only ever land this as a punishment combo. The followup can be hard if you hit with this midscreen for the reasons stated above. If you got a situation like this where you have a free punish against a standing opponent, consider going for a 6HS  &gt; IAA directly if there's enough time. If there isn't you might want to go for d.S© &gt; S(f) &gt; HS &gt; regular alpha &gt; force break followup instead. You can find the full combo somewhere below (soon).</p><p>
</p><p></p><p>
</p><p>
more coming soon.</p></ul></ul></li></ul></li></ul>
]]></description><guid isPermaLink="false">6616</guid><pubDate>Fri, 09 Aug 2013 13:15:52 +0000</pubDate></item><item><title><![CDATA[AC+R: Chipp Discussion & General Strategy]]></title><link>https://www.forums.dustloop.com/forums/topic/6598-acr-chipp-discussion-general-strategy/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center"><img src="http://kurushii.tv/Dustloop/GGAC+R/Graphics/Chipp/GGAC+R_Header_General_Discussion.png" alt="GGAC+R_Header_General_Discussion.png"><p>
Thought it was a good idea to have a thread where we can talk / share info about +R Chipp, since the release is so close at hand.</p></div><p></p><p>
</p><p>
</p><p>
</p><p>
while this first entry could go into the video thread, there's some stuff in there that can we can discuss.</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=JYf6Eaerntg</a></p><p>
koma chipp with some really creative stuff right in the first match.</p><p>
- nice oldschool combovideo stuff at the end of the first round. S,HS, IAA FRC -&gt; fly with slayer to the corner, late j.S -&gt; relaunch. Quite fancy but not bad considering that he got a hit vs. standing slayer and not crouching, which means less hits before the alpha, which means the followup off of a non-frced alpha is much harder or impossible because you land further away.</p><p>
- 22S teleport FRC finally has a use! okizeme situation, with your back close to the wall -&gt; jump install S teleport FRC -&gt; airdash j.HS for an almost-instant overhead + it probably catches backdashers. It's debatable if a simple walldive wouldn't have been better in this situation for the added layers of mixup (left/right high/low), but it's nice to know nonetheless.</p>
]]></description><guid isPermaLink="false">6598</guid><pubDate>Sun, 04 Aug 2013 10:44:08 +0000</pubDate></item><item><title>Official: Chipp General Questions Thread</title><link>https://www.forums.dustloop.com/forums/topic/170-official-chipp-general-questions-thread/</link><description><![CDATA[
<p>This thread is made for all the general and simple questions. So instead of posting questions which may be irrelevant in other threads, please post here so that it makes all the threads relevant to their intended topics, and makes it easier for everyone to read. Thanx for the cooperation. <img src="https://www.forums.dustloop.com/uploads/emoticons/default_eng101.gif" alt=":eng101:"></p>
]]></description><guid isPermaLink="false">170</guid><pubDate>Fri, 17 Aug 2007 05:03:45 +0000</pubDate></item><item><title>Tips for a complete scrub?</title><link>https://www.forums.dustloop.com/forums/topic/8505-tips-for-a-complete-scrub/</link><description><![CDATA[
<p>I've watched a lot of Klaige's videos on YouTube and they're fantastic. I think I understand the very bottom basics of this game as well as some of the most basic things about Chipp, but I still feel so lost. I suppose this whole post is unnecessarily long-winded, but I just wanted to kind of use this as my introduction post to the community as well. Despite being a level zero noob, I do love this game and would love any advice you guys would like to share with me that could even put me on the right direction.</p><p></p><p>
I have been reading all of the Chipp threads and incorporating and learning as best I can, but boy is this game something else. Thanks to anyone who took the time to read this, regardless of whether or not you have tips for a total scrub like me or not.</p><p></p><p>
Sent from my Nexus 7 using Tapatalk</p>
]]></description><guid isPermaLink="false">8505</guid><pubDate>Sun, 23 Mar 2014 19:01:21 +0000</pubDate></item><item><title>AC+R: The Chipp Match- and Combovideo Thread</title><link>https://www.forums.dustloop.com/forums/topic/6702-acr-the-chipp-match-and-combovideo-thread/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center"><img src="http://kurushii.tv/Dustloop/GGAC+R/Graphics/Chipp/GGAC+R_Header_Video_Thread.png" alt="GGAC+R_Header_Video_Thread.png"><p>
</p><p>
this is the thread to post match- and combovideos.</p></div><p></p><p>
</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=6SJc2SKNmzI</a></p><p>
mikado - 52 minutes of samitto chipp.</p><p>
</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=2xw4zXwyNHU</a></p><p>
koichi i-no matches, also lots of samitto chipp.</p>
]]></description><guid isPermaLink="false">6702</guid><pubDate>Sun, 24 Mar 2013 22:33:43 +0000</pubDate></item><item><title>Chipp's AC+R Changes</title><link>https://www.forums.dustloop.com/forums/topic/5052-chipps-acr-changes/</link><description><![CDATA[
<p><span style="font-family:'Arial Black';"><span style="color:#008000;"><span style="text-decoration:underline;">Buffs</span></span></span></p><p>
</p><p>
<span style="text-decoration:underline;"><strong>Normals</strong></span></p><p>
</p><p>
- f.S startup reduced from 7f→6f</p><p>
- 6K has a FRC point just before the attack hits</p><p>
- removed forced proration on 5H</p><p>
- 6HS on air hit sends to ground and they bounce off the ground letting you do IAD combos</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>Special Moves</strong></span></p><p>
</p><p>
- FB Alpha Blade: New FB, command is D at the end of 236P (similar to Alpha Plus), causes wallbounce allowing 5S&gt;5HS&gt;IAD combos or 5S&gt;2HS&gt;22HS/D combos.</p><p>
- FB Beta Blade: New FB, command is 623D, does two uppercuts: first one does 1 hit, second one does 3 hits. Can OTG</p><p>
- FB Gamma Blade (41236D): new FB, holds opponent longer than normal Gamma Blade.</p><p>
- j.623S floats higher on hit</p><p>
- 214K - if the command is input again while active, he becomes even harder to see; reappears after blocking an attack</p><p>
- 41236K has strike invincibility while invisible</p><p>
- 22S FRC added, just after he reappears; reappears slightly higher than before</p><p>
- 41236K→D - falls faster; landing recovery reduced from 5f→0f. Can also cancel into walldive from this move</p><p>
- 632146H now completely invincible from 1~30f</p><p>
- 236236K - startup changed from 7f+0f → 1f+2f; first hit now hits lower***</p><p>
- (FRC after 236S&gt;236K?) after FRC, can now double jump or airdash</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>Misc</strong></span></p><p>
</p><p>
- Triangle Jump (wall dash) - no longer in CH state during movement; if a direction other than forward is input, the angle is steeper</p><p>
- Canceling j.2K with Slashback rather than FD results in different changes in air momentum</p><p>
- Can cancel j.HS(1), and maybe other air normals, into walldive</p><p>
</p><p>
<span style="font-family:'Arial Black';"><span style="color:#FF0000;"><span style="text-decoration:underline;">Nerfs</span></span></span></p><p>
</p><p>
<span style="text-decoration:underline;"><strong>Normals</strong></span></p><p>
</p><p>
- 5H startup increased from 7f→8f</p><p>
- j.D forced 80% proration</p><p>
<span style="color:#FF8C00;">- j.HS: added unknown % proration (Patch 1.10)</span></p><p>
</p><p>
<span style="text-decoration:underline;"><strong>Special Moves</strong></span></p><p>
</p><p>
- Shuriken guard bar increase is zero; is now in CH state during the action</p><p>
- j.623S landing recovery has increased by 3f</p><p>
</p><p>
<span style="font-family:'Arial Black';"><span style="text-decoration:underline;">Unsure</span></span></p><p>
</p><p>
- 22H and 22D searches for opponents location up to 2f before reappearing</p>
]]></description><guid isPermaLink="false">5052</guid><pubDate>Tue, 05 Jun 2012 04:57:40 +0000</pubDate></item><item><title>Chipp: impossible dust combos?</title><link>https://www.forums.dustloop.com/forums/topic/944-chipp-impossible-dust-combos/</link><description><![CDATA[
<p>Been playing chipp for 6 months now, and i've only been able to pull off 2 rather weak ID.  I saw an ID by Samitto and was wondering can anyone teach me how to do it?

It goes like : D &gt; j.d &gt; j.d &gt; *j.d (he did a double jump dust).  With the last j.d chipp was able to land faster than the oponent and start another combo.  I know it might sound very confusing so i will try to find a video link of that combo.  Thanks in advance.</p>
]]></description><guid isPermaLink="false">944</guid><pubDate>Wed, 11 Feb 2009 22:44:01 +0000</pubDate></item><item><title>Messing around with 6P</title><link>https://www.forums.dustloop.com/forums/topic/2929-messing-around-with-6p/</link><description><![CDATA[
<p>I wonder how many people pay attention to the frame data this closely, and since I started messing around with this the other day, I figure it's worth discussing to see if there's any merit to doing this.</p><p>
</p><p>
I really bring this up because it works off of something I read the other day about the way the human mind is wired and how interruptions cause a lapse in ability to react normally.  When someone is expecting something and you get that interrupt, the data from the experiments showed an average decrease in reaction time of like 0.17 seconds, which is like 6 frames, which might mean the difference between hitting with one move or hitting with 6HS.  People already know to mess with others this way when they play (so this is nothing new), but with some hard data, maybe we can come up with some legit traps.  If not, we have silly crap to throw at people when we want to show off or something.</p><p>
</p><p>
</p><p>
</p><p>
Rather than always going 6P &gt; c.S &gt; 6P &gt; whatever or c.S &gt; 6P &gt; c.S &gt; whatever immediately, delay to the second hit, then keep going, every once in a while.</p><p>
</p><p>
</p><p>
*Edit*</p><p>
FINALLY HAD THE PROPER CIRCUMSTANCES TO ACTUALLY PLAY THE GAME AT HOME AFTER LIKE 6 MONTHS.  Revising now that I know what Chipps damn gatlings are and what's even possible.</p><p>
</p><p>
</p><p>
But anyway, the idea is to occasionally catch people by delaying for the 2nd hit of 6P and trying to trap people that don't know the exact data, or by dropping little openings in as bait.  I don't know how long you have to wait into a move to gatling to the next one though, so help me out here.  I'm just going to assume you'll do it after the last active frame of the attack (after the hit-pause is over?).  SOMEONE PLEASE LET ME KNOW THE EXACT TIMING.</p><p>
</p><p>
It's a lvl 3, so you get 13F of block stun, and the frame data lists a (9) in between the 3 and 5 for active, so I'm guessing that's the delay between hits, and it's going to feel like more because of the hit-stop.  This gives us 4 frames to play with where we're still safe if we cancel into another move at the latest possible time, so we could even cancel a c.S out of it at the latest possible time and still wind up safe (except a throw might beat it since they're instant?), not that you'd want to.</p><p>
</p><p>
2D starts on frame 9, so you can safely cancel immediately into that right?  Sometimes you'll want to as part of just messing with them, but sometimes you might want to delay and then do it as they're waiting for the next hit... just try to be out of throw range.  Sometimes you might catch someone expecting to uppercut out if you do this enough and they realize they can do it, and that's when something like the late c.S would catch them starting the forward motion (or maybe you'd catch someone trying to instant block your stuff and their timing getting screwed up since you keep delaying your gatlings).</p><p>
</p><p>
For jumping, Chipp leaves the ground on frame 3.  You can't FDC the jump immediately like I initially hoped (the j.2K won't make you fall when you still have the rising momentum from a jump), though what you could do is jump cancel out with forward momentum and then FDC to stay on that side and try for a crossup j.H during your pressure strings.</p><p>
</p><p>
OR, here's a mind-fuck... maybe they'll expect one of my favorite, incredibly stupid trick and set you up to jump out late for an air-grab.  You have to hit with a 6P really deep on someone's guard, like out of a run or something (even out of landing on them really close with a j.S or a j.HS pushes you too far, though you could step in), delay instead of gatling, and right before the 2nd punch, Roman Cancel &gt; grab.  If you don't delay like that, they'll be in hit stun for too long and you'll just 6HS.  You really have to delay after the RC, but it's legitimate that first time you do it because no one in their right mind would do something so silly to attempt a tick throw (wasting 50% on it no less).  You can step in during those frames if necessary (done perfectly, you'll have that 4 frame gap to wait on + another 6 I think where you can't grab).</p><p>
</p><p>
6HS starts on frame 17, so gatling out already doesn't work since it can be beaten, but people that don't have a solid feel for it might let you hit them (not that you'd want to rely on it).  You might catch someone with a CH 6HS if you gatling immediately out of the first hit of your 6P after you've been delaying for a while and leaving baits (catch them trying to do an input for something), or maybe catch someone trying to jump out of corner pressure like an idiot.  Meh, that one might confuse people, but it seems really hard to land.</p><p>
</p><p>
A delay into 2.S could work out well in some matchups where 2.S is a good poke, trying to bait them into escaping, then beating whatever poke they'd use to get out, or just doing that into 2H &gt; 6K/2D mixup (a mixup after one of these stupid traps, especially if you don't use it much).  2.S starts on frame 7, so you'd want to delay about 1/2 way through to the 2nd punch to get it safe or just barely not safe.  It might look like there's enough time to get out if you time it just barely safe since people that don't know the exact numbers can probably tell that 2S is slower than his other moves to start up (just not sure by how much), and you might be able to bait someone that actually knows that you COULD leave the opening there if you do it too late.  Same thing goes with HS - starts on frame 7.  Fish for a counter hit so you can get a free dust combo?</p><p>
</p><p>
You'd have to spend meter on a RC to cancel into a 6K, so it's not worth it.  Getting a 70% prorated combo at best if it's a CH or just getting the hit to land without a CH and not comboing out of it isn't going to help.  Just 6P &gt; D.</p><p>
</p><p>
Can't cancel into Gamma, so that's out.  : (</p><p>
</p><p>
You could teleport out to confuse someone.  They're expecing you to sweep since you've thrown out that 2D from this thing a few times, then you delay and do a HS or D teleport and come down on them with a j.HS, or if you're pushing out of range, delay into a K teleport into grab (or if you think they'll react to the teleport, thinking the K makes the most sense, a P teleport or S teleport to bait something out of them and punish it).</p><p>
</p><p>
One thing that might catch someone off guard occasionally would be a delayed 6P into 41236K.  Right as they're thinking the 2nd punch is coming, possibly going for instant block timing, you jump with the command throw.  After the first time, they know it's coming and know to react to it, but that first time might clutch you a small combo I guess.  *Shrug*  Wish it was more consistent, but yeah, this one would really play into the idea of interrupting someone's intentions and getting them to "let you" hit them when they could easily deal with it.</p><p>
</p><p>
</p><p>
Oh, and at the end of all this, it's worth noting that an instant block on the first hit will have 10 frames of block stun, so you'll still be safe if you delay, though you can't really gatling super late.  Might be able to mess with some people there too.  And you'll have 16 frames of block stun if they faultless to push you away, so you might be able to get a 6HS in there or something.</p><p>
</p><p>
</p><p>
Meh.  Any ideas?  : )</p>
]]></description><guid isPermaLink="false">2929</guid><pubDate>Tue, 25 Jan 2011 10:27:50 +0000</pubDate></item><item><title>Chipp's FRCs</title><link>https://www.forums.dustloop.com/forums/topic/2544-chipps-frcs/</link><description><![CDATA[
<p>Hey, I've been trying to get a good list of chipp's FRCs and a general move list for GGAC</p><p>
</p><p>
I don't have the game at home, I have to play at the arcade and it is a bit hard to find the move list without a pause button.</p><p>
</p><p>
I can't find a solid move list, or an FRC list, would someone be able to point me in the right direction? =D</p><p>
</p><p>
Disregard: I checked the frama date</p>
]]></description><guid isPermaLink="false">2544</guid><pubDate>Tue, 05 Oct 2010 06:16:14 +0000</pubDate></item><item><title>Chipp Guides For XX# Reload</title><link>https://www.forums.dustloop.com/forums/topic/2277-chipp-guides-for-xx-reload/</link><description><![CDATA[
<p>Hello all Chipp playing brothers.</p><p>
</p><p>
I have been playing Chipp for a long time, but Ive meet the wall recently, and I am having problems getting any better. So I tought I would start by reading some of the glorious guides from this heterosexual forum. But I don't what guides count for #R or if there even is anyone. So I would really appreciate if someone could assist me. Also, I got about 2000 Goga replays if anyone is interested.</p><p>
</p><p>
~Recoil</p>
]]></description><guid isPermaLink="false">2277</guid><pubDate>Wed, 25 Aug 2010 10:28:48 +0000</pubDate></item><item><title>Want to learn Chipp but threads are missing...</title><link>https://www.forums.dustloop.com/forums/topic/959-want-to-learn-chipp-but-threads-are-missing/</link><description><![CDATA[
<p>Where'd they gooooo.... <img src="https://www.forums.dustloop.com/uploads/emoticons/default_v.gif" alt=":v:">

Any video tutorials like Order-Sol has? <img src="https://www.forums.dustloop.com/uploads/emoticons/default_sweatdrop.gif" alt=":sweatdrop:"></p>
]]></description><guid isPermaLink="false">959</guid><pubDate>Sat, 28 Mar 2009 02:28:55 +0000</pubDate></item><item><title>Chipp woes</title><link>https://www.forums.dustloop.com/forums/topic/773-chipp-woes/</link><description><![CDATA[
<p>So I just picked up the game about 2 weeks ago.

I've spent a lot of time watching vids, reading the Dustloop guides, and practicing various combos and whatnot. I know it means peanuts compared to real players, but I can beat the comp on hard 90% of the time with Chipp.

Especially because I have learned how to do FD's and IB's and whatnot, I was feeling pretty good about playing my friends earlier today (they have never played GG or many fighters at all before).

They button mashed me to pieces!

Do I just suck? is it just hard to compensate for the +30% damage?

I mean, after a few matches, I was often dying and they would have an inch or less of health, so I don't feel so bad.

It's just even with all the advanced techniques didn't feel like they were helping.</p>
]]></description><guid isPermaLink="false">773</guid><pubDate>Sat, 09 Aug 2008 05:47:54 +0000</pubDate></item><item><title>Ninja chipp pressure guide!!!!</title><link>https://www.forums.dustloop.com/forums/topic/986-ninja-chipp-pressure-guide/</link><description><![CDATA[
<p>Chipp Pressure</p><p>
</p><p>
Can't believe i have to rewrite this but oh wellz... Um and yea please feel free to write your own pressure tactics so we can learn from each other.</p><p>
</p><p>
In general, Chipp's pressure is based around his fast pokes and quick recovery. Unlike other characters he doesn't have any special cancels or projectiles to pressure. However what you do get is speed and an insane rush down that could kill any opponent who has lost their mental cool. And trust me, against chipp, they usually will.</p><p>
</p><p>
----------------------------------------------</p><p>
</p><p>
<strong>S© pressure: </strong>You pressure with this extreme fast normal which has +2 advantage on block. You usually start of with dash in 2k, s©. Then you wait till you recover and then:</p><p>
</p><p>
1) s© again (continue to other options)</p><p>
</p><p>
2) 5k into rekka pressure</p><p>
</p><p>
3) 2k, s© into 6k or 2d then rekka (if you are close)</p><p>
</p><p>
4) s©, rekka pressure (if you are close)</p><p>
</p><p>
5) dash in s© (restarts)</p><p>
</p><p>
6) gamma blade</p><p>
</p><p>
7) jump in attack (baits dps and fast pokes.. like dizzy's 2hs against your 5k)</p><p>
</p><p>
8) wait for them to jump out and air throw.</p><p>
</p><p>
</p><p>
effectiveness: This tactic is actually very very strong. If you are close to the opponent your s© pretty much kills everything they will have (apart from dp). If you are further away you, your 5k will snuff out again most attacks or both of you will wiff. THe best thing about it, is that you can follow this up to rekka pressure as well. If you put these two together you can lock down an opponent for a good long time until they crack. The only thing is, you have to remain cool. IF it's not working out and you're getting out poke'd change it up. Do nothing. NOthing is also a strategy. Wait for them to jump. If you can do beta blade frc good, you can always chase them down.</p><p>
</p><p>
--------------------------------------</p><p>
</p><p>
<strong>Rekka Pressure:</strong> You pressure with this attack (236s, the first one) which has -1 on block. Because of chipp's insane speed, -1 is still very very very good. Now here are your options:</p><p>
</p><p>
If you are close:</p><p>
</p><p>
1) s© pressure</p><p>
</p><p>
2) s© into rekka mid/far pressure</p><p>
</p><p>
3)2k, into whatever</p><p>
</p><p>
4) rekka followups... (not the best option but what the hell, they work)</p><p>
</p><p>
5) jump</p><p>
</p><p>
</p><p>
if you are mid/far:</p><p>
</p><p>
1) 5k into rekka (i know it doesn't combo but who cares)</p><p>
</p><p>
2) gamma blade</p><p>
</p><p>
3) delay rekka followup</p><p>
</p><p>
4) dash in throw</p><p>
</p><p>
5) 2d</p><p>
</p><p>
6) iad</p><p>
</p><p>
7) wait, then 22k, throw</p><p>
</p><p>
8) FIND ME!</p><p>
</p><p>
</p><p>
effectiveness: Just as effective as s©. As you can see with the options you can do a bloody lot with chipp's pressure. ANd to add to it, with tension you can increase your pressure length by rc'ing your rekka low followup. If you crack them during pressure, Chipp will do enormous damage. But again remember, you have to keep a cool head, and sometimes even allow the opponent to jump away so you can punish with deadly anti airs. </p><p>
</p><p>
</p><p>
------------------------</p><p>
<strong>Corner Pressure:</strong> Pretty much once you've got them into the corner, you can jump freely at them, and you also got the added option of 6hs to catch them jumping out, which is sweet as. On top of it, you can space yourself really well for a 6p anti air. There isn't much to say here, but you should definately use your 6hs on them when you've got them cornered. BUmps up heaps of block meter, and GOOD reward if you hit with it. TOp tier strat against abba, and ppl with slow jumps.</p>
]]></description><guid isPermaLink="false">986</guid><pubDate>Thu, 07 May 2009 01:56:00 +0000</pubDate></item><item><title>Chipp Ninja Okizeme</title><link>https://www.forums.dustloop.com/forums/topic/386-chipp-ninja-okizeme/</link><description><![CDATA[
<p>Chipp Okizeme Guide</p><p>
</p><p>
I apologize for my sudden disappearence. Then again i have no one to play against or anything. But hey, i found a bit of a skeleton outline of this today, so i'm going to flesh it out <img src="https://www.forums.dustloop.com/uploads/emoticons/default_smile.gif" alt=":)"> Oh other ppl can help me flesh out some parts i don't know. So ya.</p><p>
</p><p>
</p><p>
<strong>1. FDC mixup</strong></p><p>
What is it: do any combo to 2d knock down. THen do a quick dash and tap up, then while holding 1, tap k(and hold), and immediately slide your other finger to p. This in effect cancels your 2k motion into a faultless defense. It allows you to control which side of the enemy you attack from (the front or the back).</p><p>
</p><p>
How to do the variations: Doing the fdc early would allow you to attack from the front. Doing the fdc late would allow you to attack from the back(crossover).</p><p>
</p><p>
Effectiveness:THis is one of the most awesome mixups available to chipp because it is high reward and low risk. Not many ppl can beat it out if you time it correctly.</p><p>
</p><p>
</p><p>
<strong>2. OTG Gamma</strong></p><p>
What is it:do any combo to knockdown. Then do gamma blade (also known as otg gamma blade), dash in and hit the opponent, and then by using teleports, mixup what you're going to do when they wake up.</p><p>
</p><p>
How to do the variations (after otg gamma):</p><p>
1) dash in s©, 22hs/22d (attack from the air, usually crosses over. ALso good against forward techs where you can air throw them)</p><p>
2) dash in 2p, s©, 22k (attack from behind when they wake up. ANd also very good against back techs, where you throw/2k the opponent the moment they land)</p><p>
3) dash in 2p, s©, 5hs, 22p, (attack from in front. You'll have to dash at them. You can do gamma blade, dash in throw, or whatever, or wait a momenmt then do 22k and go for a throw)</p><p>
4) dash in deep and wait for the air throw</p><p>
5) in corner, dash in 2p, s©, 2s, 5hs, air dash cancel (it may crossover the opponent, it may not. Still quite good to have in the arsenal, very good against noobs)                   </p><p>
</p><p>
Effectiveness: The key to the OTG gamma set of okizeme isn't really for damage. It's more for mental damage, and causing the opponent to lose their footing. It also allows you to have this insane momentum which makes some opponents fear you. Personally I love it very much, and is my preferred style, but in reality it isn't that effective against seasoned players who can keep their cool.</p><p>
</p><p>
<strong>3. Dash in throw</strong></p><p>
I don't think i need to explain this one. But it is in fact a very very strong okizeme option against characters that doesn't have a dp. Your speed is insane, and when you mix this up with your otg gamma teleport options it really screws their head around.</p><p>
</p><p>
</p><p>
<strong>4. Leaf throw</strong></p><p>
What is it: Leaf throw on opponents wake up.</p><p>
</p><p>
How to do it: be next to the opponent, in their THROW RANGE. then at the right moment use leaf throw. Also good to use with OTG gamma set ups.</p><p>
</p><p>
Effectiveness: A joker card. Very useful as a desperation attack when the opponent haven't seen you use it during the match. THey would either eat it, or jump out to save themseleves, hence usually giving you some sort of advantage. In reality though, if the opponenet is cool headed or very seasoned you most probably will be punished. </p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>5. IAD shuriken mixup (please help)</strong></p><p>
What is it:</p><p>
How to do the variations:</p><p>
Effectiveness:</p><p>
</p><p>
</p><p>
<strong>6. Camoflouge</strong></p><p>
No need to explain. Just knock down into FIND ME! Useful. But usually only for the more confident players.</p><p>
</p><p>
</p><p>
</p><p>
<strong>7. Double cross over</strong></p><p>
what is it: you jump over your opponenet, then air dash back and smack them from in front (not behind)</p><p>
effectiveness: Very effective, and can catch many opponents off guard. But again it's more mental damage than actual damage. And again the reward and risk ratio isn't that fantastic. But hey, not many ppl can block this :P</p><p>
</p><p>
</p><p>
</p><p>
<strong>8 FRC teleport</strong></p><p>
What is it: knock down the opponent. Dash in then cancel into either 22hs/d and frc. You'll land either in front or behind the opponent depending on what you chose.</p><p>
</p><p>
Effectiveness: Another 50/50 mixup. It's basically the fdc okizeme option, BUT, it requires tension. Good reward, risk ratio, but costly.</p><p>
</p><p>
</p><p>
<strong>9 Alpha blade frc (please help)</strong></p><p>
What is it:</p><p>
How to do the variations:</p><p>
Effectiveness:</p>
]]></description><guid isPermaLink="false">386</guid><pubDate>Wed, 16 Jan 2008 02:42:25 +0000</pubDate></item><item><title>How to milk the most of what I got. (#Reload Chipp)</title><link>https://www.forums.dustloop.com/forums/topic/848-how-to-milk-the-most-of-what-i-got-reload-chipp/</link><description><![CDATA[
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_eng101.gif" alt=":eng101:">]]></description><guid isPermaLink="false">848</guid><pubDate>Sat, 18 Oct 2008 18:13:10 +0000</pubDate></item><item><title>chipp forum suggestions and feedback:</title><link>https://www.forums.dustloop.com/forums/topic/195-chipp-forum-suggestions-and-feedback/</link><description><![CDATA[
<p>I decided to put up this thread to see what people think about the info here in the chipp forums, and to see if there are anything missing that you guys wanted. So yeah, any feedback is appreciated, though constructive feedback and suggestions would be the best. ^-^ thanx guys.</p>
]]></description><guid isPermaLink="false">195</guid><pubDate>Wed, 26 Sep 2007 09:10:42 +0000</pubDate></item><item><title>the chipp blog thread</title><link>https://www.forums.dustloop.com/forums/topic/30-the-chipp-blog-thread/</link><description><![CDATA[
<p>well the aim of this thread is to blog about your chipp on the days you've played.... simple

-------------------------------------------------------------

anyway so yea, today was meant to be a kof XI day (on console that is) but we managed to squeeze in guilty gear as well, since me and one of my mates had to train for the upcoming OHN tourney in australia on sat and sun. But blah, if you're wondering about how XI is, well it's actualli pretty decent on console, with the new characters having some realli neat/crazy link combos (i.e NGBC kyo). And we also found this "AUTO COMBO" button, which is retarded. It would auto do combos into DREAM CANCEL if your player had meter. Pretty neat, and a good laugh.

But blah, all together there were like 4/5 of us. And me and the only other gg player (i'll call him young JEDI!) decided to whine and play gg, becoz while we left for buying food, the other two were just practicing combos and didn't seem like wanting to play any other matches when we came back. So bleh, we decided to play gg. Now seriously, i haven't touched gg for nearly a month now, and the last time i've played i was playing someone who was only about 60% my level, so bleh. Anywayz the matches i had with chipp was basically just, MAY, and MAY, and MAY, and just a noobie testament. But yea... apart from the young jedi, all others were just like... i dunno, scared to play me, coz they're noobs? But yea, i would accidentally (note the sarcasm) rape them so bad, and they'll just scream out in frustration xD 

anywayz, so yea. I was, as usual, crazy and aggressive as hell with chipp. Got hit by that stupid may's 2d that stays there like FOREVER, twice. Luckily he didn't followup with dolphin frc combo, becoz he's stupid. But yea..... OTG gamma, dash, 2p/s©, 22hs crossover teleport, is half duckable. Which is kinda gay at times. It's realli good against average players, or pplz who haven't played against chipp much, but yea, i got 2d'ed out of it a few times, which was weird. Shrug... maybe i should do fdc to make sure i land on that stupid loli's head. But yea.... remember to use your dust button quite often. And since it's on advantage after block, you can spam 2d afterwards, or woteva. Dun have to jump away. That REALLI pisses young jedi off, and actually many players.....

but yea funniest thing of the day, was when my other two friends played against young jedi. And whenever young jedi got hit by pot's PB after blocking a mega fist, i get realli frustrated at how poor young jedi was playing. ANd i was like, "ZOMFG, how many times are you falling for that? gee, use 5k, IT"S NOT THROWABLE AFTERWARDS YOU NOOB!" And everytime i said that they'll laugh their heads off... They were saying how young jedi relatively didn't give a crap, while i (who was NOT PLAYING) was getting so upset and angry. xD ah.. sigh. But yea, i don't know, maybe im frustrated coz my only "COMPETITION" in aus sucks like hell. And young jedi being the only potential player screws up all the bloody time just makes me wanna cry...  <img src="https://www.forums.dustloop.com/uploads/emoticons/default_crybaby.gif" alt=":cry:">  

anyway..... that's bout all. I'll write how everything went in my matches in the upcoming tournament. Casual and non casual. I heard i'll be up against this top japanese national player.  :blue: i hope i can nail him...... lolz

anyway...</p>
]]></description><guid isPermaLink="false">30</guid><pubDate>Mon, 26 Jun 2006 14:51:44 +0000</pubDate></item><item><title>Pointers on my Chipp play?</title><link>https://www.forums.dustloop.com/forums/topic/746-pointers-on-my-chipp-play/</link><description><![CDATA[
<p>as i am a fairly new player if i post up some videos of my gameplay with chip would anyone be willing to give me some pointers on my game play ?</p>
]]></description><guid isPermaLink="false">746</guid><pubDate>Mon, 07 Jul 2008 11:52:47 +0000</pubDate></item><item><title>EX: Chipp</title><link>https://www.forums.dustloop.com/forums/topic/235-ex-chipp/</link><description><![CDATA[
<p>I'm one of the few who likes EX more than basic Chipp. Sorry if I'm infringing on any purist roots, but are there any guides on EX Chipp? Have I not dug deep enough maybe? 

He can teleport in the air and has 2 jumps to use if you just jump and 22HS/D. He loses that nice 3 hit combo, but it seems like the potential can balance out. Any cool tricks would be nice, I'm already pretty good with jump cancels, and I'm slightly capable of doing jump installs in ground combos and following up with the teleport, but I'm wondering if they're are any EX: Chipp specific tricks out there.</p>
]]></description><guid isPermaLink="false">235</guid><pubDate>Mon, 26 Nov 2007 16:46:49 +0000</pubDate></item><item><title>Accent Core/SLASH: Chipp's ultimate poke guide</title><link>https://www.forums.dustloop.com/forums/topic/35-accent-coreslash-chipps-ultimate-poke-guide/</link><description><![CDATA[
<p>Please discuss and contribute to the uses of each poke, along with what it can or can not beat.</p><p>
</p><p>
<strong>6p: THe ultimate counter poke of all time, and one of the best normal anti airs i know of. </strong> </p><p>
</p><p>
<strong>As anti air:</strong> According to my testing it beats every air normal except for slayer's j.hs. Which as everyone should know is retarded. The key to anti airing is timing and position. What i found is that if you aim for the hind legs of the opponent to reach the hitbox of your 6p then it will snuff out alot of things. Things i have tested:</p><p>
</p><p>
Sol: j.hs/j.s</p><p>
ky: j.hs, j.s</p><p>
jam: j.hs</p><p>
faust: j.D (a bit harder to time, but you can still beat it)</p><p>
baiken: j.hs, j.s</p><p>
johnny: j.hs</p><p>
dizzy: j.hs</p><p>
venom: j.hs</p><p>
may: j.s</p><p>
roboky: j.hs (reload version; man, i only have reload on the computer) </p><p>
pot: j.s, j.hs (i didn't bother testing jump D, in my knowledge, it's best to DP that shit)</p><p>
</p><p>
So as an anti air this is one hell of a move, and on counter hit it can get you a 6hs for more damage. However, <strong>take note: Do not use this against normal range air dashes or iads</strong>. Becoz usually they cross chipp over. They dun actually hit from the front. So avoid that shit. Instead, when someone jc's into an IAD string, just duck. If they hit a normal early, it will whiff completely and then they will land and you can punish. Now, if the opponent does not do the early instant normal, you can nearly guarantee an air throw. But this of course takes practice to be able to judge when you can air throw and when you can not. You can however, always 6p a maximum distance/already falling air dash. </p><p>
...</p><p>
</p><p>
<strong>6p as counter poke:</strong> (in the testing)</p><p>
</p><p>
sol:5k</p><p>
ky:</p><p>
johnny:s(f), 5k, 6k</p><p>
I-no:</p><p>
may:5k, </p><p>
bridget:3p(clash?), s©</p><p>
slayer:5k, 6hs</p><p>
anji:5k</p><p>
zappa:</p><p>
Robo:</p><p>
Potemkin:</p><p>
testament: 5k</p><p>
dizzy:5k</p><p>
aba:</p><p>
baiken: s(f)?</p><p>
axl:</p><p>
OS:</p><p>
millia:</p><p>
venom:</p><p>
eddie:</p><p>
jam: </p><p>
</p><p>
<strong>5k:</strong>Your longest reaching close poke which is extremely fast for its reach. It is used mainly (and in most cases to me, used ONLY) as a POKE SNUFFER/STUFFER (man my english is so poor &gt;&lt; ARGH). Places to use it include:</p><p>
1) after rekka punch</p><p>
2) after s©</p><p>
3) after 6k</p><p>
4) after 5D</p><p>
5) after 2s (if they are relatively close, and you know they are going to put a poke out or something) </p><p>
</p><p>
</p><p>
<strong>2s:</strong> A far reach poke that is very quick. It is one of the most awesome far range attacks with quick ass recovery. Use it to beast:</p><p>
</p><p>
1) I-no's dash</p><p>
2) interrupt the startup of may's stupid dolphins</p><p>
</p><p>
Other than that, the main usage of this poke is to attack from a distance.</p><p>
THings you can do after 2s: </p><p>
* chain it to 236s to start applying pressure against the opponent. </p><p>
* gamma blade. Because a lot of opponents may want to dash into you after blocking/hit by a 2s. However, this is a relatively high risk, though high reward followup. If they block the gamma blade, you can dash in with 2s again. </p><p>
* another 2s, for the same reasons as gamma blade. Difference is the risk and reward value. This is less risk but gets you less reward.</p><p>
* waiting/turtling. This is most effective after they're conditioned to think that you're going to gamma blade, and hence would want to jump. This is when you answer them with an air throw or anti air. </p><p>
* air dash attack (usually you air dash over them, look at yourself turn around then air D). This is most effect after they're conditioned to both the air grab and the pokes and they're waiting to out poke you with something. However it must be noted that this is a relatively high risk and mediocre reward option. Only use this if you are feeling confident. </p><p>
</p><p>
</p><p>
</p><p>
<strong>2hs:</strong></p><p>
A move that is generally used only in jump install teleport combos, however it actually serves as a very decent trade off normal. On counter hit it will launch the opponent high up, leaving them vulnerable to chipp's lightning kick air combo(j.k x n), or if you're good you can go for the air grab/anti air. Additionally, 2hs can chain into both 2d or 6k for a surprise high low mix up. How to use it? </p><p>
* Use it against fausts that love to jump back and drill kick. </p><p>
* just dash straight in kamikaze style. Works real good against ppl who think they have an awesome poke. </p><p>
* As a trading anti air (not the best but im sure ATG can elaborate on this one).  </p><p>
</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>5hs:</strong> A normal that stays out for a good decent amount of time. So spam it early and hope for ppl to run themselves into it. It is "GODLIKE" against testament. Testament's who loves their own 2hs would cry in the corner against chipp's 5hs (replace 5k, with 5hs when playing against testaments who love to 2hs). I also use 5hs against jam for some reason. I dunno, i have trouble beating out her 2s, so i just spam 5hs early and she just runs into it for some reason. 5hs also has bonus counter hit properties. Usually you can follow up with a d.2s or another 5hs if they're crouching, or you can combo into dust. As for those who are trained in 3s and loves to hit confirm, maybe you would want to combo into chipp's 632146hs super xD.  </p><p>
How to use:</p><p>
* Usually in neutreul state, when it's painfully obvious that the opponent is going for a dash normal. Hit 5hs early so they run into it.  </p><p>
* When both of you go for a dash normal attack. </p><p>
</p><p>
</p><p>
</p><p>
<strong>2d:</strong> One of the better sweeps in the game. Has good distance, and somehow stuffs up a lot of attacks. You can use it like a 2s, HOWEVER, due to its longer recovery, it is more risky in that situation but reaps BETTER REWARDS. I personally use it as a PUNISHER more than a neutreul far distance poke. For instance: Say you were doing close up rekka, and sticking out 5k as a followup. Now as most newbie sol's would do they would spam 2d due to their frustration. Now little do they know that you are out of distance. THIS IS WHEN, you watch their 2d animation whiff and nail them with 2d. OH THE JOY! </p><p>
Who to SPAM 2d against:</p><p>
* KY. It beats ky's slide. and most importantly it beats nearly everything he throws out at you after your rekka punch. Save for greed sever i guess.</p><p>
* May. It is awesomely good against may, because your 2s usually loses to her 2d. Hence in this matchup you would be spamming 2d in most scenarios and forgetting about 2s. Again 2d beats out nearly everything may can do after rekka punch. Save for the dolphins. But i guess it would be broken if she couldn't do anything about it... xD (yes it becomes a guessing game between using a 2d to beat out her 2d, or a 2s to beat out her dolphin)</p><p>
* Anji. Now we all know how much anji likes to do that autoguard 6hs of his. Personally i don't like to change my straight attacking style, hence i just deal with it by spamming 2d instead of 2s. Again it beats nearly everything of poor anji's during rekka pressure, except for 2s. And of course an extremely well placed hs fujiin (man i love using anji and going through pressure). But we just need to do the rekka followup low kick to deal with that... (in other words TERIYAKI! LOL) xD </p><p>
</p><p>
</p><p>
<strong>6hs:</strong> The corner lock down, and corner whiff poke punisher. It is the OWNAGE corner tool against aba and order sol. Basically you're using it to punish possible jumps, and ppl trying to poke/dash out when you left them quite a bit of space. In essence a zoning/space controller. </p><p>
</p><p>
</p><p>
</p><p>
s(f):</p><p>
</p><p>
</p><p>
*edit: working on it.... ^-^</p>
]]></description><guid isPermaLink="false">35</guid><pubDate>Thu, 13 Jul 2006 17:54:32 +0000</pubDate></item><item><title><![CDATA[Slayer help >_<]]></title><link>https://www.forums.dustloop.com/forums/topic/395-slayer-help-_/</link><description><![CDATA[
<p>Okay, i seem to be having a lot of trouble with my approach/zoning game against my friends slayer. and its mostly because all of my pokes and approaches get snuffed out by a well timed 214K -&gt; k. due to the many many invulnerability frames both of tose moves have. and it usually leads into

so far the only move that i can seem to counter it with is gamma blade (41236H) but it soon becomes easy to predict. and slayers air to ground game seems to outright beat me in every way other than beta blade (623S)

should i be playing a strict baiting game so i can catch him off the lag of his 214K-&gt;K? such as blocking...</p>
]]></description><guid isPermaLink="false">395</guid><pubDate>Thu, 24 Jan 2008 21:27:57 +0000</pubDate></item><item><title>chipp vs potemkin help</title><link>https://www.forums.dustloop.com/forums/topic/223-chipp-vs-potemkin-help/</link><description><![CDATA[
<p>how to handle a good potemkin player without getting killed in 3-4 hits</p>
]]></description><guid isPermaLink="false">223</guid><pubDate>Thu, 08 Nov 2007 00:16:40 +0000</pubDate></item><item><title>Official Chipp Basics and Conventions/Terminology Thread</title><link>https://www.forums.dustloop.com/forums/topic/169-official-chipp-basics-and-conventionsterminology-thread/</link><description><![CDATA[
<p><strong>Numbers: (Assumes you are the character on the left FACING the right)</strong></p><p>
</p><p>
<strong>1:</strong> down backward</p><p>
<strong>2: </strong>down/crouch</p><p>
<strong>3:</strong> down forward</p><p>
<strong>4:</strong> back</p><p>
<strong>5:</strong> neutreul</p><p>
<strong>6:</strong> forward</p><p>
<strong>7: </strong>up backward</p><p>
<strong>8:</strong> up</p><p>
<strong>9:</strong> up forward</p><p>
</p><p>
E.g: 236 s = fireball motions + slash</p><p>
---------------------------------</p><p>
</p><p>
<strong>Letters: </strong></p><p>
</p><p>
<strong>p:</strong> punch</p><p>
<strong>k:</strong> kick</p><p>
<strong>s:</strong> slash</p><p>
<strong>s©:</strong> close version of slash</p><p>
<strong>s(f):</strong> far version of slash</p><p>
<strong>hs:</strong> Heavy slash</p><p>
<strong>d:</strong> dust </p><p>
<strong>j:</strong> jump. Usually used with other letters like p,k,s,hs. So when you see jp, this means the jumping version of punch. So if i go, jp, jp, jp, jp, it means, you're in the air and you hit punch 4 times. </p><p>
<strong>jc:</strong>jump cancel. It means YOU JUMP. E.g: launch, jc, jp, jp, jk, jk, jc, jp, jp, jk, jk. So basically what you should be doing is launch, then you jump in the air, hit ppkk, then jump again, then hit ppkk.  </p><p>
<strong>s.j (or sj): </strong>super jump</p><p>
<strong>j.k(2):</strong> two hits on your jk. </p><p>
<strong>iad:</strong> instant air dash</p><p>
<strong>bd:</strong> back dash</p><p>
<strong>ji:</strong> jump install</p><p>
<strong>otg:</strong> off the ground: so when the opponent FALLS and LANDS on the floor. And then you hit them while they're on the ground (e.g 2d, 41236hs)</p><p>
<strong>RC:</strong>: Roman cancel: THE ReD AURA THREE BUTTONS THING THAT requires 50% tension.</p><p>
<strong>FRC: </strong>: Forced Roman cancel: the BLUE aura three buttons thing that requires 25% tension. </p><p>
<strong>IB:</strong> instant block. (tapping back the moment just before their attack hits you. You should flash white)</p><p>
<strong>SB:</strong> slash back (block+s+hs) The golden aura thing</p><p>
<strong>FB:</strong> Force break </p><p>
<strong>FD:</strong> faultless defense. The green aura thing. </p><p>
<strong>FDC:</strong> faultess defence cancel - please read post below</p><p>
<strong>SBC:</strong> slash back cancel - similar to FDC, but using slash back (great for air dashes)</p><p>
<strong>DP:</strong> BETA BLADE, or dragon punch (in chipp's case, beta blade)</p><p>
</p><p>
-----------------------------</p><p>
</p><p>
Random terms:</p><p>
</p><p>
Wakeup: When you get up from being knocked down. </p><p>
Okizeme: When you do a particular attack/setup while the opponent is waking up. </p><p>
Ninja dash (copyrighted finalshowndown ^^): alpha blade</p><p>
leaf throw: 41236k (if you don't understand re-read this entire post)</p><p>
rekka: 236s (usually the first 236s, so the fire punch)</p><p>
teleport: teleport? xD </p><p>
zomg: ZOH MY GOD</p><p>
wtf: WHAT THE FUCK?</p><p>
lol: laugh out loud</p><p>
rofl: roll over floor laughing</p><p>
</p><p>
and i should shut up now xD</p>
]]></description><guid isPermaLink="false">169</guid><pubDate>Fri, 14 Jul 2006 04:11:29 +0000</pubDate></item><item><title>Just Starting Chipp? Want to up your game? Start Here! ALL GUIDES REVIVED</title><link>https://www.forums.dustloop.com/forums/topic/36-just-starting-chipp-want-to-up-your-game-start-here-all-guides-revived/</link><description><![CDATA[
<p>The chipp forum has been changed. There are now dedicated threads for pokes, matchups, pressure tactics, okizeme, and general non focused chipp play, instead of the one thread known as "general chipp". Therefore, please post in the relevant thread. If you are still playing older versions of GGXX, be assured that 95% of the tactics and combos posted can be generalised across all versions of the game. Now, if you have a rather general newbish question about say, "ex chipp" or "how to beat mission 95" then put it in the general questions thread. 

Non relevant material and discussion would only be tolerated for at most, two weeks, and then would be deleted. So yea, you can waddle off topic for a littl' while, but it will be deleted sooner or later. If you really want to spam, your best bet is in the Chipp blog thread. If it is totally non chipp related or even guilty gear, it will be deleted too.

Now, as for flaming and the like, well put simply, don't be an asshole. If i find you to consistently and intentionally make someone feel uncomfortable for no good reason, i would make sure you get banned (Real life is already filled with pricks, at least i want the internet forum to be a more friendlier place). If you're a newb, please either be polite, or just be quiet and learn. And the polite thing is actually for everyone, unless of course, it is a joke and no one finds it offending. ^-^

Yes, im a weirdo and i know it's a mistake to make me moderator. But let's just hope that i, now as moderator, can make at least the chipp forum a more civilised place with healthy discussion  :grin:</p>
]]></description><guid isPermaLink="false">36</guid><pubDate>Thu, 13 Jul 2006 18:29:27 +0000</pubDate></item></channel></rss>
