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Posted

I'd say your best (And safest bet) is just to use the K counter and dash around him, watch him have his conniption fit, then punish him with some good 'ol B&B when he lands (Or do an air combo if you want to save some tension). Of course, that's just what I do against the Espadas. A good chipp would only ever even consider to do that move if it was to punish you, and you shouldn't be open at all!

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Posted

the problem with GCing against Banki Messai is that he's hitting you a lot, and if you don't input your GC quickly enough, he's gonna hit you while you do it, so you just blocked and then let yourself get hit by a shitty super :\

better to FD, then IK.

Posted
I've been playing AC for, uhh, 2 days now :psyduck: so i'm still very scrubby at the game, so i'd like to know if its possible to counter Chipp's Running OD with the Tatami Mat :psyduck:

I'm more used to play KOF, so countering the DMs where the opponent just rushes towards you with a light punch is possible (and quite easy), but i'm not sure if this is possible in GG.

http://www.youtube.com/watch?v=NsHd-R0bDhs

i hope this help u

edit: better quality: http://rapidshare.com/files/105109053/OD.wmv.html

  • 3 weeks later...
Posted

any tips on fighting potemkin? and is there an easier way to deal with slayers whiffs? i keep finding myself in the corner and guessing wrong when he sweeps, stomps, or high kick.

Posted

slayer's pressure is easy to handle but you have to really be aware of what hes doing, his sweep and stomp are blocked low btw, the sweep is easily seen but beware of the stomp cuz it might hit you from a bit farther than you think, his 2S isn't really a problem. You have to know how to react on slayer's 5D/5[D], and hit 6K/6[K]. 5D you can block high and counter with S, but on whiff be ready for a bite/grab/mix-up, just dont mash on 5S>2S as he will vanish to advance on to you or he will 2K. you can block 6K and do P counter for tensionless knockdown or D counter to net a CH and go for a fat combo.

I personally find potemkin enjoyable cuz hes fun to combo and its fun to stuff his wake-up PB with your 6K(ungrabable), but he still can wake-up back dash so dont spam. You still have to react fast to his slidehead and PBs when you see them.

Thats all I can think of right now so if anyone can illaburate more that would be helpful.

Posted

I'm sorry if it was discussed previously but in all the pages I actually read (I'll confess I didn't read the whole 37 pages and I apologize, but I did read most of it) I didn't see much. I'm sure it probably isn't a tough matchup for Baiken, but I can't for the life of me beat good Chip players. Sure when I can get a hit in it takes off half his health bar, but between his mixups and ridiculously long combo chains he usually just kills me before I can hit him more than once or twice.

I mean, I know my game against him would seriously get better if I would learn to reactively stuff his run-in combos, which I see coming a mile away every time but always seem unable to do anything against, but other than that anyone have any pointers?

Posted · Hidden
Hidden

I'm having trouble to perform counters to single blocked hits.

When I played on pad, I just did it, no big deal.

But I swtiched to a Seimitsu arcade stick a month ago, and this is giving me a lot of trouble.

Specially when I have to go from crouched block position to a counter motion (412+X).

Any suggestions?

Posted

you really have it pretty easy vs chipp when you see those run in combo's coming just block punsh with sakura frc 5D combo or if its going to be his rekka rush in combo use anchor after first hit you can get CH off it and that leads into his demise... if your still having trouble with his teleports just know that not much scary can happen off of his 22D teleport even if he FRC's it you should still be at the advantage just block high if hes baiting your counters then hes not playing proactivly at all and you should get the W just off of his inablility to keep you away you shouldnt be to scared of his supers if you are just check the reply video at the top of this page its very punishable by everything if thats not helpin you try to get a vid of a fight vs chipp if its you or another person a chipp you feel you would have a problem wiht and link it

hope it helps lemme no if it dosent

Posted

I get hit a lot with that move he does (sorry, I don't know the name) where he shoots out the spirit of himself and it grabs you. It seems like it isn't, but is it blockable? I might just be my timing or only seeing it OTG or somewhere else I can't block but I don't think I've been able to block it at all. Also, his SRK gets me a lot.

I tend to play a combination of turtling and rushing, like any good Baiken ought to I'd think, but against Chipp I end up just trying to run away the whole time since I'm afraid to try to rush in cause I don't want to eat an SRK, or a spirit grab thing, or a leaf-vanish neck break move. (again, forgive my lack of the names here) Which then nets me stuck in a corner and at the best of his mercy for most of the match.

I dunno, I guess I just have to try blocking more and punishing his rushes more.

Posted

honeslty just bait his srk if you see it coming its pretty easy just rush in on wakeup block and punish with a alpha counter now for Gamma blade thats what your talking about the spirit thing thats very blockable just block mid and it wont hit you just block and punish on his rush in just be sure not to be too repetitive cuz the chipp will prolly learn and punish you for your counter

  • 1 month later...
Posted

having trouble with testament, it seems like he can turtle a lot more efficiently than I can with trees and nets and all that junk, plus his normals outrange me and he can grab me a lot...A LOT. the nets and trees make doing any counters hard and badlands is gay. is it still worth it to sb his 2d or just block and wait?

Posted

Against Testament you should be able to close in on him with Suzuran but you must know when to use it and at what range cuz there are a few frames of recovery that are punishable by many ways(he can throw you, a late tree that wasn't blocked can hit you, or any normal at the right time or just lows that can get you out of it), you should know when to cancle from Suzuran to a guard cancle. Still its really risky.

Just dash in and dash stop with FD to block any attempt to hit you, and you can either P guard cancle the first hit of Badlands or IB the second hit then punish accordingly.

Yes his throw range is much bigger the Baiken's so you should minimize any air attack from high up if your going to land next to him(just meaty j.HS/j.K or cancle your j.HS to Youzansen RC).

Im not really sure about SBing his 2D cuz he would either cancle it to front beast FRC or BadLands, but i think that blocking and P guard cancle as Badlands come will net a CH, (dont S guard cancle cuz beast takes the attack?), two nets can fuck your S guard cancles(they can take the two active frames of them, one net can take a Sakura FRC).

You can mix in 6K if you know hes going to throw you. His 2HS has a few frames of invincibility so if timed right he can go through your poke(i think 6K can stuff it). Work your way in and your good to go cuz hes really easy to combo>KD>okizeme(pressure/combo).

His 6P is an overhead move so be careful of his mix-up, his 5D looks strange(as it comes from under but hits high), and he can bait you counters with Warrant or net as he can cancle into them from most if not all his normals, just be patient and be careful of trees and nets, approach smartly.

Posted

suzuran is a big nono T_T

baku i a better way to punish both badlans and gravedigger aswell.

you can always sakura frc 6p, the only thing he can do against it is 6p -> warrent. Just learn the blockconfirm.

use jP to clear nets, clearing nets being the main issue in this matchup. they screw up your combos and can fuck up your counters. blockconfirm certain attacks and counter them (ex. 6p), and always frc sakura, just incase he warrents your counter.

jP is good air-to-air.

you have to be good at zoning and spacing in this matchup. Testament can always combo your ass if you fail.

kabari is a debatable, with good zoning it can be good, on the other hand he can warrent it on reaction on certain distances. Use it wisely and carefully.

hs exe can be sakura'd for punnish if you are gosu-pro as me. not from a certain distance though, so as I said... spacing is #1 if you are facing a good testament.

get the momentum, get in on him, and then destroy him with awesome strats.

this matchup could though just be summarized with: More O and razorcrane.

(I just had to make a quick reply, due to non-true statements being posted)

oh, and why sb sweep when you have counters :vbang: blockconfirm....

Posted

Hellmonkey posted about SBing the nets -- instead of jumping up to block them, you can SB them, and safely, too.

i don't know much, but i think the best place to be is just at the edge of H EXE beast's range. neither of you can reach each other with your normals, but in my (limited) experience i've found that you can annoy the hell out of Testament from that range... as long as you're careful and don't eat a random EXE beast or Badlands =(

don't forget, you've got some sort of gameplan to work on him, so try to convince him to attack you a certain way until you find that opening in his defense. once you get through, you're a bit stronger than him up close, so that's when you've really gotta make it count.

but actually, do you have any specific problems? you mentioned that he throws you a lot. are you trying a specific tick throw set-up, and losing? or are you getting tick thrown from him? more details plz~

Posted

I find using Suzuran to stuff nets and sakura / ouren pretty useful. Suzuran into guard cancel is huge in this matchup, just gotta learn to avoid warrent cancels and don't get hit by 6p.

Posted

Is there a good dust combo for A.B.A? I tried these on her:

5D, 8 j.SH, [8] j.SD, j.S ]8[ j.D, AD j.SD, j.D.

5D, [8] j.HSSD, j.S ]8[ j.D, AD j.SD, j.D.

5D, [8] j.SSSD, j.S ]8[ j.D, AD j.SD, j.D

I always miss A.B.A at some point, usually with the first j.D.

Posted
ABA has a small hitbox and is heavy, this causes lots of problems in combos. Even Baiken's dust combo can whiff if you're close in to the corner, figure out all the situations you need to switch up between j.K/j.P/j.S, there are a lot. It's important too, since you NEED that knockdown to get rid of her packs often.

play around with it, using j.K instead of j.S can fix some of the problems, other times you'll have to just sacrifice damage to make sure you're knocking down.

Posted

it can also be that you are to close to her. try spacing yourself a bit further away and it might solve those whiffed-combos. That and some j.K's should do the trick.

Posted

Taking your advice I experimented and came up with these dust combos vs A.B.A.

5d, [8] j.khsd, j.s ]8[ j.d, AD j.sd. 137 damage.

This one only works from mid to maximum range from A.B.A. when you land 5D. Any closer and the first j.D whiffs.

5d, [8] j.ssk slight delay j.d, j.s ]8[ j.d, AD j.sd. 132 damage.

This combo works from any range as long as you aren't too close to the corner, in that case the first or second j.d will miss. the slight delay between j.k and j.d is to give time for A.B.A to rise a bit higher, without the delay she drops to fast and the next j.S will whiff.

5d, [8] j.ssk slight delay j.d, j.k ]8[ j.d, AD j.sd. 126 damage.

This works the same as the second combo except you swap the third j.s for j.k. It works in the corner.

I might be possible to add a j.d at the end of these combo's like with the standard dust combo's, but I haven't been able to connect it.

Posted

keep in mind that in midscreen you can do the normal dustcombo for more damage.

but this aint really matchup-discussion, lets not make this to the slayer-forum okay?:keke:

oh, and are we gonna get a subforum? this thread is like... not really that sorted out. maybe a subforum would be better for the scrubbies to learn from/fail at learning from?

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