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Posted

Testament = S tier easily. He has retarded combos left and right off of everything. Simple, and I mean SIMPLE, loops at corner and mid screen off of WAY to many things. A great zoning and pressure game. He's ridiculous, no skill involved and no risk but HIGH reward. It's like playing XX slayer, you don't have to think about anything or even work for your wins, they are damn near handed to you.

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Posted

According to this tier list Chipp is D class. I personally believe that he's C+, here's why.

CHIPP

--------

PROS:

+ One of the best 6P's in the game.

+ Can combo into Alphablade from j.S/HS/D. This begins his absurd mixup game.

+ His overall comboability/damage has increased tremendously.

+ Has a shoryuken (with a FRC point) to help him deal with pressure. Untechable on CH.

+ 3 jumps to bait wakeup reversals.

+ Added wall jump to increase his already insane manueverability.

+ Teleports with FRC points to help him deal with turtles and long-range characters.

+ 5K beats the majority of ground normals. Damn good poke. Can cancel into 2D.

+ Gains tension very quickly.

+ Absurd offense/Pressure

CONS:

- Is the leader of all characters with the "1 combo kills me" syndrome

- Absolute shit abare.

- Deals absolute shit damage unless he has tension + guard bar.

- Backdash is absolute shit

- Make 1 mistake and it's literally all over........

Posted

this is prob the number reason why: - Deals absolute shit damage unless he has tension + guard bar. They should make him a bit stronger? btw, How did bridge move up??

Posted

According to this tier list Chipp is D class. I personally believe that he's C+, here's why.

CHIPP

--------

PROS:

+ One of the best 6P's in the game.

+ Can combo into Alphablade from j.S/HS/D. This begins his absurd mixup game.

+ His overall comboability/damage has increased tremendously.

+ Has a shoryuken (with a FRC point) to help him deal with pressure. Untechable on CH.

+ 3 jumps to bait wakeup reversals.

+ Added wall jump to increase his already insane manueverability.

+ Teleports with FRC points to help him deal with turtles and long-range characters.

+ 5K beats the majority of ground normals. Damn good poke. Can cancel into 2D.

+ Gains tension very quickly.

+ Absurd offense/Pressure

CONS:

- Is the leader of all characters with the "1 combo kills me" syndrome

- Absolute shit abare.

- Deals absolute shit damage unless he has tension + guard bar.

- Backdash is absolute shit

- Make 1 mistake and it's literally all over........

Chip's 6P is decent. No where near the best in the game. Ky's has to be the best or near the best.

Chip gains tension very slowly atucally. Very slowly...

Posted

Ky's 6P? What's so great about it? It has less invincibility than a lot of them and its properties otherwise aren't very impressive imo. I would give best 6P to Slayer. anyway check this out son: KY Pro'S: hard to put in your COMBO's Con'S: bad dmg

Posted

Ky's 6P? What's so great about it? It has less invincibility than a lot of them and its properties otherwise aren't very impressive imo.

I would give best 6P to Slayer. anyway check this out son:

KY

Pro'S:

hard to put in your COMBO's

Con'S:

bad dmg

Have you even seen the shit that ky's 6p beats?

I've only lost to about 10 things in the entire game with that shit lol

Posted

PO = best 6P in the game no contest...it completly rapes all air attacks i've seen that dump shit clash with viper

Posted

Chipp's 6P is better as anti-air than Ky's, it has above-knees invincibility from the first frame to two frames into the active window of the attack. Ky's is only upper-body for the first six, then above-knees until the 13th frame. They have the same startup. In ground fighting, their performance seems roughly the same, though I think Ky's might be a little better.

Posted

Best 6p's in the game for anti air situations Ky's Pot's Faust's Slayer's Venom's Those are the best in the game imo The problem with chipp's imo is that it hits too low

Posted

Doesn't matter how low it hits if jumpins go straight through that bitch and you land on his fist.

Open argument I guess.

The 6P seems sketchy to me. I don't see it used much in matches and even then its combo ability to damage is very limited unlike the others who can get knockdown and damage.

Posted

Sure, you've seen Ky's 6P beat lots of jump-ins. That's what 6P's do, they're universal anti airs (in most cases). Chances are, also, that whatever you're beating with it could actually hit you if they were in more deep with the move. I said Slayer's not only for its invincibility and anti air uses, but because of the combo damage available off of it. And it has an FRC point.

Posted

Chip's 6P is decent. No where near the best in the game. Ky's has to be the best or near the best.

Chip gains tension very slowly atucally. Very slowly...

Chipp's 6P beats Jam's puffball, Ky's stun edges (even the D version if you run with it), sometimes beats Slayer's j.HS/j.D.......and many more moves. Ky's doesn't

Posted

Just to comment on the chipp thing. Chipp does a lot of damage. So I dunno where this shit damage comes from. Especialy considering the fact that he deals little gaurd meter. he does good damage. I also dont see how FRC teleports is listed as a pro in the sence that it helps him got out of stuff... *looks around scratchs self* Do people really teleport FRC to get out of shit? wtf? Isnt it more offenseive thing mix up yada yadda.. Guess im out of the loop. Also for the cons you twice said chipp dies fast. Cant put that twice sorry. Also no way is kys f+p the best in the game. Ah... If thats the case then back in XX days the move must have broken the damn game everytime you did it.

Posted

Yeah, to be honest, I'm not sure how much of this thread is to be trusted. A lot of the info comes from unreliable sources, or is just incredibly vague. "Great combo potential," etc. Not saying all of it is useless, maybe not even most, but a lot, certainly.

Posted

darkhonor90 are you smoking something that is very unhealthy to be smoking Chipp's 6P has already been talked about. It's good. Jam's 6P is up there as well... probably better than Ky's. Numbers-wise it's better, she gets an air combo into tech trap as well. Millia's 6P is pretty good as well, better AA than most of the ones you listed. Faster, good upper-body invul (no above-knees invul but oh well) and she gets big combos/knockdown/mixups off it. Also faster than everything on your list. Johnny 6P has more invul and pretty good combo followups. Slower than Ky's but it's better than the rest of that list as AA's go. Better angle for AA as well. Axl's is pretty fast and has a good set of upper-body invul. Decent followups at times. A solid AA at the very least. Faust's isn't even invul till active. It also happens to hit a pretty terrible angle. At least it's faster than some characters' 6Ps? Slayer's is really slow. Great in combos and as a situational anti-air. Hardly the best AA 6P, though. Also Faust's blows for damage opportunity. Slayer's actually doesn't lead to much in the middle of the field without at least 50% tension or a CH. There's a lot of factors to look at to determine whatever 6P is "best" but eh... Ky's ain't it.

Posted

Zappa also has an amazing 6p(although its not really an anti air), its fast and low and combos into his summon, it also has a very odd hit box. may's 6p also has quite good invulnerability, and obviously...you know..the stun. Robo ky's 6p also has good invuln time, up to 3 hits, builds heat for him and counts as a projectile. Just thought i'd mention ones that are very good, but unique and possibly over looked. Also i second millias awesome 6P

Posted

yeah don't sleep on Zappa's 6P. The amount of moves that it can beat is ridiculous. But yeah its not a good anti-air move. Buts it probably the best anti-ground 6p in the game if that even makes sense. =P

Posted

Zappa's 6P is the only 6P so far that has taken me out of Dizzy's j.2S air dash string on reaction..... frame rate wise i pretty sure Sol, Axl, and O-Sol, have the best 6Ps. but theres a whole bunch of factors to include.... if i had to say anyone character had the best 6P i'd have to Johnny. his is fast enough to do it on reaction, unlike Slayers, and gets good damage off of it. Eddie's 6P is pretty fierce too though........

Posted

Zappa's 6P is the only 6P so far that has taken me out of Dizzy's j.2S air dash string on reaction.....

frame rate wise i pretty sure Sol, Axl, and O-Sol, have the best 6Ps. but theres a whole bunch of factors to include.... if i had to say anyone character had the best 6P i'd have to Johnny. his is fast enough to do it on reaction, unlike Slayers, and gets good damage off of it. Eddie's 6P is pretty fierce too though........

Where the hell are you getting Axl?

It has a ton of invulnerability, yes, but the "upper body" is considered much smaller than on other characters, and the move is very slow.

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