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Posted

Only if people can answer these questions. 1) What is this layout not offering that a sub forum can? 2) Is this a new "standard" that has to be met or a new fad? lol obviously I am biased against it, but I am open to someone convincing me into it.

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Posted

Only if people can answer these questions.

1) What is this layout not offering that a sub forum can?

2) Is this a new "standard" that has to be met or a new fad?

lol obviously I am biased against it, but I am open to someone convincing me into it.

1) The match-up layout itself is fine, it's just that a sub-forum would be much more organized. It'd be so much nicer if you could open up the sub-forum and easily find the matchup you're looking for as opposed to fingering (tee hee) through this one thread. Also, as I said in site suggestions, I feel it'll increase awareness of match-ups not normally discussed (IE (random example): Bridget Vs. Axl: 0 posts "Oh, I should provide info on dat shiz"), hence increasing our base of knowledge.

2) I feel it's a standard that should be set. If we were talking about a sub-forum like Slayer's "old games" one, then I'd say fad. But a match-ups sub-forum IMO is essential to having a very proficient and easy-to-navigate character forum.

I hope you consider, Jais ~

EDIT: If the mindless work would bother you, I could help organize all of the match-up info for you.

Posted

Johnny updated I agree that this sub-forum will have other players(non Buri) snoop in and give more input. Valid point. I'll get one.

Posted

i need input versus Chip i just knew his 6p and f.s is good as hell and his secret moves that do diagonal diving + 2d is clashing with my Starship!!! WTF... yesterday wasn't a fight... that's a bullies :vbang:

Posted

i need input versus Chip i just knew his 6p and f.s is good as hell and his secret moves that do diagonal diving + 2d is clashing with my Starship!!! WTF... yesterday wasn't a fight... that's a bullies :vbang:

I play a Chipp every day, and I have no problems with 6P or f.s :(

To offer real advice though, when he dives off of the wall you should use 6S as he's in counter-hit state during the move. You could probably find something else to use as well, but if you're mid-distance it'll hit him right in the face. Other than that, just don't starship it xP If you're having problems beating it out, just jump out of the way. That, or you could just 3P him after he lands as your butt beats out his sweep.

But yeah, I don't recommend using starship by itself vs. Chipp most of the time as he's fast enough to punish the whiff from pretty much anywhere. Just block his strings and throw in mid-range pokes when you can. You could 6P his IAD's in but it clashes with his j.HS so it's not really safe. But yeah, just be patient and only attack when you have an opening, as any B&B will rape his lifebar. If you manage to land Killing Machine, it'll pretty much be over. Also, I use Maintenance a lot in this match-up to counter non-FRC'd teleports or IAD's.

Posted

i meant when he got me with ch using that(6p & f.s) moves... i can see my life bar depleting to less than 50% in less than 2 second :vbang: i guess you're right, my mind set still on Ky's fight on that match and i set a lot of yoyos and runaway games, i should have kill him with my butt :v:

Posted

I play a Chipp every day, and I have no problems with 6P or f.s :(

To offer real advice though, when he dives off of the wall you should use 6S as he's in counter-hit state during the move. You could probably find something else to use as well, but if you're mid-distance it'll hit him right in the face. Other than that, just don't starship it xP If you're having problems beating it out, just jump out of the way. That, or you could just 3P him after he lands as your butt beats out his sweep.

But yeah, I don't recommend using starship by itself vs. Chipp most of the time as he's fast enough to punish the whiff from pretty much anywhere. Just block his strings and throw in mid-range pokes when you can. You could 6P his IAD's in but it clashes with his j.HS so it's not really safe. But yeah, just be patient and only attack when you have an opening, as any B&B will rape his lifebar. If you manage to land Killing Machine, it'll pretty much be over. Also, I use Maintenance a lot in this match-up to counter non-FRC'd teleports or IAD's.

^-----DUMB ADVICE D: (dunno what I was thinking).

Well, the first paragraph at least.

Do -NOT- 6S his walljump, it's too fast and at too sharp of an angle. I'd mainly block or just get out of the way. ;_;

Posted

Chipp (i have some experience with this matchup, but after FRXI, ill hopefully have a better idea and can edit what i may say here)

Openers- Their usual opening moves and how to counter & win by first move.

your best opener is to block or jump/roll etc to see what he's gonna do. 3P as an opening move is a horrible choice as he has many ways to punish this....simply sit and block or jump

Punishes- Ways to punish their unsafe moves.

- Any 22P and 22S can be punished with 2D.

- 22D and 22HS can be punished with a Air throw if you predict it...if its FRC'd, just block the mixup, no need to get knockdown or CH cause you wanted to try and beat him out.

- 623S can be punished like any ordinary DP

- Rekka (i think thats the name...2-3 hit chain he can do from 236S) can only be truly punished after the overhead kick...you have some options you can do after you block it

Counters- Ways to nail CHs.

I cant add much to this cept punish the DP...your not really gonna get CH's in this matchup..if u do, the chipp player probably isnt playing right cause 1-2 CH = death

Anti airing- PROPER anti-airing- 6P is not a catch all.

6P will NOT beat out J.HS unless you shoot the move out before his animation starts. in general, u cant AA him on the ground. You can try to match him in the air however...j.P and j.S from a distance will beat out a lot of his stuff.

Zoning- What characters have a hard time dealing with.

Chipp will not have a problem getting through your zoning...Teleports and Triple Jumps will easily get him where he needs to be to give you a pummeling. Things you can do to make it harder would be to do a bunch of Razor Rogers and Roger Hug and tons of yo yo callbacks. Place Razor Roger in a position where you cover either the ground or air and you have to cover the other end on your own....this strat is most effective with your back in the corner, since you dont have to worry about him TP'ing behind you.

Their game plan- Enemy strats.

He's gonna pretty much be on top of you from start to finish using a mixture of teleports, j.D, J.HS, Triple Jumps (to catch your RFDC), Frame traps, etc. Good defense will get you far in this matchup.

Strategy-Your strats.

D-E-F-E-N-S-E from start to finish. Just because you can kill him in 2 combos (or 1 if u wanna do a CV take on him) does NOT justify RTSD. You also need to pick your yo yo sets and yo yo calls wisely. You will rely a lot more on yo yo set / yo yo call back over roger calls simply b/c roger's speed cant keep up with him....that doesnt mean that roger is useless though...you just have to be more smart about when to call him, what you call, and where you call him at. This is also another one of those matches where doing starship during wakeup is dumb and will have you eating dmg you couldve prevented by blocking.

Misc stuff

- Chipp's gamma blade has to be FDC'd in the air....dont give him free dmg cause you didnt block it right.

- His 6P is really really good....dont underestimate it

- RFDC = roll faultless defense cancel...dont think ive seen this acronym used so i just used RFDC to shorthand

Posted

just my personal opinion, any Chip who using overhead on his Rekkas is a retard :v: ... 6p/ starship will at least shave up to 50% of his lifebar even before the overhead connect...

Damn this fight is ridiculous my only chance to win is whenever he try something realy stupid, blocking is the wisest advice and pray he'll do some stupid teleportatio[finput][/finput]ir dash/Zansei Roga :vbang:

Posted

just my personal opinion, any Chip who using overhead on his Rekkas is a retard

It depends on why he's doing it. If he notices you're getting antsy and trying to counterpoke with IB out of rekka pressure, it's a free combo for him. On top of that I think if the Chipp uses all of his mixup options it's hard to 6P the banzai on reaction. But yeah, all kinds of punishment on block...

LH621 is totally correct about the matchup IMO. I don't even think this is advantageous for Chipp, although it's a pain in the ass because Bridget is out of his element and Chipp is just running his standard gameplan more or less.

Posted

A couple of things about the Chipp fight that I had to learn the hard way; -If he gets inside on you, and you block a c.S, DO NOT HIT ANY BUTTONS. If you do, you will get CH and knocked down, probably in a painful manner, then you get to guess. -Same thing with Gamma Blade. It's +5, and perfect CH bait to lengthen a string. -I am not a fan of razor roger in this fight, nor any roger move, really. I would just set the yoyo and don't fuck with it any unless it gets too far away from you. Roll, roll, roll. It helps you maneuver around him, and makes him have to think about where he teleports. Fun Fact: If you are RFDCing, and he teleports with H or D, you can snatch him out with an airthrow before he finishes materializing. Looks hilarious. -Along the same lines, j.P is generally your best AA in this fight, and if the yoyo is out, a full double roll aircombo will take 50% off his bar. -Be careful about setting or calling back the yoyo. No matter what you're doing with it, if he isn't knocked down, you are potentially setting yourself up to be CH by a random FRC teleport > CH j.D. This is bad. -Use delayed getup liberally, as it'll fuck with his oki more than most chars. It also safely gets a yoyo into play. Sup guys, u miss me? :keke:

Posted

Byron and Matt nailed it. I have some Slash vids of Ruu vs Chipp. I'll upload them, they are the up most example of how to fight this match.

Posted

Do we want to try and put in 1-2 links per matchup in the game for those who want some sort of video represntation of how to deal with matchups (both the do's and donts?). If so, ill take some time this weekend to look-relook at some vids and pick out good representations for each matchup All that's left to do writeup wise is... 1) Dizzy 2) Venom 3) Zappa 4) May 5) Millia 6) Add more to Jam (optional, although it wouldnt hurt) Out of that list, i could touch on some Jam stuff...and attempt to touch May, although personally, id rather not and let someone else do it (Jais :eng101: ). If i were to do a write-up for any other character, it'd be based off of vids and personal tactics/common sense stuff....Dizzy would be a big problem trying to explain though, as she's the character i know the least about out of the 6....so with that said, in order to see the Matchup FAQ get completed, I could sit down sometime later this week (probably the weekend) and hammer out some stuff, post up, and get corrected/additions/etc. Ive played against chipp here and there (plus the out of state chipp i played at the last NC tourney and had some success against...Matt , do u recall his name? its not novalance, but the other Chipp player), but that writeup I did was mostly observations and what i essentially know to do for the match, so if i tackled anyone else, it'd look pretty similiar to that writeup. What does everyone else think?

Posted

It depends on why he's doing it. If he notices you're getting antsy and trying to counterpoke with IB out of rekka pressure, it's a free combo for him. On top of that I think if the Chipp uses all of his mixup options it's hard to 6P the banzai on reaction. But yeah, all kinds of punishment on block...

LH621 is totally correct about the matchup IMO. I don't even think this is advantageous for Chipp, although it's a pain in the ass because Bridget is out of his element and Chipp is just running his standard gameplan more or less.

sry i don't get it on this part, what mix up option does he has after "sushi" ? AFAIK only teriyaki and banzai :gonk: ... it's rather easy for me to counter Banzai on reaction even if i delay the timing a bit for it FRC point mixup for his j.d/fd, that's why he rarely use that =(

i'm not trying to be a smart ass here, but that's me & my friend level of gameplay and i'm thankfull for all your help and input, if 722 explain this part about Chip using all his mix up option, it might open my eyes more about this match up

AFAIK about his mix up

1. 5d -> no problem for me

2. Banzai -> also no problem

3. 6k -> sometimes it hit me(but he has no combo to connect), sometimes i counter it with Starship :v:

4. UB -> FD jump if he has tension for the FB extension

5. @blade -> bait for the cross up

6. Teleport -> hard to deal with, just block

and about the matchup thread, i'm fine with Do & Don't list my connection suck for dl'ing vids (2~4kbps :vbang:)

Posted

sry i don't get it on this part, what mix up option does he has after "sushi" ?

Basically it's like this:

Chipp's sushi is only -1 on block, and since everything he has is so quick that means he might as well be at frame advantage. Something like blocked sushi, 2S->sushi or something is most likely going to require some specific tactic to interrupt, like IB the sushi then far S, so he can work around baiting whatever option you have to get out. I guess it's not a "mixup" in that it's not a safe forced decision for the defender, but if he's just doing stuff like stuffing your pokes after sushi, delaying the sukiyaki followup, K teleporting behind you, short dash throw etc, you'll have so much to worry about that unless you have super fast reflexes he can probably try to sneak in banzai at least once in a while and because you were thinking about how to deal with one of his other tactics you probably won't be ready to 6P it.

Don't get me wrong, banzai still sucks. It's still easy to see, unsafe on block, etc. But I wouldn't write it off completely.

Posted

Ive played against chipp here and there (plus the out of state chipp i played at the last NC tourney and had some success against...Matt , do u recall his name? its not novalance, but the other Chipp player)

That was Garrett. He's been really inconsistent in AC due to school kicking the shit out of him since its release...that weekend was his first time playing the game in almost a month lol. He's a beast when he's on his game, and Jais will vouch for that, I'm sure.

I'll do Zappa real quick like.

-2P. A lot. If it hits, sweep him and set a yoyo. If it doesn't, run up and do it again.

That's it. That's the whole match. You think I'm fuckin with you, but I'm not.

Posted

@722 : thx for the explanation of what u meant with that mix up :v: ... anyway here's the problem on that kind of mix up, all u need to do is blocking, don't even think about poking his gap, i wouldn't call +1 is an advantage, it's more likely a frametrap, the 2s, sushi loop wouldn't last very long, especialy if u fd ... after a while we should get another neutral position and back to that poking/runaway games :vbang: and this is probably just me, i got some traumatic experience with tick throw games back on xx day... that i swore to myself wouldn't never fall to that kind of trick anymore and i got just that kind of reflex v tick throw play or over head... whenever they try to tick throw me, usualy it'll end up i throw them, even if their spacing is good, they'll take my 2p,2d =/ ... well thought after 4~6 hours of play they might nail me once and got me realy depressed and refuse to play GG for a week or so :v: ... that's why i can't see what mix up does Chip has after Sushi, if he force his way and trying something will usually end up i shave at least 30% of his lifebar about Zappa Match Up Agree with Tank... big fuck with his crouching hit box

Posted

Chipp can FRC banzai and j.D the fuck out of your 6P (which loses to this god forsaken move), for the record. He can also Gamma Blade, which is good no matter what as long as it makes contact.

Posted

sry i don't get it on this part, what mix up option does he has after "sushi" ? AFAIK only teriyaki and banzai :gonk: ... it's rather easy for me to counter Banzai on reaction even if i delay the timing a bit for it FRC point mixup for his j.d/fd, that's why he rarely use that =(

i'm not trying to be a smart ass here, but that's me & my friend level of gameplay and i'm thankfull for all your help and input, if 722 explain this part about Chip using all his mix up option, it might open my eyes more about this match up

AFAIK about his mix up

1. 5d -> no problem for me

2. Banzai -> also no problem

3. 6k -> sometimes it hit me(but he has no combo to connect), sometimes i counter it with Starship :v:

4. UB -> FD jump if he has tension for the FB extension

5. @blade -> bait for the cross up

6. Teleport -> hard to deal with, just block

and about the matchup thread, i'm fine with Do & Don't list my connection suck for dl'ing vids (2~4kbps :vbang:)

... :v:

Posted

@722 : thx for the explanation of what u meant with that mix up :v: ... anyway here's the problem on that kind of mix up, all u need to do is blocking,

I don't really disagree. Chipp isn't good enough at punishing that.

It shouldn't be possible to see his throw every time, though. If you can, I think that probably means you're just much better than the Chipp you're fighting. That's something top players will use on each other and it works pretty reliably.

Posted

yeah, chipp has way of hiding the leaf throw behind RC/FRC, as well. But I agree with excellence on this: It's react-able, every time. There are enough frames of start-up, that, like blocking a dust, you SHOULD be able to 5P him out of it (or 6S CH even!) if he has no tension, or at the very LEAST, jump FD if he does have tension. Starship tends to work for both his possibilities if timed late, but I wouldn't rely on it, as the cancel into FB can interrupt your motion... have 25% available for the FRC just in case if you go that route.

Posted

yeah, chipp has way of hiding the leaf throw behind RC/FRC, as well. But I agree with excellence on this: It's react-able, every time. There are enough frames of start-up, that, like blocking a dust, you SHOULD be able to 5P him out of it (or 6S CH even!) if he has no tension, or at the very LEAST, jump FD if he does have tension. Starship tends to work for both his possibilities if timed late, but I wouldn't rely on it, as the cancel into FB can interrupt your motion... have 25% available for the FRC just in case if you go that route.

722 was referring to Chipp's actual throw, not his command throw.

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