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Posted

Thanks a ton. I'll try to do everything slower and see how that makes things play out.

I just got a new computer (no internet for it yet, but it's a beast with 16GB of RAM and an i7), so I can probably Emulate AC (my friends would probably love getting practice with the timing differences). How would I go about that? Also, is it possible to get adapters to hook up arcade sticks or PS2 controllers to my PC?

*Edit*

Also, let's keep this about Chipp so I don't waste everyone's time. How does Chipp oki with his shuriken and what is most effective with it? I'm starting to get FDC down (switched to K+H so I don't negative edge a shuriken if I flubb the input) and I'm trying to start working on spacing with it.

So that I can use it more without ruining my tension gain, how important would you say it is that I practice instant blocking?

Also, what's a good way to bait bursts with Chipp? His framerate and recovery are great for punishing burst attempts, but I need an idea on how to do it more consistently without just practicing to punish on reaction, because that would consume more time than I have.

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Posted

forget about emulating AC. you don't even need a good pc at all, but the emulation is buggy as hell and there's so much input lag, it's ridiculous. my favourite bug is sprites scrambling randomly, i had slayer use his ground block anim for air block etc.

Posted

Wow. So the only thing I can really do is go to the arcade more. : (

Sucks since I barely have time to play GG at my leisure as is. Thanks for the help guys.

*Edit with a question*

Let's say I'm going for a combo > 2D > rekka > follow up (usually IAD j.p > j.D > alpha, or just j.D > alpha, sometimes 5H > IAD > j.p > j.D > alpha), but they're out of range or I keep screwing up the IAD due to timing issues (sometimes I practice at a friend's house on a laggy TV), what's the best way to try to bait the tech that will come out and go for an airgrab? I'm really bad at timing airgrabs, and I don't want it to look too obvious that I'm going for that rather than risking a mistake on the IAD > j.P link.

I have the combo down on a TV without lag, but I don't get much practice in lag (have it like 50% on those) or on the arcade machine (very limited play time on one).

*Edit with further inquiries*

Let's start adding some tick throws into my pressure strings. I've worked on (but haven't refined well in matches yet) c.S > wait > 6S/H option select (go for another c.S to bait an opening or get a grab), c.S > f.S > 22P > grab. What else works in your experience?

I thought of a really stupid one if you have the meter for it and want to get into someone's head. Whatever > 6P on block (wait until just before 2nd punch, then RC > tick throw). I need to test that later and see if it'll work, but I thought it was silly enough to share.

*Update*

6P > delay > RC > tick throw works if you delay just the right amount of time. Lots of tension to spend for a tick throw attempt, but it's a sexy way to end a match if it comes up. Unfortunately, you need to be deep when you hit with the 6P or you'll get pushed out of range, and going c.S > 6P > RC wont work (too far away). You could always step in a bit I guess though...

  • 1 month later...
Posted

2 qustiosns

1 what dose FIND ME (invisable) do

2. Any one want to help me make a basic rundown of chipp. I'll write it i just need to know his moves and their properties

Posted
1 what dose FIND ME (invisable) do

what you see is what you get

Posted

2 qustiosns

1 what dose FIND ME (invisable) do

There is no bonus property besides the transparency effect - even though your opponent can still figure out where you are on the screen, he/she has a much harder time dealing with your moves on reaction if he/she can't see them start up to know which one you used. If you're confident, do it after you've knocked your opponent down to make it harder for them to escape your pressure, or do it at the start of a match in which, say, you're playing a Testament or an Axl, and you just know he's going to throw out his counter to try and beat you rushing in to attack.

2. Any one want to help me make a basic rundown of chipp. I'll write it i just need to know his moves and their properties

There are some guides here, and there's a framerate data chart that'll give you the important nuances of his moves and their properties, but the general idea is pretty much this:

"If Chipp fights, Chipp loses. Chipp tries to keep the other guy from having a chance to play so that he wont have the opportunity to win." -(not a direct quote, but something like this came from David Sirlin, if you've heard of him).

Rush That Shit Down. The match should come down to your opponent having no more than one chance during the game to hit you, and if they don't kill you with that combo (since you have no endurance), they've lost because they wont get another chance. Not only do you have to work out your pressure to keep openings to a minimum - you need to learn how to bait/punish by using frame traps to make it look like your opponent has openings that he/she doesn't, that you can punish. Just to give you an idea, your close slash (c.S) starts on frame 4 (game runs 60 frames a second if you didn't know), and has a 2 frame advantage on block - even though the range is really short on this move, it traps very well into itself. Throw out c.S, and then, rather than going for a combo (a block string - if you actually hit the person, combo them, lol), wait for the lag to finish, and throw it out again. Or maybe wait for the lag to finish and then grab. Or maybe wait just a little longer and do it again. Or maybe, throw out your uppercut since it's invincible on startup and beats a lot of other moves. Or maybe throw out your command grab (41236K, or HCF+K). Or maybe actually just do your block string to crank guard meter.

Anyway, Chipp's damage isn't great, but if you crank the guard meter, damage on his combos will scale slower (if you don't know how the guard meter works, its neutral position is at 1/2 - lower than that and damage from hits is reduced, and high enough to the point where it's flashing, your attacks will all count as counter his. Starting a combo from full takes much longer to scale down, so the damage is much higher) and you can do some absurd damage.

c.S > f.S > 5H > alpha blade > RC > 6H > j.D > alpha blade does close to 200 damage on average and works against generally everyone.

Land it out of a simple block string (c.S > 6P > c.S > 6P > 2D > rekka (236S) > follow up with the previous combo when you get the c.S to hit) can do like 270 because of the guard meter, and it'll fill up enough to do that much damage from just those hits on your opponent's guard. If you really pressure someone till their meter is flashing and waste like 75% of your tension, you can get some stupid damage output.

So yeah. Pressure, bait/punish to get hits in. You can use your air mobility to bait attacks you can punish (3 jumps, faultless defense canceled j.2k, and a wall-jump give you some creative options for messing with your momentum), you can frame trap, you can burst bait (a lot of Chipp's moves start and end so fast you can learn to jump cancel on reaction to burst throw)... just don't get hit by anything or you'll die.

Posted
your close slash (c.S) starts on frame 4

starts on frame 5, with 4 frames startup.

Or maybe, throw out your uppercut since it's invincible on startup and beats a lot of other moves.
, hell, no. chipp ain't no sol. forget about frame trap into DP. there are only 2 times you ever dragonpunch:

1. as a reversal,with 25% tension in case you need the frc (if it whiffs or is blocked, then you frc, double jump away or FD block until you land)

2. running tigerknee dragonpunch (called a "taco" in japan) - relatively safe on block due to the momentum, and counter hit gives you a free relaunch combo.

Or maybe throw out your command grab (41236K, or HCF+K)
equally bad idea, especially against at least decent opponents - the move is too slow. the only time you ever see it in japan is when it's really unexpected, as, say, an opponent landing from a superjump, you doing the move below him (he can't see it yet), and you land ontop of him.

c.S > f.S > 5H > alpha blade > RC > 6H > j.D > alpha blade does close to 200 damage on average and works against generally everyone.
extremely unreliable since you have to be extremely close to do that combo, if not dashing & point blank, and maybe even leaving out S(f). forget it i say. try doing stuff like S,6P,S,2D, 236S, dash, 5P, j.P,P,K(2),K(2),D,alpha for now, and when you feel comfortable with harder combos, try to:

CONFIRM vs crouch: any combo into HS, instant air alpha (2369P, you start the motion from the ground, end it in the air), land, relaunch.

anyway, most important stuff for beginners:

- 6P anti air -> combos on counter hit into 6HS -> air combo.

or just do 6P,5HS, air combo without the need for counter hit.

- d.2S, 2D, 5K(chained into 2D), HS, 6P are the pokes of choice

- max range gamma (41236HS) is extremely useful if you don't overabuse it. also, gamma gives frame advantage on block.

- jump, fast shuriken, air dash is a valid way to get in, especially on lower level play.

Posted
s.S©starts on frame 5, with 4 frames startup.

Crouching opponent: s.S©, s.S© LINKS

And if I recall right, the gap is exactly 4f. Meaning that s.S© is 4f. No active frame bullshit possible in there "I guess".

Check your info about frame data, and punish something that ends up in -4. Makes things easier.

Posted

Close Slash hits on the fourth frame. In the frame data, the last startup frame is also the first active frame.

Posted

Hey, if I block a low that's -4 on block (I think Zappa's 2D is like this), and react with a c.S if I'm in range for it, will I actually be guaranteed a hit, or will I just barely miss it since I have to do it standing and have to go back to neutral to do a c.S from crouching to block it, losing a frame or two?

Posted

Going from crouching to standing is zero frames, as it were. If you block the first active frame of Zappa's 2D, yes, you can punish with c.S. But on any other frame, Chipp can not punish.

  • 1 year later...
Posted (edited)

Let's see if this forum still exists.

What should I do after a ground throw? The spacing seems really awkward and I don't want to get wakeup thrown. I couldn't really set up a crossup even with a FD cancel because I'm so close unless I just do IAD j.d crossup which is funny but not very useful.

When I do a j.hs, how should I combo off it? It feels really weird to combo off, especially as a crossup. I know if it hits low I can do c.s -> 2d at least but is that consistent in the FD cancel situation?

Is it worth trying to do anything out of a FRC teleport besides j.d?

Is 2d xx rekka, 2hs xx 22hs j.p j.d xx alpha blade consistent? I got it to work on Slayer midscreen and it seems like it would be better and easier than 2d rekka dash 5p.

Should I avoid 6k in general?

When I do 5hs xx alpha blade RC, often I go flying across the screen. Is that me doing the cancel too early or late? I'm sure I'm not accidentally doing TK air alpha because of damage.

How should I deal with someone I think is going to burst? I know you can air throw bursts or jump and block, and then punish, but it seems so much harder and riskier to bait a burst than to do it.

Thanks.

Edited by Kikuichimonji
Posted

Really not sure what to say about the ground throw one. You're close up and they're knocked down. Any of chipps options apply here. If you're fast you can even OTG gamma.

J.HS > alpha if its too high for a ground combo. FRC into combo if you can.

FRC teleport > j.S can lead to combos, where-as j.D knocks down

2d > rekka > 2h is character specific and spacing reliant, not really recommended but you could save it for slayer specific swag

6k it specifically for people who start blocking a lot (i think its at least neutral on block, too lazy to look) or against people that like to mash lows. It seems active for a long time and he gets off the ground. Goes over some characters quick pokes like axl 2k or a lot of characters 2Ps. On counterhit leads to IAD combo. Will jump the best sweeps like sol/anji/venom and recovers faster so you can punish with w/e. Also an option to get past exe beast happy testaments. If they mash high, you really can't use this move.

You're doing TK alpha

On bursting. Bursts are fast enough that you won't bait them or punish them all, and the counters to do them are rather hard, however ...you can attempt to extend your ground strings with more jump cancellable moves (5k 5k 2S f.S 5H etc) and then try to jump block when you see the burst. You can do lows and buffer in the down motion and try to do an S teleport when you see the burst. Then run back in and punish. The hard thing is a lot of people burst chipp's big damage moves that are easy to burst (6H / alpha blade) or they just burst to get him off which means it can be random or they can otg burst.

  • 1 month later...
Posted

I'm not sure if this what you call his Impossible Dust, but I saw somewhere in a video a Chipp do 5D > IAD Beta Blade and then followed up with a combo.

1) Is this an Impossible Dust?

2) If so, is there anyway you know you did it right when you hit the Beta Blade. That way if I know I messed up I can do something like air throw them when then tech or whatever.

3) Is it even worth it?

  • 2 months later...
Posted

Any tips to land the CH j.D slide combo more consistently? j.D>dash>5S>5HS>IAD>j.P>j.D>alpha to be clear.

They always seem to tech out right while I'm airdashing towards them with the j.P and I get air-thrown. Is it likely the IAD is too late, or the j.P is too late? Does 5HS have to be done as close as possible while they are sliding? Should I hold 9 while the HS is hitting?

I know practice is the answer but I was wondering if there were any tips that can make practice more worthwhile. I seem to land it like 1 in 20 times at the moment so I tend to do the version without the airdash and alpha blade.

Posted (edited)

I don't think there is any tip, just practice. When I started with Chipp my problem was hitting j.P too late. You'll get a hang of it. You can hit j.P earlier then you think.

Edited by zdravkelja
Posted (edited)
They always seem to tech out right while I'm airdashing towards them with the j.P and I get air-thrown.
Ok, if you're getting air thrown I think your timing is WAY off. Worst case scenario, they tech right before the j.p and you should land before they actually could air throw you. I think if you're getting air thrown, your air dash is way too high up.

Is it likely the IAD is too late, or the j.P is too late?
No way for us to tell, if the air dash isn't low enough though it should be obvious by watching videos of people doing the combo.

Does 5HS have to be done as close as possible while they are sliding?
From my experience, no. It's actually a rather lenient combo in terms of spacing. Just make sure you get cl.s because far slash is way slower.
Should I hold 9 while the HS is hitting?
No, you should learn the manual timing for the jump so you can do the IAD shortcut (9,6). This is what improved my own consistency the most.

Like zdravkelja said, you can hit j.p rather early after the air dash.

Also I know that 5s 5hs doesn't work on everyone in that juggle. On some lighter characters you just whiff the 5h. I think dash 2p 5h or dash 2s 5h might make the combo work, but I'm not sure.

These are usually the same characters that 2d rekka 5h whiffs on, which makes me sad. After 2d rekka against these characters, I think your best bet is either dash 5p into air combo or running j.p into air combo.

Edited by Kikuichimonji
Posted

Also I know that 5s 5hs doesn't work on everyone in that juggle. On some lighter characters you just whiff the 5h. I think dash 2p 5h or dash 2s 5h might make the combo work, but I'm not sure.

no, S©,HS should work against everyone after floor slide, but the S© might whiff against sol and somebody else if you are too close. also, if you use s©,hs against light weights, the alpha at the end often will not knock down - use 5K,HS as an alternative, then the alpha will knock down. check here

  • 1 month later...
Posted

Thanks for the help. I'm still working on that CH slide combo but getting better. Anyway, got another question.

In training mode I've been practicing a block string into 22D>j.HS>alpha. The j.HS seems to hit properly in training mode, but when I try it in a real match it seems to go too far over them and the j.HS only hits once and the alpha blade goes the wrong way. The block string I usually do is S©>6A>S©>HS>22D. I've been practicing on Eddie and against Eddie in the real match.

Does the HS push them too far back causing the D teleport to come out on top instead of behind them?

  • 2 months later...
Posted (edited)

Anybody use "2K/6K/whatever > stuff > 5HS > 2147P (fast shuriken as fast as possible off the ground) > 66~j.HS > ???? > profit" ? I've seen it done before, and I believe that it might be corner specific against most characters. I am unsure about taller characters like Johnny for example. My execution is inconsistent at best, so I cannot test this well at all.

If anyone actually bothers with stuff like this, any tips for the timing and spacing for the shuriken?

...Or should this go into combos?

Edited by The Katz
Posted

not worth the effort. if you want to use shuriken in combos, use it after 5HS -> iad.j.P,D, shuriken, D (, alpha)

  • 1 month later...
Posted

I've always liked GG, but never played it anywhere near above horrible casual. I finally get to have the game AC+ on the ps3, so I've been loving everything, despite being awful at the game.

I'm just curious, are there any updated guides for Chipp for AC+? Or are any of the previous ones more than sufficient enough? I'm not entirely sure what has changed between various versions for the ninja, and the only GG I ever touched prior was just AC for the ps2. If the previous ones are sufficient enough, which one(s) would be ideal to watch/read (outside of the few specific things here like chipp okizeme, pressure etc.) I'm more so curious for (if any) video tutorials since they really put together and offer examples of what words cannot, especially for a beginner like me.

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