Strider Chipp Posted November 30, 2008 Posted November 30, 2008 Also guys as I stated before I'm not giving up on this playing GG or Chipp.
qwan Posted December 11, 2008 Posted December 11, 2008 hey maybe this question has been already ask blablabla... in the cm Kami >>http://www.youtube.com/watch?v=MI51O-riBzo&feature=related (wana sleep,notime to link) At 2.50s, they show chipp makin 6p on axel with >>> on the top. what does that mean?
Strider Chipp Posted December 20, 2008 Posted December 20, 2008 What is he putting at 0:37 that arieal combo. It starts with 2d, hs teleport, jk. How many jk do you have put in. Also are there any jump cancels in that combo. http://www.youtube.com/watch?v=YM8s8n0FTYU
AtTheGates Posted December 20, 2008 Posted December 20, 2008 5p, j.k[1], j.k[1],j.k[2],j.D,236P, \/. no jump cancels. probably delaying the j.D and the cancel into 236P.
Strider Chipp Posted January 3, 2009 Posted January 3, 2009 What do you do when Eddie just jumps in the air and flies ? Also is the main strategy playing against him is it just to rush him, down keep attacking him.
AtTheGates Posted January 4, 2009 Posted January 4, 2009 good eddies dont just fly around, it's too dangerous. either use j.k or j.p for preventive anti air, or just use your movement to evade him until he has to land - you should be waiting right next to that spot. don't forget that he has to FD block during flight.
Strider Chipp Posted January 9, 2009 Posted January 9, 2009 How do you train my for FRC. Especailly for teleports, but 236k to me is some what easy to me.
Strider Chipp Posted January 10, 2009 Posted January 10, 2009 OOo sorry I mean how do get better at doing FRC, Its hard to do a teleport FRC.
AtTheGates Posted January 10, 2009 Posted January 10, 2009 hm, there's no trick to it i guess. one thing to keep in mind is this: if you do the teleport out of a combo, the timing for the FRC will be different than if you just do an empty teleport - because in the combo, the teleport is buffered, so it takes a little longer for it to come out. so i suggest this: - learn empty teleport, FRC - learn any combo into HS, teleport, FRC.
Leo Van Newhous Posted January 11, 2009 Posted January 11, 2009 I'm new at Chipp. I have #RELOAD at home for the PC, but I can't find anything on this forum for #RELOAD. I was told there a was wipe here some time ago. Is there anyone that has anything on Chipp for #RELOAD. I'd like to learn to play him now. I'm not very good in this game to begin with so I'm still at the general basics, but if I can have some Chipp specific stuff learning with him should go better. Thanks in advance.
Strider Chipp Posted January 14, 2009 Posted January 14, 2009 I was wondering how do you guys have so must control over chipp or any character in general. How many hours day do you play to improve your game ? http://www.youtube.com/watch?v=9h8rlOaqaEs Also I was wondering does playing in tournament actually improve your Reaction timing?
Kasou Posted January 22, 2009 Author Posted January 22, 2009 Control comes from experience and playing. AFter a while you will start getting into attack and defence patterns. THe longer you play, and the more ppl you play the more refined and effective your patterns get. For basic control and feel of character, i'll say about 30 odd matches? To get to that level (youtube vid). Really depends on how quick of a learner you are and how much competition you have around the area. If you're lucky about 3 months. and within that time frame maybe about 2 to 3 very good gaming sessions a week? (matches where you can learn, and discuss and you actively find new techniques to counter your opponent) It's really hard to put a time frame to it. tournament play for reaction timing? Nope. I'll say just playing more ppl would do that. Just play more (if you can....... i can't so im like totally retired..... aus = the sux)
Strider Chipp Posted January 24, 2009 Posted January 24, 2009 What does mean in a combo \/ . I try looking the guide but I couldn't find it.
AtTheGates Posted January 24, 2009 Posted January 24, 2009 What does mean in a combo \/ . I try looking the guide but I couldn't find it. land.
Strider Chipp Posted February 13, 2009 Posted February 13, 2009 What is pressing in the block strings ? At 0:28-0:40.
ZaWorld Posted June 29, 2009 Posted June 29, 2009 Input lag or misinterpretation of frame data. After blocking a bandit revolver I am suppose to get a +4 frame advantage right. So why can't' s© consistently beat Sol's 5k after blocking a bandit revolver
AtTheGates Posted July 10, 2009 Posted July 10, 2009 Input lag or misinterpretation of frame data. After blocking a bandit revolver I am suppose to get a +4 frame advantage right. So why can't' s© consistently beat Sol's 5k after blocking a bandit revolver because 5S has 4f startup. you would need +5 for a 5S to hit. sol in recovery: 1 2 3 4 [5 = sol can block again] your 5S: 1 2 3 4 [5 = hit] you are probably familiar with capcom framedata, which is absolutely terrible, because they "think" for the reader and alter the advantage on hit so that it reads like "+3 advantage and a move which as 3F startup will work" when it would actually be +4 advantage in reality.
zdravkelja Posted September 17, 2009 Posted September 17, 2009 This is not a question, but it's very intresting, I don't know if anyone noticed it earlier. When Chipp throw someone, he can do forward dash and get past the oponent... The timing is the same as when you throw > 2p/5s© on Potempkin... This can be done on all characters. I'll post the video of that tomorrow..
Kijiyama Posted September 21, 2009 Posted September 21, 2009 Does anyone have any tips on how I would improve doing HS, IAD, j.P, j.D, Alpha? I just can't seem to get the timing down because during the time I hit HS and go into IAD they have already teched before the j.P comes out.
Yonasu Posted September 21, 2009 Posted September 21, 2009 Its all about timing. You dont have that much time after iad to hit them with punch so just try to get the timing down to doing it as soon as possible from the air dash. It might also be that your iad is to slow. Hard to tell without seeing it.
RAQU 17 Posted November 12, 2009 Posted November 12, 2009 Is there any combo utility for the FRC beta blade (623s)? as fas as i can tell its for defensive perposes only.
zdravkelja Posted November 12, 2009 Posted November 12, 2009 On normal hit, the only thing I can think of is 623S > FRC > j.D to knockdown, or add 623S after j.D On counter hit: 623S > FRC > j.D > 236P *extension > FRC > S > HS > iad j.P > j.D > 236P 623S > FRC > j.D > land > S > HS > j.D 623S > FRC > j.D > land > S > HS > 41236K,D ---178dmg 623S > FRC > j.D > land > S > HS > iad j.P > j.D > 236P * extension > FRC > S > HS > j.D --- 216dmg All of this is only possible in corner, obviously Midscreen: 623S > FRC > ad j.D Usefull only when you know that it will kill your opponent. Everything tested on Ky.
RAQU 17 Posted November 13, 2009 Posted November 13, 2009 i know the utility of RCing 623s, i wanted to know the utility of an FRC of it in particular. Thanks anyways.
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