unsanctifier Posted October 5, 2010 Posted October 5, 2010 Hey, I've been trying to get a good list of chipp's FRCs and a general move list for GGAC I don't have the game at home, I have to play at the arcade and it is a bit hard to find the move list without a pause button. I can't find a solid move list, or an FRC list, would someone be able to point me in the right direction? =D Disregard: I checked the frama date
AtTheGates Posted October 6, 2010 Posted October 6, 2010 hey there, you're right - there is no basic move FAQ for chipp (left). most of the old threads got deleted. FRCs j.236P: right after the startup. important for combos. 623S: whenchipp turns around in the air (after the apex of the jump) 236S,236K: right after chipp pushes himself off the ground, before the 236K hits 41236K: during the hit 22D/22HS: right when chipp appears, 2f timing, hard. 632146HS: during the first and 3rd flying punches (you can FRC the super fullscreen before it hits, actually)
unsanctifier Posted October 9, 2010 Author Posted October 9, 2010 Awesome, thanks a lot. The Air Alpha FRC is a bit weird to get used to. Especially when I have to keep in mind what I doing with my jump to know where I'll land after @_@ Somehow the easiest ones for me are the H and D teleports O_o. Also, Leaf Grab, just because it was in #R as well haha.
sniping_sheep Posted November 9, 2010 Posted November 9, 2010 BTW, is FRCing the 632146 really help with anything?? if yes pls tell me; it's been on my mind for some time now,...
4r5 Posted November 9, 2010 Posted November 9, 2010 If they block it, you can FRC to not get instant killed or eat a huge combo.
sniping_sheep Posted November 15, 2010 Posted November 15, 2010 so, it has no use in increasing my combo's damage, it just helps me to stop getting my ass whooped..........
zdravkelja Posted November 16, 2010 Posted November 16, 2010 I posted something about that year ago... 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 when you know that it will kill your opponent.
Greed Posted November 30, 2010 Posted November 30, 2010 (edited) BTW, is FRCing the 632146 really help with anything?? if yes pls tell me; it's been on my mind for some time now,... If you're at the right distance, you can FRC on either point for an unavoidable throw. 75% tension for one throw is pretty lulzy but it's won me matches and applause ^^Worst case you get set up for leaf throw pressure. You can also FRC zansei roga into from behind the throw point: 2K(whiff) 2D/5D->standard combo 2K (whiff) run up and throw The first slash is low enough that you can 2K and hit the ground almost instantly; also Chipp will curve downwards once you FRC. in front of the throw point: Walljump->crossover j.D/throw ...I spent way too much time practicing that shit :D Edited November 30, 2010 by Greed
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