AtTheGates Posted March 25, 2008 Posted March 25, 2008 hey there G, how about you tubing it? site needs a log in ;/
novalance Posted March 25, 2008 Posted March 25, 2008 yea...wat atg said...was lookin' forward to the vid...then got owned by login screen :<
GuerrillaTactic Posted March 25, 2008 Posted March 25, 2008 Sorry 'bout that, I'll give you links to each video. Only four at the mo and only two of them are mine so I'll link those two for ya http://www.vsfighting.com/watch/1059396431415e770c6d/Watch this is my semi-final, still experimenting with things like sj.D and just how good it is, and it is godly, I've traded with Slayers eternal wings super before (non meaty on wake-up). http://www.vsfighting.com/watch/0610b44d9b9fed0ff954/Watch This is the Final against a new player called Helter Skelter who has made big improvements in a very short amount of time. Both of us made a few glaring mistakes in this match and while you can excuse his, you can't excuse mine If this doesn't work then tell me, it's a youtube style site that the english games playing community have set-up to host our games so that we have an independant pool to rely on as well as youtube.
AtTheGates Posted March 25, 2008 Posted March 25, 2008 some smaller things that are worth mentioning (and that we all need to keep in mind, myself included): gotta be careful about being too over-reliant on 6P - smart players will learn how to bait it (for example with a simple doublejump). I rarely hit with it nowadays. another small thing: against chars without a reversal, i suggest not doing OTG gamma if you can get a corner knockdown - chipp's corner mixup is really strong vs. non-reversal chars, so exploit that as much as you can (1hit j.2k,\/,2k, // 1-hit j.2k, throw // j.hs[2], // j.hs, alpha frc and so on) be careful with jump back, alpha - while it is quick and opens up some nice combo opportunities (and big damage), it will get you killed if you overuse it. chipp recovers crouching = R.I.P. i also noticed that you like to continue your gatlings on block after s© into 6p,s©,2d, rekkas and so on - better keep it short there, because of FD, and use more linked s©, if you get a counterhit you can link another s© and combo from there - against crouching, combo into HS, tk alpha for big damage.
GuerrillaTactic Posted March 26, 2008 Posted March 26, 2008 Yeah, I know what you are saying there ATG, it's just that I have been starting to get my rekka combos a little more consistent (even though it doesn't show in the vid's) and teleport FRC and so for some reason I forget alot of other stuff while I attempt that stuff. I don't hit confirm my 2K, S and stop if blocked to restart pressure, also I was really uncertain what could punish an air alpha from max range but people were kind of walking into it so I wasn't argueing but didn't learn much about it's limitations too. I think the air alpha is something I will use but I will restrict the amount I use it by. Also I need to start more hit confirmation before continuing a combo. One little thing, teleport FRC j.S seems really hard to do, I always seem to get to S too late, is it just a case of being really fast or any other special technique to it?
AtTheGates Posted March 26, 2008 Posted March 26, 2008 there's no technique to it - it's just timing. i actually have to force myself to delay the j.S slightly (not as fast as possible after the FRC, but a couple of frames after that) so that combing after j.S is easier (if you have to dash in with s© ) if you think that's hard, try teleport FRC j.hs, that is such a pain in the ass to pull off
Greed Posted March 26, 2008 Posted March 26, 2008 another small thing: against chars without a reversal, i suggest not doing OTG gamma if you can get a corner knockdown - chipp's corner mixup is really strong vs. non-reversal chars, so exploit that as much as you can (1hit j.2k,\/,2k, // 1-hit j.2k, throw // j.hs[2], // j.hs, alpha frc and so on) Also, OTG vs moroha A.B.A. is pretty bad in any situation lololol.
AtTheGates Posted April 2, 2008 Posted April 2, 2008 http://www.geocities.jp/toramusi777/ggxx-yaranaika2.html check those out if you haven't already, 4 chikkusa (tikkusa) matches, the black chipp that often shows creative setups. tikkusa-vs-banana (JO) tikkusa-vs-osamiya (JO) tikkusa-vs-pokemonzei (RO) tikkusa-vs-raisen (SL) we can learn that: - whiff punish & groundgame is important against johnny - tk alpha after HS on crouching opponent is mandatory on high level (as we all know) - sj.D after after a 2d, rekka combo into OTG j.2k, then okizeme of your choice looks funky and is confusing - you should punish slayer after a blocked 2d if you can - crouching hitbox --> tk alpha combo - use direct air to air to anti-air slayer ("preemptive" anti air)
GuerrillaTactic Posted April 2, 2008 Posted April 2, 2008 I must say that tikkusa just seems to make Chipp look top tier, I have personally been trying to improve my air grabs and general anti-airing with out using 6P and this guy is an inspiration to me and what can be achieved. Also I liked how the neutral jump FDC were done really close to the opponent so that they weren't given enough time to recognise that he had neutral jumped and not forward jumped, even I couldn't always read the side he was going to land on so I was very much like I guess that's the next thing I need to get consistent
novalance Posted April 3, 2008 Posted April 3, 2008 links don't work? i'm getting either an erroneous yahoo page or a blank white one.
AtTheGates Posted April 3, 2008 Posted April 3, 2008 you have to rightclick save target as... after that, end ".wmv" on all the files.
Greed Posted April 8, 2008 Posted April 8, 2008 we can learn that: - whiff punish & groundgame is important against johnny - tk alpha after HS on crouching opponent is mandatory on high level (as we all know) Not just tk alpha; his BnB vs JO midscreen was d.s©, 6P, s©, s(f), 5HS, alpha, alpha+. Does a fair bit more dmg than the regular 6P, 2D, and still gives knockdown Heavy chars only? I'll try out later and see if there're chars it doesn't work on
AtTheGates Posted April 8, 2008 Posted April 8, 2008 well, for johnny, iad combos after a launch are almost impossible, so he might have gone for ground alpha because of that. also, he might have simply screwed up. ground alpha after a gatling is rather dangerous, simply because there's a big chance it will not combo at all. Rules: 1. Opp should be crouching 2. opp should be fat 3. if possible, go for TK alpha. if those 2 rules do not apply, you have to be really, really close (less hits), and then you can go for 2d anyway (or any other combo).
AtTheGates Posted April 12, 2008 Posted April 12, 2008 http://gamechariot.com/g3.html 4th link from the left, then "県別対抗23ON23結果" in the top row (the link on the right). check out: クミョウ(CH) VS SKN(VE) (kumyou) nice little trick at 1:15: after he launches venom, does s,hs, iad.j.P,D,236P FRC, he actually does j.2k so he lands faster and closer to venom. this is a nice trick we should keep in mind when doing instant airdash combos - this eliminates the need to dash in on the falling opponent after the FRC (which is making things harder).
GuerrillaTactic Posted April 13, 2008 Posted April 13, 2008 Also, I'm not certain if this is CH specific (although I'm like 90% sure it is) at that sort of range could you wait for the enemy to drop to the right height to get a HS, HS IAD j.P, j.D, Alpha? Also (something I'm more then 10% sure of although not certain), seeing as you can get so close wouldn't it be possible to dictate at what height you launch the opponent meaning that you could possibly remove the j.P from the combo and end up doing more damage? Or does the characters falling hit box also become a factor when trying to do this? Surely it must open up more combo options.
AtTheGates Posted April 13, 2008 Posted April 13, 2008 HS, HS against airborne only on CH. also, the j.P in the instant air dash combos is (at least in most, not all) combos there, because it's easier than iad.j.D (1 frame, as opposed to 2 frames).
GuerrillaTactic Posted April 14, 2008 Posted April 14, 2008 Well how would placing such as this effect how combos are done? would it make certain things easier to do as you are closer? Would it possibly make a 6HS IAD combo more possible/easier? There must be some perks in that it might make things easier.
AtTheGates Posted April 15, 2008 Posted April 15, 2008 chars like johnny are extremely hard to hit with iad.j.P, in those cases (or axl, eddie), a j.D might be better. also, vs. some light chars, you would get knockdown with slightly better damage. usually, it's not worth the effort to go for iad.j.D. too dangerous. if you screw up, enemy techs -> you're dead.
GuerrillaTactic Posted April 17, 2008 Posted April 17, 2008 So are you saying slightly more damaging combos and combos that are normally quite hard become a fair amount easier? That's enough of a reason for me to try and implement it if that in it's self isn't too hard, i.e. just a displacement of difficulty with added points of f*ck-up-able-ness
AtTheGates Posted April 17, 2008 Posted April 17, 2008 not easier, but possible in the first place, most of the time. see for yourself - check out my combo list and try the combos right into iad.j.D, for example against johnny.
AtTheGates Posted April 18, 2008 Posted April 18, 2008 must see vids on http://page.freett.com/abcrankingbattle/ Samitto vs CPO(PO) Samitto vs nezu (RO) Shachou (ED) vs Samitto lots of interesting stuff there, and creative (and hard as hell) combos for us to have a look at. against pot: against airborne (launched) opponent, HS, iad.j.P,D,214P (fast shuri!), j.D, \/, relaunch is possible. a combo like this also works against baiken - that was in a matchvid from a couple of months ago. the whole thing is based on the fact that after an air dash or alpha FRC air combo, after a very late j.D, you land before your opponent and can combo him. First time i saw that was the combos against sol that samitto did back then - corner launch into 5P, j.D,236P FRC, late j.D, \/, S©,HS, iad. j.P,D,236P. the full combo against pot in the match is: crossup j.HS[2] (chipp was jumping out of the corner), s©,2d,236s,236k, HS, iad.j.P,j.D,214P, j.D, \/, S©,HS, j.D (techable). i'm sure we can use that and find some nice combos with knockdown.the problem is that the 2nd j.D is not easy to hit against most chars, as far as i remember. a nice setup in sa vs. cpo: jumpin, alpha FRC (both blocked), \/, HS teleport -> you will still have momentum and can cross up after the teleport, as if you did it while dashing.
AtTheGates Posted April 22, 2008 Posted April 22, 2008 axel posted those in the youtube thread: nikuykuu vs. samitto mirrors. http://youtube.com/my_playlists?p=7AB4210C3B3FA4CE i compiled them into a playlist for you guys, i have yet to see them myself.
axel Posted April 22, 2008 Posted April 22, 2008 Try searching "[流派高千穂軍団vsようじょ軍団]" in YouTube. You'll get more match videos featuring Samitto and Nikukyuu playing against other players. Note that under a video, there may be more featuring the same players playing each other! I have always believe Nikukyuu is the best Chipp, but Samitto has been really amazing in recent match vids.
AtTheGates Posted April 22, 2008 Posted April 22, 2008 for me, samitto rose to be the best once susumu became a traitor ;/ and thx axel!
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