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oh fought an eddie today (two actually). I swear to god all it took was ONE loop of his completely broken shadown plus shadow gallery, one air throw tech and like a j.k and i was dead. Matches end in like 15 seconds if you're not lucky against ANYONE. Ky's loop mid screen takes a hella out of chipp. Other news, potemkin is broken as fuck. It's really hard to escape from that 6hs slide head stuff. Sometimes i have to IB, sometimes i dun. SOmetimes i miss the IB and i die. ANd then there's axl. His loops are farkin' powerful. He's really strong this time round, really deadly. Try not to get hit by his pokes in the air, or else you're in for his Forcebreak combos. ANd not only that, there's his completely broken air move which clashes with beta blade, and gives him frame advantage on block. What the fuck were they thinking? 0.o i totally agree with the forcebreak thing. I mean either have it allowed to be cancelled anywhere during the leaf throw, or just have it as a plain move with instant startup for anti airing would be good. Or at least make it hit on crouching. That's all i ask -.- SOme good news. The new corner dust combo is great for looks. Yea that's bout it. Oh there's one more thing i need to check out. AFter hitting the force break midscreen i think the opponent is crossovered. Maybe there's something we can do. HMMmmmm

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Posted

oh fought an eddie today (two actually). I swear to god all it took was ONE loop of his completely broken shadown plus shadow gallery, one air throw tech and like a j.k and i was dead. Matches end in like 15 seconds if you're not lucky against ANYONE. Ky's loop mid screen takes a hella out of chipp. Other news, potemkin is broken as fuck. It's really hard to escape from that 6hs slide head stuff. Sometimes i have to IB, sometimes i dun. SOmetimes i miss the IB and i die. ANd then there's axl. His loops are farkin' powerful. He's really strong this time round, really deadly. Try not to get hit by his pokes in the air, or else you're in for his Forcebreak combos. ANd not only that, there's his completely broken air move which clashes with beta blade, and gives him frame advantage on block. What the fuck were they thinking? 0.o

i totally agree with the forcebreak thing. I mean either have it allowed to be cancelled anywhere during the leaf throw, or just have it as a plain move with instant startup for anti airing would be good. Or at least make it hit on crouching. That's all i ask -.-

SOme good news. The new corner dust combo is great for looks. Yea that's bout it. Oh there's one more thing i need to check out. AFter hitting the force break midscreen i think the opponent is crossovered. Maybe there's something we can do. HMMmmmm

yea the opponents body is facing opposite on hit of the FB. things u can hit or go for, FDC cross up or OTG gamma. other things i've figured u can do wit it from FDC is to blue cancel air alpha since u can land on either side depending on when and which side u hit them on. u can do this same mixup on regular FDC setups but bleh u waste the meter, and if u do hit them u get another FDC from sweep if u combo them. BUT if u hit them wit this especially when u connect from a jump hs they pop up and u get a pretty strong combo thats worth the dmg. but again, the combo WONT really lead to a KD *or i could be wrong* depending on when and how low u do air alpha...but still i think chipp is all about gettin that quick crappy dmg as fast as u can and turtle now. i really think chipp is more of a turtle character now for the obvious dmg output. sure it doesnt make sense to turtle wit chipp but i cant see him played any other way successfully in AC...

i guess my main beef is chipp doesnt have his CORE game play ya kno? like ky still has his core play wit a few new moves that are really good mind u. so i mean all they had to do was keep his core and add to it....dont take away...:vbang:

Posted

just wondering, what do you think is chipps core game play? might as well share your thoughts ^0^. anyway here's my newest constructive thoughts on playing as chipp: 1) play it slow when both of you and the opponent are at a neutreul state. (no block stun, good distance away from each other's pokes). Seriously, getting ahead of yourself is not a good idea. Check out the vids of samitto and you'll see what i mean. THey never really get a head of themselves, instead, if you look closer, he's just a jumping turtling ninja when he and the opponent is in a "NEUTREUL" state. Even teleports can easily be read in this "NEUTREUL" state (D/H/K versions). 2) Play it safe. There are two things here. FIRST: I mean to be honest, you know in this game there are certain combos that work on some characters and some that don't. THe worst thing is sometimes you INSIST in dialing up a specific combo even when it didn't either knock down or hit the last time you tried (ie SOL). Stop it, try it once, it doesn't work. FINE, dun do it again. Two examples here: you do some combo into the air, you hope for a j.d knock down, j.d doesn't knock down, you hope to counter the opponent with some dash punches or air throw but... it doesn't work. THEN YOU SHOULD STOP. Hit the j.d and just wait it out. they tech they tech, wait for their double jump from a safe distance away and then just NAIL THEM. i mean c'mon EVERYONE DOUBLE JUMPS after a tech nearly. 2nd example: you do a combo into 236s, 236k, you try to hit with 5hs. It misses they tech. WELL STOP. Do something else. Do, 2d, 236s, dash 5p. Now the second thing: dun risk your advantage for minor damage. Like for example, you do a DP in the corner, they get hit, they tech. Now let me tell you this, you either go for an air throw or you should just wait it out and dun risk a whiffed 6p or what not. LIke seriously. Same with after a long ass air combo. DUn ever END WITH a DP. i just think it's too risky. Even when you don't end with a DP, after a triple jump air combo that has them high in the air, i suggest you should back off with your 6p's, especially in the corner. If you must you can try air throw or DP but otherwise, dun risk your advantage in these situations. 3) On wakeup, 8/10 cases just block for fucks sake. The ONE KEY thing you must block is the jump late air dash. I mean a LOT OF PPL fall for that shit. Everyone thinks that the opponent would land too close and you can reversal throw them. BUt hell that's where chipp dies usually. If they ever get hit by any of these late air dash combos, chipp usually DIES. and i mean it. Now im really strong about point 1, as for point 2 and 3, maybe im the only one that does those silly mistakes but oh wellz. If you guys find this useful, i'll post it up in one of the main chipp threads. EDIT: To stress on my first point here is a vid that describes the importance of point 1. Especially the last round where chipp gets owned by testament. THe chipp player is great especially when he's on the pressure or when it's not "NEUTREUL" state, nice teleports and all that hands down. But honestly, don't get ahead of yourself when the state is neutreul. youtube.com/watch?v=YM8s8n0FTYU&mode=related&search=

Posted

just wondering, what do you think is chipps core game play? might as well share your thoughts ^0^.

anyway here's my newest constructive thoughts on playing as chipp:

1) play it slow when both of you and the opponent are at a neutreul state. (no block stun, good distance away from each other's pokes). Seriously, getting ahead of yourself is not a good idea. Check out the vids of samitto and you'll see what i mean. THey never really get a head of themselves, instead, if you look closer, he's just a jumping turtling ninja when he and the opponent is in a "NEUTREUL" state. Even teleports can easily be read in this "NEUTREUL" state (D/H/K versions).

2) Play it safe. There are two things here. FIRST: I mean to be honest, you know in this game there are certain combos that work on some characters and some that don't. THe worst thing is sometimes you INSIST in dialing up a specific combo even when it didn't either knock down or hit the last time you tried (ie SOL). Stop it, try it once, it doesn't work. FINE, dun do it again. Two examples here: you do some combo into the air, you hope for a j.d knock down, j.d doesn't knock down, you hope to counter the opponent with some dash punches or air throw but... it doesn't work. THEN YOU SHOULD STOP. Hit the j.d and just wait it out. they tech they tech, wait for their double jump from a safe distance away and then just NAIL THEM. i mean c'mon EVERYONE DOUBLE JUMPS after a tech nearly. 2nd example: you do a combo into 236s, 236k, you try to hit with 5hs. It misses they tech. WELL STOP. Do something else. Do, 2d, 236s, dash 5p. Now the second thing: dun risk your advantage for minor damage. Like for example, you do a DP in the corner, they get hit, they tech. Now let me tell you this, you either go for an air throw or you should just wait it out and dun risk a whiffed 6p or what not. LIke seriously. Same with after a long ass air combo. DUn ever END WITH a DP. i just think it's too risky. Even when you don't end with a DP, after a triple jump air combo that has them high in the air, i suggest you should back off with your 6p's, especially in the corner. If you must you can try air throw or DP but otherwise, dun risk your advantage in these situations.

3) On wakeup, 8/10 cases just block for fucks sake. The ONE KEY thing you must block is the jump late air dash. I mean a LOT OF PPL fall for that shit. Everyone thinks that the opponent would land too close and you can reversal throw them. BUt hell that's where chipp dies usually. If they ever get hit by any of these late air dash combos, chipp usually DIES. and i mean it.

Now im really strong about point 1, as for point 2 and 3, maybe im the only one that does those silly mistakes but oh wellz. If you guys find this useful, i'll post it up in one of the main chipp threads.

EDIT: To stress on my first point here is a vid that describes the importance of point 1. Especially the last round where chipp gets owned by testament. THe chipp player is great especially when he's on the pressure or when it's not "NEUTREUL" state, nice teleports and all that hands down. But honestly, don't get ahead of yourself when the state is neutreul.

youtube.com/watch?v=YM8s8n0FTYU&mode=related&search=

when i say core game play i mean pretty much wut i said in the previous post on the last page, them taking away his air KD game hurts chipp badly seeing as to how nothing air KDs consistantly at this point that i've seen or found out. perhaps it really is too early in the game to count chipp out (APsycho! lol) but lately i've been attempting to figure out more things.

i played sum slash today and man chipp vs sol is so much more in chipp's favor in slash its not funny. i mean the match up is roughly the same in AC its jus sol does more dmg now...but after playing as much as i did today i realized that chipp really IS the same in essence and there really is hope for'em this time around. it really is about tech setups more so than ever...as i was playing slash i was looking at times where the forcebreak would be extremely useful and now i'm thinking of better ways to use it now. double back the ease of frc tele's is a damn good thing.

the FDC is everything now that i really think about it. thats the most important thing this time around so i'd say that every1 should master that and learn the spacing to fake out the enemy. its more crucial than ever!

Posted

i played sum slash today and man chipp vs sol is so much more in chipp's favor in slash its not funny. i mean the match up is roughly the same in AC its jus sol does more dmg now...but after playing as much as i did today i realized that chipp really IS the same in essence and there really is hope for'em this time around. it really is about tech setups more so than ever...as i was playing slash i was looking at times where the forcebreak would be extremely useful and now i'm thinking of better ways to use it now. double back the ease of frc tele's is a damn good thing.

the FDC is everything now that i really think about it. thats the most important thing this time around so i'd say that every1 should master that and learn the spacing to fake out the enemy. its more crucial than ever!

i have to disagree to the sol vs. chipp matchup - in my experience it is one of the harder matchups for chipp (not the hardest, but pretty hard in slash). sol's j.hs is practically unbeatable. his ground normals are good in range and speed - gunflame can fck you up horribly if you go for a backdash in the wrong moment (ie. the corner). generally, backdashin g after a poke string of sol can be very dangerous (bandit revolver and bringer will both hit you). add to that his 50/50 mixup, his 5k anti air (he doesn't have to chose a side when you cross him up, see axl & faust) and his damage... ugh. besides, 1 VV = 100 dam. vs. chipp.

on FDC - i agree - it's such an important part of chipps gameplay. the problem is, it is rather character specific - it's easy to get a crossup with j.hs[2] with certain chars, eg. venom, but practically impossible vs. others. add to that the different wakeup times, and it gets very hard to pull of consistently and above all in a clean manner.

it's good to hear that you still see hope for chipp. although i have a bad feeling for AC, i'm sure there will be a lot more to discover with all chars. and if chipp turns out to be low tier, nevermind - we all played reload :)

Posted

i have to disagree to the sol vs. chipp matchup - in my experience it is one of the harder matchups for chipp (not the hardest, but pretty hard in slash). sol's j.hs is practically unbeatable. his ground normals are good in range and speed - gunflame can fck you up horribly if you go for a backdash in the wrong moment (ie. the corner). generally, backdashin g after a poke string of sol can be very dangerous (bandit revolver and bringer will both hit you). add to that his 50/50 mixup, his 5k anti air (he doesn't have to chose a side when you cross him up, see axl & faust) and his damage... ugh. besides, 1 VV = 100 dam. vs. chipp.

Well get ready for the worst match up possible against sol now. Worse than reload and XX since he can do his stupid upgraded-in-damage-sidewinder loop from nearly anywhere with VV doing still quite a chunk of damage.

Anyway, you don't backdash against sol. You just be patient against his block string. IF he's far away, you can teleport out if he cancels into any special. If he's close up, there might be a bit of an issue (test if you can jump out of 2d gunflame), so i advise a bit of FD if needed. And i repeat, his J.hs is definately BEATABLE. I advise you to be more DP happy than 6p happy against jump attacks, and especially about his bandit bringer. Seriously don't consider back dashing. If you suspect some IAD after 5hs, just duck under it and throw. You should test out if you can teleport out after a blocked 5hs and he does IAD j.s, j.hs.

Hope that sorta helps

Posted

i have to disagree to the sol vs. chipp matchup - in my experience it is one of the harder matchups for chipp (not the hardest, but pretty hard in slash). sol's j.hs is practically unbeatable. his ground normals are good in range and speed - gunflame can fck you up horribly if you go for a backdash in the wrong moment (ie. the corner). generally, backdashin g after a poke string of sol can be very dangerous (bandit revolver and bringer will both hit you). add to that his 50/50 mixup, his 5k anti air (he doesn't have to chose a side when you cross him up, see axl & faust) and his damage... ugh. besides, 1 VV = 100 dam. vs. chipp.

on FDC - i agree - it's such an important part of chipps gameplay. the problem is, it is rather character specific - it's easy to get a crossup with j.hs[2] with certain chars, eg. venom, but practically impossible vs. others. add to that the different wakeup times, and it gets very hard to pull of consistently and above all in a clean manner.

it's good to hear that you still see hope for chipp. although i have a bad feeling for AC, i'm sure there will be a lot more to discover with all chars. and if chipp turns out to be low tier, nevermind - we all played reload :)

i've played sol vs chipp for years on end and i believe chipp does in fact beat sol. i wont bust out no jap chart or anything like that cuz i can easily say that NO sol outside of robot gives me ANY kinda problems. yes, his pokes at a distance are good, but chipp is hardly ever at that distance. now, as for jump HS...chipp's crouch HS beats it and if not, it trades for a CH. take the trade or clean CH and get a combo off cuz there is ALOT of time to jump up and combo every char from this CH. also i have no idea why u whould backdash at any point in sol's rush? thats wut teleports are for. bandit anything can be teleported, same for a spaced out flames. there really isnt a reason to backdash sol's rush at all. yes, sol's dp is strong and wut not but a whiffed or blocked dp is punished by chipp no prob. 6HS, alpha, alpha plus. thats MORE than wut sol would've done to u on hit of a dp. not to mention, this works against sol players that like to do the follow up, CH 6HS, run in 5HS, any air combo of choice from this point.

co-sign Kasou:

yea, dp is a good tool vs sol on his jump ins. and yea ducking under his attacks from an air dash from 5hs is 1 of the smartest things u could do other than dp the air dash.

i personally believe that chipp has all the bases covered against sol no prob. the only problem in AC is to truly not get hit.

Posted

about backdashing - i never said i backdash against sol, i just said i think that backdash is rather useless against him, so you just confirmed my point ;) teleporting is fine, but there are situations vs. other chars where a backdash works where a tele doesn't. oh and yeah, of course you can DP jumpins - but i don't consider that a proper anti-air. it's the "least best" option to chose. also, if the sol knows what he's doing, he won't fall from a double jump right on top of you screaming J.HS!!!! but rather use the j.s/j.hs whiff, falling j.hs stuff, which is a lot lower & harder to see - especially with the whole backdash after j.hs stuff.

Posted

actually the more i play the more i think DP is the BEST option. I mean they can go on whiffing j.hs forever, i dash up DP and they're gone. best of all it's like a counter hit nearly guaranteed if he's doing that. And it is the best option for all the reasons you said about good players never doing an easy to read jump attack. You need to time a good 6p to win against jump attacks, but a dashed DP (with an frc) usually hits no problem. And about chipp's back dash. It is one of the worst back dashes in the game. Is that just me?

Posted

aye, dp and crouch HS are the best options really, both have their downfalls but 2hs is a bit more reliable. as i said the trade is more than worth it not to mention if it doesnt trade u can always cancel to teleport, shit jus cancel to teleport period. if u get the counter hit sweet, if not and u hit u get the teleport and ur where ever u wanna be. so i'd say 2hs is the way to go. aye, chipp's backdash is indeed crap...

Posted

Apparently there is no love for chipp in AC (no j.d KD, 2 hits beta blade still not back, throwing stars using taunt also not back, blab blab blab). It's like back to playing GGX chipp while treating most of the cast like Eddie#r matchups (1 combo and you die). Tough luck but we just got to have chewed it through. Respect to AC chipp players.

Posted

Apparently there is no love for chipp in AC (no j.d KD, 2 hits beta blade still not back, throwing stars using taunt also not back, blab blab blab).

It's like back to playing GGX chipp while treating most of the cast like Eddie#r matchups (1 combo and you die).

Tough luck but we just got to have chewed it through. Respect to AC chipp players.

i felt the same way in the begining, but i believe there actually is hope for chipp. i've made'em work for 4yrs and counting and i intend to continue...even tho there are those times i want to jus quit'em lol...jus gotta bear it.

i like the single hit dp, it jus needs more trajectory a-la sol. jump D no KD means its time to condition the enemy NOT to tech. shruikens being used wit taunt i personally dont like, them being a command is a good thing, them changing it to qcb+p jus takes time to get used to.

also, chipp does dish out the dmg actually. the second i can figure out a consistant KD alpha combo then i believe thats all we as chipp players need...a consistant KD combo. from there we'll see...

Posted

Dunno who would use Sol's j.hs as a stand-alone jump in attack, but there's no reason he should be using that. J.s, even j.d are better options for him. The only reason a Sol would use j.hs is as a defensive air dash buffer. If you try to air-to-air counter it, chances are your attack will indeed be eaten by j.hs, and you'll end up eating a sidewinder combo. Zone Sol with 5k and 2d. It's not very hard to bait his DPs either. Keep him grounded with good hs teleport/d teleport j.hs placement. Get your hits in and move back out. Sorry, it's been a while, so I can't talk about the Sol vs Chipp matchup without resulting to vaguaries. The advice should still be sound, though.

Posted

There's plenty of people that use Sol's j.HS as a jump in attack, though it's usually to convert to HVVK or SVVK. You seem to forget that Sol is running around with a major pain in the ass anti zoning tool(Gun Flame FRC) and that he doesn't need random or "planned" DPs either in these cases. Next to that, Sol has no disadvantage by staying on the ground primarily because he has the best AA in the game. I dunno how Chipp should fight against Sol, but if I were chipp, I'd stay out of his VV range, yet in range to prevent Sol from Gun Flaming.

Posted

just teleport gunflame dude from a distance dude. I think me and kensou has made that very clear. ^^" you might even get lucky and hit a beautiful 236236k through gunflame just like i did today. SOO FLASHY MAN!!! xD hahahahaha. Sol is not hard to beat. Why? well as long as you know when to use 5k and 2d, you beat out all of his pokes. it's like this.. close: 5k (use 5k to beat s.f) far away: 2d. SHrug, DP isn't everything though it does hurt, and his air throw in the corner is bullshit. I swear to god that shit is broken.

Posted

You can only teleport GF in a blockstring if you're not blocking low. If you are, prepare to eat a counterhit combo. 2D xx GF is hard to block, much less teleport.

Posted

you can even if you're blocking low. At least that's what i recall, unless i've always magically stood up to block s.f/5hs. And yes you are right about 2d xx GF, times like this calls for FD jump and turtling away. But i haven't seen many ppl do 2d xx GF for some weird reason. SO i haven't investigated much about that, maybe kensou or ATG would have something.

Posted

i think that's very theory fighting ^^". Yes of course if you do it all the time they catch on to it, maybe. But once they wait it out for your teleport you can just FD jump out. SHrug and they waste tension. You can also always do 228D, so you get the extra air dash after your teleport if you want. So yes, if you know your opponent is smart, you can always just jump out and not be stupid and remember to FD when you land. Mix that up with teleport and you'll be fine. But to be honest, with the many sols i've played i have yet to be caught. Maybe coz they dun always fight me since im away from hong kong for like a year and forget the existence of chipp. shrug.....

Posted

is it just me or aba has the slowest wake up times? Hmmmmm edit: one more thing i noticed yestereday. After you do the FB mid screen and land. Your opponent is "crossovered". Now when i did the leaf throw against the comp on their wake up after the FB, it seems like they were completely crossed up. I wonder if the leaf throw is unpunishable becoz they are facing the wrong way. In other words... you get literally nearly free damage after a force break? just wondering.... HMmmmmm

Posted

is it just me or aba has the slowest wake up times? Hmmmmm

edit: one more thing i noticed yestereday. After you do the FB mid screen and land. Your opponent is "crossovered". Now when i did the leaf throw against the comp on their wake up after the FB, it seems like they were completely crossed up. I wonder if the leaf throw is unpunishable becoz they are facing the wrong way. In other words... you get literally nearly free damage after a force break? just wondering.... HMmmmmm

problem: air throw. doesn't matter which direction you are facing when you are air throwing, afaik. they could also simply jump away. but the crossup still looks promising - they input their reversals the wrong way maybe? :D

Posted

as far as i tested today on ppl, they did screw up their reversals. At least that's what it seemed like. I didn't get air thrown, maybe coz they haven't fought chipp for a long time. But otherwise it looks promising. in other news im getting used to fighting zappa. and now also a bit of faust and eddie. Air alpha FRC is pretty damn useful. It's like the ultimate escape tool. Im like in mid air, having no where to land against faust and i just decided to give air alpha frc a good try (i was pretty high up i must say) and suddenly i was shocked that i was on the floor and i mashed 2s, rekka for the win. Happened like twice dude. Oh yea, got an awesome compliment today while using chipp. Some rival of mine said that my chipp was complete nuts. They couldn't do crap against me. HAHAHAHAHAHAHAAHHAHA ^o^ He uses sol. I was trying to tell him to try sweep me from a distance (not when im pressuring), and use 2d xx gunflame instead of a long string. That never quite happened, however, he said to me he was proud that he faked me out once when i teleported a gunflame whiff and he countered me with a sweep. SO yea, gotta be careful. But always remember to never back dash against sol xD hahahahaha

Posted

i felt the same way in the begining, but i believe there actually is hope for chipp. i've made'em work for 4yrs and counting and i intend to continue...even tho there are those times i want to jus quit'em lol...jus gotta bear it.

i like the single hit dp, it jus needs more trajectory a-la sol. jump D no KD means its time to condition the enemy NOT to tech. shruikens being used wit taunt i personally dont like, them being a command is a good thing, them changing it to qcb+p jus takes time to get used to.

also, chipp does dish out the dmg actually. the second i can figure out a consistant KD alpha combo then i believe thats all we as chipp players need...a consistant KD combo. from there we'll see...

Great to know the guys here haven't given up on chipp, keep it up. :)

If the single hit dp doesn't make the opponent fly so fast away before it can be RC to 6HS, I wouldn't mind it either. Haha. Now, I have to make do with wake up dp, RC, s© (JI), 2HS, HS/ D teleport combo. No high damage output like in the high days though.

By the way, is the 6P~6HS still slow as in AC like slash?

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