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Posted

How much time are you given after a force break to set a wake up? Do I have enough time to do something like dash 2k(they don't tech) 22HS? Heh, good times with that set up. Esp since you can FDC after the tele for further confusion on which side you are going to land on (since they are crossed up to begin with). We definitely need to exploit this with more complicated wakeup traps for free dmg ;).

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Posted

It seems that you don't know the secondary purpose of that FRC:P Sol can pretty much confirm your teleport into SVV, 5K for counter hits.

theres no way to confirm a teleport...even if u suspect it ur still guessing no matter wut. heres how these situations pan out vs sol...

1. u blue cancel flames up close

answer: chipp makes u eat a beta (eat a dp) and yes EVEN IF U RC u still eat the beta...

2. u blue cancel flames from a distance and run in like normal sol's do

answer: all the teleports cept maybe slash AND punch teleport away. safe!:yaaay:

3. u blue cancel flames do nothing and CONFIRM the teleport

answer: chipp still gets away wit kick teleport and u literally cant do anything

4. u blue cancel flames back dash

answer: k teleport = still safe:yaaay:

5. u blue cancel flames air dash back

answer: more than likely ur gonna hit a button, and either way chipp should still be behind sol so ur gonna whiff most likely

6. u blue cancel flames and air dash fwd

answer: teleport away...

7. so u start to revolver

answer: 6p, 6hs CH on reaction, or up close block the 1st initial hit which is sol's knee, then 6p, 6hs him STILL for the CH for sweet dmg:yaaay:

8. so u start to bringer

answer: jump dust CH or air throw:yaaay:

word...

Posted

let me confirm this: to counter revolver the later you hit 6p the better, is that correct? I've always been sissy becoz in my early days of guilty gear i always tried to 6p really early coz scrubs would always use revolver and i kept getting hit. So till now i just stick with the save option of teleporting away. As for bringer, jump dust CH is pretty much useless in AC at least on first thoughts. THey're sliding you're still in the air. Beta blade FRC and something else would seem a better option? As for air throw, man, though you shouldn't miss the air throw, but i have a few times and it was a nightmare xD hahahahahaha but actually gun flame fake would get a teleport spammy person i think. And sol players can be smart enough to dash in with a wild throw/VV, which would catch most chipp players (GO FD JUMP!). And also what happens if they dun frc gun flame from a distance? Do we get a free counter hit j.d after d teleport?

Posted

let me confirm this: to counter revolver the later you hit 6p the better, is that correct? I've always been sissy becoz in my early days of guilty gear i always tried to 6p really early coz scrubs would always use revolver and i kept getting hit. So till now i just stick with the save option of teleporting away.

As for bringer, jump dust CH is pretty much useless in AC at least on first thoughts. THey're sliding you're still in the air. Beta blade FRC and something else would seem a better option? As for air throw, man, though you shouldn't miss the air throw, but i have a few times and it was a nightmare xD hahahahahaha

but actually gun flame fake would get a teleport spammy person i think. And sol players can be smart enough to dash in with a wild throw/VV, which would catch most chipp players (GO FD JUMP!).

And also what happens if they dun frc gun flame from a distance? Do we get a free counter hit j.d after d teleport?

aye, the later the better. more so right before the kick hits u, pop'em.

yea, jump dust CH isnt that hot in AC, but i think if u super jump and do it u can setup sum kinda FDC shizzle. i never tried to CH it wit beta intentionally, if u can get a consistant CH wit beta, then perhaps the blue cancel can provide a combo and a KD in AC? and as for the air throw, well sumtimes i jus run under it if i see it and sweep lol since most sol's dont block low after.

eh, flame fake still isnt that hot vs a teleport spammy person. its basically gun flame...w/o the flames lol, so even if chipp teleports he still cant do anything especially since more than likely chipp will use the kick teleport lol. and even if chipp doesnt move, flame fake puts sol in CH state so 6p, 6hs gogogogo! of course this is if u can react to it that is...

if they dont blue cancel flames and u dust teleport and hit dust? it has to be a blue cancel to get the CH to my knowledge. should double back and check to see if it works in slash, if so then it will work in AC as well.

Posted

the fake gunflame thing was coz i actually got hit by it. But most prob i spammed the wrong poke, and as usual sol's 2d owned it. Actually, on what you posted on the matchup thread just b4, im not so sure about chipp's 2s beating sol's 2d. Or maybe it was coz they input it even b4 i pressed 2s. I dunno. But if you've checked or you're certain, that'll give me back confidence in doing a bit more dash in 2s's against top players xD hahahahaha

Posted

How much time are you given after a force break to set a wake up? Do I have enough time to do something like dash 2k(they don't tech) 22HS? Heh, good times with that set up. Esp since you can FDC after the tele for further confusion on which side you are going to land on (since they are crossed up to begin with). We definitely need to exploit this with more complicated wakeup traps for free dmg ;).

yea, theres enuff time for that, but it seems a bit distance oriented perhaps? i need to double check on it.

on a side note, i was playin AC today...man iunno why i was thinkin of droppin chipp *again* lol. hes all about the zoning and spacing now more so than before so i stress this to all chipp players, LEARN YOUR SPACING! its hella important to kno wut u can get away wit and wut ranges to hit buttons.

Posted

blah, you're just not playing the betta players yet ^o^ hahahahaha just face it. You just love chipp like me. Has nothing to do with spacing or not. It's just that to improve we need to focus on these factors now, while other characters can leave that till later since they dun need it as much. I'll never drop chipp. I adore my chipp. THe style, it has become a part of me. You know force the opponent into a corner. Start with s© pressure, ahve a few rounds of that, then rekka pressure, then put a gamma in there and dash back in. Knock them down, OTG gamma, dash in 2p, 5s, k teleport. Opponent back techs. ground throw or 2k mixup. THey dun tech, 6k, then back to 5k rekka pressure. Maybe a teleport here or there into a throw. Ah, nothing beats the adrenaline rush of playing chipp, period...... is that just me?

Posted

played some gg yesterday. Man, best matches eva. Im getting to love air alpha frc. I was fighting against dizzy. Dizzy was all the way at the end of the other corner, and decided to use her stupid fire overdrive. I jump all the way up, air alpha frc. land on ground throw. WINS. YAY!!!! Other highlights is the new tension dust combo. Yup you guessed it. Triple dust, jc, dust, air alpha frc. land and combo. Haven't found a perfect combo yet but i think i will soon. Im finding im back to jumping a lot. But that's when im pressuring. All im doing is just a normal jump hs. Sometimes it crosses over sometimes it doesn't. Surprisingly it seems pretty hard to air grab. I dunno but it's working really well. *edit: just wanted to comment on the dizzy player. He is one of the best players in HK, but his main is actually johnny. But man was he smart. He knew he can't punish my pressure, coz i would at selective times jump, and escape his shitty 2hs, and punish for the win. So instead, when he got tension, he would do the grab super. Man, it was so l33t. Sorry, but nothing is betta than very close matches. Sigh, can't believe im gonna leave HK again in less than a month >o<

  • 3 weeks later...
Posted

left hk already (just today) and yea, life is kinda grim without GG. some things i picked up on while i was in HK. * 2s own's I-no pretty hard * just jumping slowly against the opponent with 2 or 3 jumps is one of the most scrubby yet effective tactics ever (especially after rekka, or s©) * alpha frc is awesome-ness * ppl still fall for leaf throw * ppl still fall for corner air throw, auto ji 22hs, air dash cross over * spamming dust is a perfectly viable though scrubby tactic * slayer is still broken as fuck. Anti airing his j.hs is the stupidest thing i've ever done so consistently. *i found out i have no idea how to play against a good axl *i suck at reading overheads *the air dash j.k one hit jc bug is too hard to incoporate in a real game (or i just suck) *I hate playing against chipp's, i have no idea how to play them. *alpha blade is an underated move by itself. Dashing in with alpha blade sometimes does wonders * I am a chipp player by heart. I was a ky player for a long time, and my bro was the chipp player. dunno what happened. My bro left home, and i just started using chipp and ky alternatively. Then soon i was just using every character in GGX1.5. I dunno how chipp came up on top. Was it the FDC? was it the air throws? was it the OTG tricks? Blah....... that's enough of my small rant. Now i'll go back to my gg-less life.

Posted

im bored. Does anyone have any chipp vids of themselves or friends that they can post up so me and most prob kensou can kill time by analysing and possibly give some useful feedback^o^ on another note: tech traps. Becoz j.d doesn't guarantee knockdown anymore, it's now a great tech trap especially near or in the corner. Air alpha blade is another good tech trap when you do a long air combo into the corner. Use your disadvantage to your advantage!! (quote by kensou xD i think it is anyway). Another tech trap setup is a typical rekka ken RC combo into something that does 2d, 236s. Dash straight in, and air throw those noobs who thought you were trying to combo into 5p. After a few times, dash in for your free not guaranteed combo ^-^

Posted

Why dont you try messing around with his ground ninja dash FRC. Thats first thing ill probably do when I get the game. Im sure he has some pretty fun ghetto mix ups.. Say poke string yadda yadda, then ninja dash, then FRC the hs to... -Buffer it maybe with something like41236 P+K+S so you get a immedite leaf grab when there getting ready for the come back hs. -Or do down down p+k+S to teleport on the other side of them and throw them. -after the FRC do a dust teleport to go to the other side as over head, then mix up with hs teleport as well. -Just f+k after it for overhead type mix up. -or maybe if you have meter to spare after the FRC dust teleport then FRC that to its mixs ups. Or say how much advantage do you get from it exactly? Like on block after ninja dash to hs FRC are you at the advantage? So right after stand hs/f+hs whatever to air dash string, fire punch, teleport who knows. Im sure there will be a lot of fun stuff to do with it shrug.

Posted

Why dont you try messing around with his ground ninja dash FRC. Thats first thing ill probably do when I get the game. Im sure he has some pretty fun ghetto mix ups.. Say poke string yadda yadda, then ninja dash, then FRC the hs to...

-Buffer it maybe with something like41236 P+K+S so you get a immedite leaf grab when there getting ready for the come back hs.

-Or do down down p+k+S to teleport on the other side of them and throw them.

-after the FRC do a dust teleport to go to the other side as over head, then mix up with hs teleport as well.

-Just f+k after it for overhead type mix up.

-or maybe if you have meter to spare after the FRC dust teleport then FRC that to its mixs ups.

Or say how much advantage do you get from it exactly? Like on block after ninja dash to hs FRC are you at the advantage? So right after stand hs/f+hs whatever to air dash string, fire punch, teleport who knows.

Im sure there will be a lot of fun stuff to do with it shrug.

mixup off of alpha plus is something i'm really looking forward to. i often RC 236s,236s to get a free rush (2nd 236s is lvl5), maybe alpha plus FRC will replace this.

Posted

After seeing some Accent Core vids(and seeing Chipp kill Slayer) I'm, no matter what, staying with Zanuff in Accent Core! I love that air alpha blade can be FRC. The FRC on alpha plus has caught my attention as well. And Chipp got his all black, red blade colors back! Good info Kasou, lol I've been spamming dust lately.

Posted

is it more is it actually harder to do his 2d 236s combos? in the end i ended up just doing 2d 236s 236k HS FB. the fb wins on clash. Oh yeah, i sware in slash you couldnt shoryuken pots heavenly, but now you can ;0

Posted

is it more is it actually harder to do his 2d 236s combos? in the end i ended up just doing 2d 236s 236k HS FB. the fb wins on clash. Oh yeah, i sware in slash you couldnt shoryuken pots heavenly, but now you can ;0

2d 236s 236k HS FB, is a good combo. HOwever i had trouble sometimes timing it on lighter characters (coz i suck). On heavier characters it's the best combo coz it guarantees knock down and gives you time to set up FDC. As for 2d 236s combo, it isn't that hard, just that the universal combo is doing 5p afterwards and then air combo.

As for shoryuken-ing pot. Hm, haven't played that many pots. But it sounds good. I hate the pot matchup so badly >O<

Posted

Would they be crossed up as well after that combo kasou? I got to go to Final Round 10. Didnt do amazingly well or anything but I felt good about myself. Not saying I did horrible. But I know where I am having trouble with my Chipp and I leanred a Ton of character matchup strats. There my be an ^c vid blake took of me playing vs his HOS (I was just getting used to everything dont take much of that match too seriously beat him though xD). Besides that though I felt I did well in casuals. As for the tourny itself I lost to ultimate faust and robot for a 3 wins 2 loses record. I think that being my first out of state tourny gave me a nice case of butterflies and I forgot to do a lot of my normal wakeup games. Hopefully I will get used to tourny play in the future and do better. Might be a few vids of me floating around not sure I will let you guys know. What I noticed about my Chipp is 1 I need to stop people from jumping away from pressure ie 5HS. Annnd if I expect air throws vs crossup pressure I need to either a) his HS earlier or b) hit dust and hope for the CH or c) learn to hit kick to deter air throws (since the 2nd part should hit them if they decide to jump up). BTW FRC tele 2 frames is FTW omg if I had my stick I would hit them 100% for sure. Edit** I just checked what I placed, I tied for 25th out of 70 people. Not too shabby.

Posted

Would they be crossed up as well after that combo kasou?

I got to go to Final Round 10. Didnt do amazingly well or anything but I felt good about myself. Not saying I did horrible. But I know where I am having trouble with my Chipp and I leanred a Ton of character matchup strats. There my be an ^c vid blake took of me playing vs his HOS (I was just getting used to everything dont take much of that match too seriously beat him though xD). Besides that though I felt I did well in casuals. As for the tourny itself I lost to ultimate faust and robot for a 3 wins 2 loses record. I think that being my first out of state tourny gave me a nice case of butterflies and I forgot to do a lot of my normal wakeup games. Hopefully I will get used to tourny play in the future and do better. Might be a few vids of me floating around not sure I will let you guys know.

What I noticed about my Chipp is 1 I need to stop people from jumping away from pressure ie 5HS. Annnd if I expect air throws vs crossup pressure I need to either a) his HS earlier or b) hit dust and hope for the CH or c) learn to hit kick to deter air throws (since the 2nd part should hit them if they decide to jump up).

BTW FRC tele 2 frames is FTW omg if I had my stick I would hit them 100% for sure.

Edit** I just checked what I placed, I tied for 25th out of 70 people. Not too shabby.

I didn't know that you were Garrett good shit with Chipp man. I was the Jam ofcourse that wasn't flash metriod lol.

Posted

heh yea I didnt understand the Chipp vs Jam matchup very well. It was great playing all of you guys

edit**

I decided to rewatch the samitto vids from game chariot. Ha I never noticed before but he gets air thrown a lot like I do :keke: . Also just a random observation, found at the end of this vid http://www.youtube.com/watch?v=NyjmbNVzfRo he did the wall push off and hit dust (hos blocked) but it crossed him up on the landing... just pointing this out cuz I haven't seen a TON of uses for this move yet other then FDCing it (if they are not completely in corner) or tossing a shuriken in the middle of it to play a mind game. Suppose you could just do it on wakeup too (duno about that though) if you were close to corner...or maybe just do nothing and grab him/2k/leafgrab when you land lolz since you could make it a crossup.

Least that is all I know... anyone else think of anything worthwhile with it??

Posted

Would they be crossed up as well after that combo kasou?

I got to go to Final Round 10. Didnt do amazingly well or anything but I felt good about myself. Not saying I did horrible. But I know where I am having trouble with my Chipp and I leanred a Ton of character matchup strats. There my be an ^c vid blake took of me playing vs his HOS (I was just getting used to everything dont take much of that match too seriously beat him though xD). Besides that though I felt I did well in casuals. As for the tourny itself I lost to ultimate faust and robot for a 3 wins 2 loses record. I think that being my first out of state tourny gave me a nice case of butterflies and I forgot to do a lot of my normal wakeup games. Hopefully I will get used to tourny play in the future and do better. Might be a few vids of me floating around not sure I will let you guys know.

What I noticed about my Chipp is 1 I need to stop people from jumping away from pressure ie 5HS. Annnd if I expect air throws vs crossup pressure I need to either a) his HS earlier or b) hit dust and hope for the CH or c) learn to hit kick to deter air throws (since the 2nd part should hit them if they decide to jump up).

BTW FRC tele 2 frames is FTW omg if I had my stick I would hit them 100% for sure.

Edit** I just checked what I placed, I tied for 25th out of 70 people. Not too shabby.

crap, so sorry for not replying sooner. ^^" i remembered i tried typing a response, but was too tired that day, so i scratched it, and then i totally forgot about this post. My bad ^^"

Firstly congrats on your tourney effort. Im sure you did yourself proud. Tourney's are bloody scary (at least still to me anyway). Anyway i wanna address a few issues.

1) ppl jumping out.

They will. They will run. And if you go on chasing water fallls against them, you're gonna lose. UNLESS.... you predict exactly what they're going to do. For e.g: classic faust. Man, all they know how to do is jump back and j.2k. Well 2hs that shit. I won 3 rounds with that tactic easy, hands down. But then he started changing the timing and stuff so that made it a bit complex and in the end i scratched that idea too. Do something else. Wait for him. They'll just double jump back over to you and just DP or 6p them for free.. However, i actually recommend you to jump your way slowly towards them instead. The power of your triple jump is not to be taken lightly. Usually it works really well (mixing up two jumps and three jumps), but if there are times when the opponent is just on the ball; when that happens, just chill out and be patient. Zone him. do 6hs; close off space (dun spam it though. The recovery isn't that great after all). Force him into corner and he's all yours.

2) and now what is this crossup pressure you speak of? If you're speaking of blah blah into 5hs, iad, watch yourself turn over then j.d. Well, you'll be thrown. However i highly recommend you mixing it up with blah blah into 5hs, iad j.s. It is not air throwable, however it is duckable (like all iad attacks). Use the j.s version for air throw happy ppl, and frustrate the hell out of them. Put a shuriken in there; alpha frc that shit; jc it; woteva. and keep spamming it. It works so well. Until they start ducking ^o^ then switch it up the first version and hit their sorry ass. As for an experiment, try iad j.k ^^" i think you should recover from your move in the air, turn around and can hit j.d. This is just a maybe ^^" but happy trying...

anyway i got class, hope it helps. plz reply if you have any thoughts or woteva. And sorry for being late ^^"

Posted

wow nice info. I have a tounry vid up (although I was pretty nervous most of that day just because i have never been to a out of state tounry before) located here:

http://www.tenkaigear.com/videos/KDX(Ax)%20Vs%20Garret(Ch)%20FRX.wmv

Once I get back into my normal GGXX gathering Habits ill be sure to make blake videotape me way more. I could setup my digital camera and get some zappa vs chipp action going for you guys (even though we have played each other to DEATH). Just for some more critques.

.....j.s lol man I cant believe I didnt think to do this -_-

Posted

you should do 5k a bit more. Makes your s© pressure even more scary. Use it after 236s, and s©. Then mix that up with your basic s©, dash s©, or your j.hs. ^^ surprising you threw that much in a tourney match. Nice stuff. You played realli well, as far as i can tell from that vid; the axl player was sure having trouble beating chipp's jump. And to be honest, even top players fall for that shit. But i think the least KDX could have done was block it. Shrug. Another thing, what happened to your fdc's? i mean you do it but WHERE WAS THE J.HS? 0.o Im sure that was just a technical fault ^^" betta luck next time with execution. if i had to force a bigger criticism on your play, it'll be on your third round/match. You had a bad habit of always trying to get back onto the offense way too soon, with too much teleports. Keep that in your mind just in case for the future. It might work for lower level players, but the further you go down the track, the cheaper/easier tactics won't cut it ^^" Anyway dun take too much notice on this last comment, especially when im criticizing one round out of 5? anyway that's all i have right now ^^"

Posted

Yea technical fault just cuz I was nervous, I usually never ... ever miss FDC's. Thanks for the critiques though, I will be sure to keep that in mind. The first fdc I missed I was supposed to hit j.HS early (so it only only hits one time and I could go low 2k) but I just didnt hit it cuz I wasnt thinking. But yea I get what you mean.

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