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Posted

2 americanpsycho 6p decide all your problem not only against Axl`s P. Jump away often not near opponent.

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Posted

Just wanted to ask about the Chipp frame data on this site? Firstly how complete is it as I can't see the FRC placed on the Alpha Blade, also the startup, active, recovery and static difference stuff is a little confusing, I understand the terms and what they mean but I don't know if they are measured on blocking opponents or if they hitting. For example the c.S says it has 4 frames of start-up, 1 active frame, 11 frames of recovery and a static difference of +2 so does that mean that after 4 frames it becomes active, stays active on the 4th lasting to the 5th (or is it just for the 5th frame that it's active?), from there it takes 11 frames to recover from the c.S but the opponent is in 13 frames of block (or is it hit) stun so Chipp has +2 frames on the opponent? Additionally one little thing about that information, if a move has more then 1 frame of active time, like P which has 2, does it hit on the first or second active frame? I know you can make attacks meaty on wake-up so that they hit at different times in their active period so some things that don't normally combo can, but I just want to know about the basic reading of stuff and have this clarified to me. Lastly if some thing does hit on the first active frame what happens to the Static Difference and all the other active frames, do the active frames still carry on their course or are they cancelled off or is the static difference their already calculated for hitting on the first frame so in the case of chipps P the opponent is actually in 9 frames of block (or is it hit) stun from the 6th frame to the 14th frame? Argh, so much to ask!!! thanks to anyone that can help this poor soul :sweatdrop:

Posted

guerilla, 4 startup means that the move will be active on the 5th frame. if a move has a multi-frame active time, the first frame counts (if you would count any other frame, it would already be meaty).

Posted

you can crossup ky in the corner after a front throw. simply jump into the corner, j.hs. doesnt work with 22d tele after throw.

Posted

corner crossup after normal throw is known since early slash, i think kensou posted a small list back then. for example: jam (22d tele, j.S, crossup, but you land on 1p side), axl, dizzy... i just didnt know about ky, so that was a discovery at least for me ;)

Posted

hahahahaha, LET"S create a list. A list for 22d, and a list for normal jump. I believe that normal jump should work with everyone, but who knows. Maybe except for may, coz she gets up extra early in slash. xD

Posted

its axl,jam,anji, and dizzy. And at least back in XX and reload, you use to be able to walk over axls body if you were second player(at least I think it was only second player) and do combos backwords, and you could do stuff like leaf throw(you leave the screen so you "cant" be hit), but can still throw the other guy.... Somehow, I feel ive posted this 100 times at least.... Though ive never heard of it with ky.. so maybe its a slash only thing.

Posted

Somehow, I feel ive posted this 100 times at least.... Though ive never heard of it with ky.. so maybe its a slash only thing.

yeah, you did post it 100 times. as i said, its nothing new, just didnt know about ky.

Posted

word, i did make a list back in the early days of slash... after playing mint and ruu last weekend i learned that...welll....u cant get hit against either of them lol. combo video time when u do. uncool hahaha

Posted

So won my first GGXX tourney (yey). Lol I had to fight a pot player in grand finals (who had beaten me in winner finals) and play two sets of 3 out of 5. It came down to 6-4 me... but man it was really tough just because like 2 mess ups = done.

Posted

So won my first GGXX tourney (yey). Lol I had to fight a pot player in grand finals (who had beaten me in winner finals) and play two sets of 3 out of 5. It came down to 6-4 me... but man it was really tough just because like 2 mess ups = done.

Hahhaha any vids? and hey, give us some more details, like what you really liked about your play. And what you didn't. And how come you could beat the potemkin. What did you outguess him in? e.t.c e.t.c ^^" But yea you should be proud. I find playing potemkin under stress is really hard. I got owned if you guys remember xD

Posted

IN response to kasou. I dont play online. I completely stopped playing it a few days after it came out. Lag because an issue as well as me not being able to play reload chipp AT ALL. And I will not relearn a shitty character so that it fucks up my game in later gg games. At least thats how i saw it

Posted

IN response to kasou. I dont play online. I completely stopped playing it a few days after it came out. Lag because an issue as well as me not being able to play reload chipp AT ALL. And I will not relearn a shitty character so that it fucks up my game in later gg games. At least thats how i saw it

Hm, yes i agree with you that reload chipp is a bit dodgy. If it's really that laggy then yea, don't bother. But i think you can have the mentality that you're actually training your chipp skills by playing reload.

1) to be honest there isn't that much of a game breaking difference between reload chipp and his other versions, in fact, it would be great for you to get used to j.d not knocking down anymore. The only thing is that you will do less damage.

2) like personally, i find the most key to consistent winning is knowing how to minimize the chances of getting hit, and maximizing the chances of hitting. This whole concept involves the skills of knowing how to zone effectively, how and when to bait, to counter, to escape, to keep blocking, and how to mix up your attack strings effectively (throwing, dust, teleport 6k, FDC, OTG gamma). All of your basic essential tools that you use in slash/AC is also present in reload, so it is perfect for your training and is transferrable to AC and Slash. So i personally recommend you to try netplay if it doesn't lagg. You will surely benefit from it.

3) don't worry if you lose. You can always fall back on chipp is lowest tier in reload!!! MWAHAHAHAHAAHAHAHAHAHAHA But yea, i wish i could play online ><

If you are good in reload, you will be god in slash/AC ^-^

Posted

Hm, yes i agree with you that reload chipp is a bit dodgy. If it's really that laggy then yea, don't bother. But i think you can have the mentality that you're actually training your chipp skills by playing reload.

1) to be honest there isn't that much of a game breaking difference between reload chipp and his other versions, in fact, it would be great for you to get used to j.d not knocking down anymore. The only thing is that you will do less damage.

2) like personally, i find the most key to consistent winning is knowing how to minimize the chances of getting hit, and maximizing the chances of hitting. This whole concept involves the skills of knowing how to zone effectively, how and when to bait, to counter, to escape, to keep blocking, and how to mix up your attack strings effectively (throwing, dust, teleport 6k, FDC, OTG gamma). All of your basic essential tools that you use in slash/AC is also present in reload, so it is perfect for your training and is transferrable to AC and Slash. So i personally recommend you to try netplay if it doesn't lagg. You will surely benefit from it.

3) don't worry if you lose. You can always fall back on chipp is lowest tier in reload!!! MWAHAHAHAHAAHAHAHAHAHAHA But yea, i wish i could play online ><

If you are good in reload, you will be god in slash/AC ^-^

While there is a benifit to it. Chipp online is VERY hard to play. Losing isnt so much a problem as it is your moves coming out when you want them to. It becomes quite a headache when you know you dashed forward and you end up standing still, I've tried it and it just doesnt do it for me :(

Posted

HEY everyone. Um, i was wondering (after some discussion in the hidden sectors of the staff forum). Have i been very authoritative so to speak? 0.o Or does anyone feel that they are not well respected or anything? Becoz um, i personally don't think me, or the other moderators are the be all and end all of top level gaming, and that only our views are important. Personally i want to use this chance to remind those who have contributed that they are very important, and that their information plays a key role in the forum (at least the chipp forum) and all i do is compile the information(or lack thereof at times xD hahaha) and sometimes add my own thoughts (which has exactly the same weighting as all of you). Additionally i want to point out that apart from me, who really isn't that good, Kensou, Lil Majin, ATG, americanpsycho and a lot of other players in the chipp forums are great players as well. If some people actually do really care about the mod status, i am willing to pull out and swap (as long as admin agrees). Hell we all work together as a team anyway, our opinions all have the same weighting, so it doesn't really matter to me. It just means i don't have to clean up the mess. ^^ but yea...... Um, i also want to use this chance to remind ppl that.... THE POKING GUIDE HAS YET TO BE COMPLETED!!!! Let's all contribute, start testing and start posting. RAWR!!!!

Posted

Details eh kasou? Well I've been in several tournaments around NC so I know who the big people are that I could def have trouble in beating. When I got over to the tourney I noticed that the only person I felt like I would have trouble with was the pot player. Everyone else I basically already played / watched me play and I could tell no one understood how to defend vs Chipp. Sooo I just played aggressively (within reason of course not running into DP's or anything too unsafe) but I made sure they were scared to move. Then in the tourney I just grabbed a lot worked pretty well xD. The pot player was playing a few different games and I just had to play him in winners finals in HnK and got beaten pretty badly. So my self esteem wasn't too high when they called me over to winners finals in Guilty gear. In the rounds I played him I really looked at how he played his pot. It was ok, but I found he doesn't understand leaf grab and he jump HS'ed a lot. I noticed that he doesn't bait hit pot busters as much as I took credit him to be doing so I DP'ed a lot if I felt like one was coming. Still lost just cuz I got caught off guard by the pot buster setups (which I planned to counter in the grand finals). Grand Finals I felt wayyy more confident, first round I completely obliterated him. Just kept my distance with my ninja stars / alpha blading if he tried to come over. Ran in, did my damage got back out. 6ped a lot more as well. All in all he put up one hell of a fight. I mean it was 2-2 both sets of 3 out of 5 (last match I won with a leaf grab... predicted pots 632146 HS super cuz he kept waking up with it, and leaf grabbed in corner, completely dodged the super and got him). Anyways gona get some sleep, ill talk more about it lata.

Posted

Hahahaha, that's exactly like the tournament i had last year. I knew there was only one threat, a POTEMKIN player. Well actually, he picked potemkin coz he knew it was a good anti matchup against chipp, and that i didn't have that much POT experience (since im stuck in australia). But yea, unlike you, i got read, and i ATE the super a few times. So yea. I lost the finals to his pot. THen got back into the grand finals. Beat him in one set. ANd lost the 2nd set. So that was it. -.- sigh.

Posted

kasou: why would u wanna give up ur mod status? u seem to be doing fine to me with everything so i couldnt see why u'd swap or wutever. keep doing ur thing AP: grats on ur tourny win. chipp v pot match is always a pain *even more so in AC sigh* but it sounds like u did good in reading the enemy and learning from the previous set. good stuff homie. ps: chipp v slayer in AC is silly as hell! why? -mappa's = safe -cross up d-step --> ex pile bunker = safe -cross wheel kick = safe, invincible, and hits even from behind -jump 2k is retarded -d-step --> 2hit punch thing*the upper cut to overhead*= chipp has no real answer to that, or at least nothing i've found other than just defense backstep. or slashback which the timming is very very strict. -2k, 2d, ex mappa = die -jump hs is still hard to beat, however if u time it correctly aim for a clash and start rushing once he's on the ground -either d-step has gained more invul or it has less start up frames cuz yea, that shit is rediculous -ex mappa upper goes under rekkas:vbang: -ex mappa can be used as AA *pretty much universal vs the majority of the cast* not to mention 5p can either clash or beat chipp jump hs *i cancel the clash to FD to be on the safe side* -2hs = retarded...most pokes are neutralized due to the range this move has, not to mention it leads to ex mappa upper which = die -slayer really has jus gotten alot safer in a nutshell. normally wut chipp could punish isnt there anymore and u have no choice but to resort to moves like 5p&2p due to these pokes always being 4frm start up. relying on run in close 5s isnt reliable anymore.

Posted

i don't know about AC slayer, however, some stuff was already pretty annoying in slash and before (5p = strong anti air, CH 5p -> 6hs-> pb in slash), some stuff to deal with him (slash proof, not AC, but i'm sure some stuff still applies): on long range: huge advantage here on chipp's side - use gamma blade max range and vs. dandy step, 5hs and 2s as a poke. alternate antiair vs. j.hs: early 2hs - a trade isn't *that* bad.

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