Kasou Posted May 13, 2007 Author Posted May 13, 2007 why don't we beta blade? i usually beta blade slayer's air game. And im not sure if it's just that im lucky, but i usually do go in from the air. Like for example after a blocked rekka, i might jump and cross him over with j.hs, or double jump depending on distance. For some reason they always have trouble against it. Now most probably i haven't met a great slayer yet, but that's how i've been earning my wins. Stay close (5k, and s© is still win), put in gamma here and there. Use alpha blade to destroy dandy attempts. And when im a bit further away (after a blocked 2d, rekka), just jump naturally towards the opponent, and cross them up. Also i usually just jump naturally towards them after a non IB-ed mappa. Or i may dash a tiny bit then alpha blade, just in case they might wanna be gay and dandy step punish my whiffed poke.
AtTheGates Posted May 13, 2007 Posted May 13, 2007 why don't we beta blade? i usually beta blade slayer's air game. beta blade VS. j.HS often ends in a clash - arcadia magazine suggested canceling the clash with a j.p (or mashing j.p, then air combo just in case a clash occurs). i think it's ok from time to time, but generally pretty risky. And when im a bit further away (after a blocked 2d, rekka), just jump naturally towards the opponent, and cross them up. Also i usually just jump naturally towards them after a non IB-ed mappa. any decent slayer will backdash-airthrow you also, since 5p doesn't need a 6-input, slayer won't have to decide whether it's gonna be a crossup.
Kasou Posted May 13, 2007 Author Posted May 13, 2007 after some heavy testing in reload i found a few interesting things (okay not that heavy but still). a) Yes if the opponent is in neutreul (does nothing), jumping in is a bad mistake, they can punish you, crossup or not. b) to minimize the chances of getting punished badly the way to beat 5p is to do crossover j.hs relatively EARLIER. On crossup, if they want to 5p, you would hit the top of their head FIRST b4 their 5p connects you. Remembering that you might even get an air alpha frc after that hit. However if they chose to do 2s, well it does take TIMING for slayer to do it right, you would get PWNED. As for BDC air throw. Blah, if they do it early, you could always see it, and rejump. If not too bad. Betta than getting air comboed though. c) HOWEVER if you jumped and they were doing something (ie poking with 5k/2k after a blocked rekka) THEY WOULD LOSE due to extra recovery time (BDC included). Again though this is from a single jump, that crosses the opponent over. WHat this means is that, if you do rekka pressure and s© pressure and make them start fidgeting, you've just landed your perfect chance of coming in from the air ^^"
AtTheGates Posted May 13, 2007 Posted May 13, 2007 i'll test around tomorrow. i don't think you can react to an air throw, though. as for 2d,236S, slayer does 5k, you jump in with 5hs - i will test whether it's air throw save. in a lot of situations, you can do a really low air throw, ie. at matchbegin when you do 2d, enemy jumps, depending on the opp, you can air throw him.
Kensou Posted May 13, 2007 Posted May 13, 2007 ahh jus to quickly comment on my rant on slayer, the clash i was talking about was with 6p..not beta blade. however yea, both end in a clash situation i normally jus FD cuz i'm not all about getting CH randomly @_@. i'll try using j.P on both 6p and beta clash situations. see where it goes. also gamma vs slayer is really risky now...if it werent for that silly ground bounce from j.hs:vbang: lol. alpha seems to be the way to go now, and some times tiger knee alpha since on hit or CH it knocks up. depending on the distance u can get a combo, but most times so far i've normally only gotten gamma otg a good deal of the time. staying next to slayer is key however ex mappa risk vs reward is very much so worth the risk for slayer. 5k gets stuffed by it if ur spaced:vbang: in close tho it will stuff the ex instead. speaking of which the more i play i've noticed that most ex's get stuffed on start up...jus a random observation about the ground based ex's. oh yea, delayed rekkas = ex mappa too:vbang: again risk vs reward....argh
Kasou Posted May 13, 2007 Author Posted May 13, 2007 at least chipp's close game is still there im happy. i was so scared that ex mappa can rape our close game. And yea, due to his new short air dash, gamma is a tad scary, especially when we have a strong close game, which would encourage him to get in to the air. Maybe in that situation we could pluck in a 6hs. But then that's REALLY risk, but hell sometimes you gotta do some cool pokes LOLZ. Oh one wmore thing. Is there invincibility on crossup dandy?
Kensou Posted May 13, 2007 Posted May 13, 2007 not too sure on the invul on cross up dandy? i assume u can throw it at best:?: i've never tried hitting him out of it since i've only really come across it on my wake up. and man trying to throw it is beyond risky lol. if u do try might wanna go for 4hs instead of 6hs...if u whiff that 6hs good god that CH is uncool:vbang: yea 6hs is a good tool to throw out now and again due to its awesome hit box. i tend to use alot of 5hs now when rushing in. if it CH's frc teleport dust, i'm sure i can get a dropping slash and combo. but i seem to be doing well with frc dust. not to mention if it air CH i go into force break. good quick dmg and a KD which is always good. they made this match up a hell of a lot harder now...NUUUUUUUUUUUUUUUUUUUUUU! when i used to play this match up in XX and reload, for a great portion of the match i would jus jump and watch the character icon and react to it when they did crosswise heel. i'd drop hs and rush a lil bit, and then jump around and wait for the heel. no icon kinda hurts me since i'm doing alot of stuff out of old habit. crosswise also now has a lot of invul so chipp cant rely on clashing with the 1st hit of jump hs then the 2nd beating it out anymore. btw crosswise heel eats bursts too... yes it has that much invul. oh yea, semi new thing! when sol does VV follow up punish with 6hs force break isnt a bad option. or u can take it back to the chipp slash too late! vid and use close slash, CH, 6hs, then go for the force break or wut have u. its always good to have various options. sidenote: i love smileys lmao!
Shazay Posted May 14, 2007 Posted May 14, 2007 btw crosswise heel eats bursts too... yes it has that much invul. Could be wrong but you should be able to burst right after the first hit.
Kensou Posted May 14, 2007 Posted May 14, 2007 Could be wrong but you should be able to burst right after the first hit. my bad, was kinda vague on that. basically i meant its like as u burst and the move comes out the invul from both cancel out and the 2nd hit tends to connect after bursting providing its a defensive that is.
Kasou Posted May 14, 2007 Author Posted May 14, 2007 are you neutreul? DO YOU SEE A DANDY? dash in GOLD BURST FTW! At least i think you'll get a free throw, or punish or something ^^" And another thing. Um, 6hs dandy step pressure being the exception, anything else you can just FD 1 frame jump out when you see slayer sway backwards for a dandystep.
Kensou Posted May 14, 2007 Posted May 14, 2007 i meant on a defensive burst lol, gold burst i assume u can punish with it. i dont use gold burst very often so i can only assume that along side ya. like for example, i get hit by a 5hs, OH SHIT IMA DIE I SHOULD BURST! slayer does d-step into crosswise, i defensive burst and still get hit by the second hit. this is wut i mean, crosswise heel is a very strong move now.
Kasou Posted May 14, 2007 Author Posted May 14, 2007 oh i know what you mean my emoticon friend ^-^ hahahaha. I was saying as *drumroll* a TACTIC!!!! like the early stages of a round.... ANd c'mon we all know noob slayers love to D-step here and there. What betta than hitting an easy gold burst xD
Kensou Posted May 15, 2007 Posted May 15, 2007 i'm too scared to gold burst a d-step! lol, nah i hardly do that. iunno why but i'm for sum reason not too big on gold bursts wit chipp. i kno it has its benifits but i jus dont lol. bah.. btw nice piano joint u did in ur sig. i dig it
Dying Chipp Posted May 15, 2007 Posted May 15, 2007 Just my 2 cents, I rather save the burst for the slayer's j.2k air combo loop, that combo is just too gay. By the way, anyone notice slayer's 2s has more priority or hitbox as anti-air than before?
Kasou Posted May 16, 2007 Author Posted May 16, 2007 hahaha, thanx kensou glad you liked it ^-^ random note: if you sticked a poke out and it whiffed, and your opponent jumped, sometimes it's best to block instead of 6p their jump attack. ^^"
GuerrillaTactic Posted May 22, 2007 Posted May 22, 2007 Hey guys, just reaching a sticking point really with my game. I want to push it forward and become a good player at guilty gear but I know I don't have the knowledge of the game to work out certain things. One example of something I have problems with is stopping people from jumping away from me when I want to keep them locked down with things like slash pressure, rekka pressure and other stuff, and I really don't like persuing and trying to air grab after people because it can be really hard to predict when people are going to try and jump out as well as you can be dashing straight in to a jumping attack. Could you give a player some advanced advice here on general game play stuff, I have blocked frame data from this site, but I don't know hit frame data so I don't know good follow ups. I don't really know what to ask help with, I haven't been practicing this game recently but I'm trying to get back into it and I'm finding that I can do a lot of the old stuff relatively easily, or it's just a little off but I want to push my game to the next level and I really don't know how to. any sort of suggestions would be great. thanks
AtTheGates Posted May 22, 2007 Posted May 22, 2007 some general things for anti air, maybe that helps: air to ground: 6p. you can also dash, 6p if they jump back - they could doublejump though 2hs - highly underrated - since you hit them earlier, you often beat moves in their startup that would beat 6p otherwise. air to air: try running, j.k x n. (if they jump back). also, if they tech backwards and just fall down, or try to jump backwards: do running punches, lots of them! (not 6p, just regular punches). you can keep him in the air a while with that and he has to waste his tension to block with faultless defense. if you hit, you can link into j.p, air combo etc.
GuerrillaTactic Posted May 22, 2007 Posted May 22, 2007 well I know about dashing in with 6P but that can lead to getting a jump attack in the face if you do it wrong with Chipp and I don't find that too reliable unless I have them in the corner, but then again, nothing is 100% reliable really. Also I want to watch a few video's just so I can ask where to do certain things or why people do certain things but apart from MDR and the players here, I don't really know of any Chipp players, and I haven't seen MDR play in a LONG time so does any one know where I can get some chipp matches just to watch over and pick up good habits? thanks again
AtTheGates Posted May 22, 2007 Posted May 22, 2007 good chipp players: horisusumu or just susumu, allegedly plays eddie now, like MDR torowa (game41) kouryu (waterdragon. forgot where he is a local, but i think there was a vid of him on a-cho?) DEC!!! i love dec's style (LOTS of throws, really reckless), but i couldn't find any AC matches of him yet. i think 2 or 3 chipps already qualified for SBO, which is a good thing - i just hope they got a good team to support them..
Kasou Posted May 23, 2007 Author Posted May 23, 2007 Gtactics, i think somewhere inside you, you understand that there is no easy solution against someone jumping out of pressure (outside of the corner). To be honest you should play it patient, and force them to the corner. Maye stand there and wait for them to double jump their way back to your beautiful 6p, 6hs. Deliberately spam a whiff 6hs, and then counter their jump in with a counter hit beta blade. But honestly, play it slow when they escape. The quicker you are, the more easy it is for you to fall into a SET pattern, and allow them more chances to counter you. It's obviously better for you to react than to attack in those situations. Force them into the corner, then spam stuff like dash, j.k and then double jump if you wiff, e.t.c. Or if they're order sol or aba or someone with a slow and low jump, start spamming 6hs in the corner. (okay dun spam spam, but you know what i mean). Attack when ya gotta attack. Defend when ya gotta defend. Counter when ya gotta counter. Chasing someone is a shitty risk/reward for chipp so cut it out man. Though, slow multiple jump forwards for a crossover are usually a simple way to chase and is hard to punish. But still reacting is still a betta choice...
GuerrillaTactic Posted May 25, 2007 Posted May 25, 2007 yeah, I know it's a bad idea to chase, but for me, it is the most infurating thing when you apply so much pressure for it to count for nil when they simply jump away. at the moment I'm trying to work on my Slash pressure, mixing in the 6K for a nice overhead and trying to see what I can do on block and on hit but I don't have the hit frame data and I haven't been bothered to work things out yet so it isn't comming on that well yet but hopefully things will get better once I put some more effort in. I just want to know how to figure out on hit frame advantage, or is it simply a case of trial and error with certain moves to figure it out? Thanks again guys. P.S. you say dashing j.K in the corner, any specific reason why, or why it is good to do this.
Kasou Posted May 25, 2007 Author Posted May 25, 2007 dash j.k in corner becoz it's fast, has two hits just in case the opponent jumps late, is jc-able, and j.k x30 is awesome combo. ^-^ But ultimately, i use it coz it works xD hahahaha as i posted in the pokes section, 5k, after 6k is GOD tier. Additionally, usually frame data is good, but it's best to test everything out in practice mode due to HIT BOXES and crap like that.
Kensou Posted May 26, 2007 Posted May 26, 2007 G.Tactics, jump K is really good for the reasons kasou has already stated. not to mention if they get hit by only the 2nd hit close to the ground its an automatic KD which is always welcomed for chipp. once the enemy gets used to getting KD and/or comboed for jump attempts u can keep them grounded. the major trick to keeping the enemy pinned is to FORCE mistakes on the opponent and to react and retaliate accordingly. so use the rekka ken's for forcing a jump, wait for the jump and air throw or jump K to hit them as u go up. mix it up and they'll stay on the ground more which in this case gamma can be used since they'll look for either the 2nd set of rekka's or the jump from u. gamma is +5 on block so toss it in on enemy wake up or a ground conditioned opponent. use the +5 to ur advantage and fish for CH's such as close slash, 5hs, 6p, 5k, 2s, 2d. these are the quickest and most safe options, learn to follow up accordingly and u should be fine. mixing in 6k in strings is always good, but dont be too predictable. in AC its pretty hard to combo from it on CH consistantly from my experience but none the less it is still great on CH. on regular hit i belive its +3 where as to on block -3, now seeing as to how most of ur moves are quick, mixing pokes up after this move is very important. here are the most standard follow ups: 1. 2k - the enemy may stand up after getting hit looking for another overhead 2. 5k - pretty standard poke, comes out at 5frames which is indeed quick. it stuffs a good deal of attacks at close range 3. 6p - if the enemy wants to attack with a quick poke, use the invul on this to fish for CH so u can lead into 6p, 6hs, alpha for good dmg 4. 2s - incase the enemy wants to retaliate with a low move this beats out a good deal of lows 5. 5s(close) - comes out in 4frames, enuff said. however it can be beaten by certain lows and there u have it. run with this for now and u should be ok
americanpsycho Posted May 28, 2007 Posted May 28, 2007 In pinches I like doing 5S©, JI, 6k, RC air-dash HS blah blah 2d. Really messes with people.
AtTheGates Posted May 30, 2007 Posted May 30, 2007 good news, i finally got AC. BNB after floor slide (j.D CH, 6k CH)or blocked burst, you probably know this one: dashing 2s,hs, iad.j.p,j.D,236p,FRC,\/,6HS,j.D (into corner) if you wanna train the combos after CH floorslide, simply switch counter to random in training, as easy as that. my iad.j.p improved a lot, probably because of that. VS TESTAMENT: FULL SCREEN: s©,6p,s©,6p,2d,236s,236k,5HS, j.p,j.k[1],j.k[2],j.D,236P,FRC,\/, 6HS, iad... same combo works midscreen to corner, finish with 6hs,j.D INTO THE CORNER & very close to corner 14 hits, 172 dam. S©,6p,2d,236s,236k,HS, j.p,j.k[1],j.k[2],j.D,236P,FRC,\/,6hs,j.D part after HS is hard to connect. more to come, it's a promise! i will make a list. also, already got an inspiration for my combovideo (after 1,5 hours of practice): tigerknee alpha, 7FRC7, j.HS, relaunch! (if someone steals that i swear to god i'll kill him) UPDATE: alpha special FRC ist just safety ( BUT!! maybe you can hitconfirm a combo after CH ground alpha, special frc. will check tomorrow.
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