Celerity Posted August 10, 2012 Posted August 10, 2012 Btw,anyone else getting blown up by Aigis or is it just me? I couldn't get anything going against her. Any tips on fighting against a good Aigis? I can't imagine baiting bullets for the entire match as a viable strategy,but it's extremely effective at keeping me out. Are you using the A+C a lot? It's really good against Aigis; if she spaces wrong, you can punish her spread pattern and her gatling gun. When she goes orgia though, I honestly have no idea wtf is going on, so I just block shit and hope not to get set on fire. I can't get through the missiles at all.
suwave688 Posted August 10, 2012 Posted August 10, 2012 Not really using A+C because I can't get in a range where I can punish even if I used the dash correctly.Which is I guess,my main gripe. I feel that Chie is not rushdown at all,but corner pressure and okizeme are just so effective. I guess the question is,how do you guys get in with Chie? Especially against Elizabeth,Aigis,and Yukiko,and Naoto. It's really the biggest thing keeping me from utilizing everything I feel. Any thoughts on this?
Amadeus46Art Posted August 10, 2012 Posted August 10, 2012 (edited) It's the same way you deal with any zoner as a character with short range. Patience is your key virtue. You'll have to watch for habits your opponent does and find some way to slip in past their projectiles if you want to punish, don't jump if something's already out, use your double jumps to slip in, IAD when you know there's an opening, or just plain ol' walking forward and blocking any projectiles they do fire. Eventually you will get in, and then you just don't let up. Like you said, Chie has very good pressure and okizeme, so once you're in your threat zone it's much more important to stay in it. Also remember that a lot of characters who are zoning you out still have to get in to be really effective. If you play patient enough and don't let them simply zone you out while moving in, they'll often start coming closer to you to try and keep their momentum, and then you've got them playing your game, not theirs. There's no real trick Chie has to get in really quickly or make all projectiles null, you'll have to learn how to weave in through the barrages and keep them from running away. EDIT: Also, after messing around some on netplay, I found you CAN kara cancel 2B into 2A+B, giving you just that extra bit more range on her sweep. Good to know, hell might even help some combos. Also, doing D meteors while your opponent is cornered then running up and grabbing them is legit mean. The meteors fly over their head, but the sound still goes off so most players will just start blocking, expecting to block the meteors and your mixup, giving you a really easy grab. You can still use C meteors to actually hit them too if they get smart and try to mash out or tech the grab. Edited August 10, 2012 by Amadeous
suwave688 Posted August 10, 2012 Posted August 10, 2012 Just experimented with the kara cancel and that's the momentum starter we all need right there,great find Amadeous. I found some pretty good mixups with j.2D,the blockstun allows for some pretty good ambiguous crossups, it's a similar setup to TOMOEEEEEEEEE,but still with a few hitches. I need to get back in the lab and test out a few theories with meteor. We should get a couple matches in,haven't tried a mirror with Chie yet.
mMarikom Posted August 10, 2012 Posted August 10, 2012 OMG I SUCK Feel free to inv me if I'm around I'm still trying to get comfy with Chie and I'm in DL Chat a lot
Primiera Posted August 10, 2012 Posted August 10, 2012 Okay, day 1 Chie scrub here again. How the hell do you deal with Kanji's air dive grab? It's hard to 2BD counter, and her 2B misses it often. For that matter, what's the best answer for jump back chair? 5C and 5D lose to it, all I know to do is j.BD.
Primiera Posted August 11, 2012 Posted August 11, 2012 crouch; divegrab doesn't hit crouchers I love you. I even joked about that, didn't even try it. This day 1 Kanji (NAH Frenchie from Street Fighter 4, actually one of the best Abels in America) I've been playing with went 20-1 in a Player Match because we couldn't figure it out. Eventually I started BD countering it but I was inconsistent and it was a poor gamble for how much damage it did. Any normals to deal with jump back chair from Kanji?
Anjon Posted August 11, 2012 Posted August 11, 2012 Here's a question I've been pondering. Does Chie ever need to OMC? It seems like any place you would want to OMC, Power Charge works exactly the same way, except it comes with the additional benefit of increased damage and free FCs. Literally every OMC combo I know works better with Power Charge. I know you can't use PC in the air, but I can't think of any reasons to OMC in the air either. I also like how PC canceling can easily bait Bursts because it gives the opponent so much time to freak out. I've been experimenting with some block strings and they seem pretty deadly. Block string into Rampage A > Skullcracker A, then Power Charge after the first hit to eliminate the gap continues the string and lets you score a CH/FC when you open up the opponent. So am I wrong in thinking OMC is kind of useless for Chie? Personally, I think it's a lot more fun to use too. Makes me feel like Wolverine.
Rhiya Posted August 11, 2012 Posted August 11, 2012 OMC has good uses in pressure since your gatling table is so limited in this game 236236A has that superflash, so it's a bit more obvious you're gonna do something
Primiera Posted August 11, 2012 Posted August 11, 2012 What do you guys feel her match-ups are? Any characters get annihilated by her or vice versa? Is there a match-up list anywhere?
Celerity Posted August 11, 2012 Posted August 11, 2012 What do you guys feel her match-ups are? Any characters get annihilated by her or vice versa? Is there a match-up list anywhere? In my very limited experience, I think Liz and Akihiko are pretty good matchups. Mitsuru seems to be a difficult matchup. But the game's matchups are pretty balanced due to all the characters having a lot of the same tools; I don't think you're ever going to see any 7/3's in this game no matter what they do to it.
DC Posted August 11, 2012 Author Posted August 11, 2012 There are three generally accepted 7/3s in this game. Chie has trouble with anyone who can keep her out, but nothing is worse than 6/4.
MikuruX Posted August 11, 2012 Posted August 11, 2012 Okay, I have a small question. I hate Naoto with a passion and always get caught in the IK. My question is, is there a way to avoid it and also, does the sight closest to you come after you or is it random according to which one you're standing close to?
Kujikawa Posted August 11, 2012 Posted August 11, 2012 There are three generally accepted 7/3s in this game. What are they?
magz Posted August 11, 2012 Posted August 11, 2012 Okay, I have a small question. I hate Naoto with a passion and always get caught in the IK. Don't get hit by things randomly as that will reduce your fate counters. If your fate counter reaches 0 do not get comboed without burst.
Amadeus46Art Posted August 11, 2012 Posted August 11, 2012 I think he's talking about her actual IK, not Hamaoon/Mudoon.
GMcustom Posted August 11, 2012 Posted August 11, 2012 Anyone know how to execute a raw Skull Cracker without doing Rampage beforehand? The link provided will show you what I'm talking about. www.youtube.com/watch?v=4LXvuecKs9s#t=51m20s
Celerity Posted August 11, 2012 Posted August 11, 2012 Anyone know how to execute a raw Skull Cracker without doing Rampage beforehand? The link provided will show you what I'm talking about. www.youtube.com/watch?v=4LXvuecKs9s#t=51m20s Just tried it, it appears to be jBB > 236AB > 236B > 5C > 236B > 236B > 5C > 5AB. 25% meter. You have to do the 236AB before she hits the ground. Not sure how practical this is, since you can get ~4400 damage off of 50% meter from that jB, but it's pretty swag.
suwave688 Posted August 11, 2012 Posted August 11, 2012 That Chie is amazing. Anyone know who that player is?
eternal Posted August 11, 2012 Posted August 11, 2012 Just to be sure, there's no reason to ever use autocombo, right? Since if you really really needed the damage at midscreen it's better to add Black Spot before God's Hand? Also, what are some common pressure or block strings? This crossup with Tomoe attacking from the other side seems particularly useful: http://www.youtube.com/watch?v=4LXvuecKs9s#t=57m20s
Rhiya Posted August 11, 2012 Posted August 11, 2012 (edited) Autocombo is actually useful because 5AAA gives you fucktons of meter and restores like an eighth of your burst gauge. And if you really want to do Black Spot before 236236C/D, I'm pretty sure you can input it manually at the end of the autocombo -- or you can do blackspot and no super, or dragon kick, to save your meter Edited August 11, 2012 by Dusk Thanatos
Primiera Posted August 11, 2012 Posted August 11, 2012 Just to be sure, there's no reason to ever use autocombo, right? Since if you really really needed the damage at midscreen it's better to add Black Spot before God's Hand? Also, what are some common pressure or block strings? This crossup with Tomoe attacking from the other side seems particularly useful: http://www.youtube.com/watch?v=4LXvuecKs9s#t=57m20s Are you Eternal from Shoryuken? 5AA is really useful as a mid-screen oki starter into 5B > 2B > 2AB, and in a blockstring you can hit-confirm it into 5B > 2B xx 236A mid-screen or 5B > 5C > 2B > 2C > (2AB or 2B xx 236A etc) in the corner, or cancel it into 2D or JC into a j.C/j.D. I don't see much point in going with 5AAA compared to other options since you get a lot of time to hit-confirm to better options. Also, going into God Hand is inferior to Power Charge after 236A > 236A.
Rhiya Posted August 11, 2012 Posted August 11, 2012 (edited) Also, going into God Hand is inferior to Power Charge after 236A > 236A. Want to stop you there for a second and say that you're both right and wrong, because of the way combos in this game work. Combo proration determines untechable time in this game, so off a good starter (for example, 5b), 236236A would be the way to go. However, off a bad starter (multiple 2As, for example), you wouldn't even be able to finish your power charge combo because the 2As prorated your combo badly and decreased the untechable time to the point where the combo would be invalid. As a result, you'd get more mileage out of tacking 236236C/D onto the end of your combo if your starter was bad, and more mileage out of 236236A if it was good. EDIT: To tie it into stuff you may already know, if you've watched jp matchvids, you'll notice that Chie players never do double Rampage combos in the corner after oki setups. It's because 2A and j.B both prorate the combo too much too use them. Edited August 11, 2012 by Dusk Thanatos
Celerity Posted August 11, 2012 Posted August 11, 2012 (edited) Want to stop you there for a second and say that you're both right and wrong, because of the way combos in this game work. Combo proration determines untechable time in this game, so off a good starter (for example, 5b), 236236A would be the way to go. However, off a bad starter (multiple 2As, for example), you wouldn't even be able to finish your power charge combo because the 2As prorated your combo badly and decreased the untechable time to the point where the combo would be invalid. As a result, you'd get more mileage out of tacking 236236C/D onto the end of your combo if your starter was bad, and more mileage out of 236236A if it was good. EDIT: To tie it into stuff you may already know, if you've watched jp matchvids, you'll notice that Chie players never do double Rampage combos in the corner after oki setups. It's because 2A and j.B both prorate the combo too much too use them. To be clear, I think you mean triple Rampage combos. The A-Rampage into B-Rampage combos work off of pretty much anything. Triple Rampage I think requires a 5B (or 5C?) starter. Also oh yeah, autocombo isn't bad at all. The biggest reason to autocombo is because burst is so incredible for Chie...blue burst makes it easy to push them into the corner, and gold burst can be comboed into for moar meteors. It's pretty rare that I land a raw 5A, but if I do I often autocombo into EX Dragon Kick. It leaves you with much better recovery than the C kick, though sometimes I'll use the C kick if I need meter. Edited August 11, 2012 by Celerity
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