Sarvets <---xbl Posted December 31, 2014 Posted December 31, 2014 This is alot more true in xrd than +r. His leaf is so much more vulnerable
Sarvets <---xbl Posted December 31, 2014 Posted December 31, 2014 Yeah def strike invul pretty much had to go in xrd lol. Strike invul leaf yrc lmao
BoukenJima Posted December 31, 2014 Posted December 31, 2014 It's called faultless defense canceling (FDC). You hold down back and piano K~S (the second button can be P or HS). What happens is that you get Chipp's j.2K for one frame, which causes the air brake. Then you cancel into FD. Â Sorry I don't think I fully got this. So I hold down back and basically plink K~S+P or S+HS?Â
Boschio Posted December 31, 2014 Posted December 31, 2014 Sorry I don't think I fully got this. So I hold down back and basically plink K~S+P or S+HS? He meant that you plink k~(P, S or HS) only pressing 2 buttons total, not 3  Edit:  yes, you hold down back and press K~S(or P or HS).  The game will read that you are inputting the command normal for his divekick, stopping your forward movement, but instead you will get Faultless Defense, where you can start your mixup.
GSD-SPL Posted January 1, 2015 Posted January 1, 2015 Is FDC drop after basic midscreen knockdown (2D) suppose to be meaty? It's something i've been practicing quite a bit, but after setting Chipp as a recorded dummy it seems pretty easy to Blitz Shield into a combo. I've been trying different timings along with cross-up or no cross-up  Am I doing something wrong with my timing or is FDC drop after knockdown not that good if the opponent has any meter to Blitz Shield? Or is it just harder to Blitz Shield on command when Chipp is always alternating his timings?  It seems even easier to beat on a cross-up as the j.HS tends to be more likely to hit once one some characters on cross-up, so I have to do it deeper to get a gap-less cS or 5K. When I watch matches though people seem to eat it 2-3 times in a row every now and then no problem.
Sarvets <---xbl Posted January 1, 2015 Posted January 1, 2015 Is FDC drop after basic midscreen knockdown (2D) suppose to be meaty? It's something i've been practicing quite a bit, but after setting Chipp as a recorded dummy it seems pretty easy to Blitz Shield into a combo. I've been trying different timings along with cross-up or no cross-up Am I doing something wrong with my timing or is FDC drop after knockdown not that good if the opponent has any meter to Blitz Shield? Or is it just harder to Blitz Shield on command when Chipp is always alternating his timings? It seems even easier to beat on a cross-up as the j.HS tends to be more likely to hit once one some characters on cross-up, so I have to do it deeper to get a gap-less cS or 5K. When I watch matches though people seem to eat it 2-3 times in a row every now and then no problem. it is completely free to blitz shield. Tbh I think the fd drop hahas really lost alot of effectiveness if you do hs. In mirror match I will just dp it constantly or neutral jump to grab if they don't time the meaty correctly. Often this is the case because it is semi advanced to know which side they know they will land. Often this is a suprised to the person doing it which side they end up on. Try a dp . You will notice how far behind chipp dp hit box is if you do this. As an alternative I would suggest instead of dash jump/reg jumps to fd hs. You could add in a semi late air s instead to float over blitz counters and punish
Rykendawg Posted January 1, 2015 Posted January 1, 2015 pretty much, yes. think of it more of a pointer in the right direction. be careful with gamma blade, it's just too risky in pressure strings now. Ok thx. Also is there any other oki setups I should know besides the ones in here. http://www.dustloop.com/forums/index.php?showtopic=386
DrBread Posted January 3, 2015 Posted January 3, 2015 After a 2D cancel into 22P then quickly do a 22HS, you'll end up right behind the opponent for a meaty jHS oki. It is easier to react to then a 2k FDC oki but saves you tension. Another version is 2d, 22k then quickly do a 22S. Same idea but its all just to mess with your opponents head. Delay teles by a few frames against Elphelt and other characters that wakeup slower then most of the cast.
AtTheGates Posted January 6, 2015 Author Posted January 6, 2015 added a "stuff you should know" section to the first post detailing the j.2K faultless defense cancel. hope that stops the questions once and for all (it won't)
Stellarcircle5 Posted January 7, 2015 Posted January 7, 2015 Hey guys, I've been messing around with Chipp for fun and I can't for the life of me get wall cling alpha blade to combo after regular alpha his BnB. They just drop out and the move comes out too slowly. Is there a trick to this?
New_Player Posted January 8, 2015 Posted January 8, 2015 Cancel the J.d into alpha blade fast ,buffer the wall cling input during alpha blade,spam P to get the 2nd alpha out.
bloodymeadow Posted January 9, 2015 Posted January 9, 2015 You may already know this stellarcircle but for anyone who gets tripped up by the wall clingmotion, it's generally just "away wall direction" then "toward wall direction"  But yeah New Player has it covered - buffer during alpha blade! the timing can feel awkward so just grind it out IMO
ReynTime180 Posted January 22, 2015 Posted January 22, 2015 How do you play chipp in the neutral game? 22H
AtTheGates Posted January 22, 2015 Author Posted January 22, 2015 How do you play chipp in the neutral game? a lot of stuff, too much to list all of it for now, but here are some very basic pointers:  - use dash, FD brake a lot. you can bait whiff normals with it or fake out your dash-ins -> punish afterwards or dash again to close the gap or take it to the air from there - use running jump from far away, then simply airdash back to make them nervous / catious / impatient. as an alternative, use running jump, then FDC, and while you drop decide what you want to do (airdash back, double jump, airdash foward etc) - abuse 22K YRC > if they jump airgrab, if they stand, dash up, start pressure (throw them if they are afraid) - use 22H against opponents that can't easily option select anti air it and you are confident they don't have time / will not react in time to air throw you. "option select" anti air simply means stuff like crouching anti airs or anti airs that do not need a directional input, such as axl's 2S or venom's close S can be problematic because they do not have to react to the side you appear on) - use invisibilty whenever you feel the need to / whenever you can - be patient. this doesn't mean that you should always let your opponent come to you, since our 6P has been nerfed so hard, but just try and pick the spots when you attack carefully. - j.HS is your jump-in of choice, mostly out of a running jump as a crossup, after several jumps or after an air dash that is not a "simple" instant air dash and therefore predictable. use j.HS except if you expect them to anti-air you or airgrab you early, in which case you need to use a risky, early j.D. - a risky but useful way to close the gap is instant airdash > j.K,K,S,HS(2), land > continue combo or pressure. it's risky because you simply land if your first j.K whiffs, and it will only connect on standing opponents. - wall cling -> wait can be a viable option when you are cornered, simply because you have a variety of options and opponents very often like to jump to reach you, in which case you have time to escape with 9-jump, 6- jump or do whatever.
New_Player Posted January 22, 2015 Posted January 22, 2015 forgot just simply dashing far slash is very fast and enough reach to counter hit things and tag jumps, Â also chipp has the the farthest sweep range in the game I think? It catches people standing alot from max range.
ReynTime180 Posted January 23, 2015 Posted January 23, 2015 also chipp has the the farthest sweep range in the game I think? It catches people standing alot from max range. I think that would be pot
Trick_ Posted January 23, 2015 Posted January 23, 2015 Is everybody still focused around otg/oki game with Chipp? I seem to have gotten away from that myself. Maybe looking for some insight or thoughts on that. I feel like his corner/wall game has more potential than the otg/oki game right now.
GuerrillaTactic Posted January 24, 2015 Posted January 24, 2015 Generally speaking, Chipp gets damage in the corner and not a great deal anywhere else unless you go for JI combos so you do want to go for corner push or damage mid screen and knock away but (for me at least) it doesn't feel like the game plan was completely thought through. You essentially have one of two options if you hit an opponent. Either 1 - hit them as hard as possible and sacrifice his wake-up game because the opponent will tech in the air and Chipp starts over again OR 2 - do a short combo with tiny damage (I'm talking FDC j.HS, 5S, 2D), retain knock down so you can get another mix-up that won't reward you that much and get very little corner carry. Â There are a few character where you can get j.HS, 5S, 2D, 623HS (mostly females if I remember correctly) for corner carry and knockdown but his mix-ups seem pretty poor after that because the 623HS has loads of recovery afterwards but I could be wrong. With the patch, maybe that will be addressed but I think it's more likely that the new characters will get the balance treatment. Â The problem that Chipp has with option 1 is that his buttons aren't quite what they were and in previous games and they don't allow you to maximise on one of his previously greatest strengths, his FDC mix-ups. If you could get damage and then dominate in buttons then you wouldn't be too bad with the loss of knock down, especially if he had his old teleports but he doesn't. Â Option 2 allows you to utilise Chipp's strengths but you are never rewarded that greatly for it and you aren't really going to win a match solely that way. Â In essence, you are forced to use invisibilty to make both game plans work side by side but, as time is going on it feels like the cream of the Japanese crop are figuring the invisibilty out and it's becoming a weaker tool. I feel the character is stuck between two positions and doesn't play either one satisfactorly so I have moved away from Chipp because he just doesn't seem that fun anymore but that's just me.
AtTheGates Posted January 28, 2015 Author Posted January 28, 2015 don't have much time at the moment unfortunately.
Davidov07 Posted January 28, 2015 Posted January 28, 2015 Generally speaking, Chipp gets damage in the corner and not a great deal anywhere else unless you go for JI combos so you do want to go for corner push or damage mid screen and knock away but (for me at least) it doesn't feel like the game plan was completely thought through. You essentially have one of two options if you hit an opponent. Either 1 - hit them as hard as possible and sacrifice his wake-up game because the opponent will tech in the air and Chipp starts over again OR 2 - do a short combo with tiny damage (I'm talking FDC j.HS, 5S, 2D), retain knock down so you can get another mix-up that won't reward you that much and get very little corner carry. Â There are a few character where you can get j.HS, 5S, 2D, 623HS (mostly females if I remember correctly) for corner carry and knockdown but his mix-ups seem pretty poor after that because the 623HS has loads of recovery afterwards but I could be wrong. With the patch, maybe that will be addressed but I think it's more likely that the new characters will get the balance treatment. Â The problem that Chipp has with option 1 is that his buttons aren't quite what they were and in previous games and they don't allow you to maximise on one of his previously greatest strengths, his FDC mix-ups. If you could get damage and then dominate in buttons then you wouldn't be too bad with the loss of knock down, especially if he had his old teleports but he doesn't. Â Option 2 allows you to utilise Chipp's strengths but you are never rewarded that greatly for it and you aren't really going to win a match solely that way. Â In essence, you are forced to use invisibilty to make both game plans work side by side but, as time is going on it feels like the cream of the Japanese crop are figuring the invisibilty out and it's becoming a weaker tool. I feel the character is stuck between two positions and doesn't play either one satisfactorly so I have moved away from Chipp because he just doesn't seem that fun anymore but that's just me. This! I tried to pick chipp as my main to start fresh in XRD, but i felt I worked my ass off, and got no rewards. after reading your post it hit me. I still want to learn how to play efectively with him, but since then moved to millia and all the annoyances are gone, still i prefer chipp, but having to decide between oki or dmg is really frustrating. Any tips on how to get better? xD
Kensou Posted January 29, 2015 Posted January 29, 2015 Generally speaking, Chipp gets damage in the corner and not a great deal anywhere else unless you go for JI combos so you do want to go for corner push or damage mid screen and knock away but (for me at least) it doesn't feel like the game plan was completely thought through. You essentially have one of two options if you hit an opponent. Either 1 - hit them as hard as possible and sacrifice his wake-up game because the opponent will tech in the air and Chipp starts over again OR 2 - do a short combo with tiny damage (I'm talking FDC j.HS, 5S, 2D), retain knock down so you can get another mix-up that won't reward you that much and get very little corner carry.  There are a few character where you can get j.HS, 5S, 2D, 623HS (mostly females if I remember correctly) for corner carry and knockdown but his mix-ups seem pretty poor after that because the 623HS has loads of recovery afterwards but I could be wrong. With the patch, maybe that will be addressed but I think it's more likely that the new characters will get the balance treatment.  The problem that Chipp has with option 1 is that his buttons aren't quite what they were and in previous games and they don't allow you to maximise on one of his previously greatest strengths, his FDC mix-ups. If you could get damage and then dominate in buttons then you wouldn't be too bad with the loss of knock down, especially if he had his old teleports but he doesn't.  Option 2 allows you to utilise Chipp's strengths but you are never rewarded that greatly for it and you aren't really going to win a match solely that way.  In essence, you are forced to use invisibilty to make both game plans work side by side but, as time is going on it feels like the cream of the Japanese crop are figuring the invisibilty out and it's becoming a weaker tool. I feel the character is stuck between two positions and doesn't play either one satisfactorly so I have moved away from Chipp because he just doesn't seem that fun anymore but that's just me.   I think that most of this is relatively warranted as I definitely see what you're saying. I'll list my concerns about Chipp-  My biggest gripe is that I feel Chipp's 6p as AA is FARRRRRR too spotty as a reliable tool and instead they made it more of a grounded counter poke instead. The loss of its old hit box hurt me the first few weeks playing him. They put more stock into 2HS over 6P this game (for whatever reason) when he originally had both with 2HS being more situational (which was ok). One thing I noticed out the gate was that Beta Blade is pretty bad this game...like damn near XX or Reload status. The hit box on that imo is atrocious and anyone who's smart will just front tech on recovery as Chipp's recovery after it is pretty butt as far as I'm concerned. Air teleport > YRC...why does he HAVE TO BOUNCE UP ON REAPPEARING??! I never saw Samitto or Endou use this and when I got the game I messed with it and figured out really quickly that it's absolutely pointless. Why can't it be like Slash/AC where he fast falls instead is beyond me. Pointless YRC... j.D counter hit untechable time could be a few frames longer. I feel in most instances it was extremely consistent to net a combo from this in AC but this game its like 6P...spotty... 6K counter hit no ground slide much less no wall bounce in corner...Why do we have to spend meter on like EVERYTHING? Elphelt has an overhead that staggers for crying out loud...If it knocked down mid screen on counter (like XX) and wall bounced in corner (like XX) then at least we could take advantage of the move. As it stands right now you HAVE NO CHOICE but to spend meter if you want to make this move great. On the flip side...its decent during danger time. 5HS..dude what happened to you? They like killed this move imo. No phantom hit box at the end and is now 10f from AC+R 7f. Outside of staggering from 6P into this I feel its a weak opener and AA like it used to be. Now for the positives- Ground Alpha seems really good this time around. The 1f reduction on start up from 18f to 17f actually does make a difference in using it for long range punishment. In places where it would take too long to run up you could use that (I know I do a lot) 6P stagger is pretty great. I guess the stagger could be in place for what used to be a 2 piece move you control it more so now. Pretty damn good. P teleport is a blessing and a curse. If it had the slight forward placement it used to have his ground oki wouldn't rely so heavily on FDC. Because FDC is like the main "go to" oki if you're in the mid screen, so having the old 2D > 66 > 22P > cross over meaty 2K setups would be great to mix it up. He DOES have a few tricks that side swap with P teleport but its a pain to setup consistently. HOWEVER, the fact that he stays in place with amazing recovery helps with resetting pressure safely and can open up counter poking situations Leaf Throw + Corner - TREMENDOUS BUFF! The wall climb after ups his dmg potential and makes this move even more scary in that position. The ability to YRC it is pretty huge for those that like to jump away you can snatch them up if you can read them correctly. Leaf Throw is absolutely great for what it offers in this game. I just don't grasp the point of the wall climb versions other than anti blitz shield. Gamma poration isn't as bad as it used to be so you can net some good dmg this game.  So where does this leave our ninja? I feel he's kinda in the place where Bridget was in AC having to choose damage over oki and vice versa. His corner carry isn't bad with iAD > P > D combos. I try to mix between the both but I tend to focus more on the corner carry to tack on the corner pressure + potential dmg ouput. I think that if he still could combo air Alpha mid screen that would help his dmg output and make FDC game better. But maybe I'm asking for too much there. Either way I think that when they update the game I'm going to cross my fingers for Chipp to regain his old FRC air teleports back. Also, up his overall damage potential outside of the corner and I think we'd be golden. Just my 2c.  Feel free~
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