KurlyBandit Posted May 8, 2015 Posted May 8, 2015 2S counter hit also combos into 632146H, more opportunities to take advantage of that damage buff. j.D counter hit leaves the opponent close enough to OTG gamma blade, even if you did rising j.D.
Bjorn Posted May 8, 2015 Posted May 8, 2015 2D into ressho combos cleanly from every distance on Ky and Venom. Wall alpha no longer needs to be delayed vs Slayer. Patch of the year. e: However 22S height change makes it so that 2D 22S land immediate 6K no longer gives you a comboable meaty against 20~22 frame wakeup characters.
B.Z.B Posted May 9, 2015 Posted May 9, 2015 Increased j.d untech time easily nets you a 6HS JI combo mid screen / S(f) 5HS IAD j.p j.s, dj.d double air alpha if near corner.
New_Player Posted May 9, 2015 Posted May 9, 2015 Now 2S is a great opening move, in 1.0 you would get counter hit on that and only be able to rekka, now you can cancel into alpha blade for a knockdown at round start. Also alpha blade pop thems up higher on hit , I think it makes combos after tiger knee alpha blade easier.
Bjorn Posted May 12, 2015 Posted May 12, 2015 Is there an easy way/shortcut/longcut whatever to doing neutral 228S/HS? The way I use right now puts a lot of strain on my wrists over the course of multiple matches.
Boschio Posted May 12, 2015 Posted May 12, 2015 ^ that. My wrists dont get strained in the long run, but ill just fail on the input because my wrist will feel like rubber doing this specific motion.
KurlyBandit Posted May 13, 2015 Posted May 13, 2015 I don't know about other people but when I play I plant my wrist on the side and move the stick using my fingers. I push down twice with my index and push up once with my thumb.
B.Z.B Posted May 13, 2015 Posted May 13, 2015 No trick that I know of, I've never had a problem with 228HS and I use a 2 lb force Spring in my stick ;P. I typically plant my wrist on the stick & use my fingers like Kurly notes above as well.
Boschio Posted May 14, 2015 Posted May 14, 2015 I do my input similarly. I guess I'll just keep practicing lol
Shinvergil Posted June 1, 2015 Posted June 1, 2015 Kindly help. I don't know how to input Jump Install just 2HS into 22S or 22HS. I'm sure it can be done as I watched someone do it. Tried 2HS to 28S does not work for some reason, or am doing it wrong? I have no problems with plain 228S or all other JIs.
AtTheGates Posted June 1, 2015 Author Posted June 1, 2015 the only way to jump install 2HS if it is the first hit, non-chained, is if you do it the very moment you land from a jump - preferably a single jump, since the jumps you used before landing carry over, which means that if for example you do super jump > land > immediately 2HS 22S/HS, you can only air dash, not double or triple jump (since you super-jumped before).
Shinvergil Posted June 1, 2015 Posted June 1, 2015 Thank you so much . Moreover, Shinkirou gives you auto install after landing because you can jump afterwards. Also when YRCing or RRCing air alpha you get auto install.
AtTheGates Posted June 1, 2015 Author Posted June 1, 2015 FAB's tier list. reason for chipp's A-tier placement: Speed Teleport Invisiblity (I asked him to make sure, he considers invisibility still to be good, even after the nerf) the ability to kill characters when they have low HP with many hits (long PPPPP air combos, OTG hits and so on), basically the ability to "steal" away the round. oh, and since it's in the pot matchup thread, i'll repost it here: he considers Chipp vs Pot to be 6:4 in Chipp's favor.
Bjorn Posted June 1, 2015 Posted June 1, 2015 I wouldn't go as far as 6:4 but 5.5:4.5 Chipp advantage I could definitely see, yeah. The difference in neutral is just huge. Also when YRCing or RRCing air alpha you get auto install. I'm pretty sure this isn't true. RCing an air special only leaves you with whatever jump options you had left before executing the special, it doesn't magically reset them. It "auto installs" inasmuch as RCing any air normal or special move and performing a move on landing does.
B.Z.B Posted June 25, 2015 Posted June 25, 2015 So anyone think of some good OS' with Chipp using the newly uncovered proximity guard OS? This new tech made me realize in general I don't use OS' as much as I should. I just started incorporating Fuzzy Jump / Backdash into my game along with OS DPs to prevent Left / Right Mixups. I was thinking we could do something similar to what is shown here for Sol with the proximity guard OS. Btw shown here you can piano / kara-cancel FD ex: 1P~+K to blow up the OS. If anyone has any other good OS' like in regards to catching backdashs, beating blitzes, etc im all ears. In general I've mostly been working on safe jumps vs the cast with reversal DPs - but I need to expand my character match-up knowledge. For instance if you suspect a slayer to BBC you can jump in and then IAD j.p j.p j.p into a fuzzy guard setup. Edit: VR-Raiden put together a good examples of different OS' that could be applicable to Chipp as well. Need to mess around if we have a similar Safejump OS' like below. http://www.dustloop.com/forums/index.php/topic/10292-xrd-sol-badguy-option-selects-thread-updated-01312015/ meaty j.S/j.HS~[4]K/S (Safejump/Backdash Punish) you get to block a reversal and input a button after that can still catch a backdash. Might be able to do a 5S 5HS IAD combo if close enough.
AtTheGates Posted June 26, 2015 Author Posted June 26, 2015 the newly discovered OS is unfortunately not that useful for chipp. other than beta blade, he has no option that makes sense. 236236k has startup before the invulnerability starts, unfortunately. as for defending against the OS: we are in the fortunate position that our okizeme very often is a safe jump anyway (FDC drop, if done as a fake cross), which baits and beats reversals. however, a simple meaty 2K is now more dangerous than ever, and as BZB mentioned, FDCing a normal can work here, but i'm not sure yet how difficult the timing is. Another way to beat the OS would be to simply delay your okizeme and go for unconventional followups then (will have to experiment here).
freelander Posted June 26, 2015 Posted June 26, 2015 Hi guys! I could just get my hand on Xrd's training mode for a limited time (I could only play offline matches before at a friend's place). I played a lot of #Reload before, so I am not a newbie at GG and in the training mode I learnt the midscreen and corner BnBs. I have a few questions, because I can't test these for myself till I get to play again: 1) in the corner, most people go for the double alpha combo. After the 623HS, how many hits one should do? Sometimes they do j.D, or j.K dj.D or even j.KS dj.S tj.D before the alpha blade in match vids. If I am closer to the corner at the moment of launching, should I just do less hits? 2) in the corner double alpha combos, should you never do more than 1 or 2 hits before the sweep? I usually only see people go for a close S. Would a longer ground ground string make you drop the air combo? 3) after the double alpha combo, is the choice between 22HS or IAD wallcling simply preference? 4) What is fuzzy jump (and fuzzy backdash?) I saw it in BZB's post above. Thanks in advance
KurlyBandit Posted June 26, 2015 Posted June 26, 2015 For double alpha combos you want to keep the combo number relatively low (around 7 or 8 hits) otherwise the second alpha won't combo. people usually don't do more than a few ground hits for this reason. If you start the combo with j.H you pretty much want to end the combo as soon as you can because they will tech out. you can abuse this to throw tech attempts if you know they are going to tech as soon as they can by doing a longer combo. as far as I know the difference between IAD wallcling and teleport wallcling is that IAD ends up lower so you can potentially command throw them. However you can super jump install a teleport to give you an extra airdash for mixups or getting away when you mess up. http://www.dustloop.com/forums/index.php/page/index.html/_/home/gg-option-selects-fuzzy-jump-and-fuzzy-throw-r18 a fuzzy backdash is similar but you use it on wakeup and if the opponent throws out a meaty attack you block, if not you backdash. the input is 441.
freelander Posted June 27, 2015 Posted June 27, 2015 Thank you! I never really used option selects before, I try to incorporate them into my game.
Rykendawg Posted June 29, 2015 Posted June 29, 2015 What are some of chipp's safe jumps? Also what is the setup where chipp does a j.p or j.k and then do either a late air backdash or j2k fdc? I try to do this but I fail a lot, so I think I'm missing something.
B.Z.B Posted June 29, 2015 Posted June 29, 2015 I'll try to post up more as I think of them. Always remember if you are worried about DPs you can time a YRC with their wakeup animation for a free pseudo safe jump setup (as it will garble their inputs). Easiest way to test safe jumps: Record the setup in training as Chipp and then try to DP against it. Sol (Against Fastest DP - 5 Frames) Any combo -> 2D 22P 9 j.HS Wall Cling Oki -> IAD Wall Cling & Time the j.HS with his Recovery Animation - hit j.hs AS EARLY as possible to get his DP to wiff in the opposite direction Corner: OTG 2K (doesn't tech) 22HS j.HS (this setup works against most of the cast - except chipp / sin / etc as you'll land before they getup) Ky (Against Fastest DP - 8 Frames) Any combo -> 2D 22P Micro Dash 9 FDC Setup (including cross-ups) will beat his DP (as its mostly vertical) -Must ensure you are holding downback in the correct direction and react if the j.HS hits. If you are at 2D's max range then don't go for a crossup Wall Cling Oki: I'd be really careful (esp if he knows how to OS his DP) Ky's DP will not wiff if done the opposite way. -For a safe jump 22HS timing - do it with his bounce off the ground (not when he HITS the ground, but bounces off of it) Corner: OTG 2K (doesn't tech) 22HS j.HS Leo (Against Fastest DP - 8 Frames) Any Combo -> 2D 22P Micro Dash 9 FDC Setup -He has a longer getup animation, I usually time my microdash when his head bounces up off the floor if you want to land in front of him -Time microdash SLIGHTLY earlier if you want a crossup (much harder to safe jump crossup) Wall Cling Oki -> IAD Wall Cling & Time the j.HS with his Recovery Animation - hit j.hs AS EARLY as possible to get his DP to wiff in the opposite direction -For a safe jump 22HS timing see Ky's and wait an extra tick since leo takes longer to recover Corner: OTG 2K (doesn't tech) 22HS j.HS
Bjorn Posted June 30, 2015 Posted June 30, 2015 I'm sure everyone else knows this but just in case you lived your life in darkness all this time like me, you can get the alpha+ yrc every time by just drumming the buttons with HS(hold)~S+K instead of trying to do the HS and then an RC as separate inputs. Just like you'd do an FDC except with two buttons on the second half of the input instead of just one.
Boschio Posted June 30, 2015 Posted June 30, 2015 I'm sure everyone else knows this but just in case you lived your life in darkness all this time like me, you can get the alpha+ yrc every time by just drumming the buttons with HS(hold)~S+K instead of trying to do the HS and then an RC as separate inputs. Just like you'd do an FDC except with two buttons on the second half of the input instead of just one. This is actually awesome info, thanks.
Epsylon Posted July 18, 2015 Posted July 18, 2015 Hello guys, I'm picking up Guilty Gear with Xrd (i used to be a street fighter player before) and I have to be honest : this game is super hard for me :D i always enjoyed watching chipp gameplay (especially when samitto is using him) so i decided to picked him up. I'm trying to get a feel of the character by completing the training mode challenges but i'm stuck at the #30. Can get the S > f.P > HS > IAA to come out fast enough to combo. When i do the 2369P motion during HS i get the grounded alpha. The only time i get IAA to come out is if i delay the motion, but then it does not combo (or it does combo but chipp is not low enough to link into S > HS in the corner). The weird thing is that I can pull IAA almost every time outside of a combo... What am i doing wrong? Do you have any tips ? Thanks in advance!!
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