Uncivilized Elk Posted October 21, 2014 Posted October 21, 2014 Do you have to jump install for optimal air combos off 2H in the same manner as you jump install in +R? Or can you jump cancel 2H now? I've seen videos of 2H being followed up with jump normals but can't recall the details.
AtTheGates Posted October 31, 2014 Author Posted October 31, 2014 updated first post with the frame data and damage changes found at the 4gamer wiki
greatfernman Posted October 31, 2014 Posted October 31, 2014 the frame data still shows slow shuriken as 6 frames landing recovery, but as i posted before: http://youtu.be/5d0DfFAfoYc?t=7m55s slow shuriken recovery isn't until landing anymore?! how did that happen. can slow shuriken be cancelled into specials before landing? what?
OneSanitarium Posted October 31, 2014 Posted October 31, 2014 Ky's air Stun Edge in #R had forced landing recovery, but you could act after it too. You could even do Air Stun Edge~Airdash and still have that recovery, though double jumping or using another special move removed it. Probably just a similar scenario to that.
greatfernman Posted October 31, 2014 Posted October 31, 2014 Ky's air Stun Edge in #R had forced landing recovery, but you could act after it too. You could even do Air Stun Edge~Airdash and still have that recovery, though double jumping or using another special move removed it. Probably just a similar scenario to that. the frame data says "recovery until landing and 6 frames landing recovery/ 6 frames landing recovery" whatever that means. for fast shuriken it says "16 frames total/ 3 frames landing recovery" seems to me to mean that you have no actions until landing, though clearly that isnt the case? so i have no idea how to interpret the data
RurouniLoneWolf Posted October 31, 2014 Posted October 31, 2014 Can't really say for sure since I don't know much about Chipp but I think the / implies an "either" condition. So taking the slow shuriken as an example, if you don't take another action after the shuriken, then you're in recovery until landing and have 6 frames landing recovery. If you do take another action, then you get 6 frames landing recovery whenever you do land. Or maybe it's vice versa. Just throwing out a guess.
AtTheGates Posted October 31, 2014 Author Posted October 31, 2014 look at j.D in the guilty gear series: they all have landing recovery, except if you double jump or do some other air action after the j.D. The recovery to the slow shuriken probably only gets added if you do not perform another action.
greatfernman Posted November 1, 2014 Posted November 1, 2014 it's not the same as j.D recovery because the j.D recovery are all phrased differently. the only recovery notes that have the same phrasing are aerial ride the lightning and wall genyouzan (the antiair throw)
Uncivilized Elk Posted November 3, 2014 Posted November 3, 2014 it's not the same as j.D recovery because the j.D recovery are all phrased differently. the only recovery notes that have the same phrasing are aerial ride the lightning and wall genyouzan (the antiair throw) Well seeing as how you posted video footage to show that the wording means squat, I'd go with the video footage data >_>...
greatfernman Posted November 3, 2014 Posted November 3, 2014 My point is that the wording is probably right and I'm probably reading it wrong. And so I wanted input so I can fully understand how the recovery works.
AtTheGates Posted November 4, 2014 Author Posted November 4, 2014 i just realized there is even more detailed framedata on 4gamer here. Will update first post later today.
pduke Posted December 4, 2014 Posted December 4, 2014 Jump installs. I dont think I will be able to do them. Is this character still viable wthout them?
Kikuichimonji Posted December 5, 2014 Posted December 5, 2014 Jump installs. I dont think I will be able to do them. Is this character still viable wthout them?You do no damage midscreen off specific starters without 5P/5s JI 2hs teleport combos. There are also very useful for pressure options with JI teleport. That said, j.2K FDC is probably way more important.
Kikuichimonji Posted December 5, 2014 Posted December 5, 2014 Just writing down some combos after watching an a-cho video: cl.S 6P cl.S 2D (used midscreen for FDC j.S/j.HS mixups) 623S RC 6HS 22P(?) 5HS j.D 6P cl.S j.D corner only: cl.S 6P cl.S 2D 236S 623HS j.d 236P 64 Vs May: Anti-air 6P 5HS IAD j.P j.K(1) dj.D 236P 64P
Dragoomba Posted December 6, 2014 Posted December 6, 2014 For some reason, most of the time when I land with with an aerial after an Alpha Blade wallcling, I have a significant amount of recovery and can't combo after it. In some instances though, I can cancel his landing animation with 5S/5K/etc like a normal jump-in. Anybody know what's going on here?
Ferrio Posted December 6, 2014 Posted December 6, 2014 Watching a Chipp video I'm notice someone doing a J.HS (2 hits), c.HS, teleport -> air combo with multiple jumps Now... don't you have to jump install that? How on earth is he jump installing that without a jump cancel-able normal?
Dragoomba Posted December 6, 2014 Posted December 6, 2014 Watching a Chipp video I'm notice someone doing a J.HS (2 hits), c.HS, teleport -> air combo with multiple jumps Now... don't you have to jump install that? How on earth is he jump installing that without a jump cancel-able normal? I think you can jump install teleport by doing down-down-up-X. I've realized that to be able to airdash after a teleport, you have to jump cancel the teleport. I'm not sure if it works for extra jumps though.
OneSanitarium Posted December 6, 2014 Posted December 6, 2014 You can also Jump Install from just a jump, assuming you don't use your air options. So a normal jump>land>instantly act will keep the options, which is why j.H>2H>Teleport>combo can work.
Kikuichimonji Posted December 6, 2014 Posted December 6, 2014 For some reason, most of the time when I land with with an aerial after an Alpha Blade wallcling, I have a significant amount of recovery and can't combo after it. In some instances though, I can cancel his landing animation with 5S/5K/etc like a normal jump-in. Anybody know what's going on here?Moves that let you recover and move in the air sometimes have a canned amount of landing recovery, like Chipp's air Alpha and j.d. You can cancel the recovery on these moves by doing an air attack at a timing where it's active right when you land. You can jump install teleport by doing down-down-up-X. I've realized that to be able to airdash after a wallcling from teleport, you have to jump install the teleport. Pretty tricky but you get used to it. That doesn't work off 2HS because it's not jump cancellable. That's why people do 5P/cl.S into 2HS. You jump install on the first normal.
Ferrio Posted December 6, 2014 Posted December 6, 2014 You can also Jump Install from just a jump, assuming you don't use your air options. So a normal jump>land>instantly act will keep the options, which is why j.H>2H>Teleport>combo can work. Yep figured that out with some testing, that makes life a bit easier. How do people air brake with FD? Been watching some Xrd videos and Chipp player stopping on a dime mid air and coming down a j.hs. I see he's using FD, but try as I might I can't figure out how he's doing it.
Kikuichimonji Posted December 6, 2014 Posted December 6, 2014 How do people air brake with FD? Been watching some Xrd videos and Chipp player stopping on a dime mid air and coming down a j.hs. I see he's using FD, but try as I might I can't figure out how he's doing it. 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.
Cashus Posted December 7, 2014 Posted December 7, 2014 What is jump install? see it in the thread alot
Kashou Posted December 7, 2014 Posted December 7, 2014 Most people don't seem to have Xrd yet, seeing as how there's not even a combo thread. I'll post the stuff I have found myself so far. I don't really watch match videos so there's probably better stuff, and the stuff here isn't necessarily good, just possibilities. Also of note: In the corner Chipp can do SF4 style crossups from wall climb. If you end a combo in the corner with 2D (or wallclimb P and just do 22HS after) and cancel into HS teleport into wall climb you can just cancel the wall climb into j.HS, and depending on your timing it will either cross up or not, which also messes up their reversal inputs. So basically every knockdown leads into a 50/50 setup in the corner. Also for the time being I prefer the simpler mid-screen combos because a solid knockdown is so insanely good for Chipp in Xrd, seeing how crazy good Find Me is now. Chipp Stuff All damage is vs Sol unless otherwise stated. On block: c.S 6P c.S 6P 5HS - > Teleport -> 22HS Double-Crossup -> 22K Throw setup -> 22P -> Teleport/Gamma Blade YRC On Block: Gamma Blade YRC -> Teleport -> 22HS Double-Crossup -> 22K -> Throw/Dust/c.S -> 22P -> Teleport Gamma Blade mid-screen hit: dash c.S 5HS j.D - 92 damage If you are a bit further away dash 6HS IAD j.D can work, or even IAD j.P j.K(2) j.D, but it's weird to get it to connect, at least on Sol. dash -> Character specific to knockdown. dash 6HS 632146HS - 167 damage Gamma Blade corner hit: dash 6HS 236S 623HS j.D j.236P 46-delay P - 143 damage dash 6HS 236S 623HS j.D 214214K - 174~ damage On Hit : c.S 6P c.S 6P 2D - 102 damage c.S 6P c.S 6P 2D 236236K - 174 damage Note: You can add another c.S after 6P, but I don't recommend it as it is prone to dropping. On Corner Hit: c.S 6P c.S 6P 2D 22HS 46 -> Oki - 102 damage c.S 6P c.S 2D 236S 623HS j.D j.236P 46-P -> Oki - 155 damage Oki: -> Early j.HS (Crossup) -> Combo -> Delayed j.HS (Not Crossup) -> Combo Combo: j.HS c.S 2D -> 236236K - 168~~ damage The above combo is awful, do this instead: j.HS c.S 2D 236S 623HS j.D j.236P 46-P - 156 damage c.S 2D -> 22HS -> Oki - 90 damage Corner Leaf Throw -> Wall Climb Cancel -> Combo/Oki Combo: 46-P - 100 damage 46-P RC 6HS 236S 623HS j.D j.236P 46-P ->Oki - 159 damage Oki: Climb down -> S (Leaf Throw) Climb down -> P (Can crossup with timing) (This next combo might be slightly wrong as I'm just writing from memory.) Corner Dust-6 combo: 5D-6 6P 6HS dash c.S 6P c.S 2D - 112 damage 5D-6 6P 6HS dash c.S 6P c.S 2D 236236 K - 172 damage or 5D-6 c.S 6P 6HS Leaf Throw Reset 5D-6 5P 6P 6HS Leaf Throw Reset vs Faust. Mid screen Dust-6 combo: 5D-6 dash 6HS 236S 623HS j.D j.236P 46-P - 111 damage Note: This is the only dust combo I've found so far that leads to knockdown from mid screen. Mid screen: (Dashing c.S 6P) c.S 2D 236S 5P j.D - (92)120 damage Personally I'd rather just do a simple c.S 6P loop to 2D into Find Me, but this combo works on most of the cast I think, and does about 20 more damage. You can do AC style j.P j.P j.K(2) j.K(2) j.D combos, but just like in AC, they are wonky as fuck on most characters. Something I personally want to avoid. Note: Only one c.S on Ram. Instakill combo - Opponent under 20% health dash c.S 6P 2D 623S(1) RC IK mode -> IK This combo sucks, but it's cool. In 99% of the cases, just doing a combo into super will finish them instead. edit: i did some pointless moving back and forth and will just quote this post in the combothread - ATG
Kikuichimonji Posted December 7, 2014 Posted December 7, 2014 What is jump install? see it in the thread alot Go to 2:17 in this video. The first part of the video doesn't apply to Xrd.http://youtu.be/73lLNTkEALQ
Kos-Mos Posted December 7, 2014 Posted December 7, 2014 Can anyone help me with the last challenge of chip, I dont understand how the wall climb P works, cause when I do it I cant follow up with stand HS cause im so far, when I let the cpu do the sample, it does the same but lands near the opponent so it can follow up, I need to research on how does that work so I can finish the combo. Done, the trick is on the back jump you need to hit D as late as possible so when you fall you can continue the combo. Thanks in advance.
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