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Posted

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. 

  • 2 weeks later...
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Posted

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.

Posted

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

Posted

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.

Posted

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.

Posted

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)

Posted

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 >_>...

  • 1 month later...
Posted

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.

Posted

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

Posted

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?

Posted

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?

Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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.
Posted

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

Posted

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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