Magaki Posted December 16, 2014 Posted December 16, 2014 I think they're still really hard and I'm having a lot of problems with them, though I've been told they are easier than in +R. For me at least, the basic corner combo with jD j-alpha wall-alpha is hard. I only get the jD half the time, and ~75% of the time the wall-alpha hits after the opponent is already grounded. So my rate of doing this combo perfectly the whole way through is super low right now. On top of that doing 22H wallstick, let go, jH mix-ups is really difficult to do in a timely manner for me after the mental stress of finishing the combo itself, haha. I also have a hard time jump installing P or cS in general (by the way, when do you use P over. cS?), but especially off spontaneous stuff like CH shoryuken. Even when I jump install I often fail to connect after 22H (dummy techs away). I haven't even gotten to practicing his air combo yet that often continues off 22H. By the way what is Chipp's universal air combo I should be using to begin with (it really needs to be universal, unless the alterations are for only a few characters and really minor)? The notations in the OP just say "air combo". Also at what point do you do the kunai super? They are indeed much easier than in +R for 2 reasons: -Buffer is bigger in Xrd. -Less character specific combos. Before, for most air combos leading to knockdown, you had so many character specifics that before going to a tournament, you needed to know which character would be played in order to properly grind the right combos which was a chore. Pretty much the reason why +R Chipp top players were already famous in AC. Actually, only name we didn't see that much in +R was Susumu who was pretty much the #R Chipp god and won a ton of tournaments. He seems quite rusty in Xrd though. For jD after 623H, no secret it here. You have to grind it again and again. It's a basic link really. Try to first get a feel of the timing. For wall alpha, there is a delay after wall climb where you can't do anything but it's actually quite short. Try to figure out first how big that delay is to know when you can do wall alpha as soon as possible. Also, don't use Ramlethal, Slayer, Venom or Ky as a training dummy as they can all sometimes make the wall alpha whiff. For jump installs, you will use cS to deal the most damage (and it's also easier to JI than 5P thanks to the hitstop). If you're too far for cS to connect, you will use 5P JI instead. Best example being combo leading midscreen into ...>2D>236S>cS/5P JI>2H combos. If you're point blank which is rare, you will use cS. Otherwise, 5P it is. Also, if you're too far, 5P might whiff and sometimes, 2H too. Finally, you don't do 2H>22H but 2H>22S. 22S got less recovery. Universal air combo always depends on your starter but so far, the most used air combos used by Samitto and Endou off a 2H JI is the same as the one in challenge mode. cS JI>2H>22S>jPKS>djKKKKS>tjSH Do the jP as soon as possible otherwise the first jS will whiff. As for kunai super, you use it generally after a jD or a jH midscreen to get knockdown. j214214K ground bounces too so if you're not too high and didn't do a lengthy combo, you can do ...>jD>j214214K>land>(dash) cS>5H>IAD jP>jD for more corner carry. Generally however, if you're too close to the corner, jD will wallsplat so you can do jD>alpha>wall alpha. There is a rule of thumb however which is that if jD is the 8th hit or higher, jD>alpha won't connect. In that case, you will need to do either jD>RC>alpha>wall alpha for knockdown or jD>j214214K in the corner.
RichyGaming Posted December 17, 2014 Posted December 17, 2014 How do you make good use of Chipp's ninja shurikens? I usually just throw out the slow one when I have the time, to use the other version. Am I doing it wrong? Also, what do you guys think of these combos? (both are midscreen but can probably work on corner too I think?) Anything that can be better? (New to GG so any Chipp tips would be appreciated!) 5K > 5S > 6P > 5S > RC > Dust9 > j5DDD > j5S > jump > j5S > j5HS > j623S And for meterless: 5K > 2D > 236S > 5PPP > jump > j5KK > j5D > fast shuriken. I mess up this combo often though. And I think you can maybe add a 41236HS at the end of that, instead of shuriken?
AtTheGates Posted December 17, 2014 Author Posted December 17, 2014 How do you make good use of Chipp's ninja shurikens? I usually just throw out the slow one when I have the time, to use the other version. Am I doing it wrong? that's correct. Also, what do you guys think of these combos? (both are midscreen but can probably work on corner too I think?) Anything that can be better? (New to GG so any Chipp tips would be appreciated!) 5K > 5S > 6P > 5S > RC > Dust9 > j5DDD > j5S > jump > j5S > j5HS > j623S 1. it's pointless to start with 5K > 5S, it will just reduce your damage and you'll never be close enough for this combo - beside, close slash is faster than 5k by 1 frame. 2. why would you RC 5S into dust when you can just combo into s(f),HS, 236S-236S? 3. i'd rather go for knockdown. please check the basic combo section for an rc combo off of rekkas. And for meterless: 5K > 2D > 236S > 5PPP > jump > j5KK > j5D > fast shuriken. I mess up this combo often though. And I think you can maybe add a 41236HS at the end of that, instead of shuriken? i can guarantee you that 3x P after rekka wll not work against everyone. also, why would you add a shuriken at the end of a combo? it's not a damage tool, it's a zoning or setplay tool.
AtTheGates Posted December 18, 2014 Author Posted December 18, 2014 since leo is out, i will update all combos correspondingly later today. also, i'll probably add the trial sample jump install combo (JI, 2HS, 22S, j.P,K,S, dj.KKKKS, tj.S,HS,beta) in some form or other to the first post, since it is more reliable than the hard stuff i listed for the gamma blade combos.
AtTheGates Posted December 18, 2014 Author Posted December 18, 2014 just edited in some damage numbers for Leo. He has the same defense as Sol and the other "average" characters. His hitbox is also quite big it seems - he is easy to combo, almost all of the high damage j.S stuff works against him easily.
B.Z.B Posted December 19, 2014 Posted December 19, 2014 My goto JI combo of choice is -> s©, s(f), JI, 2HS, 22S j.KS, dj.PPKKS, tj.S HS 623S - works on practically everyone, useful when you can't remember a more character specific JI combo. Also you should be aware of your meter, people always want to burst this setup. Map a button to RC and piano it during the s© s(f) 2HS as an OS. If they burst you'll automatically YRC.
Notwhoyouthink Posted December 26, 2014 Posted December 26, 2014 Whats the secret for doing stuff like wall cling ninja dash combos than llnking off the wall cling ninja dash to a ground attack back again? Say like his final mission... I feel like a good half the time the guy gets knocked back in the corner instead of more towards me.. Can I assume that happens because im doing the combo so fast the opponent didnt even have time to bounce of the wall for us to switch sides? So I actually need to be doing that sorta combo slower or?... Thanks
AtTheGates Posted December 26, 2014 Author Posted December 26, 2014 i'm not sure myself FS, but at least in the last trial the key is to be higher than your opponent to get him to bounce off the wall. i can't say if that alone is enough or if it is a matter of when the alpha blade hits after the j.D wallbounce. against some characters,you will almost always get the "bounce out of corner" behavior if you go for launch > S,HS > j.S > dj.D, alpha. i put some of it down in the combo thread.
Notwhoyouthink Posted December 26, 2014 Posted December 26, 2014 Ya ive deff noticed to be higher and farther but thats what leads me to believe the problem is you can time it to fast. So like if you are to close to the guy smack dab in them, ninja dash hits to fast before they have time to properly start to bounce towards you. Which of course kinda sucks thinking you get punished for doing a combo to fast. Im just trying to think in my head just how realistic it is in a real match to always go for it or not. Dont mind if combos are awkward cuz I always want to do the max amount possible, but a lot of this stuff seems pretty fickle.
o Nereus o Posted December 26, 2014 Posted December 26, 2014 I think they're still really hard and I'm having a lot of problems with them, though I've been told they are easier than in +R. For me at least, the basic corner combo with jD j-alpha wall-alpha is hard. I only get the jD half the time, and ~75% of the time the wall-alpha hits after the opponent is already grounded. So my rate of doing this combo perfectly the whole way through is super low right now. On top of that doing 22H wallstick, let go, jH mix-ups is really difficult to do in a timely manner for me after the mental stress of finishing the combo itself, haha. I also have a hard time jump installing P or cS in general (by the way, when do you use P over. cS?), but especially off spontaneous stuff like CH shoryuken. Even when I jump install I often fail to connect after 22H (dummy techs away). I haven't even gotten to practicing his air combo yet that often continues off 22H. By the way what is Chipp's universal air combo I should be using to begin with (it really needs to be universal, unless the alterations are for only a few characters and really minor)? The notations in the OP just say "air combo". Also at what point do you do the kunai super? Sorry for the late reply.. but if you're still having trouble with j.D > Alpha... you want to focus on the recovery of 623HS. It's all in the timing.. and once you get it down you'll realize it isn't as bad as it looks.
B.Z.B Posted December 28, 2014 Posted December 28, 2014 Midscreen Oki & Combo Typically after any Gatling into 2D KD / 2D KD 22P 1 Frame Dash and Jump Over (I add a j.p to time it better): Air Back Dash Crossup j.HS(2) late RC (ie once Chipp goes thru) land IAA S© JI S(f) 2HS 22HS Air Combo -If you RC and end up close just go for 6HS JI Air Combo -Can also Fish for j.D CH 22K JI Combo if they try to AA it (typically I just delay the 1 Frame Jump a Tad so whatever they wakeup with will be done on the wrong side). -Or make it Meaty with a FDC Drop. Few things im noticing (Practicing on AA Attempts etc) Subbing j.HS with j.S seems more reliable (beats sol's 5K). I've had time to get the re-crossup to finish before they wakeup, messing up any 6P etc type AA input I'd shoot for ~ max 5K 2D Range to set this up. Also Obviously when they get used to this you can dash in later and fake the re-crossup. Far Gamma Blade Mid-Screen / Corner Gamma Blade (if needed Slight Dash) 6HS IAA JI Combo
Notwhoyouthink Posted December 29, 2014 Posted December 29, 2014 Think im gonna start my chipp combo video here.. Has there been any good chipp combo videos out that I should be aware of to try to do something a little different before I start or?... thanks
Sarvets <---xbl Posted December 30, 2014 Posted December 30, 2014 The main video I saw was from about 6 months ago. Lots of good ideas and really wild stuff. There is plenty of room for more. One thing about the video I noticed was ALOT of the combos were very stylish and optimal. But none really included the outer edges of what he can do. I know final show down is working on a chipp video so that should be pretty nuts lol. I want to make one as well but my damn laptop is not reliable to upload vids anymore. Anyways! With chipp I've been testing to find some +r style air k2 combos. You can add alot of hits into double and triple jump and get people to enjoy! A good pickup is a well spaced ch 6hs (tip of hitbox) alpha to slightly delayed alpha plus (rc) then: Route one:dash up to floating body and stop in front (or behind) 2p 5p 5p j.p jk(2) jk(2) jk js djp jp jk(2) jk(2) jk js into whatever ender. You can continue more jk(2) just takes awhile to adjust to the timing. If you are new to these combos typically just keep in mind that jp= rises air opponent upward jk= rises air opponent upward Jk(2) brings air opponent downwards Jhs or jd typical ender set up. Can be canceled into fast/slow star Fast star let's you continue combo a teeny bit. Slow star after jhs or especially jd gives you an oki tool you can really shine with. (I love the hell out of slow star) j.s. used as a "stabalizer" for air combos with chipp in xrd. Kind of hangs in air and a good time to double or triple jump into next sequence. Edit: you can also skip the dash and stop and just 22k however the dash let's you fine tune the landing and your chipp. So 22k= more reliable and dash up to stop= better for positioning (to me anyways) Get creative with that! Route 2: you can dash and stop left or right of floating body and rekka 236s to 236hs (dash under looks dope) into whatever wall enders you got Route 3:wait for opponent to get close to ground do alpha to alpha plus (rc) and add whatever you want. Lots of meter but definitely worthy if you can spend. I got alot more on deck just no time to post making coffee r now I'll add in a bit
Sarvets <---xbl Posted December 30, 2014 Posted December 30, 2014 With back to corner: (whatever you want, hopefully 6hs for dmg scale)dash in 6c.s 6p 6s 6p 2d 236s 236s (rc) Dash until screen retu about to return to normal (for no rc scaling) 6c.s 6p 6s 6p 2d 236s 236hs this should take them to the wall. Experiment away with these basics they Work very well to have on deck. Also please keep in mind that anytime chipp lands from a jump and you air teleport immediately . He gains jump install properties on his air teleport. I feel like alot of people still don't know this.
Notwhoyouthink Posted December 30, 2014 Posted December 30, 2014 ya ive seen that video im waaaaaaaaaaay past all that stuff already lol thanks though
Sarvets <---xbl Posted December 30, 2014 Posted December 30, 2014 ya ive seen that video im waaaaaaaaaaay past all that stuff already lol thanks though okay cool. Yeah like I said there is alot more happening than that. I'm looking foward to checking it out. Anywhere you wanna send to check it out?also feel free to post here for combo info.
Notwhoyouthink Posted December 30, 2014 Posted December 30, 2014 I Might be done by the end of the night, will see if so ill put it up here. If not might be a couple days cuz dunno how busy ill be tomorrow but it should be out soon. Having some of that bad beginners luck, made sure combos were possible now having trouble getting them again on tape. Trying to get 6 air dash loops in a row was getting them easier last night now having trouble even getting 3 lol.
Sarvets <---xbl Posted December 31, 2014 Posted December 31, 2014 6 air dash loops in a row? Stop teasing son. So that would be probably 2 loops rc 2 loop rc 2 loop? I would like to battle someone who has it like that! Add me on psn sarvets1979 let's play
Sarvets <---xbl Posted December 31, 2014 Posted December 31, 2014 All I could think of would be air alpha super far away to ground pickup to air alpha- pickup etc. I just imagine someone dropping out after 2nd or 3rd rep. Have yet to see a true non blackbeat infinite in xrd! Looking foward to this
Notwhoyouthink Posted January 1, 2015 Posted January 1, 2015 https://www.youtube.com/watch?v=C4x9E9va8Ps part 1 part 2 later
Sarvets <---xbl Posted January 1, 2015 Posted January 1, 2015 Oh lol. It you. What up dude its getofred651
Sarvets <---xbl Posted January 1, 2015 Posted January 1, 2015 There is plenty of room for more. One thing about the video I noticed was ALOT of the combos were very stylish and optimal. But none really included the outer edges of what he can do. I know final show down is working on a chipp video so that should be pretty nuts I shoulda known it was you lol
Notwhoyouthink Posted January 1, 2015 Posted January 1, 2015 Oh lol. It you. What up dude its getofred651 hey whats up dude lol
DrBread Posted January 3, 2015 Posted January 3, 2015 Unpractial 100% tension huge damage combo found against Ramlethal (259 - 264) and probably works on many others. In corner: Leafthrow, wallcling, walldive, cS (ji), 2HS, 22S, jK, jS, djD, alpha, wallcling, release, djK, djS, tjHS, 214214K, land, 236236K. Because of the height from the 214214k super, the opponent will bounce of the ground high enough for you to land and 236236K them before they get KD'd allowing for full damage.
Kashou Posted January 3, 2015 Posted January 3, 2015 Has anyone found any a bit more universal 2HS 22S combos from a 2D Rekka starter? The ones I've found are character specific, and I'd like to avoid that if possible to some degree. Mid-screen dash c.S 6P c.S 2D 236S c.S JI 2HS 22S j.K(1) j.S dj.K(1) j.P j.K(1) j.K(1) j.S tj.S j.HS j.623S/j.214214K - 171 Damage/215 Damage (Sol) dash c.S 6P c.S 2D 236S 5P JI 2HS 22S j.K(1) j.S dj.P j.P j.K(1) j.K(1) j.S tj.S j.HS(1) SRK - Faust dash c.S 6P c.S 2D 236S c.S JI 2HS 22S j.K(1) j.S dj.P j.P j.P j.K(1) j.K(1) j.S tj.S j.HS(1) SRK - Ky j.PKS does not work after a 2D 236S starter on Sol at least. It works on Ky after some more testing though. Corner c.S 6P c.S 2D 236S 623HS j.D j.236P 4-6-6 j.K(1) j.S dj.S tj.S j.HS(1) SRK/j.214214K (c.S/f.S 236236K) - 179/219(270) Damage (Sol) 63214S 4-6-4 c.S JI 2HS 22S j.K(1) j.S dj.S tj.D j.236P 4-6-P - 168 Damage (Sol) I feel like this combo is more reliable than doing c.S f.S or c.S 5HS because they both whiff on certain characters. Also you can end the regular dust combo with a 214214K to get knockdown and additional damage, but we have probably already covered that.
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