Dying Chipp
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LOL. I see...thanks for the explanation. More tools for my Chipp to utilise in the matches.
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Apologies if I did not make myself clear. During the Movement section from 0:48 onwards, Chipp kept doing j.hs while IAD backwards or jumping backwards. I only did j.k instead of j.hs during my chipp's movements. I can block or double jump once chipp recover from his j.k in case if the opponent chase after him or did super from distance (eg. slayer's DoT) but j.hs takes too long to recover to react to such situations. I'm curious what advantages did j.hs have over j.k during such movements? Looking forward to your reply. Kudos.
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1 word I can say...AWESOME! Great kudos to both ATG and Kensou for providing such informative and fun combo videos. Really help me to refresh the missing pieces of knowledge on Chipp. I believe the Chipp community appreciate your efforts. Kensou: Just a question regarding your cv, what is the difference in having j.k or j.hs during the IAD backwards? I only tried j.k as it is fast enough for me to block or react. Cheers.
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Happy New Year 2008 to you all. Just to contribute my 2 cents after reading these and appreciate your efforts to help us chipp users with those combos. In case you have full tension and dying fast, try this if you get one last opening from the opponent to turn the odds. vs characters except johnny (crazy gravity) and pot (other combos do better) near or at corner, 100%, knockdown (wild card) 100% tension = d.s©,5h,623s,RC,wait few frames,6hs,j.D,2369p,FRC,dj.D,236p,FRC,V ,(j.D,236p) or (s.©,5hs,j.D) You can try this too if you have 75% tension for practise = d.s©,5h,623s,RC,wait few frames,6hs,j.D,2369p,FRC,dj.D,236p
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Just my 2 cents, I rather save the burst for the slayer's j.2k air combo loop, that combo is just too gay. By the way, anyone notice slayer's 2s has more priority or hitbox as anti-air than before?
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Congrats americanpsycho . It's hard to beat in slash but harder in AC, so train hard again for your next journey. Kudos.
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Great to know the guys here haven't given up on chipp, keep it up. If the single hit dp doesn't make the opponent fly so fast away before it can be RC to 6HS, I wouldn't mind it either. Haha. Now, I have to make do with wake up dp, RC, s© (JI), 2HS, HS/ D teleport combo. No high damage output like in the high days though. By the way, is the 6P~6HS still slow as in AC like slash?
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Apparently there is no love for chipp in AC (no j.d KD, 2 hits beta blade still not back, throwing stars using taunt also not back, blab blab blab). It's like back to playing GGX chipp while treating most of the cast like Eddie#r matchups (1 combo and you die). Tough luck but we just got to have chewed it through. Respect to AC chipp players.
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I can imagine if DEC mis-timed that FRC and eat the meaty Pot's HBP, he would just shrug "Too Bad" along with it. LOL
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One word......Awesome!!! This's gonna be my top favourite reference with well-matched music and editing. ^_^ All hail to Verteru.
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Congrats ATG. It sure is awesome fun challenging that Jam, any combos of her after parry can kiss chipp's butt goodbye. That's why you thought the matchup was over when it really didn't. LOL. So when's your video coming up?
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That's Susumu, one of the top chipp players in japan. Just love the dashing alpha blade and beta blade RC to air combo he did, that sure shocked the Ky player. ;p
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I have the same feelings with you Kensou. After spending so much time perfecting the combo executions and thinking of mindgames, the rewards for chipp in the matchup isn't that significant compare to other chars. Chipp has to rely on counter hit state or raising the guard guage to proof his threat to the opponents. Damn, even millia can deal better damage than chipp without using any tension (I refer to the air combo j.hs relaunch). Nevertheless, we'll still stick to chipp for his speed and versatility (ok, his fancy moves too). By the way, I believe you have experienced this sensational mindset too: when your chipp had left with 1 healthpoint before KO and you're so focused on not losing from chip damage that you unleashed your hidden potential (seed mode...lol) and do the moves based on reaction you yourself couldn't explain the logic behind them. At that point, you believe that you're untouchable and did go for the kill (winning comeback). That aftermath feeling is just so satisfying and you will keep coming back for more since chipp dies so easily. Warning: Never over-unleashing that hidden potential too much or you find yourself staring beyond the screen and go to the other spiritual dimension. LOL. Kudos.
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Holy Zen. I learn something new (I only abuse defensive FD during reload times). Thanks a lot ATG. This sure will prolong my survival in the matches. LOL
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^_^ No problem ATG. By the way, I thought this type of option select (s+hs) is no longer available in slash, isn't it?