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americanpsycho

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Everything posted by americanpsycho

  1. Some other things to note, If the slayer player uses j.k a lot in his jump ins to catch you from air throwing him you can dash j.p j.k(2) d to get him back on the ground (if he forward / back techs I believe he can get out but that just gives you a tech trap). Also I would be VERY cautious jumping in on slayer, 2s rapes your HS and jumping d will usually just trade or he'll get a CH. The FDC will work, but if the range feels too far for a dash neutral jump fdc just do a dash jump fdc drop to guarantee it'll be meaty enough to catch slayer from 2Sing you. Crossing up to stop him from BDCing is very important for Chipp, because most other wakeup BDC will get out of. Sometimes I'll just dash in with 2p and see if he BDC's and air throw/ air combo. If he doesn't then you have pressure, if he just BD's then stick out a 5k or far slash after the punch wiffs. LEARN TO BLOCK 6k mixups --> dash grabs. Backdashing is a good bet, but a good slayer will start to punish your backdash with his 236S so vary it. O and with what I was saying before, if a slayer is trying really hard to hit you with a 2s on wakeup besides crossing up I like to just fake green and land clear of 2s range and stick out a 2d or something (works well on chars that like to try to stuff your jumpin game). I'll have to give that insta block option a try, sounds pretty nice vs his air HS usually try to airthrow, but j.k usually stuffs that. Just need to make sure I see the k or HS coming out to insta block accordingly etc. Thats about all I know for slayer game, Rekkas are very dangerous vs him as well if he has tension. Rekka to 5k he can stuff with his 2p I believe. Movement is top priority in this match you have to outplay slayer and get your rushdown on him asap.
  2. Hm, I thought to IAD after a 22HS 22D you could either JI in a combo or jump once land immediately 22HS/D and IAD (cuz he stored his prev 2 jumps he did not use). What confuses me about him vs bleed is that he's doing a IAD back k land 22D and another IAD. How is this possible. If you want a specific instance look around 50-1min he does it 2x. If I knew chipp had the ability to do that I would of abused this a long time ago. I tried to do it but could only get one jump (which made sense cuz his IAD took 2 of his jumps).
  3. Just to reiterate what he's saying, realize there is a timer in guilty gear. Also realize that if pot has less life then you it FORCES him to take the offensive (punish his ..rushdown? least whatever offense he tries). Good zoning is really key for this fight, and remember 6p beats his jump in HS. Remember that if you ground throw you can do a normal combo if you hit chipps 5s© on the first frame that chipp can actually stick out a move which can make for a nice BnB combo (or just leaf throw or grab him again). Also remember that if he likes slide head, alpha that on reaction if possible. Meaty moves are great vs pots that love to back dash (meaty j.hs's/gammas too). Ne ways random 2 cents, ill prolly post more about this later. Frc teles are a nice way to start a combo as well.
  4. Chipp in AC realllly needs to fight for his wins. Knowing the character matchup better then your opponent can go a long way into understanding and predicting what his options are from wakeup etc. I just think (esp now in ac since everyone seems to do retarded dmg to chipp) some things that you HAVE to know to face your match up to have any chance of winning. I just think it would be helpful to have a thread that just talks about Chipps matchups (which I seem to remember we had before don't see it now). Ne ways just a thought .. better then nothing . Ill think about it more tomm.
  5. For axl.. If I rem correctly you dont necessarily have to dash for the hs to connect. From what I recall even if you just did the hs it would hit at the last possible second and still count as a combo...need to test that though. But if it does connect then you just hop up and cont the combo
  6. I am getting so annoyed at people ducking under my frc tele mixups (using 5s as my drop down after the frc). My only solutions that I have come up with so far are 1. (havent tested...will vry soon) use punch or kick as my drop down after the frc instead of the 5s, and 2. tele after a 2d mid-pressure cuz most people think that your pressure is done/can get away from after a 2d. If someone can tell me how I could link the drop down 5s after frc tele on say crouching zappa or baiken plz do tell. My friends always fall for frc mixups wakeup and pressue and I want to use slash instead of (in air) 5d so I can actually combo into a kn that deals some dmg from a frc.
  7. Quick question about one of the char specific kn combos Baiken midscreen, 0%, 15 hits, 164 dam, knockdown (hard) d.s©,6p,s©,2d,236s,236k,p,j.p,j.p,j.k[2],delay j.k[2],j.D,236p Explain how much of a delay are we talking here, cuz I always only get the one hit from the 2nd air kick and she recovers and when I try to delay I take too long.
  8. Awesome vid. Def nice to see a huuge complication like that in one vid. Was liking some of the ky stuff. Recommend this to anyone who wants to understand chipp wakeup.
  9. I cant remember if we proved / disproved this but does doing chipps fb midscreen crossup? I remembered kasou talking about how it looked like they messed up their dp's on wakeup leaf throw after fb or something. I was trying to do it but it didn't seem like they were crossed.
  10. In pinches I like doing 5S©, JI, 6k, RC air-dash HS blah blah 2d. Really messes with people.
  11. ^^ that happened the first time I played him in an earlier tourney.
  12. Details eh kasou? Well I've been in several tournaments around NC so I know who the big people are that I could def have trouble in beating. When I got over to the tourney I noticed that the only person I felt like I would have trouble with was the pot player. Everyone else I basically already played / watched me play and I could tell no one understood how to defend vs Chipp. Sooo I just played aggressively (within reason of course not running into DP's or anything too unsafe) but I made sure they were scared to move. Then in the tourney I just grabbed a lot worked pretty well xD. The pot player was playing a few different games and I just had to play him in winners finals in HnK and got beaten pretty badly. So my self esteem wasn't too high when they called me over to winners finals in Guilty gear. In the rounds I played him I really looked at how he played his pot. It was ok, but I found he doesn't understand leaf grab and he jump HS'ed a lot. I noticed that he doesn't bait hit pot busters as much as I took credit him to be doing so I DP'ed a lot if I felt like one was coming. Still lost just cuz I got caught off guard by the pot buster setups (which I planned to counter in the grand finals). Grand Finals I felt wayyy more confident, first round I completely obliterated him. Just kept my distance with my ninja stars / alpha blading if he tried to come over. Ran in, did my damage got back out. 6ped a lot more as well. All in all he put up one hell of a fight. I mean it was 2-2 both sets of 3 out of 5 (last match I won with a leaf grab... predicted pots 632146 HS super cuz he kept waking up with it, and leaf grabbed in corner, completely dodged the super and got him). Anyways gona get some sleep, ill talk more about it lata.
  13. So won my first GGXX tourney (yey). Lol I had to fight a pot player in grand finals (who had beaten me in winner finals) and play two sets of 3 out of 5. It came down to 6-4 me... but man it was really tough just because like 2 mess ups = done.
  14. I was pretty sure Chipp's j.s was unthrowable... I was talking about j.sing early during MY cross up/iad crossup pressure. Like blah blah 5hs iad j.s mixed into the normal cross air dust.
  15. Yea technical fault just cuz I was nervous, I usually never ... ever miss FDC's. Thanks for the critiques though, I will be sure to keep that in mind. The first fdc I missed I was supposed to hit j.HS early (so it only only hits one time and I could go low 2k) but I just didnt hit it cuz I wasnt thinking. But yea I get what you mean.
  16. wow nice info. I have a tounry vid up (although I was pretty nervous most of that day just because i have never been to a out of state tounry before) located here: http://www.tenkaigear.com/videos/KDX(Ax)%20Vs%20Garret(Ch)%20FRX.wmv Once I get back into my normal GGXX gathering Habits ill be sure to make blake videotape me way more. I could setup my digital camera and get some zappa vs chipp action going for you guys (even though we have played each other to DEATH). Just for some more critques. .....j.s lol man I cant believe I didnt think to do this -_-
  17. Yea that weekened of tourney expereince at FRX really helped me see my problems points immediatly. I was glad I could go and get used to the whole experience. Hopefully next time anyone plays me i'll actually feel confident in some higher level oki. Lol I duno why I didn't think to just j.s against ANYONE who was trying to airthrow me... so silly of me not to think of that . I am sure if kdx and silent got used to the Chipp matchup they would of put up one hell of a fight vs me.
  18. Nobody seems to be able to get my name right lolz, its Garrett with two t's. Just so you guys know I mean for the video.... heh thanks kobayashi xD
  19. heh yea I didnt understand the Chipp vs Jam matchup very well. It was great playing all of you guys edit** I decided to rewatch the samitto vids from game chariot. Ha I never noticed before but he gets air thrown a lot like I do . Also just a random observation, found at the end of this vid http://www.youtube.com/watch?v=NyjmbNVzfRo he did the wall push off and hit dust (hos blocked) but it crossed him up on the landing... just pointing this out cuz I haven't seen a TON of uses for this move yet other then FDCing it (if they are not completely in corner) or tossing a shuriken in the middle of it to play a mind game. Suppose you could just do it on wakeup too (duno about that though) if you were close to corner...or maybe just do nothing and grab him/2k/leafgrab when you land lolz since you could make it a crossup. Least that is all I know... anyone else think of anything worthwhile with it??
  20. Would they be crossed up as well after that combo kasou? I got to go to Final Round 10. Didnt do amazingly well or anything but I felt good about myself. Not saying I did horrible. But I know where I am having trouble with my Chipp and I leanred a Ton of character matchup strats. There my be an ^c vid blake took of me playing vs his HOS (I was just getting used to everything dont take much of that match too seriously beat him though xD). Besides that though I felt I did well in casuals. As for the tourny itself I lost to ultimate faust and robot for a 3 wins 2 loses record. I think that being my first out of state tourny gave me a nice case of butterflies and I forgot to do a lot of my normal wakeup games. Hopefully I will get used to tourny play in the future and do better. Might be a few vids of me floating around not sure I will let you guys know. What I noticed about my Chipp is 1 I need to stop people from jumping away from pressure ie 5HS. Annnd if I expect air throws vs crossup pressure I need to either a) his HS earlier or b) hit dust and hope for the CH or c) learn to hit kick to deter air throws (since the 2nd part should hit them if they decide to jump up). BTW FRC tele 2 frames is FTW omg if I had my stick I would hit them 100% for sure. Edit** I just checked what I placed, I tied for 25th out of 70 people. Not too shabby.
  21. then come to frx.....duh
  22. Hey Kensou, are you going to FRX in atlanta? Becuase there is like a 99.999% chance ill see you there on saturday if you are.
  23. How much time are you given after a force break to set a wake up? Do I have enough time to do something like dash 2k(they don't tech) 22HS? Heh, good times with that set up. Esp since you can FDC after the tele for further confusion on which side you are going to land on (since they are crossed up to begin with). We definitely need to exploit this with more complicated wakeup traps for free dmg .
  24. if millia players can remember character specific combos.. I think we can remember some wakeuptimes
  25. *edit that was in responce to Hatred Edge's question btw..........uh 2d, frc dust tele? I mean frc dust tele is just money anywhere you put it. MOst people think pressure is over after a blocked 2d ne ways. also 5s© -->far slash hits sol too from gamma blade... least in xxslash it does. In response to Chipp as a whole in AC. From what Kensou has told me about chipp it seems like his normal stuff just isnt working out like it normally does (ie like his sweep rekka w/e combo air dust is techable etc). OK, its TOTALLY understandable to why anyone would be angry at this. But I believe that once we get this on a ps2 or something we are going to find some new stuff with chipp. It's too early to count chipp out of this one. I def think that the new game of Chipp will involve FRC's more heavily. Basically now Chipp needs to get flashy with mixups. Hit those FRC teles like 100%. There's my 2 cents ne ways.
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