Kasou
Moderators-
Posts
209 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Kasou
-
do anything into gammablade. Extremely safe and broken. Gives retarded frame advantage. Back in the X days, you could do hs, gamma blade, wait, s©, hs, iad combo. Pretty hot stuff. Maybe it's possible to do it in this version...hm. Anyway ex chipp to me is insanely broken with his ability to combo into gamma blade xD
-
hahahahahaha, i just don't want to give chipp players a fake hope that it's easy to win a pot matchup, coz it is damn hard, and so easy to die. Oh another thing, i wanted to say about 5k. I dun use 5k against pot, because as a frame trap punisher (after a blocked 236s or S©) pot can just pot buster you anyway. I dun play frame traps against pot, way too risky.
-
I dun have much experience against professional pots but here are some basic hints that will help against your intermediate ones: 1. You are free to do anything for okizeme except for when they can do an overdrive. 2. Against tick throw setups, you can always use alpha blade instead of beta blade, just in case they may want to do the heat/pbuster mix up (though backdash is technically your safest bet) 3. be patient and let pot come to you. Chances are, mediocre pots would always just, and your 6p can beat out j.s and j.hs quite easily. If you're feeling good, you can always dp. 4. dun always air dash backwards right after you do a block string. Chances are, they'll only do a single hs poke, or jump at you. If the latter, you get a chance to counter with 6p, 6hs for decent damage. 5. depending on how good your opponent is, simple crossover double/triple jumps can cause a hell of a lot of confusion against average pot players. Not really an awesome tactic, but definately worth doing against mediocre players.
-
The alpha blade RC thing is very normal. You must have accidentally jump installed it by accident by either (doing the motion 2369p, or you started with a jump attack which caused the combo to have AUTOMATIC jump install). I know it sucks, but that's the way the cookie crumbles. As for key binds, i heard in EVO it was allowed, but in other tournaments it isn't. Personally I say get/build a stick. It'll be fun to build your own stick ^^ (not that i have xD)
-
Hahahaha, Yea this is where the chipp players gather (not that there are many) to just whinge, whine and just share experiences. So yea, you came to the right place. Fresh meat player? Nice. Your combo isn't too bad. I mean my bro's best combo back then was just dash in deep 2pxn, 2d, OTG gamma. And he still beasted my newbie ass. Oh let's not forget he loved to use his stupid 632146hs overdrive as an anti air(the overdrive that chipp flys everywhere. like, ULTIMATE SPIDER style). He was like GOD-LIKE! when i didn't know how to FD. SIgh, memories. Your buddy rage quit xD. Lolz. I hope he comes back for more and hopefully he farmed up or something. Coz if he doesn't wanna play you anymore, it's just that coz he has no competitive spirit. Now if he's your ONLY competition, i suggest not improving too fast xD. But that's just me. But yea, since you live next to kensou, you dun have to care about your buddy, and just maybe tag along with kensou to some tournies or something. Yea, try to summon kensou or lil majin for some help, especially since some of the most important threads have been deleted, and it's a bitch to rewrite it all. But dun worry, im writing as we speak ><. SIgh-age.
-
to put it simply, it just makes his mixups/teleports a littl' bit harder to see. it's useful, but then most probably you would be missing an fdc okizeme oppurtunity in order to do invisibility.
-
can we change the title of all the stupid/silly questions thread into "general questions" thread. I think it'll make the forums look a bit more friendly to newcomers ^^" (i personally would love to keep those names but yea)
-
hahaha, we did have a thread on matchups. THanks for that, but currently we have three very important threads missing. THey literally disappeared on us. They are: matchups, how to play chipp, and pressure. I wonder if anyone saved the stuff or something >< sigh. Me and ATG are quite unhappy, and we still haven't heard any responses from the admin about our lost threads. But yes i think we should start a new AC matchup thread regardless. I think posts should be something like: general matchup info (chances of winning, is it easy or hard?), brief list of things you should be careful of, brief list of things you should abuse and do to ensure a possible win (pokes and specials), indepth counter guide (against specific pressure, particular moves, e.t.c), specific combos, and possibly pressure against the character.
-
i've posted a thread named "Guilty gear basics 101: your training guide" in both foundation and guilty gear centre. I have stickied them both. Hopefully it should attract all newbs attention and they'll read it. Anyway hope that helps, and if you don't think it does, maybe we have to move stuff around? i dunno. Oh yea, if you think my writing sucks, feel free to edit what i wrote....
-
I decided to create this thread because it seems that a lot of newbies are lost in the forum and needs a bit of a tour guide. Anywayz....... Welcome to Dustloop forums!! A professional forum dedicated to guilty gear. This is a professional place where you will find a library of information to help you up your game and assist you to become a dominator in the series. However, if you want some general light hearted discussion about the series, we'll be happy to have fun conversations in gamefaqs. So come here if you want to improve, read and discuss about strategies, or meet us up at gamefaqs to have a laugh. Now if you're new to guilty gear and dustloop please go to this thread first: http://dustloop.com/forums/showthread.php?t=372 Once you have read and understood the above thread, you should go to your character's dedicated forum. All character forums will teach you from the ground up. I highly suggest that you read everything in your character's forum before starting any new threads or requesting any more information. If you really can't help yourself, please ask your question in the related threads, or in your character's general questions thread. As a professional forum, we want all our information to be clear and concise, so we would really appreciate it if redundant threads are kept to a minimum so that good and detailed information can be found by everyone. Finally if you believe that your character forum isn't up to scratch, or that something is missing, or that the beginners guide is still complex for you, i hope you write in the suggestions/feedback forum. When you write in there, please be very specific and constructive. Write politely, and write about what is missing, and specifically how you want it fixed. Be as specific and precise as possible. All help to make the forum better and more accessible is appreciated. And yea, enjoy your stay at dustloop, your best source of information to guilty gear.
-
I decided to create this thread because it seems that a lot of newbies are lost in the forum and needs a bit of a tour guide. Anywayz....... Welcome to Dustloop forums!! A professional forum dedicated to guilty gear. This is a professional place where you will find a library of information to help you up your game and assist you to become a dominator in the series. However, if you want some general light hearted discussion about the series, we'll be happy to have fun conversations in gamefaqs. So come here if you want to improve, read and discuss about strategies, or meet us up at gamefaqs to have a laugh. Now if you're new to guilty gear and dustloop please go to this thread first: http://dustloop.com/forums/showthread.php?t=372 Once you have read and understood the above thread, you should go to your character's dedicated forum. All character forums will teach you from the ground up. I highly suggest that you read everything in your character's forum before starting any new threads or requesting any more information. If you really can't help yourself, please ask your question in the related threads, or in your character's general questions thread. As a professional forum, we want all our information to be clear and concise, so we would really appreciate it if redundant threads are kept to a minimum so that good and detailed information can be found by everyone. Finally if you believe that your character forum isn't up to scratch, or that something is missing, or that the beginners guide is still complex for you, i hope you write in the suggestions/feedback forum. When you write in there, please be very specific and constructive. Write politely, and write about what is missing, and specifically how you want it fixed. Be as specific and precise as possible. All help to make the forum better and more accessible is appreciated. And yea, enjoy your stay at dustloop, your best source of information to guilty gear.
-
I decided to put up this thread to see what people think about the info here in the chipp forums, and to see if there are anything missing that you guys wanted. So yeah, any feedback is appreciated, though constructive feedback and suggestions would be the best. ^-^ thanx guys.
-
THe command is: On the wall, back(direction of the wall) then forward. Can use it after an air dash, super jump, or a double jump. If you only did one jump, you can wall jump, then air dash. Hope that helped xD
-
i really think we need the classic "old site" back up and make it the main page of dustloop.com For those who don't know about the classic old site, it was the GGXX website with character move lists, frame data, combos, and the best ever written general strategies guide which explained, FD, teching, IB, gatling combos, bursts, clashing and the like. does anyone know which site im talking about? And what do you guys think?
-
updated first post. Please post other useful info about pokes that i may have missed ^^" Or correctanything that i may have said..... thankyou
-
realli? Would this work? --> Blocked j.hs (two hit), d.s© [yes i know it isn't VV safe], 6k (hit on crouching), RC, j.p, s©, 2s, 5hs, iaa, air combo. DOes that work? if it does how much damage does it do?
-
well as of right now, no links work since they took all the vids offline. ^^" betta luck next time
-
Hey sup pplz. Soz that i haven't been posting here for ages. But yes, i cleaned up the Chipp forum quite a bit, and stuck in an OFFICIAL chipp general questions thread, and ALSO, a general conventions/terminology and basics thread for our new young jedi's and shinigami's. So hope those would help you guys........ AND KEEP THE REDUNDANCY TO A MINIMAL!!! ARRRRRRGGGGGHHHHHHHH...... me HATE NOOBS >o<. nah just joking. HAHAHAHAHA, but yea, i hope the new threads help, and i really hope people do use them. Um, as for me and guilty gear, i guess since my jap friend left, and my singapore buddy is never around anymore, im competitionless, so i haven't been playing at all for 6 months. hence, the littl' posting. Im not sure if im going to HK end of this year, if not, it'll possibly be like 2 years of no GGXX. However, on a brighter note i might go to japan at the end of this year, so i might level up, AND, i might get a new pc, so at least i can play reload online. Though possibly with none of you, but that's okay. Anywayz, if any of you suddenly come to brisbane, be sure to pm me..... ^^ anywayz, that's enough from me. Take care pplz ^-^
-
This thread is made for all the general and simple questions. So instead of posting questions which may be irrelevant in other threads, please post here so that it makes all the threads relevant to their intended topics, and makes it easier for everyone to read. Thanx for the cooperation.
-
Official Chipp Basics and Conventions/Terminology Thread
Kasou replied to Kasou's topic in Chipp Zanuff
Below are the Chipp basics contributed by G.Tactics, Shin Masta, ATG, and the rest of the Chipp community. FD brake (Faultless Defence brake) A very simple skill that you most probably already know after playing Chipp for about 2 seconds but for completions sake it will be written here. As you will know, Chipp has a high-speed dash, this lets you close in on the opponent very quickly, but if you hold back to block, it takes a split second to stop, so even if you see an attack coming such as Johnny’s super, you may still be hit as it needs a small activation time. The answer to this problem you ask? FD. If you do FD instead of normally block this will let you stop INSANTLY, thus blocking that super and letting you continue to pummel Johnny afterwards. An example Chipp vs Ky Ky loves to throw out Stun edge. Its one of his main offensive tools. Lets say you are running toward ky and hes shooting a stun edge at you. Now normally if you try to stop your run by pressing back right before the stun edge hit you, You would still get hit because of the frame disadvantage from stopping your run. But by using the FD break, You can stop right b4 the stun edge hits you and you can block safely. ---------------------------------------------- FDC (Faultless Defence Cancel) The FDC is a technique that is used to mix-up the opponent using a change in momentum to deceive the opponent so that you start to drop just over the opponent’s head and could land either side. This technique works very well on wake up and during pressure strings although around the corner it has limited uses. To perform the FDC you must dash across towards the opponent, jump then hit 2K, hold both, and very quickly after hit another button (much similar to the drumming technique you can use in SFIII series). What this will do is start the animation for the 2K for a split second and then you will flash green as you are activating the FD. This works best after a dash as when you jump the momentum carried by the run follows through into the air, you will rapidly slow down after executing the FDC allowing you to land on either side instead of sailing straight over the opponent and to the other side of the screen, thus creating the mix-up. One extra titbit of information, only use S or HS in your basic single cross up FDCs, once they become more advanced you may feel more comfortable using other moves. This is VERY important to chipps mix up game. Using this tactic will create a 50/50 guessing game on your opponents wake up. Which side your going to hit them on. Even if they do happen to block the correct way, You can continue your pressure from there. Example. Chipp vs Dizzy Lets say chipp hits dizzy with a random BnB combo that knocks down. For the sake of arguement we will use 2k-c.s-6p-2d. You knock them down with this combo. As soon as you knock them down. You run up and jump. Now when you jump you want to positiion yourself to be right above Dizzy. Now here is the tricky part. Holding 3 (or 1 pending sides) and pressing K and pressing HS should force you to stop right in the middle of the air and fall straight down. This is where you apply the mix up. By using HS or S, You are forcing your opponent to guess which side you are going to land on. If you hit them, You can hit them with another combo. If they block, You should be at enough of a frame advantage that you can create a mix up pattern or throw. --------------------------------------------------- iAA (instant Air Alpha) The iAA is a rarely used skill but is useful all the same. If any one here remembers old skool tiger knee, put your hands up? As I thought, quite a few of you. It’s really the same sort of thing but you need to be a bit more precise with the timing. What occurs when you do a normal alpha blade is that Chipp passes through the opponent and has a long recovery period over the other side where it is possible to input the alpha+. All of this however is quite risky from range and will frequently get you your head kicked in. To avoid the pain and punishment Chipp can iAA, this requires you to do a tiger knee alpha blade (2369P instead of 236P), and as you have performed a slight jump before the alpha blade, you execute the aerial version that has a MUCH shorter recover period. This lets you alpha blade from a distance with greater safety. Also it gives the iAA some very nice combo ability when distanced correctly. A 6HS combos into an iAA and due to the distancing and the shorter recovery period it is possible to 6P, 2HS, HS teleport after for a large amount of damage (for Chipp that is). ------------------------------------------------------------ JI (Jump Install) JI is a technique that is used to extend combos or to use as a cross up creator as well as rarely an evasive tool. Most importantly JI lets Chipp have more options after an air teleport.There are three types of jump install. Regular, natural/automatic and neutreul 1) The regular jump install: To jump install you need to press up right when you attack the opponent with a move that is JC-able (jump cancelable). These moves are P, 6P, (f)S and HS. Since most JI combos will have you using 2HS as the launcher, P, 6P and (f)S will be the most commonly used moves to jump install. Here's an example: 5p, 8, 2hs, 22hs..... Most important bit is you pressed UP, at the same time or AFTER the JC0able move, and then cancel the up motion (8) with another normal. I.e 2hs. If you press 8 early, and on a move that is not jump cacellable, well it just won't work. Hope that helps. 2) Natural Single Jump JI Now on the moment you land from a single jump, quickly do H/D teleport. If done correctly you can jump and air dash afterwards. Best use is when you do a single jump air grab in the corner. THen do hs, teleport, air dash forward for cross over. 3) Neutreul JI This is when you're in a neutreul position. and you input 228hs/d. This way you only get the abilities of air dash and nothing else. You can use this too (228hs/d) when doing a JC-able move like 5hs. IE, s,s, hs, 228hs... and you'll be able to air dash after that but not double/triple jump. Other uses: 236S, 236K extension has a FRC point that leaves you in the air, thus if you previously jump installed, you could mix up with air dash or additional jumps. There are more possibilities with this skill but it is best to experiment with it yourself. Jump Installing is VERY important for chipp and many of his long combos. Granted there are many other ways of getting damage but with chipp its best to use all that he has. Because Chipp isnt a character who has a long life span lol. He takes damage rather bad. So using all the tricks that Chipp has is always worth it. Another Example of JI: Chipp vs Sol Lets say I use a knock down combo with chipp. 2k-c.s-6p-2d xx hs/D teleport AD Now normally if you did a teleport after the sweep you wouldnt get the air dash because the air dash isnt normally allowed. But with Jump installing you can Air dash after the teleport. The notation would be 2k-(8)c.s-6p-2d xx hs/D teleport AD You see the "()" thats where you insert the command for the jump. When jump installing, you want to do the command as fast as possible so that you dont make your character jump while your trying to JI. --------------------------------------------------- -
Guess our beautiful discussion (which killed an hour of my study time) was not in vain. HAHAHAAHAHA. Good work man, keep it up ^-^ (and my exam is in two hours) Technically speaking though, isn't there a way where you can line up just maybe three balls? instead of all of them? Have the top ball, middle ball, and maybe a low ball (maybe even two is enough. One to stop them jumping, one to stop them dashing). Shrug. That way the set up should be pretty easy, quick AND!!! you can fuck them up in the corner. Just a possibility. I dun have AC, nor slash, so again just possibilities for you to test bro.
-
How much time we got to set up okizeme after the knock downs? What options we got?
-
no no no nono.... im saying -.- um, you get to hit confirm with s©, 6p, s© then you can do 2d or 5hs depending on crouch or standing xD lolz... i think it's betta than 2k, s© as the hit confirm..
-
question.... can't we dash in after j.h and do 5s, 6p, 5s? Coz i thought IAA will hit even from far away now? right?