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Kasou

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Everything posted by Kasou

  1. well if you frc IAA you are meant to be flying. So what you do instead is you gotta be jumping, and sort of comming down. Then you do air alpha frc, then you'll plummet to the ground and.. BE AWESOME!!! (anyway i did hear you could combo plain IAA after 5hs on crouching coz it's insanely fast. And then you should be able to follow up air combo after landing (no frcs) xD but im not sure if it realli works or not)
  2. Well becoz i didn't have time to test in HK since the competition was huge, i stuck with the usual, something into 2d, rekka, dash 5p, 5p, air combo into air dust. Usually it would knock down.. sometimes it doesn't, but that's okay. I never did much air alpha frc in combos coz i couldn't risk my money ^^" BUt i sure did heaps of air alpha frc to run away or to get in (it is god tier i swear). If my characters were standing or if they were heavy i would somehow get the FB going coz it's hot and you get this awesome feeling landing it. SHrug. I think knock down is great, but not knocking down has its uses as well. So yea, someone should go for max out damage combos instead of just knock down (DO IT for the team G.TACTICS!! lol). ANd god i hate it when i dun have the game and i wanna contribute -.- Anyway Im not sure if someone did it yet, but how about a long string to 5hs and iaa on someone who is crouching?
  3. !!youtube.com/watch?v=HztBBTBrH6k!! fucks sake. CHIPP OWNS!!!! this is what im talking about in higher play. YOU DON"T GET HIT. You use SIMPLE jump in tactics. You stay cool and let the opponent come to you. ANd you spam 5k at the right distance. Honestly there was nothing SPECIAL about his play. No fancy FDC setups and OTG or tech traps. Just a nice balance between offense + defense and staying safe. ARGH!!!!! beautiful!!!! hurrah for chipp
  4. !!youtube.com/watch?v=HztBBTBrH6k!! fucks sake. CHIPP OWNS!!!! this is what im talking about in higher play. YOU DON"T GET HIT. You use SIMPLE jump in tactics. You stay cool and let the opponent come to you. ANd you spam 5k at the right distance. Honestly there was nothing SPECIAL about his play. No fancy FDC setups and OTG or tech traps. Just a nice balance between offense + defense and staying safe. ARGH!!!!! beautiful!!!! hurrah for chipp
  5. you did well. GOT ANY VIDS!!! Im a groupie of my own group of chipp players. KEKEEKEKEKEKE, maybe i'll find you again by randoming on youtube HAHAAHAHAHAHAHA but yea, gd luck next year. Care to give us a break down of the matches? (and as to why you may have lost? im a failing sports psychologists, but HEY. i can still improve performance xD) edit: to ATG: You beat me to the bug thread. Realli nice. I was going, WHY ARE THERE SO MANY RANDOM BUG THREADS!!!!! but yea... nicely done with the list thing^-^
  6. I agree with teyah, not all flashy difficult combos should be linked to the first post. Most important is get the basics down first ^^ so dun worry (keep the ideas flowing IP. Oh and do some combo vids xD kekekekekek). But in other news i thought IP's jam throw combo is pretty nice, but since i dun have AC i have no way of knowing exactly how much damage it does or anything. I only thought starting air combos with j.hs lands you more damage, but overall please check out damage for it's tension use, and for it's knockdown (it's important to be objective about a combo's usefulness) On jam: Throw, 5s, 2hs, j.hs, ADC, j.d, ADC j.s, j.hs, land, j.k, j.d, ADC j.hs, s pin, ADC j.hs, j.236d, 6hs edit*: i think all combos should have a brief note on damage, and easiness on timing, or even if it's for flash or for effectiveness. That way, it'll be easier for mods to know which to put into bread n butter, and which would end up in the "WAYS TO BE A HAWT MILLIA" post with fancy combos... ^_^ just an idea
  7. fuck yea kensou. Good luck man. Do us chipp players proud hahahahahaaha. Show the japs how to use chipp kakakakaka
  8. hm, this is what i think the structure should look like (please reject if you don't like it, but let's all try to be objective): bread n butter (give them ALL the essentials) 1 -4) the typical stuff we already have 5) typical s© stuff to 2d, rekka/s, air combo (dun be too specific about the air combo) 6) typical s© stuff to 2d, rekka/s, to FB (add a simple pointer on light vs heavy character) 7) typical counter hit 6k/j.d combo with FB 8) typical counter hit 6k/j.d combo with air combo (again dun be too specific on the air combo bit) 9) typical dust combo 10) typical impossible dust combo How to air combo with chipp: a brief guide and tips as to what leads to the most damage in air combos, and positioning of the j.k(2hits) Ending air combos with air alpha frc: so a quick explanation of its advantages/disadvantages and some quick pointers on how to land it, and what to follow up with (ie a bit of positioning info and a brief example/s on what to followup with; possibly have stuff like: near ground, high up in the air, if jump installed....) Ending combo with force break: just a quick explanation on its advantages and disadvantages... After those essential info, i think we should go into the detailed combos (for the hardcore pplz). Structured to something like this: Advanced combos: Sol: -----50 percent tension max damage combo: -----25 percent tension max damage combo: -----tensionless max damage combo: Next characters.... End section Counter hit 6k/j.d section Sol ---- 50% (if applicable) max damage combo (maybe 50 percent is not worth it, i dunno) ---- 25% (if applicable) max damage combo ---- tensionless max damage combo Other characters End section Then we go into the fancy combos sections: And then we seperate it into different sections. tensionless iaa combos (5hs on crouch, iaa?), frc alpha blade, Force break, leaf throw frc, shuriken combos. SHrug. Im not sure about the details of each. Maybe a guide about light and heavy weight would be enough, but then maybe character specific? im not sure. Anyway, the reason i believe this layout is important is that it shows the most important things straight away and they don't have to go through a huge pile of stuff and memorize each and every single combo against each character. They get pointers on how the combos sorta work, and so they can freestyle according to the situation and feel, and not be limited to the combos we have posted. If there's only one thing i want, it's the first section where the important stuff is all there with the explanations ^-^
  9. nice. I find IAD j.p realli hard to hit, need to train on that. Oh, and do this for the team ^-^ May you please test how much damage you may get from FLOOR slide, 5k, 5hs, FB? That was my bread n butter in the arcade. *edit: and about the new stickied thread, i think it would be good to open a new thread. Or at least have the first two or three posts constantly updated with new useful info. All other posts can be used for discussion, and possibly deleted once it appears in the first three posts (as long as the discussion of that combo has ended). Shrug blah, doesn't realli matter. Most important is still the first few posts must be useful and lists all the useful combos. Sorry for the repetitiveness of my sentences ^^" double edit*: as for structure, i think we could go with the last chipp combo thread? So stick to having combos for gamma blade, counter hit 6k/j.d, teleport combos, bread n butter tensionless, and tension combos. For each section have a MAX damage combo (for each situation), and most effective easiest to land combo, does respectable damage, and hopefully gives either knockdown or a good position (ie, dun end with beta blade. xD or maybe that's just me). Then after all that wwe could have a dedicated section for VARIETY combos. That's a maybe....... ^^"
  10. dash j.k in corner becoz it's fast, has two hits just in case the opponent jumps late, is jc-able, and j.k x30 is awesome combo. ^-^ But ultimately, i use it coz it works xD hahahaha as i posted in the pokes section, 5k, after 6k is GOD tier. Additionally, usually frame data is good, but it's best to test everything out in practice mode due to HIT BOXES and crap like that.
  11. Gtactics, i think somewhere inside you, you understand that there is no easy solution against someone jumping out of pressure (outside of the corner). To be honest you should play it patient, and force them to the corner. Maye stand there and wait for them to double jump their way back to your beautiful 6p, 6hs. Deliberately spam a whiff 6hs, and then counter their jump in with a counter hit beta blade. But honestly, play it slow when they escape. The quicker you are, the more easy it is for you to fall into a SET pattern, and allow them more chances to counter you. It's obviously better for you to react than to attack in those situations. Force them into the corner, then spam stuff like dash, j.k and then double jump if you wiff, e.t.c. Or if they're order sol or aba or someone with a slow and low jump, start spamming 6hs in the corner. (okay dun spam spam, but you know what i mean). Attack when ya gotta attack. Defend when ya gotta defend. Counter when ya gotta counter. Chasing someone is a shitty risk/reward for chipp so cut it out man. Though, slow multiple jump forwards for a crossover are usually a simple way to chase and is hard to punish. But still reacting is still a betta choice...
  12. ok let's get this right. WHen you say jump install you mean "super jump". And when you say super jump you mean jump install. xD conventions. Super jump = you press down then up JI = you tap up during a JC-able move so you get an extra jump when you super jump.... lolz confused man
  13. -.- after discussing with IP about why he thinks normal jump is the awesome, he explains: 1) FUCKIN" OATH KASOU. Normal jump relaunch combo is the BOMB BITCHES. Brings you to the corner, and you can choose between pin or pinless versions for the fuckin' win. 2) easier execution on the keyboard and pad. NOne of this bullshit 2,9 business on the keyboard. which in reality is most likely going to create keyboard lag. 3) Same friggin damage, and wall carry for easier execution. FUCK YEA. yea. I was really struck to know that he did the normal jump relaunch combo after a throw. Maybe it's just me, but if that's the case, then since it does wall carry pretty damn well, it's a matter of preference and execution ease i guess (between super jump combo and just normal jump) maybe you discussed it before, but how do you do the normal jump relaunch combo?
  14. hahaha, thanx kensou glad you liked it ^-^ random note: if you sticked a poke out and it whiffed, and your opponent jumped, sometimes it's best to block instead of 6p their jump attack. ^^"
  15. oh i know what you mean my emoticon friend ^-^ hahahaha. I was saying as *drumroll* a TACTIC!!!! like the early stages of a round.... ANd c'mon we all know noob slayers love to D-step here and there. What betta than hitting an easy gold burst xD
  16. are you neutreul? DO YOU SEE A DANDY? dash in GOLD BURST FTW! At least i think you'll get a free throw, or punish or something ^^" And another thing. Um, 6hs dandy step pressure being the exception, anything else you can just FD 1 frame jump out when you see slayer sway backwards for a dandystep.
  17. at least chipp's close game is still there im happy. i was so scared that ex mappa can rape our close game. And yea, due to his new short air dash, gamma is a tad scary, especially when we have a strong close game, which would encourage him to get in to the air. Maybe in that situation we could pluck in a 6hs. But then that's REALLY risk, but hell sometimes you gotta do some cool pokes LOLZ. Oh one wmore thing. Is there invincibility on crossup dandy?
  18. after some heavy testing in reload i found a few interesting things (okay not that heavy but still). a) Yes if the opponent is in neutreul (does nothing), jumping in is a bad mistake, they can punish you, crossup or not. b) to minimize the chances of getting punished badly the way to beat 5p is to do crossover j.hs relatively EARLIER. On crossup, if they want to 5p, you would hit the top of their head FIRST b4 their 5p connects you. Remembering that you might even get an air alpha frc after that hit. However if they chose to do 2s, well it does take TIMING for slayer to do it right, you would get PWNED. As for BDC air throw. Blah, if they do it early, you could always see it, and rejump. If not too bad. Betta than getting air comboed though. c) HOWEVER if you jumped and they were doing something (ie poking with 5k/2k after a blocked rekka) THEY WOULD LOSE due to extra recovery time (BDC included). Again though this is from a single jump, that crosses the opponent over. WHat this means is that, if you do rekka pressure and s© pressure and make them start fidgeting, you've just landed your perfect chance of coming in from the air ^^"
  19. why don't we beta blade? i usually beta blade slayer's air game. And im not sure if it's just that im lucky, but i usually do go in from the air. Like for example after a blocked rekka, i might jump and cross him over with j.hs, or double jump depending on distance. For some reason they always have trouble against it. Now most probably i haven't met a great slayer yet, but that's how i've been earning my wins. Stay close (5k, and s© is still win), put in gamma here and there. Use alpha blade to destroy dandy attempts. And when im a bit further away (after a blocked 2d, rekka), just jump naturally towards the opponent, and cross them up. Also i usually just jump naturally towards them after a non IB-ed mappa. Or i may dash a tiny bit then alpha blade, just in case they might wanna be gay and dandy step punish my whiffed poke.
  20. spell check? NO!!!!! to hell wif that man! >< it'll suck if i can't make short abbreveations n' stuff like dat. And c'mon, im sure you can figure out what they're trying to say if it's just spelling error. If we need ne'thing it'll be grammar checker, but grammar checkers have sucked since day one. Shrug...... no no no no no spell checker -.-
  21. Hahahaha, that's exactly like the tournament i had last year. I knew there was only one threat, a POTEMKIN player. Well actually, he picked potemkin coz he knew it was a good anti matchup against chipp, and that i didn't have that much POT experience (since im stuck in australia). But yea, unlike you, i got read, and i ATE the super a few times. So yea. I lost the finals to his pot. THen got back into the grand finals. Beat him in one set. ANd lost the 2nd set. So that was it. -.- sigh.
  22. HEY everyone. Um, i was wondering (after some discussion in the hidden sectors of the staff forum). Have i been very authoritative so to speak? 0.o Or does anyone feel that they are not well respected or anything? Becoz um, i personally don't think me, or the other moderators are the be all and end all of top level gaming, and that only our views are important. Personally i want to use this chance to remind those who have contributed that they are very important, and that their information plays a key role in the forum (at least the chipp forum) and all i do is compile the information(or lack thereof at times xD hahaha) and sometimes add my own thoughts (which has exactly the same weighting as all of you). Additionally i want to point out that apart from me, who really isn't that good, Kensou, Lil Majin, ATG, americanpsycho and a lot of other players in the chipp forums are great players as well. If some people actually do really care about the mod status, i am willing to pull out and swap (as long as admin agrees). Hell we all work together as a team anyway, our opinions all have the same weighting, so it doesn't really matter to me. It just means i don't have to clean up the mess. ^^ but yea...... Um, i also want to use this chance to remind ppl that.... THE POKING GUIDE HAS YET TO BE COMPLETED!!!! Let's all contribute, start testing and start posting. RAWR!!!!
  23. Hm, yes i agree with you that reload chipp is a bit dodgy. If it's really that laggy then yea, don't bother. But i think you can have the mentality that you're actually training your chipp skills by playing reload. 1) to be honest there isn't that much of a game breaking difference between reload chipp and his other versions, in fact, it would be great for you to get used to j.d not knocking down anymore. The only thing is that you will do less damage. 2) like personally, i find the most key to consistent winning is knowing how to minimize the chances of getting hit, and maximizing the chances of hitting. This whole concept involves the skills of knowing how to zone effectively, how and when to bait, to counter, to escape, to keep blocking, and how to mix up your attack strings effectively (throwing, dust, teleport 6k, FDC, OTG gamma). All of your basic essential tools that you use in slash/AC is also present in reload, so it is perfect for your training and is transferrable to AC and Slash. So i personally recommend you to try netplay if it doesn't lagg. You will surely benefit from it. 3) don't worry if you lose. You can always fall back on chipp is lowest tier in reload!!! MWAHAHAHAHAAHAHAHAHAHAHA But yea, i wish i could play online >< If you are good in reload, you will be god in slash/AC ^-^
  24. how's your online play going then? doesn't that help? *edit: to aya: plz post your reply in the blog thread ^^"
  25. hahahaha, nice matches. You totally owned your friend or whoever. You trashed him around so badly ^^" man, your friend realli doesn't know what to do against chipp. ^^" Hell, i thought OS's 2s should have beaten many of your stuff after REKKA. And if he was patient, he could have easily blocked all of your strings, and waited for you to do your j.hs, where he can IB the 2nd hit and DP his way out; alternatively he could have just jumped on reaction to your gamma blade. Or just jump out of the corner/bait your air throw by doing VV when you might air throw. I guess your opponent didn't know his pokes and fidgeted WAAAAY too much. ^^ overall, if i must force an advice is: a) be careful with your OTG into air teleport; b) get a betta opponent because your levels are too far apart xD
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