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Kasou

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Everything posted by Kasou

  1. Well get ready for the worst match up possible against sol now. Worse than reload and XX since he can do his stupid upgraded-in-damage-sidewinder loop from nearly anywhere with VV doing still quite a chunk of damage. Anyway, you don't backdash against sol. You just be patient against his block string. IF he's far away, you can teleport out if he cancels into any special. If he's close up, there might be a bit of an issue (test if you can jump out of 2d gunflame), so i advise a bit of FD if needed. And i repeat, his J.hs is definately BEATABLE. I advise you to be more DP happy than 6p happy against jump attacks, and especially about his bandit bringer. Seriously don't consider back dashing. If you suspect some IAD after 5hs, just duck under it and throw. You should test out if you can teleport out after a blocked 5hs and he does IAD j.s, j.hs. Hope that sorta helps
  2. just wondering, what do you think is chipps core game play? might as well share your thoughts ^0^. anyway here's my newest constructive thoughts on playing as chipp: 1) play it slow when both of you and the opponent are at a neutreul state. (no block stun, good distance away from each other's pokes). Seriously, getting ahead of yourself is not a good idea. Check out the vids of samitto and you'll see what i mean. THey never really get a head of themselves, instead, if you look closer, he's just a jumping turtling ninja when he and the opponent is in a "NEUTREUL" state. Even teleports can easily be read in this "NEUTREUL" state (D/H/K versions). 2) Play it safe. There are two things here. FIRST: I mean to be honest, you know in this game there are certain combos that work on some characters and some that don't. THe worst thing is sometimes you INSIST in dialing up a specific combo even when it didn't either knock down or hit the last time you tried (ie SOL). Stop it, try it once, it doesn't work. FINE, dun do it again. Two examples here: you do some combo into the air, you hope for a j.d knock down, j.d doesn't knock down, you hope to counter the opponent with some dash punches or air throw but... it doesn't work. THEN YOU SHOULD STOP. Hit the j.d and just wait it out. they tech they tech, wait for their double jump from a safe distance away and then just NAIL THEM. i mean c'mon EVERYONE DOUBLE JUMPS after a tech nearly. 2nd example: you do a combo into 236s, 236k, you try to hit with 5hs. It misses they tech. WELL STOP. Do something else. Do, 2d, 236s, dash 5p. Now the second thing: dun risk your advantage for minor damage. Like for example, you do a DP in the corner, they get hit, they tech. Now let me tell you this, you either go for an air throw or you should just wait it out and dun risk a whiffed 6p or what not. LIke seriously. Same with after a long ass air combo. DUn ever END WITH a DP. i just think it's too risky. Even when you don't end with a DP, after a triple jump air combo that has them high in the air, i suggest you should back off with your 6p's, especially in the corner. If you must you can try air throw or DP but otherwise, dun risk your advantage in these situations. 3) On wakeup, 8/10 cases just block for fucks sake. The ONE KEY thing you must block is the jump late air dash. I mean a LOT OF PPL fall for that shit. Everyone thinks that the opponent would land too close and you can reversal throw them. BUt hell that's where chipp dies usually. If they ever get hit by any of these late air dash combos, chipp usually DIES. and i mean it. Now im really strong about point 1, as for point 2 and 3, maybe im the only one that does those silly mistakes but oh wellz. If you guys find this useful, i'll post it up in one of the main chipp threads. EDIT: To stress on my first point here is a vid that describes the importance of point 1. Especially the last round where chipp gets owned by testament. THe chipp player is great especially when he's on the pressure or when it's not "NEUTREUL" state, nice teleports and all that hands down. But honestly, don't get ahead of yourself when the state is neutreul. youtube.com/watch?v=YM8s8n0FTYU&mode=related&search=
  3. oh fought an eddie today (two actually). I swear to god all it took was ONE loop of his completely broken shadown plus shadow gallery, one air throw tech and like a j.k and i was dead. Matches end in like 15 seconds if you're not lucky against ANYONE. Ky's loop mid screen takes a hella out of chipp. Other news, potemkin is broken as fuck. It's really hard to escape from that 6hs slide head stuff. Sometimes i have to IB, sometimes i dun. SOmetimes i miss the IB and i die. ANd then there's axl. His loops are farkin' powerful. He's really strong this time round, really deadly. Try not to get hit by his pokes in the air, or else you're in for his Forcebreak combos. ANd not only that, there's his completely broken air move which clashes with beta blade, and gives him frame advantage on block. What the fuck were they thinking? 0.o i totally agree with the forcebreak thing. I mean either have it allowed to be cancelled anywhere during the leaf throw, or just have it as a plain move with instant startup for anti airing would be good. Or at least make it hit on crouching. That's all i ask -.- SOme good news. The new corner dust combo is great for looks. Yea that's bout it. Oh there's one more thing i need to check out. AFter hitting the force break midscreen i think the opponent is crossovered. Maybe there's something we can do. HMMmmmm
  4. as far as i can see chipp is pretty damn bottom in this game (it feels anyway). I mean i had two new matchups today. Zappa and faust. One 6hs into something or rather by faust had me lose over 1/4 of my hp. One stupid shitty raoh combo by zappa (TENSIONLESS if i recall) had me lose 3/4. -.- the damage output in this game is too high. I mean it's fun and all,but tone the damage down will you? Note this could just be my arcade cabinet having set damage output to the extreme. BUt i doubt it. It just makes me wanna cry. ALso, wanna give special thanx again to kensou. I am gamma blading into just 5hs and ex move now. Works great, does pretty decent damage. ANd best thing, it is completely universal. YEA!! SCREW YOU SOL AND ZAPPA. Actually come to think of it. We can use the ex move as a fake out to bait out wake up throws in the corner. I mean it's so damn quick, and the next thing they know, you're on the ground and you've thrown them. I think that's a good "LAST RESORT" measure. We all know how important last resorts are for chipp. ^^
  5. hah! so it wasn't my imagination that it's retarded to fight against sol now. I had my guard gauge at neutreul and i nearly died after one combo last night. FRUSTRATION!!!! But yes, thanx for your 5hs tips against testament. It works extremely well against his 2hs and other pokes. Though his forward ex beast is pretty damn quick now. But if you jump, you eat them for free. Ah, talk about shitty slide animation. You dash over with an s(f) and it whiffs. THen they wake up and punish you while you're still in recovery animation. Man, i nearly beat Hong Kong's best sol last night but then he totally killed me after that wiff >o< (sob sob). The only good thing about the ex move is it has pretty damn quick recovery. Otherwise it's a pretty shitty move. You can't use it to anti air, or anything. It's just like, "RANDOM!" and if it hits, it hits. Oh wellz... i'll try out the setups you posted for it. So at least if you hit with gamma you can basically guarantee a hit with the ex move right? that sounds pretty decent if it's true. Actually now that i think of it. Maybe we can do something like air throw. Time it right and abuse the "CROSSOVER" potential of the air throw and use the ex move. HMmmmmm i think im hitting a wall in my chipp game. Controlling space is so hard core. I can pressure like a god now, but pure pressure is nothing without controlling space effectively. THough i think my game would improve at least by 25 percent if i get my teleport frcs down. Is teleport frc's punishable after say a blocked 5hs?
  6. to my knowledge there is no such thing as whiff cancel like kof and the like. Another thing, it may be an "easier" way to cancel after a 2d, though you wouldn't want to do D teleport too much becoz ppl do catch on (depends on your level of play though) otherwise, if it works for you, then that's great. I should note, after a 2d, just tap down and D again, and it should teleport.
  7. thankyou for your comments kensou (and soz for replying so late. I didn't even notice your comment till today), and it was only till recently that i found that OTG isn't realli the best/efficient way to go. NOt to say i dun like it. I love my OTG, but only average players gets hit by it these days because they want to retaliate. So ppl do take note that OTG gamma traps slowly becomes less useful as the level of play increases. I've been back at hk now for about 4 days. Played some AC, with some average and high level beasts. Here's what i found: 1) Everyone gets hit by jump over, and dash back up front air dust. It's ridiculous. 2) Not many ppl fall for simple FDC (i dun mix it up that much. So ppl do take note) 3) stupid ex move is really hard to hit (stupid crouching characters). I hope someone sheds light onto this one. It's gay. The only time i hit, was because i conditioned them to think it was leaf throw. But actually it was me ex maneuver xD 4) gamma blade tricks are wearing out. 5) followups for 6k and counter hit j.d suck hardcore compared to slash days. But we'll have to live with it. Remember you dun need to pick them up with 2k. I highly recommend comboing into 2hs, teleport air combo due to possible push back making it hard to air combo after a s, hs, j.c. 6) characters i have fought seemed to have powered up more than chipp. Ie testament, sol and johnny. But maybe that's coz i haven't played GG for ages... anyway that's all for now
  8. the voice realli puts me off. It's completely shit. COMPLETELY SHIT. what the fuck was in their minds? the new low mist finger loop looks a bit retarded, but let's hope it's fun to do. all the matches seem to go faster (ppl die faster), dunno if that's a good thing or not. Maybe it's more fun to play. Shrug, but man, i realli realli realli realli HATE THAT VOICE. URRRGGH, it just makes me start wanting to criticize the game alot and nick pick at other shit, when i haven't played the game. -.-
  9. ok everyone, someone decided to post my video up on the net (thinking it wasn't me), of me against this jap dude in the OHN tournament. Yes i decided to use KY in the end, when i haven't used him in ages. ANd yes, i told you all, my biggest flaw is im realli readable and my reflex is very quick. All comments are welcome, including flames or wot not as long as it is constructive: ttp://files.filefront.com/OHN5_GGXX_Slash___Winner_Final/;6305211;;/fileinfo.html
  10. YAY! finally i get my video of the australian tournament i competed in july xD. Well actually not quite yet but they decided to have a trailer of the whole tournament. If you guys wanna see me get beasted by a pot in 15 seconds, head over to: ttp://www.youtube.com/watch?v=G11_vWlwIls lolz, i should actually get my hands on the actual vids in about december some time. So look out for it xD edit: and yes i am called gourami if you're wondering xD (it should be gourami1 but that's beside the point) ^^"
  11. no you can't always dp and hit him. It just hits him if he wants to hit you. I repeat again, most IB does is give you an extra option to escape. Where if you usually block a 6hs or 6k, you are most likely forced to react to his mixup. With IB, you can either jump away (most proboably with 1f fd jump) or you could try your luck with DP. Against amateur pros IB DP would work realli well coz they dun expect it. Play against real pros (not sure how many there is over there for you guys, coz there is only a small handful in hk) then they might deliberately bait it once they see you IB.
  12. well with IB, it's more like an escape tool than a free combo. I dun think there's much guaranteed combos off of an IB, but there are guaranteed escape oppurtunities. for example against ky's 6k, and 6hs. If you IB it, you can shoryuken your way out. This goes well against projectile bullshit like venom and mats. As a matter a fact if you can use 236236k in conjunction with IB, you get to reversal a lot of projectiles xD. Other than that on the top of my head there is nothing you can really punish so to say, because it only gives you 3 frames advantage? i think? so be careful things off the top of my head ky: 6hs, 6k, stun edge johnny: coin venom: carcass raid eddie: his gay house pressure (use FD jump) chipp: xD anji: rin? i think ------------------ now as the burst question, if they burst when they see 6p, im sorry there is no way to stop that. However if they burst when you are doing s© pressure, then if you're fast enough, you should be able to block it. Anything other than 2p, 5p, 5k,2k and s© i believe it's like a free burst for them. Maybe 2s, can recover fast enough, im not so sure. Shrug. As for mid way air combo, again i think only j.p is safe, all others aren't. If you can sense a burst coming, DOUBLE JUMP then block. the most frequent bursts i bait out is 2k, s©, s©. Now they should burst after the 1st s©, and then you should be able to see it, and stop yourself from pressing the 2nd s©. Another one is my rekka pressure. i do rekka punch, and they think im gonna followup but i dun. That one is more like luck. but yea.... it is possible that you did buffer your buttons too early. im not so sure though... but i find that highly likely. Anyway, hope that helped
  13. zomg! YOMI LAYER NUMBER 2 beats ATG!! lolz!!! sorry just felt like saying that. It's like, ATG would think that i know if i teched, he would air grab me right after p teleport, so he would think that im gonna tech. And then he's gonna mix up. But becoz he's gonna do that, IM GOING TO TECH!!!! RAWR... okay im not making sense, just rambling.. lolz. Currenlty im rambling about anova statistics in my own blog, and about my own band and stuff. here's hoping that my band will actually agree to play still in the dark with me. LOLZ!!! but thing is my band is going down the pitts.. .sigh, guess that's what happens when you got a loli in the band xD stupid irresponsible and nagging 14 year olds... -.- DREAM OF BAND: play GG MUSIC!! yay.... and when i post a match vid, i'll remember to put an intro of my band into IT!!!! RAWR.. okay just kidding, maybe for a combo vid i might do that, but for a match vid.. .LOLZ!!! zo well...... back to study edit*: something more GG related. Actually does anyone think that guilty gear is a lot easier to play competitively than other games? i mean, im totally STUCK like glue in kof. It's like i've reached a certain fucked up barrier. While with GG, it's a lot easier to see how to jump over a particular barrier and up your game. Just a thought........ opinions?
  14. so effin' happy for you ATG! hahahahahaha, i miss tournies (although i only went to one). And god damn, the dvd with vids of my gg slash matches keeps on getting delayed!!! xD you beat baiken? well done. For some reason i just can't beat her. Maybe im not patient enough... shrug. Or then again, maybe it's the baiken player who went AROUND the world 4 times. 0.o As for eddie. Yes guessing wrong sucks balls. And as for your p teleport story, WAS he already in the corner? if he back teched and you did p teleport i thought he would be flying way back cimpared to where you are. Lolz.... Corner for me = OTG gamma into something, then wait for tech, air throw or 6p, or even 6hs if im getting cocky. I dunno, hitting an opponent with 6hs gives me a tingling feeling, hahahahaha! gd stuff ATG
  15. Dingo: Since you just started off, you should go and learn a few basic combos in the chipp combos thread. Learn the regular dust combo, the 1st and 4th bread and butter, gamma blade follow up options. Then you should go and learn all the okizeme options in the okizeme section. The other sections (poking, pressure, and how to play chipp) is really based around playing real opponents. Wouldn't help you have much satisfaction playing against the computer but hey, once you have real opponents it'll come in very handy. Anyway good luck with your chipp......
  16. played some long lost and deprived guilty gear (reload as usual for me) on monday. Im so happy for my "disciple" he's getting pretty damn good in the game. He back dashes out of my pressure s© pressure strings and then spams venoms 2d. It posed a problem at first. But then yea, i started looking out for that crap. Watch him back dash, watch him wiff his spam then punish him to death. He was trying to do it against my rekka strings as well, which he soon found out is pretty stupid coz i can do the rekka follow up and it'll hit and cancel in to RC. LOLZ. And then about what kensou said about getting push backed. It's completely true. ANd what's betta if you mix up point blank pressure, into spacing out and giving them a fake security that they can jump at you and you 6p or air throwing them is bliss. Btw, i wonder if you ppl knew that if you did something like string to 5hs into IAD js that it's near impossible to air throw or anti air. The opponent must either duck to make it wiff or yea... block. It's realli awesome to spam against pplz. If you have tension you can be evil and land after the blocked js, and then doing beta blade RC since they think they can throw you... BUT HAH! oh well that's all for now... ^^" man, how many matches in a month do you guys get.. lolz... i feel deprived
  17. i thought with bridget it had always been to watch out for her/his ass. -.- That thing owns 2d and clashes with 6p (if you timed it right) or beats it right out. And then there's her 2d to stop you rushing in, especially since the last time i checked it stays out for a bloody long time.
  18. chipp has always countered ky my young jedi. SPAM 2d for the win... lolz. i'll watch the vids now, but yea, chipps 6p goes through 6k, and then you've got 2d which beats his slide and woteva. Oh wellz let's watch the vids edit: HOLY SHIT! oh the chipp play was good but the commentator was even BETTA! WOOOOT!!!!!!! lolz.............. **edit: HOLY SHIT. CLAPS HANDS FOR the last 6hs. That's fucking awesome. The ky was totally read. One thing i dun understand about the ky player is falling for the non okizeme FDC. I must study it, but if ky had time to react, he should have been able to air throw that shit. And gee.... something the ky player doesn't seem to understand that there is no need to rush when fighting a chipp player. Wot is chipp gonna do on okizeme anyway? Just block the right way, and dun think of reversals. Once you think of reversals or throw reversals you're screwed. And random greed sever? wtf? plz!!! i know chipp is scary, but that's coz you're not taking your time. Shrug...... im not taking away from the chipp player, but man, the ky was in so much pressure he did so many easily readable DP's..... oh well HURRAH FOR CHIPP! ***edit: when the hell is my vid from the aus tournament coming.. ARRRRGH >_< i wanna see myself
  19. you know, i wrote a lot here yesterday BUT!!!! i accidentally hit the "go back" button on the keyboard at my friends house, and THERE GOES MY POST. But basically what i tried to say was: Every chipp player has to go through this mentality. And not just once, but a few times. In the past i tried to switch up characters and stuff. With my new characters it felt so easy to win (when i do win) compared to using chipp. But soon, my friends and competition said, i was just more enjoyable to play with when i use chipp. Everything was a lot more exciting with the matches fluctuating all the time. And they can't get enough of my preessure, they say it's one of the most intense stuff to fight against. Additionally i jsut found that..... i enjoyed using chipp. Say for example, when i play arcade mode against the computer, i may like using sol for his dust loop but apart from that... using chipp's teleport here and there, using crazy JI combos, and stupid OTG gamma blade setups, along with rekka and s© pressure.. nothign makes me more happy than using chipp and KICKING ASS. Using sol and kicking us is just.. smeh. Using ky and kicking us is also just, smeh. But using chipp. Man.... I just like it. It's quick, it's agressive, it ROCKZ!
  20. just wanted to say that i've deleted a few posts from the matchvids, and matchups thread. I've deleted them coz... well obviously some were offtopic, or didn't do much, wasn't friendly, or the controvesy issue is already passed so i thought, maybe it's good to delete them and keep stuff relatively more on topic. So things i deleted from the top of my head were: a double post, um... something about saving space and direct linking 0.o, and then 3/4 posts about "no more spam plz" lolz.... and yea, you get the drift.. but if you guys dun want me to delete these rather useless posts, you can tell me. I dun realli mind...... since we seem to be a really good group compared to many other threads.. shrug ^^
  21. Last time i remembered, if it was IAD j.hs(69 hs), it should be too high to even hit crouching, unless you're in the corner. And even then you have to be at the right distance. When i read hmr.ks's post, it was just about pressure not oki. So i dun see the problem in this. Just that a lot IAD is hard to air throw, but there's a variety of ways to get out of it. I.e, it whiffs on crouching so who gives a crap. If they go for crossup, then obviously that's air throwable.... Now plz correct me if im wrong. But yea, that's all i know about sol's IAD hs so yea.... and yea did i answer the right thing? 0.o
  22. Hm, well i guess there is two reasons for your mistimed 2k and you being thrown. 1) Your spacing is not good enough, and you are too close to the opponent 2) You are not used to the wake up speed of each individual character, as they wake up with different speeds. To counter these problems you must position yourself better and learn the timing. Go to training mode. How to do this in training mode? Well pick Chipp is your main character first, then pick another character as your dummy. Then record 4hs (spam it hard) for your dummy character. Now knock your dummy down. Then set dummy to play back, and then good luck timing and POSITIONING yourself correctly. If you can't be stuffed going to training mode, this is how i do it. I actually look at them get up, and once i see them pick themselves up i hit the button. Usually it works, but sometimes it doesn't. Another thing, because i usually use OTG setups as my okizeme, im usually positioned correctly. Say for example if i do OTG gamma, dash in 2p, s©, 22k teleport behind (oppononent DOES NOT tech). I am usually distant enough to not eat a throw, and also close enough for 2k, s©, 2d to connect. Now in all honesty, i recall most of my s© pressure usually coming after a blocked RC teriyaki (low kick followup of 236s [aka sushi/rekka]). But that's just me..... oh wellz, hope that helped and good luck with it all..... ^-^
  23. reaver: i think we all agree that there are times that we must block. And im sure you agree that we should all try to minimze the situations where you have to block. ANd yes we all agree that we shouldn't be jumping into baits....... But in general, (in my honest opinion) blocking is a last resort. You should always focus on zoning and knowing when/how to get out of particular pressure strings. Additionally you should know how to counter opening attacks (like jump ins) and how to apply solid pressure with fake holes here and there to trick the opponent. blocking is important but in the hiearchy of importance, it is lower than the above. But of course we're not saying not to do it.. -.-
  24. hahahahaha, so happy to see that our work has made you a better player and an extremely effective one ^^. Well well, about Pot, yes pot is definately hard. That back dash bull shit takes a while to get used to it. As for the tick throw set ups.. here are two basic setups they all use: a) mega fist b) jump dust Well if they're close, all you have to do is ALPHA BLADE. Or be stupid like me and do beta blade. But if they're smart they might do aegis shield on your face, and you lose the match (i so want to show you guys how bad i lost, esp to THAT. But the aus tournament is not letting any vids out until the dvd is out -.-) As for his other jump in's or if you see jump dust coming, you should always be ready to beta blade that crap. At least if it's your first few times (even first dozen) playing against a pot player, it would work. But yes.... if they really like j.hs, seek comfort in knowing your 6p would own that shit for free. You might have to goto training mode to learn the timing to deal with j.s.... now about your chipp being basic. You see, ppl usually forget what chipp basically is and focus too much on advanced tactics. Sometimes it is important to remember your basic annoying turtling skills, and then at the right time switch to advanced pressure. But anyway, we are so happy reading your post. LOL... GO CHIPP!!!
  25. sorry ATG and folks. Haven't written here for ages or updated anything ^^" I've been busy composing ^o^ kekekekeke, wonder if you guys do some stuff like that too (GO FREE VST PLUGINS!) anywayz about corner pressure that's safe. I think it is not healthy to not do good corner pressure just because it is unsafe. To be honest, sure dash s© MIGHT get thrown, but that's just a throw... you dun lose much, it's a good risk. Subsequently, i highly recommend the jc after s©, into an extremely early j.k to fake them out, and come back down with j.hs, or j.s, and restart. Another thing i usually do to build up guard gauge is just 5k, 236s. Too bad they usually get HIT by the 5k, but oh wellz.... now about the tougeki vids: i haven't seen much of the vids but from what you wrote, i love using the j.2k, leaf throw setup. Lolz.. but yes in future im going to try that set up you posted. and about you...... 0.o crap. I saw that last week. Can't remember... lolz, but i remember one thing. Why are you so scared of getting close and personal with johnny? i'll recheck the vids when i get back home. Anyway, that's all for now.. .^-^
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