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AtTheGates

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Everything posted by AtTheGates

  1. FAB's tier list. reason for chipp's A-tier placement: Speed Teleport Invisiblity (I asked him to make sure, he considers invisibility still to be good, even after the nerf) the ability to kill characters when they have low HP with many hits (long PPPPP air combos, OTG hits and so on), basically the ability to "steal" away the round. oh, and since it's in the pot matchup thread, i'll repost it here: he considers Chipp vs Pot to be 6:4 in Chipp's favor.
  2. explanations for every single character by FAB will follow over the course of the week.
  3. https://www.youtube.com/watch?v=JylhMHATY1U my last exhibition set against FAB, before i asked for advice (see pot matchup thread). goes without saying that i had no chance, but i find it interesting to see what worked, and what didn't. Jump over, late airdash back j.D recrossup okizeme never worked against him, he would always option select 6P it, except this one time in the video.
  4. the only way to jump install 2HS if it is the first hit, non-chained, is if you do it the very moment you land from a jump - preferably a single jump, since the jumps you used before landing carry over, which means that if for example you do super jump > land > immediately 2HS 22S/HS, you can only air dash, not double or triple jump (since you super-jumped before).
  5. edited first post with stuff FAB told me
  6. there have been combo vids showing links into 6HS from wall alpha, such as against may. i wasn't aware of any specific setup that works against all midweights though.
  7. https://youtu.be/ChLNWQhnsZg?t=6241 susumu is doing a new combo vs middleweights in the second round: leaf throw > wall cling > wall dive > dash S(jump install) 2HS, 22S, j.K,S, double jump delay D, alpha, wall alpha, \/, 6HS, TK alpha for knockdown you can relaunch with S,S etc. if you like to kill, otherwise its probably best to go for wall cling oki like in the vid. SL 170 FA,LE,SO 182 KY,VE 184 SI 185 AX 188 ZA 194 CH 232
  8. https://youtu.be/ChLNWQhnsZg?t=6241 susumu vs slayer susumu vs el susumu vs ram. susumu is doing a new combo vs slayer: leaf throw > wall cling > wall dive > dash S(jump install) 2HS, 22S, j.K,S, dj.D, alpha, wall alpha, \/, 6HS, TK alpha for knockdown (at least the slayer doesn't recover).
  9. some more stuff concerning his corner oki: - the reduced startup of 22HS means you will be lower during the wall cling if you wall cling immediately. This means that his [228HS tele, wall cling, dive, airdash back j.HS 2 hits] combo is way harder to do at fastest timing, and only 1 hit of the j:HS will hit now. You can either go for this single hit if you like the setup as meaty as possible, or delay the wall cling to make chipp wall cling slightly higher, like pre-1.10, then you can do the airdash oki easier. - additionally, the faster 22HS teleport means that after your corner BnB, wall cling > down dive > 2D can be done really meaty now, and your opponent can't jump out if he is a light- or middleweight (heavyweights can still jump out). In fact, you can do this setup so fast that the 2D will whiff completely on Ramletharl before she even wakes up, meaning you have to slightly delay the setup against lightweights, or after a particularly high knockdown. - much in the same vein, you can go for the wall cling > let go of wall > crossup j.HS setup so early now, that it will actually not cross up and hit from the front. This might not be as useful as it sounds, since like in pre-1.10, your opponent can simply hold forward to defend against both of these options (the frontal j.HS will be so meaty that he can block it either way). New Combos thanks to 2HS > 22HS now comboing: vs ramletharl, 201+ dmg - Corner 63214S, wall cling > down dash > dash, S>HS > j.S > dj.S > tj.D > alpha > wall cling > delay wall alpha > land > dash > S©(jump install) > S(f) > 2HS > 22HS > j.K,K,S, dj.K,K,K,K,,S, tj. S,HS(2),Beta(1) you can subsitute the air combo part with more light hits and end with kunai super for ~ 235 damage, plus whatever you add on the ground (for example S,S, 236236K if you have 100%).
  10. - 2S counter hit legitly links into 2D (!!) - 22HS teleport is indeed faster! This means 3 things basically: 1.) can now combo into it from 2HS, which means we can use it strategically in combos to switch sides (closer to corner, further away etc.) 2.) more time for corner wallcling oki after 22HS 3.) more useful in neutral game. EDIT: - j.D counter hit is awesome now. shorter roll doesn't personally bother me, the fact that you can get safe knockdown, and can easily tell when exactly the slide ends, helps immensely. - invisibility is more "fair" now towards our opponents, but i still think it's useful in the situations you have time for it (or simply with YRC). overall i would say that the chipp changes, especially the 22HS change, are all great buffs.
  11. 1.1 balance patch is out on consoles tomorrow. will post my impressions here over the weekend.
  12. nothing new about that combo, worked in 1.0 as well. not a very good combo despite the damage since chappu forfeits the good corner oki for a neglectable damage increase.
  13. - try to use it while ascending, not descending, since it does not pause momentum like it used to - snipe mini eddie with it - use it to get in on potemkin
  14. as far as i know, loketest 3 only brought changes to the card system, no gameplay changes at all.
  15. added these to the first post: far/max range D, air dash j.DDS,tj.S,HS(2),beta BE,PO 96 SL 99 FA 100-107 (1 hit of j.HS. N EL,KY,LE,SO,VE 107 SI 108 AX,IN,MA,RA 110 ZA 113 MI 125 CH 135 longer range D, then simply omit 1x j.D from the bnb: against AX,BE,EL,IN,KY,LE,MI,RA,SL,SO,VE: too unreliable / doesn't work PO: 101 SI: 114 FA: 114, even from far away MA: 116, somewhat unreliable ZA: 119 CH: 142
  16. sorry yusuke, didn't understand you were referring to on hit, as opposed to on block. the calculation unfortunately doesn't work like this, boschio, and i don't know how to calculate the difference between on hit and block, but in many instances it's one frame: close slash links into 5P (hits on F3) but not into another close slash (hits on F4). This is because it gives +2 on block already, and therefore +3 on hit. close slash does link however into itself on crouch hit (+1 added frame of hit stun), but not into 5K (5F startup). Therefore, crouch hits add another frame of hitstun (just like the wiki says). but... first rekka actually gives advantage on hit, but only about 2 frames, since it can't link into 5P (hits on F3) except as a meaty. The slight advantage is more noticeable when programmed in (chipp vs chipp, both chipps hold up after one of them connects rekka on hit or block). if you block the rekka and both jump, they will land almost at the same time (right before landing, the chipp who blocked the rekka will have his foot touch the ground, while the other one doesn't). If you let the rekka hit and both jump, the delay will be more noticeable.
  17. you can look all of this up in the dustloop wiki, it has all the frame data.
  18. yes, run in 6P is legit, but now in xrd it is also dangerous as hell - if the 6P whiffs, you are wide open. i would suggest you option select YRC in case it whiffs, then chain into 6HS.
  19. i finally took some time and updated the wiki, although it's still really bare-bones i guess.
  20. some stuff that traditionally was always important in this matchup (haven't played it in xrd yet): - since you will be in the air a lot in this matchup, watch out for nobiru (mini-eddies "uppercut") and try to pay close attention to where mini eddie is and if it can reach you - shuriken and gamma blade are useful to disrupt mini-eddie neutral approaches (however, this is much harder now, now that zato can hide the shadow for a while) - Chipp 5K used to beat Zato's 2S, not sure if it still works (probably does) - teleports can help escape the otherwise inescapable wall of death that zato and eddie usually form when they are slowly approaching you - be super careful when a drill is active right next to you and you are crouch blocking, if you stand up, the drill will suddenly hit you since your hittable box will be slightly enlarged. - chipp wakes up very slowly when knocked down, which essentially means all of zato's okizeme is even worse on us than it already is to begin with.
  21. https://www.youtube.com/watch?v=5mAoGDfSDkM#t=1987 ogawa vs. endou very good matches, seems like endou didn't feel like trolling much for once (probably because of the presence of the tyrant)
  22. Stance HS is overhead fyi. i also feel his stance pressure can be quite brutal to chipp, since the otherwise low dmg of leo really hurts against us.
  23. personally i'm more worried about his stance pressure than his rekkas. will post some stuff once i played the matchup more, and in a more lag-free setting where i can actually block stance HS...
  24. updated first post some more.
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