-
Posts
1,483 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by AtTheGates
-
since leo is out, i will update all combos correspondingly later today. also, i'll probably add the trial sample jump install combo (JI, 2HS, 22S, j.P,K,S, dj.KKKKS, tj.S,HS,beta) in some form or other to the first post, since it is more reliable than the hard stuff i listed for the gamma blade combos.
-
after a wall alpha, there is also a hard but rewarding option that already existed in +R: an airdash after the 6-walldive. However, you can only do this if you jump install the teleport, and that is one huge clusterfuck of inputs: 228HS > 46 (wall cling) > 6 (wall dive) > 44 (air dash back at the right time) j.HS. the mixup to this is simply to land and 2D. The problem with the setup is that it hits the opponent quite late, and he has ample time to act (air grab, 6P, whatever), so this should only be used on conditioned opponents (against which you have used the land, 2D or corner cross options before).
- 260 replies
-
make sure to program the dummy to hold forward when you test the wall alpha okizeme crossup and fake crossup stuff. guilty gear always had (and still has, it seems) a crossup protection on the first few frames of waking up. crossups on the first few frames can be blocked either way, that's why you can't really meaty crossup somebody, he will automatically block the correct way. There is no crossup protection if the player that is just getting up uses faultless defense, by the way.
- 260 replies
-
Attended and won the first German Xrd tournament this weekend, and i have some bad news: Chipp's corner 50/50 after wall cling does not work against everyone. Sol is affected, and probably many mid- and heavyweights - I have yet to test this further. Sol can simply walk out of the corner and will always crossup block, even if you go for a fake crossup with a late j.HS(1). This happens because he is so low during the corner BnB into wall alpha that he gets up too early. There is unfortunately no way around this against him - if you go for a longer combo after the 623HS BnB, for example j.K > S > dj.D > alpha > wall alpha, you will knock him out of the corner, which makes the okizeme impossible. However, the distance Sol will have to the wall if you go for these longer, higher combos is not all that bad actually. I rewatched some Samitto vs. Sol matches after the tournament and saw him go for these knock-out-of-corner combos against Sol frequently. After the Wall Alpha knockdown, Chipp is in front of Sol, who is still cornered but with about 2 character's widths of empty space behind him. Samitto usually does the jump over > Sol just gets up > late airdash back j.D for a recrossup setup here for meager damage, but it's a good way to screw with the opponent's inputs and make them hesitant in situations that look like they have time to act. The mixup to this is of course an FDC drop, or simply to land and go for a low hit, although you would be cornered then.
- 260 replies
-
that's correct. 1. it's pointless to start with 5K > 5S, it will just reduce your damage and you'll never be close enough for this combo - beside, close slash is faster than 5k by 1 frame. 2. why would you RC 5S into dust when you can just combo into s(f),HS, 236S-236S? 3. i'd rather go for knockdown. please check the basic combo section for an rc combo off of rekkas. i can guarantee you that 3x P after rekka wll not work against everyone. also, why would you add a shuriken at the end of a combo? it's not a damage tool, it's a zoning or setplay tool.
-
not really. you still have access to air teleports when he uses D or arc ciel or simply a stun edge. also, chipps movement helps. just you. you should NEVER get air thrown if you use it as an anti air, whoever comes from below in an air throw situation has an advantage, since the air throw hitbox sticks out at the top a bit.
-
i use 6+S+HS. better since S© gives +2 on block, if you fail the throw, you can continue your pressure.
- 260 replies
-
never worked. just double or triple jump after j.S to combo into j.D
- 260 replies
-
@ FS: yes, you can input the 4,6 during the alpha most of the time and the input will be stored. try inputing it much earlier. you can basically do the same thing you can do after any float, since you can pick them up after the burst block whenever you like. it's comparable to a gamma blade hit situation. RC, land, 6HS, link S or 5P (jump install) > 2HS > 22S, air combo.
-
6P is used in other situations than 2HS. 2HS only works because you hit the opponent earlier than he expects, otherwise the hitbox actually isnt that good. 6P has upper body invul and has to be / can be used later, but the total duration is so absurdly long in Xrd with the second hit removed that it has become way harder and riskier to use than in older revisions.
- 260 replies
-
Thou shalt not mash against Slayer. It's what he wants - his counter hits spell your doom. That being said, there are situations where you have to mash against Slayer. I recommend 5K for its range and speed. It can frequently hit him in his poking distance, but be very catious and pick your spots (meaning obvious gaps) Instant block helps when dealing with Slayer's pressure. Learn to instant block his S > S string, in the corner, if you want to jump out, make sure you use FD on your way up - if you get tagged with his 6HS, which he can use specifically for this situation, you are dead. Once you are high enough up in the air, you can wall cling, then 9-Jump or dive-jump away. Once he gets weary of that, you can let go off the wall or do other shenanigans to escape. 6P is useful against Slayer's ground approaches, it can for example beat his 6HS (although that's usually not a move you should contest). 6P loses to dandy Y S, however, so be very careful when you see dandy step. Long range Gamma Blade is your friend in this matchup (like in all other Guilty Gear iterations). The reasons are obvious: it deals very well with dandy step as well as other ground approaches like mappa, and slayer is usually not fast enough to reach you when done from far away. as greatfernman writes, 623 or 6236 S+HS Option Select on wakeup will protect you against Helter Skelter, but also against crossup dashes, if it is a close dash and not the long variant. speaking of Slayer's long ground dash, it is a major annoyance - be prepared for lots of your stuff to whiff unexpectedly. Slayer has a tall hitbox, which means you can hit him earlier than other characters with your jump-ins. Abuse accordingly. don't forget to delay your wall alpha against Slayer to make sure to hit him during combos.
-
FAB Potemkin advice: The Matchup is 6:4 in Chipp's favor It's OK to play for time out / run away to get in, concentrate on Potemkin whiffing normals, then either dash, air dash or teleport when you jump around, do the same: wait for a whiff, then get aggressive His general advice against Potemkin: to defend against Potemkin's Okizeme, use fuzzy backdash (instant block with 1, then 44) or fuzzy jump (instant block with 1, then quickly 71 + faultless defense)
-
Sol's 2D cleanly beats Chipp's S(f) and 5K. use 2S when you would use S(f)! Sol's 5K beats Chipp's j.HS, which means we have to be extra careful when coming from right above, or if we are aggressive after an air recovery of ours. Sol's 5K trades with Chipp's j.D if done right, but this can be risky since you have to use the move quite early and it has some landing recovery. punish Sol's Riot Stamp with 6P (counter hit) > 6HS > run up, 5P (jump install), 2HS, 22S, air combo. Sol can airdash at Chipp in an angle where his j.Ps will hit us, but our 6P will whiff. Anti-airing sol is difficult and risky, we should pick our spots reasonably (for example, use 2HS if he is coming from right above you, and go for air throws against hard to anti-air airdashes)
-
- Sin has an excellent 6P that will beat our j.HS and trade with our j.D most of the time
-
Try to learn when to expect Daruo (her dashing SRK / green SRK). Rams frequently use it after S(f), since a counter - or crouch hit will combo - otherwise it won't, which means even if you get hit by S(f), you should prepare to block! Chipp's S(f) beats Daruo (green) at match start. Abuse S(f) in the ground game as well - it doesn't lead to much, but it is a vital poke in this matchup, since Ram can bridge the gap to chipp so easily with Daruo, and her S(f) is a real threat. Daruo leaves Ram -4 (normal version) and -1 (green version) on block, which means you have a slight advantage after blocking it. I suggest using a 5K after, because it only has 5 frames of startup and leads into 2D, and therefore knockdown. Be very careful with your anti-air 6Ps against Ramletharl, she can often bait and punish them. Her air mobility is very high, and it is quite hard to predict when she will land, since both placing and using her swords in the air will freeze her for a moment. Her Sword control in air also serves as an option select - if she uses her HS sword in air, she can get an option select air throw against air teleport attempts. Ram's j.P clashes or beats Chipp's j.P, j.K and even 5P if you try and tech trap with it, which is very frustrating and limits our anti-air options even further. I suggest using 2HS for the added reliablity in trades against her light normals as well as the added range. The downside is the long recovery, which makes is another somewhat risky option. Also, do NOT use 2HS when you expect an airdash j.P - her j.P will hit you during 2HS for a counter hit, and you will be in crouching position (which means she can easily continue her combo). Be wary of Ram's S(f). Her S(f) is her best tool against Chipp's Rekka pressure - it opens us for combos on crouch- or counter hit (on normal hits, there is a small gap between S(f) and Daruo). If Ram instant blocks Chipp's first rekka, she has time to stuff out Chipp's S(f) or 2D. If Ram blocks 236S > 236S and you backdash, she can hit you out of the backdash with Daruo. Chipp's 6P will get counter hit If you are too close after 236S (on block) > 6P Chipp's 6P beats out Ram's S(f) from far away, for example after a long block string into 2D > 236S (on block). A whiffed 6P is easily punishable, making this a risky strategy.
-
if you expect a pause, low or another hover dash during her strings, 5K is a good option that works both against ground normals as well as hoverdash. 2K and 2P is not advised since hoverdash goes over it. 2D does NOT work against stroke the big tree. use 2K (ugh) if the i-no player likes to end his blockstrings with horizontal chemical love, a well-timed alpha blade will go under it and will hit him. reversal beta blade will often clash with i-no's j.K if she uses it during a hover dash as a meaty, so be prepared to FD-cancel during the clash.
-
her S(f) is very dangerous when trying to apply rekka pressure to her - if she instant blocks the first rekka she can for example beat your 2D or even teleport attempt for a counterhit > bridal express knockdown or combo. instant block bridal express whenever you can, elphelts like to do it after a S(f) if they expect a counter hit. You can punish bridal express (depending on the range) after an instant block with your 5P (your fastest normal), 2P or S© into any combo you like. as drBread mentioned below this post, Elphelt wakes up very slowly, so make sure to delay your okizeme or you will get thrown since you will time your j.HS too early. if she times her jump-in (S or HS, not sure which one) very late, it will beat out your 6P, so be careful when trying to last minute anti-air her. since chipp wakes up very slowly, he cannot act between the grenade > rifle shot into grenade explosion unblockable setup like other characters can if they instant block, except if the Elphelt delays the setup somewhat. If the Elphelt player chooses to apply the setup as fast as possible however, you can reversal backdash on wakeup > YRC. This will have the effect that the grenade will fly through you and bounce off the wall, giving you time to jump out. I haven't fullly tested all options and what happens if she delays the setup, but the backdash YRC jump out is a thing.
-
placeholder for now. some tidbits: - Ky's S(f) is your worst enemy. it can screw with your rekka pressure pretty well and catch you out of backdashes. in situations where you would otherwise charge in, you might have to keep your distance and watch out for this move. - you can alpha blade under his stun edges (somewhat risky if he YRCs of course). can be extended with RC for some nice damage. - his SRK isn't the best but likes to auto turn just often enough to get annoying during okizeme. - instant blocking the second hit of Ky's 236K (stun dipper) will give you enough time to dash up and S© him if you are very fast. Also, Ky will get hit in crouch state, which lets you go into S > S > HS > instant air alpha blade, if you like. Keep in mind that Kys usually do not use this move on block and without meter, so you shouldn't see this happen very often.