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Everything posted by AtTheGates
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well, for johnny, iad combos after a launch are almost impossible, so he might have gone for ground alpha because of that. also, he might have simply screwed up. ground alpha after a gatling is rather dangerous, simply because there's a big chance it will not combo at all. Rules: 1. Opp should be crouching 2. opp should be fat 3. if possible, go for TK alpha. if those 2 rules do not apply, you have to be really, really close (less hits), and then you can go for 2d anyway (or any other combo).
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US ps2 games on a PAL ps3? doubt that's possible. besides, US AC should be rather hard to get now, especially if you order from greece (not everyone has a credit card or means to pay in a way that is internationally accepted).
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So how far have you ever gotten in Survival Mode?
AtTheGates replied to Blade's topic in Guilty Gear General
AC plus survival = so much fun. i wish there was a feature like RKY factory in isuka to play around with the whole stat change stuff - just imagine the combovideos that would result from that... -
[SWEDEN] GG.se! RanBats, Community & Vids! The "Too Famous"-community!
AtTheGates replied to Shinjin's topic in Archive
that was irony =) -
[SWEDEN] GG.se! RanBats, Community & Vids! The "Too Famous"-community!
AtTheGates replied to Shinjin's topic in Archive
i'm looking forward to seeing myself destroyed by oro's pot 4-0 without any chance, heh.. -
[SWEDEN] GG.se! RanBats, Community & Vids! The "Too Famous"-community!
AtTheGates replied to Shinjin's topic in Archive
relax everyone i think xeno's point is pretty much that is is obvious that still a lot can happen on our tourneys, and experience plays a greater role than on the highest level (obviously) by the way: xzi = best jam in europe, so no one is disrespecting him. -
you have to rightclick save target as... after that, end ".wmv" on all the files.
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not to be confused with japanese gamechariot G3.
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http://www.geocities.jp/toramusi777/ggxx-yaranaika2.html check those out if you haven't already, 4 chikkusa (tikkusa) matches, the black chipp that often shows creative setups. tikkusa-vs-banana (JO) tikkusa-vs-osamiya (JO) tikkusa-vs-pokemonzei (RO) tikkusa-vs-raisen (SL) we can learn that: - whiff punish & groundgame is important against johnny - tk alpha after HS on crouching opponent is mandatory on high level (as we all know) - sj.D after after a 2d, rekka combo into OTG j.2k, then okizeme of your choice looks funky and is confusing - you should punish slayer after a blocked 2d if you can - crouching hitbox --> tk alpha combo - use direct air to air to anti-air slayer ("preemptive" anti air)
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[SWEDEN] GG.se! RanBats, Community & Vids! The "Too Famous"-community!
AtTheGates replied to Shinjin's topic in Archive
This was the best european event in the history of guilty gear so far, excellent players, excellent casuals, and lots of fun. crazy tournament with many upsets. 1v1 tourney: kekken defeating caer, xzi defeating cuongster, lazze winning, which probably surprised many people, except me & acd, who knew how good he is. i got wiped out by oro (potemkin) in singles, destroyed by my own impatience (and pot vs. chipp in general, heh). Team battle went ok - we lost to lazze's team, last match was me vs. him, i don't remember much, but it was probably not too spectacular. the europe vs. sweden big team tournament was also epic - that was actually the opener to the whole tournament, and the crowd went totally nuts. french started singing every other match. i got sent in really late and wiped out xzi (ja), then got defeated by shinjin (ba), who in turn got defeated by Millia(guess what char he plays), for the win. Caer lost to mitsurugi after a lenghty winning streak. Cuongster, Lazze & others did not have to play. vids should be a lot of fun to watch - too bad the crowd noise will be missing. -
just came home from stockholm showdown and i'm really tired. To all my fellow european chipp players - i had an excellent time with you guys. The whole elite was there, the best casuals were played and the best strategies exchanged - like we should in one big family. Special thx to Tsiisus, I had a lot of fun with you, man - you're the chipp veteran of the english speaking (read: non-japanese) world after all.
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my tougeki DVD vids (exclusive) that i put on youtube got removed today, enterbrain inc. wanted youtube to take them down. i still have them on my HDD. for those who missed them, they were tougeki quali matches and an exclusive ogawa vs. osaka B match.
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there's no technique to it - it's just timing. i actually have to force myself to delay the j.S slightly (not as fast as possible after the FRC, but a couple of frames after that) so that combing after j.S is easier (if you have to dash in with s© ) if you think that's hard, try teleport FRC j.hs, that is such a pain in the ass to pull off
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some smaller things that are worth mentioning (and that we all need to keep in mind, myself included): gotta be careful about being too over-reliant on 6P - smart players will learn how to bait it (for example with a simple doublejump). I rarely hit with it nowadays. another small thing: against chars without a reversal, i suggest not doing OTG gamma if you can get a corner knockdown - chipp's corner mixup is really strong vs. non-reversal chars, so exploit that as much as you can (1hit j.2k,\/,2k, // 1-hit j.2k, throw // j.hs[2], // j.hs, alpha frc and so on) be careful with jump back, alpha - while it is quick and opens up some nice combo opportunities (and big damage), it will get you killed if you overuse it. chipp recovers crouching = R.I.P. i also noticed that you like to continue your gatlings on block after s© into 6p,s©,2d, rekkas and so on - better keep it short there, because of FD, and use more linked s©, if you get a counterhit you can link another s© and combo from there - against crouching, combo into HS, tk alpha for big damage.
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hey there G, how about you tubing it? site needs a log in ;/
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time the s© perfectly after the throw. it's a bug - you force pot back into a standing position. make sure that the 2d isn't OTG and it should hit. also keep in mind that all hits after the throw have 50% damage reduction.
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you can also link a 2D after a 5HS CH. depending on the range, this could lead into a 2d,rekka combo. another option (also range dependant) would be a d.s©, or even a d.5k, since that now leads into 2D. 5hs CH vs. air: i usually do another d.HS, then iad combo against normal / heavy chars, and on light chars of they are particularly low in the air.
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don't know about that, the reward for millia is pretty big if her poke leads into knockdown. afaik millia's 6p is ok to use against j.HS - it is all situation specific i guess. when chipp falls straight down on her, 6p will probably not help her at all, but that is the case for many chars. her ground movement can be used to great effect against chipp - you can actually backdash when you expect chipp to do a mid - close 2D, and still punish after it.
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who said that millia is a good matchup? last list i saw said 5:5.
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switch to jam, keep losing, and run out of excuses. but nevertheless: 1. chipp needs char specific and very hard stuff to survive 2. less health, less average damage 3. not too good mixup / oki compare that to chars with easy mode knockdown combos & 50/50 mixup, it just doesn't feel right.
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1. gamma is great vs. slayer when used max range, so watch out for that 2. slayer's 5p is an excellent anti air against chipp 3. beware of chipp's 5k, 5 frames startup, nice range and now gatlings into 2D.
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i might be hallucinating, but, weren't there new gg vids on a-cho a couple of hours ago? something with dogura and NO and so on. i looked for them now, theres only tekken. i was streaming them on a-cho 8 hours ago. if they are new, did anyone download them and could up them? thx edit: i guess they were old. not sure though.
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EDIT: 6,6 + normal is actually possible after j.236D - i am really surprised, since it doesn't work for j.236C, there you have to do 99.