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AtTheGates

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Everything posted by AtTheGates

  1. uuuh... 2nd round vs. buppa? that's a dead angle vs. ky's 2p, if you meant that.. his combos are also really basic (which is probably not his fault, but the situation's), so it's not really "special" that he doesn't drop them. oh, and he drops his iad. combo in the player1 corner what i really liked was his match against BLEED: http://youtube.com/watch?v=NX8mbFv86mQ his movement is insane, and johnny has a hard time catching him - you have to be so careful against johnny, and he pulls it off extremely well. especially the last couple of seconds of the match.
  2. 3 more g3 vids from GC: http://gamechariot.com/g3.html - 4th link from the left (kekka) "1" under GC --> MK(JO) vs Ozawa(SL) Jigoku Ningyou (地獄人形)(ZA) vs Oppai(BA) Kishitaka(SO) vs Hatoimo* (HO) taken from http://ggxx.jugem.jp/ *Hatoimo = Hato Imo = Hot Potato?
  3. there are no dustcombos because this thread is supposed to be an update for accent core - many of the old combos are still valid, especially the dust combos. "normal" dust combo: 3xj.D, j.s,hs,beta far dust: iad.j.k, \/, 6hs, relaunch there are better dust combos than that (with shurikens and alphas), but imo hardly worth the effort.
  4. about 5D, true. Often gets neglected. Common poke string is max range 5HS, 5D. if you get a counterhit, the 5D combos, you can go into iad.j.K, relaunch from that.
  5. that's debatable. jam's dust looks a lot like her 6hs now, and the pause feels kind of the same - if you condition yourself to slashback or instant block her 6hs you should have an easier time with 5d, at least i do.
  6. nevermind, just trying to make sure you pay attention to the details
  7. the delay is mandatory - if you don't delay, you cannot hit sol with a dashing P. If you somehow manage to hit him anyway, you probably delayed the rekka without noticing it. The basic idea is to give sol more time to fall after the 2d, so he is lower in the air (then your p will connect). As we all know, sol's air hitbox is a pain in the ass (except if you're eddie, easy mode 1-hit shadow gallery loop, yay). I am pretty sure that the technique of delaying rekka after 2d can come in handy vs. other chars, and I wanted to experiment (but forgot about it / had other things to test). I encourage all of you to try and find uses for it and post them here! - maybe a 5HS after 2d,rekka that was otherwise unreliable - combos after 2d, rekka that can be extended differently although you hit the enemy with a P or HS either way and so on. by the way, this is all part of "combo theory" - when i research combos in addition to weight and hitboxes i try to pay attention to as many details as possible, including the delay of gatlings or specials (easy example: j.p,k[2],delay, j.k[2] vs. many chars).
  8. quote my post. the problem isn't the dashing p after the 236s, it's the delayed cancel of the rekka.
  9. ogawa considers eddie chipp a 6:4 for eddie, btw, if i remember the complete matchup list correctly that was in one of the last tougeki damashiis. he considers most other matchups a 6:4, by the way. vs. baiken i think it was 5,5 to 4,5 and vs. millia was either 5:5 or even a slightly bad matchup 4,5:5,5. (hair pin, air movement etc.).
  10. chipp vs. eddie debate reminds me of chipp vs. dizzy in reload. back then, chipp already hat nice normals & other options against dizzy, but died easily to her high damage off of good okizeme. pretty much the same now against eddie. and whoever suggests you suck as chipp when you get hit by eddie (since you could run away!!! hah!): STFU. bad matchup for chipp, bad matchup for almost everyone else.
  11. about damage: chipp has bad abare. it's a fact. you have certain situations where you can deal nice damage, but they have to be planned, unlike many other chars (slayer: oh i just hit nevermind lets do an air combo LOL) matchups: do you mean good or bad matchups? dizzy is probably the best matchup for chipp, she has no chance. i-no should have a hard time because of movement & 6p. i don't know shit about the anji matchup but i never thought about it being particularly good or bad. johnny sucks for chipp, but that's just my oppinion - 5k will fuck you up badly, & johnny can hop under jumpins, then 5k.
  12. it's been almost 1 year i linked that vid. Did you even watch it? no one pokes after 236236s RC.
  13. could anyone link the original source, please?
  14. johnny only C in air to ground? chipp A in okizeme? oh come on..
  15. it works on most characters, but you often have to be point blank and do just a HS without any other moves, rather unrealistic. it is really easy against pot. every time you get a hit vs. a crouching (!) opponent, try to go for a combo into 5hs, 2369P. leads to chipp's most damaging combos.
  16. the voice is just like accent core. timing is off. lazy bums. HEAVEN...ORHELLDUEL ONE. LETS ROCK theres a battletobewon
  17. guess it depends on wakeup timing (face down / face up). if it's a couple of frames late on pot, chances are that it works against chars like chipp and some others. chipp has 41f wakeup timing, which is the longest in the game, but i actually forgot if it was from face up or face down position.
  18. download takes forever, would be a lot more convenient to put them on youtube next time.
  19. i will leave this thread alone, go ahead and discuss EX chipp. but be aware that most serious chipp players will probably not post here.
  20. faust's j.hs is not a jump in. also, i never heard of pogo being an anti air. and btw, most jumpins lose pretty badly to fully invincible anti airs... (some exceptions, but then you'll get a clash, which is fine).
  21. 5k you mean? it beats eddies 2s, which is pretty powerful (long range & combos into far drill on CH = knockdown = oh SHIT) while jump cancels can be nice to avoid getting hit (when you confirm that baiken actually blocked and did not get hit after your attack move), i use them sparingly - even if her counter whiffs and she jumps, she usually has enough time to act again before you could hit her. exception of course if you iad or sbc drop, etc. empty throw can be very useful against baiken - knockdown, dash, 1+FD (so you slide forward crouching), 6+S+HS, susumu style. i slashback bringer & revolver on reaction - you can do pretty much everything after it, especially after bringer. you can actually instant block bringer & punish vs. crouching sol with a close S, but it is very tight (1-2f), and you need a certain spacing for it. very true - 2hs is a wonderful move that gets neglected a lot. also works wonders vs. HOS (vs. jumpins) and other hard to AA chars.
  22. it's actually 5k, slide to S+HS. kara slashback. you can use this vs. moves that come from a horizontal direction. Example: hos - rock it. why to use this: if you can condition yourself to go for 5k,S,HS, you can win about 2 frames - the 5k moves chipp hitbox back, and you can cancel the startup into S,HS - so what happens is the rock it will hit you later, thus giving you more time to slashback (theoretically), thus increasing your chances to slashback. let me confirm that it does work and that it is useful, if you can pull it off.
  23. true. i choose 2k a lot to avoid her parry. Xeno and me know each other very well, that's why i play this matchup rather "reactive" - i wait for him to air dash / do a specific thing, that's why it looks like i am rather "slow" in that matchup
  24. well, it does make sense for zoning or poking, though - if you want to break free of ticks, 5k is a bad choice, of course.
  25. well, any decent player will have reflexes to stand up once they see chipp teleporting - now they only have to decide wether you are left or right of them, then either do a normal / backdash / air throw. of course, teleport FRC is a different matter. i personally think teleports are fine, but should be used sparringly for direct attacks, the risk is too high vs. pot. try out a very low air dashing j.D, i don't know if it works in accent core, but pot used to have problems anti airing this (even with 6p). make sure to be very low (like, after a back jump, etc.) to make the j.D somewhat safe on block.
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