Jump to content
Dustloop Forums

AtTheGates

Moderators
  • Posts

    1,483
  • Joined

  • Last visited

Everything posted by AtTheGates

  1. sometimes otg hits are untechable. don't know any details though. also, even if otg hits would become untechable after a while, the pushback would probably so high that you could not draw any advantage out of it. btw, otg hits to throw off the enemy's reversal timing is pretty common, koichi does it all the time.
  2. breaking news: may good since slash
  3. http://blog.mi-ka-do.net/?eid=480318 qualifiers for some tournament. 071028_03.zip: 3回戦3 ざやす(MI)・ゴロー(JA) VS 7ショウ(CH)・終末(TE) 071028_06.zip: 準決勝2 BLEED(JO)・黄ふぁ(FA) VS 7ショウ(CH)・終末(TE) first file: ch vs. millia: nothing special imo. ch vs. jam: interesting, one can clearly see how useful 2HS is vs. jam. he also uses SBC in the 2nd round (knockdown, iad. SBC j.S for a fake crossup). makes me happy =) burst in the 3rd round was absolutely terrible. forget bursting against jam while being in any of her corner loops. once you're airborne, you shouldn't burst anymore, too late. it can happen that you burst, miss her anyway (since you are too high), then you fall down and she can continue her combo normally - nothing changes for her. ridiculous.
  4. -placeholder no.3-
  5. -placeholder no.2-
  6. SOL general - if you instant block bandit bringer you can punish with a s© against crouching sol - big combo into 5hs, tk alpha, \/, s,hs, tk alpha and so on. - slashback or 6p bandit revolver ground game - concentrate on sol's s(f), 2d and 5hs ranges. normals that can beat them will be added later. anti air - do not use 6p or 5p against sol's j.hs - it's a ridiculous move. instead, try a very early 2hs to hit him in the startup or even before that. HOS general - if HOS uses gunblaze mixup on you, IF you want to throw, throw with 6+S+HS so that you faultless defense in case he did a gunblaze and ended up behind you. - learn to slashback (or at least instant block) 6hs - punishment is rather difficult, i suggest defensive maneuvers after that (sounds nice, eh? defensive maneuvers!!) - do not use leaf throw at all - the standard "leaf throw -> enemy jumps -> air grab" does not work against HOS because of his small jump - if he jumps back, he can hit you with j.HS while you recovery from leaf throw. - Taking it into the air is not a bad idea against peg-legged HOS. abuse triple jump, take your time, and don't overabuse j.D. While HOS' anti air options aren't the best, he can still do whacky shit like gunblaze. ground game - use 5k as much as possible, hands down the best move in this matchup. -> 5k is faster than HOS' 2s (one of his most important normals) and can go through rock it. -> gatling into 2d from a max range 5k into superjump j.k FDC drop mixup. - be wary of running jump, instant airdash, 6hs, rockit and fafnir - those are the moves with the longest range he has. If you want to stick to the ground, zoning HOS can be dangerous. Stay patient and try to bait moves with run, FD brake. anti air - HOS' air priority is insane. running jump, j.P x N and normal j.HS are very hard to counter and a counterhit j.HS is a lot of pain. If you want to anti air, you either have to guess and do a an early 2hs or a beta blade (which frequently clashes with his j.HS) - both are bad options. You can try "substitute" anti airs, like an 8-jump, so he lands below you (and you on top of him). Against an airborne HOS, backdash is rather risky because of HOS' forward momentum. - be patient when blocking jumpins - hos has long air to ground blockstrings with fuzzy guard (if you switch from high to low block, you will get hit because your hitbox "lags behind"). AXL general - if you air instant block Axl's 6hs (from the ground, jump into his direction, immediately block), you have a good chance for a guaranteed throw -> you can also try and slashback 6hs if the Axl uses it in a predictable manner (for example after a 2hs[2] on block) - crossup mixup vs. axl can be a pain because his counters have auto turn. Sidenote: crossups cannot be meaty, so if the Axl reversals, he will get a counter out 100%. - Axl has relatively slow normals (his fastest normal is 5k, 6 frames of startup), so you can put on a lot of pressure with s© rushes - Be careful with backdashes, especially after you have been anti-aired: when Axl lands before you do, and you reversal backdash, he can still hit you easily in your recovery if he did a meaty chain. ground game - if you can bait a rensen by zoning him, you can dash in and punish. - use teleports wisely (especially K teleport) - but be careful with air teleports since he can do 2s and does not have to decide if you appear left or right of him. - zoning axl on the ground takes a lot of patience. Remember, he's fine with sitting around throwing his chains - you have to provoke him into doing something that enables you to close in on him. TK Alpha can be nice to surprise him, but if it's blocked, you're fucked. - Axl's 5k beats many of chipp's moves - be careful when trying to fight back after an instant blocked axl 6hs. - if you are rushed by axl (without tension), and you anticipate any other move than rensen, jump back. If he did the crossup jump move, you can air throw him. if he did command throw or command throw fake, air dash (whatever direction is best). --> a good thing to do against his command throw fake is an IAD forwards - it's hard to condition yourself to do it, though. anti air - use 2HS to counter axl's far air attacks - if you get a trade, you still benefit from the CH a lot - and believe it or not, 2hs often beats out axl's air to ground moves. - do NOT try to attack after you blocked or instant blocked axl bomber. The frame advantage is insanely high for Axl. It's a guessing game afterwards - you can jump out after bomber, but if he knows this, he can AA you of course.
  7. RIIISE, FROM YOUR GRAVE!!! after the old matchup thread got deleted, it's time for a new one. First couple of posts will have a placeholder function, so we can move the relevant info to the beginning. UPDATE: feel free to post your full matchup breakdowns. a healthy discussion is encouraged, and if we can draw valid conclusions, they will be moved to the first couple of placeholder posts. Overview - Matchups (matchups will be broken up in detail at later time) Good Matchups: Dizzy - most of your normals rape her. you can abuse 5HS, 6p, 5p, 5k, 2s, 2hs in most situations, 5hs, 5p and 2hs especially as anti air. - dizzy cannot use her frametraps against chipp, period. all frametraps she has are too slow and either trade or get beaten by your fastest moves (2p,s©, and even 5k depending on distance). - dizzy needs to play a runaway game so she can find time to setup fishes etc. chipp's movement makes this incredibly hard for her (alpha on reaction for example, and teleports of course) - she needs to take risks because of this, which is to our advantage. - does not have a safe (no-tension) reversal. Venom - While chipp has the same problems escaping a venom pin any other char has, he makes up for it in the zoning phase. Much like dizzy, venom needs to set up his projectiles so he can play effectively. Chipp's teleports and his movement force venom to play very safe. otherwise, tele + alpha = ouch! - like dizzy, venom does not have a reversal. Bad matchups: Potemkin - not much to say here, the formula is: damage > movement. You can run and jump all you want, but IF you get caught it can be over in the blink of an eye. Faust - crazy range and zoning, makes it very hard for Chipp to get close. While Chipp does have excellent movement, Faust can still negate that to some degree. - Faust's normals do particularly well against Chipp - s(f) and j.HS come to mind, among others. Baiken - Chipp really suffers from his bad abare in this matchup - remember, okizeme is of less importance against Baiken, so what we have to watch out for is doing damage in the zoning phase - which is rather hard, except if you fish for j.D counterhits like a scrub (and then eat tatami CHs). - people who claim that chipp should simply abuse jump cancel moves have no clue what they are talking about more to come - please comment / object / add.
  8. that's why i suggested alpha. of course, you can teleport, but if they slashback, 2p or something, they could whiff slashback, 2p and hit you (or they would still have time to block / air throw you if you do 22d/22hs). thats speculation though. i just know alpha works fine.
  9. true. while i like to use 5k to gatling into 2d for knockdown, forgot crossing her up EVER. try superjump left/right okizeme, it's pointless she either autoblocks or parries, nice option select. i hate that bitch. this is more of an anti air thing, but if i expect an air dash (i guess), i sometimes jump up or upforward with j.p and buffer a j.D. if i miss, i can still move around, if i hit i got knockdown. not much to add to that. for defense, learn to slashback 6hs if the jam uses it in a predictable fashion - while jams tend do go for 5hs, 6hs, this is not their only option, better jams go for kicks after that etc. from full screen distance, it's not that easy for jam to get close in a non-predictable manner. if she uses step, she gets vulnerable to jump / gamma, if she air dashes from too far away she can be air thrown / j.Ped etc. This kind of encourages the ground movement, which is good for chipp in a way. once she's in your face (or, lets say, almost out of 2D distance) things become hairy. i agree, patience is the key, especially when you have the chance for okizeme. you have to be extremely careful vs. parry, and very patient when she is in your face pinning you. other things: some chipps swear on 6hs vs. jam, especially if she air dashes. while this can actually work well, i doubt this is something to do on reaction, more out of anticipation - which is quite dangerous, given how long the move takes to recover. still, it's an option. edit: about parrying the 236s after the 2D: what worked for me against people that can slashback 236s after 2D was an alpha. the timing is different and will actually hit them later. however, i did not try this out vs. jam's parry yet.
  10. too dangerous - if she does the HS puffball, you're fucked thats an option, but you can get clashes if she does her puffs max distance. for max distance, non FB puffballs out of step, try gamma. I also like to instant block puffballs, 5k, or simply straight jump up when i have time to react, then punish (or hit on her block) when falling down. she could parry though. if she does 623k out of iad, air throwing is very hard - i usually just get air instant block (and i think my air throws are good). Nonetheless, i agree that air throw might be the best solution. forget 6p against her j.214k. way too dangerous, since the hit is delayed. i will write more later, gotta head home now from work.
  11. too dangerous - if she does the HS puffball, you're fucked thats an option, but you can get clashes if she does her puffs max distance. for max distance, non FB puffballs out of step, try gamma. I also like to instant block puffballs, 5k, or simply straight jump up when i have time to react, then punish (or hit on her block) when falling down. she could parry though. if she does 623k out of iad, air throwing is very hard - i usually just get air instant block (and i think my air throws are good). Nonetheless, i agree that air throw might be the best solution. forget 6p against her j.214k. way too dangerous, since the hit is delayed. i will write more later, gotta head home now from work.
  12. i teach myself eddie since a couple of weeks, to better understand him (and meanwhile also as a secondary char, a lot to explore). i usually program those setups until they are somewhat "clean" (i try if i can FD out, if eddie is too far away for 2p,2hs to connect if i FD, etc.).
  13. yeah, escaping after instant block is no problem at all. about fd jumping out: 1f jump = cutting off the startup of one's jump. is there a limitation of any kind? most chars got 3 frames of jump startup, some more. so basically i guess i have to faultless defense after the first frame of my jump startup? should be a 2 frame window, then. did you do it before against this setup?
  14. i can't FD jump out of 2hs, fb drill - is it even possible? if it is, it's definitely too hard to be a viable option (or a more viable option than the others). backdashing before the FB drill after 2hs works fine, as long as you FD the 2p before it. this is also only an escape if you aren't cornered.
  15. 2p,2hs is a viable setup for the unblockable though, and pretty common. after all, eddie can mixup after the 2p. also, when i tried s,hs[1],d + 22d, i could instant block the hs[1] and air block the drill + spit. so no slashback required? teyah, i personally find it better to input 2p,2hs~push d, immediately 22d instead of 2p,2hs,22[D] ]D[. that way the spit hits a little earlier - and you can circumvent the limitation that you cannot hold D earlier. pretty easy it's true that there are several ways to escape. best one i think is try to backdash after the 2p - in case you accidentally instant block the 2hs (happens often), you can then jump back & block. FD works sometimes, too, but i find it less reliable than this. of course it's hard to backdash a 2p on reaction, you would do that on anticipation.
  16. at the gates reunion + carcass reunion for wacken 2008. i already got my ticket the day it was announced.
  17. in pot's favor, definitely. you can have have the best movement in the world, but if you're hit it can be over pretty fast.
  18. Note: i've seen the matches now - it's not as bad as i thought. and SHIT, what a close comeback from me - i was down to 1 health in the last round and managed to turn the tide in the 2nd match against johnny.i actually played worse against pot than against johnny - at least 8 times j.HS instead of air throw. you can tell i had probs with my stick same when i tried air throwing johnny after his burst - straight jump up, nothing. and boy was i pissed when he hit me out of gamma with his super (although i did that specifically to be safe, ah well).
  19. a very informative and entertaining read - keep it up!
  20. hey there elven, i'll save that read 0up for work. Always cool to hear impressions about the japanese scene. Thx for sharing.
  21. Digit'Alsace Tourney over. the tournament was 1v1, best of 3 + loser bracket. The location was close to Straßburg, France - near the German border. Met my good friends Cuongster and Joe Higashi there. 1. Cuongster 2. Joe Higashi 3. me I wasn't sure whether i would go until the last minute, so i didn't really prepare, except for some basic training with and against Eddie, i'll come to that later. The location was pretty cool - it was one huge expo hall, full of booths with people in classy suits wanting to sell you stuff (including mercedes, and the french military). It was basically a lan for counterstrike, but there was an area for fighting games (organized by the guys from Straßburg & the GNOUZ corporation). Prelimns went good. I beat everyone in my group clean except cuongster - he was using slayer as his first char (eddie 2nd). Prelim format was 1 match only. I sticked to my gameplan vs. slayer - keepaway & harass with gamma blade until he slips up and tries to instant air dash etc. - this went quite well. Of course, once you get a knockdown (or a 2hs CH, or j-hs CH, etc), you're in deep shit. It came down to the last inch of health in the 3rd round for both of us - i took a chance, dashing over the whole screen, beta blade - and he blocked & finished it. Taking chances like that in a tourney does make sense, especially in a high level match - at one point, mixup/behavior will become really abstract, and at this point, stuff like that can work. Anyway, i proceeded into the tourney and met joe higashi in a chipp mirror as my first opponent. He pretty much butchered me - it's been a long time since i played mirror. Meanwhile, Shoto (AX) hit the loser bracket and then went to defeat cuong's brother (who was playing baiken and then switched to order sol). The match was intimidating - shoto controlled the space really well and countered baikens counters, etc. Later i met Shoto in losers and kicked him out - we play alot, so i know the chipp vs. axl matchup really well - and his playstyle. On to losers semifinal - and that was the worst tourney match of my life, i guess. I've been having problems with my stick for 2 weeks - left microswitch sometimes doesn't work (although i can hear it click). the result: chipp standing there when he should dash, etc. At one point, all i wanted to do was S,HS and chipp jumped UP. Anyway, i played against a johnny who seemed to know the matchup quite well (he was from straßburg and often plays against joe higashi). The problem is - i know the matchup really well, myself - but i could not benefit at all from this, since i pretty much fucked up every single chance i had to win the match. in the end i somehow made a comeback and it went 2-1 for me. he switched to pot for the last match, a bad move - his johnny was way better. There will be matchvids from this match on - check it out if you want to see me embarassed. Meanwhile, Cuongster defeated Joe Higashi in a close match in the winner bracket - really nerve wrecking, joe higashi played runaway both against cuongs slayer and eddie, to great effect, but he got caught in the end. Then i met joe higashi in the losers finals - pulled myself together this time. Although he beat me 2-1, it came down to the last round. And we both had tremendous fun - chipp mirror is hilarious - so fast, so random, so back and forth. Grand Finals - Cuong beat Philippe 3-1 - too bad - another chipp succumbs to eddie anyway, about eddie: the standard setup after an eddie rush for the unblockable goes like this: [something], eddie d.2p,2hs, release D, 22D. the problem: you can ONLY escape this UB if you instant block (or slashback, but forget that) the 2hs. You can then jump and immediately air block both the FB drill and the minieddie D. of course, eddie could do 2p, command throw - so it's still hard to counter.
  22. flash - "i hit my combos 100% of the time" ? or was he joking back then? hard to tell.
  23. its not only difficult, its really specific. you should try doing j.P's and j.K's before it.
  24. updated the combo list for potemkin. better options for damage / spacing now. too bad the longer loops are hard against him for some reason ( cant connect s,hs, iad.jp after s,6p,s,2d,236s,236k,hs,iad.jk[2],j.D,236p,FRC)
×
×
  • Create New...