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AtTheGates

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Everything posted by AtTheGates

  1. 2k is one more chance to penetrate your opponent's defense. also, there is a big chance that you will be too far away for s©,6p,s© to hit, more often than not a far S will come out. in addition, no HS after s,6p,s. edit: just saw that you were referring to dash in after j.hs. while dash in is fine, you would have to be sure that you hit on your way down - pretty risky to dash after blocked j.HS. you could go for close S,6p, then 2d or HS, without the 2nd close S. i would rather end my string with a close S than a 6p though if i see that my enemy is blocking. so, 2k for an additional chance, close S for better pressure in case he blocks everything.
  2. no. you have to do it off of 5hs. close S attack level is too low.
  3. tigerknee alpha after 5HS is especially good in the corner after a jumpin. you can combo j.hs[2],\/,d.s©,hs,tk alpha against pretty much everyone. if they are crouching, it's even easier. a realistic setup: corner mixup between 1.) d.j.2k[1],2k,s©,6p,2d..... and so on into knockdown 2.) d.j.HS[2] (we assume 2nd hit hits, since the enemy will go to crouching position since he is afraid of d.j.2k[1]) - now what we do is this: after the j.HS (2nd hit hits the opponent), we go for: 2k,s© so we got 3 hits to confirm whether the enemy crouches or not. crouching: HS,IAA standing: 2d,236s combo and so on. problem is of course faultless defense, if you can react to that, you might have time to dash in after the j.HS (but be careful not to get thrown). after you pulled off HS, iaa in corner, you can go into a standard iad combo (s©,hs,iad.j.p,D,236p,\/ or FRC,\/,6hs,j.D).
  4. it keeps the momentum, you need to be airborne for a while to get a normal fall off of an AA FRC. i don't try to circumvent it at all. and how will you get off beta with a punch?
  5. i've got several DIO & other combos saved at home, some of them my own. i will post them later. double keygrabs seem hard against light chars (at least out of the longer loops). there are certain chars where you can get a dashing jumping s after a throw even midscreen, and move them to the corner that way. it's pretty hard - try vs. venom to see what i mean.
  6. added some combos for faust and sol - nothing groundbreaking though. guerilla, so far, all combos i listed cause knockdown. it's more or less a rule i try to fulfill - mainly because the damage options don't seem to be that much better than the KD options. we need that knockdown with chipp. AC is just too dangerous. this is just my personal oppinion. if anyone got some good damage combos without knockdown - perfect! and i'll go on and research more combos. to do: - new dust combos? (turnout: probably not that good) - new impossible dust combos with knockdown? (have a good feeling here) - combos with fast shuriken? (maybe some new stuff with j.D, air alpha, we'll see) - anti air, long range force break combos? (might be too situation specific, but who knows, maybe a hit and relaunch seems realistic vs. some chars.. predict an air tatami from baiken, forcebreak?)
  7. whatever you are trying to do, don't forget to test it vs. different characters (different weight and hitboxes). usually, there are way longer and better combos after 2hs[2] than simply iad.j.s,hs. usually you would try to extend the combo with a relaunch.
  8. now that chipp's throw is back to arcade, the bug vs. may is back again, too. I CANNOT BELIVE THAT THEY DIDN'T FIX IT. May still rises as if it was reload after you throw her.
  9. i personally think land, 2d is too slow of a setup. one of my major objections on that other chipp vid posted in this thread. gonna take a closer look at it later when i got the time.
  10. hey there fellow ninjas, i'm researching floor slide combos right now. making a list vs. all chars for combos after j.D CH, with char specific notes. so far it looks good! against most chars iad.j.p seems to work (exception: eddie, very spacing specific, the horror, the horror!). so we probably won't have long lists this time, just for the little variations. notes include: when to switch d.2s with d.5k (launches em lower, so you can get a j.p against bridget in the first place and knockdown vs. may anywhere on the screen). right now, seems like it is possible vs. every char to extend the combo after 236p with an FRC,\/,6hs, j.D for knockdown and more damage. expect the list tonight or tomorrow!
  11. gogo kensou! you gotta uphold the chipp pride for the whole western hemisphere susumu quit chipp, mdr quit chipp... its looking grim also, i'm kinda pissed europ didn't get a spot for AC, like the years before... *sigh* i guess it has to do with good contacts between US and japan during evo or something..
  12. i basically agree, but there is one problem - knockdown combos and air alpha combos are VERY specific, it's not like there are easier options for the combos i posted i haven't talked about it much, but if you want knockdown with chipp in AC, you have to work a lot more than in slash. it's kinda frustrating. also, i am against ordering combos by forcebreak, for reasons i mentioned above. it would only matter if the FB was the opening move. what the basics should include is for example against which chars you can link a HS after 236s or 236s,236k, cause that can become very handy. basic dustcombo should be there, too. some gamma combos later on, they aren't very high on my priority list right now, i personally go for JI teleport combos, and those haven't changed (although you could add air alpha frc stuff in the corner). edit: kensou, you don't need to update your post with my list, let's keep this over 2 threads (first one basics & situation specific, CHs etc, 2nd just standard combos). if anyone of you guys finds better combos than mine, i will update them of course!
  13. guys, check out chipp'sm voice A under sound options: 3: SHOGUN! 4: NINJA! 6: TAKO YAKI! 8: FUJIJAMA! 9: GEISHA! 10: AKIHABARA! (wtf)
  14. nice vid! some very creative ideas inbetween the BnB stuff - although i have to say some stuff is too dangerous, uses too much tension or is simply too unrealistic. edit: kensou, about forcebreaks, i don't know - it's ok to order it by forcebreak if you want, but if i choose a combo, i check for tension used, spacing and vs. which char, so i wouldn't care if it was with forcebreak or with alpha FRC. that's why i suggested we order it by something else seperate sections for CH combos like you made em are fine btw!
  15. i suggest that we put the force break and normal combos into the same category and order it by char and situation (spacing and tension). also, might be better if we focus on the best combos in a given situation (with knockdown as opposed to without, 1 combo as opposed to 3 or 4 if they are self-explanatory). Edit: 3: 2k-5s-6p-5hs 236s-236s(RC)-tk alpha blade- gamma blade( should hit otg for mix ups) personally i don't like this one - don't think it should be featured under BnB. oh yeah, and: 2: 6HS, 236p-RC- 6HS- j.k(1)*- j.S- dj.k(1)- dj.S- tj.HS- beta blade should be j.k[1],j.k[1],j.s,dj.k[1],dj.k[1],dj.s,tj.HS,beta blade leave out 1x j.k[1] against light chars (more consistent against every char with 2xj.k each jump)
  16. update from DR. ATG's lab of death. playing on a black & white tv now with a friend's ps2- my copy fell onto the floor, one hair of dust is enough to make my ps2 fail vs potemkin, probably rky: 2hs,41236k,D combos! you can link a HS after it close to the corner, or s,hs and so on. gonna play around wit it edit: already updating the combos in the thread.
  17. Floor slide combos The standard combo after floorslide is: d.2S,HS,iad.j.P,j.D,236P all the tensionless combos on this list also work after gamma blade! vs. light chars, other gamma combos are better. list at the bottom of this post. The variation with 25% close to corner is: d.2S,HS,iad.j.P,j.D,236P,FRC,\/,6hs,j.D [FRC, 236p,\/,s©,hs,j.D does slightly more damage, but you have to be point blank in the corner. ©kumyou] UPDATE: for several chars, you can add another alpha blade after the last jumping dust. combo: CH or gamma, d.2S,HS, iad.j.P,j.D,236P,FRC,\/,6HS,j.D,236P Note: this extension only works in shorter combos, with the exception of i-no - you can hit her even after longer combos with that additional alpha. chars: dizzy, i-no, may, jam, axl, testa, anji, zappa, slayer, sol, hos, faust, pot, chipp i calculated the damage below with the "old" combo, without the last alpha. these combos work against the following chars: EASY CHIPP (188 / 248 dam) DIZZY /167 / 220 dam) I-NO (153 / 202 dam) MILLIA (176 / 232 dam) POTEMKIN ( / 166 dam) even better: start with d.S©,2S,HS... SLAYER (140 / 185 dam) TESTAMENT ( / 194 dam) ZAPPA (147 / 197 dam) INTERMEDIATE ABA (128 / 169 dam) alpha blade likes to miss from time to time ANJI (153 / 202 dam) start with close d.2s! BAIKEN ( / 244 dam) exchange d.2S with d.5K to get tensionless KD BRIDGET ( 139/ 206 dam) exchange d.2S with d.5K to get tensionless KD EDDIE (151 / 192 dam) start combo with d.5k,s©,hs, iad.... (be careful not to be too close, or else close s will whiff) FAUST (132 / 178 dam) exchange d.2S for d.5K for both combos! JAM (153 / 202 dam) delay alpha blade in corner to get tensionless KD KY (146 / 201 dam) start with d.S©,S(f) instead of d.2s exchange d.2S with d.5K for tensionless KD MAY (137 / 154 dam) start with a close d.2S for tensionless KD midscreen exchange d.2S with d.5K for tensionless KD anywhere (corner OK) ROBO-KY ( / 174 dam) start with d.s©,s(f) instead of d.2s delay alpha blade for tensionless KD SOL ( / 194 dam) start with far d.2s! HOLY ORDER SOL (140 / 185 dam) start with far d.2s! VENOM (153 / 202 dam) don't be too close when doing d.2s! HARD AXL (153 / 202 dam) weird timing - j.D often whiffs after j.P. you can avoid this if you start your floor slide combo from max range 2s,hs. alternate combo (167 dam, © chipp 20071003 filebank vids from TRF) floor slide, max range d.s(f),hs, iad.j.P,S, jump cancel but delay the nextj.K[1] slightly,j.k[2],j.k[2],delayed j.D, 236p. the "236p" is optional but makes the whole combo easier. JOHNNY (138 dam / ??) combo is: d.S©,2S,HS, iad.j.D. knocks down. make sure you aren't too close. use this stuff instead: 188 damage, no knockdown, source Samitto: https://www.youtube.com/watch?v=yy0ezcyEmiM CH j.D,d.S©(jump install),S(f),2HS, 22HS/D, j.K(1),j.S, dj.K(1),S,tj.S,HS(2),623S 146 damage, knockdown: CH j.D, d.S©,HS, sj.P,P,P,K(2),K(2),D,j.236P. thanks to kashou for this combo. make sure to slightly delay all the air chain hits for this to work reliably. also, if you dash too far into your opponent mid screen, you might cross him up during the combo. 160 something damage, knockdown: CH j.D, 6hs, iad.j.P,K[2], delayed j.S, dj.P,P,K[2],D 171 damage, knockdown: CH j.D, d.S©,S(f),HS, iad.j.P,S, wait, tj.K[1],K[2], delayed K[2],D,236P. make sure to be not too close when doing the d.s©, or the HS will whiff. 25% tension, 221 damage, knockdown: CH j.D, d.6HS, 2369P, \/,d.s©,S(f), hs, 41236k, D ----------------------------------- ADVANCED COMBOS: VS POTEMKIN: into corner, 50%, 11 hits, 189 dam, knockdown CH j.D, d.2s,hs,iad.j.p,j.d,236p,FRC,\/,2hs,41236k,D,\/,s,hs,j.D ------------------------------------ GAMMA COMBOS for those chars, other gamma combos than the combos above are better: (only midscreen!!!) MAY 122 dam s©,hs,j.p,j.p,j.k[2],j.k[2],j.D,236p BRIDGET 122 dam d.2s,hs, j.p,j.p,j.k[2],j.k[2],j.D,236p (BAIKEN, 153 dam (same dmg as iad combo) d.2s,hs, j.p,j.p,j.k[2],j.k[2],j.D,236p) more to come!
  18. 2d, 236s BREAD N BUTTER COMBOS INTO KNOCKDOWN anywhere, (135 dam. average), knockdown vs ABA; ANJI, AXL*, EDDIE, JOHNNY, KY, POTEMKIN, ROBOKY, SLAYER, TESTA, VENOM, ZAPPA d.s©,6p,s©,2d,236s,d.HS,j.D vs. everyone else (not fully tested yet though): d.s©,6p,s©,2d,236s, j.D the cons of this combo: you land relatively late. the pros of this combo: since you use j.D very early, you have time to move after its recovery. nice for dragonpunch baits in the corner (late airdash back). you can also superjump D instead of j.D for different okizeme possibilities. CHARACTER SPECIFIC COMBOS VS SOL & FAUST NOTE: for sol, every time you go for [2d,236s, d.p], make sure to slightly(!) delay the cancel from 2d to 236s. corner, 25%, 9 hits, 194 dam, knockdown (hard) d.s©,s(f),2hs,22D,j.D,236P,FRC,late 236p,\/,hs,j.D extension: after j.D ---> j.236P, FRC, late j.D, \/, S©, j.D. (237 damage vs SOL, knockdown, 50%) for faust, add HS after the S© for even more damage (248) corner, 25%, 179 dam, knockdown (hard, ©Samitto) d.s©,6p,s©,2d,delay 1f 236s, d.p, j.D,236p,FRC,late j.D,\/,s©,hs, iad.j.p,D,236p. fullscreen, 0%, 15 hits, 131 dam, knockdown (intermediate) d.s©,6p,s©,6p,2d,236s,d.p,j.p,j.p,j.k[2],j.k[2],j.D,236p into the corner, 25%, 11 hits, 154 dam, knockdown (hard) d.s©,6p,s©,2d,236s,d.p, j.p,j.D,236p,FRC,ad,j.D,236P alternative: 25%, 12 hits, 154 dam, knockdown (intermediate - hard) d.s©,6p,s©,2d,236s,d.p, j.p,j.D,236p,FRC,ad.j.k[1],j.D,236P does the exact same amount of damage, but might be easier. sol specific: midscreen, 0%, 14 hits, 153 dam, knockdown (very hard) d.s©,6p,s©,2d,236s,236k, j.p,j.k[1],j.k[2],j.k[2},j.D,236p corner, 0%, 134 dam, knockdown (hard) d.s©,6p,s©,2d,236s,236k,j.p,j.D faust specific: midscreen, 0%, 10 hits, 141 dam, knockdown (easy) d.s©,6p,s©,2d,236s,236k,p, j.k[2],j.D into corner, 25%, 12 hits, 164 dam, knockdown (intermediate - hard) d.s©,6p,s©,2d,236s,236k,p,j.p,j.D,236p,FRC,ad.j.D,236p ----------------------- VS ANJI anywhere, 0%, 7 hits, 142 dam, knockdown d.s©,6p,s©,2d,236s,d.HS.j.D midscreen, 25%, 169 dam, knockdown (easy) d.s©,6p,s©,2d,236s,HS,41236k,D into corner, 25%, 197 dam, knockdown (hard) d.s©,6p,s©,2d,236s,HS,iad.j.D,236p,FRC,\/,6hs,j.D corner, 25%, 9 hits, 200 dam, knockdown (intermediate) d.s©,s(f),2hs,22D,j.D,236P,FRC,late 236p,\/,hs,j.D -------------------------- VS EDDIE midscreen, 0%, 14 hits, 162 dam, knockdown (intermediate) d.s©,6p,s©,2d,236s,236k,HS,j.p,j.p,j.k[2],j.k[2],j.D into corner, 0%, 9 hits, 171 dam, knockdown (hard) d.s©,6p,s©,2d,236s,236k,HS,iad.j.D,236p anywhere, 25%, 9 hits, 169 dam, knockdown (easy) d.s©,6p,s©,6p,2d,236s,236k,HS,41236k,D - omit 1x6p if you are point blank in the corner into corner, 25%, 11 hits, 189 dam, knockdown (intermediate) d.s©,6p,s©,2d,236s, (optional dashing)HS, iad.j.p,D,236p,FRC,\/,6hs,j.D into corner, 25%, 11 hits, 203 dam, knockdown (hard) d.s©,6p,s©,2d,236s,236k,HS,iad.j.D,236p,FRC,\/,6hs,j.D ----------------------------------- VS TESTAMENT midscreen, 0%, 15 hits, 160 dam, knockdown (easy) d.s©,6p,s©,2d,236s.236k.HS,j.p,j.p,j.k[2],j.k[2],j.D,236p anywhere, 25%, 8 hits, 162 dam, knockdown (easy) d.s©,6p,s©,2d,236s.236k.HS,41236k,D mid into corner, 25%, 12 hits, 179 dam. Knockdown (intermediate) d.s©,6p,s©,6p,2d,236s,HS,iad.j.p,j.D,236p,FRC, \/,6hs,j.D (same combo as ky) corner, 25%, 10 hits, 196 dam, Knockdown (intermediate) d.s©,s(f),2s,2hs,41236k,D,\/, late s©,hs, iad.j.P,D,236p ---------------------------- VS ZAPPA midscreen, 0%, 15 hits, 167 dam, knockdown (easy) d.s©,6p,s©,2d,236s,236k,HS,j.k(1),j.k(1),j.k[2],j.k[2],j.D,236p anywhere, 25%, 8 hits, 162 dam, knockdown (easy) d.s©,6p,s©,2d,236s,236k,HS,41236k,D into the corner & fullscreen, 25%, 14 hits, 196 dam, knockdown (hard) d.s©,6p,s©,2d,236s,236k,HS,iad.j.k,j.D.236p,FRC,\/,6HS, iad.j.P,j.D,j.236P (variation) from coast to coast, 25% tension, 12 hits, 181 dam, knockdown (hard) d.s©,6p,s©,2d,236s,HS, iad.j.p,j.D,236p,FRC,\/,(turnaround),6hs,iad.j.p,j.D corner, 25%, 10 hits 196 dam, knockdown (intermediate) d.S©,S(f),2S,2HS,41236K, delay D,\/, delay S©,HS, iad.j.P,j.D.j.236P corner, 25%, 201 dam, knockdown (hard) d.s©,6P(1),s©,6P(1),2D,236S, d.HS, j.D,j.236P FRC, while falling j.D,\/,S©,HS, iad.j.P,j.D,j.236P --------------------------- VS VENOM midscreen, 0%, 15 hits, 166 dam, knockdown (easy) (note: 236S into 236K as a juggle only works when you are very close to venom.) d.s©,6p,s©,2d,236s,236k,HS,j.p,j.p,j.k[2],j.k[2],j.D,236p anywhere, 25%, hits, 169 dam, Knockdown (easy) d.s©,6p,s©,2d,236s,236k,HS,41236k,D into corner, 25%, 194 dam, Knockdown (intermediate) d.s©,6p,s©,2d,236s,236k,HS,iad.j.p,j.D,236p,FRC,\/,6hs,j.D also works fullscreen. after FRC,\/,turnaround,6hs,iad.j.p,j.D (knockdown) -------------- VS KY midscreen, 0%, 15 hits, 160 dam, knockdown (intermediate) d.s©,6p,s©,2d,236s,236k, HS,j.p,j.p,j.k[2],j.k[2,j.D,236p anywhere, 0%, 9 hits, 164 dam, knockdown (hard) d.s©,6p,s©,2d,236s,236k,HS,iad.j.D,236p into corner, 25%, 12 hits, 179 dam. KD (intermediate) d.s©,6p,s©,6p,2d,236s,HS,iad.j.p,j.D,236p,FRC, \/,6hs,j.D into corner, 25%, 12 hits, 189 dam. KD (hard) <- more time for okizeme after landing compared to the above combo d.s©,6p,s©,2d,236s,HS,iad.j.p,j.D,236p,FRC, j.236p, \/,S©,HS,iad.j.P,j.D,j.236p corner, 25%, 8 hits, 187 dam. KD (easy) d.s©,s(f),2s,2hs,41236k,D,\/,s©,hs,j.D corner, 25%, 8 hits, 187 dam. KD (intermediate) d.s©,s(f),2s,2hs,41236k, D,\/,s©,hs,j.D corner, 50%, 10 hits, 226 dam. KD (hard) d.s©,s(f),2s,2hs,41236k,D,\/,2hs,41236k,D,s©,hs,j.D note on ky: all the corner combos can be ended with [iad.j.P,j.D,j.236P] instead of [s,hs,j.D], which deals about 10 more damage, but is techable. ------------------------------- VS ROBOKY anywhere, 0%, 10 hits, 139 dam, knockdown (hard) d.s©,6p,s©,2d,236s,236k,HS,iad.j.p,j.D, 236p (delay in corner!) close to corner, 25% tension, 7 hits, 161 dam, knockdown (easy) d.s©,s(f),2hs,41236K,D,\/,s©,hs,j.D close to corner, 50% tension, 9 hits, 194 dam, knockdown (intermediate) d.s©,s(f),2hs,41236K,D,\/,2hs,41236K,D,\/,s©,hs,j.D ----------------------------------- VS ABA midscreen, 0%, 15 hits, 119 dam, knockdown (easy) d.s©,6p,s©,2d,236s,236k,p,j.p,j.p,j.k[2],j.k[2],j.D,236p into corner, 25%, 13 hits, 143 dam, knockdown (intermediate) d.s©,6p,s©,2d,236s,236k,p, j.k[1],j.D,236p,FRC,late ad.j.k[1],j.D,236p into corner, 25%, 10 hits, 162 dam, knockdown (hard) d.s©,6p,s©,2d,236s,HS,iad.j.D,236p,FRC,\/,6HS,j.D optional: iad.j.p before the iad.j.D - 155 dam. total corner, 25%, 10 hits, 169 dam, Knockdown (intermediate) d.s©,s(f),2s,2hs,41236k,D,\/,s©,hs, iad.j.P,D, 236p corner, 50% tension, 10 hits, 194 dam, Knockdown (intermediate) d.s©,s(f),2hs,41236K,D,\/,2hs,41236K,D,\/,s©,hs,j.D ---------------- VS POTEMKIN midscreen, 0%, 12 hits, 134 dam, knockdown (easy) d.s©,6p,s©,2d,236s,236k,HS,j.p,j.k[2],j.D,236p anywhere, 0%, 11 hits, 141 dam, knockdown (intermediate-hard) d.s©,6p,s©,2d,236s,236k,HS, iad.j.K[2],j.D,236p anywhere, 25%, 12 hits, 158 dam, knockdown (intermediate) d.s©,6p,s©,2d,236s,236k,HS, iad.j.p,j.D,236p, FRC, \/, 6hs, j.D into corner, 25%, 15 hits, 160 dam, knockdown d.s©,6p,s©,2d,236s, pause, HS, iad.j.p,D,236p,FRC, 236p,\/, s©,HS, iad.j.p,D,236p anywhere, 0%, 162 dam, knockdown (hard) d.s©,s(f),2s,HS, 2369P, \/, (short pause if close to pot), S,HS, iad.j.P,D,236p [extension (25%, 184 dam): FRC, \/, S,HS, iad.j.p,D,236p] corner, 25%, 10 hits, 168 dam, knockdown (intermediate) d.s©,s(f),2s,2hs,41236k,D,\/, s©,hs, iad.j.P,j.D, 236p corner, 25%, 10 hits, 176 dam, knockdown (hard & dangerous) d.s©,s(f),2s,2hs,41236k,D,\/, d.s©,s(f),hs,j.D, 236p corner, 25%, 17 hits, 186 dam, knockdown (hard) d.s©,s(f),2s,2hs,41236k,D,\/,HS,2369p,\/, S©,HS,iad.j.P,j.D, 236p corner, 50%, 11 hits, 192 dam, knockdown (intermediate) d.s©,s(f),2s,2hs,41236k,D,\/,s©,2hs,41236k,D,\/,s©,hs,j.D ----------------------------- VS HOS midscreen, 0%, 14 hits, 114 dam, knockdown (intermediate) d.s©,6p,s©,2d,236s,d.p, j.p,j.p,j.k[2],j.k[2],j.D,236p into corner, 25%, 12 hits, 146 dam, knockdown (intermediate) d.s©,6p,s©,2d,236s,d.p, j.k[1].j.D,236p,FRC,ad.j.k[1],j.D,236p ----------------------- VS JOHNNY midscreen, 0%, 8 hits, 140 dam, knockdown (hard) d.s©,6p,s©,6p,2d,236s,HS,iad.j.D anywhere, 25%, 9 hits, 163 dam, knockdown (easy) d.s©,6p,s©,6p,2d,236s,236k,HS,41236k,D into corner, 25%, 12 hits, 179 dam, knockdown (hard) d.s©,6p,s©,6p,2d,236s,HS,iad.j.p,j.D,236p,FRC,\/,6hs,j.D ----------------------- VS SLAYER anywhere, 0%, 7 hits, 129 dam, knockdown (easy) d.s©,6p,s©,2d,236s,HS,j.D anywhere, 0%, 8 hits, 127 dam, knockdown (better situation after knockdown, intermediate. ©Samitto) d.s©,6p,s©,2d,236s, d.p,j.D,236p midscreen, 0%, 13 hits, 138 dam, knockdown (intermediate) s©,6p,s©,2d,236s,236k,P,j.K[1],j.k[1],j.k[2],delayed j.D,delayed 236P midscreen & into corner, 0%, 14 hits, 138 dam, knockdown (easy-intermediate) s©,6p,s©,2d,236s, d.HS,j.P,P,K[2],K[2],D,236P anywhere, 0%, 148 dam. knockdown (intermediate) s©,6P,s©,2D, d.HS, iad.j.K(2),j.D,j.236P midscreen, 0%, 142/145 damage (© renkon/Chappu chipp) (very hard) combo in 2D,236S, d.HS, iad.j.K[2],S, max delay dj~P,K[2],K[2],D alternative: swap j~P with j.k(1), max delay the next j.K(2). midscreen 25%, 7 hits, 144 dam, knockdown (easy) s©,6p,s©,2d,236s,HS,41236k,D (add one 6p in corner) into corner, 25%, 11 hits, 171 dam, knockdown (intermediate) d.s©,6p,s©,2d,236s,HS,iad.j.p,j.D,236p,FRC,\/,6HS,j.D corner, 25%, 185 dam, knockdown (intermediate) d.S©,S(f),2S,2HS,41236K, delay D, \/, S©,HS, iad.j.P,j.D,j.236P corner, 25%, 188 dam, knockdown (hard) d.s©,6p,s©,2d,236s, d.HS, j.D,j.236P,FRC, late j.D,\/, S©,HS,iad.j.P,j.D,j.236P ---------------- VS AXL midscreen, 0%, 14 hits, 157 dam, knockdown (intermediate) d.s©,6p,s©,2d,236s, d.HS, j.P,j.P,j.K[2], delayj.K[2], delay j.D, 236p into corner & corner, 0%, 8 hits, 160 dam, knockdown (intermediate) d.s©,6p,s©,2d,236s, d.HS, j.D,236p ---------------- VS JAM midscreen, 0%, 13 hits, 152 dam, knockdown (easy) d.s©,6p,s©,2d,236s,236k,p,j.p,j.k[2],j.k[1],j.D,236p midscreen, 0%, 13 hits, 152 dam, knockdown (better position, easy, ©Samitto) d.s©,6p,s©,2d,236s,236k,p, j.k[1],j.k[2],delay j.k[2],j.D midscreen, 25%, 9 hits, 169 dam, knockdown (easy) d.s©,6p,s©,6p,2d,236s,236k,HS,41236k,D leave out 1x6p in corner - you can also leave it out midscreen, does the exact same damage! crazy! into corner, 25% tension, 197 dam, knockdown (intermediate-hard) d.s©,6p,s©,2d,236s, d.HS, 41236k,D, \/, s©,HS, iad.j.P,j.D, delayed j.236p into corner, 25% tension, 10 hits, 197 dam, knockdown (hard) d.s©,6p,s©,2d,236s,HS,iad.j.D,236p,FRC,\/,6HS,j.D ---------------------- VS DIZZY midscreen, 0%, 12 hits, 144 dam, knockdown (intermediate) d.s©,6p,s©,2d,236s,d.p,j.p,j.p,j.k[2],j.D,236p corner, 0%, 11 hits, 148 dam, knockdown (intermediate) d.s©,6p,s©,2d,236s, d.j.p,j.p,j.k[2],j.D,236p into corner, 25%, 11 hits, 171 dam, knockdown (intermediate) d.s©,6p,s©,2d,236s,d.p,j.p,j.D,236p,FRC,ad.D,236p --------------------------- VS MAY & I-NO midscreen, 0%, 13 hits, 149 dam, knockdown (easy) d.s©,6p,s©,2d,236s,236k,p,j.p,j.p,j.k[2],delay j.D,236p corner, 25%, 13 hits, 169 dam, knockdown (intermediate) d.s©,6p,s©,2d,236s,236k,p,j.p,j.D,236p,FRC,ad,late j.k[1],j.D,236p I-NO specific: 50% tension, 257 damage, into corner: CH j.D (or any other launcher) 2S,HS, iad.j.P,D,236P,FRC,\/,6HS, j.D,236P,FRC,delay j.D,\/,s©,HS, iad.j.P,j.D,236P need to test this combo on more chars - chances are, this works on others as well. ----------------------- VS BAIKEN midscreen, 0%, 15 hits, 164 dam, knockdown (hard) d.s©,6p,s©,2d,236s,236k,p,j.p,j.p,j.k[2],delay j.k[2],j.D,236p into corner, 25%, 12 hits, 190 dam, knockdown (hard) d.s©,6p,s©,2d,236s,236k,p,j.p,j.D,236p,FRC,ad.j.D,236p ---------------------- VS BURI midscreen, 0%, 15 hits, 150 dam, knockdown (easy) d.s©,6p,s©,2d,236s,236k,p, j.p,j.p,j.k[2],j.k[2],j.D,236p into corner, 0%, 143 dam, knockdown d.s©,6p,s©,2d,236s, d.j.P,K[1],K[2],K[2],D,236P corner, 25%, 13 hits, 171 dam, knockdown (intermediate) d.s©,6p,s©,2d,236s,236k,p,j.p,j.D,236p,FRC,ad,late j.k[1],j.D,236p --------------------- VS MILLIA midscreen, 0%, 14 hits, 149 dam, knockdown (intermediate) d.s©,6p,s©,2d,236s,d.p,j.p,j.p,j.k[2],j.k[2],j.D,236p anywhere, 0%, 11 hits, 150 dam, knockdown (intermediate) (© senpai) d.s©,6p,s©,2d,236s,d.j.p,delay p, delay k[2],k[2],D into corner, 25%, 12 hits, 183 dam, knockdown (intermediate) d.s©,6p,s©,2d,236s,d.p, j.p,j.D,236p,FRC,late ad.j.k[1],j.D,236p
  19. good news, i finally got AC. BNB after floor slide (j.D CH, 6k CH)or blocked burst, you probably know this one: dashing 2s,hs, iad.j.p,j.D,236p,FRC,\/,6HS,j.D (into corner) if you wanna train the combos after CH floorslide, simply switch counter to random in training, as easy as that. my iad.j.p improved a lot, probably because of that. VS TESTAMENT: FULL SCREEN: s©,6p,s©,6p,2d,236s,236k,5HS, j.p,j.k[1],j.k[2],j.D,236P,FRC,\/, 6HS, iad... same combo works midscreen to corner, finish with 6hs,j.D INTO THE CORNER & very close to corner 14 hits, 172 dam. S©,6p,2d,236s,236k,HS, j.p,j.k[1],j.k[2],j.D,236P,FRC,\/,6hs,j.D part after HS is hard to connect. more to come, it's a promise! i will make a list. also, already got an inspiration for my combovideo (after 1,5 hours of practice): tigerknee alpha, 7FRC7, j.HS, relaunch! (if someone steals that i swear to god i'll kill him) UPDATE: alpha special FRC ist just safety ( BUT!! maybe you can hitconfirm a combo after CH ground alpha, special frc. will check tomorrow.
  20. good chipp players: horisusumu or just susumu, allegedly plays eddie now, like MDR torowa (game41) kouryu (waterdragon. forgot where he is a local, but i think there was a vid of him on a-cho?) DEC!!! i love dec's style (LOTS of throws, really reckless), but i couldn't find any AC matches of him yet. i think 2 or 3 chipps already qualified for SBO, which is a good thing - i just hope they got a good team to support them..
  21. some general things for anti air, maybe that helps: air to ground: 6p. you can also dash, 6p if they jump back - they could doublejump though 2hs - highly underrated - since you hit them earlier, you often beat moves in their startup that would beat 6p otherwise. air to air: try running, j.k x n. (if they jump back). also, if they tech backwards and just fall down, or try to jump backwards: do running punches, lots of them! (not 6p, just regular punches). you can keep him in the air a while with that and he has to waste his tension to block with faultless defense. if you hit, you can link into j.p, air combo etc.
  22. 6,6 or 4,4 motions are easier and faster to pull off on a pad imo.
  23. i'll test around tomorrow. i don't think you can react to an air throw, though. as for 2d,236S, slayer does 5k, you jump in with 5hs - i will test whether it's air throw save. in a lot of situations, you can do a really low air throw, ie. at matchbegin when you do 2d, enemy jumps, depending on the opp, you can air throw him.
  24. beta blade VS. j.HS often ends in a clash - arcadia magazine suggested canceling the clash with a j.p (or mashing j.p, then air combo just in case a clash occurs). i think it's ok from time to time, but generally pretty risky. any decent slayer will backdash-airthrow you also, since 5p doesn't need a 6-input, slayer won't have to decide whether it's gonna be a crossup.
  25. i don't know about AC slayer, however, some stuff was already pretty annoying in slash and before (5p = strong anti air, CH 5p -> 6hs-> pb in slash), some stuff to deal with him (slash proof, not AC, but i'm sure some stuff still applies): on long range: huge advantage here on chipp's side - use gamma blade max range and vs. dandy step, 5hs and 2s as a poke. alternate antiair vs. j.hs: early 2hs - a trade isn't *that* bad.
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