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AtTheGates

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Everything posted by AtTheGates

  1. i find it to be quite easy. inputing the "4" after the wall cling needs some delay, since you can't immediately cancel the wall cling animation. after the "4" input, the j.K should be input really fast.
  2. against runaway players, use: air grab for knockdown j.K from below to catch them out of the air. kick teleport, YRC, see what they are doing during slowdown -> j.K or airgrab or dash up 2K etc as anti air / for fishing, 2HS canceled into 2D or 22P (the 2D will whiff). can be followed up on counter hit with j.S, dj.S, tj.S,HS, beta.
  3. all of them are universal. the only one i haven't properly tested against everyone is the leaf throw combo, but that is probably universal as well (and there's a better combo in the leaf throw (genrouzan) section). by the way: chipp has gotten a lot easier, combo wise.
  4. first post just has the changes (incomplete btw, i only lately realized 6K on CH does not slide anymore and 236S on CH doesnt float). as for invis, it's quite useful with YRC as oki when the opponent wakes up. since YRC is blocked when an opponent is knocked down, you have to do it while he is rising.
  5. added a lengthy list of gamma blade combos to the first post, both midscreen and corner. the character specific midscreen stuff isn't final yet of course. It's also not reliable on everyone, please check the notes.
  6. not gonna land this much, but anyway: 6HS > 2369P > S©(optional jump install) > S(f) > 2HS > 22S > j.D > alpha, wall alpha is 204 6HS > 2369P > d.S > HS > j.S (jump cancel dj.S) > jump cancel j.D, alpha, wall alpha is 212, but knocks sol out of the corner. corner d.S©,S(f),HS, 2369P > S©(optional JI) > 2HS > 22S > j.D, alpha, wall alpha: 179 corner vs crouch d.2K > S© >S(f) >HS > 2369P > 2HS > 22S > j.D, alpha, wall alpha is 110. i'd probably rather go for d.2K > S > S > 2HS 22S combo or just the corner BnB (which is still 90 damage off of 2K) since it's easier to confirm and the gatling route from 2K > S > anything is more flexible than anything you can do after S(f). generally, substituting 623HS with j.S deals more damage.
  7. in older guilty gears slayer was quite easy to combo for chipp. theory-wise, it seems that things have changed for chipp - we liked our opponents heavy for easier relaunches back then, now we prefer them light so we can cram in more j.S before the j.D > alpha finishers.
  8. 2369P as close to the ground as possible. this is especially effective against crouching opponents because of the added hit stun of attacks against crouch state. the combo is a little less useful than in older guilty gears since you can't get reliable knockdown in the corner with j.D anymore since it wall bounces now. with short combos you can of course go into alpha > wall alpha, but if you used the tigerknee alpha combo before, chances are, your hit count is quite high already. the upside of the 2369P combo however is that you have a lot of time for oki if you use it, since you recover so much earlier than your opponent. you could also got for a jump install teleport combo midscreen, or a simple air dash combo,
  9. quoting kashou from the gameplay thread so we can discuss further in this thread.
  10. you realize that this is in the first post, right?
  11. S© is close slash. corner dust dash cancel combos, incomplete list, will edit it into the first post soon: 1. corner dust, dash, 6P,6HS, link S(optional jump install), 2HS, 22S, j.D, alpha, wall alpha doesn't work against slayer. if you jump install, you can wall cling, 4-cancel after the air alpha for a full air combo into j.214214K or whatever. 120 (PO) 131 (EL,FA,KY,SO) 133 (SI) 135 (MA) 155 (MI) 2. corner dust, dash, S©,S(f),2S,2HS,22S, j.HS(2), dashing S©,6P,2D this one deals a little less damage but doesn't involve jump install. doesn't work against slayer faust 108 (PO) 110 (SL) 120 (EL,KY,SO) 121 (SI) 123 (MA) 141 (MI) FA: doesn't work
  12. some anomalies and exceptions of the wall cling people should be aware of: 1. If you try to wall cling very high up the stage, Chipp will very briefly cling to the wall, then immediately let go of it. If you use this technique, it's the same as a very fast wall cling > 4, which means you can corner cross your opponent this way. 2. wall cling works even after exhausting all your air options, including triple jump, airdash > triple jump, super jump > airdash etc. 3. if you want to do HS teleport > wall cling > down dive > air dash back okizeme (pretty much like in +R), you need to superjump install the HS teleport. the motions would be: 228+HS > 4,6 > 6 > 44. Ugh. Probably best to just stick to the wall cling > 4 > left/right 50 50 like described by kashou. edited and removed errors.
  13. This thread is for Chipp combos changed: please discuss okizeme in the gameplay thread. Please refrain from going off topic in this thread. This thread is for posting content related to Chipp's combos Basic Combos (2K >) S© > S(f) > HS > 236S: a basic combo that also serves as a blockstring. you will use this a lot (mostly on block) to set up rekka pressure (2K >) S > 6P > S© > 2D: omit as many hits as necessary. important because it leads into knockdown. (2K >) S© S(f) > HS 236S > 236S > RC > dash up, S© > 6P S© > 6P > 2D: 50% Meter combo if you went for the S,S,HS chain route and want knockdown / some corner carry. Into Corner (2K >) S > 6P > S© > 2D > 236S > 623HS > j.D, alpha, wall cling, air alpha. Sets up chipps new corner okizeme nicely (knockdown, 22HS teleport, wall cling, 4 to let go off the wall, then early j:HS(2) for a crossup or late j.HS(1) for a fake cross). Into Corner (2K >) S > 6P > S© > 2D > 236S > 623HS > j.D, alpha, wall cling, 4 (let go of the wall), j.K(1),j.S, dj.K,K,K,K,S, tj.K,K,K,K... : a variation to the above combo leading into more damage but sacrificing knockdown. Good when it kills, especially if you add j.214214K at the end. 2K > S© > 2D > 236S > 5P (jump install) > 2HS > 22S teleport > j.P or j.K into air combo. This combo will only work when you're relatively close to your opponent, otherwise either the 5P or 2HS will whiff. This is your midscreen meterless damage option (without the 2K at the beginning, of course) - keep in mind that you sacrifice knockdown when using it. Corner Leaf Throw (63214S) > Wall Cling (4,6) > Wall Dive (6), \/, S© > S(f) > j.S > dj.D > alpha, wall cling, wall alpha. Basic corner leaf throw combo. look for a full list with higher damage further down this post. Dust, homing jump j.D,D,D,S, jump cancel S jump cancel S,HS(2),Beta Blade (623S): an example dust combo. Omit the jump cancels if it doesnt work for some reason. Dust, dash cancel 2HS>2HS>2HS>6HS>2369P: Revelator only. Works anywhere. The height of the instant air Alpha Blade has to be varied depending on the opponent's hitbox and weight (the combo is still somewhat easy since the timing window to connect the alpha after the 6HS is rather big). Gamma Blade Combos Corner Corner 63214S / Gamma Blade Combos Far Dust Combos Revelator Dust Dash Cancel Combos, anywhere Revelator Dust Dash Cancel Combos, corner only Character Specific Combos that don't fit anywhere else
  14. https://www.youtube.com/watch?v=SfCczsPL0Tg endou trolling his way to victory in a 3on3 at mikado. the other parts also have him as well as samitto.
  15. https://www.youtube.com/watch?v=Rs3sSvRo0T4 https://www.youtube.com/watch?v=mt6WENFfWow has both susumu and samitto chipp! for those that don't know, susumu used to be the best chipp in slash and early AC before he switched to eddie and samitto took over.
  16. i just realized there is even more detailed framedata on 4gamer here. Will update first post later today.
  17. look at j.D in the guilty gear series: they all have landing recovery, except if you double jump or do some other air action after the j.D. The recovery to the slow shuriken probably only gets added if you do not perform another action.
  18. updated first post with the frame data and damage changes found at the 4gamer wiki
  19. 2014/6/21 GGXrd Sasashima Leisureland casual matches Part 1 <- Samitto vs ZAT, BE 2014/6/21 GGXrd Sasashima Leisureland casual matches Part 2 <- 2x Samitto vs SL
  20. 2D,236S,236K is somewhat character specific. please check this thread, specifically my post after 41236K, you can FRC -> wait slightly -> S,HS, air combo of your choice.
  21. teleport FRCs: if you do them "dry" (with no chain before them), the timing is always the same, which means, easy to remember muscle-memory stuff if you train enough. once you add a chain before the teleport, the actual teleport gets buffered and therefore delayed a bit, which makes the timing much harder and somewhat variable depending on the last normal used before the teleport. i try to stick to 5HS as a last normal in block strings before a teleport i want to FRC to keep things consistent, besides, 5HS has a somewhat high attack level, which decreases the chances of the opponent retaliating - on the other hand, the teleport will be much more telegraphed that way. as for the alpha combo, use S,HS, 2369, (short pause), P. it's hard to get the perfect IAA, keep practicing.
  22. 2014/6/7 GGXrd Mikado stream - Samitto(CH) matches
  23. close range, yes. edit: try this (from this thread acutally): New Alpha Blade > Force Break Combos d.S© > S(f) >HS >Alpha-D > then: delay S,© > HS > iad.j.P > D > Alpha: [25% Tension] 176 (PO(mit s(f) extra)), 172 (AB, RO), 190(HOS, SL),200(SO,TE,ZA), 201 (JU, KY(kein Knockdown)), 207 (AX, ED, JA, IN, KL*, MA*, VE), 211 (BR*), 225 (DI), 239 (MI), 233 (BA*), 255(CH). *=delay the last alpha and/or the Alpha-D followup. against Anji & Faust: max delay S© > HS > j.P > P > K(2) > K(2) > D: 204/200 damage, Knockdown. against Ky: S© > HS > iad.j.P >S > delay tj.K(2) > K(2) > D > delay Alpha: 208 damage, Knockdow
  24. a-cho GGXrd 【PRE ARC REVOLUTION CUP】無差別1on1大会(2014.5.5) more from the arc revo cup with susumu: Susumu vs SO @ 45:53 Susumu vs Makki (SL) @ 1:33:33
  25. a-cho GGXrd【PRE ARC REVOLUTION CUP】終了後 野試合 B筐体②(2014.5.5) feat. susumu @ 24:22; also lots of Shyokushyu afterwards.
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