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Everything posted by AtTheGates
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check out european video thread for the matchvids for straßburg, finally. as for burst baiting: it's not that easy to really punish a burst with chipp, since combos off of a falling opponent with s,hs, j.d are rather unreliable because of height and hitbox. you could learn them for various chars, but your distance to your enemy and his height will always be different. don't forget you have to react quick, makes it even harder. personally, i would go for a close or far slash (jump install), 2hs, teleport combo. i have to admit though that i usually go for instant block, dash, throw, since it's easier. if you screw up it can be dangerous though. common (and hard to punish) spots when your enemy will burst: - during s,6p,s,6p,2d ->> to avoid this, do the following: we assume you did a combo into 236s,236s RC, dash, s,6p etc. instead of doing the dash, s,6p.... you do a dashing 2p,2p,then s,6p,s,2d. that gives you 3 hits where you can react to burst. after 236s,236s, just before the 236k if they can feel it coming -> gold burst(if you go for FRC you can block or airthrow the burst) after a 6pCH,6hs -> they are afraid of alpha blade RC, 6hs, and rightly so sometimes when they see a leaf throw coming, they gold burst.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
AtTheGates replied to Kairi's topic in Archive
the best way to air throw is to duck, to high jump, bursting while falling and then you gotta scream WRYYYYYYYYYYYYYYYYYY -
/offtopic well, it depends. i would say 3s is a LOT easier to learn (that's why everyone was playing it here, now it's on a decline, yay!), melty blood too. as for kof, i'm not sure. kof xi has some things that are pretty different from other bemus (very strong rushdown, most chars don't have a dp, most supers dont have invul, defense in general not that strong), but once you get used to it, it should be ok i guess. i'm playing oswald, clark and eiji (sometimes lon as leader), and i manage fine. i had to spent some time in practice for oswald combos & ace setups, but appart from that, learning it is a breeze. /offtopic another thing: check out the new combo after 2d,236s,236k vs. sol. hard, but it does more damage than the old 2d,236s, d.p version.
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yeah, he was in the corner, and i OTG gammaed him before i did dashing p,p, p teleport, since i didnt expect him to tech (advanced mindgame..he knows chipp very well). then another p teleport (as opposed to eg. D teleport), then a throw. he teched though
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tourney's over. what happened: our team Fuck...I'm Dead (thx fuck im dead, best aussie grind ever): Chun_Li1[DI],aCd_Hell[TE] & me we arrived at the location in strasseburg saturday afternoon, and spent most of the time talking to our friends there, playing casual and eating Ride the Lightning Noodles[tm] since we had 6 teams and a total of 18 players for guilty gear, we decided to have a battle royale. we only lost our first match against team ESF#1, feat. Cuongster[ED], his brother[bA] and a dizzy player. close call, we were down to our last man, i managed to win a round. for all the following matches, we continued to ocv all our opponents, with each of us taking turns :D it was not like it was easy though, there were a couple of very strong teams, and we had to use some strategy. vs. the team of millia, falleneye [iN] & boulanger [sO], we had to put in Chun_li1 first, because both acd and me have problems vs. random sol behaviour. it worked better than we thought, since it was an ocv the 2nd ESF team was a potential killer enemy, too, but since they were tired of 3 days of organizing the event with only a few hours of sleep, chun_li1 again took the ocv. the final was caught on video, they had a nice 2 screen + beamer setup. our plan was to wear down the team to cuong obviously, so we had 3 shots at him. i was first, dealing with a dizzy (not much chipp specific stuff to tell here, i know the matchup very well, and my opp was a beginner i think). next was cuong's brother, who played baiken. plan here was to annoy the shit out of her, until she would open herself up. in case i lost, chun_li1 would have an easier time. it was a VERY narrow match, and i improvised practically all the time. it's gonna be interesting to watch, since i often did stupid stuff that somehow worked one round was so close that we both continued to turtle, until i got negative penalty. i gave him a respect, iad. j.D, that settled it :D the last match vs. cuong. i actually can't remember much, rush of adrenaline. i used shuriken as well as i could, and it won me a round and saved my butt a couple of times. sniping mini eddie is fun, especially when you do it with the slow shuri i almost lost the 2nd round i think, somehow managed to get a comeback and then won. lost the 3rd round, i guessed wrong in the corner. i did OTG gamma, p, p, then went for p teleport to throw him, he teched back with j.K and hit me. otherwise i would have gone for standing p resets if i suspected the tech, well next was chun_li1, who again played a great match, but only realized some stuff vs. eddie he had forgotten about after it was over, lol. our final player was acd. it was our plan to put him in last, since he did very well in casuals vs. cuong. he chose a very careful and unorthodox style vs. eddie, continuing to lay traps instead of going for a couple of hits out of nets etc. it worked very well, after losing then winning one round, he clearly won the last round with a lot of health left, eddie simply couldn't get through to him. well so much for that. sorry if it wasn't very chipp specific, but i'll post a link to the vid asap, and then comment on it can't remember much details.
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yo kensou! yeah, 2hs, works very nice vs. her iad 214k, not foolproof, but it's a tool i like to use, too. i haven't thought much about 6hs, but i'm sure it's powerful, it's mentioned on japanese boards a lot vs. jam. your ideas vs. parry sound nice, i gotta try the shuriken after 1st hit, beta blade sounds too dangerous to me everytime i would do a 2 hit j.hs he would parry the 1st hit, then stuff the 2nd hit with a standing punch (baffled me..very nice strategy). anyway, major team tournament this weekend near strassbourg, france. our team will most likely consist of Chun_Li1(di),aCd_Hell(te) and me. other teams include team ESF from strassbourg. expect an update on monday!
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ok, hamburg tourney's over! 1st: me :] 2nd: xzi [JA], swe 3rd: cyrox [VE], swe 4th: caer [TE], swe damnit, what a tourney! we never played against the swedish before, and we were happy and surprised at how good they actually are. especially caer plays a frightening testament, down to every detail including perfect crow patterns and very nice defense. the finals might have been the most exhausting matches i ever had in a tourney. i dont have to tell you guys how horrible it is to play chipp vs. jam. i came from the winners bracket, where i fought xzi before, so i only needed to win 1 set of best of 5, he would have had to win 2. i actually thought that it was best of 3, and when he beat me 3:0 and gave me another 1:0 i thought it was over, so i got up to congratulate him, when i realized there was still a chance. i then managed to beat him 3:1. details: his movement was excellent and he practically never missed an opportunity for a perfect combo. first time we met in the tourney he would fall for easy 6p stuff, next time about 80% of my 6Ps missed entirely, and it took me a while to adapt and to focus (actually, it was 4 matches, haha). i developed my gameplan around avoiding any obvious okizeme, simply trying to bait him into trying dummy parry with 6+s+hs by doing double jumps or airdashes. at first he tore me apart with jams normals, he never shied away from a direct confrontation after eg. a tech, always playing extremely aggressive, trying to get through 6p and all my other pokes. once i got used to that behaviour i started to abuse beta blade. in the end i came up with some nasty tricks and read him well, i guess thats why i could win at all. phew, what a weekend.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
AtTheGates replied to Kairi's topic in Archive
if you take negative edge into account for that, you would have to push and let go of the button in 1 frame. put in VF4 training mode, switch on the option that shows you how long you held a button, and you will see how incredbly hard it is to pull that off. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
AtTheGates replied to Kairi's topic in Archive
you didnt understand the question. there is 1 frame, yes, but the question was entirely different, no one said anything about reversals. -
my god kasou, you dont know susumu? lol, you gotta catch up and find as many vids of him as you can definitely the best out there. btw those vids from the gg gigs cup... i got those on dvd, and the rest of em too there was some obscure torrent on some site a couple of months ago, and a friend of a friend randomly downloaded it without even knowing guilty gear. funny story. anyway, its in my hands acdHell helped me analyze the finals, cause on first glance it looks like that ky is the worst player ever. however, whats happening behind the scenes is frightening. the mixup susumu uses is so beautiful because it is so simple. a hint: check out how he uses j.HS and how ky reacts to it the first time, 2nd time etc. besides, susumus movement is amazing. no one can compare to that. check out his full screen running jump 1 pixel crossup stuff...sickness. based on those matches and a couple of others i came to the conclusion that chipp has problematic matchups vs. bridget and faust, cause if susumu / torowa ever played against those chars, they either lost or won VERY narrowly.
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thx for opening up the thread again. next time just delete the spam posts and leave the rest alone, i value this thread.
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no its fine kasou, keep the forums clean!
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http://www.gamechariot.com/06frame_main.html check out for some nice ch vs. za and 2x ch vs. te (they even start the same way, lol!) matches. very interesting take on the 22d teleport FRC. nothing new, but it clearly shows how strong it can be, how to use it and that it is a viable strategy.
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whoever uploaded that has no clue what an infinite is / what the word means. tha's more like a loop. still looking good though.
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haha that dragonpunch bug is hilarious, and the way they float if you cancel it is even better...i really hope hnk "reload" will come out together with a console release.
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drunk right now, space reserved to comment on this tomorrow. ok, sober now. what i do to "simulate" a perfect wakeup throw is use my turbos for my hori RAP. they are really reliable, i wouldn't recommend mashing, but if you don't have access to a turbo stick / pad, its the only safe way to do it if you dont have 2 players. the other way would be to program your enemy to do whatever you wanna do with chipp, and reversal throw yourself.
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yo kasou. i took my time vs. johnny, cause cuong is definately the best european gg player..i had lots of respect for him, so i played it cool and just took my time :D thats unlike me btw, usually i play way too aggressive. lately i learned to switch on the fly, it improved my gameplay a lot.
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http://s114.photobucket.com/albums/n253/HumanityExiled/?action=view¤t=stick.jpg&refPage=&imgAnch=imgAnch1 hori RAP 1 + sanwa buttons, all yellow, goes with chipp HS color
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minor update today. i was fooling around in training, my goal was to find corner pressure that was kinda safe, requires no tension, ends in 2hs (so you can do 6k) and makes the guard bar flash with the last hit. i came up with: (cornered opp.): running jump, late j.hs[2],\/,d.s©*,2s,5hs,tiger knee shuriken, iad. j.HS[2],\/,d.s©*²,2hs,6k. * = dash can be left out, but then 5hs is almost out of range *² = not necessary, can be left out the other one was: running jump, late j.hs[2],\/,6p,6hs, tiger knee shuriken, iad. j.hs[2],land, s©,d.s©,2hs,6k. problems: FD completely destroys it. * = unsafe vs. throw. to somehow negate that, mix up with 2k instead of 2nd dashing s©. also, enemy can jump out after 6hs in the 2nd combo. tell me what you guys think of it, its more or less just me fooling around, but it would be awesome if we could come up with a "pin" for chipp that enables us to get flashing guard bar + 6k in there... another thing: if you do s,hs,236236k super, then OTG the enemy with eg. 2k,s©...how come he doesnt tech??? at least in training..didnt try in match yet. interesting! oh yeah: check the b3c video thread for some more matches of me vs. cuongster // kekken. i play horrible in the loser bracket final vs. kekken, but at least i got a grip of myself when i played cuong in winner bracket finals. dont be shocked when you see me miss so much stuff..i'm very motivated right now, spending hours a day in training gotta stay sharp for the tourney in straßburg this month. ============= tougeki dvd discussion: guys, honestly, tell me what you think. chipp vs. testa. chipp gets knockdown with 2d, doesnt go for gamma otg and successfully loses the match. what the hell was he thinking!!!! another thing: nice corner mixup in that chipp vs. rky match, he goes for very late j.2k, link 2k,s©,2d, repeat, on his third "loop" he goes for j.hs[2], rky gets hit since he switches as fast as he can from high to low guard, expecting the same setup. its not really new, but this clearly shows how effective it is (vs. chars with no real reversal). do you use that setup? do you like it? i use it against chars like dizzy from time to time, but its rather hard after an FDC drop (at least my fingers arent used to it yet, and you have to be very close, meaning, perfect fd for it to hit real good). and to susumu vs. sharon: OMFG! that match is all the explanation you can give when someone asks you for chipp's pros and cons, its all there. baiken left with an inch of health, chipp with like, a third, and she still manages to win..TWICE. like that.
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there is a slightly different matchup chart in the new tougeki damashii: toki x 6 6 7 6 6 8 7 7 8 61 +16 S tier rei 4 x 6 5 4 7 8 8 5 8 55 +10 A tier raoh 4 4 x 5 6 6 5 6 7 6 49 +4 | ken 3 5 5 x 4 5 5 5 7 6 45 0 | yuda 4 6 4 6 x 5 4 4 4 7 44 -1 B tier shin 4 3 4 5 5 x 5 6 6 5 43 -2 | thouther 2 2 5 5 6 5 x 6 6 6 43 -2 | mamiya 3 2 4 5 6 4 4 x 6 6 40 -5 C tier heart 3 5 3 3 6 4 4 4 x 7 39 -6 | jagi 2 2 4 4 3 5 4 4 3 x 31 -14 | edit: next week i got access to a scanner, if someone who can read japanese wants to translate the explanations for the tiers, write me. highlited matches in the magazine are: rei vs, heart, toki vs. shin, ken vs. raoh. theres also a section with small boxes for vs. strategy against all chars.
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yo kasou, nice new stuff! Specific Okizeme Air throw in Corner: 1. (make sure that you just did a single jump for your air throw), then once you land do a 22hs teleport. And air dash. You would cross up the opponent and hit them with a j.hs to that: can you add an option for air dash backwards to bait dragonpunches etc? its not really okizeme per se, but its still a very good choice in that situation. EDIT: i edited my first post in the shuriken thread today, nothing major, but more variations / possibilities. i am 100% convinced that instant air dash shuriken is a very powerful tool, im just too bad at doing it 100% of the time.
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offensive option select is still in the game, just defensive (cancelling HS into FD) is not possible anymore. you can eg. air throw with 6+p+hs, to make it more safe. ground throw with hs and s is particularly good with chipp , since s is so fast.
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lol sorry, i meant 1+FD. then forward throw with s+hs.
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i had problems watching the vid, but from what i could make out: chipp needs to learn FDC, and his airgame is too dangerous in general, too many jump over, air dash back stuff that was unsafe (not as okizeme, but during normal play..its even dangerous as okizeme though). groundgame was better, i liked the corner rushdown end of round 1.
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yep. 100%. i use simple throw a lot when they wake up, its nasty as hell and it depresses enemies. will write more tomrrow, very drunk edit: too long ago to remember what i wanted to say, anyway, with "simple throw" i mean running up to an enemy on his wakeup, waiting for the throw-invincible frames to pass then just grabbing him. susumu is a master with that, his setup is run, 3+FD,hold 3,standup, throw. looks like a low attack, you slide into throw range, throw. 2nd edit: i just watched old slash team battles with torowa, and in a match vs. potemkin he did the exact same thing that more or less earned me 2nd place on b3c: corner knockdown, OTG gamma, 2p, 5D. feels good when you come up with something that's used by top players on your own