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Everything posted by AtTheGates
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Mikado matches, has 1x Samitto (CH) vs Tsubu(BE)
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2014/3/29 GGXrd Mikado stream highlights
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2014/3/27 GGXrd Mikado singles tourney (feat. Samitto) 2014/3/27 GGXrd Mikado stream - Samitto(CH) vs Nage(FA)
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2014/3/13 GGXrd Mikado singles tourney has 3 samitto matches, including the finals against inoue.
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new stuff seen in recent samitto matches: - air super not only causes hard knockdown, but OTG S,HS, 236236K is a legit combo afterwards - this might even be non-otg, this could actually be a ground bounce. - YRC ground teleport is abusable as hell if your opponent jumped - almost a guaranteed air throw right now until people find something reliable against it. - 6HS on air hit causes even MORE hit stun than i thought, aa 6P > 6HS link dash 5P actually works. - 5P > 2HS seems to be the new go-to setup for jump install teleport combos, since it is such a good choice (probably the only choice actually) after 2D > 236S now. apparently 5P > 2HS is not as reliable as it used to be however, i've seen it whiff many, many times in the samitto matches. - blockstring into 2D > teleport in place is a legit way of canceling the sweep into something safe that isn't 236S. - iad.j.K(1),S,HS(2) is a legit blockstring with 4 hits against opponents that block standing - this works since j.S now slightly pushes chipp upwards. can't wait for nasty late overhead or crossup into RC, land, combo setups. - 6K > RC > land, dash up, S,HS is legit - the slowdown really helps in this situation. - i've seen a point blank 6K (during faust's black hole) connect out of a dash against crouching faust, and samitto was able to link into S,HS with no problems. a good sign that 6K might be easier to use. - Samitto likes to end S > HS IAA with invisibility, which seems to still give you enough time for a meaty d.2K. invisiblity in general looks to be a LOT better than before, with chipp disappearing completely from time to time, and samitto clearly values the move high and uses it a lot, especially considering that it can be YRCd.
- 260 replies
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youtube links for more convenience: 2014/3/9 GGXrd Takarajima casual matches Part 5 2014/3/13 GGXrd Mikado stream - Samitto(CH) matches 2014/3/13 GGXrd Mikado stream - Nage(FA) vs Samitto(CH)
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worked since xx at least, and against everybody. you don't really want to use that rekka though since it's unsafe and too telegraphed, that's why it's rarely seen to connect in japanese +R matchvids.
- 260 replies
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第291回 a-cho GUILTY GEAR関西ランバト 終了後 野試合(2014.3.7) newest set of a-cho casuals has 2 chipp matches in the beginning, vs. may and ky.
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i think you got me wrong, i saw 2D >236S > link 5P, but there apparently was no time to dash between 236S and 5P. the high damage off of the new rekka is only really a factor in the corner. from what i've seen, samitto always went for the new rekka midscreen when he (probably) felt he was too far away for the 236S > 5P link anyway. air alpha never carries the risk for the opponent to run into alpha plus, and you can YRC alpha plus in xrd.
- 260 replies
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proper links to all 3 parts featuring samitto chipp: 2014/3/9 GGXrd Takarajima casual matches Part 1 2014/3/9 GGXrd Takarajima casual matches Part 2 2014/3/9 GGXrd Takarajima casual matches Part 3
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- 6hs anti-air hit links into 5P without having to move at all, says a lot about hit stun and pushback - wall cling cancel possible after leaf throw leads to combos off of it for no meter in the corner - air super apparently causes hard knockdown from a very high height and after a lot of hits - combo into air alpha -> wall cling -> jump cancel combo possible - haven't seen a single 2D > 236S > dash 5P combo yet, only direct links to 5P, wonder if it's still possible, probably not.
- 260 replies
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https://www.youtube.com/watch?v=0WwuJkf7dlw youtube mirror of this vid by jourdal.
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read the first post.
- 260 replies
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j.D still floor slides, but it has the old wall bounce back. it's not *that* bad though, some combos might only be able with that effect actually.
- 260 replies
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http://www.twitch.tv/joniosan/b/505362387 this stream recording has a chipp playing MoM right in the beginning and trying out some stuff, especially air combos and relaunch stuff.
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pulsr: does the new 6P still have 2 hits or only one? think i've only ever see it do 1 hit.
- 260 replies
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20140221GGXrd野試合(岡山ファンタジスタ) This recording has a very good brown chipp trying out stuff in practice and playing some versus. Must see (for now).
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as seen in the new chipp vs. boss ramletharl vid: combo into 2D,236S, new rekka, j.D, alpha -> off-the-wall-alpha is a legit combo. yay!
- 260 replies
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Chipp vs Ramletharl (Boss)
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chipp can move freely after his new rekka (can use j.S or whatever, even airdash -> auto jump install) j.D wall bounces off of a j.D wall bounce, alpha blade comboed!!! (not sure if it works midscreen) gamma blade -> S,HS, iad.j.P,S, tj.P,P,K[2],K[2],D seems to work!!! Kunais off of the wall grab are really fast and travel in a 45° angle down, can be used multiple times in a row off-the-wall-alpha has a very steep angle it is possible to link a j.K after chipp's new rekka if you are close to the wall when hitting the opponent with it. air combo afterwards possible. Edit: just saw a chipp use the new rekka against bedman -> j.K(2),j.D,\/, relaunch S,HS...! chipp shouts KABUKI! during his new rekka, rofl.
- 260 replies
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5K gatlings into 2D, like in AC onwards (awesome!!!) more of a general thing: 5K can trigger danger time (observed against may 2S or some other crouching may normal) alpha plus: wall bounce on counter hit beta blade: 2 hits like in reload 6hs: wall ground bounce on air hit like in +R, saw a chip link iad.j.P afterwards (unsure if it was bounce, but he did the combo) leaf throw off of the wall will move chip horizontally, unsure whether he can grab an opponent in the air if he is really far up the wall or if it misses by default in this situation one of the wall dives looks like chipp's 4,6 near the wall from AC onwards, can probably be used in smilar situations combo into HS against crouching opponent -> instant air alpha combos @ shinsyn: do as you like - once we have plenty of information, we can still go about and compile the most important stuff proplerly.
- 260 replies
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i've seen the stream as well and noticed that chipp's throw keeps the opponent knocked down as long as in slash onwards (thank god). This thread will become quite busy starting from tomorrow (provided mikado is streaming right away), i'll update the opening post as much as i can then.
- 260 replies
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thanks for catching that, it was a typo - meant 41236K. they removed genrouzan-you (chipp's forcebreak).
- 260 replies
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This thread is for general gameplay discussion. Things that are not covered by eg. the combo thread, such as Okizeme, strategy and so on can be discussed here. Please refrain from going off topic in this thread. This thread is for posting content related to Chipp's gameplay. Important Links Dustloop Chipp Xrd Frame Data The official Xrd Site for Chipp, including his move list (Japanese) Samitto Chipp's Twitter (Japanese) Chappu Chipp's Twitter (Japanese) Susumu Chipp's Twitter (Japanese) 4player's Chipp Guide, including frame data (Japanese) Stuff you should know Notable Changes to Chipp in Xrd from previous Guilty Gear iterations Frame Data and Damage Changes I will update this post once more information becomes available.
- 260 replies
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quoting myself from the first post: http://www.dustloop.com/forums/showthread.php?2886-Accent-Core-Chipp-Combos