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AtTheGates

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  1. the added invincibility to zansei rouga (632146HS) makes it more viable now anyway, so we could discuss the move a bit in the general thread, like in what kind of situations you can punish stuff with it etc.
  2. edited the second post with walldive stuff.
  3. i really like that last one you found, will put it in later. as for my combo, you're right, if you are too close then the alpha hits too early. as you already mentioned, since justice is so suscpetible to HS -> iad.j.P, we will either use that combo or confirm a crouch and go for TK alpha. good times.
  4. the chain before the launch is not the point, i just post the three hits there out of habit and to keep things consistent. it should combo after S©,2D anyway. yeah, will add those later, already in the hardedge wiki.
  5. use this one: d.S©,6P(1),S©,2D,236S,236K, link HS, j.D,Alpha: 160 DMG, Knockdown. more to come soon, dragon's crown and life interfering right now.
  6. Combos against Justice We have two very strong combos we can use against her. 1.) if she is hit while standing, go for this combo: gatling into HS, iad.j.P > S > HS(1) > \/ > ... 2.) if she is hit crouching, go for IAA or Alpha > FB combos. Example Combos for the HS > iad.j.P link: S© > S(f) > 2S > HS > iad.j.P > S > HS(1) > \/ > S© > HS > iad.j.P > S > HS(1) > \/ then: S© > 2D: 179 damage, Knockdown. S© > HS, iad.j.P > D: 185 Damage, Knockdown. The combo above is generally better because you have more time for Okizeme. Keep in mind that it's better to have a long chain in the beginning. If it's too short, you might end up crossing up Justice by accident with the air dash. In case you end up with a blockstring into 2D,236S, with the 2D actually hitting, you can go for one of kashou's combos: S© > 2D > 236S > 5HS > j.K(1) > j.K(2) > j.K(2) > j.D > j.236P: 146 damage 0% tension, Knockdown.
  7. 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, Knockdown. Combos off of the Wall Dive Okizeme It consists of 2 options that you can mix up: Wall Dive (hold 6 fo the more shallow angle), air dash back into your opponent, j.HS(1-2) Wall Dive (steep angle), land, 2K or 2D -> Combo. The first one is a delayed overhead since your opponent will usually go into a low block after he expects your jump-in to connect on his block. The second one is the low option. If you use 2D instead of 2K, the damage is much better since 2D doesn't have any proration. There are several ways of using this okizeme, with the two most common being: use it "dry", meaning timed in a way so that the 2D would hit meaty and the j.HS a little delayed use it after a blocked j.HS(1). Samitto uses this mixup a lot. It only works if your opponent pays you some respect and doesn't try to jump out after the j.HS(1). To get him to this point, apply the usual j.HS (mix between 1 and 2 hits) and j.2K(only hit hit), land, 2K Okizeme. They should fear getting hit crouching since it allows Chipp to get in some sick damage with IAAs. Once they hold still, you can start using the Wall Dive stuff. j.HS(1) on Block > Wall Dive [hold 6], airdash back j.HS(1-2), crouch hit S© > HS > 2369P > \/,then continue with: S© > HS > iad.j.P > D >Alpha: 140(AB,RO),151(HOS,SL),160(JU,KY,SO,ZA),166(AN,KL,VE),192(MI),206(CH) S© > HS > j.D > Alpha: 154(HOS,SL), 163(FA,TE), 169(AN,AX,IN,JA,KL,MA), 175(BR), 189(DI), 196(MI),210(CH) S© > 2S > HS > iad.j.P > D > Alpha: 141(PO) against ED & JO: S© > HS > 2369P > \/ > HS > 2369P > \/ > S© > HS > j.D: ED(179), JO(172) against TE: S© > HS > 2369P > \/ > HS > 2369P > \/ > S© > HS > iad.j.P > D > Alpha: TE(177) 25% Tension S© >HS > 2369P > \/ > S© > HS > 41236K-D > \/ > S© > HS > iad.j.P > D > Alpha: [25% Tension] 184(HOS),194(FA,JU,SO,TE,ZA)/200(AN,AX,IN,JA,KL,MA,VE)/205(BR)/223(DI)/226(BA)/233(MI)/248(CH) against ABA,KY,RO: S© > HS > 2369P > \/ > S© > HS > 41236K-D > \/ > S© > S(f) > HS > iad.j.P > D > Alpha: [25% Tension] ABA(169),KY(196),RO(170) against PO: S© > HS > 2369P > \/ > S© > 2S > HS > 41236K-D > S© > 2S > HS > iad.j.P > D > Alpha: [25% Tension] PO(165) against SL: S© > HS > 2369P > \/ > S© > HS > iad.j.P > D > Alpha FRC > \/ > 6HS > iad.j.P > D > Alpha: [25% Tension] SL(169) against SL: S© > HS > 2369P > \/ > S© > HS > 41236K-D > \/ > S© > HS > iad.j.P > D > Alpha: [25% Tension] SL(184), harder than the one above Wall Dive [steep angle], \/, Combos: against BA, BR, DI, MA, MI: 2D > 236S > d.j.P > K(1) > K(2) > K(2) > D > Alpha: 106(BR*1), 110(IN*2), 113(MA), 120(DI*2), 128(BA), 131(MI). *1=omit the Alpha; *2= omit one j.K(2). against AX, JA, JU, KL: 2D > 236S > (236K) > link HS > j.D > Alpha: 125(AX*1,JA*1+2), 136(JU), 142(KL*2). *1=omit 236K; *2= no Knockdown FRC > while falling j.D > \/ > S© > HS > j.D,Alpha: [25% Tension] 202(KL) 195(AX*) *=omit 236K against CH,FA,HOS,SO: 2D > 236S > d.5P > j.D > Alpha: 89(HOS),94(FA,SO),120(CH) FRC > while falling j.D > \/ > S© > HS > iad.j.P > D > Alpha: [25% Tension] 147(HOS),158(SO),200(CH) FRC > while falling j.D > \/ > S© > HS > j.D > Alpha: [25% Tension] 161(FA) against ED,JU,KY,VE: [*]2D > 236S > 236K > HS > 41236K-D > \/ > delay S© > HS > iad.j.P > D > Alpha: [25% Tension] 193(JU,KY*) 200(ED,VE) *=delay the Alpha [*]2D > 236S > 236K > HS > 41236K-D > \/ > delay S© > S(f) > HS > iad.j.P > D > Alpha: [25% Tension] 168(RO), 197(KY*) *=no Knockdown against AN,ZA: [*]2D > 236S > 236K > link HS > j.D > Alpha: 119(RO), 125(AN*), 136(KY,TE,ZA), 142(ED,VE) *=omit 236K [*]Followup: FRC > while falling j.D > \/ > S© > HS > j.D: [25% Tension] 183(AN*), 186(ZA) *=omit 236K against DI: [*]2D > 236S > d.j.P > P > K(2) > K(2) > D: 104 DAM against JA: [*]2D > 236S > d.HS > 41236K-D > \/ > S© > HS > j.D > Alpha: [25% Tension] 194 DMG against PO: [*]2D > 236S > 236K > link HS, then: [*]iad.j.K(2) > D > Alpha: 122 DAM [*]41236K-D > \/ > S© > 2S > HS > iad.j.K(1) > D > Alpha: '[25% Tension] 170 DAM against TE: [*]2D > 236S > 236K > link HS > 41236K-D > \/ > S© > HS > j.D > Alpha: [25% Tension]'' 193 DAM against AB: [*]2D > 236S > delay HS > iad.j.P > D > Alpha: 102 DAM [*]2D > 236S > HS > 41236K-D > \/ > S© > HS > iad.j.P > D > Alpha: [25% Tension] 159 DAM, no Knockdown
  8. This is the thread to discuss combos. Please keep in mind that the vast majority of Chipp's combos from Accent Core still work, and many of them are still relevant. I will work in this thread in the next weeks with the goal of creating a combo list like the one i made for AC. the stuff i found so far can be found here (in german, but since it's combos, should be easy to understand): http://wiki.hardedge.org/index.php?title=Chipp_Zanuff(GGXXAC%2BR)#Combos The bare basics S(f) > HS > 236S: Yeah, that's were we start. as terrible as this combo is, it's very often the only thing you can combo into if you hit with an S(f), which happens quite a lot because of its great range and speed. Although this combo doesn't cause knockdown, it leaves you at -1, which enables you to keep up your pressure (poke with far S, gamma etc). Combo into 236S > 236S > RC > dash up > Combo [50% Tension] an example of how to convert stuff like the above combo into something useful. The tension cost of this is quite high, but if you want knockdown off of this situation, you have to make this sacrifice. You basically have two routes you can go after the RC: 1.) go for S©,6P(1),S©,2D or 2.) got for an S,S,HS, Instant Air Alpha Combo. The latter should always be used when you hit the opponent crouching. Combo into 236S > 236 S > RC > 6HS >Instant Air Alpha > relaunch: [50% Tension] a better variation to the combo above. Your opponent can theoretically shake out of the stagger of 6HS in time for the alpha to become blockable, but only if you are relatively far away when you do 6HS, in which case it requires slip recovery 3 plus your opponent has to block in time - which is quite hard. [j.HS(1-2) or j.S,] 2K > S© > 6P(1-2) > 2D: This is used for Knockdown and leads into Chipp's FDC Okizeme, which leads back into this combo. Keep in mind that S(f),2S and HS don't chain into 2D. d.S© > 6P(1) >S© >2D: A variation of the above combo, just to show that you can easily go back into S© after 6P. Gatling into 2D, link 41236HS: OTG Gamma blade allows for some added okizeme options that have to do with the fact that your opponent can air recover out of it, which means you can for example air grab him if you predict it. This is something that should be used sparringly however, since the risk-reward ratio is bad. For stuff you can actually do after the OTG gamma, check the other threads. 6P(1) (counter hit) > 6HS > alpha / instant air alpha: since 6P is such a good poke, you'll often snuff moves and get a counter hit, which combos into 6HS. the regular alpha is the lower damage option here (but can now be turned into more damage with the forcebreak followup), while instant air alpha generally leads to better damage for less meter. 41236HS or j.D (counter hit) > dash up > S© >HS > air combo or iad.j.P > D > Alpha Combo: a sample combo for what to do after Gamma Blade. the S© > HS part works on almost everyone. For those where it doesn't use S© > S(f) or just S© / just HS > air combo. The instant airdash combo is again character specific but far superior to regular air combos, since it allows for better extenders via alpha FRC. Dust, j.D,D,D,S,HS(2), Beta Blade. The Bread n Butter Dust Combo since XX. There are much better ones, but it's easy and works against everyone. Throw, 623D or 236236K: There is a bug with Chipp's throw that enables you to combo your opponent normally after it (without the OTG state applying) if you hit him within 4F after the throw. the only way in AC to do this was by using S© against potemkin, but everybody else wasn't fat enough for this. Now that Chipp's 236236K super is faster, this is a legit combo to kill somebody (it only deals about 90 damage though, on average). Air Combo Theory j.P > K > S > dj.P > K > S >tj. [s,HS(2)] OR jump back j.D: This is the most basic air combo that you can use in almost all situations that launch the opponent,the corner pushback can be a problem however. The alternate ender is good if you want to use up the slow shuriken so you have access to the fast one. You can also add a Beta or EX Beta Blade at the end of the combo for added damage, but it's only generally worth it if it kills, since the j.HS brings you into a better situation (you land earlier). To make this combo as effective as possible, substitute the Ps with K(1) whenever you can, and reduce the number of Ps and Ks in general. A good one would be j.K(1) > S dj.K(1) > S > tj.S,HS(2). Anti-Air 6P(1) > HS > air combo (for example j.P,P,K(2),K(2),D,Alpha): a good anti-air combo if you aren't sure that your 6P will counter hit. 6P(1) > HS > iad.j.P > D > Alpha: this is a harder combo that leads to more damage, but is somewhat character specific. see the other (upcoming) sections for details. 6P(1) (air counter hit), 6HS, air combo: now that 6HS causes ground bounce, you will most likely go into iad.j.P > D > Alpha after this, which can be somewhat unreliable since the bounce height depends on both your opponent's weight and how far up they were when they got hit. better to stick with 6P(1) > HS except if you feel very confident about this. 2HS (counter hit) > j.S > dj.K(1) > K(1) > S > tj.S,HS(1-2): works against everyone. rarely used but good in those situations where you have to anti-air in situations where your opponent is right above you. If the j.HS only hits once, chances are you can leave away one of the j.K(1) to make it hit twice for better damage (happens against lightweights). 2HS (counter hit) > 6HS, air combo: the same rules apply as for all other 6HS juggle combos: they are somehwat specific. IAA (Instant Air Alpha) Setups [*]against a crouching opponent, chain into HS, IAA This is the most important setup. The more hits you land before the Alpha (preferably S© >S(f) > 2S > HS), the better, because you will have to travel fruther before you hit your opponent, which is relevant midscreen, since you will end up closer to him this way with an easier relaunch. [*]combo into 236 S > 236S > RC > 6HS, IAA: the combo described above. [*]d.S©,S(f),HS, IAA This only works off of a dash and point blank, meaning you will only ever land this as a punishment combo. The followup can be hard if you hit with this midscreen for the reasons stated above. If you got a situation like this where you have a free punish against a standing opponent, consider going for a 6HS > IAA directly if there's enough time. If there isn't you might want to go for d.S© > S(f) > HS > regular alpha > force break followup instead. You can find the full combo somewhere below (soon). more coming soon.
  9. werewolfgod, did they change any of chipp's normals? 6K maybe?
  10. ok, i found the first bug in the port. when you set the voice volume lower, Slayer,Millia,ABA,Eddie,Venom,Faust, Potemkin are still loud as fuck. really annoying if you can't really change your speakers volume all the time because its hooked to lots of stuff at the same time. edit: apparently the bug is random. ky has been silent for me, but one of the things he says just was loud as fuck.
  11. here's some info on the alpha force break. it works like a teleport and you can cancel into it before alpha actually hits. if you input 236P~D, you will instantly appear behind the opponent. the forcebreak still has a lot of startup though, so i't not viable to do this often... so consider it a really unsafe ace up your sleeve. if you want to combo into it, you usually cancel into it immediately, but against light characters you have to delay it slighty (for example against may). interestingly, you can almost always combo off of it, nevermind where you are in the screen, except if your opponent has his back exactly in the corner.
  12. where are the new colors from the arcade version? gold and shadow colors are still where they where in regular AC. also, it seems like the D color of the standard color set has been replaced with the blazblue colors, now my preferred chipp color is gone. WTF.
  13. R is out on japanese psn: - 2K,2HS,HS,2D -> 94 damage on testa. works up to and including slip recovery 2 (you need 3, AND you need to block in time) - 2K,2HS,236D -> works up to and including slip recovery 3, but the damage off of it isn't all that great: 2K,2HS, link 236D, link 6HS iad. delay j.K,\/,S©, j.K,2K,K, dj.K,2K,D,2K,D: [25% Tension] 148 damage & knockdown against Testa, less against chars where you can't add the second 2K,D loop (not tested yet). - 2P,2P,5K, D.O.T, FRC,\/,6HS, link HS,632146P, j. or sj.K,2K,D: [75% Tension] 220 dmg & knockdown on Testa. seems like a reasonable BnB.
  14. +R is out on japanese psn. - Wall Dive has exactly 2 Angles, nothing in between. You get the steep one if you don't hold anything and the flat one if you hold 6/3 while you touch the wall. - edit: Normals can actually be Kara-Cancelled into Wall Dive. - you sometimes have to delay instant airdash combos after a 6HS juggle to give the opponent some time to rise after the ground bounce, depending on their weight. - midscreen d.S©,S(f),HS,Alpha-D, delay S,©,HS, iad.j.P,D,Alpha: [25% Tension] 200 DMG, knockdown against medium defense chars. lol. - edit: 22S has auto jump install.
  15. Thought it was a good idea to have a thread where we can talk / share info about +R Chipp, since the release is so close at hand. while this first entry could go into the video thread, there's some stuff in there that can we can discuss. http://www.youtube.com/watch?v=JYf6Eaerntg koma chipp with some really creative stuff right in the first match. - nice oldschool combovideo stuff at the end of the first round. S,HS, IAA FRC -> fly with slayer to the corner, late j.S -> relaunch. Quite fancy but not bad considering that he got a hit vs. standing slayer and not crouching, which means less hits before the alpha, which means the followup off of a non-frced alpha is much harder or impossible because you land further away. - 22S teleport FRC finally has a use! okizeme situation, with your back close to the wall -> jump install S teleport FRC -> airdash j.HS for an almost-instant overhead + it probably catches backdashers. It's debatable if a simple walldive wouldn't have been better in this situation for the added layers of mixup (left/right high/low), but it's nice to know nonetheless.
  16. waiting for instant block to show up on the feature list.
  17. the yellow frc causes a black screen in the screenshots. maybe its some kind of activation. as for the burst: it was always called psyche burst officially, actually. the clash system: a friend translated it this way: 1. same strength vs same strength = clash 2. stronger vs. weaker = reeling animation on the weaker char 3. strong vs. strong = danger time activated, lasts 3 seconds, next one to land a hit gets a critical counter hit which can lead to big damage.
  18. nitpicking. besides, i'd argue that even his longer combos are relatively short compared to other characters (though probably harder than most). as dream maker said, only the most important stuff was covered. important as in: stuff that actually matters on high level play. alpha has almost no place outside of combos, except for some setups after a particularly high j.HS -> alpha FRC to frame trap, which is gimmicky. gamma is a staple, but drops off in importance in high level play, same for invisibility. the other stuff was frankly just more important to cover. i had some more stuff in the script that i thought was important, such as some talk about 2D and how it evades certain lows, but it was cut.
  19. all FRCs that have their timing shift significantly because of situations, especially ky stun edge FRC (the hit stop & distance to the opponent makes it hard). chipp teleport frcs off of random chains can be very hard as well. ..and also, all the FRCs where you need to hit a specific frame DURING the FRC for stuff to happen, like jam puffball frc (first frame).
  20. FRCS will: 1.) stay in the game, they are vital. they offer flexibility and drastically change gameplay. 2.) will become easier, either through holding the buttons beforehand (BB) or by being able to buffer it straight out. this is necessary for 2 reasons: 1. netplay and 2. for the sf4 generation.
  21. http://i.imgur.com/BzOfvAy.jpg just made this, a comparison of all of sol's moves seen in the trailer with their GGX counterparts. enjoy.
  22. hypest gg finals since years. top 8 results: finals:
  23. yeah the 25on25 was awesome :D the top 8 for the arc revo cup will start soon, GG bracket so far (spoilers ofc): http://i.imgur.com/mQRQ35G.jpg edit: top 8 persona & gg picture of the players: http://i.imgur.com/xBIQ93v.jpg edit2: bb top 8: http://i.imgur.com/uoldT1v.png
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