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Posts
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About Sarvets <---xbl
- Birthday 10/31/1979
Contact
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Website URL
http://www.youtube.com/user/getofred651?feature=mhee
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Twitter
@sarvets
Profile Information
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Interests
music, art, video games
Other Info
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Location
st.paul MN
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XBL
Sarvets
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PSN
Sarvets1979
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XRD [Xrd] Chipp Zanuff Gameplay Discussion
Sarvets <---xbl replied to AtTheGates's topic in Chipp Zanuff
you can wall dash to backwards air dash raw. you dont have to enter into it that way. any situation where you go in without a an already spent air dah will let you do this. in a combo make a habit of ALWAYS j.i as much as you can because yes what freelander said is true it allows you triple jump and airdash post knockup teleport etc. but just to clarify wall dash does not have to be part of a combo. he just has it- 260 replies
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XRD [Xrd] Chipp Zanuff Gameplay Discussion
Sarvets <---xbl replied to AtTheGates's topic in Chipp Zanuff
You have to keep in mind that if you did/ didnt already spend an airdash up to this point. in certain situations even post j.i you may have spent the airdash up to that point and not be able to air dash off of wall. it is VERY important to know this because thinking you have one when you dont can get you lit up. as for back wards air dash off of wall my best advice is to just know thats what you intend to do and commit to the input fully. there is a point close to the ground where he will not be able to airdash off of wall so be mindful of that. for wall to air back dash combos i just input the directions immediatley after the down ward dash. you can also use the high wall jump with any variation of air dash as well. the are both very useful so be sure to experiment alot- 260 replies
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XRD [Xrd] Chipp Zanuff Gameplay Discussion
Sarvets <---xbl replied to AtTheGates's topic in Chipp Zanuff
havent posted in a grip so heres a forbidden sarvets technique. fast star cancels all recovery on jump d. use this on a grounded opponent. make sure to toss the fast star just before you hit the ground. This will give you a no recovery landing jump d forever as long as you have a fast star spent as you land. feel free to experiment with other moves its even better than it sounds. Chipp can do backwards air combos with c.6d run, halt, 8 into whatever. he faces backwards after neutral jump if you time it correctly. not a solid thing but more for style etc. hope everyones doing good out there! long live chipp. also for anyone that knows mamiya in hnk. i tested for about an hour and a slow star, even at full height in opposite corner ... will not appear in the next round for a hit after a round win. this game does not store a projectile from one round to the next. while im at it i run into a pretty hefty amount of chipps that didnt know: do a regular jump. as soon as you land do any teleport. anything post teleport has been jump installed for you. including air etc. reg jump to air tele on landing is no joke. I have more info...but i aint telling until you buy me a drink @sarvets- 260 replies
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Can anyone give me advice about chipp vs Axl matchup? I use chipp and have the least exp in this MU
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XRD [Xrd] Chipp Zanuff Gameplay Discussion
Sarvets <---xbl replied to AtTheGates's topic in Chipp Zanuff
it is completely free to blitz shield. Tbh I think the fd drop hahas really lost alot of effectiveness if you do hs. In mirror match I will just dp it constantly or neutral jump to grab if they don't time the meaty correctly. Often this is the case because it is semi advanced to know which side they know they will land. Often this is a suprised to the person doing it which side they end up on. Try a dp . You will notice how far behind chipp dp hit box is if you do this. As an alternative I would suggest instead of dash jump/reg jumps to fd hs. You could add in a semi late air s instead to float over blitz counters and punish- 260 replies
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I shoulda known it was you lol
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Oh lol. It you. What up dude its getofred651
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XRD [Xrd] Chipp Zanuff Gameplay Discussion
Sarvets <---xbl replied to AtTheGates's topic in Chipp Zanuff
Yeah def strike invul pretty much had to go in xrd lol. Strike invul leaf yrc lmao- 260 replies
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XRD [Xrd] Chipp Zanuff Gameplay Discussion
Sarvets <---xbl replied to AtTheGates's topic in Chipp Zanuff
This is alot more true in xrd than +r. His leaf is so much more vulnerable- 260 replies
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All I could think of would be air alpha super far away to ground pickup to air alpha- pickup etc. I just imagine someone dropping out after 2nd or 3rd rep. Have yet to see a true non blackbeat infinite in xrd! Looking foward to this
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6 air dash loops in a row? Stop teasing son. So that would be probably 2 loops rc 2 loop rc 2 loop? I would like to battle someone who has it like that! Add me on psn sarvets1979 let's play
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okay cool. Yeah like I said there is alot more happening than that. I'm looking foward to checking it out. Anywhere you wanna send to check it out?also feel free to post here for combo info.
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XRD [Xrd] Chipp Zanuff Gameplay Discussion
Sarvets <---xbl replied to AtTheGates's topic in Chipp Zanuff
Also I have alot of success with super basic ground leaf throw into dash up 2k 2p s s 22k. People get confused by the semi late ground tele and you appear deep into their body for whatever combo. (For me typically anything into 2d rekka variations. Once they get hip to this you can also do 22p as ender for another leaf throw etc. Also keep in mind that dashing leaf throw can fuck up their mindset to counter. it seems to add momentum to leaf throw but you gotta do it semi early. The mindstate is as a oki grab meaty- 260 replies
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XRD [Xrd] Chipp Zanuff Gameplay Discussion
Sarvets <---xbl replied to AtTheGates's topic in Chipp Zanuff
Atthegates I'm guessing bzb means that air dash after 236hs is probably for teching after they wall stick. I get these occasionally and people tend to tech alot as.you approach them with air dash even though you may not reach them. Normally I would rejump after post 236hs air dash and catch them. Also 236hs air dash to 22hs air grab when they tech- 260 replies
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With back to corner: (whatever you want, hopefully 6hs for dmg scale)dash in 6c.s 6p 6s 6p 2d 236s 236s (rc) Dash until screen retu about to return to normal (for no rc scaling) 6c.s 6p 6s 6p 2d 236s 236hs this should take them to the wall. Experiment away with these basics they Work very well to have on deck. Also please keep in mind that anytime chipp lands from a jump and you air teleport immediately . He gains jump install properties on his air teleport. I feel like alot of people still don't know this.