GuerrillaTactic
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Okay something I've found that works from SBC but NOT from FDC is j.HS (1 hit), 5S, 2D, 236S, d.P, j.P, j.K (1 hit), j.K (2 hits), j.D, Alpha with a bit of delaying at the end so that you get knock down, still can't get anything from FDC though. Started getting the ID to work on Pot with airdash beta, so would the next easiest character be Johnny or another heavyweight?
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Been trying to get some combos to work on Baiken but I think I need some help. If I start a combo with a dash I am fine, momentum helps carry Chipp through and the first few hits aren't affected (spacing wise) and I can connect with both Rekka hits HOWEVER, if I do FDC or SBC jumps into say j.HS (1 hit), 5S, 2D, 236S will hit but Baiken will tech before the 236K rekka follow-up will connect. I have tried experimenting with 236S, d.P but the range is really trickey and I can't seem to get a knock down combo afterwards. Can any one help me with a d.P combo on Baiken that gets knock down? Cheers loads. edit. Just thought I'd add that this is mid-screen and any suggestions would be best from FDC or SBC j.HS please and thanks. 2nd edit. just read the stuff above about dust combos so I thought I would say, I have witnessed 5.D, j.D, j.D, dj.D land, S, HS, IAD combos (can't remember if it was 2 or 3 j.Ds before the double jump dust, sorry) but I can't remember if this was highly character specific or if its corner specific either, but I'll investigate. Also does anyone have any tips on doing the IAD beta blade ID combo? Who would it be easiest to perform on and are there any tips for timing you guys can give me as I find the opponent can always tech before they reach the correct height for Chipp's 5S.
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Well unless I have them the wrong way round (BR and BB that is) but I don't believe I do, gonna do some testing now and write edit up afterwards. Okay, so I'm getting it now but just to make sure of stuff. Because Sol is in recovery should I be getting a CH status on hit or not? It's after active so it's punishment but not CH right because I'm not getting Counter to pop up still. Just wanted to know if I recorded Sol badly . Thanks again :D
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If I block crouching I'm in additional block stun (by 1 frame?) and IBing only reduces blocstun by 1Frame so that would do nothing for me I guess? Time to test a little more. Also, what is the best punishment for grand viper? 6HS, iAA with follow-ups?
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Okay a question for you guys here, Sol's Bandit Revolver is -4 for Sol meaning he recovers on the 5th frame. Chipp's ©S is 4 frames and connects on the 5th SOOOOOO if I IB Sol's BR I should be able to hit him for free while he's in crouch state for an easier iAA combo yes? I'm pretty sure I have done this in the past but I have been trying it recently, recording Sol doing 2K, 5S, 5HS, BR then S dragon on block BUT I can't seem to hit Sol before his S dragon comes out? I know it's only 1 frame that I've got to do this but I can see Chipp's ©S come out and then it just doesn't connect because Sol goes invincible and slaps me and I don't think I can do ©S any sooner because he's still in block stun? I am a little lost here, is the frame data correct here or am I reading things wrong or.................? EDIT. Sorry, I should say that when I tried it before I did 5K, 5S, 2D, BR and then stopped the recording before Sol hit the ground and told the dummy to block all so that it would block at the soonest opportunity and I still hit Sol (can't remember if it was Counter Hit or not though).
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Just a quick question about teleport FRC, I'm trying to get a few things down like ©S pressure and blocked strings cancelled into D teleport FRC j.S but the j.S just seems to wiff all the time. Could some one tell me if I am out of range or just performing this incorrectly with the following string... dashing ©S, ©S, Gamma, (f)S xx D teleport, FRC, j.S? I don't think I'm too far away for that to work but I just don't seem to get it to hit ever although if I sit at certain ranges it does connect and I'm just baffled as to why it's not working (no momentum involved as well as pushing the enemy back INTO the j.S should give me the right range, right?). by the way I'm trying this against Sol.
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just been trying to perfect a few things but after standard 236S, 236K air combos for knock down, which characters can you safe jump with FDC shenanigans and which ones get up too early for that stuff? Just wanted to know if I'm doing it against the right characters or not. I'm assuming you can against ABA but not against May?
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just wanted to know if some one could link me to the Ky Throw video that was out and about. I found it once, it seemed like a tutorial/guide of what combos to do against each character but I can't find the movie for the life of me now. Any one know where I could find it?
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Yeah, the Sol corner combo also works on Anji and Slayer, but I think it's really quite tricky on Anji. He has a bloody annoying hit box and I actually don't know how to combo him mid screen as nothing seems to work properly except 236S, HS, j.D which seems a bit poo to me.
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Was continuing my practice on the Sol combo and realised that you didn't have much written down for Axl. Tried the combo out and it works on him but you can crank out a bit more damage if you go with... S, 6P, S, 2D, 236S, d.HS, j.D, 236P, FRC, j.D, V S, HS, IAD j.P, j.D, 236P and it nets you around 208 damage and easier than the one on Sol in my eyes (or hands at least). I'll try looking into a bit more of if you can get more damage out of it because after the first j.D, 236P, FRC Axl is very high so I thought it might be possible to extend the combo with a j.S before you come down so that you can use the untechable time to hit your opponent with a 6HS to relaunch although that probably won't prove very fruitful both dificulty and damge wise. Edit. Just wanted to ask, against Sol, my major mess up point seems to be the instant air dash right at the end and I don't know quite what I'm doing wrong. I do the standing S, HS and try to IAD but I just get a forward jump. Now if I was inputting the motion too slowly I would just get the forward from the IAD motion but I get the forward jump but no subsequent air dash which is boggling me. Any advice?
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good point, I was actually counting the number of hits wrong so I thought it was techable, that's what happens when you do this in the middle of the night I suppose.
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I find that if I go for S, 2S and I realise that it's been blocked that it's not as good on block as S, 6P, S. Even though S, 6P, S has greater push back, it leaves you at frame advantage that allows 5K to be a really potent tool, at the moment I don't really know what to do after 2S but I suppose that's my weakness. Also if I could find a standardisation of combos (like the mid-screen rekka ones) I think it would be better for me personally as I would be able to remember the entire casts corner combos alot more easily and achieve good damage at the same time. Additionally if all the combos are similar, because you are repeating a similar combo multiple times then you are more likely to hit that combo again and again through the practice, if the combos are completely different then it takes long to gain the muscle memory to hit he combos consistently.
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Okay sorry for the double post here, I think I've figured it out but if it's on the first page I'm really sorry. I think this is possible but I need to confirm it still... Corner vs. Pot S, 6P, S, 2D, 236S, d.HS, j.D, 236P, FRC, j.D, land, S, HS, IAD, j.P, j.D, 236P I'll edit this up once I get this right and I can put the damage to it as well. edit 1: I got this to connect S, 6P, S, 2D, 236S, d.HS, j.D, 236P, FRC, j.D, land S, HS, FB it does 171 damage but uses 50% tension, if I could get the IAD to connect it would get similar damage but for only 25% tension which would be worthy in my eyes. I tried to get the IAD to work but the S, HS after landing doesn't seem to raise Pots big frame high enough (or possibly I'm too crap at this?). I might need to add an extra hit in to raise him higher but I fear this may allow him to tech before the IAD j.P can connect, I had to drop the 236K in the previous combo because the amount of hits allowed Pot to tech earlier than I could reach him so adding one in again may just hurt the teching time again? Also I used no teching on this but it didn't black beat so I don't know if it gets knock down but it is most certainly guarented.
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I've been practicing more corner and IAD combos recently combos as I'm still terrible at them, I'm currently working on Pot and gonna work my way up the hardness line. I was interested in trying out the Sol corner combo (236S, P, j.D, 236P FRC, j.D, land, you guys know the one) and found that it worked on Slayer as well. I wanted to see if something similar was possible on more of the roster so I tried against Potemkin as I thought it would be easiest and got as far as S, 6P, S, 2D, 236S, 236K, HS, j.D, 236P, FRC, j.D, land, S, HS.... However I couldn't connect a FB or IAD combo afterwards but that might be down to my crappy combo skills. Seeing as Chipp doesn't have many hugely damaging options that aren't really character specific and quite difficult to perform I thought that there might be some sort continuity or stapple stuff that you could do with only small amounts of variation to make the damage you do easier to remember and perform. Any one got some better ideas on what can be done against Pot in the corner?
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Hey thechibiknight, try comming over to www.neoempire.com some time. Ryza is one of our Admin staff and it is an English based website so you will have more luck finding local GG players. Also we are having a GG event in London this weekend (sunday in particularly) and we will have Street Fighter 4 as well as the latest version of Street Fight 2 HD Remix and a KoF98 UM tournament going on :D
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Still attempting to do the iAA combos and while I can hit it inconsistently against crouching opponents, I barely ever hit it against standing ones. Who is the easiest character to be doing this against? I would of thought Pot but I'm trying Millia and she seems to be easier for me???? Any suggestions guys?
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I don't know if I should be asking this question here or in the combo thread but I'm having real problems connecting an iAA after j. HS (1 hit), ©S, HS. I know it's possible as I've seen it done but there just seems to be a timing or ranging issue that I can't quite figure out. Could some tell me the parameters of how the combo works, I just want to know if it's character specific or has any other limitations to it (has to be a crouching opponent?) just anything really would be great. Thanks :D
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Well the Trocadero in London now has working buttons and sticks (all sanwa), so if anyone is in the country please post it up some where and proper games can be had.
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First page of the Combos thread near the bottom
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Okay, been practicing alot of my combos and I seem to have most of the 236K launcher based ones down about 80%-90% as I found a comfortable timing for either the 5P or 5HS afterwards (it seems about 3 frames after he lands and recovers, hopefully that makes sense :D ), however when it comes to a character that just needs 236S, d.P or d.HS, I still haven't found a easy visual clue to make sure I get the dash right every time. Does any one have any hints or tips? P.S. I stated getting the Sol corner combo alot more frequently, although that's still only like 1 or 2 times out of 10 LOL
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Yeah, I've seen the combo quite few times, started going into practice mode again today and I can get the beginning of the Jam combo maybe 2 times in 10 but I'm gonna work on that one til I get it at least 5 out of 10 before I use it in the arcades. The Sol one doesn't quite connect properly yet (mentally my brain isn't quite doing everything it needs to in that situation as well as physically my hands just aren't performing what I want them to LoL), but then again we don't have any serious Sol players around here as of yet so that combo is less important to learn at the moment. I'm sure I'll have more torment soon enough so I'll be posting back soon again :D
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After doing alot of combo training yesterday (including Blanka and Dictator on ST) I started to get the Jam combo, I think I just need to sit down for an hour every day for a week or so just to practice this one to make sure I can get it in real matches Apart from that I'm finding the Baiken and Sol corner combos quite hard. With Baiken it's difficult to achieve knock down, I FRC the air alpha do an air dash and do j.D, Alpha again but it usually hits too high. I might be taking the motion to upforward and so getting a little extra hop out of the alpha FRC but apart from that I can't see what I'm doing wrong, I've tried delaying the air dash to varying degrees or even buffering it in to the FRC (I-No style) so that the air dash comes out immediately but I just can't get knock down. As far as the Sol corner combo goes, after doing rekka, P, j.D, alpha FRC I always seem to high up on Sol so that when I connect the second D and land, Sol has already hit the ground. I think I just need to make sure that I don't pull the motion to up forward so I don't get the extra bounce after the FRC. Apart from my assumptions, is there any advice you could give me with those two characters? Thanks again
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Okay, I've been practicing my Jam corner combo recently and I'm finding it really hard to consistently get the dashing HS after which I do usually connect with the FB BUT Jam seems to hit the ground before I can actually connect with a ©S,HS. Is there any advice any one can give me on this, firstly on dashing HS and secondly on how I should be doing the FB so that I can ©S,HS afterwards, thanks :D
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Chipp Match videos (Slash / Accent Core)
GuerrillaTactic replied to Shin Masta Lv1's topic in Archive
There is currently a crap load of video's on Gamechariot, I think it's samitto's colours (and I can't read katakana) but I can't be certain. Get 'em while they're hot. -
but if you do it that way, you try it once and then you practice the escape. This works for seeing if something works once or is air tight but once you find the technique that is air tight, then you don't really get to practice the technique, just the escape method. I suppose I can use that method to find what's best for me in said situation.