GuerrillaTactic
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Everything posted by GuerrillaTactic
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but getting the timing for the backdash on wake up on the record is really hard especially if you have to press sweep and play at the same time so that Pot back dashes on wake up properly, or should I just mash back dash and hope for the best? Do I record a back dash straight away and press play as Pot wakes up to try and get it on wake up? It just seems hard to get him to do it consistently so that I can practice consistently.
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Quick question here, I'm having a bit of trouble against back dashing Potemkins after I knock them down. On wake up I go for FDC j.HS and some Potemkins I play against back dash on wake-up and then go for PB. Now I know that alpha blade is throw invincible but I also know that if I put out a limb when Potemkin comes out of the back dash and the limb is still active then I can get a free hit on him before he can PB as it has start up. What I'd like to know is what people suggest I should use to tag Pot with? 5HS? 5K? 2D? 5HS seems the most sensible due to it's active time (as I remember it has a long active period although I could be wrong) but I'm just mis-timng it alot and so I resort to guessing and air dashing back into Pot to hit him with a late j.HS. The problem with the air dash back into Potemkin is that ANY limb will beat out Chipp as I’m still in air dash animation so I want to be able to land and do things properly instead of guessing and increasing the chances of me getting hit. Also, what do you suggest is the best way to try this out in practice mode with the dummy set-up? Thanks again people.
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Hey Mitsurugi (Robocop from Neo) nice to see you over on the Chipp side of things, didn't think you were a Chipp player, you thinking of trading all that nice easy damage you get for the hard life of Chipp now :D But to stay on track, possibly separating or at least clarifying that you get 2 different results from FDC if you diagonally jump after a dash and if you vertically jump after a dash (the diference between pressing 9 and 8 after a dash). And dashing P and HS teleport seem to be missing, maybe divide teleport into standard and teleport FRC? Just suggestions though.
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When you say it black beats, at what point do you mean it black beats? If it black beats after the IAD j.K and before the 6HS then you haven't done the IAD j.K properly. When I am doing ID with beta blade, if I do it with beta blade at the proper time I actually can achieve a 2 hit knock down, I assume it is the same principle with IAD j.K. If it is black beating after the 6HS but before the air combo then you are probably hitting the 6HS too early so the opponent is too high up for you to jump and hit them in time before they can tech. The best way to practice all combos is to switch on the teching for your dummy, I usually have it on backwards, forwards is also cool but I remember some one telling me that neutral makes the dummy tech like a frame or 2 late. Hope that helps a little
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Sorry, maybe I wrote my question in a confusing way. I meant after performing the ID with Beta Blade, do you still have enough time to combo with 6HS even though it has like 5 frames recovery upon landing?
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Just wanted to enquire, after an ID with IAD j.K (1 hit), you have enough time to do 6HS and air combo afterwards, I assume this is character specific and that on some characters like Potemkin or Johnny this might not be possible, or am I wrong? If I'm using Beta blade for the ID hit instead of the j.K (1 hit) I know I have 5 frames recovery upon landing but do I still have enough time to do 6HS and combo after that or would that only work on the light characters that float really high? note to mods, feel free to merge last two posts or delete the last one.
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I used to know alot more about this match-up but I haven't played against an A.B.A. for a little while. 2D is your best and only reliable friend in this match-up, it stuffs her Morhia mode and allows you to screw up her patterns. This is the only poke I will mention for now. When she is in normal mode she is tricky to be 100% safe against but as long as you play catious pressure you should be okay. 2S is a good anti-air, if you try to FDC j.HS over her, her 2S will either trade or win in my experience, if it trades, your second hit should win but that isn't anything you want to be risking. 6P is also a really good normal so when she is in normal mode don't bother doing FDC on her if you haven't already knocked her down, if you have there isn't much she can do against you but try all the standard non attacking options or FB Slide/Dash thingy. Also one VERY important thing to remember and one I constantly forget. The first few frames of her key grab are of a normal command grab, so you can't block it like normal, so if you see her comming towards you with the FB slide, normal slide and she gets close enough, even if you clam up she will get you. Secondly on that point, many a time at the beginning of a round I have tried to put a limb out and start pressure straight away and she has done Key grab, catching my limb I believe. My point of this is that you can't whiff normals against her in either mode. I'll add to this later.
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Once I get my arcade stick working and the time to play again (from the 3rd of next month) then I will practice it up but until that point, I can't
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Thanks for that one :D Also another little question, if you are aiming for an impossible dust, can you use Chipp's FB to do this? I can't remember how early you have to hit the opponent (40 frames or is that too optimistic?) I know the move has forced proration (damage scaling) and if you wanted to do something flashy it would be better to go for a beta blade to keep the damage high but I was just thinking it might be something different and nice. The combo I originally had in mind is D, IAD beta, S, S, (2S if necassary) 2HS, FB, S, S, HS, IAD j.P, j.D, Alpha but this is corner reliant after the FB (I think), also I'm unsure how many hits I should put before the FB to raise the opponent to the right level and still give you the time to recover and combo afterwards but making sure not to put in too many hits so that the opponent can tech after the FB and before I get to continue the combo. I'm guessing up until the FB point the combo should do good damage but afterwards I'm guessing that it would be p*ss poor? need to practice but can't until the 3rd of next month.
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Just wanted to know what SB combos are like. Can they be guarenteed (obviously depending on the attack that is SBed) and would the standard be something like S, S, HS, TK Alpha, continue? Or are there better combos depending on the attacks? For example, if a Jam 6HS's after a 2S and you SB the 6HS do you get any thing for free?
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Chipp Match videos (Slash / Accent Core)
GuerrillaTactic replied to Shin Masta Lv1's topic in Archive
So are you saying slightly more damaging combos and combos that are normally quite hard become a fair amount easier? That's enough of a reason for me to try and implement it if that in it's self isn't too hard, i.e. just a displacement of difficulty with added points of f*ck-up-able-ness -
Chipp Match videos (Slash / Accent Core)
GuerrillaTactic replied to Shin Masta Lv1's topic in Archive
Well how would placing such as this effect how combos are done? would it make certain things easier to do as you are closer? Would it possibly make a 6HS IAD combo more possible/easier? There must be some perks in that it might make things easier. -
Chipp Match videos (Slash / Accent Core)
GuerrillaTactic replied to Shin Masta Lv1's topic in Archive
Also, I'm not certain if this is CH specific (although I'm like 90% sure it is) at that sort of range could you wait for the enemy to drop to the right height to get a HS, HS IAD j.P, j.D, Alpha? Also (something I'm more then 10% sure of although not certain), seeing as you can get so close wouldn't it be possible to dictate at what height you launch the opponent meaning that you could possibly remove the j.P from the combo and end up doing more damage? Or does the characters falling hit box also become a factor when trying to do this? Surely it must open up more combo options. -
Chipp Match videos (Slash / Accent Core)
GuerrillaTactic replied to Shin Masta Lv1's topic in Archive
I must say that tikkusa just seems to make Chipp look top tier, I have personally been trying to improve my air grabs and general anti-airing with out using 6P and this guy is an inspiration to me and what can be achieved. Also I liked how the neutral jump FDC were done really close to the opponent so that they weren't given enough time to recognise that he had neutral jumped and not forward jumped, even I couldn't always read the side he was going to land on so I was very much like I guess that's the next thing I need to get consistent -
Chipp Match videos (Slash / Accent Core)
GuerrillaTactic replied to Shin Masta Lv1's topic in Archive
Yeah, I know what you are saying there ATG, it's just that I have been starting to get my rekka combos a little more consistent (even though it doesn't show in the vid's) and teleport FRC and so for some reason I forget alot of other stuff while I attempt that stuff. I don't hit confirm my 2K, S and stop if blocked to restart pressure, also I was really uncertain what could punish an air alpha from max range but people were kind of walking into it so I wasn't argueing but didn't learn much about it's limitations too. I think the air alpha is something I will use but I will restrict the amount I use it by. Also I need to start more hit confirmation before continuing a combo. One little thing, teleport FRC j.S seems really hard to do, I always seem to get to S too late, is it just a case of being really fast or any other special technique to it? -
Chipp Match videos (Slash / Accent Core)
GuerrillaTactic replied to Shin Masta Lv1's topic in Archive
Sorry 'bout that, I'll give you links to each video. Only four at the mo and only two of them are mine so I'll link those two for ya http://www.vsfighting.com/watch/1059396431415e770c6d/Watch this is my semi-final, still experimenting with things like sj.D and just how good it is, and it is godly, I've traded with Slayers eternal wings super before (non meaty on wake-up). http://www.vsfighting.com/watch/0610b44d9b9fed0ff954/Watch This is the Final against a new player called Helter Skelter who has made big improvements in a very short amount of time. Both of us made a few glaring mistakes in this match and while you can excuse his, you can't excuse mine If this doesn't work then tell me, it's a youtube style site that the english games playing community have set-up to host our games so that we have an independant pool to rely on as well as youtube. -
Chipp Match videos (Slash / Accent Core)
GuerrillaTactic replied to Shin Masta Lv1's topic in Archive
Hey, just got a few match video's of my own, I'm certainly nothing special but a little advice here and there would be greatly appreciated http://www.neoempire.com/forum/showthread.php?t=3332 thanks -
I knew you could link a second HS after a CH HS but the range on this set-up (safe 6K range) doesn't allow for it really but the sweep does. I don't think sweep rekka is in range, but yeah d.5K, 2D, rekka might just be, but I'll have to test that set-up. As far as HS as they try and jump away, most people I play against don't always put stuff out as they try and jump away because they don't always have the speed on their jump normals to do it and I could just dash air grab as they are in recovery so I was thinking that if it wasn't a CH HS on an air bound opponent, what could I get then? The hit stun on an air bound opponent is still more if it's CH right? So I'm guessing I won't be able to do dash HS and then IAD combo, but maybe I'm wrong? Also I didn't quite understand what you were saying about the light characters, could you explain that again. Thanks for the tips though.
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I was just experimenting with 6K and what could be done afterwards but wanted peoples opinions here. After 6K hits, you are of course at frame advantage so if you put out a S(f), 5K or 5HS they will all catch an opponent trying to jump away or trying to stick out a limb (although dragons will win and PB might catch limbs) but I was beginning to experiment with HS as it seem to yield the best rewards. If you opponent tries to jump away HS hits and you can try for an IAD combo which you can't do with 5K or S(f) as there isn't enough hit stun, also if they put out a limb you get CH HS. What I want to know is if I get CH from this range, my hit confirmable options seem to be quite small, I can go for super if I have the bar, D seems to have to be chained and that you can't hit confirm it (which is a shame because it would be perfect ID range), alpha blade seems a no no as well but if you go for a tiger kneed alpha it seems like you can hit confirm the jump and do an alpha once you are in the jump (if that makes sense). Could any body else offer up some guaranteed other options and which characters I should use S(f) or 5K instead of HS and why.
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Practical uses, as in the move having properties apart from being partially visible? No. However it does make seeing FDC and teleport FRC mix-ups harder to see, so there are psychological and visibility effects.
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just a question about that, do you delay the rekka so that you delay the untechable time for it meaning that by delaying you allow the opponent to drop for one more frame but is it truly that important or does it effect other things as well?
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Just wondering if the corner combo with alpha FRC j.D could be used in some other form against other characters. We saw it work against Sol, but I was wondering if j.S would work against characters that dropped slower or floated higher? j.S has greater hit stun I believe so if they are floating higher then a j.S would give more stun, giving more time for the opponent to fall for longer and into your range? although I think j.S has slower start up so maybe it wouldn't combo? then again, I'm just not sure. I'm trying to think how to use this sort of combo against all characters and thinking of old relaunch combos but using alpha FRC. Could you explain what factors we are aiming at to achieve this sort of combo ATG? I'm thinking high enough to get a further attack in the air but close enough to the ground to land AND get another attack off? any other factors? Thanks P.S. was just looking at my post and was just thinking it might not make sense, I was trying to use the Sol Combo you posted recently on more characters but altering it to work on a greater amount of the cast.
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I do believe that if you don't dash the combo isn't fully in range so you lose the combo at the j.K[2] stage of the combo, could be wrong though.
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I believe that it's to do with start-up on reversal timing, basically you want your move to connect during the start-up period of the VV, he will be invincible and so you can't hit him, however his move hasn't started up yet, so he can't hit you either. You do however need to be using a move that has NO landing recovery, so that by the time you land, you can block the move as it becomes active. I could quote the exact frames but I can't be bothered, I might post it at a later date.
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Just having a bit of trouble with this combo, especially the emboldened d.HS. I don't know if I have to be doing this as quick as possible, although when it does hit, it doesn't seem that I have done it as quickly as I could have done. Also if I try and dash instantly and do HS I sometimes get 6HS which cocks up the combo. Any advice here? (and any other d.HS combos for that matter).