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GuerrillaTactic

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Everything posted by GuerrillaTactic

  1. Link doesn't seem to work for me, comes up with a 404 error
  2. I want to know the answer to that one particularly for Alpha enders!
  3. Of course, sorry, me being a dunce The combo ability of the Air Alpha sounds good though
  4. When ever I do IAA I always seem to get the weird flying off motion afterwards (I think it's because I tiger knee it so I get a super jump version of the Air Alpha), how do you guys do it so that you don't always fly away? (I think if I do it 95236P it might work but then again I might be getting beta off? Hey don't worry about it I'll just test it when I get my controller working again )
  5. I know that the knock down is all important to Chipp, however the difference in damage between normal knock down combos and Alpha FRC knock down combo's seems very small (especially if you start your combo's with 2K), I was just hoping Chipp could get a little more for the tension he's expelling, if he can't then I'd probably save it up for some really damaging corner loops or teleport FRC or a Dead Angle. Also, as far as Impossible Dust combos go, I've seen people go for IAD Beta blade instead of j.K after the dust and then use the untechable time attached to that to land and go for a different combo, just thinking though, if you have the opponent in the corner could you not use that untechable time to start off a alpha blade loop of some description (I would assume that you could do an IAD K as well as IAD Beta but Beta looks nicer, does more damage, has a greater untechable too I think, just seems in theory to make the combo all round better). P.S. Just wanted to ask people here what they thought of Chipp's combos. Where as characters such as Axl (bomber loops), May (vertical dolphin combos) or Slayer (j.2K combos) can keep their combos relatively similar or need to delay the timing of select normals or add one or two hits, Chipp's combos seem to have to radically change. If Chipp wants to get more damage, he generally needs to put in a alpha FRC and to still get knock down means the setup needs to change and what follows after has to change too meaning that things such as combo to sweep, rekka, launch, air combo have to change to JI, 2HS, teleport air combo. Firstly do people think this is a good thing, I find that having to change up my combos so much means that I have a lot harder time combing consistently, or does it make Chipp harder to read, harder to burst effectively and gives him more tech trap options as your combos can change so much?
  6. Just wanted to ask if there could be more combos posted, I'm pretty crap with finding these out but with a lot of the combos, you have some positional ones but most of the tension based ones are corner related. If you could explain the workings of the Alpha FRC maybe dim wit's like myself could work out how to get the most damage from a FRC mid-screen. Also, a lot of the tension based combos do really poor increases in damage compared to the basic knock down combos and the worthyness (if that's a real word) seems very questionable. It seems more worthwhile to save the tension for teleport FRC's or counters, please make me believe in the power of the combo again!
  7. yeah, I know it's a bad idea to chase, but for me, it is the most infurating thing when you apply so much pressure for it to count for nil when they simply jump away. at the moment I'm trying to work on my Slash pressure, mixing in the 6K for a nice overhead and trying to see what I can do on block and on hit but I don't have the hit frame data and I haven't been bothered to work things out yet so it isn't comming on that well yet but hopefully things will get better once I put some more effort in. I just want to know how to figure out on hit frame advantage, or is it simply a case of trial and error with certain moves to figure it out? Thanks again guys. P.S. you say dashing j.K in the corner, any specific reason why, or why it is good to do this.
  8. well I know about dashing in with 6P but that can lead to getting a jump attack in the face if you do it wrong with Chipp and I don't find that too reliable unless I have them in the corner, but then again, nothing is 100% reliable really. Also I want to watch a few video's just so I can ask where to do certain things or why people do certain things but apart from MDR and the players here, I don't really know of any Chipp players, and I haven't seen MDR play in a LONG time so does any one know where I can get some chipp matches just to watch over and pick up good habits? thanks again
  9. Hey guys, just reaching a sticking point really with my game. I want to push it forward and become a good player at guilty gear but I know I don't have the knowledge of the game to work out certain things. One example of something I have problems with is stopping people from jumping away from me when I want to keep them locked down with things like slash pressure, rekka pressure and other stuff, and I really don't like persuing and trying to air grab after people because it can be really hard to predict when people are going to try and jump out as well as you can be dashing straight in to a jumping attack. Could you give a player some advanced advice here on general game play stuff, I have blocked frame data from this site, but I don't know hit frame data so I don't know good follow ups. I don't really know what to ask help with, I haven't been practicing this game recently but I'm trying to get back into it and I'm finding that I can do a lot of the old stuff relatively easily, or it's just a little off but I want to push my game to the next level and I really don't know how to. any sort of suggestions would be great. thanks
  10. Thanks, just needed that clearing up
  11. Just wanted to ask about the Chipp frame data on this site? Firstly how complete is it as I can't see the FRC placed on the Alpha Blade, also the startup, active, recovery and static difference stuff is a little confusing, I understand the terms and what they mean but I don't know if they are measured on blocking opponents or if they hitting. For example the c.S says it has 4 frames of start-up, 1 active frame, 11 frames of recovery and a static difference of +2 so does that mean that after 4 frames it becomes active, stays active on the 4th lasting to the 5th (or is it just for the 5th frame that it's active?), from there it takes 11 frames to recover from the c.S but the opponent is in 13 frames of block (or is it hit) stun so Chipp has +2 frames on the opponent? Additionally one little thing about that information, if a move has more then 1 frame of active time, like P which has 2, does it hit on the first or second active frame? I know you can make attacks meaty on wake-up so that they hit at different times in their active period so some things that don't normally combo can, but I just want to know about the basic reading of stuff and have this clarified to me. Lastly if some thing does hit on the first active frame what happens to the Static Difference and all the other active frames, do the active frames still carry on their course or are they cancelled off or is the static difference their already calculated for hitting on the first frame so in the case of chipps P the opponent is actually in 9 frames of block (or is it hit) stun from the 6th frame to the 14th frame? Argh, so much to ask!!! thanks to anyone that can help this poor soul
  12. So nothing is certified at the end. Well what other moves when IBed allow for escapes, I'm sure if I block Pot's 236P (I think, not hammerfall, I can never remember the name) I get a free out or free 5K or something but I can't remember or test at the mo. Anything else though would be cool, thanks for your help guys :china:
  13. I thought bridgets wake-up reversal move (3-4 hit move looks a little like her j.D where she swings both yo-yos around her) could be punished if you IBed the last hit but I could be wrong, then again I don't play against bridget so that bit of info is a bit useless to me. Also the Ky stuff there, you mention 6HS so I assume on wake-up if I IB a meaty second hit then I can dragon and it will ALWAYS hit him? and the same goes for his 6K even if he tries to link a K after? Thanks again as I do sometime come up against Ky's but if you could inform me of any other traps or mix-ups that can be escaped by instant blocking that would be great :china:
  14. Howdi guys, I know I haven't posted here in ages but wanted to quickly ask a few questions of you that have the knowledge. Started to pick up my game a little and I'm going to begin practicing my IBing alot more now but I wanted to know if there were any moves that become punishable if you instant block instead of normal block. Well I know there must be some, but I don't know what they are, if any of you could just list the ones you know, that'd be great. Also, what sort of traps and set-up are there that other character have that are is useful to IB to get out of? Also, is there a universal burst punishment for chipp, 2S has alot of range and comes out quicly but at MAX range I find it a bit dodgey, so any help here would be great. Also I find myself being hit by alot of bursts, mid-string or air combo even though I'm holding back and have stopped pressing buttons. I was thinking that I was possibly buffering on the ground strings to far and so even though I've stopped pressing buttons I still get animations for one further then I think I am. Also there is a possibility that I am bering caught mid-animation, but that is highly unlikely. I know my reactions are not the thing at fault so if anyone can suggest any other possabilities that could be causing me to mess this up, that would be great :china:
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