Bjorn
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Everything posted by Bjorn
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This is more proof of concept than anything. The execution is harder than for other characters and sometimes the alpha whiffs even if you land the jHS. I dunno if I'd go for it in an important match. For Millia, jPjK(1)djPdjK(1)djD alpha works, but her body blocks Chipp from clinging to the wall for the followup which lets her recover. There may be a different route or simply a difference in timing to make it work. Venom continues to be brick wall for this combo.
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Samitto sighting at Acho! vs Mun (BE), Defure (FA), Rozu (KY, what the hell Rozu still plays lmao), BLEED (JO) and Takuan (MA) Probably more to come soon since this was uploaded only a few hours ago.
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Yes, that's why. You can also get this cool combo: http://www.nicovideo.jp/watch/sm26671297 It works off of any jD counter against Pot, the blitz is just eye candy.
- 260 replies
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I agree, Chipp vs Ky is a bad matchup so Chipp needs more/better tools to make it fair.
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I agree with all of these proposed changes, while you're at it please raise Chipp's defense stat to 0.9 and swap his air hurtbox with Elphelt's. I don't ask for much I'm a reasonable man.
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Please change location for Bjorn (Chipp) to Sacramento CA, thanks.
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In conventional footsies, Venom 2D will also always beat out Chipp 2D, even if Venom has his out first and it's in the flopping around on the floor phase (2nd hit). I don't know why this happens except Fuck Hitboxes. e: I really wish it was like you said and Chipp had complete lower body invulnerability during 2D and I'm now sad that that's not the case
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Cue reaches past the foot and pegs his knee. It's been that way since XX.
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Venom 2S on round start beats everything but 5K, but 5K goes straight into 2D for a knockdown at the start of the round so it's a risk. From Chipp's perspective it's not something you want to go for too often either because it whiffs unless Venom sticks something out, so you want to scare Venom into not doing 2S and then do something else to get the advantage. jD backed with balls is really annoying to deal with. Balls hit by jD in general have trajectories that mess with Chipp a lot.
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Works for all characters except Venom, Millia, and Elphelt on any setup that involves corner wall cling into falling early jHS. May work for them too if you find the right string. I couldn't. Often leads to opponent falling out of corner, in which case use the variation posted in the quote. Formula after teleport is jKjSdjHS(1) for all characters except: Eddie, Ino: jPjSdjHS(1) Sol: jPjPjSdjHS(1) Pot: jPjKjSdjPdjHS(1) Bedman: jPjKjSdjHS(1) Leo: jKjKjSdjHS(1) Input on the JC to djHS is a bit tight. It's easiest on Pot. For funsies, May only:
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Crossposting from the combo thread, I'm pretty sure this is the reason: It's the same reason you can easily followup after air leaf grab if you do it from a neutral wall cling, but can't do it from the alpha blade wall cling tech trap.
- 260 replies
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Your problem is that standing HS has really slow startup (10 frames!), so when you do 2369P immediately after pressing the HS you aren't giving Chipp time to finish the HS's startup and transition to jumping. What you need to do is perform the input slowly enough so that you get the jump cancel, but fast enough so that you actually get it as a combo. That said, I'm pretty bad at actually getting the combo consistently outside of training mode myself, so I don't really have any tips for you in regards to actually executing it. Hopefully knowing why it's not working will help you though.
- 260 replies
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Against Elphelt in the corner: whatever to 2D xx 236S xx 623HS, j.214214K followed immediately by j.HS, land immediate 6HS xx 632146HS. Does shit damage using full meter but holy shit it's fun as hell, worth doing in training mode at least once. :P
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Dash under works well against Ram's air stuff. Cutting it off with rising jK before active frames is also an option. Have you tried instant blocking and punishing?
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To be honest, I ran into the same problem a ton back when I first started Xrd. I have no idea how I got over it. Now I couldn't even replicate it if I wanted to which is even weirder. Regarding landing recovery, as far as I know (feel free to correct me) you get additional landing recovery if you do wall cling after alpha, and this applies no matter what, even if you roman cancel afterwards or do one of the followups.
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You can buffer the wall cling immediately after doing the air alpha blade, which makes it a lot easier. Basically think of it as one command that's done as 236P46 and it'll become a lot easier for 99% of the situations where you need it at that level.
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During corner oki, detaching from wall cling and falling into the corner with jHS (so that Chipp is in the corner), you can get c.S(JI) 2HS xx 22H j.K j.S dj.HS(2) 236P46P, land dash S rising j.D, air dash wall cling to put them back into the corner situation. Better than just getting the 2D knockdown and trying to work from there.
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I was talking about Samitto's version, which also ends in a knockdown since alpha blade ends wall dust state at any point. You're right that the leaf grab version is harder to react to, but it's also distance dependant--it's pretty easy to not dash far enough into the invisibility (especially when you have the sort of distance where you just barely get the wall dust), which means the leaf grab won't reach the wall and you'll end up in recovery as the opponent comes out of hitstun. What I don't like about tk ryuuyanagi is that it's possible to do it too low to the ground and you hit the air dash height limit meaning you just land and look silly. I dunno about you but I find it a lot harder to do a not-quite-tk on purpose than a true tk.
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5D into meisai fS 2S xx 22K, cS 6P cS(JI) 2D wall cling also works and is really easy. It's what I use.
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I'm sure everyone else knows this but just in case you lived your life in darkness all this time like me, you can get the alpha+ yrc every time by just drumming the buttons with HS(hold)~S+K instead of trying to do the HS and then an RC as separate inputs. Just like you'd do an FDC except with two buttons on the second half of the input instead of just one.
- 260 replies
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There is a setting in training mode for the CPU to automatically burst after x hits deep into a combo. As for practicing air throws, just set the CPU to jump and go wild.
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Lord Samitto returns from the dead with four matches. He looks a little rusty but he still has some cool stuff going on. vs Rion (KY) Nage (FA) Asaba(?) (SL) Endou (CH)
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I wouldn't go as far as 6:4 but 5.5:4.5 Chipp advantage I could definitely see, yeah. The difference in neutral is just huge. I'm pretty sure this isn't true. RCing an air special only leaves you with whatever jump options you had left before executing the special, it doesn't magically reset them. It "auto installs" inasmuch as RCing any air normal or special move and performing a move on landing does.
- 260 replies
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You can also get it off of 2HS counter hit in the corner. 2HS (ch), dash j.S dj.S tj.D double alpha into 6HS whatever. As a reminder, 6HS off an air hit is a guaranteed RC into IK at 100% tension and enemy hellfire.
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Is there an easy way/shortcut/longcut whatever to doing neutral 228S/HS? The way I use right now puts a lot of strain on my wrists over the course of multiple matches.
- 260 replies