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ManDu

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About ManDu

  • Birthday 11/01/1985
  1. I've used recovery frames a lot to improve the integrity of air combos or whatever, but I mostly go by keeping BEAT colored. And I mostly use either Sol or Bridget for attack dummies... mostly sol... and I think we had a misunderstanding about ky, I meant the second kick of his normal j.k. Pardon my lapses in terminology. If I could quote like Kensou did me I would right here but, I dun "you don't need to do 22,8hs/d after landing, just do 22hs or 22d the exact moment you land. that way you avoid super jump-installing the teleport (which would give you an air dash, but no double / triple jump). also, if you did a double / triple jump before the landing jump install, you will miss those options after the teleport." I've done a single jump and with a landing 22HS/D teleport and all I can do from it is and IAD. I just started doing IAD combos consistently the other day, but I do c.s, 6P, 6HS and then IAD HS beta. The beat isn't colored and it's in Survival mode with wavering difficulty. None of my friends can beat me yet, but they're just now good enough to recover when my combo's are sloppy. The JI also helps my lockdown game. I do 22D hit one side with slash, jc, 2k on the other.
  2. I've ended up doing a mix of what was suggested. I hardly throw uppercuts I don't mean to anymore. FRCing to me is still a bit impractical. The only FRC I do in combat is from the aerial 236P, and I feel like that's a pretty easy one. FRCing out of a move I didn't mean to do is a bit beyond me, although I agree with your theory, hell of a mix up. (Namely from 2D) So now I got more questions :D Tips on transitioning a jump install would be nice. Are there certain characters where you just HAVE to FRC to do an inescapable air combo? Some characters like Ky I do a JI in a close slash into 2HS, and the punch whiffs and the the kick's second stage only connects. And does 41236HS effect things when doing jump install combos? Do pro chipp players prefer installs to just hitting them into the air? I just want really solid air combos so anything that could satisfy my curiosity would be appreciated.
  3. Wooooooooooow.... I've done it like 20 times in a row now. That little forward at the end seems to be extremely consistent. Thank you so so very much
  4. Yo, I already posted this in the wrong spot so I didn't get much help, so I'm posting it here; I'm wondering if any serious Chipp players had problems throwing a 236S Fire Punch after a dashing poke. I wonder if Chipp players have a trick to keep from uppercutting (623S). I see 66236S in input but he still uppercuts. I've tried doing 6641236 and he STILL uppercuts. I'm a D-pad whore, but perhaps I'm too a speedy whore? The only thing that KIND of works is waiting a slight bit for my favorite quick pokes to hit. (5HS, 2D) Chipp is my main, and my most glaring weakness is whiffed uppercuts from ground dash pokes gone awry. Now how does that make me look? Lil help?
  5. ManDu

    EX: Chipp

    Thanks for your input guys. I know EX Chipp is kind of like Circus Chipp, but I think I'm starting to find bits of substance. From a 22HS teleport (with opponent back to edge) I found that j.HS into a HCF+HS x3 and it's a fairly decent launcher if you punch them a few times (or c.HS or is it 2HS??) into an air combo. I'm not to consistent but it's starting to work. 236 P K into c.S c.HS (or is it 2.S and so on?) can be a decent launcher. Any tips on learning jump installs? Maybe a way to do do neutral air installs in the air? I dunno. Also, some advice on that hidden 4 6 move (Or is it 6 4) would be nice.
  6. ManDu

    EX: Chipp

    I'm one of the few who likes EX more than basic Chipp. Sorry if I'm infringing on any purist roots, but are there any guides on EX Chipp? Have I not dug deep enough maybe? He can teleport in the air and has 2 jumps to use if you just jump and 22HS/D. He loses that nice 3 hit combo, but it seems like the potential can balance out. Any cool tricks would be nice, I'm already pretty good with jump cancels, and I'm slightly capable of doing jump installs in ground combos and following up with the teleport, but I'm wondering if they're are any EX: Chipp specific tricks out there.
  7. Has someone officially confirmed that EX:Chipp is inferior? Why are all the guides based around him without EX? I understand the importance of the punch punch kick special combo, and the paralyzing effects of 41236HS but EX Chipp can teleport in the air now, and has 2 jumps to work with when he does. It leads me to believe he has a lot of hidden potential can be uncovered. I'm just now learning how to do jump installs now, and barely learned how to do basic 13 hit air cancel combos, so I'm good, but I know I have a pretty big gap between me and WTF pwnability. Any EX Chipp info would be highly appreciated.
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