Jump to content
Dustloop Forums

Kensou

Members
  • Posts

    90
  • Joined

  • Last visited

Contact

  • Twitter
    @shinkensou
  1. I'll elaborate a few more points that AtTheGates already mentioned- The frame traps listed above. Be creative and make up a few more of your own. Chipp has PLENTY. Find Me is an INSTANT respect tool but the trick to it is YOU knowing how to utilize it and WHEN to activate it. People get scared the second they hear/see Find Me and they tend to panic twice as hard. This means you've opened them up by proxy and its up to you to punish them according to their mistakes. Keep in mind that Chipp makes people feel uneasy by proxy due to his speed and buttons. Chipp gets counter hits pretty easily once you understand what to do in each match up. Sure he has a general flow chart but you have to adjust as you go. Sneak in some 6k after c.5s and 2hs gatlings and of course raw ones during delay strings. It's minimal damage but it puts people on edge after taking 5 in a row. The P teleport spam is great with Find Me and even without because your teleports are unreadable at that point. Of course it looks like trolling but its a viable tactic for 3 reasons; 1) unreadable, 2) slight meter gain and 3) you avoid negative penalty. That'a win on all fronts so use it, its definitely not a troll tactic. K teleport > YRC demands respect! People can't whiff freely if you have 25 Tension at all and you're paying attention. This is pretty huge in the "Eff you Chipp player! I'm just gonna hit buttons and you're going to run into them and die!!" You'll notice them hit buttons significantly less after getting punished by this when you get it down. All in all Chipp has more than enough respect tools on all fronts, infact one could say his whole tool set is based around that respect. Again its up to the pilot to command respect. 1. Chipp isn't hard in essence to play. It's consistency in using all your tools and options is the hard part. 2. Your tool of choice doesn't effect your character's usage. It's up to you as the player to execute when its time be it online or offline. Training mode and input checks are your best friend. =] 3. Simply put, Chipp is a neutral killer or disruptor if you will. Your goal is to make your enemy feel uncomfortable doing their neutral with all your movement and punishment options, thus makes it Chipp's neutral. That's the cliff notes version, feel free to scour the forums for more info on Chipp neutral. On the notion of awkward stray hits, you can learn to convert them. Yes you could do a make shift setup for it if you miss as there's nothing wrong with that. But, you're more often than not going to want to convert into damage or a knockdown if the conversions after the initial hit allows it. Make it count each time because you don't always get those opportunities in clutch situations where you NEED that conversion. Also I went ahead and added the Zato-1 section to the matchups main thread. I'll add points there hopefully soon enough and I'm sure others will too.
  2. Stuff
  3. What I hope to see in this patch, or maybe even a later version, is another ender to his rekkas. Senshu has been there forever and serves only so many uses. Shinkirou is fantastic but I think its about high time that Chipp gets an ender from rekka pressure when he finally lands a hit that either knocks down or puts the enemy in an aerial ukemi mixup. That would contribute to his ground game and actually make his damage a little more consistent vs ending on 2nd rekka and or gambling with the overhead kick to try and squeeze in more damage if they're asleep at the wheel. Iunno, I just feel Xrd Chipp could use a few more tweaks to increase his ability to be scary OUTSIDE of Find Me and even then that while great has some limitations on its own. Just my 2c.
  4. Historically Chipp has won the Millia matchup. Reasons being are as follows- Millia can't really contest Chipp buttons making footsies out of her favor, save for her j.K which is really amazing but even Chipp can challenge it pretty handily in various ways The speed differences are pretty huge so its makes it difficult for Millia to even catch Chipp to begin with (Triple Jump/Air & Ground Alpha Blade/Fast & Slow Shruiken jump and iad trajectories/Simply RUNNING grounded) The general dmg output is more so in Chipp favor, UNTIL she gets so sort of knockdown Her okizeme MUST BE TIMED DIFFERENTLY due to Chipp's wake up timing being the longest still in the game She CANNOT CONTEST j.D WHATSOEVER. This is pretty huge as her 6P gets rocked pretty hard even more so in this game Chipp's ability to screen hug her Pin is pretty easy. Granted, EVERY CHARACTER IN THE GAME CAN DO THIS. But I feel historically Chipp does it really easily and that makes her approach THAT MUCH MORE linear when she can no longer attempt to throw Pin to close the gaps or bait out a Chipp 6P When you knock her down your okizem stays consistent against her and every hit adds up quickly if they cannot defend well. More so in this game where the corner is simply disaster for her when the ONLY reversal is Winger. Just to further the above, her reversals are Dead Angle and Winger which both can be baited much like anything in the game Now this isn't to say she cannot win by any means of the stretch. However, these factors above are HUGE in the overall picture when you view the match up dynamics. In essence, she can do what she does to everyone, KD > Okizeme till death. She's just forced to read even harder on Chipp's wake up. The simply means Chipp can challenge the okizeme more than most characters in the game due to the late wake up. As Chipp players I encourage you to practice vs her okizeme and you'll see her meaty timings can be challenged. And my favorite topic...Elphelt...Whew buddy this chica right here...where do I begin... 2S..this move is Jam's 2S with the range of Chipp's sweep, causes stagger and leads to either A) GREAT DAMAGE or B) A GREAT DAMAGING MIXUP. Chipp CANNOT challenge this button by ANY MEANS of the stretch when being on the outside. 6P/c.5S/2D/5K will lose consistently if you're not close enough to stuff it. In otherwords when you start up Resshou pressure if Resshou is IB'd you HAVE to retreat. You can contest her f.5S with 6P however that's an EXTREME read knowing that you can practically die for attempting the challenge. Beats Banzai kick and 6K on reaction...So yeah...back up and steer clear of this move. Grenade is a nightmare, but we all know that. But she can take silly risks on purpose and bait you into punishing and you take the bait and you die for it because the grenade explodes. Example would be a disguised bad grenade toss > she jumps for an obvious plz anti air me with DP (because 6P is HORRIBLE in this matchup) and you do > you clean hit her with DP > you fall into grenade explosion and get counter hit into damage...yep. Its pretty not cool... The damage output isn't in your favor and she can crank guard pretty easily by sneaking in a 2HS in her strings. The build up on that move is actually pretty insane if you ask me and I sure hope that gets addressed in the future loke tests. Unblockables on Chipp are pretty easy. I've gone through EXTENSIVE training dealing with the escapes and what not but I feel they're just simply too easy to execute on Chipp. This means the second you're cornered and get hit by either Shotgun Stance command grab or just simply get hit any other way, chances are you've potentially lost the rest of the round. The escapes, no matter how much you learn the timing, player error comes into play which all the timings you learned are through the door. Should you happen to escape, you've simply shown them you know and they just delay the unblockable shot on you and can convert regardless pending the meter. OR YRC and sneak in a command grab just to put you on edge. Yeah, fun times~ The neutral game basically isn't in your favor against this character. Now, sure...on one hand if you corner her you can oki her to death right? The bad part is she can do it with a higher percentage than Chipp consistently. I can post more in detail but I'd end up writing a dissertation on why she needs immediate fixing. Keep in mind I stated FIXING not simply nerfs. Every character should function properly and I just feel she functions too well currently so a a revisit is in order from ASW.
  5. IMO....Feel free to challenge my opinion... Chipp vs Millia = 6-4 Chipp vs Zato = 5-5 Chipp vs Faust = 5.5-4.5 Chipp vs Ramlethal = 6-4 Chipp vs Elphelt = 4-6
  6. Right, I mean I understand the applications for both wall leaf throw's but they aren't AS useful I should've said. By no means do I feel Chipp is bad at all. I just think that a few of those changes would get him where he's even deadlier. Just not so brain dead like.
  7. I think that most of this is relatively warranted as I definitely see what you're saying. I'll list my concerns about Chipp- My biggest gripe is that I feel Chipp's 6p as AA is FARRRRRR too spotty as a reliable tool and instead they made it more of a grounded counter poke instead. The loss of its old hit box hurt me the first few weeks playing him. They put more stock into 2HS over 6P this game (for whatever reason) when he originally had both with 2HS being more situational (which was ok). One thing I noticed out the gate was that Beta Blade is pretty bad this game...like damn near XX or Reload status. The hit box on that imo is atrocious and anyone who's smart will just front tech on recovery as Chipp's recovery after it is pretty butt as far as I'm concerned. Air teleport > YRC...why does he HAVE TO BOUNCE UP ON REAPPEARING??! I never saw Samitto or Endou use this and when I got the game I messed with it and figured out really quickly that it's absolutely pointless. Why can't it be like Slash/AC where he fast falls instead is beyond me. Pointless YRC... j.D counter hit untechable time could be a few frames longer. I feel in most instances it was extremely consistent to net a combo from this in AC but this game its like 6P...spotty... 6K counter hit no ground slide much less no wall bounce in corner...Why do we have to spend meter on like EVERYTHING? Elphelt has an overhead that staggers for crying out loud...If it knocked down mid screen on counter (like XX) and wall bounced in corner (like XX) then at least we could take advantage of the move. As it stands right now you HAVE NO CHOICE but to spend meter if you want to make this move great. On the flip side...its decent during danger time. 5HS..dude what happened to you? They like killed this move imo. No phantom hit box at the end and is now 10f from AC+R 7f. Outside of staggering from 6P into this I feel its a weak opener and AA like it used to be. Now for the positives- Ground Alpha seems really good this time around. The 1f reduction on start up from 18f to 17f actually does make a difference in using it for long range punishment. In places where it would take too long to run up you could use that (I know I do a lot) 6P stagger is pretty great. I guess the stagger could be in place for what used to be a 2 piece move you control it more so now. Pretty damn good. P teleport is a blessing and a curse. If it had the slight forward placement it used to have his ground oki wouldn't rely so heavily on FDC. Because FDC is like the main "go to" oki if you're in the mid screen, so having the old 2D > 66 > 22P > cross over meaty 2K setups would be great to mix it up. He DOES have a few tricks that side swap with P teleport but its a pain to setup consistently. HOWEVER, the fact that he stays in place with amazing recovery helps with resetting pressure safely and can open up counter poking situations Leaf Throw + Corner - TREMENDOUS BUFF! The wall climb after ups his dmg potential and makes this move even more scary in that position. The ability to YRC it is pretty huge for those that like to jump away you can snatch them up if you can read them correctly. Leaf Throw is absolutely great for what it offers in this game. I just don't grasp the point of the wall climb versions other than anti blitz shield. Gamma poration isn't as bad as it used to be so you can net some good dmg this game. So where does this leave our ninja? I feel he's kinda in the place where Bridget was in AC having to choose damage over oki and vice versa. His corner carry isn't bad with iAD > P > D combos. I try to mix between the both but I tend to focus more on the corner carry to tack on the corner pressure + potential dmg ouput. I think that if he still could combo air Alpha mid screen that would help his dmg output and make FDC game better. But maybe I'm asking for too much there. Either way I think that when they update the game I'm going to cross my fingers for Chipp to regain his old FRC air teleports back. Also, up his overall damage potential outside of the corner and I think we'd be golden. Just my 2c. Feel free~
  8. Don't normally post here these days but...why not. Some stuff I put together. Use it as you see fit. Enjoy. https://www.youtube.com/watch?v=3QweEJnqY64
  9. Chipp is honestly fairly easy to pick up but really really hard to master. With that being said, his technical side is honestly knowing what to do and how to convert in most situations. Execution-wise Chipp is probably a 6 or 7 on a scale of 1 - 10. I'll say now that what LOOKS flashy is just what Chipp HAS to do on the regular. Just a heads up. Great that you have interest in Chipp!
  10. Food for thought. Wall Genrouzan = anti Blitz Shielding on meaty corner knockdowns Normal Genrouzan = anti Blitz Shielding by default Air Teleports YRC seems to not be as useful like Slash/AC/AC+R, pretty obvious the left/right mixups with the YRC K-Teleport are looking more dominant. Plain as day, Camo aka Find Me! is priority. FDC seems not as important judging by Samitto's play. Before it made a big difference Xrd it seems like its only a so-so tool to use. Dash > Neutral Jump looks better due to FDC during Find Me gives your positioning away. Hence why I believe 2D knockdown is longer than the current old 2D. I could be wrong but I noticed this day one and I pray my eyes aren't playing tricks on me. Things I would like to see or hope works: j.D CH > dash > 5Sx2 > HS > iAD > stuff More air super uses for oki Air Teleport YRC, just want to see the effectiveness of this old amazing option Otherwise I stand firm in saying Chipp's future in Xrd is looking extremely bright.
  11. Chipp is really really cheap. ^_^
  12. Going to be talking about GGAC+R and P4U at MLG with Brandino and SilentShinobi! http://www.twitch.tv/donjonnetwork2nd
  13. I recently started a petition for P4U to be featured as a candidate in MLG's upcoming season for next year. After talks with people at Anaheim I really wanted to see this happen. I felt that it's time that an ArcSys game gets its time to shine on the big stage. If you are interested in supporting this then please by all means sign the petition and let's show Atlus and MLG that we care for this title and we are willing to support it at not only community events but their events as well! By working together as a community and supporting each other and the events that we love and enjoy, we can achieve this! Please feel free to share this with friends and whom ever you feel can help us achieve this goal via whatever social media be it email, Twitter, Facebook or whatever you choose. Thank you very very much for taking the time to read this and show your support. -Kensou http://www.ipetitions.com/petition/persona-4-arena-for-mlg-2/ PS: You do not have to donate to the website after signing. Once you've signed you may simply close the window and that's it! ^_^
  14. We are proud to present the 12th installment of the Showdown tournament series. This year we are pleased to be a part of the Road to Evo series. *link:http://shoryuken.com/2012/01/03/introducing-the-evo-2012-game-linup-and-tournament-season/ Date: April 6-8. 2012 Location: Woodlands Waterway Marriott Hotel & Convention Center 1601 Lake Robbins Drive The Woodlands, TX 77380 1-281-367-9797 The Woodlands is in the North part of Houston, the closest airport would be Bush Intercontinental(IAH) Hotels: http://animematsuri.com/registration/accommodation/am-hotels/ The rate at the Woodlands Waterway Marriott is $139 as long as you mention you're with Anime Matsuri. The overflow hotels are within close proximity to the venue and are also honoring the $139 rate. Residence Inn Houston The Woodlands 1040 Lake Front Circle The Woodlands, Texas 77380 USA 1-281-292-3252 Courtyard Marriot The Woodlands 1020 Lake Front Circle The Woodlands, Texas 77380 USA 1-281-292-3262 Entry: Venue fee is a badge into Anime Matsuri - Currently pre-reg 3day passes are $45. Prices will rise to $55 at the door. You can order your pass either at Planet Zero or online at http://animematsuri.com/registration/attendees/register-now/ Tournament fee is $10 per game Game List: Ultimate Marvel vs Capcom 3 - Evo ranked Super Street Fighter 4 Arcade Edition 2012 - Evo ranked Soul Calibur 5 - Evo ranked King of Fighters XIII - Evo ranked Mortal Kombat 9 - Evo ranked Street Fighter X Tekken - Evo ranked BlazBlue Continuum Shift Extend Arcana Heart 3(PS3) Melty Blood Actress Again Current Code(PC) Puzzle Fighter Street Fighter III - 3rd Strike *All games are held on Xbox 360 unless otherwise stated Prizes: 1st 70% 2nd 20% 3rd 10% Additional pot bonuses and prizes TBA All Evo ranked games and BlazBlue will be a 3 part event: Pool play 32 player Semi-finals 8 player finals All pools will begin on Friday and run throughout the day. Top 4 will qualify out for the reset 32 player semi-final bracket on Saturday. The semi-final will be run until we reach the top 8, then stop. Depending on the game, the top 8 will either be played Saturday night or Sunday. For the rest of the games, they will be run in their entirety on Saturday. Format will be double elimination, best 2 out of 3 for all games. We will be streaming the event live at http://www.twitch.tv/planetzero and http://www.twitch.tv/shinkensou More information will be added and updated as we get closer to the event. You can contact me for more information and registration questions at Ranma0005@txshowdown.com or Follow me on Twitter for updates and news http://www.twitter.com/ranma0005 Official Texas Showdown Facebook page - http://www.facebook.com/pages/Texas-Showdown-Championships/163909740322337 Official Anime Matsuri Website - http://www.animematsuri.com
  15. Extend Bang is REALLY strong...REALLY...
×
×
  • Create New...