Jump to content
Dustloop Forums

Kensou

Members
  • Posts

    90
  • Joined

  • Last visited

Everything posted by Kensou

  1. 5-5 even... neither char has any TRUE advantages that make the match anything but even. litchi works a bit like AC millia in the sense that everything leads to the corner for the most part. litchi relies on the corner game more so than anything else i think...however its not to say her mid screen game is totally shut down much less to the extent by jin. litchi's zone game is beyond stronger than jin, so she can keep her space and control the spacing FAR better than jin can in this matchup in particular. in turn, jin's rush game is a bit better than litchi due to the strings that jin can use vs litchi's limited strings during mantenbou. now of course litchi's strings are better in non mantenbou, but the problem is you need the staff in this particular match for reversal purposes. air to air, litchi has j.b which is a great tool regardless of air to air. also j.c which on counter has a ton of untechable frames allowing for litchi to capitalize and totally maximize dmg at that point. anti air j.a is another great tool she has, dmg may scale but dmg is dmg and as a litchi player *yes i play litchi ^_^* she needs it. on jin's end his j.b is just as good as litchi j.b air to air and cross up. *similar to litchi eh?* j.a is good for snuffing things out quickly from the air so its yet another good move. iunno i can go on and on but the bottom line is this thread is totally opinionated...and in my opinion it remains as i said above 5-5 even.
  2. things that i do: A] fake the fdc and double jump -allows u to double check for the back step and punish or escape if u think sumfin may go wrong B] land and mash 5p, or stay on the ground and forget fdc mash 5p -since u can mash it 1 of them is literally bound to hit and u can combo from there how to practice it: -back step and mash back throw for the recording dummy -go for ur usual setup and start up the dummy playback for the back step and figure out the ways to punish from there
  3. Kensou

    Sol

    took this from the blog thread... chipp has answers to all of sol's attacks i'll give a break down below: bandit -bringer = air throw, CH j.d, j.k, j.p, beta, 6p *timing specific*, any teleport cept s. teleport -revolver = air throw *difficulty is high*, CH 6p, any teleport riot stomp -6p, 6hs it all day -on just defence, go into 2s immediately. this will beat wutever normal sol will attempt gunflame -beta *timing specific and distance dependent*, any teleport cept p or s - dust teleport, frc dropping dust for CH pokes to use 1. 2s pros -beats sol 2d clean -anti jump in the corner, follow up to 2s, 5hs, FB if he tries to jump from corner trapping -in some ways its better than c.5s, rekka trap cons -whiffing 2. 2d pros -has a bit of invul midway thru -excellent punisher -overall chipp's greatest poke cons -other than whiffing...nothing. heck u can bait to an air throw with this poke at the right distance!! 3. 5k pros -fast -snuffs sol's pokes at the right space -cancelable to 2d, making KDs easier cons -not that bad of a poke even on whiff, has pretty decent recovery 4. 2hs pros -beats sol j.hs for CH -makes for a good AA option -use great when teleport mixups are concerned, if he jumps and goes for j.hs u will most likely get a CH in there cons -yes, WHIFFING! -mistiming overall sol v chipp IMO is 6-4 chipp since he has high punishment factor which really can be summed up to his speed being the major deciding factor in this match. yes, "bait noob" is the most common thing u may hear but its really true, this is a match of baiting. keep ur eyes on the meters and watch for the VV to RCs. honestly thats roughly it to be quite frank, u have all the tools u could ever need to deal with this char so its jus a matter of not getting hit as much to win it. like i say at the end of all of these things...MOVEMENT IS ALWAYS KEY!
  4. ya pretty much wut atg said. -its kinda one of those things that the enemy will run into when ur moving backwards and such. same can be applied to j.D to fish for CH or just for a regular KD. i jus do that out of habit honestly lol, u can also use j.K for the reasons u mentioned above. the 2nd hit of j.K will knock the enemy down if they try to jump at u while running underneath u. so both have pretty decent advantages.
  5. i'm not quite sure that i follow, wut exactly do u mean?
  6. http://www.megaupload.com/?d=ZPOQXUYB my chipp tutorial, pretty much basic things u should kno. enjoy sidenote: i didnt put a combo section in this video due to there being a bajillion other chipp combo movies out there in which chipp players can learn from. my intent is to give chipp players a general foundation in which to learn from because, i believe any1 can learn how to hit a combo but not knowing the foundations/basics that will allow u to hit these combos will hinder growth as a player. keeping it basic takes ya far believe me lol. anyway, youtube version coming soon.
  7. Kensou

    Faust

    i believe this match up is in chipp's favor for the reasons elven has already stated. chipp really has no reason to play a full screen game vs faust for any particular reason. get in and stay in. faust far slash gets neutralized by chipp 6p easy and no chipp cant run underneath it. 6p DOES infact beat faust 2k on the 2nd hit so timing is a bit specific. faust DA tends to go thru chipp during certain attacks and its quite a normal thing, even if ur baiting this will happen more so than anything else especially if u bait it and crouch. faust j.2k snuffs chipp 6p all day...doesnt matter the timing it jus doesnt activate fast enuff to beat it and about 98% of the time chipp eats CH's. better off wit dp anti air instead or simply avoid the move all together. in regard to get in stay in, even if u get knocked back get back into position as soon as u can. chipp has a sweet spot right above faust when jumping or teleporting, this sweet spot avoids faust's 6p really well. all in all keep'em pinned and the ball is in ur court
  8. Kensou

    Chipp

    mirror matches are silly....
  9. the shruiken, toss 1 and u get the slow shruiken after that u'll have a quick 1 in which u can air dash or double jump from.
  10. lets see... OPENERS 2HS - beats all pots pokes at the start 5HS - CH, to impossible dust iad back - obvious to retreat 5D - beats slide head at the start for CH STRATEGY in all honesty i'd have to say that u have to fight this guy. running the whole time makes this match silly because u have no meter to use to dish out the dmg when need be, when on the other hand dude is building bar mad fast since moving fwd in GG gives u meter...and he gains it really fast! literally u have to stick and move. keep ur eye on the timer while fighting cuz fighting actively vs turtling makes the time go by slower and as mentioned above he'll have bar while u wont, unless of course u land a gold burst. do ur dmg and run the clock even if hes not taking dmg and ur in the lead and hes blocking stuff is good. u want the potemkin to get impatient due to the time. also try hard to bait the dead angle, u want him to burn the meter so u wont have to worry about it later. its not the DA to punish but i wanna say on IB u can punish? *i'll test that later on* LEARN THE THROW TO COMBO ON POTEMKIN! u can use this to ur adv to either land another KD combo, throw again, leaf throw, and the list of mixups go on and on. the timing is pretty strict but its not impossible. learn it! POKING 5P- i strongly advise the spamming of 5p since it leaves u at +1 on block, not to mention that it will negate hammerfall attempts wit a CH in there for decent dmg. on the frame adv note, since u are at adv PB attempts are also negated so long as u mix it up wit 5k. becareful when dashing back in to do it at close distances as a PB could randomly occur and throw ur game off. basically the idea behind this poke is force pot to do sumfin, including PB. now since it hits him on crouch also, if he decides to toss out a crouching poke it'll CH and from here this is exactly wut u want. get the CH, go into the combo of choice, personally i stick to the 2D rekka to iad stuff to get'em to the corner asap. the 5P deal works alot better here since now u can force the mixups especially throws for the above statement regarding the throw combo. 2s- snuffs pot 2k and 2d clean. very abusable poke when in semi close distance. 5hs- when pot double jumps, run underneath and use this as like a reverse anti air. u can also use this as anti air but spacing is important, most times it will trade so take the trade and if u can still land a combo hit it asap. 6p- it has its uses as per usual which is to AA,beat things clean as u dash in, and beat things as u bait...however the most common use i tend to have for this poke in particular is after blocking a j.D from pot. most times they'll try to continue attacking and thats where the 6p shines since it'll come out just in time to snuff the following attack. now, this isnt immune to a PB so do this a few times and then start jumping to bait the PB. OKI i dont advise otg oki games all that much...although i'll say tacking on an otg gamma is good for the extra dmg but keep the follow up out of the reach of danger. FDC pot to ur hearts content and learn how to cross up wit j.k cuz it works wonders. iad SBC's arent advised either simply cuz of the "opps i messed up" factor. 1 mess up is not good. OTHER TID BITS -learn frc beta consistantly, CH leads to combos -always keep a quick dirk/shruiken handy -dont always rely on 6p to save u as anti air, u'll want to use beta more than 6p i'll add more later...edited on: 7-21-08
  11. u can jus go neutral after which ever dashing attack connects. *save for 6k of course* dash, atk, neutral, rekka. pretty simple stuff, jus dont hold fwd/6 after the atk connects. of course u could use it to ur adv and jus frc the beta and either advance or retreat, all up to how u wanna play it and capitalize on an error.
  12. -rush her down before she has a chance to switch modes from the get go. -beware of anti airs; 2s and 6p are really good which lead to air combo to key grab. -watch for ex command dash or wut i call ex slide when ur rushing. usually they will try to throw so be on gaurd to tech this. -ground throw as much as u can if she gets a chance to switch! but try not to be as predictable also...when shes activated try to hold on to ur meter so when u get her out of moroha u can dash her body to the corner for a FB combo from 2hs. always remember to maximize ur dmg on this heffer when she comes out of moroha. -if she defensive bursts on u and she tries to switch modes, always iad D. thats a free KD so try to react to the situation. DON'TS -when shes in moroha dont expect to out prioritize her in anyway. even anti air 6p.. *6p is great on the ground only if they start to spam 5hs and even still thats risky imo. keep jumping and wait for whiffs and punish accordingly. always remember she has the priority on the ground when in moroha! her 5s will beat out all ur pokes no problem so watch ur spacing and move swift. -dont attempt to air throw this character much when shes in moroha! *eat CH's and die, plain and simple...its very difficult to air throw her so if u do go for it always remember theres a chance u can mess up and eat a big combo that may or may not lead to a key to re-key. thats never good for chipp ever lol -dont get hit lol
  13. i strongly believe that millia loses to chipp for alot of the reasons mentioned already but for the sake of reiterating i'll do it once more wit a quick analysis... chipp v millia ground game: chipp has an overall stronger ground game from a better array of pokes to better ground normals period. theres really no contesting in this regard imo. 5k, 2s, 2d, 5hs, 6p; all good pokes chipp can run in with whereas millia really only has 2p, 2k, 5s, 2d, 6p. problem with her poke set is that her lows get beat by chipp 5k and 2s easily, whereas the rest get beat by the other mentioned pokes. another guessing game but its a bit more in chipp's favor. air game: both are really strong here, chipp having tripple jump and millia wit the double dash. now the only minor difference imo is if chipp is higher up he can fish for j.d CHs so tripple jump is very effective at this point. millia j.d CH fishing is jus as good. speed: in the speed dept chipp is simply stronger than millia once again. chipp has the ability to be where he wants to be at almost any given time hes NOT in block stun. not to mention i mean, chipp is jus simply faster in general. meaning? its really hard for millia to catch chipp in general, his high evasion potential of situations jus make it really hard. not to mention chipp's whiff punishing potential is among the highest in the game for obvious reasons...speed. wakeup games/okizeme: millia shines a little more than chipp in this dept due to the high dmg factor of FB disc and her being a natural oki/confusion char. but altho she has this great tool her oki timing must be shifted due to chipp's delayed wakeup. if i'm not mistaken chipp and aba wakeup the latest naturally so chipp can jump out of certain situations on wakeup and if not shoryu if need be, not to mention the shoryu can be frc's if need be as well. of course all of which can be baited so its indeed a 5o/5o or a rock/paper/scissors type situation for both chars. now chipp's fdc is still very good vs this char since he doesnt have to adjust to a different wakeup time, plus his simple combos do a great deal of dmg to millia for no meter pretty much. difference? fdc cant be baited unless millia has a winger super on standby so again another 5o/5o however its situational. air to ground: chipp's jump-ins are really good especially as mentioned j.hs. now depending on the angles/timing u attack from, millia has a hard time 6p-ing thru this. also at times it can clash wit hit 1 and the 2nd hit from chipp j.hs can land and its combo city from there. a well timed 2hs isnt quite bad either wit millia so its yet another option altho the clash factor is still in effect here. now, millia can come from the air with pin and force chipp to block however if there is sum large space between chipp and millia, chipp can simply take the hit from the pin and 6p if they try to follow up wit an attack via iad or wutever the case. why take the hit? well why block it since u can retaliate if they commit to an attack? same goes for chipp quick dirk/shruiken, it does piss poor dmg but forces a block since the recov is faster than pins making dirks slightly better. dmg potential: both hit hard in pretty much every situation from mid screen to corners and most combos take the enemy to the corner. overall 6:4 chipp outtro!
  14. well its not like u have to worry all that much, not like i travel as much anymore lol. but i'll always play order sol regardless... blake: shhhhhhhhh!!! lmao!! darkhonor: word its cool raph: my ky needs work *as if i'll actually work on it* but i can scrap around wit'em.
  15. i've always played chipp....and sol, and ky, and millia, and jam...and now order sol. basically i've always had a thing for the pressure/rush/tricky chars, nothin outta the ordinary:psyduck: blake: shhhhhhh.....ur a hos player now...
  16. agreed i want to see this...i heard from sources juicy used chipp?
  17. since xx?
  18. http://www.youtube.com/ShinKensou more to come soon enuff...i'll try to keep this thread active in terms of updates n such.
  19. i'll be posting vids on my youtube account. right now i'm cutting and editing a few more but for now there are a few non chipp matches of me playing but there will be more soon enuff http://www.youtube.com/ShinKensou
  20. actually both 5/6k beat that poke, back in XX 6k was the shizzle vs that poke. but yea both are good, 5k is jus quicker overall tho so its a better option indeed. how could i forget to mention throws lol!! yea thas most definitely a good way to approach it safely with the option selecting. hmm i still think even on hit jump canceling isnt a bad idea...bait the burst and wut not. *theory fighter!* thing is, i think vs baiken u want to bait counters as much as possible to punish them. i think thats where alot of major dmg can come from since theres a high chance for a CH. i think if u can react to revolver u should 6p, CH, 6hs. better to get the CH dmg as opposed to the slashback....unless...u get a CH anyway? if so then i guess why not, its jus whiffing a slashback on crouch vs that move in general is bad news. i've watched many good sol players get massive dmg from that and if ur playing against a sol that DOESNT miss combos ur gonna eat it. as for bringer, thas interesting on the just defend although strict timing. its good to kno ur options.
  21. chipp v zato/eddie rush rush rush rush rush rush rush! dont let eddie breathe a single second! if u grant him quarter u will end up getting on the defensive and thats not good. c.5s is ur best friend along side 2s and 6k. use a good deal of dust teleports and frc hs teleports to keep him on his toes. and most importantly keep ur movement strong. 2nd most important thing is to keep a quick dirk handy so if u need to get rid of the eddie or make zato block to eliminate eddie then proceed wit the rush. 2d all long range whiffs and fdc to ur hearts content cuz zato has no reversal attack. chipp v baiken jump cancel all ur pokes! all of ur standing normals are jump cancelable so abuse it to bait counters. trip jump alot but watch for baiken j.s as its a great poke vs ur air normals even chipp j.d. baiken j.s is hard to AA with 6p at times so either air throw as AA or beta it. *if ur feeling spicy tiger knee beta blade for a CH, land and combo!* in this match u can leaf grab a bit to bait the counters, also keep ur chains to a minimum of 2-3 attacks and bait as much as possible. chipp v baiken in the dmg dept is about the same, both need corners to REALLY dish out the dmg although chipp doesnt REALLY overall need it since the mid screen guessing game is more scarier than in the corner. chipp v anji auto gaurd is a pain but this isnt slash so u can attack like usual. fuujin HS and FB follow ups get beaten by lows so if u see it, react to it with 2k and get the KD. actually, all his follow ups save for the jump are all punishable in some way. anji has a hard time dealing with c.5s pressure so abuse it, be aware that anji's alpha counter/dead angle is really good and will KD on CH so be careful. on wake up if u see a butterfly, just defend and either backdash or jump FD. both are good choices to escape the trap..in slash u couldnt fight anji like an ordinary character but AC u can so like all matches, strong movement and whiff punishment. chipp v sol ahh my favorite match up next to zato/eddie. chipp has answers to all of sol's attacks i'll give a break down below: bandit -bringer = air throw, CH j.d, j.k, j.p, beta, 6p *timing specific*, any teleport cept s. teleport -revolver = air throw *difficulty is high*, CH 6p, any teleport riot stomp -6p, 6hs it all day -on just defence, go into 2s immediately. this will beat wutever normal sol will attempt gunflame -beta *timing specific and distance dependent*, any teleport cept p or s - dust teleport, frc dropping dust for CH pokes to use 1. 2s pros -beats sol 2d clean -anti jump in the corner, follow up to 2s, 5hs, FB if he tries to jump from corner trapping -in some ways its better than c.5s, rekka trap cons -whiffing 2. 2d pros -has a bit of invul midway thru -excellent punisher -overall chipp's greatest poke cons -other than whiffing...nothing. heck u can bait to an air throw with this poke at the right distance!! 3. 5k pros -fast -snuffs sol's pokes at the right space -cancelable to 2d, making KDs easier cons -not that bad of a poke even on whiff, has pretty decent recovery 4. 2hs pros -beats sol j.hs for CH -makes for a good AA option -use great when teleport mixups are concerned, if he jumps and goes for j.hs u will most likely get a CH in there cons -yes, WHIFFING! -mistiming overall sol v chipp IMO is 6-4 chipp since he has high punishment factor which really can be summed up to his speed being the major deciding factor in this match. yes, "bait noob" is the most common thing u may hear but its really true, this is a match of baiting. keep ur eyes on the meters and watch for the VV to RCs. honestly thats roughly it to be quite frank, u have all the tools u could ever need to deal with this char so its jus a matter of not getting hit as much to win it. like i say at the end of all of these things...MOVEMENT IS ALWAYS KEY! chipp v order sol watch for 2s, 6hs and ur fine. gunblaze can mess up fdc's but u'll endup blocking it at most since ur gonna land more than likely before the pillar rises. keep ur distance, and watch for jump hs. block it and ur good cuz u dont wanna get CH! if he get predictable then beta him...he starts to jump in block, then u air throw. lv 1 revolvers can be thrown on hit or block, so if he's not jumping after it then throw him, if u anticipate a jump then beta immediately since it will catch him on the startup of the jump animation. dmg dept isnt quite in ur favor so watch for FB's cuz they will leave u floating in ur tracks on CH. overall best advice is to bait like normal sol, jump around a bit and punish. hope this helps...kensou out...
  22. best advice i can give personally from my exp.... get in get out...rinse and repeat. get in, do sum dmg even if its chip dmg get sum kinda dmg and do ur best to hold the lead. its to easy to lose alot of hp in this match so u wanna start of getting sum kinda dmg to force the pot to u. pokes to use 1. 5hs pros: -great as AA specially for CHs. -great for ground CHs so u can follow up with an impossible dust for good dmg -nice block stun/guard build up, great jump cancelable poke -great when spaced correctly cons: -sucks if whiffed like any other poke 2. 6hs pros: -see above and minus the impossible dust cons: -see above 3. 6p pros: -good AA when spaced -great rush in attack to fish for CHs that lead to 6hs, dust teleport frc combos -beats out most of pots pokes, spacing specific cons: -blows on whiff -can be punished on AA if pot gets the j.s right on top of ur head -not always the greatest AA 4. 2hs pros: -beats ALL pots pokes, especially at the start of a match vs his normals -good AA vs j.hs -almost always leads to CHs, use ground based teleports to kill the recovery and follow up with an air combo of choice. but never end with a j.d or beta. if u do end wit jump d make sure its a jumping back j.d cons: -underrated poke -of course whiffing sucks this is my normal poke set for pot on the ground, in the air u simply need a quick dirk to dash behind to make air attacks more safe. be forwarned tho that pot CAN 6p thru the dirk! so watch ur spacing and u can actually force the whiff and punish it accordingly. by all means do NOT over use leaf grab at all! use it VERY VERY sparringly. pot j.d beats it clean so be weary. when doing combos dont always go for the trip jump, instead at times let urself fall and let pot tech, and chicken guard him with 5p's. as scrubby as it may sound it has the potential to clash with alot of his air pokes and beat them out. not to mention if hes trying to block after the tech 1 of those 5p's will eventually connect. the point of this? if he decides to FD u can blaze his meter by doing this. the less meter pot has the less u have to worry about in terms of combos and setups. if it connects repeat the trap, (combo to double jump or single jump, make sure pot ends up above u. meaning u might want to end the combos off wit a good bit of j.k's to keep him above u of course.) and proceed wit the chicken guard. i'll add more later, got stuff to do...
  23. good stuff i'd say. only tid bit i think u could pick up the pace and move alot faster for confusion purposes. i do understand jam isnt the greatest matchup however ur overall a faster char so u should take more advantage of it. also i'd say dont be afraid of wakeup games vs jam because of the parry. still go for the fdcs n such. yea yea she has a dp but u can bait it. of course at this point its theory fighter but i dont think u should fear the wake up. my 2cents...
  24. an update on the planet zero qualifiers for sbo! unfortunately this time around i didnt make it lol. however there is still hope for the following years to come and with other games as well. so this time isnt the end all be all, but i was really hoping to do well this time around. ahh well, moving on lol!
  25. yep, this weekend is the qualifier for the US spot for AC! i'm feeling pretty hyped up about all this and i feel i gotta good shot. heres to hoping for the best! sidenote, i wont be updating the AC combo list till after the qualifier is over! ATG seems to have a great list of combos so far so keep watch of that thread. ok i'm off to sit in training mode for a few peace!
×
×
  • Create New...