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Kensou

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Everything posted by Kensou

  1. got it, i'll remove that section and update it with your recent combos soon.
  2. thanks, i intend to help out as much as possible now edit: ATG, why not have a dedicated section for the forcebreak? neatness sake?
  3. got it, reformatting now!
  4. gotcha, i'll go by the format kasou used in the old thread
  5. hopefully its possible to get this stickied? i want to work on this along side every other chipp player out there...so lets get this ball rolling! BREAD-N-BUTTERS --------------------------------------------- Any jump in *preferably j.S or j.HS* and continue with the following 5s©, 6p, 5s©, 6p, 2d *This sets up every thing! From mixups to what ever your hearts content. -Taken from the old combo thread originally posted by Kasou- 1: c.S-f.S-HS-236S-236S(RC)-6HS-236P+HS (this combo will not work if your opponent is cornered) *note that this combo does not work on light chars such as May, Bridget, Dizzy, Baiken 2: 6HS, 236p-RC- 6HS- j.k[1],j.k[1],j.s,dj.k[1],dj.k[1],dj.s,tj.HS,beta blade *leave out 1x j.k[1] against light chars (more consistent against every char with 2xj.k each jump) 3: s©,s(f),hs,236s,236s,rc, dash, s,6p,s,6p,s,2d *These are pretty much standard combos that are for the most part, universal against the whole cast.* ADVANCED COMBOS --------------------------------------------- vs SOL Anywhere, 25% Tension, 7 hits, 151 dam 5s©, 5s, JI, 2hs, HS teleport, j.p, j.d, air alpha, frc, iad BACKWARDS, air alpha Close to the corner, 25% Tension, 10 hits, 164 dam: 5s©, 6p, 5s©, 6p, 2d, resshou, 2hs, HS teleport, j.p, j.d, air alpha, frc, beta blade *if you dont have meter for the frc, either end with beta blade or alpha. spacing is kind of required* Corner, 25% Tension, 12 hits, 180 dam: 5s©, 5s, JI, 2hs, HS teleport, j.p, j.d, air alpha, frc, iad, dropping s, double jump, k, k, d, air alpha, or beta blade Mid Screen Variation of the above, 11 hits, 180 dam: 5s©, 5s, JI, 2hs, HS teleport, j.p, j.d, air alpha, frc, iad BACKWARDS, dropping s, double jump straight up, k, k, d, beta blade *requires a bit of timing Corner, 25% Tension, 7 hits, 151 dam: 5s©, 5s, 2hs, HS teleport, j.p, j.d, air alpha, frc, alpha Mid Screen, 25% Tension, 18 hits, 200 dam: from and fdc attempt, dropping HS, air alpha, frc, 6hs, j.k, s, double jump, k, k, s, tripple jump, s, hs, beta blade *kind of difficult due to chipp not consistantly landing infront of the enemy. combo can still be done if you land behind them however Corner, 25% Tension, Knockdown, 9 hits, 192 dam: s©,s(f),2hs,22D (moves you closer to him),j.D,236P,FRC,late 236p,\/,hs,j.p,j.D *leave away the last j.p if you started the combo with a jumpin. damage ~ 195 dam. you can leave it away either way if you want - the combo is pretty "close to techable". vs KY mid into corner: 12 hits, 179 dam. KD d.s©,6p,s©,6p,2d,236s,HS,iad.j.p,j.D,236p,FRC, \/,6hs,j.D vs EDDIE midscreen & to corner, 25%, 9 hits, 169 dam. s©,6p,s©,6p,2d,236s,236k,HS,41236k,D - omit 1x6p if you are point blank in the corner vs TESTAMENT mid into corner: 12 hits, 179 dam. KD (same as ky) d.s©,6p,s©,6p,2d,236s,HS,iad.j.p,j.D,236p,FRC, \/,6hs,j.D vs ABA mid screen, 12hits, 175 dam 6hs, dust teleport, dropping s, 5s©, 2d, resshou, dash in 5hs, iad, j.p, j.s, double jump, j.k[1], j.k[1], j.d, beta blade should be used when aba is comming out of moroha mode COUNTER HIT JUMP D --------------------------------------------- vs SOL, POTEMKIN, BAIKEN Ground Slide, NO Tension, Knockdown 6 hits Dash after the enemy, 5s, 5hs, iad, j.p, j.d, alpha blade SOL dmg: POTEMKIN dam: 125 BAIKEN dmg: COUNTER HIT 6K AND OTHER 6K COMBOS --------------------------------------------- vs POTEMKIN(82 dam), ABA(84 dam), SOL(97 dam), ANJI(102 dam), DIZZY(111 dam), AXL(102 dam), ZAPPA(97 dam), JAM(102 dam), SLAYER(94 dam), MILLIA(118 dam), ORDER SOL(94 dam), EDDIE(102 dam), VENOM(102 dam), BAIKEN(113 dam), INO(102 dam), BRIDGET(104 dam)*see notes*, TESTAMENT(96 dam), MAY(102 dam)*see notes*, CHIPP(126 dam) CH, Ground Slide, NO Tension, Knockdown, 6 hits Dash after the enemy, 5s, 5hs, IAD, j.p, j.d, alpha blade NOTES: vs BRIDGET, MAY - does not garuntee knockdown. ending with air alpha has slight recovery, perhaps ending with IAD, j.p, j.d is better on the recovery side. vs JOHNNY(81 dam), ROBO KY(71 dam), KY(81 dam) CH, Ground Slide, NO Tension, Knockdown 5 hits Dash after the enemy, 5s, 5hs, jump, j.p, j.d vs FAUST(71 dam) CH, Ground Slide, NO Tension, Knockdown 7 hits Dash after the enemy, 5s, jump, j.p, j.p, j.k[2], j.d Ganrouzan You FORCE BREAK COMBOS --------------------------------------------- VS KY: corner, 25%, 8 hits, 187 dam. KD s©,s(f),2s,2hs,41236k,D,\/,s©,hs,j.D corner, 50%, 10 hits, 226 dam. KD s©,s(f),2s,2hs,41236k,D,\/,2hs,41236k,D,s©,hs,j.D vs POTEMKIN: Mid Screen, 25% Tension, Knockdown, 4 hits, 112 dam: 5s©, 5s, 2hs, Force Break Corner, 25% Tension, 10 hits, 167 dam: 5s©, 5s, 2hs, Force Break, land, 5s©, 5s, 2hs, HS Teleport, j.p, j.d, air alpha *if you use this combo from a jump in, only use 5s©, 2hs. the pushback is too great to get another 5s in. Close to corner, 25 % tension, 7 hits, 154 dam, Knockdown d.s©,s(f),2s,2hs,41236k,D,\/,s©,hs,j.D Corner, 50%, 11 hits, 192 dam, Knockdown d.s©,s(f),2s,2hs,41236k,D,\/,s©,2hs,41236k,D,\/,s©,hs,j.D *can end with air alpha however pot must stay floating high enough for air alpha to connect. extended with air alpha leads to 200 dam VS ABA: corner, 25%,8 hits, 161 dam, KD d.s©,s(f),2s,2hs,41236k,D,\/,s©,hs,j.D corner, 50% tension, 10 hits, 194 dam. KD d.s©,s(f),2hs,41236K,D,\/,2hs,41236K,D,\/,s©,hs,j.D vs EDDIE Corner, 50% Tension, Knockdown, 173 dam 5s©, 5s, JI, 2hs, HS teleport, j.p, j.d, air alpha, frc, land, Force Break vs ROBO KY close to corner, 25% tension, knockdown, 161 dam. d.s©,s(f),2hs,41236K,D,\/,s©,hs,j.D close to corner, 50% tension, knockdown, 194 dam. d.s©,s(f),2hs,41236K,D,\/,2hs,41236K,D,\/,s©,hs,j.D VS JOHNNY: midscreen to corner, 25%, KD, 163 dam s©,6p,s©,6p,2d,236s,236k,HS,41236k,D vs TESTAMENT: corner, 25%,8 hits, 186 dam, KD d.s©,s(f),2s,2hs,41236k,D,\/,s©,hs,j.D GAMMA BLADE COMBOS ---------------------------------------------
  6. G.Tactics, jump K is really good for the reasons kasou has already stated. not to mention if they get hit by only the 2nd hit close to the ground its an automatic KD which is always welcomed for chipp. once the enemy gets used to getting KD and/or comboed for jump attempts u can keep them grounded. the major trick to keeping the enemy pinned is to FORCE mistakes on the opponent and to react and retaliate accordingly. so use the rekka ken's for forcing a jump, wait for the jump and air throw or jump K to hit them as u go up. mix it up and they'll stay on the ground more which in this case gamma can be used since they'll look for either the 2nd set of rekka's or the jump from u. gamma is +5 on block so toss it in on enemy wake up or a ground conditioned opponent. use the +5 to ur advantage and fish for CH's such as close slash, 5hs, 6p, 5k, 2s, 2d. these are the quickest and most safe options, learn to follow up accordingly and u should be fine. mixing in 6k in strings is always good, but dont be too predictable. in AC its pretty hard to combo from it on CH consistantly from my experience but none the less it is still great on CH. on regular hit i belive its +3 where as to on block -3, now seeing as to how most of ur moves are quick, mixing pokes up after this move is very important. here are the most standard follow ups: 1. 2k - the enemy may stand up after getting hit looking for another overhead 2. 5k - pretty standard poke, comes out at 5frames which is indeed quick. it stuffs a good deal of attacks at close range 3. 6p - if the enemy wants to attack with a quick poke, use the invul on this to fish for CH so u can lead into 6p, 6hs, alpha for good dmg 4. 2s - incase the enemy wants to retaliate with a low move this beats out a good deal of lows 5. 5s(close) - comes out in 4frames, enuff said. however it can be beaten by certain lows and there u have it. run with this for now and u should be ok
  7. i'm too scared to gold burst a d-step! lol, nah i hardly do that. iunno why but i'm for sum reason not too big on gold bursts wit chipp. i kno it has its benifits but i jus dont lol. bah.. btw nice piano joint u did in ur sig. i dig it
  8. i meant on a defensive burst lol, gold burst i assume u can punish with it. i dont use gold burst very often so i can only assume that along side ya. like for example, i get hit by a 5hs, OH SHIT IMA DIE I SHOULD BURST! slayer does d-step into crosswise, i defensive burst and still get hit by the second hit. this is wut i mean, crosswise heel is a very strong move now.
  9. my bad, was kinda vague on that. basically i meant its like as u burst and the move comes out the invul from both cancel out and the 2nd hit tends to connect after bursting providing its a defensive that is.
  10. not too sure on the invul on cross up dandy? i assume u can throw it at best:?: i've never tried hitting him out of it since i've only really come across it on my wake up. and man trying to throw it is beyond risky lol. if u do try might wanna go for 4hs instead of 6hs...if u whiff that 6hs good god that CH is uncool:vbang: yea 6hs is a good tool to throw out now and again due to its awesome hit box. i tend to use alot of 5hs now when rushing in. if it CH's frc teleport dust, i'm sure i can get a dropping slash and combo. but i seem to be doing well with frc dust. not to mention if it air CH i go into force break. good quick dmg and a KD which is always good. they made this match up a hell of a lot harder now...NUUUUUUUUUUUUUUUUUUUUUU! when i used to play this match up in XX and reload, for a great portion of the match i would jus jump and watch the character icon and react to it when they did crosswise heel. i'd drop hs and rush a lil bit, and then jump around and wait for the heel. no icon kinda hurts me since i'm doing alot of stuff out of old habit. crosswise also now has a lot of invul so chipp cant rely on clashing with the 1st hit of jump hs then the 2nd beating it out anymore. btw crosswise heel eats bursts too... yes it has that much invul. oh yea, semi new thing! when sol does VV follow up punish with 6hs force break isnt a bad option. or u can take it back to the chipp slash too late! vid and use close slash, CH, 6hs, then go for the force break or wut have u. its always good to have various options. sidenote: i love smileys lmao!
  11. ahh jus to quickly comment on my rant on slayer, the clash i was talking about was with 6p..not beta blade. however yea, both end in a clash situation i normally jus FD cuz i'm not all about getting CH randomly @_@. i'll try using j.P on both 6p and beta clash situations. see where it goes. also gamma vs slayer is really risky now...if it werent for that silly ground bounce from j.hs:vbang: lol. alpha seems to be the way to go now, and some times tiger knee alpha since on hit or CH it knocks up. depending on the distance u can get a combo, but most times so far i've normally only gotten gamma otg a good deal of the time. staying next to slayer is key however ex mappa risk vs reward is very much so worth the risk for slayer. 5k gets stuffed by it if ur spaced:vbang: in close tho it will stuff the ex instead. speaking of which the more i play i've noticed that most ex's get stuffed on start up...jus a random observation about the ground based ex's. oh yea, delayed rekkas = ex mappa too:vbang: again risk vs reward....argh
  12. kasou: why would u wanna give up ur mod status? u seem to be doing fine to me with everything so i couldnt see why u'd swap or wutever. keep doing ur thing AP: grats on ur tourny win. chipp v pot match is always a pain *even more so in AC sigh* but it sounds like u did good in reading the enemy and learning from the previous set. good stuff homie. ps: chipp v slayer in AC is silly as hell! why? -mappa's = safe -cross up d-step --> ex pile bunker = safe -cross wheel kick = safe, invincible, and hits even from behind -jump 2k is retarded -d-step --> 2hit punch thing*the upper cut to overhead*= chipp has no real answer to that, or at least nothing i've found other than just defense backstep. or slashback which the timming is very very strict. -2k, 2d, ex mappa = die -jump hs is still hard to beat, however if u time it correctly aim for a clash and start rushing once he's on the ground -either d-step has gained more invul or it has less start up frames cuz yea, that shit is rediculous -ex mappa upper goes under rekkas:vbang: -ex mappa can be used as AA *pretty much universal vs the majority of the cast* not to mention 5p can either clash or beat chipp jump hs *i cancel the clash to FD to be on the safe side* -2hs = retarded...most pokes are neutralized due to the range this move has, not to mention it leads to ex mappa upper which = die -slayer really has jus gotten alot safer in a nutshell. normally wut chipp could punish isnt there anymore and u have no choice but to resort to moves like 5p&2p due to these pokes always being 4frm start up. relying on run in close 5s isnt reliable anymore.
  13. word, i did make a list back in the early days of slash... after playing mint and ruu last weekend i learned that...welll....u cant get hit against either of them lol. combo video time when u do. uncool hahaha
  14. indeed, that is infact me haha. yea i kno i'm aggressive as hell, but thats jus how i play i suppose lol. i think my movement allows me to be aggresive like that as well.
  15. wow after watchin these vids i gotta say there are alot of new cats in the GG scene that are hella impressive! right now tho i gotta say if i were to have my picks on the most impressive in order it'd go like this... 1. doren2k -really solid jam! i like his play style, it seems a bit more conservative. only advice i'd say is to not OTG as much and jus go for more 5o/5o setups on wakeup. i thought u were doing really well against juicy and to be quite honest i thought u were gonna come back. but hey its all good, practice up. 2. blacksnake -very smart venom player. i can tell he was missing alot of stinger frc's but he still held his ground. good stuff. 3. rudy -not many zappa's but his play style seems a bit different to that of fubar. i think thats wut got me, but still another smart player. and that will end my 2cents....
  16. chipp ftw!!! random bump for this thread cuz i'm hella bored....
  17. yea, theres enuff time for that, but it seems a bit distance oriented perhaps? i need to double check on it. on a side note, i was playin AC today...man iunno why i was thinkin of droppin chipp *again* lol. hes all about the zoning and spacing now more so than before so i stress this to all chipp players, LEARN YOUR SPACING! its hella important to kno wut u can get away wit and wut ranges to hit buttons.
  18. aye, the later the better. more so right before the kick hits u, pop'em. yea, jump dust CH isnt that hot in AC, but i think if u super jump and do it u can setup sum kinda FDC shizzle. i never tried to CH it wit beta intentionally, if u can get a consistant CH wit beta, then perhaps the blue cancel can provide a combo and a KD in AC? and as for the air throw, well sumtimes i jus run under it if i see it and sweep lol since most sol's dont block low after. eh, flame fake still isnt that hot vs a teleport spammy person. its basically gun flame...w/o the flames lol, so even if chipp teleports he still cant do anything especially since more than likely chipp will use the kick teleport lol. and even if chipp doesnt move, flame fake puts sol in CH state so 6p, 6hs gogogogo! of course this is if u can react to it that is... if they dont blue cancel flames and u dust teleport and hit dust? it has to be a blue cancel to get the CH to my knowledge. should double back and check to see if it works in slash, if so then it will work in AC as well.
  19. theres no way to confirm a teleport...even if u suspect it ur still guessing no matter wut. heres how these situations pan out vs sol... 1. u blue cancel flames up close answer: chipp makes u eat a beta (eat a dp) and yes EVEN IF U RC u still eat the beta... 2. u blue cancel flames from a distance and run in like normal sol's do answer: all the teleports cept maybe slash AND punch teleport away. safe! 3. u blue cancel flames do nothing and CONFIRM the teleport answer: chipp still gets away wit kick teleport and u literally cant do anything 4. u blue cancel flames back dash answer: k teleport = still safe:yaaay: 5. u blue cancel flames air dash back answer: more than likely ur gonna hit a button, and either way chipp should still be behind sol so ur gonna whiff most likely 6. u blue cancel flames and air dash fwd answer: teleport away... 7. so u start to revolver answer: 6p, 6hs CH on reaction, or up close block the 1st initial hit which is sol's knee, then 6p, 6hs him STILL for the CH for sweet dmg:yaaay: 8. so u start to bringer answer: jump dust CH or air throw:yaaay: word...
  20. i felt the same way in the begining, but i believe there actually is hope for chipp. i've made'em work for 4yrs and counting and i intend to continue...even tho there are those times i want to jus quit'em lol...jus gotta bear it. i like the single hit dp, it jus needs more trajectory a-la sol. jump D no KD means its time to condition the enemy NOT to tech. shruikens being used wit taunt i personally dont like, them being a command is a good thing, them changing it to qcb+p jus takes time to get used to. also, chipp does dish out the dmg actually. the second i can figure out a consistant KD alpha combo then i believe thats all we as chipp players need...a consistant KD combo. from there we'll see...
  21. aye, dp and crouch HS are the best options really, both have their downfalls but 2hs is a bit more reliable. as i said the trade is more than worth it not to mention if it doesnt trade u can always cancel to teleport, shit jus cancel to teleport period. if u get the counter hit sweet, if not and u hit u get the teleport and ur where ever u wanna be. so i'd say 2hs is the way to go. aye, chipp's backdash is indeed crap...
  22. i've played sol vs chipp for years on end and i believe chipp does in fact beat sol. i wont bust out no jap chart or anything like that cuz i can easily say that NO sol outside of robot gives me ANY kinda problems. yes, his pokes at a distance are good, but chipp is hardly ever at that distance. now, as for jump HS...chipp's crouch HS beats it and if not, it trades for a CH. take the trade or clean CH and get a combo off cuz there is ALOT of time to jump up and combo every char from this CH. also i have no idea why u whould backdash at any point in sol's rush? thats wut teleports are for. bandit anything can be teleported, same for a spaced out flames. there really isnt a reason to backdash sol's rush at all. yes, sol's dp is strong and wut not but a whiffed or blocked dp is punished by chipp no prob. 6HS, alpha, alpha plus. thats MORE than wut sol would've done to u on hit of a dp. not to mention, this works against sol players that like to do the follow up, CH 6HS, run in 5HS, any air combo of choice from this point. co-sign Kasou: yea, dp is a good tool vs sol on his jump ins. and yea ducking under his attacks from an air dash from 5hs is 1 of the smartest things u could do other than dp the air dash. i personally believe that chipp has all the bases covered against sol no prob. the only problem in AC is to truly not get hit.
  23. when i say core game play i mean pretty much wut i said in the previous post on the last page, them taking away his air KD game hurts chipp badly seeing as to how nothing air KDs consistantly at this point that i've seen or found out. perhaps it really is too early in the game to count chipp out (APsycho! lol) but lately i've been attempting to figure out more things. i played sum slash today and man chipp vs sol is so much more in chipp's favor in slash its not funny. i mean the match up is roughly the same in AC its jus sol does more dmg now...but after playing as much as i did today i realized that chipp really IS the same in essence and there really is hope for'em this time around. it really is about tech setups more so than ever...as i was playing slash i was looking at times where the forcebreak would be extremely useful and now i'm thinking of better ways to use it now. double back the ease of frc tele's is a damn good thing. the FDC is everything now that i really think about it. thats the most important thing this time around so i'd say that every1 should master that and learn the spacing to fake out the enemy. its more crucial than ever!
  24. yea the opponents body is facing opposite on hit of the FB. things u can hit or go for, FDC cross up or OTG gamma. other things i've figured u can do wit it from FDC is to blue cancel air alpha since u can land on either side depending on when and which side u hit them on. u can do this same mixup on regular FDC setups but bleh u waste the meter, and if u do hit them u get another FDC from sweep if u combo them. BUT if u hit them wit this especially when u connect from a jump hs they pop up and u get a pretty strong combo thats worth the dmg. but again, the combo WONT really lead to a KD *or i could be wrong* depending on when and how low u do air alpha...but still i think chipp is all about gettin that quick crappy dmg as fast as u can and turtle now. i really think chipp is more of a turtle character now for the obvious dmg output. sure it doesnt make sense to turtle wit chipp but i cant see him played any other way successfully in AC... i guess my main beef is chipp doesnt have his CORE game play ya kno? like ky still has his core play wit a few new moves that are really good mind u. so i mean all they had to do was keep his core and add to it....dont take away...
  25. i have to totally co sign hatred edge on this note and kasou....chipp isnt looking nor feeling hot this time around... i figured out how to do alpha loop...it sucks....no dmg and not worth the meter blown away. double back it doesnt even KD. literally, chipp lost his KD game hardcore and its not even funny. double back on that, air alpha DOES NOT KD CONSISTANTLY AT ALL! wtf was arc thinking this time? its not like chipp was ever top 3 or anything of that nature. upper mid is all i've ever asked as a chipp player for this long. finally in slash we gained a few new options and they were all good. now we have the same options but our risk factor is WAY too high this time around to really warrant any kinda 5o/5o situations. we now SOLELY rely on the FDC more so than ever. otg gamma isnt worth it this time around unless u really want the dmg. the risk now is alot higher due to the high output dmg from every char on chipp... i think the most reasonable solution to all these problems IF they update this damn game... -allow jump dust to KD from sweep rekka combos, if they let us do that then alpha blade combos wont be so needed unless we have meter. -allow longer ground slide on CH j.dust. we struggle hard as it is to get the counter hit and when we get it, we deserve the dmg we get. we already get boned from it on block due to the oh so lovely long recov frames from them blocking it. so we at least deserve to follow up. i mean sol's bringer has long ass groundslide on hit, give us that kinda shit will ya arc? -REDUCE THE GOT DAMN DMG! iunno wtf they were thinkin when they made this frickin version wit all that dmg output. or if they allow such high dmg let chipp do sum more damn dmg. i mean fuck, sol gets 5o% roughly on chipp from wild throw wit NO GUARD BUILD UP, so flippin a! hook us chipp players up. -i co sign hatred on this too, the forcebreak deserves to be done late in the leaf throw and should have different angles per button a-la ino on her dives. this will allow for more mind games outta that move alone. and other than that i THINK that should be ok for chipp to survive in this game....DISCUSS!
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