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Everything posted by B.Z.B
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Ah ofc. Thanks for that, I felt like 15 was too long as well myself. I'd like to get used to 6p 6HS her 6K for some good dmg, and deter them from the pressure in the future. For most characters I am confident to 5p if I see them go for a tick throw setup, but millia's are just harder to see coming - im too worried about all her other tools. I really need to get used to fuzzy jumping her pressure. (71) per my understanding this is essetnialy 1 frame jumping, and I need to time the 7 FD 1 on the 5th frame coming out of block stun. Is that correct?
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I really need help dealing with Millia at neutral. I feel like I always end up falling into her pressure vs the opposite. Her 5p / j.p / j.k beat most of my air approaches, and I always forget about her pin till its too late. Feel like its one of the few match-ups where its hard to predict her approach and have an answer at the ready. I know the minute i get her into the corner its practically GG, since my Oki is just as scary as hers, but she always ends up with more Setplay opportunities due to her Throws / Dead angles. Some advice I can give 5K 6K is a Gatling but not a true block string, you can stop it with 5p pretty reliably & if you feel confident you could 6P CH 6HS. There's is a 10 Frame gap when she gatlings from 5K to 6K (see magaki's expln below). Same cancept is also true if she tries to gatling 5K to 6HS, but this is hard to react to imo.
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Corner wall alpha oki setup: 2D, 236S, 624HS, j.D, Air^, Wall Cling, Slight Delay, Wall Cling^, 228HS, Wall Cling, Immediately Uncling j.HS. Sin's inputs are reversed, even if he does DP this will safe jump it (ensure you hold down-back until j.hs hits). If he does DP he's facing the wrong way for his other inputs. Sin's getup is pretty slow, I've found the minute he slams his fist into the ground as good timing for a meaty 2k (just ensure you dashup 2k, as you can be thrown out of a meaty setup if you are within throw range & they time it perfectly).
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Take two chipps into vs and have them do 214K at different times, you'll notice they will still matchup, the current invis is based on the timer
- 260 replies
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Ended up getting Ninth at Final Round! Lost to Kazunoko (Sol) & KuruMster (Millia). I'll try to find my streams in winners today and upload in this post, for starters though here is some footage of me in the team tourney. vs Georgia https://youtu.be/sSMHqT5Ki_M?t=15m48s vs Vet Coast (Marlin Pie) http://www.twitch.tv/nycfurby/v/3928035?t=2h31m16s vs Texas (Stone) http://www.twitch.tv/nycfurby/v/3928035?t=3h1m10s
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Here's Chipps 2S CH in action http://www.twitch.tv/joniosan/b/638680412?t=5h18m50s
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Gamma Blade is really good this matchup as he can't punish it easily, if you connect a max distance gamma you have enough time to run-up 6HS IAA 5S JI 2HS Air combo for 174~181 depending if your j.hs hits 2x (can also do 6HS 22K 5P JI Combo if you are worried about being consistent). How do you deal with his 2k for AA? I've traded a few times with my j.d but its not consistent.
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They take ~4-6 hours, longer if you are messing around with the colors =). I typically split it so one night I'd bead it and another night i'd iron it. Here is a Xrd Chipp Face I did using the same Hair Colors. Its a little dangerous to try and lanyard one of the full petite sprites, as easy to get its ends snagged and break off. If I plan to wear it I typically iron the front more too. http://imgur.com/a/WHNMY#0 Added another pic of some other Beadsprites in the album I've done as well if you wana see what else you can do with these =).
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Any tips for this matchup? Leo can jack up your guard bar so fast, its really scary! Personally I found getting used to his rekka pressure is a must and you need to KNOW THE FRAME DATA WELL!! If you suspect he'll stop at his second rekka (-3 on block) you can stick out a 5S to beat his back-turned 5k but probably better to just jump out. With chipp you dont have much life to spare if you are wrong. I wouldn't worry about him finishing the rekka unless he has bar enough to RC (-7 on block). If he tries to spam S(f) 236S his first rekka is -1 usually a s(f) would beat whatever he tries next. If he goes for his crossup you can just throw him, get used to the extra animation. Try to zone him out! If you 228HS wall-cling his DP wiffs completely just like Sols which is awesome, though don't wall-cling low or you will be hit.
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Well that's at least a start. Currently its so useful to frazzle people with (which IMO is my goal as a Chipp player) their reactions are slower and panic quicker - thus making much easier to read. I love Find Me YRC in general its just a great asset - gamma blade, leaf grab, dash in, tele etc. To me when I pop find me its like the matchup suddenly changes to our favor, they may be used to Chipp but not an invisible Chipp. Tactics, AAs, etc they used when fighting Chipp may become useless if they aren't used to punishing Chipp while invisible. I'd also be interested in what sort of Stagger time can we expect off of 2S, is stagger time calculated by the attack level? So I can expect our 2S for instance to stagger just as long as Elphelt's 2S (both attack level 2) on CH? It'd make sense to me since Slayer's command grab has an attack level of 0 (and almost no stagger).
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Lets hope they don't make his invis completely useless =(
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I got into beadsprite art as a hobby late last year after I was let down by a 8-bit megaman styled alt colored Chipp Zanuff I commissioned. I got the Chipp & Jam sprite art from the sprite database's Guilty gear Petit 2 page and took at shot at the alt color schemes myself. Thought you all would appreciate them, I think I've come a long way! You can view the sprites here. http://imgur.com/a/WHNMY#0
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AA Sol is really annoying. Like ATG said j.p can beat your 6P, and if you try to 2HS it and he does a early j.HS it'll often beat it. Gunflame YRC pressure is usually where I get messed up, early fafnir to catch me jumping or dash up to catch a backdash etc usually just have to block well & FD if worried about his command throw. His f.s Gatling 2s (wiff) is also annoying in pressure in corner - there isn't much time to input 22K to get out. Finally I got tired of round 1 start Sol f.s, if you notice them doing this you can 2HS CH trade and follow up with a 6HS 5P JI combo. Any answers for his 2D? Beats 2HS & 2D Clean and most of his other buttons. I usually end up 22K YRCing if I expect it and punish but I figure there is another answer.
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Played a good may recently offline, make sure you 6P CH 6HS Horizontal Dolphins. She has the fastest vertical movement of the bunch & a quick getup time, so make sure you have your meatys down on wakeup so you can stop her from jumping away. Typically I just would go for a 2D KD and do an almost 1 frame dash -> diagonal jump and FDC drop (neutral jump fdc drops are too slow / were chicken blocked if you tried to crossup) on her to ensure it was meaty or if she attempted to jump and got hit I could convert to a 5P JI 2HS. Also I found May's j.s to be a big problem against 6P, seems like it could be a hitbox issue - but I haven't messed around with it. Could also just be a timing thing, as 6P goes from 1~3 Above Knees,4~11 Low Profile during its active frames. Defiantly had times where I CH'ed clean and others I did not. Overall though her mixup relies on her overhead and command throw. The command throw is 4 frame startup, typically if I saw her dash in deep I would 5p(3 frame start up) or 2P (4 frame start up). None of her dolphins are invul on frame 1 so I believe meatys are your best bet to discourage her from reversaling (just one of her supers to watch out for) http://www.dustloop.com/wiki/index.php?title=May_Frame_Data_(GGXRD) Whoever gets control of neutral is going to have the advantage, More Tips: I'd recommend zoning this fight rather than trying to go in all the time. Her IAD j.S j.HS is realllly good, you can IB the j.HS and DP, or what I usually ended up doing was jump back j.d. She can YRC her overhead late and go for a command throw which was pretty annoying to deal with - also she can YRC her whale super and try to mix you up. 50% Meter and a corner 5D Homing Cancel combo can lead to guaranteed stun and a free IK - so be wary of that. 2HS in this matchup is iffy, if they try to just IAD over you & go for a j.HS / j.S you can 5P JI 2HS. If they try to crossup j.d you can 6P or 2HS it, gotta practice that more.
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To expand on the point its great to have these BUT you need to know there ARE answers out there. Its important to know what those answers are and understand the proper counter next time you set them up - you have to condition them first. Don't just go on auto pilot & go random on your wake-up. Teach them to respect it THEN apply your shenanigans. This is really true with his wall cling oki setups.
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I'm much more hesitant to do leaf grab unless I'm invis (+R's Full Strike Invul spoiled me). Invis YRC Leaf Grab on wakeup is really good, also mixed during invis blockstrings - as most people are anticipating a tele or dash up grab.
- 260 replies
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Midscreen Oki & Combo Typically after any Gatling into 2D KD / 2D KD 22P 1 Frame Dash and Jump Over (I add a j.p to time it better): Air Back Dash Crossup j.HS(2) late RC (ie once Chipp goes thru) land IAA S© JI S(f) 2HS 22HS Air Combo -If you RC and end up close just go for 6HS JI Air Combo -Can also Fish for j.D CH 22K JI Combo if they try to AA it (typically I just delay the 1 Frame Jump a Tad so whatever they wakeup with will be done on the wrong side). -Or make it Meaty with a FDC Drop. Few things im noticing (Practicing on AA Attempts etc) Subbing j.HS with j.S seems more reliable (beats sol's 5K). I've had time to get the re-crossup to finish before they wakeup, messing up any 6P etc type AA input I'd shoot for ~ max 5K 2D Range to set this up. Also Obviously when they get used to this you can dash in later and fake the re-crossup. Far Gamma Blade Mid-Screen / Corner Gamma Blade (if needed Slight Dash) 6HS IAA JI Combo
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Some ramblings Corner Oki Tips After any KD near corner, you can almost always 2K 22HS - if don't tech this is a quick way to get a setup going. If you connect a 2d 236S 623HS and too far away to follow it up, you can always go for an air grab - usually you can just airdash after for a free crossup Been using the 22HS JI followup option more often after wall cling alpa, though its much harder to get a meaty 2D (tip hit them up higher!). Late wallclings are much more scary to anticipate. Also gives you new options -> 22HS 66 HS which will blowup crossup protection (but won't hit meaty). Could also just gimmik and leaf grab them. Saw Endo do this after a wall cling alpha -> dash up, early leaf-grab wall cling. Dashing will make you go over them faster. So I re-watched Susumu's combo video, didn't think you could connect anything - let alone a 6HS - after a high Wall Cling Alpha - pretty neat stuff packed in there. Should check it out now that we have the game... also look for more combo videos! Get used to buffering JI off of every poke! 2HS Range is much bigger then you think. Most of my frame traps involve catching people attempting to jump (ex: block string 2D 236S s(f) JI 2HS - you can't jump out of this setup they have to air FD / counter poke / block - haven't tested it against instant block yet). 2HS is amazing & punishes a ton of stuff (ex: sol - Bandit Revolver (not Bringer), Fafnir, & Riot Stamp). Don't get too complacent with fishing with it all the time, a simple YRC CH combo could blow you up. Speaking of YRC.... USE IT. 6K YRC high / low mixup 22K YRC -> good way to punish mashing on tele. I really like Wakeup Gamma Blade YRC as well, esp when Invis, free 22HS shenanigans. Anyone else figure some stuff out? So far just been having trouble dealing with Slayer's BBC, and I need some better block string options, I get complacent expecting people to mash after 2D Rekka and I get a free CH 5K.
- 260 replies
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Any care to transcribe the Replay combo video? Also any general takeaways, like maybe little more simplified corner / mid screen oki setups? https://www.youtube....h?v=xmCo2eZdUAo
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My goto JI combo of choice is -> s©, s(f), JI, 2HS, 22S j.KS, dj.PPKKS, tj.S HS 623S - works on practically everyone, useful when you can't remember a more character specific JI combo. Also you should be aware of your meter, people always want to burst this setup. Map a button to RC and piano it during the s© s(f) 2HS as an OS. If they burst you'll automatically YRC.
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AtTheGates can you test this for me (i did this on slayer & sol) - Wall Alpha Oki Setup instead of 22HS to setup the oki IAA Wall Cling, when you uncling from the wall do a quick FDC drop (do it backwards as you've swapped sides) HS. I played as slayer/sol and set the chipp training dummy to do it, I can't hold forward to block it, and I can't jump out O_o. It seems like FDC dropping negates the crossup protection? Edit: So having trouble replicating it now, seems like I might somehow be hitting during their pre-jump animation (so they can't jump) and the cross up protection is ending, not really sure. You can also mess around with this idea having the training chipp dummy do mid screen 6P 5C 6P 2D SJ FDC Drop, and try holding forward.
- 260 replies
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Hm yea your right, that suckssss. You can always mix in 6 Meaty 2D though if you are worried about it. It'll depend on the player and if they want to try and chicken block it or not (obviously if they attempt to chicken block a meaty setup they will get blown up). Also btw I thought it was easier to have the training dummy do the wall cling setup and you practice trying to block it.
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Edit: I noticed Samitto sometimes would airdash into wall cling instead of 22HS, I have tested this on Ky & Pot w/ jump on, it's a faster & lower approach which makes it MUCH easier to guarantee a meaty crossup setup that cannot be chicken blocked. AtTheGates notes below there is crossup protection in this game on wakeup - if the player holds forward (holding back won't work) he'll block both directions. However it does blow up chicken blocking and reversals (sol just DPs into the corner)!! If you want the 22HS Wall cling to hit meaty you have to have very solid ~1 frame timing of the j.d, WC WA, 22HS, WC Drop - you can also push the opponent up higher (ex: 623HS j.k j.s jump, j.d etc) so they fall longer giving you more time to set it up. i'd recommend going into training and just setting them dummy to always jump and practice to get the timing down. If you don't do the wall alpha, the air alpha's recovery will hit you once you land from the Wall Cling 6, so the 2D mixup would be easier to react to. Thinking of some dirty stuff with this, like 22HS JI IAD back into corner HS (fake crossup)
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Xrd PS3 Performance Issues and Future Tournament Standard?
B.Z.B replied to B.Z.B's topic in Guilty Gear General
Well that's a good start. I didn't bother to reread it, hence missed the update. It's just where I originally heard it. From what I've heard the stuttering if any usually happens before / after the match.. not during. Also had a friend say he's seen stuttering when YRC'ing on complex stages (ex: axls) or when a lot of stuff is going on (ex: Faust Bomb Etc) in PS3's performance mode. -
Xrd PS3 Performance Issues and Future Tournament Standard?
B.Z.B replied to B.Z.B's topic in Guilty Gear General
I was referencing this article http://shoryuken.com/2014/12/03/change-your-settings-guilty-gear-xrd-sign-defaults-to-30-frames-per-second-on-playstation-3/