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Kasou
06-26-2006, 02:51 PM
well the aim of this thread is to blog about your chipp on the days you've played.... simple

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anyway so yea, today was meant to be a kof XI day (on console that is) but we managed to squeeze in guilty gear as well, since me and one of my mates had to train for the upcoming OHN tourney in australia on sat and sun. But blah, if you're wondering about how XI is, well it's actualli pretty decent on console, with the new characters having some realli neat/crazy link combos (i.e NGBC kyo). And we also found this "AUTO COMBO" button, which is retarded. It would auto do combos into DREAM CANCEL if your player had meter. Pretty neat, and a good laugh.

But blah, all together there were like 4/5 of us. And me and the only other gg player (i'll call him young JEDI!) decided to whine and play gg, becoz while we left for buying food, the other two were just practicing combos and didn't seem like wanting to play any other matches when we came back. So bleh, we decided to play gg. Now seriously, i haven't touched gg for nearly a month now, and the last time i've played i was playing someone who was only about 60% my level, so bleh. Anywayz the matches i had with chipp was basically just, MAY, and MAY, and MAY, and just a noobie testament. But yea... apart from the young jedi, all others were just like... i dunno, scared to play me, coz they're noobs? But yea, i would accidentally (note the sarcasm) rape them so bad, and they'll just scream out in frustration xD

anywayz, so yea. I was, as usual, crazy and aggressive as hell with chipp. Got hit by that stupid may's 2d that stays there like FOREVER, twice. Luckily he didn't followup with dolphin frc combo, becoz he's stupid. But yea..... OTG gamma, dash, 2p/s(c), 22hs crossover teleport, is half duckable. Which is kinda gay at times. It's realli good against average players, or pplz who haven't played against chipp much, but yea, i got 2d'ed out of it a few times, which was weird. Shrug... maybe i should do fdc to make sure i land on that stupid loli's head. But yea.... remember to use your dust button quite often. And since it's on advantage after block, you can spam 2d afterwards, or woteva. Dun have to jump away. That REALLI pisses young jedi off, and actually many players.....

but yea funniest thing of the day, was when my other two friends played against young jedi. And whenever young jedi got hit by pot's PB after blocking a mega fist, i get realli frustrated at how poor young jedi was playing. ANd i was like, "ZOMFG, how many times are you falling for that? gee, use 5k, IT"S NOT THROWABLE AFTERWARDS YOU NOOB!" And everytime i said that they'll laugh their heads off... They were saying how young jedi relatively didn't give a crap, while i (who was NOT PLAYING) was getting so upset and angry. xD ah.. sigh. But yea, i don't know, maybe im frustrated coz my only "COMPETITION" in aus sucks like hell. And young jedi being the only potential player screws up all the bloody time just makes me wanna cry... :cry:

anyway..... that's bout all. I'll write how everything went in my matches in the upcoming tournament. Casual and non casual. I heard i'll be up against this top japanese national player. :blue: i hope i can nail him...... lolz

anyway...

4649
06-26-2006, 07:57 PM
Last x30 Shazay's Slayer killed my Chipp in one combo. I cried. Lol. -_-

Shin Masta Lv1
06-26-2006, 08:18 PM
Ive been playing chipp for about 2 months now(playing the game for about 3) and i have to say that chipp is the most fun character i have ever played in any fighter. Ive played against wild kitty and jamie austin with chipp and i swear with out those guys my chipp would be garbage. (its pretty bad as it is =P) But Being the only chipp around kinda sucks. Im hoping people will pick him up. He isnt easy to learn at all because you have to always be on the move. I could never leave my main man chipp! he is just sooo fucking cool!

AtTheGates
06-27-2006, 12:17 AM
at least 50 matches of chipp vs. dizzy this weekend.
and new confidence in knowing that cracking the defense of a good player is very, very hard with chipp. you have to work like a bitch. close S rushdown is good, but it's so hard to land a tick throw against good ppl. also, if you wanna learn FDC drop, better make sure you can do it PERFECTLY. i mean, an error margin of 0 pixel. and in other news, i think i discovered a "better" way of doing my FDC which could make it a LOT stronger. gonna update on that later, once im sure.
chipp vs. dizzy is probably horrible to watch, dizzy running away, chipp trying to chase her and vice versa... and it's also very tiring.
i had some good results with superjump j.D against her air dashes and air movement, since the superjump makes the j.D somewhat safe, time to dash / do whatever afterwards without fear of landing and getting butchered during landing recovery.
i was surprised by the new frame trap stuff dizzy is relying on. little holes for ice spike, or 2hs FRC can lead to horrible damage, and with some skill, her pins are quite long (not as long as reload of course, and more holes, but still..).
some stuff: 5hs is your friend vs. anything, even as anti air. anti air 5hs on CH, 5hs, j.D. nice damage & easy to do.
2s can help to hit dizzy when she is doing a close scythe for pressure out of a string, you can hit her and (kinda) stay out of danger at the same time.
also, her fish 2p/throw rushdown is dangerous. best bet is to stay cool, block normal / with FD, and if you think a throw will come up, try throwing yourself. jumping out is impossible, the fish will hit you (or her OS s if she is doing offensive OS).

so much for dizzy. she might be low tier, but she can fucking annihilate you if you don't watch out.

Kasou
06-27-2006, 02:21 PM
yes dizzies. It's weird how ppl say that chipp owns dizzy when it's realli not that easy at all. If you get hit by a counter hit 2hs, it's all over red rover for you bud. Anyway story time...

back in 2003 i thought i was already KING of GG. I thought i had reach my peak. I had a few tick throw set ups, no one could beat me if i played my best and back then KY was my main. Then suddenly a jap guy (really farkin' good JAP GUY) came over to brisbane to study some stupid foundation course (which i think he failed and later got deported... lolz) and he used anji. Now seriously, being the best player in your local competition (hence thinking im realli good) and being owned 14 nil is quite a shit house experience. I played him for 4 days, and then he disappeared.....

then in 2004, went back to hk to train (for like a full 9 months, but yea it was becoz of some family issues that i had to go back.. LOLZ). I could beat heaps of ppl, and i was claimed to be "THE MOST ANNOYING NINJA" of many arcade places. And soon enough i began to feel like another best player reaching the highest peak. That is until i found THE ARCADE. THe arcade where all the top players of hk met every fri night and sat night. And on those two nights up to an average of 12 ppl would be lined up waiting to play the next challenger. And did i lose bad. So bad that i wanted to give up my then favourite chipp.

But then suddenly i had to return to aus and say goodbye to the fantastic yet humilating extreme competition. And in 2005, back at aus, i would play my pussy poor competition. But then secretly at home i would train, TRAIN BLOODY HARD for my next encounter at THAT ARCADE. Just me and my stupid training mode. Learning how to utilize 5k, and 6p to the full extent realli upped my game. To be honest if it wasn't for the reload data stating that 5k got beefed up, i wouldn't have bothered. I was realli curious what's so great about the 5k, but man, IT IS BLOODY FANTASTIC. ANywayz so the months go by with me constantly getting betta, me trying to improve the locals arcade skills, and me playing EFZ a lot and starting to IB like crazy (in EFZ).

Equipped with new skills i headed back to HK in december 2005. First off i unluckily played against HK's best players. THE SOL BROTHERS. 0.o Hardcore matches indeed, and of course, i lost more than i won, but that was to be expected. Then i played the other top players, and to my surprise i was NECK TO NECK with them. I won three sets to love against HK's best johnny (in 2004 reload), and won many matches against the best dizzy. We were basically tied. As for zappa and potemkin, yea i did lose, but they gave me mad props at how intense the games were.... only thing lacking was that i was realli TOO QUICK, and would sometimes be too quick to react, and hence be read easily.

Anyway, against the dizzy player all i remember was baiting that 2hs bull shit with jump/gamma blade, and using IB (then beta blade as counter), FD 1 frame jump, and triple jumping away from bull shit. And if she followed me, i usually could get a lucky j.d in for counter hit. To see which dizzy player i beat, you could check out the hk matches in the match video thread. But im not sure if they're still up. Shrug.

bleh, oh wellz, type more as i remember more....

Dying Chipp
06-27-2006, 06:02 PM
....That is until i found THE ARCADE. THe arcade where all the top players of hk met every fri night and sat night. And on those two nights up to an average of 12 ppl would be lined up waiting to play the next challenger. And did i lose bad. So bad that i wanted to give up my then favourite chipp....


This sounds so BLOODLY familiar to the place I'm playing slash in Singapore....LOL

Kasou
07-04-2006, 03:54 AM
And so, i come back from my trip to the australian national tournaments (known as OHN) and sadly... -.- i lost (i signed up as gourami1, if anyone cares). And GUESS WHO I LOST TO??? 0.o FARKIN black man! potemkin!!! stupid blackman!!!! -.- But other than that i placed second in the tourney, though a small one but who gives a crap. The opponent i played, his main was friggin testament, i OWNED his testament with my chipp but then since the casuals he KNOWS i hate potemkin with a passion. And TADA!! he decides to pull out potemkin. And beats me. I changed to ky (who i used to be good with) but that didn't work either, coz i wasn't thinking properly, coz i used 6k. which is a completely dumb idea, but again that's beside the point. And yea, so i was hit down into the losers bracket, and beat my MAY disciple. And came back to the winners bracket. I used chipp, and beat his potemkin. He switched to anji, i beat that too. And since he hasn't lost a match, we had to play a second set, where again he chose potemkin. And beat my chipp twice.... Hell, that stupid PB corner combo is retarded against chipp. But shrug, oh wellz.

Vids are coming soon. And yes, i did play very poorly against the potemkin, since everytime he megafists, i would beta blade. Only once did i use alpha blade which is a million times betta option. But blah. Becoz of my stupidity, he would do his aegis reflector overdrive, and make me dizzy in one hit, and finish me with pb combo. So yea... when the vids come out, i guess you guys can trash me. Shrug.... oh wellz...

other than that. In better news, i played a few casuals b4 the tourney, and i actualli beat him quite consistently (stupid jap guy who once won a national tourney >< ARRRRGH!!!) so yea, everyone was rooting for me and i lost, and i didn't get my I-no trophy. >o< anyway so yea.... today im heading back off to home town, and say goodbye to my one day of good competition (one person who was actualli good, and the others were just fresh sandbags.. which is nice btw ^-^)

that's all. wait for my vids my young chipp jedi's ^-^

Shin Masta Lv1
07-04-2006, 10:20 AM
I cant wait for your vids! Ive been wanting to see you play

Kasou
07-04-2006, 12:52 PM
lol.. ^^" thanx for that. But yea, let's just pray that those tournament organizers would put it up soon enough. Hahaha, but truthfully, there's nothing realli to look forward to.

As one of my earlier posts here stated, i did my only big fatal flaw, which was react too quickly. Hence the ownage you would see in the clips (of the near future.. hope it's near future anyway), other than that you would see a few FD drops here and there, my 6p spamage against air jumpers, some teleport tricks, the good old double crossup air dust trick as okizeme (i think this one is in it), a lot of 6k spamming, and MAYBE some tick throws. There were very few dusts that i recall correctly, and very few JI combos as i am not really good at it.

matches of me would be

1. chipp vs test
2. chipp vs pot
3. ky vs pot (i stupidly used ky, and lost badly coz im STUPID)
4. chipp vs may
5. chipp vs may
6. chipp vs pot
7. chipp vs anji (a rather stupid match, but shrug, i didn't own him due to the pressure, but i did win)
8. chipp vs pot
9. chipp vs pot

the last two matches of chipp vs pot is a plain disgrace. You would just see me getting trashed around and bear hugged by gay black man. But yes, if it's availabe i will still post it up. I was just under too farkin' much pressure. Everyone was like.. "for your state josh!! JOSH FOR YOUR STATE!" and i would say something like.. "STFU!!! i'll try" and by the time i replied i got PB'ed. >< but bleh, it was my first tourney. I admit i sucked at handling the pressure. Oh wellz, hope i get betta at that next time. ^^"

Kasou
07-13-2006, 06:59 PM
ZOMG, im now moderator. Just finished making the new threads up and is hell tired. ARRRGH, i'll fill out the blanks later. Hope i did okay. Feel free ppl to comment here about the board, or anything about chipp. SHrug...... -.- bleh...... so tired, it's friggin .... 5:00 am now. HAVEN"T SLEPT. >o< not good.

now i just need ppl to contribute... lalalalallalaa ^o^ (i wonder if ATG IS FREE!! KEKEKE)

AtTheGates
07-13-2006, 08:07 PM
lol kasou :D
i already thought about what i could contribute. lemme say that 6p beats 41236k from faust :D

(i admit that isnt much, but i will update this blog on monday, sunday is a MAJOR german tourney with guests from many countries...i cant fucking wait!!!!)

shinquickman
07-13-2006, 08:45 PM
After watching my bro spam invisibitly I had a thought; Why not choose a color according to what stage you choose?

We were playing in Johnny's stage and he chose the white outfit. He 214K and then I was like "Damn you like blended in with the background. I can't see crap." He was catching me off guard High-low mix ups more than he should have. Then we went to Axl's stage. This time the green outfit. As usual he spammed invisibility. And again, it blended in well w/ the background. Really pissed me off. I was squinting for like half the match!

Now my thought was to compile a list of which of Chipp's colors blend in best with which stage. It may not be the most useful thing gameplay-wise, but hell, it's something!

Harem
07-13-2006, 10:38 PM
.....onoes

Please. God. Anything. But. That.

Kasou
07-14-2006, 03:04 AM
ATG: ^^ yea, i will be right here waiting for your contribution.. KEKEKEKE!! And as for your German tourney, good luck. I'll pray for you that you actually get some decent competition and that there's more than 10 ppl entering it. My tourney that i went to, only had 14 ppl (funniest thing was, at the start they said there was only 6. When i heard that i was in huge frustration, that my buddies had to calm me down). But yes, sadly the skill level was comparatively low, but i guess i realli did love going around the world in casuals (yes i beat that pot guy in casuals. It was actually 6/4 in my favour. But i guess i just couldn't handle the pressure in the tourney.. -.- shrug). Anyways hope you have a fun time, especially with the fresh sandbagging on your new competition. ^O^

Shinquick: I actually find that to be a relatively good idea. Yes it's not an awesome tactic, but it's something that COULD provide useful when the time comes. It's like his shuriken. Im sure there would be uses for the camoflauge.

Anyway, i think i might open a new thread for his gimmicks discussion. Shuriken, console chipp bug, j.k bugg, and also the camoflauge. Uses of each, when it is favourable to do it, when it is not. As a matter a fact, I should make the thread become the "special moves and gimmick uses" thread. However, stuff like teleporting and air alpha blades might be covered in the general chipp sections, but then again a bit of redundancy won't hurt i guess. ^^" oh wellz........ (wait teleport, alpha blade, and leaf are huge gimmicks.... shrug)

on a completely unrelated note... this is bloody awesome

ttp://www.youtube.com/watch?v=5td1A8JBI2M&mode=related&search=haruhi%20band

the sync-age (lip, drum, guitar and bass) is amazing, along with the screen planning(story boarding). Compare that to stupid GUNDO!!! LOL... xD And yes, the song PWNS!

Lazreal
07-14-2006, 04:32 PM
Was playing CHipp against JO's Johnny
did pretty good few, near perfects
236.S pressure wasn't working he would 2HS or somethin
so i went back to the usual pressure stuff
block string into 5HS IAD j.2K crossover stuff just kepping him switching his block

and mixing a blocked string with 22.S then 22.D as they pursue your semi-retreat
with 22.S backdash 41236.HS

and scoring alot of CH.6P which led to big damage combo
6P-6HS>TK 236.P 5HS.JC j.D
for oki after this i would low air dash to other side then DJ back towards foe as they rise
using j.HS or S

i didn't really use shurikens or ninjashading, i forget about his ninja shading always
but now i see i could use it after otg 41236.HS

in the corner OTG 41236.HS run-in P-P-S.c-S.f-HS>22.D Airthrow worked for the kill

all in all i shoulda recorded the matches huh o well

Kasou
07-16-2006, 09:15 AM
Was playing CHipp against JO's Johnny


wow getting some counter hit 6p 6hs hey? Must have been his stupid use of s(f) or 5k a bit too much. Lol....And as for 2hs, yea johnny's 2hs is a pain in the ass. But yea, i usually jump to bait it, esp with the help of FDC quick drop. Speaking of which, you should post vids. I don't even know when im going to see my vids -.- sighhhhh...

saw the newest a-cho vids of chipp. Man, one of them is so weird with the random jump beta blades 0.o and the other one being so scared of zappa.... sigh, i guess it must have been tournament pressure, or else that was just plain weird. Though winning by time is still a viable option, but that's such a sirlin xD As for the vid against faust, chipp was forced to play aggressive, he should have held back a littl' bit, not get too heated up and get aggressive and make himself wide open.

on other notes, for those who want to practice rekka pressure, set the training dummy on crouching and full guardgauge..... then do 2k, s(c), rekka, then 5k. If done correctly it should combo. Good luck...

AtTheGates
07-17-2006, 09:56 AM
ok, where to start?
i just arrived back in frankfurt from maybe the best tourney with the fiercest competition i've been to, and i managed to fullfill (almost) all my goals...and maybe even surpass them. xenophobian, miridor and me arrived on friday noon at the location. friday was all about sfa3, cvs2 and vampire saviour mini tournament (in which i got a very close 2nd place with my chipp-substitute gallon, haha). we had casuals until early in the morning with people like sicfi (definately among german top 3, eddie & venom) and loki (fucking sick johnny)... later on reaver, slashz and the slowenian guys (or was it saturday? holy shit it feels like a distant memory already).

i did ok on the friday casuals, kekken, junior, sicfi, loki all played roughly 60:40 against me. i had difficulties against kekken's zappa because i wasn't familiar with the MANY (4 different ghosts) setups. he terrorized me with the dog, it was horrible. since junior plays potemkin (and up until the team tourney i had NO gameplan against pot) he butchered me alive, i was way too aggressive and lost my temper. you'll see me dying a horrible death in the team tourney against him, haha..but chun_li1 was there to save our honor, killing junior, mr. X, then closely losing to kekken. later on i reflected and thought about a gameplan against pot, then i did a lot better against junior, roughly 50:50 with chipp, and around 55:45 for me in pot mirror :D i didn't play too well against sicfi's venom, his zoning, ball setups and general movement are impressive. i felt reluctant to attack as CHIPP! that should say a lot. more on the matches vs. sicfi later. cuongster was owning everyone with every character as always, and was very helpful, no matter if a noob or a pro player asked him stuff. in fact, he showed me stuff with chipp that immediately improved my gameplay by a lot (and i wouldn't say i lack knowledge with chipp, lol).
saturday. the main tourneys were held and took FOREVER (3s and tekken5...btw the tekken5 crew is a bunch of lazy retards, they didn't bring TVs, complained that the entrance fee was too high but still requested to play on big TVs....). actually i can't really remember what happened on saturday, since the whole tournament felt like one big, short (even though i played until 6 in the morning every day) meeting. the team tourney was lots of fun, and i more or less organized it myself, since it wasn't planned at all. making a list of possible players and then playing their pimp and searching teams for them took me so long. anyway, the event was fully recored (including the scrub teams losing to the good ones...edited this, i remembered it wrong, haha).
sunday. now here is where it got so exciting. i'll talk about all my matches in detail as far as i can remember. my first match was vs. ultima, austrian eddie player. what saved my ass was a good balance of patience and rushdown, and some new stuff i improvised in the corner (i did my usual knockdown combo, gamma blade, but instead of a long chain only 2p, let them stand up, 5D, totally surprised a LOT of players. you'll see it in the vids against kekken.) and then i ALREADY forgot who was next, i think mr. X. i did ok vs. him in casuals with a slight edge, but in the tourney i dominated (perfect 2nd round and almost perfect on the others). next was loki, who sent me to the loser bracket. he owned me 2:0, i made some stupid mistakes like very high slow shuriken, which he punished, and stupid crap like failed airhthrows with HS, i land, he mangles me... stuff i would do again later against cuongster, cause i was so nervous. you'll see in the matchvids, its a disgrace, but on other moments i played very well...more on that later.
anyway i gotta admit i forgot against who i had to play then, i just know at one point i had to play against sicfi, who lost in a close match to junior in winners bracket. kekken and junior met in the loser bracket, kekken advanced after 3 exciting and close matches. they know each other very well of course. so the winner of me vs. sicfi would have to play against kekken. a while before the match with sicfi i had some casuals with him, in which i played well. the offense just worked out the way i wanted it to without too many mistakes and i paid attention to stuff like dead angles etc, punishing and baiting what i could. this gave me confidence, and i guess thats why i managed to beat him in the tourney.
meanwhile loki and cuongster advanced in the winner bracket until they met in winner bracket finals. here the trouble started, since the tournament started late (as always, since people are lazy and stupid and never do anything themselves, especially searching their opponents for prelimns) loki and sicfi had to leave for their train before the tournament was over. loki took it very cool and wasn't too pissed, even though he played so well and would have gotten a definite 2nd place imo.
then my match with kekken was on, it's the first one that was recorded, and slowly a crowd began to gather for the last matches. i have to say i played very well, being careful to avoid summon, seeing tick throw attemps and missed meaties & punishing them with 2p into combo etc. in one round he completely destroyed me with the dog, i was clueless what i could do, beta blade is useless since it hits the dog and zappa gets knockdown with his 6hs. we had a very very close 2nd round, in which i had like 1 inch of health left and he had raou out, i never thought i would make it, but i did...in the face of death i did a gatling into flaming fists, overhead kick, FRC, and then i wanted to simply throw him. but in the last moment i realized he could do DP and i FDed, like i thought it came, i punished it and won the round. the crowd went nuts and i was really reliefed :D
after that the organizers decided that i got loki's spot since i was the one with the next highest ranking, and kekken would get mine. i played the winner bracket finals against cuongster, i lost 2:0. like i said before, i was nervous and made many mistakes. i fucked up my tick throws (too early, too far away, 5hs comes out, etc.) and the stuff i said before. in one round cuong did a long combo with 2 FRCs, i bursted at the end, he punished me, i died..it might even have been a perfect. then i played against kekken again and managed to beat him a 2nd time. i can't remember much of that match, i think what i said for the first match pretty much goes for the 2nd, too. i have to see the vids to make comments :)
onwards to finals. 2:0 for cuongster. even though i made mistakes i had moments where i was very focused and managed to take 1 round off of cuong each match.

phew, so much for that. what can i say now that everything is over? i feel burnt out, but very happy at the same time. i learned a couple of new strong strategies, learned to adapt more to my enemy and observe his playstyle more closely. and of course more experience in matchups that i really didn't know much about (zappa, pot...playing pot and playing against pot is a different thing, haha). my goal was to get a top 3 ranking, but when i heard that the slowenian guys and sicfi&loki would come, my hopes dropped to max. top5. what can i say, 2nd place with that competition (and some luck since loki had to leave), i am more than contempt.

phew, i need a break, i've been writing on this for more than an hour ;)

Kasou
07-17-2006, 11:35 AM
FINALLY!! i have decided to edit!! yay!!! xD... i think it's coz some posts i make just take too much effort. It's like im writing a bloody essay. Trying to think of the right word, and trying to make sure that every one of my thoughts are being displayed correctly by my words. Lol, anyway, im just gonna type freestyle right now... bleh

So yea, Congrats on your 2nd (i think) ATG. You repped us Chipp players well. I can't wait to see your vids (or maybe they're already up i don't know), but yea. Im still waiting for my vids, actually, im starting to get paranoid about never being able to see the vids >< Arrrgh, talk about need to invest in tape-age equipment. ><

but yea, from what i recall, you only practice by yourself right? im not sure... who do you usually practice with? And as for matchups, i know how you feel. Playing the first decent faust was realli hard for me back in HK, same as I-no and baiken. To date, i've only fought one decent baiken, and to everyone's amazement, my chipp just couldn't beat his baiken. Anyway, nice to know that you at least didn't lose to POT in the end, but to JOHNNY. Despite Johnny being a pretty okay matchup for chipp (one where CHIPP"S 6p is extremely useful), Johnny's combos still do huge damage on Chipp. Just remember to bait that stupid 2hs with a dash vertical jump or FDC.

I have to comment on tick throws. I somehow find it easier to tick throw with 2k. It just WORKS for me. Maybe becoz i never start ANY STRING with 2p. Hence ppl KNOW when im going to tick throw if i use 2p. But if i use 2k, it's very rare that i dun follow up with a s(c). I dunno, it just words betta than 2p. Additionally, I haven't done the dash in deep 2p/2k, wait, throw thing for a while. Maybe it's coz my HK competition just reads it too well. Like TOO BLOODY WELL. You have to remember, CHIPP"S throw range is one of the shortest, hence.... you would most probably be thrown first (at least it's another crucial factor to think about). ANyway, so for tick throws.... i usually don't tick throw. Instead, i just dash straight in and throw, with NO FD, or anything. Dunno if that's good or bad, but i've had the best results with that. Well at least i haven't been second guessing myself (in tick throws, i got read so many times that i started second guessing myself, and thought that tick throws suck). But that's just me, dun take me as bible.... ^-^

anywayz, proud of you ATG! keep it up....... (i'll post more stuff in my next post. Or should i say, i'll post more stuff about random ramblings about chipp on my next post. LOL!!! >< yes yes, i would go and edit my other threads later on. ^^" )

Shin Masta Lv1
07-19-2006, 04:03 PM
Good shit ATG!!! Rep chipp man! Ill actually be updating this for some casuals ive had in the last few days.

Dying Chipp
07-20-2006, 04:42 PM
Nice stuff you guys having here.

Ya, dash throw works too good. Opponents just need to blink their eyes once to find their chars being thrown by chipp from mid screen. LOL
By the way, including FD in the dash throw will make opponents think twice to counter-throw or wake-up super on your chipp since the spilt-second lag in braking has been removed. Kudos.

AtTheGates
07-21-2006, 12:41 AM
Nice stuff you guys having here.

Ya, dash throw works too good. Opponents just need to blink their eyes once to find their chars being thrown by chipp from mid screen. LOL
By the way, including FD in the dash throw will make opponents think twice to counter-throw or wake-up super on your chipp since the spilt-second lag in braking has been removed. Kudos.

yep. 100%. i use simple throw a lot when they wake up, its nasty as hell and it depresses enemies. will write more tomrrow, very drunk

edit: too long ago to remember what i wanted to say, anyway, with "simple throw" i mean running up to an enemy on his wakeup, waiting for the throw-invincible frames to pass then just grabbing him. susumu is a master with that, his setup is run, 3+FD,hold 3,standup, throw. looks like a low attack, you slide into throw range, throw.

2nd edit:
i just watched old slash team battles with torowa, and in a match vs. potemkin he did the exact same thing that more or less earned me 2nd place on b3c: corner knockdown, OTG gamma, 2p, 5D. feels good when you come up with something that's used by top players on your own :)

Kasou
07-26-2006, 01:03 PM
i thought i wrote about throwing as an okizeme tactic b4. But yes it is surprisingly effective. I usually do it after OTG gamma blade. It really annoys players without DP. Ie EDDIE!!! yay... or any character other than the DP 3 (sol, ky, chipp) even then some eat it quite a lot.

Anyway, updated how to play chipp section ^^" minimal but still an update. HAHAHAA, feel free to comment on the turtling techniques described. xD

Dying Chipp
07-26-2006, 01:50 PM
Question for ATG, when you mention 3+FD, does chipp facing the left or right?

Usually I done this in the matches, (in technical terms) chipp facing right, 66 -> dash near to opponent, 1+FD, 4HS. Even if 4HS did not activate throw, it can act as 5HS with lesser startup than 6 HS, helping you gain some frame advantage.

Kudos.

AtTheGates
07-26-2006, 02:48 PM
lol sorry, i meant 1+FD. then forward throw with s+hs.

Dying Chipp
07-26-2006, 03:35 PM
^_^ No problem ATG.

By the way, I thought this type of option select (s+hs) is no longer available in slash, isn't it?

AtTheGates
07-26-2006, 04:38 PM
offensive option select is still in the game, just defensive (cancelling HS into FD) is not possible anymore. you can eg. air throw with 6+p+hs, to make it more safe. ground throw with hs and s is particularly good with chipp , since s is so fast.

Dying Chipp
07-26-2006, 05:20 PM
Holy Zen. I learn something new (I only abuse defensive FD during reload times). Thanks a lot ATG. This sure will prolong my survival in the matches. LOL

Kasou
07-27-2006, 02:58 PM
updated again on how to play chipp and okizeme section. I put in the corner air throw cross over trick and the weird alpha blade in the corner, which should TECHNICALLY crossup. I know the computer blocks it the other way but im NOT sure if it is really that hard to hit if at all. Anyway, check it out and feel free to comment... xD lalalallala

AtTheGates
07-27-2006, 03:02 PM
yo kasou, nice new stuff!

Specific Okizeme

Air throw in Corner:
1. (make sure that you just did a single jump for your air throw), then once you land do a 22hs teleport. And air dash. You would cross up the opponent and hit them with a j.hs

to that: can you add an option for air dash backwards to bait dragonpunches etc? its not really okizeme per se, but its still a very good choice in that situation.

EDIT: i edited my first post in the shuriken thread today, nothing major, but more variations / possibilities. i am 100% convinced that instant air dash shuriken is a very powerful tool, im just too bad at doing it 100% of the time.

Kasou
07-28-2006, 03:11 AM
That is a good point ATG, i'll add it later. ^^ but yea, right now im working a bit on the poking thread. Everyone feel free to write stuff on what 2d and 6p can beat as they are usually the most useful of all the pokes, and i have no access to slash so i don't know if it might beat some pokes which are now quicker or woteva. So yea, get testing and start posting ^-^

AtTheGates
08-03-2006, 11:32 PM
minor update today.
i was fooling around in training, my goal was to find corner pressure that was kinda safe, requires no tension, ends in 2hs (so you can do 6k) and makes the guard bar flash with the last hit.

i came up with: (cornered opp.): running jump, late j.hs[2],\/,d.s(c)*,2s,5hs,tiger knee shuriken, iad. j.HS[2],\/,d.s(c)*²,2hs,6k.
* = dash can be left out, but then 5hs is almost out of range
*² = not necessary, can be left out
the other one was: running jump, late j.hs[2],\/,6p,6hs, tiger knee shuriken, iad. j.hs[2],land, s(c),d.s(c),2hs,6k.

problems:
FD completely destroys it.
* = unsafe vs. throw. to somehow negate that, mix up with 2k instead of 2nd dashing s(c). also, enemy can jump out after 6hs in the 2nd combo.

tell me what you guys think of it, its more or less just me fooling around, but it would be awesome if we could come up with a "pin" for chipp that enables us to get flashing guard bar + 6k in there...


another thing: if you do s,hs,236236k super, then OTG the enemy with eg. 2k,s(c)...how come he doesnt tech??? at least in training..didnt try in match yet. interesting!

oh yeah: check the b3c video thread for some more matches of me vs. cuongster // kekken. i play horrible in the loser bracket final vs. kekken, but at least i got a grip of myself when i played cuong in winner bracket finals. dont be shocked when you see me miss so much stuff..i'm very motivated right now, spending hours a day in training ;) gotta stay sharp for the tourney in straßburg this month.

=============
tougeki dvd discussion:

guys, honestly, tell me what you think. chipp vs. testa. chipp gets knockdown with 2d, doesnt go for gamma otg and successfully loses the match. what the hell was he thinking!!!!

another thing: nice corner mixup in that chipp vs. rky match, he goes for very late j.2k, link 2k,s(c),2d, repeat, on his third "loop" he goes for j.hs[2], rky gets hit since he switches as fast as he can from high to low guard, expecting the same setup. its not really new, but this clearly shows how effective it is (vs. chars with no real reversal). do you use that setup? do you like it? i use it against chars like dizzy from time to time, but its rather hard after an FDC drop (at least my fingers arent used to it yet, and you have to be very close, meaning, perfect fd for it to hit real good).

and to susumu vs. sharon: OMFG! that match is all the explanation you can give when someone asks you for chipp's pros and cons, its all there. baiken left with an inch of health, chipp with like, a third, and she still manages to win..TWICE. like that. :(

chun_li1
08-05-2006, 12:28 PM
minor update today.
i was fooling around in training, my goal was to find corner pressure that was kinda safe, requires no tension, ends in 2hs (so you can do 6k) and makes the guard bar flash with the last hit.

i came up with: (cornered opp.): running jump, late j.hs[2],\/,d.s(c)*,2s,5hs,tiger knee shuriken, iad. j.HS[2],\/,d.s(c)*²,2hs,6k.
* = dash can be left out, but then 5hs is almost out of range
*² = not necessary, can be left out
the other one was: running jump, late j.hs[2],\/,6p,6hs, tiger knee shuriken, iad. j.hs[2],land, s(c),d.s(c),2hs,6k.

problems:
FD completely destroys it.
* = unsafe vs. throw. to somehow negate that, mix up with 2k instead of 2nd dashing s(c). also, enemy can jump out after 6hs in the 2nd combo.

tell me what you guys think of it, its more or less just me fooling around, but it would be awesome if we could come up with a "pin" for chipp that enables us to get flashing guard bar + 6k in there...


another thing: if you do s,hs,236236k super, then OTG the enemy with eg. 2k,s(c)...how come he doesnt tech??? at least in training..didnt try in match yet. interesting!

oh yeah: check the b3c video thread for some more matches of me vs. cuongster // kekken. i play horrible in the loser bracket final vs. kekken, but at least i got a grip of myself when i played cuong in winner bracket finals. dont be shocked when you see me miss so much stuff..i'm very motivated right now, spending hours a day in training ;) gotta stay sharp for the tourney in straßburg this month.

=============
tougeki dvd discussion:

guys, honestly, tell me what you think. chipp vs. testa. chipp gets knockdown with 2d, doesnt go for gamma otg and successfully loses the match. what the hell was he thinking!!!!

another thing: nice corner mixup in that chipp vs. rky match, he goes for very late j.2k, link 2k,s(c),2d, repeat, on his third "loop" he goes for j.hs[2], rky gets hit since he switches as fast as he can from high to low guard, expecting the same setup. its not really new, but this clearly shows how effective it is (vs. chars with no real reversal). do you use that setup? do you like it? i use it against chars like dizzy from time to time, but its rather hard after an FDC drop (at least my fingers arent used to it yet, and you have to be very close, meaning, perfect fd for it to hit real good).

and to susumu vs. sharon: OMFG! that match is all the explanation you can give when someone asks you for chipp's pros and cons, its all there. baiken left with an inch of health, chipp with like, a third, and she still manages to win..TWICE. like that. :(



I think you need to check guard gauge stats on character. Might be easier/harder on some since each character has different guard increase Factor (0.85; 1.15 ...) from what I remember.

Kasou
08-08-2006, 04:21 AM
sorry ATG and folks. Haven't written here for ages or updated anything ^^" I've been busy composing ^o^ kekekekeke, wonder if you guys do some stuff like that too (GO FREE VST PLUGINS!)

anywayz about corner pressure that's safe. I think it is not healthy to not do good corner pressure just because it is unsafe. To be honest, sure dash s(c) MIGHT get thrown, but that's just a throw... you dun lose much, it's a good risk. Subsequently, i highly recommend the jc after s(c), into an extremely early j.k to fake them out, and come back down with j.hs, or j.s, and restart. Another thing i usually do to build up guard gauge is just 5k, 236s. Too bad they usually get HIT by the 5k, but oh wellz....

now about the tougeki vids: i haven't seen much of the vids but from what you wrote, i love using the j.2k, leaf throw setup. Lolz.. but yes in future im going to try that set up you posted.

and about you...... 0.o crap. I saw that last week. Can't remember... lolz, but i remember one thing. Why are you so scared of getting close and personal with johnny? i'll recheck the vids when i get back home. Anyway, that's all for now.. .^-^

AtTheGates
08-08-2006, 02:10 PM
yo kasou. i took my time vs. johnny, cause cuong is definately the best european gg player..i had lots of respect for him, so i played it cool and just took my time :D thats unlike me btw, usually i play way too aggressive. lately i learned to switch on the fly, it improved my gameplay a lot.

Tage*Proto
08-08-2006, 03:01 PM
So, I read kasou's threads and sutff, printed all of it out while just randomly looking at DL, went home that day and practiced some different things having never played chipp before. A night later, I go to a little gathering at my boy's house, and i am just destroying everybody. A lot of people can not DEAL with chipp. I hae gathered this due to the fact that ym chipp is extremely basic, and in some ways very defensive with the triple jump and teleport turtling techniques. It is so damn effective, I havent' found anything else to suplement these techniques for running away. The most laughable thing was, it took one of the guys I was playing a really long time to figure out that my stnadard 2d, 236s, 236k, 5p, jp, jp, jk(2 hits), jd, KD, GAMMA, etc...Was really doing no damage and just for continuous oki pressure. I had to explain that chipp doesn't do gobs of damage, and that he's just a whittling character. The post gamma mix-up is to strong, I could pretty much air-throw them with the 22k teleport trap everytime, but I liked having options. I don't know, this could just be their in-experience against chipp, which worries me since i'm taking one of them to evo as a teammate, but I would just liek to say thanks to you all, my chipp is extremely basic, but for some reason extremely effective. Semi-turtling with chipp worked so well for me. I had no problems with Baiken, Slayer, Testament, zappa, or faust. I did however have a extremely big problem the next day with pot. My eye's cant seem to register the backdash fast enough to stop myself from doing something to continue pressure. But, I think I just need more time with this matchup.

Kasou
08-09-2006, 12:54 AM
hahahahaha, so happy to see that our work has made you a better player and an extremely effective one ^^. Well well, about Pot, yes pot is definately hard. That back dash bull shit takes a while to get used to it. As for the tick throw set ups.. here are two basic setups they all use:

a) mega fist
b) jump dust

Well if they're close, all you have to do is ALPHA BLADE. Or be stupid like me and do beta blade. But if they're smart they might do aegis shield on your face, and you lose the match (i so want to show you guys how bad i lost, esp to THAT. But the aus tournament is not letting any vids out until the dvd is out -.-)

As for his other jump in's or if you see jump dust coming, you should always be ready to beta blade that crap. At least if it's your first few times (even first dozen) playing against a pot player, it would work. But yes.... if they really like j.hs, seek comfort in knowing your 6p would own that shit for free. You might have to goto training mode to learn the timing to deal with j.s....

now about your chipp being basic. You see, ppl usually forget what chipp basically is and focus too much on advanced tactics. Sometimes it is important to remember your basic annoying turtling skills, and then at the right time switch to advanced pressure. But anyway, we are so happy reading your post. LOL... GO CHIPP!!!

Tage*Proto
08-09-2006, 03:09 PM
Awesome, thanks for some of the anti-Potemkin stuff. In all honesty the main problem I was having was post buster mix-ups revolving around the SJ.s towards me. I think this is where potemkin's absolutely the most lethal, true fact you can beta blade the slash, but if he expects it, your bustered and back into the same situation. So yeah, it will just take some testing and stuff to figure out the safest way to try to escape that crap.

In other news, I really can't wait to see some chipp's at EVO, i'll mess with him of course in casuals, just to see hwo far the basics will get me lol.

Oh yes, quick qestion. I understand the best way to set up a s(c) frame trap/pressure game is after a meaty and deep 2k. I am having some trouble doing this on wake-up, as i have been succumbing to some wake-up throws. I may just be mis-timing the 2k, or am I not supposed to be doing this on wakes?

Kasou
08-11-2006, 02:21 AM
Hm, well i guess there is two reasons for your mistimed 2k and you being thrown.

1) Your spacing is not good enough, and you are too close to the opponent

2) You are not used to the wake up speed of each individual character, as they wake up with different speeds.

To counter these problems you must position yourself better and learn the timing. Go to training mode. How to do this in training mode? Well pick Chipp is your main character first, then pick another character as your dummy. Then record 4hs (spam it hard) for your dummy character. Now knock your dummy down. Then set dummy to play back, and then good luck timing and POSITIONING yourself correctly.

If you can't be stuffed going to training mode, this is how i do it. I actually look at them get up, and once i see them pick themselves up i hit the button. Usually it works, but sometimes it doesn't. Another thing, because i usually use OTG setups as my okizeme, im usually positioned correctly. Say for example if i do OTG gamma, dash in 2p, s(c), 22k teleport behind (oppononent DOES NOT tech). I am usually distant enough to not eat a throw, and also close enough for 2k, s(c), 2d to connect.

Now in all honesty, i recall most of my s(c) pressure usually coming after a blocked RC teriyaki (low kick followup of 236s [aka sushi/rekka]). But that's just me..... oh wellz, hope that helped and good luck with it all..... ^-^

AtTheGates
08-11-2006, 11:18 PM
drunk right now, space reserved to comment on this tomorrow.

ok, sober now.
what i do to "simulate" a perfect wakeup throw is use my turbos for my hori RAP. they are really reliable, i wouldn't recommend mashing, but if you don't have access to a turbo stick / pad, its the only safe way to do it if you dont have 2 players. the other way would be to program your enemy to do whatever you wanna do with chipp, and reversal throw yourself.

Kasou
08-24-2006, 01:48 AM
just wanted to say that i've deleted a few posts from the matchvids, and matchups thread. I've deleted them coz... well obviously some were offtopic, or didn't do much, wasn't friendly, or the controvesy issue is already passed so i thought, maybe it's good to delete them and keep stuff relatively more on topic.

So things i deleted from the top of my head were: a double post, um... something about saving space and direct linking 0.o, and then 3/4 posts about "no more spam plz" lolz.... and yea, you get the drift..

but if you guys dun want me to delete these rather useless posts, you can tell me. I dun realli mind...... since we seem to be a really good group compared to many other threads.. shrug ^^

AtTheGates
08-24-2006, 10:26 AM
no its fine kasou, keep the forums clean!

Kensou
08-24-2006, 08:14 PM
my 1st entry in here whoo! anywhoo the story goes like this...(a kinda depressing 1 too at that)

evo was a very upsetting experience for me and chipp this year...i got beat horribly by fubar, and i stress horribly and hell, i jus played like shit overall in the biggest tourny of the year. so by default ima feel crappy lol. so i did lots of thinking and very very in depth thinking...i've really been considering dropping chipp or taking a break from him to play either bridget or order sol. why? it jus sucks so hard when u try ur damned hardest and get tossed up after 2and1/2 combos...normally i'd re-evaluate my loss and restrategize, but this time i'm like "theres no point to playing chipp anymore"...

however before this, i realized sumfin...when i played against the japanese for the hours on end we played, i realized that i had to totally re-think my gameplan....TOTALLY. especially against ruu...playing against him as long as i did i learned alot. and after i took ruu off his 30-sum odd streak, i moved on to american players, and i must say that its a totally different ball game. i honestly felt i had to lower my thought process to play again cuz playing ruu for so long was jus a different experience and i lost a good bit too. i learned that US players are very unsafe, myself included, and that maybe we're too big on fancy tricks and mixups when we should jus go for the garunteed setups that lead to 50/50 or 70/30's ya kno? while talking to ruu i asked about my play of course, and he explained that when chipp gets in most he can do wit no counter hit is very minimal damage. however, when chipp attempts to get close and guesses wrong the pay off for the opponent is greater than chipp hitting them in general. now of course i been knew this for ages and that never stopped me before but, thinking about how much damage chipp gets vs the rest of the cast is intresting. chipp doesnt get good damage of off 25% meter like per se bridget, however he can do good damage off of the new counter hit moves of course i thought. and then theres the FDC which i dont use at all (its sad yes i kno), so i was like ok i do have damaging options. then it jus hit me..."why try so hard? every other char doesnt have to try vs chipp? guess right twice if not 3 and round 2?" oh how theory fighter is great no? of course at this time i was a bit bitter i'll admit mind u..

so ruu recomended i try bridget cuz she/he(wutever) is safe, does very good damage, and has the magneto like mixups or good 50/50's if u will. so after he shows me all this good stuff wit bridget, i still wanted to play order sol. why? its XX chipp wit better moves lol. he seems to have the same problems as chipp back in XX so i figure i can work wit him but i may have to work jus as hard as chipp to do damage. long story short tho, i'm considering going on hiatus wit chipp for a while....or until i figure out sumfin new but untill then i'm at my wits end...

Dying Chipp
08-25-2006, 03:13 AM
I have the same feelings with you Kensou. After spending so much time perfecting the combo executions and thinking of mindgames, the rewards for chipp in the matchup isn't that significant compare to other chars. Chipp has to rely on counter hit state or raising the guard guage to proof his threat to the opponents. Damn, even millia can deal better damage than chipp without using any tension (I refer to the air combo j.hs relaunch).

Nevertheless, we'll still stick to chipp for his speed and versatility (ok, his fancy moves too). By the way, I believe you have experienced this sensational mindset too: when your chipp had left with 1 healthpoint before KO and you're so focused on not losing from chip damage that you unleashed your hidden potential (seed mode...lol) and do the moves based on reaction you yourself couldn't explain the logic behind them. At that point, you believe that you're untouchable and did go for the kill (winning comeback). That aftermath feeling is just so satisfying and you will keep coming back for more since chipp dies so easily. :) Warning: Never over-unleashing that hidden potential too much or you find yourself staring beyond the screen and go to the other spiritual dimension. LOL.

Kudos.

Kasou
08-26-2006, 11:13 AM
you know, i wrote a lot here yesterday BUT!!!! i accidentally hit the "go back" button on the keyboard at my friends house, and THERE GOES MY POST.

But basically what i tried to say was:

Every chipp player has to go through this mentality. And not just once, but a few times. In the past i tried to switch up characters and stuff. With my new characters it felt so easy to win (when i do win) compared to using chipp. But soon, my friends and competition said, i was just more enjoyable to play with when i use chipp. Everything was a lot more exciting with the matches fluctuating all the time. And they can't get enough of my preessure, they say it's one of the most intense stuff to fight against. Additionally i jsut found that..... i enjoyed using chipp. Say for example, when i play arcade mode against the computer, i may like using sol for his dust loop but apart from that... using chipp's teleport here and there, using crazy JI combos, and stupid OTG gamma blade setups, along with rekka and s(c) pressure.. nothign makes me more happy than using chipp and KICKING ASS. Using sol and kicking us is just.. smeh. Using ky and kicking us is also just, smeh. But using chipp. Man.... I just like it. It's quick, it's agressive, it ROCKZ!

CrimsonDisaster
09-06-2006, 06:37 AM
I'm not a Chipp player but I say if you enjoy playing a character, make it happen! Don't switch just for easier results.
Now if you aren't even having fun with your character anymore, screw it.

koogy
09-06-2006, 06:53 AM
hm. kensou, i feel you about switching to an easier character, especially if you've reached a "limit". But even yourself admitted that you don't use the maximum potential of your character (fdc air-stuff, 2d JI teleport wake-up games, etc)... maybe just try to find tons of new, fresh content and work from that. If you truly like Chipp, you can -make- him a killer. Just like Ruu makes bridget a killer, he had to create his OWN stuff and create the highest level for that character.

i think that you know your biggest flaws more than anyone, and with much practice and just working through the kinks of a new style, you can learn to avoid minor damage situations which hurt chipp the most.

shin
09-06-2006, 09:12 PM
Oi Kensou, i've heard about your Chipp, I play Chipp,(not very well at all) as my 2nd and i've always wanted to find a Chipp player to learn from. You should keep playing him, I'm jsut beginning to understand how great he is. And good damn, Strider pwnz, no?

shin
09-06-2006, 09:24 PM
oh? ...me

hehe, well I'm the resident Ninja maniac. I play ninja chars in almost every fighting game i play, and I also play every ninja game that comes along, no matter how bad it is.

When i first played Chipp, i thought he ahd alot to work with, i first played him in X but i was a bit annoyed with look and feel. I would mind game aroudn with him but that's about it. When i began playing Chipp in Slash I found a whole new aspect of him and began to really respect teh char not as ajsut a fun char but as a serious one, though i knew i was very far from seriously competing with others with him, I also began to see teh humour and irony in his character.
But really, i noticed how much like Strider Hiryu he is, and how if u tryed you could punish the crap out of ppl and completly control teh flow of the match,lol, i guess id say that Chipp is mental. But there were those who swore Chipp was crap and that Strider also is crap- Now we all know that isnt true, i also have to give it up for Ibuki, in 3S too.

I had heard of Kensou from others that he is the best Chipp around, but not till I saw his Avatar did i even slightly believe them,hehe

Keep Playing chipp man, he's great xD

Kensou
09-07-2006, 09:10 AM
i appreciate the uplifting comments guys. i've been re-evaluating everything since my last post, and yea i'm not dropping chipp at all. i belive it was jus that my angst got the best of me at that time and i wanted to "scrub out" if u will. or better put, try sumfin different ya kno? but i thought to myself "i mean really haha 3yrs wit chipp? only to drop'em?" to drop'em entirely of course isnt smart on my behalf, so now i'm gonna put all my shit back in gear and in full force for the future.

also shin, best chipp around? probably, however alot of the guys on here are hella noteworthy. at the gates, kasou, dying chipp, they all for the most part always have alot to say and have mad useful info. any of these guys in accordance to the other cats on this forum can help u out if i cant and thats for sure. if u ever wanna kno sumfin u can hit me up on aim at magus0002 if u want or jus pm me on here. which ever u choose...

sidenote: i'm hoping chipp doesnt get the chop in acent core. all the latest changes are good and i cant see a reason to mess wit chipp's current properties. also i'm having a hella hard time finding the updates on him within this version, yes i kno theres a thread about AC but i cant find jack on chipp...all i can see is "baiken sucks now and *insert random crap i could give 2 shits about here*" so u guys get my point? haha either way when we get it here i'll see wut they messed over, but it wouldnt hurt to kno wuts going on right about now....

shin
09-07-2006, 12:12 PM
awesome, thanks, i heard you were around austin at some point or sumwhere and sum1 told me that you play teh best chipp in Texas, so i hope maybe you can show me some stuff oneday, i really love chipps combos , also if u could link me to the Baiken changes i'd much appriciate it.

I'll add u to my aim next time, thanks alot man

Dragonthorn
09-09-2006, 03:15 AM
Hi guys! A new member here. I just got the game recently, and I haven't played GGXX for more than a day (damn late I know) and I have to say it's a great game. I heard it is the most balanced @D fighter out there, and one craving for balanced fighters such as I, I decided to pick it up.

Chipp is my character so far. Hadn't had enough time to play the other characters though, I am focusing on learning one first. He's great! Hit and run tactics and baiting the opponent are my style. XD

Trick_
09-09-2006, 07:31 PM
man i've played chipp for so long...but i stopped playing him because i never felt like he was my character...i still play him cuz he's damn fun and i love the character. i love the JI mixups. anyway looking forward to gettin some matches in with some ya'll in Nebraska in October.

4649
09-11-2006, 04:11 AM
Chipp counters Ky in Slash! It's official <3

check this out, Guilty Gear Gigs the 2nd, i think this was at Club Sega or Sega Gigo, not sure which, but watch the 1st and 2nd sets of the finals.

http://www.youtube.com/watch?v=OvCVupZg8sM - 1st set
http://www.youtube.com/watch?v=SmHxs-A_Klk&NR - 2nd set

i know recently many chipp players have been getting frustrated but remember he's B tier and he has the weapons to counter a lot of tactics, and these vids of Japan's top players prove it.

i was thinking of dropping chipp for bridget and faust as mains but then i saw these, and they totally opened my eyes to everything i was doing wrong. check these out if you play chipp in Slash at ALL.

Kasou
09-11-2006, 09:42 AM
chipp has always countered ky my young jedi. SPAM 2d for the win... lolz. i'll watch the vids now, but yea, chipps 6p goes through 6k, and then you've got 2d which beats his slide and woteva. Oh wellz let's watch the vids


edit: HOLY SHIT! oh the chipp play was good but the commentator was even BETTA! WOOOOT!!!!!!! lolz..............

**edit: HOLY SHIT. CLAPS HANDS FOR the last 6hs. That's fucking awesome. The ky was totally read. One thing i dun understand about the ky player is falling for the non okizeme FDC. I must study it, but if ky had time to react, he should have been able to air throw that shit. And gee.... something the ky player doesn't seem to understand that there is no need to rush when fighting a chipp player. Wot is chipp gonna do on okizeme anyway? Just block the right way, and dun think of reversals. Once you think of reversals or throw reversals you're screwed. And random greed sever? wtf? plz!!! i know chipp is scary, but that's coz you're not taking your time. Shrug...... im not taking away from the chipp player, but man, the ky was in so much pressure he did so many easily readable DP's..... oh well HURRAH FOR CHIPP!

***edit: when the hell is my vid from the aus tournament coming.. ARRRRGH >_< i wanna see myself

Dying Chipp
09-11-2006, 11:03 AM
That's Susumu, one of the top chipp players in japan. Just love the dashing alpha blade and beta blade RC to air combo he did, that sure shocked the Ky player. ;p

AtTheGates
09-11-2006, 01:40 PM
my god kasou, you dont know susumu? lol, you gotta catch up and find as many vids of him as you can :) definitely the best out there. btw those vids from the gg gigs cup... i got those on dvd, and the rest of em too :) there was some obscure torrent on some site a couple of months ago, and a friend of a friend randomly downloaded it without even knowing guilty gear. funny story. anyway, its in my hands :)
acdHell helped me analyze the finals, cause on first glance it looks like that ky is the worst player ever. however, whats happening behind the scenes is frightening. the mixup susumu uses is so beautiful because it is so simple. a hint: check out how he uses j.HS and how ky reacts to it the first time, 2nd time etc. besides, susumus movement is amazing. no one can compare to that. check out his full screen running jump 1 pixel crossup stuff...sickness. based on those matches and a couple of others i came to the conclusion that chipp has problematic matchups vs. bridget and faust, cause if susumu / torowa ever played against those chars, they either lost or won VERY narrowly.

Kensou
09-13-2006, 05:20 PM
chipp losing to faust yea, i can see that but bridget? f+p beats her far slash, sweep neutralizes her semi range game, air throw most definitely messes her up....so i'm failing to see how bridget beats chipp? when i played ruu i got a great deal of my damage due to air throws and f+p. bridget is always in the air for the most part so tripple jump can stop the Fdc rolls if ur close enuff or trip jump kick to catch'em on the way up. smart bridget turtles behind the yoyo, so the objective is to get the enemy between the yoyo and her obviously. the way i'd take rounds*i beat'em eventually* off him was to get a small lead and run and he'd come rushing in so i punished him for it wit either of the main 2 above.

my 2cents...

*edit* i was kinda vague on this but, i've always thought chipp beat bridget almost no contest ever since the xx days. and in all honesty i dont think its changed all too much in slash to be frank about it. the new unblockables are great for her indeed, but chipp is constantly or is supposed to be constantly moving around so her knockdown game/okizeme is harder to set up. plus chipp having his awkward wake up timing and all it doesnt help either.

um about faust...i hate this guy. u gotta close the distance in this match! i think its possible for chipp to beat faust if he can get on top. in this match chipp needs to stay at BEST sweep distance so u can either run in 2s, 2d, or 6p, CH rekka which is rare, or the risky beta. now faust practically counters the 1st 4 wit jump 2k, however beta beats it cuz its a dp of course double back u get a counter hit and i think u recover fast enuff to combo off it. so, if u condition faust to NOT use the drill kick thing, ur in business cuz...6p beats his far slash, so go into 6p->6hs->insert combo of choice here. 2s beats his 2p and 2d diddo for chipp's 2d beating those 2 as well. CH rekka should go over his 2p. and well beta beats all the above jus its risky but if u got the frc down, then do the frc into airdash->s or hs, if s->jump cancel and delay into a meaty hs if u feel he wont anti air. if hs->drop and repeat a rekka trap starting wit close s, if ur kinda further use either 2s or 5k then go from there. or go for the low jab->whiff jab->throw. u can get snazzy if u have'em in the corner after the throw and either p tele into low short ack 2k*sorry for my SF terms* or d tele frc into wutever. again if u get'em conditioned from this mix them teleports up hard as u can especially when invisible!

*whew* alright i'm done:china:

Kasou
09-14-2006, 02:30 AM
i thought with bridget it had always been to watch out for her/his ass. -.- That thing owns 2d and clashes with 6p (if you timed it right) or beats it right out. And then there's her 2d to stop you rushing in, especially since the last time i checked it stays out for a bloody long time.

Kensou
09-14-2006, 06:11 AM
granted, yes these pokes do well. however in the end i still see chipp winning that match. from my experiences at least.

Kasou
09-26-2006, 10:37 PM
played some long lost and deprived guilty gear (reload as usual for me) on monday. Im so happy for my "disciple" he's getting pretty damn good in the game. He back dashes out of my pressure s(c) pressure strings and then spams venoms 2d. It posed a problem at first. But then yea, i started looking out for that crap. Watch him back dash, watch him wiff his spam then punish him to death. He was trying to do it against my rekka strings as well, which he soon found out is pretty stupid coz i can do the rekka follow up and it'll hit and cancel in to RC. LOLZ.

And then about what kensou said about getting push backed. It's completely true. ANd what's betta if you mix up point blank pressure, into spacing out and giving them a fake security that they can jump at you and you 6p or air throwing them is bliss.

Btw, i wonder if you ppl knew that if you did something like string to 5hs into IAD js that it's near impossible to air throw or anti air. The opponent must either duck to make it wiff or yea... block. It's realli awesome to spam against pplz. If you have tension you can be evil and land after the blocked js, and then doing beta blade RC since they think they can throw you... BUT HAH!

oh well that's all for now... ^^" man, how many matches in a month do you guys get.. lolz... i feel deprived

pulsr
09-29-2006, 05:48 AM
i just shoot faust with gamma blades. (the grabby one)? lol

Dingo
10-06-2006, 04:46 AM
Hey everyone, I'm new to the forums. I found Dust Loop not too long ago and I figured I would make my second post here since I am a dedicated Chipp player (though I don't have too much experience, I am still a beginner). But, here is what I did with Chipp today (I only have Guilty Gear X2 as of now): played a few rounds versus the computer (there is only 1 other GG player in my town so I don't have many player vs. player matches); I have been practicing roman cancels and the dust attacks for jump installs, I got a good 12 hit combo on Millia using that strategy and a decent 10 hit combo on Zappa using roman cancels (I am still learning so I only know a few combos). I hope to get together with my friend and play a few matches soon. He plays Sol and I have been practicing up against Sol. Anyway, I will look forward to posting again soon.

Shin Masta Lv1
10-06-2006, 03:49 PM
good shit for this thread still going on

Kasou
10-06-2006, 10:14 PM
Dingo: Since you just started off, you should go and learn a few basic combos in the chipp combos thread. Learn the regular dust combo, the 1st and 4th bread and butter, gamma blade follow up options. Then you should go and learn all the okizeme options in the okizeme section. The other sections (poking, pressure, and how to play chipp) is really based around playing real opponents. Wouldn't help you have much satisfaction playing against the computer but hey, once you have real opponents it'll come in very handy. Anyway good luck with your chipp......

Dingo
10-07-2006, 03:42 AM
Thanks Kasou ^_^ it is always nice to have a good welcome to a forum. I have skimmed over most of the things you listed but haven't had a good time to sit down and read everything yet, but I plan on doing so soon. Anyway, I will post my progress when I have a few breakthroughs, lol. Thanks again.

americanpsycho
10-08-2006, 07:10 PM
Anyone have some good strats vs I-no when playing Chipp. I have trouble telling when its ok to get away from her pressure before I get FRC into a throw or something. Almost all of the other characters I have deveolped some idea of a strat to captialize on.

AtTheGates
10-09-2006, 08:30 PM
ok, hamburg tourney's over!
1st: me :]
2nd: xzi [JA], swe
3rd: cyrox [VE], swe
4th: caer [TE], swe


damnit, what a tourney! we never played against the swedish before, and we were happy and surprised at how good they actually are. especially caer plays a frightening testament, down to every detail including perfect crow patterns and very nice defense.
the finals might have been the most exhausting matches i ever had in a tourney. i dont have to tell you guys how horrible it is to play chipp vs. jam. i came from the winners bracket, where i fought xzi before, so i only needed to win 1 set of best of 5, he would have had to win 2. i actually thought that it was best of 3, and when he beat me 3:0 and gave me another 1:0 i thought it was over, so i got up to congratulate him, when i realized there was still a chance. i then managed to beat him 3:1.
details: his movement was excellent and he practically never missed an opportunity for a perfect combo. first time we met in the tourney he would fall for easy 6p stuff, next time about 80% of my 6Ps missed entirely, and it took me a while to adapt and to focus (actually, it was 4 matches, haha). i developed my gameplan around avoiding any obvious okizeme, simply trying to bait him into trying dummy parry with 6+s+hs by doing double jumps or airdashes. at first he tore me apart with jams normals, he never shied away from a direct confrontation after eg. a tech, always playing extremely aggressive, trying to get through 6p and all my other pokes. once i got used to that behaviour i started to abuse beta blade. in the end i came up with some nasty tricks and read him well, i guess thats why i could win at all.
phew, what a weekend.

Dying Chipp
10-11-2006, 05:29 PM
Congrats ATG. It sure is awesome fun challenging that Jam, any combos of her after parry can kiss chipp's butt goodbye. That's why you thought the matchup was over when it really didn't. LOL.

So when's your video coming up?

Kensou
10-26-2006, 05:33 PM
good stuff at ur tourny ATG. another chipp tops another jam! whoo! lol but nah, chipp does REALLY well in that match up. f+hs spaced and planted correctly stop her air game almost no contest. shes always air dashing low and for the most part i think her air dash game is rather predictable imo. lots of f+hs and air throws on reaction to the dashes will most definitely make them think twice. oh yea, c.hs beats her air dash cross up kick move thingy for a counter hit, u guys should kno wut i'm talkin bout lol i dont kno the exact name for it but jam players use it to cross up hella. like f+hs c.hs will also do the trick not to mention beta's as well, basically the key is to anti air the shit outta her haha.

and my favorite subject the parry! u can toast jam so hard on that when jumping its not funny...cancel any jumping attack into either beta or shruiken *espcially the fast 1* and u'll get either 2 things. 1, if she parries and attacks like most jams do, when u dp it'll counter hit and u should land before she does and thats free damage and uh GOOD damage at that. 2, they wise up and block after the parry, shruiken and jump back or forward depending on the situation. i personally prefer option 1 lol, i like to take my chances for that damage and of course i could get blazed for guessing wrong but as long as i got the RC and quick shruiken eh, i'll take my chances.

again grats on ur victory!

AtTheGates
10-26-2006, 08:20 PM
yo kensou!
yeah, 2hs, works very nice vs. her iad 214k, not foolproof, but it's a tool i like to use, too. i haven't thought much about 6hs, but i'm sure it's powerful, it's mentioned on japanese boards a lot vs. jam.
your ideas vs. parry sound nice, i gotta try the shuriken after 1st hit, beta blade sounds too dangerous to me :) everytime i would do a 2 hit j.hs he would parry the 1st hit, then stuff the 2nd hit with a standing punch (baffled me..very nice strategy).

anyway, major team tournament this weekend near strassbourg, france. our team will most likely consist of Chun_Li1(di),aCd_Hell(te) and me. other teams include team ESF from strassbourg.
expect an update on monday!

Shoto
10-27-2006, 09:19 AM
It's so sad I can't come :(.. give the French guys hell^^ First place for Germany!!

AtTheGates
10-29-2006, 11:51 PM
tourney's over.

what happened:
our team Fuck...I'm Dead (thx fuck im dead, best aussie grind ever): Chun_Li1[DI],aCd_Hell[TE] & me
we arrived at the location in strasseburg saturday afternoon, and spent most of the time talking to our friends there, playing casual and eating Ride the Lightning Noodles[tm]

since we had 6 teams and a total of 18 players for guilty gear, we decided to have a battle royale. we only lost our first match against team ESF#1, feat. Cuongster[ED], his brother[BA] and a dizzy player. close call, we were down to our last man, i managed to win a round.
for all the following matches, we continued to ocv all our opponents, with each of us taking turns :D
it was not like it was easy though, there were a couple of very strong teams, and we had to use some strategy. vs. the team of millia, falleneye [IN] & boulanger [SO], we had to put in Chun_li1 first, because both acd and me have problems vs. random sol behaviour. it worked better than we thought, since it was an ocv :) the 2nd ESF team was a potential killer enemy, too, but since they were tired of 3 days of organizing the event with only a few hours of sleep, chun_li1 again took the ocv.

the final was caught on video, they had a nice 2 screen + beamer setup.
our plan was to wear down the team to cuong obviously, so we had 3 shots at him. i was first, dealing with a dizzy (not much chipp specific stuff to tell here, i know the matchup very well, and my opp was a beginner i think). next was cuong's brother, who played baiken. plan here was to annoy the shit out of her, until she would open herself up. in case i lost, chun_li1 would have an easier time. it was a VERY narrow match, and i improvised practically all the time. it's gonna be interesting to watch, since i often did stupid stuff that somehow worked :) one round was so close that we both continued to turtle, until i got negative penalty. i gave him a respect, iad. j.D, that settled it :D
the last match vs. cuong. i actually can't remember much, rush of adrenaline. i used shuriken as well as i could, and it won me a round and saved my butt a couple of times. sniping mini eddie is fun, especially when you do it with the slow shuri ;)
i almost lost the 2nd round i think, somehow managed to get a comeback and then won. lost the 3rd round, i guessed wrong in the corner. i did OTG gamma, p, p, then went for p teleport to throw him, he teched back with j.K and hit me. otherwise i would have gone for standing p resets if i suspected the tech, well :)
next was chun_li1, who again played a great match, but only realized some stuff vs. eddie he had forgotten about after it was over, lol.
our final player was acd. it was our plan to put him in last, since he did very well in casuals vs. cuong. he chose a very careful and unorthodox style vs. eddie, continuing to lay traps instead of going for a couple of hits out of nets etc. it worked very well, after losing then winning one round, he clearly won the last round with a lot of health left, eddie simply couldn't get through to him.
well so much for that. sorry if it wasn't very chipp specific, but i'll post a link to the vid asap, and then comment on it ;) can't remember much details.

Kasou
11-03-2006, 02:46 AM
so effin' happy for you ATG! hahahahahaha, i miss tournies (although i only went to one). And god damn, the dvd with vids of my gg slash matches keeps on getting delayed!!! xD

you beat baiken? well done. For some reason i just can't beat her. Maybe im not patient enough... shrug. Or then again, maybe it's the baiken player who went AROUND the world 4 times. 0.o As for eddie. Yes guessing wrong sucks balls. And as for your p teleport story, WAS he already in the corner? if he back teched and you did p teleport i thought he would be flying way back cimpared to where you are. Lolz.... Corner for me = OTG gamma into something, then wait for tech, air throw or 6p, or even 6hs if im getting cocky. I dunno, hitting an opponent with 6hs gives me a tingling feeling, hahahahaha!

gd stuff ATG

AtTheGates
11-03-2006, 09:33 AM
yeah, he was in the corner, and i OTG gammaed him before :) i did dashing p,p, p teleport, since i didnt expect him to tech (advanced mindgame..he knows chipp very well). then another p teleport (as opposed to eg. D teleport), then a throw. he teched though :)

Kasou
11-03-2006, 09:41 AM
zomg! YOMI LAYER NUMBER 2 beats ATG!! lolz!!!

sorry just felt like saying that. It's like, ATG would think that i know if i teched, he would air grab me right after p teleport, so he would think that im gonna tech. And then he's gonna mix up. But becoz he's gonna do that, IM GOING TO TECH!!!! RAWR...

okay im not making sense, just rambling.. lolz. Currenlty im rambling about anova statistics in my own blog, and about my own band and stuff. here's hoping that my band will actually agree to play still in the dark with me. LOLZ!!! but thing is my band is going down the pitts.. .sigh, guess that's what happens when you got a loli in the band xD stupid irresponsible and nagging 14 year olds... -.- DREAM OF BAND: play GG MUSIC!! yay.... and when i post a match vid, i'll remember to put an intro of my band into IT!!!! RAWR.. okay just kidding, maybe for a combo vid i might do that, but for a match vid.. .LOLZ!!! zo well......

back to study

edit*: something more GG related. Actually does anyone think that guilty gear is a lot easier to play competitively than other games? i mean, im totally STUCK like glue in kof. It's like i've reached a certain fucked up barrier. While with GG, it's a lot easier to see how to jump over a particular barrier and up your game. Just a thought........ opinions?

AtTheGates
11-03-2006, 10:17 AM
/offtopic well, it depends. i would say 3s is a LOT easier to learn (that's why everyone was playing it here, now it's on a decline, yay!), melty blood too. as for kof, i'm not sure. kof xi has some things that are pretty different from other bemus (very strong rushdown, most chars don't have a dp, most supers dont have invul, defense in general not that strong), but once you get used to it, it should be ok i guess. i'm playing oswald, clark and eiji (sometimes lon as leader), and i manage fine. i had to spent some time in practice for oswald combos & ace setups, but appart from that, learning it is a breeze. /offtopic

another thing: check out the new combo after 2d,236s,236k vs. sol. hard, but it does more damage than the old 2d,236s, d.p version.

GuerrillaTactic
11-22-2006, 02:23 AM
Howdi guys, I know I haven't posted here in ages but wanted to quickly ask a few questions of you that have the knowledge. Started to pick up my game a little and I'm going to begin practicing my IBing alot more now but I wanted to know if there were any moves that become punishable if you instant block instead of normal block. Well I know there must be some, but I don't know what they are, if any of you could just list the ones you know, that'd be great. Also, what sort of traps and set-up are there that other character have that are is useful to IB to get out of?

Also, is there a universal burst punishment for chipp, 2S has alot of range and comes out quicly but at MAX range I find it a bit dodgey, so any help here would be great. Also I find myself being hit by alot of bursts, mid-string or air combo even though I'm holding back and have stopped pressing buttons. I was thinking that I was possibly buffering on the ground strings to far and so even though I've stopped pressing buttons I still get animations for one further then I think I am. Also there is a possibility that I am bering caught mid-animation, but that is highly unlikely. I know my reactions are not the thing at fault so if anyone can suggest any other possabilities that could be causing me to mess this up, that would be great :china:

Kasou
11-22-2006, 05:15 AM
well with IB, it's more like an escape tool than a free combo. I dun think there's much guaranteed combos off of an IB, but there are guaranteed escape oppurtunities. for example against ky's 6k, and 6hs. If you IB it, you can shoryuken your way out. This goes well against projectile bullshit like venom and mats. As a matter a fact if you can use 236236k in conjunction with IB, you get to reversal a lot of projectiles xD. Other than that on the top of my head there is nothing you can really punish so to say, because it only gives you 3 frames advantage? i think? so be careful

things off the top of my head
ky: 6hs, 6k, stun edge
johnny: coin
venom: carcass raid
eddie: his gay house pressure (use FD jump)
chipp: xD
anji: rin? i think

------------------
now as the burst question, if they burst when they see 6p, im sorry there is no way to stop that. However if they burst when you are doing s(c) pressure, then if you're fast enough, you should be able to block it. Anything other than 2p, 5p, 5k,2k and s(c) i believe it's like a free burst for them. Maybe 2s, can recover fast enough, im not so sure. Shrug. As for mid way air combo, again i think only j.p is safe, all others aren't. If you can sense a burst coming, DOUBLE JUMP then block.

the most frequent bursts i bait out is 2k, s(c), s(c). Now they should burst after the 1st s(c), and then you should be able to see it, and stop yourself from pressing the 2nd s(c). Another one is my rekka pressure. i do rekka punch, and they think im gonna followup but i dun. That one is more like luck. but yea....

it is possible that you did buffer your buttons too early. im not so sure though... but i find that highly likely.

Anyway, hope that helped

AtTheGates
11-22-2006, 02:44 PM
check out european video thread for the matchvids for straßburg, finally.

as for burst baiting:
it's not that easy to really punish a burst with chipp, since combos off of a falling opponent with s,hs, j.d are rather unreliable because of height and hitbox. you could learn them for various chars, but your distance to your enemy and his height will always be different. don't forget you have to react quick, makes it even harder. personally, i would go for a close or far slash (jump install), 2hs, teleport combo. i have to admit though that i usually go for instant block, dash, throw, since it's easier. if you screw up it can be dangerous though.

common (and hard to punish) spots when your enemy will burst:

- during s,6p,s,6p,2d ->> to avoid this, do the following:
we assume you did a combo into 236s,236s RC, dash, s,6p etc.
instead of doing the dash, s,6p.... you do a dashing 2p,2p,then s,6p,s,2d. that gives you 3 hits where you can react to burst.

after 236s,236s, just before the 236k if they can feel it coming -> gold burst(if you go for FRC you can block or airthrow the burst)

after a 6pCH,6hs -> they are afraid of alpha blade RC, 6hs, and rightly so :)

sometimes when they see a leaf throw coming, they gold burst.

Harem
11-22-2006, 06:54 PM
ATTN: All Chipp Players

Please download the Too Late vid that Veteru posted.

That is all. ~_^

GuerrillaTactic
11-23-2006, 01:23 AM
I thought bridgets wake-up reversal move (3-4 hit move looks a little like her j.D where she swings both yo-yos around her) could be punished if you IBed the last hit but I could be wrong, then again I don't play against bridget so that bit of info is a bit useless to me.

Also the Ky stuff there, you mention 6HS so I assume on wake-up if I IB a meaty second hit then I can dragon and it will ALWAYS hit him? and the same goes for his 6K even if he tries to link a K after?

Thanks again as I do sometime come up against Ky's but if you could inform me of any other traps or mix-ups that can be escaped by instant blocking that would be great :china:

Dying Chipp
11-23-2006, 04:00 PM
ATTN: All Chipp Players

Please download the Too Late vid that Veteru posted.

That is all. ~_^

One word......Awesome!!! This's gonna be my top favourite reference with well-matched music and editing. ^_^ All hail to Verteru.

Kasou
11-24-2006, 12:05 AM
no you can't always dp and hit him. It just hits him if he wants to hit you. I repeat again, most IB does is give you an extra option to escape. Where if you usually block a 6hs or 6k, you are most likely forced to react to his mixup. With IB, you can either jump away (most proboably with 1f fd jump) or you could try your luck with DP. Against amateur pros IB DP would work realli well coz they dun expect it. Play against real pros (not sure how many there is over there for you guys, coz there is only a small handful in hk) then they might deliberately bait it once they see you IB.

GuerrillaTactic
11-25-2006, 08:38 PM
So nothing is certified at the end. Well what other moves when IBed allow for escapes, I'm sure if I block Pot's 236P (I think, not hammerfall, I can never remember the name) I get a free out or free 5K or something but I can't remember or test at the mo. Anything else though would be cool, thanks for your help guys :china:

Kasou
11-29-2006, 10:23 PM
YAY! finally i get my video of the australian tournament i competed in july xD. Well actually not quite yet but they decided to have a trailer of the whole tournament. If you guys wanna see me get beasted by a pot in 15 seconds, head over to:

ttp://www.youtube.com/watch?v=G11_vWlwIls

lolz, i should actually get my hands on the actual vids in about december some time. So look out for it xD

edit: and yes i am called gourami if you're wondering xD (it should be gourami1 but that's beside the point) ^^"

Kasou
12-06-2006, 10:56 AM
ok everyone, someone decided to post my video up on the net (thinking it wasn't me), of me against this jap dude in the OHN tournament. Yes i decided to use KY in the end, when i haven't used him in ages. ANd yes, i told you all, my biggest flaw is im realli readable and my reflex is very quick. All comments are welcome, including flames or wot not as long as it is constructive:

ttp://files.filefront.com/OHN5_GGXX_Slash___Winner_Final/;6305211;;/fileinfo.html

Kensou
01-08-2007, 07:28 PM
ok everyone, someone decided to post my video up on the net (thinking it wasn't me), of me against this jap dude in the OHN tournament. Yes i decided to use KY in the end, when i haven't used him in ages. ANd yes, i told you all, my biggest flaw is im realli readable and my reflex is very quick. All comments are welcome, including flames or wot not as long as it is constructive:

ttp://files.filefront.com/OHN5_GGXX_Slash___Winner_Final/;6305211;;/fileinfo.html

alrighty i'll give sum constructive crits on this match...

-match 1 vs testament
as chipp testament cant anti air u at all so u shoulda been rushing a bit more. 5hs beats hit 2hs and the rest of ur pokes proceed to beat all of his clean so u shoulda been like at best 5hs distance. i think u otg too much also, when u got'em in the corner dont bother wit that, jus make'em eat a jump hs from either a teleport or jus jumping in he cant do a thing about it. when i played against mint at evo even he had a hard time wit that since its so meaty they have to block or jus get hit. lemme see, other than that i jus think u coulda stayed in his face alot more cuz ur pokes are beyond better than his. only thing u'd have to watch for is 6k, 6hs and even still thats only at a distance u'd have to be concerned. more rekka pressure and ur good, less otg as well.

-match 2 vs pot
u werent running hard enuff and i'm beyond surprised that pot player wasnt jumping in wit jump s. that beats chipp's 6p clean and it staggers...ur only real anti airs vs pot is air throw or dp, both are pretty risky seeing as to how both options can lead to u gettin CH but at leas t u can tech...all u really need to do against pot is throw shruikens and air dash behind them for coverage, try to hit pot at the beginning and then run the rest of the match and try to get other random hits in. its not worth it to run into pot and get pummeled for tryin to get fresh n snazzy when he'll kill u in an instant. also u should be using sweep as ur punisher all day from whiffed PB's and hell anything from that range for that matter. he whiffed a PB and u ran in wit 2s, sweep n put'em on his ass, get a fast shruiken and mix'em up, then run away again. chipp's 2hs beats out all pots pokes clean when placed correctly, at the start of a round its not a bad idea since all pokes will get CH and u get a free combo at the start. test it out and u'll see. running in wit this isnt bad since pot players like to use 2d and 5hs when enemies run in alot, get the CH combo n commence to running lol. alpha blade is really good in this match also since it beats hammer fall *it goes under it and still hits* so i mean u get evasion and a hit, if u both havent landed a hit and u hit'em wit that and ur winning, run...dont even think twice. i mean jus wait for the opportunity wit shruikens and ur good to go. oh yea lol less dp's against pot unless ur gonna rc or frc that lol, free PB if u mess up isnt good for ur hp lol. *

SIDENOTE* really quick, against pot the only combo u should use mid screen is the bla bla bla rekka rekka, rc, 6hs, alpha, alpha plus, run in gamma, any otg combo into air dash back. that does the most dmg on pot when u got meter and ur mid screen, only in the corner is when u should go for the regular combo into sweep gamma, and even still u shouldnt gamma in the corner, pot players mash on tech and will randomly hit u wit a jump hs CH or wutever and that'll stop ur momentum.

and other than that, i dont think u move enuff...as in ur movement could be a bit quicker, ur movement allows u to control space so u can react to stuff. and yea...that'll do it:china: my 2cents:china:

Kasou
01-22-2007, 03:08 PM
thankyou for your comments kensou (and soz for replying so late. I didn't even notice your comment till today), and it was only till recently that i found that OTG isn't realli the best/efficient way to go. NOt to say i dun like it. I love my OTG, but only average players gets hit by it these days because they want to retaliate. So ppl do take note that OTG gamma traps slowly becomes less useful as the level of play increases.

I've been back at hk now for about 4 days. Played some AC, with some average and high level beasts. Here's what i found:

1) Everyone gets hit by jump over, and dash back up front air dust. It's ridiculous.
2) Not many ppl fall for simple FDC (i dun mix it up that much. So ppl do take note)
3) stupid ex move is really hard to hit (stupid crouching characters). I hope someone sheds light onto this one. It's gay. The only time i hit, was because i conditioned them to think it was leaf throw. But actually it was me ex maneuver xD
4) gamma blade tricks are wearing out.
5) followups for 6k and counter hit j.d suck hardcore compared to slash days. But we'll have to live with it. Remember you dun need to pick them up with 2k. I highly recommend comboing into 2hs, teleport air combo due to possible push back making it hard to air combo after a s, hs, j.c.
6) characters i have fought seemed to have powered up more than chipp. Ie testament, sol and johnny. But maybe that's coz i haven't played GG for ages...

anyway that's all for now

Hatred Edge
01-24-2007, 02:59 PM
Still a new Zanuff player:

When doing 2D entering 236+D causes Chipp to do his Dust teleport. Is this any good for anything? Like whiffed or blocked 2Ds?

Kasou
01-25-2007, 02:56 AM
to my knowledge there is no such thing as whiff cancel like kof and the like. Another thing, it may be an "easier" way to cancel after a 2d, though you wouldn't want to do D teleport too much becoz ppl do catch on (depends on your level of play though) otherwise, if it works for you, then that's great.

I should note, after a 2d, just tap down and D again, and it should teleport.

Kensou
01-26-2007, 06:10 AM
thankyou for your comments kensou (and soz for replying so late. I didn't even notice your comment till today), and it was only till recently that i found that OTG isn't realli the best/efficient way to go. NOt to say i dun like it. I love my OTG, but only average players gets hit by it these days because they want to retaliate. So ppl do take note that OTG gamma traps slowly becomes less useful as the level of play increases.

I've been back at hk now for about 4 days. Played some AC, with some average and high level beasts. Here's what i found:

1) Everyone gets hit by jump over, and dash back up front air dust. It's ridiculous.
2) Not many ppl fall for simple FDC (i dun mix it up that much. So ppl do take note)
3) stupid ex move is really hard to hit (stupid crouching characters). I hope someone sheds light onto this one. It's gay. The only time i hit, was because i conditioned them to think it was leaf throw. But actually it was me ex maneuver xD
4) gamma blade tricks are wearing out.
5) followups for 6k and counter hit j.d suck hardcore compared to slash days. But we'll have to live with it. Remember you dun need to pick them up with 2k. I highly recommend comboing into 2hs, teleport air combo due to possible push back making it hard to air combo after a s, hs, j.c.
6) characters i have fought seemed to have powered up more than chipp. Ie testament, sol and johnny. But maybe that's coz i haven't played GG for ages...

anyway that's all for now


u sound like me...at 1 point i was literally angry and frustrated at the new chipp in AC that i had wrote a LONG blog vent on how chipp in AC is jus not the same...but i chose not to cuz i kno every1 hasnt had a chance to play it yet and the fact that its pretty much still early on in the game...

yes i agree totally that the new jump dust is pretty crappy now on CH, its like u work hard as hell to try to fish for that CH and now when u get it, u cant really take full advantage of it due to the lame slide crap. i'm not pleased wit the slide animation at all...its like "oh shit CH jump dust! yes it hit! time to combo....oh...wait...the slide animation is done and i cant hit'em...crap! now wut?" not even really enuff time to bother seting up an FDC even...

CH 6k bleh, its alright. u can combo from it better now and dont really need a corner to really capitalize which is good.

the new EX move is....wuts the word i'm lookin for....lack luster? or simply jus lacking period. as in if u could use it at the END of the leaf grab when most ppl normally jump then it'd be alot more scarier since both options lead to a KD. both options being either get grabbed or get hit to a KD. but thas not the case in AC...its good for tech setups seeing as to how jump dust doesnt KD anymore from the slash BnB sweep rekka combos. yay for alpha blade on that note!!*not really...* any whoo combos for using the EX move i'll list the few i use it for. for those that dont kno the EX always leads to a KD:
-CH jump dust, run in if ur close enuff, 5k, 5hs, EX
-gamma, run in, 5k, 5hs, EX
-anything to sweep rekka, dash in 5p, jump p,p, k*2hitter*, dust, frc alpha, run in 5k, 5hs, EX (works in the corner minus the run in, sumtimes u may have to run in due to the corner push back in AC being tremendous)

on a note on combos i like it how sol doesnt get hit by the last 2 combos at all...sol has an ever changing hit box every game...why does arc always favor that char? also his dmg on chipp now is a weee bit over the top now....wild throw not scaling? wth were they thinking... 35-5o% combos now from that on chipp. not only that but i've seen sol do a lil bit over 5o% on pot from wild throw wit minimal guard gauge, talk about amazingly silly especially at the start of a round lol.

lastly, i think chipp's jump slash has less range cuz a few of the old BnBs are missing that involve jump slash. gonna have to test this theory out more on the slash version jus to double check...

Kasou
01-26-2007, 03:03 PM
hah! so it wasn't my imagination that it's retarded to fight against sol now. I had my guard gauge at neutreul and i nearly died after one combo last night. FRUSTRATION!!!! But yes, thanx for your 5hs tips against testament. It works extremely well against his 2hs and other pokes. Though his forward ex beast is pretty damn quick now. But if you jump, you eat them for free.

Ah, talk about shitty slide animation. You dash over with an s(f) and it whiffs. THen they wake up and punish you while you're still in recovery animation. Man, i nearly beat Hong Kong's best sol last night but then he totally killed me after that wiff >o< (sob sob).

The only good thing about the ex move is it has pretty damn quick recovery. Otherwise it's a pretty shitty move. You can't use it to anti air, or anything. It's just like, "RANDOM!" and if it hits, it hits. Oh wellz... i'll try out the setups you posted for it. So at least if you hit with gamma you can basically guarantee a hit with the ex move right? that sounds pretty decent if it's true. Actually now that i think of it. Maybe we can do something like air throw. Time it right and abuse the "CROSSOVER" potential of the air throw and use the ex move. HMmmmmm i think im hitting a wall in my chipp game. Controlling space is so hard core. I can pressure like a god now, but pure pressure is nothing without controlling space effectively. THough i think my game would improve at least by 25 percent if i get my teleport frcs down. Is teleport frc's punishable after say a blocked 5hs?

Kensou
01-26-2007, 04:02 PM
hah! so it wasn't my imagination that it's retarded to fight against sol now. I had my guard gauge at neutreul and i nearly died after one combo last night. FRUSTRATION!!!! But yes, thanx for your 5hs tips against testament. It works extremely well against his 2hs and other pokes. Though his forward ex beast is pretty damn quick now. But if you jump, you eat them for free.

Ah, talk about shitty slide animation. You dash over with an s(f) and it whiffs. THen they wake up and punish you while you're still in recovery animation. Man, i nearly beat Hong Kong's best sol last night but then he totally killed me after that wiff >o< (sob sob).

The only good thing about the ex move is it has pretty damn quick recovery. Otherwise it's a pretty shitty move. You can't use it to anti air, or anything. It's just like, "RANDOM!" and if it hits, it hits. Oh wellz... i'll try out the setups you posted for it. So at least if you hit with gamma you can basically guarantee a hit with the ex move right? that sounds pretty decent if it's true. Actually now that i think of it. Maybe we can do something like air throw. Time it right and abuse the "CROSSOVER" potential of the air throw and use the ex move. HMmmmmm i think im hitting a wall in my chipp game. Controlling space is so hard core. I can pressure like a god now, but pure pressure is nothing without controlling space effectively. THough i think my game would improve at least by 25 percent if i get my teleport frcs down. Is teleport frc's punishable after say a blocked 5hs?

nope, it wasnt ur imagination at all...chipp is SUPPOSED to win that match IMO almost no contest. chipp has always had the tools to beat sol, granted if he still had the old punch tele...counter hit that lame ass gunflame rushdown all day. if he doesnt frc that is..and either way it was safe even if he did frc cuz 99.9% sol players rush in after frc flames still to this day. oh yea, as for the testament stuff, yea man i've always said testament vs chipp was a joke match especially in slash. the ability to toss shruikens and dash after them hurt testament bad cuz 1) the shruiken negates the nets and 2) testament is either gonna block the shruiken and the jump in of choice. NOW....well its different since the nets DONT go away immediately after u hit testament, although wit the trees its the same way its always been. hit'em or make'em block and they go away. oh yea, the new fwd exe beast is lame...even IF U HIT testament before it comes out it'll always trade hits wit u and u get KD'ed! awesome! well, if u dp it u'll beat it clean.

i'm not liking the dmg in AC 1 bit...every1's BnB on chipp is at least half to close to half life now! arc systems...why are u slowly destroying chipp?!? ACK! as for the EX as anti air? iunno it has alot of invincibility so it should work if u time it right? like if u could get it to come out almost instantly to kill the start up from the leaf grab it doesnt seem so bad? ahh and yes the cross over. it works great in the corner off of air throws, specially against pot cuz he cant duck it really close up like the rest of the cast. mid screen ehhhh...i'm a bit weary if it'll work seeing as to the rest of the damn cast can duck it. i swear if u could toss out the EX at the end of the leaf grab it'd be damned good. punish those that like to jump away making the leaf grab a mixup within itself. yes, those combos are garunteed on every 1 so far cept freakin sol, on sol i've come to the conclusion u jus HAVE to jump install combo him from a CH jump dust so u dont really get a KD but instead dmg. ehh..anywhoo i forgot to mention if u do land a gamma on sol go into 5k, 5s, then proceed from there cuz thats the only thing that u will hit. i kno i've tried doing 5k, 5s, after a CH jump D and the 2nd hit whiffed....argh fuk sol!!:mad:

americanpsycho
01-28-2007, 04:48 AM
*edit that was in responce to Hatred Edge's question btw..........uh 2d, frc dust tele? I mean frc dust tele is just money anywhere you put it. MOst people think pressure is over after a blocked 2d ne ways.

also


ehh..anywhoo i forgot to mention if u do land a gamma on sol go into 5k, 5s, then proceed from there cuz thats the only thing that u will hit.
5s(c) -->far slash hits sol too from gamma blade... least in xxslash it does.

In response to Chipp as a whole in AC. From what Kensou has told me about chipp it seems like his normal stuff just isnt working out like it normally does (ie like his sweep rekka w/e combo air dust is techable etc). OK, its TOTALLY understandable to why anyone would be angry at this. But I believe that once we get this on a ps2 or something we are going to find some new stuff with chipp. It's too early to count chipp out of this one. I def think that the new game of Chipp will involve FRC's more heavily. Basically now Chipp needs to get flashy with mixups. Hit those FRC teles like 100%. There's my 2 cents ne ways.

Hatred Edge
01-29-2007, 02:40 PM
No,no, NOOOOOOOOO!!!!

Damn it! I just started picking up Chipp and he might be screwed in Accent Core??!! All that combo training, RC training, FRC training and fucking ARC screws Chipp!!! J.D has groundslide? GROUNDSLIDE??!! what the fuck is that ARC? what the fuck? How about you give Chipp a NEW move that causes friggin groundslide? Look at what Kiske got: fucking 3 more moves! Not even Sol got that! Jeez his FB is....digusting:vbang: and friggin uncreative. Hell, it would have been better if they gave him 2 FBs: an air Gamma blade,much faster than reg. Gamma Blade, and a ground FB that looks like his leaf jump but can be aimed like k=high,S=mid,P=low with NO sign that he did a FB but a lost of 25% tension. Plus Chipp is a SHINOBI, why doesn't he have explosive shurikens that are like Axl's explosive grab but able to be TKed, launched on the ground and mixed up with his shuriken?(New move ARC! Pay attention!)

Jeez, its gonna a tough time for the last ninja in all of Japan.....(Praying for Chipp)

AtTheGates
01-29-2007, 04:44 PM
relax. we're Chipp players after all!

xenophobian
01-29-2007, 05:09 PM
tough time for the last ninja in all of Japan.....
he´s the retardet last american ninja, that´s why he´s GGs Dan, he´s a fucking joke, slash was just a mistake, chipp´s supposed to be trash...stupid weak ninja, yelling out "showgirl"(it´s not "shogun" you damn fanboys) and other nonsense, can´t speak even one of his languages correctly...go play a real character like potemkin !

hi dave ! ^_~

Kasou
01-30-2007, 04:37 PM
as far as i can see chipp is pretty damn bottom in this game (it feels anyway). I mean i had two new matchups today. Zappa and faust. One 6hs into something or rather by faust had me lose over 1/4 of my hp. One stupid shitty raoh combo by zappa (TENSIONLESS if i recall) had me lose 3/4. -.- the damage output in this game is too high. I mean it's fun and all,but tone the damage down will you?

Note this could just be my arcade cabinet having set damage output to the extreme. BUt i doubt it. It just makes me wanna cry.

ALso, wanna give special thanx again to kensou. I am gamma blading into just 5hs and ex move now. Works great, does pretty decent damage. ANd best thing, it is completely universal. YEA!! SCREW YOU SOL AND ZAPPA. Actually come to think of it. We can use the ex move as a fake out to bait out wake up throws in the corner. I mean it's so damn quick, and the next thing they know, you're on the ground and you've thrown them. I think that's a good "LAST RESORT" measure. We all know how important last resorts are for chipp. ^^

AtTheGates
01-31-2007, 11:06 AM
as far as i can see chipp is pretty damn bottom in this game (it feels anyway). I mean i had two new matchups today. Zappa and faust. One 6hs into something or rather by faust had me lose over 1/4 of my hp. One stupid shitty raoh combo by zappa (TENSIONLESS if i recall) had me lose 3/4. -.- the damage output in this game is too high. I mean it's fun and all,but tone the damage down will you?


i'm pretty sure damage from those 2 chars out of this situation vs. chipp is also possible in slash.

Kensou
02-01-2007, 10:55 PM
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!

Kasou
02-02-2007, 01:26 PM
oh fought an eddie today (two actually). I swear to god all it took was ONE loop of his completely broken shadown plus shadow gallery, one air throw tech and like a j.k and i was dead. Matches end in like 15 seconds if you're not lucky against ANYONE. Ky's loop mid screen takes a hella out of chipp. Other news, potemkin is broken as fuck. It's really hard to escape from that 6hs slide head stuff. Sometimes i have to IB, sometimes i dun. SOmetimes i miss the IB and i die. ANd then there's axl. His loops are farkin' powerful. He's really strong this time round, really deadly. Try not to get hit by his pokes in the air, or else you're in for his Forcebreak combos. ANd not only that, there's his completely broken air move which clashes with beta blade, and gives him frame advantage on block. What the fuck were they thinking? 0.o

i totally agree with the forcebreak thing. I mean either have it allowed to be cancelled anywhere during the leaf throw, or just have it as a plain move with instant startup for anti airing would be good. Or at least make it hit on crouching. That's all i ask -.-

SOme good news. The new corner dust combo is great for looks. Yea that's bout it. Oh there's one more thing i need to check out. AFter hitting the force break midscreen i think the opponent is crossovered. Maybe there's something we can do. HMMmmmm

Kensou
02-02-2007, 05:30 PM
oh fought an eddie today (two actually). I swear to god all it took was ONE loop of his completely broken shadown plus shadow gallery, one air throw tech and like a j.k and i was dead. Matches end in like 15 seconds if you're not lucky against ANYONE. Ky's loop mid screen takes a hella out of chipp. Other news, potemkin is broken as fuck. It's really hard to escape from that 6hs slide head stuff. Sometimes i have to IB, sometimes i dun. SOmetimes i miss the IB and i die. ANd then there's axl. His loops are farkin' powerful. He's really strong this time round, really deadly. Try not to get hit by his pokes in the air, or else you're in for his Forcebreak combos. ANd not only that, there's his completely broken air move which clashes with beta blade, and gives him frame advantage on block. What the fuck were they thinking? 0.o

i totally agree with the forcebreak thing. I mean either have it allowed to be cancelled anywhere during the leaf throw, or just have it as a plain move with instant startup for anti airing would be good. Or at least make it hit on crouching. That's all i ask -.-

SOme good news. The new corner dust combo is great for looks. Yea that's bout it. Oh there's one more thing i need to check out. AFter hitting the force break midscreen i think the opponent is crossovered. Maybe there's something we can do. HMMmmmm

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...:vbang:

Kasou
02-03-2007, 03:55 PM
just wondering, what do you think is chipps core game play? might as well share your thoughts ^0^.

anyway here's my newest constructive thoughts on playing as chipp:

1) play it slow when both of you and the opponent are at a neutreul state. (no block stun, good distance away from each other's pokes). Seriously, getting ahead of yourself is not a good idea. Check out the vids of samitto and you'll see what i mean. THey never really get a head of themselves, instead, if you look closer, he's just a jumping turtling ninja when he and the opponent is in a "NEUTREUL" state. Even teleports can easily be read in this "NEUTREUL" state (D/H/K versions).

2) Play it safe. There are two things here. FIRST: I mean to be honest, you know in this game there are certain combos that work on some characters and some that don't. THe worst thing is sometimes you INSIST in dialing up a specific combo even when it didn't either knock down or hit the last time you tried (ie SOL). Stop it, try it once, it doesn't work. FINE, dun do it again. Two examples here: you do some combo into the air, you hope for a j.d knock down, j.d doesn't knock down, you hope to counter the opponent with some dash punches or air throw but... it doesn't work. THEN YOU SHOULD STOP. Hit the j.d and just wait it out. they tech they tech, wait for their double jump from a safe distance away and then just NAIL THEM. i mean c'mon EVERYONE DOUBLE JUMPS after a tech nearly. 2nd example: you do a combo into 236s, 236k, you try to hit with 5hs. It misses they tech. WELL STOP. Do something else. Do, 2d, 236s, dash 5p. Now the second thing: dun risk your advantage for minor damage. Like for example, you do a DP in the corner, they get hit, they tech. Now let me tell you this, you either go for an air throw or you should just wait it out and dun risk a whiffed 6p or what not. LIke seriously. Same with after a long ass air combo. DUn ever END WITH a DP. i just think it's too risky. Even when you don't end with a DP, after a triple jump air combo that has them high in the air, i suggest you should back off with your 6p's, especially in the corner. If you must you can try air throw or DP but otherwise, dun risk your advantage in these situations.

3) On wakeup, 8/10 cases just block for fucks sake. The ONE KEY thing you must block is the jump late air dash. I mean a LOT OF PPL fall for that shit. Everyone thinks that the opponent would land too close and you can reversal throw them. BUt hell that's where chipp dies usually. If they ever get hit by any of these late air dash combos, chipp usually DIES. and i mean it.

Now im really strong about point 1, as for point 2 and 3, maybe im the only one that does those silly mistakes but oh wellz. If you guys find this useful, i'll post it up in one of the main chipp threads.

EDIT: To stress on my first point here is a vid that describes the importance of point 1. Especially the last round where chipp gets owned by testament. THe chipp player is great especially when he's on the pressure or when it's not "NEUTREUL" state, nice teleports and all that hands down. But honestly, don't get ahead of yourself when the state is neutreul.

youtube.com/watch?v=YM8s8n0FTYU&mode=related&search=

Kensou
02-06-2007, 06:37 AM
just wondering, what do you think is chipps core game play? might as well share your thoughts ^0^.

anyway here's my newest constructive thoughts on playing as chipp:

1) play it slow when both of you and the opponent are at a neutreul state. (no block stun, good distance away from each other's pokes). Seriously, getting ahead of yourself is not a good idea. Check out the vids of samitto and you'll see what i mean. THey never really get a head of themselves, instead, if you look closer, he's just a jumping turtling ninja when he and the opponent is in a "NEUTREUL" state. Even teleports can easily be read in this "NEUTREUL" state (D/H/K versions).

2) Play it safe. There are two things here. FIRST: I mean to be honest, you know in this game there are certain combos that work on some characters and some that don't. THe worst thing is sometimes you INSIST in dialing up a specific combo even when it didn't either knock down or hit the last time you tried (ie SOL). Stop it, try it once, it doesn't work. FINE, dun do it again. Two examples here: you do some combo into the air, you hope for a j.d knock down, j.d doesn't knock down, you hope to counter the opponent with some dash punches or air throw but... it doesn't work. THEN YOU SHOULD STOP. Hit the j.d and just wait it out. they tech they tech, wait for their double jump from a safe distance away and then just NAIL THEM. i mean c'mon EVERYONE DOUBLE JUMPS after a tech nearly. 2nd example: you do a combo into 236s, 236k, you try to hit with 5hs. It misses they tech. WELL STOP. Do something else. Do, 2d, 236s, dash 5p. Now the second thing: dun risk your advantage for minor damage. Like for example, you do a DP in the corner, they get hit, they tech. Now let me tell you this, you either go for an air throw or you should just wait it out and dun risk a whiffed 6p or what not. LIke seriously. Same with after a long ass air combo. DUn ever END WITH a DP. i just think it's too risky. Even when you don't end with a DP, after a triple jump air combo that has them high in the air, i suggest you should back off with your 6p's, especially in the corner. If you must you can try air throw or DP but otherwise, dun risk your advantage in these situations.

3) On wakeup, 8/10 cases just block for fucks sake. The ONE KEY thing you must block is the jump late air dash. I mean a LOT OF PPL fall for that shit. Everyone thinks that the opponent would land too close and you can reversal throw them. BUt hell that's where chipp dies usually. If they ever get hit by any of these late air dash combos, chipp usually DIES. and i mean it.

Now im really strong about point 1, as for point 2 and 3, maybe im the only one that does those silly mistakes but oh wellz. If you guys find this useful, i'll post it up in one of the main chipp threads.

EDIT: To stress on my first point here is a vid that describes the importance of point 1. Especially the last round where chipp gets owned by testament. THe chipp player is great especially when he's on the pressure or when it's not "NEUTREUL" state, nice teleports and all that hands down. But honestly, don't get ahead of yourself when the state is neutreul.

youtube.com/watch?v=YM8s8n0FTYU&mode=related&search=

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!

AtTheGates
02-06-2007, 08:20 AM
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!

i have to disagree to the sol vs. chipp matchup - in my experience it is one of the harder matchups for chipp (not the hardest, but pretty hard in slash). sol's j.hs is practically unbeatable. his ground normals are good in range and speed - gunflame can fck you up horribly if you go for a backdash in the wrong moment (ie. the corner). generally, backdashin g after a poke string of sol can be very dangerous (bandit revolver and bringer will both hit you). add to that his 50/50 mixup, his 5k anti air (he doesn't have to chose a side when you cross him up, see axl & faust) and his damage... ugh. besides, 1 VV = 100 dam. vs. chipp.

on FDC - i agree - it's such an important part of chipps gameplay. the problem is, it is rather character specific - it's easy to get a crossup with j.hs[2] with certain chars, eg. venom, but practically impossible vs. others. add to that the different wakeup times, and it gets very hard to pull of consistently and above all in a clean manner.

it's good to hear that you still see hope for chipp. although i have a bad feeling for AC, i'm sure there will be a lot more to discover with all chars. and if chipp turns out to be low tier, nevermind - we all played reload :)

Kasou
02-06-2007, 01:08 PM
i have to disagree to the sol vs. chipp matchup - in my experience it is one of the harder matchups for chipp (not the hardest, but pretty hard in slash). sol's j.hs is practically unbeatable. his ground normals are good in range and speed - gunflame can fck you up horribly if you go for a backdash in the wrong moment (ie. the corner). generally, backdashin g after a poke string of sol can be very dangerous (bandit revolver and bringer will both hit you). add to that his 50/50 mixup, his 5k anti air (he doesn't have to chose a side when you cross him up, see axl & faust) and his damage... ugh. besides, 1 VV = 100 dam. vs. chipp.


Well get ready for the worst match up possible against sol now. Worse than reload and XX since he can do his stupid upgraded-in-damage-sidewinder loop from nearly anywhere with VV doing still quite a chunk of damage.

Anyway, you don't backdash against sol. You just be patient against his block string. IF he's far away, you can teleport out if he cancels into any special. If he's close up, there might be a bit of an issue (test if you can jump out of 2d gunflame), so i advise a bit of FD if needed. And i repeat, his J.hs is definately BEATABLE. I advise you to be more DP happy than 6p happy against jump attacks, and especially about his bandit bringer. Seriously don't consider back dashing. If you suspect some IAD after 5hs, just duck under it and throw. You should test out if you can teleport out after a blocked 5hs and he does IAD j.s, j.hs.

Hope that sorta helps

Kensou
02-06-2007, 04:51 PM
i have to disagree to the sol vs. chipp matchup - in my experience it is one of the harder matchups for chipp (not the hardest, but pretty hard in slash). sol's j.hs is practically unbeatable. his ground normals are good in range and speed - gunflame can fck you up horribly if you go for a backdash in the wrong moment (ie. the corner). generally, backdashin g after a poke string of sol can be very dangerous (bandit revolver and bringer will both hit you). add to that his 50/50 mixup, his 5k anti air (he doesn't have to chose a side when you cross him up, see axl & faust) and his damage... ugh. besides, 1 VV = 100 dam. vs. chipp.

on FDC - i agree - it's such an important part of chipps gameplay. the problem is, it is rather character specific - it's easy to get a crossup with j.hs[2] with certain chars, eg. venom, but practically impossible vs. others. add to that the different wakeup times, and it gets very hard to pull of consistently and above all in a clean manner.

it's good to hear that you still see hope for chipp. although i have a bad feeling for AC, i'm sure there will be a lot more to discover with all chars. and if chipp turns out to be low tier, nevermind - we all played reload :)

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.

americanpsycho
02-06-2007, 07:42 PM
if millia players can remember character specific combos.. I think we can remember some wakeuptimes ;)

AtTheGates
02-06-2007, 10:39 PM
about backdashing - i never said i backdash against sol, i just said i think that backdash is rather useless against him, so you just confirmed my point ;) teleporting is fine, but there are situations vs. other chars where a backdash works where a tele doesn't. oh and yeah, of course you can DP jumpins - but i don't consider that a proper anti-air. it's the "least best" option to chose. also, if the sol knows what he's doing, he won't fall from a double jump right on top of you screaming J.HS!!!! but rather use the j.s/j.hs whiff, falling j.hs stuff, which is a lot lower & harder to see - especially with the whole backdash after j.hs stuff.

Kasou
02-07-2007, 02:34 AM
actually the more i play the more i think DP is the BEST option. I mean they can go on whiffing j.hs forever, i dash up DP and they're gone. best of all it's like a counter hit nearly guaranteed if he's doing that. And it is the best option for all the reasons you said about good players never doing an easy to read jump attack. You need to time a good 6p to win against jump attacks, but a dashed DP (with an frc) usually hits no problem.

And about chipp's back dash. It is one of the worst back dashes in the game. Is that just me?

Kensou
02-07-2007, 06:08 AM
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...

Dying Chipp
02-07-2007, 03:18 PM
Apparently there is no love for chipp in AC (no j.d KD, 2 hits beta blade still not back, throwing stars using taunt also not back, blab blab blab).

It's like back to playing GGX chipp while treating most of the cast like Eddie#r matchups (1 combo and you die).

Tough luck but we just got to have chewed it through. Respect to AC chipp players.

Kensou
02-07-2007, 03:54 PM
Apparently there is no love for chipp in AC (no j.d KD, 2 hits beta blade still not back, throwing stars using taunt also not back, blab blab blab).

It's like back to playing GGX chipp while treating most of the cast like Eddie#r matchups (1 combo and you die).

Tough luck but we just got to have chewed it through. Respect to AC chipp players.

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...

CABINET SMASHER
02-07-2007, 04:29 PM
Dunno who would use Sol's j.hs as a stand-alone jump in attack, but there's no reason he should be using that. J.s, even j.d are better options for him. The only reason a Sol would use j.hs is as a defensive air dash buffer. If you try to air-to-air counter it, chances are your attack will indeed be eaten by j.hs, and you'll end up eating a sidewinder combo.

Zone Sol with 5k and 2d. It's not very hard to bait his DPs either. Keep him grounded with good hs teleport/d teleport j.hs placement. Get your hits in and move back out.

Sorry, it's been a while, so I can't talk about the Sol vs Chipp matchup without resulting to vaguaries. The advice should still be sound, though.

reaVer
02-08-2007, 01:54 AM
There's plenty of people that use Sol's j.HS as a jump in attack, though it's usually to convert to HVVK or SVVK.

You seem to forget that Sol is running around with a major pain in the ass anti zoning tool(Gun Flame FRC) and that he doesn't need random or "planned" DPs either in these cases. Next to that, Sol has no disadvantage by staying on the ground primarily because he has the best AA in the game.

I dunno how Chipp should fight against Sol, but if I were chipp, I'd stay out of his VV range, yet in range to prevent Sol from Gun Flaming.

Kasou
02-08-2007, 01:17 PM
just teleport gunflame dude from a distance dude. I think me and kensou has made that very clear. ^^" you might even get lucky and hit a beautiful 236236k through gunflame just like i did today. SOO FLASHY MAN!!! xD hahahahaha. Sol is not hard to beat. Why? well as long as you know when to use 5k and 2d, you beat out all of his pokes. it's like this..

close: 5k (use 5k to beat s.f)
far away: 2d.

SHrug, DP isn't everything though it does hurt, and his air throw in the corner is bullshit. I swear to god that shit is broken.

CABINET SMASHER
02-08-2007, 02:16 PM
You can only teleport GF in a blockstring if you're not blocking low. If you are, prepare to eat a counterhit combo. 2D xx GF is hard to block, much less teleport.

Kasou
02-08-2007, 02:33 PM
you can even if you're blocking low. At least that's what i recall, unless i've always magically stood up to block s.f/5hs. And yes you are right about 2d xx GF, times like this calls for FD jump and turtling away. But i haven't seen many ppl do 2d xx GF for some weird reason. SO i haven't investigated much about that, maybe kensou or ATG would have something.

reaVer
02-08-2007, 03:14 PM
It seems that you don't know the secondary purpose of that FRC:P Sol can pretty much confirm your teleport into SVV, 5K for counter hits.

Kasou
02-08-2007, 04:29 PM
i think that's very theory fighting ^^". Yes of course if you do it all the time they catch on to it, maybe. But once they wait it out for your teleport you can just FD jump out. SHrug and they waste tension. You can also always do 228D, so you get the extra air dash after your teleport if you want.

So yes, if you know your opponent is smart, you can always just jump out and not be stupid and remember to FD when you land. Mix that up with teleport and you'll be fine. But to be honest, with the many sols i've played i have yet to be caught. Maybe coz they dun always fight me since im away from hong kong for like a year and forget the existence of chipp. shrug.....

reaVer
02-08-2007, 07:02 PM
those many Sols aren't paying attention to what you're doing I guess:S

Kasou
02-09-2007, 02:31 AM
is it just me or aba has the slowest wake up times? Hmmmmm

edit: one more thing i noticed yestereday. After you do the FB mid screen and land. Your opponent is "crossovered". Now when i did the leaf throw against the comp on their wake up after the FB, it seems like they were completely crossed up. I wonder if the leaf throw is unpunishable becoz they are facing the wrong way. In other words... you get literally nearly free damage after a force break? just wondering.... HMmmmmm

AtTheGates
02-09-2007, 10:49 AM
is it just me or aba has the slowest wake up times? Hmmmmm

edit: one more thing i noticed yestereday. After you do the FB mid screen and land. Your opponent is "crossovered". Now when i did the leaf throw against the comp on their wake up after the FB, it seems like they were completely crossed up. I wonder if the leaf throw is unpunishable becoz they are facing the wrong way. In other words... you get literally nearly free damage after a force break? just wondering.... HMmmmmm

problem: air throw. doesn't matter which direction you are facing when you are air throwing, afaik. they could also simply jump away. but the crossup still looks promising - they input their reversals the wrong way maybe? :D

Kasou
02-09-2007, 02:54 PM
as far as i tested today on ppl, they did screw up their reversals. At least that's what it seemed like. I didn't get air thrown, maybe coz they haven't fought chipp for a long time. But otherwise it looks promising.

in other news im getting used to fighting zappa. and now also a bit of faust and eddie. Air alpha FRC is pretty damn useful. It's like the ultimate escape tool. Im like in mid air, having no where to land against faust and i just decided to give air alpha frc a good try (i was pretty high up i must say) and suddenly i was shocked that i was on the floor and i mashed 2s, rekka for the win. Happened like twice dude.

Oh yea, got an awesome compliment today while using chipp. Some rival of mine said that my chipp was complete nuts. They couldn't do crap against me. HAHAHAHAHAHAHAAHHAHA ^o^ He uses sol. I was trying to tell him to try sweep me from a distance (not when im pressuring), and use 2d xx gunflame instead of a long string. That never quite happened, however, he said to me he was proud that he faked me out once when i teleported a gunflame whiff and he countered me with a sweep. SO yea, gotta be careful. But always remember to never back dash against sol xD hahahahaha

Dying Chipp
02-09-2007, 04:44 PM
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...

Great to know the guys here haven't given up on chipp, keep it up. :)

If the single hit dp doesn't make the opponent fly so fast away before it can be RC to 6HS, I wouldn't mind it either. Haha. Now, I have to make do with wake up dp, RC, s(c) (JI), 2HS, HS/ D teleport combo. No high damage output like in the high days though.

By the way, is the 6P~6HS still slow as in AC like slash?

americanpsycho
02-11-2007, 10:28 PM
How much time are you given after a force break to set a wake up? Do I have enough time to do something like dash 2k(they don't tech) 22HS? Heh, good times with that set up. Esp since you can FDC after the tele for further confusion on which side you are going to land on (since they are crossed up to begin with). We definitely need to exploit this with more complicated wakeup traps for free dmg ;).

Kensou
02-12-2007, 06:14 AM
It seems that you don't know the secondary purpose of that FRC:P Sol can pretty much confirm your teleport into SVV, 5K for counter hits.

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!:yaaay:

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...

Kasou
02-13-2007, 02:22 AM
let me confirm this: to counter revolver the later you hit 6p the better, is that correct? I've always been sissy becoz in my early days of guilty gear i always tried to 6p really early coz scrubs would always use revolver and i kept getting hit. So till now i just stick with the save option of teleporting away.

As for bringer, jump dust CH is pretty much useless in AC at least on first thoughts. THey're sliding you're still in the air. Beta blade FRC and something else would seem a better option? As for air throw, man, though you shouldn't miss the air throw, but i have a few times and it was a nightmare xD hahahahahaha

but actually gun flame fake would get a teleport spammy person i think. And sol players can be smart enough to dash in with a wild throw/VV, which would catch most chipp players (GO FD JUMP!).

And also what happens if they dun frc gun flame from a distance? Do we get a free counter hit j.d after d teleport?

Kensou
02-13-2007, 09:28 AM
let me confirm this: to counter revolver the later you hit 6p the better, is that correct? I've always been sissy becoz in my early days of guilty gear i always tried to 6p really early coz scrubs would always use revolver and i kept getting hit. So till now i just stick with the save option of teleporting away.

As for bringer, jump dust CH is pretty much useless in AC at least on first thoughts. THey're sliding you're still in the air. Beta blade FRC and something else would seem a better option? As for air throw, man, though you shouldn't miss the air throw, but i have a few times and it was a nightmare xD hahahahahaha

but actually gun flame fake would get a teleport spammy person i think. And sol players can be smart enough to dash in with a wild throw/VV, which would catch most chipp players (GO FD JUMP!).

And also what happens if they dun frc gun flame from a distance? Do we get a free counter hit j.d after d teleport?

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.

Kasou
02-13-2007, 02:06 PM
the fake gunflame thing was coz i actually got hit by it. But most prob i spammed the wrong poke, and as usual sol's 2d owned it. Actually, on what you posted on the matchup thread just b4, im not so sure about chipp's 2s beating sol's 2d. Or maybe it was coz they input it even b4 i pressed 2s. I dunno. But if you've checked or you're certain, that'll give me back confidence in doing a bit more dash in 2s's against top players xD hahahahaha

Kensou
02-13-2007, 03:37 PM
How much time are you given after a force break to set a wake up? Do I have enough time to do something like dash 2k(they don't tech) 22HS? Heh, good times with that set up. Esp since you can FDC after the tele for further confusion on which side you are going to land on (since they are crossed up to begin with). We definitely need to exploit this with more complicated wakeup traps for free dmg ;).

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.

Kasou
02-13-2007, 04:26 PM
blah, you're just not playing the betta players yet ^o^ hahahahaha

just face it. You just love chipp like me. Has nothing to do with spacing or not. It's just that to improve we need to focus on these factors now, while other characters can leave that till later since they dun need it as much.

I'll never drop chipp. I adore my chipp. THe style, it has become a part of me. You know force the opponent into a corner. Start with s(C) pressure, ahve a few rounds of that, then rekka pressure, then put a gamma in there and dash back in. Knock them down, OTG gamma, dash in 2p, 5s, k teleport. Opponent back techs. ground throw or 2k mixup. THey dun tech, 6k, then back to 5k rekka pressure. Maybe a teleport here or there into a throw. Ah, nothing beats the adrenaline rush of playing chipp, period...... is that just me?

americanpsycho
02-15-2007, 05:26 PM
Hey Kensou, are you going to FRX in atlanta? Becuase there is like a 99.999% chance ill see you there on saturday if you are.

Kasou
02-16-2007, 04:26 AM
played some gg yesterday. Man, best matches eva. Im getting to love air alpha frc. I was fighting against dizzy. Dizzy was all the way at the end of the other corner, and decided to use her stupid fire overdrive. I jump all the way up, air alpha frc. land on ground throw. WINS. YAY!!!!

Other highlights is the new tension dust combo. Yup you guessed it. Triple dust, jc, dust, air alpha frc. land and combo. Haven't found a perfect combo yet but i think i will soon.

Im finding im back to jumping a lot. But that's when im pressuring. All im doing is just a normal jump hs. Sometimes it crosses over sometimes it doesn't. Surprisingly it seems pretty hard to air grab. I dunno but it's working really well.

*edit: just wanted to comment on the dizzy player. He is one of the best players in HK, but his main is actually johnny. But man was he smart. He knew he can't punish my pressure, coz i would at selective times jump, and escape his shitty 2hs, and punish for the win. So instead, when he got tension, he would do the grab super. Man, it was so l33t. Sorry, but nothing is betta than very close matches. Sigh, can't believe im gonna leave HK again in less than a month >o<

Kensou
03-03-2007, 09:10 AM
chipp ftw!!! random bump for this thread cuz i'm hella bored....

Kasou
03-03-2007, 12:41 PM
left hk already (just today) and yea, life is kinda grim without GG.

some things i picked up on while i was in HK.

* 2s own's I-no pretty hard
* just jumping slowly against the opponent with 2 or 3 jumps is one of the most scrubby yet effective tactics ever (especially after rekka, or s(c))
* alpha frc is awesome-ness
* ppl still fall for leaf throw
* ppl still fall for corner air throw, auto ji 22hs, air dash cross over
* spamming dust is a perfectly viable though scrubby tactic
* slayer is still broken as fuck. Anti airing his j.hs is the stupidest thing i've ever done so consistently.
*i found out i have no idea how to play against a good axl
*i suck at reading overheads
*the air dash j.k one hit jc bug is too hard to incoporate in a real game (or i just suck)
*I hate playing against chipp's, i have no idea how to play them.
*alpha blade is an underated move by itself. Dashing in with alpha blade sometimes does wonders
* I am a chipp player by heart. I was a ky player for a long time, and my bro was the chipp player. dunno what happened. My bro left home, and i just started using chipp and ky alternatively. Then soon i was just using every character in GGX1.5. I dunno how chipp came up on top. Was it the FDC? was it the air throws? was it the OTG tricks?

Blah....... that's enough of my small rant. Now i'll go back to my gg-less life.

americanpsycho
03-04-2007, 06:32 AM
chipp ftw!!! random bump for this thread cuz i'm hella bored....

then come to frx.....duh

Kasou
03-10-2007, 03:50 AM
im bored. Does anyone have any chipp vids of themselves or friends that they can post up so me and most prob kensou can kill time by analysing and possibly give some useful feedback^o^

on another note: tech traps.

Becoz j.d doesn't guarantee knockdown anymore, it's now a great tech trap especially near or in the corner. Air alpha blade is another good tech trap when you do a long air combo into the corner. Use your disadvantage to your advantage!! (quote by kensou xD i think it is anyway). Another tech trap setup is a typical rekka ken RC combo into something that does 2d, 236s. Dash straight in, and air throw those noobs who thought you were trying to combo into 5p. After a few times, dash in for your free not guaranteed combo ^-^

低姿勢
03-10-2007, 04:26 AM
Why dont you try messing around with his ground ninja dash FRC. Thats first thing ill probably do when I get the game. Im sure he has some pretty fun ghetto mix ups.. Say poke string yadda yadda, then ninja dash, then FRC the hs to...


-Buffer it maybe with something like41236 P+K+S so you get a immedite leaf grab when there getting ready for the come back hs.
-Or do down down p+k+S to teleport on the other side of them and throw them.
-after the FRC do a dust teleport to go to the other side as over head, then mix up with hs teleport as well.
-Just f+k after it for overhead type mix up.
-or maybe if you have meter to spare after the FRC dust teleport then FRC that to its mixs ups.


Or say how much advantage do you get from it exactly? Like on block after ninja dash to hs FRC are you at the advantage? So right after stand hs/f+hs whatever to air dash string, fire punch, teleport who knows.


Im sure there will be a lot of fun stuff to do with it shrug.

AtTheGates
03-11-2007, 06:22 PM
Why dont you try messing around with his ground ninja dash FRC. Thats first thing ill probably do when I get the game. Im sure he has some pretty fun ghetto mix ups.. Say poke string yadda yadda, then ninja dash, then FRC the hs to...


-Buffer it maybe with something like41236 P+K+S so you get a immedite leaf grab when there getting ready for the come back hs.
-Or do down down p+k+S to teleport on the other side of them and throw them.
-after the FRC do a dust teleport to go to the other side as over head, then mix up with hs teleport as well.
-Just f+k after it for overhead type mix up.
-or maybe if you have meter to spare after the FRC dust teleport then FRC that to its mixs ups.


Or say how much advantage do you get from it exactly? Like on block after ninja dash to hs FRC are you at the advantage? So right after stand hs/f+hs whatever to air dash string, fire punch, teleport who knows.


Im sure there will be a lot of fun stuff to do with it shrug.

mixup off of alpha plus is something i'm really looking forward to. i often RC 236s,236s to get a free rush (2nd 236s is lvl5), maybe alpha plus FRC will replace this.

Hatred Edge
03-12-2007, 03:05 PM
After seeing some Accent Core vids(and seeing Chipp kill Slayer) I'm, no matter what, staying with Zanuff in Accent Core! I love that air alpha blade can be FRC. The FRC on alpha plus has caught my attention as well. And Chipp got his all black, red blade colors back!
Good info Kasou, lol I've been spamming dust lately.

pulsr
03-12-2007, 08:52 PM
is it more is it actually harder to do his 2d 236s combos? in the end i ended up just doing 2d 236s 236k HS FB. the fb wins on clash. Oh yeah, i sware in slash you couldnt shoryuken pots heavenly, but now you can ;0

Kasou
03-12-2007, 11:02 PM
is it more is it actually harder to do his 2d 236s combos? in the end i ended up just doing 2d 236s 236k HS FB. the fb wins on clash. Oh yeah, i sware in slash you couldnt shoryuken pots heavenly, but now you can ;0

2d 236s 236k HS FB, is a good combo. HOwever i had trouble sometimes timing it on lighter characters (coz i suck). On heavier characters it's the best combo coz it guarantees knock down and gives you time to set up FDC. As for 2d 236s combo, it isn't that hard, just that the universal combo is doing 5p afterwards and then air combo.

As for shoryuken-ing pot. Hm, haven't played that many pots. But it sounds good. I hate the pot matchup so badly >O<

americanpsycho
03-13-2007, 06:18 PM
Would they be crossed up as well after that combo kasou?

I got to go to Final Round 10. Didnt do amazingly well or anything but I felt good about myself. Not saying I did horrible. But I know where I am having trouble with my Chipp and I leanred a Ton of character matchup strats. There my be an ^c vid blake took of me playing vs his HOS (I was just getting used to everything dont take much of that match too seriously beat him though xD). Besides that though I felt I did well in casuals. As for the tourny itself I lost to ultimate faust and robot for a 3 wins 2 loses record. I think that being my first out of state tourny gave me a nice case of butterflies and I forgot to do a lot of my normal wakeup games. Hopefully I will get used to tourny play in the future and do better. Might be a few vids of me floating around not sure I will let you guys know.

What I noticed about my Chipp is 1 I need to stop people from jumping away from pressure ie 5HS. Annnd if I expect air throws vs crossup pressure I need to either a) his HS earlier or b) hit dust and hope for the CH or c) learn to hit kick to deter air throws (since the 2nd part should hit them if they decide to jump up).

BTW FRC tele 2 frames is FTW omg if I had my stick I would hit them 100% for sure.

Edit** I just checked what I placed, I tied for 25th out of 70 people. Not too shabby.

Doren2k
03-13-2007, 07:12 PM
Would they be crossed up as well after that combo kasou?

I got to go to Final Round 10. Didnt do amazingly well or anything but I felt good about myself. Not saying I did horrible. But I know where I am having trouble with my Chipp and I leanred a Ton of character matchup strats. There my be an ^c vid blake took of me playing vs his HOS (I was just getting used to everything dont take much of that match too seriously beat him though xD). Besides that though I felt I did well in casuals. As for the tourny itself I lost to ultimate faust and robot for a 3 wins 2 loses record. I think that being my first out of state tourny gave me a nice case of butterflies and I forgot to do a lot of my normal wakeup games. Hopefully I will get used to tourny play in the future and do better. Might be a few vids of me floating around not sure I will let you guys know.

What I noticed about my Chipp is 1 I need to stop people from jumping away from pressure ie 5HS. Annnd if I expect air throws vs crossup pressure I need to either a) his HS earlier or b) hit dust and hope for the CH or c) learn to hit kick to deter air throws (since the 2nd part should hit them if they decide to jump up).

BTW FRC tele 2 frames is FTW omg if I had my stick I would hit them 100% for sure.

Edit** I just checked what I placed, I tied for 25th out of 70 people. Not too shabby.

I didn't know that you were Garrett good shit with Chipp man. I was the Jam ofcourse that wasn't flash metriod lol.

americanpsycho
03-13-2007, 07:18 PM
heh yea I didnt understand the Chipp vs Jam matchup very well. It was great playing all of you guys

edit**

I decided to rewatch the samitto vids from game chariot. Ha I never noticed before but he gets air thrown a lot like I do :keke: . Also just a random observation, found at the end of this vid http://www.youtube.com/watch?v=NyjmbNVzfRo he did the wall push off and hit dust (hos blocked) but it crossed him up on the landing... just pointing this out cuz I haven't seen a TON of uses for this move yet other then FDCing it (if they are not completely in corner) or tossing a shuriken in the middle of it to play a mind game. Suppose you could just do it on wakeup too (duno about that though) if you were close to corner...or maybe just do nothing and grab him/2k/leafgrab when you land lolz since you could make it a crossup.

Least that is all I know... anyone else think of anything worthwhile with it??

Kasou
03-20-2007, 02:02 AM
Would they be crossed up as well after that combo kasou?

I got to go to Final Round 10. Didnt do amazingly well or anything but I felt good about myself. Not saying I did horrible. But I know where I am having trouble with my Chipp and I leanred a Ton of character matchup strats. There my be an ^c vid blake took of me playing vs his HOS (I was just getting used to everything dont take much of that match too seriously beat him though xD). Besides that though I felt I did well in casuals. As for the tourny itself I lost to ultimate faust and robot for a 3 wins 2 loses record. I think that being my first out of state tourny gave me a nice case of butterflies and I forgot to do a lot of my normal wakeup games. Hopefully I will get used to tourny play in the future and do better. Might be a few vids of me floating around not sure I will let you guys know.

What I noticed about my Chipp is 1 I need to stop people from jumping away from pressure ie 5HS. Annnd if I expect air throws vs crossup pressure I need to either a) his HS earlier or b) hit dust and hope for the CH or c) learn to hit kick to deter air throws (since the 2nd part should hit them if they decide to jump up).

BTW FRC tele 2 frames is FTW omg if I had my stick I would hit them 100% for sure.

Edit** I just checked what I placed, I tied for 25th out of 70 people. Not too shabby.


crap, so sorry for not replying sooner. ^^" i remembered i tried typing a response, but was too tired that day, so i scratched it, and then i totally forgot about this post. My bad ^^"

Firstly congrats on your tourney effort. Im sure you did yourself proud. Tourney's are bloody scary (at least still to me anyway). Anyway i wanna address a few issues.

1) ppl jumping out.

They will. They will run. And if you go on chasing water fallls against them, you're gonna lose. UNLESS.... you predict exactly what they're going to do. For e.g: classic faust. Man, all they know how to do is jump back and j.2k. Well 2hs that shit. I won 3 rounds with that tactic easy, hands down. But then he started changing the timing and stuff so that made it a bit complex and in the end i scratched that idea too. Do something else. Wait for him. They'll just double jump back over to you and just DP or 6p them for free.. However, i actually recommend you to jump your way slowly towards them instead. The power of your triple jump is not to be taken lightly. Usually it works really well (mixing up two jumps and three jumps), but if there are times when the opponent is just on the ball; when that happens, just chill out and be patient. Zone him. do 6hs; close off space (dun spam it though. The recovery isn't that great after all). Force him into corner and he's all yours.

2) and now what is this crossup pressure you speak of? If you're speaking of blah blah into 5hs, iad, watch yourself turn over then j.d. Well, you'll be thrown. However i highly recommend you mixing it up with blah blah into 5hs, iad j.s. It is not air throwable, however it is duckable (like all iad attacks). Use the j.s version for air throw happy ppl, and frustrate the hell out of them. Put a shuriken in there; alpha frc that shit; jc it; woteva. and keep spamming it. It works so well. Until they start ducking ^o^ then switch it up the first version and hit their sorry ass. As for an experiment, try iad j.k ^^" i think you should recover from your move in the air, turn around and can hit j.d. This is just a maybe ^^" but happy trying...

anyway i got class, hope it helps. plz reply if you have any thoughts or woteva. And sorry for being late ^^"

americanpsycho
03-20-2007, 02:32 AM
wow nice info. I have a tounry vid up (although I was pretty nervous most of that day just because i have never been to a out of state tounry before) located here:

http://www.tenkaigear.com/videos/KDX(Ax)%20Vs%20Garret(Ch)%20FRX.wmv

Once I get back into my normal GGXX gathering Habits ill be sure to make blake videotape me way more. I could setup my digital camera and get some zappa vs chipp action going for you guys (even though we have played each other to DEATH). Just for some more critques.

.....j.s lol man I cant believe I didnt think to do this -_-

Kasou
03-20-2007, 05:45 AM
you should do 5k a bit more. Makes your s(c) pressure even more scary. Use it after 236s, and s(c). Then mix that up with your basic s(c), dash s(c), or your j.hs. ^^ surprising you threw that much in a tourney match. Nice stuff.

You played realli well, as far as i can tell from that vid; the axl player was sure having trouble beating chipp's jump. And to be honest, even top players fall for that shit. But i think the least KDX could have done was block it. Shrug. Another thing, what happened to your fdc's? i mean you do it but WHERE WAS THE J.HS? 0.o Im sure that was just a technical fault ^^" betta luck next time with execution.

if i had to force a bigger criticism on your play, it'll be on your third round/match. You had a bad habit of always trying to get back onto the offense way too soon, with too much teleports. Keep that in your mind just in case for the future. It might work for lower level players, but the further you go down the track, the cheaper/easier tactics won't cut it ^^" Anyway dun take too much notice on this last comment, especially when im criticizing one round out of 5?

anyway that's all i have right now ^^"

americanpsycho
03-20-2007, 03:19 PM
Yea technical fault just cuz I was nervous, I usually never ... ever miss FDC's. Thanks for the critiques though, I will be sure to keep that in mind. The first fdc I missed I was supposed to hit j.HS early (so it only only hits one time and I could go low 2k) but I just didnt hit it cuz I wasnt thinking. But yea I get what you mean.

Neon
03-20-2007, 05:19 PM
2 americanpsycho
6p decide all your problem not only against Axl`s P. Jump away often not near opponent.

GuerrillaTactic
04-26-2007, 03:47 PM
Just wanted to ask about the Chipp frame data on this site? Firstly how complete is it as I can't see the FRC placed on the Alpha Blade, also the startup, active, recovery and static difference stuff is a little confusing, I understand the terms and what they mean but I don't know if they are measured on blocking opponents or if they hitting. For example the c.S says it has 4 frames of start-up, 1 active frame, 11 frames of recovery and a static difference of +2 so does that mean that after 4 frames it becomes active, stays active on the 4th lasting to the 5th (or is it just for the 5th frame that it's active?), from there it takes 11 frames to recover from the c.S but the opponent is in 13 frames of block (or is it hit) stun so Chipp has +2 frames on the opponent?

Additionally one little thing about that information, if a move has more then 1 frame of active time, like P which has 2, does it hit on the first or second active frame? I know you can make attacks meaty on wake-up so that they hit at different times in their active period so some things that don't normally combo can, but I just want to know about the basic reading of stuff and have this clarified to me. Lastly if some thing does hit on the first active frame what happens to the Static Difference and all the other active frames, do the active frames still carry on their course or are they cancelled off or is the static difference their already calculated for hitting on the first frame so in the case of chipps P the opponent is actually in 9 frames of block (or is it hit) stun from the 6th frame to the 14th frame? Argh, so much to ask!!! thanks to anyone that can help this poor soul :sweatdrop:

Cyringohn
04-26-2007, 04:20 PM
http://www.tenkaigear.com/videos/KDX(Ax)%20Vs%20Garret(Ch)%20FRX.wmv

Way to smoke that Axl, Garrett. Excellent job on the ground throws and teleporting.

When Dub visited, it was mentioned that your Chipp and Gohn's Potemkin should definitely do battle.

AtTheGates
04-26-2007, 05:22 PM
guerilla, 4 startup means that the move will be active on the 5th frame.

if a move has a multi-frame active time, the first frame counts (if you would count any other frame, it would already be meaty).

GuerrillaTactic
04-27-2007, 12:18 PM
Thanks, just needed that clearing up :)

AtTheGates
05-02-2007, 03:09 PM
you can crossup ky in the corner after a front throw. simply jump into the corner, j.hs. doesnt work with 22d tele after throw.

Kasou
05-02-2007, 10:33 PM
what about othere characters? only ky? xD

AtTheGates
05-02-2007, 10:34 PM
corner crossup after normal throw is known since early slash, i think kensou posted a small list back then. for example: jam (22d tele, j.S, crossup, but you land on 1p side), axl, dizzy...

i just didnt know about ky, so that was a discovery at least for me ;)

Kasou
05-03-2007, 01:32 AM
hahahahaha, LET"S create a list. A list for 22d, and a list for normal jump. I believe that normal jump should work with everyone, but who knows. Maybe except for may, coz she gets up extra early in slash. xD

低姿勢
05-03-2007, 04:47 AM
its axl,jam,anji, and dizzy. And at least back in XX and reload, you use to be able to walk over axls body if you were second player(at least I think it was only second player) and do combos backwords, and you could do stuff like leaf throw(you leave the screen so you "cant" be hit), but can still throw the other guy....

Somehow, I feel ive posted this 100 times at least.... Though ive never heard of it with ky.. so maybe its a slash only thing.

AtTheGates
05-03-2007, 07:32 AM
Somehow, I feel ive posted this 100 times at least.... Though ive never heard of it with ky.. so maybe its a slash only thing.

yeah, you did post it 100 times. as i said, its nothing new, just didnt know about ky.

Kensou
05-05-2007, 06:02 AM
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

americanpsycho
05-06-2007, 11:06 PM
So won my first GGXX tourney (yey). Lol I had to fight a pot player in grand finals (who had beaten me in winner finals) and play two sets of 3 out of 5. It came down to 6-4 me... but man it was really tough just because like 2 mess ups = done.

Dying Chipp
05-07-2007, 02:06 PM
Congrats americanpsycho ;). It's hard to beat in slash but harder in AC, so train hard again for your next journey. Kudos.

Kasou
05-09-2007, 05:57 AM
So won my first GGXX tourney (yey). Lol I had to fight a pot player in grand finals (who had beaten me in winner finals) and play two sets of 3 out of 5. It came down to 6-4 me... but man it was really tough just because like 2 mess ups = done.

Hahhaha any vids? and hey, give us some more details, like what you really liked about your play. And what you didn't. And how come you could beat the potemkin. What did you outguess him in? e.t.c e.t.c ^^" But yea you should be proud. I find playing potemkin under stress is really hard. I got owned if you guys remember xD

AyaImmortal
05-11-2007, 11:53 AM
IN response to kasou. I dont play online. I completely stopped playing it a few days after it came out. Lag because an issue as well as me not being able to play reload chipp AT ALL. And I will not relearn a shitty character so that it fucks up my game in later gg games. At least thats how i saw it

Kasou
05-11-2007, 12:45 PM
IN response to kasou. I dont play online. I completely stopped playing it a few days after it came out. Lag because an issue as well as me not being able to play reload chipp AT ALL. And I will not relearn a shitty character so that it fucks up my game in later gg games. At least thats how i saw it

Hm, yes i agree with you that reload chipp is a bit dodgy. If it's really that laggy then yea, don't bother. But i think you can have the mentality that you're actually training your chipp skills by playing reload.

1) to be honest there isn't that much of a game breaking difference between reload chipp and his other versions, in fact, it would be great for you to get used to j.d not knocking down anymore. The only thing is that you will do less damage.

2) like personally, i find the most key to consistent winning is knowing how to minimize the chances of getting hit, and maximizing the chances of hitting. This whole concept involves the skills of knowing how to zone effectively, how and when to bait, to counter, to escape, to keep blocking, and how to mix up your attack strings effectively (throwing, dust, teleport 6k, FDC, OTG gamma). All of your basic essential tools that you use in slash/AC is also present in reload, so it is perfect for your training and is transferrable to AC and Slash. So i personally recommend you to try netplay if it doesn't lagg. You will surely benefit from it.

3) don't worry if you lose. You can always fall back on chipp is lowest tier in reload!!! MWAHAHAHAHAAHAHAHAHAHAHA But yea, i wish i could play online ><

If you are good in reload, you will be god in slash/AC ^-^

AyaImmortal
05-11-2007, 01:57 PM
Hm, yes i agree with you that reload chipp is a bit dodgy. If it's really that laggy then yea, don't bother. But i think you can have the mentality that you're actually training your chipp skills by playing reload.

1) to be honest there isn't that much of a game breaking difference between reload chipp and his other versions, in fact, it would be great for you to get used to j.d not knocking down anymore. The only thing is that you will do less damage.

2) like personally, i find the most key to consistent winning is knowing how to minimize the chances of getting hit, and maximizing the chances of hitting. This whole concept involves the skills of knowing how to zone effectively, how and when to bait, to counter, to escape, to keep blocking, and how to mix up your attack strings effectively (throwing, dust, teleport 6k, FDC, OTG gamma). All of your basic essential tools that you use in slash/AC is also present in reload, so it is perfect for your training and is transferrable to AC and Slash. So i personally recommend you to try netplay if it doesn't lagg. You will surely benefit from it.

3) don't worry if you lose. You can always fall back on chipp is lowest tier in reload!!! MWAHAHAHAHAAHAHAHAHAHAHA But yea, i wish i could play online ><

If you are good in reload, you will be god in slash/AC ^-^

While there is a benifit to it. Chipp online is VERY hard to play. Losing isnt so much a problem as it is your moves coming out when you want them to. It becomes quite a headache when you know you dashed forward and you end up standing still, I've tried it and it just doesnt do it for me :(

Kasou
05-11-2007, 07:42 PM
HEY everyone. Um, i was wondering (after some discussion in the hidden sectors of the staff forum). Have i been very authoritative so to speak? 0.o Or does anyone feel that they are not well respected or anything? Becoz um, i personally don't think me, or the other moderators are the be all and end all of top level gaming, and that only our views are important. Personally i want to use this chance to remind those who have contributed that they are very important, and that their information plays a key role in the forum (at least the chipp forum) and all i do is compile the information(or lack thereof at times xD hahaha) and sometimes add my own thoughts (which has exactly the same weighting as all of you). Additionally i want to point out that apart from me, who really isn't that good, Kensou, Lil Majin, ATG, americanpsycho and a lot of other players in the chipp forums are great players as well. If some people actually do really care about the mod status, i am willing to pull out and swap (as long as admin agrees). Hell we all work together as a team anyway, our opinions all have the same weighting, so it doesn't really matter to me. It just means i don't have to clean up the mess. ^^ but yea...... Um, i also want to use this chance to remind ppl that.... THE POKING GUIDE HAS YET TO BE COMPLETED!!!! Let's all contribute, start testing and start posting. RAWR!!!!

AyaImmortal
05-11-2007, 08:39 PM
Kasou. YOu are perfectly fine with being the mod here. You know your stuff as well as keep things in order. No needs ot swap anything :D

americanpsycho
05-12-2007, 06:29 AM
Details eh kasou? Well I've been in several tournaments around NC so I know who the big people are that I could def have trouble in beating. When I got over to the tourney I noticed that the only person I felt like I would have trouble with was the pot player. Everyone else I basically already played / watched me play and I could tell no one understood how to defend vs Chipp. Sooo I just played aggressively (within reason of course not running into DP's or anything too unsafe) but I made sure they were scared to move. Then in the tourney I just grabbed a lot worked pretty well xD.

The pot player was playing a few different games and I just had to play him in winners finals in HnK and got beaten pretty badly. So my self esteem wasn't too high when they called me over to winners finals in Guilty gear. In the rounds I played him I really looked at how he played his pot. It was ok, but I found he doesn't understand leaf grab and he jump HS'ed a lot. I noticed that he doesn't bait hit pot busters as much as I took credit him to be doing so I DP'ed a lot if I felt like one was coming.

Still lost just cuz I got caught off guard by the pot buster setups (which I planned to counter in the grand finals).

Grand Finals I felt wayyy more confident, first round I completely obliterated him. Just kept my distance with my ninja stars / alpha blading if he tried to come over. Ran in, did my damage got back out. 6ped a lot more as well. All in all he put up one hell of a fight. I mean it was 2-2 both sets of 3 out of 5 (last match I won with a leaf grab... predicted pots 632146 HS super cuz he kept waking up with it, and leaf grabbed in corner, completely dodged the super and got him). Anyways gona get some sleep, ill talk more about it lata.

Kasou
05-12-2007, 03:55 PM
Hahahaha, that's exactly like the tournament i had last year. I knew there was only one threat, a POTEMKIN player. Well actually, he picked potemkin coz he knew it was a good anti matchup against chipp, and that i didn't have that much POT experience (since im stuck in australia). But yea, unlike you, i got read, and i ATE the super a few times. So yea. I lost the finals to his pot. THen got back into the grand finals. Beat him in one set. ANd lost the 2nd set. So that was it. -.- sigh.

americanpsycho
05-12-2007, 05:15 PM
^^ that happened the first time I played him in an earlier tourney.

Kensou
05-12-2007, 10:38 PM
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.

AtTheGates
05-13-2007, 10:26 AM
i don't know about AC slayer, however, some stuff was already pretty annoying in slash and before (5p = strong anti air, CH 5p -> 6hs-> pb in slash),

some stuff to deal with him (slash proof, not AC, but i'm sure some stuff still applies):

on long range: huge advantage here on chipp's side - use gamma blade max range and vs. dandy step, 5hs and 2s as a poke.
alternate antiair vs. j.hs: early 2hs - a trade isn't *that* bad.

Kasou
05-13-2007, 11:25 AM
why don't we beta blade? i usually beta blade slayer's air game. And im not sure if it's just that im lucky, but i usually do go in from the air. Like for example after a blocked rekka, i might jump and cross him over with j.hs, or double jump depending on distance. For some reason they always have trouble against it. Now most probably i haven't met a great slayer yet, but that's how i've been earning my wins. Stay close (5k, and s(c) is still win), put in gamma here and there. Use alpha blade to destroy dandy attempts. And when im a bit further away (after a blocked 2d, rekka), just jump naturally towards the opponent, and cross them up. Also i usually just jump naturally towards them after a non IB-ed mappa. Or i may dash a tiny bit then alpha blade, just in case they might wanna be gay and dandy step punish my whiffed poke.

AtTheGates
05-13-2007, 11:44 AM
why don't we beta blade? i usually beta blade slayer's air game.

beta blade VS. j.HS often ends in a clash - arcadia magazine suggested canceling the clash with a j.p (or mashing j.p, then air combo just in case a clash occurs).
i think it's ok from time to time, but generally pretty risky.



And when im a bit further away (after a blocked 2d, rekka), just jump naturally towards the opponent, and cross them up. Also i usually just jump naturally towards them after a non IB-ed mappa.
any decent slayer will backdash-airthrow you :(
also, since 5p doesn't need a 6-input, slayer won't have to decide whether it's gonna be a crossup.

Kasou
05-13-2007, 12:21 PM
after some heavy testing in reload i found a few interesting things (okay not that heavy but still).

a) Yes if the opponent is in neutreul (does nothing), jumping in is a bad mistake, they can punish you, crossup or not.
b) to minimize the chances of getting punished badly the way to beat 5p is to do crossover j.hs relatively EARLIER. On crossup, if they want to 5p, you would hit the top of their head FIRST b4 their 5p connects you. Remembering that you might even get an air alpha frc after that hit. However if they chose to do 2s, well it does take TIMING for slayer to do it right, you would get PWNED. As for BDC air throw. Blah, if they do it early, you could always see it, and rejump. If not too bad. Betta than getting air comboed though.
c) HOWEVER if you jumped and they were doing something (ie poking with 5k/2k after a blocked rekka) THEY WOULD LOSE due to extra recovery time (BDC included). Again though this is from a single jump, that crosses the opponent over.

WHat this means is that, if you do rekka pressure and s(c) pressure and make them start fidgeting, you've just landed your perfect chance of coming in from the air ^^"

AtTheGates
05-13-2007, 12:46 PM
i'll test around tomorrow.
i don't think you can react to an air throw, though.

as for 2d,236S, slayer does 5k, you jump in with 5hs - i will test whether it's air throw save. in a lot of situations, you can do a really low air throw, ie. at matchbegin when you do 2d, enemy jumps, depending on the opp, you can air throw him.

Kensou
05-13-2007, 09:56 PM
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

Kasou
05-13-2007, 10:36 PM
at least chipp's close game is still there im happy. i was so scared that ex mappa can rape our close game. And yea, due to his new short air dash, gamma is a tad scary, especially when we have a strong close game, which would encourage him to get in to the air. Maybe in that situation we could pluck in a 6hs. But then that's REALLY risk, but hell sometimes you gotta do some cool pokes LOLZ. Oh one wmore thing. Is there invincibility on crossup dandy?

Kensou
05-13-2007, 10:58 PM
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.:yaaay:

they made this match up a hell of a lot harder now...NUUUUUUUUUUUUUUUUUUUUUU! :gonk: 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...:vbang: 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!

Shazay
05-14-2007, 12:57 AM
btw crosswise heel eats bursts too...:vbang: yes it has that much invul.

Could be wrong but you should be able to burst right after the first hit.

Kensou
05-14-2007, 11:36 AM
Could be wrong but you should be able to burst right after the first hit.

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.

Kasou
05-14-2007, 02:11 PM
are you neutreul? DO YOU SEE A DANDY? dash in GOLD BURST FTW! At least i think you'll get a free throw, or punish or something ^^"

And another thing. Um, 6hs dandy step pressure being the exception, anything else you can just FD 1 frame jump out when you see slayer sway backwards for a dandystep.

Kensou
05-14-2007, 08:44 PM
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.:vbang: this is wut i mean, crosswise heel is a very strong move now.

Kasou
05-14-2007, 10:23 PM
oh i know what you mean my emoticon friend ^-^ hahahaha. I was saying as *drumroll* a TACTIC!!!! like the early stages of a round.... ANd c'mon we all know noob slayers love to D-step here and there. What betta than hitting an easy gold burst xD

Kensou
05-15-2007, 02:47 AM
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

Dying Chipp
05-15-2007, 04:46 PM
Just my 2 cents, I rather save the burst for the slayer's j.2k air combo loop, that combo is just too gay. By the way, anyone notice slayer's 2s has more priority or hitbox as anti-air than before?

Kasou
05-16-2007, 02:20 PM
hahaha, thanx kensou glad you liked it ^-^

random note: if you sticked a poke out and it whiffed, and your opponent jumped, sometimes it's best to block instead of 6p their jump attack. ^^"

GuerrillaTactic
05-22-2007, 12:31 AM
Hey guys, just reaching a sticking point really with my game. I want to push it forward and become a good player at guilty gear but I know I don't have the knowledge of the game to work out certain things. One example of something I have problems with is stopping people from jumping away from me when I want to keep them locked down with things like slash pressure, rekka pressure and other stuff, and I really don't like persuing and trying to air grab after people because it can be really hard to predict when people are going to try and jump out as well as you can be dashing straight in to a jumping attack. Could you give a player some advanced advice here on general game play stuff, I have blocked frame data from this site, but I don't know hit frame data so I don't know good follow ups. I don't really know what to ask help with, I haven't been practicing this game recently but I'm trying to get back into it and I'm finding that I can do a lot of the old stuff relatively easily, or it's just a little off but I want to push my game to the next level and I really don't know how to. any sort of suggestions would be great. thanks :sweatdrop:

AtTheGates
05-22-2007, 08:17 AM
some general things for anti air, maybe that helps:

air to ground: 6p. you can also dash, 6p if they jump back - they could doublejump though
2hs - highly underrated - since you hit them earlier, you often beat moves in their startup that would beat 6p otherwise.


air to air: try running, j.k x n. (if they jump back).


also, if they tech backwards and just fall down, or try to jump backwards:

do running punches, lots of them! (not 6p, just regular punches). you can keep him in the air a while with that and he has to waste his tension to block with faultless defense. if you hit, you can link into j.p, air combo etc.

GuerrillaTactic
05-22-2007, 03:42 PM
well I know about dashing in with 6P but that can lead to getting a jump attack in the face if you do it wrong with Chipp and I don't find that too reliable unless I have them in the corner, but then again, nothing is 100% reliable really. Also I want to watch a few video's just so I can ask where to do certain things or why people do certain things but apart from MDR and the players here, I don't really know of any Chipp players, and I haven't seen MDR play in a LONG time so does any one know where I can get some chipp matches just to watch over and pick up good habits? thanks again ;)

AtTheGates
05-22-2007, 11:48 PM
good chipp players:
horisusumu or just susumu, allegedly plays eddie now, like MDR
torowa (game41)
kouryu (waterdragon. forgot where he is a local, but i think there was a vid of him on a-cho?)
DEC!!! i love dec's style (LOTS of throws, really reckless), but i couldn't find any AC matches of him yet.
i think 2 or 3 chipps already qualified for SBO, which is a good thing - i just hope they got a good team to support them..

Kasou
05-23-2007, 12:33 PM
Gtactics, i think somewhere inside you, you understand that there is no easy solution against someone jumping out of pressure (outside of the corner). To be honest you should play it patient, and force them to the corner. Maye stand there and wait for them to double jump their way back to your beautiful 6p, 6hs. Deliberately spam a whiff 6hs, and then counter their jump in with a counter hit beta blade. But honestly, play it slow when they escape. The quicker you are, the more easy it is for you to fall into a SET pattern, and allow them more chances to counter you. It's obviously better for you to react than to attack in those situations. Force them into the corner, then spam stuff like dash, j.k and then double jump if you wiff, e.t.c. Or if they're order sol or aba or someone with a slow and low jump, start spamming 6hs in the corner. (okay dun spam spam, but you know what i mean).

Attack when ya gotta attack. Defend when ya gotta defend. Counter when ya gotta counter. Chasing someone is a shitty risk/reward for chipp so cut it out man. Though, slow multiple jump forwards for a crossover are usually a simple way to chase and is hard to punish. But still reacting is still a betta choice...

GuerrillaTactic
05-25-2007, 08:50 PM
yeah, I know it's a bad idea to chase, but for me, it is the most infurating thing when you apply so much pressure for it to count for nil when they simply jump away. at the moment I'm trying to work on my Slash pressure, mixing in the 6K for a nice overhead and trying to see what I can do on block and on hit but I don't have the hit frame data and I haven't been bothered to work things out yet so it isn't comming on that well yet but hopefully things will get better once I put some more effort in. I just want to know how to figure out on hit frame advantage, or is it simply a case of trial and error with certain moves to figure it out? Thanks again guys.

P.S. you say dashing j.K in the corner, any specific reason why, or why it is good to do this.

Kasou
05-25-2007, 11:53 PM
dash j.k in corner becoz it's fast, has two hits just in case the opponent jumps late, is jc-able, and j.k x30 is awesome combo. ^-^ But ultimately, i use it coz it works xD hahahaha

as i posted in the pokes section, 5k, after 6k is GOD tier. Additionally, usually frame data is good, but it's best to test everything out in practice mode due to HIT BOXES and crap like that.

Kensou
05-26-2007, 09:31 AM
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

americanpsycho
05-28-2007, 08:50 PM
In pinches I like doing 5S(c), JI, 6k, RC air-dash HS blah blah 2d. Really messes with people.

AtTheGates
05-30-2007, 12:54 AM
good news, i finally got AC.


BNB after floor slide (j.D CH, 6k CH)or blocked burst, you probably know this one:
dashing 2s,hs, iad.j.p,j.D,236p,FRC,\/,6HS,j.D (into corner)
if you wanna train the combos after CH floorslide, simply switch counter to random in training, as easy as that. my iad.j.p improved a lot, probably because of that.

VS TESTAMENT:

FULL SCREEN: s(c),6p,s(c),6p,2d,236s,236k,5HS, j.p,j.k[1],j.k[2],j.D,236P,FRC,\/, 6HS, iad...
same combo works midscreen to corner, finish with 6hs,j.D

INTO THE CORNER & very close to corner
14 hits, 172 dam.
S(c),6p,2d,236s,236k,HS, j.p,j.k[1],j.k[2],j.D,236P,FRC,\/,6hs,j.D
part after HS is hard to connect.

more to come, it's a promise!
i will make a list.

also, already got an inspiration for my combovideo (after 1,5 hours of practice):

tigerknee alpha, 7FRC7, j.HS, relaunch!
(if someone steals that i swear to god i'll kill him)




UPDATE: alpha special FRC ist just safety :(( BUT!! maybe you can hitconfirm a combo after CH ground alpha, special frc. will check tomorrow.

Kasou
05-30-2007, 09:02 AM
nice. I find IAD j.p realli hard to hit, need to train on that. Oh, and do this for the team ^-^ May you please test how much damage you may get from FLOOR slide, 5k, 5hs, FB? That was my bread n butter in the arcade.

*edit: and about the new stickied thread, i think it would be good to open a new thread. Or at least have the first two or three posts constantly updated with new useful info. All other posts can be used for discussion, and possibly deleted once it appears in the first three posts (as long as the discussion of that combo has ended). Shrug blah, doesn't realli matter. Most important is still the first few posts must be useful and lists all the useful combos. Sorry for the repetitiveness of my sentences ^^"

double edit*: as for structure, i think we could go with the last chipp combo thread? So stick to having combos for gamma blade, counter hit 6k/j.d, teleport combos, bread n butter tensionless, and tension combos. For each section have a MAX damage combo (for each situation), and most effective easiest to land combo, does respectable damage, and hopefully gives either knockdown or a good position (ie, dun end with beta blade. xD or maybe that's just me). Then after all that wwe could have a dedicated section for VARIETY combos. That's a maybe....... ^^"

Kensou
05-30-2007, 11:02 AM
nice. I find IAD j.p realli hard to hit, need to train on that. Oh, and do this for the team ^-^ May you please test how much damage you may get from FLOOR slide, 5k, 5hs, FB? That was my bread n butter in the arcade.

*edit: and about the new stickied thread, i think it would be good to open a new thread. Or at least have the first two or three posts constantly updated with new useful info. All other posts can be used for discussion, and possibly deleted once it appears in the first three posts (as long as the discussion of that combo has ended). Shrug blah, doesn't realli matter. Most important is still the first few posts must be useful and lists all the useful combos. Sorry for the repetitiveness of my sentences ^^"

double edit*: as for structure, i think we could go with the last chipp combo thread? So stick to having combos for gamma blade, counter hit 6k/j.d, teleport combos, bread n butter tensionless, and tension combos. For each section have a MAX damage combo (for each situation), and most effective easiest to land combo, does respectable damage, and hopefully gives either knockdown or a good position (ie, dun end with beta blade. xD or maybe that's just me). Then after all that wwe could have a dedicated section for VARIETY combos. That's a maybe....... ^^"


got it, reformatting now!:keke:

AtTheGates
05-30-2007, 02:09 PM
update from DR. ATG's lab of death.
playing on a black & white tv now with a friend's ps2- my copy fell onto the floor, one hair of dust is enough to make my ps2 fail :(

vs potemkin, probably rky:

2hs,41236k,D combos! you can link a HS after it close to the corner, or s,hs and so on. gonna play around wit it

edit: already updating the combos in the thread.

低姿勢
05-31-2007, 12:05 AM
havnt had to much time to play, but chipp player 2 vs axl bug still seems to be in.

americanpsycho
05-31-2007, 04:12 AM
I cant remember if we proved / disproved this but does doing chipps fb midscreen crossup?

I remembered kasou talking about how it looked like they messed up their dp's on wakeup leaf throw after fb or something.

I was trying to do it but it didn't seem like they were crossed.

AtTheGates
06-01-2007, 12:08 AM
guys, check out chipp'sm voice A under sound options:

3: SHOGUN!
4: NINJA!
6: TAKO YAKI!
8: FUJIJAMA!
9: GEISHA!
10: AKIHABARA! (wtf)

Kensou
06-01-2007, 10:32 AM
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!

Kasou
06-01-2007, 12:22 PM
fuck yea kensou. Good luck man. Do us chipp players proud hahahahahaaha. Show the japs how to use chipp kakakakaka

vmoney48
06-01-2007, 03:54 PM
Chipp for the win.

AtTheGates
06-01-2007, 05:05 PM
gogo kensou! you gotta uphold the chipp pride for the whole western hemisphere :)

susumu quit chipp, mdr quit chipp... its looking grim :(
also, i'm kinda pissed europ didn't get a spot for AC, like the years before... *sigh* i guess it has to do with good contacts between US and japan during evo or something..

Shoto
06-01-2007, 05:51 PM
havnt had to much time to play, but chipp player 2 vs axl bug still seems to be in.
What kind of bug is that? Never heard of it *blush*

AtTheGates
06-03-2007, 05:19 PM
hey there fellow ninjas,
i'm researching floor slide combos right now. making a list vs. all chars for combos after j.D CH, with char specific notes. so far it looks good! against most chars iad.j.p seems to work (exception: eddie, very spacing specific, the horror, the horror!). so we probably won't have long lists this time, just for the little variations.
notes include: when to switch d.2s with d.5k (launches em lower, so you can get a j.p against bridget in the first place and knockdown vs. may anywhere on the screen).
right now, seems like it is possible vs. every char to extend the combo after 236p with an FRC,\/,6hs, j.D for knockdown and more damage.

expect the list tonight or tomorrow!

低姿勢
06-04-2007, 07:52 PM
What kind of bug is that? Never heard of it *blush*

WTF... someone really needs to just sticky all of chipps bugs, ive lost count how many times ive explained this stuff since XX days. Anyway yea chipp vs axl in the corner only player 2 you can choose where you want to throw the opponent, walk over the body, do combos while faceing the wrong way yadda yadda... To lazy to explain anymore then that.





On a random ghetto/tricky set up. Seems in the corner you can get some fun random stuff... Say to mix in with random IAD strings, maybe mix in empty air dash, jump off the corner then leaf throw, then if guy knows that can come, leaf throw to EX move when they try and jump. Plus a set up like that is tricky but slow, so jumping they might get a ancy about it, so you land leaf throw EX move. Also from this after landing you could get something like air ninja dash FRC to air throw when they jump.

Which brings me, if you want to be really ghetto/tricky guy half screen away or so tiger knee ninja dash FRC to air throw. Basicly a "instant" half screen air throw. Again of course it takes timeing but its pretty random/fun.. Shrug

AtTheGates
06-04-2007, 09:25 PM
now that chipp's throw is back to arcade, the bug vs. may is back again, too. I CANNOT BELIVE THAT THEY DIDN'T FIX IT. May still rises as if it was reload after you throw her.

Kensou
06-06-2007, 01:05 AM
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!

Kasou
06-06-2007, 01:45 AM
you did well. GOT ANY VIDS!!! Im a groupie of my own group of chipp players. KEKEEKEKEKEKE, maybe i'll find you again by randoming on youtube HAHAAHAHAHAHAHA

but yea, gd luck next year. Care to give us a break down of the matches? (and as to why you may have lost? im a failing sports psychologists, but HEY. i can still improve performance xD)

edit: to ATG:
You beat me to the bug thread. Realli nice. I was going, WHY ARE THERE SO MANY RANDOM BUG THREADS!!!!! but yea... nicely done with the list thing^-^

Shoto
06-09-2007, 10:17 PM
WTF... someone really needs to just sticky all of chipps bugs, ive lost count how many times ive explained this stuff since XX days.
Well, nevertheless thanks^^.

AtTheGates
06-21-2007, 12:55 PM
good news!
i found a new "bug" with an old trick for some new okizeme :)
i don't wanna spoil it, i'll let xeno make a vid for me soon, so you can see for yourself :)
don't expect too much, though. it's no new BnB okizeme - it works in certain situations.

Tsiisus
06-22-2007, 01:10 AM
Running through the body of your opponent after throw seems to have quite a bit of potential for devious crossups with a minor or no tension loss. Though you gotta watch out for reversal throws in the corner. But oh well, you can always do SB--> meaty 6K into bla bla --> alpha blade. Didn't test IAA.

Console version seems to be quite .... glitchy. I so hate the hitstop glitch in sakura.

And the May bug isn't as bad as the Potemkin one. I think attacks just go thr may, but you can still escape. You couldn't escape a rev buster.

americanpsycho
06-28-2007, 07:41 PM
I am getting so annoyed at people ducking under my frc tele mixups (using 5s as my drop down after the frc). My only solutions that I have come up with so far are 1. (havent tested...will vry soon) use punch or kick as my drop down after the frc instead of the 5s, and 2. tele after a 2d mid-pressure cuz most people think that your pressure is done/can get away from after a 2d. If someone can tell me how I could link the drop down 5s after frc tele on say crouching zappa or baiken plz do tell. My friends always fall for frc mixups wakeup and pressue and I want to use slash instead of (in air) 5d so I can actually combo into a kn that deals some dmg from a frc.

低姿勢
07-11-2007, 12:05 AM
Dunno if old or said before.. But chipps leaf throw EX move does a good amount of dizzy it seems. Might have some instant dizzy type combos on some characters with the right amount of gaurd meter in random situtions.

AtTheGates
07-11-2007, 01:36 PM
Dunno if old or said before.. But chipps leaf throw EX move does a good amount of dizzy it seems. Might have some instant dizzy type combos on some characters with the right amount of gaurd meter in random situtions.

i got a ~380 dam. combo vs. chipp, 100% tension, counter hit, that dizzies. gonna be in my next combovid - or xeno's, if he uses my clips.

低姿勢
07-11-2007, 08:56 PM
ah i see ok then.

Kasou
08-17-2007, 05:18 AM
Hey sup pplz. Soz that i haven't been posting here for ages. But yes, i cleaned up the Chipp forum quite a bit, and stuck in an OFFICIAL chipp general questions thread, and ALSO, a general conventions/terminology and basics thread for our new young jedi's and shinigami's. So hope those would help you guys........ AND KEEP THE REDUNDANCY TO A MINIMAL!!! ARRRRRRGGGGGHHHHHHHH...... me HATE NOOBS >o<. nah just joking. HAHAHAHAHA, but yea, i hope the new threads help, and i really hope people do use them.

Um, as for me and guilty gear, i guess since my jap friend left, and my singapore buddy is never around anymore, im competitionless, so i haven't been playing at all for 6 months. hence, the littl' posting. Im not sure if im going to HK end of this year, if not, it'll possibly be like 2 years of no GGXX. However, on a brighter note i might go to japan at the end of this year, so i might level up, AND, i might get a new pc, so at least i can play reload online. Though possibly with none of you, but that's okay.

Anywayz, if any of you suddenly come to brisbane, be sure to pm me..... ^^ anywayz, that's enough from me. Take care pplz ^-^

Amperture
10-01-2007, 10:31 PM
From what I've seen so far, I take it this is the "shoot the shit among Chipp players" thread?

Hope so, at least. Complete fresh meat player, here. Not only is AC my first GG, but also my first fighter at all where I bothered to play without button mashing. Was told by doomscyther to come and start posting in my intended main character's forum just to get to know the people and let them get to know me. Seemed odd but ok. Since I don't have any meaningful input or serious questions yet, I guess I'll just start with what I've done and what I know so far, if anyone sees any major flaws in my data that won't be fixed naturally by trial and error please correct me if you can.

Live around the Texarkana/Longview, TX area (Apparently I'm near Kensou? Like a 2 hour drive or something?), bought AC on the 15th and played an all-night session with a buddy, who's also a fresh meat.

After about an hour of play I came to the conclusion that Chipp was all about straight aggression and pressure. If I wasn't on the offensive against my buddy (playing as Ky), I was fucked. I also fell a lot to him doing a single move over an over, Ky's 6H. Sooner or later I learned how to actually block or get around it and I began dominating with a single combo, I apologize if I'm about to fuck up my notation:

starting with a jump-in crossup jH, then s(c), s(f), then either 236s, 236s, or 2h, js, jh.

Eventually the aforementioned buddy rage quit on me after I beat him 20 in a row. I think I'll be able to convince him to suck it up and play again eventually though.

Note, this all happened before I came here to gather some resources and info on Chipp and how GG plays in general.

So now I've entered the learning and research process. I've been writing down everything I can find that's relevant, combos, moves, frames, etc. Yes, on paper. I find that I learn things better when I physically write it. Little brown notebook. By the way, I want you fuckers (all GG players) to know I've got 3 pages written on Notation and Terminology alone.

So far the biggest thing I've learned is that my combo from earlier is apparently disgustingly inefficient. Been practicing executing a few of the combos posted here in Training Mode.

Guess I'll close it up for now. Oh, and Kensou, hope you don't mind me holla'n at you later for maybe some more direct help. Heard good things from doomscyther about you.

Kasou
10-01-2007, 11:11 PM
Hahahaha, Yea this is where the chipp players gather (not that there are many) to just whinge, whine and just share experiences. So yea, you came to the right place.

Fresh meat player? Nice. Your combo isn't too bad. I mean my bro's best combo back then was just dash in deep 2pxn, 2d, OTG gamma. And he still beasted my newbie ass. Oh let's not forget he loved to use his stupid 632146hs overdrive as an anti air(the overdrive that chipp flys everywhere. like, ULTIMATE SPIDER style). He was like GOD-LIKE! when i didn't know how to FD. SIgh, memories.

Your buddy rage quit xD. Lolz. I hope he comes back for more and hopefully he farmed up or something. Coz if he doesn't wanna play you anymore, it's just that coz he has no competitive spirit. Now if he's your ONLY competition, i suggest not improving too fast xD. But that's just me. But yea, since you live next to kensou, you dun have to care about your buddy, and just maybe tag along with kensou to some tournies or something.

Yea, try to summon kensou or lil majin for some help, especially since some of the most important threads have been deleted, and it's a bitch to rewrite it all. But dun worry, im writing as we speak ><. SIgh-age.

Amperture
10-01-2007, 11:19 PM
Your buddy rage quit xD. Lolz. I hope he comes back for more and hopefully he farmed up or something. Coz if he doesn't wanna play you anymore, it's just that coz he has no competitive spirit. Now if he's your ONLY competition, i suggest not improving too fast xD. But that's just me. But yea, since you live next to kensou, you dun have to care about your buddy, and just maybe tag along with kensou to some tournies or something.

Well, I dunno about competitive spirit. See we both have a history in competitive games. Just that his game was a team game (CS) while I'm a little more used to being on my fucking own and having to learn shit the hard way. I play Quake 1v1.

Amperture
10-10-2007, 08:25 PM
Okay, so I held off a bit on playing a bit after my last post because I bought a new pad (http://img.photobucket.com/albums/v437/FonzeAmp/KenController.jpg), waiting for it to come in, just been writing down some more combos and getting basic movement on my old d-pad down.

First of all, got a question, I'm going to assume that most tourneys in the US use the PS2 version of GG? If so is it legal to use those multi-key binds I find in the "Key Config" Menu? Specifically the bind that lets me do an RC with a single button? I find it much easier to just slam my left index on L2 then to entirely reposition my right hand to hit the top 3 keys with my thumb, then reposition them again to continue the combo.

Another question, after I got my pad in I did a few dry runs in Training mode and noticed something odd, every once in awhile (by that I mean roughly half the time) when I would RC Chipp's 236p, instead of stopping dead on the ground, he goes flying upwards across the screen......is this normal?

Kasou
10-11-2007, 12:37 AM
The alpha blade RC thing is very normal. You must have accidentally jump installed it by accident by either (doing the motion 2369p, or you started with a jump attack which caused the combo to have AUTOMATIC jump install). I know it sucks, but that's the way the cookie crumbles.

As for key binds, i heard in EVO it was allowed, but in other tournaments it isn't. Personally I say get/build a stick. It'll be fun to build your own stick ^^ (not that i have xD)

AtTheGates
10-29-2007, 09:50 AM
Digit'Alsace Tourney over.

the tournament was 1v1, best of 3 + loser bracket. The location was close to Straßburg, France - near the German border. Met my good friends Cuongster and Joe Higashi there.
1. Cuongster
2. Joe Higashi
3. me

I wasn't sure whether i would go until the last minute, so i didn't really prepare, except for some basic training with and against Eddie, i'll come to that later.
The location was pretty cool - it was one huge expo hall, full of booths with people in classy suits wanting to sell you stuff (including mercedes, and the french military). It was basically a lan for counterstrike, but there was an area for fighting games (organized by the guys from Straßburg & the GNOUZ corporation).

Prelimns went good. I beat everyone in my group clean except cuongster - he was using slayer as his first char (eddie 2nd). Prelim format was 1 match only.
I sticked to my gameplan vs. slayer - keepaway & harass with gamma blade until he slips up and tries to instant air dash etc. - this went quite well. Of course, once you get a knockdown (or a 2hs CH, or j-hs CH, etc), you're in deep shit.
It came down to the last inch of health in the 3rd round for both of us - i took a chance, dashing over the whole screen, beta blade - and he blocked & finished it. Taking chances like that in a tourney does make sense, especially in a high level match - at one point, mixup/behavior will become really abstract, and at this point, stuff like that can work.

Anyway, i proceeded into the tourney and met joe higashi in a chipp mirror as my first opponent. He pretty much butchered me - it's been a long time since i played mirror. Meanwhile, Shoto (AX) hit the loser bracket and then went to defeat cuong's brother (who was playing baiken and then switched to order sol). The match was intimidating - shoto controlled the space really well and countered baikens counters, etc.
Later i met Shoto in losers and kicked him out - we play alot, so i know the chipp vs. axl matchup really well - and his playstyle.
On to losers semifinal - and that was the worst tourney match of my life, i guess. I've been having problems with my stick for 2 weeks - left microswitch sometimes doesn't work (although i can hear it click). the result: chipp standing there when he should dash, etc. At one point, all i wanted to do was S,HS and chipp jumped UP.
Anyway, i played against a johnny who seemed to know the matchup quite well (he was from straßburg and often plays against joe higashi). The problem is - i know the matchup really well, myself - but i could not benefit at all from this, since i pretty much fucked up every single chance i had to win the match.
in the end i somehow made a comeback and it went 2-1 for me. he switched to pot for the last match, a bad move - his johnny was way better. There will be matchvids from this match on - check it out if you want to see me embarassed.
Meanwhile, Cuongster defeated Joe Higashi in a close match in the winner bracket - really nerve wrecking, joe higashi played runaway both against cuongs slayer and eddie, to great effect, but he got caught in the end.
Then i met joe higashi in the losers finals - pulled myself together this time. Although he beat me 2-1, it came down to the last round. And we both had tremendous fun - chipp mirror is hilarious - so fast, so random, so back and forth.
Grand Finals - Cuong beat Philippe 3-1 - too bad - another chipp succumbs to eddie :(

anyway, about eddie:

the standard setup after an eddie rush for the unblockable goes like this:
[something], eddie d.2p,2hs, release D, 22D.
the problem: you can ONLY escape this UB if you instant block (or slashback, but forget that) the 2hs. You can then jump and immediately air block both the FB drill and the minieddie D.
of course, eddie could do 2p, command throw - so it's still hard to counter.

AtTheGates
10-30-2007, 10:50 PM
Note: i've seen the matches now - it's not as bad as i thought. and SHIT, what a close comeback from me - i was down to 1 health in the last round and managed to turn the tide in the 2nd match against johnny.i actually played worse against pot than against johnny - at least 8 times j.HS instead of air throw. you can tell i had probs with my stick :(
same when i tried air throwing johnny after his burst - straight jump up, nothing.
and boy was i pissed when he hit me out of gamma with his super (although i did that specifically to be safe, ah well).

JackG
10-31-2007, 08:37 AM
Apparently Chipp's 6k will get caught in potemkin's heat somehow. What a load of shit.

How is the matchup against potemkin anyways? I'm assuming it's tilted in Chipp's favor but it is hard to tell.

AtTheGates
10-31-2007, 09:59 AM
in pot's favor, definitely. you can have have the best movement in the world, but if you're hit it can be over pretty fast.

Lil Majin
11-01-2007, 11:32 PM
Chipp vs Potemkin has always been the worst matchup in the guilty gear series.

Shazay
11-02-2007, 03:34 AM
Chipp vs Potemkin has always been the worst matchup in the guilty gear series.

Don't know about the other games, but in #R the worst match ups in the game were Jam vs Chipp and Bridget vs Potemkin (both were 15-5).

Lol~ At The Gates? I've been listening to Slaughter of The Soul 24/7 lately @.@;

AtTheGates
11-02-2007, 10:22 AM
Lol~ At The Gates? I've been listening to Slaughter of The Soul 24/7 lately @.@;

at the gates reunion + carcass reunion for wacken 2008. i already got my ticket the day it was announced.

shinquickman
11-02-2007, 07:05 PM
Chipp vs Potemkin has always been the worst matchup in the guilty gear series.

I dunno about XX/ and AC ,since he got the new shuriken.

Teyah
11-02-2007, 10:01 PM
anyway, about eddie:

the standard setup after an eddie rush for the unblockable goes like this:
[something], eddie d.2p,2hs, release D, 22D.
the problem: you can ONLY escape this UB if you instant block (or slashback, but forget that) the 2hs. You can then jump and immediately air block both the FB drill and the minieddie D.
of course, eddie could do 2p, command throw - so it's still hard to counter.

A bit late, but I'd like to clarify:

That setup posted is actually done as:
Eddie r.2P-2H xx 22D
- The reason the -D- appears earlier than the FB Drill is because of the large hitpause from a blocked Level 5 move. Note that Eddie cannot hold D at any earlier point (unless he has gatlinged to 2[D] just before) since that would generally result in a 5D coming out.


Also, there are many ways of escaping that mixup (it's not unblockable by any means):

- 3F window to BD or FD jump between 2P-2H, 5 frames if you IB the 2P
- 3F window to BD or FD jump between 2H-22D, 7 frames if you IB the 2H
- If you FD the 2P-2H, you should get pushed back enough to where the -D- attack takes so long to reach that it is very blockable by simply blocking the first 2 hits of 22D low, then the rest high.
- If the shadow is not directly under you after 2H, -D- won't reach you in time as above. Simply block low for the first 2 hits of the drill, then block the rest high.

Lil Majin
11-04-2007, 01:46 PM
Teyah - the real commands for the unblockable is:
d.5S(c)-5HS~D (hit and hold D after hitting HS)-release D after first hit of 5HS, then cancel 5HS into 22D.......the only escapes are if you DAA or SB the 5H.
d.5S(c)-2H~D (hit and hold D after hitting 2HS) - release D as 2H hits, then cancel 2HS with 22D. DAA and SB are escapes

AtTheGates
11-04-2007, 01:56 PM
Teyah - the real commands for the unblockable is:
d.5S(c)-5HS~D (hit and hold D after hitting HS)-release D after first hit of 5HS, then cancel 5HS into 22D.......the only escapes are if you DAA or SB the 5H.
d.5S(c)-2H~D (hit and hold D after hitting 2HS) - release D as 2H hits, then cancel 2HS with 22D. DAA and SB are escapes

2p,2hs is a viable setup for the unblockable though, and pretty common. after all, eddie can mixup after the 2p.
also, when i tried s,hs[1],d + 22d, i could instant block the hs[1] and air block the drill + spit. so no slashback required?

teyah, i personally find it better to input 2p,2hs~push d, immediately 22d instead of 2p,2hs,22[D] ]D[. that way the spit hits a little earlier - and you can circumvent the limitation that you cannot hold D earlier. pretty easy :)

it's true that there are several ways to escape.
best one i think is try to backdash after the 2p - in case you accidentally instant block the 2hs (happens often), you can then jump back & block.
FD works sometimes, too, but i find it less reliable than this.
of course it's hard to backdash a 2p on reaction, you would do that on anticipation.

Teyah
11-04-2007, 07:23 PM
Teyah - the real commands for the unblockable is:
d.5S(c)-5HS~D (hit and hold D after hitting HS)-release D after first hit of 5HS, then cancel 5HS into 22D.......the only escapes are if you DAA or SB the 5H.
d.5S(c)-2H~D (hit and hold D after hitting 2HS) - release D as 2H hits, then cancel 2HS with 22D. DAA and SB are escapes


teyah, i personally find it better to input 2p,2hs~push d, immediately 22d instead of 2p,2hs,22[D] ]D[. that way the spit hits a little earlier - and you can circumvent the limitation that you cannot hold D earlier. pretty easy

In all of those options, hitting and holding D during the 5H/2H will get you a 5D/2D, which you do not want. Though you can do 5H, then buffer D with 2D (since 5H does not gatling to 2D) but that still leaves you with the 3F (7F on IB) gap I mentioned above, since 5H is still a Level 5 move. There's also the issue with distance if 5H is FDed, which is probably why this setup isn't used by the better Eddies (except in the corner).

Again, the gaps on these moves is so large (even moreso if you can IB) that you just need to time a backdash or an FD jump in between the 2H and FB Drill and then air regular block the big drill. No SB required, even IB is optional.



it's true that there are several ways to escape.
best one i think is try to backdash after the 2p - in case you accidentally instant block the 2hs (happens often), you can then jump back & block.
FD works sometimes, too, but i find it less reliable than this.
of course it's hard to backdash a 2p on reaction, you would do that on anticipation.

Hm, I would say that reacting to the 2P should be the same as when it happens in regular Mawaru mixup; if you don't see a gatling during the blockpause and you see it retract, you can prime an FD jump to get away.

Instead, I would imagine the best way to escape the 2P-2H-22D would be to react to the 2H, then prime a backdash or FD jump. No need to IB or anything if you can hit that 3-frame window. Of course, you may as well try for the IB, and if you get it you've got a huge 7 frames to do something, regular jump + block would work fine. And if your Eddie is using 2P-5H(2)-22D, may as well just FD the whole thing and you're far enough away to be safe.

AtTheGates
11-04-2007, 10:11 PM
Again, the gaps on these moves is so large (even moreso if you can IB) that you just need to time a backdash or an FD jump in between the 2H and FB Drill and then air regular block the big drill. No SB required, even IB is optional.

i can't FD jump out of 2hs, fb drill - is it even possible? if it is, it's definitely too hard to be a viable option (or a more viable option than the others).
backdashing before the FB drill after 2hs works fine, as long as you FD the 2p before it. this is also only an escape if you aren't cornered.

Teyah
11-04-2007, 10:25 PM
Yes, it's very possible:


Also, there are many ways of escaping that mixup (it's not unblockable by any means):

- 3F window to BD or FD jump between 2P-2H, 5 frames if you IB the 2P
- 3F window to BD or FD jump between 2H-22D, 7 frames if you IB the 2H
- If you FD the 2P-2H, you should get pushed back enough to where the -D- attack takes so long to reach that it is very blockable by simply blocking the first 2 hits of 22D low, then the rest high.
- If the shadow is not directly under you after 2H, -D- won't reach you in time as above. Simply block low for the first 2 hits of the drill, then block the rest high.

(2H = 17F blockstun, 22D = 20F startup)

FD jump is also more lenient on inputs, in my experience - even if you input it a frame or two before coming out of blockstun, you'll still get it as soon you can. So that 3F window is very doable. And if you IB the 2H (easy, just tap IB a few frames after you block the 2P) it's a 7F window, which you can get out of simply by holding up+back.

AtTheGates
11-04-2007, 10:47 PM
FD jump is also more lenient on inputs, in my experience - even if you input it a frame or two before coming out of blockstun, you'll still get it as soon you can. So that 3F window is very doable. And if you IB the 2H (easy, just tap IB a few frames after you block the 2P) it's a 7F window, which you can get out of simply by holding up+back.

yeah, escaping after instant block is no problem at all.

about fd jumping out:
1f jump = cutting off the startup of one's jump. is there a limitation of any kind? most chars got 3 frames of jump startup, some more.
so basically i guess i have to faultless defense after the first frame of my jump startup? should be a 2 frame window, then. did you do it before against this setup?

Teyah
11-05-2007, 01:57 AM
Ah you're right, that would be a 2F window to get off the ground in time, though the backdash timing is 3F since those start immediately. I also just tested what I said about FD jump being bufferable, and it seems I was wrong on that - you have to time it precisely, similar to a timed backdash.

Unfortunately(?), I haven't had to face this setup yet as I'm the only Eddie around here.

AtTheGates
11-05-2007, 10:29 AM
Unfortunately(?), I haven't had to face this setup yet as I'm the only Eddie around here.

i teach myself eddie since a couple of weeks, to better understand him (and meanwhile also as a secondary char, a lot to explore).
i usually program those setups until they are somewhat "clean" (i try if i can FD out, if eddie is too far away for 2p,2hs to connect if i FD, etc.).

Lil Majin
11-07-2007, 12:36 PM
need some advice fellow chipp players:

How do you guys deal with JA? Next month I'll once again be up against the best JA alive (Doren2k) in a tourney. At SE-R2, I got destroyed 4-0 (2casuals+2tourney). Here are a couple of things that I already know about this matchup:

Dealing with Puffballs
---------------------
-6P (at the right time) beats all puffballs for CH. Risk outweighs the reward especially if you don't have 25% tension to land a punishing combo.
-236P goes under all puffballs when he crouches. If you do the command too late, then you'll die.....literally.
-2369P goes under all puffballs for CH into a nasty combo.
-22D can land right behind her for a \/ j.HS into ground combo or \/ j.HS->236P-FRC combo
-623S.......obviously, but all you get is a knockdown that most of the time puts her into the corner, which isn't good (she can parry all okizeme jump-ins on reaction and she has a shoryuken to deal with any wakeup pressure (because you can't do any crossups))

As far as puffball goes, Chipp shouldn't get hit by random FB PB or regular PB attempts because he has many effective ways around them.

Chipp vs Jam's Ground Game
-------------------------------
-5K beats all of her mid/high normals at about 1.5 character spaces away. Trades with 2S up close....not good.
-6P beats/clashes with her 623K so if you expect a wakeup shoryuken from her, then plz 6P her ass for the CH!!
-6P beats her 5S

Chipp can easily deal with Jam on the ground. Just don't throw out slow moves that'll get FB PBed and keep your guard strings safe. Don't do 2D->rekka because the rekka can be parried and punished on reaction. She can easily take the fight to the air by iad'ing and landing behind you. When she iads at you, just crouch first then air throw or 2H/5P; don't use 6P because she'll go right over you then punish severly.

Chipp vs Jam's Air Game
---------------------------
-6P can beat any jump-in that Jam has unless they are meaty (j.2K, j.HS, and j.214K come to mind)
-5P/2H can beat any jump in she's got for the most part. Just don't use em against an obvious j.214K because that'll get you CHed into death.
-crouch then airthrow beats iad attacks as well as 5P/2H. If you have to, then shoryken her jumpin as.

Jam can't really jump at chipp but remember that ALL of her good jump-in's like j.S and j.HS are like 6frames or less so they'll beat any jump-in that Chipp can throw out. Don't jump at Jam out in the open because she can CH j.S for a devasting combo. Be very cautious about airthrowing Jam because if you mess up, then you'll get CHed by her j.HS or j.S which both lead to devastating combos especially by the wall. Her random game is one of the best in the game like Slayer's because if you get so much as poked by a simple 2K, then you'll lose half-life or more.

Let's look at some basic stats for this matchup:
CHvsJA
Abare - Jam wins hands down. If any random attack connects on Chipp then he's losing a TON of life without the use of tension whereas if Chipp randomly hits Jam, then the damage varies from "absolute shit" to "moderate" depending on tension.
Ground Game - Jam still wins because although Chipp's 5K can beat all of her high/mid attacks, he doesn't get near as much damage potential. Abare plays a big role in this.
Air Game - Jam wins hands down because air to air, her j.S/HS beat all of Chipp's jump-ins. Even though it's unsafe for her to jump against chipp, the threat of 5P,2H,6P,DP isn't enough to stop her from jumping while the threat of corner airthrow into 6H loop, j.S/HS, 2H has the damage potential to keep chipp from jumping at all.
Okizeme- Jam also wins this hands down. Both characters have absurd mixup capabilities, but Jam has a great parry, good overdrives, and a DP to kill most of Chipp's wakeup game while severly damaging him in the process if makes a simple mistake. All that Chipp has to counter jam on his wakeup is his one-hit DP, which can be parried or even FB PBed on reaction. Damage wise, both characters can really hurt each other after a successful mixup; however, Jam's mixups are more "foolproof" because she can FUCKING CROSSUP WITH A FUCKING SHORYU!!! UNSTOPPABLE!!....and they can evidently hurt more (Jam 6H loop)
Offense - You kidding me? Jam can raise the guardbar to flashing in 2 seconds!!! Chipp's offense is certainly good, but if he makes one mistake (which will most certainly happen if you're a human) then it's over. Jam wins hands down.
Defense - Jam can turtle her ass off or rush YOUR SHIT DOWN!! Plus Chipp's life leaves him a lot quicker generally and inevitably (when you get tapped by a 2K or thrown). Jam wins.......

Chipp vs Jam looks hopeless for him on paper but like all bad matchups, it's winnable. Just gotta play smart and very patient.


Like I said....I need advice still. The above is what I already know about the matchup. Any other advice on this horrible matchup is greatly appreciated!!

AtTheGates
11-07-2007, 03:53 PM
Dealing with Puffballs
---------------------
-22D can land right behind her for a \/ j.HS into ground combo or \/ j.HS->236P-FRC combo

too dangerous - if she does the HS puffball, you're fucked



-623S.......obviously, but all you get is a knockdown that most of the time puts her into the corner, which isn't good (she can parry all okizeme jump-ins on reaction and she has a shoryuken to deal with any wakeup pressure (because you can't do any crossups))

thats an option, but you can get clashes if she does her puffs max distance.

for max distance, non FB puffballs out of step, try gamma.
I also like to instant block puffballs, 5k, or simply straight jump up when i have time to react, then punish (or hit on her block) when falling down. she could parry though.



When she iads at you, just crouch first then air throw or 2H/5P; don't use 6P because she'll go right over you then punish severly.

if she does 623k out of iad, air throwing is very hard - i usually just get air instant block (and i think my air throws are good). Nonetheless, i agree that air throw might be the best solution.




Chipp vs Jam's Air Game
---------------------------
-6P can beat any jump-in that Jam has unless they are meaty (j.2K, j.HS, and j.214K come to mind)

forget 6p against her j.214k. way too dangerous, since the hit is delayed.



i will write more later, gotta head home now from work.

AtTheGates
11-07-2007, 03:53 PM
Dealing with Puffballs
---------------------
-22D can land right behind her for a \/ j.HS into ground combo or \/ j.HS->236P-FRC combo

too dangerous - if she does the HS puffball, you're fucked



-623S.......obviously, but all you get is a knockdown that most of the time puts her into the corner, which isn't good (she can parry all okizeme jump-ins on reaction and she has a shoryuken to deal with any wakeup pressure (because you can't do any crossups))

thats an option, but you can get clashes if she does her puffs max distance.

for max distance, non FB puffballs out of step, try gamma.
I also like to instant block puffballs, 5k, or simply straight jump up when i have time to react, then punish (or hit on her block) when falling down. she could parry though.



When she iads at you, just crouch first then air throw or 2H/5P; don't use 6P because she'll go right over you then punish severly.

if she does 623k out of iad, air throwing is very hard - i usually just get air instant block (and i think my air throws are good). Nonetheless, i agree that air throw might be the best solution.




Chipp vs Jam's Air Game
---------------------------
-6P can beat any jump-in that Jam has unless they are meaty (j.2K, j.HS, and j.214K come to mind)

forget 6p against her j.214k. way too dangerous, since the hit is delayed.



i will write more later, gotta head home now from work.

Lil Majin
11-07-2007, 03:57 PM
AtTheGates - thanks for the info. I'll check back later for the rest of your advice.