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Kasou
08-17-2007, 05:03 AM
This thread is made for all the general and simple questions. So instead of posting questions which may be irrelevant in other threads, please post here so that it makes all the threads relevant to their intended topics, and makes it easier for everyone to read. Thanx for the cooperation. :eng101:

JackG
08-18-2007, 08:08 PM
I don't know the exact name of it, but I always see Chipp players jump, then it looks like they immediately faultless block and then just fall straight down, which they usually follow up with an air HS. I've tried faultlessing but I can't get it to work. Can anybody help clear this up for me?

Another small thing, I am accumtomed to playing on the PS2 with PS controllers, and I can't seem to ever get instant air dashing down, or when I do its rare. Is it easier to do on a gamepad, is it more difficult than just jumping and immediately hitting forward twice? I am having trouble with this area as well.

Thanks in advance!:psyduck:

Harem
08-18-2007, 10:07 PM
FDC Cancel. Explained in Chipp basics thread.

Try going to neutral and doing 956. Note: You don't actually need to hit forward twice since the 9 already counts as a forward input lol.

novalance
08-19-2007, 04:20 AM
on pad, just doing 99 does it as well

Donutholes
09-02-2007, 06:38 AM
Question about the j2k FDC. Is it possible to also do it w/ an airdash and still hit your opponent with any some air move? I've tried it before but all I get is a HS that doesn't even get its active frames before landing. S might work, but it's timing also seems kinda hard. There a chance that you could test this for me?

AtTheGates
09-02-2007, 07:08 AM
the only way to use an FDC of the 2k to cancel an air dash is using SBC instead - i posted about this in another thread here.

air dash, then immediately 1k,slide to S+HS.
before you can input another move, there is a slight "slashback stop", so you have to wait a couple of frames. it's possible though.

why this works?
- you can cancel an airdash relatively early into a normal or into slashback
- you cannot cancel into faultless defense during an airdash

thus, you have to cancel the j.1k into SB.

Donutholes
09-03-2007, 02:09 AM
So I'm guessing this is impossible for #R or Slash, right (don't have AC.. yet)? >.< Well thanks anyway.

Hecatom
09-25-2007, 01:07 AM
I want to know how to do a the move where chipp moves from the walll to the floor in diagonal, i see th ia use it in AC

Kasou
09-25-2007, 04:45 AM
THe command is: On the wall, back(direction of the wall) then forward. Can use it after an air dash, super jump, or a double jump. If you only did one jump, you can wall jump, then air dash. Hope that helped xD

Fullforcefafnir
09-30-2007, 08:00 AM
Checked all the possibly threads but the question still remains: Is there ANY use to Chipp's invisibility skill?

Kasou
09-30-2007, 09:09 AM
to put it simply, it just makes his mixups/teleports a littl' bit harder to see. it's useful, but then most probably you would be missing an fdc okizeme oppurtunity in order to do invisibility.

Kyle
11-18-2007, 04:44 AM
Dear Chipp players,

Can anyone confirm this... maybe discuss some how-to b/c I can't do.


Just wondering because X-Saphire told me that when chip does 5p4shs that it increases the range of his hit box for his slashback...

AtTheGates
11-18-2007, 11:09 AM
it's actually 5k, slide to S+HS.

kara slashback. you can use this vs. moves that come from a horizontal direction. Example: hos - rock it.
why to use this: if you can condition yourself to go for 5k,S,HS, you can win about 2 frames - the 5k moves chipp hitbox back, and you can cancel the startup into S,HS - so what happens is the rock it will hit you later, thus giving you more time to slashback (theoretically), thus increasing your chances to slashback.
let me confirm that it does work and that it is useful, if you can pull it off.

Kyle
11-18-2007, 09:31 PM
it's actually 5k, slide to S+HS.

kara slashback. you can use this vs. moves that come from a horizontal direction. Example: hos - rock it.
why to use this: if you can condition yourself to go for 5k,S,HS, you can win about 2 frames - the 5k moves chipp hitbox back, and you can cancel the startup into S,HS - so what happens is the rock it will hit you later, thus giving you more time to slashback (theoretically), thus increasing your chances to slashback.
let me confirm that it does work and that it is useful, if you can pull it off.


Thank you Gates. :keke:

JOFan
12-03-2007, 06:39 PM
was just reading thru the chip combo thread and the first combo on sol got me stumped.

s(c),s(f),2hs,22D (moves you closer to him),j.D,236P,FRC,late 236p,\/,hs,j.p,j.D

i read thru the terminology and abbrv guide but nowhere does it mention what this \/ stands for.. can anyone clear this up for and mabe add it to the term thread for future reference?

thanks,

Harem
12-03-2007, 06:50 PM
It means you that you were in the air and then land. >_>

So, in that air alpha, land 5h blah blah

GlassNinja
12-28-2007, 12:30 AM
what the trick to doing an air normal after a d or hs teleport frc. Do i just press the buttons mad fast?

GuerrillaTactic
12-28-2007, 03:21 AM
Practical uses, as in the move having properties apart from being partially visible? No. However it does make seeing FDC and teleport FRC mix-ups harder to see, so there are psychological and visibility effects.

AtTheGates
12-28-2007, 09:18 AM
what the trick to doing an air normal after a d or hs teleport frc. Do i just press the buttons mad fast?

just learn the timing, it's really quick, but don't be TOO quick, or you'll input the move in the "FRC stop".
as for D/HS teleport FRC, j.HS - that's very hard, problably only 1-2 frames.

shinquickman
12-28-2007, 06:05 PM
You'll have to learn the FRC slide trick. To do an attack immediately after an FRC, do the FRC w/ the buttons you won't attack with, then slide your finger (or thumb w/e) to the button you will use to attack. In the case of teleport FRC j.H, press PKS to FRC and then slide your finger to H. On stick, it's not so hard, but on pad... well it's possible on pad, just not possible for everyone ::grateful for being born with weird thumbs::

GlassNinja
12-29-2007, 03:21 AM
thanks, i'll be working on that

Greed
02-26-2008, 09:49 PM
I'm having a bit of trouble with the air-throw after gamma blade tech loop.
If they tech front or neutral, air throw works np from the exact same commands + timing, but teching back gets them out of it, and I end up doing a j.HS which more often than not ends up whiffing :( Is there a way to easily airthrow back tech out of gamma blade? :X

kooshi
02-27-2008, 01:33 AM
From what I have seen in videos, Chipp players try to do 22D -> air throw. I haven't tried it myself yet, but with some practice, it should be do-able. The only problem is guessing if the opponent is teching behind or not. Usually players do that since they want to get some distance from you.

Greed
02-27-2008, 03:50 AM
22D? Hrm. The problem with like the 22K -> air throw is that you kinda have to assume the player's gonna tech backwards before you do the move, so if they tech in a diff direction you get nothing :(

kooshi
02-27-2008, 05:32 AM
Hm, true, but it's still a 50% chance of succeeding. If you keep trying to jump in and try to air throw, they'll always tech backwards, so it's good to have that mixup.

ImpactBeast
03-14-2008, 10:13 PM
Can someone give me 5 reasons not to quite Chipp for another character like Jam? Chipp just doesn't seem worth it.

AtTheGates
03-14-2008, 11:00 PM
switch to jam, keep losing, and run out of excuses.

but nevertheless:

1. chipp needs char specific and very hard stuff to survive
2. less health, less average damage
3. not too good mixup / oki

compare that to chars with easy mode knockdown combos & 50/50 mixup, it just doesn't feel right.

Kijiyama
03-16-2008, 10:58 PM
Umm if you don't block in the first place it's gonna be hard of course. If you can't handle blocking as chipp or baiting as chipp then I doubt that you'll succeed with Jam.

GuerrillaTactic
03-20-2008, 03:42 PM
I was just experimenting with 6K and what could be done afterwards but wanted peoples opinions here. After 6K hits, you are of course at frame advantage so if you put out a S(f), 5K or 5HS they will all catch an opponent trying to jump away or trying to stick out a limb (although dragons will win and PB might catch limbs) but I was beginning to experiment with HS as it seem to yield the best rewards. If you opponent tries to jump away HS hits and you can try for an IAD combo which you can't do with 5K or S(f) as there isn't enough hit stun, also if they put out a limb you get CH HS.

What I want to know is if I get CH from this range, my hit confirmable options seem to be quite small, I can go for super if I have the bar, D seems to have to be chained and that you can't hit confirm it (which is a shame because it would be perfect ID range), alpha blade seems a no no as well but if you go for a tiger kneed alpha it seems like you can hit confirm the jump and do an alpha once you are in the jump (if that makes sense). Could any body else offer up some guaranteed other options and which characters I should use S(f) or 5K instead of HS and why.

Greed
03-20-2008, 04:38 PM
You could always RC to j.D :D
+20 dmg for 50% tension, but hey, knockdown :psyduck: :psyduck: :psyduck:

AtTheGates
03-20-2008, 06:01 PM
you can also link a 2D after a 5HS CH. depending on the range, this could lead into a 2d,rekka combo.
another option (also range dependant) would be a d.s(c), or even a d.5k, since that now leads into 2D.

5hs CH vs. air: i usually do another d.HS, then iad combo against normal / heavy chars, and on light chars of they are particularly low in the air.

GuerrillaTactic
03-21-2008, 04:08 PM
I knew you could link a second HS after a CH HS but the range on this set-up (safe 6K range) doesn't allow for it really but the sweep does. I don't think sweep rekka is in range, but yeah d.5K, 2D, rekka might just be, but I'll have to test that set-up. As far as HS as they try and jump away, most people I play against don't always put stuff out as they try and jump away because they don't always have the speed on their jump normals to do it and I could just dash air grab as they are in recovery so I was thinking that if it wasn't a CH HS on an air bound opponent, what could I get then?

The hit stun on an air bound opponent is still more if it's CH right? So I'm guessing I won't be able to do dash HS and then IAD combo, but maybe I'm wrong? Also I didn't quite understand what you were saying about the light characters, could you explain that again. Thanks for the tips though.

kinkey21
05-02-2008, 04:41 AM
yo! never played this sheez before and am having trouble comboing... help me please i know this is dumb.

it starts off as a ground combo-sweep,qcf.P,qcf.K,s.S...
after the slash they are airborn and ive seen in vids that you can follow them into the air and continue the combo but i cant! i can never follow up in the air

SugataDesigns
05-02-2008, 05:02 AM
yo! never played this sheez before and am having trouble comboing... help me please i know this is dumb.

it starts off as a ground combo-sweep,qcf.P,qcf.K,s.S...
after the slash they are airborn and ive seen in vids that you can follow them into the air and continue the combo but i cant! i can never follow up in the airI think you mean qcf.S.qcf.K, but after that AFAIK you use 5HS, not s.S (i think here you mean cS or fS, btw). You can also use 5P into jP-> etc on lighter characters (Bridget)

kinkey21
05-02-2008, 05:32 AM
sorry still dont know all the buttons but yea

qcf.slash then qcf kick then standing high slash... but how the F do i hit them after theyre in the air

SugataDesigns
05-02-2008, 05:43 AM
sorry still dont know all the buttons but yea

qcf.slash then qcf kick then standing high slash... but how the F do i hit them after theyre in the airIt's alright.

Just jump-cancel the HS into jP-> etc. :keke:

If you're still having problems connecting anything after the HS, the best advice I can give is to fuck around in training and try to find the earliest frame you can jump cancel the 5HS and the earliest frame you can punch after actually leaving the ground. Work on timing it right rather than spamming the button.

kinkey21
05-02-2008, 05:57 AM
thank you sir! ill just keep trying maybe with another character tho cuz i was trying it on ky

AtTheGates
05-02-2008, 09:46 AM
should work on ky. you can't do HS after 2d,236s against all chars - only against some of them:
ky
slayer
johnny
venom
eddie
jam
anji
axl
testa
zappa
pot
rky
aba

dont know if i forgot someone. as for 2d,236s,236k, this list thins out even more.

Lil Majin
05-02-2008, 08:30 PM
I have a question.

AtTheGates - could you PLEASE create a "Matchups" forum for us Chipp players? It would benefit the Chipp forums and chipp players with matchup problems.

AtTheGates
05-02-2008, 09:54 PM
i requested one - let's see how long it takes.

Stryfe
05-03-2008, 07:10 AM
Hello. I've decided to pick up Chipp and was wondering what I should start practicing first. I'm attempting some of the basic combos from the combo thread, but in terms of actual matchplay, what should I as a newbie work on?

novalance
05-03-2008, 08:05 AM
Learning how to zone well is very important. You can master all of the combos in this forum, but if you can't zone correctly, you WILL still lose. Zoning can't be really taught. Your kinda on your own...this forum can only do so much.

Stryfe
05-07-2008, 12:14 PM
Alright, thanks for the input. I just wasn't really sure how to use Chipp versus some competition. I'm not really looking for an easy answer; (I play I-no, too) Chipp is pretty technical.

Mr_Gatotsu
05-08-2008, 08:19 PM
Ok. I've been trying to hold off asking this, for fear of looking particularly scrubby, but I can wait no longer. Whenever I'm using the Air Alpha/ TK Alpha FRC, my chipp always zooms diagonally upward. I can't do any combos because of this. How do I get Chipp to... not do that..? I'm a pad scrub, so... yeah... Any help would be appreciated.

Thanks in advanced.

SugataDesigns
05-08-2008, 08:22 PM
Ok. I've been trying to hold off asking this, for fear of looking particularly scrubby, but I can wait no longer. Whenever I'm using the Air Alpha/ TK Alpha FRC, my chipp always zooms diagonally upward. I can't do any combos because of this. How do I get Chipp to... not do that..? I'm a pad scrub, so... yeah... Any help would be appreciated.

Thanks in advanced.
That's because you're inputting 2369P, make sure you only roll to 6. :keke:

Mr_Gatotsu
05-09-2008, 01:28 PM
That's because you're inputting 2369P, make sure you only roll to 6. :keke:

OH!!! DOOOOOOD!!!!!!!! That's why it never happened on my air Alphas but always on my TK Alphas. Damn I feel dumb after that.

Thanks for that. :D

So you can't do any TK Alpha FRC combos?

SugataDesigns
05-09-2008, 07:25 PM
You can with 6FRC6 or 4FRC4, but for now I'd just stick with non-FRC'd TK'd alpha blade. :o

Mr_Gatotsu
05-09-2008, 07:52 PM
Thank you for your help! :D

SugataDesigns
05-09-2008, 08:17 PM
Thank you for your help! :D
You're welcome :keke:

Stryfe
05-22-2008, 09:46 AM
Might be a really noobish question on my part, but I'm having trouble FDCing. How do I know that I'm doing it correctly?

AtTheGates
05-22-2008, 11:21 AM
if you do a running jump and FDC properly, you will fall down in a more vertical angle, if you screw up, the angle will not be affected at all and you will land normally from the jump (other side of the screen).

also, if you run, then jump straight up and FDC, you will fall straight down - no angle to it at all (if you did it right).

Stryfe
05-23-2008, 12:44 PM
Hmmm...I think that I'm not doing the correct inputs. I saw this in the general conventions thread, but I'm a little confused about what buttons I should press...

To perform the FDC you must dash across towards the opponent, jump then hit 2K, hold both, and very quickly after hit another button

So...it's like, IAD, 2k, than you quickly faultless defense out of the 2k?

Mr_Gatotsu
05-23-2008, 07:02 PM
I think so... Just make sure you go from 2k to like 1K+P or something. I get carried away and end up hitting 214 and doing that damn shuriken...
I'm a sub-par Chipp player though, so before you consider your question answered, I'd suggest waiting for ATG or sugata to post. :P

novalance
05-23-2008, 09:39 PM
There is no IAD in that sequence. You are just running on the ground and jumping in the air, and soon after, doing the FDC drop.

Restating...

Run -> Jump forward or straight up (either way you will have momentum) -> do 1k (hold down both buttons) then quickly hit another button

You can hold down 1 during the entire jump, its the "K + other button" motion that's important.

JackG
05-23-2008, 10:30 PM
I also had trouble doing shuriken instead of the FDC drop when I switched to stick, so I started doing Slashback cancel instead (j.3k followed by 3S+HS. It's a little more movement with the fingers, but you spend less tension and dont run the risk of using shuriken. also, you can SBC IADs but you can't FDC them, so it has decent practical uses.

Mr_Gatotsu
05-29-2008, 02:45 PM
Glad to see I'm not the only one who had that problem then. *phew* Made me feel extra scrubby when that happened in the heat of battle... I'll have to work on Slash Back Canceling. Never messed with it before, but I know its worth the little while in training mode it takes to get it down.

ManDu
05-30-2008, 07:23 AM
Yo, I already posted this in the wrong spot so I didn't get much help, so I'm posting it here; I'm wondering if any serious Chipp players had problems throwing a 236S Fire Punch after a dashing poke. I wonder if Chipp players have a trick to keep from uppercutting (623S).

I see 66236S in input but he still uppercuts. I've tried doing 6641236 and he STILL uppercuts. I'm a D-pad whore, but perhaps I'm too a speedy whore? The only thing that KIND of works is waiting a slight bit for my favorite quick pokes to hit. (5HS, 2D)

Chipp is my main, and my most glaring weakness is whiffed uppercuts from ground dash pokes gone awry. Now how does that make me look? Lil help?

Harem
05-30-2008, 08:02 AM
2366s?

ManDu
06-01-2008, 11:30 PM
Wooooooooooow....

I've done it like 20 times in a row now. That little forward at the end seems to be extremely consistent. Thank you so so very much :psyduck:

Kensou
06-02-2008, 07:00 PM
Yo, I already posted this in the wrong spot so I didn't get much help, so I'm posting it here; I'm wondering if any serious Chipp players had problems throwing a 236S Fire Punch after a dashing poke. I wonder if Chipp players have a trick to keep from uppercutting (623S).

I see 66236S in input but he still uppercuts. I've tried doing 6641236 and he STILL uppercuts. I'm a D-pad whore, but perhaps I'm too a speedy whore? The only thing that KIND of works is waiting a slight bit for my favorite quick pokes to hit. (5HS, 2D)

Chipp is my main, and my most glaring weakness is whiffed uppercuts from ground dash pokes gone awry. Now how does that make me look? Lil help?


u can jus go neutral after which ever dashing attack connects. *save for 6k of course* dash, atk, neutral, rekka. pretty simple stuff, jus dont hold fwd/6 after the atk connects. of course u could use it to ur adv and jus frc the beta and either advance or retreat, all up to how u wanna play it and capitalize on an error.

ManDu
06-09-2008, 08:58 AM
I've ended up doing a mix of what was suggested. I hardly throw uppercuts I don't mean to anymore.

FRCing to me is still a bit impractical. The only FRC I do in combat is from the aerial 236P, and I feel like that's a pretty easy one. FRCing out of a move I didn't mean to do is a bit beyond me, although I agree with your theory, hell of a mix up. (Namely from 2D)

So now I got more questions :D

Tips on transitioning a jump install would be nice. Are there certain characters where you just HAVE to FRC to do an inescapable air combo? Some characters like Ky I do a JI in a close slash into 2HS, and the punch whiffs and the the kick's second stage only connects. And does 41236HS effect things when doing jump install combos? Do pro chipp players prefer installs to just hitting them into the air? I just want really solid air combos so anything that could satisfy my curiosity would be appreciated.

AtTheGates
06-09-2008, 10:06 AM
first of all, do you have recovery on in practice? cause you said only 2nd hit of j.k connected...

second, against ky, going into ji combo off of a normal hit is pointless, since you could do better damage & knockdown with close S into 2d,rekka, HS, iad. combo and so on (see combo list).
also, ky is very hard to juggle with a ji (if you want do do it anyway), 1f timing for the j.p after 22hs teleport. roboky is impossible to combo off of 2HS, tele, j.p.
a gamma makes those combos easier against those chars, since it makes them float higher.

nowadays (accent core), i only use jump install combos on rare occasions - for example after blocking a burst against johnny (hard to combo with an instant air dash combo).

JackG
06-10-2008, 12:52 AM
http://www.youtube.com/watch?v=eL69EORYNcQ

around 1:50 Chipp does a Dust teleport after landing and is able to jump and do an aircombo. How exactly does he jump install that without having hit the opponent before the teleport? Is it one of those JI where you jump and land without using all of your jumps and then cancelling the landing recovery with the teleport, giving you the JI?

novalance
06-10-2008, 03:12 AM
I guess you can call it somewhat of a landing JI. You begin inputting the teleport while you're still in the air, ending with a 8HS/D the instant you hit the ground.

Basically...22(while still in the air) -> 8 + HS/D the instant you touch the ground. If you've done it correctly, you should have 2 jumps available, meaning you can also air dash.

AtTheGates
06-10-2008, 08:55 AM
you don't need to do 22,8hs/d after landing, just do 22hs or 22d the exact moment you land. that way you avoid super jump-installing the teleport (which would give you an air dash, but no double / triple jump).
also, if you did a double / triple jump before the landing jump install, you will miss those options after the teleport.
a common setup is after an air throw:
air throw, 22hs tele on landing, late air dash, j.hs. since you have relatively much time to act after an air throw, it looks to the enemy as if you would land from the teleport before he wakes up from the air throw. If he tries to throw you, you counter his HS with the air dash j.HS. does not work against venom or players who use offensive option select with faster moves.

ManDu
06-11-2008, 10:08 PM
I've used recovery frames a lot to improve the integrity of air combos or whatever, but I mostly go by keeping BEAT colored. And I mostly use either Sol or Bridget for attack dummies... mostly sol...

and I think we had a misunderstanding about ky, I meant the second kick of his normal j.k. Pardon my lapses in terminology.

If I could quote like Kensou did me I would right here but, I dun :keke:

"you don't need to do 22,8hs/d after landing, just do 22hs or 22d the exact moment you land. that way you avoid super jump-installing the teleport (which would give you an air dash, but no double / triple jump).
also, if you did a double / triple jump before the landing jump install, you will miss those options after the teleport."

I've done a single jump and with a landing 22HS/D teleport and all I can do from it is and IAD.

I just started doing IAD combos consistently the other day, but I do c.s, 6P, 6HS and then IAD HS beta. The beat isn't colored and it's in Survival mode with wavering difficulty. None of my friends can beat me yet, but they're just now good enough to recover when my combo's are sloppy.

The JI also helps my lockdown game. I do 22D hit one side with slash, jc, 2k on the other.

Greed
06-11-2008, 10:11 PM
I've used recovery frames a lot to improve the integrity of air combos or whatever, but I mostly go by keeping BEAT colored. And I mostly use either Sol or Bridget for attack dummies... mostly sol...


Er, aren't Sol air combos slightly diff from everyone else's? :P

AtTheGates
06-11-2008, 10:24 PM
mandu, landing tele should give you double/triple jump, and for the love of GOD, switch recovery on, or you'll never find out if your combos knock down, because beat doesn't go gray in that situation, it looks as if the combo was fine.

JackG
06-12-2008, 04:18 AM
you don't need to do 22,8hs/d after landing, just do 22hs or 22d the exact moment you land. that way you avoid super jump-installing the teleport (which would give you an air dash, but no double / triple jump).
also, if you did a double / triple jump before the landing jump install, you will miss those options after the teleport.
a common setup is after an air throw:
air throw, 22hs tele on landing, late air dash, j.hs. since you have relatively much time to act after an air throw, it looks to the enemy as if you would land from the teleport before he wakes up from the air throw. If he tries to throw you, you counter his HS with the air dash j.HS. does not work against venom or players who use offensive option select with faster moves.

Of Airthrow sounds like a pretty good idea. Unfortunately that throw bait setup doesn't work against VV spam and the like :gonk: And yeah I was testing it, you dont need to hit 8 in the middle of it so it's fairly easy to do.

AtTheGates
06-12-2008, 10:13 AM
true, air dash won't help against VV, but you can simply not do the air dash, land & block as a mixup - although this is dangerous, as it clearly looks like you land too early for the enemy (getting you thrown)

BadmeetsEvil
06-17-2008, 06:44 PM
Sorry I don't mean to sound like a noob but how do you that combo that on gamechariot 0:07.

BadmeetsEvil
06-17-2008, 07:13 PM
Also I have a another question for advance chipp player. How do you that move 0:30-0:33. www.youtube.com/watch?v=T4f8Gi1FZFY {Gulity Gear accent core Susumu{chipp} v.s tara testament.

SugataDesigns
06-17-2008, 07:46 PM
Also I have a another question for advance chipp player. How do you that move 0:30-0:33. www.youtube.com/watch?v=T4f8Gi1FZFY {Gulity Gear accent core Susumu{chipp} v.s tara testament.Well...there's a few moves in there. But what you're seeing in the entire combo is c.S, 5HS, 236P->RC, 6HS.

What you're seeing at the opening of the Gamechariot match is an impossible dust:

http://www.dustloop.com/ggac/tech/id.html

To be exact, the combo is:

5D-IAD (Instant air dash: http://www.dustloop.com/ggac/tech/iad.html)-j.K-(land)-6HS-j.P-j.K-j.S-j.C(jump cancel)-j.K-j.K-j.S-j.C-j.S-j.HS(2)

If you're confused about what those mean: http://www.dustloop.com/ggac/data/conv.html

AtTheGates
06-17-2008, 07:47 PM
Also I have a another question for advance chipp player. How do you that move 0:30-0:33. www.youtube.com/watch?v=T4f8Gi1FZFY {Gulity Gear accent core Susumu{chipp} v.s tara testament.

d.s(c),hs, 236P, RC, 6HS

also, what "gamechariot" 0:06 are you talking about? please provide a link or a full filename for the match.

BadmeetsEvil
06-18-2008, 07:42 PM
Okay I knew he was Roman cancelling. I knew I what to do to do the combo but when I try I think I he something wrong with the timing. Ooo yea by the way AtTheGAtes the link is www.youtube.com/watch?v=VFC6H1ge2eE By the way have you ever though how smart forginer are? Your German and you can speak english that impressive.

AtTheGates
06-18-2008, 08:53 PM
The video you have requested is not available.

If you have recently uploaded this video, you may need to wait a few minutes for the video to process.

i find it impressive that i am 25 and still had no heart attack playing chipp.

JackG
06-19-2008, 12:25 AM
I think what you're looking for is "carpal tunnel"

Mechanica
06-19-2008, 01:21 AM
and I think "2S" is a lot easier to decode than d.s(c)

JackG
06-19-2008, 03:03 AM
d.s(c) means dashing close slash, not down slash

LearningToPlay
07-02-2008, 03:50 PM
Two newb questions:
1. Is there anyway to combo after a connected 236S, 236S other than a RC? Maybe on counterhit or slightly airborne opponent or something? I swear I saw a video with someone doing a combo after it... I think a quick dash, S,H, to launch or something close but I can't find a way to make it happen.

2. I read somewhere that Jam's IAD was the lowest vertically?. Am I crazy, or is Chipp's just as low in the air? Did I miss this information on an obvious chart somewhere on the site?

AtTheGates
07-02-2008, 04:08 PM
chipp's airdash isn't low at all, check slayer for some lolz.

comboing after 236s,236s only if the 2nd hits as CH -> you can link a sweep, for example.

Mechanica
07-02-2008, 06:57 PM
d.s(c) means dashing close slash, not down slash

Oh. It's really confusing to me when people don't put the attack button last in the notation. :psyduck:

Movian
07-10-2008, 03:26 PM
Ok well i joined this forum on the 07/01 . The day i started playing Guilty Gear, i am now hooked on the game and LOVE chipp, i have Frapsed a video of me playing with chip against Jan on Maniac setting and was hoping that i could get some pointers on my play :)
i am not using any of the advanced techniques discussed on this board really, this is just my base gameplay after just over a week.

http://www.sanitarium.fm/movian/Chipp.avi

*Note*
The video is encoded with DivX
also it may say No Video but keep watching for 3-4 seconds and the video WILL start :)

Movian
07-11-2008, 06:18 PM
am i just so bad that no one wants to crush my spirit by telling me ?

go on i can take it
lol

;)

Greed
07-11-2008, 10:24 PM
er..
Try combos.
I hear they're kinda important.

SugataDesigns
07-11-2008, 11:19 PM
er..
Try combos.
I hear they're kinda important.

Chipp doesn't need combos because his attacks are so fast and his abare is so good.

Just use his high defense and offense to score mondo pointage on the opponent.

My chipp is so good now I know I'm better than kensou

Greed
07-12-2008, 12:34 AM
his attacks are so fast

All your post made sense except this part:psyduck:

koogy
07-12-2008, 06:28 AM
Chipp doesn't need combos because his attacks are so fast and his abare is so good.

Just use his high defense and offense to score mondo pointage on the opponent.

My chipp is so good now I know I'm better than kensou

M-M-M-M-MONDO POINTAGE
:psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck:

Movian
07-12-2008, 09:51 PM
well so far the only usefull information has been "work on your combos"
unfortunatly, the chip combo thread apears to no longer exist....

Greed
07-13-2008, 02:57 AM
No, I actually meant like.. do combos.
More combos implied that you do one or two =P

Also, by combo thread that's no longer there, do you mean this one? (http://www.dustloop.com/forums/showthread.php?t=2886) =P

AtTheGates
07-13-2008, 10:33 AM
i took a quick look at that video.

you need to learn to react to things - to anything at all. i know this is hard when playing against the AI, but you need to condition yourself to do certain things at certain times. no invis in the corner when the enemy is right in front of you, no 3 rekkas all the time (predictable & punishable), no random beta blades (absolutely not, will get you killed in a real match, especially in reload).
for starters, try to react to a jumping enemy and anti air him with 6p. then 5HS, air combo, or, if you think the 6p will hit as a counterhit, 6p,6hs.

you really need to play against people. maybe you should try reload online? since you seem to play reload anyway.

Movian
07-13-2008, 11:10 AM
i have reload online, however almost everyone apears "ping over" , even my friends that have the game i am unable to play with. Thank you for the information, the "random" beta blades are me trying to do specific things and failing miserably. i will but some serious practice in, Thanks for the link to the chipp combos, however the link to it in the "Just starting chipp thread" and many of those other links are all broken :\

BadmeetsEvil
07-17-2008, 07:56 PM
Hey ATG Great video wish I had chipp similar to yours. I have been playing chipp for 4 weeks and i can't do any combos right that most of the famous chipp player us. Like for Susumu and samitto. There Chipp's are so superior to me I practice every day and there is no improvement in my gameplay. My friends doomscyther, and kurum are telling me everything that know about the game, but it looks if I'm not gaining anything. They were tell me to quit chipp, but I don't want to. I like playing chipp. They told me that i have with problem with button config. ,my reaction to the combo I do don't connect. They also said that my combos don't make sense. Some how I need to improve. I think that I should play stick,but there telling that not the problem. What do I need to do ? How do I improve ? I'm go committing what ever i need to do to get better to be a better gamer. Sorry if my intelligence effects you in any way.

AtTheGates
07-18-2008, 10:50 AM
hey there. well, just play and play and don't give up. also, when you watch match videos, watch them several times and think about why a player did something, with every little thing he does. once you have more experience this will be easier, but it helps you understand their choices in situations.
for combos, go with the easy stuff first.

S,6P,S,2D

anti air:
6P counterhit, 6HS, j.p,k,s, dj.p,k,s, tj.hs, beta (or leave the beta away, that way you land earlier, less dangerous)
if you don't get a 6p counterhit you can simply do HS, then the air combo.

preemptive anti air:
you see your opponent jump at you - immediately jump or running jump j.P j.P into air combo.


dust combo:
mash j.D (3 j.dusts), j.S,HS,beta


zoning:
zone & poke with 2D, 6P and dashing 2S for a start. vs. some chars, try dashing 5HS.

movement:
if you are airborne, make sure the make it as unpredictable as possible when and where you land. example: running jump forward, you see your enemy is awaiting your jumpin, air dash back to get out.

escape:
- k teleport in the right moment
- superjump, airdash
- corner: double jump straight up, then 4,6 for the walldive
- against dangerous chars: if you pressure and can't get anything to connect, sometimes it is best to S teleport back out of a gatling. then just 214K and try to get close again.
teleports:
don't abuse them, especially not full screen. they are most useful to escape (k teleport), for okizeme (P tele and D tele).

Cel-Gado
08-01-2008, 12:44 AM
Can you combo after a throw with Chipp?

4r5
08-01-2008, 06:39 AM
yes

Cel-Gado
08-01-2008, 07:49 AM
How does it go?

I didn't see it in the first page of the combo thread.

4r5
08-01-2008, 08:05 AM
Usually you just do Gamma Blade, then whatever else. Or some other OTG combo.

On Potemkin you can do a 2P or c.S, and it will put him back in to a standing state. You have to do the 2P, or c.S, as soon as possible (1 frame timing?) otherwise you will just OTG him.

BadmeetsEvil
08-05-2008, 03:33 AM
Hey ATG what is best to learn how to grab better and FDC.

BadmeetsEvil
08-05-2008, 03:59 AM
Also my friend answer me that I need to understand my projects of my move like for a example look at this video http://www.youtube.com/watch?v=HdP13eF3Bpc watch at 0:07 and 0:32 and some on etc. How do you keep that move going, because every time when the opponent jump in and I j.p,k,s then after slash I can't continue to j.p or j.k. How do you do those moves? I have to learn this is stuff quickly. Thanks for your help. Sorry for my english I'm dyslexic.

AtTheGates
08-05-2008, 09:26 AM
you need to jump cancel the j.s.

since chipp has double and triple jump, you can cancel your j.K and j.S into another jump, so you do j.p, j.k, j.s, jump again, j.p, j.k, j.s, jump again, j.hs, beta blade.

maybe you should read the basic gameplay faqs.

also, for throwing: if you want to throw offensively out of a dash, you start to run until you are close, then immediately tap 2 buttons + back for FD once, hold back, then push HS.


FDC cancel: if you play pad, just jump, hold down/back in air, and roll your thumb from kick to punch.

Strider Chipp
08-31-2008, 04:03 AM
Hey ATG I'm BadmeetsEvil I'm try to learn the things you taught me but no matter how hard I try It's just does not turn out right for me. My friend said that my hand eye coordination is in development and reflexes I have to build and said it might take some time because I'm play video game competitively. Also all friend say that I don't understand the game. Why I'm not improving. Also my friend said that I have the ability to learn but not the ability to play. I'm starting to get really depressed about not getting better. I really want to play compete also as good gamer. I'm also training my hand-eye coordination and reflexes to get better. I have a really big problem with button input commands. I hate it when I work hard some and thing don't happen that really evil.

Strider Chipp
08-31-2008, 04:07 AM
Also start calling strider not Bad. Thanks

MissedFRC
08-31-2008, 04:55 AM
Practicing will take time, especially with Guilty Gear. Just stick with it and don't get discouraged, if you keep at it your skills will develop faster and faster. Alot of us have been playing GG for years, we were all at your point in the past.

Kasou
08-31-2008, 08:48 AM
Hey ATG I'm BadmeetsEvil I'm try to learn the things you taught me but no matter how hard I try It's just does not turn out right for me. My friend said that my hand eye coordination is in development and reflexes I have to build and said it might take some time because I'm play video game competitively. Also all friend say that I don't understand the game. Why I'm not improving. Also my friend said that I have the ability to learn but not the ability to play. I'm starting to get really depressed about not getting better. I really want to play compete also as good gamer. I'm also training my hand-eye coordination and reflexes to get better. I have a really big problem with button input commands. I hate it when I work hard some and thing don't happen that really evil.

you can't rush hand eye coordination. Just keep playing and keep practicing. It's the same as practicing an "OLI" (however you spell it) on skateboard. You just needa invest time and keep going at it. Never give it up. B4 i touched guilty gear I've been playing fighting games since 8. At 12 I was spending hours just doing combos for fun in Kof 97. Trying to get the iori crossup b kick combo going into super. hours and hours man. just take your time, especially with hand eye coordination. If you're new to fighting games, you should be looking at at least 3 months (at lesat 2 hours a week in training mode) to get pretty smooth at doing the moves and combos. Once you get the foundation down, everything would be easier.

work on execution forget being competitive just yet

AtTheGates
08-31-2008, 11:09 PM
reflexes are overrated. they are important, but you probably have the same reflexes everyone else has, roughly 200ms of reaction time.

whats important is conditioning, or muscle memory. you just have to push 6P automatically when you see an enemy jumping at you, things like that.

what i can suggest to improve is this: practice your combos to the point of perfection. also, if you see matchvids of pro players, ask yourself this: "why did he do X?" pretend that every single thing a pro player does has a purpose. some things you will be unable to figure out until much later, when you are more experienced, but for example, "player x likes to do this move against potemkins" -> you can learn from such things.

Strider Chipp
09-01-2008, 12:34 AM
I everything you guy are saying I have try it. I been playing video game for years mostly Action adventures, and FPS, but fighter I just have a problem with combos on pad and stick. I use to play GG for 6hrs just to improve my skills but nothing happen. All my friends said that I don't understand the game. I have watch some of the videos that Kasou and ATG have made, but I don't get knowledge from it. I can work hard on anything that I want don't get any experience. I just alot of misforture. Also I have a problem with my Focus ability. I'm dyslexic that can contribute to that. Well I will take your advice and keep practice. It's just a matter time right.

AtTheGates
09-01-2008, 09:33 AM
when you can do your combos automatically and have some basic conditioning, your head will be free to think of other things - then you can finally focus on gameplay. when to burst, when to use dead angle (often overlooked by beginners), and you have time to think of things such as "he is doing X again, i should try Y", "every time i do X he hits me, i shouldn't do this anymore" and so on, on a very basic level.

oh, and your friends are assholes. they should give you tips instead of bashing you.

Strider Chipp
09-01-2008, 08:02 PM
Thanks for the advice ATG it really helps me believe that i can do it. Thanks your a good man. Also in German doesn't the word EIN mean one.

MissedFRC
09-02-2008, 04:52 AM
You should only practice (by yourself) for 30 minutes a time. That's really all you need, anything more is pretty overkill imo.

AtTheGates
09-02-2008, 10:09 AM
i started recording a combovid for basara x and i'm holding very long sessions. If you try an extremely long and hard combo, that has the hard part in the beginning, and you still need to research the end IF you reach it - that really wears you down over time. If you begin thinking about other stuff while you practice, stop. even if it is only a 5-10 minute break, give your body and brain some rest.

Strider Chipp
09-14-2008, 06:24 PM
Well everyone I don't get to play GG as much any way. I'm a High school student. I have to keep my grade up for college. I got to study for this ACT and SAT, but don't get me wrong I want to be just as good as you guys. I play GG like every week, but it's either GGXXReload on xbox 360 which I play stick on or it's GGXXAC on PS2{ pad}. I believe what I'm doing is not good. IT's going to be a difficult to get better and study at the same time. My psychiatrist said that I have plenty of time to get good at games. I should pay more attention in school. You know things like this is are misforture to me. Not being who you want to be is sometime something to destroy your self over.

I'm sorry everyone that I bugged you about my ambitious life to be a very highly skilled competitve gamer. I'm just human nothing more than. Sorry everyone really.

reaVer
09-29-2008, 01:05 PM
I remember seeing some vid showing Chipp oki(like, what he can do, crossups, high, lows, reversal safe or not etc etc), but I can't find it skimming the threads and I'd figure its much more efficient to ask whether anyone has a link to it. So, does anyone have a direct link to that vid?:P

GuerrillaTactic
09-29-2008, 03:21 PM
First page of the Combos thread near the bottom


Chipp oki: http://www.youtube.com/watch?v=gBLkbCdCgnc

reaVer
09-29-2008, 03:30 PM
Ah, tnx

zdravkelja
10-24-2008, 09:05 AM
About j.k move:

I have seen some combo videos in which Chipp is doing some air combos. While in the air he kiks with j.k [1] > j.k [2] > j.k [1] > j.k [2] and so on, and the oponent is still in the air.
How is that possible. When I do j.k [2], my oponent is pushed to the ground and I can't do the j.k [1] > j.k [2] again.

Like in this video:
http://www.youtube.com/watch?v=R3ImrFSTuY8
25s - 28s and 49s-57s

AtTheGates
10-24-2008, 11:20 AM
without watching that reload combovid, probably dizzy's hitbox.

zdravkelja
10-24-2008, 07:38 PM
Actualy, it's also against Potempkin, I-No... I tryed vs Pot, I-No, but I can't do that. They always fall down before I can do second j.k[1]>k[2]
Do I have to press some other button too, some dirrection...

GuerrillaTactic
10-25-2008, 12:24 AM
I don't know if I should be asking this question here or in the combo thread but I'm having real problems connecting an iAA after j. HS (1 hit), (c)S, HS.
I know it's possible as I've seen it done but there just seems to be a timing or ranging issue that I can't quite figure out. Could some tell me the parameters of how the combo works, I just want to know if it's character specific or has any other limitations to it (has to be a crouching opponent?) just anything really would be great. Thanks :D

zdravkelja
10-25-2008, 04:54 PM
It's just about practice. First practice just IAA until you learn it perfectly.

And I have finally done j.k[1]j.k[2]j.k[1]j.k[2] etc. I figured out the timing. :keke:

GuerrillaTactic
10-30-2008, 04:45 PM
Still attempting to do the iAA combos and while I can hit it inconsistently against crouching opponents, I barely ever hit it against standing ones. Who is the easiest character to be doing this against? I would of thought Pot but I'm trying Millia and she seems to be easier for me???? Any suggestions guys?

AtTheGates
10-30-2008, 04:57 PM
ky, pot

Strider Chipp
11-26-2008, 06:51 PM
Hey what guys I was wonder do you think GG is going to die now that blazblu is out in arcade. Some of my friends seem like they are quitting playing GG or something. Also as a chipp player thats getting at better at playing chipp. I wonder why is that they're many chipp player out there. I really don't see too many chipp player. Even in tournments you see less of them. Anyway I just sort of feel isolated in some extend that you hard to worker for a lesser characters. Same with SC 4 I play MAXI which is pretty much a less character of the game, but I play MAXI pretty decent. I'm great at parry any thing you throw at me, with any character, pretty decent combos, but Just see less of that character played online and at tournments. I always wonder why ?

novalance
11-26-2008, 11:53 PM
Our little crew plays practically any fighting game out today but GG is still our favorite.

Strider Chipp
11-29-2008, 09:41 PM
Hey guys I final played my friend in GG again in a long time. I keep hearing the same words from him, saying that don't understand how to play chipp, your horrible, why do you still play the game. I have been watching shin kensou tutorial video on chipp many of times, The way friend put it is that I'm not learning anything, and its impossible to teach someone who can't learn how to play your character. I need to understand how to play chipp. The videos are useful what more do need to know. Also I will try post some videos on my gameplay to show you guys what is wrong with my gameplay.

Strider Chipp
11-29-2008, 11:47 PM
Also guys as I stated before I'm not giving up on this playing GG or Chipp.

qwan
12-10-2008, 11:38 PM
hey
maybe this question has been already ask blablabla...
in the cm Kami >>http://www.youtube.com/watch?v=MI51O-riBzo&feature=related (wana sleep,notime to link)
At 2.50s, they show chipp makin 6p on axel with >>> on the top.
what does that mean?

Pirateyoshi
12-12-2008, 02:29 AM
That is the old GG Instant Kill.

Strider Chipp
12-20-2008, 10:18 PM
What is he putting at 0:37 that arieal combo. It starts with 2d, hs teleport, jk. How many jk do you have put in. Also are there any jump cancels in that combo. http://www.youtube.com/watch?v=YM8s8n0FTYU

AtTheGates
12-20-2008, 10:57 PM
5p, j.k[1], j.k[1],j.k[2],j.D,236P, \/.
no jump cancels. probably delaying the j.D and the cancel into 236P.

Strider Chipp
01-03-2009, 06:58 PM
What do you do when Eddie just jumps in the air and flies ? Also is the main strategy playing against him is it just to rush him, down keep attacking him.

AtTheGates
01-04-2009, 11:30 AM
good eddies dont just fly around, it's too dangerous.

either use j.k or j.p for preventive anti air, or just use your movement to evade him until he has to land - you should be waiting right next to that spot. don't forget that he has to FD block during flight.

Strider Chipp
01-09-2009, 06:57 PM
How do you train my for FRC. Especailly for teleports, but 236k to me is some what easy to me.

AtTheGates
01-09-2009, 07:48 PM
uh... what?

Strider Chipp
01-10-2009, 02:38 PM
OOo sorry I mean how do get better at doing FRC, Its hard to do a teleport FRC.

AtTheGates
01-10-2009, 03:30 PM
hm, there's no trick to it i guess.

one thing to keep in mind is this:
if you do the teleport out of a combo, the timing for the FRC will be different than if you just do an empty teleport - because in the combo, the teleport is buffered, so it takes a little longer for it to come out.
so i suggest this:
- learn empty teleport, FRC
- learn any combo into HS, teleport, FRC.

Leo Van Newhous
01-11-2009, 11:26 AM
I'm new at Chipp. I have #RELOAD at home for the PC, but I can't find anything on this forum for #RELOAD. I was told there a was wipe here some time ago. Is there anyone that has anything on Chipp for #RELOAD. I'd like to learn to play him now. I'm not very good in this game to begin with so I'm still at the general basics, but if I can have some Chipp specific stuff learning with him should go better. Thanks in advance.

Strider Chipp
01-14-2009, 10:25 PM
I was wondering how do you guys have so must control over chipp or any character in general. How many hours day do you play to improve your game ? http://www.youtube.com/watch?v=9h8rlOaqaEs

Also I was wondering does playing in tournament actually improve your Reaction timing?

Kasou
01-22-2009, 12:07 PM
Control comes from experience and playing. AFter a while you will start getting into attack and defence patterns. THe longer you play, and the more ppl you play the more refined and effective your patterns get.

For basic control and feel of character, i'll say about 30 odd matches? To get to that level (youtube vid). Really depends on how quick of a learner you are and how much competition you have around the area. If you're lucky about 3 months. and within that time frame maybe about 2 to 3 very good gaming sessions a week? (matches where you can learn, and discuss and you actively find new techniques to counter your opponent) It's really hard to put a time frame to it.

tournament play for reaction timing? Nope. I'll say just playing more ppl would do that. Just play more (if you can....... i can't so im like totally retired..... aus = the sux)

Strider Chipp
01-24-2009, 03:45 PM
What does mean in a combo \/ . I try looking the guide but I couldn't find it.

AtTheGates
01-24-2009, 05:25 PM
What does mean in a combo \/ . I try looking the guide but I couldn't find it.
land.

Strider Chipp
02-13-2009, 10:14 PM
What is pressing in the block strings ? At 0:28-0:40.

ZaWorld
06-29-2009, 08:50 PM
Input lag or misinterpretation of frame data. After blocking a bandit revolver I am suppose to get a +4 frame advantage right. So why can't' s(c) consistently beat Sol's 5k after blocking a bandit revolver

AtTheGates
07-10-2009, 02:18 PM
Input lag or misinterpretation of frame data. After blocking a bandit revolver I am suppose to get a +4 frame advantage right. So why can't' s(c) consistently beat Sol's 5k after blocking a bandit revolver

because 5S has 4f startup. you would need +5 for a 5S to hit.



sol in recovery: 1 2 3 4 [5 = sol can block again]
your 5S: 1 2 3 4 [5 = hit]


you are probably familiar with capcom framedata, which is absolutely terrible, because they "think" for the reader and alter the advantage on hit so that it reads like "+3 advantage and a move which as 3F startup will work" when it would actually be +4 advantage in reality.

zdravkelja
09-17-2009, 09:40 PM
This is not a question, but it's very intresting, I don't know if anyone noticed it earlier.

When Chipp throw someone, he can do forward dash and get past the oponent... The timing is the same as when you throw > 2p/5s(c) on Potempkin...
This can be done on all characters.

I'll post the video of that tomorrow..

Kijiyama
09-21-2009, 06:49 AM
Does anyone have any tips on how I would improve doing HS, IAD, j.P, j.D, Alpha? I just can't seem to get the timing down because during the time I hit HS and go into IAD they have already teched before the j.P comes out.

Yonasu
09-21-2009, 09:47 AM
Its all about timing. You dont have that much time after iad to hit them with punch so just try to get the timing down to doing it as soon as possible from the air dash. It might also be that your iad is to slow. Hard to tell without seeing it.

RAQU 17
11-12-2009, 08:42 AM
Is there any combo utility for the FRC beta blade (623s)? as fas as i can tell its for defensive perposes only.

zdravkelja
11-12-2009, 01:16 PM
On normal hit, the only thing I can think of is 623S > FRC > j.D to knockdown, or add 623S after j.D

On counter hit:

623S > FRC > j.D > 236P *extension > FRC > S > HS > iad j.P > j.D > 236P
623S > FRC > j.D > land > S > HS > j.D
623S > FRC > j.D > land > S > HS > 41236K,D ---178dmg
623S > FRC > j.D > land > S > HS > iad j.P > j.D > 236P * extension > FRC > S > HS > j.D --- 216dmg

All of this is only possible in corner, obviously

Midscreen:

623S > FRC > ad j.D

Usefull only when you know that it will kill your opponent.

Everything tested on Ky.

RAQU 17
11-13-2009, 04:30 AM
i know the utility of RCing 623s, i wanted to know the utility of an FRC of it in particular. Thanks anyways.

zdravkelja
11-13-2009, 08:51 AM
It was a typo. I meant FRC.

Matt
11-15-2009, 04:00 PM
I'm just starting to learn Chipp, so bear with me.

For the Chipp AC combos, on the third post, floorslide is 2d, right?

Are there any uses for 41236k?

Looking at the notations for combos, what does the d part of d.s mean?

Does Chipp's zoning game revolve around him forcing his opponent to remain stationary and wait to punish?

AtTheGates
11-19-2009, 09:41 AM
floor slide is a general property in accent core. for chipp, it is triggered by a counter hit j.D or counterhit 6K.

d. = dashing.
you can play like that (Whiff punish, using your speed), but it's not a must.

Matt
11-23-2009, 08:49 PM
Thanks for answering my questions.

Hecatom
03-25-2010, 08:55 AM
so, i found another group of GG players near me, and one of them plays with Dizzy, wich i hae to tell you i a have zero matchup experience against her, i know that its a favorable matchup for me, but i always end raped, lol, wich is funny cuz on other difficul matchups like zato vs chipp or potemkin vs chipp; i do very well
i want to know if there is more info about this particular matchup, or if there is some videos to use as reference

TheRealBobMan
04-25-2010, 12:27 AM
I picked up Chipp recently and now I'm working on tech traps into airgrabs (or any sort of grab setup, like baiting a VV with a FD canceled dash in, but they went with a Gold Burst and I have to punish before they hit the ground).

1. I'm pretty sure I have to be slightly under someone to grab. That's true right?

2. Can you grab out of an airdash?

3. How quickly can you grab off the ground (or I should ask how low to the ground)? Like, say I land OTG Gamma, but I have to dash in because it's mid-screen, and they tech as I get to them - I can jump and immediately grab right? It seems like I only get it to work like 10% of the time. I want to make sure it's just my bad timing, and not something like I can only grab them if they tech a certain direction, because otherwise they're not high enough for me to grab.

AtTheGates
04-25-2010, 09:43 AM
1. yes
2. no
3. on the first airborne frame, so you can do it really low. you can even use ultra-low air throws as anti air or even on wakeup if your opponents are a little too late with their jump-in. you can even throw slayer out of his 6k that way, or johnny out of his dash.

TheRealBobMan
05-01-2010, 09:28 PM
Thanks. I've been working on it - best string of gamma to airgrab to gamma resets is like 3 in a row with the training dummy set to teching on the first possible frame in a random direction. Hopefully I can get more consistent, and from there I can work on catching my friends' selective techs (I already watch for the tech instead of just automatically jumping, but I know it'll be different in a real match).

Now, I know my friends are going to stop teching if I just wait for the airgrab and will let themselves get knocked down again - what are the best options out of Gamma oki? I practiced some combos that work on just naturally landing Gamma (like Gamma > 2S > HS > IAD j.P (which I always seem to miss by just a few frames) > j.D > Alpha), but they don't get launched out of OTG Gamma by this, so I need another option.

Is the only thing that's really going to work OTG Gamma > whatever > 22K/S/D for crossups when they land?




On another note, what's Chipp's best option select? I've been using 6+S+H just in case of a 1-frame jump out (c.S is fast enough that I can get by guard up if they try to punish), but using 6P could beat backdashes out, and 6K would probably beat command grabs (or any grabs since everyone outranges Chipp - don't get stuck with a grab break that way) that are throw invincible since it's airborn. I guess it's just matchup dependent or more yomi games?


Lastly, I seem to screw up my FDC 70% of the time - either I do it right and throw a kunai (and get raped for throwing the crappy one), or I don't do it. I can't stand the PS2 D-pad (one day I'll have to get a fight stick) - I know I'm accidentally doing the 214P when I shift my thumb for the FDC. I started trying to use H instead (I'll just land with j.H anyway), but it's harder to shift my thumb that way than to just press down further to hit P. Any advice on this? I'd like to get it consistent enough to where I can use this with OTG Gamma oki and be less predictable.



*Edit*
ONE MORE THING!!! Can you option select an airgrab? If so, what's Chipp's best option for this? Not doing it and going with j.H is probably good for the multihit anyway, though you can jump cancel j.K and j.S making them a bit safer on block (mis-timed your grab or something) if you're really high in the air and can't really pressure out of the j.H that well. j.P might work for speed if they get out of the way at the last possible second and you want to chase after the fast recovery.

AtTheGates
05-02-2010, 03:06 AM
1. 6S+HS is probably the best, dont go for 6K+HS, too many quick normals will net them a CH vs. airborne -> you die

2. best gamma resets, there are plenty, all are nice, but not really great. examples:
otg gamma, d.2P, 22HS teleport, will keep momentum -> crossup j.S
otg gamma, some chain, P teleport, D teleport
... and so on

3. FDC: you can hold downback, no need to push downback+K, P at the same time. just jump, hold downback, slide from K to P. should solve your problem, although i suggest you work on your execution ^^

4. option select airgrab: j.6+P+HS. can be nice sometimes, but for me its kinda awkward, i stick to non-OSd air throws.

TheRealBobMan
05-04-2010, 02:11 AM
Thanks for the responses. : )

OSing 6S+HS seems to work the best, though I've had results with predicting a throw invincible move and beating it with 6K (works great if I cross May up and she throws out 2H for the hitbox on her back, or if I think she's going to command grab). I do it incredibly rarely though.


I've been working on the Gamma stuff and it's been helping. I'm actually getting somewhere using teleports against the comps, even though they just read where you're going. : )
Guess that means I'm doing it fast enough.


I'll try what you said about FDC later. I really need to get that down - it adds so much to Chipp's bait/punish besides the oki option that I wont be able to live without that after I get better at wall-kicking and FRCing TKed Alpha Blades and FRCing JIed teleports into an airdash (and any other crazy movement thing I forgot to mention).

That said, can you jump install a teleport without actually gattling it out of an attack?


And do you know of a better way to practice tech-reading so I can get more airgrabs in? : )
Or should I just work on letting people tech out of my combos and trapping them that way?

Kasou
05-04-2010, 07:00 AM
you should let ppl tech out of combos and trapping them that way, especially in corner.

You can Automatic jump install by teleporting the moment you land from a jump. Im sure there's an article on that somewhere. Useful for say air grabbing in the corner, and then air teleport, into air dash. Works very well against beginner to bottom tier top level players.

AtTheGates
05-04-2010, 10:25 AM
That said, can you jump install a teleport without actually gattling it out of an attack?



adding to what kasou said, you can also input 228+button for a pseudo-jumpinstall teleport ( you can only airdash after it, not double jump)

zdravkelja
05-04-2010, 01:11 PM
That said, can you jump install a teleport without actually gattling it out of an attack?



Yup, two ways.

1. You can do 22 8+HS/D, if you are fast enough it will jump istall, but you can only dash, not jump.

2. Inmediate 22 HS/D on landing after jump (duouble jump stored, or air dash), after double jump (one jump stored), and after super jump (air dash stored)


Edit: didn't see the answers on the last page :psyduck:

GuerrillaTactic
05-06-2010, 04:37 PM
Just a quick question about teleport FRC, I'm trying to get a few things down like (c)S pressure and blocked strings cancelled into D teleport FRC j.S but the j.S just seems to wiff all the time. Could some one tell me if I am out of range or just performing this incorrectly with the following string...

dashing (c)S, (c)S, Gamma, (f)S xx D teleport, FRC, j.S?

I don't think I'm too far away for that to work but I just don't seem to get it to hit ever although if I sit at certain ranges it does connect and I'm just baffled as to why it's not working (no momentum involved as well as pushing the enemy back INTO the j.S should give me the right range, right?).

by the way I'm trying this against Sol.

TheRealBobMan
05-15-2010, 10:22 PM
I honestly have no idea, so I can't help with that. I don't get to practice much so I haven't started experimenting with getting those inputs down for that sort of pressure.

I have another question though. Will the game read a 1 or 3 input as forward or back for a throw, aka, can I OS with moves like 2K (actually 3K which throws out a 2k for the example) if I felt like it? Just thinking about other things to experiment with... if I was going for some pressure like he mentioned and decided to throw out a 2K for the mixup, I wouldn't want to get grabbed, so the OS is more of a security feature (grab break or just grab if the 2K doesn't work).

*Edit*

And by 2K, I don't mean aerial, I mean landing and going for it, or even just dashing in for a 2K OS.

AtTheGates
05-16-2010, 09:11 AM
no, this isn't sf4.

TheRealBobMan
05-18-2010, 04:53 AM
I wouldn't know, I play Guilty Gear because it's fast, and I picked up Chipp because he's faster. : )

Thanks again for the quick responses considering how dead it is around here. You guys rock.

So you can option select in SF4?

GuerrillaTactic
06-18-2010, 03:12 PM
Okay a question for you guys here, Sol's Bandit Revolver is -4 for Sol meaning he recovers on the 5th frame. Chipp's (c)S is 4 frames and connects on the 5th SOOOOOO if I IB Sol's BR I should be able to hit him for free while he's in crouch state for an easier iAA combo yes? I'm pretty sure I have done this in the past but I have been trying it recently, recording Sol doing 2K, 5S, 5HS, BR then S dragon on block BUT I can't seem to hit Sol before his S dragon comes out? I know it's only 1 frame that I've got to do this but I can see Chipp's (c)S come out and then it just doesn't connect because Sol goes invincible and slaps me and I don't think I can do (c)S any sooner because he's still in block stun? I am a little lost here, is the frame data correct here or am I reading things wrong or.................?

EDIT. Sorry, I should say that when I tried it before I did 5K, 5S, 2D, BR and then stopped the recording before Sol hit the ground and told the dummy to block all so that it would block at the soonest opportunity and I still hit Sol (can't remember if it was Counter Hit or not though).

4r5
06-18-2010, 03:39 PM
Chipp's standing block may be too short. Sol's BR probably isn't connecting on the first active frame, but on a latter frame. At least from the 2K-S-HS>BR string.

GuerrillaTactic
06-18-2010, 04:46 PM
If I block crouching I'm in additional block stun (by 1 frame?) and IBing only reduces blocstun by 1Frame so that would do nothing for me I guess? Time to test a little more. Also, what is the best punishment for grand viper? 6HS, iAA with follow-ups?

AtTheGates
06-19-2010, 12:58 PM
i never had problems instant blocking BR and puishing with S(c), are you sure you are in close S range?

GuerrillaTactic
06-22-2010, 09:23 PM
Well unless I have them the wrong way round (BR and BB that is) but I don't believe I do, gonna do some testing now and write edit up afterwards.

Okay, so I'm getting it now but just to make sure of stuff. Because Sol is in recovery should I be getting a CH status on hit or not? It's after active so it's punishment but not CH right because I'm not getting Counter to pop up still. Just wanted to know if I recorded Sol badly :) . Thanks again :D

TheRealBobMan
09-01-2010, 02:35 AM
I know this doesn't really fit in the character forums, but I went to my first Guilty Gear tournament like a month ago and sucked ass because of the timing differences between the console version of AC+ and the arcade version. I mean really, I yomi'd a Testament's counter out of the gate in one matchup and tried to Respect cancel into 2D, but I did NOTHING for the first 2 seconds of the round and wound up just getting block pressured for the whole game.

Chipp, getting block pressured because I couldn't get stuff to come out normally. : (

And I couldn't get hit-confirms and combo links to work properly either. Overall, my gameplay turned to crap.

So I need to know exactly how the timing is different to expedite the process of getting used to the arcade version so I can go back to actually doing combos and spacing correctly. It felt bad to watch a Chipp using completely inefficient combos (2K > 2K > 2K > c.S > f.S > 236s > 236s > RC > dash in > repeat for like 100 damage out of 50% meter) and tactics (always rushing down the same 2 ways - dashing in with 2K or jumping over with j.2K, not even FDCing j.S or j.H, or doing any sort of bait/punish) perform WAY better than I did because I didn't know just how different the timing is.

I don't have time to go to the arcade very often, so any tips to maximize the time I do have to spend there will help. : )
The controller isn't an issue - they have one of those nifty ports that let's me use my PS2 controller, though I plan on learning stick eventually. It's just the timing differences. Everything fell apart, and I need to know exactly how different everything is. Everyone was dropping combos and screwing things up all day, so I can't blame my losses on that, but I'd rather not have that problem anymore.

The framerate data is still the same as posted in the guides right? Does the game run with different frames per second? Could it have just been TV lag from the arcade cabinet? Any ideas help me here.

AtTheGates
09-01-2010, 11:15 AM
never heard of major timing differences between the console and the arcade version of AC. maybe that controller port had lag or something? or it was something else, sitting so close to the screen, maybe? first time i played on a cab, that really threw me off.

4r5
09-01-2010, 04:41 PM
Arcade AC runs at normal speed. All console ports of AC run above normal speed. When you go from console to arcade, do everything slower. From arcade to console, do everything faster. All the frame data is still consistent, since it's all relative. But I think the console ports are running above 60fps, which is why alot of 1frame stuff is so hard to do, when it was never that hard to do prior to the AC ports. And try not to center your timings on sound.

And the speed difference changes the strategy a little bit too. It goes back to being more about space control and baits, less about forcing mixups and rushdown. Since arcade is running at normal speed, reversals are easier to do and mixups are easier to react to.

If you have a good computer, then you can emulate AC. Otherwise you're stuck with the ps2 ports. What I do when I'm gearing up to play on arcade is I play GGSlash. Or I just don't play GG for a month or so, and let my old muscle memory resurface.

TheRealBobMan
09-03-2010, 02:03 AM
Thanks a ton. I'll try to do everything slower and see how that makes things play out.


I just got a new computer (no internet for it yet, but it's a beast with 16GB of RAM and an i7), so I can probably Emulate AC (my friends would probably love getting practice with the timing differences). How would I go about that? Also, is it possible to get adapters to hook up arcade sticks or PS2 controllers to my PC?



*Edit*

Also, let's keep this about Chipp so I don't waste everyone's time. How does Chipp oki with his shuriken and what is most effective with it? I'm starting to get FDC down (switched to K+H so I don't negative edge a shuriken if I flubb the input) and I'm trying to start working on spacing with it.

So that I can use it more without ruining my tension gain, how important would you say it is that I practice instant blocking?

Also, what's a good way to bait bursts with Chipp? His framerate and recovery are great for punishing burst attempts, but I need an idea on how to do it more consistently without just practicing to punish on reaction, because that would consume more time than I have.

AtTheGates
09-03-2010, 10:00 PM
forget about emulating AC. you don't even need a good pc at all, but the emulation is buggy as hell and there's so much input lag, it's ridiculous. my favourite bug is sprites scrambling randomly, i had slayer use his ground block anim for air block etc.

TheRealBobMan
09-10-2010, 03:15 AM
Wow. So the only thing I can really do is go to the arcade more. : (

Sucks since I barely have time to play GG at my leisure as is. Thanks for the help guys.