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Kasou

Accent Core/SLASH: Chipp's ultimate poke guide

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Please discuss and contribute to the uses of each poke, along with what it can or can not beat.

6p: THe ultimate counter poke of all time, and one of the best normal anti airs i know of.

As anti air: According to my testing it beats every air normal except for slayer's j.hs. Which as everyone should know is retarded. The key to anti airing is timing and position. What i found is that if you aim for the hind legs of the opponent to reach the hitbox of your 6p then it will snuff out alot of things. Things i have tested:

Sol: j.hs/j.s

ky: j.hs, j.s

jam: j.hs

faust: j.D (a bit harder to time, but you can still beat it)

baiken: j.hs, j.s

johnny: j.hs

dizzy: j.hs

venom: j.hs

may: j.s

roboky: j.hs (reload version; man, i only have reload on the computer)

pot: j.s, j.hs (i didn't bother testing jump D, in my knowledge, it's best to DP that shit)

So as an anti air this is one hell of a move, and on counter hit it can get you a 6hs for more damage. However, take note: Do not use this against normal range air dashes or iads. Becoz usually they cross chipp over. They dun actually hit from the front. So avoid that shit. Instead, when someone jc's into an IAD string, just duck. If they hit a normal early, it will whiff completely and then they will land and you can punish. Now, if the opponent does not do the early instant normal, you can nearly guarantee an air throw. But this of course takes practice to be able to judge when you can air throw and when you can not. You can however, always 6p a maximum distance/already falling air dash.

...

6p as counter poke: (in the testing)

sol:5k

ky:

johnny:s(f), 5k, 6k

I-no:

may:5k,

bridget:3p(clash?), s©

slayer:5k, 6hs

anji:5k

zappa:

Robo:

Potemkin:

testament: 5k

dizzy:5k

aba:

baiken: s(f)?

axl:

OS:

millia:

venom:

eddie:

jam:

5k:Your longest reaching close poke which is extremely fast for its reach. It is used mainly (and in most cases to me, used ONLY) as a POKE SNUFFER/STUFFER (man my english is so poor >< ARGH). Places to use it include:

1) after rekka punch

2) after s©

3) after 6k

4) after 5D

5) after 2s (if they are relatively close, and you know they are going to put a poke out or something)

2s: A far reach poke that is very quick. It is one of the most awesome far range attacks with quick ass recovery. Use it to beast:

1) I-no's dash

2) interrupt the startup of may's stupid dolphins

Other than that, the main usage of this poke is to attack from a distance.

THings you can do after 2s:

* chain it to 236s to start applying pressure against the opponent.

* gamma blade. Because a lot of opponents may want to dash into you after blocking/hit by a 2s. However, this is a relatively high risk, though high reward followup. If they block the gamma blade, you can dash in with 2s again.

* another 2s, for the same reasons as gamma blade. Difference is the risk and reward value. This is less risk but gets you less reward.

* waiting/turtling. This is most effective after they're conditioned to think that you're going to gamma blade, and hence would want to jump. This is when you answer them with an air throw or anti air.

* air dash attack (usually you air dash over them, look at yourself turn around then air D). This is most effect after they're conditioned to both the air grab and the pokes and they're waiting to out poke you with something. However it must be noted that this is a relatively high risk and mediocre reward option. Only use this if you are feeling confident.

2hs:

A move that is generally used only in jump install teleport combos, however it actually serves as a very decent trade off normal. On counter hit it will launch the opponent high up, leaving them vulnerable to chipp's lightning kick air combo(j.k x n), or if you're good you can go for the air grab/anti air. Additionally, 2hs can chain into both 2d or 6k for a surprise high low mix up. How to use it?

* Use it against fausts that love to jump back and drill kick.

* just dash straight in kamikaze style. Works real good against ppl who think they have an awesome poke.

* As a trading anti air (not the best but im sure ATG can elaborate on this one).

5hs: A normal that stays out for a good decent amount of time. So spam it early and hope for ppl to run themselves into it. It is "GODLIKE" against testament. Testament's who loves their own 2hs would cry in the corner against chipp's 5hs (replace 5k, with 5hs when playing against testaments who love to 2hs). I also use 5hs against jam for some reason. I dunno, i have trouble beating out her 2s, so i just spam 5hs early and she just runs into it for some reason. 5hs also has bonus counter hit properties. Usually you can follow up with a d.2s or another 5hs if they're crouching, or you can combo into dust. As for those who are trained in 3s and loves to hit confirm, maybe you would want to combo into chipp's 632146hs super xD.

How to use:

* Usually in neutreul state, when it's painfully obvious that the opponent is going for a dash normal. Hit 5hs early so they run into it.

* When both of you go for a dash normal attack.

2d: One of the better sweeps in the game. Has good distance, and somehow stuffs up a lot of attacks. You can use it like a 2s, HOWEVER, due to its longer recovery, it is more risky in that situation but reaps BETTER REWARDS. I personally use it as a PUNISHER more than a neutreul far distance poke. For instance: Say you were doing close up rekka, and sticking out 5k as a followup. Now as most newbie sol's would do they would spam 2d due to their frustration. Now little do they know that you are out of distance. THIS IS WHEN, you watch their 2d animation whiff and nail them with 2d. OH THE JOY!

Who to SPAM 2d against:

* KY. It beats ky's slide. and most importantly it beats nearly everything he throws out at you after your rekka punch. Save for greed sever i guess.

* May. It is awesomely good against may, because your 2s usually loses to her 2d. Hence in this matchup you would be spamming 2d in most scenarios and forgetting about 2s. Again 2d beats out nearly everything may can do after rekka punch. Save for the dolphins. But i guess it would be broken if she couldn't do anything about it... xD (yes it becomes a guessing game between using a 2d to beat out her 2d, or a 2s to beat out her dolphin)

* Anji. Now we all know how much anji likes to do that autoguard 6hs of his. Personally i don't like to change my straight attacking style, hence i just deal with it by spamming 2d instead of 2s. Again it beats nearly everything of poor anji's during rekka pressure, except for 2s. And of course an extremely well placed hs fujiin (man i love using anji and going through pressure). But we just need to do the rekka followup low kick to deal with that... (in other words TERIYAKI! LOL) xD

6hs: The corner lock down, and corner whiff poke punisher. It is the OWNAGE corner tool against aba and order sol. Basically you're using it to punish possible jumps, and ppl trying to poke/dash out when you left them quite a bit of space. In essence a zoning/space controller.

s(f):

*edit: working on it.... ^-^

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Well.. I can say that CH 5H connects with dust. So if you poke with 5H and get a CH, you get a free dust combo. :P

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updated first post. Please post other useful info about pokes that i may have missed ^^" Or correctanything that i may have said..... thankyou

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update 5k that you now can cancel into 2d. it's gotten even stronger that way. i use it quite a lot in accent core. as we all know, it rocks vs. HOS, but i also use it vs. pretty much everyone else, like dizzy etc.

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another useful tip about 5hs CH is you can (although rather difficult to do) follow up with a TK alpha blade, usually into f.s, 5hs, IAD j.p j.D air alpha. 5d is a great poke too. While It has a long startup, it has HUGE range (test it yourself, it seems like the farthest reaching dust by a lot) not to mention is +1 on block as well as jump cancellable (most dust are like -10 for frame advantage) c.S is a great poke, mostly abused to raise guard bar. Samitto used c.S, run up, c.S xN a lot. Level 3 move that comes out in 4 frames, plus its advantageous on block! (not totally sure if this falls into 'poke' category persay, but figured I'd throw it in). Hope any of this helps.

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about 5D, true. Often gets neglected. Common poke string is max range 5HS, 5D. if you get a counterhit, the 5D combos, you can go into iad.j.K, relaunch from that.

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