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AtTheGates

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About AtTheGates

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  • Birthday 12/03/1982

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    frankfurt / Esslingen, Germany
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  1. AtTheGates

    AC+R: Chipp Discussion & General Strategy

    teleport FRCs: if you do them "dry" (with no chain before them), the timing is always the same, which means, easy to remember muscle-memory stuff if you train enough. once you add a chain before the teleport, the actual teleport gets buffered and therefore delayed a bit, which makes the timing much harder and somewhat variable depending on the last normal used before the teleport. i try to stick to 5HS as a last normal in block strings before a teleport i want to FRC to keep things consistent, besides, 5HS has a somewhat high attack level, which decreases the chances of the opponent retaliating - on the other hand, the teleport will be much more telegraphed that way. as for the alpha combo, use S,HS, 2369, (short pause), P. it's hard to get the perfect IAA, keep practicing.
  2. AtTheGates

    AC+R: Chipp Combos

    close range, yes. edit: try this (from this thread acutally): New Alpha Blade > Force Break Combos d.S© > S(f) >HS >Alpha-D > then: delay S,© > HS > iad.j.P > D > Alpha: [25% Tension] 176 (PO(mit s(f) extra)), 172 (AB, RO), 190(HOS, SL),200(SO,TE,ZA), 201 (JU, KY(kein Knockdown)), 207 (AX, ED, JA, IN, KL*, MA*, VE), 211 (BR*), 225 (DI), 239 (MI), 233 (BA*), 255(CH). *=delay the last alpha and/or the Alpha-D followup. against Anji & Faust: max delay S© > HS > j.P > P > K(2) > K(2) > D: 204/200 damage, Knockdown. against Ky: S© > HS > iad.j.P >S > delay tj.K(2) > K(2) > D > delay Alpha: 208 damage, Knockdow
  3. AtTheGates

    AC+R: Chipp Combos

    quoting myself from the first post: http://www.dustloop.com/forums/showthread.php?2886-Accent-Core-Chipp-Combos
  4. AtTheGates

    AC+R: Chipp Combos

    don't know if i commented on that vid before, think i did somewhere. anyway, it has some stuff that is fine, and some stuff that is both character and spacing specific, which i find very bad to teach to beginners (the HS > j.D > alpha stuff for example). no idea why you would need a video though if the important stuff is in this thread here, that's why i didn't respond in the first place.
  5. AtTheGates

    AC+R: The Chipp Match- and Combovideo Thread

    usually slashback cancel is performed with 1K~S+HS, that's how i do it at least. it's good for mixup off of an airdash (fake crossup). in that specific instance, i'm not entirely sure how to get the turn around effect, i guess it might be spacing specific. will have to try around a bit later, this has been on my to-do list for a while now.
  6. AtTheGates

    AC+R: Chipp Combos

    a healthy diet of this thread, the archived AC combo thread and matchvids should be enough for your needs. a lot of chipp's combos are in some way character specific if you go beyond anything that launches, there's no way around learning some variations.
  7. AtTheGates

    AC+R: Chipp Combos

    IAA, instant air alpha, aka tigerknee alpha.
  8. AtTheGates

    AC+R: Chipp Combos

    i like the 6HS followup to 2HS > FB against testa, will look at that later tonight. just tested it - not fully though. the link is somewhat hard unfortunately, but you can actually go for a slightly delayed IAA after the 6HS for a free relaunch (that launches testa pretty high). worst case: could lead to HS, j.D, alpha - which is still pretty nice. as for j.K in 6HS combos: there are actually some characters where getting even a good j.P hit after 6HS bounce is hard, so j.K might be even more unreliable in those cases. i guess we need to learn the char specific variations. as for punishing sol gunflame blockstrings with FB beta, i'd rather not, or at least only very rarely - if he catches up and just FRCs, you're fucked. trading 25% for knockdown vs. eating 200DMG and knockdown... i don't know.
  9. AtTheGates

    AC+R: The Chipp Match- and Combovideo Thread

    http://www.nicovideo.jp/watch/sm21613558 japanese tutorial vid with basic combos. all of those are fine except the chain into 2D > 236S > HS > j.D > air alpha combo. that one is too specific to be basic.
  10. AtTheGates

    AC+R: The Chipp Match- and Combovideo Thread

    I chose to open a new thread for +R vids after all. the first 3 posts above this one have been moved here.
  11. AtTheGates

    AC+R: Chipp Discussion & General Strategy

    about 22S FRC: the best way to use it is when you have your back against the wall and your opponent has been knocked down close to you, for example after a 41236K that connected on a cornered opponent. keep in mind that this setup is gimmicky and that it costs 25% tension. you might as well go for the walldive okizeme in this situation which also quite strong, so you should probably not overabuse the setup. edit: just realized i basically already wrote that in my first post.
  12. AtTheGates

    AC+R Videos!

    it's not important if it's mirrored, i was just wondering how something like that could come about
  13. AtTheGates

    AC+R Videos!

    needs damage numbers. also, why are the vids mirrored?
  14. AtTheGates

    AC+R: Chipp Combos

    i tried impossible dust with j.623B, and it seemed to be not working very well / not working at all. there might be some cases where it works, but i only gave it a brief look and decided to focus on other things first.
  15. AtTheGates

    GGXXACR changes. facts. no theory fighter plz.

    hm.. i can get it to connect almost 100% of the time, but you're right of course, consistency is important.
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