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Official Chipp Basics and Conventions/Terminology Thread

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Numbers: (Assumes you are the character on the left FACING the right)

1: down backward

2: down/crouch

3: down forward

4: back

5: neutreul

6: forward

7: up backward

8: up

9: up forward

E.g: 236 s = fireball motions + slash

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Letters:

p: punch

k: kick

s: slash

s©: close version of slash

s(f): far version of slash

hs: Heavy slash

d: dust

j: jump. Usually used with other letters like p,k,s,hs. So when you see jp, this means the jumping version of punch. So if i go, jp, jp, jp, jp, it means, you're in the air and you hit punch 4 times.

jc:jump cancel. It means YOU JUMP. E.g: launch, jc, jp, jp, jk, jk, jc, jp, jp, jk, jk. So basically what you should be doing is launch, then you jump in the air, hit ppkk, then jump again, then hit ppkk.

s.j (or sj): super jump

j.k(2): two hits on your jk.

iad: instant air dash

bd: back dash

ji: jump install

otg: off the ground: so when the opponent FALLS and LANDS on the floor. And then you hit them while they're on the ground (e.g 2d, 41236hs)

RC:: Roman cancel: THE ReD AURA THREE BUTTONS THING THAT requires 50% tension.

FRC: : Forced Roman cancel: the BLUE aura three buttons thing that requires 25% tension.

IB: instant block. (tapping back the moment just before their attack hits you. You should flash white)

SB: slash back (block+s+hs) The golden aura thing

FB: Force break

FD: faultless defense. The green aura thing.

FDC: faultess defence cancel - please read post below

SBC: slash back cancel - similar to FDC, but using slash back (great for air dashes)

DP: BETA BLADE, or dragon punch (in chipp's case, beta blade)

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Random terms:

Wakeup: When you get up from being knocked down.

Okizeme: When you do a particular attack/setup while the opponent is waking up.

Ninja dash (copyrighted finalshowndown ^^): alpha blade

leaf throw: 41236k (if you don't understand re-read this entire post)

rekka: 236s (usually the first 236s, so the fire punch)

teleport: teleport? xD

zomg: ZOH MY GOD

wtf: WHAT THE FUCK?

lol: laugh out loud

rofl: roll over floor laughing

and i should shut up now xD

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Below are the Chipp basics contributed by G.Tactics, Shin Masta, ATG, and the rest of the Chipp community.

FD brake (Faultless Defence brake)

A very simple skill that you most probably already know after playing Chipp for about 2 seconds but for completions sake it will be written here. As you will know, Chipp has a high-speed dash, this lets you close in on the opponent very quickly, but if you hold back to block, it takes a split second to stop, so even if you see an attack coming such as Johnny’s super, you may still be hit as it needs a small activation time. The answer to this problem you ask? FD. If you do FD instead of normally block this will let you stop INSANTLY, thus blocking that super and letting you continue to pummel Johnny afterwards.

An example

Chipp vs Ky

Ky loves to throw out Stun edge. Its one of his main offensive tools. Lets say you are running toward ky and hes shooting a stun edge at you. Now normally if you try to stop your run by pressing back right before the stun edge hit you, You would still get hit because of the frame disadvantage from stopping your run. But by using the FD break, You can stop right b4 the stun edge hits you and you can block safely.

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FDC (Faultless Defence Cancel)

The FDC is a technique that is used to mix-up the opponent using a change in momentum to deceive the opponent so that you start to drop just over the opponent’s head and could land either side. This technique works very well on wake up and during pressure strings although around the corner it has limited uses.

To perform the FDC you must dash across towards the opponent, jump then hit 2K, hold both, and very quickly after hit another button (much similar to the drumming technique you can use in SFIII series). What this will do is start the animation for the 2K for a split second and then you will flash green as you are activating the FD. This works best after a dash as when you jump the momentum carried by the run follows through into the air, you will rapidly slow down after executing the FDC allowing you to land on either side instead of sailing straight over the opponent and to the other side of the screen, thus creating the mix-up.

One extra titbit of information, only use S or HS in your basic single cross up FDCs, once they become more advanced you may feel more comfortable using other moves.

This is VERY important to chipps mix up game. Using this tactic will create a 50/50 guessing game on your opponents wake up. Which side your going to hit them on. Even if they do happen to block the correct way, You can continue your pressure from there.

Example.

Chipp vs Dizzy

Lets say chipp hits dizzy with a random BnB combo that knocks down. For the sake of arguement we will use 2k-c.s-6p-2d. You knock them down with this combo. As soon as you knock them down. You run up and jump. Now when you jump you want to positiion yourself to be right above Dizzy. Now here is the tricky part. Holding 3 (or 1 pending sides) and pressing K and pressing HS should force you to stop right in the middle of the air and fall straight down. This is where you apply the mix up. By using HS or S, You are forcing your opponent to guess which side you are going to land on. If you hit them, You can hit them with another combo. If they block, You should be at enough of a frame advantage that you can create a mix up pattern or throw.

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iAA (instant Air Alpha)

The iAA is a rarely used skill but is useful all the same. If any one here remembers old skool tiger knee, put your hands up? As I thought, quite a few of you. It’s really the same sort of thing but you need to be a bit more precise with the timing. What occurs when you do a normal alpha blade is that Chipp passes through the opponent and has a long recovery period over the other side where it is possible to input the alpha+. All of this however is quite risky from range and will frequently get you your head kicked in. To avoid the pain and punishment Chipp can iAA, this requires you to do a tiger knee alpha blade (2369P instead of 236P), and as you have performed a slight jump before the alpha blade, you execute the aerial version that has a MUCH shorter recover period. This lets you alpha blade from a distance with greater safety. Also it gives the iAA some very nice combo ability when distanced correctly. A 6HS combos into an iAA and due to the distancing and the shorter recovery period it is possible to 6P, 2HS, HS teleport after for a large amount of damage (for Chipp that is).

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JI (Jump Install)

JI is a technique that is used to extend combos or to use as a cross up creator as well as rarely an evasive tool. Most importantly JI lets Chipp have more options after an air teleport.There are three types of jump install. Regular, natural/automatic and neutreul

1) The regular jump install:

To jump install you need to press up right when you attack the opponent with a move that is JC-able (jump cancelable). These moves are P, 6P, (f)S and HS. Since most JI combos will have you using 2HS as the launcher, P, 6P and (f)S will be the most commonly used moves to jump install. Here's an example: 5p, 8, 2hs, 22hs..... Most important bit is you pressed UP, at the same time or AFTER the JC0able move, and then cancel the up motion (8) with another normal. I.e 2hs. If you press 8 early, and on a move that is not jump cacellable, well it just won't work. Hope that helps.

2) Natural Single Jump JI

Now on the moment you land from a single jump, quickly do H/D teleport. If done correctly you can jump and air dash afterwards. Best use is when you do a single jump air grab in the corner. THen do hs, teleport, air dash forward for cross over.

3) Neutreul JI

This is when you're in a neutreul position. and you input 228hs/d. This way you only get the abilities of air dash and nothing else. You can use this too (228hs/d) when doing a JC-able move like 5hs. IE, s,s, hs, 228hs... and you'll be able to air dash after that but not double/triple jump.

Other uses: 236S, 236K extension has a FRC point that leaves you in the air, thus if you previously jump installed, you could mix up with air dash or additional jumps. There are more possibilities with this skill but it is best to experiment with it yourself.

Jump Installing is VERY important for chipp and many of his long combos. Granted there are many other ways of getting damage but with chipp its best to use all that he has. Because Chipp isnt a character who has a long life span lol. He takes damage rather bad. So using all the tricks that Chipp has is always worth it.

Another Example of JI:

Chipp vs Sol

Lets say I use a knock down combo with chipp. 2k-c.s-6p-2d xx hs/D teleport AD Now normally if you did a teleport after the sweep you wouldnt get the air dash because the air dash isnt normally allowed. But with Jump installing you can Air dash after the teleport. The notation would be 2k-(8)c.s-6p-2d xx hs/D teleport AD You see the "()" thats where you insert the command for the jump. When jump installing, you want to do the command as fast as possible so that you dont make your character jump while your trying to JI.

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