AtTheGates Report post Posted December 8, 2014 some anomalies and exceptions of the wall cling people should be aware of: 1. If you try to wall cling very high up the stage, Chipp will very briefly cling to the wall, then immediately let go of it. If you use this technique, it's the same as a very fast wall cling > 4, which means you can corner cross your opponent this way. 2. wall cling works even after exhausting all your air options, including triple jump, airdash > triple jump, super jump > airdash etc. 3. if you want to do HS teleport > wall cling > down dive > air dash back okizeme (pretty much like in +R), you need to superjump install the HS teleport. the motions would be: 228+HS > 4,6 > 6 > 44. Ugh. Probably best to just stick to the wall cling > 4 > left/right 50 50 like described by kashou. edited and removed errors. Share this post Link to post Share on other sites
pduke Report post Posted December 8, 2014 Damn, Good shit, Gates. His wall cling-drop-HS creates a great 50/50 in the corner. I think it will be pretty important to his overall strat Share this post Link to post Share on other sites
Kashou Report post Posted December 8, 2014 Updated my original post. I feel like I have most of the important stuff there now, except maybe character specifics and 2HS combos, but I don't find them to be particularly vital. They are still good because it feels like 5HS has way worse hitbox now, so 6P 5HS as anti air doesn't quite connect that well, and 6P 6HS is a gamble. edit: did some moving back and forth - ATG Share this post Link to post Share on other sites
Scrubtrash Report post Posted December 11, 2014 I'm having trouble with Challenge No.37. Even if i do the IAD as fast as possible Sol always recovers before i can land the first j.P. Is there some special trick i'm missing? Share this post Link to post Share on other sites
milesw Report post Posted December 11, 2014 https://www.youtube.com/watch?v=pqgkY8r5u2U&list=PLvc3fsIfe-_Hf8CGLG435M-kzVNrszE4Y#t=486 How is he hitting the 5S>2HS after the 236P? seen him hit a far S too. Share this post Link to post Share on other sites
AtTheGates Report post Posted December 11, 2014 2369P as close to the ground as possible. this is especially effective against crouching opponents because of the added hit stun of attacks against crouch state. the combo is a little less useful than in older guilty gears since you can't get reliable knockdown in the corner with j.D anymore since it wall bounces now. with short combos you can of course go into alpha > wall alpha, but if you used the tigerknee alpha combo before, chances are, your hit count is quite high already. the upside of the 2369P combo however is that you have a lot of time for oki if you use it, since you recover so much earlier than your opponent. you could also got for a jump install teleport combo midscreen, or a simple air dash combo, Share this post Link to post Share on other sites
pduke Report post Posted December 11, 2014 How is he hitting the 5S>2HS after the 236P? seen him hit a far S too. You need to tiger knee the 236p, so make it 2368p, 2369p, or 2367p. Share this post Link to post Share on other sites
Kikuichimonji Report post Posted December 11, 2014 https://www.youtube.com/watch?v=pqgkY8r5u2U&list=PLvc3fsIfe-_Hf8CGLG435M-kzVNrszE4Y#t=486 How is he hitting the 5S>2HS after the 236P? seen him hit a far S too. TK j.236P knocks down and has very fast recovery. You have to do it perfectly off the ground in order to combo. Share this post Link to post Share on other sites
pduke Report post Posted December 11, 2014 What is the use on chipps 22p? Is it just for mind games? Share this post Link to post Share on other sites
Kikuichimonji Report post Posted December 11, 2014 I'm having trouble with Challenge No.37. Even if i do the IAD as fast as possible Sol always recovers before i can land the first j.P. Is there some special trick i'm missing?I have no idea what challenge 37, but if it's 5HS IAD j.P, there's no trick to it. Do the IAD as soon as possible with the 96 shortcut. You actually have to delay your j.P, otherwise it just whiffs. This combo actually feels more lenient than other versions of GG were.What is the use on chipps 22p? Is it just for mind games? Yes. You can also do AA 6HS 22P cl.S 5HS j.D. The 22P is just a timing mechanism to make sure you don't hit 5S too quickly. Share this post Link to post Share on other sites
TITANIUM BEAST!!! Report post Posted December 11, 2014 What is the use on chipps 22p? Is it just for mind games? It's pretty awesome as a feint. At full screen with 25% meter and people hunting for 22K YRC, it's a good way to make people flinch. Good in blockstrings too. Pretty sure Endou spams it for a reason. Share this post Link to post Share on other sites
Kikuichimonji Report post Posted December 11, 2014 Pretty sure Endou spams it for a reason.Kusoru spams Riot Stamp just to be a disrespectful ass, and that move is awful. Endou plays the same style. I'm not saying that means P teleport isn't good, but the fact that Endou spams it doesn't mean much. Share this post Link to post Share on other sites
RoBoBOBR Report post Posted December 11, 2014 Are you not even discussing invisibility (214K)? No info to be found in the thread. I guess it's such a powerful tool it vanished even from the first post! Share this post Link to post Share on other sites
Kikuichimonji Report post Posted December 11, 2014 Are you not even discussing invisibility (214K)? No info to be found in the thread. I guess it's such a powerful tool it vanished even from the first post! What's there to say? It's good, use it whenever you can. Share this post Link to post Share on other sites
AtTheGates Report post Posted December 11, 2014 first post just has the changes (incomplete btw, i only lately realized 6K on CH does not slide anymore and 236S on CH doesnt float). as for invis, it's quite useful with YRC as oki when the opponent wakes up. since YRC is blocked when an opponent is knocked down, you have to do it while he is rising. Share this post Link to post Share on other sites
Scrubtrash Report post Posted December 12, 2014 What are some of the better options to deal with people who run away and jump all the time? I'm playing this Ramlethal who does exactly that and it's pretty annoying. Share this post Link to post Share on other sites
Uncivilized Elk Report post Posted December 12, 2014 What are some of the better options to deal with people who run away and jump all the time? I'm playing this Ramlethal who does exactly that and it's pretty annoying. Chipp is super fast, has 3 jumps, and teleports... I don't see how they could possibly outmaneuver you. If they're running away, turn on invisibility (214K) and just go nuts? Share this post Link to post Share on other sites
AtTheGates Report post Posted December 12, 2014 against runaway players, use: air grab for knockdown j.K from below to catch them out of the air. kick teleport, YRC, see what they are doing during slowdown -> j.K or airgrab or dash up 2K etc as anti air / for fishing, 2HS canceled into 2D or 22P (the 2D will whiff). can be followed up on counter hit with j.S, dj.S, tj.S,HS, beta. Share this post Link to post Share on other sites
Dragoomba Report post Posted December 12, 2014 against runaway players, use: air grab for knockdown j.K from below to catch them out of the air. kick teleport, YRC, see what they are doing during slowdown -> j.K or airgrab or dash up 2K etc as anti air / for fishing, 2HS canceled into 2D or 22P (the 2D will whiff). can be followed up on counter hit with j.S, dj.S, tj.S,HS, beta. What would you say is more reliable, 6A - 2HS anti air or just plain 2HS anti air? Also, I'm having tons of trouble air grabbing jumps, even when I read them correctly. Is there a sweetspot I should know about? Share this post Link to post Share on other sites
AtTheGates Report post Posted December 12, 2014 6P is used in other situations than 2HS. 2HS only works because you hit the opponent earlier than he expects, otherwise the hitbox actually isnt that good. 6P has upper body invul and has to be / can be used later, but the total duration is so absurdly long in Xrd with the second hit removed that it has become way harder and riskier to use than in older revisions. Share this post Link to post Share on other sites
Scrubtrash Report post Posted December 12, 2014 against runaway players, use: air grab for knockdown j.K from below to catch them out of the air. kick teleport, YRC, see what they are doing during slowdown -> j.K or airgrab or dash up 2K etc as anti air / for fishing, 2HS canceled into 2D or 22P (the 2D will whiff). can be followed up on counter hit with j.S, dj.S, tj.S,HS, beta. Thanks! I'll be honest though i made that last post kinda out of salt but i'll very much try all this out. Share this post Link to post Share on other sites
pduke Report post Posted December 12, 2014 Does Chipp have any throw invincible normals? And can you still cancel js into jD?? I cannot seem to do it no matter what Share this post Link to post Share on other sites
Kikuichimonji Report post Posted December 12, 2014 Does Chipp have any throw invincible normals? 6K is airborne so it will beat grounded throws attempts. Unless they're using a really good OS, like Sol 6K/HS. Even then, an actually meaty 6K will win. You can also just use teleport to safe jump so they can't wake up throw. 6K is throw invincible on frame 1, but it is too slow to use right when someone's throwing because they'll get their 5HS and that will be faster than your 6K so you'll get counterhit. Also, here's his frame data. Gatling table is on the bottom of this page.http://www.dustloop.com/wiki/index.php?title=Chipp_Frame_Data_(GGXRD) Share this post Link to post Share on other sites
AtTheGates Report post Posted December 13, 2014 And can you still cancel js into jD?? I cannot seem to do it no matter what never worked. just double or triple jump after j.S to combo into j.D Share this post Link to post Share on other sites
New_Player Report post Posted December 13, 2014 Any other chipp players use 6p+HS to throw instead of just 4hs or 6hs. Overall it leads to better a situation just in case they jump or you are slightly out of throw range. Share this post Link to post Share on other sites