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Kasou

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Everything posted by Kasou

  1. i've posted a thread named "Guilty gear basics 101: your training guide" in both foundation and guilty gear centre. I have stickied them both. Hopefully it should attract all newbs attention and they'll read it. Anyway hope that helps, and if you don't think it does, maybe we have to move stuff around? i dunno. Oh yea, if you think my writing sucks, feel free to edit what i wrote....
  2. I decided to create this thread because it seems that a lot of newbies are lost in the forum and needs a bit of a tour guide. Anywayz....... Welcome to Dustloop forums!! A professional forum dedicated to guilty gear. This is a professional place where you will find a library of information to help you up your game and assist you to become a dominator in the series. However, if you want some general light hearted discussion about the series, we'll be happy to have fun conversations in gamefaqs. So come here if you want to improve, read and discuss about strategies, or meet us up at gamefaqs to have a laugh. Now if you're new to guilty gear and dustloop please go to this thread first: http://dustloop.com/forums/showthread.php?t=372 Once you have read and understood the above thread, you should go to your character's dedicated forum. All character forums will teach you from the ground up. I highly suggest that you read everything in your character's forum before starting any new threads or requesting any more information. If you really can't help yourself, please ask your question in the related threads, or in your character's general questions thread. As a professional forum, we want all our information to be clear and concise, so we would really appreciate it if redundant threads are kept to a minimum so that good and detailed information can be found by everyone. Finally if you believe that your character forum isn't up to scratch, or that something is missing, or that the beginners guide is still complex for you, i hope you write in the suggestions/feedback forum. When you write in there, please be very specific and constructive. Write politely, and write about what is missing, and specifically how you want it fixed. Be as specific and precise as possible. All help to make the forum better and more accessible is appreciated. And yea, enjoy your stay at dustloop, your best source of information to guilty gear.
  3. I decided to create this thread because it seems that a lot of newbies are lost in the forum and needs a bit of a tour guide. Anywayz....... Welcome to Dustloop forums!! A professional forum dedicated to guilty gear. This is a professional place where you will find a library of information to help you up your game and assist you to become a dominator in the series. However, if you want some general light hearted discussion about the series, we'll be happy to have fun conversations in gamefaqs. So come here if you want to improve, read and discuss about strategies, or meet us up at gamefaqs to have a laugh. Now if you're new to guilty gear and dustloop please go to this thread first: http://dustloop.com/forums/showthread.php?t=372 Once you have read and understood the above thread, you should go to your character's dedicated forum. All character forums will teach you from the ground up. I highly suggest that you read everything in your character's forum before starting any new threads or requesting any more information. If you really can't help yourself, please ask your question in the related threads, or in your character's general questions thread. As a professional forum, we want all our information to be clear and concise, so we would really appreciate it if redundant threads are kept to a minimum so that good and detailed information can be found by everyone. Finally if you believe that your character forum isn't up to scratch, or that something is missing, or that the beginners guide is still complex for you, i hope you write in the suggestions/feedback forum. When you write in there, please be very specific and constructive. Write politely, and write about what is missing, and specifically how you want it fixed. Be as specific and precise as possible. All help to make the forum better and more accessible is appreciated. And yea, enjoy your stay at dustloop, your best source of information to guilty gear.
  4. i really think we need the classic "old site" back up and make it the main page of dustloop.com For those who don't know about the classic old site, it was the GGXX website with character move lists, frame data, combos, and the best ever written general strategies guide which explained, FD, teching, IB, gatling combos, bursts, clashing and the like. does anyone know which site im talking about? And what do you guys think?
  5. updated first post. Please post other useful info about pokes that i may have missed ^^" Or correctanything that i may have said..... thankyou
  6. Kasou

    Accent Core:Chipp Combos

    realli? Would this work? --> Blocked j.hs (two hit), d.s© [yes i know it isn't VV safe], 6k (hit on crouching), RC, j.p, s©, 2s, 5hs, iaa, air combo. DOes that work? if it does how much damage does it do?
  7. Kasou

    Chipp Match videos (Slash / Accent Core)

    well as of right now, no links work since they took all the vids offline. ^^" betta luck next time
  8. Kasou

    the chipp blog thread

    Hey sup pplz. Soz that i haven't been posting here for ages. But yes, i cleaned up the Chipp forum quite a bit, and stuck in an OFFICIAL chipp general questions thread, and ALSO, a general conventions/terminology and basics thread for our new young jedi's and shinigami's. So hope those would help you guys........ AND KEEP THE REDUNDANCY TO A MINIMAL!!! ARRRRRRGGGGGHHHHHHHH...... me HATE NOOBS >o<. nah just joking. HAHAHAHAHA, but yea, i hope the new threads help, and i really hope people do use them. Um, as for me and guilty gear, i guess since my jap friend left, and my singapore buddy is never around anymore, im competitionless, so i haven't been playing at all for 6 months. hence, the littl' posting. Im not sure if im going to HK end of this year, if not, it'll possibly be like 2 years of no GGXX. However, on a brighter note i might go to japan at the end of this year, so i might level up, AND, i might get a new pc, so at least i can play reload online. Though possibly with none of you, but that's okay. Anywayz, if any of you suddenly come to brisbane, be sure to pm me..... ^^ anywayz, that's enough from me. Take care pplz ^-^
  9. 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 --------------------------------- 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) ----------------------------- 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
  10. 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. ---------------------------------------------- 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. --------------------------------------------------- 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). ------------------------------------------------------------ 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. ---------------------------------------------------
  11. Kasou

    Accent Core Venom Thread

    Guess our beautiful discussion (which killed an hour of my study time) was not in vain. HAHAHAAHAHA. Good work man, keep it up ^-^ (and my exam is in two hours) Technically speaking though, isn't there a way where you can line up just maybe three balls? instead of all of them? Have the top ball, middle ball, and maybe a low ball (maybe even two is enough. One to stop them jumping, one to stop them dashing). Shrug. That way the set up should be pretty easy, quick AND!!! you can fuck them up in the corner. Just a possibility. I dun have AC, nor slash, so again just possibilities for you to test bro.
  12. Kasou

    Accent Core:Chipp Combos

    How much time we got to set up okizeme after the knock downs? What options we got?
  13. Kasou

    Accent Core:Chipp Combos

    no no no nono.... im saying -.- um, you get to hit confirm with s©, 6p, s© then you can do 2d or 5hs depending on crouch or standing xD lolz... i think it's betta than 2k, s© as the hit confirm..
  14. Kasou

    Accent Core:Chipp Combos

    question.... can't we dash in after j.h and do 5s, 6p, 5s? Coz i thought IAA will hit even from far away now? right?
  15. Kasou

    Accent Core:Chipp Combos

    well if you frc IAA you are meant to be flying. So what you do instead is you gotta be jumping, and sort of comming down. Then you do air alpha frc, then you'll plummet to the ground and.. BE AWESOME!!! (anyway i did hear you could combo plain IAA after 5hs on crouching coz it's insanely fast. And then you should be able to follow up air combo after landing (no frcs) xD but im not sure if it realli works or not)
  16. Kasou

    Accent Core:Chipp Combos

    Well becoz i didn't have time to test in HK since the competition was huge, i stuck with the usual, something into 2d, rekka, dash 5p, 5p, air combo into air dust. Usually it would knock down.. sometimes it doesn't, but that's okay. I never did much air alpha frc in combos coz i couldn't risk my money ^^" BUt i sure did heaps of air alpha frc to run away or to get in (it is god tier i swear). If my characters were standing or if they were heavy i would somehow get the FB going coz it's hot and you get this awesome feeling landing it. SHrug. I think knock down is great, but not knocking down has its uses as well. So yea, someone should go for max out damage combos instead of just knock down (DO IT for the team G.TACTICS!! lol). ANd god i hate it when i dun have the game and i wanna contribute -.- Anyway Im not sure if someone did it yet, but how about a long string to 5hs and iaa on someone who is crouching?
  17. Kasou

    Chipp Match videos (Slash / Accent Core)

    !!youtube.com/watch?v=HztBBTBrH6k!! fucks sake. CHIPP OWNS!!!! this is what im talking about in higher play. YOU DON"T GET HIT. You use SIMPLE jump in tactics. You stay cool and let the opponent come to you. ANd you spam 5k at the right distance. Honestly there was nothing SPECIAL about his play. No fancy FDC setups and OTG or tech traps. Just a nice balance between offense + defense and staying safe. ARGH!!!!! beautiful!!!! hurrah for chipp
  18. Kasou

    Chipp Match videos (Slash / Accent Core)

    !!youtube.com/watch?v=HztBBTBrH6k!! fucks sake. CHIPP OWNS!!!! this is what im talking about in higher play. YOU DON"T GET HIT. You use SIMPLE jump in tactics. You stay cool and let the opponent come to you. ANd you spam 5k at the right distance. Honestly there was nothing SPECIAL about his play. No fancy FDC setups and OTG or tech traps. Just a nice balance between offense + defense and staying safe. ARGH!!!!! beautiful!!!! hurrah for chipp
  19. Kasou

    the chipp blog thread

    you did well. GOT ANY VIDS!!! Im a groupie of my own group of chipp players. KEKEEKEKEKEKE, maybe i'll find you again by randoming on youtube HAHAAHAHAHAHAHA but yea, gd luck next year. Care to give us a break down of the matches? (and as to why you may have lost? im a failing sports psychologists, but HEY. i can still improve performance xD) edit: to ATG: You beat me to the bug thread. Realli nice. I was going, WHY ARE THERE SO MANY RANDOM BUG THREADS!!!!! but yea... nicely done with the list thing^-^
  20. Kasou

    AC Millia: Combo Discussion

    I agree with teyah, not all flashy difficult combos should be linked to the first post. Most important is get the basics down first ^^ so dun worry (keep the ideas flowing IP. Oh and do some combo vids xD kekekekekek). But in other news i thought IP's jam throw combo is pretty nice, but since i dun have AC i have no way of knowing exactly how much damage it does or anything. I only thought starting air combos with j.hs lands you more damage, but overall please check out damage for it's tension use, and for it's knockdown (it's important to be objective about a combo's usefulness) On jam: Throw, 5s, 2hs, j.hs, ADC, j.d, ADC j.s, j.hs, land, j.k, j.d, ADC j.hs, s pin, ADC j.hs, j.236d, 6hs edit*: i think all combos should have a brief note on damage, and easiness on timing, or even if it's for flash or for effectiveness. That way, it'll be easier for mods to know which to put into bread n butter, and which would end up in the "WAYS TO BE A HAWT MILLIA" post with fancy combos... ^_^ just an idea
  21. Kasou

    the chipp blog thread

    fuck yea kensou. Good luck man. Do us chipp players proud hahahahahaaha. Show the japs how to use chipp kakakakaka
  22. Kasou

    Accent Core:Chipp Combos

    hm, this is what i think the structure should look like (please reject if you don't like it, but let's all try to be objective): bread n butter (give them ALL the essentials) 1 -4) the typical stuff we already have 5) typical s© stuff to 2d, rekka/s, air combo (dun be too specific about the air combo) 6) typical s© stuff to 2d, rekka/s, to FB (add a simple pointer on light vs heavy character) 7) typical counter hit 6k/j.d combo with FB 8) typical counter hit 6k/j.d combo with air combo (again dun be too specific on the air combo bit) 9) typical dust combo 10) typical impossible dust combo How to air combo with chipp: a brief guide and tips as to what leads to the most damage in air combos, and positioning of the j.k(2hits) Ending air combos with air alpha frc: so a quick explanation of its advantages/disadvantages and some quick pointers on how to land it, and what to follow up with (ie a bit of positioning info and a brief example/s on what to followup with; possibly have stuff like: near ground, high up in the air, if jump installed....) Ending combo with force break: just a quick explanation on its advantages and disadvantages... After those essential info, i think we should go into the detailed combos (for the hardcore pplz). Structured to something like this: Advanced combos: Sol: -----50 percent tension max damage combo: -----25 percent tension max damage combo: -----tensionless max damage combo: Next characters.... End section Counter hit 6k/j.d section Sol ---- 50% (if applicable) max damage combo (maybe 50 percent is not worth it, i dunno) ---- 25% (if applicable) max damage combo ---- tensionless max damage combo Other characters End section Then we go into the fancy combos sections: And then we seperate it into different sections. tensionless iaa combos (5hs on crouch, iaa?), frc alpha blade, Force break, leaf throw frc, shuriken combos. SHrug. Im not sure about the details of each. Maybe a guide about light and heavy weight would be enough, but then maybe character specific? im not sure. Anyway, the reason i believe this layout is important is that it shows the most important things straight away and they don't have to go through a huge pile of stuff and memorize each and every single combo against each character. They get pointers on how the combos sorta work, and so they can freestyle according to the situation and feel, and not be limited to the combos we have posted. If there's only one thing i want, it's the first section where the important stuff is all there with the explanations ^-^
  23. Kasou

    the chipp blog thread

    nice. I find IAD j.p realli hard to hit, need to train on that. Oh, and do this for the team ^-^ May you please test how much damage you may get from FLOOR slide, 5k, 5hs, FB? That was my bread n butter in the arcade. *edit: and about the new stickied thread, i think it would be good to open a new thread. Or at least have the first two or three posts constantly updated with new useful info. All other posts can be used for discussion, and possibly deleted once it appears in the first three posts (as long as the discussion of that combo has ended). Shrug blah, doesn't realli matter. Most important is still the first few posts must be useful and lists all the useful combos. Sorry for the repetitiveness of my sentences ^^" double edit*: as for structure, i think we could go with the last chipp combo thread? So stick to having combos for gamma blade, counter hit 6k/j.d, teleport combos, bread n butter tensionless, and tension combos. For each section have a MAX damage combo (for each situation), and most effective easiest to land combo, does respectable damage, and hopefully gives either knockdown or a good position (ie, dun end with beta blade. xD or maybe that's just me). Then after all that wwe could have a dedicated section for VARIETY combos. That's a maybe....... ^^"
  24. Kasou

    the chipp blog thread

    dash j.k in corner becoz it's fast, has two hits just in case the opponent jumps late, is jc-able, and j.k x30 is awesome combo. ^-^ But ultimately, i use it coz it works xD hahahaha as i posted in the pokes section, 5k, after 6k is GOD tier. Additionally, usually frame data is good, but it's best to test everything out in practice mode due to HIT BOXES and crap like that.
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