Jump to content

Kasou

Moderators
  • Content count

    209
  • Joined

  • Last visited

Everything posted by Kasou

  1. Kasou

    the chipp blog thread

    you should do 5k a bit more. Makes your s© pressure even more scary. Use it after 236s, and s©. Then mix that up with your basic s©, dash s©, or your j.hs. ^^ surprising you threw that much in a tourney match. Nice stuff. You played realli well, as far as i can tell from that vid; the axl player was sure having trouble beating chipp's jump. And to be honest, even top players fall for that shit. But i think the least KDX could have done was block it. Shrug. Another thing, what happened to your fdc's? i mean you do it but WHERE WAS THE J.HS? 0.o Im sure that was just a technical fault ^^" betta luck next time with execution. if i had to force a bigger criticism on your play, it'll be on your third round/match. You had a bad habit of always trying to get back onto the offense way too soon, with too much teleports. Keep that in your mind just in case for the future. It might work for lower level players, but the further you go down the track, the cheaper/easier tactics won't cut it ^^" Anyway dun take too much notice on this last comment, especially when im criticizing one round out of 5? anyway that's all i have right now ^^"
  2. Kasou

    the chipp blog thread

    crap, so sorry for not replying sooner. ^^" i remembered i tried typing a response, but was too tired that day, so i scratched it, and then i totally forgot about this post. My bad ^^" Firstly congrats on your tourney effort. Im sure you did yourself proud. Tourney's are bloody scary (at least still to me anyway). Anyway i wanna address a few issues. 1) ppl jumping out. They will. They will run. And if you go on chasing water fallls against them, you're gonna lose. UNLESS.... you predict exactly what they're going to do. For e.g: classic faust. Man, all they know how to do is jump back and j.2k. Well 2hs that shit. I won 3 rounds with that tactic easy, hands down. But then he started changing the timing and stuff so that made it a bit complex and in the end i scratched that idea too. Do something else. Wait for him. They'll just double jump back over to you and just DP or 6p them for free.. However, i actually recommend you to jump your way slowly towards them instead. The power of your triple jump is not to be taken lightly. Usually it works really well (mixing up two jumps and three jumps), but if there are times when the opponent is just on the ball; when that happens, just chill out and be patient. Zone him. do 6hs; close off space (dun spam it though. The recovery isn't that great after all). Force him into corner and he's all yours. 2) and now what is this crossup pressure you speak of? If you're speaking of blah blah into 5hs, iad, watch yourself turn over then j.d. Well, you'll be thrown. However i highly recommend you mixing it up with blah blah into 5hs, iad j.s. It is not air throwable, however it is duckable (like all iad attacks). Use the j.s version for air throw happy ppl, and frustrate the hell out of them. Put a shuriken in there; alpha frc that shit; jc it; woteva. and keep spamming it. It works so well. Until they start ducking ^o^ then switch it up the first version and hit their sorry ass. As for an experiment, try iad j.k ^^" i think you should recover from your move in the air, turn around and can hit j.d. This is just a maybe ^^" but happy trying... anyway i got class, hope it helps. plz reply if you have any thoughts or woteva. And sorry for being late ^^"
  3. Kasou

    the chipp blog thread

    2d 236s 236k HS FB, is a good combo. HOwever i had trouble sometimes timing it on lighter characters (coz i suck). On heavier characters it's the best combo coz it guarantees knock down and gives you time to set up FDC. As for 2d 236s combo, it isn't that hard, just that the universal combo is doing 5p afterwards and then air combo. As for shoryuken-ing pot. Hm, haven't played that many pots. But it sounds good. I hate the pot matchup so badly >O<
  4. Kasou

    the chipp blog thread

    im bored. Does anyone have any chipp vids of themselves or friends that they can post up so me and most prob kensou can kill time by analysing and possibly give some useful feedback^o^ on another note: tech traps. Becoz j.d doesn't guarantee knockdown anymore, it's now a great tech trap especially near or in the corner. Air alpha blade is another good tech trap when you do a long air combo into the corner. Use your disadvantage to your advantage!! (quote by kensou xD i think it is anyway). Another tech trap setup is a typical rekka ken RC combo into something that does 2d, 236s. Dash straight in, and air throw those noobs who thought you were trying to combo into 5p. After a few times, dash in for your free not guaranteed combo ^-^
  5. Kasou

    the chipp blog thread

    left hk already (just today) and yea, life is kinda grim without GG. some things i picked up on while i was in HK. * 2s own's I-no pretty hard * just jumping slowly against the opponent with 2 or 3 jumps is one of the most scrubby yet effective tactics ever (especially after rekka, or s©) * alpha frc is awesome-ness * ppl still fall for leaf throw * ppl still fall for corner air throw, auto ji 22hs, air dash cross over * spamming dust is a perfectly viable though scrubby tactic * slayer is still broken as fuck. Anti airing his j.hs is the stupidest thing i've ever done so consistently. *i found out i have no idea how to play against a good axl *i suck at reading overheads *the air dash j.k one hit jc bug is too hard to incoporate in a real game (or i just suck) *I hate playing against chipp's, i have no idea how to play them. *alpha blade is an underated move by itself. Dashing in with alpha blade sometimes does wonders * I am a chipp player by heart. I was a ky player for a long time, and my bro was the chipp player. dunno what happened. My bro left home, and i just started using chipp and ky alternatively. Then soon i was just using every character in GGX1.5. I dunno how chipp came up on top. Was it the FDC? was it the air throws? was it the OTG tricks? Blah....... that's enough of my small rant. Now i'll go back to my gg-less life.
  6. Kasou

    the chipp blog thread

    played some gg yesterday. Man, best matches eva. Im getting to love air alpha frc. I was fighting against dizzy. Dizzy was all the way at the end of the other corner, and decided to use her stupid fire overdrive. I jump all the way up, air alpha frc. land on ground throw. WINS. YAY!!!! Other highlights is the new tension dust combo. Yup you guessed it. Triple dust, jc, dust, air alpha frc. land and combo. Haven't found a perfect combo yet but i think i will soon. Im finding im back to jumping a lot. But that's when im pressuring. All im doing is just a normal jump hs. Sometimes it crosses over sometimes it doesn't. Surprisingly it seems pretty hard to air grab. I dunno but it's working really well. *edit: just wanted to comment on the dizzy player. He is one of the best players in HK, but his main is actually johnny. But man was he smart. He knew he can't punish my pressure, coz i would at selective times jump, and escape his shitty 2hs, and punish for the win. So instead, when he got tension, he would do the grab super. Man, it was so l33t. Sorry, but nothing is betta than very close matches. Sigh, can't believe im gonna leave HK again in less than a month >o<
  7. Kasou

    the chipp blog thread

    blah, you're just not playing the betta players yet ^o^ hahahahaha just face it. You just love chipp like me. Has nothing to do with spacing or not. It's just that to improve we need to focus on these factors now, while other characters can leave that till later since they dun need it as much. I'll never drop chipp. I adore my chipp. THe style, it has become a part of me. You know force the opponent into a corner. Start with s© pressure, ahve a few rounds of that, then rekka pressure, then put a gamma in there and dash back in. Knock them down, OTG gamma, dash in 2p, 5s, k teleport. Opponent back techs. ground throw or 2k mixup. THey dun tech, 6k, then back to 5k rekka pressure. Maybe a teleport here or there into a throw. Ah, nothing beats the adrenaline rush of playing chipp, period...... is that just me?
  8. Kasou

    the chipp blog thread

    the fake gunflame thing was coz i actually got hit by it. But most prob i spammed the wrong poke, and as usual sol's 2d owned it. Actually, on what you posted on the matchup thread just b4, im not so sure about chipp's 2s beating sol's 2d. Or maybe it was coz they input it even b4 i pressed 2s. I dunno. But if you've checked or you're certain, that'll give me back confidence in doing a bit more dash in 2s's against top players xD hahahahaha
  9. Kasou

    the chipp blog thread

    let me confirm this: to counter revolver the later you hit 6p the better, is that correct? I've always been sissy becoz in my early days of guilty gear i always tried to 6p really early coz scrubs would always use revolver and i kept getting hit. So till now i just stick with the save option of teleporting away. As for bringer, jump dust CH is pretty much useless in AC at least on first thoughts. THey're sliding you're still in the air. Beta blade FRC and something else would seem a better option? As for air throw, man, though you shouldn't miss the air throw, but i have a few times and it was a nightmare xD hahahahahaha but actually gun flame fake would get a teleport spammy person i think. And sol players can be smart enough to dash in with a wild throw/VV, which would catch most chipp players (GO FD JUMP!). And also what happens if they dun frc gun flame from a distance? Do we get a free counter hit j.d after d teleport?
  10. Kasou

    the chipp blog thread

    as far as i tested today on ppl, they did screw up their reversals. At least that's what it seemed like. I didn't get air thrown, maybe coz they haven't fought chipp for a long time. But otherwise it looks promising. in other news im getting used to fighting zappa. and now also a bit of faust and eddie. Air alpha FRC is pretty damn useful. It's like the ultimate escape tool. Im like in mid air, having no where to land against faust and i just decided to give air alpha frc a good try (i was pretty high up i must say) and suddenly i was shocked that i was on the floor and i mashed 2s, rekka for the win. Happened like twice dude. Oh yea, got an awesome compliment today while using chipp. Some rival of mine said that my chipp was complete nuts. They couldn't do crap against me. HAHAHAHAHAHAHAAHHAHA ^o^ He uses sol. I was trying to tell him to try sweep me from a distance (not when im pressuring), and use 2d xx gunflame instead of a long string. That never quite happened, however, he said to me he was proud that he faked me out once when i teleported a gunflame whiff and he countered me with a sweep. SO yea, gotta be careful. But always remember to never back dash against sol xD hahahahaha
  11. Kasou

    the chipp blog thread

    is it just me or aba has the slowest wake up times? Hmmmmm edit: one more thing i noticed yestereday. After you do the FB mid screen and land. Your opponent is "crossovered". Now when i did the leaf throw against the comp on their wake up after the FB, it seems like they were completely crossed up. I wonder if the leaf throw is unpunishable becoz they are facing the wrong way. In other words... you get literally nearly free damage after a force break? just wondering.... HMmmmmm
  12. Kasou

    the chipp blog thread

    i think that's very theory fighting ^^". Yes of course if you do it all the time they catch on to it, maybe. But once they wait it out for your teleport you can just FD jump out. SHrug and they waste tension. You can also always do 228D, so you get the extra air dash after your teleport if you want. So yes, if you know your opponent is smart, you can always just jump out and not be stupid and remember to FD when you land. Mix that up with teleport and you'll be fine. But to be honest, with the many sols i've played i have yet to be caught. Maybe coz they dun always fight me since im away from hong kong for like a year and forget the existence of chipp. shrug.....
  13. Kasou

    the chipp blog thread

    you can even if you're blocking low. At least that's what i recall, unless i've always magically stood up to block s.f/5hs. And yes you are right about 2d xx GF, times like this calls for FD jump and turtling away. But i haven't seen many ppl do 2d xx GF for some weird reason. SO i haven't investigated much about that, maybe kensou or ATG would have something.
  14. Kasou

    the chipp blog thread

    just teleport gunflame dude from a distance dude. I think me and kensou has made that very clear. ^^" you might even get lucky and hit a beautiful 236236k through gunflame just like i did today. SOO FLASHY MAN!!! xD hahahahaha. Sol is not hard to beat. Why? well as long as you know when to use 5k and 2d, you beat out all of his pokes. it's like this.. close: 5k (use 5k to beat s.f) far away: 2d. SHrug, DP isn't everything though it does hurt, and his air throw in the corner is bullshit. I swear to god that shit is broken.
  15. Kasou

    the chipp blog thread

    actually the more i play the more i think DP is the BEST option. I mean they can go on whiffing j.hs forever, i dash up DP and they're gone. best of all it's like a counter hit nearly guaranteed if he's doing that. And it is the best option for all the reasons you said about good players never doing an easy to read jump attack. You need to time a good 6p to win against jump attacks, but a dashed DP (with an frc) usually hits no problem. And about chipp's back dash. It is one of the worst back dashes in the game. Is that just me?
  16. Kasou

    the chipp blog thread

    Well get ready for the worst match up possible against sol now. Worse than reload and XX since he can do his stupid upgraded-in-damage-sidewinder loop from nearly anywhere with VV doing still quite a chunk of damage. Anyway, you don't backdash against sol. You just be patient against his block string. IF he's far away, you can teleport out if he cancels into any special. If he's close up, there might be a bit of an issue (test if you can jump out of 2d gunflame), so i advise a bit of FD if needed. And i repeat, his J.hs is definately BEATABLE. I advise you to be more DP happy than 6p happy against jump attacks, and especially about his bandit bringer. Seriously don't consider back dashing. If you suspect some IAD after 5hs, just duck under it and throw. You should test out if you can teleport out after a blocked 5hs and he does IAD j.s, j.hs. Hope that sorta helps
  17. Kasou

    the chipp blog thread

    just wondering, what do you think is chipps core game play? might as well share your thoughts ^0^. anyway here's my newest constructive thoughts on playing as chipp: 1) play it slow when both of you and the opponent are at a neutreul state. (no block stun, good distance away from each other's pokes). Seriously, getting ahead of yourself is not a good idea. Check out the vids of samitto and you'll see what i mean. THey never really get a head of themselves, instead, if you look closer, he's just a jumping turtling ninja when he and the opponent is in a "NEUTREUL" state. Even teleports can easily be read in this "NEUTREUL" state (D/H/K versions). 2) Play it safe. There are two things here. FIRST: I mean to be honest, you know in this game there are certain combos that work on some characters and some that don't. THe worst thing is sometimes you INSIST in dialing up a specific combo even when it didn't either knock down or hit the last time you tried (ie SOL). Stop it, try it once, it doesn't work. FINE, dun do it again. Two examples here: you do some combo into the air, you hope for a j.d knock down, j.d doesn't knock down, you hope to counter the opponent with some dash punches or air throw but... it doesn't work. THEN YOU SHOULD STOP. Hit the j.d and just wait it out. they tech they tech, wait for their double jump from a safe distance away and then just NAIL THEM. i mean c'mon EVERYONE DOUBLE JUMPS after a tech nearly. 2nd example: you do a combo into 236s, 236k, you try to hit with 5hs. It misses they tech. WELL STOP. Do something else. Do, 2d, 236s, dash 5p. Now the second thing: dun risk your advantage for minor damage. Like for example, you do a DP in the corner, they get hit, they tech. Now let me tell you this, you either go for an air throw or you should just wait it out and dun risk a whiffed 6p or what not. LIke seriously. Same with after a long ass air combo. DUn ever END WITH a DP. i just think it's too risky. Even when you don't end with a DP, after a triple jump air combo that has them high in the air, i suggest you should back off with your 6p's, especially in the corner. If you must you can try air throw or DP but otherwise, dun risk your advantage in these situations. 3) On wakeup, 8/10 cases just block for fucks sake. The ONE KEY thing you must block is the jump late air dash. I mean a LOT OF PPL fall for that shit. Everyone thinks that the opponent would land too close and you can reversal throw them. BUt hell that's where chipp dies usually. If they ever get hit by any of these late air dash combos, chipp usually DIES. and i mean it. Now im really strong about point 1, as for point 2 and 3, maybe im the only one that does those silly mistakes but oh wellz. If you guys find this useful, i'll post it up in one of the main chipp threads. EDIT: To stress on my first point here is a vid that describes the importance of point 1. Especially the last round where chipp gets owned by testament. THe chipp player is great especially when he's on the pressure or when it's not "NEUTREUL" state, nice teleports and all that hands down. But honestly, don't get ahead of yourself when the state is neutreul. youtube.com/watch?v=YM8s8n0FTYU&mode=related&search=
  18. Kasou

    the chipp blog thread

    oh fought an eddie today (two actually). I swear to god all it took was ONE loop of his completely broken shadown plus shadow gallery, one air throw tech and like a j.k and i was dead. Matches end in like 15 seconds if you're not lucky against ANYONE. Ky's loop mid screen takes a hella out of chipp. Other news, potemkin is broken as fuck. It's really hard to escape from that 6hs slide head stuff. Sometimes i have to IB, sometimes i dun. SOmetimes i miss the IB and i die. ANd then there's axl. His loops are farkin' powerful. He's really strong this time round, really deadly. Try not to get hit by his pokes in the air, or else you're in for his Forcebreak combos. ANd not only that, there's his completely broken air move which clashes with beta blade, and gives him frame advantage on block. What the fuck were they thinking? 0.o i totally agree with the forcebreak thing. I mean either have it allowed to be cancelled anywhere during the leaf throw, or just have it as a plain move with instant startup for anti airing would be good. Or at least make it hit on crouching. That's all i ask -.- SOme good news. The new corner dust combo is great for looks. Yea that's bout it. Oh there's one more thing i need to check out. AFter hitting the force break midscreen i think the opponent is crossovered. Maybe there's something we can do. HMMmmmm
  19. Kasou

    the chipp blog thread

    as far as i can see chipp is pretty damn bottom in this game (it feels anyway). I mean i had two new matchups today. Zappa and faust. One 6hs into something or rather by faust had me lose over 1/4 of my hp. One stupid shitty raoh combo by zappa (TENSIONLESS if i recall) had me lose 3/4. -.- the damage output in this game is too high. I mean it's fun and all,but tone the damage down will you? Note this could just be my arcade cabinet having set damage output to the extreme. BUt i doubt it. It just makes me wanna cry. ALso, wanna give special thanx again to kensou. I am gamma blading into just 5hs and ex move now. Works great, does pretty decent damage. ANd best thing, it is completely universal. YEA!! SCREW YOU SOL AND ZAPPA. Actually come to think of it. We can use the ex move as a fake out to bait out wake up throws in the corner. I mean it's so damn quick, and the next thing they know, you're on the ground and you've thrown them. I think that's a good "LAST RESORT" measure. We all know how important last resorts are for chipp. ^^
  20. Kasou

    the chipp blog thread

    hah! so it wasn't my imagination that it's retarded to fight against sol now. I had my guard gauge at neutreul and i nearly died after one combo last night. FRUSTRATION!!!! But yes, thanx for your 5hs tips against testament. It works extremely well against his 2hs and other pokes. Though his forward ex beast is pretty damn quick now. But if you jump, you eat them for free. Ah, talk about shitty slide animation. You dash over with an s(f) and it whiffs. THen they wake up and punish you while you're still in recovery animation. Man, i nearly beat Hong Kong's best sol last night but then he totally killed me after that wiff >o< (sob sob). The only good thing about the ex move is it has pretty damn quick recovery. Otherwise it's a pretty shitty move. You can't use it to anti air, or anything. It's just like, "RANDOM!" and if it hits, it hits. Oh wellz... i'll try out the setups you posted for it. So at least if you hit with gamma you can basically guarantee a hit with the ex move right? that sounds pretty decent if it's true. Actually now that i think of it. Maybe we can do something like air throw. Time it right and abuse the "CROSSOVER" potential of the air throw and use the ex move. HMmmmmm i think im hitting a wall in my chipp game. Controlling space is so hard core. I can pressure like a god now, but pure pressure is nothing without controlling space effectively. THough i think my game would improve at least by 25 percent if i get my teleport frcs down. Is teleport frc's punishable after say a blocked 5hs?
  21. Kasou

    the chipp blog thread

    to my knowledge there is no such thing as whiff cancel like kof and the like. Another thing, it may be an "easier" way to cancel after a 2d, though you wouldn't want to do D teleport too much becoz ppl do catch on (depends on your level of play though) otherwise, if it works for you, then that's great. I should note, after a 2d, just tap down and D again, and it should teleport.
  22. Kasou

    the chipp blog thread

    thankyou for your comments kensou (and soz for replying so late. I didn't even notice your comment till today), and it was only till recently that i found that OTG isn't realli the best/efficient way to go. NOt to say i dun like it. I love my OTG, but only average players gets hit by it these days because they want to retaliate. So ppl do take note that OTG gamma traps slowly becomes less useful as the level of play increases. I've been back at hk now for about 4 days. Played some AC, with some average and high level beasts. Here's what i found: 1) Everyone gets hit by jump over, and dash back up front air dust. It's ridiculous. 2) Not many ppl fall for simple FDC (i dun mix it up that much. So ppl do take note) 3) stupid ex move is really hard to hit (stupid crouching characters). I hope someone sheds light onto this one. It's gay. The only time i hit, was because i conditioned them to think it was leaf throw. But actually it was me ex maneuver xD 4) gamma blade tricks are wearing out. 5) followups for 6k and counter hit j.d suck hardcore compared to slash days. But we'll have to live with it. Remember you dun need to pick them up with 2k. I highly recommend comboing into 2hs, teleport air combo due to possible push back making it hard to air combo after a s, hs, j.c. 6) characters i have fought seemed to have powered up more than chipp. Ie testament, sol and johnny. But maybe that's coz i haven't played GG for ages... anyway that's all for now
  23. Kasou

    [AC] Video Discussion Thread

    the voice realli puts me off. It's completely shit. COMPLETELY SHIT. what the fuck was in their minds? the new low mist finger loop looks a bit retarded, but let's hope it's fun to do. all the matches seem to go faster (ppl die faster), dunno if that's a good thing or not. Maybe it's more fun to play. Shrug, but man, i realli realli realli realli HATE THAT VOICE. URRRGGH, it just makes me start wanting to criticize the game alot and nick pick at other shit, when i haven't played the game. -.-
  24. Kasou

    the chipp blog thread

    ok everyone, someone decided to post my video up on the net (thinking it wasn't me), of me against this jap dude in the OHN tournament. Yes i decided to use KY in the end, when i haven't used him in ages. ANd yes, i told you all, my biggest flaw is im realli readable and my reflex is very quick. All comments are welcome, including flames or wot not as long as it is constructive: ttp://files.filefront.com/OHN5_GGXX_Slash___Winner_Final/;6305211;;/fileinfo.html
  25. Kasou

    the chipp blog thread

    YAY! finally i get my video of the australian tournament i competed in july xD. Well actually not quite yet but they decided to have a trailer of the whole tournament. If you guys wanna see me get beasted by a pot in 15 seconds, head over to: ttp://www.youtube.com/watch?v=G11_vWlwIls lolz, i should actually get my hands on the actual vids in about december some time. So look out for it xD edit: and yes i am called gourami if you're wondering xD (it should be gourami1 but that's beside the point) ^^"
×