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AtTheGates

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  1. AtTheGates

    AC+R: Chipp Combos

    This is the thread to discuss combos. Please keep in mind that the vast majority of Chipp's combos from Accent Core still work, and many of them are still relevant. I will work in this thread in the next weeks with the goal of creating a combo list like the one i made for AC. the stuff i found so far can be found here (in german, but since it's combos, should be easy to understand): http://wiki.hardedge.org/index.php?title=Chipp_Zanuff(GGXXAC%2BR)#Combos The bare basics S(f) > HS > 236S: Yeah, that's were we start. as terrible as this combo is, it's very often the only thing you can combo into if you hit with an S(f), which happens quite a lot because of its great range and speed. Although this combo doesn't cause knockdown, it leaves you at -1, which enables you to keep up your pressure (poke with far S, gamma etc). Combo into 236S > 236S > RC > dash up > Combo [50% Tension] an example of how to convert stuff like the above combo into something useful. The tension cost of this is quite high, but if you want knockdown off of this situation, you have to make this sacrifice. You basically have two routes you can go after the RC: 1.) go for S©,6P(1),S©,2D or 2.) got for an S,S,HS, Instant Air Alpha Combo. The latter should always be used when you hit the opponent crouching. Combo into 236S > 236 S > RC > 6HS >Instant Air Alpha > relaunch: [50% Tension] a better variation to the combo above. Your opponent can theoretically shake out of the stagger of 6HS in time for the alpha to become blockable, but only if you are relatively far away when you do 6HS, in which case it requires slip recovery 3 plus your opponent has to block in time - which is quite hard. [j.HS(1-2) or j.S,] 2K > S© > 6P(1-2) > 2D: This is used for Knockdown and leads into Chipp's FDC Okizeme, which leads back into this combo. Keep in mind that S(f),2S and HS don't chain into 2D. d.S© > 6P(1) >S© >2D: A variation of the above combo, just to show that you can easily go back into S© after 6P. Gatling into 2D, link 41236HS: OTG Gamma blade allows for some added okizeme options that have to do with the fact that your opponent can air recover out of it, which means you can for example air grab him if you predict it. This is something that should be used sparringly however, since the risk-reward ratio is bad. For stuff you can actually do after the OTG gamma, check the other threads. 6P(1) (counter hit) > 6HS > alpha / instant air alpha: since 6P is such a good poke, you'll often snuff moves and get a counter hit, which combos into 6HS. the regular alpha is the lower damage option here (but can now be turned into more damage with the forcebreak followup), while instant air alpha generally leads to better damage for less meter. 41236HS or j.D (counter hit) > dash up > S© >HS > air combo or iad.j.P > D > Alpha Combo: a sample combo for what to do after Gamma Blade. the S© > HS part works on almost everyone. For those where it doesn't use S© > S(f) or just S© / just HS > air combo. The instant airdash combo is again character specific but far superior to regular air combos, since it allows for better extenders via alpha FRC. Dust, j.D,D,D,S,HS(2), Beta Blade. The Bread n Butter Dust Combo since XX. There are much better ones, but it's easy and works against everyone. Throw, 623D or 236236K: There is a bug with Chipp's throw that enables you to combo your opponent normally after it (without the OTG state applying) if you hit him within 4F after the throw. the only way in AC to do this was by using S© against potemkin, but everybody else wasn't fat enough for this. Now that Chipp's 236236K super is faster, this is a legit combo to kill somebody (it only deals about 90 damage though, on average). Air Combo Theory j.P > K > S > dj.P > K > S >tj. [s,HS(2)] OR jump back j.D: This is the most basic air combo that you can use in almost all situations that launch the opponent,the corner pushback can be a problem however. The alternate ender is good if you want to use up the slow shuriken so you have access to the fast one. You can also add a Beta or EX Beta Blade at the end of the combo for added damage, but it's only generally worth it if it kills, since the j.HS brings you into a better situation (you land earlier). To make this combo as effective as possible, substitute the Ps with K(1) whenever you can, and reduce the number of Ps and Ks in general. A good one would be j.K(1) > S dj.K(1) > S > tj.S,HS(2). Anti-Air 6P(1) > HS > air combo (for example j.P,P,K(2),K(2),D,Alpha): a good anti-air combo if you aren't sure that your 6P will counter hit. 6P(1) > HS > iad.j.P > D > Alpha: this is a harder combo that leads to more damage, but is somewhat character specific. see the other (upcoming) sections for details. 6P(1) (air counter hit), 6HS, air combo: now that 6HS causes ground bounce, you will most likely go into iad.j.P > D > Alpha after this, which can be somewhat unreliable since the bounce height depends on both your opponent's weight and how far up they were when they got hit. better to stick with 6P(1) > HS except if you feel very confident about this. 2HS (counter hit) > j.S > dj.K(1) > K(1) > S > tj.S,HS(1-2): works against everyone. rarely used but good in those situations where you have to anti-air in situations where your opponent is right above you. If the j.HS only hits once, chances are you can leave away one of the j.K(1) to make it hit twice for better damage (happens against lightweights). 2HS (counter hit) > 6HS, air combo: the same rules apply as for all other 6HS juggle combos: they are somehwat specific. IAA (Instant Air Alpha) Setups [*]against a crouching opponent, chain into HS, IAA This is the most important setup. The more hits you land before the Alpha (preferably S© >S(f) > 2S > HS), the better, because you will have to travel fruther before you hit your opponent, which is relevant midscreen, since you will end up closer to him this way with an easier relaunch. [*]combo into 236 S > 236S > RC > 6HS, IAA: the combo described above. [*]d.S©,S(f),HS, IAA This only works off of a dash and point blank, meaning you will only ever land this as a punishment combo. The followup can be hard if you hit with this midscreen for the reasons stated above. If you got a situation like this where you have a free punish against a standing opponent, consider going for a 6HS > IAA directly if there's enough time. If there isn't you might want to go for d.S© > S(f) > HS > regular alpha > force break followup instead. You can find the full combo somewhere below (soon). more coming soon.
  2. Thought it was a good idea to have a thread where we can talk / share info about +R Chipp, since the release is so close at hand. while this first entry could go into the video thread, there's some stuff in there that can we can discuss. http://www.youtube.com/watch?v=JYf6Eaerntg koma chipp with some really creative stuff right in the first match. - nice oldschool combovideo stuff at the end of the first round. S,HS, IAA FRC -> fly with slayer to the corner, late j.S -> relaunch. Quite fancy but not bad considering that he got a hit vs. standing slayer and not crouching, which means less hits before the alpha, which means the followup off of a non-frced alpha is much harder or impossible because you land further away. - 22S teleport FRC finally has a use! okizeme situation, with your back close to the wall -> jump install S teleport FRC -> airdash j.HS for an almost-instant overhead + it probably catches backdashers. It's debatable if a simple walldive wouldn't have been better in this situation for the added layers of mixup (left/right high/low), but it's nice to know nonetheless.
  3. http://blog.mi-ka-do.net/ a jagi that can win a tournament? WRONG. a jagi that can win a tournament and can OCV the last 3 teams? HELL YEAH. the older entry of the 2: 0回戦 5様(Shin)・HIGE(Thouther) VS ぽち(Mamiya)・イチ(Ken) 1回戦1 ジョイソル(Ken)・ひろt(Toki) VS ぽち(Mamiya)・イチ(ken) 1回戦2 本部(Toki)・日本刀(Shin) VS アクセル(Juda)・マサト(Rei) 1回戦3 QMZ(Jagi)・鉄(Rei) VS ミッヒ(Raoh)・ザァパポヨ(Thouther) 1回戦4 ヅャギ(Jagi)・L.E.D(Toki) VS 孔明(Toki)・J.King(Rei) 2回戦1 アクセル(Rei)・アクセル(Juda) VS イチ(Ken)・ぽち(Mamiya) 2回戦2 QMZ(Jagi)・鉄(Rei) VS J.King(Rei)・孔明(Toki) 準決勝 QMZ(Jagi)・鉄(Rei) VS マサト(Rei)・アクセル(Juda) 2nd part of the tourney, the newest blog entry: 1回戦1 本部(Toki)・日本刀(Shin) VS ひろt(Toki)・ジョイソル(Ken) [1回戦2 ザァパポヨ(Thouther)・ミッヒ(Raoh) VS L.E.D(Toki)・ヅャギ(Jagi) 2回戦1 本部(Toki)・日本刀(Shin) VS J.King(Rei)・孔明(Toki) 2回戦2 ザァパポヨ(Thouther)・ミッヒ(Raoh) VS イチ(Ken)・ぽち(Mamiya) <-- CRAZY ken. must see. 3回戦1 HIGE(Thouther)・5様(Shin) VS J.King(Rei)・孔明(Toki) <-- very exciting match. 3回戦2 QMZ(Jagi)・鉄(Rei) VS イチ(Ken)・ぽち(Mamiya) <-- jagi action, wtf! 決勝 QMZ(Jagi)・鉄(Rei) VS HIGE(Thouther)・5様(Shin) <-- jagi trying to pull of a bounce combo that actually looks usable in a match. argh. 決勝 QMZ(Jagi)・鉄(Rei) VS マサト(Rei)・アクセル(Juda) <-- finals.
  4. 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.
  5. 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
  6. AtTheGates

    AC+R: Chipp Combos

    quoting myself from the first post: http://www.dustloop.com/forums/showthread.php?2886-Accent-Core-Chipp-Combos
  7. 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.
  8. this is the thread to post match- and combovideos. http://www.youtube.com/watch?v=6SJc2SKNmzI mikado - 52 minutes of samitto chipp. http://www.youtube.com/watch?v=2xw4zXwyNHU koichi i-no matches, also lots of samitto chipp.
  9. 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.
  10. 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.
  11. AtTheGates

    AC+R: Chipp Combos

    IAA, instant air alpha, aka tigerknee alpha.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. AtTheGates

    AC+R Videos!

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

    AC+R Videos!

    needs damage numbers. also, why are the vids mirrored?
  18. 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.
  19. 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.
  20. AtTheGates

    [Xrd] News Thread

    new videos from the first location test. same account that has the other two from yesterday. venom vs millia venom vs ky potemkin vs chipp venom vs may
  21. AtTheGates

    [AC+R] News & Gameplay Discussion

    whoops. i didn't see they finally resolved the clusterfuck that this thread was. guess i'll repost there.
  22. AtTheGates

    [AC+R] News & Gameplay Discussion

    venom vs millia venom vs ky potemkin vs chipp venom vs may
  23. AtTheGates

    AC+R: Chipp Combos

    updated the second and third posts with an alpha forcebreak BnB as well as some vs. justice combos.
  24. AtTheGates

    GGXXACR changes. facts. no theory fighter plz.

    little typo there, should be j.S(2) > j.K > \/... then HS also, en noted that you can 6HS after it's late CH. just whipped this up: *6HS > link HS > Undertow > link walk forward, HS, Pilebunker: 263(JA) *6HS > link HS > Undertow > link 6HS > j.K > 2K > K > dj.K > 2K > D > 2K > D:' 269(JA) edit: some more stuff: - mags in your list, DI and KL can actually comboed with j.K,2K, max delay K... and the undertow will hit without problems. only ino needs her own combo with j.S(1). Ky: 6K > 5K > 6P > 2P > 5P > j.S(1) > 2K > K > \/ HS > 632146P > j.K > 2K > D: 155 6K > 5K > 6P > 2P > 5P > j.S(1) > 2K > K > \/ HS > 632146P > vorlaufen HS > Pilebunker: 166, worse position after Knockdown than for the combo above AXL: 6K > 5K > 6P > 5K > J.K > K > K > \/ > HS > 632146P > j.K > 2K > D: 181 ABA: 6K > 5K > 6P > 5K > j.S(2) > j.K > \/ > HS > 632146P > j.K > 2K > D: 150. Just the j.2K is missing, gives you 11 more damage (150 instead of 139).
  25. AtTheGates

    AC+R: Chipp Combos

    the added invincibility to zansei rouga (632146HS) makes it more viable now anyway, so we could discuss the move a bit in the general thread, like in what kind of situations you can punish stuff with it etc.
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