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Kasou

Chipp Ninja Okizeme

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Chipp Okizeme Guide

I apologize for my sudden disappearence. Then again i have no one to play against or anything. But hey, i found a bit of a skeleton outline of this today, so i'm going to flesh it out :) Oh other ppl can help me flesh out some parts i don't know. So ya.

1. FDC mixup

What is it: do any combo to 2d knock down. THen do a quick dash and tap up, then while holding 1, tap k(and hold), and immediately slide your other finger to p. This in effect cancels your 2k motion into a faultless defense. It allows you to control which side of the enemy you attack from (the front or the back).

How to do the variations: Doing the fdc early would allow you to attack from the front. Doing the fdc late would allow you to attack from the back(crossover).

Effectiveness:THis is one of the most awesome mixups available to chipp because it is high reward and low risk. Not many ppl can beat it out if you time it correctly.

2. OTG Gamma

What is it:do any combo to knockdown. Then do gamma blade (also known as otg gamma blade), dash in and hit the opponent, and then by using teleports, mixup what you're going to do when they wake up.

How to do the variations (after otg gamma):

1) dash in s©, 22hs/22d (attack from the air, usually crosses over. ALso good against forward techs where you can air throw them)

2) dash in 2p, s©, 22k (attack from behind when they wake up. ANd also very good against back techs, where you throw/2k the opponent the moment they land)

3) dash in 2p, s©, 5hs, 22p, (attack from in front. You'll have to dash at them. You can do gamma blade, dash in throw, or whatever, or wait a momenmt then do 22k and go for a throw)

4) dash in deep and wait for the air throw

5) in corner, dash in 2p, s©, 2s, 5hs, air dash cancel (it may crossover the opponent, it may not. Still quite good to have in the arsenal, very good against noobs)

Effectiveness: The key to the OTG gamma set of okizeme isn't really for damage. It's more for mental damage, and causing the opponent to lose their footing. It also allows you to have this insane momentum which makes some opponents fear you. Personally I love it very much, and is my preferred style, but in reality it isn't that effective against seasoned players who can keep their cool.

3. Dash in throw

I don't think i need to explain this one. But it is in fact a very very strong okizeme option against characters that doesn't have a dp. Your speed is insane, and when you mix this up with your otg gamma teleport options it really screws their head around.

4. Leaf throw

What is it: Leaf throw on opponents wake up.

How to do it: be next to the opponent, in their THROW RANGE. then at the right moment use leaf throw. Also good to use with OTG gamma set ups.

Effectiveness: A joker card. Very useful as a desperation attack when the opponent haven't seen you use it during the match. THey would either eat it, or jump out to save themseleves, hence usually giving you some sort of advantage. In reality though, if the opponenet is cool headed or very seasoned you most probably will be punished.

5. IAD shuriken mixup (please help)

What is it:

How to do the variations:

Effectiveness:

6. Camoflouge

No need to explain. Just knock down into FIND ME! Useful. But usually only for the more confident players.

7. Double cross over

what is it: you jump over your opponenet, then air dash back and smack them from in front (not behind)

effectiveness: Very effective, and can catch many opponents off guard. But again it's more mental damage than actual damage. And again the reward and risk ratio isn't that fantastic. But hey, not many ppl can block this :P

8 FRC teleport

What is it: knock down the opponent. Dash in then cancel into either 22hs/d and frc. You'll land either in front or behind the opponent depending on what you chose.

Effectiveness: Another 50/50 mixup. It's basically the fdc okizeme option, BUT, it requires tension. Good reward, risk ratio, but costly.

9 Alpha blade frc (please help)

What is it:

How to do the variations:

Effectiveness:

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Ansem, it may be a good idea to browse through the > GGXXAC Players Guide (click here) < and especially read the > Terms & Definitions page (click here) <

You will find answers to many of questions you might ask or even better inform you about things you were not aware of.

Okizeme : Attacking someone while they are waking up. The goal is to safely apply pressure or a mixup to maximize your advantage and chances of scoring another combo, while minimizing your chances of eating a reversal Dragon Punch, throw, or super.

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Hey Mitsurugi (Robocop from Neo) nice to see you over on the Chipp side of things, didn't think you were a Chipp player, you thinking of trading all that nice easy damage you get for the hard life of Chipp now :D But to stay on track, possibly separating or at least clarifying that you get 2 different results from FDC if you diagonally jump after a dash and if you vertically jump after a dash (the diference between pressing 9 and 8 after a dash). And dashing P and HS teleport seem to be missing, maybe divide teleport into standard and teleport FRC? Just suggestions though.

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Hey, hi RC2 ! Nope, I'm still Johnny only player but I like to know the options my opponents have, kinda some GG-overall knowledge to have in order to survive. Here understanding what the hell happens when i fight the drug addict ninja ! Specially after having fought ATG (German) and Joe Higashi (French), two very good Chipp. With ATG, I had a taste of what he described in his numerous and detailed posts here for instance as okizeme with 2369P as a crossup, FDC, SBC etc., very nice. And in this case, when one asks a question I can answer easily, why not doing it. ;) Anyway guys, keep up the good work, the Chipp forum is nice to read, no ego clash and such, nice discussion going on between members, interesting stuff.

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Is FDC mixup is jumping over your opponent but hitting FD before you cross up, then doing an airel -- so they switch their block to the opposite side you jumped from, thinking you'll be on that side?

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