Official: Chipp General Questions Thread
17 August 2007 - 05:03 AM
18 August 2007 - 08:08 PM
02 September 2007 - 06:38 AM
02 September 2007 - 07:08 AM
25 September 2007 - 04:45 AM
30 September 2007 - 09:09 AM
18 November 2007 - 05:44 AM
18 November 2007 - 12:09 PM
18 November 2007 - 10:31 PM
it's actually 5k, slide to S+HS.
kara slashback. you can use this vs. moves that come from a horizontal direction. Example: hos - rock it.
why to use this: if you can condition yourself to go for 5k,S,HS, you can win about 2 frames - the 5k moves chipp hitbox back, and you can cancel the startup into S,HS - so what happens is the rock it will hit you later, thus giving you more time to slashback (theoretically), thus increasing your chances to slashback.
let me confirm that it does work and that it is useful, if you can pull it off.
Thank you Gates.
03 December 2007 - 07:39 PM
28 December 2007 - 10:18 AM
what the trick to doing an air normal after a d or hs teleport frc. Do i just press the buttons mad fast?
just learn the timing, it's really quick, but don't be TOO quick, or you'll input the move in the "FRC stop".
as for D/HS teleport FRC, j.HS - that's very hard, problably only 1-2 frames.
28 December 2007 - 07:05 PM
26 February 2008 - 10:49 PM
27 February 2008 - 02:33 AM
14 March 2008 - 11:00 PM
20 March 2008 - 03:42 PM
What I want to know is if I get CH from this range, my hit confirmable options seem to be quite small, I can go for super if I have the bar, D seems to have to be chained and that you can't hit confirm it (which is a shame because it would be perfect ID range), alpha blade seems a no no as well but if you go for a tiger kneed alpha it seems like you can hit confirm the jump and do an alpha once you are in the jump (if that makes sense). Could any body else offer up some guaranteed other options and which characters I should use S(f) or 5K instead of HS and why.
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