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Official: Chipp General Questions Thread


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#1 17 August 2007 - 05:03 AM

Kasou
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This thread is made for all the general and simple questions. So instead of posting questions which may be irrelevant in other threads, please post here so that it makes all the threads relevant to their intended topics, and makes it easier for everyone to read. Thanx for the cooperation. :eng101:
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#2 18 August 2007 - 08:08 PM

JackG
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I don't know the exact name of it, but I always see Chipp players jump, then it looks like they immediately faultless block and then just fall straight down, which they usually follow up with an air HS. I've tried faultlessing but I can't get it to work. Can anybody help clear this up for me? Another small thing, I am accumtomed to playing on the PS2 with PS controllers, and I can't seem to ever get instant air dashing down, or when I do its rare. Is it easier to do on a gamepad, is it more difficult than just jumping and immediately hitting forward twice? I am having trouble with this area as well. Thanks in advance!:psyduck:

#3 18 August 2007 - 10:07 PM

Harem
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FDC Cancel. Explained in Chipp basics thread. Try going to neutral and doing 956. Note: You don't actually need to hit forward twice since the 9 already counts as a forward input lol.

#4 19 August 2007 - 04:20 AM

novalance
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on pad, just doing 99 does it as well
2d 22d FRC j.d = Sex

#5 02 September 2007 - 06:38 AM

Donutholes
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Question about the j2k FDC. Is it possible to also do it w/ an airdash and still hit your opponent with any some air move? I've tried it before but all I get is a HS that doesn't even get its active frames before landing. S might work, but it's timing also seems kinda hard. There a chance that you could test this for me?

#6 02 September 2007 - 07:08 AM

AtTheGates
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the only way to use an FDC of the 2k to cancel an air dash is using SBC instead - i posted about this in another thread here. air dash, then immediately 1k,slide to S+HS. before you can input another move, there is a slight "slashback stop", so you have to wait a couple of frames. it's possible though. why this works? - you can cancel an airdash relatively early into a normal or into slashback - you cannot cancel into faultless defense during an airdash thus, you have to cancel the j.1k into SB.

#7 03 September 2007 - 02:09 AM

Donutholes
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So I'm guessing this is impossible for #R or Slash, right (don't have AC.. yet)? >.< Well thanks anyway.

#8 25 September 2007 - 01:07 AM

Hecatom
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I want to know how to do a the move where chipp moves from the walll to the floor in diagonal, i see th ia use it in AC
Xrd? Sounds more like Xturd (・Д・)ノ

#9 25 September 2007 - 04:45 AM

Kasou
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THe command is: On the wall, back(direction of the wall) then forward. Can use it after an air dash, super jump, or a double jump. If you only did one jump, you can wall jump, then air dash. Hope that helped xD
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#10 30 September 2007 - 08:00 AM

Fullforcefafnir
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Checked all the possibly threads but the question still remains: Is there ANY use to Chipp's invisibility skill?
GG :OS: > :MI: > :DI:
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#11 30 September 2007 - 09:09 AM

Kasou
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to put it simply, it just makes his mixups/teleports a littl' bit harder to see. it's useful, but then most probably you would be missing an fdc okizeme oppurtunity in order to do invisibility.
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#12 18 November 2007 - 05:44 AM

Kyle
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Dear Chipp players,

Can anyone confirm this... maybe discuss some how-to b/c I can't do.

Just wondering because X-Saphire told me that when chip does 5p4shs that it increases the range of his hit box for his slashback...


Vampire Arcadia @Cincinnati, Ohio

#13 18 November 2007 - 12:09 PM

AtTheGates
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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.

#14 18 November 2007 - 10:31 PM

Kyle
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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. :keke:
Vampire Arcadia @Cincinnati, Ohio

#15 03 December 2007 - 07:39 PM

JOFan
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was just reading thru the chip combo thread and the first combo on sol got me stumped. s©,s(f),2hs,22D (moves you closer to him),j.D,236P,FRC,late 236p,\/,hs,j.p,j.D i read thru the terminology and abbrv guide but nowhere does it mention what this \/ stands for.. can anyone clear this up for and mabe add it to the term thread for future reference? thanks,

#16 03 December 2007 - 07:50 PM

Harem
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It means you that you were in the air and then land. >_> So, in that air alpha, land 5h blah blah
。◕‿◕。

#17 28 December 2007 - 01:30 AM

GlassNinja
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what the trick to doing an air normal after a d or hs teleport frc. Do i just press the buttons mad fast?

#18 28 December 2007 - 04:21 AM

GuerrillaTactic
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Practical uses, as in the move having properties apart from being partially visible? No. However it does make seeing FDC and teleport FRC mix-ups harder to see, so there are psychological and visibility effects.

#19 28 December 2007 - 10:18 AM

AtTheGates
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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.

#20 28 December 2007 - 07:05 PM

shinquickman
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You'll have to learn the FRC slide trick. To do an attack immediately after an FRC, do the FRC w/ the buttons you won't attack with, then slide your finger (or thumb w/e) to the button you will use to attack. In the case of teleport FRC j.H, press PKS to FRC and then slide your finger to H. On stick, it's not so hard, but on pad... well it's possible on pad, just not possible for everyone ::grateful for being born with weird thumbs::

#21 29 December 2007 - 04:21 AM

GlassNinja
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thanks, i'll be working on that

#22 26 February 2008 - 10:49 PM

Greed
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I'm having a bit of trouble with the air-throw after gamma blade tech loop. If they tech front or neutral, air throw works np from the exact same commands + timing, but teching back gets them out of it, and I end up doing a j.HS which more often than not ends up whiffing :( Is there a way to easily airthrow back tech out of gamma blade? :X

#23 27 February 2008 - 02:33 AM

kooshi
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From what I have seen in videos, Chipp players try to do 22D -> air throw. I haven't tried it myself yet, but with some practice, it should be do-able. The only problem is guessing if the opponent is teching behind or not. Usually players do that since they want to get some distance from you.

#24 27 February 2008 - 04:50 AM

Greed
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22D? Hrm. The problem with like the 22K -> air throw is that you kinda have to assume the player's gonna tech backwards before you do the move, so if they tech in a diff direction you get nothing :(

#25 27 February 2008 - 06:32 AM

kooshi
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Hm, true, but it's still a 50% chance of succeeding. If you keep trying to jump in and try to air throw, they'll always tech backwards, so it's good to have that mixup.

#26 14 March 2008 - 10:13 PM

ImpactBeast
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Can someone give me 5 reasons not to quite Chipp for another character like Jam? Chipp just doesn't seem worth it.

#27 14 March 2008 - 11:00 PM

AtTheGates
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switch to jam, keep losing, and run out of excuses. but nevertheless: 1. chipp needs char specific and very hard stuff to survive 2. less health, less average damage 3. not too good mixup / oki compare that to chars with easy mode knockdown combos & 50/50 mixup, it just doesn't feel right.

#28 16 March 2008 - 10:58 PM

Kijiyama
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Umm if you don't block in the first place it's gonna be hard of course. If you can't handle blocking as chipp or baiting as chipp then I doubt that you'll succeed with Jam.
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I swapped mains because I can't handle this bullshit anymore!

#29 20 March 2008 - 03:42 PM

GuerrillaTactic
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I was just experimenting with 6K and what could be done afterwards but wanted peoples opinions here. After 6K hits, you are of course at frame advantage so if you put out a S(f), 5K or 5HS they will all catch an opponent trying to jump away or trying to stick out a limb (although dragons will win and PB might catch limbs) but I was beginning to experiment with HS as it seem to yield the best rewards. If you opponent tries to jump away HS hits and you can try for an IAD combo which you can't do with 5K or S(f) as there isn't enough hit stun, also if they put out a limb you get CH HS.

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.

#30 20 March 2008 - 04:38 PM

Greed
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You could always RC to j.D :D +20 dmg for 50% tension, but hey, knockdown :psyduck: :psyduck: :psyduck:




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