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Thread: Official: Chipp General Questions Thread

  1. #191
    Now 30% less faulty faultydefense's Avatar
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    Really not sure what to say about the ground throw one. You're close up and they're knocked down. Any of chipps options apply here. If you're fast you can even OTG gamma.

    J.HS > alpha if its too high for a ground combo. FRC into combo if you can.

    FRC teleport > j.S can lead to combos, where-as j.D knocks down

    2d > rekka > 2h is character specific and spacing reliant, not really recommended but you could save it for slayer specific swag

    6k it specifically for people who start blocking a lot (i think its at least neutral on block, too lazy to look) or against people that like to mash lows. It seems active for a long time and he gets off the ground. Goes over some characters quick pokes like axl 2k or a lot of characters 2Ps. On counterhit leads to IAD combo. Will jump the best sweeps like sol/anji/venom and recovers faster so you can punish with w/e. Also an option to get past exe beast happy testaments. If they mash high, you really can't use this move.

    You're doing TK alpha

    On bursting. Bursts are fast enough that you won't bait them or punish them all, and the counters to do them are rather hard, however ...you can attempt to extend your ground strings with more jump cancellable moves (5k 5k 2S f.S 5H etc) and then try to jump block when you see the burst. You can do lows and buffer in the down motion and try to do an S teleport when you see the burst. Then run back in and punish. The hard thing is a lot of people burst chipp's big damage moves that are easy to burst (6H / alpha blade) or they just burst to get him off which means it can be random or they can otg burst.

  2. #192
    I'm not sure if this what you call his Impossible Dust, but I saw somewhere in a video a Chipp do 5D > IAD Beta Blade and then followed up with a combo.

    1) Is this an Impossible Dust?
    2) If so, is there anyway you know you did it right when you hit the Beta Blade. That way if I know I messed up I can do something like air throw them when then tech or whatever.
    3) Is it even worth it?
    Quote Originally Posted by Errol View Post
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    Follow and give me PSR

  3. #193
    Any tips to land the CH j.D slide combo more consistently? j.D>dash>5S>5HS>IAD>j.P>j.D>alpha to be clear.

    They always seem to tech out right while I'm airdashing towards them with the j.P and I get air-thrown. Is it likely the IAD is too late, or the j.P is too late? Does 5HS have to be done as close as possible while they are sliding? Should I hold 9 while the HS is hitting?

    I know practice is the answer but I was wondering if there were any tips that can make practice more worthwhile. I seem to land it like 1 in 20 times at the moment so I tend to do the version without the airdash and alpha blade.

  4. #194
    Najbolje igram GG :) zdravkelja's Avatar
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    I don't think there is any tip, just practice. When I started with Chipp my problem was hitting j.P too late. You'll get a hang of it. You can hit j.P earlier then you think.
    Last edited by zdravkelja; 07-13-2012 at 04:41 PM.


  5. #195
    5K 5K 5K 5K 5D Kikuichimonji's Avatar
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    St. Louis, Missouri
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    Quote Originally Posted by Razgriz View Post
    They always seem to tech out right while I'm airdashing towards them with the j.P and I get air-thrown.
    Ok, if you're getting air thrown I think your timing is WAY off. Worst case scenario, they tech right before the j.p and you should land before they actually could air throw you. I think if you're getting air thrown, your air dash is way too high up.

    Quote Originally Posted by Razgriz View Post
    Is it likely the IAD is too late, or the j.P is too late?
    No way for us to tell, if the air dash isn't low enough though it should be obvious by watching videos of people doing the combo.

    Quote Originally Posted by Razgriz View Post
    Does 5HS have to be done as close as possible while they are sliding?
    From my experience, no. It's actually a rather lenient combo in terms of spacing. Just make sure you get cl.s because far slash is way slower.
    Quote Originally Posted by Razgriz View Post
    Should I hold 9 while the HS is hitting?
    No, you should learn the manual timing for the jump so you can do the IAD shortcut (9,6). This is what improved my own consistency the most.

    Like zdravkelja said, you can hit j.p rather early after the air dash.

    Also I know that 5s 5hs doesn't work on everyone in that juggle. On some lighter characters you just whiff the 5h. I think dash 2p 5h or dash 2s 5h might make the combo work, but I'm not sure.

    These are usually the same characters that 2d rekka 5h whiffs on, which makes me sad. After 2d rekka against these characters, I think your best bet is either dash 5p into air combo or running j.p into air combo.
    Last edited by Kikuichimonji; 07-14-2012 at 04:48 AM.

  6. #196
    Moderator AtTheGates's Avatar
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    frankfurt / Esslingen, Germany
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    Quote Originally Posted by Kikuichimonji View Post
    Also I know that 5s 5hs doesn't work on everyone in that juggle. On some lighter characters you just whiff the 5h. I think dash 2p 5h or dash 2s 5h might make the combo work, but I'm not sure.
    no, S(c),HS should work against everyone after floor slide, but the S(c) might whiff against sol and somebody else if you are too close. also, if you use s(c),hs against light weights, the alpha at the end often will not knock down - use 5K,HS as an alternative, then the alpha will knock down. check here

  7. #197
    Thanks for the help. I'm still working on that CH slide combo but getting better. Anyway, got another question.

    In training mode I've been practicing a block string into 22D>j.HS>alpha. The j.HS seems to hit properly in training mode, but when I try it in a real match it seems to go too far over them and the j.HS only hits once and the alpha blade goes the wrong way. The block string I usually do is S(c)>6A>S(c)>HS>22D. I've been practicing on Eddie and against Eddie in the real match.

    Does the HS push them too far back causing the D teleport to come out on top instead of behind them?

  8. #198
    Jester The Katz's Avatar
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    Anybody use "2K/6K/whatever > stuff > 5HS > 2147P (fast shuriken as fast as possible off the ground) > 66~j.HS > ???? > profit" ? I've seen it done before, and I believe that it might be corner specific against most characters. I am unsure about taller characters like Johnny for example. My execution is inconsistent at best, so I cannot test this well at all.

    If anyone actually bothers with stuff like this, any tips for the timing and spacing for the shuriken?


    ...Or should this go into combos?
    Last edited by The Katz; 11-15-2012 at 03:04 PM.
    GG Combo Vids (at 186!) Current: RTL (Ky AC+)
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  9. #199
    Moderator AtTheGates's Avatar
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    not worth the effort. if you want to use shuriken in combos, use it after 5HS -> iad.j.P,D, shuriken, D (, alpha)

  10. #200
    I've always liked GG, but never played it anywhere near above horrible casual. I finally get to have the game AC+ on the ps3, so I've been loving everything, despite being awful at the game.
    I'm just curious, are there any updated guides for Chipp for AC+? Or are any of the previous ones more than sufficient enough? I'm not entirely sure what has changed between various versions for the ninja, and the only GG I ever touched prior was just AC for the ps2. If the previous ones are sufficient enough, which one(s) would be ideal to watch/read (outside of the few specific things here like chipp okizeme, pressure etc.) I'm more so curious for (if any) video tutorials since they really put together and offer examples of what words cannot, especially for a beginner like me.

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