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truthordivekick
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Today at 10:50 AM
Courtesy of Snap:
the biggest tool axl has against characters like milia and chipp are high damage conversions off of reads. Both in neutral and on their pressure. You need to save meter besides fding their cs for transport bombers/jh or jd conversions.
Against chipp in particular your best buttons in neutral are going to be 2k,5k, js, and jh without meter, and then moves like 2h, 2s, and 6k get better with meter.
As for how to play the neutral, I’d tell you the most important idea to focus on starting out is to keep keep keep moving. You can not play stationary, you need to make them misspace their pressure or put yourself into a better spot. If they jump that is your cue to MOVE. Do not stay in place for even a second, until you are at a higher level and understand the leveling a bit better. Moving like this will let you find way more free openings. If they are pressing iad jh you have time to now 5k it preemptively, if they are further up you can 2s. 5h/cs can do both of these if you get an even better situation or need to cover right above you. Then you need to convert huge. You should be getting tkbers on chipp the vast majority of rounds you win. You need that damage, full screen resetting to neutral is BAD against him. He destroys you in neutral, get good damage in where you can.
If you get caught slipping when hes in the air and are in a bad pressure situation, you can’t 2k under most of his buttons so you just have to take it. If he is approaching more on the ground, then run up 2k is great here, but make sure you apply good pressure after it. Not just always 2k 2d snail, just won’t cut it.
Also important thing is knowing their possible holes in their pressure and trying to 50/50 in those spots. Make sure you practice 74d or 96d on reaction to chipp throw. Get him to press his - on block specials.
Avoid the corner. You are going to need to fight for this. Fight with your god damn 5king life to make sure he doesn’t get you there. Once you’re in there though often times what you’ll do depends on your meter and health. If you have enough meter or are close to it, try and find gaps to fuzzy super out. Otherwise you’re just going to have to take some risks and press and it’s going to suck for you.
Few other small things you should learn is a lot of his bad crossups can be ib thrown, and you can just backdash j2k for free basically.
Anyways, don’t play too reactionary with your moves, play reactionary with your movement. You’re going to have to fight him. You do more damage than him, you just have to show him that.
truthordivekick
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Today at 10:52 AM
Courtesy of the Chipp channel:
236p (palpha): crossup frame 28ish mid. Can be blocked crossup, ground thrown, or low abare'd
236k (kalpha): crossup frame 28ish mid. Can be blocked crossup, high abare'd, and jump thrown
63214s (leaf grab): beats backdash. loses to jump
236s (rekka): 1st two hits minus on block OR hit. Don't mash low or else rekka3 crushes
236h (gamma blade): catches jump over alpha/grab. 25f startup loses to 2k
Forward jumping acts to jump over palpha, crossup block kalpha, and jump over command grab, but loses to rekka/gamma
Of his two most common blockstrings, one will be (optional) c.s 2s 2h. If he runs a 3 hit blockstring then you can fd the 2s or 2h and this will result in more lenient timings and spacings (notably gamma blade will hit later, command grab won't reach, and kalpha will sail over your head). 2 hit blockstrings will give less wiggle room for this though, so be careful.
The other blockstring is 5k 2k 2d, which employs a natural frametrap on the 2d. It will catch upbacks and will counterhit if you mash, but the 2d doesn't lead into anything and in the case that chipp tries to make the 2d safe with special cancels, all the above setplay theory still applies.
In grounded neutral, Chipps like to use:
f.S - decent range, but can be EASILY low profiled with 2k
5K - less range than f.S but combos into knockdown from 5K 2D, he has to dash in a little to use it
2K - similar to 5K but hits low, actually has more range than you think. Also combos to 2D
5H - disjoint, he doesn't get much off it
2S - not the best option, but he gets a huge reward from 2S hit (2S 2H 236K...) beats 2k low profile attempts
if you block his j.2k, you can throw him if he chooses to go for 2K or 5K after blocked j.2k, but you'll be counterhitted if he rejumps, or he cancels j.2k into alpha k.
truthordivekick
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Today at 10:55 AM
my go-to is dash - air grab until they demonstrate they can jK/jP it on reaction
Goluxas
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Today at 10:57 AM
that's great info, thanks
truthordivekick
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Today at 10:57 AM
👍
imo the biggest takeaways are:
1. Make every hit count
2. Stay on the move
3. Get a read on his rekka so you know when to mash
4. React to alpha/command grab with forward jump