In a time before “Bound” and “Screw Attacks”, all you had in the Tekken universe was your combo starter and your execution. You’ve got the launch — what do you do with it?
The days of shorter combo states may (potentially) be long gone for Tekken, but they’ll never be forgotten. (Let’s ignore Tekken Revolution for a moment... please.) HurtboxTV‘s latest Tekken 7 combo video attempts to show some classic Tekken 5: Dark Resurrection style combos in Tekken 7‘s engine. How does seeing this combo style again make you feel? Would you play a new Tekken if it made you work much harder for damage?
It wasn’t the most eloquent way to put things, but Michael Bisping’s confirmation that he plans to keep fighting after a knockout loss to Kelvin Gastelum on Saturday was very, well, Bisping-esque.
Guest characters seem to be in vogue again, as we’re seeing more and more crossover characters in many fighting games. We’ve recently seen the Teenage Mutant Ninja Turtles and Sub Zero step into Injustice 2. More recently, the most surprising reveal has been Final Fantasy XV‘s Noctis joining Tekken 7.
This the topic Maximilian Dood is tackling in his latest video. He poses the question of whether guest characters cause more harm or good for a fighting game. For instance, a con of having a guest character is taking up time and resources for a side character rather than using it for someone from the franchise that fans of the specific title might be waiting on. In Maximilian’s opinion, Noctis not only doesn’t belong in Tekken 7, but he also delays other fan-favorites that haven’t made it to the game yet.
On the other hand, they can bring a lot of hype as well; everyone remembers the Soul Calibur II guest characters, Heihachi, Spawn, and Link. We’ve also often Akuma step into other games, not to mention the fact that X-Men vs. Street Fighter is entirely built on a guest character battle. There are countless other examples.
What’s your opinion? Talk about it in the comments below and mention your favorite guest characters.
Chipp has been a fairly strong character in the right hands; though he does lose pretty easily, his movement and mix-up options are so robust, the untrained eye loses to him very easily. His Guilty Gear Xrd REV 2 iteration, in particular, gained so many options from a wall cling mechanic. A good Chipp player can easily overwhelm someone who doesn’t know what to do.
That’s why it’s so valuable that Chipp pro player, Xcel|BjornSonOfBear, has put out a lot of content tackling various aspects of the character: from Bursting appropriately to dealing with certain mix-ups and special moves.
The first video, “Dealing with rekkas 101,” talks about how to deal with Chipp’s series of special attacks. The clip shows what kind of punishes are possible after blocking certain follow-ups, also depending on successful Instant Block. Check out the video on YouTube for a detailed explanation in the description.
The next one covers one of Chipp’s Overdrives. “Dealing with Ryuuyanagi” shows this dangerous mix-up that starts with a left-right side, but then has many reset and follow-up opportunities. It definitely helps to have a Dragon Punch move! Refer to the description for more details.
“But he can teleport!”
In “Dealing with teleports,” Bears covers common options in pressure with teleports. Using certain option selects, like a throw one, can help defend against inevitable cross-ups from Chipp. The YouTube description explains it in more detail.
This one is definitely a must-see. Chipp has plenty of hard-to-react corner options with his wall cling. He can hit from behind, or do several options from the front: an overhead, low, or throw. The later part of the video shows Chipp defensively clinging to the wall to mount a comeback. Make sure to read the YouTube description of “Dealing with High Wall Cling 101” for more instruction.