http://i247.photobucket.com/albums/gg141/Skiegh/ChippBnB30f.gif
This is what I have come to think of as my BnB when using Chipp. Though it requires 25% tension, it does decent damage and isn't the most difficult thing to do. That and this combo can easily be altered to a 0% tension version which contains more hits but a little less damage ironically. (I may show a GIF of it as well.)
Let's see... what does this combo introduce as far as game mechanics go? To start, it introduces jump installing which, if I recall, was originally a glitch in the previous Guilty Gears but has since then become an actual part of the game. Jump installing is essentially inputting a jump during any move that is jump-cancellable (In this case, Chipp's slashes on the ground) but rather than jump, you input another attack but the jump remains registered; installed if you will. So when I teleport up to continue my combo, I am now able to jump even though I normally wouldn't be able to. Which is why I am able to use Alpha Blade a second time after my False Roman Cancel.
Segway! Now onto False Roman Cancels (FRC), which are somewhat of a spin-off of normal Roman Cancels. The difference being that, for one, they only cost 25% tension instead of 50%, they can be performed without connecting with your opponent which makes them useful for saving yourself from whiff openings and lastly, they can only be input during specific frames of special moves. In Alpha Blade's case, it's the moment you launch forward. (Telling the difference between a RC and a FRC is easy because FRC's show a blue flash rather than a red.
Anything else? Ah, right, uh... Guilty Gear is a bit odd in terms of crossup input. In most games when you crossup someone (go over them), you need to adjust your inputs where forward is towards that person. So if I wanted to do a super for instance, I could potentially do a quarter circle forward and then a quarter circle back once I crossed over someone and it would qualify as doing two quarter circle forwards. However, in Guilty Gear, forward is the direction your character is facing and the only way to turn around in the air is to jump/air dash. This is why jump installing is necessary because I need to turn around in mid air when I cross up the opponent and jumping is the only way to allow me to Alpha Blade in that direction.
Anything else? Ah, right, uh... Guilty Gear is a bit odd in terms of crossup input. In most games when you crossup someone (go over them), you need to adjust your inputs where forward is towards that person. So if I wanted to do a super for instance, I could potentially do a quarter circle forward and then a quarter circle back once I crossed over someone and it would qualify as doing two quarter circle forwards. However, in Guilty Gear, forward is the direction your character is facing and the only way to turn around in the air is to jump/air dash. This is why jump installing is necessary because I need to turn around in mid air when I cross up the opponent and jumping is the only way to allow me to Alpha Blade in that direction.
*Side Note*
May is absolutely adorable. (The character I was beating on, though it's not the best color that I picked for her.)
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