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Revision as of 06:23, 25 October 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Forums   Videos    
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
CC = Charge Cancel
AC = Action Charge
BHB = Blockhead Buster
BRP = Bandit Revolver Prototype
GB - Gunblaze
RI = Rock It
SV = Storm Viper
SF = Savage Fang
AB = A.B.A
AN = Anji Mito
AX = Axl Low
BA = Baiken
BR = Bridget
CH = Chipp Zanuff
DI = Dizzy
ED = Eddie
FA = Faust
IN = I-No
JA = Jam Kuradoberi
JO = Johnny
JU = Justice
KL = Kliff Undersn
KY = Ky Kiske
MA = May
MI = Millia Rage
OR = Order-Sol (HOS)
PO = Potemkin
RO = Robo-Ky
SL = Slayer
SO = Sol Badguy
TE = Testament
VE = Venom
ZA = Zappa


Resources

http://www.dustloop.com/forums/index.php?/forums/topic/6699-r-order-sol-combo-thread/

The Dustloop Order-Sol combo thread. Most basic to intermediate combos are listed here.

https://www.youtube.com/watch?v=fUZKZ-TIfKk&t=1s

First video in a series about HOS. Teaches basic air combo and ground combo theory.


Combo List

Normals Only
Combo Position Damage Works on: Difficulty Notes
5K/2K > c.S/2S > 2D Anywhere 59 All Very Easy Scores knockdown for Charge, basic or GB crossup okizeme.
5K/2K > c.S > 2S > 2D Anywhere 75 All Easy Scores knockdown. Better GB crossup okizeme potential.
dash 5K/2K > c.S > 2S > 5HS Anywhere 87 All Easy Requires dash momentum. Pushes furthest away.
CH f.S/2S > 6HS Anywhere 92 All Medium Deals good chunk of damage. Whiffs on max f.S/2S range.
c.S > 5HS > delay IAD > j.PSHSc.S > 2D Anywhere 150 Higher or equal to SO height Hard Strict IAD timing.
Throw > dash j.HSD > dj.HSD Corner 100 All Easy Basic dustloop combo. Use 6HS instead when further away from corner.
CH 2HS > dash j.HSD > dj.HSDj.HSD > dj.HSD Corner 192 All Hard See Double Dustloop Notes
Air CH 5HS > CC > dash j.HSD > dj.HSDj.HSD > dj.HSD Corner 215 All Hard See Double Dustloop Notes
CH Fafnir > dash j.HSD > dj.HSDj.HSD > dj.HSD Corner 238 All Hard See Double Dustloop Notes

Double Dustloop Notes

This is bar none THE hardest hitting meterless combo HOS has in his arsenal, and its what will make your opponents so afraid of pressing buttons and being counterhit. The basic idea is to put the opponent in a juggle state at a height of around the upper half of the screen, just barely before the camera would zoom out or pan up. From there, perform a normal dustloop, land, and then rejump and catch them with a rising jH, and Dustloop them again. There are two timing windows to this move, and while they vary based on height and weight, they are both very tight (1-3 frames, probably). The first window is on the initial Dustloop, just after the first jD. jD has a surpising amount of untech time on it, but more importantly, launches the opponent upward, which is not good for this combo. In order to make it possible to pick up on the second rep, you need the opponent to be as far down as possible, so jH hits ASAP. After the first jD, you need to delay the second jH as long as possible; you will have to go into training to get a feel for the timing. (its longer than the delay gap in the grab dustloop, but by how much I am not sure). If this is done correctly, you should finish the first dustloop with the camera being at the default height, and having never moved or moved only very slightly. If it moved, abandon the second, and go for a techtrap, or a relaunch.

Assuming the first dustloop was successful, the second window is catching with the jH. After the last jD of the first rep, just hold [9/7], and as soon as prejump is done, press jH. If you connect with it, the second Loop rep should be done with no pauses in between the moves. The major factor in determining success of the loop is in the first rep's delay, so its that part you will want to have consistent. Its also worth noting that the double dustloop can ONLY be done at <1/3 midscreen or in corner, otherwise the opponent will fly too far away from the jD if you try to delay.


Level 1 Charge
Combo Position Damage Works on: Difficulty Notes
Ending with 2D > BHB/RI Anywhere 78~ All Very Easy
Ending with 2D > GB Midscreen 75 All Very Easy Switches sides. Sets up GB okizeme or RI/6K okizeme.
Ending with 2D > RI > RC > c.S > 5HS > SJj.KSHS > SV Anywhere 174 All Medium Level 1 RI Cancel combo. If you can't do the SJ combo, CCing 5HS is also viable.
Ending with 2D > RI > RC > j.HSD > dj.HSD > BRP Anywhere 169 All Hard Strict timing on Dustloop.
CH 2D > 665K > c.S > 5HS > SJj.KSHS > SV Midscreen 148 All Medium Standard CH 2D float combo.
mash j.P > j.KS > dKS > SV Anywhere 91~ All Easy Basic air catch combo.
GB > dash j.HSD > dj.HSD > BRP Anywhere 148 All Medium Dustloop off GB. To get a sense of timing of j.HS, your opponent's falling state should be head down feet up.
Fafnir > 66c.S > 5HS > SJj.KSHS > SV Anywhere 205 All Medium Same as the RI Cancel combo. CC 5HS if you can't do SJ combo.
CH GB/Air CH 5HS > delay dash c.S > 5HS > SJj.KSHS > SV Midscreen 158 All Hard Timing sensitive on dashing c.S. CH 5HS is much easier to do.
Add j.P for heavyweights.
CH Fafnir > dash j.HSD > dj.HSD > BRP Anywhere 192 All Medium Much easier to do than GB.
Level 2 Charge
Combo Position Damage Works on: Difficulty Notes
Ending with 2D/5HS > RI Anywhere 122~ All Very Easy Universal knockdown combo.
Ending with 2D > BHB > (dash j.HSD > dj.HSD > BRP/6HS) Near Corner 169 All Easy Universal BnB corner combo.
You can get a knockdown out of dustloop if you have 125%> Charge and AC FRC BHB.
Ending with 2D > BHB > dash 5HS > BRP ▷ 2D > BHB > dash (j.HSD > dj.HSD > BRP/6HS) Near Corner 183 All Medium Requires 150%> Charge.
Standard BRP pickup combo.
Be sure to land before inputting 2D or you will get an AC midair
CH 2D > CC > c.S > 5HS > BRP pickup combo Near Corner 192 All Medium BRP pickup combo out of CH 2D float.
c.S > 5HS > BHB > dash c.S > 5HS > BRP pickup combo Near Corner 222~ All Medium Requires 150%> Charge.
Optimized BHB combo.
CH 2D GBx3 > delay Level 1 GB > dash j.HSD > dj.HSD > BRP Anywhere 205 All Hard First 3 GBs should be done without pauses. Last GB has to hit low enough to connect the dustloop.
Level 3 Charge
Combo Position Damage Works on: Difficulty Notes
5HS > RI > (delay) dash c.S > 5HS > Level 2 BRP pickup combo Near Corner 225 All Medium
c.S > 5HS > BRP > (delay) c.S > 5HS > Level 2 BRP pickup combo Near Corner 235 All Medium
RI > CC > Double Dustloop Near Corner 199 All Hard To CC out of RI, do 2147D or 8214D when RI hits the third strike.
You have to input 214D during HOS prejump frames to cancel it into Charge.
CH 2D > GBx5 > dash j.HSD > dj.HSD Anywhere 232 All Medium Lightweights can be done off raw 2D.
Delay 2nd GB to let the opponent fall low to the ground.
c.S > 5HS > BRP > SV > dash j.HSD > dj.HSD > BRP Anywhere 223 All Medium Full Charge required.
When at the corner, BRP will switch sides.
c.S > 5HS > BRP > GBx4 > dash j.HSD > dj.HS > SV Near Corner 270 All Hard Burst safe combo. Dustloop part depends on your GBs' timing.
Fafnir > {delay} RI > SJj.HSD > SV ▷ Level 2 BRP > 2D > Level 2 BHB > 6HS Midscreen 237 All Medium Full Charge required and 25% meter.
6HS > (RC) > {delay} RI > SJj.HSD > SV ▷ Level 2 BRP > Level 2 RI Midscreen 276 All Hard Full Charge required and 75% meter.
Fafnir can be linked from 6HS but RC makes it easier as it is a 1-2f link.

Combo Theory

HOS combo is very freeform, but there are certain parts you can break it up into for understanding what to do.

  • Most air combos you will want to end in a dustloop, or two, if you can do so. Dustloop does a lot of damage, carries all the way to the corner, and sets up good oki
  • Most of the time on the ground, you will want to end a combo in a launcher to get an air combo, or KD for Gunblaze oki or 2H oki.
  • Going into particulars, 2D ->BHB/RI put the opponent in a low float at Lv.1, as does CH 2D. We will call this 2D Float, as shorthand for addressing this particular air state
    • Off 2D Float, the opponent can be picked up with 2S, 5K, and c.S, which can transition into specials, ending the combo, or 5H Float (the space at which a character in air floats after being hit with 5H)
  • 5H float can transition to a number of things depending on if you want damage or knockdown, and how much meter you have
    • Fafnir will put the opponent at about 5H Float height, maybe a bit more
    • From 5H float, you can [(HJ)IAD->jP->jS], which sets up for damage ender with SV, or for a knockdown ender with BRP Lv2
    • If you are close enough, you can cancel 5H if you combo'ed to it, or pick up from 5H Float with cS->5H and [JC->HJ->jS->jH->jD].
    • If you don't want to take to the skies, and you have the charge meter, you can cancel 5H into BRP lv2 to put the opponent into ground-slide
  • from Ground Slide, HOS can OTG for more damage, or take the knockdown. If you reached this state and have 130% or more charge, you can get both.
    • 5K,c.S,2S,and 2D will all OTG from groundslide, and will all combo into BHB lv2 for wallstick, or BRP lv2 for hard knockdown.
      • If you OTG with 2S or c.S or 5K, you can gatling into 5H and put the opponent into 5H Float
  • From Wallstick, you can Dustloop the opponent if you are close, 6H for hard knockdown if you are a bit further away, or go for a techtrap

Video Examples

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