GGACR/Order-Sol/Combos

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 Order-Sol
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 (214D)
AC - Action Charge - Input D slightly after inputting a special
BHB = Blockhead Buster (236P)
BRP = Bandit Revolver Prototype (236K)
GB = Gunblaze (214S)
RI = Rock It (236S)
SV = Storm Viper (623H)
SF = Savage Fang (632146P)
TR = Tyrant Rave (632146H)
CK - Charge Keep = Hold/Piano D While doing a special/supers input (*)
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.

Combo List

This is not the Be All End All of HoS combos, this is just to give a overview of his combos, both easy and hard, most of the ones I would consider essential, and a few outliers and oddballs to get people thinking about combo theory. Its much more important to understand the combo theory of HoS with (Starter)->(Linker)->(Ender) and how each part enables different parts, than to learn these combos verbatim, but this will at least give you a place to start.

Chargeless combos (Lv1 and below)

Combo Position Meter Charge Damage Works on: Difficulty Notes Video
5K/2K > c.S/2S > 2D Anywhere 0 0 59 All Very Easy Scores knockdown for Charge, basic or 214S crossup okizeme. Use when you don't have running momentum. Link
5K/2K > c.S > 2S > 2D Anywhere 0 0 75 All Easy Scores knockdown. Better 214S crossup okizeme potential. Use when you do have running knockdown to space yourself for 214S oki Link
5K > c.S > 236P lv1 (2 hits) > ACFRC, 5K > c.S > 2D Anywhere 25 0 97 All Easy 2 hit confirm from 5K for building charge. Easy version of the combo. Customizable depending on your comfort level with links post 236P, notably dropping the ACFRC for microdash and getting the KD meterless. If you don't have enough momentum to get 5K after the 236P, either dash in for it, or use 2S > 2D Link
CH 6K > 214D, 41236D Anywhere 25 0 94 All Very Easy Simple 6K CH combo. 6K 214D gives you enough time to hit confirm block or CH, and fafnir is an easy link. Do 6K > 6H without meter. Needless to say, you can optimize this further, but this is a good starter. Link
CH f.S/2S > 6H Anywhere 0 0 88 All Very Easy Your main poke combo. Learn to hit confirm the CH, although doing it on normal hit isn't too bad to keep your opponent in check, just beware the counterplay. Link
2H > RC > 5K > c.S > 2S > 2D Anywhere 50 0 97 Any Very Easy Super easy non-CH route for 2H conversion, gets you KD, can't really complain. Link
CH 2H > 66 > j.H > j.D > dj.H > j.Dj.H > j.D > dj.H > j.D Corner 0 0 192 All Hard See Double Dustloop Notes Link
Air CH 5H > 214D > 66 > j.H > j.D > dj.H > j.Dj.H > j.D > dj.H > j.D Corner 0 0 215 All Hard See Double Dustloop Notes Link
5D > [9] > FD-> j.Dj.H > j.D > dj.H > j.D Anywhere 0 0 117 All Easy Impossible dust combo. Actually easier than the normal dust combo IMO. Link
5D > [9] > j.H]9[ > dj.Hj.H > j.D > dj.H > j.D Anywhere 0 0 117 All Easy Secondary ID combo. Use if you find the above one too finnicky for lightweights. Some people say this is even easier than the above one, so ymmv. -
Ending with 2D > 236P/236S Anywhere 0 0 78~ All Very Easy Easy combo to set up everything you need. AC the special to get charge, or don't to tech chase. Both ACRFC and RC give better route extensions off this too, so be creative. Link
CH 2D > 5K > c.S > 5HS > SJIAD j.K > j.S > 623H Midscreen 0 0 148 All Medium Standard CH 2D float combo. Works on everyone unlike the non-CH version. Link
j.PxN > j.K > dj.K > j.S > 623H Anywhere 0 0 80~ All Easy Basic air catch combo. Can AC the 623H in relative safety against most chars. Link
Throw, 66 > j.H > j.D > dj.H > j.D Corner 0 0 100 All Easy Basic throw combo. If the opponent wallspats low or has a funky hurtbox, you can use c.S to pop them us first, then replace the first j.H with j.S. End in BRP for damage ender, or land then neutral jump 6 + j.H for a tech trap. Link
Throw, 66 > j.H > j.D > dj.H > j.Dc.S > SJ j.S > j.H > j.D Corner 0 0 121 All Medium c.S relaunch combo for throw. Gives up tech positioning, but tacks on a respectable amount of damage for a throw. -
Throw, 6H Corner 0 0 81 All Easy HKD ender for throw. Up close the 6H is universal, further out it gets char specific. Link
41236D > (dash) 2S > 5H > SJIAD j.K > j.S > 623H Anywhere 0 0 183 All Medium Dash 2S 5H is sometimes distance specific. Most of the time you should be able to convert it. Because 41236D KDs, this combo works basically anytime you use fafnir. Link
CH 41236D > 66 > j.H >j.D > dj.H > j.D > 236K Anywhere 25 0 192 All Medium Much easier to do than 214S. Link
CH 41236D > 66 > j.H > j.D > dj.H > j.Dj.H > j.D > dj.H > j.D Corner 25 0 238 All Hard See Double Dustloop Notes Link
214S > 66 > j.H > j.D > dj.H > j.D Anywhere 0 0 137 All Medium Dustloop off 214S. To get a sense of timing of j.HS, your opponent's falling state should be head down feet up. Link
CH 214S/Air CH 5H > delay 66 > c.S > 5H > SJj.S > j.H > j.D Midscreen 0 0 152-175 All Medium Timing sensitive on dashing c.S. CH 5H is much easier to do. Link

To stimulate thinking about HoS combo theory, here are some more advanced or eccentric combos HoS can do at lv1.

Advanced and Outlier combos

Combo Position Meter Charge Damage Works on: Difficulty Notes Video
66 > 5K > c.S > 236P lv1, 66 > 5K > 236P lv1 > ACFRC, 66 > 5K > 2S > 2D Anywhere 25 0 107 All Hard 2 hit confirm from 5K for building charge. If you have corner position, you can link 5K after the second 236P without ACFRC and chain to 2D. Link
5K > c.S > 5H > delay IAD > j.P > j.S > j.Hc.S > 2D Anywhere 0 0 136 Higher or equal to SO height Hard Strict IAD timing. Legend has it you can loop this more than once. Link
CH f.S/2S/6K > 6H > RC, 5K > 2D > 214D, 5K > c.S > 5H > SJIAD j.K > j.S > 623H lv1 Anywhere 50 0 187 Midweight and lighter only Medium EZ RC optimization combo, very good damage for no charge, and a common situation. -
2H > RC > c.S > 236P lv1, micro66 > c.S > 236P lv1, micro66 > c.S > 236P lv1, Micro66 > 5K > c.S > 2D Corner 50 0 153 Any Hard Optimized charge building ender for 2H normal hit. Harder the more 236P loops you do. ACFRC any of them you want for charge meter, and charge keep if you get over 100%. -
Ending with 2D > 236S lv1 > RC > c.S > 5H > SJj.S > j.H > j.D Anywhere 50 0 158 All Medium Level 1 236S RC combo. Need dash momentum if you want to much before the 2D. Can JI for another j.H > j.D rep. -
Ending with 2D > 236S > RC > j.H > j.D > dj.H >j.D > 236K Anywhere 50 0 152 All Hard Strict timing on Dustloop. -
Ending with 2D > 214D, 5K > c.S > 5H > SJIAD j.K > j.S > 623H lv1 Anywhere 0 0 135 Midweight and lighter Medium Non-CH 2D float combo, only works on midweight and lighter. The 5K link is tighter the closer to midweight they are. -
CH j.H ▷ 66 > 2S > 5H > SJIAD j.K > j.S > 623H Anywhere 25 0 ?? All Medium Pickup combo for CH jH. If you have no meter you can do dash 2S, if you are in the corner you can get a better combo than SJIAD route. -
j.H41236D > 66 > 2S > 5H > SJIAD j.K > j.S > 623H Anywhere 25 0 183 All Medium Optimization combo for normal hit. -
Launcher allowing for dustloop > Dash > j.H > j.D > dj.H >j.Dc.S > Jump Install > SJ > j.S > j.H > j.D Midscreen 0 0 ?? All Hard Single hit JI combo for HoS, used as an example of c.S JI. Idea is to buffer jump during hitstop then immediately SJ cancel the same normal before jump can come out, if done right, you should jump install and jump off the same normal. Adds alright damage, but really done mostly for stun buildup. -


Level 2 Charge

Combo Position Meter Charge Damage Works on: Difficulty Notes Video
Starter > 236S Lv2 Anywhere 0 100+ 112~ All Very Easy Universal knockdown combo.
Starter > Tyrant Rave lv2, c.S > 5H > SJ j.S > j.H > j.D Anywhere 50 100+ 190 All Very Easy Universal midscreen lv2 route for getting the most damage you can when you aren't near a corner. -
Starter > 2D > 236P lv2 > ([66 > j.HD > dj.HD > 236K lvX ]/[6H]) Near Corner 0 125+ 155 All Easy Universal BnB corner combo.
You can get a knockdown out of dustloop if you have 125%> Charge and AC FRC 236P.
-
Starter > 236P lv2 > 66 > c.S > 5H > 236K lv2 ▷ 2D > 236P lv2 > dash (j.HD > dj.HD > 236K lvX/6H) Near Corner 0 150+ 172-189 All Medium Standard Air hit 236K lv2 pickup combo.
Be sure to land before inputting 2D or you will get an AC midair
Be careful about the hitcount, BRP likes to drop after 8 hits, so omit moves accordingly.
-
CH 2D > 214D > c.S > 5H > 236K pickup combo Near Corner 0 150+ 172 All Medium BRP pickup combo out of CH 2D float. Not listed is the non-CH version for midweight and up, but that also works. -
c.S > 5H > 236P > 66 > c.S > 5H > 236K pickup combo Near Corner 0 150+ 210 All Medium Requires 150%> Charge.
Optimized 236P combo.
-
Starter > 236P lv2 > AC > dash 236P lv2 > AC(FRC) > hold D, dash > 214Sx3 > AC > SJ j.H j.D Corner 0-25 120+ 180 All Hard Recharge route, builds tons of charge. 236P lv2 236P lv2 is a tight link, you can forego the AC but that ruins the point of this combo. [ Link]
Launcher > 5H 214D > c.S 5H > 236K lv2 > 2D > 236P lv2 AC > ender Corner 0% 130% Depends All Hard Extremely good extension of normal BRP reland routing, helps a lot to tack on extra damage when the hitcount is relatively low. Link

Level 3 Charge

Combo Position Meter Charge Damage Works on: Difficulty Notes Video
Starter > 236S lv3 -> SJ -> j.S > j.H > j.D > 236K lv2 Anywhere 0 200+ 157 All Easy EZ midscreen route for no meter for KD . To SJ from 236S lv3, jump cancel the 3rd hit. You need to delay the SJ for lighter weights to get the BRP to connect. Also a safe route for it you have too many hits to do the below combo. -
Starter > 236S lv3 > 5H > Level 2 BRP pickup combo Near Corner 0 200+ 214 All Easy Be careful with the hitcount for the BRP pickup, if its 7 or more when you finish the 236S, you need to just go with combo above or it will drop. -
(blah > 5H) > 236K lv3 > (delay) c.S > 5H > Level 2 BRP pickup combo Near Corner 0 200+ 234 All Easy Corner route for 236K lv3. Good damage and good KD. -
236S lv3 > 214D > Double Dustloop Near Corner 0 200+ 199 All Hard To 214D out of 236S, do 2147D or 8214D when 236S hits the third strike.
You have to input 214D during HOS prejump frames to cancel it into Charge.
-
(Starter > 5H) > 236K lv3 > 623H lv3 ▷ 66 > j.H > j.D > dj.H > j.D > 236K lv2 Anywhere 0 300 218 All Medium Full Charge required.
When at the corner, BRP will switch sides.
-
(Starter > 5H) > 236K Lv3 > 214S Lv2 > 214S Lv2 > 214S Lv2 > 214S Lv1 > 66 > j.H > j.D > dj.H > 623H Not Corner 0 300 269 All Hard Burst safe combo. Dustloop part depends on your 214Ss' timing. -
41236D > {delay} 236S lv3 > SJj.H > 623H lv3 ▷ Level 2 BRP > 2D > Level 2 236P > 6H Anywhere 25 300 237 All Medium Max charge combo. Very good midscreen damage, so worth having down. -
6H > (RC) > 41236D > {delay} 236S > SJj.HD > 623H ▷ Level 2 BRP (> Level 2 236S) Anywhere 75 300 278~ All Hard Full Charge required and 75% meter.
41236D can be linked from 6HS but RC makes it easier as it is a 1-2f link.
Characters with bigger ground slide hitboxes are able to be hit with Level 2 236S.
-
6H > RC, 6H > RC, 236K lv3, 5H > 236K lv3, 66 > c.S > 5H > SJ j.S > j.H > j.D > 236K lv2 Anywhere 100 300 314 All Medium Max resources combo, takes all charge and all meter. You can do gimped versions of this by taking out meter or charge as you have access, or lack thereof, to. If you find something that does more damage, let me know. -

Grounded Level 3 Blockhead Buster confirms (midscreen and corner)

Recharge Combos and Theory

While these routes are quite new and still being figured out in their entirety, Order Sol's recharge routes are, quite probably, the most powerful combos that Order Sol has in his arsenal. Allowing HOS to build charge, tension and tension pulse all at once, while also being able to regain any used charge, means that he's able to convert even the most awkward of hits, into meaningful damage and losing very little or gaining massive amounts of resources. Learning these will help your HOS become much more fearsome.

Combo Position Meter Charge Damage Works on: Difficulty Notes Video
c.S/2S > 236P Lv3 > c.S > > 2S > 5H > 236P Lv2 > 5H > jc j.H > j.D > j.H > j.D Corner 0 200% 211 All Easy If you have Level 3 charge, buffering 236P in the corner from anything is a good idea, since on hit, it can be easily confirmed into this very high damage combo or use the + frames from 236P Lv3 to setup a nasty FShiki, 2H or whatever pressure/mix you'd like. Must be noted, you should delay jc into the first jHD a bit to keep your running momentum. Link
Starter > 236P Lv3 (stagger hit) > dash 214S Lv2 > 214S Lv lv2 AC > c.S > 5H > SJ j.S > j.H > j.D Midscreen 0 200% 207 - 240 All Medium Basic Midscreen combo for when you get the stagger on 236P Lv3, does massive damage is pretty burst safe, generally a good midscreen combo those times you get an upclose confirm into level 3 while midscreen. Link
Starter > 236P Lv3 (stagger hit) AC > dash CK 214S Lv1 AC > j.S > j.D > dj j.H > j.D > 236K Lv2 AC Corrner 0 200% 188 All Medium Free and easy meterless recharge routes from 236P in the corner, can be further optimized by adding more 214Ss to the route, but it is harder. Link

Johnny specific combos

Combo Position Meter Charge Damage Works on: Difficulty Notes Video
Starter > 236P Lv3 (stagger hit) AC > dash CK 214S Lv1 AC > j.S > j.D > dj j.H > j.D > 236K Lv2 AC Corner 0 200% 188 All Medium Free and easy meterless recharge routes from 236P in the corner, can be further optimized by adding more 214Ss to the route, but it is harder. Link
Lv3 Special > (c.S/2S) 5H > 236K Lv2 > 2D > 236P Lv2 ACFRC > dash CK 214S Lv1 AC > j.S > jc j.HD > 236K Lv2 AC Corner 25% 200 - 225 201 All Hard This is the basic and essential recharge route, you start from level 3, and use 2 consecutive Action Charges to get back to level 2, and then knock them down with a Lvl2 BRP. This is especially strong since it allows for stronger mixups, oki and pressure post-KD, that enables a higher level of snowballing than HOS had reached beforehand. On another note, the route also outlasts the 4 second tension penalty and you will end up gaining 20% tension back. (For the case of 623H3, c.S/2S must be omitted; and for 236P3, you must start with xx 2D > 236P3) Link 0:55
xx 2D > 236P Lv2 ACFRC > dash CK 214Sx3 Lv1 > sj.HD > 236K Lv2 AC Corner 25% 100% 167 All Easy This is your other basic recharge route, which you can get from essentially any touch in the corner with level 2 and 25%, you lose out on a tiny bit of damage relative to a double dustloop, but you get KD, your charge back and gain back some of tension used. Link
xx > 236P Lv2 > xx 66 > 236P Lv lv2 AC > CK 214Sx3 Lv1 > sj.HD > 236K Lv2 AC Corner 0% 130 - 150% 160 All Easy Meterless variation of the basic recharge route, requires a bit more charge, but allows you to get all the benefits of the previous one while gaining lots of tension for pressure after the combo. Link
Throw > 236P Lv lv2 AC > CK 214S > CK 214S AC > sj.HD > 236K Lv2 AC Corner 0% 100% - 139% 112 All but Sols and ABA Easy Amazing route on the characters that it works on, perfect way to either build meter or get yourself out of tension penalty while still getting good damage, charge back, and even build 25% tension. Requires a heavy delay on CH, BR, MI, IN. You can also do dash c.S > 236P2 on TE, PO, SL, JO. Link
xx 236P Lv1 ACFRC > 66 > 2D > 236P Lv lv2 AC > CK 214Sx3 AC > (sj.SHD > 236K Lv2 AC)/ 623H Lv3 AC Corner 25% 20% - 99% 176 All Easy This is an amazing way to turn few resources into a LOT of stuff in the corner, easily going not only from level 1 to level 2, but also gaining a lot of tension and tension pulse, while also being a lot of damage. This route works at slip level 2. The Toons Classic. Link
j.SK (blocked) > dj.HDc.S > 236P Lv lv2 AC > 66 > 236P Lv lv2 AC > CK 214Sx3 > CK 214S AC > 623H Lv3 AC > charge Corner 0 150% 182 Everyone but: AX, DI, FA, JA, KL and VE Medium This is just a great route, a meterless FShiki route that ends in KD, leads to a safejump, level 2 and gives you 42% tension back. Can't call that a bad deal, can ya? Link
j.SK (blocked) ▷ 2D > 236P Lv lv2 AC > 66 > 236P Lv lv2 AC > CK 214Sx3 > CK 214S AC > 623H Lv3 AC > charge Corner 0 150% 182 Everyone but: AX, DI, FA, JA, KL and VE Medium Same as route above except with the low. Damage is the exact same, slightly less tension gain, but you get the same KD from it, all in all, FShikis with level are very dangerous. Link
xx 2D > 236P lv2 AC > Dash 236P lv2 AC > CK 214S1x3/4 AC > sj.HD > 236K lv2 AC Corner 0 130% 181 Universal, requires less or no hits before 2D on some, and distance based variability Medium Extremely good confirm from a jumpin, a gatling, an ACFRC that gets you to level 2, overall a really useful and good route that gets you lotsa meter too Link
xx 2D > 236P lv2 AC > Dash 236P lv2 AC > CK 214S1x3/4 AC > 623H3 AC > charge up > meaty/safejump Corner 0 150% 163 Universal, requires less or no hits before 2D on some, and distance based variability Medium This is the other confirm if you have more than 150% charge when you start the combo, it surprisingly does a fair bit less damage, but nets you back almost 10 or 20% more tension and a better KD, so not that bad of a tradeoff. Link
xx 2D > 236P lv2 AC > Dash 236P lv2 AC > CK 214S1 ACFRC > nedge CK 214S1x2/3 AC > 623H3 AC > charge up > meaty/safejump Corner 25 150% 163 Universal, requires less or no hits before 2D on some, and distance based variability Hard And if you thought the insanity stopped there, let me tell ya, you were dead wrong. For the low, low price of 25% tension, you can manage to make the route above not just be pretty strong, but also leave you at level 3, with enough time for a safejump. I mean seriously, this kinda thing is ridiculously good, just make sure you'll use that level 3 well. Link
41236D > micro66 > 2S/2D > 236P lv2 AC > dash 236P lv2 AC > CK 214S1x3 AC > sj.HD > 236K lv2 AC Corner 25% 120% 237 All but Chipp Hard Extremely good route from catching someone with 41236D in the corner, obscene damage for a simple enough, and good enough route. Link
AA j.P > j.S dj.S > j.623H3 > land 236P2 ACFRC > dash CK 214S1 AC > c.S > sj.PHD > 236K lv2 AC Close to the corner/Corner 25% 200% 148 Universal Medium A pretty good air-to-air recharge confirm. Needing level 3 to do this can feel costly, but the resources and damage you get from this are worth it. Link
5D > TK 623H2 > 2S > 236P2 ACFRC > dash CK 214S1x3 AC > sj.HD > 236K lv2 AC Corner 25% 130% 158 Universal Medium Nice recharge confirm off of your dust. Link
Lvl3 Savage Fang > 66 > 5H/2D > 236P lv2 AC > CK 214S1x3 AC > sj.SHD > 236K lv2 AC Corner 50% 200% 247 Universal Medium Excellent cashout anytime you have the resources and got something like a stray 2D or fuzzy guard. Link
CH launcher > 66 > 5H/2D > 236P lv2 AC > CK 214S1x lv2 AC > [(sj.HD > 236K lv2 AC)/(623H3 AC > charge)] Corner 0% 100% - 199% 170 - 203 Universal Medium Great way to do amazing damage in the corner after a CH launcher, and get tons of tension for it without losing any charge. Requires a very deep dash. Link
CH launcher > 66 > 5H > 236P3 AC > CK 214S1x lv2 AC > sj.HD > 236K lv2 AC Corner 0% 200% 178 - 216 Universal Medium Same as the above but with level 3. Link
j.SK (blocked) > dj.HD > j.623H2 ▷ c.S/2S > 236P lv2 AC > dash CK 214S1x lv2 AC > sj.SHD > 236K lv2 AC Corner 0% 130% 190 Universal Medium This route is meterless on most, but if hard to time or space, you can use 25% for 236P2 ACFRC for consistency. Link
Lvl3 236S > dash (2S/c.S/5H/2D) 236P lv2 AC > CK 214S1x3 AC > sj.HD > 236K lv2 AC Corner 0% 200% 190 Universal Medium Depending on the character and how close you are to the corner, a few things about this combo might change, for example the intermediary move or if and ACFRC is necessary after 236P2. Still, this route is very stable, damaging, and gives good resources. Link
Lvl3 214S > (wait for them to pass over) 2S/2D > 236P2 AC(FRC) > (dash) CK 214S1x3 AC > sj.HD > 236K lv2 AC Close to the corner 0% 200% 236 Universal Medium Extremely good damage for hitting someone with good ol' Gunblaze, some characters may be a little weird to combo once they pass over, so you can omit the hit or choose a different one depending on hurtbox, weight, etc. Link
Lvl3 623H > (2S/c.S/5H/2D) 236P lv2 AC > CK 214S1x3 AC > sj.HD > 236K lv2 AC Corner 0% 200% 181 Universal Medium Same as the Level 3 Rock It route. Link
xx 236P3 > 66 > 2D > 236P lv2 AC > CK 214S1x4 AC > sj.PHD > 236K lv2 AC Corner 0% 200% 192 Universal Medium Some characters may require ACFRC on 236P2 due to hitcount and gravity. One of the few easy and common starters that sets up 214Sx4. Link
Lvl3 BRP > Lvl2 Gunblaze > (wait for them to pass over) (2S/5H/2D) Lvl2 236P AC(FRC) > CK 214S1x lv2 AC > sj.SHD > 236K lv2 AC Midscreen 0% 200% 199 Universal Medium Big damage, corner carry and recharge from BRP3. Might require ACFRC depending on spacing and hitcount. Link
Combo Position Meter Charge Damage Works on: Difficulty Notes Video
Throw > 66 jK/S > jH > jD > 5h > jHD > jHD   Corner 0 0 121 - Medium Baseline for throw combos on JO, there is a decent amount of variance within the realm of throw combos in this case so you are more or less free to explore this route pathing to find a var. that works for you, if you're alright with sacrificing a loss or potential gain of 1-3 dmg that is. Though if you do end up straying away from using this particular route remember to keep post hit positioning in mind before you opt to default to said combo. -

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.

Video of the loop from all 3 common starters:

Combo Theory

HOS combos are best described as freeform: Enabling you to structure your combos in nearly unlimited ways to make pressure or damage dealt suit your every need. Here we are going to be structuring up your options to make it easier to understand when and how to manipulate your offence.

  • If you can, go for dustloops. Dustloops does a lot of damage, carries all the way to the corner AND sets up good oki.
  • On the ground, you'll want to end your combos with either a launcher to get an air combo, or KD (knockdown) for Gunblaze oki or 2H oki.
  • Going into particulars, 2D ->236P/236S 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
    • 41236D 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 623H, 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 c.S->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 236K 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 236P lv2 for wallstick, or 236K 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

First video in a series about HOS. Teaches basic air combo and ground combo theory. The series is divided into 6 parts and teaches important aspects about the character ranging from mechanics, combos, mixups, tech, etc. Will increase your understanding on how to play HOS.

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