GGACR/Order-Sol/Okizeme

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Gunblaze

A PREFACE ABOUT GUNBLAZE: Gunblaze is a really weird move. While the hitbox viewer disagrees, HoS hitbox doesn't seem to finish moving to the other side of the opponent until the move is finished, while his character dot seems to move with the move. Because of all this, there are two things to keep in mind whenever you are doing gunblaze. First: You are vulnerable the whole time. GB is low to the ground, but sweeps and low pokes will still hit you, even if it looks like HoS is on the other side of them (you will actually take the hit on the other side if it happens late enough). If they are right next to you and the GB isn't meaty, they can throw you for free.

Second: Gunblaze, like most things, is effected by crossup protection. Unless you disable it by crossing through the opponent once or via airthrow, the opponent will be able to block gunblaze either same side or crossup. However, using Faultless Defense gets rid of crossup protection, so if the opponent loves to FD, delaying gunblaze becomes a legit mixup, and the move gets very hard to block. Its important to note that not only is GB affected by crossup protection, but so are your meaty moves after it. Until Crossup protection expires (1f post wakeup without being in block state), your opponent will be able to block your moves in either direction. This means, for example, GB whiff->RI can be blocked holding [1] or [3]. Be wary of this, as it means you must treat this situation as a strike throw or high/low opportunity, NOT at a L/R mixup

Example Options

Most all these gunblaze oki's come from cancelling into it off 2D. If you got KD some other way, you probably can't do most of these.

- Manual Charge > GB (meaty): Can be blocked either way (crossup protection), hits mid. Good to get a bit of charge, and still keep frame advantage.

- GB(whiff) > Gunblaze: meaty GB, used to punish people mashing buttons on wakeup.

- GB(whiff) > 6K: Throw invuln, hits mid, can be blocked either way. Used to punish people mashing throw or buttons on wakeup.

- GB(blocked) > dash 2K: Hits low. Used to get meaty low, and challenge the post meaty. This will beat people who doesn't block lows.

- GB(whiff) > Level 1 RI: Hits mid, can be blocked either way. If you are point blank when doing the Rock It (you should be), then you can actually tick throw off of it if they block it.

- 5P(whiff) > GB: Hits either side low. The classic Eh-sama oki repurposed for HOS. Whiff a normal over them just before meaty timing, then GB. Opponent wakes up mashing because you whiffed something, and you get a nice fat counter hit.

- GB(whiff) > AC FRC > 2H: Overhead. Perfect meaty timing for 2H, you an link 5K after and get a full combo, or RC it for one if you don't trust your timing.

- GB(whiff) > 2P: Because a lot of opponents will be focused on blocking the crossup, this will allow you to start your pressure without them retaliating. Pressure is also very flexible and you have a lot of options after 2P/2K.

NOTE*: Although this a lot of the options in this mixup can be blocked a certain way, this is still very effective as the threat of the followup GB will make the opponent stay still and respect you. The followup GB will beat the opponent not blocking the correct way, pressing buttons, and even beats reversals. When they do respect this option, that's when you start mixing up your other followups and start your pressure uninterrupted. Be unpredictable! :)

Backturn Setups

The exception to the above rule about crossup protection is when the opponent is in "back turn" state when they wakeup. Back turn state just means the opponent is facing away from you as they are waking up. Doing so removes crossup protection for the 1st frame of wakeup, enabling some nasty cross up set ups.

Order Sol can set up a backturn oki situation using GB2/3 near the corner and letting the opponent fly over his head and land in corner (You can easily combo into this from BRP3). Once properly set up, meaty GB1 can only be blocked crossed up and GB2 becomes significantly harder to block. Because you are next to them, the opponent CAN counter this with reversal throw. But its still a good option to keep in pocket.

Meaty Buttons

- 6K meaty: Used to bait throws. generally seen after corpse carrying the opponent for a bit, or off a fake empty jump. If it counter hits you can gatling to 6H and make them regret trying to throw. Can be CCed or gatling to 2D->options to keep it safe. Stays out surprisingly long, so bonus points if it does something stupid like trade with a reversal or beat a super.

- 2H meaty: Crouching overhead. Unless you hit a 2F window, you need to spend RC to combo off this. +0 on block though, so its not that big a risk outside of getting reversal-ed.

- 6P meaty: Surprisingly effective. Hits from a distance, staggers on hit so you can get pressure or a combo. Is +2 on block so you can continue pressure afterwards, and clashes with a good number of things it has no business clashing (VV, Robo lv3 DP, ect).

- 5H meaty: The secret anti-Johnny tech. 5H moves your hurtbox forward by a lot, so some wakeup options just whiff straight through you. Mostly for hard callouts and to style on people. Will beat wakeup That's My Name by going straight through Johnny's character box.

- 2P meaty: Most diverse pressure options stem from this and it leaves you next to the opponent. You can frametrap, tick throw, do crazy blockstrings after, starting pressure after 2P is very flexible. Can be thrown and reversal'd, but the many other options you have will have them respect you, and that's when you start pressuring with this to make your pressure more threatening.

Jump-ins

- jH: One of the best jumpins in the game. Great downwards hitbox, comes out fast, has alot of block and hitstun and gives big damage on CH especially in the corner.

- jS->jK: Classic 2 air hit jumpin. Should be used to begin establishing a jump in routine so that you can start the fuzzy shenanigans with this. j.S also hits crossup, so good if you're not sure which side you'll land on.

- jS->jP->land->throw: One of the many mixes on jS jumpin. jP is a lv1 move, so blockstun is super tiny. Because of this, you an land and almost instantly throw your opponent. Really good mixup if your opponent doesn't want to anti-air you.

- jS->jK->dj->jH->jD: The dreaded fuzzy. Really good, hard to see, can be picked up after with 5k for a full combo. 4 overheads in a row. Depending on height of the character or how low you hit them, you may only be able to land j.S > dj.HD. You can also do fuzzies starting with j.D which has its own set of advantages and disadvantages:

  • Advantages of starting fuzzies with j.D:

1) has more blockstun, making the timing of the fuzzy more lenient for high low mixup

2) hits very low to the ground making timing more lenient consistently hitting shorter characters who crouch

3) you can't do j.S>dj.HD for a combo if opponent got hit with j.S crouching, but if you start with j.D, they'll get knocked down deterring opponents who crouch on wakeup to counter jump in fuzzy mixup.

4) on CH, the j.D will wallbounce, so if you did the fuzzy string j.D>dj.HD, you can pick up with 5K afterwards. Can also pick up for dustloops after j.D (CH)> Fafnir if you went for low mixup. Or you can react to the wallbounce and get a full combo anyway

Disadvantages:

1) higher level move, so if opponent FD blocks the full overhead fuzzy string, you'll get pushed back really far

2) impossible to safejump with since j.D has landing recovery (though it's very hard to do with j.S anyway)

  • @4:35^ explains what fuzzy guard mixups are.

Three Way Oki

These options listed below work midscreen only, and can be setup after a number of knockdowns such as 2D>CC, and Airthrow.

- (Same Side Overhead) Running jump over opponent -> airdash back over -> j.D:

The Melty Blood classic. Hits same side, and jD gets a combo on counterhit, or a knockdown on normal hit. Note, for this to hit, you must jump over the opponent when you're relatively close to him, if it's too far then the j.D will whiff. So it's spacing dependent. Amazing reward near corner on CH, and gives a lot of corner carry on hit.

- (Crossup Overhead) Running jump over opponent -> wait -> airdash back into opponent -> j.S:

The Melty classic part 2. Hits crossup, and gets a combo to knockdown. the timing difference between these two is really small, so its effectively a 50/50 for the opponent if they want to try blocking it. When timed right will safejump DP's and reversals which makes it your safest option. Reward varies based on the resources you have, with Lvl2/3 this mix becomes really threatening.

  • This j.S/j.D L/R mix doesn't work against short characters like Kliff, Zappa, Faust etc. because their crouch is too short. Also, to be truly effective, the two options above must be timed meaty. If not will allow opponents to air throw you when they wakeup if they have the execution, and also makes you more vulnerable to reversals.

- (Crossup Low) Running jump over opponent -> land -> 2K/2D/Fafnir:

Low option when landing, depending on spacing on how far you land, you may only get 2D instead of 2K>2D, but Fafnir is always a very rewarding option. Will land if they don't block low, if you do it too close to the opponent when you land. It can be thrown, but still very strong as the Crossup Overhead j.S beats that, and the reward for landing a Fafnir is up to 50% damage. You can also get strong reward from 2D depending on tension and charge.

- (Same Side) Running jump over opponent -> land -> Gunblaze:

The Sanma special. Jumping over the opponent or crossup the opponent in anyway will make them vulnerable to certain crossups which allows for the classic double GB oki to be effective. This is stronger as you have other mixup options to back it up but harder to setup. When done right, the opponent will have to block the same side where you initially jumped, however the spacing for this to hit must be precise. When you jump over the opponent and land, they must be next to you so that the followup Gunblaze can hit them, if you jumped over them too far, then it will whiff. Note that it's easier to get the hit for this mixup with Lvl2/3 Gunblaze rather than Lvl1 as the hitbox is bigger and hits far more consistently. This can be thrown when the opponent wakes up, but beaten by crossup j.S and well spaced crossup 2D/Fafnir etc.

  • For the same side mixup, whether you choose j.D or Gunblaze will depend entirely on the spacing. If the KD was close, j.D will hit, but Gunblaze won't. If the KD was further, j.D will whiff, but Gunblaze will hit. Crossup j.S overhead and Crossup Low will hit at either spacing is very flexibile in that context

- (Throw) Running jump over opponent -> land -> run up Throw

Four way mix if you include this. Harder to land because of the throw invulnerability on the opponents wakeup, so this option is delayed compared to other options if they were to hit meaty, but can be still effective against a scared opponent or to use their reactions against them. If you know they will react to your dash in, stop short and hit them with a normal to discourage them.

  • Though with the options listed above, doing this and throw is inherently more risky and not as rewarding, but it's still an option to consider.

Tech Traps

Without Charge or specific combo routes, HOS can have a hard time scoring a hard knockdown from air combos. However, he has some strong tech trap setups to keep the opponent on their toes which can turn the tides of the match off of a good read or due to the opponent's lack of knowledge.

Here are some tech traps from common scenarios that can happen throughout a match. These aren't the only tech traps, and you can be creative with how you deal with tech situations.

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