<?xml version="1.0"?>
<rss version="2.0"><channel><title>Order-Sol Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/24-order-sol/</link><description>Order-Sol Latest Topics</description><language>en</language><item><title>I still have...</title><link>https://www.forums.dustloop.com/forums/topic/13129-i-still-have/</link><description><![CDATA[
<p>
	Faith.
</p>

<p>
	 
</p>

<p>
	We will rise again.
</p>
]]></description><guid isPermaLink="false">13129</guid><pubDate>Wed, 08 Feb 2017 03:51:31 +0000</pubDate></item><item><title>[+R] Order-Sol Combo Thread</title><link>https://www.forums.dustloop.com/forums/topic/6699-r-order-sol-combo-thread/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center"><img src="http://kurushii.tv/Dustloop/GGAC+R/Graphics/Order-Sol/GGAC+R_Header_Combo_Thread.png" alt="GGAC+R_Header_Combo_Thread.png"></div><p></p><p>
</p><p>
This thread is for posting and discussing combos for Order-Sol in GGXXAC+R. Post combos you see in video or come up with in training and they will be added below, as appropriate. Please take off-topic discussions to the appropriate thread.</p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Information:</b></div><ul><li>-Your combo options are going to vary significantly based on exactly how much Charge and Tension you have stored. My goal is to eventually have the combos split up according to different Charge "states" that players will typically find themselves in during match play.<br>
<br><br>
[table=width: 700, align: center]<br><tr><br><td><strong>General Notations Used</strong></td><br><td><strong>Guide Specific Notations Used</strong></td><br></tr><br><tr><br><td>[table=width: 350, class: grid, align: center]<br></td></tr><tr><br><td><strong>j</strong></td><br><td>Jump</td><br></tr><br><tr><br><td><strong>sj</strong></td><br><td>Super Jump</td><br></tr><br><tr><br><td><strong>ad</strong></td><br><td>Air Dash</td><br></tr><br><tr><br><td><strong>iad</strong></td><br><td>Instant Air Dash</td><br></tr><br><tr><br><td><strong>jc</strong></td><br><td>Jump Cancel</td><br></tr><br><tr><br><td><strong>ji</strong></td><br><td>Jump Install</td><br></tr><br><tr><br><td><strong>sjc</strong></td><br><td>Super Jump Cancel</td><br></tr><br><tr><br><td><strong>CH</strong></td><br><td>Counter Hit</td><br></tr><br><tr><br><td><strong>RC</strong></td><br><td>Roman Cancel</td><br></tr><br><tr><br><td><strong>FRC</strong></td><br><td>Force Roman Cancel</td><br></tr><br><tr><br><td><strong>[ ]</strong></td><br><td>Hold Input</td><br></tr><br><tr><br><td><strong>(N)</strong></td><br><td>Attack must deal N amount of hits.</td><br></tr><br><tr><br><td><strong>[???] xN</strong></td><br><td>Repeat ??? N amount of times.</td><br></tr><br>
[/table]<br><td>[table=width: 350, class: grid, align: center]<br></td><tr><br><td><strong>lvl?</strong></td><br><td>Level (attack must be used at indicated Charge level)</td><br></tr><br><tr><br><td><strong>DM</strong></td><br><td>Damage</td><br></tr><br><tr><br><td><strong>TG</strong></td><br><td>Tension Gain %</td><br></tr><br><tr><br><td><span style="color:#FF0000"><strong>Text</strong></span></td><br><td>Input Replaceable</td><br></tr><br>
[/table]<br><br>
[/table]<br></li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Mid-screen:</b></div><br>
<strong>Normal Starters</strong><br><ul><li>5K-5S©-2S-2D -&gt; 214D or 214S(lvl1)~D (75 DM)<br><br>
This is an example of a basic hit confirm when you have no resources. Both options grant knockdown and the first option gives you the opportunity to gain some Charge while setting up your next offensive. The second option gives you just enough time to use meaty 2P or 6K as oki options. The second option can also lead to a cross up Gun Blaze attempt by either omitting the Action Charge at the end and using Gun Blaze again, or by using FRC to cancel the Action Charge and following with another Gun Blaze. If your opponent is closer to the corner, the first option is recommended in order to maintain Order-Sol's ideal screen positioning.<br><br><br></li><li>5K-5S©-5S(f) or 5HS -&gt; 236S(lvl2) (Requires 100-199% Charge)<br><br>
Another basic hit confirm that leads to a hard knockdown using level 2 Rock It. You can switch between 5S(f) or 5HS based on how close you are to the opponent, with 5S(f) working from longer distances and 5HS being more damaging. It is possible to add a 2S before 5HS if you are close enough to boost the damage further. You have various oki options after Rock It depending on your Charge level, and you can always Action Charge while still having time to do a basic meaty option.<br><br><br></li><li>2D -&gt; 236P(lvl1)~D -&gt; FRC, dash j.P-S jc dj.HS-D -&gt; 236K(lvl2) (130 DM) (Requires  20-119% Charge and 25% Tension)<br><br>
A basic combo from 2D that works anywhere and grants a hard knockdown. It is recommended to buffer your dash and your FRC together, this can be done as 6+FRC,6 and will give you the fastest possible dash after the cancel. This combo has good corner carry and will usually place your opponent in the corner, which is exactly where you want them. You can Action Charge at the end of the combo to gain some charge back while still having time to pressure your opponent as they get up. If 2D is blocked, you can continue with the combo up to the FRC and you will still have a slight frame advantage, anywhere from +2 to +7 depending on your timing (using the dash FRC buffer here is also recommended if you intend to continue a close range offensive). This is a strong option on oki since 2D prevents jumping out and can avoid some reversals.<br><br>
<br><br>
<strong>Special Starters</strong><br><ul><li>-<br>
<br><br>
<strong>Throw Starters</strong><br><ul><li>-<br>
<br><br>
<strong>Overdrive Starters</strong><br><ul><li>-<br>
</li></ul></li></ul></li></ul></li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Near-Corner:</b></div><br>
<strong>Normal Starters</strong><br><ul><li>-<br>
<br><br>
<strong>Special Starters</strong><br><ul><li>-<br></li></ul><p></p><p>
</p><p>
<strong>Throw Starters</strong></p><p>
</p><ul data-ipsBBCode-list="true"><p>
[*]-</p><p>
</p><p></p><p>
</p><p>
<strong>Overdrive Starters</strong></p><p>
</p><ul data-ipsBBCode-list="true"><p>
[*]-</p><p>
</p><p></p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Corner:</b></div><p>
<strong>Normal Starters</strong></p><p>
</p><ul data-ipsBBCode-list="true"></ul><p>
[*]-</p><p>
</p><p></p><p>
</p><p>
<strong>Special Starters</strong></p><p>
</p><ul data-ipsBBCode-list="true"></ul><p>
[*]-</p><p>
</p><p></p><p>
</p><p>
<strong>Throw Starters</strong></p><p>
</p><ul data-ipsBBCode-list="true"></ul><p>
[*]-</p><p>
</p><p></p><p>
</p><p>
<strong>Overdrive Starters</strong></p><p>
</p><ul data-ipsBBCode-list="true"></ul><p>
[*]-</p><p>
</p><p></p></div></ul></ul></li></ul></div>
]]></description><guid isPermaLink="false">6699</guid><pubDate>Sat, 24 Aug 2013 15:39:04 +0000</pubDate></item><item><title>[+R] Order-Sol Video Thread</title><link>https://www.forums.dustloop.com/forums/topic/6700-r-order-sol-video-thread/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center"><img src="http://kurushii.tv/Dustloop/GGAC+R/Graphics/Order-Sol/GGAC+R_Header_Video_Thread.png" alt="GGAC+R_Header_Video_Thread.png"></div><p></p><p>
</p><p>
</p><ul><li>If you'd like to contribute, please feel free to do so! Just link the video along with the time that CHARACTER appears in the video, and I'll update this post with that video. If a suitable title for the video is available please list with it.<br></li><li>Please refrain from going off topic in this thread. This thread is for posting of videos only.<br></li><li>Dates in <span style="color:#FF0000">Red</span> are PS3 Ranked Matches.<br>
<br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Notable Players</b></div><ul><li>-Inoue/kazunoko<br></li><li>-Sanma<br></li><li>-<br></li><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Matches</b></div><br>
<strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballab.gif" alt=":AB:"><br><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Vs. A.B.A Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br>
[05/09/2013] <a href="" http: rel="external nofollow">Inoue (OS) vs Tsubu (AB)</a> [0:00 - 6:05]<br></div>
</div>
</div><br><br>
<strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballan.gif" alt=":AN:"><br><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Vs. Anji Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br>
[00/00/2012] <a href="" http: rel="external nofollow">Click!</a> [Notes]<br></div>
</div>
</div><br><br>
<strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballax.gif" alt=":AX:"><br><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Vs. Axl Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br>
[00/00/2012] <a href="" http: rel="external nofollow">Click!</a> [Notes]<br></div>
</div>
</div><br><br>
<strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballba.gif" alt=":BA:"><br><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Vs. Baiken Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br>
[00/00/2012] <a href="" http: rel="external nofollow">Click!</a> [Notes]<br></div>
</div>
</div><br><br>
<strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballbr.gif" alt=":BR:"><br><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Vs. Bridget Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br>
[00/00/2012] <a href="" http: rel="external nofollow">Click!</a> [Notes]<br></div>
</div>
</div><br><br>
<strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballch.gif" alt=":CH:"><br><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Vs. Chipp Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br>
[00/00/2012] <a href="" http: rel="external nofollow">Click!</a> [Notes]<br></div>
</div>
</div><br><br>
<strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_balldi.gif" alt=":DI:"><br><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Vs. Dizzy Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br>
[00/00/2012] <a href="" http: rel="external nofollow">Click!</a> [Notes]<br></div>
</div>
</div><br><br>
<strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_balled.gif" alt=":ED:"><br><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Vs. Eddie Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br>
[00/00/2012] <a href="" http: rel="external nofollow">Click!</a> [Notes]<br></div>
</div>
</div><br><br>
<strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballfa.gif" alt=":FA:"><br><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Vs. Faust Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br>
[00/00/2012] <a href="" http: rel="external nofollow">Click!</a> [Notes]<br></div>
</div>
</div><br><br>
<strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballin.gif" alt=":IN:"><br><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Vs. I-No Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br>
[00/00/2012] <a href="" http: rel="external nofollow">Click!</a> [Notes]<br></div>
</div>
</div><br><br>
<strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballja.gif" alt=":JA:"><br><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Vs. Jam Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br>
[00/00/2012] <a href="" http: rel="external nofollow">Click!</a> [Notes]<br></div>
</div>
</div><br><br>
<strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_balljo.gif" alt=":JO:"><br><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Vs. Johnny Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br>
[04/22/2013] <a href="" http: rel="external nofollow">Sanma (OS) vs Satou (JO)</a> [NicoNicoDouga]<br>
[06/15/2013] <a href="" http: rel="external nofollow">Sanma (OS) vs Satou (JO) part 3</a> [NicoNicoDouga]<br>
[06/21/2013] <a href="" http: rel="external nofollow">Sanma (OS) vs Satou (JO) part 2</a> [NicoNicoDouga]<br></div>
</div>
</div><br><br>
<strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballju.gif" alt=":JU:"><br><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Vs. Justice Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br>
[05/09/2013] <a href="" http: rel="external nofollow">Inoue (OS) vs Mizutani Kubiwa (JU)</a> [6:50 - ]<br></div>
</div>
</div><br><br>
<strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballkl.gif" alt=":KL:"><br><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Vs. Kliff Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br>
[00/00/2012] <a href="" http: rel="external nofollow">Click!</a> [Notes]<br></div>
</div>
</div><br><br>
<strong>Vs. :KY:</strong><br><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Vs. Ky Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br>
[00/00/2012] <a href="" http: rel="external nofollow">Click!</a> [Notes]<br></div>
</div>
</div><br><br>
<strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballma.gif" alt=":MA:"><br><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Vs. May Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br>
[00/00/2012] <a href="" http: rel="external nofollow">Click!</a> [Notes]<br></div>
</div>
</div><br><br>
<strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballmi.gif" alt=":MI:"><br><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Vs. Millia Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br>
[00/00/2012] <a href="" http: rel="external nofollow">Click!</a> [Notes]<br></div>
</div>
</div><br><br>
<strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballos.gif" alt=":OS:"><br><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Vs. Order-Sol Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br>
[00/00/2012] <a href="" http: rel="external nofollow">Click!</a> [Notes]<br></div>
</div>
</div><br><br>
<strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballpo.gif" alt=":PO:"><br><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Vs. Potemkin Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br>
[03/01/2013] <a href="" http: rel="external nofollow">FAB (PO) vs Inoue (OS)</a> [NicoNicoDouga]<br></div>
</div>
</div><br><br>
<strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballro.gif" alt=":RO:"><br><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Vs. Robo-Ky Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br>
[00/00/2012] <a href="" http: rel="external nofollow">Click!</a> [Notes]<br></div>
</div>
</div><br><br>
<strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballsl.gif" alt=":SL:"><br><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Vs. Slayer Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br>
[00/00/2012] <a href="" http: rel="external nofollow">Click!</a> [Notes]<br></div>
</div>
</div><br><br>
<strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballso.gif" alt=":SO:"><br><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Vs. Sol Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br>
[00/00/2012] <a href="" http: rel="external nofollow">Click!</a> [Notes]<br></div>
</div>
</div><br><br>
<strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballte.gif" alt=":TE:"><br><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Vs. Testament Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br>
[00/00/2012] <a href="" http: rel="external nofollow">Click!</a> [Notes]<br></div>
</div>
</div><br><br>
<strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballve.gif" alt=":VE:"><br><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Vs. Venom Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br>
[03/10/2013] <a href="" http: rel="external nofollow">Sanma (OS) vs Fiino (VE)</a> [NicoNicoDouga]<br>
[08/19/2013] <a href="" https: rel="external nofollow">BrandinoMB (OS) vs BlackSnake (VE)</a> [FT5]<br></div>
</div>
</div><br><br>
<strong>Vs. </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballza.gif" alt=":ZA:"><br><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Vs. Zappa Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br>
[00/00/2012] <a href="" http: rel="external nofollow">Click!</a> [Notes]<br></div>
</div>
</div><br></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Combo Videos</b></div><p></p><ul data-ipsBBCode-list="true"><p>
</p><li>-<a href="" http: rel="external nofollow">+R Order Sol Combo Video "Inferno"</a><br></li><p></p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Stream Archives</b></div><p>
[*]-</p><p>
</p><p></p></div><ul></li></ul></li></ul></div></li></li></ul>
]]></description><guid isPermaLink="false">6700</guid><pubDate>Sat, 24 Aug 2013 15:44:29 +0000</pubDate></item><item><title>[+R] Order-Sol General Discussion</title><link>https://www.forums.dustloop.com/forums/topic/6701-r-order-sol-general-discussion/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center"><img src="http://kurushii.tv/Dustloop/GGAC+R/Graphics/Order-Sol/GGAC+R_Header_General_Discussion.png" alt="GGAC+R_Header_General_Discussion.png"></div><p></p><p>
</p><p>
Thread for General Discussion regarding Order-Sol in GGXXAC+R. Feel free to talk about anything gameplay related. Take any specific questions to the Q&amp;A thread.</p>
]]></description><guid isPermaLink="false">6701</guid><pubDate>Sat, 24 Aug 2013 15:30:34 +0000</pubDate></item><item><title>[+R] Order-Sol Critique Thread</title><link>https://www.forums.dustloop.com/forums/topic/6698-r-order-sol-critique-thread/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center"><img src="http://kurushii.tv/Dustloop/GGAC+R/Graphics/Order-Sol/GGAC+R_Header_Critique_Thread.png" alt="GGAC+R_Header_Critique_Thread.png"></div><p></p><p>
</p><p>
This thread is for players to post videos of their own gameplay in order to get feedback from other forum members. Please take off-topic discussions to the appropriate thread.</p>
]]></description><guid isPermaLink="false">6698</guid><pubDate>Sat, 24 Aug 2013 15:35:21 +0000</pubDate></item><item><title><![CDATA[[+R] Order-Sol Q&A Thread]]></title><link>https://www.forums.dustloop.com/forums/topic/6697-r-order-sol-qa-thread/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center"><img src="http://kurushii.tv/Dustloop/GGAC+R/Graphics/Order-Sol/GGAC+R_Header_Q&amp;A_Thread.png" alt="GGAC+R_Header_Q&amp;A_Thread.png"></div><p></p><p>
</p><p>
Thread for any specific questions you may have about Order-Sol in GGXXAC+R. Please take off-topic discussions to the appropriate thread.</p>
]]></description><guid isPermaLink="false">6697</guid><pubDate>Sat, 24 Aug 2013 15:33:14 +0000</pubDate></item><item><title>[Accent Core] Order-Sol Matchup Thread</title><link>https://www.forums.dustloop.com/forums/topic/125-accent-core-order-sol-matchup-thread/</link><description><![CDATA[
<p>So yeah, time for a new matchup thread. A copy and paste from the other thread:</p><p>
</p><p>
</p><p>
Before putting up any major matchup discussions, a re-post from this:</p><p>
</p><p>
<a href="" rel="external nofollow">http://kayin.pyoko.org/GuiltyGear/actiers.html</a></p><p>
</p><p>
In other words, in Accent Core, Order-Sol's matchups look something like this:</p><p>
</p><p>
<strong>FAVOURABLE MATCHUPS</strong></p><p>
</p><p>
vs Sol: 5.5 - 4.5</p><p>
vs Millia: 6.0 - 4.0</p><p>
vs Chipp: 6.0 - 4.0</p><p>
vs Jam: 5.5 - 4.5</p><p>
vs Anji : 6.0 - 4.0</p><p>
vs Dizzy: 5.5 - 4.5</p><p>
vs I-No: 6.0 - 4.0</p><p>
vs Bridget: 5.5 - 4.5</p><p>
vs Robo-Ky: 5.5 - 4.5</p><p>
</p><p>
<strong>BAD MATCHUPS</strong></p><p>
</p><p>
vs Faust: 4.5 - 5.5</p><p>
vs Testament: 4.5 - 5.5</p><p>
vs Zappa: 4.5 - 5.5</p><p>
vs A.B.A.: 4.5 - 5.5</p><p>
</p><p>
All other matchups are considered 5 - 5 (with the mirror matchup excluded).</p><p>
</p><p>
Admitedly this is a few months old now but it's still useful to consult for the time being I think. Even with all his improvements Testament and Faust still remain difficult for Order-Sol...especially the way Testament is in AC.</p>
]]></description><guid isPermaLink="false">125</guid><pubDate>Thu, 14 Jun 2007 15:40:33 +0000</pubDate></item><item><title>[Accent Core] Order-Sol General Discussion</title><link>https://www.forums.dustloop.com/forums/topic/42-accent-core-order-sol-general-discussion/</link><description><![CDATA[
<p>Call me crazy but in the beginning of that video HOS vs.AXL I swear I was some flames come out when he ducked. I've never seen that before, maybe thats like a new landing effect for the dust or somthing but it looked like HOS was trying to do somthing.</p>
]]></description><guid isPermaLink="false">42</guid><pubDate>Mon, 28 Aug 2006 21:21:34 +0000</pubDate></item><item><title>[GGXXAC+R]My impression of +R OS</title><link>https://www.forums.dustloop.com/forums/topic/6696-ggxxacrmy-impression-of-r-os/</link><description><![CDATA[
<p>I got my hands on +R and tried out OS for few months so here is my impression.  </p><p>
</p><p>
I know damage isn't the most important thing in combos, but some of his combo starters got extra prorate, which bothers me.  His grab(40%), Gunblaze(85%), and JHS(I don't know the exact number) are his moves that got weakened as combo parts.   </p><p>
</p><p>
As a lot of you may know his charge meter got improved so there are some possibility that his combo can extend further.  His 5HS has more untechable time (+2) which can be used like fafnir&gt;dash 2S&gt;5HS&gt;lvl2BRP(knockdown).  For this reason 5HS can be more useful as an anti-air.  Speaking of BRP, the air version now have 37F of untechable frames which guarantees knockdown from pretty much every combos.  Not to mention slower depletion of Charge meter gives you enough time for that lvl2 BRP.  Another highlight is lvl2 BHB where it makes your opponent wall-stick for D loop which can result into damage of 165.  </p><p>
</p><p>
Don't get me wrong though I'm rather happy about the changes since there are things that can compensate for his additional prorates.  I just miss the feeling of getting damage from D loop and now the damage is coming more from his special attacks.  He also feels even more dependent on Charge meter than ever, and I think AC OS had that balance between usage of normals and specials when you wanted to extend damage.</p>
]]></description><guid isPermaLink="false">6696</guid><pubDate>Fri, 10 May 2013 13:37:50 +0000</pubDate></item><item><title>[Accent Core] Order-Sol Combo Thread</title><link>https://www.forums.dustloop.com/forums/topic/72-accent-core-order-sol-combo-thread/</link><description><![CDATA[
<p>General thread to discuss and compile combos for Order-Sol in Accent Core.</p><p>
</p><p>
<em>Ver. 2.4</em></p><p>
</p><p>
<em>Update in progress</em></p><p>
</p><p>
<strong>CONTRIBUTERS</strong></p><p>
</p><p>
<em>Kamui Moon, LM_Akira, reaVer, TITANIUM BEAST!!!, WUT</em></p><p>
</p><p>
<strong>VIDEO SECTION</strong></p><p>
</p><p>
A series of tutorial vids I'm doing to show things off from this thread.</p><p>
</p><p>
Part 1: <a href="" rel="external nofollow">http://www.youtube.com/watch?v=fUZKZ-TIfKk</a></p><p>
Part 2: <a href="" rel="external nofollow">http://www.youtube.com/watch?v=w3tKUUpIua8</a></p><p>
Part 3: <a href="" rel="external nofollow">http://www.youtube.com/watch?v=XF1Ebee-tJ0</a></p><p>
Part 4: <a href="" rel="external nofollow">http://www.youtube.com/watch?v=gNXGSu4uoB4</a></p><p>
Part 5: <a href="" rel="external nofollow">http://www.youtube.com/watch?v=M-Iy79NkXWU</a></p><p>
Part 6: <a href="" rel="external nofollow">http://www.youtube.com/watch?v=vGJMARVoXxg</a></p><p>
</p><p>
</p><p>
<strong>CONTENTS</strong></p><p>
</p><p>
<em>0. Move conventions / notation</em></p><p>
1. a) AC Mook combos</p><p>
1. b) Complete Guide Combos</p><p>
2. Tougeki Damashii combos</p><p>
3. Air combos</p><p>
4. Using Jump Install</p><p>
5. Using Charge Cancel</p><p>
6. Gun Blaze combos</p><p>
7. Rock It combos</p><p>
8. Lv3 Bandit Revolver Prototype combos</p><p>
9. Fafnir combos</p><p>
10. j.HS (CH) combos</p><p>
11. 2S (CH) 6HS RC combos</p><p>
12. 6K (CH) combos</p><p>
13. 2HS RC or 2HS (CH)</p><p>
14. Throw / 6P corner combos</p><p>
15. Dust combos</p><p>
16. Dust Loop</p><p>
17. Fuzzy Guard</p><p>
</p><p>
</p><p>
</p><p>
<strong><span>0. MOVE CONVENTIONS / NOTATION</span></strong></p><p>
</p><p>
See this post:</p><p>
</p><p>
<a href="" rel="external nofollow">http://www.dustloop.com/forums/showpost.php?p=119568&amp;postcount=4</a></p><p>
</p><p>
</p><p>
</p><p>
<strong><span>1. a) AC MOOK COMBOS</span></strong></p><p>
</p><p>
Combos taken from the back of the Arcadia Accent Core Mook.</p><p>
</p><p>
<strong>1. 2D, 214D (CC) 5K, 5S© JC j.S, dj.S, j.HS, SV (131)</strong></p><p>
</p><p>
2. j.HS (CH) dash 2K (otg) 5S©, 5HS HJC hj.S, j.HS, j.D (162)</p><p>
</p><p>
3. Lv3 BRP, Lv2 GB, vertical jump j.S, dj.S, j.HS, SV (152)</p><p>
</p><p>
4. 5K, 5S©, 5HS, Lv3 RI JC Lv3 SV, 6HS (168)</p><p>
</p><p>
5. (corner) j.HS, j.D (land) 5K, 5S© JC j.HS, j.D, BRP (148)</p><p>
</p><p>
6. Fafnir, dash 5K, 5S© HJC hj.P, j.S, j.HS, j.D (198)</p><p>
</p><p>
7. Air throw, Lv3 SF, 5K, 5S©, 5HS HJC hj.S, j.HS, j.D (153)</p><p>
</p><p>
8. 5D, homing jump, j.D, dj.HS dash 5S©, 5HS HJC hj.S, j.HS, j.D (137)</p><p>
</p><p>
9. [2S (CH)] or [5S(f) (CH)], 6HS RC IAD j.HS, 5K, 5S©, 2D (163)</p><p>
</p><p>
10. [2S (CH)] or [5S(f) (CH)], 6HS RC dash jump j.HS, j.D, Lv2 SV (going into corner) 5K, 5S© JC j.HS, j.D, Lv1 BRP (224)</p><p>
</p><p>
</p><p>
</p><p>
<strong><span>1. b) COMPLETE GUIDE COMBOS</span></strong></p><p>
</p><p>
Combos taken from the back of the Accent Core Complete Guide. Combos 5. - 7. are for EX Order-Sol.</p><p>
</p><p>
<strong>1. Dash 2D, 214D (CC) 5K, 5S© JC j.S, dj.S, j.HS, SV (131)</strong></p><p>
</p><p>
2. Lv3 BRP, Lv2 GB, j.S, dj.S, SV (146)</p><p>
</p><p>
3. Lv1 GB, dash 5HS HJC hj.S, j.HS, j.D, SV (174)</p><p>
</p><p>
4. 5D, homing jump, j.HS, dj.D (land) 5S©, 5HS HJC hj.S, j.HS, j.D, BRP (146)</p><p>
</p><p>
(8.) 5K, 5S©, 2D, Lv3 SF dash 5S©, 5HS HJC hj.S, j.HS, j.D, SV (209)</p><p>
</p><p>
</p><p>
</p><p>
<strong><span>2. TOUGEKI DAMASHII COMBOS</span></strong></p><p>
</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=deqiFb5abAs</a></p><p>
</p><p>
HOS comes in at 3:57. Here are the things he does (all vs AX):</p><p>
</p><p>
</p><p>
<strong>Dash 5K, 5S©, 5HS IAD j.P, j.S, j.HS, 5HS IAD j.P, j.S, j.HS, 5K, 2D, Lv3 TR</strong></p><p>
</p><p>
</p><p>
<strong>(vertical jump) air dash j.S, j.HS, Fafnir, Lv3 RI, Lv3 SV, Lv2 TR, Fafnir</strong></p><p>
</p><p>
</p><p>
<strong>dash jump j.HS, 5K, 5S©, Dragon Install: Sakkai</strong></p><p>
</p><p>
</p><p>
</p><p>
<strong><span>3. AIR COMBOS</span></strong></p><p>
</p><p>
<em>- See 1:54 in Part 2.</em></p><p>
</p><p>
Staying very much the same as in Slash. A few examples include;</p><p>
</p><p>
</p><p>
<strong>j.P, j.P, j.S, dj.HS, Lv1 SV</strong></p><p>
</p><p>
j.K, j.S, dj.K, j.S, Lv1 SV</p><p>
</p><p>
j.P, j.P, j.K, dj.K, (j.S), Lv1 SV</p><p>
</p><p>
etc...</p><p>
</p><p>
Just the usual stuff after connecting with a j.P/j.K in the air. As soon as you catch someone with a j.P, you can go straight into this combo. If you're deep underneath someone in the air, drop the j.S and just go for the 2 hit SV (and AC depending on the situation).</p><p>
</p><p>
</p><p>
From several different combo starters, a standard option to go for in AC is:</p><p>
</p><p>
<strong>j.HS, j.D, dj.HS, j.D, Lv1 BRP/SV</strong></p><p>
</p><p>
Lv1 BRP is safer to use if Lv1 SV will not hit twice. Lv2 BRP no longer gives guaranteed knockdown and AC from high combos (read: nearer the ground, you will probably get a knockdown but higher up you won't). Lv2 SV has a longer un-techable time in Accent Core. Lv3 BRP and Lv3 SV will allow you to extend combos further if used at the end of an air combo but the additional damage is fairly negligible and it's typically a waste of Gauge to bother with this. Use Charge Keep and just do a Lv1 BRP or Lv1 SV.  </p><p>
</p><p>
</p><p>
</p><p>
<strong><span>4. USING JUMP INSTALL</span></strong></p><p>
</p><p>
<em>- See 4:51 in Part 1.</em></p><p>
</p><p>
The standard midscreen JI combo is:</p><p>
</p><p>
<strong>5S© JI 5HS HJC hj.S, [j.K] or [j.P], j.S, dj.S, j.HS, Lv1 SV</strong></p><p>
</p><p>
You can get this off things like Lv1 GB (normal or CH) or CH Fafnir. If it's not possible to get two grounded hits in to do the JI, you can also do this combo off 5S© or 5HS alone, in which case you do the JI as 929 from the 5S© or 5HS. Vs some characters omit the dj.S, j.HS and just use dj.HS instead and against very light characters hj.S, dj.S, j.HS, Lv1 SV might be better.</p><p>
</p><p>
</p><p>
The standard corner JI combos are things like:</p><p>
</p><p>
<strong>5S© JI 5HS HJC hj.S, j.HS, j.D, [dj.D] or [dj.HS, j.D], Lv1 BRP</strong></p><p>
</p><p>
5S© JI 5HS HJC hj.HS, j.D, dj.HS, j.D, Lv1 BRP</p><p>
</p><p>
You can also do these off 5S© alone, as with the midscreen options.</p><p>
</p><p>
</p><p>
</p><p>
<strong><span>5. USING CHARGE CANCEL (CC) [214D after normal moves hit or are blocked]</span></strong></p><p>
</p><p>
<em>- See 8:13 in Part 2.</em></p><p>
</p><p>
Charge Cancel is a new addition Order-Sol has in Accent Core. It is the ability to cancel recovery of most of his normal moves into his charge stance. Obviously the purpose of this is to build his Gauge but CC also opens up other options for him instead of solely being used to increase his charge level. </p><p>
</p><p>
A lot of the time you'll see short gatlings ending with sweep and on block or hit HOS will CC to build up his Gauge. On block people only charge a little but on knockdown they charge for longer (obviously). It's common to see lots of short strings being CC'd on block or hit to steadily build up Gauge. These strings can be mixed up with GB crossups. You can CC all of Order-Sol's normal standing moves <strong>EXCEPT</strong> 2HS, 6P and 6HS. You also can't CC his DAA.</p><p>
</p><p>
<strong>2P x3 2K, 2D (CC)</strong></p><p>
</p><p>
2P, [2K] or [5K] , 5S©, 2D (CC)</p><p>
</p><p>
etc...</p><p>
</p><p>
</p><p>
On CH, Order-Sol's sweep can be CC'd and followed with a combo, e.g.</p><p>
</p><p>
<strong>(dash) 2D (CC) 5K, 5S©, 5HS hj.IAD j.P, j.S, Lv1 SV</strong></p><p>
(Vs everyone. 2D needs to CH vs PO and RO)</p><p>
</p><p>
<strong>(dash) 2D (CH) (CC) 5K, 5S© JC j.S, dj.S, j.HS, Lv1 SV</strong></p><p>
(Vs everyone. Against FA use j.D, Lv1 BRP at end)</p><p>
</p><p>
<strong>(dash) 2D (CH) (CC) 5K, 5S©, 5HS HJC hj.S, j.HS, j.D</strong></p><p>
(Vs everyone. Not consistent vs BA, DI, ED or MA however)</p><p>
</p><p>
<strong>2D (CH) (CC) 5S©, 5HS hj.IAD j.P, j.HS, Lv1 SV</strong></p><p>
(Vs everyone. Against BR use j.P, j.K)</p><p>
</p><p>
</p><p>
You don't <em>have</em> to land 2D on CH in order to land a CC combo afterwards but it does make things easier. On the ground, 5HS CC on CH gives strong combos, e.g.</p><p>
</p><p>
<strong>5HS (CH) CC dash 5S©, 5HS, Lv2/3 RI or Lv3 BRP &gt; air combo</strong></p><p>
</p><p>
</p><p>
Used as anti air, 5HS CC can be used to start combos against jump ins / air dashes. On CH, 5HS CC opens up strong combo possibilities as with using it on the ground, e.g.</p><p>
<strong></strong></p><p>
5HS (CH) CC (anti air hit) dash j.HS, j.D, dj.HS, j.D, Lv1 SV</p><p>
</p><p>
Note, due to the startup up of 5HS, it needs to be used as a "pre-emptive" anti air, rather than just as a reaction to a jump in.</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong><span>6. GUN BLAZE (214S) COMBOS</span></strong></p><p>
</p><p>
<em>- See Part 3.</em></p><p>
</p><p>
<em>Midscreen</em></p><p>
</p><p>
<strong>Lv1 GB dash 5HS JC j.S, dj.HS, Lv1 SV</strong></p><p>
(Vs everyone)</p><p>
</p><p>
Old combo, still works ok as variation. It is very simple and works on everyone with almost the exact same timing.</p><p>
</p><p>
<strong></strong></p><p>
a) Lv1 GB dash [5S©] or [5HS] HJC hj.S, j.HS, j.D, Lv1 SV</p><p>
(Vs everyone)</p><p>
</p><p>
Since GB now floats the opponent lower it's possible to do follow ups like this in midscreen i.e. using dash 5S© on normal hit from a Lv1 GB. The combo with 5S© is the new BnB combo from a Lv1 GB in Accent Core. Treat it as a staple. It is a useful combo to learn as it can be used to baits bursts. Using 5HS instead of 5S© is also possible vs everyone tho.</p><p>
</p><p>
<strong></strong></p><p>
b) Lv1 GB dash 5S© JI 5HS HJC hj.S, j.K, j.S, (dj.S) j.HS, Lv1 SV</p><p>
(Vs JO, PO, SL, TE...FA, IN, ZA) <em>list to be updated soon</em></p><p>
</p><p>
Against every character, it is also possible to land 5S©, 5HS on normal hit, meaning you can go for the midscreen JI combo. However, some characters, due to the way in which you need to land the 5S©, 5HS (e.g. slight delays, hitting them early etc) hitting with the midscreen JI combo might not be possible. This list includes BA, BR, CH, DI and JA. Against these characters it is probably best to follow with hj.S, j.HS, j.D. </p><p>
</p><p>
For the last 3 in the (current) list, exclude the dj.S and just use dj.HS instead. For something a little more tricky you can do:</p><p>
</p><p>
<strong>Lv1 GB dash [5S©] or [5HS] HJI hj.S, j.K, j.S, dj.S, j.HS, Lv1 SV</strong></p><p>
(Vs...)</p><p>
</p><p>
<strong>Lv1 GB dash [5S©] or [5HS] HJI hj.S, j.HS, j.D, dj.P, j.HS, Lv1 SV</strong></p><p>
(Vs...)</p><p>
</p><p>
You need to HJI from the 5S©/5HS alone.</p><p>
</p><p>
</p><p>
<strong>c) Lv1 GB dash j.HS, j.D, dj.HS, j.D, Lv1 SV/Lv1 BRP</strong></p><p>
(Vs everyone)</p><p>
</p><p>
This combo works on everyone, however against some characters it is either hard to time or you have to finish with Lv1 BRP. The combo is tight against FA, MA, OR, SL, SO and VE. Against MA, OR and SO it is better to go for the BRP at the end instead of the SV.</p><p>
</p><p>
</p><p>
In general, landing a Lv1 GB on CH simply enables you to do all the combos listed more easily. Avoid using combos a) and opt for either JI combo b) or combo c). Depending on distance to the corner and the direction the combo is going, it may be better to aim for combos listed below.</p><p>
</p><p>
<strong></strong></p><p>
d) Lv2 GB (wait) 5S© HJC hj.S, j.HS, [j.D] or [Lv1 SV]</p><p>
(Vs everyone)</p><p>
</p><p>
<strong>e) Lv2 GB 5S© JI 5HS HJC hj.S, j.K, j.S JC (dj.S) j.HS, Lv1 SV</strong></p><p>
(Vs AB, AN, BA, BR, CH, DI, ED, FA*, IN, JO, KY, MI, OS, PO, RK, SL, TE, VE, ZA)</p><p>
</p><p>
- Take a step or two back once the GB finishes. You don't really have to move with any of the heavies except for AB. Vs Faust walk forwards and have him pass over your head. So the corner JI variant is also possible on him. For the other characters, you can get JI on counter hit.</p><p>
</p><p>
<strong>f) Lv2 GB CH 5S(f) JI 5HS HJC hj.S, j.K, j.S JC (dj.S) j.HS, Lv1 SV</strong></p><p>
(Vs MA, SO)</p><p>
</p><p>
<strong>g) Lv2 GB, Lv2 GB, Lv1 GB dash hj.HS, j.D, Lv1 SV</strong></p><p>
(Vs...)</p><p>
</p><p>
- Midscreen, requires almost full Lv2 Gauge.</p><p>
</p><p>
These combos are probably the only Lv2 GB combos you should ever bother using. It is better to use Charge Keep and do Lv1 GB combos in the long run as you score more damage and should be able to finish with a Lv2 special.</p><p>
</p><p>
</p><p>
<em>Corner</em></p><p>
<strong></strong></p><p>
Lv1 GB, [5S© HJC] hj.S, j.HS, j.D, Lv1 BRP</p><p>
(Vs everyone)</p><p>
</p><p>
If you are deep into the corner after a Lv1 GB hit (e.g. 2K, 2S, 2D, Lv1 GB, Lv1 GB (non-crossup) in the corner), these 2 combos work on everyone.</p><p>
<strong></strong></p><p>
</p><p>
a) Lv1 GB dash j.HS, j.D (land) 5S© HJC hj.S, j.HS, j.D, Lv1 BRP</p><p>
(Vs everyone)</p><p>
</p><p>
This probably works best when you're back is deep into the corner. It's fairly simple to do but can be extended with a dj (see combo c)).</p><p>
</p><p>
</p><p>
<strong>b) Lv1 GB dash 5S© JI 5HS &gt; high jump combo</strong></p><p>
(Vs ...)</p><p>
</p><p>
With your back in the corner you can do things like the above combos. The JI combo varies as;</p><p>
</p><p>
<strong>i) hj.HS, j.D, dj.HS, j.D, Lv1 BRP</strong></p><p>
(Vs AN, AX, BA, BR, DI, FA, JA, MA, OR, PO, SL, SO, TE, ZA)</p><p>
<strong></strong></p><p>
ii) hj.S, j.HS, j.D, dj.D, Lv1 BRP</p><p>
(Vs CH, JO, MI)</p><p>
</p><p>
<strong>iii) hj.S, j.HS, j.D, dj.HS, j.D, Lv1 BRP</strong></p><p>
(Vs KY, RO, PO)</p><p>
</p><p>
AB and ED will generally not be hit by a JI combo from normal hit Lv1 GB in the corner. Note the JI options for PO, RO, SL, TE and ZA are either the same damage as combo c) below or differ by 1 pt   only. The same probably holds true for a few other characters as well, i.e. getting the JI in does around the same damage as getting a dj in. </p><p>
</p><p>
</p><p>
<strong>c) Lv1 GB dash j.HS, j.D, dj.HS, j.D land 5S© HJC hj.S, j.HS, j.D, Lv1 BRP</strong></p><p>
(Vs everyone)</p><p>
</p><p>
From a Lv1 GB hit heading into the corner (or with your back already in the corner), it is possible to land this combo on everyone. Some characters are harder to land it on than others (particularly light characters). PO or ZA are probably the easiest to perform it on, try it on them first to see the timing. The dj.HS, j.D will need to be delayed a certain amount, depending on which character you are facing. It needs to hit from anywhere up to around 1/3 of the distance of a stage from the corner. Characters that it may be hard to land this combo include AX, BR, CH, DI, JO, MA, MI, OR, and SO. Against them you may need to alter your timing or the combo may be more dependent on the range they are from the corner. Against OR and SO you may want to change the first j.HS to j.S.</p><p>
</p><p>
</p><p>
<strong>Lv3 GB AC (wait) 5S© JC j.HS, j.D, dj.HS, j.D, Lv2 BRP</strong></p><p>
</p><p>
(basic combo heading into the corner from midscreen. The AC is guaranteed. The combo could probably be extended in the generic way. In the long run it is probably better to save your Lv3 for another move however since the damage available from a Lv1 GB is so high.</p><p>
</p><p>
</p><p>
</p><p>
<em>Gun Blaze Crossup</em></p><p>
</p><p>
In general most of the usual strings still work, e.g.</p><p>
</p><p>
<strong>(2P), 2K, 2S, 2D, Lv1 GB (miss), Lv1 GB</strong></p><p>
</p><p>
j.HS (deep) or j.S, 5K, 5S©, 2D, Lv1 GB (miss), Lv1 GB</p><p>
</p><p>
6K, 2D, Lv1 GB (miss), Lv1 GB</p><p>
</p><p>
2P, 2K, 5S©, 2S, 2D, Lv1 GB (miss), Lv1 GB</p><p>
</p><p>
etc...</p><p>
</p><p>
The idea of the GB crossup is to use a gatling string, ending in knockdown so that your first GB whiffs and your second hits as a crossup. If you have forward momentum you may need to lengthen your gatling to avoid the first GB otg-ing. Against FA, normal GB crossup setups may not work properly due to the length of his body.</p><p>
</p><p>
</p><p>
</p><p>
<strong><span>7. ROCK IT (236S) COMBOS</span></strong></p><p>
</p><p>
<em>- See 0:12 in Part 6.</em></p><p>
</p><p>
<strong>Lv1 RI combos:</strong></p><p>
</p><p>
<strong>Dash 2D, Lv1 RI RC j.HS, j.D, dj.HS, j.D, Lv1 SV</strong></p><p>
(Vs AN, AX, BA, BR, CH, FA, IN, JA, MA, MI, OR, SL, SO, TE, VE, ZA)</p><p>
</p><p>
Lv1 RI isn't really used in combos primarily. If you connect it after a sweep you can RC it and follow with a short air combo (won't work vs AB, ED, JO, KY, RO). You can also use it as a tech trap (2D, Lv1 236S) and go for an air throw if you opponent techs after the RI hit. It's possible to combo after 2D, Lv1 236S without using Tension by linking a 5K and then going into a short air combo but the difficulty of the link and the damage it gives is probably not worth the bother. </p><p>
</p><p>
</p><p>
<strong>Lv2 RI combos:</strong></p><p>
</p><p>
<em>Midscreen</em></p><p>
</p><p>
<strong>5K, 5S©, 5HS Lv2 RI RC dash j.HS, j.D, dj.HS, j.D, Lv1 SV/BRP</strong></p><p>
(Vs everyone. Use BRP vs ED. If combo starts with full Lv2 gauge, use Lv2 BRP as ender )</p><p>
</p><p>
Most basic example of  a Lv2 RI combo. It's a waste of Tension to use the RC in this case as it's possible to combo after Lv2 RI without the RC, but it does ok damage if you don't mind sacrificing Tension. You can actually connect a dash 5K, 5S© after Lv2 RI as well as j.Ps or j.Ks...</p><p>
</p><p>
<strong>5K, 5S©, 2S, Lv2 RI dash 5K, 5S© JC into...</strong></p><p>
</p><p>
a) j.K, j.S, dj.K, j.S, Lv1 SV </p><p>
</p><p>
b) j.S, dj.S, j.HS, Lv1 SV</p><p>
 </p><p>
Some basic examples of using short air combos after a midscreen Lv2 Rock It. Combo a) works on everyone. Combo b) gives the best damage overall from this type of combo and works on everyone except BA, BR, FA, JA, MA and RO. Against AB, AX, DI and IN you will need to dash into the combo. </p><p>
</p><p>
</p><p>
<strong>5K, 5S©, 2S, Lv2 RI, j.P, j.S, dj.S, j.HS, Lv1 SV</strong></p><p>
(Vs everyone except ED, JO, KY, PO, RO, TE)</p><p>
</p><p>
<strong></strong></p><p>
5K, [5S©] or [2S], Lv2 RI, 5S©, 5HS hj.IAD j.P, j.HS, Lv1 SV</p><p>
(Vs everyone. Use j.P, j.K vs girls, ED and FA)</p><p>
</p><p>
</p><p>
<em>Corner</em></p><p>
</p><p>
</p><p>
<strong>5K, 5S©, Lv2 RI dash 5S© JC j.HS, j.D, dj.HS, j.D, Lv1 BRP</strong></p><p>
(Vs...)</p><p>
</p><p>
<strong>5K, 5S©, 2S, Lv2 RI RC dash j.HS, j.D, dj.HS, j.D (land) 5S© HJC hj.S, j.HS, j.D, Lv1 BRP</strong></p><p>
(Vs everyone. Slight discrepancies vs ED, JO and RO. Can also follow with Dust Loop instead of 5S© HJ re-launch on everyone)</p><p>
</p><p>
</p><p>
<strong>Lv3 RI combos:</strong></p><p>
</p><p>
<em>Midscreen</em></p><p>
</p><p>
<strong>5K, 5S, 5HS, Lv3 RI hj.S, j.HS, [j.D, Lv2 BRP] or [Lv2 SV]</strong></p><p>
(Vs...)</p><p>
</p><p>
Most basic example of a Lv3 Rock It combo. Going from around midscreen into the corner, can be started from numerous gatlings and jump ins, almost full Lv3 gauge needed.</p><p>
</p><p>
</p><p>
<em>Corner</em></p><p>
</p><p>
<strong>5K, 5S©, 5HS, Lv3 RI, IAD j.D (land) 5S© JC j.HS, j.D, dj.HS, j.D, Lv# BRP</strong></p><p>
(Vs...)</p><p>
</p><p>
</p><p>
</p><p>
<strong><span>8. Lv3 BANDIT REVOLVER PROTOTYPE (Lv3 236K) COMBOS</span></strong></p><p>
</p><p>
Lv3 BRP combos work best when they hit from midscreen and you lead into corner combos. Trying to use Lv3 BRP when your opponent is already backed into a corner will not give strong followups.</p><p>
</p><p>
<em>Midscreen</em></p><p>
</p><p>
<strong>Lv3 BRP, Lv1 GB dash 5S© HJC hj.S, j.HS, j.D, Lv1 SV</strong></p><p>
(Vs...)</p><p>
</p><p>
<strong>Lv3 BRP, Lv2 GB, 5S© HJC hj.S, j.HS, j.D</strong></p><p>
(Vs...)</p><p>
</p><p>
<strong>(Anything into Lv3 BRP), dash 5HS JC j.HS, j.D, dj.D, Lv2 BRP </strong></p><p>
(Knockdown on everyone except certain floaties. Works with over 75% Lv3 meter).<strong></strong></p><p>
</p><p>
Lv3 BRP dash 5S© JI 5HS, HJC hj.S, j.HS, j.D, dj.HS, j.D, Lv1 BRP</p><p>
(Vs...) </p><p>
</p><p>
<strong>5K, 5S©, 5HS Lv3 BRP dash j.HS, j.D, dj.HS, j.D (land) j.HS, j.D, dj.HS, j.D, Lv1 BRP</strong></p><p>
(Vs...)</p><p>
</p><p>
</p><p>
</p><p>
<strong><span>9. FAFNIR (41236D) COMBOS</span></strong></p><p>
</p><p>
<em>- See 0:11 in Part 5.</em></p><p>
</p><p>
In the early days of AC Japanese players remarked how powerful HOS's force break is, literally any combo from Fafnir will do massive damage. On normal hit you can dash up to catch your opponent as they fall or, if you're close enough already, go straight into a combo. On CH the opponent is floor bounced into a long un-techable knockdown.</p><p>
</p><p>
<strong></strong></p><p>
Fafnir (dash) 2S, 5HS hj.IAD j.P, (j.K or j.S or j.HS), Lv1 SV</p><p>
(Vs everyone)</p><p>
</p><p>
<em>The reason this is so awesome is because it works from much further out than most other Fafnir combos and it works on normal hit.</em></p><p>
</p><p>
</p><p>
<strong>Fafnir, Fafnir</strong></p><p>
(Vs everyone)</p><p>
</p><p>
If you're too far out to combo anything at all after a normal hit Fafnir, this option does around 140 on standard damage characters.</p><p>
</p><p>
</p><p>
<em>Midscreen</em></p><p>
</p><p>
<strong>Fafnir (CH) dash j.HS, j.D, dj.HS, j.D, Lv1 SV</strong></p><p>
(Vs everyone)</p><p>
</p><p>
Basic CH Fafnir combo.</p><p>
</p><p>
<strong>Fafnir (CH) dash 5S©, 5HS HJC hj.S, j.HS, j.D (Lv1 BRP)</strong></p><p>
(Vs everyone)</p><p>
</p><p>
Another basic CH Fafnir combo, works in midscreen and corner, JI is optional.</p><p>
</p><p>
</p><p>
<em>Corner</em></p><p>
</p><p>
<strong>Fafnir dash 5S© JC j.HS, j.D, dj.HS, j.D, Lv# BRP</strong></p><p>
(Vs everyone)</p><p>
</p><p>
<strong>Fafnir x4</strong></p><p>
(Vs everyone)</p><p>
</p><p>
<strong>Fafnir (CH) dash j.HS, j.D, dj.HS, j.D (land) j.HS, j.D, dj.HS, j.D, Lv# BRP</strong></p><p>
(Vs everyone. Against JO you need to be close to the corner and the last rep is extremely difficult to land)</p><p>
</p><p>
<strong>Fafnir (CH) dash j.HS, j.D, dj.HS, j.D land 5S© HJC hj.S, j.HS, j.D, Lv1 BRP </strong></p><p>
(Vs everyone)</p><p>
</p><p>
(Both CH combos work in the corner, or heading into the corner from midscreen)</p><p>
</p><p>
</p><p>
</p><p>
<strong><span>10. j.HS (CH) COMBOS</span></strong></p><p>
</p><p>
<em>- See 3:37 in Part 5.</em></p><p>
</p><p>
On CH, j.HS causes a sliding knockdown effect on your opponent. You can dash in and otg your opponent with moves like 5K, 2K, 5S© and 2S.</p><p>
</p><p>
<em>Midscreen</em></p><p>
</p><p>
<strong>j.HS (CH) dash [2K] or [5K], 5S©, 5HS HJC hj.S, j.HS, j.D, (Lv1 BRP)</strong></p><p>
(Vs everyone)</p><p>
</p><p>
From midscreen or midscreen into corner. Using 2K decreases the damage by a few points but it's ok to use for the extra range on it.</p><p>
</p><p>
<strong></strong></p><p>
j.HS (CH) dash 5K, 5S© JC j.S, dj.S, j.HS, Lv1 SV</p><p>
(Vs everyone)</p><p>
</p><p>
Against FA, use the air combo j.S, j.K, j.S, dj.S, Lv1 SV</p><p>
<strong></strong></p><p>
</p><p>
j.HS (CH) 2S, 5HS IAD j.P [j.K] or [j.S] Lv1/2 SV</p><p>
(Vs everyone)</p><p>
</p><p>
Against AB, KY, PO and RO you can use j.HS instead of j.K/j.S.</p><p>
</p><p>
</p><p>
<strong>j.HS (CH) [5S©] or [2S], 5HS hj.IAD j.P, j.HS, Lv1 SV</strong></p><p>
(Vs...)</p><p>
</p><p>
</p><p>
<em>Corner</em></p><p>
</p><p>
<strong>j.HS (CH) dash 5K, 5S© JC j.HS, j.D, dj.HS, j.D, Lv1 BRP</strong></p><p>
(Vs everyone except*)</p><p>
</p><p>
Basic corner combo. * AX and JA are hard to combo deep into the corner. Against FA use dj.S instead of dj.HS. Against BA and MA use 5S© to otg. This combo does not seem to work on BR.</p><p>
</p><p>
</p><p>
</p><p>
<strong><span>11. 2S (CH) 6HS RC COMBOS</span></strong></p><p>
</p><p>
2S on CH still combos into 6HS as it did in Slash. RC the 6HS to followup with a combo.</p><p>
<strong></strong></p><p>
2S (CH) 6HS RC IAD j.HS, 5K, 5S©, 2D</p><p>
</p><p>
<strong>2S (CH) 6HS RC dash 5S©, 2S, 5HS, [Lv1 RI] or [Lv2/3 RI or Lv3 BRP into air combo]</strong></p><p>
</p><p>
<strong>2S (CH) 6HS RC dash 5S©, 2S, 5HS IAD j.P, j.S, j.HS (land) 2K, 2D</strong></p><p>
</p><p>
<strong>CH 2S, 6HS RC dash 5S©, 5HS, Lv3 RI IAD j.D, land, 5S© HJC hj.S, j.HS, j.D, Lv1 BRP</strong></p><p>
</p><p>
CH 2S, 6HS RC dash 5S©, 5HS, Lv3 BRP land, dash j.HS, j.D, dj.HS, j.D, Lv2 BRP</p><p>
</p><p>
CH 2S, 6HS RC dash 5S©, 5HS, Lv3 BRP land, dash j.HS, j.D, dj.HS, j.D, land 5S© HJC j.S, j.HS, j.D, Lv1 BRP</p><p>
</p><p>
</p><p>
</p><p>
<strong><span>12. 6K (CH) COMBOS</span></strong></p><p>
</p><p>
6K still gatlings to 6HS on CH in AC so 6K (CH) 6HS RC combos are still present. 6K can also combo to Lv2/3 RI and Lv2/3 SV on normal hit, Lv3 BRP and Fafnir on CH. When comboing into these specials you can generally use the combos listed throughout this guide. </p><p>
</p><p>
<em>Fun with Fafnir (and CH 6K) ((all tested on SO)):</em></p><p>
</p><p>
Midscreen or closer to corner:</p><p>
</p><p>
<strong>CH 6K CC dashing Fafnir (412366+slightly delayed D), 5S©, 5HS hj.IAD j.P, j.S, Lv1 SV (196)</strong></p><p>
</p><p>
CH 6K CC dashing Fafnir, 5S© JC j.HS, j.D dj.HS, j.D, Lv2 BRP (226)</p><p>
</p><p>
<strong>CH 6K CC dashing Fafnir, 5HS JC j.HS, j.D, dj.HS, j.D, Lv2 BRP (239)</strong></p><p>
<em>(harder than 5S[c] and more corner-dependent)</em></p><p>
</p><p>
<strong>CH 6K CC dashing Fafnir, 5S© JC j.HS, j.D, dj.HS, j.D, Lv3 BRP, 6HS (248)</strong></p><p>
</p><p>
CH 6K CC dashing Fafnir, 5HS JC j.HS, j.D, Lv3 BRP land, slight dash 5S© 5HS HJC hj.S, j.HS xx Lv1/2 SV (262 if Lv1, 266 if Lv3) </p><p>
<em>(More corner dependent, but works from the starting positions in Training and closer)</em></p><p>
</p><p>
<strong>CH 6K CC dashing Fafnir, 5S©, 5HS hj.IAD j.P, j.S, Lv3 SV AC land j.HS, j.D, Lv2 BRP (231)</strong></p><p>
</p><p>
</p><p>
</p><p>
<strong><span>13. 2HS RC or 2HS (CH) COMBOS</span></strong></p><p>
</p><p>
2HS is an overhead with low and some throw invincibility during the latter part of it's startup, hence it is a good move to use in oki. On normal hit it is not possible to follow with anything unless you RC the move, however, if 2HS is timed to be extremely meaty, it is possible to link a 5K afterwards. On CH it floor bounces your opponent. </p><p>
</p><p>
</p><p>
<strong>2HS (CH) dash 5S©, 5HS HJC hj.S, j.HS, j.D (Lv1 BRP)</strong></p><p>
(Vs everyone)</p><p>
</p><p>
Basic 2HS (CH) combo, JI is optional.</p><p>
</p><p>
</p><p>
<strong>2HS (CH) dash j.HS, j.D, dj.HS, j.D (land) j.HS, j.D, dj.HS, j.D (Lv1 BRP)</strong></p><p>
(Vs everyone)</p><p>
</p><p>
From midscreen you can Dust Loop everyone into the corner, except JO (combo works vs him in corner only without 2nd dj).</p><p>
</p><p>
</p><p>
<strong>2HS (CH) dash j.HS, j.D, dj.HS, j.D land 5S© HJC hj.S, j.HS, j.D, Lv1 BRP</strong></p><p>
(Vs everyone)</p><p>
</p><p>
Standard combo leading into the corner. Works vs JO close to corner.</p><p>
</p><p>
</p><p>
</p><p>
<strong><span>14. THROW / 6P CORNER COMBOS</span></strong></p><p>
</p><p>
<em>- See 0:12 in Part 4.</em></p><p>
</p><p>
In AC, HOS's throw in or near the corner will now wall stick. In essence this means he can score more damage than before from a corner throw, with even a basic combo almost doing the same as a JI combo in Slash. Most of the new combos start in the same manner (j.HS, j.D, dj.HS, j.D or a dash 5S© into this) but after the first j.HS, j.D, you need to delay the dj.HS, j.D slightly in order for the second j.D on the end to hit (timing varies slightly from character to character). For the ender you can generally go for the safe Lv1 BRP or longer combos with dash 5S© into other stuff or tech traps etc.</p><p>
</p><p>
From a deep corner throw, the following characters can not be immediately hit by j.HS, j.D, dj.HS, j.D, instead you need to use 5S© or dash 5S© or something else into the air combo:</p><p>
</p><p>
KY, ED, [JO] (DI, RO, VE)</p><p>
</p><p>
Everyone else will be hit ok. If you're a short distance away and your throw wall sticks, it's often possible to do dash j.HS, j.D, dj.HS, j.D vs everyone (need to confirm this). <strong>Note:</strong> It is possible to combo DI, RO, SL and VE directly with j.HS, <em>however</em> the timing to do this is quite tight. It is safer to use 5S© into the air combo.</p><p>
</p><p>
</p><p>
<strong>Throw (wall stick) j.HS, j.D, dj.HS, j.D, Lv1 BRP</strong></p><p>
(Vs AB, AN, AX, BA, BR, CH, FA, IN, JA, MA, MI, OR, PO, SO, TE, ZA. This is the basic corner throw option)</p><p>
</p><p>
<strong>Throw (wall stick) 5S© JC j.HS, j.D, dj.HS, j.D, Lv1 BRP</strong></p><p>
(Vs DI, ED, KY, RO, SL, VE [JO]. This is the basic corner throw option vs these characters)</p><p>
</p><p>
<strong>Throw (wall stick) j.K, j.HS, j.D, dj.HS, j.D, Lv1 BRP</strong></p><p>
<strong>Throw (wall stick) dash 5S©, 5HS JC j.HS, j.D, Lv1 BRP</strong></p><p>
(Vs JO. These are the easiest and most consistent basic combos on JO)</p><p>
</p><p>
</p><p>
<strong>Throw (wall stick) dash j.HS, j.D, dj.HS, j.D land, dash j.P, j.S, dj.S, j.HS, Lv1 SV</strong></p><p>
(Vs AB, AN, AX...IN, JA, MA, MI, SO..., minor extension on basic combo)</p><p>
</p><p>
<strong>Throw (wall stick) dash j.HS, j.D, dj.HS, j.D land 5S© HJC hj.S, j.HS, j.D, Lv1 BRP</strong></p><p>
(Vs AB, AN, AX, BA, BR, CH, FA, IN, JA, MA, MI, OR, PO, SO, TE, ZA)</p><p>
</p><p>
</p><p>
- Instead of using a dashing 5S© to start a throw combo on some characters (that don't eat an easy j.HS, j.D, dj.HS, j.D), I find myself using a running j.K, j.HS, j.D (like Titanium Beast posted earlier).</p><p>
</p><p>
<strong>Throw (wall stick) running j.K, j.HS, j.D, land 5S© HJI hj.S, j.HS, j.D, dj.HS, j.D, Lv# BRP.</strong></p><p>
(Vs DI, FA, RO, SL)</p><p>
</p><p>
You can use it against ED and VE as well, but you don't get the extra j.HS, j.D at the end on them.</p><p>
</p><p>
</p><p>
Also, you can use the j.K starter against JO, with a twist:</p><p>
</p><p>
<strong>Throw (wall stick) running j.K, j.HS, j.D, dj.HS, j.D, land 5S© HJC hj.S, j.HS, j.D, Lv# BRP.</strong></p><p>
</p><p>
</p><p>
Dust Loop:</p><p>
<strong></strong></p><p>
Throw (wall stick) dashing j.HS, j.D, dj.HS, j.D, land j.HS, j.D, dj.HS, j.D, Lv# BRP.</p><p>
(Vs AB, AN, AX, BA, BR, CH, IN, JA, MA, MI, OR, PO, SO, ZA)</p><p>
</p><p>
<strong>Throw (wall stick) dash 5S© JC j.HS, j.D, dj.HS, j.D land dash 5S© JC j.HS, j.D, dj.HS, j.D, Lv2 BRP</strong></p><p>
(Vs JO)</p><p>
</p><p>
<strong>Throw (wall stick) dash j.S, j.HS, j.D, dj.HS, j.D land dash 5S© JC j.HS, j.D, dj.HS, j.D, Lv2 BRP.</strong></p><p>
(Vs JO)</p><p>
</p><p>
</p><p>
</p><p>
<strong>6P, 5S© JI 5HS HJC hj.HS, j.D, dj.HS, j.D, Lv1 BRP (hj combo)</strong></p><p>
(Vs ...)</p><p>
</p><p>
<strong>6P, 5HS JC j.HS, j.D (land) 5S© HJC hj.S, j.HS, j.D, Lv1 BRP</strong></p><p>
(Vs ...)</p><p>
</p><p>
<strong>6P, j.HS, j.D, dj.HS, j.D (land) j.HS, j.D, dj.HS, j.D, Lv# BRP</strong></p><p>
(Vs ...)</p><p>
</p><p>
</p><p>
</p><p>
<strong><span>15. DUST COMBOS</span></strong></p><p>
</p><p>
<em>- See 3:09 in Part 4.</em></p><p>
</p><p>
<em>Midscreen</em></p><p>
</p><p>
Standard combo remains in AC:</p><p>
</p><p>
</p><p>
<strong>5D, homing jump, j.HS, j.D [or j.HS], j.S, j.K, j.S, j.K, j.S, dj.S, j.HS, Lv1 SV</strong></p><p>
(Vs everyone)</p><p>
</p><p>
</p><p>
<em>Corner</em></p><p>
</p><p>
In the corner it is probably best to go for ID though there <em>are</em> corner-based combos:</p><p>
</p><p>
<strong>5D, homing jump, j.HS, j.HS, j.S, j.K, j.S, j.HS, j.D, dj.HS, j.D, Lv1 BRP</strong></p><p>
(Vs everyone with slightly altered timing vs BA and BR)</p><p>
</p><p>
</p><p>
<em>Impossible Dust</em></p><p>
</p><p>
<strong>5D, homing jump, j.HS, dj.HS land j.HS, j.D, dj.HS, j.D, Lv1 BRP</strong></p><p>
(Vs everyone. Corner or midscreen into corner)</p><p>
</p><p>
<strong>5D, homing jump, j.HS, dj.HS land j.HS, j.D, dj.HS, j.D land dash 5S© HJC hj.S, j.HS, j.D (Lv1 BRP)</strong></p><p>
(Vs ED, VE ... Corner or midscreen into corner)</p><p>
</p><p>
</p><p>
</p><p>
<strong><span>16. DUST LOOP</span></strong></p><p>
</p><p>
<em>- See 6:50 in Part 6.</em></p><p>
</p><p>
Order-Sol's "Dust Loop" is not really similar to Sol's original XX dust loop at all, it is basically repeated reps of j.HS, j.D. It can be started from various moves (Lv1 GB, 6P near the corner, throw near the corner, CH Fafnir, CH 2HS, Lv3 BRP etc...). </p><p>
</p><p>
You'd be amazed by just how many characters you actually can take to the corner from midscreen Lvl1 GB for it. Hell, you can even get it on lightweights midscreen, whereas you can't even get it on them in the corner without the right launch (BR, MI, BA specifically).</p><p>
</p><p>
<strong>Lvl1 GB dash j.HS, j.D, dj.HS, j.D land j.HS, j.D dj.HS, j.D, Lv# BRP</strong> </p><p>
</p><p>
breaks 200 on everyone it hits (excluding PO and RO, but including SL and OR). We'll call the above example a "Full Dust Loop":</p><p>
</p><p>
</p><p>
<em>Midscreen Full Dust Loop (Relatively a running Lvl1 GB from Starting positions):</em></p><p>
</p><p>
JA, RO, BR, KY, TE, ZA, FA, AX, AN, OR, BA, IN, PO, SL.</p><p>
</p><p>
</p><p>
<em>Midscreen "Dust Loop" without the final dj.HS, j.D:</em></p><p>
</p><p>
MI, AB, SO, MA, CH.</p><p>
</p><p>
</p><p>
<em>No Midscreen "Dust Loop":</em></p><p>
</p><p>
JO, ED, VE and DI. However, all of them eat a running <strong>5S©, [JI] 5HS HJC hj.S, j.K, j.S, dj.S j.HS, Lv# SV</strong> pretty easily though, for 190+ damage. Okay alternate GB combo, but it just won't knock down without Lv3 so it's a bit disappointing.</p><p>
</p><p>
From starting positions, but if you jump over them than do a GB, <strong>THIS SWEET SPOT (~2/3 to corner ) allows full Dustloop on EVERYONE!</strong></p><p>
</p><p>
<strong>N.B.</strong> For a little extra damage, after the initial j.HS, j.D, dj.HS, j.D, when you land in the corner, do a dashing j.P or j.K, then chain to j.S, j.D, land and do 5S© into a JIed hj combo. You can replace the j.S with a j.HS depending on the character, it's all hitboxes and positioning.</p><p>
</p><p>
</p><p>
</p><p>
<strong><span>17. FUZZY GUARD</span></strong></p><p>
</p><p>
<em>- See 4:36 in Part 6.</em></p><p>
</p><p>
Fuzzy Guard is explained in depth in Part 6 of the vid guide. The idea with FG is to use a JCable air normal to break an opponents guard. For example, done correctly, if an opponent blocks a deep j.S, if you then dj and use dj.HS, j.D, immediately afterwards, the opponent will be hit by the dj.HS if they crouch/guard low after blocking the initial j.S. This is a consequence of character's hitboxes/sprites not being able to switch between high and low guard within 1 frame in GG. The easiest move to start a FG setup is j.S but j.D and j.K may also be used (but are more difficult). </p><p>
</p><p>
<em>Midscreen</em></p><p>
</p><p>
<strong>[j.S] or [j.D] (blocked) dj.HS, j.D</strong></p><p>
(Vs...)</p><p>
</p><p>
<em>Corner</em></p><p>
</p><p>
<strong>j.S (blocked) dj.HS, j.D land 5K, 5S© JC j.S, j.D, dj.S, j.D, Lv1/2 BRP</strong></p><p>
(Vs...)</p>
]]></description><guid isPermaLink="false">72</guid><pubDate>Mon, 05 Mar 2007 21:29:57 +0000</pubDate></item><item><title>[GGXXAC+R] Order Sol Change List</title><link>https://www.forums.dustloop.com/forums/topic/6400-ggxxacr-order-sol-change-list/</link><description><![CDATA[
<p>EDIT: I've tried to separate out and organize changes by whether they were positive or negative. I left the Jwiki changes which could not be corroborated in a separate list at the end. ~TB</p><p>
</p><p>
Positive Changes:</p><p>
+ Charge gauge depletes at much slower rate after use of lvl2 and lvl3 moves.</p><p>
+ 5H untechable time increased (18F -&gt; 20F)</p><p>
+ 6P causes stagger on hit instead of wallbounce (max 30F)</p><p>
+ 2H becomes lower body invincible earlier, overall invincibility increased (14-22F -&gt; 11-22F) </p><p>
+ 2H now throw invincible from 17-26F</p><p>
+ j.S now has larger hitbox behind the move</p><p>
+ j.D now floats instead of blowback</p><p>
+ Air throw floats the opponent higher now</p><p>
+ Lvl2 Blockhead Buster causes wallsplat in corner (45F untechable, 30F stick)</p><p>
+ Lvl2 and lvl3 Gun Blaze flames guaranteed to appear after 13F</p><p>
+ Lvl3 Gun Blaze recovery reduced (56F -&gt; 53F)</p><p>
+ Lvl3 Storm Viper (ground and air) 4th hit decreased force proration (forced prorate 80% -&gt; 90%)</p><p>
+ Lvl3 Storm Viper (ground) starts draining charge on later frames (frame 17 -&gt; frame 27)</p><p>
+ Lvl3 Storm Viper (ground and air) 4th hit ignores OTG state</p><p>
+ Lvl2 Bandit Revolver Prototype (ground) now causes slide down (untechable 35F, slide 19F)</p><p>
+ Lvl3 Bandit Revolver Prototype (ground and air) 2nd hit forced prorate removed</p><p>
+ Lvl2 Bandit Revolver Prototype (air) increased untechable time (18F -&gt; 37F)</p><p>
+ Lvl2 Rock It 2nd hit increased damage (20 -&gt; 30)</p><p>
+ Lvl2 Rock It reduced startup (13F -&gt; 12F)</p><p>
+ Lvl2 Rock It 2nd hit reduced recovery (17F -&gt; 12F)</p><p>
+ Lvl2 Rock It 1st hit ignores OTG state</p><p>
+ Lvl3 Rock It reduced startup (12F -&gt; 8F)</p><p>
+ Lvl3 Rock It 2nd and 3rd hits ignore OTG state</p><p>
+ Charge Burst blockstun increased (11F -&gt; 16F), untechable 20F -&gt; 43F</p><p>
+ Lvl2 Savage Fang no longer allows opponent to move from superflash until 4F after 1st hit.</p><p>
+ Lvl3 Savage Fang ignores OTG state, hits 3 -&gt; 5 times (60x3 -&gt; 60x5)</p><p>
+ Dragon Install: Sakkai untechable for 100F</p><p>
+ Dragon Install: Sakkai 2nd hit ignores OTG state</p><p>
</p><p>
Negative Changes</p><p>
- 6H now slams opponent down on air hit instead of float</p><p>
- 6P no longer considered a projectile, instead is a physical hit that nullifies projectiles</p><p>
- 5D startup increased (22F -&gt; 24F)</p><p>
- DAA increased recovery 12F-&gt;17F (SD -3 -&gt; -8)</p><p>
- 2D now has forced proration 90%</p><p>
- j.H now prorates 90%</p><p>
- Ground throw has increased forced proration (50% -&gt; 40%)</p><p>
- Lvl1 and lvl2 Gun Blaze now prorate 85%</p><p>
- Lvl3 Storm Viper (ground) 2nd hit untechable time 40F -&gt; 24F</p><p>
- Lvl2 Bandit Revolver Prototype (ground) prorates 80%</p><p>
- Lvl3 Bandit Revolver Prototype (ground) first hit prorates 85%</p><p>
- Lvl3 Bandit Revolver Prototype (air) first hit forced prorate 85%</p><p>
- Lvl2 Rock It 2nd hit no longer ground bounces, produces knockdown (untechable 40F)</p><p>
- Lvl1 Tyrant Rave ver Omega throw invincibility reduced (16-36F -&gt; 16-30F)</p><p>
- Lvl2 Tyrant Rave ver Omega 2nd hit forced proration 75%</p>
]]></description><guid isPermaLink="false">6400</guid><pubDate>Thu, 23 May 2013 15:18:58 +0000</pubDate></item><item><title>All the sad - Lvl 2 Rock It doesn't cause ground bounce, knocks down now. (and other R+ changes)</title><link>https://www.forums.dustloop.com/forums/topic/5938-all-the-sad-lvl-2-rock-it-doesnt-cause-ground-bounce-knocks-down-now-and-other-r-changes/</link><description><![CDATA[
<p>- Charge gauge: When using a move the gauge depletes slower.</p><p>
Buff: now we can always get lvl3 BRP to lvl3 gun blaze combos. Otherwise, we already had the lvl3 Rock It xx lvl3 GB/SV frame trap, and that won't be any easier since we still need to jump cancel to get the timing right</p><p>
</p><p>
- Dragon Install Sakkai (632146S): Tension cost became 50% instead of 100%.</p><p>
Buff: Easier to be flashy. ;p</p><p>
</p><p>
- Ground lvl 2 Bandit Revolver (236K) now causes sliding instead of knockdown, has longer startup, untech time now at 37f from 18f</p><p>
Buff: Can now grant a ground slide combo in the corner...longer startup is meh.</p><p>
</p><p>
- Air lvl 2 Bandit Revolver (j.236K) untechable time decreased, no longer knocks down after air combos.</p><p>
Nerf.</p><p>
</p><p>
- Lvl 1 and Lvl 3 specials are still the same.</p><p>
Oh well.</p><p>
</p><p>
- 2D apparently has shorter range.</p><p>
Nerf. Hopefully they're wrong.</p><p>
</p><p>
- Can (still) dodge Slide Head with FD.</p><p>
???</p><p>
</p><p>
- 5H untech time from 18 to 20f</p><p>
Buff: Lets us get hj. IAD combos easier, and lets us combo things like 5S,5H j.D which will let us get more damage against certain characters.</p><p>
</p><p>
- 2H unthrowable from 1-26f, lower body invulnerable now from 11-22f</p><p>
Buff: Now we don't have to rely on 6K to counter throws. I guess that makes 6K less useful though, but this hopefully will lead to more damage and better mix ups.</p><p>
</p><p>
- j.S larger hitbox at the back</p><p>
Dunno how this will help.</p><p>
</p><p>
- 6P staggers</p><p>
Probably a buff, depends if it still causes wall bounce on counter hit.</p><p>
</p><p>
- throw, proration now 40%</p><p>
Nerf. Less damage after throws.</p><p>
</p><p>
- airthrow, higher float</p><p>
Buff. Hopefully now we can get in 5s, j.HS, jD. dj. HS j.DxxBRP on every character instead of just floaty ones. (better tech traps!)</p><p>
</p><p>
- dead angle, recovery +5</p><p>
I guess it helps?</p><p>
</p><p>
- charge burst, untechable time from 20 to 43f, increases blockstun by 5f</p><p>
So it's -10 now, still unsafe on block...but hopefully allows better follow up.</p><p>
</p><p>
- gunblaze (lvl1/2) added 85% proration, up to 1 pillars guaranteed to come out of lvl2.</p><p>
Nerf. Less damaging lvl1 combos. : ( At least lvl2 was buffed.</p><p>
</p><p>
- gunblaze (lvl3) recovery shorter by 3 frames, up to 2 pillars guaranteed to come out</p><p>
Buff. We get to use these as go to moves on wake up again.</p><p>
</p><p>
- blockhead buster (lvl2), guard bar decrease from 4 + 4 + 4 to 8 + 6 + 6, now wallsticks</p><p>
Buff. Hopefully the damage on this in the corner will be comparable to the old lvl 2 Rock It roman cancel combos. (doubt it)</p><p>
</p><p>
- blockhead buster (lvl3), after 2nd hit, decreases guard bar by 2</p><p>
Slight buff.</p><p>
</p><p>
- rock it (lvl2) faster movement speed, startup faster by 1f, 2nd hit knocks down, recovery lessened from 17f to 14f</p><p>
Neutral change maybe? Was already a good midscreen poke tool that granted big damage and was -1. Now it's +2 and we don't get big damage if it hits.</p><p>
</p><p>
- rock it (lvl3) 4th hit otgs, proration now from 80 to 90% (currently has none according to AC+ Framedata), smaller float</p><p>
Nerf. Less damage. (unless current data is wrong)</p><p>
</p><p>
- savage fang (lvl3), gets up to 5 hits, otgs</p><p>
Will have to wait and see. Hopefully more damage.</p><p>
</p><p>
- tyrant rave ver. omega (lvl2/3), 2nd hit has longer distance</p><p>
Buff.</p><p>
</p><p>
</p><p>
We got twice as many buffs vs. nerfs. I'm probably looking on the down side of things as what we lost is a bit of what I've been relying on.</p>
]]></description><guid isPermaLink="false">5938</guid><pubDate>Wed, 05 Dec 2012 06:15:03 +0000</pubDate></item><item><title>[Accent Core] Order-Sol 101/Primer, READ HERE FIRST NEWBIES!</title><link>https://www.forums.dustloop.com/forums/topic/190-accent-core-order-sol-101primer-read-here-first-newbies/</link><description><![CDATA[
<p>In the spirit of Titanium Beast's Slash Order-Sol Primer and LM_Akira's Order-Sol Visual Guide, I figured I'd do a write-up covering the OS basics for beginners.  This is just a simple guide explaining his normals and specials, along with some basic strategy, tactics, and mindset that you should be in when you play Order-Sol.  Nothing too fancy or new; just some concise info to help players understand what HOS is like and what they have to work with.</p><p>
</p><p>
First, the basics:</p><p>
</p><p>
<a href="" rel="external nofollow">http://www.dustloop.com/forums/showthread.php?t=372</a></p><p>
</p><p>
Read up on that if you don't understand the notation here on Dust Loop, and to get a basic idea on just what Guilty Gear is and some of its lingo.</p><p>
</p><p>
</p><p>
Second, for the visual learners:</p><p>
</p><p>
LM_Akira's Order-Sol Guide, containing info on HOS combos and tactics:</p><p>
</p><p>
<strong> Part 1 </strong></p><p>
</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=fUZKZ-TIfKk</a></p><p>
</p><p>
<strong> Part 2 </strong></p><p>
</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=w3tKUUpIua8</a></p><p>
</p><p>
<strong> Part 3 </strong></p><p>
</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=XF1Ebee-tJ0</a></p><p>
</p><p>
</p><p>
Now, on to the fun stuff.</p><p>
</p><p>
</p><p>
<strong>Order-Sol Specific Notation:</strong></p><p>
</p><p>
BHB: BlockHead Buster (236P)</p><p>
BRP: Bandit Revolver Prototype (236K)</p><p>
RI: Rock It (236S)</p><p>
SV: Storm Viper (623H)</p><p>
GB: Gun Blaze (214S)</p><p>
AC: Action Charge</p><p>
Manual Charge/Charge: 214D</p><p>
CC: Charge Cancel (most normals can be special cancelled into Manual Charge.  With certain normals, CC'ing will leave you with little to no frame disadvantage or even some frame advantage on guard)</p><p>
CB: Charge Burst (H during 214D)</p><p>
Lvl#: Charge Level.  If seen before/after a special move, denotes what "level" version of the move to do</p><p>
FB: Fafnir (41236D)</p><p>
TR: Tyrant Rave ver. Omega (632146HS)</p><p>
SF: Savage Fang (632146P)</p><p>
DI: Dragon Install: Sekkai (632146S &gt; P,K,S,HS,D,K,S &gt; 632146HS)</p><p>
</p><p>
</p><p>
<strong> Normals </strong></p><p>
</p><p>
5P: 4F startup, fastest whiff recovery.  Short range, but good for tick throw setups. +3F on guard.  Gatling to 6K for a throw bait to really mess with your opponent.</p><p>
</p><p>
5K: 3F startup.  Your fastest poke, and one of the fastest normals in the game (with the biggest range out of all the 3F normals).  Will beat out almost any poke or sloppy tick throw/frame trap your opponent throws if you're in the right range.  Neutral ground on guard (+0), but no normal can beat out throwing a second 5K without some sort of invincibility anyhow.  Another good poke for tick throws.</p><p>
</p><p>
5S©:  5F startup.  Your go-to normal for combos/pressure.  Good to tack on damage, builds decent guard bar, and leaves you at neutral ground if you CC it (which is also a decent tick throw setup).</p><p>
</p><p>
5S(f):  10F startup.  One of your only mid-range pokes.  Decent as an anti-jump or to keep your opponent honest (and fearing), and leaves you at neutral ground if you CC it.  On ground CH, combos into 6HS; air CH lets you link an IAD j.P if you hit it as an anti-air/jump.</p><p>
</p><p>
5HS:  13F startup.  CH GOD.  Leads to great damage on ground or air CH.  Great anti-jump and arguably your best anti-air.  Builds good guard bar, but you don't really want to be throwing this out in close range.  Has a weird hittable box as well (will completely whiff through a May 5K on YOUR wakeup, giving you a free hit).  Gives you the most frame advantage when CC'd (+5).  You can even CC this if you're close enough and link a 5S© or 2S for a little more damage (not recommended, but it looks sweet).  Staple normal for your combos.</p><p>
</p><p>
5D:  22F startup.  One of the fastest dusts in the game, and one of your three overheads on the ground.  You'll be surprised how often you can actually hit with this.  Leads to decent damage and/or knockdown if you do an impossible dust and you have Lvl2+ Charge Meter.  In CH state during the entire startup and into its recovery.</p><p>
</p><p>
6P: 20F startup.  Has upper-body invincibility throughout the entire move and above the knees invincibility starting right before its active and into its recovery.  Even so, it's too hard to use as an anti-air.  Leaves you at +2 if guarded and recovers quickly with almost no pushback.  Has a deceptive hit box.  On CH, wallbounces for combo.  Use for frame traps and tick throws, or (new to AC) to nullify projectiles from a distance.</p><p>
</p><p>
6K:  12F startup.  Throw invincible through its startup and almost to the end of its active frames.  Active for quite a while.  Use as oki or any time you want to bait someone's throw.  On CH, staggers and leads to a free combo.  If you CC it on the first frame, leaves you at neutral ground.  </p><p>
</p><p>
6HS:  17F startup.  Only use for this is off of a CH 5S(f), 2S, or 6K, and even then you have to RC it to follow-up with a combo.  Damage is high for being one hit.  Pretty much obsolete in AC.  Knocks down on air hit.</p><p>
</p><p>
2P:  4F startup.  Fast, good hitbox, good for tick throws.  +1F on guard.</p><p>
</p><p>
2K:  5F startup.  One of your three lows.  Hitbox is decent.  Should be used for high/low mixup or tick throws only.  Neutral on guard.</p><p>
</p><p>
2S:  6F startup.  Surprising range and a great hitbox.  Great poke to pressure with on its own, but not as much as it was in Slash.  On CH, combos into 6HS.  If you CC this on the first frame, leaves you at neutral ground.</p><p>
</p><p>
2HS: 23F startup.  Okay range, low invincibility in the middle of its startup, and some throw invincibility.  Use as oki sometimes, or gatling to it sporadically to throw your opponent off.  RC for a combo on normal hit.  On CH, launches for a free combo.  Neutral ground on guard.</p><p>
</p><p>
2D:  9F startup.  This move is now awesome.  Your other normal low.  Low stance will let you whiff some normals, and HOS' hitbox slides forward, giving it that much needed range that it was lacking in Slash.  This normal should almost always be either CC'd or special cancelled.  End ground pressure with 2D CC and come back in (+3 on guard), or end ground strings with 2D for a knockdown and start your wakeup game.  If you hit 2D close enough you can CC and link a 5K on everyone except Potemkin for a free launch.  On CH, leads to an easy launch (CC makes it even easier).</p><p>
</p><p>
j.P:  4F startup.  Awesome for air-to-air.  Fast, stays out for a bit, and covers your jump-ins somewhat (can clash or even beat some anti-airs).  Can also be used to stop people from jumping out of your pressure.</p><p>
</p><p>
j.K:  5F startup.  Weird hitbox, not very useful.  Use mostly in combos. Jump Cancellable.</p><p>
</p><p>
j.S:  8F startup.  Poor j.S.  In Slash it had a better (read: more vertical) hitbox, which led to much more use.  Still, it's Jump Cancellable, and deals decent damage in combos.  Can still be used for fuzzy guard setups, but they require more timing in Accent Core.</p><p>
</p><p>
j.HS:  9F startup.  This normal is awesome.  Great hitbox, great hit/guardstun, builds up guard bar, and slides on CH for knockdown or combo/knockdown.  J.HS beats out a surprising number of anti-airs for a free CH.  Use as a jump-in and in combos.</p><p>
</p><p>
j.D:  13F startup.  Used in combos and for the rare CH (wallbounces).  Lifts on hit.  Jump Cancellable.  Allows for great damage when used near/in the corner.  End air combos with j.D instead of a special to mix in an occasional tech trap.</p><p>
</p><p>
Throw:  Causes wall stick (for a combo) if you're close enough to the corner, knocks down otherwise.  More on this in the tactics section of the guide.</p><p>
</p><p>
Air Throw:  Long untechable time.  Can combo after.  On CH completely untechable.</p>
]]></description><guid isPermaLink="false">190</guid><pubDate>Mon, 17 Sep 2007 22:33:19 +0000</pubDate></item></channel></rss>
