eien_tsubasa XD Posted December 25, 2007 Posted December 25, 2007 how do you fight slayer with order-sol? does anyone know?
Hatred Edge Posted December 25, 2007 Posted December 25, 2007 how do you fight slayer with order-sol? does anyone know? I tend to back away, get so distance and charge up for lvl.3 combos. I play against Slayer like how I play / Order-Sol, I turtle,combo when needed, and don't rushdown unless I have meter to cover me. I believe that Rock It can take out Slayers' 2HS? I never run when fighting Slayer either. I pace myself. Want I aim for is to try to keep the situation neutral. I don't let him take control and lock me down. Pretty much you want to aim for a very cautious playstyle. There is more info earlier in the thread too. You just gotta look for it.
cupui Posted December 28, 2007 Posted December 28, 2007 I fing it hard to fight a long range and projectile type character expecially Venom, Ky, dizzy and testament. HOS just look really stuipid againts testament's trap and ex-beast Venom??? Can't jump over the dark angel bah!! Dizzy...damn fish..!! Ky...Stun Edge arghh... Any tips for these kind of character? Thx
reaVer Posted December 28, 2007 Posted December 28, 2007 SJ over the DA or GB under it, otherwise just FD it. Ky's SE is sweepable and 6Pable. Dizzy, too little experience against her, you can 6P her projectiles as far as I know though. Testament, welcome to hell.
cupui Posted December 28, 2007 Posted December 28, 2007 SJ over the DA or GB under it, otherwise just FD it. Ky's SE is sweepable and 6Pable. Dizzy, too little experience against her, you can 6P her projectiles as far as I know though. Testament, welcome to hell. Oh really? 6P can do something like that?? Never know that. THX! Learn something new again. Welcome to hell??? Is it that difficult??? Thre's no tricks or something to fight him? I think I still too noob because I'm really frustated when I fight testament's player... Lose lose and lose. Almost no win...
reaVer Posted December 28, 2007 Posted December 28, 2007 Consider getting in on testament an obstacle course with a lot of obstacles, then you got the idea about right.
LM_Akira Posted December 28, 2007 Author Posted December 28, 2007 Consider getting in on testament an obstacle course with a lot of obstacles, then you got the idea about right. Then add in the fact that if you make a mistake or get caught by a web (for example) you can loose between a 1/4 to a 1/2 of your life. And get pushed out past mid range. Meaning you need to fight you way back in past all the crap yet again. If you get caught with a Phantom Soul in the corner, a good Testament can shut you down for a considerable length of time. You need to watch for those 2K/6P mixups, especially if there's a web above your head on wake up. Note where the trees and webs are and don't do stupid things near them. Don't manual charge for too long as you'll have an exe beast coming after you. 5S(f) is good for clearing webs, as is j.P. You can double jump over trees (to get them to activate) but it's not recommended if there are webs around. Lv1 Rock It can get you thru a tree or 2 depending on where they're placed but this is not something you can rely on (there will be too many more factors for you to worry about to make this any kind of a strategy, e.g. webs, phantom soul, front exe beast, 6K etc...). Lv1 Tryant Rave might be useful once in a while to blast thru all the crap (especially on wakeup). You're going to have to be patient in this fight and look at baiting moves and attempting to punish (bearing in mind the whole load of garbage that may be around). This is kind of standard procedure for HOS when he fights chars who can zone him easily. There are bits and pieces about the Testy match-up scattered thru this thread, check the earlier pages for some insights.
excelence Posted December 31, 2007 Posted December 31, 2007 Testament isn't really that Difficult ... err i'll try to find serious Tes Match Up, as far as i know, once i pin him in the corner... it's good bullies there and OS 6p was counted as Projectile, it even can colide versus Nightmare Circular... i won't do it on daily basis thought, the timing is hell :/ v ky... u do a LOTS!!! more damage than he is. btw watch out for GS when u 2d his SE v Venom ... I HATE U!!!! v Dizzy -> 2s, f.s/5hs, jp(whiff)~j.hs, GB... WTF!!! OS match up was hell for Dizzy!!!
LM_Akira Posted December 31, 2007 Author Posted December 31, 2007 Testament isn't really that Difficult ... err i'll try to find serious Tes Match Up, as far as i know, once i pin him in the corner... it's good bullies there I would suggest finding a good Testament to play then...vs any Testament who knows how to play against HOS this fight can be laughably bad at times.
WUT Posted January 11, 2008 Posted January 11, 2008 You just have to be patient. Versus any character that can actually control space and zone you effectively (read: Testament, Axl, Slayer, Venom. Dizzy, Bridget, and Ky are examples of characters that can't) you have to make them screw up and whiff something to get inside. FD braking is a godsend in those fights. Jumping, not so much. While HOS' jump is good once you're in, it's not that good when you're trying to GET in. Due to that low jump, plenty of characters have good ground pokes that can also serve as ghetto anti-airs on HOS (Johnny 5HS, I hate you. Potemkin 2S does the same freakin' thing). As a general rule, I prefer to Charge against any character that outpokes or zones HOS particularly well before I try coming in. That way, I decrease the number of times I have to come in, via ending my combos in knockdown and oki rather than staying at low Charge and allowing them a chance to escape/tech. [rant] And please guys, don't Charge Burst so much if you're attempting to Charge from long range. If they can't start a combo or knock you down with what they're attempting to poke you with, then don't Burst it. You eat too much damage from the CROUCHING CH state you're giving them if they bait it effectively (via whiff poke or FD braking), along with being put on the defensive if/when they knock you down from said bait. I mean really, if Bridget or Axl are throwing 5S(f) and 5P/2P, respectively, don't burst 'em. Big deal if they hit you. All it means is that you eat ~30 damage; they don't get anything else, including setup, from poking at that range. [/rant]
Neithan Posted February 13, 2008 Posted February 13, 2008 Something you have to take in mind in this matchups is that you have your fafnir. Most of the players of these characters learn very quicly what are your long pokes (mostly Stand S and 2S followed by a 6HS) but does often forget that you have the fafnir. This FB is amasing as it extend considerably the range of order sol, and as he extend the range of order sol only as a FB, most of the players does not really think about it because this FB cannot be done as much as the 2S or S. If you have difficulty to use the fafnir think about it this way : Order Sol have the shortest range of the game. Think of the moves as an extension of your range and not as a matter of priority or form. Wich moves go the most far ? 2S, then Stand S then... Fanir. If you have to press and cannot approach or do not want to because you already use cancels or many pressings, do Fafnir, you can touch from far away and it protects you as long as you are far away. Do not fear the Counter once the move is launched (during the launch yes, but if you do not use the fanir at short range no problem), you will win no matter what as even if you can't combo, the opponent will be grounded. My two only opponents are a Venom and a Testament, so you imagine I had much time to think about the range of order sol. ANother thing : during thoses matchs ups, you HAVE to know perfectly your combos. Work very hard the Post Fafnir combo, get a chance to make a combo from any first move, and work hard too the smalls air combos started from the air (like P, P, K, Jump, K, S, Dragon).
LM_Akira Posted February 13, 2008 Author Posted February 13, 2008 Something you have to take in mind in this matchups is that you have your fafnir. Most of the players of these characters learn very quicly what are your long pokes (mostly Stand S and 2S followed by a 6HS) but does often forget that you have the fafnir. . In my experience, people don't forget HOS has fafnir and block it successfully more often than not when it is used as a "poke".
Neithan Posted February 13, 2008 Posted February 13, 2008 As said in another topic, I think this is also a problem of anticipation as your opponent does not have to wait for it. You can try to not use it too often to place it one or two times a match after. Plus it's only my opinion, perhaps I am mistaking.
excelence Posted February 14, 2008 Posted February 14, 2008 IMHO Fafnir should be used for: 1. Punish : anything obvious/slow moves after IB 2. Bait : spam it and go for overhead/Throw for the real hit that's my general ideas of what fafnir should work btw i've never expect it to connect whenever i go against May or Venom =3
LM_Akira Posted February 14, 2008 Author Posted February 14, 2008 ...that's my general ideas of what fafnir should work btw i've never expect it to connect whenever i go against May... Fafnir after a blocked 3K from May = guaranteed happy time half bar combo
Darkhonor90 Posted February 14, 2008 Posted February 14, 2008 IMHO Fafnir should be used for: 1. Punish : anything obvious/slow moves after IB 2. Bait : spam it and go for overhead/Throw for the real hit that's my general ideas of what fafnir should work btw i've never expect it to connect whenever i go against May or Venom =3 Or low moves Fafnir has low invis
excelence Posted February 15, 2008 Posted February 15, 2008 Fafnir after a blocked 3K from May = guaranteed happy time half bar combo oOo yeah that's lol... but the May i go against refuse to use that moves anymore
excelence Posted March 11, 2008 Posted March 11, 2008 OK 2 question... how the fuck OS deal with Potemkin 1. Back Dash Buster 2. FB ... that 2 moves kill my OS
reaVer Posted March 11, 2008 Posted March 11, 2008 Backdash buster can kill anyone really, don't try heavy moves on him so you recover quickly enough to jump, 6K or SV. If you're in the air when you expect a backdash from him you can airdash towards him with j.P-S-etcetc. The FB usually is only a problem when you jump in and attack to early, do jump in P(doubletap if possible), you'll get a single P that whiffs. Then go for j.H which is at the right height that if your opponent tries shit you'll be able to guard. Now if your P would hit your opponent it's usually because your opponent jumped as well, thanks to the doubletap you get 2 Ps and you're able to continue with K,dj.K-S,SV.
GreasyGyro718 Posted March 11, 2008 Posted March 11, 2008 I think we should get one of those matchup subforums. it's just good.
LM_Akira Posted March 11, 2008 Author Posted March 11, 2008 Yes, it would be nice. I've copy and pasted all useful/important matchup stuff from this thread (as well as other characters perspectives from other threads). If necessary I could just post up those matchup discussions in the new threads instead of Titanium Beast having to transfer endless posts into all the new threads.
excelence Posted March 12, 2008 Posted March 12, 2008 @Reaver : that pot BDB my 6k god i hate his guessing game, he has all the answer of OS option, and btw not exactlly all character. Jam can punish it pretty bad with 6hs>hs, only 3 frame window to hit is a big pain in the ass thought for the FB dunno i always got caught on counter hit with it, only once i manage to reflex and cancel my poke with Tyrant Wave
Hatred Edge Posted March 12, 2008 Posted March 12, 2008 I refuse to use 6K against Pot. If I want to beat his his PB I go for 2P.
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