HolyBadSanta Posted October 1, 2007 Posted October 1, 2007 I don t want to be misundertood,i just wanted to contribute a little, and give some advices about a combo which can be used for mix up with a low attack. No offence. By the way, if your opponent had learn that after 6K he start to block low, it s time to go for a 6K BRP3 combo ! Be unpredictable !
Iruel Posted October 1, 2007 Posted October 1, 2007 *wades through 20 pgs of information* Ahh... I like a simple: dash in -> S© -> HS -> j.HS -> j.D. *shrug* Good to put enemy in corner/ make room for manual charge/ whever. I'm sure there's some superior air combo(sans tension y charge, that is) to follow the standing HS...? In corner - (236+P) x 7. Oh yeah, and where's the double lvl 1 GB love? How is it inferior to single GB -> air combo?
TITANIUM BEAST!!! Posted October 1, 2007 Posted October 1, 2007 Secretz trick for easy CC after 2D: Do 2D and hold the button down, then do Charge motion and release the D button. This gets you the fastest CC automatically and makes the followup combo afterwards much easier.
reaVer Posted October 1, 2007 Posted October 1, 2007 2D CC 5K-S-H sIAD.P-S,SV works on both normal and CH on (I recall) all characters 2D CC 5S-H sIAD.P-H,SV works on most characters with CH GB AC FRC 5S-H,sj.S-H l2SV does more damage then GB 5H (ji) sj.S-H-D,dj.P-H l1SV on average case.
Exigent Posted October 1, 2007 Posted October 1, 2007 Secretz trick for easy CC after 2D: Do 2D and hold the button down, then do Charge motion and release 2D. This gets you the fastest CC automatically and makes the followup combo afterwards much easier. I wasn't sure if I was doing it the right way at first because i've been doing that since I starting using hos (Loving it, too.).
LM_Akira Posted October 1, 2007 Author Posted October 1, 2007 HolBadSanta, in future it'd help if you explained what you meant in the first place instead of saying the equivalent of "do this combo:" 2K, 2S, 2D (CC) Fafnir dash 2S, 5HS yada yada.... oh btw the first part doesn't hit it's blocked, Fafnir just hits normally... Anyway that's discussion for the general thread, like I said, 6K discussion has gone on there (you also seem to be assuming you will always have Lv2 or Lv3 to follow up for 6K which obviously in't the case). Iruel: Did you miss the first post? Because my idea with that was to update all the useful combos from the thread into it for easy access combos. Problem now is, the post is so long I'll need to cut out the waffle before I can add new combos becasue it won't let you have a post that's over a certain amount of characters long.
Hatred Edge Posted October 4, 2007 Posted October 4, 2007 Okay there's only one real problem I'm havingg with Order-Sol's combos and that's the IAD combos. How exactly do I connect the IAD j.P? I just want to know exactly what you input because I've been doing LM Akira's RI lvl2 combo and I can't land the IAD j.P. Here's what I did: 5K,5S,2S,RI lvl2,5S,jc,66,j.P. What am I doing wrong?
reaVer Posted October 4, 2007 Posted October 4, 2007 this is my input: 5S2S5H l2Ri 66S5H1956P-H SV The difference is that sIAD is easier to get an airdash for some reason. If you'd need a normal airdash however, you need to jump cancel 5H later then you'd normally would and then you can use the IAD(96) method.
Hatred Edge Posted October 4, 2007 Posted October 4, 2007 Thanks Reaver. The combo works on most of the cast right? No weight adjustments, air hitbox issues?
LM_Akira Posted October 4, 2007 Author Posted October 4, 2007 Hatred Edge check my post again, I edited it to add that I find dropping the 2S in the gatling makes it easier. So I use something like 5K, 5S©, Lv2 RI and reaver posted something like 5S©, 2S, 5HS, Lv2 RI My personal input is to go for 296 after the 5HS, imagine doing a normal IAD but high jumping it so you stick a downwards direction in there before hand. It's not the same as high jump airdash, the motion of HOS should be almost like a banana in the air after the 5HS lol it's really quick and his trajectory goes into an air dash very quickly. Only thing you may need to change in the combo is the second air hit (j.K, j.S, j.HS) into SV.
Fullforcefafnir Posted October 4, 2007 Posted October 4, 2007 5S©, 2S, 5HS, Lv2 RI My personal input is to go for 296 after the 5HS, imagine doing a normal IAD but high jumping it so you stick a downwards direction in there before hand. It's not the same as high jump airdash, the motion of HOS should be almost like a banana in the air after the 5HS lol it's really quick and his trajectory goes into an air dash very quickly. Only thing you may need to change in the combo is the second air hit (j.K, j.S, j.HS) into SV. I find it still very hard to hit anything, by using IAD/hj.IAD, like reaver's combo.. as in 5S©, 2S, 5HS, Lv2 RI, dash, 5S©, 5HS, hj.IAD, and here they block.. Do you have to be really insanely fast with the jumpdash after 5HS? I'm probably doing something fundamentaly wrong. And is there any real difference between using IAD/hj.IAD in this? hj.IAD sure -looks- faster. Basically I do 29 and then spam 6 like a moron, but can't even get a j.p to hit
LM_Akira Posted October 4, 2007 Author Posted October 4, 2007 As mentioned before it's not easy to land at first, the gap between getting a black beat combo or missing it entirely and actually landing the proper combo is pretty slim, it just takes a lot of practice. It's not going to happen overnight. I still mess it up more than I should but I don't really have the time to practice it to perfection. You need to get a feel for the actual motion you're supposed to be doing, so, just practice this: j.HS (CH) [5S©] or [2S], 5HS hj.IAD j.P, j.HS, Lv1 SV over and over... Get a feel for linking j.P from a normal IAD after 5HS on the ground too...you can do gatlings into 5HS IAD j.P into another gatling. The concept is identical, only in the combo above you need to hj.IAD to link the j.P into an aircombo. Watch match vids where it's used to try and note the position the opponent is in when they get hit by the 5HS and by the j.P. The hj.IAD j.P is like 1 fluid motion, that's as best as I can describe it. IAD j.P might hit in certain circumstances in a combo after 5HS but j.HS or any followup move probably won't (j.K might I don't know). That's why you need to hj.IAD (there is a difference, the difference is the height at which you get up to and the possible followup you can get).
reaVer Posted October 4, 2007 Posted October 4, 2007 The RI combo I gave works against most of the cast, except Johnny. Oh, and don't be too worried about it turning into a black combo, the timing on teching that thing is pretty hard. You should practice getting the combo down properly of course:P
Fullforcefafnir Posted October 4, 2007 Posted October 4, 2007 Well, learning IAD is boosting your damage output very high, and it's one of the few 'basic' things left to learn in AC for me, since alot of characters uses it.. I'll be sure to not train against him then :p
Alric Sanosake Posted October 5, 2007 Posted October 5, 2007 I hear Impossible dust... yet I know not what it is... you mention it here, so here I ask. Wha?
LM_Akira Posted October 5, 2007 Author Posted October 5, 2007 It is explained on the very first page: ID = impossible dust (essentially performing an action, e.g. dj or FD 29 frames before the dust screen comes on will cancel your homing jump and let you fall to the ground quickly whilst your opponent will be stuck in a long un-techable state. The easiest example with Order-Sol is: 5D, homing jump, dj.HS i.e. hold up after hitting with dust but then dj.HS straight away before the dust screen comes on. If done correctly you will fall to the ground and your opponent will slowly float down in a long un-techable state, allowing you to combo them further. This is an example of a 1 hit ID. In general it is probably better to go for a 2 hit ID, as described by Titanium Beast: 2 hit ID is easy, the key is to doublejump after the first attack and quickly throw the second attack before you fall too far. Here's how I do it: Dust, hold 8, j.H, tap 8,9H, land, combo.) Basically you need to do a homing jump after hitting your opponent with 5D (hold 8 or 9) hit your opponent within 29 frames before the dust screen comes on then cancel the homing jump with another action (dj or FD etc...). Then your opponent will be caught in a long un-techable state that you can take advantage of (i.e. you can generally land a better combo).
Fullforcefafnir Posted October 6, 2007 Posted October 6, 2007 Yes, it seems impossible dust is preferred for damage. Depends on character I spose.
Hatred Edge Posted October 6, 2007 Posted October 6, 2007 Homing Jump is when you land a dust and jump after your enemy. You interested in learning HOS's dust combos?
Alric Sanosake Posted October 6, 2007 Posted October 6, 2007 Yes sir I do, I wanna learn HOS so well, HE WILL be the back of my hand
Fullforcefafnir Posted October 6, 2007 Posted October 6, 2007 Personally I dont 5D much with OS, he hasnt many setups for it, like for example chipp, and the range is short.. I mostly Gun Blaze crossup or do j.HS, but we all have different styles. Also, if you get a 2D in I feel it's normally better to boost your level, since it's risk free then.
sadpandabear Posted October 7, 2007 Posted October 7, 2007 I've been playing OS for a while now but I still can't land his corner throw combos on people I need to S© first. Am I supposed to the dj.h, j.d as soon as possible to get the j.d to land, or am I supposed to wait and try get it as late as possible? Also, is there a trick to dashing as soon as you can as you land on the ground to get the second S©? Also, how do you do two j.h. off of his 5D?
Fullforcefafnir Posted October 7, 2007 Posted October 7, 2007 It all depends on the character, if you should do or skip s© first it seems, they have different hitbox properties. LM_Akira explained it here: Throw (wall stick) j.HS, j.D, dj.HS, j.D, Lv1 236K (Vs A.B.A., Anji, Axl, Baiken, Bridget, Chipp, Faust, I-No, Jam, May, Millia, Order-Sol, Potemkin, Sol, Testament, Zappa. This is the really basic corner throw option) Throw (wall stick) 5S© JC j.HS, j.D, dj.HS, j.D, Lv1 236K (Vs Dizzy, Eddie, Ky, Robo-Ky, Slayer, Venom. This is the really basic corner throw option vs these characters) Throw (wall stick) j.HS, j.D, dj.HS, j.D land dash 5S© JC j.HS, j.D, Lv1 236K (Vs ...Sol, Testament... chars will be updated soon, minor extension on the basic combo) Throw (wall stick) j.HS, j.D, dj.HS, j.D land j.K, j.S, dj.HS, j.D, Lv1 236K (Vs ...I-No, Millia, Sol... chars will be updated soon, another minor extension on the basic combo) Throw (wall stick) dash j.HS, j.D, dj.HS, j.D land 5S© HJC hj.S, j.HS, j.D, Lv1 236K (Vs ...May, Millia, Sol, Testament... chars will be updated soon) Throw (wall stick) dash j.HS, j.D, dj.HS, j.D land dash 5S© HJI hj.S, j.HS, j.D, dj.HS (whiffed) (Vs Testament, from a far wall stick, the 5S© hits deep after the first part of the combo) Throw (wall stick) dash 5S© JC j.HS, j.D, dj.HS, j.D, dash 5S©, JC j.HS, j.D, dj.D (whiffed) (Vs Johnny) To get two j.hs off you have to hit the first j.hs the lowest you can, it's probably character dependent also. So I don't do it.
LM_Akira Posted October 7, 2007 Author Posted October 7, 2007 I'm almost certain that using 2 j.HSs after doing Impossible Dust works on every character but I will test it at some point to confirm. With the corner throw business, bear in mind there is more written about in the 1st post. You basically have 2 options, hold forward and press 5S© or dash in after the throw has recovered and do 5S©. Note some chars NEED the 5S© there in order to be combo'd (e.g. Eddie, Ky) and some others don't, it just helps (e.g. Dizzy, Slayer).
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