Hintalove Posted May 2, 2008 Posted May 2, 2008 Damage really doesn't matter for hos combowise. You're either going to shoot for a dloop and kd, or do a ji combo of some sort for a little extra damage. As long as you understand that a full dloop is going to do about the same as the average optimalish JI combo, you can decide what combos you want to learn and where you should use them. An extra punch or kick here and there isn't what is going to make you win matches consistantly. Imo for aspiring OS players, or at least me, learning all the character specific stuff is where I'm having the biggest problems. Who cares if I can hit full dloops on the sols, anji, pot, slayer and the other characters that size. I still am stuck doing sub optimal combos on robo, di, and johnny Or like a list of characters that get hit by dash jh deep in the corner. Honestly it kinda feels like hos doesn't really have bnbs so much as he's more like slayer where you can kinda just do what you want, as long as you keep hitting those jd's.
reaVer Posted May 2, 2008 Posted May 2, 2008 Hintalove: what kind of combo's are you interested in? I'll help you look if you want:P BnB = Bread and Butter
TITANIUM BEAST!!! Posted May 3, 2008 Posted May 3, 2008 That won't get you a range, that would get you an expected average. The range you would get would be inaccurate if you don't account for how the different variations work on every character. That's what makes your format ever-so-slightly flawed.
reaVer Posted May 3, 2008 Posted May 3, 2008 No, the range would simply state the minimal and maximum damage the basic combo can do, in this case 6P 5H j.H-D,dj.H-D,j.H-D,dj.H-D,BRP and I implied that to make it work on robo-ky a little fix is required to prevent robo-ky dropping through the combo. I didn't state the combo would work on every character in it's native form, but any variation of that combo will not do significantly more or less damage then the 2 states values.
WUT Posted May 9, 2008 Posted May 9, 2008 You should aspire to be manly. Doing manly combos gives you that moral victory. We should all be manly. Nail your full Dust Loops, your SJ IAD combos, and your SJI relaunches. HOS doesn't win fights by poking, he wins them by converting mix-up options into damage. Or by landing a Fafnir. Back on topic: It's time to be manly and Dust Loop Dizzy, Eddie, and Venom. Dizzy: Immediate j.HS, j.D, delay jc dj.HS, dj.D, land j.HS, j.D jc dj.HS, dj.D. Simply put, she's the hardest character to hit that first j.HS on when you're flush against the corner. 171 damage with a Lvl2 BRP makes learning that combo delicious, however. Eddie: Immediate j.HS, delay j.D, land, dashing 5S© jc j.HS, j.D jc dj.HS, dj.D. Breaks 150 with Lvl2 BRP. Nice. Venom: Immediate j.HS, j.D, slight delay jc dj.HS, dj.D, land, dashing 5S© jc j.HS, j.D. Same damage as vs. Eddie. Nice x2. So yeah. I'm going to quit being a pansy and Dust Loop these losers too. Everyone fear that corner throw -> Dust Loop. Aside from Johnny, anyhow. Stupid huge hitbox that's only in his feet.
Sesshyru Posted May 12, 2008 Posted May 12, 2008 Vid plx? I can't get it and the computer always tech's out on the Venom one.. And when you practice dust loops, do you have the comp on full recovery front?
Tsak Posted May 12, 2008 Posted May 12, 2008 can't you dustloop johnny a little bit by the throw in the corner adding in - j.k j.h j.d, jc j.h, j.d i dunno if you actually get another successive rep of j.h,j.d
reaVer Posted May 12, 2008 Posted May 12, 2008 Venom: Immediate j.HS, j.D, slight delay jc dj.HS, dj.D, land, dashing 5S© jc j.HS, j.D. Same damage as vs. Eddie. Nice x2. Can't you append another j.D there?
Hintalove Posted May 13, 2008 Posted May 13, 2008 Seeing as I finally have a ps2, I'm going to embark on a personal project. I'm going make a list of what I personally feel are bnbs for every character in most applicable situations; ie: midscreen gb, corner gb, deep corner throw, corner/midscreen jh ch...ect. Thats probably all I would need to do any way considering pretty much anything else he's got is some derivative of those combos This is mostly a personal training thing, but if I end up seeing it through well enough and people are interested I'll post up my results. Just for reference I'm fairly certain a lot of them wont be pound for pound maximum damage. For example, depending on character, once I develope a throw combo that does like 130-150 and knocks down I'll be pretty much satisfied. The combo I'm using deep in the corner for slayer right now is dash jk h d land jh d djh d brp. The axl combo I'm comfortable with(stupid dloop on throws, especially axl gives me headaches) is dash jh d djh d land jp h d djd brp. There are probably slightly better combos out there but once you get to a certain point in those throw combos the damage stops being significant for the most part it seems. I doubt a full dloop on axl would do significantly more damage, seeing as I only omit 1 jh. I'm also finally commiting to mastering 5s hji gb combos since I have a ps2 and can practice to my hearts content. They don't kd but pwn the face off half dust loops off midscreen gbs. Last question: Off fafnir ch, do you go for full dloop regardless of screen position(if it's a character that it will hit) or is there ever a point where you go for a hji combo or like short juggle into relaunch hji? edit: wow hji is fucking easy. Just hold jump and then sj as soon as your hit connects. How did I not know this before?
reaVer Posted May 13, 2008 Posted May 13, 2008 On Venom in corner: throw j.S-H-D, 66S j.H-D, dj.H-D, l2BRP 151 dmg, less delays:P
SSMugen Posted May 13, 2008 Posted May 13, 2008 seems like a nice combo *takes note* I need some reliable combos against slayer so can anyone help out here?
ShibuyaX Posted May 13, 2008 Posted May 13, 2008 the thing about order sol is that u gotta be crazy to use him (kinda like reg sol). after counter hit jumping HS you can run in and do 5k,5s,5hs, super jump js,jhs, j dust. u have to be pretty close to opponent for that to work.. u have 50 percent tension after a counter hit cr slash do 6hs RC run in If you have no meter you can do cr k, 5s,2s,2d......from there do crossup or whatever if you have a level 2 on other meter u can run in and whatever u do end it with a gunflame if u have level 3 run in and do 5k,5s,5hs, bandit revolver, they wall bounce and come back to you then do 5s,5hs, superjump, then.....js,jhs,jd.... those are basic combos i suggest learning how to jump install to do more damage Remember u can get the 5s into 5hs super jump off of order sol ex counter hit order sol gunblaze order sol anti air using 5hs order sol anti air using 5S order sol conter hit jumping HS maybe u can do it off of more stuff than that but those i do know...ask a pro order sol for more
LM_Akira Posted May 14, 2008 Author Posted May 14, 2008 With regards to the first post, as further way of saving space I'm considering making a list of contributors at the top of the page and making no further comments about who contributed what throughout the post. So there would be no more "combo as listed by xxx" or "intro written by xxx" it would just be a list of people who've contributed at the top and then just a body of text and combos all the way thru. Would anyone have a problem with that?
Coinage Posted May 18, 2008 Posted May 18, 2008 what are good combos to beat ZAPPA? i mean in many cases, zappa usually gets the upper hand when you and the zappa use play. here are some examples i mean to overcome these examples: zappa with the sword- likes to dash with the sword in front of him zappa with the ghost- likes slash botton or any that allows them to throw the ghost zappa with dog- like comboing and using dust
Hatred Edge Posted May 18, 2008 Posted May 18, 2008 What? Good combos to BEAT Zappa? What you're posting is more akin to fighting Zappa. Meaning macthup info. Not combo info. As far as I know Zappa doesn't require some major change in combos for Order-Sol. I have never fought a decent Zappa thus far so I can't give any info on that fight, but check the matchup thread.
LM_Akira Posted May 18, 2008 Author Posted May 18, 2008 All the standard combos work on Zappa, in fact he's quite easy to Dust Loop as well. Make the bastard pay. You just need to take into account he's very low profile when fighting him, so certain block strings and strats won't work quite as well when going up against him.
ShibuyaX Posted May 19, 2008 Posted May 19, 2008 what are good combos to beat ZAPPA? i mean in many cases, zappa usually gets the upper hand when you and the zappa use play. here are some examples i mean to overcome these examples: zappa with the sword- likes to dash with the sword in front of him zappa with the ghost- likes slash botton or any that allows them to throw the ghost zappa with dog- like comboing and using dust play mind games.....i would actually try to jap him out of any of those things...1 hit and he is back to normal shyt mode lol. mind games i would jump dash back and just play with him making it hard to predict u...also DAA is probably good and running cr dust would beat out some stuff probably. pretty sure rockit would beat the dog mode and sword mode...the ghost mode is probaby gonna be the one that gives u trouble...i would block or IB and use ur ex to beat out his random throwing ghost shyt.
GreasyGyro718 Posted May 20, 2008 Posted May 20, 2008 we should have like a seperate part of this thread made exclusively for dust loop combos. there is no doubt that this is now a staple to OS's game. big damage and knockdown is always good. (if level permits >_<) actually talking about charge level for knockdown... this sounds like it's just gotta be done. I think more people should just try and get to lvl 2 more often if they plan on using DL's alot. that knockdown leads to os's knockdown and offensive game, and that's pretty good.
Hatred Edge Posted May 20, 2008 Posted May 20, 2008 Yeah that level 2 is good. Out of bad habit I tend to aim for level 3 a lot more. WHich leads to me being zoned/pressured etc.. Many times I'll land a hit get a KD, CC to lvl 3 and then say"Damn! I had lvl2. I just blew a Rock It combo." The people I play hate lvl.3 but if I start using more lvl.2 combos they'll be pissed. Gotta make that lvl.2 a threat.
ShibuyaX Posted May 20, 2008 Posted May 20, 2008 order sol dust loop??? can someone send a link so i can see how it looks....i mean i might already be doing it myself but just the sound of dustloop makes me wonder if something else has been discovered...
LM_Akira Posted May 20, 2008 Author Posted May 20, 2008 order sol dust loop??? can someone send a link so i can see how it looks....i mean i might already be doing it myself but just the sound of dustloop makes me wonder if something else has been discovered... Have you even checked the 1st post in this thread? Cos everything you ought to be doing is kinda covered there already...
Kamui Moon Posted May 20, 2008 Posted May 20, 2008 So speaking of manly throw combos from a few pages back, it's about time to start putting the hurt to Johnny. Sure, we can't hit him with a normal dustloop, but there's better things we can use against him. http://www.youtube.com/watch?v=cO_EoQkBLWc Throw, dash 5S, j.H, j.D, j.H, j.D | dash 5S, j.H, j.D, j.H, j.D, lv2 BRP is worth 154. Deep 5S©'s are where it's at. j.S, j.H, j.D, j.H, j.D | dash 5S, j.H, j.D, j.H, j.D, lv2 BRP is worth 152. j.S works as consistently as j.K and adds a few extra points of damage as well. Also, Johnny loves to not only screw with your normal dustloop, but tech out of quite a few lv2 BRP setups. Remember to delay as much as possible.
Hatred Edge Posted May 20, 2008 Posted May 20, 2008 Good post. And yeah you have succeeded in having the most annoying background ever.
LM_Akira Posted May 21, 2008 Author Posted May 21, 2008 Nice combos. Dust Looping Johnny from Lv1 GB gives me too much of a headache, I just stick to the standard combo but I'm trying to work in HJI these days for that extra damage.
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