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TITANIUM BEAST!!!

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  1. Ditto. Would really like to watch these.
  2. Probably run out of Charge before you can do that, maybe if it will kill.
  3. Slowly starting to add things into the first post, this will take some time but I will be focusing on what I feel are staple openers and reliable combos. Bear with me guys.
  4. Okay so I just finished watching Sesshyru's matches, I'll go with some general commentary since the length of the video leaves a lot in terms of details to cover. In general: -I feel like you have a good sense of the game in terms of what works and what doesn't, but your decision making doesn't really show that, for some reason. Generally poor decisions in certain situations. -I feel like you're not confident enough. HOS requires you to make quick decisions as a player in certain situations. You seem to hesitate a lot. -Try to be more aware of what the proper combo is for the situation. You missed some damage opportunities and also went for some less reliable or sub optimal combos. For example, trying to Dloop carry off of midscreen lvl1 GB on normal hit all the time, generally dash 5S© into HJ combos is much more reliable. -Being a low-charge HOS player in this version of the game is a bad decision, IMO. Most of the buffs he got in +R have to do with the charge bar and level 2 moves. You miss out on a lot by choosing to play with low charge. More detailed stuff: -ACing immediately off of a connected SV is a bad decision unless you are 100% committed to using the FRC to cover yourself, which is generally a waste of meter. In most situations you can wait a little bit, which creates some ambiguity as to whether or not you will AC, and also helps you gauge the distance between yourself and your opponent to see if it's safe. In situations where it's not, you can opt not to AC at all, and if your opponent is overeager to go back on the offensive, you can try to tech catch them instead. -When you did have charge, there was practically zero use of lvl2 BHB. I saw you use it one time, period, and that was in a failed midscreen combo. You would use lvl2 BRP a lot, which should be used more sparingly since it only gives a very minor frame advantage while leaving you point blank. If you try to attack again, that's a free throw for your opponent. Use BHB instead, it gives absurd plus frames and leads to free combos on hit. Use BRP after conditioning your opponent to sit still and block low. -Waaaaay too much Fafnir usage. You hit it in some really good situations, but often you would just throw it out there when you were nervous in a critical point. If you have any other questions, let me know. There's a lot to talk about in that video, I just tried to hit on the stuff that stuck out to me. AMB Bakery: sj. IAD P after 5H is actually a core combo route for HOS, especially when you hit low launches or slides at further distances. The increased untech time for 5H makes it easier to do in this game too, to the point where you can almost hit confirm it off of random tech catches. It's more damaging than going for dash into 5K-5S, and more reliable at longer distances. Basic example would be Fafnir or CH j.HS into dash 2S-5H -> sj. IAD P-S(or HS) -> lvl1 SV. Off of Fafnir this does tremendous damage for what it is, and is very reliable.
  5. 5HS is butt vs May. Best anti airs versus her are j.K and SV. Maybe level 2 GB as well. You get a lot of airthrows on her if the player has bad positioning. I'll try to get to all the vids later on.
  6. Watched the FT5, will watch the others and try to do some detailed breakdown later. I'll try not to do too much matchup analysis since all of my experience is on regular AC (albeit against one of the strongest American May players). Some quick points: 1.) You don't seem to have good Burst habits. Lots of very dangerous Bursts. 2.) Seem to go on autopilot sometimes, don't do this! Especially against May. 3.) The one time I noticed you go on offense, felt very uncontrolled. HOS is a character who is more reliant on reading the opponent and punishing their attempts to get around your pressure, rather than just trying to bust through their defense. You are better off starting with controlled pressure and then adjusting from there, rather than trying to do blank mixups or broken pressure with light pokes. More later.
  7. Are you guys talking about Michael Blade, or Michael Sword? Michael Blade is the super IIRC.
  8. Misreported. The mook frame data indicates that 5K still has its 90% initial prorate.
  9. Sorry this is still pretty bare, guys. I'll get to work on it soon, been super busy.
  10. I don't like IAD approaches in general with HOS. That may be my old man talking but I think you will generally fare better with learning how to approach on the ground and saving IAD for mostly punish situations.
  11. Feel free to post vids from anywhere.
  12. 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. Please refrain from going off topic in this thread. This thread is for posting of videos only. Dates in Red are PS3 Ranked Matches. Notable Players-Inoue/kazunoko -Sanma - - Matches Vs. Collapsed: Vs. A.B.A Videos: [05/09/2013] Inoue (OS) vs Tsubu (AB) [0:00 - 6:05] Vs. Collapsed: Vs. Anji Videos: [00/00/2012] Click! [Notes] Vs. Collapsed: Vs. Axl Videos: [00/00/2012] Click! [Notes] Vs. Collapsed: Vs. Baiken Videos: [00/00/2012] Click! [Notes] Vs. Collapsed: Vs. Bridget Videos: [00/00/2012] Click! [Notes] Vs. Collapsed: Vs. Chipp Videos: [00/00/2012] Click! [Notes] Vs. Collapsed: Vs. Dizzy Videos: [00/00/2012] Click! [Notes] Vs. Collapsed: Vs. Eddie Videos: [00/00/2012] Click! [Notes] Vs. Collapsed: Vs. Faust Videos: [00/00/2012] Click! [Notes] Vs. Collapsed: Vs. I-No Videos: [00/00/2012] Click! [Notes] Vs. Collapsed: Vs. Jam Videos: [00/00/2012] Click! [Notes] Vs. Collapsed: Vs. Johnny Videos: [04/22/2013] Sanma (OS) vs Satou (JO) [NicoNicoDouga] [06/15/2013] Sanma (OS) vs Satou (JO) part 3 [NicoNicoDouga] [06/21/2013] Sanma (OS) vs Satou (JO) part 2 [NicoNicoDouga] Vs. Collapsed: Vs. Justice Videos: [05/09/2013] Inoue (OS) vs Mizutani Kubiwa (JU) [6:50 - ] Vs. Collapsed: Vs. Kliff Videos: [00/00/2012] Click! [Notes] Vs. :KY: Collapsed: Vs. Ky Videos: [00/00/2012] Click! [Notes] Vs. Collapsed: Vs. May Videos: [00/00/2012] Click! [Notes] Vs. Collapsed: Vs. Millia Videos: [00/00/2012] Click! [Notes] Vs. Collapsed: Vs. Order-Sol Videos: [00/00/2012] Click! [Notes] Vs. Collapsed: Vs. Potemkin Videos: [03/01/2013] FAB (PO) vs Inoue (OS) [NicoNicoDouga] Vs. Collapsed: Vs. Robo-Ky Videos: [00/00/2012] Click! [Notes] Vs. Collapsed: Vs. Slayer Videos: [00/00/2012] Click! [Notes] Vs. Collapsed: Vs. Sol Videos: [00/00/2012] Click! [Notes] Vs. Collapsed: Vs. Testament Videos: [00/00/2012] Click! [Notes] Vs. Collapsed: Vs. Venom Videos: [03/10/2013] Sanma (OS) vs Fiino (VE) [NicoNicoDouga] [08/19/2013] BrandinoMB (OS) vs BlackSnake (VE) [FT5] Vs. Collapsed: Vs. Zappa Videos: [00/00/2012] Click! [Notes] Combo Videos -+R Order Sol Combo Video "Inferno" Stream Archives [*]-
  13. 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. Information:-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. [table=width: 700, align: center] General Notations Used Guide Specific Notations Used [table=width: 350, class: grid, align: center] j Jump sj Super Jump ad Air Dash iad Instant Air Dash jc Jump Cancel ji Jump Install sjc Super Jump Cancel CH Counter Hit RC Roman Cancel FRC Force Roman Cancel [ ] Hold Input (N) Attack must deal N amount of hits. [???] xN Repeat ??? N amount of times. [/table] [table=width: 350, class: grid, align: center] lvl? Level (attack must be used at indicated Charge level) DM Damage TG Tension Gain % Text Input Replaceable [/table] [/table] Mid-screen: Normal Starters 5K-5S©-2S-2D -> 214D or 214S(lvl1)~D (75 DM) 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. 5K-5S©-5S(f) or 5HS -> 236S(lvl2) (Requires 100-199% Charge) 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. 2D -> 236P(lvl1)~D -> FRC, dash j.P-S jc dj.HS-D -> 236K(lvl2) (130 DM) (Requires 20-119% Charge and 25% Tension) 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. Special Starters - Throw Starters - Overdrive Starters - Near-Corner: Normal Starters - Special Starters - Throw Starters [*]- Overdrive Starters [*]- Corner: Normal Starters [*]- Special Starters [*]- Throw Starters [*]- Overdrive Starters [*]-
  14. 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.
  15. Thread for any specific questions you may have about Order-Sol in GGXXAC+R. Please take off-topic discussions to the appropriate thread.
  16. 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&A thread.
  17. If anybody wants to try out +R, I'm planning to be at WNB this week with my setup. Probably arrive between 7:30 and 8.
  18. 2S does not gatling into 5S, but you can probably do 2S-5HS into IAD combo.
  19. I'm gonna mess around more with combo options off of air hit lvl2 BRP, if you're doing it midscreen where dashing is necessary to pick up with moves, you're probably better off trying to tag someone with Fafnir instead and then either try to pick up some oki or possibly add on a lvl2 RI for the extra damage and AC + useful knockdown.
  20. Watching kazunoko/Inoue playing online, he would do 2D -> lvl2 BHB AC after hitting someone airborne with lvl2 BRP, then end with 6HS to slam them back down. Pretty cool.
  21. Guys, I will make sure to open a general discussion thread when US version gets +R. In the meantime, this thread is supposed to be for character changes, not general impressions or combo videos.
  22. GGX had no green indicator for Tension. It was blue-red-gold, red for 50% and gold for 100%.
  23. Same here bro, we'll have to get some offline in sometime in the future. Maybe Frosty Faustings?
  24. I'm going to wait until the US version gets the +R update, but in the meantime I'll post some thoughts from my short time experimenting. The two biggest changes to me are the buff to lvl2 BHB and the new charge gauge drain speed. When these two are put together, it makes his offense a lot scarier near the corner because he can just pressure with a safe confirm that gives him advantage again and leads to a combo on hit. The damage is really not that spectacular but it's the overall offense generated by this combination that can be impressive. The BHB also causes a wallstick from much farther than you'd expect. I was able to do dash 2S at round start distance into lvl2 BHB, then dash and follow up with f.S-HS -> lvl2 BRP, though timing has to be perfect at that range. When you add in the buffs that most of his level 2 moves got, having high level 2 makes HOS very dangerous. His neutral game is better thanks to the lvl2 RI buff in speed and giving a hard knockdown, along with it being advantage on block. Lvl2 BRP giving a small combo in the corner is good too, along with general utility in other combos thanks to the 5HS untech time buff. You can do Fafnir midscreen into dash 2S-5HS -> lvl2 BRP, then Fafnir again. If you are in range, you can tack on a lvl2 RI at the end for a combo that does over 50% damage and gives you an untechable knockdown with a free AC, giving you just enough time for a run up meaty light attack or 6K. Lvl2 GB is improved too, the untech time was increased so you get easier combos afterwards, plus the first flame is guaranteed to come out after a certain time. You can use it in footsie situations and there is a chance it will trade and give you a free combo, otherwise if the opponent blocks you get free offense. Can't reverse with it like you could with lvl1 GB in Slash, but this explains why you'll see players randomly do lvl2 GB midscreen sometimes. There's a lot more detail to go over, but I wanna get some vs matches in before I get too excited. As is, I'm looking forward to exploring the character even more, he feels like a real powerhouse.
  25. I'm gonna try to go through and double check the stuff in the list so it can be finalized somewhat, definitely some things that are not true/not mentioned.
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