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Everything posted by TITANIUM BEAST!!!
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Is it just me or is this game really picky about double tap motions? Sometimes I can't dash for the life of me, seems like you have to be really precise with your taps.
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Reposting this since I lost my archive when my HD died on me. Could someone please upload this HOS combo video called Crimson?
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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.
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We've seen this happen as well. It is clear that the command grab is being broken because he goes into the startup animation of the bite, then the opponent bounces off like they broke it.
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69H overlaps with airdash command. And a simple combo question like this doesn't need a new thread, period.
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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. Try that. And please avoid making redundant new threads in the future.
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[Accent Core] Sol Badguy General Discussion
TITANIUM BEAST!!! replied to Hatred Edge's topic in Sol Badguy
This is now the General Discussion thread. Any general questions about Sol (normals, specials, FRCs, etc) should be posted and discussed here. Any more new threads about such topics will be deleted and the offending poster will be warned. -
[Accent Core] Order-Sol 101/Primer, READ HERE FIRST NEWBIES!
TITANIUM BEAST!!! replied to WUT's topic in Order-Sol
Ok, I have moved all posts not made by myself or WUT from this thread into the new Discussion thread I created. The goal of this thread is to have an uncluttered and easy-to-read guide for new players to access. I would really prefer not to have a bunch of posts that players have to shuffle through for information, as that would defeat the purpose of this guide. I will only post here to notify of updates/edits (I assume WUT will do the same). All discussion and suggestions should be limited to the Discussion thread. Any posts made in this thread will be deleted or moved to the Discussion thread. -
I merged this with General Discussion since I didn't feel it was important enough to warrant its own thread.
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Off of level 2 BHB, you have enough time to do a dash-buffered Fafnir, so all normal followups should be possible. 2S-5HS -> IAD combo should be feasible from almost any range; the problem with your first string is that you do too many hits before the BHB. I recommend no more than 2 hits tops, and 1 hit is ideal (ie 5K -> BHB, which is a good pressure string anyway).
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I find this untrue. Unless the opponent is very high in the air, neutral tech -> throw will beat the tech trap Gun Blaze after level 1 BRP pretty much every time. That's my experience with it. Most players will just tech out of the corner anyway if they think you will Gun Blaze. With the longer untechable time of the j.D compared to a level 1 BRP, you can still tech trap them if they tech forward, whereas this is not really feasible if you use BRP.
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1. Always be prepared to block when you tech. In the case of your Slayer example, you would FD his 2S to avoid being comboed again. 2. Try not to tech at the earliest possible moment. Alter your tech timing to be a little bit later or a lot later, depending on what you think will mess up your opponent's trap timing. 3. Remember that techs are invincible on startup. You can use this to avoid imprecise tech traps using slow moves with long recovery. 4. Neutral tech when possible. Forward and backward techs are faster (ie you can tech earlier than when you can neutral tech), but you "bounce" into the air and leave yourself open to more tech traps. Neutral tech reaches the ground faster than either of these techs, so when you have room to use it, do so. This will force your opponent to think through their tech catches and keep you from constantly eating "free" damage. Also, this is a more generic type of question as opposed to a question specific to HOS, so please, in the future, post something like this in the general forum and not here. If you post here again with this type of question, I will delete it without responding.
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There's no real reason to "mix up" your combos, you should go for the most practical and most damaging combo every time if possible. This changes depending on the situation, but typically if you have a choice between doing a small combo into a mixup or a big high damage combo, you would go for the high damage. For example, in the BnB you listed (K-S-HS -> lvl2BHB AC FRC) the opponent does not have time to slip recover, so you can run up and do any combo you like. There's no reason to do a mixup there, you're just sacrificing damage. Then there's the fact that you can link a dashing Fafnir from lvl2BHB easily, so if your opponent doesn't have Burst, there is no reason to do the AC FRC at all, just dash Fafnir after the lvl2BHB hits and do a juggle for huge damage. As far as your Gun Blaze juggles, one thing I want everyone to keep in mind is that it is rare to see any HOS player ending their juggles with a special like lvl1BRP because simply ending it with j.D gives you a better tech trap; j.D is untechable for longer and you recover faster from it than you do lvl1BRP, so you can put yourself in position to trap them more easily. Now then, if you've already done over 200pts of damage on someone and you are willing to use a lvl3BRP to tack on an extra 20 or 30 pts of damage, you are wasting your charge. Yes, you may be "maxing" your damage on that one combo, but you could have easily saved that level 3 for your next combo to do another long 200pt plus combo and end the match. So you're actually reducing your overall damage dealing capability in the match. This is not what maximizing your damage is about. The Sol command grab combo you listed is misleading because it doesn't cost any extra resources for him to do that combo and the damage difference between the two is actually pretty big due to clean hit properties on Sidewinder.
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A lot of characters can reverse/AA airdashes on sight pretty easily, so I'm not seeing the mixup. Airdash is only good when opponents are otherwise occupied (ie in recovery from doing something they shouldn't have been doing). Do other stuff, it's better and safer.
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Ok, I see it now. It's a note attached to one of the pictures in the character strategy section for HOS. The throw invincibility is also listed in the initial color section where all moves are pictured and briefly discussed. Good to know.
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The errata mentioned on Arcadia's website refers only to the backdash data in the very back of the book. Nothing else is mentioned.
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I honestly think AD PPP is not a good tactic to use very often. Airdashing in general is risky and too easy to reverse against. I don't see it done very often at all in matches either.
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AD PPP will also get 6Ped or reversed. Doublejumping is a better option, though this leaves you open to being airthrown more easily.
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HOS needs meter/charge to make his mixup truly intimidating, and it isn't the same sort of blatant 50/50 mixup that many characters have. Like I said, he does have a lot of options and they can be intimidating, but they are more focused around tricking the opponent into making a mistake as opposed to being a straight guessing game. reaVer: the problem with trying to do late j.HS on most characters in open play is that you leave yourself open to simpler anti-air options like 6Ps and whatnot. You can do j.HS earlier to stuff those moves and get CHs for combos, but then you leave yourself open to the invincible reversal again, as well as possibly getting IBed and thrown when you land if you are too close. This option is more realistic on wakeup because you can jump while the opponent is knocked down and unable to do anything aside from reversing on wakeup, which is where the late j.HS's effectiveness is shown.
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WUT: I like that j.HS mixup, I'll have to try it out when I get to play again. Reversal-safe oki is always good. I also like your analysis of HOS's wakeup game, very spot-on. HOS has always been about forcing your opponent to make mistakes and then punishing them, rather than straight mixing them up with 50/50. Not as straightforwardly effective as most characters' mixups, but it can be more intimidating if you can pull the mindgames off since the opponent has to worry about the sheer number of options you have.
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You're further away because if you CC immediately, you skip the part of 6K that has the forward sliding momentum. You can see this with other moves as well, this is why I said above to slightly delay when you cancel 6K into BHB; the sliding movement of 6K will carry over to the BHB and you will slide forward as if you had just done a dash-buffered BHB. Cancel into BHB immediately and you won't move forward at all. I would say the only reason you would have timing issues with CC would be because you are not accustomed to the recovery so you don't know exactly when you can move.
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I've noticed that Potemkin players are opting out of 6HS oki now and going instead for really meaty Slide Head at the unblockable distance. Remember that you can reverse this with Fafnir for free if you are in range. As far as 6HS oki, I would always SV it unless I see the opponent has meter to FRC the move; there's no reason to IB and attempt a backdash or jump away when you can reverse for free. You can also do Gun Blaze under 6HS on wakeup, but if the 6HS is done early enough, his fists will retract before the flame becomes active, so be careful when using it.
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HOS oki is mostly based around using tools like Gun Blaze, 6K and 2HS to punish your opponent for trying to throw/hit/reverse you on wakeup and basically making them want to always block, at which point you run up and start pressure strings for free or do shenanigans to break their guard. For example, you do Gun Blaze when you have the opportunity to make the opponent focus on guarding the crossup instead of trying to throw or get out of your oki. Once they start guarding all the time, you do the sneaky run up 2K(blocked) into Gun Blaze and cross them up anyway. If you're getting thrown out of these kinds of pokes, it means you aren't working your other options well enough to make the opponent sit still. reaVer, your 6K info is a bit misleading. First of all, the shortest CC is 13 frames, not 11. However, 6K's base recovery is 16 frames (10 frames active, 7 frames recovery, remove 1 from the active and add the two numbers together and you get 16). 6K is a level 3 move, so it normally inflicts 13 frames of guardstun on a normal guarding opponent. So take 13 and subtract a recovery of 16 and you'll see that 6K is normally -3 on block. If you CC, the recovery goes from 16 to 13, so when you take the 13 frames of guard stun and subtract the new 13 frames of recovery, it becomes 0. So CCing 6K does not increase your recovery normally, it reduces your recovery and still leaves you in a position to do something. If you're doing 6K meaty on wakeup, the situation changes a bit since you get to skip some of the active frames that add to the recovery of the move, but doing 6K meaty on wakeup eliminates the mixup aspect of the move because you telegraph what you are going to do and leave yourself open to invincible reversals like VV or Starship. What you want to do is run up in your opponent's face and do 6K at the last possible moment. This makes it more ambiguous as to what you are actually trying to do and will cause your opponent to guess more and make more mistakes. They may think you are trying to start a regular blockstring and attempt to throw you only to get 6K CH in the face. If you do 6K too early, there's no reason for the opponent to guess at what you are doing and they can freely reverse you if they have the ability to do so or simply block. Another option when using 6K on wakeup is to do a slightly delayed cancel into BHB (any version is fine since they all give advantage if you AC FRC). This is nice because you can use visual confirmation to see if 6K connected or not and act accordingly to maximize your offense in any situation. If it was blocked, do the BHB and start pressure again. If it normal hits, you can still combo into the BHB and then do combos from there (you can link a Fafnir from any version of BHB) or you can combo to 2D and do oki (or even CC 2D and do a short aircombo). If it CHs, you can just straight Fafnir them after you recover. You can still CH people with 2HS if they try to throw you out of it on wakeup, you simply have to be a little more clever about your setup. Space yourself just outside of the opponent's throw range and do 2HS and they will get CH if they try to throw you or poke you out of the move. Key thing to remember about 2HS is that if the opponent IBs, you are at slight disadvantage of -4, so be careful when you use it. I tend not to use this move on wakeup as much anymore because it isn't very hard to block in that situation once you get used to it; better to do it at unexpected points in strings where the chance of blocking it is much lower. Honestly, HOS's oki hasn't changed a whole lot from Slash, the options simply pay off in different ways.
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Off of CH level 1 Gun Blaze, you can do the second Gun Blaze, then do a dash j.HS-D, dj.HS-D into the corner into a relaunch combo for over half pretty easily. Off of CH 6K with level 3, you can do 1 Fafnir instead of 3, then run up 2S-5HS into level 3 BRP, end it with 5S©-5HS into hj.S-HS-D and it does 250 dmg. The 3 Fafnir combo does 299, the extra 49 damage isn't worth the 50% extra Tension you spend on the two FBs.
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Quoted him where? I checked in the video threads and I saw nothing mentioned of the sort. And just because the color is the same doesn't mean anything.