-
Posts
427 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by WUT
-
I'm not so crazy about maxing damage nowadays. If I give up ~20 damage or so for a corner knockdown or easier tech trap (corner air throw -> potential comboz or knockdown) then that does it for me. Only difference is when I absolutely NEED that damage to kill, but that situation doesn't come up for me that often, honestly. Also, as far as reliability is concerned in regards to Lvl1 GB combos: 1.) Most characters start descending before they can tech after being hit by Lvl1 GB. Optimal time for starting a j.HS, j.D combo is during their descent. Just watch for the animation change. 2.) On lightweights and Faust, you can do the first j.D sooner, as you need them to fall further downward to get the dj.HS, j.D. 3.) On normalweights, the first j.D is delayed more and the ending dj.HS, j.D is hurried along, as a general rule. 4.) Personally, I dislike delaying the 2nd j.D (dj.D) longer, as it tends to be the hit that misses more than any other due to hitboxes (Sol and HOS in particular). I know it's still abstract as hell, but it's just like doing 1-hit Ensengas with Johnny; you get a feel for the delays after you do it enough. Those pro-tips were for everyone, not aimed specifically at you Blake. :razz:
-
Lmao. 6HS RC for GB combo. I've just been trying to "Dust Loop" more. You'd be amazed by just how many characters you actually can take to the corner from midscreen Lvl1 GB for it. Hell, you can even get it on lightweights midscreen, whereas you can't even get it on them in the corner without the right launch (Bridget, Millia, Baiken specifically). Just a simple Lvl1 GB, dashing j.HS, j.D jc j.HS, j.D land then jump j.HS, j.D jc j.HS, j.D xx Lvl# BRP breaks 200 on everyone it hits (excluding Potemkin and Robo-Ky, but including Slayer and HOS). I guess I should get a list going on who you can actually do that on: We'll call the above example a "Full Dust Loop": Midscreen Full Dust Loop (Relatively a running Lvl1 GB from Starting positions): Jam, Robo-Ky, Bridget, Ky, Testament, Zappa, Faust, Axl, Anji, HOS, Baiken, I-no, Potemkin, Slayer. Midscreen "Dust Loop" without the final jc j.HS, j.D: Millia, ABA, Sol, May, Chipp. No Midscreen "Dust Loop": Johnny, Eddie, Venom and Dizzy. However, all of them eat a running 5S©, [JI] 5HS SJ j.S, j.K, j.S jc j.S j.HS xx Lvl# SV pretty easily though, for 190+ damage. Okay alternate GB combo, but it just won't knock down without Lvl3 so it's a bit disappointing. From starting positions, but if you jump over them than do a GB, THIS SWEET SPOT (~2/3 to corner ) allows full Dustloop on EVERYONE! Edit: Bolded for emphasis.
-
What the....Starship throw bait with buffered bug yo-yo return and THEN a CH 2S, 6S combo if they poke? Why even use buffered bug yo-yo there. Starship is always safe.
-
Lol. If you do an immediate ascending j.HS as soon as you leave the ground you can double jump/air dash before you hit the ground. Sup forced 50/50. Take that j.P whiffing on crouchers. EDIT: Not really practical for matches, but it's lawl.
-
You can pretend 5HS and 5S (both close and far) will anti-air May, but they won't. In fact, that's the quickest way for May to score that lovely CH j.HS for 230+ Tensionless damage. If May resigns herself to staying in the air and spamming j.HS and j.2HS, the only "reliable" means of getting her to stop is SV and GB, respectively. If you're wanting to get inside, work on alternating between FD braking, running 6Ps, and the occasional running SV to whiff/stuff May's CH fishing. Personally, I prefer to sit back and Charge, making May come to me. As a tangent, I'm finding out more and more just how awesome 6P is for poking and closing the gap. It beats or whiffs so much air to ground stuff, and stuffs the most absurd ground pokes (example: both May's Horizontal and Vertical Dolphins, FB'd or not). It's a shame the anti-air CH is so fail, otherwise I'd probably crutch on it to anti-air more than 5HS and SV. Back on topic: FB Dolphin tick throw is dirty. No escape is guaranteed or even remotely safe. An IB'd backdash attempt can get stuffed by things like 2D (it's active for forever), a running 6P (wtf, you're almost dizzy now), or even a running 3K (not safe at all for May, so not seen as often). If you attempt to SV, you open yourself up for an epic Tensionless punish (as always with SV, but May's punish just hurts so much more because it's both free and knocks down, setting up May's dangerous Oki). If you decide to jump then you open yourself up to an air throw for knockdown + oki (May's fast jump and slightly larger air throw range will net her reaction air throws like this all the time if you get even remotely predictable). And just sitting still, of course, opens you up to continued pressure or OHK. All that being said, it would seem 1F jumping is your safest bet. Concerning Potemkin: 6K is decent for oki, but beware when he has 50%. Reversal Giganter is a free CH on 6K. If he doesn't have 50%, a simple reversal backdash can completely whiff 6K and score him a free PB during recovery. GB is a pretty crappy idea too. FDB and reversal backdash pretty much take away any initiative you get from GB. The safest oki tends to come from deep jump-ins, primarily j.S (for potential fuzzy guard) and j.HS. Both are safe against Giganter and reversal backdash, and both force pot to guard.
-
Not really. I tend to JI pretty much every combo that starts in the corner or takes them to the corner, along with mid-screen combos that start with me landing a Lvl1 GB. Also, if I get a relaunch that involves only 5S©, either due to height or number of hits in (or a combination of the two), I tend to always SJI. Other than that, there's really no reason to JI *every* combo.
-
Vs. Baiken This match-up is a headache for pretty much everyone. Baiken forces you to play patiently and opt for a drastic change in the way you condition your opponent. Your main priority in this match is to bait/avoid Baiken's counters. Some tips on doing that: 1: Keep pressure strings short. One to two hits at the most. Anything more and you're just giving Baiken a free window to Sakura or Ouren. Short and sweet. 2: Pressure with mostly Jump Cancellable moves. Easy enough. 5P, 5K, 5S©, 5S(f), and 5HS are all JCable. Opt for the quicker pokes (5P, 5K) and just watch and react. Using the faster pokes also has another use (explained further down). 3: Keep special use low. In pressure: If it's not BRP, don't use it. Frame advantage means jack in this match. GB is also a viable option. While it's hard to reaction GB in the middle of pressure, you can throw it out there every now and then to beat/whiff every counter except the P one (the anti-air chain). This same principle goes with ending pressure strings in CC; 2D/5HS CC will, more often than not, leave you eating a Sakura or Ouren. Now that you can deal (relatively) with Baiken's counters, you have to deal with Baiken zoning and pressure. Baiken zoning relies on Tatami as a big ass wall of free combo death, 6P for anti-air, 5S(f) and 2S to simply outrange you, 2D for anti- run in and air (wtf), and j.S for its good hitbox and potential knockdown for Baiken oki (j.S, j.D). If Baiken likes to zone then you're in good shape. Take the time to either back off and Charge to Lvl2/3 (forces Baiken to close the gap) or attempt to get in by FD braking and baiting pokes/Tatami, then moving in via jumping or continuing to run forward. Smart movement will easily let you whiff a poke and start your offense, as many Baikens will not poke much, instead relying on their counters to protect them and get some damage/knockdown. Baiken pressure is also relatively simple to guard. It's mostly based around Tatami to come in, IAD in, and guard bar building. Personally, I feel that 6P and GB are AWESOME against Baiken pressure. 6P nulls Tatami mats (unless they're right on top of you), whiffs IAD/jump in j.S for a CH, whiffs j.HS unless Baiken is higher up (at which point GB scores a free CH for major damage), and 6P will clash with Baiken's chain pull (preventing the suck-in effect). GB stops all of Baiken's air assault really; making Baiken stay on the ground helps immensely in controlling this match. If you're actually forced to guard (Knockdown + meaty Tatami oki) then concentrate on escaping. Guard low and watch for 5D (or Youzansen if Baiken has 50% tension to RC). Chain Pull is a free escape or 2D if Baiken does the follow-up; just learn to IB it. Pressuring Tatami also leads to a potential jump out unless Baiken FRCs (which some will do to continue cranking guard bar). With Tatami FRC and chain pull, Baiken can easily get your guard bar to flashing for crazy damage if she breaks your guard. The most important thing is to not panic; a flashing guard bar means that Baiken had to spend alot of tension (via Tatami FRCs) to keep you locked down effectively. Just watch for throw attempts, and don't get suckered into eating a throw bait via 6K or ascending j.HS; that's free HUGE damage for Baiken. The "secret" to pressuring Baiken and scoring damage is utilizing throws and throw baits. Don't worry too much about high/low mix-up; you'll only get countered, regardless of how much you attempt to condition a Baiken into not doing them (think pre-AC Anjis and their autoguard spam ). Tick throws are excellent in this fight. 5P/5K, 2P/2K, while landing j.HS, 6P are all great ticks which allow you to bait counters at the same time due to their speed and recovery. Once Baiken catches on and starts trying to poke you out of throws or throw break, you have the option of using 6K for the CH into massive damage, or JC into j.HS for CH into massive damage. Also, if you successfully bait counters then punish them effectively; Sakura and Mawarikomi (high autoguard run) can easily be 2D'd and CC'd into combo, chain counter lets you score a free combo, and Ouren is a free escape (but resets the situation in your favor, due to frame disadvantage or potential whiff). Vs. Slayer Slayer is retarded in AC. Link system allows him to convert pretty much any hit into solid damage with 25% meter, his CHs are great and give him free combos, and all his combos end in knockdown and oki. To be honest, I didn't have much experience in this match-up until a friend pointed out a relatively simple fact, which I promptly tested at SER v.2 with great results: outside of 2HS range, Slayer only has 3 ways to come in and start his mix-up, 6HS, Mappa, and IAD/jump in j.HS. That being said, if you can find what beats those three ways in, along with baiting 2HS effectively, then you can fight a Slayer. HOS' main answer(s) to 6HS, Mappa, and j.HS come in two flavors: GB and 2D, with GB being the better option. Both will either hit Slayer out of his offense, or whiff his offense and recover in time to be safe, so you can throw it out occasionally. The problem starts when Slayer begins relying on 2HS to prevent you from keeping him out. 2HS CHs 2D (ugly) and hits you out of GB (non CH). The solution to 2HS spamming is an easy j.P whiff falling j.HS. At that point it becomes a little mindgame on whether you're going to jump in (so he has to anti-air with 2S and 6P, both of which score a CH on falling j.HS but clash/whiff if you do another j.P instead. If Slayer anti-airs with 5P then you trade if you do another j.P, or lose if you do a j.HS), or whether you're going to continue keeping him out (for more 2HS spam). The funny part is, if Slayer tries to anti-air with 5P, 2S or 6P, they all lose to 2D. Even if Slayer uses his FB BBU to anti-air (bad decision), 2D/GB win. So we're right back where we started in terms of keeping Slayer guessing. Offensively...I'm not too sure. I was focused more on baiting and countering Slayer than starting my own offense, but when I did get a chance I just used basic mix-up and tick throws. Personally, I prefer to back off and Charge in this fight, forcing Slayer to come in and begin the baiting game again. That way, I always have Charge to combo with when I do score a hit. Meaty oki (particularly 6K) on Slayer is particularly effective (no DP) until he gets 50% tension. Speaking of 50% tension: fear Dead on Time (punch super). Once Slayer has 50% and you're trying to come in, you HAVE to bait it. However, once you successfully bait it you get a free punish with Slayer pretty much in the corner (a running Fafnir into air combo is great for this). That's all the input I can provide at the moment. If anyone has any insight on these match-ups, feel free to share.
-
Updated a few things, including the low weakness to a few of HOS' key specials and 6P's projectile properties, along with specifics about Lvl2 TR as a combo extender (which did need some more light shed on it). I appreciate the input and will make corrections as they're needed or brought to light.
-
SV Lvl1: Two hit rising knee covered in fire. It's a shoryu. Enough said. Used to interrupt pressure or frame traps, or used on your wakeup as a reversal. Lands crouching, so if you were baited prepare for a damaging combo. Ground version must be FD'd in the air. Air version is used as a combo ender. Lvl2: Two hit rising knee covered in fire, followed by a flaming kick. The third hit is what makes this shine. It has increased untechable time, allowing for a follow-up if you can take them to the corner or a knockdown if you're low enough to the ground. Air version is used as an air combo ender and potential combo extender, as it has more untechable time than the ground version. Lvl3: Two hit rising knee covered in fire, followed by a flaming kick and ending with a downward flaming kick. Two more frames of invincibility than its counterparts. The fourth hit ground bounces, allowing for an easy combo. Both versions are used to start or extend combos. GB Lvl1: Slides forward and a jet of flame rises from the ground behind him. This move is stupid. +9 frames on guard. Great frame advantage (potential max of +39 if you can manage to hit it on its last active frame and FRC on the first frame) and it's out forever. Pretty much forces your opponent to guard on their wakeup. On hit or CH, leads to solid damage. Potential crossup/crossupfeint shenanigans lead to gimmicky but good damage. Low stance and HOS' momentum allow him to slide under/through certain moves and punish them. However, lows or moves with silly moves with hitboxes that touch the ground (Slayer 5HS) can still hit you during GB. Best used during oki or to stop someone jumping in on you. Lvl2: Slides forward and two jets of flame rise from the ground behind him. Not as effective as its Lvl1 counterpart (2nd hit has less untechable time) and the potential damage if it hits is worse. Has slightly more frame advantage then Lvl1. Lvl3: Slides forward and three jets of flame rise from the ground behind him. Not as useful as Lvl1, but stronger than both Lvl1 and Lvl2 in terms of potential damage. Generally allows for an AC on hit and THEN a combo as they fall into you. More frame advantage then Lvl2. Force Break: Fafnir Since you're spending 25% tension to use it, it should be good, right? Well, Fafnir is everything you could ask for in a FB for HOS. It's Order-Sol's third low. It's a huge mid-range poke. It launches (untechable and slightly higher on CH). The damage is high (same as a 6HS). AND it's low invincible. Fafnir works in conjunction with Lvl3 BRP for a high/low mixup, both leading to around 200 damage on most characters. The amount of control and fear Fafnir promotes will give you a solid edge once you get 25% tension. It's not a free win, however. -6 frames on guard and 23 frames of recovery if you whiff, and it can't be cancelled into. Use it to punish *poke attempts* or longer recovery moves. The poke attempts is the big part: nobody likes eating 60% damage just because they wanted to stop you from barreling in on them and ate a CH. This FB is epic. Overdrives TR Lvl1: Big punch and a burst of flame. It's another potential reversal move, as it's invincible until it's active and knocks down on hit. Refrain from using it as a combo ender; sure, it looks cool, but the tension use (50%) just doesn't warrent it unless it's absolute last hit. Not safe if guarded (-12F). Lvl2: Big punch and a burst of flame, followed by another punch with the other hand. Has a use as a combo extender, as you can combo into and out (due to the second hit's wallbounce) of it for decent damage, or to score a knockdown. The tension cost is high, but this is still the most viable TR for use in a match setting. Lvl3: Big punch and a burst of flame, followed by another punch with the other hand, and ending with a big flaming explosion from the sword. This can lead to massive damage and corner knockdown if you combo into it. Still, it uses both Lvl3 Charge AND 50% tension to execute. Only use as a last resort. SF Lvl1: Shoots a pillar of fire forward. Just like Lvl1 TR, the tension cost is too high to warrent what benefits it gives. Can be used as a launch after a 2D, or for the last hit if you manage to wall stick an opponent but you're too far away to hit them with anything (same use for Lvl1 TR). Lvl2: Shoots three pillars of fire forward. Unlike HOS' other overdrives, this one serves a purpose. It has a 0F startup. What that means is that if your opponent isn't holding back, or if they're stuck in ANY recovery frames, when this super activates, they're going to get hit. Another tool to inspire fear in your opponent. Lvl3: Charges up and shoots out a giant blast of fire from the ground. Has a 1F startup. Can potentially lead to more damage then Lvl3 TR, but the high resource requirement should keep you away from using this alot. Use it as a last resort or if you want to look flashy. DI:Sekkai HOS draws back in a dragon install pose, causing stagger if your opponent is hit by it before running up and initiating a combo. HOS' prelude to his Instant Kill. Requires a successful sequence of button inputs followed by another overdrive input to perform the last attack. However, if the entire series of attacks would have killed your opponent, Order-Sol will instead transform and perform his Instant Kill. This is a total gimmick. Requiring both Lvl3 Charge and 100% tension, you *should* almost never see this in a match unless you're taunting your opponent (and even then, that's not very sportsmanlike :P). The only good news is that, as a buff in Accent Core, the input was made easier and you can combo into it (mostly after a 5S© or 5HS). Still, it's not worth it unless your opponent has less than 2/5ths of their health left and you've got the resources to spare. General Strategy and Tactics A summary statement is bolded and underlined at the end of each point, since no one likes reading too much. Order-Sol is designed as an offensive, speed-oriented character. He has a variety of options for both pressure and combos that are intended to be simple yet confusing and damaging if your opponent guesses wrong. Don't think of HOS as a traditional mixup character; as he is far from it. With only three overheads, three lows, and a throw that only yields damage when you're in the corner, HOS' mixup is relatively tame compared to other speedy characters. Instead, HOS relies on conditioning your opponent into thinking they can either escape or punish your assault, at which point you can use one of his numerous options to deal with their intended tactic and claim your damage or setup. Condition your opponent or bait them into doing something wrong with HOS' varied pressure options and punish them accordingly. As such, you need to be remain aware of what exactly your opponent is capable of doing to counter each setup/bait you employ. That way, you know what your options are, and the most viable counters to whatever your opponent may do. You must limit their options through punishing their mistakes and conditioning them to sit and guard; that's the only way you can control the pace of the match. If you fail to do so, you'll be on the losing end of their offense, either by being zoned (a weakness for HOS), or unable to start an effective offense due to lack of Charge/Tension. Understand your options and your opponents' so that you can maintain control as much as possible. The question that most HOS' should face eventually is "How do I keep control of a match?" Sure, if you're playing other relative beginners who don't understand the matchup, you should have no problem with winning via HOS' easy and damaging combos. Newbies will eat GB cross-ups and late GBs all day, and CH Fafnir will get you over 150 damage any time someone throws out a poke without thinking. The problem comes when you're facing opponents who understand what HOS can do and know his weakpoints. It is at that point that you *have* to capitalize on HOS' strengths. Luckily, HOS' gameplay is designed so that he stays effective at all levels of play. Through the use of fast normals that leave HOS with frame advantage or almost no disadvantage, good CHs that lead to solid damage, and specials that force your opponent to sit and guard, HOS can push forward and keep control as long for as you know what to do. A few pro-tips for a solid offensive and "mixup" game: 1: Fish (bait) for pokes and punish them. 2P, 5K, and 2S are all good close-range pokes for this. 2D can get you under alot of normals/specials and net you a knockdown. J.P and j.HS are good for air-to-air and air-to-ground, respectively. 2: Throw! At some point you'll notice that your opponent will just sit there and guard your offense until they can find a point to escape. Inspire fear and make them WANT to poke or escape by throwing them often. Don't get carried away though; throwing IS risky and can leave you either eating a combo or getting thrown yourself and losing control. 3: Bait for potential throws/escape attempts by your opponent and punish them. 6K and, to an extent, 2HS are great for throw baits. Both are combo starters if you nail a CH, and they're safe on guard (6K if it's CC'd or special cancelled). J.P, air throw, or anti-air/jump with 5S(f) and 5HS if your opponent wants to hop out. Backdashes can be punished with either a 2D or a RI. Bait shoryus and overdrives and punish them effectively to deter your opponent from doing them again. 4: Don't get zoned. Easier said than done, right? Long range is not HOS' specialty. HOS does not thrive from mid range. Close range is where HOS shines, and that's where you should try and stay. If your opponent pushes you out and attempts to keep you out, then you need to find a safe way back in. This doesn't mean you should be barrelling in on your opponent constantly without regard to safety or the consequences of your actions. Make intelligent decisions and close the gap if there is one. That way you can continue to use your intimidating inside game and score some damage. 5: Make them fear. Going hand-in-hand with points 1, 2, and 3, fear is HOS' main pressure and damaging tool. The moment your opponent fears is the moment you control the match. Getting in and constantly being in their face, poking with normals and using specials effectively, and consistantly breaking their guard will wreck havoc on your opponent's ability to escape and guard your assault for prolonged periods of time. This means that the corner is your friend. Your opponent being in the corner is an absolute nightmare for them. HOS' most damaging combos all involve the corner, and your Throw becomes much more intimidating when you can follow it up for 120+ damage. Another important aspect of playing HOS effectively is resource management. Not only do you have Tension to spend, you also have Charge. Without Charge or Tension, your damage is subpar and gimmicky. Having both Charge AND Tension allows for HOS to have numerous launch opportunities and increases the damage output of your combos, along with potential knockdowns and setup. A lack of Tension and Charge means a weak offense. Charge and Tension are essential to getting damage and winning matches! What that means is that you need to be more careful and conservative when deciding to use something that costs either Tension or Charge. You must balance effective use of your Tension, along with safely getting and keeping Charge to combo with, in order to be a real threat. Staying away from using Overdrives, only using Fafnir as a punish or strategically (no spamming!), and maintaining Charge to combo with will increase your offense and damage drastically. Now, this doesn't mean you should be prude and hoard all your resources. Charge and Tension are useless if you don't spend them periodically. The same can be said for excessive use. You cannot be an effective HOS if you stay at Lvl1 and blow all your Tension/Charge as soon as you get it. Resource conservation and management is a key factor to your success as a HOS player. Some tips on obtaining and maintaining a healthy Charge/Tension bar: 1: Action Charge often. Just don't overdo it. Be mindful that you are vulnerable when you AC, but the risk is worth the reward. You can also FRC the AC and either guard or punish someone's attempt to punish your AC, just to keep them guessing and hesistant to come in on you. Prime times to AC are after a long/mid range Lvl1 BHB (not used as much in ^C as it was in Slash, but still viable for "protected" Charge building), after a knockdown from Lvl2 BRP, after cancelling 2D into a Lvl1 GB on knockdown, and after ending an air combo with Lvl# SV. You can also squeeze in ACs are most Lvl3 specials hit, but those ACs are for flashy combos more than constructive meter building. 2: Manual Charge and Charge Cancel. Smart use of Manual Charge and CC can easily give you that little push you need to reach the next Charge level. CC'ing already has the benefit of extending your in-close offense and putting some fear into your opponent; the fact that it can build Charge as well just makes it more applicable for your game. If you need the meter, try stalling your Manual Charge after you cancel 2D or 5HS; your opponent may not react as fast as they need to, giving you some free charge time. You can occasionally back off and Manual Charge from long range as well. Not only is that a relatively safe time to Charge, but characters that function at close- and mid-range will usually want to come in on you and stop you from gaining "free" Lvl3; giving you an opportunity to punish them if they make a mistake. Long range Manual Charge does not apply to zoning characters obviously, as they tend to WANT you at that range so you're ineffective. Still, any opportunity to give yourself some meter is a good one. 3: Utilize Charge Keep. Don't blow your level as soon as you get it. Charge Keep is a great tool to use. Instead of pressuring with Lvl2 BHBs and BRPs, use their lvl1 versions. Not only are they almost nearly as effective at maintaining control, they let you keep your Charge to combo with once you break your opponent's guard. Ending a pressure string with Lvl1 BHB AC FRC while you have Lvl2 is a safe (but relatively expensive) way of getting to Lvl3 while still being offensive. If you're going to end your air combos with a special, do it with Lvl1 and save that meter (unless you're taking a knockdown with Lvl2 BRP or need the damage from Lvl2/3 BRP/SV). If you can manage to AC either of those then boom, free high Charge. If you conserve your meter with Charge Keep then you can almost always have some Charge to combo with if you do get an opening. 4: Don't spam Overdrives/FB. I know, I know. They look cool, and some of them even lead to decent and free damage if you manage to hit with them. But look at the cost. Overdrives aren't cheap with a cost of 50% bar per use, adding in the Charge cost if you actually want to get decent damage out of them (only Lvl2/3 Overdrives can net you good damage that doesn't involve the corner). Using that many resources at one time should only be used if you need the damage to kill or turn the tide of the battle; haphazardly blowing your Tension and Charge on such a big gamble can easily get you killed. The same can be said of Fafnir, to an extent. Sure, the reward for landing a Fafnir is good, but what if you don't land it? If your opponent baited that Fafnir then you just blew 25% Tension on pretty much nothing, while your opponent only needs to spend a minute fraction of their Tension FD'ing your failed Fafnir to make sure they don't even suffer any chip damage. It's even worse if you do a SECOND Fafnir after the first one was blocked. Cut your losses and move on. Intelligent use of FB and Overdrives is fine and encouraged; just don't get carried away with them.
-
Specials Charge Meter Unique to HOS is the addition of a Charge Meter. The Charge Meter allows Order-Sol to power up his specials, changing their animation and properties in various (mostly beneficial) ways. Order-Sol has two ways to increase his Charge Meter: Action Charge and Manual Charge. You can AC after any special (but not overdrives; excludes Manual Charge/Charge Burst) by pressing D during the move's startup, active, or well into its recovery frames. AC'ing will give you about 80% of a level. Manual Charge allows you to gradually fill the meter. The longer you hold D, the faster the bar fills. Every time you reach a new level, a plume of flames will shoot out from beneath him (Lvl3 max). Any time you use a special that is either Lvl2 or Lvl3, the Charge Meter will begin to decrease gradually, back down to Lvl1. During this gradual decrease, the amount of bar lost (1 level if using a Lvl2 move, 2 if using Lvl3) changes color from yellow to brown and disappears. While the bar is draining, you can still perform another Lvl2/3 move, as long as the bar hasn't moved below the necessary level. Accent Core takes Charge Meter management even further with the addition of Charge Keep, a system designed to allow you to maintain your current Charge level while still having access to Lvl1 specials. This allows HOS to maintain his offensive options via Lvl1 specials, and lets him save his meter for more combo opportunities and damage (a big design flaw in Slash). To perform a Charge Keep, simply press D at the same time as the button you press to perform the special/super move (I.E: 236P+D to do a BHB). Performing a Charge Keep Gun Blaze is a little trickier. Due to Guilty Gear's button priority, doing 214S+D will result in Manual Charge, not GB. To do a Charge Keep GB, you must hold D before you input 214S. An easy example: 5K, 2S, 2[D] xx 214S. This D buffering trick works with HOS' other specials as well, but GB is the only one that requires it. BHB Lvl1: A quick burst of flame. Decent for frame traps and your in-close game. Leaves you at -2 on guard. Generally safe to mix in AC'ing this with just letting it recover, but don't get too predictable as you're CH during AC. Some low stance and low profile moves will hit you out of BHB as well. AC FRC can leave you with up to +7 frame advantage. If both hits connect (for stagger), you can link a Fafnir (for combo) or run up and restart your pressure. Lvl2: A larger burst of flame. Leaves you with frame advantage (+11). Another decent frame trap, and surprisingly good for tick throws. The stagger is longer than Lvl1, so you can link a dash-buffered Fafnir (41236, 6+D) for a great launch, or run up and combo them. AC FRC can leave you with up to +31 frame advantage. Lvl3: Three big bursts of flame. Huge frame advantage (+37). Flames partially cover you as you come in, masking what you're going to do next. Great for pressure and mixup. On hit, combo into whatever you please; the stagger is huge. AC FRC can leave you with up to +46 frame advantage. BRP Lvl1: Leaps forward and smacks downward with his sword. Your third overhead on the ground. Has foot invincibility from startup and HOS is considered off the ground from frame 8 on. Can whiff a few pokes on the ground, and on CH you can link a 5K. Leaves you at -1 on guard, so you can get thrown if you do it too close. However, if properly spaced, you can jump and whiff the throw attempt, potentially scoring a CH j.HS. You can also FRC this and either throw out a jumping normal (j.S or j.HS, the former being easier) to give yourself some more guardstun to work with, or you can land and throw them if they aren't expecting it. The air version is used as a potential combo ender and a falling AC, but use it sparingly. The tech trap available via ending with a j.D is generally better. Lvl2: Leaps forward and smacks with sword, then follows up with a flaming kick. Pretty fast for an overhead (20F startup). The second hit must be FD'd in the air. Leaves you at +1 when guarded. Will combo after a 5HS if your opponent is crouching. The air version can be used as a combo ender for a potential knockdown, but you need to be close to the ground, else they can tech. Gives you a safe AC if it manages to knock down. Lvl3: Leaps forward and smacks with sword, then follows up with a burst of flame from the hilt of his sword. Fast overhead (18F startup). The second hit must be FD'd in the air. Second hit causes a wallbounce and allows for follow-up combos. Will combo after a 5HS, regardless of whether they're standing or crouching. Air version is used to extend combos or take a knockdown. Lvl3 BRP and Fafnir make for a retarded mid-range high/low mixup. RI Lvl1: Dashes forward, fist immersed in flame. Good to close the distance. On CH, causes slide for knockdown/potential combo if close enough. +3 on guard. Active for forever, but the hittable box on RI is horrible (May gets a free CH 6P if you RI, even from max range). Low profile/low stance moves will also knock you out of RI (mostly sweeps). Is an okay anti-jump and mid-range poke. Lvl2: Dashes forward, fist immersed in flame, then swipes downward with sword. Faster then Lvl1 and launches, allowing for an air combo afterwards. Use mostly for the launch. Leaves you at -1 if guarded. Lvl3: Dashes forward, fist immersed in flame, then swipes downward with sword, then punches upward with a jet of flame. Pretty much the same use as Lvl2, only if gives you a little more time to work with. The last hit is Jump Cancellable, letting you go straight to the air combo if you want to. Leaves you at -4 if guarded.
-
In the spirit of Titanium Beast's Slash Order-Sol Primer and LM_Akira's Order-Sol Visual Guide, I figured I'd do a write-up covering the OS basics for beginners. This is just a simple guide explaining his normals and specials, along with some basic strategy, tactics, and mindset that you should be in when you play Order-Sol. Nothing too fancy or new; just some concise info to help players understand what HOS is like and what they have to work with. First, the basics: http://www.dustloop.com/forums/showthread.php?t=372 Read up on that if you don't understand the notation here on Dust Loop, and to get a basic idea on just what Guilty Gear is and some of its lingo. Second, for the visual learners: LM_Akira's Order-Sol Guide, containing info on HOS combos and tactics: Part 1 http://www.youtube.com/watch?v=fUZKZ-TIfKk Part 2 http://www.youtube.com/watch?v=w3tKUUpIua8 Part 3 http://www.youtube.com/watch?v=XF1Ebee-tJ0 Now, on to the fun stuff. Order-Sol Specific Notation: BHB: BlockHead Buster (236P) BRP: Bandit Revolver Prototype (236K) RI: Rock It (236S) SV: Storm Viper (623H) GB: Gun Blaze (214S) AC: Action Charge Manual Charge/Charge: 214D CC: Charge Cancel (most normals can be special cancelled into Manual Charge. With certain normals, CC'ing will leave you with little to no frame disadvantage or even some frame advantage on guard) CB: Charge Burst (H during 214D) Lvl#: Charge Level. If seen before/after a special move, denotes what "level" version of the move to do FB: Fafnir (41236D) TR: Tyrant Rave ver. Omega (632146HS) SF: Savage Fang (632146P) DI: Dragon Install: Sekkai (632146S > P,K,S,HS,D,K,S > 632146HS) Normals 5P: 4F startup, fastest whiff recovery. Short range, but good for tick throw setups. +3F on guard. Gatling to 6K for a throw bait to really mess with your opponent. 5K: 3F startup. Your fastest poke, and one of the fastest normals in the game (with the biggest range out of all the 3F normals). Will beat out almost any poke or sloppy tick throw/frame trap your opponent throws if you're in the right range. Neutral ground on guard (+0), but no normal can beat out throwing a second 5K without some sort of invincibility anyhow. Another good poke for tick throws. 5S©: 5F startup. Your go-to normal for combos/pressure. Good to tack on damage, builds decent guard bar, and leaves you at neutral ground if you CC it (which is also a decent tick throw setup). 5S(f): 10F startup. One of your only mid-range pokes. Decent as an anti-jump or to keep your opponent honest (and fearing), and leaves you at neutral ground if you CC it. On ground CH, combos into 6HS; air CH lets you link an IAD j.P if you hit it as an anti-air/jump. 5HS: 13F startup. CH GOD. Leads to great damage on ground or air CH. Great anti-jump and arguably your best anti-air. Builds good guard bar, but you don't really want to be throwing this out in close range. Has a weird hittable box as well (will completely whiff through a May 5K on YOUR wakeup, giving you a free hit). Gives you the most frame advantage when CC'd (+5). You can even CC this if you're close enough and link a 5S© or 2S for a little more damage (not recommended, but it looks sweet). Staple normal for your combos. 5D: 22F startup. One of the fastest dusts in the game, and one of your three overheads on the ground. You'll be surprised how often you can actually hit with this. Leads to decent damage and/or knockdown if you do an impossible dust and you have Lvl2+ Charge Meter. In CH state during the entire startup and into its recovery. 6P: 20F startup. Has upper-body invincibility throughout the entire move and above the knees invincibility starting right before its active and into its recovery. Even so, it's too hard to use as an anti-air. Leaves you at +2 if guarded and recovers quickly with almost no pushback. Has a deceptive hit box. On CH, wallbounces for combo. Use for frame traps and tick throws, or (new to AC) to nullify projectiles from a distance. 6K: 12F startup. Throw invincible through its startup and almost to the end of its active frames. Active for quite a while. Use as oki or any time you want to bait someone's throw. On CH, staggers and leads to a free combo. If you CC it on the first frame, leaves you at neutral ground. 6HS: 17F startup. Only use for this is off of a CH 5S(f), 2S, or 6K, and even then you have to RC it to follow-up with a combo. Damage is high for being one hit. Pretty much obsolete in AC. Knocks down on air hit. 2P: 4F startup. Fast, good hitbox, good for tick throws. +1F on guard. 2K: 5F startup. One of your three lows. Hitbox is decent. Should be used for high/low mixup or tick throws only. Neutral on guard. 2S: 6F startup. Surprising range and a great hitbox. Great poke to pressure with on its own, but not as much as it was in Slash. On CH, combos into 6HS. If you CC this on the first frame, leaves you at neutral ground. 2HS: 23F startup. Okay range, low invincibility in the middle of its startup, and some throw invincibility. Use as oki sometimes, or gatling to it sporadically to throw your opponent off. RC for a combo on normal hit. On CH, launches for a free combo. Neutral ground on guard. 2D: 9F startup. This move is now awesome. Your other normal low. Low stance will let you whiff some normals, and HOS' hitbox slides forward, giving it that much needed range that it was lacking in Slash. This normal should almost always be either CC'd or special cancelled. End ground pressure with 2D CC and come back in (+3 on guard), or end ground strings with 2D for a knockdown and start your wakeup game. If you hit 2D close enough you can CC and link a 5K on everyone except Potemkin for a free launch. On CH, leads to an easy launch (CC makes it even easier). j.P: 4F startup. Awesome for air-to-air. Fast, stays out for a bit, and covers your jump-ins somewhat (can clash or even beat some anti-airs). Can also be used to stop people from jumping out of your pressure. j.K: 5F startup. Weird hitbox, not very useful. Use mostly in combos. Jump Cancellable. j.S: 8F startup. Poor j.S. In Slash it had a better (read: more vertical) hitbox, which led to much more use. Still, it's Jump Cancellable, and deals decent damage in combos. Can still be used for fuzzy guard setups, but they require more timing in Accent Core. j.HS: 9F startup. This normal is awesome. Great hitbox, great hit/guardstun, builds up guard bar, and slides on CH for knockdown or combo/knockdown. J.HS beats out a surprising number of anti-airs for a free CH. Use as a jump-in and in combos. j.D: 13F startup. Used in combos and for the rare CH (wallbounces). Lifts on hit. Jump Cancellable. Allows for great damage when used near/in the corner. End air combos with j.D instead of a special to mix in an occasional tech trap. Throw: Causes wall stick (for a combo) if you're close enough to the corner, knocks down otherwise. More on this in the tactics section of the guide. Air Throw: Long untechable time. Can combo after. On CH completely untechable.
-
There is no secret. It's the same thing all Bridgets should be doing constantly anyhow.
-
Jaison, you kill me. On the inside. Next time I talk to you I'm going to punch you through the phone. And then I'll explain your personal flaws some more. <3
-
j.P, j.S, j.2S noob. Quit dropping combos. In fact, just Starship more while you're at it.
-
The vids that first showcased Charge Cancelling and Fafnir made HOS seem like an offensive juggernaut. Fafnir did absurd damage, was a low, was huge AND launched for a follow-up, and CC seemed like potential infinite frame advantage pressure and crazy combo opportunities. I remember one video in particular featuring repeated use of 5S(f) CC pressure received quite a few comments from people here on Dust Loop stating that HOS was just plain broke. Those two offensive additions, coupled with the new gradually depleting nature of the Charge bar and the ability to use Level 1 moves while maintaining Level 2/3 Charge meant that HOS could save his combo-friendly specials for when he finally opened up an opponent's guard instead of wasting tension/charge trying to score a hit. All that hype changed once the JPs started working everything out and ^C hit consoles. People were able to fully examine, firsthand, each character's buffs and nerfs. As it turned out, CC and Fafnir were good, but they weren't stupidly good. HOS still has his weakness to being zoned, *needing* to be in close for his offense, and the characters he had bad match-ups against (Faust, Testament, Zappa) received mostly buffs. All these factors mean that HOS is a solid character, but he's in the same general "can compete but doesn't have an obvious or easy advantage" mid-tier range that half the cast is sitting in.
- 1,795 replies
-
- crazy larry
- dirty mary
-
(and 1 more)
Tagged with:
-
Oki and traditional high/low mixup are not HOS' strong points. HOS excels at punishing people for trying to escape/punish his assault and forcing them to fear and guard. As such, I find myself trying to stay active during oki in an attempt to lull my opponent into the sense that they can punish something I'm doing, and then punish their mistake. Movement and whiffed normals can score you a surprising number of hits. You'd be amazed at how often you can do a simple 5P/5K (whiff), then nail an immediate 6K/Gun Blaze into big damage. I also go with an early 2HS or out of throw range 2HS; the former will leave you with frame advantage if they guard (up to +3 if you hit on the last frame, -1 if they IB it), and the former to keep them honest or score a CH for being silly and thinking they could throw. All this means that, eventually, your opponent will just sit there and guard, opening up HOS' solid close-range ground game. I still do fuzzy guard j.S setups occasionally as well, but I find myself leaning more towards a meaty late j.HS for oki if I want to do some while landing shenanigans. I feel like a real jerk when I do it, too. Late j.HS will let you whiff and guard reversal shoryus and most (but not all) reversal supers. Your options after j.HS are hard to predict (low, throw, 6K throw bait, 2S poke punish, a hilarious 5D that hits way too often) thanks to its guardstun. And you're neutral if they do a reversal backdash, but close enough to close the gap easily and start your offense again.
-
One little correction for the Potemkin part, otherwise it all sounds decent. If Pot is using 6HS on wakeup then just learn to IB it. You can then either backdash or jump the Slide Head. Sure, it's harder than just getting hit by it (bad idea; leads to potentially being dizzied if he gets another big hit in), or just using SV (6HS FRC exists for a reason and reversal shoryu just begs for Potty to PB or 2HS for the punish), but it's easier than trying to reversal backdash and taking the risk of getting hit anyhow. Also: 2S rocks this fight, Fafnir rocks this fight, and don't pretend HOS has a ground to air anti-air against Pot; he doesn't. J.P all the way. Also Also: the FD glitch against Slide Head only works when you're not in guard stun. 6HS xx Slide Head will still work normally; random Slide Heads from full screen doesn't. Edit: FD Glitch: FD while *standing* (and not in guard stun). If you're at the range where Slide Head is an unblockable (aka not physically hit by Potemkin, where Slide Head is a low) you will completely avoid it. Have to be standing; crouching leads to a normal unblockable Slide Head.
-
An addendum to the corner Throw combos. Instead of using a dashing 5S© to start a throw combo on some characters (that don't eat an easy j.HS, j.D, jc j.HS, j.D), I find myself using a running j.K, j.HS, j.D (like Titanium Beast posted earlier). You can use this on Dizzy, Robo-Ky, Faust, and Slayer: Throw, running j.K, j.HS, j.D, land 5S© [sJI] sjc j.S, j.HS, j.D jc j.HS, j.D xx Lvl# BRP. You can use it against Eddie and Venom as well, but you don't get the extra j.HS, j.D at the end on them. Also, you can use the j.K starter against Johnny, with a twist: Throw, running j.K, j.HS, j.D jc j.HS, j.D, land 5S© sjc j.S, j.HS, j.D xx Lvl# BRP. Against Axl, Zappa, Anji, I-No, and Potemkin you can go for a "Dust Loop" from the wall stick: Throw, dashing j.HS, j.D, jc j.HS, j.D, land j.HS, j.D jc j.HS, j.D xx Lvl# BRP.
-
If you're going this route you'll need to impress me. j.p spam loses to HOS j.p spam unless it's absolute max range. Don't you rememeber?
-
Lawl: On Potemkin, corner "crossup" Lvl1 GunBlaze: Lvl1 GB xx AC, immediate Fafnir, j.HS, j.D jc j.HS, j.D, land, j.HS, j.D jc j.HS, j.D xx Lvl2 BRP. Pretty much the old Slash "Dust Loop" on Potty, but with a nice ^C lime twist for the launch. Midscreen you can only get a dashing Fafnir into j.HS, j.D combo (no Lvl1 GB AC ).
-
Protip: I-No 5S(f) was changed in ^C. It has slower startup and cannot be cancelled, so 5S(f), 2HS (whiff) isn't possible. Nor is there any reason to be afraid of 5S(f) as a first move. Get your info updated, noob.
-
Oh Snap. Midscreen Lvl1 GunBlaze lets you nail a running 5S© [JI], 5HS into air combo on not only Potemkin, but: Testament Johnny Slayer Faust Zappa I-No For the first 4 (Potemkin included) you get a combo I stated from an earlier post in this thread: 5S© [JI], 5HS sjc j.S, j.K, j.S jc j.S, j.HS xx Lvl# Storm Viper. On the other 3 you need to remove the last j.S and just do a jc j.HS. Lvl1 GB with Lvl2 SV ender leads to 190+ damage on all of them except Potty. The height restraints are pretty tight (on par with doing a running 5HS SJI), but the damage is nice. Good times.
-
5HS CC links for ground combos are awesome. I was doing it with 5K before I came back in here and read about being able to link 5S©, which made it even more worthwhile. It's not particularly practical unless you've got running momentum or you're right in their face, but it's still nice to take a knockdown off a 5HS without using any Charge. P.S: An Epic CH combo (not practical, so don't go fishing for this CH). (Opponent on Ground) CH 5HS CC 6HS RC running 5HS CC 5S©, 5HS xx Lvl3 BRP, very slight delay 5HS JC j.HS, j.D djc j.HS j.D xx Lvl1 BRP. 300+ Damage on Testament.
-
Might as well get this started. Copy + Pasted + Edited slightly from the Slash Match-up Thread: Vs. May She received a tensionless damage options in ^C, HOS became a real char. May can't poke you with anything other than dolphins (in Greed Sever-esque fashion), 5HS, 3K, 2S and j.2HS. Anything else gets destroyed by 5K and 2P. May cannot anti-air you without committing herself (read: dolphin). 5S(f) beats/trades with dolphin from further out; a running 6P either CHs or puts you at neutral ground if she escapes (and starts your offense if she guards). May can't pick anything up after a 2S except a Dolphin; it just stops you from running in. J.HS beats her 6P and j.P beats her in the air. If the May you're fighting likes 3K, Fafnir and enjoy your CH or bait and score a 2D CH. If your May has a penchant for 5HS, don't throw lows and stick to 2S CC (not max range, or you'll get CH). J.2HS has always been a problem, but if she starts it from higher up you can either Storm Viper or GunBlaze and win. May has no options on your wakeup. SV and GB eliminate anything that isn't 5K; 5HS beats beats 5K on wakeup (yes, it's hysterical). 5HS is always a threat, but if you learn to IB her options after it are limited to what you do. Charged 6HS is an overhead, but she doesn't get anything else after it except a dolphin (around 125 or so damage if you eat it). If you have to guard, watch for the throw, keep in mind that vertical dolphins are ridiculous Greed Severs if you want to poke (they're freaking grounded and overheads ), and try don't poke after her 5HS. Her 5D/5D low is tricky to guard too. Fear the overhead more than the low in that situation and just watch for the fake. A good visual cue is that her spinning slows down slightly before the high hit even comes out (and she does another spin, as well) during the low variation. Oh, and never Rock It to get in; you're just begging for a 6P to CH your ass. Vs. Bridget This match used to be annoying in Slash. Bridget could keep running away and zoning you and you just had to chase him down the entire match. Accent Core gave HOS four awesome counters to Bridget's zoning game, making this fight in HOS' favor as long as you can guard his mixup: 5S(f), new 5HS properties, 2D range, and Fafnir. 5S(f) and 5HS stop Bridget from jumping/rolling out of your offense while still allowing you to maintain control; 5S(f) also stuffs Bridget's 2S (which is still a problem when it comes to running/jumping in, but is really the only hassle in this fight). CH 5HS anti-air leads to MASSIVE DAMAGE on Bridget, so learn to love it. 2D beats out 5S(f) from Bridget or leaves you safe and with advantage as you duck under it (2D whiff recovers faster than 5S[f]). All of his other ground normals, excluding 3P, are destroyed by Fafnir, specifically Bridget's 2D (which stops most of your ground rush in). Bridget's 3P clashes with 2S and either clashes or loses to HOS 6P; it also either loses or trades with 5S(f) if done from far enough away, which is alright if you can shake decently (not crazy). Bridget cannot anti-air you unless he *knows* you're jumping, so keep that in mind as you begin your offense. 2S is the most solid anti-air on Bridget's end against HOS, but, even with new CH properties, the follow-up can usually be teched. Bridget's 6P, which would usually net him his anti-air damage, gets beat by j.HS (still) for CH and slide launch. 6S as an anti-air is laughable and would only hit if you were jumping/IAD'ing back from out of just outside of Bridget's 2D range, which is a mistake in itself since Bridget controls that particular space rather well. Bridget's mix-up and pressure are pretty much the same as they were in Slash. Being able to roll to a buffered Yo-Yo makes a few strings a little more intimidating and safe if you want to jump/poke, but HOS has GunBlaze to avoid rolling pressure on wake-up and SV to put fear into Bridget and force him to bait (giving you time to escape). Just keep in mind that silly console glitch with FB punching bear being invincible and watch for the high/low from either a jump situation or 6K. Bridget may also try to sneak in a tick throw now that they can RC for damage, so keep an eye out for those setups as well. All in all: HOS deals much more damage than Bridget, and has way more options to net damage than Bridget can keep up with. Guard mix-up and poke smart and this fight isn't bad at all. Vs. Anji Whoo Anji lost his Autoguards . ^C Anji's anti-pressure options are *really* bad; getting in on him means you can stay in for quite a while. At least, until he tries to beat one of your pokes with his own (a bad idea). The biggest threat in this fight comes from Anji's 5P, 6P, 5S©, 5S(f) 2S, 2D and 5HS. 5P is a quick anti-air that will stop your jump-ins and can beat some of your rushing in. 6P will also stop you from barreling in at Anji; the Ch leads to good damage. 5S is a quick mid-range poke that can gatling to 5HS and lead to Anji's Fujin combos. 5S(f) is an okay anti-air if he throws it from far enough away; it's just too slow otherwise. 2S is a good ranged low that will net Anji a knockdown and stop a few of your pokes. 2D has great range and beats some of HOS' pokes as well. And 5HS still has beastly range which can net him a Fujin combo from almost half screen away. Your savior(s) from all those nasty pokes are 2P, 2S, 5S(f), 2D, and Fafnir. 2P beats 5P and 2S, but loses to everything else. 2S beats 5P, 6P, and 2D, but can lose to Anji's 2S and his 5S if you try 2S from max range (aka Anji can throw out 5S first). 5S(f) is the weakest, only beating 5HS but good for keeping Anji honest and within your range. 2D beats 5P, 6P if close enough, 5S, and 5HS, but loses to the lows. Fafnir beats the lows and 5HS. A running GunBlaze can also beat 6P on reaction; it's pretty funny. 5HS used to be so bad for HOS in Slash; it stopped everything that wasn't a low with auto-guard, and it could beat 2D if you weren't all the way in on him. Thankfully it was toned down so that it's a mediocre mid-range poke. If the Anji you're fighting is still hooked on 5HS and 6HS as "pokes" then you get to beat it into them that this is Accent Core we're playing, autoguards don't exist anymore. Anji's pressure was also nerfed extensively in Accent Core. Rin (HS follow-up after Fujin) leaves him at frame disadvantage, butterfly has more recovery leading to an easy excape/punish, and, most importantly, his main autoguards (6K, 5HS, 6HS) were toned down so that poking is actually an option (but poke carefully. The New K guard point leads to nasty damage if you're near the corner). Things to watch for are FB Rin (it's an overhead), FB butterfly (if they pressure butterfly you can pretty much always escape; just watch for it), and his stomps (tricky, but manageable). Stomps leave Anji with frame advantage, so do your best to either throw him out of them (manly, but a little too risky), or IB so that 5K beats anything he could follow up with. Watch for tick throws and instant Orb (overhead), and pretty much just wait out his pressure until you can find a big enough window to escape.
-
LM_Akira: On May, after guarding a 3K: CH 2D CC 5S©, 5HS sjc IAD j.P, j.S xx Lvl2 SV. 155 damage. CH 2D CC 5S©, 5HS sjc IAD j.P, j.S xx Lvl3 SV land, running j.HS, j.D, jc j.HS, j.D xx Lvl1 BRP. 184. CH Fafnir, running j.HS, j.D jc j.HS j.D land, 5S© sjc j.S, j.HS, j.D xx Lvl1 BRP. 245.* CH 2S, 6HS RC running 5S©, 5HS xx Lvl3 RI IAD j.D, land, 5S© sjc j.S, j.HS, j.D xx Lvl1 BRP. 257.** CH 2S, 6HS RC running 5S©, 5HS xx Lvl3 BRP land, running j.HS, j.D jc j.HS, j.D xx Lvl2 BRP. 260.*** CH 2S, 6HS RC running 5S©, 5HS xx Lvl3 BRP land, running j.HS, j.D jc j.HS, j.D, land 5S© sjc j.S, j.HS, j.D xx Lvl1 BRP. 267.**** *: Gives you the most damage for what you spend (only 25% tension). **: Easiest follow-up to 2S, 6HS RC and the most reasonable in a match setting concerning charge meter (Lvl3 > Lvl1). ***: Most resources spent (50% tension, requires an almost full Lvl3 charge meter), but nets you solid damage and a knockdown. ****: The other reasonable follow-up in a match setting after 2S, 6HS RC. This one is a little more distance-specific to the corner, but the payoff is nice.