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LM_Akira

[Accent Core] Order-Sol Combo Thread

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General thread to discuss and compile combos for Order-Sol in Accent Core.

Ver. 2.4

Update in progress

CONTRIBUTERS

Kamui Moon, LM_Akira, reaVer, TITANIUM BEAST!!!, WUT

VIDEO SECTION

A series of tutorial vids I'm doing to show things off from this thread.

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

Part 4: http://www.youtube.com/watch?v=gNXGSu4uoB4

Part 5: http://www.youtube.com/watch?v=M-Iy79NkXWU

Part 6: http://www.youtube.com/watch?v=vGJMARVoXxg

CONTENTS

0. Move conventions / notation

1. a) AC Mook combos

1. b) Complete Guide Combos

2. Tougeki Damashii combos

3. Air combos

4. Using Jump Install

5. Using Charge Cancel

6. Gun Blaze combos

7. Rock It combos

8. Lv3 Bandit Revolver Prototype combos

9. Fafnir combos

10. j.HS (CH) combos

11. 2S (CH) 6HS RC combos

12. 6K (CH) combos

13. 2HS RC or 2HS (CH)

14. Throw / 6P corner combos

15. Dust combos

16. Dust Loop

17. Fuzzy Guard

0. MOVE CONVENTIONS / NOTATION

See this post:

http://www.dustloop.com/forums/showpost.php?p=119568&postcount=4

1. a) AC MOOK COMBOS

Combos taken from the back of the Arcadia Accent Core Mook.

1. 2D, 214D (CC) 5K, 5S© JC j.S, dj.S, j.HS, SV (131)

2. j.HS (CH) dash 2K (otg) 5S©, 5HS HJC hj.S, j.HS, j.D (162)

3. Lv3 BRP, Lv2 GB, vertical jump j.S, dj.S, j.HS, SV (152)

4. 5K, 5S©, 5HS, Lv3 RI JC Lv3 SV, 6HS (168)

5. (corner) j.HS, j.D (land) 5K, 5S© JC j.HS, j.D, BRP (148)

6. Fafnir, dash 5K, 5S© HJC hj.P, j.S, j.HS, j.D (198)

7. Air throw, Lv3 SF, 5K, 5S©, 5HS HJC hj.S, j.HS, j.D (153)

8. 5D, homing jump, j.D, dj.HS dash 5S©, 5HS HJC hj.S, j.HS, j.D (137)

9. [2S (CH)] or [5S(f) (CH)], 6HS RC IAD j.HS, 5K, 5S©, 2D (163)

10. [2S (CH)] or [5S(f) (CH)], 6HS RC dash jump j.HS, j.D, Lv2 SV (going into corner) 5K, 5S© JC j.HS, j.D, Lv1 BRP (224)

1. b) COMPLETE GUIDE COMBOS

Combos taken from the back of the Accent Core Complete Guide. Combos 5. - 7. are for EX Order-Sol.

1. Dash 2D, 214D (CC) 5K, 5S© JC j.S, dj.S, j.HS, SV (131)

2. Lv3 BRP, Lv2 GB, j.S, dj.S, SV (146)

3. Lv1 GB, dash 5HS HJC hj.S, j.HS, j.D, SV (174)

4. 5D, homing jump, j.HS, dj.D (land) 5S©, 5HS HJC hj.S, j.HS, j.D, BRP (146)

(8.) 5K, 5S©, 2D, Lv3 SF dash 5S©, 5HS HJC hj.S, j.HS, j.D, SV (209)

2. TOUGEKI DAMASHII COMBOS

http://www.youtube.com/watch?v=deqiFb5abAs

HOS comes in at 3:57. Here are the things he does (all vs AX):

Dash 5K, 5S©, 5HS IAD j.P, j.S, j.HS, 5HS IAD j.P, j.S, j.HS, 5K, 2D, Lv3 TR

(vertical jump) air dash j.S, j.HS, Fafnir, Lv3 RI, Lv3 SV, Lv2 TR, Fafnir

dash jump j.HS, 5K, 5S©, Dragon Install: Sakkai

3. AIR COMBOS

- See 1:54 in Part 2.

Staying very much the same as in Slash. A few examples include;

j.P, j.P, j.S, dj.HS, Lv1 SV

j.K, j.S, dj.K, j.S, Lv1 SV

j.P, j.P, j.K, dj.K, (j.S), Lv1 SV

etc...

Just the usual stuff after connecting with a j.P/j.K in the air. As soon as you catch someone with a j.P, you can go straight into this combo. If you're deep underneath someone in the air, drop the j.S and just go for the 2 hit SV (and AC depending on the situation).

From several different combo starters, a standard option to go for in AC is:

j.HS, j.D, dj.HS, j.D, Lv1 BRP/SV

Lv1 BRP is safer to use if Lv1 SV will not hit twice. Lv2 BRP no longer gives guaranteed knockdown and AC from high combos (read: nearer the ground, you will probably get a knockdown but higher up you won't). Lv2 SV has a longer un-techable time in Accent Core. Lv3 BRP and Lv3 SV will allow you to extend combos further if used at the end of an air combo but the additional damage is fairly negligible and it's typically a waste of Gauge to bother with this. Use Charge Keep and just do a Lv1 BRP or Lv1 SV.

4. USING JUMP INSTALL

- See 4:51 in Part 1.

The standard midscreen JI combo is:

5S© JI 5HS HJC hj.S, [j.K] or [j.P], j.S, dj.S, j.HS, Lv1 SV

You can get this off things like Lv1 GB (normal or CH) or CH Fafnir. If it's not possible to get two grounded hits in to do the JI, you can also do this combo off 5S© or 5HS alone, in which case you do the JI as 929 from the 5S© or 5HS. Vs some characters omit the dj.S, j.HS and just use dj.HS instead and against very light characters hj.S, dj.S, j.HS, Lv1 SV might be better.

The standard corner JI combos are things like:

5S© JI 5HS HJC hj.S, j.HS, j.D, [dj.D] or [dj.HS, j.D], Lv1 BRP

5S© JI 5HS HJC hj.HS, j.D, dj.HS, j.D, Lv1 BRP

You can also do these off 5S© alone, as with the midscreen options.

5. USING CHARGE CANCEL (CC) [214D after normal moves hit or are blocked]

- See 8:13 in Part 2.

Charge Cancel is a new addition Order-Sol has in Accent Core. It is the ability to cancel recovery of most of his normal moves into his charge stance. Obviously the purpose of this is to build his Gauge but CC also opens up other options for him instead of solely being used to increase his charge level.

A lot of the time you'll see short gatlings ending with sweep and on block or hit HOS will CC to build up his Gauge. On block people only charge a little but on knockdown they charge for longer (obviously). It's common to see lots of short strings being CC'd on block or hit to steadily build up Gauge. These strings can be mixed up with GB crossups. You can CC all of Order-Sol's normal standing moves EXCEPT 2HS, 6P and 6HS. You also can't CC his DAA.

2P x3 2K, 2D (CC)

2P, [2K] or [5K] , 5S©, 2D (CC)

etc...

On CH, Order-Sol's sweep can be CC'd and followed with a combo, e.g.

(dash) 2D (CC) 5K, 5S©, 5HS hj.IAD j.P, j.S, Lv1 SV

(Vs everyone. 2D needs to CH vs PO and RO)

(dash) 2D (CH) (CC) 5K, 5S© JC j.S, dj.S, j.HS, Lv1 SV

(Vs everyone. Against FA use j.D, Lv1 BRP at end)

(dash) 2D (CH) (CC) 5K, 5S©, 5HS HJC hj.S, j.HS, j.D

(Vs everyone. Not consistent vs BA, DI, ED or MA however)

2D (CH) (CC) 5S©, 5HS hj.IAD j.P, j.HS, Lv1 SV

(Vs everyone. Against BR use j.P, j.K)

You don't have to land 2D on CH in order to land a CC combo afterwards but it does make things easier. On the ground, 5HS CC on CH gives strong combos, e.g.

5HS (CH) CC dash 5S©, 5HS, Lv2/3 RI or Lv3 BRP > air combo

Used as anti air, 5HS CC can be used to start combos against jump ins / air dashes. On CH, 5HS CC opens up strong combo possibilities as with using it on the ground, e.g.

5HS (CH) CC (anti air hit) dash j.HS, j.D, dj.HS, j.D, Lv1 SV

Note, due to the startup up of 5HS, it needs to be used as a "pre-emptive" anti air, rather than just as a reaction to a jump in.

6. GUN BLAZE (214S) COMBOS

- See Part 3.

Midscreen

Lv1 GB dash 5HS JC j.S, dj.HS, Lv1 SV

(Vs everyone)

Old combo, still works ok as variation. It is very simple and works on everyone with almost the exact same timing.

a) Lv1 GB dash [5S©] or [5HS] HJC hj.S, j.HS, j.D, Lv1 SV

(Vs everyone)

Since GB now floats the opponent lower it's possible to do follow ups like this in midscreen i.e. using dash 5S© on normal hit from a Lv1 GB. The combo with 5S© is the new BnB combo from a Lv1 GB in Accent Core. Treat it as a staple. It is a useful combo to learn as it can be used to baits bursts. Using 5HS instead of 5S© is also possible vs everyone tho.

b) Lv1 GB dash 5S© JI 5HS HJC hj.S, j.K, j.S, (dj.S) j.HS, Lv1 SV

(Vs JO, PO, SL, TE...FA, IN, ZA) list to be updated soon

Against every character, it is also possible to land 5S©, 5HS on normal hit, meaning you can go for the midscreen JI combo. However, some characters, due to the way in which you need to land the 5S©, 5HS (e.g. slight delays, hitting them early etc) hitting with the midscreen JI combo might not be possible. This list includes BA, BR, CH, DI and JA. Against these characters it is probably best to follow with hj.S, j.HS, j.D.

For the last 3 in the (current) list, exclude the dj.S and just use dj.HS instead. For something a little more tricky you can do:

Lv1 GB dash [5S©] or [5HS] HJI hj.S, j.K, j.S, dj.S, j.HS, Lv1 SV

(Vs...)

Lv1 GB dash [5S©] or [5HS] HJI hj.S, j.HS, j.D, dj.P, j.HS, Lv1 SV

(Vs...)

You need to HJI from the 5S©/5HS alone.

c) Lv1 GB dash j.HS, j.D, dj.HS, j.D, Lv1 SV/Lv1 BRP

(Vs everyone)

This combo works on everyone, however against some characters it is either hard to time or you have to finish with Lv1 BRP. The combo is tight against FA, MA, OR, SL, SO and VE. Against MA, OR and SO it is better to go for the BRP at the end instead of the SV.

In general, landing a Lv1 GB on CH simply enables you to do all the combos listed more easily. Avoid using combos a) and opt for either JI combo b) or combo c). Depending on distance to the corner and the direction the combo is going, it may be better to aim for combos listed below.

d) Lv2 GB (wait) 5S© HJC hj.S, j.HS, [j.D] or [Lv1 SV]

(Vs everyone)

e) Lv2 GB 5S© JI 5HS HJC hj.S, j.K, j.S JC (dj.S) j.HS, Lv1 SV

(Vs AB, AN, BA, BR, CH, DI, ED, FA*, IN, JO, KY, MI, OS, PO, RK, SL, TE, VE, ZA)

- Take a step or two back once the GB finishes. You don't really have to move with any of the heavies except for AB. Vs Faust walk forwards and have him pass over your head. So the corner JI variant is also possible on him. For the other characters, you can get JI on counter hit.

f) Lv2 GB CH 5S(f) JI 5HS HJC hj.S, j.K, j.S JC (dj.S) j.HS, Lv1 SV

(Vs MA, SO)

g) Lv2 GB, Lv2 GB, Lv1 GB dash hj.HS, j.D, Lv1 SV

(Vs...)

- Midscreen, requires almost full Lv2 Gauge.

These combos are probably the only Lv2 GB combos you should ever bother using. It is better to use Charge Keep and do Lv1 GB combos in the long run as you score more damage and should be able to finish with a Lv2 special.

Corner

Lv1 GB, [5S© HJC] hj.S, j.HS, j.D, Lv1 BRP

(Vs everyone)

If you are deep into the corner after a Lv1 GB hit (e.g. 2K, 2S, 2D, Lv1 GB, Lv1 GB (non-crossup) in the corner), these 2 combos work on everyone.

a) Lv1 GB dash j.HS, j.D (land) 5S© HJC hj.S, j.HS, j.D, Lv1 BRP

(Vs everyone)

This probably works best when you're back is deep into the corner. It's fairly simple to do but can be extended with a dj (see combo c)).

b) Lv1 GB dash 5S© JI 5HS > high jump combo

(Vs ...)

With your back in the corner you can do things like the above combos. The JI combo varies as;

i) hj.HS, j.D, dj.HS, j.D, Lv1 BRP

(Vs AN, AX, BA, BR, DI, FA, JA, MA, OR, PO, SL, SO, TE, ZA)

ii) hj.S, j.HS, j.D, dj.D, Lv1 BRP

(Vs CH, JO, MI)

iii) hj.S, j.HS, j.D, dj.HS, j.D, Lv1 BRP

(Vs KY, RO, PO)

AB and ED will generally not be hit by a JI combo from normal hit Lv1 GB in the corner. Note the JI options for PO, RO, SL, TE and ZA are either the same damage as combo c) below or differ by 1 pt only. The same probably holds true for a few other characters as well, i.e. getting the JI in does around the same damage as getting a dj in.

c) Lv1 GB dash j.HS, j.D, dj.HS, j.D land 5S© HJC hj.S, j.HS, j.D, Lv1 BRP

(Vs everyone)

From a Lv1 GB hit heading into the corner (or with your back already in the corner), it is possible to land this combo on everyone. Some characters are harder to land it on than others (particularly light characters). PO or ZA are probably the easiest to perform it on, try it on them first to see the timing. The dj.HS, j.D will need to be delayed a certain amount, depending on which character you are facing. It needs to hit from anywhere up to around 1/3 of the distance of a stage from the corner. Characters that it may be hard to land this combo include AX, BR, CH, DI, JO, MA, MI, OR, and SO. Against them you may need to alter your timing or the combo may be more dependent on the range they are from the corner. Against OR and SO you may want to change the first j.HS to j.S.

Lv3 GB AC (wait) 5S© JC j.HS, j.D, dj.HS, j.D, Lv2 BRP

(basic combo heading into the corner from midscreen. The AC is guaranteed. The combo could probably be extended in the generic way. In the long run it is probably better to save your Lv3 for another move however since the damage available from a Lv1 GB is so high.

Gun Blaze Crossup

In general most of the usual strings still work, e.g.

(2P), 2K, 2S, 2D, Lv1 GB (miss), Lv1 GB

j.HS (deep) or j.S, 5K, 5S©, 2D, Lv1 GB (miss), Lv1 GB

6K, 2D, Lv1 GB (miss), Lv1 GB

2P, 2K, 5S©, 2S, 2D, Lv1 GB (miss), Lv1 GB

etc...

The idea of the GB crossup is to use a gatling string, ending in knockdown so that your first GB whiffs and your second hits as a crossup. If you have forward momentum you may need to lengthen your gatling to avoid the first GB otg-ing. Against FA, normal GB crossup setups may not work properly due to the length of his body.

7. ROCK IT (236S) COMBOS

- See 0:12 in Part 6.

Lv1 RI combos:

Dash 2D, Lv1 RI RC j.HS, j.D, dj.HS, j.D, Lv1 SV

(Vs AN, AX, BA, BR, CH, FA, IN, JA, MA, MI, OR, SL, SO, TE, VE, ZA)

Lv1 RI isn't really used in combos primarily. If you connect it after a sweep you can RC it and follow with a short air combo (won't work vs AB, ED, JO, KY, RO). You can also use it as a tech trap (2D, Lv1 236S) and go for an air throw if you opponent techs after the RI hit. It's possible to combo after 2D, Lv1 236S without using Tension by linking a 5K and then going into a short air combo but the difficulty of the link and the damage it gives is probably not worth the bother.

Lv2 RI combos:

Midscreen

5K, 5S©, 5HS Lv2 RI RC dash j.HS, j.D, dj.HS, j.D, Lv1 SV/BRP

(Vs everyone. Use BRP vs ED. If combo starts with full Lv2 gauge, use Lv2 BRP as ender )

Most basic example of a Lv2 RI combo. It's a waste of Tension to use the RC in this case as it's possible to combo after Lv2 RI without the RC, but it does ok damage if you don't mind sacrificing Tension. You can actually connect a dash 5K, 5S© after Lv2 RI as well as j.Ps or j.Ks...

5K, 5S©, 2S, Lv2 RI dash 5K, 5S© JC into...

a) j.K, j.S, dj.K, j.S, Lv1 SV

b) j.S, dj.S, j.HS, Lv1 SV

Some basic examples of using short air combos after a midscreen Lv2 Rock It. Combo a) works on everyone. Combo b) gives the best damage overall from this type of combo and works on everyone except BA, BR, FA, JA, MA and RO. Against AB, AX, DI and IN you will need to dash into the combo.

5K, 5S©, 2S, Lv2 RI, j.P, j.S, dj.S, j.HS, Lv1 SV

(Vs everyone except ED, JO, KY, PO, RO, TE)

5K, [5S©] or [2S], Lv2 RI, 5S©, 5HS hj.IAD j.P, j.HS, Lv1 SV

(Vs everyone. Use j.P, j.K vs girls, ED and FA)

Corner

5K, 5S©, Lv2 RI dash 5S© JC j.HS, j.D, dj.HS, j.D, Lv1 BRP

(Vs...)

5K, 5S©, 2S, Lv2 RI RC dash j.HS, j.D, dj.HS, j.D (land) 5S© HJC hj.S, j.HS, j.D, Lv1 BRP

(Vs everyone. Slight discrepancies vs ED, JO and RO. Can also follow with Dust Loop instead of 5S© HJ re-launch on everyone)

Lv3 RI combos:

Midscreen

5K, 5S, 5HS, Lv3 RI hj.S, j.HS, [j.D, Lv2 BRP] or [Lv2 SV]

(Vs...)

Most basic example of a Lv3 Rock It combo. Going from around midscreen into the corner, can be started from numerous gatlings and jump ins, almost full Lv3 gauge needed.

Corner

5K, 5S©, 5HS, Lv3 RI, IAD j.D (land) 5S© JC j.HS, j.D, dj.HS, j.D, Lv# BRP

(Vs...)

8. Lv3 BANDIT REVOLVER PROTOTYPE (Lv3 236K) COMBOS

Lv3 BRP combos work best when they hit from midscreen and you lead into corner combos. Trying to use Lv3 BRP when your opponent is already backed into a corner will not give strong followups.

Midscreen

Lv3 BRP, Lv1 GB dash 5S© HJC hj.S, j.HS, j.D, Lv1 SV

(Vs...)

Lv3 BRP, Lv2 GB, 5S© HJC hj.S, j.HS, j.D

(Vs...)

(Anything into Lv3 BRP), dash 5HS JC j.HS, j.D, dj.D, Lv2 BRP

(Knockdown on everyone except certain floaties. Works with over 75% Lv3 meter).

Lv3 BRP dash 5S© JI 5HS, HJC hj.S, j.HS, j.D, dj.HS, j.D, Lv1 BRP

(Vs...)

5K, 5S©, 5HS Lv3 BRP dash j.HS, j.D, dj.HS, j.D (land) j.HS, j.D, dj.HS, j.D, Lv1 BRP

(Vs...)

9. FAFNIR (41236D) COMBOS

- See 0:11 in Part 5.

In the early days of AC Japanese players remarked how powerful HOS's force break is, literally any combo from Fafnir will do massive damage. On normal hit you can dash up to catch your opponent as they fall or, if you're close enough already, go straight into a combo. On CH the opponent is floor bounced into a long un-techable knockdown.

Fafnir (dash) 2S, 5HS hj.IAD j.P, (j.K or j.S or j.HS), Lv1 SV

(Vs everyone)

The reason this is so awesome is because it works from much further out than most other Fafnir combos and it works on normal hit.

Fafnir, Fafnir

(Vs everyone)

If you're too far out to combo anything at all after a normal hit Fafnir, this option does around 140 on standard damage characters.

Midscreen

Fafnir (CH) dash j.HS, j.D, dj.HS, j.D, Lv1 SV

(Vs everyone)

Basic CH Fafnir combo.

Fafnir (CH) dash 5S©, 5HS HJC hj.S, j.HS, j.D (Lv1 BRP)

(Vs everyone)

Another basic CH Fafnir combo, works in midscreen and corner, JI is optional.

Corner

Fafnir dash 5S© JC j.HS, j.D, dj.HS, j.D, Lv# BRP

(Vs everyone)

Fafnir x4

(Vs everyone)

Fafnir (CH) dash j.HS, j.D, dj.HS, j.D (land) j.HS, j.D, dj.HS, j.D, Lv# BRP

(Vs everyone. Against JO you need to be close to the corner and the last rep is extremely difficult to land)

Fafnir (CH) dash j.HS, j.D, dj.HS, j.D land 5S© HJC hj.S, j.HS, j.D, Lv1 BRP

(Vs everyone)

(Both CH combos work in the corner, or heading into the corner from midscreen)

10. j.HS (CH) COMBOS

- See 3:37 in Part 5.

On CH, j.HS causes a sliding knockdown effect on your opponent. You can dash in and otg your opponent with moves like 5K, 2K, 5S© and 2S.

Midscreen

j.HS (CH) dash [2K] or [5K], 5S©, 5HS HJC hj.S, j.HS, j.D, (Lv1 BRP)

(Vs everyone)

From midscreen or midscreen into corner. Using 2K decreases the damage by a few points but it's ok to use for the extra range on it.

j.HS (CH) dash 5K, 5S© JC j.S, dj.S, j.HS, Lv1 SV

(Vs everyone)

Against FA, use the air combo j.S, j.K, j.S, dj.S, Lv1 SV

j.HS (CH) 2S, 5HS IAD j.P [j.K] or [j.S] Lv1/2 SV

(Vs everyone)

Against AB, KY, PO and RO you can use j.HS instead of j.K/j.S.

j.HS (CH) [5S©] or [2S], 5HS hj.IAD j.P, j.HS, Lv1 SV

(Vs...)

Corner

j.HS (CH) dash 5K, 5S© JC j.HS, j.D, dj.HS, j.D, Lv1 BRP

(Vs everyone except*)

Basic corner combo. * AX and JA are hard to combo deep into the corner. Against FA use dj.S instead of dj.HS. Against BA and MA use 5S© to otg. This combo does not seem to work on BR.

11. 2S (CH) 6HS RC COMBOS

2S on CH still combos into 6HS as it did in Slash. RC the 6HS to followup with a combo.

2S (CH) 6HS RC IAD j.HS, 5K, 5S©, 2D

2S (CH) 6HS RC dash 5S©, 2S, 5HS, [Lv1 RI] or [Lv2/3 RI or Lv3 BRP into air combo]

2S (CH) 6HS RC dash 5S©, 2S, 5HS IAD j.P, j.S, j.HS (land) 2K, 2D

CH 2S, 6HS RC dash 5S©, 5HS, Lv3 RI IAD j.D, land, 5S© HJC hj.S, j.HS, j.D, Lv1 BRP

CH 2S, 6HS RC dash 5S©, 5HS, Lv3 BRP land, dash j.HS, j.D, dj.HS, j.D, Lv2 BRP

CH 2S, 6HS RC dash 5S©, 5HS, Lv3 BRP land, dash j.HS, j.D, dj.HS, j.D, land 5S© HJC j.S, j.HS, j.D, Lv1 BRP

12. 6K (CH) COMBOS

6K still gatlings to 6HS on CH in AC so 6K (CH) 6HS RC combos are still present. 6K can also combo to Lv2/3 RI and Lv2/3 SV on normal hit, Lv3 BRP and Fafnir on CH. When comboing into these specials you can generally use the combos listed throughout this guide.

Fun with Fafnir (and CH 6K) ((all tested on SO)):

Midscreen or closer to corner:

CH 6K CC dashing Fafnir (412366+slightly delayed D), 5S©, 5HS hj.IAD j.P, j.S, Lv1 SV (196)

CH 6K CC dashing Fafnir, 5S© JC j.HS, j.D dj.HS, j.D, Lv2 BRP (226)

CH 6K CC dashing Fafnir, 5HS JC j.HS, j.D, dj.HS, j.D, Lv2 BRP (239)

(harder than 5S[c] and more corner-dependent)

CH 6K CC dashing Fafnir, 5S© JC j.HS, j.D, dj.HS, j.D, Lv3 BRP, 6HS (248)

CH 6K CC dashing Fafnir, 5HS JC j.HS, j.D, Lv3 BRP land, slight dash 5S© 5HS HJC hj.S, j.HS xx Lv1/2 SV (262 if Lv1, 266 if Lv3)

(More corner dependent, but works from the starting positions in Training and closer)

CH 6K CC dashing Fafnir, 5S©, 5HS hj.IAD j.P, j.S, Lv3 SV AC land j.HS, j.D, Lv2 BRP (231)

13. 2HS RC or 2HS (CH) COMBOS

2HS is an overhead with low and some throw invincibility during the latter part of it's startup, hence it is a good move to use in oki. On normal hit it is not possible to follow with anything unless you RC the move, however, if 2HS is timed to be extremely meaty, it is possible to link a 5K afterwards. On CH it floor bounces your opponent.

2HS (CH) dash 5S©, 5HS HJC hj.S, j.HS, j.D (Lv1 BRP)

(Vs everyone)

Basic 2HS (CH) combo, JI is optional.

2HS (CH) dash j.HS, j.D, dj.HS, j.D (land) j.HS, j.D, dj.HS, j.D (Lv1 BRP)

(Vs everyone)

From midscreen you can Dust Loop everyone into the corner, except JO (combo works vs him in corner only without 2nd dj).

2HS (CH) dash j.HS, j.D, dj.HS, j.D land 5S© HJC hj.S, j.HS, j.D, Lv1 BRP

(Vs everyone)

Standard combo leading into the corner. Works vs JO close to corner.

14. THROW / 6P CORNER COMBOS

- See 0:12 in Part 4.

In AC, HOS's throw in or near the corner will now wall stick. In essence this means he can score more damage than before from a corner throw, with even a basic combo almost doing the same as a JI combo in Slash. Most of the new combos start in the same manner (j.HS, j.D, dj.HS, j.D or a dash 5S© into this) but after the first j.HS, j.D, you need to delay the dj.HS, j.D slightly in order for the second j.D on the end to hit (timing varies slightly from character to character). For the ender you can generally go for the safe Lv1 BRP or longer combos with dash 5S© into other stuff or tech traps etc.

From a deep corner throw, the following characters can not be immediately hit by j.HS, j.D, dj.HS, j.D, instead you need to use 5S© or dash 5S© or something else into the air combo:

KY, ED, [JO] (DI, RO, VE)

Everyone else will be hit ok. If you're a short distance away and your throw wall sticks, it's often possible to do dash j.HS, j.D, dj.HS, j.D vs everyone (need to confirm this). Note: It is possible to combo DI, RO, SL and VE directly with j.HS, however the timing to do this is quite tight. It is safer to use 5S© into the air combo.

Throw (wall stick) j.HS, j.D, dj.HS, j.D, Lv1 BRP

(Vs AB, AN, AX, BA, BR, CH, FA, IN, JA, MA, MI, OR, PO, SO, TE, ZA. This is the basic corner throw option)

Throw (wall stick) 5S© JC j.HS, j.D, dj.HS, j.D, Lv1 BRP

(Vs DI, ED, KY, RO, SL, VE [JO]. This is the basic corner throw option vs these characters)

Throw (wall stick) j.K, j.HS, j.D, dj.HS, j.D, Lv1 BRP

Throw (wall stick) dash 5S©, 5HS JC j.HS, j.D, Lv1 BRP

(Vs JO. These are the easiest and most consistent basic combos on JO)

Throw (wall stick) dash j.HS, j.D, dj.HS, j.D land, dash j.P, j.S, dj.S, j.HS, Lv1 SV

(Vs AB, AN, AX...IN, JA, MA, MI, SO..., minor extension on basic combo)

Throw (wall stick) dash j.HS, j.D, dj.HS, j.D land 5S© HJC hj.S, j.HS, j.D, Lv1 BRP

(Vs AB, AN, AX, BA, BR, CH, FA, IN, JA, MA, MI, OR, PO, SO, TE, ZA)

- Instead of using a dashing 5S© to start a throw combo on some characters (that don't eat an easy j.HS, j.D, dj.HS, j.D), I find myself using a running j.K, j.HS, j.D (like Titanium Beast posted earlier).

Throw (wall stick) running j.K, j.HS, j.D, land 5S© HJI hj.S, j.HS, j.D, dj.HS, j.D, Lv# BRP.

(Vs DI, FA, RO, SL)

You can use it against ED and VE 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 JO, with a twist:

Throw (wall stick) running j.K, j.HS, j.D, dj.HS, j.D, land 5S© HJC hj.S, j.HS, j.D, Lv# BRP.

Dust Loop:

Throw (wall stick) dashing j.HS, j.D, dj.HS, j.D, land j.HS, j.D, dj.HS, j.D, Lv# BRP.

(Vs AB, AN, AX, BA, BR, CH, IN, JA, MA, MI, OR, PO, SO, ZA)

Throw (wall stick) dash 5S© JC j.HS, j.D, dj.HS, j.D land dash 5S© JC j.HS, j.D, dj.HS, j.D, Lv2 BRP

(Vs JO)

Throw (wall stick) dash j.S, j.HS, j.D, dj.HS, j.D land dash 5S© JC j.HS, j.D, dj.HS, j.D, Lv2 BRP.

(Vs JO)

6P, 5S© JI 5HS HJC hj.HS, j.D, dj.HS, j.D, Lv1 BRP (hj combo)

(Vs ...)

6P, 5HS JC j.HS, j.D (land) 5S© HJC hj.S, j.HS, j.D, Lv1 BRP

(Vs ...)

6P, j.HS, j.D, dj.HS, j.D (land) j.HS, j.D, dj.HS, j.D, Lv# BRP

(Vs ...)

15. DUST COMBOS

- See 3:09 in Part 4.

Midscreen

Standard combo remains in AC:

5D, homing jump, j.HS, j.D [or j.HS], j.S, j.K, j.S, j.K, j.S, dj.S, j.HS, Lv1 SV

(Vs everyone)

Corner

In the corner it is probably best to go for ID though there are corner-based combos:

5D, homing jump, j.HS, j.HS, j.S, j.K, j.S, j.HS, j.D, dj.HS, j.D, Lv1 BRP

(Vs everyone with slightly altered timing vs BA and BR)

Impossible Dust

5D, homing jump, j.HS, dj.HS land j.HS, j.D, dj.HS, j.D, Lv1 BRP

(Vs everyone. Corner or midscreen into corner)

5D, homing jump, j.HS, dj.HS land j.HS, j.D, dj.HS, j.D land dash 5S© HJC hj.S, j.HS, j.D (Lv1 BRP)

(Vs ED, VE ... Corner or midscreen into corner)

16. DUST LOOP

- See 6:50 in Part 6.

Order-Sol's "Dust Loop" is not really similar to Sol's original XX dust loop at all, it is basically repeated reps of j.HS, j.D. It can be started from various moves (Lv1 GB, 6P near the corner, throw near the corner, CH Fafnir, CH 2HS, Lv3 BRP etc...).

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 (BR, MI, BA specifically).

Lvl1 GB dash j.HS, j.D, dj.HS, j.D land j.HS, j.D dj.HS, j.D, Lv# BRP

breaks 200 on everyone it hits (excluding PO and RO, but including SL and OR). We'll call the above example a "Full Dust Loop":

Midscreen Full Dust Loop (Relatively a running Lvl1 GB from Starting positions):

JA, RO, BR, KY, TE, ZA, FA, AX, AN, OR, BA, IN, PO, SL.

Midscreen "Dust Loop" without the final dj.HS, j.D:

MI, AB, SO, MA, CH.

No Midscreen "Dust Loop":

JO, ED, VE and DI. However, all of them eat a running 5S©, [JI] 5HS HJC hj.S, j.K, j.S, dj.S j.HS, Lv# SV pretty easily though, for 190+ damage. Okay alternate GB combo, but it just won't knock down without Lv3 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!

N.B. For a little extra damage, after the initial j.HS, j.D, dj.HS, j.D, when you land in the corner, do a dashing j.P or j.K, then chain to j.S, j.D, land and do 5S© into a JIed hj combo. You can replace the j.S with a j.HS depending on the character, it's all hitboxes and positioning.

17. FUZZY GUARD

- See 4:36 in Part 6.

Fuzzy Guard is explained in depth in Part 6 of the vid guide. The idea with FG is to use a JCable air normal to break an opponents guard. For example, done correctly, if an opponent blocks a deep j.S, if you then dj and use dj.HS, j.D, immediately afterwards, the opponent will be hit by the dj.HS if they crouch/guard low after blocking the initial j.S. This is a consequence of character's hitboxes/sprites not being able to switch between high and low guard within 1 frame in GG. The easiest move to start a FG setup is j.S but j.D and j.K may also be used (but are more difficult).

Midscreen

[j.S] or [j.D] (blocked) dj.HS, j.D

(Vs...)

Corner

j.S (blocked) dj.HS, j.D land 5K, 5S© JC j.S, j.D, dj.S, j.D, Lv1/2 BRP

(Vs...)

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LM_Akira.....you're my hero,lol. That's what I'm taking about! Great posts! BTW, is it better to CC a normal then do a special? So HOS can gain a bit more meter so that it's easier to maintain the charge meter? We all know that it's not safe to do BHB after 5HS in /.....Or is it safe in ^C cuz of the change in BHB and 5HS?

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From what I've seen players use, after a CC people will generally rush back in for another in quick succession. So you see things like: gatling, 2D CC (hit or block) dash in, gatling, 2D CC (hit or block) and so on or occasionally they'll throw out Fafnir (force break) or some other special after a CC but not that often. I think I've only ever seen 1 match where someone did CC into charge burst and maybe only 1 or 2 matches where CC was used IN THE MIDDLE of a combo which looked really bizarre at first. That's an example listed above Vs Slayer. After 5HS I've seen quite a bit of Lv1 RI...I don't think 5HS pushes out as much now (and it's obviously lost a hit). I've also seen kaqn go for some weird IAD combos after 5HS at the end of a gatling and the IAD j.K or whatever he uses usually connects but sometimes misses. Getting to higher levels is far easier and happens far more regulary now. You can literally reach Lv3 within a matter of seconds if you start a round off well. HOS players will even sometimes end up whiffing Lv2/Lv3 moves probably because they know they don't have to worry about getting back up to Lv2/Lv3 too much, it's far easier than in Slash. Whiff Lv1 BHB AC is still a viable way of building gauge and off the top of my head, if you're at Lv2, holding D and whiffing Lv1 BHB using negative edge to get an AC afterwards could take you from Lv2 to Lv3 from a Lv1 move, actually bypassing Lv2. I'll re-watch some more matches later and add things.

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0. MOVE CONVENTIONS / NOTATION

236 = qcf

623 = dp

214 = qcb

41236 = hcf

632146 = hcb, f etc...

P = Punch

K = Kick

S© = Slash (close)

S(f) = Slash (far)

HS = Hard Slash

D = Dust

5xx = neutral xx

2xx = crouching xx

6xx = f+xx

j.xx = jumping xx

dj.xx = double jump xx

hj.xx = high jump xx

JC = jump cancel

HJC = high jump cancel

IAD = instant air dash (e.g. 96)

hj.IAD = high jump instant air dash (e.g. 296...particularly useful in Fafnir and j.HS (CH) combos)

CH = counter hit

RC = roman cancel

FRC = force/false roman cancel

TK = tiger knee (e.g. 2369 / qcf, uf)

CH = counter hit

JI = jump install (basically JC a move but perform another move straight away before the jump comes out...the jump is "stored" and doing this will allow you to dj after a hj, something not normally possible)

ID = impossible dust (essentially, performing an action, e.g. dj or FD 29 frames before the dust screen comes on will cancel your homing jump and let you fall to the ground quickly whilst your opponent will be stuck in a long un-techable state. The easiest example with Order-Sol is: 5D, homing jump, dj.HS i.e. hold up after hitting with dust but then dj.HS straight away before the dust screen comes on. If done correctly you will fall to the ground and your opponent will slowly float down in a long un-techable state, allowing you to combo them further. This is an example of a 1 hit ID. In general it is probably better to go for a 2 hit ID, as described by Titanium Beast: 2 hit ID is easy, the key is to doublejump after the first attack and quickly throw the second attack before you fall too far. Here's how I do it: Dust, hold 8, j.H, tap 8,9H, land, combo.)

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Hey, in Slash if HOS lands 2D CH he can combo into Gunblaze. Is this still in /\Core?

I've not seen it done in any of the videos I've seen but that doesn't mean it's still not possible.

Yeah, for the corner throw combos there is a noticeble delay when hitting stuff like

j.HS, j.D (delay) dj.HS, j.D

I'll try and add a few more new things here soon, I've seen a few cool new combos in recent vids.

Just a few more weeks to get hands on experience...

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Well I don't actually have a copy of it but I think I know what you're talking about as I've seen the combo vid on youtube.

It's at the end of this:

http://www.youtube.com/watch?v=deqiFb5abAs

Right? HOS comes in at 3:57. Here are the things he does:

Vs Axl:

Dash 5K, 5S©, 5HS IAD j.P, j.S, j.HS, 5HS IAD j.P, j.S, j.HS, 5K, 2D, Lv3 Tyrant Rave

Vs Axl:

(vertical jump) air dash j.S, j.HS, 41236D, Lv3 236S, Lv3 623HS, Lv2 Tyrant Rave, 41236D

vs Axl:

dash jump j.HS, 5K, 5S©, Dragon Install Sakkai

Note that even tho the opponent never techs in the video, the counter doesn't go black. The first thing is probably something that will only work on tall chars for a start and the last thing has already been seen or discussed quite a while ago I think.

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Excellent!!! Just what I was looking for. Might have to change up the combos once we get the console version.... I think HOS can do more dmg than that like the first combo. We could omit the the 5K...:kitty: I also wonder if the j.P is needed? And the 2nd combo: It's like the 5Sc jc j.S,j.HS combo you posted for /HOS. Makes me wonder if the combo can be done off CH 2S??? As for DI NO ONE POSTED the tension/charge meter requirements for it! The charge meter drains now so how much meter is needed?

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Cuz HOS needed exactly 300% charge to execute Dragon Install so cuz HOS in /\Core his guage drains slowly so he can't maintain 300%(AFAIK), I admit I have never seen how fast the meter drains cuz NO ONE WILL POST IT. So Titanium, you say it's the same as before huh? I saw your vid against Caveman. I saw you land Dragon Install. So if the meter drains it means that HOS has X amount of time to execute dragon install.

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*sigh* No, that would only apply if the meter was constantly draining slowly, but it only drains once you do a level 3 move. I don't get what would make you think that the meter draining after doing a level 3 would prevent you from doing Dragon Install.

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On some characters l1GB can (succesfully) be comboed into j.H-D,dj.H-D,SV, I haven't tested which ones. The damage is around 160-170ish. 5D9H-9H land, rj.H-D,dj.H-D,l3SV, land, sj.S-H-D,l2SV. I haven't tested it fully, but you might be able to replace the sj.S-H-D with another rj.H-D,dj.H-D. 5K-S-2D-214D,5K-S,j.S,dj.S-H,SV works against lightweights(tested on I-no, Slayer, Sol, works on I-no, not on the other 2). throw->j.H-D, land S,j.H-D,dj.(H-)D,l2BR, seems to be the best damage throw combo, at least so far it's the best I've found. That's about it for the moment.

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Nice. I've seen a bunch of cool things in matches that I've not added yet. Off topic but kekken was down in London the other day for our last Slash tournament here, his Zappa was awesome tho he got knocked out in the quarters.

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I've spoken to him on IRC through Zakuta:P And the fun part, a year ago when I was at B3C, I could beat him during tournament, but couldn't beat the other bunch:P

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For order sol's coner combos. The J.HS and J.D combos after the wallstick is it only character specfic or does it work on all characters? And if so what is the correct combo? I've seen J.HS>J.D and i believe a jump install to J.HS to J.D again right? If they jump install this is gonna be a problem =( Whats the jump install input if so?

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the simplest combo after a throw with wallstick: jump + j.HS,j.D JC, dj.HS, dj. D, Storm Viper. other combos include a little delay after the first J.D before the jump cancel, so that you can land after the second j.D, and 5S, SJ, sj.S, sj.H, sj.D. you can leave the combo there or do a BRP. jump install combo? umm, should be the same as it was in Slash 5S. JI, 5H (1hit), SJ, sj.S,sj.H,sjD, JC, sj.D Storm Viper/Bandit Revolver P.

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The standard (so far) corner combos are already on page 1 of this thread. I don't know for sure yet but I'm almost certain the j.HS, j.D follow up after wall stick is guaranteed vs all chars (seen it used vs a lot). You can also stick in a 5S© before jumping too. To do a JI in the combo you wouldn't do it straight away like in his old combos. So you have something like: Throw (wall stick) j.HS, j.D, dj.HS, j.D, 236K or 623HS Throw (wall stick) 5S©, j.HS, j.D, dj.HS, j.D, ender... Throw (wall stick) j.HS, j.D, dj.HS, j.D, 5S© HJI hj.S, j.HS, j.D, dj.D,... Or something along these lines anyway. Diveman: That's a really old Slash combo. His standard one in Slash was: Throw 5S© JI 5S(f) hj.S, j.HS, j.D, dj.HS, j.D, Lv1/Lv2 236K I will try get a short vid up soon.

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I was under the impression that Jump Installing was tapping up during a ground move to jump cancel, but chaining into another normal before the jump comes out in order to be able to double jump during a high jump.

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technically a jump install is just a bug caused by lazyness, what the ji does set the jump properties of a normal jump, but if you option select into a super jump the superjump properties will be set. However the catch is that the normal jump properties remain untouched. So as long as you trigger that you get the ji'd superjump. This means chains are a possibility but you can indeed do this in a single normal too. Perhaps it's even possible to do it in the plain if you're able to input the 939 motion in 3 frames:P

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