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Kyle

May vs Holy Order Sol

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Posted ImageHoly-Order Sol

Stats 5.0/5.0 MIx-up vs Abarea. Even.

Great Video examples

http://www.youtube.com/watch?v=ObYlbX2_f9Y '> http://www.youtube.com/watch?v=ObYlbX2_f9Y

Openers

His initiative- your counter

HOS J.P- Nothing as SVD and Air throw is risky,

HOS 5Fs – 3K

HOS Storm- wait, SVD

HOS Bandit Revolver Prototype (236K)-Flash Guard, OHK.

HOS 2S- 5HS

HOS Gunblaze- OHK

Punishes-

Generally no tension-

OHK

General 25%-

66, 5S, 2HS, FBSHD, 66, 5S, 5HS, Delay, SVD, 5S, 5HS, Delay, SVD, 5P, HSVD

Storm Viper –Guard, SVD BEFORE he can action charge\FRC. Used to get a CH 5HS, not anymore… DO NOT DO THIS on LVL 2 or LVL 3.

Gunblaze- OHK HOS out of it. Or, just guard the mix-up afterwards. This will auto-cross-up OFTEN.

Bandit Revolver Prototype- Flash Guard, OHK. LVL 2&3 have additional overhead.

Rock it (236S)- This is Safe on Guard, LVL 2 has 2 hits, LVL 3 has 3 hits.

BlockHead Buster (236P)- Safe on guard

Fafnir (41236D)- Safe on guard, LOW

Tyrant Rave ver. Omega (632146HS)- Safe on guard, flash Guard second hit, 3K the third.

The only reliable Slashback against HOS is his 2HS, this hits overhead.

“HOS does Storm Viper, do not run in and 5S as he is coming down like you would against a Sol VV. The timing you use to hit him normally will actually whiff if he charge cancel => FRCs the uppercut, and he will land and throw you on reaction. Instead, guard and CH SVD fro guaranteed damage every time.” Poon

Counters

Storm Viper –Guard, CH SVD BEFORE he can action charge\FRC. Used to get a CH 5HS, not anymore… DO NOT DO THIS on LVL 2 or LVL 3.

Gunblaze- CH 2HS/CH 2D, This will auto-cross-up OFTEN.

Bandit Revolver Prototype- CH Yamada Attack unless you Yamada late and he FRC’S early. (Unlikely)

Rock it (236S)- CH 6P

BlockHead Buster (236P)- CH 3K.

Fafnir (41236D)- CH FBHSHD, CH 5D. Low invulnerably moves.

Anti Airing- PROPER anti-airing- 6P is not a catch all.

6P a NO-GO as his J.HS will hit to low on your sprite.

SVD is OK. But usually clashes with his J.P

5HS is my most reliable anti-air against HOS, you can expect him to J.P, Descending, J.HS ALL DAY. This very hard to deal with without a YAMADA attack.

“HOS has a fairly easy time airthrowing May and she has a very hard time airthrowing him due to his strange jump and weird throwable hitbox on the way up. Don't try to fish for tech throws because half the time May can be thrown before HOS even when she's the one coming up under HOS (she goes vertical so fast it's just not very reliable vs him).

Other than airthrows, HOS doesn't have many ways to anti-air May. If your opponent is not airthrow happy, bounce all over the place with j.s and j.h and be free. “-POON

Zoning

Zoning is HOS main weakness, but May isn’t suited to do it very well in this fight. Poke with 5K is alright. REMEMBER if a 5K, 5FS connects; cancel in FBHSHD, 3K for Knock down and Mind-Games. P hoop and HS hoop are affective, but due to his insane DOT speed it’s actually hard to get up and get out, as Ryan-Bill often running throws me out of Dolphin hoops. J.HS OWNS!

FB dolphins are effective here.

Dolphins: SVD is a good anti-air for j.P, falling j.HS, but loses to j.P, j.P. Every non-FB dolphin loses to GB and SV and can be reactioned unless they are right on top of you. But FB dolphins are great, giving you the offensive options you're so starved for during this fight.

“5HS is very good against HOS, whore it out, it will beat some of his lazy jump-ins as well.” Poon

I NEED to stress this certain range where 5HS and J.HS are most effective, It's the range where HOS can get a CH 5FS, even with a LVL 3 he has NO FOLLOW UP to this, the ONLY thing to worry about @ this range is Fafnir, which means you bait with FD breaks until he throws it. HOS can also SV all of your J.HS on reaction, BUT, they don't knockdown and they risk/reward is definitely in May's Favor.

Additionally, HOS may try to charge tension rather than coming in, all you need to do is throw out 1 HS Hoop dolphin. this will force him to quit charging and begin to build an offense you should be trying to stop with 5HS and J.HS.

5HS: Need to stress how awesome this is. Properly timed/spaced, it beats almost all of HOS' pokes, except for 6P and 5S(f). Hell, it'll even beat some of his specials (all Lvls of RI, hits him out of GB if it isn't right on your ass but isn't a CH). Fafnir is the only reliable "poke" against 5HS that leads to damage, and rest assured HOS will crutch on it. 5HS is the reason HOS wants to jump to come in. However, 5HS also serves as a decent anti-air to j.P, descending j.HS. 5HS WILL lose to j.P, descending j.P, however. So use it, but do so sparingly.

Do not poke/zone/punish with 3K!

3K: If baited and guarded, free CH Fafnir. GG. Do NOT use this.

Their game plan

HOS has a strong Mix-up game with resources, multiple overheads, reliable lows, no tension launches, Great throw damage (In corner) and can always Knockdown. His Abarea is alright too.

Here’s what Ryan-Bill had to say about HOS’s general Game plan.

HOS Game Plan:

1.) Get inside. (can lead to okay damage.)

2.) Pressure with tick throws, frame traps, and resets, along with highs/lows. (Predictability = you can score damage.)

3.) Punish escape attempts (lots of possibilities, this is the other scenario that lets you get decent damage if HOS does something wrong.)

4.) Gain Charge.

5.) Don't get Zoned.

May's Strategy

This fight is kinda funny, as I feel that HOS has LOTS of options and will always come ahead in a LONG SET. With this being said Here’s a list of my priorities while fighting HOS.

1)Don’t let him get in your head. He has NUMEROUS ways to break your guard, as soon as you feel it’s hopeless/pointless/you lost then YES IN FACT you have lost.

Overhead- 2HS, 5D, BRP LVL 1,2,3, J.HS,

Low- 2K, 2D, Fafnir

Throw- Throw PAIN in corner

CH’s- 2S (Range/Speed), Fafnir (Range/Speed/Low), 5K (3FRAMES!!!) Storm Viper (It’s a Shoryu).

Cross ups- GunBlaze LVL 1,2,3.

2)Don’t fight him in the corner! HOS goes coo-coo for cocoa puffs in the corner. And his throw is DEADLY there, it’s like a NO tension Pot Buster everytime. With that being said, while in Corner, make your # 1 priority escaping and avoiding corner throw.

You have to play HOS's game, and beat him at his own game, as he forces decisions on you often.

May's Offense: Kyle mentioned that he felt he covered May's defense in this fight much more than her offense. As I said before, that's the case when fighting HOS. HOS makes you play the game his way if you lack the ability to zone him effectively. Any HOS you fight will die for doing something predictable/unsafe, the former resulting from trying to close the gap. Just let HOS kill himself, it's easy enough. But that's what makes this fight frustrating for people that play a good HOS; you don't get to start your offense until HOS is too afraid to use his options, at which point you're already winning the match anyhow.

There are TWO ways of dealing with HOS. Escaping and Zoning, OR Staying and CH’ing.

A) Let’s address Escaping- He loops special moves like ANJI, and Does J.P, Descending J.HS All DAY LONG. Once your guard gauge gets flashing the pushback will allow May a safe Jump (While FD’ing) to escape all the crap. FDing hit’s you see is effective in creating more pushback. But DON”T predict as he will run in and throw your ass. Once escaped, ZONE, as he fights to come in with Air dashed or rockets or something else that CAN be beat out.

B) As you should have noticed by the punish/CH section, most of HOS’s stuff is safe on guard and have very unique properties, as guarding moves will not give YOU any advantage. Seriously, he’s a fret train. What you can do, is react to appropriate Counter Hit’s with moves you KNOW he will throw out. This, However is frustrating as there is no EFFECTIVE answer to BRP and his J.P, Descending J.HS without a Yamada Attack. But do watch for Rockets, and Gun blazes and stuff, as those holes you Beat and do great damage.

OKI-

May’s OKI options are very limited in this fight. As he has three reliable answers to deal with May.

No 5D and 5[D] mix-ups with Gunblaze and SV as reliable CH’s from HOS.

MOST importantly DO NOT 5K him on wake-up as SV wins, Gunblaze wins, and most importantly, if he actually goes for the throw bait, which, might I add is the original intentions of you throwing it, his hit-box with his 5hs is SO ABSURD that your kick wiffs him and he will get a FREE CH 5HS on you. HOS LOVES CH 5HS, This May be one of the only opportunities in the game where they are Guaranteed that free CH. Assuming you NEVER 5K him on wake-up you are left with two problems.

Storm Viper(SV) and Gunblaze. Both can be baited from the inside but chances are you will get thrown on the inside. DAMMIT. So You bait both moves as the same range with an FD or a fast low poke. Assuming he does one or the other, you punish accordingly, SVD or OHK. Here’s the frustrating part. When he does neither and you gave up all Mix-up because of his AWESOME options, at this point I suggest FD’n like we talked about, than running in a flat out OHK him. Magical while landing jump in that we discussed with Sol is your next best option, unfortunately, it does put you in HIS most optimal range.

Magical Oki Zone: There's a range May can stay in during Oki to effectively bait both SV and GB, just like Anji. It's around max range 2D/2HS. Meaty 2D/2HS from max range whiff/beat both SV and GB, respectively. Once you make HOS realize he can't use either of those to escape, you can focus on stuffing backdashes or just starting offense off of those two pokes.

May’s Advantage in this fight is her J.HS and Ability to CH because of Unique hit boxes and properties, special with lots of forward trajectory.

General comments-

Don’t whore mid-range J.2HS as he CH Gunblaze you all day.

Any non-oki j.2HS can be GB'd on reaction. So IAD j.2HS is NOT a good idea, bro.

Don’t throw is 6K, even if he does it twice… especially on wake-up.

When your health is low and his tension is high, his SAVAGE FANG super has HUGE freeze frame. Guard from half way across the screen.

When he has high Charge gauge he may come in with a LVL 3 BRP…lots of overheads to guard.

3K is very useless in this fight, DO NOT rely on it.

50% tension does not mean increased chance of dp like other dp characters (sol, chip), more likely 2HS RC, or Fafnir… he will try to increase mix-up 50% combo.

“Standing punch gives him +3 advantage , if you try to stuff him after you will eat a combo that starts with 5k, 5s© 2p, 2k or 2s.

If you hear CHING (FB SOUNDS) or see exe animation block low, he only has one FB, it’s low.

OS's has shitty ground pokes except for close range, you should be able to stuff him with your far pokes 5k,5S,2S, if he jumps over, then backdash or If you have 50% wait for his J.hs animation and 63214hs. Beware, do not poke with SHIT when he holds 25% tension as he wants that Fafnir CH.

"Do Not attempt to counter after lvl 2-3 blockhead, any gunflame, lvl 2 savage flame, or lvl 3 bandit revolver. You will get stuffed and eat a combo.” NamelessCounter

“Bait till da point of punish, forcing them to second guess on wake, you'll notice a common FD as an expectation for pushin u back when u 5k, dats ur chance to punish wit OHK, and as far as Gunblaze is concerned, HOS playas sometimes overly depend on that move to get out of alot of situations. I do agree with them about J 2HS and using it as an Oki, however, once you see how a HOS playa fears May's CH HS on Ground and Air, you have” much less to worry about. MostUnknown

Posted Image Abarea = Posted Image Mix-up/ Rush down

I would like to give a special thanks to Nameless Counter, POON, and Ryan-Bill (WUT) as these contributions are scattered all over this match-up. Thanks, :yaaay:

_____________________________________________________________________

Combo Specific Details.

HOS is a Normal weight, and Knockdowns build great mind games for SV baits and fake-outs. JI and Delays work, he's very simple to combo.

OHK Combo

6HS, SVD, 5S, HS, SVD, 5P,5S, HSVD

5D combo

Pro Dust 4, Impossible Dust with a Just frame J.HS. It's called her Jump Cancel Impossible Dust combo. Works Great on Sol

Application - D, [9], J.HS, J.HS, [/9], 159, Delay, J.HS, Land, 6HS, SVD, S, JI, HS, Delay, SVD, 5P, HSVD

6P combo

Yep Yep a go go

IAD combo

Yep Yep a go go\

Jackhound reliability

Yep Yep a go go\

Double Dolphin Upper

J.2HS, 2D, FBHSVD, AirDash, J.K, J.HS, HSVD, 5S, HSVD...

2HS, 2D

2D wiffs

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Hos J.HS is a tough one. This is very important to his game. Do remember that HOS will start with a J.P, than REACT to you. His options are: J.P, Falling J.HS J.P, Falling Storm Viper J.P, Air throw J.P, Jump away With tension, I believe the most reliable way to beat out "J.P, Falling J.HS" is the Great Yamada Attack. Yes the SVD WILL work, but the timing is ridicu-DUMB, If you miss the CH timing, than he just got a CH J.HS combo. =/

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Space yourself correctly, and 5H will beat HOS j.H for a CH, then you run up and loop him to death. The problem is, smart HOS players won't really be jumping at that distance. Unless you are cornered (which, for the love of jeebus, you shouldn't ever be in this fight if you plan on winning), simply backdashing when you see him jump will accomplish all of your spacing goals quite nicely. At that distance, whatever he does, you should have an answer for, or will at least be safe.

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The most important goal about fighting HOS, is not beating out his J.HS, but to escape and let him come to you. That's where he is most vulnerable.

Yeah, but I don't think it's that simple, as you don't want to give him enough space to let him charge to l3. If he does that, he becomes Slayer with a run, and you die when he touches you. That's the hardest part of the match imo; not being too close, but not moving too far away either.

And yeah, STICK TO THE PLAN lol. No matter how little life Potemkin has left, and how much you just want him to die so you can go on to rape that I-no that's waiting for you in the next round, don't go running at him :vbang:. Just...don't.

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So massive lolz here: vs. HOS, if he likes to pressure L2/3 BRP, learn to SB the first hit. If you do this, you get CH 6P (Which beats the 2nd hit, on L2 or L3) into loop for the dizzy. Yeah, it's kinda risky, especially vs. the L3 BRP. If you get it, though, you prolly just won anyways, as HOS will get trampled by lolis and squashed by a chef. Regarding the Anji guide, yeah, you can throw him after the Fujin K follow, but it's easier to just 5K>2D>FBHSHD him imo. I mean, you know he wants to throw you...may as well loop him. Badass guide overall, though.

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I NEED to stress this certain range where 5HS and J.HS are most effective, It's the range where HOS can get a CH 5FS, even with a LVL 3 he has NO FOLLOW UP to this

5S CH combo into RI Lv3 and BRP Lv3 which means PAIN (named DustLoop) FYI.

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