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Josh Ballard

A.B.A vs. Order-Sol

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A.B.A vs. Order-Sol Japanese ranking: 6-4 A.B.A Both of these characters focus on constant in-your face aggression, but ABA has the easier time both in setting up her offense and in escaping from the opponent's. HOS is lacking in range, giving you mostly free reign to attack him with 5S and 5H in Moroha, and his DP is pathetic in comparison to yours. Additionally, your combos deal more damage and give you better position than his do. Since this matchup is relatively straightforward in Moroha, I think it will be worthwhile to spend some time discussing the Normal mode game. To begin with, when in Normal, some HOS players may take the opportunity to charge up to level 3; make them pay with a free bloodpack! Once they start trying to actually fight you, you can still compete and create opportunities to transform. In particular, try to force him into the air. 5P and 6P are not very effective in this matchup, thanks to his j.H, but in Normal you can easily beat him with 2H into keygrab combo. j.S beats his air normals as well, and it is possible to hit-confirm a keygrab from it. The ground game isn't so bad, either, thanks in large part to your sweep (look for OTG keygrab after one, of course, but note that it will not connect if you are too far away). 5K has longer range than his "quick" normals, too, and gatlings to sweep. And, obviously, there's the ever-reliable 5H -> Bloodpack. Don't forget about the slides or bloodball (more effective than usual thanks to his low jump), either! Now, after any one of these options, you will be in Moroha. What should you look out for? The sweep, mainly, and any gatlings into it. Because of this, you are best off at mid-range where you can bombard him with Moroha pokes and use strings from there to gain the initiative. Something worth noting in the neutral game here is that he can often beat your IAD attacks with Gunblaze, which will usually counterhit for an untechable launch. Yet more reason to stay on the ground! If he takes to the air, 2S is your best weapon. Look for the counterhit and treat it like a throw as far as followups go. Whenever he has meter, the Fafnir is another main worry of yours. It's fast, it has great range, and it knocks down. Move back and forth, and dash in w/ FD brake to try and bait it. Your air game becomes more valuable if you know he's looking for this. When rushing him down, the main thing to remember is that after blocked rekkas, he can sweep your pokes if you are too close; space yourself to be further away after them, and the sweep will whiff, allowing you to score a 5S combo! You can also Danzai his ass if he's predictable with this. As far as combos go, there are a couple things worth pointing out. For one, the Dio throw combo is particularly easy to perform on him, so use it if you aren't already! And 2H -> IAD j.S-H-Orbs is extremely difficult against him; in the corner I always follow up with delayed 2S-Butt, 5S-2S-Butt instead, but when a bit outside the corner I'm not sure what to do. Just stick with rekka combos, or learn the timing for this? On defense, generally block low while watching for throw setups, and beware of Fafnirs at certain points in his strings. Once he gets 50% tension, though, you'll need to switch it up a bit thanks to his 2H RC combos. Not sure how safe Danzai is here, need to check. I think he also has a strong fuzzy guard setup... Overall, this appears to be one of ABA's best matchups! The areas in which HOS differs from normal Sol mostly hurt him in this fight. Have fun, Josh.

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