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[Accent Core] Order-Sol 101/Primer, READ HERE FIRST NEWBIES!

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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.

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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.

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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.

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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.

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Ok, I have moved all posts not made by myself or WUT from this thread into the new Discussion thread I created. The goal of this thread is to have an uncluttered and easy-to-read guide for new players to access. I would really prefer not to have a bunch of posts that players have to shuffle through for information, as that would defeat the purpose of this guide. I will only post here to notify of updates/edits (I assume WUT will do the same). All discussion and suggestions should be limited to the Discussion thread. Any posts made in this thread will be deleted or moved to the Discussion thread.

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Ok, I have moved all posts not made by myself or WUT from this thread into the new Discussion thread I created. The goal of this thread is to have an uncluttered and easy-to-read guide for new players to access. I would really prefer not to have a bunch of posts that players have to shuffle through for information, as that would defeat the purpose of this guide.

I will only post here to notify of updates/edits (I assume WUT will do the same). All discussion and suggestions should be limited to the Discussion thread. Any posts made in this thread will be deleted or moved to the Discussion thread.

HI GUYS PLEASE STOP POSTING IN THIS THREAD!

Posts moved to appropriate discussion thread.

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