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Honnou

I-no vs Order Sol

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:OS: Order Sol MATCHUP INFORMATION Poking Game Strategy Specific Punishes Setups/baits Knowledge

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Order Sol players tend to be very aggresive and I find the best way to win a match is to simply let them. The longer the match the easier it is. OS players dont change up much so after the 1st round you know exactly what theyre capable of. My method is to defend 90% of the time, conserve tension and dont go for a poke unless i can get a full combo off it. I also try to stay out of the air completely with going for close to the ground air throws being and in combos being an exception.

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STBT(s ch) jh hcl frc 66 js vcl s js jh hcl frc 66 js vcl 224 damage. TKUF js jh p-dive 66 js vcl s js jh k-dive 246 damage. Sorry about the sloppy posting im still on my cell. I also made cell phone vids if anyone needs them.

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First : when you send a ball after putting HOS on the ground, make sure the ball goes the nearest you can of the ground. This way HOS cannot use the gunblaze to escape the ball and I-no comming. If HOS guard, just do the stuff you do normally. If HOS jumps, then throw him or press him. Normally HOS cannot jump, just gard, but everything depends of your skills. If you time well the ball to arrive when HOS stand on his feet, then he will not be abble to jump. His backdash is not safe enough to save him from the ball and I-no. Then once the ball is in the gard you have to pressure him the max you can, and take care of his Dead Angle as it can be used as a launcher. Another thing : if you try to pressure HOS without a ball, the best way he have to break your press is to use... P. PPPPP will make you crazy, as a single punch can become an half life combo. So again, time very well your pressure to arrive near order sol and pressure him righ after he wakes up. And finally a trick to understand why HOS can sometimes pass under I-no pressure with a gunblaze (assuming I-no didn't throw a ball but didn't let time to HOS for using P). In fact it depends of the move I-no use just after her dash. The trick is that when you press using : Dash, Slash, 2+K, when doing the Slash, the animation of the move is a bit longer, and gives just enough time to HOS to make a gunblaze. The Kick alone is dangerous as when falling, HOS can catch you with a throw, and the Dash, K, S, is hard to do as you have to dash a lot to do it. I suggest to you this : use kick or punch at the beginning, Dash, fall 2K, making very small pressures. You can also fake the HS and throw HOS. You can also do the Dash, Slash, but you have then to block the Gunblaze if order HOS see it (it can be done easily). That's all I can say about the tactics I developped against I-no. They are very basic, but knowing that will help you a lot, as once you know that, HOS can have problem going out of your pressures. Remember to always throw a ball when possible, as this move is the key to prevent HOS using his Shoryu, Gunblaze and Punch. The key is TIMING. If you time your balls and pressures accordingly with order sol wake up, he's dead. A HOS player (second character I-no :p)

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You can 6p an order sol into non porated damage easy. Like BMS said, play highly defensive, then hit your 6p for big damage. I don't care if you believe me or not, it works, practice in friendlies or something, it just works, just do it...

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6p doesn't prorate when you use it on OS? lol good strat and it seems to works for jam too.

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6p doesn't prorate when you use it on OS? lol

good strat and it seems to works for jam too.

I wouldn't try it too much on jam because she is almost always low attacking. And her flame kick beats it out or clashes. CH = loop = dead...

On the plus side, It's beat out puff balls before!!!

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this fight is fine. its who starts their offense first pretty much. hos loses to like everyone's 5k. a hos jumping in is asking for a free 5k. 5k stuffs a lot of shit on the ground for hos if its not 5k, its 6p. if its not 6p then its iad backwards j.hs. if its not that, then you're diving use stroke carefully when you get him blocking use note resets to catch him with j.p or airthrows. if he likes gunblaze, just throw that motherfucker, if he likes to rock-it, he can rock-it right into a 6p this fight is pretty much a test of how well you know how to play fighting games. same thing with the sol, ky, robo ky, chipp, jam fights.

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