GGACR/Order-Sol/Combos: Difference between revisions

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{{NavTabs|game=GGACR|chara=Order-Sol|okizeme=yes|forums=http://www.dustloop.com/forums/index.php?/forums/forum/24-order-sol/|active=combos}}
{{GGACR/CharacterLinks}}
<div style="float:left; margin-right:25px;">
{{Combo Notation|game=GGACR|width=85%|additional=
{{TOC limit|3}}
:'''CC''' = Charge Cancel ({{clr|D|214D}})
</div>
:'''AC''' - Action Charge - Input D slightly after inputting a special
{| class="wikitable"
:'''BHB''' = Blockhead Buster ({{clr|P|236P}})
:'''BRP''' = Bandit Revolver Prototype ({{clr|K|236K}})
:'''GB''' = Gunblaze ({{clr|S|214S}})
:'''RI''' = Rock It ({{clr|S|236S}})
:'''SV''' = Storm Viper ({{clr|H|623H}})
:'''SF''' = Savage Fang ({{clr|P|632146P}})
:'''TR''' = Tyrant Rave ({{clr|H|632146H}})
:'''CK''' - Charge Keep = Hold/Piano D While doing a special/supers input (*)
}}
 
==Combo Theory==
HOS combos are best described as freeform, as he has a multitude of possible combo routes to achieve different results depending stage position, charge, and meter. For the sake of simplicity and brevity these multitude of combos and extensions will be detailed, for combo theory purposes, in the form of a listed conversion off a launcher or grounded starter.
Generally, HOS wants a launcher to get anywhere in terms of combos. The way in which he does this changes with each level, with Level 3 giving him basically free launchers into whatever he wants, and Level 1 making you have to work a bit to get them in the air.
===Notes on levels===
====Level 1====
At Level 1, you have 2 basic sources of damage: air combos and Level 1 recharge routes, those air combos being [https://www.dustloop.com/w/GGACR/Order-Sol/Combos#Dustloop dustloops] and the [https://www.dustloop.com/w/GGACR/Order-Sol/Combos#Level_1_Air_B%26Bs SJ B&B]. Air combos in particular are incredibly important, since they're his only real form of consistent routing and is why launchers are so important for Order-Sol at lower levels. Recharge routes will be fully discussed in [https://www.dustloop.com/w/GGACR/Order-Sol/Combos#Recharge_Combos_and_Theory its own section].
 
====Level 2====
 
Order-Sol's level 2 combos are a lot more potent and consistent than his level 1 combos, level 2 gives you access to air KDs via {{MMC|game=GGACR|input=236K Lv2|chara=Order-Sol|label={{clr|2|Lv.2 Bandit Revolver Prototype}}}}, a consistent corner launcher that leads to [https://www.dustloop.com/w/GGACR/Order-Sol/Combos#Recharge_Combos_and_Theory recharge combos] in {{MMC|game=GGACR|input=236P Lv2|chara=Order-Sol|label={{clr|1|Lv. 2 Block Head Buster}}}}, and more fluid and damaging grounded combo ender in {{MMC|game=GGACR|input=236S Lv2|chara=Order-Sol|label={{clr|3|Lv. 2 Rock It}}}}. Order-Sol's Overdrives gain additional power as well, allowing him to combo after {{MMC|game=GGACR|input=632146H Lv2|chara=Order-Sol|label={{clr|4|Lv. 2 Tyrant Rave Ver. Omega}}}} and {{MMC|game=GGACR|input=632146P Lv2|chara=Order-Sol|label={{clr|1|Lv. 2 Savage Fang}}}}, with the latter being instant after super flash. Once you get level 2, your toolkit expands significantly.
 
====Level 3====
 
While level 2 mainly massively increases your firepower in the corner, level 3 allows you to increase your firepower at any point of the screen, with all your specials becoming big, consistent starters that lead to good conversions anywhere on the screen. The ones that will commonly see use as confirms are {{MMC|game=GGACR|input=236P Lv3|chara=Order-Sol|label={{clr|1|Lv3 BHB}}}} and {{MMC|game=GGACR|input=236S Lv3|chara=Order-Sol|label={{clr|3|Lv3 Rock It}}}}, while {{MMC|game=GGACR|input=236K Lv3|chara=Order-Sol|label={{clr|2|Lv3 BRP}}}} is also often used for confirms, it's best left for specific CH confirms and mixups. {{MMC|game=GGACR|input=623H Lv3|chara=Order-Sol|label={{clr|4|Lv3 Storm Viper}}}} is now a really good reversal, which can also come in clutch as your best knockdown tool during recharges. {{MMC|game=GGACR|input=214S Lv3|chara=Order-Sol|label={{clr|3|Lv3 Gunblaze}}}}, while being your highest damage starter, is very difficult to confirm into, so it is mostly used as an anti-air or oki tool. Your Supers also gain some incredible utility, with {{MMC|game=GGACR|input=632146P Lv3|chara=Order-Sol|label={{clr|1|Lv3 Savage Fang}}}} being your single best confirm in the corner in terms of damage and resources.
===Launchers===
====Level 1====
 
To begin, your basic launchers at Level 1 are as follows: Ground Throw in the corner, Air Throw, CH {{MMC|game=GGACR|input=2H|chara=Order-Sol|label={{clr|4|2H}}}}, Air-hit CH {{MMC|game=GGACR|input=5H|chara=Order-Sol|label={{clr|4|5H}}}}, {{MMC|game=GGACR|input=214S Lv1|chara=Order-Sol|label=Gun Blaze}}, and {{MMC|game=GGACR|input=41236D|chara=Order-Sol|label=Fafnir}}.
====Level 2====
 
At level 2 Order-Sol unlocks the brutal half screen launching capiblities of {{MMC|game=GGACR|input=632146P Lv2|chara=Order-Sol|label={{clr|1|Lvl 2 Savage Fang}}}} and the less brutal reversal {{MMC|game=GGACR|input=632146H Lv2|chara=Order-Sol|label={{clr|4|Lvl 2 Tyrant Rave ver. Omega}}}} gains a similar launch. {{MMC|game=GGACR|input=236P Lv2|chara=Order-Sol|label={{clr|1|Lvl 2 Blockhead Buster}}}} also gains quite long wallstick for similar conversions, or a recharge route.
 
====Level 3====
 
Upon reaching level 3 Order-Sol has launching properties attached to almost all of his specials, leading to high damage conversions off not only his normals and general use specials, but his reversals and mixups tools too. {{MMC|game=GGACR|input=236K Lv3|chara=Order-Sol|label={{clr|2|Lvl 3 Bandit Revolver Prototype}}}} wall bounces on the second hit, leading to whatever air conversion you'd like, {{MMC|game=GGACR|input=623H Lv3|chara=Order-Sol|label={{clr|4|Lvl 3 Storm Viper}}}} and {{MMC|game=GGACR|input=236S Lv3|chara=Order-Sol|label={{clr|3|Lvl 3 Rock It}}}} also gain a launch on the final hit. However, Order-Sol loses the launch on {{MMC|game=GGACR|input=632146H Lv3|chara=Order-Sol|label={{clr|4|Lvl 3 Tyrant Rave ver. Omega}}}} and {{MMC|game=GGACR|input=236P Lv3|chara=Order-Sol|label={{clr|1|Lvl 3 Blockhead Buster}}}} in favour of high damage or immense plus frames and a stagger respectively.
 
===Combo Blocks===
====<span style="visibility:hidden;font-size:0">Level 1 Air B&Bs</span>====
{{TheoryBox
| Title      = Basic Air Series
| Oneliner  = Simple and effective.
| Difficulty = Very Easy
| Anchor    = SJB&B1
| Video      = GGACR_OR_sj_bnb_1.mp4
| Size      = 256x192
| Recipe    = Starter (> {{clr|2|5K}}) > {{clr|3|cS}} (> {{clr|4|5H}}) > sjc > {{clr|3|j.S}} > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|2|j.K}} > {{clr|3|j.S}} > {{MMC|game=GGACR|input=623H Lv1|chara=Order-Sol|label=Storm Viper 1}} or Starter (> {{clr|2|5K}}) > {{clr|3|cS}} (> {{clr|4|5H}}) > sjc > {{clr|1|j.P}} > {{clr|3|j.s}} > {{clr|5|j.D}}
| content    =
This is a very basic conversion string when you can't route into {{clr|5|5H}} > {{clr|3|j.S}}. In these cases it's best to keep it simple and go for something that can turn into a KD with Level 2 Charge, or be some nice easy damage with Level 1 Charge. Common situations where this could be used include {{clr|2|5K}} > {{clr|3|c.S}} after catching a backdash or after awkward launches.
}}
 
{{TheoryBox
| Title      = Super Jump BNB
| Oneliner  = Another easy, practical combo.
| Difficulty = Very Easy
| Anchor    = SJB&B2
| Video      = GGACR_OR_sj_bnb_2.mp4
| Size      = 256x192
| Recipe    = Starter (> {{clr|2|5K}}) > {{clr|3|cS}} (> {{clr|4|5H}}) > sjc > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}
| content    =
A variation of the above combos for when {{clr|3|sj.s}} connects. Better damage than the combos above, with meter can be special canceled into {{MMC|game=GGACR|input=214K Lv2|chara=Order-Sol|label=Bandit Revolver Prototype Level 2}} for a KD, what else could you ask for?
}}
 
====<span style="visibility:hidden;font-size:0">IAD/SJIAD Extension</span>====
{{TheoryBox
| Title      = IAD/SJIAD Extension
| Oneliner  = For when they're a bit too far away.
| Difficulty = Medium
| Anchor    = IADB&B
| Video      = GGACR_OR_iad_bnb.mp4
| Size      = 256x192
| Recipe    = Starter > microdash > {{clr|3|2S}}/c.{{clr|3|S}} > {{clr|4|5H}} > IAD/SJIAD {{clr|2|j.K}} or IAD {{clr|1|j.P}} > {{clr|3|j.S}} > {{MMC|game=GGACR|input=623H Lv1|chara=Order-Sol|label=Storm Viper 1}}
| content    =
Commonly seen after {{MMC|game-GGACR|input=41236D|chara=Order-Sol|label={{clr|5|Fafnir}}}}, CH {{clr|5|2D}}, or CH {{clr|4|j.H}}; there are many launches where you can get {{clr|3|2S}}/{{clr|3|c.S}} into {{clr|4|5H}}, but cannot connect the follow up SJC into a {{clr|1|j.P}} or {{clr|3|j.S}}, so whenever this is the case, you can finish the combo with this IAD extention to get some good damage going and add an adventagious tech situation. This is a very useful extension as it isn't necessary to use either of HOS' vital resources to continue the combo.
 
Given the long hitstop of {{clr|4|5H}}, you may want to slightly delay your jump cancel and IAD motion in order to the timing right.
}}
 
====<span style="visibility:hidden;font-size:0">Dustloop</span>====
{{TheoryBox
| Title      = Basic Dustloop
| Oneliner  = Hey, that's the name of the website!
| Difficulty = Very Easy
| Anchor    = Lv1 Dustloop
| Video      = GGACR_OR_lv1_basic_dustloop.mp4
| Size      = 256x192
| Recipe    = Starter (> {{clr|3|cS}}) > {{clr|4|j.H}} > {{clr|5|j.D}} > djc > {{clr|4|j.H}} > {{clr|5|j.D}}
| content    =
Order-Sol's other B&B air combo is the eponymous Dustloop™️, a staple of both versions of Sol. This is your best option in terms of conversions once you get a launcher, the basic idea is to have them at around head height or lower, and then dash jump at them and perform {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|dj.H}} > {{clr|5|j.D}}. While this is already good, it can even be further optimized by performing an SJ B&B after this, or performing a second dustloop on top of this. For further information, refer [https://www.dustloop.com/w/GGACR/Order-Sol/Combos#Double_Dustloop_Notes here.]
}}
 
====<span style="visibility:hidden;font-size:0">IAD Loop</span>====
{{TheoryBox
| Title      = IAD Loop
| Oneliner  = Fly, like a butterfly
| Difficulty = Hard
| Anchor    = IAD Loop
| Video      = GGACR_HOS_5H_IAD.webm
| Size      = 256x192
| Recipe    = xx > Non-OTG {{clr|4|5H}} > IAD {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|4|j.H}} xN
| content    =
A character specific conversion, but very important where it works. Against the following characters: (SO, VE, AX, SL, PO, JU, JO, AN, OR, ED, TE), if you hit them with standing, you can extend the combo enormously, by using IAD {{clr|1|j.P}} after a {{clr|4|5H}}. This can be distance specific, and is very tight, but allows for great corner carry, damage, and tension gain, leading to a very handy combo to know when it is applicable.
}}
 
====<span style="visibility:hidden;font-size:0">KD Conversions</span>====
{{TheoryBox
| Title      = Ground Conversions into KD
| Oneliner  = Hardly count as an extension until you realise how much they give you.
| Difficulty = Easy
| Anchor    =
| Video      =
| Size      = 256x192
| Recipe    = xx {{clr|5|2D}} or {{MMC|game=GGACR|input=236S Lv2|chara=Order-Sol|label={{clr|3|236S}}}} AC
| content    =
This is essentially the main midscreen confirm as whenever you hit someone as Order-Sol, your main goal from each combo is to get a KD. {{MMC|game=GGACR|input=236S Lv2|chara=Order-Sol|label={{clr|3|Rock It Level 2}}}} and {{clr|5|2D}}, at lower levels, are the easiest ways to achieve this by using special cancelling and gatling, respectively. Both of these options give you a invaluable KD, with {{MMC|game=GGACR|input=236S Lv2|chara=Order-Sol|label={{clr|3|Rock It Level 2}}}} giving you additional damage and an AC to get some of HOS' charge back.
}}
 
{{TheoryBox
| Title      = Level 2 Air Conversion into KD
| Oneliner  = Who said you were safe in the air?
| Difficulty = Easy
| Anchor    =
| Video      = GGACR_HOS_236K_KD.webm
| Size      = 256x192
| Recipe    = xx j.{{clr|5|D}} > {{MMC|game=GGACR|input=236K Lv2|chara=Order-Sol|label={{clr|2|236K}}}} AC
| content    =
When you start an air combo, if you have level 2 available, always try to route into {{clr|5|j.D}} if possible, such that you can special cancel into {{MMC|game=GGACR|input=236K Lv2|chara=Order-Sol|label={{clr|2|Bandit Revolver Prototype Level 2}}}} and give HOS his well earned KD. The most common situations for this conversion are from Dustloops, {{clr|3|c.S}} > {{clr|4|5H}} > sj.{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} or a level 3 special.
}}
 
====<span style="visibility:hidden;font-size:0">Reland Route</span>====
{{TheoryBox
| Title      = Reland Route: Launcher.
| Oneliner  = If you thought one knockdown was good, imagine 2 in a combo.
| Difficulty = Easy
| Anchor    =
| Video      = GGACR_HOS_Double_KD.webm
| Size      = 256x192
| Recipe    = Launcher > ({{clr|3|cS}}/{{clr|3|2S}}) > {{clr|4|5H}} > Lv2 {{clr|2|236K}} > {{clr|5|2D}} > Lv2 {{clr|1|236P}} AC > {{clr|4|6H}}
| content    = When you are close to the corner and have the resources for it, one of your best conversions is this, the reland route. Serving as a "new" conversion from AC to +R, this combo not only packs in some damage, but gives you a lot of tension and a solid KD for the low cost of 120% charge starting from at least 140% charge. This combo allows for a safejump or a conditioning payoff after the {{clr|4|6H}} and for the {{clr|4|5H}} to connect low enough that {{MMC|game=GGACR|input=236K Lv2|chara=Order-Sol|label={{clr|2|Bandit Revolver Prototype Level 2}}}} can connect after it. Due to the {{MMC|game=GGACR|input=236P Lv2|chara=Order-Sol|label={{clr|1|Blockhead Buster Level 2}}}} this reland route can also have the ender changed to transform it into a recharge route or you could sacrifice the KD to add a dustloop to the end to add some extra stun and attempt a tech chase.
}}
 
====<span style="visibility:hidden;font-size:0">Recharge Route Template</span>====
{{TheoryBox
| Title      = Recharge Routes.
| Oneliner  = If you're at level 2, why leave?
| Difficulty = Medium
| Anchor    = RRBNB1
| Video      = GGACR_OR_Recharge_bnb1.mp4
| Size      = 256x192
| Recipe    = Launcher > Lv2 {{clr|1|236P}} [AC](FRC) > (dash) Charge Keep {{clr|3|214S}}xN AC > ender
| content    = [https://www.dustloop.com/w/GGACR/Order-Sol/Combos#Recharge_Combos_and_Theory Read up :)]
}}
 
{{TheoryBox
| Title      = Lv3 into SJ combo
| Oneliner  = The simplest and easiest of conversions.
| Difficulty = Very Easy
| Anchor    = Lv3 SJ combo
| Video      = GGACR_OR_lv3_basic_SJ_combo.mp4
| Size      = 256x192
| Recipe    = Starter > {{clr|3|cS}} > {{clr|4|5H}} > sj.{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} > Lv2 ({{clr|2|236K}} if near the corner, otherwise {{clr|4|623H}})
| content    =
This is a good way to squeeze some damage if you're unsure of spacing or character specifics, and overall, just a very solid conversion.
}}
 
====Additional Notes====
 
*On the ground, you'll want to end your combos with either a launcher to get an air combo or a KD (knockdown) for {{MMC|game=GGACR|input=214S Lv1|chara=Order-Sol|label={{clr|3|Gunblaze}}}}/{{clr|4|2H}} oki or a safejump.
*Going into particulars, {{clr|D|2D}} ->{{clr|P|236P}}/{{clr|S|236S}} put the opponent in a low float at Lv.1, as does CH {{clr|D|2D}}.  We will call this {{clr|D|2D}} Float, as shorthand for addressing this particular air state
**Off {{clr|D|2D}} Float, the opponent can be picked up with {{clr|S|2S}}, {{clr|K|5K}}, and {{clr|S|c.S}}, which can transition into specials, ending the combo, or {{clr|H|5H}} Float (the space at which a character in air floats after being hit with {{clr|H|5H}})
*{{clr|H|5H}} float can transition to a number of things depending on if you want damage or knockdown, and how much meter/charge you have
**{{clr|D|41236D}} will put the opponent at about {{clr|H|5H}} float height, maybe a bit more
**From {{clr|H|5H}} float, you can [(HJ)IAD->jP->jS], which sets up for damage ender with {{clr|H|623H}}, or for a knockdown ender with BRP Lv2
**If you are close enough, you can cancel {{clr|H|5H}} if you combo'ed to it, or pick up from {{clr|H|5H}} Float with c.S->{{clr|H|5H}} and [JC->HJ->jS->jH->jD].
**If you don't want to take to the skies, and you have the charge meter, you can cancel {{clr|H|5H}} into {{clr|K|236K}} lv2 to put the opponent into ground-slide
*from Ground Slide, HOS can OTG for more damage, or take the knockdown.  If you reached this state and have 130% or more charge, you can get both.
**{{clr|K|5K}},{{clr|S|c.S}},{{clr|S|2S}},and {{clr|D|2D}} will all OTG from groundslide, and will all combo into {{clr|P|236P}} lv2 for wallstick, or {{clr|K|236K}} lv2 for hard knockdown.
***If you OTG with {{clr|S|2S}} or {{clr|S|c.S}} or {{clr|K|5K}}, you can gatling into {{clr|H|5H}} and put the opponent into {{clr|H|5H}} Float
*From Wallstick, you can Dustloop the opponent if you are close, {{clr|H|6H}} for hard knockdown if you are a bit further away, go for a Recharge Route if you have meter, or go for a techtrap
 
==Combo List==
Due to the freeform mentioned above, this is not an exhaustive list of HoS combos but instead a broad survey of his essential combos, both his easy and hard. A few outlier/situation combos have been included to inspire thinking about combo theory.  Its much more important to understand the combo theory of HoS with (Starter)->(Linker)->(Ender) and how each part enables different parts, than to learn these combos verbatim, but this will at least give you a place to start.
 
===Chargeless combos (Lv1 and below)===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
!Combo !! Position !! Meter !! Charge !! Damage !! Works on: !! Difficulty !! Notes !! Video
|-
| {{clr|K|5K}}/{{clr|K|2K}} > {{clr|S|c.S}}/{{clr|S|2S}} > {{clr|D|2D}} || Anywhere || 0 || 0 || 59 || All || {{ComboDifficulty|Very Easy}} || Scores knockdown for Charge, basic or {{clr|S|214S}} crossup okizeme.  Use when you don't have running momentum. || [https://youtu.be/fRjPOO8R9O8 Link]
|-
| {{clr|K|5K}}/{{clr|K|2K}} > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|D|2D}} || Anywhere || 0 || 0 || 75 || All || {{ComboDifficulty|Easy}} || Scores knockdown. Better {{clr|S|214S}} crossup okizeme potential. Use when you do have running knockdown to space yourself for {{clr|S|214S}} oki || [https://youtu.be/QUrEcdqM8XI Link]
|-
| {{clr|K|5K}} > {{clr|S|c.S}} > {{clr|P|236P}} Lv1 (2 hits) > ACFRC, {{clr|K|5K}} > {{clr|S|c.S}} >  {{clr|D|2D}} || Anywhere || 25 || 0 || 97 || All || {{ComboDifficulty|Easy}} || 2 hit confirm from 5K for building charge.  Easy version of the combo.  Customizable depending on your comfort level with links post {{clr|P|236P}}, notably dropping the ACFRC for microdash and getting the KD meterless.  If you don't have enough momentum to get 5K after the {{clr|P|236P}}, either dash in for it, or use {{clr|S|2S}} > {{clr|D|2D}} || [https://youtu.be/GOqG2E-7FxA Link]
|-
| CH {{clr|K|6K}} > {{clr|D|214D}}, {{clr|D|41236D}} || Anywhere || 25 || 0 || 94 || All || {{ComboDifficulty|Very Easy}} || Simple 6K CH combo.  6K {{clr|D|214D}} gives you enough time to hit confirm block or CH, and fafnir is an easy link.  Do {{clr|K|6K}} > {{clr|H|6H}} without meter.  Needless to say, you can optimize this further, but this is a good starter. || [https://youtu.be/vORJkaEqJFE Link]
|-
| CH {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|6H}} || Anywhere || 0 || 0 || 88  || All || {{ComboDifficulty|Very Easy}} || Your main poke combo.  Learn to hit confirm the CH, although doing it on normal hit isn't too bad to keep your opponent in check, just beware the counterplay. || [https://youtu.be/UY9zEFVZ8nc Link]
|-
| {{clr|H|2H}} > RC > {{clr|K|5K}} > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|D|2D}} || Anywhere || 50 || 0 || 97 || Any || {{ComboDifficulty|Very Easy}} || Super easy non-CH route for 2H conversion, gets you KD, can't really complain. || [https://youtu.be/NRCReLpNago Link]
|-
| CH {{clr|H|2H}} > 66 > {{clr|H|j.H}} > {{clr|D|j.D}} > d{{clr|H|j.H}} > {{clr|D|j.D}} ▷ {{clr|H|j.H}} > {{clr|D|j.D}} > d{{clr|H|j.H}} > {{clr|D|j.D}} || Corner || 0 || 0 || 192 || All || {{ComboDifficulty|Hard}} || See Double Dustloop Notes || [https://youtu.be/eeDNbsGJMFo Link]
|-
| Air CH {{clr|H|5H}} > {{clr|D|214D}} > 66 > {{clr|H|j.H}} > {{clr|D|j.D}} > d{{clr|H|j.H}} > {{clr|D|j.D}} ▷ {{clr|H|j.H}} > {{clr|D|j.D}} > d{{clr|H|j.H}} > {{clr|D|j.D}} || Corner || 0 || 0 || 215 || All || {{ComboDifficulty|Hard}} || See Double Dustloop Notes || [https://youtu.be/nTG9DsJM-Pw Link]
|-
| {{clr|D|5D}} > [9] > FD-> {{clr|D|j.D}} ▷ {{clr|H|j.H}} > {{clr|D|j.D}} > d{{clr|H|j.H}} > {{clr|D|j.D}} || Anywhere || 0 || 0 || 117 || All || {{ComboDifficulty|Easy}} || Impossible dust combo.  Actually easier than the normal dust combo IMO. || [https://youtu.be/ZebUV0Ym6BI Link]
|-
| {{clr|D|5D}} > [9] > {{clr|H|j.H}}]9[ > d{{clr|H|j.H}} ▷ {{clr|H|j.H}} > {{clr|D|j.D}} > d{{clr|H|j.H}} > {{clr|D|j.D}} || Anywhere || 0 || 0 || 117 || All || {{ComboDifficulty|Easy}} || Secondary ID combo.  Use if you find the above one too finnicky for lightweights.  Some people say this is even easier than the above one, so ymmv. || -
|-
| ... > {{clr|D|2D}} > {{clr|P|236P}}/{{clr|S|236S}} || Anywhere || 0 || 0 || 78~ || All || {{ComboDifficulty|Very Easy}} || Easy combo to set up everything you need.  AC the special to get charge, or don't to tech chase.  Both ACRFC and RC give better route extensions off this too, so be creative. || [https://youtu.be/Kf7Yxtdy0ac Link]
|-
| CH {{clr|D|2D}} > {{clr|K|5K}} > {{clr|S|c.S}} > {{clr|H|5HS}} > SJIAD {{clr|K|j.K}} > {{clr|S|j.S}} > {{clr|H|623H}} || Midscreen || 0 || 0 || 148 || All || {{ComboDifficulty|Medium}} || Standard CH {{clr|D|2D}} float combo.  Works on everyone unlike the non-CH version. || [https://youtu.be/_2xigXu6ZzY Link]
|-
| {{clr|P|j.P}}xN > {{clr|K|j.K}} > d{{clr|K|j.K}} > {{clr|S|j.S}} > {{clr|H|623H}} || Anywhere || 0 || 0 || 80~ || All || {{ComboDifficulty|Easy}} || Basic air catch combo.  Can AC the {{clr|H|623H}} in relative safety against most chars. || [https://youtu.be/10R7VetMBTU Link]
|-
| Throw, 66 > {{clr|H|j.H}} > {{clr|D|j.D}} > d{{clr|H|j.H}} > {{clr|D|j.D}} || Corner || 0 || 0 || 100 || All || {{ComboDifficulty|Easy}} || Basic throw combo.  If the opponent wallspats low or has a funky hurtbox, you can use {{clr|S|c.S}} to pop them us first, then replace the first {{clr|H|j.H}} with {{clr|S|j.S}}.  End in BRP for damage ender, or land then neutral jump {{clr|H|6 + j.H}} for a tech trap. || [https://youtu.be/vkuFl8g2Ofo Link]
|-
|Throw, 66 > {{clr|H|j.H}} > {{clr|D|j.D}} > d{{clr|H|j.H}} > {{clr|D|j.D}} ▷ {{clr|S|c.S}} > SJ {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} || Corner || 0 || 0 || 121 || All || {{ComboDifficulty|Medium}} || {{clr|S|c.S}} relaunch combo for throw.  Gives up tech positioning, but tacks on a respectable amount of damage for a throw. || -
|-
| Throw, {{clr|H|6H}} || Corner || 0 || 0 || 81 || All || {{ComboDifficulty|Easy}} || HKD ender for throw.  Up close the {{clr|H|6H}} is universal, further out it gets char specific. || [https://youtu.be/moN0TgAnUSQ Link]
|-
|-
! Combo Notation Guide !! Character Name Abbreviations
| {{clr|D|41236D}} > (dash) {{clr|S|2S}} > {{clr|H|5H}} > SJIAD {{clr|K|j.K}} > {{clr|S|j.S}} > {{clr|H|623H}} || Anywhere || 0 || 0 || 183 || All || {{ComboDifficulty|Medium}} || Dash 2S 5H is sometimes distance specific.  Most of the time you should be able to convert it.  Because {{clr|D|41236D}} KDs, this combo works basically anytime you use fafnir. || [https://youtu.be/T2qjkb1HN4c Link]
|-
|-
|
| CH {{clr|D|41236D}} > 66 > {{clr|H|j.H}} >{{clr|D|j.D}} > d{{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|K|236K}} || Anywhere || 25 || 0 || 192 || All || {{ComboDifficulty|Medium}} || Much easier to do than {{clr|S|214S}}. || [https://youtu.be/7AtoF0F7ff8 Link]
:{| class="wikitable" border="1"
|-
|-
| 7 {{ni|7}}
| CH {{clr|D|41236D}} > 66 > {{clr|H|j.H}} > {{clr|D|j.D}} > d{{clr|H|j.H}} > {{clr|D|j.D}} ▷ {{clr|H|j.H}} > {{clr|D|j.D}} > d{{clr|H|j.H}} > {{clr|D|j.D}} || Corner || 25 || 0 || 238 || All || {{ComboDifficulty|Hard}} || See Double Dustloop Notes || [https://youtu.be/ZRkt3QPRZBM Link]
| 8 {{ni|8}}
| 9 {{ni|9}}
|-
|-
| 4 {{ni|4}}
| {{clr|S|214S}} > 66 > {{clr|H|j.H}} > {{clr|D|j.D}} > d{{clr|H|j.H}} > {{clr|D|j.D}} || Anywhere || 0 || 0 || 137 || All || {{ComboDifficulty|Medium}} || Dustloop off {{clr|S|214S}}. To get a sense of timing of {{clr|H|j.HS}}, your opponent's falling state should be head down feet up. || [https://youtu.be/I45uh2b31Cg Link]
| 5 {{ni|5}}
| 6 {{ni|6}}
|-
|-
| 1 {{ni|1}}
| CH {{clr|S|214S}}/Air CH {{clr|H|5H}} > delay 66 > {{clr|S|c.S}} > {{clr|H|5H}} > SJ{{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} || Midscreen || 0 || 0 || 152-175 || All || {{ComboDifficulty|Medium}} || Timing sensitive on dashing {{clr|S|c.S}}. CH {{clr|H|5H}} is much easier to do. || [https://youtu.be/4eO3IPdOuzs Link]
| 2 {{ni|2}}
| 3 {{ni|3}}
|}
|}
: Numbers represent direction on a keyboard numpad. For example {{ni|236}}+{{D}} becomes {{clr|5|236D}}.
 
:'''>''' = Proceed from the previous move to the following move.
===Johnny specific combos===
:''',''' = Link the previous move into the following move.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
:'''->''' = Cancel the previous special into a follow-up special.
|-
:'''▷''' = After landing.
!Combo !! Position !! Meter !! Charge !! Damage !! Works on: !! Difficulty !! Notes !! Video
:'''j''' = [[GGACR/Movement#Air Movement|Jump]]
|-
:'''sj''' = [[GGACR/Movement#Air Movement|Super Jump]]
| Throw > 66 {{clr|K|j.K}} > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|H|5H}} > {{clr|H|j.H}}{{clr|D|D}} > {{clr|H|j.H}}{{clr|D|D}}  || Corner || 0 || 0 || 121 || - || {{ComboDifficulty|Medium}} || Baseline for throw combos on JO, there is a decent amount of variance within the realm of throw combos in this case so you are more or less free to explore this route pathing to find a var. that works for you, if you're alright with sacrificing a loss or potential gain of 1-3 dmg that is. Though if you do end up straying away from using this particular route remember to keep post hit positioning in mind before you opt to default to said combo. || [https://youtu.be/WW-BP7tR05w Link]
:'''IAD''' = [[GGACR/Movement#Air Movement|Instant Air Dash]]
|-
:'''CH''' = [[GGACR/Offense#Hit Effects|Counter Hit]]
| Launcher > dash {{clr|S|cS}} > delay jc.{{clr|H|H}}{{clr|D|D}} > dj.{{clr|H|H}}{{clr|D|D}} > {{clr|S|cS}} > j.{{clr|S|S}}{{clr|D|D}} || Corner || 0 || 0 || 184 || - || {{ComboDifficulty|Medium}} || Good way to dustloop Johnny off of common launchers. The trick is to slightly delay the jump cancel after the dash cS to retain momentum after the jump. || [https://youtu.be/TdQFhQMnaFk Link]
:'''(JC)''' = [[GGACR/Movement#Cancels|Jump Cancel]]
:'''(SJC)''' = [[GGACR/Movement#Cancels|Super Jump Cancel]]
:'''(JI)''' = [[GGACR/Movement#Jump Install|Jump Install]]
:'''(RC)''' = [[GGACR/Movement#Cancels|Roman Cancel]]
:'''(FRC)''' = [[GGACR/Movement#Cancels|Force Roman Cancel]]
:'''[ ]''' = Hold input.
:'''(X)''' = X is optional.
:'''(N)''' = Attack must deal N amount of hits.
:'''[???] xN''' = Repeat ??? N amount of times.
:'''[X] or [Y]''' = Perform series of actions X or Y.
|
:AB  = [[GGACR/A.B.A | A.B.A]]
:AN  = [[GGACR/Anji_Mito | Anji]]
:AX  = [[GGACR/Axl_Low | Axl]]
:BA  = [[GGACR/Baiken | Baiken]]
:Br  = [[GGACR/Bridget | Bridget]]
:CH  = [[GGACR/Chipp_Zanuff | Chipp]]
:DI  = [[GGACR/Dizzy | Dizzy]]
:ED  = [[GGACR/Eddie | Eddie]]
:FA  = [[GGACR/Faust | Faust]]
:IN  = [[GGACR/I-No | I-No]]
:JA  = [[GGACR/Jam_Kuradoberi | Jam]]
:JO  = [[GGACR/Johnny | Johnny]]
:JU  = [[GGACR/Justice | Justice]]
:KL  = [[GGACR/Kliff_Undersn | Kliff]]
:KY  = [[GGACR/Ky_Kiske | Ky]]
:MA  = [[GGACR/May | May]]
:MI  = [[GGACR/Millia_Rage | Millia]]
:PO  = [[GGACR/Potemkin | Potemkin]]
:RO  = [[GGACR/Robo-Ky | Robo-Ky]]
:SL  = [[GGACR/Slayer | Slayer]]
:SO  = [[GGACR/Sol_Badguy | Sol]]
:HOS = [[GGACR/Order-Sol | Order Sol]]
:VE  = [[GGACR/Venom | Venom]]
:ZA  = [[GGACR/Zappa | Zappa]]
|}
|}
<br style="clear:both;">


==Resources and Notations==
To stimulate thinking about HoS combo theory, here are some more advanced or eccentric combos HoS can do at Lv1.
http://www.dustloop.com/forums/index.php?/forums/topic/6699-r-order-sol-combo-thread/


The Dustloop Order-Sol combo thread. Most basic to intermediate combos are listed here.
===Advanced and Outlier combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
!Combo !! Position !! Meter !! Charge !! Damage !! Works on: !! Difficulty !! Notes !! Video
|-
| 66 > {{clr|K|5K}} > {{clr|S|c.S}} > {{clr|P|236P}} Lv1, 66 > {{clr|K|5K}} > {{clr|P|236P}} Lv1 > ACFRC, 66 > {{clr|K|5K}} > {{clr|S|2S}} >  {{clr|D|2D}} || Anywhere || 25 || 0 || 107 || All || {{ComboDifficulty|Hard}} || 2 hit confirm from 5K for building charge.  If you have corner position, you can link 5K after the second {{clr|P|236P}} without ACFRC and chain to 2D. || [https://youtu.be/vLztT5W1u7w Link]
|-
| {{clr|K|5K}} > {{clr|S|c.S}} > {{clr|H|5H}} > delay IAD > {{clr|P|j.P}} > {{clr|S|j.S}} > {{clr|H|j.H}} ▷ {{clr|S|c.S}} > {{clr|D|2D}} ||| Anywhere || 0 || 0 || 136 || Higher or equal to SO height || {{ComboDifficulty|Hard}} || Strict IAD timing. Legend has it you can loop this more than once. || [https://youtu.be/Iuuxm8AmYlo Link]
|-
|CH {{clr|S|f.S}}/{{clr|S|2S}}/{{clr|K|6K}} > {{clr|H|6H}} > RC, {{clr|K|5K}} > {{clr|D|2D}} > {{clr|D|214D}}, {{clr|K|5K}} > {{clr|S|c.S}} > {{clr|H|5H}} > SJIAD {{clr|K|j.K}} >  {{clr|S|j.S}} > {{clr|H|623H}} Lv1 || Anywhere || 50 || 0 || 187 || Midweight and lighter only || {{ComboDifficulty|Medium}} || EZ RC optimization combo, very good damage for no charge, and a common situation. || -
|-
| {{clr|H|2H}} > RC > {{clr|S|c.S}} > {{clr|P|236P}} Lv1, 66 > {{clr|S|c.S}} > {{clr|P|236P}} Lv1, 66 > {{clr|S|c.S}} > {{clr|P|236P}} Lv1, 66 > {{clr|K|5K}} > {{clr|S|c.S}} > {{clr|D|2D}} || Corner || 50 || 0 || 153 || Any || {{ComboDifficulty|Hard}} || Optimized charge building ender for 2H normal hit.  Harder the more {{clr|P|236P}} loops you do.  ACFRC any of them you want for charge meter, and charge keep if you get over 100%. || -
|-
| ... > {{clr|D|2D}} > {{clr|S|236S}} Lv1 > RC > {{clr|S|c.S}} > {{clr|H|5H}} > s{{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} || Anywhere || 50 || 0 || 158 || All || {{ComboDifficulty|Medium}} || Level 1 {{clr|S|236S}} RC combo. Need dash momentum if you want to much before the 2D.  Can JI for another {{clr|H|j.H}} > {{clr|D|j.D}} rep. || -
|-
| ... > {{clr|D|2D}} > {{clr|S|236S}} > RC > {{clr|H|j.H}} > {{clr|D|j.D}} > d{{clr|H|j.H}} >{{clr|D|j.D}} > {{clr|K|236K}} || Anywhere || 50 || 0 || 152 || All || {{ComboDifficulty|Hard}} || Strict timing on Dustloop. || -
|-
| ... > {{clr|D|2D}} > {{clr|D|214D}}, {{clr|K|5K}} > {{clr|S|c.S}} > {{clr|H|5H}} > SJIAD {{clr|K|j.K}} >  {{clr|S|j.S}} > {{clr|H|623H}} Lv1 || Anywhere || 0 || 0 || 135 || Midweight and lighter || {{ComboDifficulty|Medium}} || Non-CH 2D float combo, only works on midweight and lighter.  The 5K link is tighter the closer to midweight they are. || -
|-
| CH {{clr|H|j.H}} ▷ 66 > {{clr|S|2S}} > {{clr|H|5H}} > SJIAD {{clr|K|j.K}} > {{clr|S|j.S}} > {{clr|H|623H}} || Anywhere || 0 || 0 || 136 || All || {{ComboDifficulty|Medium}} || Pickup combo for CH {{clr|H|jH}}.  If you have no meter you can do dash {{clr|S|2S}}, if you are in the corner you can get a better combo than SJIAD route. ||
[[File:GGACR Order Sol CH jH Combo.mp4|thumb]]
|-
| {{clr|H|j.H}} ▷ {{clr|D|41236D}} > 66 > {{clr|S|2S}} > {{clr|H|5H}} > SJIAD {{clr|K|j.K}} > {{clr|S|j.S}} > {{clr|H|623H}} || Anywhere || 25 || 0 || 183 || All || {{ComboDifficulty|Medium}} || Optimization combo for normal hit. || -
|-
| Launcher allowing for dustloop > Dash > {{clr|H|j.H}} > {{clr|D|j.D}} > d{{clr|H|j.H}} >{{clr|D|j.D}} ▷ {{clr|S|c.S}} > Jump Install > SJ > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} || Midscreen || 0 || 0 || ?? || All || {{ComboDifficulty|Hard}} || Single hit JI combo for HoS, used as an example of c.S JI.  Idea is to buffer jump during hitstop then immediately SJ cancel the same normal before jump can come out, if done right, you should jump install and jump off the same normal.  Adds alright damage, but really done mostly for stun buildup. || -
|-
|}


https://www.youtube.com/watch?v=fUZKZ-TIfKk&t=1s
===Level 2 Charge===
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
First video in a series about HOS. Teaches basic air combo and ground combo theory.
|-
 
!Combo !! Position !! Meter !! Charge !! Damage !! Works on: !! Difficulty !! Notes !! Video
 
|-
Order Sol Terminology:
| Starter > {{clr|S|236S}} Lv2 || Anywhere || 0 || 100+ || 112~ || All || {{ComboDifficulty|Very Easy}} || Universal knockdown combo.
*CC = Charge Cancel
|-
*AC = Action Charge
| Starter > Tyrant Rave Lv2, {{clr|S|c.S}} > {{clr|H|5H}} > SJ {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} || Anywhere || 50 || 100+ || 190 || All || {{ComboDifficulty|Very Easy}} || Universal midscreen Lv2 route for getting the most damage you can when you aren't near a corner. || -
*BHB = Blockhead Buster  
|-
*BRP = Bandit Revolver Prototype
| Starter > {{clr|D|2D}} > {{clr|P|236P}} Lv2 > ([66 > {{clr|H|j.H}}{{clr|D|D}} > d{{clr|H|j.H}}{{clr|D|D}} > {{clr|K|236K}} LvX ] or [{{clr|H|6H}}]) || Near Corner || 0 || 125+ || 155 || All || {{ComboDifficulty|Easy}} || Universal BnB corner combo.<br>You can get a knockdown out of dustloop if you have 125%> Charge and AC FRC {{clr|P|236P}}. || -
*GB - Gunblaze
|-
*RI = Rock It
| Starter > {{clr|P|236P}} Lv2 > 66 > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|236K}} Lv2 ▷ {{clr|D|2D}} > {{clr|P|236P}} Lv2 > dash ({{clr|H|j.H}}{{clr|D|D}} > d{{clr|H|j.H}}{{clr|D|D}} > {{clr|K|236K}} LvX/{{clr|H|6H}}) || Near Corner || 0 || 150+ || 172-189 || All || {{ComboDifficulty|Medium}} || Standard Air hit {{clr|K|236K}} Lv2 pickup combo.<br>Be sure to land before inputting {{clr|D|2D}} or you will get an AC midair<br> Be careful about the hitcount, BRP likes to drop after 8 hits, so omit moves accordingly. || -
*SV = Storm Viper
|-
*SF = Savage Fang
| CH {{clr|D|2D}} > {{clr|D|214D}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|236K}} pickup combo || Near Corner || 0 || 150+ || 172 || All || {{ComboDifficulty|Medium}} || {{clr|K|236K}} pickup combo out of CH {{clr|D|2D}} float.  Not listed is the non-CH version for midweight and up, but that also works. || -
|-
| {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|P|236P}} > 66 > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|236K}} pickup combo || Near Corner || 0 || 150+ || 210 || All || {{ComboDifficulty|Medium}} || Requires 150%> Charge.<br>Optimized {{clr|P|236P}} combo. || -
|-
| Starter > {{clr|P|236P}} Lv2 > AC > 66 > {{clr|P|236P}} Lv2 > AC(FRC) > hold D, dash > {{clr|S|214S}}x3 > AC > SJ {{clr|H|j.H}} > {{clr|D|j.D}} || Corner || 0-25 || 120+ || 180 || All || {{ComboDifficulty|Hard}} || Recharge route, builds tons of charge. {{clr|P|236P}} Lv2 > {{clr|P|236P}} Lv2 is a tight link, you can forego the AC but that ruins the point of this combo. || [ Link]
|-
| Launcher > {{clr|H|5H}} {{clr|D|214D}} > {{clr|S|c.S}} {{clr|H|5H}} > {{clr|K|236K}} Lv2 > {{clr|D|2D}} > {{clr|P|236P}} Lv2 AC > ender  || Corner || 0% || 130%|| Depends || All || {{ComboDifficulty|Hard}} || Extremely good extension of normal {{clr|K|236K}} reland routing, helps a lot to tack on extra damage when the hitcount is relatively low. || [https://youtu.be/wARcvfsehX4 Link]
|-
|}


==Combo List==
===Level 3 Charge===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+Normals Only
|-
|-
!Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
!Combo !! Position !! Meter !! Charge !! Damage !! Works on: !! Difficulty !! Notes !! Video
|-
| Starter > {{clr|S|236S}} Lv3 > SJ > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|K|236K}} Lv2 || Anywhere || 0 || 200+ || 157 || All || {{ComboDifficulty|Easy}} ||  Easy midscreen route for no meter for KD. To SJ from {{clr|S|236S}} Lv3, jump cancel the 3rd hit. You need to delay the SJ for lighter weights to get the {{clr|K|236K}} to connect.  Also a safe route for it you have too many hits to do the below combo. || -
|-
| Starter > {{clr|S|236S}} Lv3 > {{clr|H|5H}} > {{clr|K|236K}} Lv2 pickup combo || Near Corner || 0 || 200+ ||  214 || All || {{ComboDifficulty|Easy}} || Be careful with the hitcount for the {{clr|K|236K}} pickup, if its 7 or more when you finish the {{clr|S|236S}}, you need to just go with combo above or it will drop. || -
|-
| (blah > {{clr|H|5H}}) > {{clr|K|236K}} Lv3 > (delay) {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|236K}} Lv2 pickup combo || Near Corner || 0 || 200+ || 234 || All || {{ComboDifficulty|Easy}} || Corner route for {{clr|K|236K}} Lv3.  Good damage and good KD. || -
|-
| {{clr|S|236S}} Lv3 > {{clr|D|214D}} > Double Dustloop || Near Corner || 0 || 200+ || 199 || All || {{ComboDifficulty|Hard}} || To {{clr|D|214D}} out of {{clr|S|236S}}, do 2147D or 8214D when {{clr|S|236S}} hits the third strike.<br>You have to input {{clr|D|214D}} during HOS prejump frames to cancel it into Charge. || -
|-
| (Starter > {{clr|H|5H}}) > {{clr|K|236K}} Lv3 > {{clr|H|623H}} Lv3 ▷ 66 > {{clr|H|j.H}} > {{clr|D|j.D}} > d{{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|K|236K}} Lv2 || Anywhere || 0 || 300 || 218 || All || {{ComboDifficulty|Medium}} || Full Charge required.<br>When at the corner, {{clr|K|236K}} will switch sides. || -
|-
|-
| '''{{clr|2|5K}}/{{clr|2|2K}} > {{clr|3|c.S}}/{{clr|3|2S}} > {{clr|5|2D}}''' || Anywhere || 59 || All || Very Easy || Scores knockdown for Charge, basic or GB crossup okizeme.
| (Starter > {{clr|H|5H}}) > {{clr|K|236K}} Lv3 > {{clr|S|214S}} Lv2 > {{clr|S|214S}} Lv2 > {{clr|S|214S}} Lv2 > {{clr|S|214S}} Lv1 > 66 > {{clr|H|j.H}} > {{clr|D|j.D}} > d{{clr|H|j.H}} > {{clr|H|623H}} || Not Corner || 0 || 300 || 269 || All || {{ComboDifficulty|Hard}} || Burst safe combo. Dustloop part depends on your {{clr|S|214S}}' timing. || -
|-
|-
| '''{{clr|2|5K}}/{{clr|2|2K}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|5|2D}}''' || Anywhere || 75 || All || Easy || Scores knockdown. Better GB crossup okizeme potential.
| {{clr|D|41236D}} > {delay} {{clr|S|236S}} Lv3 > SJ{{clr|H|j.H}} > {{clr|H|623H}} Lv3 ▷ {{clr|K|236K}} Lv2 > {{clr|D|2D}} > {{clr|P|236P}} Lv2 > {{clr|H|6H}} || Anywhere || 25 || 300 || 237 || All || {{ComboDifficulty|Medium}} || Max charge combo. Very good midscreen damage, so worth having down. || -
|-
|-
| '''dash {{clr|2|5K}}/{{clr|2|2K}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|5HS}}''' || Anywhere || 87 || All || Easy || Requires dash momentum. Pushes furthest away.
| {{clr|H|6H}} > (RC) > {{clr|D|41236D}} > {delay} {{clr|S|236S}} > SJ{{clr|H|j.H}}{{clr|D|D}} > {{clr|H|623H}} ▷ {{clr|K|236K}} Lv2 (> {{clr|S|236S}} Lv2) || Anywhere || 75 || 300 || 278~ || All || {{ComboDifficulty|Hard}} ||Full Charge required and 75% meter.<br>{{clr|D|41236D}} can be linked from 6H but RC makes it easier as it is a 1-2F link.<br>Characters with bigger ground slide hitboxes are able to be hit with {{clr|S|236S}} Lv2. || -
|-
|-
| '''CH {{clr|3|f.S}}/{{clr|3|2S}} > {{clr|4|6HS}}''' || Anywhere || 92  || All || Medium || Deals good chunk of damage. Whiffs on max '''{{clr|3|f.S}}/{{clr|3|2S}}''' range.
| {{clr|H|6H}} > RC, {{clr|H|6H}} > RC, {{clr|K|236K}} Lv3, {{clr|H|5H}} > {{clr|K|236K}} Lv3, 66 > {{clr|S|c.S}} > {{clr|H|5H}} > SJ {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|K|236K}} Lv2 || Anywhere || 100 || 300 || 314 || All || {{ComboDifficulty|Medium}} || Max resources combo, takes all charge and all meter.  You can do alternate versions of this by taking out meter or charge as you have access, or lack thereof, to.  If you find something that does more damage, let me know. || -
|}
 
===Grounded Lv3 BHB (midscreen and corner)===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|-
| '''{{clr|3|c.S}} > {{clr|4|5HS}} > delay IAD > {{clr|1|j.P}}{{clr|3|S}}{{clr|4|HS}} > {{clr|3|c.S}} > {{clr|5|2D}}''' ||| Anywhere || 150 || Higher or equal to SO height || Hard || Strict IAD timing.
!Combo !! Position !! Meter !! Charge !! Damage !! Works on: !! Difficulty !! Notes !! Video
|-
|-
| '''Throw > dash {{clr|4|j.HS}}{{clr|5|D}} > d{{clr|4|j.HS}}{{clr|5|D}}''' || Corner || 100 || All || Easy || Basic dustloop combo. Use '''{{clr|4|6HS}}''' instead when further away from corner.
| {{clr|S|c.S}}/{{clr|S|2S}} > {{clr|P|236P}} Lv3 > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|P|236P}} Lv2 > {{clr|H|5H}} > jc > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|H|j.H}} > {{clr|D|j.D}} || Corner || 0 || 200% || 211 || All || {{ComboDifficulty|Easy}} || If you have Level 3 charge, buffering {{clr|P|236P}} in the corner from anything is a good idea, since on hit, it can be easily confirmed into this very high damage combo or use the + frames from {{clr|P|236P}} Lv3 to setup a nasty FShiki, 2H or whatever pressure/mix you'd like. Must be noted, you should delay jc into the first j.HD a bit to keep your running momentum. || [https://youtu.be/4t0_9rpxEwU Link]
|-
|-
| '''CH {{clr|4|2HS}} > dash {{clr|4|j.HS}}{{clr|5|D}} > d{{clr|4|j.HS}}{{clr|5|D}} > land > {{clr|4|j.HS}}{{clr|5|D}} > d{{clr|4|j.HS}}{{clr|5|D}}''' || Corner || 192 || All || Hard || See Double Dustloop Notes
| Starter > {{clr|P|236P}} Lv3 (stagger hit) > 66 > {{clr|S|214S}} Lv2 > {{clr|S|214S}} Lv2 AC > {{clr|S|c.S}} > {{clr|H|5H}} > s{{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}}|| Midscreen || 0 || 200% || 207 - 240 || All || {{ComboDifficulty|Medium}} || Basic Midscreen combo for when you get the stagger on {{clr|P|236P}} Lv3, does massive damage is pretty burst safe, generally a good midscreen combo those times you get an upclose confirm into level 3 while midscreen. || [https://youtu.be/sKxIJs4yOWg Link]
|-
|-
| '''Air CH {{clr|4|5HS}} > CC > dash {{clr|4|j.HS}}{{clr|5|D}} > d{{clr|4|j.HS}}{{clr|5|D}} > land > {{clr|4|j.HS}}{{clr|5|D}} > d{{clr|4|j.HS}}{{clr|5|D}}''' || Corner || 215 || All || Hard || See Double Dustloop Notes
| Starter > {{clr|P|236P}} Lv3 (stagger hit) AC > dash CK {{clr|S|214S}} Lv1 AC > {{clr|S|j.S}} > {{clr|D|j.D}} > d{{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|K|236K}} Lv2 AC|| Corrner || 0 || 200% || 188 || All || {{ComboDifficulty|Medium}} || Free and easy meterless recharge routes from {{clr|P|236P}} in the corner, can be further optimized by adding more {{clr|S|214S}}s to the route, but it is harder. || [https://youtu.be/n8nQQmkoYxI Link]
|-
|-
| '''CH Fafnir > dash {{clr|4|j.HS}}{{clr|5|D}} > d{{clr|4|j.HS}}{{clr|5|D}} > land > {{clr|4|j.HS}}{{clr|5|D}} > d{{clr|4|j.HS}}{{clr|5|D}}''' || Corner || 238 || All || Hard || See Double Dustloop Notes
|}
|}
===Double Dustloop Notes===
===Double Dustloop Notes===
This is bar none THE hardest hitting meterless combo HOS has in his arsenal, and its what will make your opponents so afraid of pressing buttons and being counterhit. The basic idea is to put the opponent in a juggle state at a height of around the upper half of the screen, just barely before the camera would zoom out or pan up. From there, perform a normal dustloop, land, and then rejump and catch them with a rising jH, and Dustloop them again. There are two timing windows to this move, and while they vary based on height and weight, they are both very tight (1-3 frames, probably). The first window is on the initial Dustloop, just after the first jD. jD has a surpising amount of untech time on it, but more importantly, launches the opponent upward, which is not good for this combo. In order to make it possible to pick up on the second rep, you need the opponent to be as far down as possible, so jH hits ASAP. After the first jD, you need to delay the second jH as long as possible; you will have to go into training to get a feel for the timing. (its longer than the delay gap in the grab dustloop, but by how much I am not sure). If this is done correctly, you should finish the first dustloop with the camera being at the default height, and having never moved or moved only very slightly. If it moved, abandon the second, and go for a techtrap, or a relaunch.
This is bar none THE hardest hitting meterless combo HOS has in his arsenal, and its what will make your opponents so afraid of pressing buttons and being counterhit. The basic idea is to put the opponent in a juggle state at a height of around the upper half of the screen, just barely before the camera would zoom out or pan up. From there, perform a normal dustloop, land, and then rejump and catch them with a rising jH, and Dustloop them again. There are two timing windows to this move, and while they vary based on height and weight, they are both very tight (1-3 frames, probably). The first window is on the initial Dustloop, just after the first jD. jD has a surpising amount of untech time on it, but more importantly, launches the opponent upward, which is not good for this combo. In order to make it possible to pick up on the second rep, you need the opponent to be as far down as possible, so jH hits ASAP. After the first jD, you need to delay the second jH as long as possible; you will have to go into training to get a feel for the timing. (its longer than the delay gap in the grab dustloop, but by how much I am not sure). If this is done correctly, you should finish the first dustloop with the camera being at the default height, and having never moved or moved only very slightly. If it moved, abandon the second, and go for a techtrap, or a relaunch.


Assuming the first dustloop was successful, the second window is catching with the jH. After the last jD of the first rep, just hold [9/7], and as soon as prejump is done, press jH. If you connect with it, the second Loop rep should be done with no pauses in between the moves. The major factor in determining success of the loop is in the first rep's delay, so its that part you will want to have consistent. Its also worth noting that the double dustloop can ONLY be done at <1/3 midscreen or in corner, otherwise the opponent will fly too far away from the jD if you try to delay.
Assuming the first dustloop was successful, the second window is catching with the jH. After the last jD of the first rep, just hold [9/7], and as soon as prejump is done, press jH. If you connect with it, the second Loop rep should be done with no pauses in between the moves. The major factor in determining success of the loop is in the first rep's delay, so its that part you will want to have consistent. Its also worth noting that the double dustloop can ONLY be done at <1/3 midscreen or in corner, otherwise the opponent will fly too far away from the jD if you try to delay.
---------------------------------------------------------------------------------------------------------
 
Video of the loop from all 3 common starters:
{{#ev:youtube|https://www.youtube.com/watch?v=utzfKjsjoTc|500}}
 
==Recharge Combos==
'''Insert very brief explanation to what recharges are and why they're valuable'''
 
Recharge Routes are the combo routes that Order-Sol uses to finish at level 2 or 3. Recharge routes can be done in the corner and utilize the long wallstick from Lv2 {{clr|P|236P}}, comboability of Lv1 {{clr|S|214S}}, and Charge Keep to get massive reward in the corner. Along with maintaining charge, Recharge Routes also give knockdown, maintained corner positioning, increased tension pulse, and are often tension neutral or better.
 
===Theory===
'''Go into more depth about how, why, and when you want to use them'''
 
Here a few key things to remember:
* Charge Keep can be performed by holding the {{clr|D|D}} button before and during the special input.
* Whenever you use a level 2 special, your real charge (as in, amount not draining) is decreased by exactly 100%, your effective charge (the amount of charge you can still use since the meter slowly drains) depends on which move you used. The same thing happens with level 3, but real charge is decreased by 200%.
* Using consecutive level 2 or 3 specials does continuously drain real charge, but using charge kept specials does not, independently of your effective or real charge, but ACing these does affect your real charge.
* Whenever you perform an Action Charge, your real charge increases by 80%. This is to say, if you have 120% charge, perform a level 2 special, and then AC said special, you'll be left with 100% charge (120 - 100 + 80 = 100).
 
The basic method for performing a Recharge Route is to wallstick a cornered opponent with Lv2 {{clr|P|236P}} (usually after a launcher), AC (or ACFRC)ing it, then connect a CK {{clr|S|214S}}, and performing another AC before knocking down with either a short string and Lv2 {{clr|K|236K}} or Lv3 {{clr|H|623H}}. Because no charge is spent between the two ACs, you build 160% charge, ensuring you have enough to knock your opponent down while retaining level2.
 
{{#ev:youtube|https://youtu.be/Tgem4QbCSdI|500}}
 
Lets break this example down (play at x0.25 speed if necessary):
* First, hit the opponent with a short string into Lv2 {{clr|P|236P}} (which functions here as the initial launcher)
* (Optional) followed by a dash into a second Lv2 {{clr|P|236P}} to launch them higher
* AC to build the first 80% (make sure to hold down the D button)
* 3 Charge Keep {{clr|S|214S}}s
* AC the last one to build 160% charge
* SJ.{{clr|P|P}}{{clr|H|H}}{{clr|D|D}} in order to connect the Lv2 {{clr|K|236K}} to knock the opponent down
* One more AC to maintain lvl 2 (try ACing this as low as possible for better frame advantage)
 
Lovely, you have now performed your first Recharge Route! The reason they leave you at level 2 (or with some nice routing, level 3), is because you're draining all of your real charge with 2 consecutive level 2 specials, but ACing the 2nd Lv2 {{clr|P|236P}}, which gives you 80%, after this, you do a CK {{clr|S|214S}}, giving you another 80%, and then finish with Lv2 {{clr|K|236K}} AC, which leaves you at 140%. Hopefully, as you perform the combos below, the variations and adjustments you can make will reveal themselves to you.
 
A few things to be mindful of with Recharge Routes: Untech Time affects the amount of {{clr|S|214S}}s that are possible, Gravity affects the string you can get before going into Lv2 {{clr|K|236K}}, hurtboxes and weight can also affect amount of {{clr|S|214S}}s that are possible, and untech time also affects what moves you can do before Lv2 {{clr|K|236K}}.
 
===Level 1 Combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! style=width:27em | Combo !! Position !! Meter !! Charge !! Damage !! Works on: !! Difficulty !! Notes !! Video
|-
|xx {{clr|P|236P}} Lv1 ACFRC > 66 > {{clr|D|2D}} > {{clr|P|236P}} Lv2 AC > CK {{clr|S|214S}}x3 AC > (sj.{{clr|S|S}}{{clr|H|H}}{{clr|D|D}} > {{clr|K|236K}} Lv2 AC)/ {{clr|H|623H}} Lv3 AC || Corner || 25% || 20% - 99% || 176 || All || {{ComboDifficulty|Easy}} || This is an amazing way to turn few resources into a LOT of stuff in the corner, easily going not only from level 1 to level 2, but also gaining a lot of tension and tension pulse, while also being a lot of damage. This route works at slip level 2. The Toons Classic. || [https://youtu.be/-uHUVsDuqKM Link]
|-
|xx {{clr|P|236P}} Lv1 ACFRC > 66 > {{clr|D|2D}} > {{clr|P|236P}} Lv2 AC > CK {{clr|S|214S}}x3 AC > (sj.{{clr|S|S}}{{clr|H|H}}{{clr|D|D}} > {{clr|K|236K}} Lv2 AC)/ {{clr|H|623H}} Lv3 AC || Corner || 25% || 20% - 99% || 176 || All || {{ComboDifficulty|Easy}} || Placeholder || [https://youtu.be/-uHUVsDuqKM Link]
|-
|xx {{clr|P|236P}} Lv1 ACFRC > 66 > {{clr|D|2D}} > {{clr|P|236P}} Lv2 AC > CK {{clr|S|214S}}x3 AC > (sj.{{clr|S|S}}{{clr|H|H}}{{clr|D|D}} > {{clr|K|236K}} Lv2 AC)/ {{clr|H|623H}} Lv3 AC || Corner || 25% || 20% - 99% || 176 || All || {{ComboDifficulty|Easy}} || Placeholder || [https://youtu.be/-uHUVsDuqKM Link]
|-
|xx {{clr|P|236P}} Lv1 ACFRC > 66 > {{clr|D|2D}} > {{clr|P|236P}} Lv2 AC > CK {{clr|S|214S}}x3 AC > (sj.{{clr|S|S}}{{clr|H|H}}{{clr|D|D}} > {{clr|K|236K}} Lv2 AC)/ {{clr|H|623H}} Lv3 AC || Corner || 25% || 20% - 99% || 176 || All || {{ComboDifficulty|Easy}} || Placeholder || [https://youtu.be/-uHUVsDuqKM Link]
|-
|xx {{clr|P|236P}} Lv1 ACFRC > 66 > {{clr|D|2D}} > {{clr|P|236P}} Lv2 AC > CK {{clr|S|214S}}x3 AC > (sj.{{clr|S|S}}{{clr|H|H}}{{clr|D|D}} > {{clr|K|236K}} Lv2 AC)/ {{clr|H|623H}} Lv3 AC || Corner || 25% || 20% - 99% || 176 || All || {{ComboDifficulty|Easy}} || Placeholder || [https://youtu.be/-uHUVsDuqKM Link]
|-
|}
 
===Level 2 Combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+Level 1 Charge
|-
|-
!Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
! style=width:27em | Combo !! Position !! Meter !! Charge !! Damage !! Works on: !! Difficulty !! Notes !! Video
|-
|... > {{clr|D|2D}} > {{clr|P|236P}} Lv2 ACFRC > dash CK {{clr|S|214S}}x3 Lv1 > sj.{{clr|H|H}}{{clr|D|D}} > {{clr|K|236K}} Lv2 AC || Corner || 25% || 100% || 167 || All || {{ComboDifficulty|Easy}} || This is your other basic recharge route, which you can get from essentially any touch in the corner with level 2 and 25%, you lose out on a tiny bit of damage relative to a double dustloop, but you get KD, your charge back and gain back some of tension used.  || [https://youtu.be/MgxAbFNea4A Link]
|-
|... > {{clr|P|236P}} Lv2 > xx 66 > {{clr|P|236P}} Lv2 AC > CK {{clr|S|214S}}x3 AC > sj.{{clr|H|H}}{{clr|D|D}} > {{clr|K|236K}} Lv2 AC || Corner || 0% || 130 - 150% || 160 || All || {{ComboDifficulty|Easy}} || Meterless variation of the basic recharge route, requires a bit more charge, but allows you to get all the benefits of the previous one while gaining lots of tension for pressure after the combo. || [https://youtu.be/IuyuIhGvC9Y Link]
|-
|-
| Ending with '''{{clr|5|2D}} > BHB/RI''' || Anywhere || 78~ || All || Very Easy ||
|Throw > {{clr|P|236P}} Lv2 AC > CK {{clr|S|214S}} > CK {{clr|S|214S}} AC > sj.{{clr|H|H}}{{clr|D|D}} > {{clr|K|236K}} Lv2 AC || Corner || 0% || 100% - 139% || 112 || All but Sols and ABA || {{ComboDifficulty|Easy}} || Amazing route on the characters that it works on, perfect way to either build meter or get yourself out of tension penalty while still getting good damage, charge back, and even build 25% tension. Requires a heavy delay on CH, BR, MI, IN. You can also do dash c.S > {{clr|P|236P}} Lv2 on TE, PO, SL, JO. || [https://youtu.be/-W8VVfrTup4 Link]
|-
|-
| Ending with '''{{clr|5|2D}} > GB''' || Midscreen || 75 || All || Very Easy || Switches sides. Sets up GB crossup okizeme or RI/'''{{clr|2|6K}}''' okizeme.
| {{clr|K|236K}} Lv2 > 5K > {{clr|P|236P}} Lv2 ACFRC > CK {{clr|S|214S}}x3 AC > sj.{{clr|S|S}}{{clr|H|H}}{{clr|D|D}} > {{clr|K|236K}} Lv2 AC || Corner || 25% || 130% || 149 || All but SO, SL, VE, MA and FA || {{ComboDifficulty|Medium}} || Good conversion from a good overhead, can even be meterless if you're close enough after BHB2. Use 5K cS on JU and ZA. || [https://youtu.be/1UUOh5yywms Link]
|-
|-
| Ending with '''{{clr|5|2D}} > RI > RC > {{clr|3|c.S}} > {{clr|4|5HS}} > SJ{{clr|2|j.K}}{{clr|3|S}}{{clr|4|j.HS}} > SV || Anywhere || 174 || All || Medium || Level 1 RI Cancel combo. If you can't do the SJ combo, CCing '''{{clr|4|5HS}}''' is also viable.
| j.{{clr|S|S}}{{clr|K|K}} (blocked) > dj.{{clr|H|H}}{{clr|D|D}} ▷ {{clr|S|c.S}} > {{clr|P|236P}} Lv2 AC > 66 > {{clr|P|236P}} Lv2 AC > CK {{clr|S|214S}}x3 > CK {{clr|S|214S}} AC > {{clr|H|623H}} Lv3 AC > charge || Corner || 0 || 150% || 182 || Everyone but: AX, DI, FA, JA, KL and VE || {{ComboDifficulty|Medium}} || This is just a great route, a meterless FShiki route that ends in KD, leads to a safejump, level 2 and gives you 42% tension back. Can't call that a bad deal, can ya? || [https://www.youtube.com/watch?v=M_BEsbhO8wk&list=PLuq_bf947VJV-DXJvcCI-vdUBo4HAgDTz&index=1 Link]
|-
|-
| Ending with '''{{clr|5|2D}} > RI > RC > {{clr|4|j.HS}}{{clr|5|D}} > d{{clr|4|j.HS}}{{clr|5|D}} > BRP || Anywhere || 169 || All || Hard || Strict timing on Dustloop.
| j.{{clr|S|S}}{{clr|K|K}} (blocked) ▷ {{clr|D|2D}} > {{clr|P|236P}} Lv2 AC > 66 > {{clr|P|236P}} Lv2 AC > CK {{clr|S|214S}}x3 > CK {{clr|S|214S}} AC > {{clr|H|623H}} Lv3 AC > charge || Corner || 0 || 150% || 182 || Everyone but: AX, DI, FA, JA, KL and VE || {{ComboDifficulty|Medium}} || Same as route above except with the low. Damage is the exact same, slightly less tension gain, but you get the same KD from it, all in all, FShikis with level are very dangerous. || [https://youtu.be/XOXOU4Yf68U Link]
|-
|-
| '''CH {{clr|5|2D}} > 66{{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|5HS}} > SJ{{clr|2|j.K}}{{clr|3|S}}{{clr|4|j.HS}} > SV''' || Midscreen || 148 || All || Medium || Standard '''CH {{clr|5|2D}}''' float combo.
| ... > {{clr|D|2D}} > {{clr|P|236P}} Lv2 AC > Dash {{clr|P|236P}} Lv2 AC > CK {{clr|S|214S}} Lv1 x3/4 AC > sj.{{clr|H|H}}{{clr|D|D}} > {{clr|K|236K}} Lv2 AC || Corner || 0 || 130% || 181 || Universal, requires less or no hits before 2D on some, and distance based variability || {{ComboDifficulty|Medium}} || Extremely good confirm from a jumpin, a gatling, an ACFRC that gets you to level 2, overall a really useful and good route that gets you lotsa meter too || [https://youtu.be/C34WTxQTLms Link]
|-
|-
| '''mash {{clr|1|j.P}} > {{clr|2|j.K}}{{clr|3|S}} > d{{clr|2|K}}{{clr|3|S}} > SV''' || Anywhere || 91~ || All || Easy || Basic air catch combo.
| ... > {{clr|D|2D}} > {{clr|P|236P}} Lv2 AC > Dash {{clr|P|236P}} Lv2 AC > CK {{clr|S|214S}} Lv1 x3/4 AC > {{clr|H|623H}} Lv3 AC > charge up > meaty/safejump || Corner || 0 || 150% || 163 || Universal, requires less or no hits before 2D on some, and distance based variability || {{ComboDifficulty|Medium}} || This is the other confirm if you have more than 150% charge when you start the combo, it surprisingly does a fair bit less damage, but nets you back almost 10 or 20% more tension and a better KD, so not that bad of a tradeoff. || [https://youtu.be/C34WTxQTLms Link]
|-
|-
| '''GB > dash {{clr|4|j.HS}}{{clr|5|D}} > d{{clr|4|j.HS}}{{clr|5|D}} > BRP''' || Anywhere || 148 || All || Medium || Dustloop off GB. To get a sense of timing of '''{{clr|4|j.HS}}''', your opponent's falling state should be head down feet up.
| ... > {{clr|D|2D}} > {{clr|P|236P}} Lv2 AC > Dash {{clr|P|236P}} Lv2 AC > CK {{clr|S|214S}} Lv1 ACFRC > nedge CK {{clr|S|214S}} Lv1 x2/3 AC > {{clr|H|623H}} Lv3 AC > charge up > meaty/safejump || Corner || 25 || 150% || 163 || Universal, requires less or no hits before 2D on some, and distance based variability || {{ComboDifficulty|Hard}} || And if you thought the insanity stopped there, let me tell ya, you were dead wrong. For the low, low price of 25% tension, you can manage to make the route above not just be pretty strong, but also leave you at level 3, with enough time for a safejump. I mean seriously, this kinda thing is ridiculously good, just make sure you'll use that level 3 well. || [https://youtu.be/Qu5yEo8hWBk Link]
|-
|-
| '''Fafnir > 66{{clr|3|c.S}} > {{clr|4|5HS}} > SJ{{clr|2|j.K}}{{clr|3|S}}{{clr|4|HS}} > SV''' || Anywhere || 205 || All || Medium || Same as the RI Cancel combo. CC '''{{clr|4|5HS}}''' if you can't do SJ combo.
| {{clr|D|41236D}} > 66 > {{clr|S|2S}}/{{clr|D|2D}} > {{clr|P|236P}} Lv2 AC > dash {{clr|P|236P}} Lv2 AC > CK {{clr|S|214S}}1x3 AC > sj.{{clr|H|H}}{{clr|D|D}} > {{clr|K|236K}} Lv2 AC|| Corner || 25% || 120% || 237 || All but Chipp || {{ComboDifficulty|Hard}} || Extremely good route from catching someone with {{clr|D|41236D}} in the corner, obscene damage for a  simple enough, and good enough route. || [https://youtu.be/YjeBMd-U2HA Link]
|-
|-
| '''CH GB/{{clr|4|5HS}} > delay dash {{clr|3|c.S}} > {{clr|4|5HS}} > SJ{{clr|2|j.K}}{{clr|3|S}}{{clr|4|HS}} > SV''' || Midscreen || 158 || All || Hard || Timing sensitive on dashing {{clr|3|c.S}}. '''CH {{clr|4|5HS}}''' is much easier to do.<br>Add '''{{clr|1|j.P}}''' for heavyweights.
| CH launcher > 66 > {{clr|H|5H}}/{{clr|D|2D}} > {{clr|P|236P}} Lv2 AC > CK {{clr|S|214S}} Lv1 x2 AC > [(sj.{{clr|H|H}}{{clr|D|D}} > {{clr|K|236K}} Lv2 AC)/({{clr|H|623H}} Lv3 AC > charge)] || Corner || 0% || 100% - 199% || 170 - 203 || Universal || {{ComboDifficulty|Medium}} || Great way to do amazing damage in the corner after a CH launcher, and get tons of tension for it without losing any charge. Requires a very deep dash. || [https://youtu.be/riGMj35QvwY Link]
|-
|-
| '''CH Fafnir > dash {{clr|4|j.HS}}{{clr|5|D}} > d{{clr|4|j.HS}}{{clr|5|D}} > BRP''' || Anywhere || 192 || All || Medium || Much easier to do than GB.
|}
|}


===Level 3 Combos===
'''Reformate above table to fit into these sections as needed, and add more. Use the combo template.'''
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+Level 2 Charge
|-
|-
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
! style=width:27em | Combo !! Position !! Meter !! Charge !! Damage !! Works on: !! Difficulty !! Notes !! Video
|-
| Starter > {{clr|P|236P}} Lv3 (stagger hit) AC > dash CK {{clr|S|214S}} Lv1 AC > {{clr|S|j.S}} > {{clr|D|j.D}} > d{{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|K|236K}} Lv2 AC|| Corner || 0 || 200% || 188 || All || {{ComboDifficulty|Medium}} || Free and easy meterless recharge routes from {{clr|P|236P}} in the corner, can be further optimized by adding more {{clr|S|214S}}s to the route, but it is harder. || [https://youtu.be/n8nQQmkoYxI Link]
|-
| Lv3 {{clr|P|632146P}} > 66 > {{clr|H|5H}}/{{clr|D|2D}} > {{clr|P|236P}} Lv2 AC > CK {{clr|S|214S}} Lv1 x3 AC > sj.{{clr|S|S}}{{clr|H|H}}{{clr|D|D}} > {{clr|K|236K}} Lv2 AC || Corner || 50% || 200% || 247 || Universal || {{ComboDifficulty|Medium}} || Excellent cashout anytime you have the resources and got something like a stray {{clr|D|2D}} or fuzzy guard. || [https://youtu.be/ea0qY2MKU7A Link]
|-
| CH launcher > 66 > {{clr|H|5H}} > {{clr|P|236P}} Lv3 AC > CK {{clr|S|214S}} Lv1x Lv2 AC > sj.{{clr|H|H}}{{clr|D|D}} > {{clr|K|236K}} Lv2 AC || Corner || 0% || 200% || 178 - 216 || Universal || {{ComboDifficulty|Medium}} || Same as the above but with level 3. || [https://youtu.be/n0bJ77hNSIY Link]
|-
|-
| Ending with '''{{clr|5|2D}}/{{clr|4|5HS}} > RI''' || Anywhere || 122~ || All || Very Easy || Universal knockdown combo.
|{{clr|S|236S}} Lv3 > 66 > ({{clr|S|2S}}/{{clr|S|c.S}}/{{clr|H|5H}}/{{clr|D|2D}}) {{clr|P|236P}} Lv2 AC > CK {{clr|S|214S}} Lv1 x3 AC > sj.{{clr|H|H}}{{clr|D|D}} > {{clr|K|236K}} Lv2 AC || Corner || 0% || 200% || 190 || Universal || {{ComboDifficulty|Medium}} || Depending on the character and how close you are to the corner, a few things about this combo might change, for example the intermediary move or if and ACFRC is necessary after {{clr|P|236P}} Lv2. Still, this route is very stable, damaging, and gives good resources. || [https://youtu.be/aznQ-x3mKDw Link]
|-
|-
| Ending with '''{{clr|5|2D}} > BHB > dash {{clr|4|j.HS}}{{clr|5|D}} > d{{clr|4|j.HS}}{{clr|5|D}} > BRP''' || Near Corner || 169 || All || Easy || Universal BnB corner combo.<br>You can AC FRC BHB and still continue the combo.
| {{clr|S|214S}} Lv3 > (wait for them to pass over) {{clr|S|2S}}/{{clr|D|2D}} > {{clr|P|236P}} Lv2 AC(FRC) > (dash) CK {{clr|S|214S}} Lv1 x3 AC > sj.{{clr|H|H}}{{clr|D|D}} > {{clr|K|236K}} Lv2 AC || Close to the corner || 0% || 200% || 236 || Universal || {{ComboDifficulty|Medium}} || Extremely good damage for hitting someone with good ol' Gunblaze, some characters may be a little weird to combo once they pass over, so you can omit the hit or choose a different one depending on hurtbox, weight, etc. || [https://youtu.be/KavcC16ekQ4 Link]
|-
|-
| Ending with '''{{clr|5|2D}} > BHB > dash {{clr|4|5HS}} > BRP > delay {{clr|5|2D}} > BHB > dash ({{clr|4|j.HS}}{{clr|5|D}} > d{{clr|4|j.HS}}{{clr|5|D}} > BRP/{{clr|4|6HS}})''' || Near Corner || 183 || All || Medium || Requires 125% or more Charge.<br>Standard BRP pickup combo. Same as before, AC FRC BHB is viable.
| {{clr|K|236K}} Lv3 > {{clr|S|214S}} Lv2 > (wait for them to pass over) ({{clr|S|2S}}/{{clr|H|5H}}/{{clr|D|2D}}) > {{clr|P|236P}} Lv2 AC(FRC) > CK {{clr|S|214S}} Lv1 x2 AC > sj.{{clr|S|S}}{{clr|H|H}}{{clr|D|D}} > {{clr|K|236K}} Lv2 AC || Midscreen || 0% || 200% || 199 || Universal || {{ComboDifficulty|Medium}} || Big damage, corner carry and recharge from {{clr|K|236K}} Lv3. Might require ACFRC depending on spacing and hitcount. || [https://youtu.be/YTxam_fHYDQ Link]
|-
|-
| '''CH {{clr|5|2D}} > CC > {{clr|3|c.S}} > {{clr|4|5HS}} > BRP pickup combo''' || Near Corner || 192 || All || Medium || BRP pickup combo out of '''CH {{clr|5|2D}}''' float.
| {{clr|H|623H}} Lv3 > ({{clr|S|2S}}/{{clr|S|c.S}}/{{clr|H|5H}}/{{clr|D|2D}}) {{clr|P|236P}} Lv2 AC > CK {{clr|S|214S}} Lv1 x3 AC > sj.{{clr|H|H}}{{clr|D|D}} > {{clr|K|236K}} Lv2 AC  || Corner || 0% || 200% || 181 || Universal || {{ComboDifficulty|Medium}} || Same as the Level 3 Rock It route. || [https://youtu.be/DXQG6YWr-DA Link]
|-
|-
| '''{{clr|3|c.S}} > {{clr|4|5HS}} > BHB > dash {{clr|3|c.S}} > {{clr|4|5HS}} > BRP pickup combo''' || Near Corner || 222~ || All || Medium || Requires 125% or more Charge.<br>Optimized max damage BHB combo. Same as before, AC FRC BHB is viable.
| xx {{clr|P|236P}} Lv3 > 66 > {{clr|D|2D}} > {{clr|P|236P}} Lv2 AC > CK {{clr|S|214S}}1x4 AC > sj.{{clr|P|P}}{{clr|H|H}}{{clr|D|D}} > {{clr|K|236K}} Lv2 AC || Corner || 0% || 200% || 192 || Universal || {{ComboDifficulty|Medium}} || Some characters may require ACFRC on {{clr|P|236P}} Lv2 due to hitcount and gravity. One of the few easy and common starters that sets up {{clr|S|214S}}x4.|| [https://youtu.be/ovrVkrZKBOI Link]
|-
|-
| '''GBx3 > delay Level 1 GB > dash {{clr|4|j.HS}}{{clr|5|D}} > d{{clr|4|j.HS}}{{clr|5|D}} > BRP || Anywhere || 196 || All || Hard || First 3 GBs should be done without pauses. Last GB has to hit low enough to connect the dustloop.
|}
|}
===Optimizations===
'''More ways to optimize your combos'''
===Niche Pickups===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+Level 3 Charge
|-
|-
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
! style=width:27em | Combo !! Position !! Meter !! Charge !! Damage !! Works on: !! Difficulty !! Notes !! Video
|-
|-
| '''{{clr|4|5HS}} > RI > (delay) dash {{clr|3|c.S}} > {{clr|4|5HS}} > Level 2 BRP pickup combo''' || Near Corner || 225 || All || Medium ||
| {{clr|D|5D}} > TK {{clr|H|623H}} Lv2 > {{clr|S|2S}} > {{clr|P|236P}} Lv2 ACFRC > dash CK {{clr|S|214S}} Lv1 x3 AC > sj.{{clr|H|H}}{{clr|D|D}} > {{clr|K|236K}} Lv2 AC || Corner || 25% || 130% || 158 || Universal || {{ComboDifficulty|Medium}} || Nice recharge confirm off of your dust. || [https://youtu.be/xGJ4BSvliIE Link]
|-
|-
| '''{{clr|3|c.S}} > {{clr|4|5HS}} > BRP > {{clr|3|c.S}} > {{clr|4|5HS}} > Level 2 BRP pickup combo''' || Near Corner || 235 || All || Medium ||
| xx {{clr|P|236P}} Lv3 > 66 > {{clr|D|2D}} > {{clr|P|236P}} Lv2 AC > CK {{clr|S|214S}}1x4 AC > sj.{{clr|P|P}}{{clr|H|H}}{{clr|D|D}} > {{clr|K|236K}} Lv2 AC || Corner || 0% || 200% || 192 || Universal || {{ComboDifficulty|Medium}} || Some characters may require ACFRC on {{clr|P|236P}} Lv2 due to hitcount and gravity. One of the few easy and common starters that sets up {{clr|S|214S}}x4.|| [https://youtu.be/ovrVkrZKBOI Link]
|-
|-
| '''RI > CC > Double Dustloop''' || Near Corner || 199 || All || Hard || To CC out of RI, do '''2147{{clr|5|D}}''' or '''8214{{clr|5|D}}''' when RI hits the third strike.<br>You have to input '''214{{clr|5|D}}''' during HOS prejump frames to cancel it into Charge.
 
==Video Examples==
 
{|
|-
|-
| '''{{clr|3|c.S}} > {{clr|4|5HS}} > BRP > SV > dash {{clr|4|j.HS}}{{clr|5|D}} > d{{clr|4|j.HS}}{{clr|5|D}} > BRP''' || Anywhere || 223 || All || Medium || Full Charge required.<br>When at the corner, BRP will switch sides.
|{{#ev:youtube|https://www.youtube.com/watch?v=f1vBeHTme5s|500}}
|-
|-
| '''{{clr|3|c.S}} > {{clr|4|5HS}} > BRP > GBx4 > dash {{clr|4|j.HS}}{{clr|5|D}} > d{{clr|4|j.HS}} > SV''' || Near Corner || 270 || All || Hard || Burst safe combo. Dustloop part depends on your GBs' timing.
|}
 
{|
|-
|-
| '''Fafnir > {delay} RI > SJ{{clr|4|j.HS}}{{clr|5|D}} > SV > Level 2 BRP > {{clr|5|2D}} > Level 2 BHB > {{clr|4|6HS}} || Midscreen || 237 || All || Medium ||Full Charge required.<br>Optimized and max damage HOS can do with meter.
|{{#ev:youtube|https://www.youtube.com/watch?v=fUZKZ-TIfKk&t=4s|500}}
|-
|-
| '''6HS > (RC) > {delay} RI > SJ{{clr|4|j.HS}}{{clr|5|D}} > SV > Level 2 BRP > Level 2 RI/{{clr|5|2D}}''' || Midscreen || 276 || All || Hard ||Full Charge and the most optimized and damaging combo HOS has with more meter.<br>Fafnir can be linked from 6HS but RC makes it easier as it is a 1-2f link.
|}
|}


==Combo Theory==
First video in a series about HOSTeaches basic air combo and ground combo theory. The series is divided into 6 parts and teaches important aspects about the character ranging from mechanics, combos, mixups, tech, etc. Will increase your understanding on how to play HOS.
HOS combo is very freeform, but there are certain parts you can break it up into for understanding what to do.
 
*Most air combos you will want to end in a dustloop, or two, if you can do soDustloop does a lot of damage, carries all the way to the corner, and sets up good oki
==Additional Resources==
*Most of the time on the ground, you will want to end a combo in a launcher to get an air combo, or KD for Gunblaze oki or {{clr|4|2H}} oki.
http://www.dustloop.com/forums/index.php?/forums/topic/6699-r-order-sol-combo-thread/
*Going into particulars, {{clr|5|2D}} ->BHB/RI put the opponent in a low float at Lv.1, as does CH {{clr|5|2D}}.  We will call this {{clr|5|2D}} Float, as shorthand for addressing this particular air state
**Off {{clr|5|2D}} Float, the opponent can be picked up with {{clr|3|2S}}, {{clr|2|5K}}, and {{clr|3|c.S}}, which can transition into specials, ending the combo, or {{clr|4|5H}} Float (the space at which a character in air floats after being hit with {{clr|4|5H}})
*{{clr|4|5H}} float can transition to a number of things depending on if you want damage or knockdown, and how much meter you have
**Fafnir will put the opponent at about {{clr|4|5H}} Float height, maybe a bit more
**From {{clr|4|5H}} float, you can [(HJ)IAD->jP->jS], which sets up for damage ender with SV, or for a knockdown ender with BRP Lv2
**If you are close enough, you can cancel {{clr|4|5H}} if you combo'ed to it, or pick up from {{clr|4|5H}} Float with cS->{{clr|4|5H}} and [JC->HJ->jS->jH->jD].
**If you don't want to take to the skies, and you have the charge meter, you can cancel {{clr|4|5H}} into BRP lv2 to put the opponent into ground-slide
*from Ground Slide, HOS can OTG for more damage, or take the knockdown.  If you reached this state and have 130% or more charge, you can get both.
**{{clr|2|5K}},{{clr|3|c.S}},{{clr|3|2S}},and {{clr|5|2D}} will all OTG from groundslide, and will all combo into BHB lv2 for wallstick, or BRP lv2 for hard knockdown.
***If you OTG with {{clr|3|2S}} or {{clr|3|c.S}} or {{clr|2|5K}}, you can gatling into {{clr|4|5H}} and put the opponent into {{clr|4|5H}} Float
*From Wallstick, you can Dustloop the opponent if you are close, {{clr|4|6H}} for hard knockdown if you are a bit further away, or go for a techtrap


==Video Examples==
The Dustloop Order-Sol combo thread. Most basic to intermediate combos are listed here.




==Navigation==
==Navigation==
{{#lst:GGACR/Order-Sol/Data|Links}}
<center>{{Character Label|GGACR|Order-Sol|size=42px}}</center>
{{Navbar-GGACR}}
{{GGACR/CharacterLinks}}
{{#lst:GGACR/Navigation}}

Latest revision as of 18:40, 21 January 2024


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
CC = Charge Cancel (214D)
AC - Action Charge - Input D slightly after inputting a special
BHB = Blockhead Buster (236P)
BRP = Bandit Revolver Prototype (236K)
GB = Gunblaze (214S)
RI = Rock It (236S)
SV = Storm Viper (623H)
SF = Savage Fang (632146P)
TR = Tyrant Rave (632146H)
CK - Charge Keep = Hold/Piano D While doing a special/supers input (*)
AB =  A.B.A
AN =  Anji Mito
AX =  Axl Low
BA =  Baiken
BR =  Bridget
CH =  Chipp Zanuff
DI =  Dizzy
ED =  Eddie
FA =  Faust
IN =  I-No
JA =  Jam Kuradoberi
JO =  Johnny
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
OR =  Order-Sol (HOS)
PO =  Potemkin
RO =  Robo-Ky
SL =  Slayer
SO =  Sol Badguy
TE =  Testament
VE =  Venom
ZA =  Zappa

Combo Theory

HOS combos are best described as freeform, as he has a multitude of possible combo routes to achieve different results depending stage position, charge, and meter. For the sake of simplicity and brevity these multitude of combos and extensions will be detailed, for combo theory purposes, in the form of a listed conversion off a launcher or grounded starter. Generally, HOS wants a launcher to get anywhere in terms of combos. The way in which he does this changes with each level, with Level 3 giving him basically free launchers into whatever he wants, and Level 1 making you have to work a bit to get them in the air.

Notes on levels

Level 1

At Level 1, you have 2 basic sources of damage: air combos and Level 1 recharge routes, those air combos being dustloops and the SJ B&B. Air combos in particular are incredibly important, since they're his only real form of consistent routing and is why launchers are so important for Order-Sol at lower levels. Recharge routes will be fully discussed in its own section.

Level 2

Order-Sol's level 2 combos are a lot more potent and consistent than his level 1 combos, level 2 gives you access to air KDs via Lv.2 Bandit Revolver PrototypeGGAC OSol 236K.pngGuardHigh/Air, HighStartup20Recovery9+4 after landingAdvantage+1, a consistent corner launcher that leads to recharge combos in Lv. 2 Block Head BusterGGAC OSol 236P2.pngGuardAllStartup12RecoveryTotal 42Advantage+11, and more fluid and damaging grounded combo ender in Lv. 2 Rock ItGGAC OSol 236S.pngGuardMidStartup12Recovery12Advantage+4. Order-Sol's Overdrives gain additional power as well, allowing him to combo after Lv. 2 Tyrant Rave Ver. OmegaGGAC OSol 632146H.pngGuardMidStartup4+9Recovery16Advantage-13 and Lv. 2 Savage FangGGAC OSol 632146P2.pngGuardAllStartup3+0Recovery7Advantage+7, with the latter being instant after super flash. Once you get level 2, your toolkit expands significantly.

Level 3

While level 2 mainly massively increases your firepower in the corner, level 3 allows you to increase your firepower at any point of the screen, with all your specials becoming big, consistent starters that lead to good conversions anywhere on the screen. The ones that will commonly see use as confirms are Lv3 BHBGGAC OSol 236P3.pngGuardAllStartup12RecoveryTotal 42Advantage+37 and Lv3 Rock ItGGAC OSol 236S.pngGuardMidStartup8Recovery19Advantage-4, while Lv3 BRPGGAC OSol 236K.pngGuardHigh/Air, HighStartup18Recovery8+2 after landingAdvantage+5 is also often used for confirms, it's best left for specific CH confirms and mixups. Lv3 Storm ViperGGAC OSol 623H.pngGuardMidStartup8Recovery4+8 after landingAdvantage-3 is now a really good reversal, which can also come in clutch as your best knockdown tool during recharges. Lv3 GunblazeGGAC OSol 214S3.pngGuardAllStartup17RecoveryTotal 53Advantage+16, while being your highest damage starter, is very difficult to confirm into, so it is mostly used as an anti-air or oki tool. Your Supers also gain some incredible utility, with Lv3 Savage FangGGAC OSol 632146P3.pngGuardAllStartup3+1Recovery26Advantage+7 being your single best confirm in the corner in terms of damage and resources.

Launchers

Level 1

To begin, your basic launchers at Level 1 are as follows: Ground Throw in the corner, Air Throw, CH 2HGGAC OSol 2H.pngGuardHighStartup23Recovery13Advantage0, Air-hit CH 5HGGAC OSol 5H.pngGuardMidStartup13Recovery16Advantage+1, Gun BlazeGGAC OSol 214S.pngGuardAllStartup23RecoveryTotal 44Advantage+9, and FafnirGGAC OSol 236D.pngGuardLowStartup10Recovery23Advantage-6.

Level 2

At level 2 Order-Sol unlocks the brutal half screen launching capiblities of Lvl 2 Savage FangGGAC OSol 632146P2.pngGuardAllStartup3+0Recovery7Advantage+7 and the less brutal reversal Lvl 2 Tyrant Rave ver. OmegaGGAC OSol 632146H.pngGuardMidStartup4+9Recovery16Advantage-13 gains a similar launch. Lvl 2 Blockhead BusterGGAC OSol 236P2.pngGuardAllStartup12RecoveryTotal 42Advantage+11 also gains quite long wallstick for similar conversions, or a recharge route.

Level 3

Upon reaching level 3 Order-Sol has launching properties attached to almost all of his specials, leading to high damage conversions off not only his normals and general use specials, but his reversals and mixups tools too. Lvl 3 Bandit Revolver PrototypeGGAC OSol 236K.pngGuardHigh/Air, HighStartup18Recovery8+2 after landingAdvantage+5 wall bounces on the second hit, leading to whatever air conversion you'd like, Lvl 3 Storm ViperGGAC OSol 623H.pngGuardMidStartup8Recovery4+8 after landingAdvantage-3 and Lvl 3 Rock ItGGAC OSol 236S.pngGuardMidStartup8Recovery19Advantage-4 also gain a launch on the final hit. However, Order-Sol loses the launch on Lvl 3 Tyrant Rave ver. OmegaGGAC OSol 632146H.pngGuardMidStartup3+8Recovery26Advantage-29 and Lvl 3 Blockhead BusterGGAC OSol 236P3.pngGuardAllStartup12RecoveryTotal 42Advantage+37 in favour of high damage or immense plus frames and a stagger respectively.

Combo Blocks

Level 1 Air B&Bs

Basic Air SeriesSimple and effective.
Very Easy

Starter (> 5K) > cS (> 5H) > sjc > j.S > j.K > j.S > j.K > j.S > Storm Viper 1GGAC OSol 623H.pngGuardMidStartup12Recovery22+8 after landingAdvantage-19 or Starter (> 5K) > cS (> 5H) > sjc > j.P > j.s > j.D
This is a very basic conversion string when you can't route into 5H > j.S. In these cases it's best to keep it simple and go for something that can turn into a KD with Level 2 Charge, or be some nice easy damage with Level 1 Charge. Common situations where this could be used include 5K > c.S after catching a backdash or after awkward launches.


Super Jump BNBAnother easy, practical combo.
Very Easy

Starter (> 5K) > cS (> 5H) > sjc > j.S > j.H > j.D
A variation of the above combos for when sj.s connects. Better damage than the combos above, with meter can be special canceled into Bandit Revolver Prototype Level 2 for a KD, what else could you ask for?

IAD/SJIAD Extension

IAD/SJIAD ExtensionFor when they're a bit too far away.
Medium

Starter > microdash > 2S/c.S > 5H > IAD/SJIAD j.K or IAD j.P > j.S > Storm Viper 1GGAC OSol 623H.pngGuardMidStartup12Recovery22+8 after landingAdvantage-19
Commonly seen after FafnirGGAC OSol 236D.pngGuardLowStartup10Recovery23Advantage-6, CH 2D, or CH j.H; there are many launches where you can get 2S/c.S into 5H, but cannot connect the follow up SJC into a j.P or j.S, so whenever this is the case, you can finish the combo with this IAD extention to get some good damage going and add an adventagious tech situation. This is a very useful extension as it isn't necessary to use either of HOS' vital resources to continue the combo.

Given the long hitstop of 5H, you may want to slightly delay your jump cancel and IAD motion in order to the timing right.

Dustloop

Basic DustloopHey, that's the name of the website!
Very Easy

Starter (> cS) > j.H > j.D > djc > j.H > j.D
Order-Sol's other B&B air combo is the eponymous Dustloop™️, a staple of both versions of Sol. This is your best option in terms of conversions once you get a launcher, the basic idea is to have them at around head height or lower, and then dash jump at them and perform j.H > j.D > dj.H > j.D. While this is already good, it can even be further optimized by performing an SJ B&B after this, or performing a second dustloop on top of this. For further information, refer here.

IAD Loop

IAD LoopFly, like a butterfly
Hard

xx > Non-OTG 5H > IAD j.P > j.S > j.H xN
A character specific conversion, but very important where it works. Against the following characters: (SO, VE, AX, SL, PO, JU, JO, AN, OR, ED, TE), if you hit them with standing, you can extend the combo enormously, by using IAD j.P after a 5H. This can be distance specific, and is very tight, but allows for great corner carry, damage, and tension gain, leading to a very handy combo to know when it is applicable.

KD Conversions

Ground Conversions into KDHardly count as an extension until you realise how much they give you.
Easy


xx 2D or 236SGGAC OSol 236S.pngGuardMidStartup12Recovery12Advantage+4 AC
This is essentially the main midscreen confirm as whenever you hit someone as Order-Sol, your main goal from each combo is to get a KD. Rock It Level 2GGAC OSol 236S.pngGuardMidStartup12Recovery12Advantage+4 and 2D, at lower levels, are the easiest ways to achieve this by using special cancelling and gatling, respectively. Both of these options give you a invaluable KD, with Rock It Level 2GGAC OSol 236S.pngGuardMidStartup12Recovery12Advantage+4 giving you additional damage and an AC to get some of HOS' charge back.


Level 2 Air Conversion into KDWho said you were safe in the air?
Easy

xx j.D > 236KGGAC OSol 236K.pngGuardHigh/Air, HighStartup20Recovery9+4 after landingAdvantage+1 AC
When you start an air combo, if you have level 2 available, always try to route into j.D if possible, such that you can special cancel into Bandit Revolver Prototype Level 2GGAC OSol 236K.pngGuardHigh/Air, HighStartup20Recovery9+4 after landingAdvantage+1 and give HOS his well earned KD. The most common situations for this conversion are from Dustloops, c.S > 5H > sj.SHD or a level 3 special.

Reland Route

Reland Route: Launcher.If you thought one knockdown was good, imagine 2 in a combo.
Easy

Launcher > (cS/2S) > 5H > Lv2 236K > 2D > Lv2 236P AC > 6H
When you are close to the corner and have the resources for it, one of your best conversions is this, the reland route. Serving as a "new" conversion from AC to +R, this combo not only packs in some damage, but gives you a lot of tension and a solid KD for the low cost of 120% charge starting from at least 140% charge. This combo allows for a safejump or a conditioning payoff after the 6H and for the 5H to connect low enough that Bandit Revolver Prototype Level 2GGAC OSol 236K.pngGuardHigh/Air, HighStartup20Recovery9+4 after landingAdvantage+1 can connect after it. Due to the Blockhead Buster Level 2GGAC OSol 236P2.pngGuardAllStartup12RecoveryTotal 42Advantage+11 this reland route can also have the ender changed to transform it into a recharge route or you could sacrifice the KD to add a dustloop to the end to add some extra stun and attempt a tech chase.

Recharge Route Template

Recharge Routes.If you're at level 2, why leave?
Medium

Launcher > Lv2 236P [AC](FRC) > (dash) Charge Keep 214SxN AC > ender
Read up :)


Lv3 into SJ comboThe simplest and easiest of conversions.
Very Easy

Starter > cS > 5H > sj.SHD > Lv2 (236K if near the corner, otherwise 623H)
This is a good way to squeeze some damage if you're unsure of spacing or character specifics, and overall, just a very solid conversion.

Additional Notes

  • On the ground, you'll want to end your combos with either a launcher to get an air combo or a KD (knockdown) for GunblazeGGAC OSol 214S.pngGuardAllStartup23RecoveryTotal 44Advantage+9/2H oki or a safejump.
  • Going into particulars, 2D ->236P/236S put the opponent in a low float at Lv.1, as does CH 2D. We will call this 2D Float, as shorthand for addressing this particular air state
    • Off 2D Float, the opponent can be picked up with 2S, 5K, and c.S, which can transition into specials, ending the combo, or 5H Float (the space at which a character in air floats after being hit with 5H)
  • 5H float can transition to a number of things depending on if you want damage or knockdown, and how much meter/charge you have
    • 41236D will put the opponent at about 5H float height, maybe a bit more
    • From 5H float, you can [(HJ)IAD->jP->jS], which sets up for damage ender with 623H, or for a knockdown ender with BRP Lv2
    • If you are close enough, you can cancel 5H if you combo'ed to it, or pick up from 5H Float with c.S->5H and [JC->HJ->jS->jH->jD].
    • If you don't want to take to the skies, and you have the charge meter, you can cancel 5H into 236K lv2 to put the opponent into ground-slide
  • from Ground Slide, HOS can OTG for more damage, or take the knockdown. If you reached this state and have 130% or more charge, you can get both.
    • 5K,c.S,2S,and 2D will all OTG from groundslide, and will all combo into 236P lv2 for wallstick, or 236K lv2 for hard knockdown.
      • If you OTG with 2S or c.S or 5K, you can gatling into 5H and put the opponent into 5H Float
  • From Wallstick, you can Dustloop the opponent if you are close, 6H for hard knockdown if you are a bit further away, go for a Recharge Route if you have meter, or go for a techtrap

Combo List

Due to the freeform mentioned above, this is not an exhaustive list of HoS combos but instead a broad survey of his essential combos, both his easy and hard. A few outlier/situation combos have been included to inspire thinking about combo theory. Its much more important to understand the combo theory of HoS with (Starter)->(Linker)->(Ender) and how each part enables different parts, than to learn these combos verbatim, but this will at least give you a place to start.

Chargeless combos (Lv1 and below)

Combo Position Meter Charge Damage Works on: Difficulty Notes Video
5K/2K > c.S/2S > 2D Anywhere 0 0 59 All [1] Very Easy Scores knockdown for Charge, basic or 214S crossup okizeme. Use when you don't have running momentum. Link
5K/2K > c.S > 2S > 2D Anywhere 0 0 75 All [2] Easy Scores knockdown. Better 214S crossup okizeme potential. Use when you do have running knockdown to space yourself for 214S oki Link
5K > c.S > 236P Lv1 (2 hits) > ACFRC, 5K > c.S > 2D Anywhere 25 0 97 All [2] Easy 2 hit confirm from 5K for building charge. Easy version of the combo. Customizable depending on your comfort level with links post 236P, notably dropping the ACFRC for microdash and getting the KD meterless. If you don't have enough momentum to get 5K after the 236P, either dash in for it, or use 2S > 2D Link
CH 6K > 214D, 41236D Anywhere 25 0 94 All [1] Very Easy Simple 6K CH combo. 6K 214D gives you enough time to hit confirm block or CH, and fafnir is an easy link. Do 6K > 6H without meter. Needless to say, you can optimize this further, but this is a good starter. Link
CH f.S/2S > 6H Anywhere 0 0 88 All [1] Very Easy Your main poke combo. Learn to hit confirm the CH, although doing it on normal hit isn't too bad to keep your opponent in check, just beware the counterplay. Link
2H > RC > 5K > c.S > 2S > 2D Anywhere 50 0 97 Any [1] Very Easy Super easy non-CH route for 2H conversion, gets you KD, can't really complain. Link
CH 2H > 66 > j.H > j.D > dj.H > j.Dj.H > j.D > dj.H > j.D Corner 0 0 192 All [4] Hard See Double Dustloop Notes Link
Air CH 5H > 214D > 66 > j.H > j.D > dj.H > j.Dj.H > j.D > dj.H > j.D Corner 0 0 215 All [4] Hard See Double Dustloop Notes Link
5D > [9] > FD-> j.Dj.H > j.D > dj.H > j.D Anywhere 0 0 117 All [2] Easy Impossible dust combo. Actually easier than the normal dust combo IMO. Link
5D > [9] > j.H]9[ > dj.Hj.H > j.D > dj.H > j.D Anywhere 0 0 117 All [2] Easy Secondary ID combo. Use if you find the above one too finnicky for lightweights. Some people say this is even easier than the above one, so ymmv. -
... > 2D > 236P/236S Anywhere 0 0 78~ All [1] Very Easy Easy combo to set up everything you need. AC the special to get charge, or don't to tech chase. Both ACRFC and RC give better route extensions off this too, so be creative. Link
CH 2D > 5K > c.S > 5HS > SJIAD j.K > j.S > 623H Midscreen 0 0 148 All [3] Medium Standard CH 2D float combo. Works on everyone unlike the non-CH version. Link
j.PxN > j.K > dj.K > j.S > 623H Anywhere 0 0 80~ All [2] Easy Basic air catch combo. Can AC the 623H in relative safety against most chars. Link
Throw, 66 > j.H > j.D > dj.H > j.D Corner 0 0 100 All [2] Easy Basic throw combo. If the opponent wallspats low or has a funky hurtbox, you can use c.S to pop them us first, then replace the first j.H with j.S. End in BRP for damage ender, or land then neutral jump 6 + j.H for a tech trap. Link
Throw, 66 > j.H > j.D > dj.H > j.Dc.S > SJ j.S > j.H > j.D Corner 0 0 121 All [3] Medium c.S relaunch combo for throw. Gives up tech positioning, but tacks on a respectable amount of damage for a throw. -
Throw, 6H Corner 0 0 81 All [2] Easy HKD ender for throw. Up close the 6H is universal, further out it gets char specific. Link
41236D > (dash) 2S > 5H > SJIAD j.K > j.S > 623H Anywhere 0 0 183 All [3] Medium Dash 2S 5H is sometimes distance specific. Most of the time you should be able to convert it. Because 41236D KDs, this combo works basically anytime you use fafnir. Link
CH 41236D > 66 > j.H >j.D > dj.H > j.D > 236K Anywhere 25 0 192 All [3] Medium Much easier to do than 214S. Link
CH 41236D > 66 > j.H > j.D > dj.H > j.Dj.H > j.D > dj.H > j.D Corner 25 0 238 All [4] Hard See Double Dustloop Notes Link
214S > 66 > j.H > j.D > dj.H > j.D Anywhere 0 0 137 All [3] Medium Dustloop off 214S. To get a sense of timing of j.HS, your opponent's falling state should be head down feet up. Link
CH 214S/Air CH 5H > delay 66 > c.S > 5H > SJj.S > j.H > j.D Midscreen 0 0 152-175 All [3] Medium Timing sensitive on dashing c.S. CH 5H is much easier to do. Link

Johnny specific combos

Combo Position Meter Charge Damage Works on: Difficulty Notes Video
Throw > 66 j.K > j.H > j.D > 5H > j.HD > j.HD   Corner 0 0 121 - [3] Medium Baseline for throw combos on JO, there is a decent amount of variance within the realm of throw combos in this case so you are more or less free to explore this route pathing to find a var. that works for you, if you're alright with sacrificing a loss or potential gain of 1-3 dmg that is. Though if you do end up straying away from using this particular route remember to keep post hit positioning in mind before you opt to default to said combo. Link
Launcher > dash cS > delay jc.HD > dj.HD > cS > j.SD Corner 0 0 184 - [3] Medium Good way to dustloop Johnny off of common launchers. The trick is to slightly delay the jump cancel after the dash cS to retain momentum after the jump. Link

To stimulate thinking about HoS combo theory, here are some more advanced or eccentric combos HoS can do at Lv1.

Advanced and Outlier combos

Combo Position Meter Charge Damage Works on: Difficulty Notes Video
66 > 5K > c.S > 236P Lv1, 66 > 5K > 236P Lv1 > ACFRC, 66 > 5K > 2S > 2D Anywhere 25 0 107 All [4] Hard 2 hit confirm from 5K for building charge. If you have corner position, you can link 5K after the second 236P without ACFRC and chain to 2D. Link
5K > c.S > 5H > delay IAD > j.P > j.S > j.Hc.S > 2D Anywhere 0 0 136 Higher or equal to SO height [4] Hard Strict IAD timing. Legend has it you can loop this more than once. Link
CH f.S/2S/6K > 6H > RC, 5K > 2D > 214D, 5K > c.S > 5H > SJIAD j.K > j.S > 623H Lv1 Anywhere 50 0 187 Midweight and lighter only [3] Medium EZ RC optimization combo, very good damage for no charge, and a common situation. -
2H > RC > c.S > 236P Lv1, 66 > c.S > 236P Lv1, 66 > c.S > 236P Lv1, 66 > 5K > c.S > 2D Corner 50 0 153 Any [4] Hard Optimized charge building ender for 2H normal hit. Harder the more 236P loops you do. ACFRC any of them you want for charge meter, and charge keep if you get over 100%. -
... > 2D > 236S Lv1 > RC > c.S > 5H > sj.S > j.H > j.D Anywhere 50 0 158 All [3] Medium Level 1 236S RC combo. Need dash momentum if you want to much before the 2D. Can JI for another j.H > j.D rep. -
... > 2D > 236S > RC > j.H > j.D > dj.H >j.D > 236K Anywhere 50 0 152 All [4] Hard Strict timing on Dustloop. -
... > 2D > 214D, 5K > c.S > 5H > SJIAD j.K > j.S > 623H Lv1 Anywhere 0 0 135 Midweight and lighter [3] Medium Non-CH 2D float combo, only works on midweight and lighter. The 5K link is tighter the closer to midweight they are. -
CH j.H ▷ 66 > 2S > 5H > SJIAD j.K > j.S > 623H Anywhere 0 0 136 All [3] Medium Pickup combo for CH jH. If you have no meter you can do dash 2S, if you are in the corner you can get a better combo than SJIAD route.
j.H41236D > 66 > 2S > 5H > SJIAD j.K > j.S > 623H Anywhere 25 0 183 All [3] Medium Optimization combo for normal hit. -
Launcher allowing for dustloop > Dash > j.H > j.D > dj.H >j.Dc.S > Jump Install > SJ > j.S > j.H > j.D Midscreen 0 0 ?? All [4] Hard Single hit JI combo for HoS, used as an example of c.S JI. Idea is to buffer jump during hitstop then immediately SJ cancel the same normal before jump can come out, if done right, you should jump install and jump off the same normal. Adds alright damage, but really done mostly for stun buildup. -

Level 2 Charge

Combo Position Meter Charge Damage Works on: Difficulty Notes Video
Starter > 236S Lv2 Anywhere 0 100+ 112~ All [1] Very Easy Universal knockdown combo.
Starter > Tyrant Rave Lv2, c.S > 5H > SJ j.S > j.H > j.D Anywhere 50 100+ 190 All [1] Very Easy Universal midscreen Lv2 route for getting the most damage you can when you aren't near a corner. -
Starter > 2D > 236P Lv2 > ([66 > j.HD > dj.HD > 236K LvX ] or [6H]) Near Corner 0 125+ 155 All [2] Easy Universal BnB corner combo.
You can get a knockdown out of dustloop if you have 125%> Charge and AC FRC 236P.
-
Starter > 236P Lv2 > 66 > c.S > 5H > 236K Lv2 ▷ 2D > 236P Lv2 > dash (j.HD > dj.HD > 236K LvX/6H) Near Corner 0 150+ 172-189 All [3] Medium Standard Air hit 236K Lv2 pickup combo.
Be sure to land before inputting 2D or you will get an AC midair
Be careful about the hitcount, BRP likes to drop after 8 hits, so omit moves accordingly.
-
CH 2D > 214D > c.S > 5H > 236K pickup combo Near Corner 0 150+ 172 All [3] Medium 236K pickup combo out of CH 2D float. Not listed is the non-CH version for midweight and up, but that also works. -
c.S > 5H > 236P > 66 > c.S > 5H > 236K pickup combo Near Corner 0 150+ 210 All [3] Medium Requires 150%> Charge.
Optimized 236P combo.
-
Starter > 236P Lv2 > AC > 66 > 236P Lv2 > AC(FRC) > hold D, dash > 214Sx3 > AC > SJ j.H > j.D Corner 0-25 120+ 180 All [4] Hard Recharge route, builds tons of charge. 236P Lv2 > 236P Lv2 is a tight link, you can forego the AC but that ruins the point of this combo. [ Link]
Launcher > 5H 214D > c.S 5H > 236K Lv2 > 2D > 236P Lv2 AC > ender Corner 0% 130% Depends All [4] Hard Extremely good extension of normal 236K reland routing, helps a lot to tack on extra damage when the hitcount is relatively low. Link

Level 3 Charge

Combo Position Meter Charge Damage Works on: Difficulty Notes Video
Starter > 236S Lv3 > SJ > j.S > j.H > j.D > 236K Lv2 Anywhere 0 200+ 157 All [2] Easy Easy midscreen route for no meter for KD. To SJ from 236S Lv3, jump cancel the 3rd hit. You need to delay the SJ for lighter weights to get the 236K to connect. Also a safe route for it you have too many hits to do the below combo. -
Starter > 236S Lv3 > 5H > 236K Lv2 pickup combo Near Corner 0 200+ 214 All [2] Easy Be careful with the hitcount for the 236K pickup, if its 7 or more when you finish the 236S, you need to just go with combo above or it will drop. -
(blah > 5H) > 236K Lv3 > (delay) c.S > 5H > 236K Lv2 pickup combo Near Corner 0 200+ 234 All [2] Easy Corner route for 236K Lv3. Good damage and good KD. -
236S Lv3 > 214D > Double Dustloop Near Corner 0 200+ 199 All [4] Hard To 214D out of 236S, do 2147D or 8214D when 236S hits the third strike.
You have to input 214D during HOS prejump frames to cancel it into Charge.
-
(Starter > 5H) > 236K Lv3 > 623H Lv3 ▷ 66 > j.H > j.D > dj.H > j.D > 236K Lv2 Anywhere 0 300 218 All [3] Medium Full Charge required.
When at the corner, 236K will switch sides.
-
(Starter > 5H) > 236K Lv3 > 214S Lv2 > 214S Lv2 > 214S Lv2 > 214S Lv1 > 66 > j.H > j.D > dj.H > 623H Not Corner 0 300 269 All [4] Hard Burst safe combo. Dustloop part depends on your 214S' timing. -
41236D > {delay} 236S Lv3 > SJj.H > 623H Lv3 ▷ 236K Lv2 > 2D > 236P Lv2 > 6H Anywhere 25 300 237 All [3] Medium Max charge combo. Very good midscreen damage, so worth having down. -
6H > (RC) > 41236D > {delay} 236S > SJj.HD > 623H236K Lv2 (> 236S Lv2) Anywhere 75 300 278~ All [4] Hard Full Charge required and 75% meter.
41236D can be linked from 6H but RC makes it easier as it is a 1-2F link.
Characters with bigger ground slide hitboxes are able to be hit with 236S Lv2.
-
6H > RC, 6H > RC, 236K Lv3, 5H > 236K Lv3, 66 > c.S > 5H > SJ j.S > j.H > j.D > 236K Lv2 Anywhere 100 300 314 All [3] Medium Max resources combo, takes all charge and all meter. You can do alternate versions of this by taking out meter or charge as you have access, or lack thereof, to. If you find something that does more damage, let me know. -

Grounded Lv3 BHB (midscreen and corner)

Combo Position Meter Charge Damage Works on: Difficulty Notes Video
c.S/2S > 236P Lv3 > c.S > 2S > 5H > 236P Lv2 > 5H > jc > j.H > j.D > j.H > j.D Corner 0 200% 211 All [2] Easy If you have Level 3 charge, buffering 236P in the corner from anything is a good idea, since on hit, it can be easily confirmed into this very high damage combo or use the + frames from 236P Lv3 to setup a nasty FShiki, 2H or whatever pressure/mix you'd like. Must be noted, you should delay jc into the first j.HD a bit to keep your running momentum. Link
Starter > 236P Lv3 (stagger hit) > 66 > 214S Lv2 > 214S Lv2 AC > c.S > 5H > sj.S > j.H > j.D Midscreen 0 200% 207 - 240 All [3] Medium Basic Midscreen combo for when you get the stagger on 236P Lv3, does massive damage is pretty burst safe, generally a good midscreen combo those times you get an upclose confirm into level 3 while midscreen. Link
Starter > 236P Lv3 (stagger hit) AC > dash CK 214S Lv1 AC > j.S > j.D > dj.H > j.D > 236K Lv2 AC Corrner 0 200% 188 All [3] Medium Free and easy meterless recharge routes from 236P in the corner, can be further optimized by adding more 214Ss to the route, but it is harder. Link

Double Dustloop Notes

This is bar none THE hardest hitting meterless combo HOS has in his arsenal, and its what will make your opponents so afraid of pressing buttons and being counterhit. The basic idea is to put the opponent in a juggle state at a height of around the upper half of the screen, just barely before the camera would zoom out or pan up. From there, perform a normal dustloop, land, and then rejump and catch them with a rising jH, and Dustloop them again. There are two timing windows to this move, and while they vary based on height and weight, they are both very tight (1-3 frames, probably). The first window is on the initial Dustloop, just after the first jD. jD has a surpising amount of untech time on it, but more importantly, launches the opponent upward, which is not good for this combo. In order to make it possible to pick up on the second rep, you need the opponent to be as far down as possible, so jH hits ASAP. After the first jD, you need to delay the second jH as long as possible; you will have to go into training to get a feel for the timing. (its longer than the delay gap in the grab dustloop, but by how much I am not sure). If this is done correctly, you should finish the first dustloop with the camera being at the default height, and having never moved or moved only very slightly. If it moved, abandon the second, and go for a techtrap, or a relaunch.

Assuming the first dustloop was successful, the second window is catching with the jH. After the last jD of the first rep, just hold [9/7], and as soon as prejump is done, press jH. If you connect with it, the second Loop rep should be done with no pauses in between the moves. The major factor in determining success of the loop is in the first rep's delay, so its that part you will want to have consistent. Its also worth noting that the double dustloop can ONLY be done at <1/3 midscreen or in corner, otherwise the opponent will fly too far away from the jD if you try to delay.

Video of the loop from all 3 common starters:

Recharge Combos

Insert very brief explanation to what recharges are and why they're valuable

Recharge Routes are the combo routes that Order-Sol uses to finish at level 2 or 3. Recharge routes can be done in the corner and utilize the long wallstick from Lv2 236P, comboability of Lv1 214S, and Charge Keep to get massive reward in the corner. Along with maintaining charge, Recharge Routes also give knockdown, maintained corner positioning, increased tension pulse, and are often tension neutral or better.

Theory

Go into more depth about how, why, and when you want to use them

Here a few key things to remember:

  • Charge Keep can be performed by holding the D button before and during the special input.
  • Whenever you use a level 2 special, your real charge (as in, amount not draining) is decreased by exactly 100%, your effective charge (the amount of charge you can still use since the meter slowly drains) depends on which move you used. The same thing happens with level 3, but real charge is decreased by 200%.
  • Using consecutive level 2 or 3 specials does continuously drain real charge, but using charge kept specials does not, independently of your effective or real charge, but ACing these does affect your real charge.
  • Whenever you perform an Action Charge, your real charge increases by 80%. This is to say, if you have 120% charge, perform a level 2 special, and then AC said special, you'll be left with 100% charge (120 - 100 + 80 = 100).

The basic method for performing a Recharge Route is to wallstick a cornered opponent with Lv2 236P (usually after a launcher), AC (or ACFRC)ing it, then connect a CK 214S, and performing another AC before knocking down with either a short string and Lv2 236K or Lv3 623H. Because no charge is spent between the two ACs, you build 160% charge, ensuring you have enough to knock your opponent down while retaining level2.

Lets break this example down (play at x0.25 speed if necessary):

  • First, hit the opponent with a short string into Lv2 236P (which functions here as the initial launcher)
  • (Optional) followed by a dash into a second Lv2 236P to launch them higher
  • AC to build the first 80% (make sure to hold down the D button)
  • 3 Charge Keep 214Ss
  • AC the last one to build 160% charge
  • SJ.PHD in order to connect the Lv2 236K to knock the opponent down
  • One more AC to maintain lvl 2 (try ACing this as low as possible for better frame advantage)

Lovely, you have now performed your first Recharge Route! The reason they leave you at level 2 (or with some nice routing, level 3), is because you're draining all of your real charge with 2 consecutive level 2 specials, but ACing the 2nd Lv2 236P, which gives you 80%, after this, you do a CK 214S, giving you another 80%, and then finish with Lv2 236K AC, which leaves you at 140%. Hopefully, as you perform the combos below, the variations and adjustments you can make will reveal themselves to you.

A few things to be mindful of with Recharge Routes: Untech Time affects the amount of 214Ss that are possible, Gravity affects the string you can get before going into Lv2 236K, hurtboxes and weight can also affect amount of 214Ss that are possible, and untech time also affects what moves you can do before Lv2 236K.

Level 1 Combos

Combo Position Meter Charge Damage Works on: Difficulty Notes Video
xx 236P Lv1 ACFRC > 66 > 2D > 236P Lv2 AC > CK 214Sx3 AC > (sj.SHD > 236K Lv2 AC)/ 623H Lv3 AC Corner 25% 20% - 99% 176 All [2] Easy This is an amazing way to turn few resources into a LOT of stuff in the corner, easily going not only from level 1 to level 2, but also gaining a lot of tension and tension pulse, while also being a lot of damage. This route works at slip level 2. The Toons Classic. Link
xx 236P Lv1 ACFRC > 66 > 2D > 236P Lv2 AC > CK 214Sx3 AC > (sj.SHD > 236K Lv2 AC)/ 623H Lv3 AC Corner 25% 20% - 99% 176 All [2] Easy Placeholder Link
xx 236P Lv1 ACFRC > 66 > 2D > 236P Lv2 AC > CK 214Sx3 AC > (sj.SHD > 236K Lv2 AC)/ 623H Lv3 AC Corner 25% 20% - 99% 176 All [2] Easy Placeholder Link
xx 236P Lv1 ACFRC > 66 > 2D > 236P Lv2 AC > CK 214Sx3 AC > (sj.SHD > 236K Lv2 AC)/ 623H Lv3 AC Corner 25% 20% - 99% 176 All [2] Easy Placeholder Link
xx 236P Lv1 ACFRC > 66 > 2D > 236P Lv2 AC > CK 214Sx3 AC > (sj.SHD > 236K Lv2 AC)/ 623H Lv3 AC Corner 25% 20% - 99% 176 All [2] Easy Placeholder Link

Level 2 Combos

Combo Position Meter Charge Damage Works on: Difficulty Notes Video
... > 2D > 236P Lv2 ACFRC > dash CK 214Sx3 Lv1 > sj.HD > 236K Lv2 AC Corner 25% 100% 167 All [2] Easy This is your other basic recharge route, which you can get from essentially any touch in the corner with level 2 and 25%, you lose out on a tiny bit of damage relative to a double dustloop, but you get KD, your charge back and gain back some of tension used. Link
... > 236P Lv2 > xx 66 > 236P Lv2 AC > CK 214Sx3 AC > sj.HD > 236K Lv2 AC Corner 0% 130 - 150% 160 All [2] Easy Meterless variation of the basic recharge route, requires a bit more charge, but allows you to get all the benefits of the previous one while gaining lots of tension for pressure after the combo. Link
Throw > 236P Lv2 AC > CK 214S > CK 214S AC > sj.HD > 236K Lv2 AC Corner 0% 100% - 139% 112 All but Sols and ABA [2] Easy Amazing route on the characters that it works on, perfect way to either build meter or get yourself out of tension penalty while still getting good damage, charge back, and even build 25% tension. Requires a heavy delay on CH, BR, MI, IN. You can also do dash c.S > 236P Lv2 on TE, PO, SL, JO. Link
236K Lv2 > 5K > 236P Lv2 ACFRC > CK 214Sx3 AC > sj.SHD > 236K Lv2 AC Corner 25% 130% 149 All but SO, SL, VE, MA and FA [3] Medium Good conversion from a good overhead, can even be meterless if you're close enough after BHB2. Use 5K cS on JU and ZA. Link
j.SK (blocked) > dj.HDc.S > 236P Lv2 AC > 66 > 236P Lv2 AC > CK 214Sx3 > CK 214S AC > 623H Lv3 AC > charge Corner 0 150% 182 Everyone but: AX, DI, FA, JA, KL and VE [3] Medium This is just a great route, a meterless FShiki route that ends in KD, leads to a safejump, level 2 and gives you 42% tension back. Can't call that a bad deal, can ya? Link
j.SK (blocked) ▷ 2D > 236P Lv2 AC > 66 > 236P Lv2 AC > CK 214Sx3 > CK 214S AC > 623H Lv3 AC > charge Corner 0 150% 182 Everyone but: AX, DI, FA, JA, KL and VE [3] Medium Same as route above except with the low. Damage is the exact same, slightly less tension gain, but you get the same KD from it, all in all, FShikis with level are very dangerous. Link
... > 2D > 236P Lv2 AC > Dash 236P Lv2 AC > CK 214S Lv1 x3/4 AC > sj.HD > 236K Lv2 AC Corner 0 130% 181 Universal, requires less or no hits before 2D on some, and distance based variability [3] Medium Extremely good confirm from a jumpin, a gatling, an ACFRC that gets you to level 2, overall a really useful and good route that gets you lotsa meter too Link
... > 2D > 236P Lv2 AC > Dash 236P Lv2 AC > CK 214S Lv1 x3/4 AC > 623H Lv3 AC > charge up > meaty/safejump Corner 0 150% 163 Universal, requires less or no hits before 2D on some, and distance based variability [3] Medium This is the other confirm if you have more than 150% charge when you start the combo, it surprisingly does a fair bit less damage, but nets you back almost 10 or 20% more tension and a better KD, so not that bad of a tradeoff. Link
... > 2D > 236P Lv2 AC > Dash 236P Lv2 AC > CK 214S Lv1 ACFRC > nedge CK 214S Lv1 x2/3 AC > 623H Lv3 AC > charge up > meaty/safejump Corner 25 150% 163 Universal, requires less or no hits before 2D on some, and distance based variability [4] Hard And if you thought the insanity stopped there, let me tell ya, you were dead wrong. For the low, low price of 25% tension, you can manage to make the route above not just be pretty strong, but also leave you at level 3, with enough time for a safejump. I mean seriously, this kinda thing is ridiculously good, just make sure you'll use that level 3 well. Link
41236D > 66 > 2S/2D > 236P Lv2 AC > dash 236P Lv2 AC > CK 214S1x3 AC > sj.HD > 236K Lv2 AC Corner 25% 120% 237 All but Chipp [4] Hard Extremely good route from catching someone with 41236D in the corner, obscene damage for a simple enough, and good enough route. Link
CH launcher > 66 > 5H/2D > 236P Lv2 AC > CK 214S Lv1 x2 AC > [(sj.HD > 236K Lv2 AC)/(623H Lv3 AC > charge)] Corner 0% 100% - 199% 170 - 203 Universal [3] Medium Great way to do amazing damage in the corner after a CH launcher, and get tons of tension for it without losing any charge. Requires a very deep dash. Link

Level 3 Combos

Reformate above table to fit into these sections as needed, and add more. Use the combo template.

Combo Position Meter Charge Damage Works on: Difficulty Notes Video
Starter > 236P Lv3 (stagger hit) AC > dash CK 214S Lv1 AC > j.S > j.D > dj.H > j.D > 236K Lv2 AC Corner 0 200% 188 All [3] Medium Free and easy meterless recharge routes from 236P in the corner, can be further optimized by adding more 214Ss to the route, but it is harder. Link
Lv3 632146P > 66 > 5H/2D > 236P Lv2 AC > CK 214S Lv1 x3 AC > sj.SHD > 236K Lv2 AC Corner 50% 200% 247 Universal [3] Medium Excellent cashout anytime you have the resources and got something like a stray 2D or fuzzy guard. Link
CH launcher > 66 > 5H > 236P Lv3 AC > CK 214S Lv1x Lv2 AC > sj.HD > 236K Lv2 AC Corner 0% 200% 178 - 216 Universal [3] Medium Same as the above but with level 3. Link
236S Lv3 > 66 > (2S/c.S/5H/2D) 236P Lv2 AC > CK 214S Lv1 x3 AC > sj.HD > 236K Lv2 AC Corner 0% 200% 190 Universal [3] Medium Depending on the character and how close you are to the corner, a few things about this combo might change, for example the intermediary move or if and ACFRC is necessary after 236P Lv2. Still, this route is very stable, damaging, and gives good resources. Link
214S Lv3 > (wait for them to pass over) 2S/2D > 236P Lv2 AC(FRC) > (dash) CK 214S Lv1 x3 AC > sj.HD > 236K Lv2 AC Close to the corner 0% 200% 236 Universal [3] Medium Extremely good damage for hitting someone with good ol' Gunblaze, some characters may be a little weird to combo once they pass over, so you can omit the hit or choose a different one depending on hurtbox, weight, etc. Link
236K Lv3 > 214S Lv2 > (wait for them to pass over) (2S/5H/2D) > 236P Lv2 AC(FRC) > CK 214S Lv1 x2 AC > sj.SHD > 236K Lv2 AC Midscreen 0% 200% 199 Universal [3] Medium Big damage, corner carry and recharge from 236K Lv3. Might require ACFRC depending on spacing and hitcount. Link
623H Lv3 > (2S/c.S/5H/2D) 236P Lv2 AC > CK 214S Lv1 x3 AC > sj.HD > 236K Lv2 AC Corner 0% 200% 181 Universal [3] Medium Same as the Level 3 Rock It route. Link
xx 236P Lv3 > 66 > 2D > 236P Lv2 AC > CK 214S1x4 AC > sj.PHD > 236K Lv2 AC Corner 0% 200% 192 Universal [3] Medium Some characters may require ACFRC on 236P Lv2 due to hitcount and gravity. One of the few easy and common starters that sets up 214Sx4. Link


Optimizations

More ways to optimize your combos

Niche Pickups

Video Examples

Combo Position Meter Charge Damage Works on: Difficulty Notes Video
5D > TK 623H Lv2 > 2S > 236P Lv2 ACFRC > dash CK 214S Lv1 x3 AC > sj.HD > 236K Lv2 AC Corner 25% 130% 158 Universal [3] Medium Nice recharge confirm off of your dust. Link
xx 236P Lv3 > 66 > 2D > 236P Lv2 AC > CK 214S1x4 AC > sj.PHD > 236K Lv2 AC Corner 0% 200% 192 Universal [3] Medium Some characters may require ACFRC on 236P Lv2 due to hitcount and gravity. One of the few easy and common starters that sets up 214Sx4. Link

First video in a series about HOS. Teaches basic air combo and ground combo theory. The series is divided into 6 parts and teaches important aspects about the character ranging from mechanics, combos, mixups, tech, etc. Will increase your understanding on how to play HOS.

Additional Resources

http://www.dustloop.com/forums/index.php?/forums/topic/6699-r-order-sol-combo-thread/

The Dustloop Order-Sol combo thread. Most basic to intermediate combos are listed here.


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