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| '''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. | | '''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. | ||
|- | |- | ||
| '''{{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 | | '''{{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. | ||
|- | |- | ||
| '''{{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. | | '''{{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 > | | '''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. | ||
|- | |- | ||
| '''6HS > (RC) > {delay} RI > SJ{{clr|4|j.HS}}{{clr|5|D}} > SV > Level 2 BRP > | | '''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. | ||
|} | |} | ||
Revision as of 02:25, 23 October 2020
Overview | Combos | Strategy/Counter Strategy | Okizeme | Full Frame Data | Forums |
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Resources and Notations
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.
https://www.youtube.com/watch?v=fUZKZ-TIfKk&t=1s
First video in a series about HOS. Teaches basic air combo and ground combo theory.
Order Sol Terminology:
- CC = Charge Cancel
- AC = Action Charge
- BHB = Blockhead Buster
- BRP = Bandit Revolver Prototype
- GB - Gunblaze
- RI = Rock It
- SV = Storm Viper
- SF = Savage Fang
Combo List
Combo | Position | Damage | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
5K/2K > c.S/2S > 2D | Anywhere | 59 | All | Very Easy | Scores knockdown for Charge, basic or GB crossup okizeme. |
5K/2K > c.S > 2S > 2D | Anywhere | 75 | All | Easy | Scores knockdown. Better GB crossup okizeme potential. |
dash 5K/2K > c.S > 2S > 5HS | Anywhere | 87 | All | Easy | Requires dash momentum. Pushes furthest away. |
CH f.S/2S > 6HS | Anywhere | 92 | All | Medium | Deals good chunk of damage. Whiffs on max f.S/2S range. |
c.S > 5HS > delay IAD > j.PSHS > c.S > 2D | Anywhere | 150 | Higher or equal to SO height | Hard | Strict IAD timing. |
Throw > dash j.HSD > dj.HSD | Corner | 100 | All | Easy | Basic dustloop combo. Use 6HS instead when further away from corner. |
CH 2HS > dash j.HSD > dj.HSD > land > j.HSD > dj.HSD | Corner | 192 | All | Hard | See Double Dustloop Notes |
Air CH 5HS > CC > dash j.HSD > dj.HSD > land > j.HSD > dj.HSD | Corner | 215 | All | Hard | See Double Dustloop Notes |
CH Fafnir > dash j.HSD > dj.HSD > land > j.HSD > dj.HSD | Corner | 238 | All | Hard | See 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.
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.
Combo | Position | Damage | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
Ending with 2D > BHB/RI | Anywhere | 78~ | All | Very Easy | |
Ending with 2D > GB | Midscreen | 75 | All | Very Easy | Switches sides. Sets up GB crossup okizeme or RI/6K okizeme. |
Ending with 2D > RI > RC > c.S > 5HS > SJj.KSj.HS > SV | Anywhere | 174 | All | Medium | Level 1 RI Cancel combo. If you can't do the SJ combo, CCing 5HS is also viable. |
Ending with 2D > RI > RC > j.HSD > dj.HSD > BRP | Anywhere | 169 | All | Hard | Strict timing on Dustloop. |
CH 2D > 665K > c.S > 5HS > SJj.KSj.HS > SV | Midscreen | 148 | All | Medium | Standard CH 2D float combo. |
mash j.P > j.KS > dKS > SV | Anywhere | 91~ | All | Easy | Basic air catch combo. |
GB > dash j.HSD > dj.HSD > BRP | Anywhere | 148 | All | Medium | Dustloop off GB. To get a sense of timing of j.HS, your opponent's falling state should be head down feet up. |
Fafnir > 66c.S > 5HS > SJj.KSHS > SV | Anywhere | 205 | All | Medium | Same as the RI Cancel combo. CC 5HS if you can't do SJ combo. |
CH GB/5HS > delay dash c.S > 5HS > SJj.KSHS > SV | Midscreen | 158 | All | Hard | Timing sensitive on dashing c.S. CH 5HS is much easier to do. Add j.P for heavyweights. |
CH Fafnir > dash j.HSD > dj.HSD > BRP | Anywhere | 192 | All | Medium | Much easier to do than GB. |
Combo | Position | Damage | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
Ending with 2D/5HS > RI | Anywhere | 122~ | All | Very Easy | Universal knockdown combo. |
Ending with 2D > BHB > dash j.HSD > dj.HSD > BRP | Near Corner | 169 | All | Easy | Universal BnB corner combo. You can AC FRC BHB and still continue the combo. |
Ending with 2D > BHB > dash 5HS > BRP > delay 2D > BHB > dash (j.HSD > dj.HSD > BRP/6HS) | Near Corner | 183 | All | Medium | Requires 125% or more Charge. Standard BRP pickup combo. Same as before, AC FRC BHB is viable. |
CH 2D > CC > c.S > 5HS > BRP pickup combo | Near Corner | 192 | All | Medium | BRP pickup combo out of CH 2D float. |
c.S > 5HS > BHB > dash c.S > 5HS > BRP pickup combo | Near Corner | 222~ | All | Medium | Requires 125% or more Charge. Optimized max damage BHB combo. Same as before, AC FRC BHB is viable. |
GBx3 > delay Level 1 GB > dash j.HSD > dj.HSD > BRP | Anywhere | 196 | All | Hard | First 3 GBs should be done without pauses. Last GB has to hit low enough to connect the dustloop. |
Combo | Position | Damage | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
5HS > RI > (delay) dash c.S > 5HS > Level 2 BRP pickup combo | Near Corner | 225 | All | Medium | |
c.S > 5HS > BRP > c.S > 5HS > Level 2 BRP pickup combo | Near Corner | 235 | All | Medium | |
RI > CC > Double Dustloop | Near Corner | 199 | All | Hard | To CC out of RI, do 2147D or 8214D when RI hits the third strike. You have to input 214D during HOS prejump frames to cancel it into Charge. |
c.S > 5HS > BRP > SV > dash j.HSD > dj.HSD > BRP | Anywhere | 223 | All | Medium | Full Charge required. When at the corner, BRP will switch sides. |
c.S > 5HS > BRP > GBx4 > dash j.HSD > dj.HS > SV | Near Corner | 270 | All | Hard | Burst safe combo. Dustloop part depends on your GBs' timing. |
Fafnir > {delay} RI > SJj.HSD > SV > Level 2 BRP > 2D > Level 2 BHB > 6HS | Midscreen | 237 | All | Medium | Full Charge required. Optimized and max damage HOS can do with meter. |
6HS > (RC) > {delay} RI > SJj.HSD > SV > Level 2 BRP > Level 2 RI/2D | Midscreen | 276 | All | Hard | Full Charge and the most optimized and damaging combo HOS has with more meter. Fafnir can be linked from 6HS but RC makes it easier as it is a 1-2f link. |
Combo Theory
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 so. Dustloop does a lot of damage, carries all the way to the corner, and sets up good oki
- 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 2H oki.
- Going into particulars, 2D ->BHB/RI 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 you have
- Fafnir 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 SV, 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 cS->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 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.
- 5K,c.S,2S,and 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 2S or c.S or 5K, you can gatling into 5H and put the opponent into 5H Float
- 5K,c.S,2S,and 2D will all OTG from groundslide, and will all combo into BHB lv2 for wallstick, or BRP lv2 for hard knockdown.
- From Wallstick, you can Dustloop the opponent if you are close, 6H for hard knockdown if you are a bit further away, or go for a techtrap
Video Examples
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Click [★] for character's full frame data
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