GGACR/Order-Sol/Combos: Difference between revisions

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*Gunblaze->Gunblaze x?->Gunblaze(lv1)->jH->jD->dj->jH->jD->BRP(lv1)
*Gunblaze->Gunblaze x?->Gunblaze(lv1)->jH->jD->dj->jH->jD->BRP(lv1)
IF you hit Lv2 gunblaze, you can loop Lv2 Gunblaze for as long as you have above 100% charge.  once the lv1 Gunblaze hits, dustloop them off of that like a lv1 GB combo.
IF you hit Lv2 gunblaze, you can loop Lv2 Gunblaze for as long as you have above 100% charge.  once the lv1 Gunblaze hits, dustloop them off of that like a lv1 GB combo.
(COUNTERHIT ONLY) (5/2)S->6HxxRI
While it is somewhat dependant on mashing, you can link Lv2 or above RI from a counterhit S->6H combo.  Good to know for midscreen KD, and good setup for Oki.




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*(COUNTERHIT ONLY, CORNER ONLY, ONLY WITH 150-199% CHARGE METER) 2D->CC->2S->5H->BRP->2D->BHB->6H
*(COUNTERHIT ONLY, CORNER ONLY, ONLY WITH 150-199% CHARGE METER) 2D->CC->2S->5H->BRP->2D->BHB->6H
The Hard knockdown ender for the extension of 5H float combos.  Delay the 2D after BRP until after you touch the ground, or you will get AC.  After any of these specials, you can FRC the AC to get/keep more meter, and still get the rest of the combo. Despite the 3 conditionals tacked on here, its definitely worthwhile to remember this combo, as the situation will come up more often that you would think
The Hard knockdown ender for the extension of 5H float combos.  Delay the 2D after BRP until after you touch the ground, or you will get AC.  After any of these specials, you can FRC the AC to get/keep more meter, and still get the rest of the combo. Despite the 3 conditionals tacked on here, its definitely worthwhile to remember this combo, as the situation will come up more often that you would think


==LV 3==
==LV 3==

Revision as of 06:03, 26 July 2017

Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6GGD.png becomes 236GGD.png.
> = Proceed from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
|> or ▷ = After landing.
j = Jump
hj = High Jump
IAD = Instant Air Dash
CH = Counter Hit
(JC) = Jump Cancel
(HJC) = High Jump Cancel
(JI) = Jump Install
(RC) = Roman Cancel
(FRC) = 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.
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo List

Basic Combos

http://www.dustloop.com/forums/showthread.php?2564-Accent-Core-Order-Sol-Combo-Thread

The Dustloop Order-Sol combo thread. Most basic to intermediate combos are listed here. Post #1 has SIX tutorial videos to show you the ropes!

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.


Terminology: #CC = Charge Cancel,

  • AC = Action Charge,
  • BHB = Blockhead Buster,
  • BRP = Bandit Revolver Prototype,
  • RI = Rock It,
  • SV = Strum Viper,
  • SF = Savage Fang,
  • KD = knockdown,
  • CH = Counter Hit,

Most HOS combos are really the same. Since HOS has such stubby normals, he suffers a lot from the pushback on his moves, and thus there are really only a few real routes. The good news is basically every move HOS does can gatling to other moves in a parallel or ascending order of strength, i.e 5K -> 2S or cS->2S. Basic moves to start combos with are 5K (be careful of proation), 2K, 2S, and cS. Starter strings are pretty freeform, but are usually only 2/3 buttons long, any more and you run the risk of being pushed out too far by block or FD. Due to how safe HOS is on specials and strings, many of these double as blockstrings. If you need to vary your blockstrings, try special canceling early from a starter, or CCing a move you normally wouldn't.

BASIC STARTER STRINGS:

  • 5K->2S->2D

This is probably one of the simplest and most effective block/starter strings, and you will probably be going to it a lot. If you weren't running at the opponent when you hit them with this string, should give you good spacing for Gunblaze oki, but watch out for how large the opponents KD hitbox is. On hit, can transition into standard combos, can go into Gunblaze oki, can cancel 2D into Manual Charge and charge during opponents getup, or can just take the hard KD and go for oki. On a block, can go into BHB/RI to make it safe, CC 2D to be +3, or go for BRP to test your opponent (last hit of the combo is low, so if they aren't paying attention, they get hit).

  • 2K->2S->2D

The go-to low starter string. As 2K is your only normal that hits low, you will be using this string A LOT. DO take not of the 70% proration from 2K, everything will hit a lot softer after this string. Still a very good string to condition your opponent to block low with, once you have, you can start mixing BRP and JC jH into your strings. Same options as the first string on hit and block.

  • (5/2)K->cS->2S->2D

The longest special cancellable ground string you have. This one is especially important, because no matter what spacing you hit it from, it will set up perfect Gunblaze oki. Same options out of it as the previous string.

  • cS->2S->2D

The punish string. Since you aren't starting with a kick normal, the resulting combo will hit HARD.

  • (5/2)K->5S->5H

This is one of the strings that pushes farthest away. This string in particular is good because it sets up for redash IAD jP pressure. On characters as tall or taller than HOS, you can actually loop this string doing 5K->5S->5H->IAD->jP->jS->jH->loop, up to around 3 times. 5H can also be CCed to grant frame advantage. If you think that they might try to jump if you CC it, go for another 5H from here. If you catch them jumping, its a free combo, otherwise you can CC it and still be in a good spot.

LV 1


ESSENTIAL COMBOS

  • starter->(RI/BHB/BRP)

(almost) universal combo. Short, sweet, and does everything you need. Ending in BHB gives the best frame advantage on block, whereas ending in RI gives better positioning. If you didn't 2D, you can combo off BHB stagger. If you did 2D, be aware that all of these will let your opponent tech KD

  • Starter ending in 2D->Gunblaze->Gunblaze

This is the most basic Gunblaze mixup you can do. The 2D does KD, and the first Gunblaze should completely whiff the opponent and put you on the other side, extremely close to them. You should immediately do the second Gunblaze as soon as the first one recovers, this will make it hit meaty and cross up. Delaying the second gunblaze makes it risky that they could jap/throw you out of it, but done late enough, will hit same side.

  • Starter ending in 2D->Gunblaze->RI/6K

This is the same side mixup for Gunblaze oki. 6K if you think they will throw you on wakeup, RI if you think they won't. If you hit 6K CH, you can gatling to 2D for knockdown, or you can run up and 5K combo if they don't mash stagger fast enough. For RI, there is less reward, but if it hits CH, you can pickup with 2D or Fafnir, and if its blocked, you can go for a tick throw off of it.

  • Starter ending in 2D->Gunblaze (FRC/AC FRC)->2H

The Overhead oki for Gunblaze. On hit, RC 2H and combo, and on block, you are safe. On CH, this leads into BIG damage, so its always rewarding to use this route.

  • (In corner) Throw->jH->jD->dj->jH->jD->BRP

Basic throw combo. Be careful of spacing, if you are too far away from the wall, then the jH will hit blackbeat. In order to catch after the double jump, delay the jH by a bit. If you aren't sure of your spacing, just use throw->6H for hard KD. The BRP at the end is for damage ender, but puts the opponent in a techable state at around the same time you would recover, making it risky to use with only lv1. You can omit the BRP and instead go for an air throw to catch their tech. The air throw will catch teching down, back, and neutral.

  • Gunblaze->jH->jD->dj->jH->jD->BRP

Done off a normal hit for Gunblaze. Can be done anywhere on screen, but the timing for doing it midscreen is a bit different from corner. In midscreen, you have to hit the part after double jump ASAP, or they will fly too far away. The timing on this can be tricky, but if you need a visual reference, the time you want to hit them with the first jH is right around when their character model goes into the last falling state, i.e, head down feet up.

  • Fafnir->2S->5H->sj IAD->jP->jS->SV

Standard pickup combo off of Fafnir. Good if you are close to them, and you can get an AC on the SV at the end there safely. If you can't sj IAD yet, just CC 5H into manual charge, and let your opponent tech off the 5H.

  • (COUNTERHIT ONLY)Fafnir->jH->jD->jH->jD->BRP

Fafnir into air combo. same rules as the Gunblaze combo, but the time between fafnir and when you want to go is shorter.

  • (50% or more meter) 2H->RC->5K->5S->2S->2D

the RC confirm for 2H. Must be done in their face, time the 2H to be throw invuln on their wakeup. On hit, grants spacing for Gunblaze Oki.


FURTHER COMBOS

  • (COUNTERHIT ONLY) (2/5)S->6H

This confirm does a surprising chunk of damage. You can RC the 6H to follow up, but its dependent on how fast they mash stagger.

  • (BACK TO THE CORNER, <1/3 SCREEN FROM CORNER ONLY) Gunblaze->jH->jD->dj->jH->jD->land->jH->jD->jH->jD->BRP

Universal combo when you gunblaze someone and end up facing the corner, you can double dustloop them. This is EXTREMELY difficult and requires 2 very precise timing windows, and only adds ~60 damage to the combo, so think about how much you really want to style before trying to go for this. The first window is after Gunblaze, you want to pick up with jH as late as possible. The second window is after the first jD, you need to delay the second jH as long as possible.

  • (COUNTERHIT ONLY) 2D->CC->2S->5H->SJIAD->jP->jS->SV

Counterhit 2D gives enough time to CC it and pick up the opponent with a fast, low normal before they hit the ground. 2S is prefered, but you can also use 5K->2S, but be careful about the proation. As before, you can AC off the SV for free.

  • (COUNTERHIT ONLY) Gunblaze->5S->5H->sj->jS->jH->jD

Only works on counterhit Gunblaze, otherwise they can tech out before 5S. You want to hit the jS rising, and sj towards them. If you are a god, you can (S?)ji off the 5S, and tack on another jH->jD at the end there.

  • (COUNTERHIT ONLY) 2H->jH->jD->jH->jD

Midscreen combo for CH 2H. Happens more than you might think, so good to practice for.

  • (IN CORNER/COUNTERHIT ONLY) 2H->jH->jD->dj->jH->jD->land->jH->jD->dj->jH->jD->BRP.

AUUUUGH the damage. One of the few ways to get the double dustloop on HOS. The first rep must be started with a running jH, or you will get too much height.

  • (IN CORNER/COUNTERHIT ONLY) Fafnir->jH->jD->dj->jH->jD->land->jH->jD->dj->jH->jD->BRP

Double loop two, the loopening. MASSIVE damage off of this combo, and a bit easier to land than the 2H one.

  • (IN CORNER/COUNTERHIT ONLY) 5H(anti-air)->CC->jH->jD->dj->jH->jD->land->jH->jD->dj->jH->jD

Double loop three. There is massive untech time off CH 5H, so they shouldn't be able to tech this. The hardest part is getting the timing right for beginning the first loop. Too high and they fall out, too low and you don't pick them up om the second rep.

    • ADDENDUM: THE DOUBLE DUSTLOOP

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.

LV2


ESSENTIAL COMBOS

  • All lv2 combos have the same starts as lv1 combos, but lv2 gives it different properties after. Thus, most combos will be formatted as (anything ending in <SPECIAL> and talk about combos off of that situation. Other combos here will be useful, common combos that involve starting with lv2 moves, or combos that it is most advantageous to do at lv2.


  • Starter->RI

Staple combo that is universal on the entire cast. Low-ish damage, but leads into hard knockdown and a safe AC. If you forgo the AC or FRC it, you can do slow oki setups, like 2H or crossup Gunblaze. If you take the Action charge, you can still get oki with things like j.H, 2K, 6K, or late same-side Gunblaze.

  • (CORNER ONLY) (anything ending in BHB)->run->jH->jD->dj->jH->jD->BRP.

Short, sweet, simple. BHB wallsticks at lv2 long enough to get a dustloop on most anyone in the cast. You can FRC the BHB to conserve charge, and if you have aove 150% charge when you start the combo, you should get Lv2 BRP as well for the hard knockdown.

  • (CORNER ONLY, ONLY WITH 125-199% CHARGE METER) (Anti-air 5H->)BRP->2D->BHB->(6H/run->jH->jD->dj->jH->jD)

The pickup combo off of BRP. If you hit lv2 BRP against someone in the air, you can OTG them out of groundslide with 2D. Normally this would just be to get the last bit of damage, but if you have lv2 charge after that, you can wallstick them for hard knockdown or a further combo with lv2 BHB.

  • (CORNER ONLY, ONLY WITH 150-199% CHARGE METER) (anything ending in BHB)->5H->BRP->2D->BHB->6H.

Hard knockdown ender to high charge corner BHB combo. You can FRC the AC for any of these specials to regain charge, and still do the combo as normal. Be careful about the 2D, make sure to delay it until after BRP touches the ground, or you will get AC.

  • (CORNER ONLY, ONLY WITH 150-199% CHARGE METER) (anything ending in BHB)->5H->BRP->2D->BHB->run->jH->jD->dj->jH->jD->BRP

The damage ender for high charge corner BHB combo. Scales really hard, but will give you that extra damage if you need to close off a round. As before, you can FRC the AC to maintain charge, and the combo will still work.

  • (CORNER ONLY, ONLY WITH 150-199% CHARGE METER) Fafnir->2S->5H->BRP->2D->BHB->6H

Hard knockdown out of Fafnir. Can ommit the bit after the BRP for a midscreen hard knockdown combo. Can also sub out the 6H for Dustloop, like the other BHB combos, for more damage.


FURTHER COMBOS

  • Gunblaze->Gunblaze x?->Gunblaze(lv1)->jH->jD->dj->jH->jD->BRP(lv1)

IF you hit Lv2 gunblaze, you can loop Lv2 Gunblaze for as long as you have above 100% charge. once the lv1 Gunblaze hits, dustloop them off of that like a lv1 GB combo.

(COUNTERHIT ONLY) (5/2)S->6HxxRI While it is somewhat dependant on mashing, you can link Lv2 or above RI from a counterhit S->6H combo. Good to know for midscreen KD, and good setup for Oki.


  • (COUNTERHIT ONLY) 2D->CC->2S->5H->SJIAD->jP->jS->SV->AC

The charge meter ender for the CH 2D float combo. SV floats them up, and the time they take to reach the ground means you can get a free Action Charge. Be aware that taking this route out of the 5H float means that you are giving up oki.

  • (COUNTERHIT ONLY) 2D->CC->2S->5H->BRP

The hard KD ender for CH 2D float combo. You can AC here for charge meter, but be aware that doing so will means you only get fast oki.

  • (COUNTERHIT ONLY, CORNER ONLY, ONLY WITH 150-199% CHARGE METER) 2D->CC->2S->5H->BRP->2D->BHB->6H

The Hard knockdown ender for the extension of 5H float combos. Delay the 2D after BRP until after you touch the ground, or you will get AC. After any of these specials, you can FRC the AC to get/keep more meter, and still get the rest of the combo. Despite the 3 conditionals tacked on here, its definitely worthwhile to remember this combo, as the situation will come up more often that you would think

LV 3

  • All lv 3 Combos eventually end in Lv 2 combos, so, I will be referring to the ones that do via <04:19, 19 July 2017 (UTC)47.156.96.141->->lv2 BHB Corner combo, if they can be abbreviated.

Essential Combos

RI->5H->BRP (lv2) (CORNER: -> BRP pickup combo) Sweet and simple, if you don't want to go for Jump cancel charge Cancel stuff. Really high damage, especially if you nail them straight with RI, which shouldn't be a problem at this level given the startup and speed. If you are in the corner, you can continue the combo with the 2D -> BHB combo

BRP->cS->5H->BRP (lv2) (CORNER: ->BRP pickup Combo) simple confirm off BRP lv3. You will be hitting this raw a lot; because hardly any of your normals combo to it, and also because of how fast it is. If you have max charge, you can have time for another lv3 move, usually another BRP loop, or SV.

(REQUIRES 300% CHARGE) BRP->SV(lv3)->Dash->jH->jD->dj->jH->jD->BRP (lv2) At 300% charge, you can combo two lv3 moves into one another. This combo uses the fact that you can Dustloop off the SV launch, and sets up an easy condition for it by comboing it off BRP lv3.

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 cS, 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,cS,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 cS 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, or go for a techtrap

Video Examples