Matchups
Aligari's Mu notes
Undetermined:
NOTE: The old matchup subforums can be found here: http://www.dustloop.com/forums/index.php?/forums/forum/54-order-sol-matchups/
Things to note when discussing matchups:
-General ratio
-Optimal/inoptimal spacings
-Strong/Weak buttons
-Things to watch out for
-Character specific confirms
-etc etc
All Matchup rates/stats have been removed as part of a DL wide decision. Or at the very least, a +R wiki wide one.
Favorable:
Anji Mito | 2D and Gunblaze throw massive wrenches into Anji's traditional gameplan, and his slow moves leave him ill equipped to deal with your fast offense without risky guessing. | * 2D and Gunblaze really mess with Fuujin, both the move itself and its followups.
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Chipp Zanuff | You have the speed to keep up with chipp (sorta) and the moves to constantly challenge his stuff, and more importantly the damage to make him regret any single mistake the makes, and the health to trade it out to that point. | * You can punish blocked Alpha Blade (and the followup as long as they aren't right next to you) with 2S or 2D into 6H or a full combo, respectively.
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I-No | You have the speed and buttons to make neutral a pain for I-NO, and the specials to blow her up for a lot of her common options. | * 5H works wonders in this MU, occupying the space I-No wants to be at preemptively, threatening massive damage, and working to really control the airspace of the match.
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Justice | Contrary to popular belief, this MU is in your favor. Neutral is a pain, and you have to play respectfully around JU's neutral options, but you have plenty of stuff that gives her headaches, and once you get your KD, the match is yours to lose. She has no good ways to contest lv3 charge so you play the MU at basically a permanent lv3 neutral, which it turns out makes HoS pretty scary. | * Beating Nuke patters can happen in a few ways. You can pop p and k nukes by poking them with the tip of fS to det them and avoid knockdown and damage, or you can just dash into them and block. You can also pop p nuke with RI and k nuke with 6H more reliably. PKSP pattern is vulnerable to disruption by dash blocking into P, and then catching the P re-set with 2D or RI, PSKP pattern can be jumped in the gap between P and S nuke and det K nuke, clearing the field. Fafnir will go through P Nuke and have 1 active frame before setting off P nuke, which means you can use it to snipe JU through nuke, but be careful of swinging into K nuke. You can also GB under nukes if JU doesn't manually det P to stop you, and TR lv3 goes through them, and you can use I frames from Dp to hit JU through the nuke. When all else fails, just SJ into the nukes and
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Millia Rage | Pound for pound your normals out-trade her and she has to play in your optimal range, plus you have the speed to keep up with her. Still scary if you get knocked down, but not a matchup where millia can afford to make many mistakes. | * jP rules the skies in this MU, watch out for millia jK angles, and other than that, you can completely wall her in A2A with this move.
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Robo-Ky | You absolutely dominate robo at the start of this match, and all the way through he has a pretty tough time dealing with your offense, but once he gets 75 meter or more, you have to be very careful. Similar to pot, you are going to be hitting robo a lot, and all he needs is one or two hits. | * Be very careful of predictable stagger or +frame pressure against robo, robo generates most of his advantage and meter by IBing, so doing strings with no consequence against him will just feed him resources, which you want to avoid, tick throw him lots.
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Even:
Baiken | Tatami mats and Baiken normals make neutral a massive pain in this MU, and her damage is going to be big issues. Once you get in though, 2D to punish guard cancels and the ability to jump cancel and safely pressure and bait guard cancels with most of your buttons means Baiken has a hell of time playing defense, and 2H punishes her for trying to stop your lows. | * 2D is your best friend in this MU, it beats every single GC if you smell it coming except Ouren, and gets you a full 2D CH combo.
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Bridget | You melt Bridget when you touch him and have the speed and mobility to keep up and mess with his oki setups, but good luck ever catching the guy, and his normals dominate neutral. | * Gunblaze, Superjump jP, and Air BRP dominate huge amounts of airspace, making BR have to be somewhat careful about movement.
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Eddie | Eddie has the neutral control to make you regret careless movement, and the threat off blockstrings and oki to make you severely regret getting hit. Conversely, he absolutely can't deal with your pressure or damage, and your abare can randomly snipe lil eddie all the time during his blockstrings if he isn't careful. | * IB the first hit of mawaru and then FD jump/backdash/mash 5K or 2P to beat that blockstring.
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Order-Sol | 10/0 HoS. "HoS mirror is stupid, because your character has answers to literally everything I do" -Aligari, 2019 | * Defensive gunblaze messes with all of your offensive approaches that aren't advancing with crouching buttons. Be very careful jumping at a HoS who's ready.
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Jam Kuradoberi | Two of the best close range fighters in the game duking it out. Jam doesn't have the damage to trade with you without cards, and you absolutely don't have the damage to trade with her when she does, but in regards to neutral or defense, you are both pretty evenly matched. | * Be extremely careful when oki-ing Jam, because of wakeup OS parry. Either go with lows for oki, or create frametraps that bait the parry and then punish her before she can react (ie: 6P 5K, 5K 2D, ect)
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Ky Kiske | Ky absolutely dominates the neutral in this MU, but has a hard time actually approaching you, and is constantly in danger of losing life lead to you landing a stray haymaker, and once you get your KD, he doesn't have a lot of good options if you play safe. | * Similar to the Axl MU, you are going spend a lot of this MU trying to get in by guessing whether to approach via ground or air, or slowly dashbraking your way in, the difference is Ky won't randomly overhead you into 200+ damage, and getting hit in the air doesn't delete your life bar. That all being said, you still need to be careful.
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Potemkin | The Ky MU in reverse. You have the advantage in almost every way but damage here, but you need to hit Pot like 5x more than he needs to hit you. Strong charge management and risk/reward skills are essential for this MU. | You can gunblaze or 2D under every one of Pot's air normals that isn't jD, and you can DP that one.
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Sol Badguy | "Mirror match." He beats you in neutral and damage, but he has real trouble stopping you once you get momentum. Watch out for his big starters. | * Similar to the HoS Mirror, you have to really watch out for and shut down his high risk options. IB then throw grand viper, safejump VV then punish with Fafnir or 5H, RI Riot Stomp, ect.
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May | May can gorilla out in this MU, and if you get hit its bad times, but you can also constantly check her, and her low life means you are no slouch in damage either. Couple that with both chars high mobility, and this MU is often very fast, movement and damage wise. | * May jump ins are a pain to deal with and can't be AAed through traditional means, use SJ airthrow to remind her that you aren't free to jump in on.
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Venom | Typical Zoner MU. Venom can keep you out really effectively, and can and will setplay you to death once he gets a hit, but his relative inability to get KD from air hits and low damage means that eventually you WILL get in, and he has no good answer for that. | * Venom has no answer for HoS pressure besides gambling on high risk options (2S/fS, 6P, ect) or dead angle. As long as you pressure safely and bait these, you can stay on him for as long as it takes to kill him once you get in.
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Zappa | Surprisingly even. You can run in on sword very well, abare dog decently well, and even get in against ghosts with careful movement. They are all still giant pains for you though, and Zappa can easily control the flow of the match. | * Rock It is almost dead weight as a neutral tool in this MU, Zappa has too many ways to disrespect it. Use it as a punish tool or a way to quickly close the gap at lv2, but don't rely on it.
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Unfavorable:
A.B.A | ABA's turtle game in normal mode is surprisingly effective against you, and she can consistently AA you and get otg keygrabs quite easily. Once she pops Moroha, she just straight up outclasses you in just about every aspect. While you can threaten her in midrange, she can RPS all of your threats effectively, and due to her high defense and your low damage, its extremely hard to kill her before she can transform at least once. Combine this with difficulty chaining KDs and no IK and poor damage post suka, and ABA becomes a very difficult matchup. | * Do NOT let ABA bloodpack for free, you have the speed and the frames to stay on top of her and make sure she has to earn moroha. Force her to win the RPS if she wants to transform.
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Axl Low | Axl not only has the tools to keep you out or pinned and make you take risks, and the damage to back up those tools, he has enough tricks both offensively and defensively that you can never be completely safe. | * Meaty 2K timed to the last 2f will beat every wakeup option that axl has, or leave you with enough time to block if its invuln.
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Dizzy | You take an absolute grip off Dizzy when you hit her, and once you are in range she has to take risks to do anything. Good luck getting into that range though, her maneuverability dances circles around you, and her air buttons combined with space control means that you are often the one on the back foot. Rush her down and try to pin her or put her in a bad spot, but if you get hit or have to block a summon, the match can end right there, and her neutral is very good at deterring linear aggression, which unfortunately is really your only option in the MU. | * jP is god in this MU, its great for A2A, A2G and all around coverage. However, don't be too predictable or linear with it, bubbles, pre-emptive normals, and classic AAs can and will blow you up, jP or no.
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Faust | He owns the ground and air from round start, and won't ever let you forget it. Hard to approach, hard to get away from, and he anti-airs your for free. If you can manage to get lv3, you can shift the risk/reward of the MU into your favor and force Faust to take the initiative. | If you get lv2 or 3, and are half screen or closer, you can punish Item throw on reaction the majority of the time with Rock It, which lets you check him there.
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Johnny | Your worst MU. Johnny shuts down all your ground and air options with just his ground buttons, and his air buttons are mostly uncontestable for you. You will have to fight your way through hard neutral to score a KD, then never let johnny play again. Also all your combos drop on this char. | * 2D on defense will tag the startup of 6H and 5H, allowing you to abare out of blockstrings when you can smell those buttons coming.
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Kliff Undersn | The old man beats you in the damage race, and completely controls neutral, making a MU where its very hard to play. Essential to know the answers to his tricks, or you will get gimmicked out. | * Being able to punish drill is an essential skill. IB as much as you can to get him as close as possible, then if he's in 5K range, 5K 5S 5H SJ combo, or if he's not, 2S 6H punish.
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Slayer | "So I've been thinking about the [Slayer vs Order Sol] matchup a lot ever since AA, and I think my character is just better than yours" -Sims 2019. Slayer out-damages you, out-footsies you, out-gimmicks you, out-pressures you. He basically does everything HoS wants to do but better. Don't try to turn it into a slugfest without charge to equalize risk/reward, and if you get the KD, don't let him gimmick out of it for free. | * 2S 6H will completely shut down back dandy on wakeup or approaches, which will allow your run ups and approaches to actually start connecting with where he is, instead of having to guess where he will be.
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Testament | This matchup is an elaborate game of Simon Says, where if you did the wrong answer you have a very real chance of dying. That being said, you run past trees and clear nets pretty well, so its down to just his normals that will really be giving you trouble. | * jP clears nets with no commitment, and you can run over trees before they pop, meaning testament has a hard time keeping you in check with just traps alone.
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- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
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