GGACR/Order-Sol/EX

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EX characters are not tournament legal. They only see play in novelty events and casual play between consenting parties.
Overview

Overview

EX Order Sol loses a lot of his unique tools and becomes an amalgamation of early versions of Sol Badguy. He is a very close range oriented fighter who is capable of keeping himself stuck to the opponent thanks to his low jump arc and Rock-It special, though he tends to lose at longer ranges, having to rely on underwhelming fireballs and gimmicky movement options to get in. Once he lands a hit, he can go for simple knockdowns and Bandit Revolver loops to stay in, or spend some meter on a launcher into a dustloop, into a tech chase.

Playstyle
x32px EX Order-Sol
Pros Cons
  • Borrows normal Sol's well-rounded normals
  • Good rushdown and pressure
  • Fireballs can go fullscreen
  • Better reversal with an FRC point on it
  • Weaker okizeme
  • Needs to spend meter for grounded launches
  • Lacks air-knockdown tools
  • Worse mixup tools

HELLA WORK IN PROGRESS

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
10 Mid 4 4 6 0

Standard jab and occasional poke, overall a pretty niche tool in EX HOS' kit. Useful for frame traps, tick throws, etc.

  • Better than average startup. Can tag a lot of beefier moves during their startup or cooldown.
  • Clutch Anti-air, but lacks the vertical coverage of 5K/2H.
  • Strong burst bait tool due to its overall low recovery time.
  • Whiffs on crouching Millia, Faust, and May. Leads to whiff > throw setups.

Establishes offense. Gatling into it from 2P > 2K, if the opponent has been conditioned to block high in reaction to standing animations.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
80% 3 8 1 10 10

5K

Damage Guard Startup Active Recovery On-Block Invuln
14×2 Mid 3 2,6 13 -7

Privileged 3F normal that does it all: anti-air, abare, punishes, and active enough to catch backdashes on reaction or OS.

  • Works as a frame trap tool after EX HOS does a safe poke.
  • Preferred normal to OS with EX HOS's throw.
  • Note: a large chunk of the cast can crouch under the second hit, especially when hit or blocked from farther out.

On air hit, 5K is confirmed from with 2H or a j.P/j.K into a standard air combo > VV.

Gatling Options: 6P, c.S, f.S, 2S, 5H, 2H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
6×2 7×2 2 12 12

c.S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 5 2 16 -4

EX HOS's main punish starter for meterless and non-counter hit combos. Versatile gatlings from all of EX HOS's lower level buttons, useful mid combo as a confirm/filler/stopping point.

  • Recovers quickly enough that 5K(1) > c.S lets you confirm a hit or a burst.
  • Leans forward during startup, letting Sol move past some hitboxes depending on spacing (e.g. Dead Angles)

Can lead to Dustloops, and tk.Bandit Revolvers. Mid-corner combo against airborne opponents, can be jump canceled into a j.D for a high damage Dustloop. In the corner, you'll usually start your loops with c.S > 6P.

Gatling Options: 6P, f.S, 2S, 5H, 2H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10 7 3 14 14

f.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 10 2 15 -3

The one normal EX HOS shares with HOS

  • Relatively slow and with a hurtbox extension, limited but available uses as a poke.
  • Baits 5F reversals when timed meaty for the last active frame.

Gatling Options: 2S, 5H, 2H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10 7 3 14 14

5H

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 11 2 26 -9

Slower, long ranged poke, punish, and combo tool that leads to big damage on counter hit. Difficult to contest.

  • Combos into Rock-It up close or from a long-range counter hit, giving a plus frame ender
  • Confirms into FB Fafnir or FB Gunflame to either give a high damage knockdown or launcher into dustloop
  • Can frame trap out of 6P's extended cancel window.

On CH against standing opponents, leads to Instant Air Dash > j.S > stuff > dustloop, 5H goes into IAD j.P or j.K against airborne opponents, or after a confirm of xx > 6P > 5H when the 6P is landed somewhat close. Just don't get predictable with airdash pressure.

Gatling Options: 2H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 6 5 19 18

5D

Damage Guard Startup Active Recovery On-Block Invuln
17 High 22 3 24 -13

Decent damage combo starter, but awful range, and slow and easily reactable, despite being one of the fastest 5Ds in the game.

  • Leads to significant damage and a knockdown, especially with an Impossible Dust.
  • Horrid range, very unsafe, and huge CH state window. Keep meter on hand to cancel it.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 20 3 Launch 48 14
  • Sol is in CH state 1~30F

6P

Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 9 3 20 -9 1~19F Upper Body

Prime corner combo launcher and counter hit fishing button, 6P beats out many poke attempts and confirms from nearly anywhere on counterhit.

  • Mid level hitting gut punch which beats many standing buttons. Blows back on hit. Major frame trap button with many gatling options.
  • Can be cancelled at any point during its recovery.
  • Clutch Anti Air.

Vital in frame traps but loses to many lows and low profile moves, pay attention to your spacing and timing. Despite this, with the rewards, you should expect to be using this move a lot.

Gatling Options: c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
90% 10 7 3 Launch 28 + WBounce

6H

Damage Guard Startup Active Recovery On-Block Invuln
40×2 Mid 12 5,1 30 -12

Occasional ranged button, Not particularly strong by itself.

  • Decent stun and damage, but not able to launch without meter
  • Cancel window lasts until the end of recovery for late frame traps.
  • Pushes EX HOS' hurtbox pretty far forward, CH state for the whole move.

6H will get counter hit very easily if used poorly. It is EX HOS' highest damage starter if you have meter for fb gunflame in the corner. Be very cautious about using this move.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20×2 6×2 5 19 18
  • Dizzy modifier x1.5 In CH state during move

2P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 5 4 4 +2

Starts pressure, frame traps, tick throws, and can be used to mash out. Strong, safe, all-around short range tool.

  • Safe to 95% of reversals when properly meatied.
  • Can be OS'd with [2P]~5K/c.S/2H for confirms and baits.

2P mostly sees its use as an oki tool and pressure starter. It is occasionally used in relaunches, OS'd with 2H or c.S to bait bursts.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
80% 3 8 1 10 10

2K

Damage Guard Startup Active Recovery On-Block Invuln
12 Low 6 3 8 -1

Sol's fastest and main low poke. Also useful for faster tick throws or frame traps.

  • Tags people standing or attempting to fuzzy jump.
  • Frame traps into 6P or a late c.S/f.S. Strong natural frame trap in 2K > 2S.

Fairly standard low poke tool, but active enough to serve as a safe meaty. Prorates very hard, combos off this starter only do slightly more than a corner throw combo.

Gatling Options: 6P, c.S, f.S, 2S, 2H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
70% 3 8 1 10 10

2S

Damage Guard Startup Active Recovery On-Block Invuln
25 Mid 10 3 8 +3

Decent range, fairly active, very disjointed, low recovery time, and +3 on block make this an excellent blockstring ender, neutral button, and baiting tool.

  • Strong low reaching poke due to hitbox/hurtbox ratio.
  • Links into P and K normals and c.S on late hits.
  • OS: 5P/2P/2K > 2S is a natural frame trap on block, will combo on hit. Also works if delayed from 5K.

Discourages button pushing when properly spaced. Timing 2S ambiguously on oki especially is very tricky to defend against and can give you information on the opponent's mindset.

Gatling Options: 5H, 2H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10 7 3 14 14

2H

Damage Guard Startup Active Recovery On-Block Invuln
36 Mid 8 6 26 -13

High reaching upwards swing which gives you a day and a half to confirm on counter hit. Sol's main relaunch tool.

  • Beats many moves and scores CH due to the strong hitbox, and the hitbox is improved from regular Sol (less head vulnerability and reaches lower). Trades in EX HOS's favor most of the time. Burst safe if jump cancelled on CH.
  • Fast enough to combo off of level 1 buttons.
  • Special cancel window extends into its recovery frames.
  • Can be OS'd with 5P/2P to bait bursts mid combo.

Works as a slower but stronger Anti Air than 5K, and late frame trap tool. Can be a nightmarish meaty if they feel like rolling the dice.

Gatling Options: 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
90% 20 6 5 19 18
  • Floats on CH (untechable for 40F)

2D

Damage Guard Startup Active Recovery On-Block Invuln
28 Low 7 3 20 -6 4~23F Low Profile

Amazing: mid-ranged, low profile sweep which can go under 80% of moves in the game, even during pressure. Your best friend.

  • Can go under bursts, Stun Edges, Johnny ranged pokes, other sweeps, etc. Will even score counter hits against some jump-ins.
  • Special cancel window extends into its recovery frames.
  • Needs to use meter to start a dustloop, either with gunflame frc, fb gunflame, fb fafnir or bandit revolver rc

Doesn't combo into EX HOS' tyrant rave, so no burst safe kills with EX HOS off 2d

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
11 6 4 Down 16

j.P

Damage Guard Startup Active Recovery On-Block Invuln
13 High/Air 5 7 4

Fast, general use air normal with a very active hitbox, and which shrinks EX HOS' hurtbox, letting it beat a lot of moves. One of EX HOS' best.

  • Good for airdash pressure due to its gatling options. Staggered self cancels can be used to bait bursts.
  • Can let EX HOS sneak past some Anti Airs due to the hurtbox change.

The Hurtbox shrinkage can let you do lower airdash crossup setups. Deceptively excellent.

Gatling Options: j.P, j.K, j.S, j.H

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3 8 1 10 10

j.K

Damage Guard Startup Active Recovery On-Block Invuln
22 High/Air 6 6 17

Mainly horizontal. Useful for covering air backdashes or air-to-air out of a backwards jump. Better defensively than offensively.

  • Mostly for filler in dustloops, especially when scaling is too high for j.S/H/D to connect.
  • Occasionally useful in airdash pressure. Be careful as it will whiff on some crouchers.
  • Can be used to make iad confirms off midscreen fb gunflame slightly easier, even if it scales your damage

Useful j.P or j.S. Works sparingly if intentionally whiffed mid-string into land > grab, or late after a j.P to catch them trying to hit buttons. Try not to whiff it.

Gatling Options: j.P, j.S, j.D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
5 7 2 12 12

j.S

Damage Guard Startup Active Recovery On-Block Invuln
28 High/Aircancel=SJR 9 3 23

Main safe jump tool. Passable jump-in

  • Occasionally works as a crossup out of a backwards airdash.
  • Leads to, and works as a fuzzy guard tool, converts against non-short characters with meter to RC.

Don't get 6P'd. Landed as a crossup, converts into land > c/f.S > 5H > FB Gunflame or Fafnir. Try cancelling into an RC'd VV while airborne to go for something tricky, like VV RC airdash j.S.

Gatling Options: j.K, j.H, j.D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
90% 8 7 3 14 14

j.H

Damage Guard Startup Active Recovery On-Block Invuln
24×2 High/Air 9 6,8 0

0 Recovery frames. Weird hurtbox. Lingers for forever. Pseudo-God Normal.

  • The shrunken hurtbox can make this outright impossible to Anti-Air with some moves.
  • Links into any jumping normal on hit.
  • Hit meaty and high enough off the ground, EX HOS' can airdash immediately afterwards for an airdash mixup.

Very difficult to contest in any regular fashion. The recovery makes opponents tear out their hair. One of EX HOS' most used air options.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8×2 7×2 3 14 17

j.D

Damage Guard Startup Active Recovery On-Block Invuln
40 High/Air 9 7 10+5 after landing

Large, damaging move that allows for EX HOS' weird dustloops

  • Launches on hit, useful in airdash and corner combos.
  • Fullscreen conversions on counter hit due to wallbounce.
  • Can lead to a fuzzy guard setup (too or from), can be the fuzzy guard attack against Potemkin, Eddie, Johnny, Anji, and Justice.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
90% 11 6 4 Launch 30
  • Blows back opponent on normal hit Wall bounces on CH (untechable for 60F)

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 43 pixels

Full force headbutt that converts for free in the corner.

  • Knocks the opponent across the screen, wall sticking if they reach the corner.
  • Important for HOS's mixup. Leads to a short combo, or knockdown + oki.
  • Comes with an extremely harsh prorate.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
Forced 40% 6 40 + WStick 30
  • When the wall stick occurs, Order-Sol EX can move 18F before the opponent

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 88 pixels

High floating exploding airthrow.

  • Leads to a free followup combo or ample time for oki.
  • One of EX HOS's most reliable Anti-Air options due to his low jump.
  • Scores similar combos to regular throw in the corner.
  • Similarly to Sol's airthrow, this can be bursted on hit, but it'll whiff and just give you a free reset.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
Forced 50% 6, 7 60
  • Floats higher on CH (untechable for 120F) Dizzy modifier x1.5

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 5 3 14 -3 1~9F All
10~19F Throw

Very good, fast DAA with decent range, and causes a close knockdown on hit.

  • Doesn't knock the opponent very far back on hit, allowing for a good oki setup.
  • Can convert with microdash 5K on counter hit.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
50% 10 7 3 Launch 28

Special Moves

Special Skill

Running > P/K

Version Damage Guard Startup Active Recovery On-Block Invuln
66 > P 24 Mid 1 9 15 -10 1~6F Strike
66 > K 36 High/Air 21 8 16 after landing -14

Strong, invincible dash attack(P) which is very difficult to contest, Or a flying overhead that wallbounces.

  • After running for a minimum of 20 frames, press either P or K.
  • Good tool at full screen or from a knockdown.
  • Once the conditions are met for this, the opponent will have to guess between an invincible attack or a potential throw.
Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
66 > P 10 7 3 Launch 28 14
66 > K 80% 3 8 1 Launch 33 + WBounce
  • 66 > P (notes: Must run for at least 18F to use In CH state during move)
  • 66 > K (notes: Must run for at least 18F to use Airborne from 11~28F)

Gun Flame

236S/H

Version Damage Guard Startup Active Recovery On-Block Invuln
236S 23, 40 All 12 9,Until hit Total 51 -12
236H 23, 40 All 18 6,Until hit Total 56 -12
  • Full screen fireball
  • S version travels quite slowly, H much faster
  • Possible to have 2 fireballs on screen at once, either throwing them from fullscreen or fireball frc fireball
  • Up close to EX HOS it is actually 2 hits, it is possible with good timing to blow through other fireballs like stun edge
  • Use frc to pressure or combo lightweight characters, especially if fb gunflame would launch them out of range
Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
236S 10×2 7×2 3 Launch, Launch 28 14
236H 10×2 7×2 3 Launch, Launch 28 14
  • 236S (notes: FRC timing 15~16F In CH state during move)
  • 236H (notes: FRC timing 20~21F In CH state during move)

Volcanic Viper

623S/H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
623S 40, 25 Mid 7 3(3)11 21+8 after landing -26 1~9F All
10~12F Strike
623H 40, 25 Mid 5 2(3)18 29+8 after landing -41 1~6F All
7~11F Strike
j.623S 32, 20 All 5 2(3)9 Until landing+8 1~9F Strike
j.623H 40, 20 All 5 2(3)18 Until landing+8 1~9F Strike

Godly DP with a massive hitbox. The greatest. Ever. No followup kick, but gains an frc point (!!)

Ground S: Lower to the ground version.

  • Leads to a full conversion if the first hit is RC'd, or if the 2nd part counter hits.
  • Tied for the slowest version of the move at 7F, but with some of the most invulnerability.
  • Has very very low untech, just like reload sol S VV
  • Note - all grounded versions: must be jump installed in order to airdash or double jump on RC.

Breaks through even the smallest gaps. Commands respect in order to be completely baited.


Ground H: Massive DP version. Big Anti-Air callout, unrivaled in combined speed and vertical reach. Eats up the sky.

  • Slightly faster and more damage than the S version.
  • Similarly converts if the 1st hit is RC'd or the 2nd part counter hits.
  • Can be difficult to punish if done with running momentum: some characters lack the means to reach Sol without meter.

Air S: Easy air combo ender. Has a lot of untech, possible to link 5k in the corner after a short air combo

  • Also works as an air reversal, but is air blockable without FD, and is only strike invuln.
  • Completely cuts EX HOS' air momentum when you RC the first hit, leading to airdash mixups or continued strings on block.
    • This RC will make EX HOS fall straight down. You can TK this move and RC it immediately, and with some very tight timing, you can tag an opponent with a quick overhead before you hit the ground...
  • Can convert to longer combos if the first hit is RC'd.

Air H: Situational air knockdown tool with slight more damage. Higher reaching aerial VV, but not as high as the grounded version.

  • Also air blockable without FD.
  • Similarly to j.SVV, cuts air momentum when RC'd on the first hit.
Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
623S 10×2 7×2 3 Launch 28, 18
623H 10×2 7×2 3 Launch 28, 45
j.623S 10×2 7×2 3 Launch 28, 45
j.623H 10×2 7×2 3 Launch 28, 45
  • 623S (notes: FRC timing 24~27F Airborne from 10F In crouching state during landing recovery)
  • 623H (notes: FRC timing 28~31F Airborne from 7F In crouching state during landing recovery)
  • j.623S (notes: FRC timing 19~22F In crouching state during landing recovery)
  • j.623H (notes: FRC timing 28~31F In crouching state during landing recovery)

Bandit Revolver

236K (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
236K 24, 36 Mid 9 5(11)9 2+8 after landing -2 1~3F Strike
j.236K 22×4 All×2, Mid×2 6 4(6)10 Until landing+12

Primary BnB and meter building tool, and catches players upbacking/fuzzy jumping without FD.

  • Minute startup invul can make it a psuedo-reversal.
  • Keeps opponents grounded, though throw punishable if blocked standing.
  • Use caution: the second hit is unsafe on hit if the opponent is (still) grounded.
  • Also used to get a knockdown after 3 reps of dustloop
  • Possible to loop bandit revolver in the corner against light/some middleweight characters, up to 3 reps. Builds a ton of meter and knocks down, but lower damage than other EX HOS combos

Combo filler for high meter gain, and tool for shooting across the stage. GGX Sol version of air BR

  • First hit has very low untech, making air BR often not combo to the 2nd part if the first hit connects
  • 2nd part has up to 4 hits with very low untech. Usually your highest damage air combo ender when you cannot get a knockdown
Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
236K 10×2 7, 9 3 Launch, 14 26
j.236K 3×4 7×4 3 Launch 28, 14×3 12
  • 236K (notes: Airborne 9F onwards In crouching state during landing recovery Frame Adv was tested on stand blocking Sol)
  • j.236K (notes: In crouching state during landing recovery)

Riot Stamp

214K

Damage Guard Startup Active Recovery On-Block Invuln
40 High/Air 9 after reaching wall 3 after landing -4~

Silly overhead transport attack. Awful move, except when it's amazing.

  • Hits on 14f when cornered, but will push out a lot of the cast and go right over some of them crouching. Starts higher off the ground the further you do it from the corner.
  • Airborne on frame 1, gets you out of dodge when used properly.
  • Doesn't normally lead to anything on hit, but full conversion on midscreen counter hit.
  • Can be FRC'd right before it goes active to fake into a low, or right as it hits (if early enough) for unusual conversions.
  • 6P bait. Don't do it fullscreen or you're going to die.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3 8 1 Launch 28 + WBounce 10 + WBounce
  • FRC timing 9~12F after reaching wall Airborne from 1F onwards Not in CH state during startup Fastest startup of Riot Stamp (done right next to the wall) is 14F

Rock It

214S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 16 16 10 +3

An essential advancing attack. Can tag jumpouts and get EX HOS closer to where he wants.

  • Used at the end of pressure strings due to being +3.
  • Helps get in, but use with caution, as it can be counter-poked/low-profiled/6P'd if used too recklessly.
  • Starts offense or establishes pressure on contact.
  • Floor slides on CH for bigger conversions.
  • Useful as a meaty to frame trap
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10 7 3 14 14
  • Enters recovery immediately on hit or block Slides on CH (untechable for 40F, slides for 20F)

Force Breaks

Fafnir

63214D

Damage Guard Startup Active Recovery On-Block Invuln
70 Low 10 2 23 -6 1~11F Lower Body

A fantastic, fear inducing move. EX HOS gains the insane ability to cancel into this move!

  • Half screen low that comes out on Frame 10, can tag very unexpectedly.
  • Lower body invincible to go over low poke attempts.
  • Knocks down on hit for 70 damage, or converts to around 200 damage out of simple IAD confirms, without resources.
  • Floats higher on CH, leading to Dustloops and even higher damage.
  • Loses to standing pokes if improperly spaced, and will get reversal'd if used predictably.
  • Extends its hurtbox before going active. Use it at the right range to become truly terrifying.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
15 6 5 Launch 40
  • Groundbounces on CH

Gun Flame

236D

Damage Guard Startup Active Recovery On-Block Invuln
60 All 14 6 14 0

DI Gunflame. Surprising slow startup but great damage, plus on block, and an excellent launcher. Connects off 2s, 5s, far 5s, 5h, 2h, and 2d

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10 7 3 Launch 40

Volcanic Viper

623D

Damage Guard Startup Active Recovery On-Block Invuln
50, 12×9 Mid 7 3,54 36+8 after landing -76 1~9F Strike

To make up for his lack of Dragon Install, EX Hos was given DI Volcanic Viper as a Force Break.

  • Not very useful overall. Doesn't knock down and not any more invincible than your regular VV.
  • The first hit has a very high stun modifier, possible to stun some characters with expensive combos
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20, 10×9 1, 6×9 5, 3×9 Launch 120, 59×9
  • FRC timing 64~67F Airborne from 10F onwards 1st hit Dizzy modifier x2 In crouching state during landing recovery

Overdrives

Tyrant Rave

632146H

Damage Guard Startup Active Recovery On-Block Invuln
135 Mid 13+4 22 19 -22 1~25F All

Slower as a reversal than VV, but it deals huge damage and wallbounces midscreen, with a hefty amount of untechable time to boot. Prorates 50%

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
Forced 60% 20 16 5 Launch 100 + WBounce

Dragon Install Sakkai

6321463214S > P, K, S, H, D, K, S > 632146H

Damage Guard Startup Active Recovery On-Block Invuln
30, 20×8, 230 All 7+1 3 68 -50

Fully cash out to make sure they're dead.

  • Nod to Deadly Rave. Costs 100 tension.
  • Deals 40-50% of a character's life bar raw when at full health.
  • Restands and removes OTG on the second hit, so it works out of sweeps, corner throws, and launches.
  • Turns into a psuedo-instant kill with a distinct animation if the last hit will end the round. Otherwise ends with the last hit of Tyrant Rave Lvl 3.
  • Rarely used at higher level play due to the cost, but unburstable, and can be confirmed from fairly easily if a kill is guaranteed.
  • How to time this move: Wait until HOS rushes and hits them with the first uppercut after in the initial explosion.
    • Hit the buttons in time with the preceding hit: P, K, S, H, D (slight pause), K, S, 631246H.
    • The sequence can be dropped intentionally at certain points and linked into other normals, but this is purely for swag.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 6, 4×8, 7 5, 3×6, 5×2, 3 Stagger 125 18
  • Requires 100% tension 10th hit blows back opponent: Untechable for 95F, Dizzy modifier x0.25, Chip damage x1.5 Order Sol is in CH state during move If you mess up the command sequence, Order Sol goes into a short dizzy animation (recovery 56F) Will perform instant kill if opponent has 50 or less health before final hit

Instant Kill

All Guns Blazing

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 1+7 10 13 -4 1~5F All

EX HOS's conventional IK. Uses normal HOS's 5K as the first hit. Very short and stubby, but pretty fast for an IK

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 5
  • IK Mode activation: 76F

Combo List

EX HoS combos are fairly simple both to make and to perform. Generally, you always want to end in BR, as it's his only hard knockdown special and is thankfully a very good one. Midscreen and meterless you won't get much damage, but with meter or the corner you can turn most starters into fairly damaging combos utilizing FB Fafnir, FB Gunflame, Dustloops, and BR loops. Most of the time you can still end in at least one BR if not two, learn how much you can loop BR on specific characters.

General rules:
- Any combo ending in BR near the corner can usually have a 5K > Bandit Revolver added near the end.
- Corner loops, both Dustloops and BR loops, can vary from character to character. For some big things, against Potemkin you have to add a landing 2H after every Dustloop rep. On some characters both hits of 5K will combo into BR in loops, and sometimes only the first hit will. All of the below combos are done on Testament. Will add character specificity as able.

Basic Combos
Combo Position Damage Difficulty Notes
5K/2K > c.S/2S > 2D > Bandit Revolver Anywhere 105 Very Easy Scores knockdown for oki. Meterless or midscreen this is about the best you can get.
5K/2K > c.S > 5H > 2D > Rock It Anywhere 115 Very Easy Simple combo into Rock It. Requires dash momentum, without dash momentum omit c.S. Doesn't knock down, but is very safe and gives you some space.
5K > c.S > FB Fafnir, 66 c.S > Bandit Revolver Anywhere 151 Medium FB Fafnir midscreen combo. The microdash is a bit tight, but it is universal. If you make it to the corner after BR, you can cleanly move into a BR loop for some extra damage.
5K > c.S > FB Fafnir, 66c.S > 2H > Jump, j.S > Jump, j.S > j.D > H Volcanic Viper Anywhere 189 Medium Damage version of the above combo. Generally you should stick to doing BR but this route is slightly more damaging so if you feel you need the damage more, go for it. Good to learn since this is a damaging way to start dustloops in the corner.
66P > RC > c.S > Jump, j.S > Jump, j.S > j.D > H Volcanic Viper Anywhere 153 Easy Converting off of 66P is impossible without RC, but it does get you this simple combo. In the corner, the c.S can either turn into dustloop or BR loop depending on what you want.
66K, 5K > Bandit Revolver Corner 88 Easy Converting off 66K is impossible without corner. This will always sideswap as well, so its rare you would even hit this, but good to know that you can if you do.
CH 66K > dash c.S > (5K > Bandit Revolver)x2 Near Corner 141 Easy If 66K counterhits it's much higher reward. Works as long as the opponent flies into the wall for the wallbounce, can work as far as roundstart.
5K > c.S > 6P, (5K > Bandit Revolver)x3 Corner 146 Easy Basic meterless BR loops. Not the best damage, and 5K > c.S requires dash momentum. Omit either depending on which you hit first without dash momentum.
5K > c.S > 6P, c.S > 2H > Jump, (j.D, j.D, Jump)x2, Bandit Revolver, 5k > Bandit Revolver Corner 202 Medium Much higher damage and very high meterless in general. To convert dustloops into BR, let them fall for a bit so the first hit of BR will hit and then naturally go into another 5K > Bandit Revolver for a knockdown.
5K > c.S > 5H > FB Gunflame, 66 Jump (j.D, j.D, Jump)x2, Bandit Revolver, 5k > Bandit Revolver Corner 225 Medium A metered version of the corner bnb. Easier to confirm into and does a bit more damage, and the starter doesnt require dash momentum.
5K > c.S > FB Fafnir, f.S > FB Gunflame, 66 Jump j.D, j.D, Bandit Revolver, 5k > Bandit Revolver Corner 236 Hard Basically useless since its 25 more meter for only 16 more damage, but it looks cool.
CH 6P > c.S > 2H > Jump, j.S > Jump, j.S > j.D > H Volcanic Viper Anywhere 161 Easy Counterhit 6P combo you can do midscreen. Decent damage, and 6P is a great normal for fishing for counterhits so this is a good one to know.
CH 6P > c.S > 2H > Jump, (j.D, j.D, Jump)x2, (Bandit Revolver, 5K)x3 Corner 234 Medium Corner CH 6P. Very high damage and allows you to get 2 reps of dustloop and 3 reps of BR loop. Makes EX HoS's already good corner presence even scarier.
CH 6P > c.S > FB Gunflame, 66 Jump (j.D, j.D, Jump)x2, Bandit Revolver, 5K > Bandit Revolver Corner 248 Medium Added FB Gunflame. Does a bit more damage, but since meterless gets you so much it's arguably better not to spend here.
CH FB Fafnir, 66 c.S > 2H > Jump, j.S > Jump, j.S > j.D > H Volcanic Viper Anywhere 202 Easy Simple midscreen CH Fafnir combo. Just like any combo, if you reach the corner you can convert into dustloops for more damage.
CH FB Fafnir, 66 c.S > 2H > Jump, (j.D, j.D, Jump)x3, Bandit Revolver, 5K > Bandit Revolver Corner 294 Medium Make them regret pressing a button. Massive damage, with almost every character you can only get one hit of 5K so you may have to drop normal character habits.
Throw, (5K > Bandit Revolver)x4 Corner 118 Easy Throw combos in the corner. Midscreen you can't combo from throw, but in the corner it wallsticks allowing for followups.
Throw, c.S > 2H > Jump, (j.D, j.D, Jump)x2, Bandit Revolver, 5K > Bandit Revolver Corner 152 Medium A more optimized throw combo into dustloops.

Combo Theory

Bandit Revolver Loops

Different from present +R Sol's BR, the second hit of Bandit Revolver doesn't plummet straight down for a hard knockdown. Similar to his GGX combo, you can now loop BRs without having to TK BR since EX HOS' is the Reload version.
To start the loop, you will have to launch your opponent higher than 2D float, which is usually 6P launch height or if you catch them in the air high enough.
6P > 5H is the shared starter so most Sol's combo theory is similar where you launch with the string and then a juggle combo.
Example of a (somewhat) universal BR Loop:
6P > (delay) 5H/2H > [236K > 5K]*3
Heavier characters, of course, will have less reps while lighter ones can do more with even being able to use c.S instead of 5K to do even more damage.
Do remember, more reps you do, the more likely that you won't a KD since the hitstun decay of second hit is very short at longer reps.

Dustloop

Because of EX HOS' jump height, doing 2 j.Ds from a single jump doesn't work like how normal Sol's does.
To work around this, doing a jump cancel and then a delayed j.D will give us 1 rep.
Launcher > [j.D > Jump Cancel > delayed j.D]*2
It is important to delay the second j.Ds of each rep to let yourself to be close to the ground as much as possible to be able to quickly rejump again for another rep.
As for the ender, BR would be the ideal ender but lighter characters won't be able to fall quick enough and will be able to tech out before it.
For heavier characters or Ky, you may have to use j.S > j.D after the jump cancel or 2H to relaunch them back to continue the reps.

Full Frame Data

Normal Moves

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5P 10 3 8 80% Mid 1 CSJR 1.44 4 4 6 0 9 10 10 11
5K 14×2 6×2 7×2 Mid 2 SJR 2.64 3 2,6 13 -7 11 12 12 12
c.S 30 10 7 Mid 3 SJR 2.64 5 2 16 -4 13 14 14 13
f.S 28 10 7 Mid 3 SJR 2.64 10 2 15 -3 13 14 14 13
5H 40 20 6 Mid 5 SJR 3.84 11 2 26 -9 18 19 18 15
5D 17 8 20 High 3 R 2.64 22 3 24 -13 13 Launch 48 14 13
6P 32 10 7 90% Mid 3 SR 2.64 9 3 20 -9 1~19F Upper Body 13 Launch 28 + WBounce 13
6H 40×2 20×2 6×2 Mid 5 SR 5.76×2 12 5,1 30 -12 18 19 18 15
2P 8 3 8 80% Mid 1 CSR 1.44 5 4 4 +2 9 10 10 11
2K 12 3 8 70% Low 1 SR 1.44 6 3 8 -1 9 10 10 11
2S 25 10 7 Mid 3 SR 2.64 10 3 8 +3 13 14 14 13
2H 36 20 6 90% Mid 5 SJR 3.84 8 6 26 -13 18 19 18 15
2D 28 11 6 Low 4 SR 3.84 7 3 20 -6 4~23F Low Profile 16 Down 16 14
j.P 13 3 8 High/Air 1 CSR 1.44 5 7 4 9 10 10 11
j.K 22 5 7 High/Air 2 SR 2.64 6 6 17 11 12 12 12
j.S 28 8 7 90% High/Aircancel=SJR 3 2.64 9 3 23 13 14 14 13
j.H 24×2 8×2 7×2 High/Air 3 SR 2.64×2 9 6,8 0 13 14 17 13
j.D 40 11 6 90% High/Air 4 SJR 3.84 9 7 10+5 after landing 16 Launch 30 14


Universal Mechanics

name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Ground Throw 60 6 Forced 40% 43 pixels 4.00 40 + WStick 30
Air Throw 60 6, 7 Forced 50% 88 pixels 4.00 60
Dead Angle Attack 25 10 7 50% All 3 R 0.52 5 3 14 -3 1~9F All
10~19F Throw
13 Launch 28 13


Special Moves

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
66 > P P Special Skill 24 10 7 Mid 3 R -/7.20 1 9 15 -10 1~6F Strike 13 Launch 28 14 13
66 > K K Special Skill 36 3 8 80% High/Air 1 R -/4.20 21 8 16 after landing -14 9 Launch 33 + WBounce 11
236S S Gunflame 23, 40 10×2 7×2 All 3 F 2.00/1.20×2 12 9,Until hit Total 51 -12 13 Launch, Launch 28 14 13
236H H Gunflame 23, 40 10×2 7×2 All 3 F 2.00/1.20×2 18 6,Until hit Total 56 -12 13 Launch, Launch 28 14 13
623S S Volcanic Viper 40, 25 10×2 7×2 Mid 3 RF 2.00/4.80×2 7 3(3)11 21+8 after landing -26 1~9F All
10~12F Strike
13 Launch 28, 18 13
623H H Volcanic Viper 40, 25 10×2 7×2 Mid 3 RF 3.00/4.80×2 5 2(3)18 29+8 after landing -41 1~6F All
7~11F Strike
13 Launch 28, 45 13
j.623S Air S Volcanic Viper 32, 20 10×2 7×2 All 3 RF 2.00/4.80×2 5 2(3)9 Until landing+8 1~9F Strike 13 Launch 28, 45 13
j.623H Air H Volcanic Viper 40, 20 10×2 7×2 All 3 RF 2.50/4.80×2 5 2(3)18 Until landing+8 1~9F Strike 13 Launch 28, 45 13
236K Bandit Revolver 24, 36 10×2 7, 9 Mid 3 R 1.50/4.80×2 9 5(11)9 2+8 after landing -2 1~3F Strike 13 Launch, 14 26 13
j.236K Air Bandit Revolver 22×4 3×4 7×4 All×2, Mid×2 3 R 2.00/3.00×4 6 4(6)10 Until landing+12 13 Launch 28, 14×3 12 13
214K Riot Stamp 40 3 8 High/Air 1 RF 1.00/4.20k 9 after reaching wall 3 after landing -4~ 9 Launch 28 + WBounce 10 + WBounce 11
214S Rock It 30 10 7 Mid 3 R 1.50/2.40 16 16 10 +3 13 14 14 13


Force Breaks

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
63214D Fafnir 70 15 6 Low 5 R 10 2 23 -6 1~11F Lower Body 18 Launch 40 15
236D FB Gunflame 60 10 7 All 3 -/0.24 14 6 14 0 13 Launch 40 6
623D FB Volcanic Viper 50, 12×9 20, 10×9 1, 6×9 Mid 5, 3×9 RF 7 3,54 36+8 after landing -76 1~9F Strike 18, 13×9 Launch 120, 59×9 15, 0×9


Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
632146H Tyrant Rave 135 20 16 Forced 60% Mid 5 R 13+4 22 19 -22 1~25F All 18 Launch 100 + WBounce 15
6321463214S Dragon Install Morbid World 30, 20×8, 230 20 6, 4×8, 7 All 5, 3×6, 5×2, 3 R 7+1 3 68 -50 18 Stagger 125 18 15


Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236236H All Guns Blazing Fatal 20 All 5 1+7 10 13 -4 1~5F All 18 15


Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC OSol 5P.pngGuard:
Mid
Startup:
4
Recovery:
6
Advantage:
0
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special
2PGGAC OSol 2P.pngGuard:
Mid
Startup:
5
Recovery:
4
Advantage:
+2
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Special
6PGGAC OSol-EX 6P.pngGuard:
Mid
Startup:
9
Recovery:
20
Advantage:
-9
- - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special
5KGGAC OSol-EX 5K.pngGuard:
Mid
Startup:
3
Recovery:
13
Advantage:
-7
6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special
2KGGAC OSol 2K.pngGuard:
Low
Startup:
6
Recovery:
8
Advantage:
-1
6P - c.S, f.S, 2S 2H 5D, 2D Special
c.SGGAC OSol-EX cS.pngGuard:
Mid
Startup:
5
Recovery:
16
Advantage:
-4
6P - f.S, 2S 5H, 2H 5D, 2D Jump, Special
f.SGGAC OSol fS.pngGuard:
Mid
Startup:
10
Recovery:
15
Advantage:
-3
- - 2S 5H, 2H 5D, 2D Jump, Special
2SGGAC OSol 2S.pngGuard:
Mid
Startup:
10
Recovery:
8
Advantage:
+3
- - - 5H, 2H 5D, 2D Special
5HGGAC OSol-EX 5H.pngGuard:
Mid
Startup:
11
Recovery:
26
Advantage:
-9
- - - 2H 5D, 2D Jump, Special
2HGGAC OSol-EX 2HS.pngGuard:
Mid
Startup:
8
Recovery:
26
Advantage:
-13
- - - - 5D, 2D Jump, Special
6HGGAC OSol 6H.pngGuard:
Mid
Startup:
12
Recovery:
30
Advantage:
-12
- - - - - Special
5DGGAC OSol-EX 5D.pngGuard:
High
Startup:
22
Recovery:
24
Advantage:
-13
- - - - Homing Jump
2DGGAC OSol 2D.pngGuard:
Low
Startup:
7
Recovery:
20
Advantage:
-6
- - - - - Special
Air Gatlings
P K S H D Cancel
j.PGGAC OSol jP.pngGuard:
High/Air
Startup:
5
Recovery:
4
Advantage:
-
j.P[+] j.K[+] j.S j.H - Special
j.KGGAC OSol-EX jK.pngGuard:
High/Air
Startup:
6
Recovery:
17
Advantage:
-
j.P - j.S - j.D Special
j.SGGAC OSol-EX jS.pngGuard:
High/Aircancel=SJR
Startup:
9
Recovery:
23
Advantage:
-
- j.K - j.H j.D Jump, Special
j.HGGAC OSol-EX jH.pngGuard:
High/Air
Startup:
9
Recovery:
0
Advantage:
-
- - - - - Special
j.DGGAC OSol-EX jD.pngGuard:
High/Air
Startup:
9
Recovery:
10+5 after landing
Advantage:
-
- - - - - Jump, Special
  • 5D can be only canceled into Homing Jump on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

Order-Sol
Ambox notice.png To edit frame data, edit values in GGACR/Order-Sol/EX/Data.