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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
=={{InvisibleText|Overview}}==
|-
{{GGACR/CharacterLinks}}
!Holy Order Sol
<div id="home-content" class="home-grid">
|-
{{card|width=4
||
|header=Overview
[[File:GGAC_Order-Sol_Portrait.png|350px|center]]
|content=Order-Sol, also known as Holy Order-Sol (and often abbreviated to HOS), is a quick, momentum-oriented offensive monster with a unique Charge system which allows him to power up his specials, making them much stronger. He pressures his opponent at close range, forcing poor decisions, then reading their next move and punishing them for it. Smart management of his Charge system is key to implementing this strategy to its fullest potential. Once in, Order-Sol's pressure is limitless; almost every string is plus on block thanks to Charge Cancelling, forcing the opponent into a series of guessing games that only ends when he's pushed out.
|-
 
||
Unfortunately, in exchange for this power, Order-Sol's buttons are generally stubby. Unlike his present-self {{Character Label|GGACR|Sol Badguy}}, his {{MMC|input=6P|label={{clr|1|6P}}}} is relegated to a sluggish frametrap/oki tool and his DP {{MMC|input=623H Lv1|label=Storm Viper}} is slow. This forces him to rely on preemptive air defense, which can leave him vulnerable against opponents with a wide range of approaches.
{{CharData-GGACR
 
|defense=x 0.96
Getting in can be tricky, but there are ways to manage. His high speed and mobility allow him to weave around the opponent's pokes or feint potential approach options, creating a very real threat bubble that some can struggle to challenge. Combined with his low jump arc, he can switch from contesting space to immediately approaching at an unusually shallow angle. Against opponents who'd rather stay away, he can instead start Charging in neutral to force a response.
|guts=2
 
|stun=60
For better or worse, Order-Sol's strength completely relies on good use of his Charge Meter to generate offense. Learning to keep it full by finding moments to charge with {{MMC|input=Special > D|label=Action Charge}} FRC, and utilizing combos that leave him positive on Charge (known as Recharge Routes), are critical to unlocking his true strength. Staying on top of your resources is the single biggest key to maximizing his gameplan!
|jumpStartup=3
 
|backdashTime=16
Overall, Order-Sol is at his best when he's able to build Charge, bulldog his way into his opponent's face, and never let go until they're dead.
|backdashInv=8
}}
{{GGACR/Infobox
| fastestAttack = [[#5K|5K]] (3F)
| reversal = [[#Storm Viper|623H]] (12F/10F/8F)<br/>[[#Tyrant Rave ver. Omega|632146H]] (15F/13F/11F)
}}
{{ProsAndCons
|intro = is an aggressive character with a unique Charge system which allows him to power up his specials over time.
|pros=
*'''Powerful at Close Range''': Strong close range offense and pressure with a majority of moves being safe or plus on block, enabling endless guessing games that can be hard to wiggle out of.
*'''Offensive Monster''': Good mixups with Charge, unique cross-ups and okizeme, and a uniquely low jump arc providing easy jump-ins and F-Shiki setups all enable him to stick to his opponent once he closes the gap. Combined with a high running speed, he's never too far away to be considered in a passive position.
*'''Strong Damage Potential''': High damage with Charge and/or off of a counter hit, with some combo routes leaving Order-Sol Charge positive while maintaining impressively high damage.
|cons=
*'''Limited Range and Unorthodox Anti-air''': Much like present-Sol, he has poor range with stubby hitboxes; certain moves have awkward frame data on top of it. An awkward anti-air game forces him to dedicate some of his high movement potential into trying to preemptively snipe aerial approaches.
*'''Struggles against Zoning''': Getting into range without Charge, meter or taking a risk can be difficult.
*'''Heavily Resource Reliant''': Low damage without resources, requiring proper resource management to play effectively.
}}
}}
;Movement Options
:Double Jump, 1 Airdash, Dash Type: Run
|}
{{CharNav |charMainPage=GGACR/Order-Sol
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/24-order-sol/ }}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
</div>
<!--USE THIS STYLING FOR SHORT NAVIGATION-->
===Unique Mechanics===
<div style="height:250px; width:1px;">
====Charge Gauge====
  &nbsp;
{{card|width=4
</div>
|header=Charge Gauge
==Overview==
|content=Order-Sol's specials and Overdrives are governed by the Charge Gauge, a mechanic carried directly over from ''[[GGML|Guilty Gear: The Missing Link]]''.
Order-Sol is a quick offensive character with a unique Charge system which allows him to power up his specials over time, making them much stronger temporarily. His main style is to use his arsenal of quick, safe attacks to pressure his opponent at close range, forcing them into a disadvantageous situation where they must make a decision, and then reading their next movement and punishing them for it. Smart management of his Charge system is key to implementing this strategy with maximum efficacy. His changes in +R have made it easier for him to manage Charge by powering up his Level 2 specials, making him more effective at lower Charge levels. The buff to the Level 2 version of Rock It in particular has helped to alleviate one of his main weaknesses of getting in his preferred range safely.
 
The Charge Gauge can be increased in two ways: by using his [[{{PAGENAME}}#Charge|Charge]] special to fill the Charge Gauge manually over time, or by tapping {{clr|D|D}} after using a special (other than Charge and [[{{PAGENAME}}#Charge Burst|Charge Burst]]) to use [[{{PAGENAME}}#Action Charge|Action Charge]], a maneuver that refills a fixed amount of the Charge Gauge.
 
At higher levels of Charge, all of Order-Sol's specials and Overdrives become stronger overall. Each gains more hits, as well as added effects such as knocking down, extending combos, and doing more damage as well as becoming safer. Some excellent examples of his level 3 specials' bonuses include becoming jump-cancellable, extremely advantageous, or just far more damaging. Upon use, the Charge Gauge drains slowly, letting Order-Sol use multiple moves of the same level mid-string and leading to an extensively creative combo game.
 
Should Order-Sol not desire to spend his accumulated Charge Gauge, he can use '''Charge Keep''' to use the lowest level versions of his specials at any time. This can be done by pressing the {{clr|5|D}} button at the same time the move is performed (or by holding the {{clr|5|D}} button prior to the input): to Charge Keep [[{{PAGENAME}}#Blockhead Buster|Blockhead Buster]], for example, the input would be {{clr|D|236D}}{{clr|P|~P}}. This technique is especially important in order to maintain pressure and advantage without wasting Charge, or possibly gaining more by mixing the technique with Action Charge FRC.
 
Furthermore, because of how fast Charge's animation is, as well as how early it can be interrupted, it can be used to cut some recovery from Order-Sol's moves. Known as '''Charge Cancelling''', this technique improves his frame advantage and makes him even better at sticking to his opponent.
{{#lst:GGACR/Order-Sol/Data|Charge Cancel}}
}}


===Strengths===
===Starter Guide===
:Reasonable to High damage. Strong Pressure Options. Decent mix-up tools. Unique, aggressive jump arc. Most moves are extremely safe.
{{StarterBlurb}}
===Weaknesses===
{{FrameChartKey}}
:Very short attack range. Struggles to get into his advantageous range without Charge. Low damage without resources. Requires resource management skills for competent play.


{{#ev:youtube|cTnI-XksUgs|600}}
<br clear=all/>
==Normal Moves==
==Normal Moves==
====== ======
===<big>{{clr|1|5P}}</big>===
{{MoveData
{{GGACR_Move_Card
|name=5P
|input=5P
|image=GGAC_OSol_5P.png
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-GGACR
|startup  = 4
  |damage=10
|active  = 3
|tension=1.44
|recovery = 4
|gb+=3
}}
|gb-=8
{{clr|1|5P}} is good for starting pressure and tick throws, having the most advantage of any of Order Sol's normals without using Charge Cancel.<br>
|level=1
Has niche uses outside of abare as a spaced out anti-air, but {{clr|3|c.S}} is much better for that.
  |guard=HLF
 
|cancel=cCJR
* Fast enough to use as a meaty against 5f reversals, when timed for the last active frame.
|startup=4
 
  |active=3
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
|recovery=4
}}
  |frameAdv=+3
 
  |description=A fast poke that has the most frame advantage of any of Order-Sol's normals without using Charge Cancel. Typically not used to start pressure but it can be used for that purpose. Can set up a strong frame trap due to its high frame advantage.  
===<big>{{clr|2|5K}}</big>===
{{GGACR_Move_Card
|input=5K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 3
|active  = 3
|recovery = 9
}}
Button blessed by the cult of three frames. Not as universally applicable or far-reaching as Sol's, but still gets the job done. Somewhat short on the first frame and extends fully on frame 4.
 
Order Sol's best point-blank interrupt and punish tool, being his fastest button. Required to pick up a combo from Charge Cancel (CC) {{clr|5|2D}} and most {{MiniMoveCard|input=236P Lv1|label=BHB1}} AC FRC conversions. Good blockstring filler as it's a 3f frametrap into itself and doesn't scale as hard as {{clr|1|5P}} if it manages to hit.
 
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|3|c.S}}</big>===
{{GGACR_Move_Card
|input=c.S
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 5
|active  = 3
|recovery = 14
}}
The gateway to big damage anti-airs and punishes. With good base damage and gatling options, it's unsurprisingly also what you'll be using most often for Throw OS. {{clr|3|c.S}} > {{clr|4|5H}} can be somewhat range and height dependent for combos, but is very easy to feel out.
 
*Very frequent in relaunches. Sometimes used in difficult 1 button Jump Install conversions.
*Unable to be used in backwards Throw OS ({{clr|3|4S}}+{{clr|4|H}}) due to overlap with Slashback.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|3|f.S}}</big>===
{{GGACR_Move_Card
|input=f.S
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 10
|active  = 2
|recovery = 15
}}
The horizontally longest poke of Order Sol's, but it's relatively slow and shifts his hurtbox forward a fair bit. Limited gatlings means you'll only be confirming this into higher levels of Rock It, or {{clr|4|6H}} on counter hit.
*Despite the recovery, can bait 5f reversals if timed for the last active frame at the right distance.
 
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}
}}
 
===<big>{{clr|4|5H}}</big>===
{{GGACR_Move_Card
|input=5H
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 13
|active   = 2
|recovery = 16
}}
Hitbox designed almost entirely to catch filthy up-backers and stray air techs. Nets great reward in the corner with {{MiniMoveCard|chara=Order-Sol|input=236K Lv2|imageNumber=2|label=Level 2 BRP}} stocked, or explodes their healthbar on air CH when Charge Cancelled. The most plus frames on Charge Cancel available.
 
Most often used to put a stop sign in the air against predictive approaches, or right after {{clr|3|c.S}} to cancel into a leveled up special. It's also crucial in catching air confirms, such as superjump {{clr|3|j.S}}{{clr|4|H}}{{clr|5|D}}, or IAD {{clr|1|j.P}} where possible. Grants IAD loops against certain grounded characters.
 
*Moves Order Sol's sprite forward immediately. This can cause some moves to whiff through him in visually bizarre ways (eg {{MiniMoveCard|chara=A.B.A|input=623H|imageNumber=2|label=Danzai 2nd Hit}}) - or for him to whiff through them instead.
}}
 
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===
{{GGACR_Move_Card
|input=5D
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 24
|active  = 3
|recovery = 18
}}
Standard Dust Attack that leads to okay damage. One of the faster {{clr|5|5D}}s in the game, but stubby as usual for Order Sol. Reactable due to reeling his leg all the way back first, and also unsafe on block.
 
Usually goes into some form of Dust Loop anywhere on the screen. While not completely unrewarding at Lv1 charge (unlike {{clr|K|236K}} or {{clr|H|2H}}), the risk reward involved often weighs against this move.
}}
 
===<big>{{clr|1|6P}}</big>===
{{GGACR_Move_Card
|input=6P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 20
|active  = 3
|recovery = 9
}}
Unusually slow {{clr|1|6P}} that acts like a projectile in many ways. No hitlag, removes a hit from other projectiles, and one-sided hitstop that makes it awkward for the opponent to challenge after.
 
Poorly suited for anti-air (or even anti-poking) attempts  due to it's bad speed, low hitbox, and a general lack of any reward after, but it's not strictly impossible to do so. Mostly relegated to frame trapping and spaced oki for baiting reversals.
 
Staggers on hit, but rarely converts to much else other than linking into {{clr|5|2D}} without resources unless you're very close. Generally an unwieldy button to use, but if you let yourself trust it, the small things it does well shine through.
 
*Has a strong stealth use against {{Character Label|GGACR|Baiken}} using {{MiniMoveCard|chara=Baiken|input=Guard > 412D|label=Baku}}, requiring a frame perfect preemptive input to punish {{clr|1|6P}} due to lack of hitstop.
}}
 
===<big>{{clr|2|6K}}</big>===
{{GGACR_Move_Card
|input=6K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 10
|recovery = 7
}}
Sliding kick that's really good at keeping running momentum. Frame 1 throw invuln until recovery and active for much longer than you'd think, lasting until he's fully retracted his leg. The perfect tool for destroying wakeup {{Keyword|abare|term=abare}}, but vulnerable to invincible reversals.
 
Unfortunately has limited gatlings, but it's mostly mitigated by being 0 on block with CC and a generous stagger on counter hit. Gatling into {{clr|5|2D}} for knockdown, cancel into {{MiniMoveCard|label=BHB2|input=236P Lv2}} for a combo in the corner, or CH confirm into CC > Fafnir to cash out for big damage.


Has 80% initial proration.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|6H}}, {{clr|5|2D}}
}}
}}
}}
====== ======
{{MoveData
|name=5K
|image=GGAC_OSol_5K.png
|data=
{{AttackData-GGACR
|damage=14
|tension=2.64
|gb+=6
|gb-=7
|level=2
|guard=HLF
|cancel=CJR
|startup=3
|active=3
|recovery=9
|frameAdv=+0
|description=Order-Sol's fastest normal. This can be used as a poke to start pressure, frame trap, or hit confirm into a combo. Also useful to potentially mash out of more ambiguous pressure situations. If done from outside of point blank range, it can have a slight frame advantage.


Has 90% initial proration.
===<big>{{clr|4|6H}}</big>===
  }}
{{GGACR_Move_Card
|input=6H
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 17
|active  = 1
|recovery = 24
}}
}}
====== ======
Massive ''70 damage'' slab of pain with relatively long range that staggers on hit with a hefty 1.5x dizzy modifier. Unfortunately has plenty of risk since the entire move is counter hit state and it's a very wide hurtbox extension, but three hits with {{clr|4|6H}} in neutral will usually stun most characters.
{{MoveData
 
|name=c.S
Mostly seen in CH confirms from {{clr|3|2S}}, {{clr|3|f.S}}, or {{clr|2|6K}}, but leveled up specials are more reasonable confirms from those buttons. Also serves as a combo ender off BHB2 in the corner since it knocks down on air hit. Doesn't convert into anything by itself without RC or CH > Fafnir, but a solid combo starter when it makes itself available.
|image=GGAC_OSol_cS.png
 
|data=
*Despite the CH state, can be slightly tricky for some multi-hit moves to punish {{clr|4|6H}} (including Order Sol's own {{MiniMoveCard|label=Rock It 2|input=236S Lv2}}) due to how far forward his hurtbox extends.
{{AttackData-GGACR
|damage=32
|tension=2.64
|gb+=10
|gb-=7
|level=3
|guard=HLF
|cancel=CJR
|startup=5
|active=3
|recovery=14
|frameAdv=-3
|description=Used either as part of a hit confirm or to start a big combo as a punish. Flexible options when blocked as part of a pressure string since it can be cancelled in multiple ways. Can be used as part of his throw option select (press 6S+H). Can also be used as a reactionary anti air to low jumps or air dashes, if 5H would take too long to come out
}}
}}
}}


====== ======
===<big>{{clr|1|2P}}</big>===
{{MoveData
{{GGACR_Move_Card
|name=f.S
|input=2P
|image=GGAC_OSol_fS.png
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-GGACR
|startup = 4
|damage=28
|active   = 4
|tension=2.64
|recovery = 5
|gb+=10
|gb-=7
  |level=3
|guard=HLF
|cancel=CJR
|startup=10
|active=2
|recovery=15
|frameAdv=-3
|description=Has the longest horizontal range of any of Order-Sol's normals. Slow, so its use as a poke is limited, but it can combo into higher level versions of Rock It, which can make it useful. Combos into 6H on counter hit. Safe when Charge Cancelled.
}}
}}
}}
====== ======
Crouching {{clr|1|5P}} equivalent, being nearly identical. Only +1 compared to +3, making it slightly better for tick throws. Generally preferred when starting pressure over {{clr|1|5P}} since it hits much lower and retains almost all of the gatling options, except for {{clr|2|6K}} and {{clr|4|6H}}.
{{MoveData
 
|name=5H
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
|image=GGAC_OSol_5H.png
|data=
{{AttackData-GGACR
|damage=47
|tension=3.84
|gb+=20
|gb-=6
|level=5
|guard=HLF
|cancel=CJR
|startup=13
|active=2
|recovery=16
|frameAdv=+1
|description=Mostly used in combos and as a tech catch for opponents who like to attack frequently after air recovery. It's hitbox makes it one of the better anti-airs in your toolkit, but its startup means that you need to predict the jumps if you want to anti-air with this move. Also useful in some frame traps. Charge Canceling this move generates a large frame advantage on block. Generates massive combos on counter hit. The untechable time on air hit has been increased for +R, making certain old staple combos easier to do and creating new combos.
}}
}}
}}


====== ======
===<big>{{clr|2|2K}}</big>===
{{MoveData
{{GGACR_Move_Card
|name=6P
|input=2K
|image=GGAC_OSol_6P.png
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-GGACR
|startup = 5
|damage=32
|active   = 4
|tension=2.64
|recovery = 6
|gb+=10
}}
|gb-=7
Quick low with decent range and a very slight disjoint. Order Sol's tool for tagging fuzzy jumps since {{clr|3|2S}} isn't a low. Strong for tick throws being 0 on block, especially combined with Order Sol's faster running speed than present-Sol to make up for the lack of a command throw.
  |level=3
|guard=HLF
|cancel=R
|startup=20
|active=3
|recovery=9
|frameAdv=+2
|description=Creates a slight frame advantage on block, making it useful in some pressure resets. Nullifies projectiles. Can also be used as okizeme if spaced properly, since it will clash with most reversals. It now creates a stagger on hit instead of a wall bounce. This gives guaranteed follow ups at mid screen, which is a significant improvement from the previous version. However, there are no longer guaranteed juggle combos in the corner without using Tension or Charge. Another change is that this move is now considered a physical attack, whereas it was considered a projectile in the previous version. This has a significant effect on its usage in pressure, as Order-Sol is pushed away on block. Has 90% initial proration.


Upper body invincible from frames 1~17 and 28~31. Invincible above the knees from frames 18~27. On hit, staggers for maximum of 30 frames. Hit stop 0.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}
}}
====== ======
{{MoveData
|name=6K
|image=GGAC_OSol_6K.png
|data=
{{AttackData-GGACR
|damage=30
|tension=2.64
|gb+=10
|gb-=7
|level=3
|guard=HLF
|cancel=CR
|startup=12
|active=10
|recovery=7
|frameAdv=-3
|description=A slow attack that is fully throw invincible for its entire startup and active window. It is best used on an opponent's wake up to punish throw attempts. On normal hit it can lead to combos by special canceling into level 2 or higher moves, or it can gatling into 2D for knockdown. If blocked, the forward momentum from the move can be used to cancel to other moves like Blockhead Buster to maintain pressure. On counter hit this causes a stagger which can lead to stronger combos either by Charge Canceling 6K and then following with Fafnir, or by chaining into 6H and then RCing. It is neutral on block when Charge Cancelled.


Throw invincible from frames 1~21. Causes stagger on counter hit for a maximum of 41 frames.
===<big>{{clr|3|2S}}</big>===
  }}
{{GGACR_Move_Card
|input=2S
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 6
|active  = 3
|recovery = 12
}}
}}
====== ======
Godlike. An essential, extremely disjointed poke with a great hitbox that bends some matchups around it. Exceptionally fast for the range it covers, being as fast as some {{clr|1|5P}}s, with just enough recovery to be deceptively hard to whiff punish on reaction.  
{{MoveData
 
|name=6H
Order Sol's go-to for neutral poking in most scenarios, with the overall best balance of risk, range, and speed. Some characters (like {{Character Label|GGACR|Robo-Ky}} and {{Character Label|GGACR|Eddie}}) pray at night that they don't have to deal with this. It's good enough that if you don't strictly need the vertical reach or 3F speed of {{clr|2|5K}}, it can oftentimes be worthwhile to mash on {{clr|3|2S}} instead since it somehow manages to carry similar levels of risk.
|image=GGAC_OSol_6H.png
 
|data=
Counter hit confirms into {{clr|4|6H}} for a quick damage cashout, and easily converts into specials at higher levels. Despite the range, it occasionally fails to combo into {{clr|5|2D}} since this reaches slightly further. Even if this hits them with no cancel after it, Order Sol is fast enough to run up and threaten another button immediately after.  
{{AttackData-GGACR
 
|damage=70
*Hits just low enough to not be threatened by {{Character Label|GGACR|I-No}}'s {{MiniMoveCard|chara=I-No|input=41236H|imageNumber=1|label=STBT}}, but the initial startup of {{Character Label|GGACR|Sol Badguy}}'s {{MiniMoveCard|chara=Sol Badguy|input=214S|imageNumber=1|label=Ground Viper}} can slip underneath.
|tension=3.84
 
|gb+=20
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
|gb-=6
|level=5
|guard=HLF
|cancel=R
|startup=17
|active=1
|recovery=24
|frameAdv=-6
|description=An extremely heavy hitting normal with long range that causes a stagger on hit. It combos from 2S, 5S(f) or 6K on counter hit and can be RCed for a follow up combo. It slams the opponent down on air hit.  This property makes it an extremely rewarding ender to wallstick combos, as it will guarantee hard knockdown.
}}
}}
}}


====== ======
===<big>{{clr|4|2H}}</big>===
{{MoveData
{{GGACR_Move_Card
|name=5D
|input=2H
|image=GGAC_OSol_5D.png
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-GGACR
|startup = 23
|damage=20
|active   = 4
|tension=2.64
|recovery = 13
|gb+=8
|gb-=20
  |level=3
|guard=HF
|cancel=R
|startup=24
|active=3
|recovery=18
|frameAdv=-7
|description=A fairly standard Dust Attack, Order-Sol kicks upward with this attack. It has been slowed down slightly from the previous version, but is still one of the faster Dust Attacks in the game, so its effectiveness is largely the same. The distinctive animation makes it fairly easy to block if overused, and it is unsafe on block. The damage dealt in the possible followup combos is not very high even with Impossible Dust, so it is recommended to be used sparingly.
}}
}}
}}
====== ======
Strong and safe overhead, with a slightly misleading startup animation that can be awkward to react to. Slow as usual for an overhead, but +0 on block with good options to gatling into it, such as {{clr|2|5K}}, {{clr|2|2K}} and {{clr|3|c.S}}. Links into {{clr|2|5K}} if hit meaty on the last 2 frames.
{{MoveData
 
|name=Dead Angle Attack
Easily reactable ground bounce on CH for big meterless conversions, which pairs well with the throw invuln on the later half of the move. Unfortunately has no cancel options, requiring RC or the aforementioned CH to convert into anything.
|image=GGAC_OSol_cS.png
 
|data=
Despite being an overhead, {{clr|4|2H}} is deceptively disjointed. Order Sol leaves the ground for a moment during startup, so it's possible to low crush more committal options.
  {{AttackData-GGACR
 
|damage=25
*Becomes -4 on IB, allowing some to punish this if they have a fast enough button (such as HOS himself) or if you end up in throw range. Don't get predictable.
|tension=2.64
}}
|gb+=10
 
|gb-=7
===<big>{{clr|5|2D}}</big>===
|level=3
{{GGACR_Move_Card
|guard=any
|input=2D
|cancel=R
|description=
|startup=5
{{#invoke:FrameChart|drawFrameData
|active=5
|startup  = 9
|recovery=17
|active  = 4
|frameAdv=-8
|recovery = 14
|description=Very fast with decent range and causes a knockdown on hit. The recovery has been significantly increased from the previous version, making it impossible to combo afterwards anymore, as well as being significantly more unsafe if baited and blocked.
}}
}}
An advancing sweep with decent range and that often ducks under attacks. The obvious comparison is to {{MiniMoveCard|chara=Sol Badguy|label=Sol's {{clr|5|2D}}|input=2D}}, but this doesn't low profile as much and Order Sol starts standing up sooner, making it a better poking tool rather than low-profile counterpoking - although it can occasionally get away with that anyways. Also pivotal in BRP2 > BHB2 extensions in the corner, usually being better than {{clr|3|2S}} for it when time allows.
 
The only other plus on block normal when Charge Cancelled at +3, only 2 frames behind {{clr|4|5H}} while being an attack level lower. This can make the difference when the opponent is utilizing FD to try to push Order Sol out, saving those valuable inches on running back in to keep them locked down.
 
One of Order Sol's only meterless and chargeless juggle starters. {{clr|5|2D}} CC > {{clr|2|5K}} links against most of the cast, and against everyone on counter hit. Confirm on hit into BHB2/3, RI2/3, or even {{MiniMoveCard|label=Savage Fang 3|input=632146P Lv3}} to cash out big unburstable damage (also an un-OTG option!).
 
*Special cancel window lasts slightly into recovery.
}}
 
===<big>{{clr|1|j.P}}</big>===
{{GGACR_Move_Card
|input=j.P
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 4
|active   = 6
|recovery = 4
}}
Privileged 4F air normal. Contender alongside Justice, Jam, and A.B.A. for the fastest air button, and your real anti-air tool. Decent hitbox, but Order Sol pulls his legs in and significantly shrinks his hurtbox, making this surprisingly annoying for many to deal with.
 
The raw speed and self-gatling makes it impossible to IB > Throw as long as you keep mashing it. Also sees some use out of IAD to harass namely the taller characters, and crucially enables {{clr|4|5H}} IAD for loops and confirms.
 
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}
}}
}}
====== ======
 
{{MoveData
===<big>{{clr|2|j.K}}</big>===
|name=2P
{{GGACR_Move_Card
|image=GGAC_OSol_2P.png
|input=j.K
|data=
|description=
{{AttackData-GGACR
{{#invoke:FrameChart|drawFrameData
|damage=8
|startup = 5
|tension=1.44
|active   = 8
|gb+=3
|recovery = 10
|gb-=8
|level=1
|guard=HLF
  |cancel=cCR
|startup=4
|active=4
|recovery=5
|frameAdv=+1
|description=A standard crouching punch attack with short range that grants a slight frame advantage on block. This is a standard poke for opening Order-Sol's close range offense. It can be chained into itself and has a large variety of gatling options from it, giving a nearly unmatched flexibility in attacking options. The frame advantage is small enough to make tick throws reasonably possible afterwards. Very good as a meaty attack on okizeme.
}}
}}
}}
====== ======
Strong rising air-to-air with a good disjoint up and above Order-Sol. Works well with his low jump, but still to be used with caution as there are better jump-in tools to use. Usually combo filler since this and {{clr|3|j.S}} gatling into each other.
{{MoveData
 
|name=2K
*Jump cancelable for very low {{keyword|F-Shiki}} setups.
|image=GGAC_OSol_2K.png
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
|data=
{{AttackData-GGACR
|damage=12
|tension=1.44
|gb+=3
|gb-=8
|level=1
|guard=LF
|cancel=CR
|startup=5
|active=4
|recovery=6
|frameAdv=+0
|description=A quick low with decent range, it is an important part of Order-Sol's close range offense, especially when used in conjunction with 2P. Does not lead to high damage, but exceptional for keeping the opponent on their guard for lows and preventing attempts to jump out of Order-Sol's pressure. Can also be used to tick throw with its neutral frame advantage on block.
}}
}}
}}
====== ======
 
{{MoveData
===<big>{{clr|3|j.S}}</big>===
|name=2S
{{GGACR_Move_Card
|image=GGAC_OSol_2S.png
|input=j.S
|data=
|description=
{{AttackData-GGACR
{{#invoke:FrameChart|drawFrameData
|damage=24
|startup = 8
|tension=2.64
|active  = 6
|gb+=10
|recovery = 14
|gb-=7
|level=3
  |guard=HLF
|cancel=CR
|startup=6
|active=3
|recovery=12
|frameAdv=-1
|description=Essential poking tool due to its quick speed and excellent hitbox. It has good range and also makes Order-Sol a small target, further contributing to its ability to beat various ground attacks at neutral. It will combo into 6HS on counter hit and has various other combo routes available depending on the amount of resources available and the situation. A staple move.
}}
}}
}}
====== ======
Overall mostly used for combo filler or for keeping an already blocking opponent guarding for longer. Can cross up, but doesn't covert to much unless it hits relatively deep, making it easier to react to. Versatile gatling options as it cancels to every jump normal besides itself.
{{MoveData
 
|name=2H
*Jump cancel leads to generally tighter F-Shiki setups than {{clr|2|j.K}} due to the higher attack level.
|image=GGAC_OSol_2H.png
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}
|data=
{{AttackData-GGACR
|damage=32
|tension=3.84
|gb+=11
|gb-=6
|level=4
|guard=HF
|cancel=R
|startup=23
|active=4
|recovery=13
|frameAdv=+0
|description=An overhead attack that is very useful in mixups. It is not much faster than Order-Sol's Dust Attack, but the animation is much less distinctive and the attack itself is much safer when blocked. It is not possible to combo from it without using an RC normally, but it is possible to link a 5K afterwards if the attack is done as a meaty, plus it also launches the opponent for a juggle on counter hit. It is invincible to lows for a good portion of its startup, and this window has been extended in +R to happen earlier in the animation. It has also been given throw invincibility through a portion of its startup and its entire active window, making it very useful as a meaty attack on okizeme since it is possible to combo afterwards if done properly.
}}
}}
}}
====== ======
 
{{MoveData
===<big>{{clr|4|j.H}}</big>===
|name=2D
{{GGACR_Move_Card
|image=GGAC_OSol_2D.png
|input=j.H
|data=
|description=
{{AttackData-GGACR
{{#invoke:FrameChart|drawFrameData
|damage=28
|startup = 9
|tension=3.84
|active   = 6
|gb+=11
|recovery = 13
|gb-=6
|level=4
|guard=LF
|cancel=CR
  |startup=9
|active=4
|recovery=14
|frameAdv=-1
|description=A sweep with decent range that ducks under several attacks. When Charge Canceled it is possible to juggle afterwards on normal hit with 5K on most characters. On counter hit more combos are possible. If blocked it is +3 when Charge Canceled. The range has been reduced slightly in +R and it now has a forced 90% proration.
}}
}}
}}
====== ======
Fast, powerful normal with a large downwards hitbox. Competes with {{clr|1|j.P}} for Order Sol's best air normal. Extremely difficult to contest despite not being disjointed, pairing well with his low jump arc to stuff even most {{clr|1|6P}}s when hit deep enough.  
{{MoveData
 
|name=j.P
Generally leads into a short string into {{clr|5|2D}} on normal hit, but groundslides on CH for much stronger conversions. Doesn't jump cancel, but {{clr|5|j.D}} can, leading to his form of Dust Loop.
|image=GGAC_OSol_jP.png
 
|data=
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}
{{AttackData-GGACR
|damage=11
|tension=1.44
|gb+=3
|gb-=8
|level=1
|guard=HA
|cancel=cCR
|startup=4
|active=6
|recovery=4
|frameAdv=
|description=A very quick air attack that has good priority over other air attacks. It is useful when going air to air against other opponents and allows you to hit confirm into simple air combos. It can also be useful when trying to hop over certain ground attacks as it makes Order-Sol's hitbox smaller. Can also be used with an IAD as a way to start offense. Very useful as a rapid fire attack on a blocking opponent to keep them in pressure.
}}
}}
}}
====== ======
 
{{MoveData
===<big>{{clr|5|j.D}}</big>===
|name=j.K
{{GGACR_Move_Card
|image=GGAC_OSol_jK.png
|input=j.D
|data=
|description=
{{AttackData-GGACR
{{#invoke:FrameChart|drawFrameData
|damage=16
|startup = 13
|tension=2.64
|active   = 4
|gb+=6
|recovery = 7
|gb-=7
|specialRecovery = 5
|level=2
  |guard=HA
|cancel=CJR
|startup=5
|active=8
|recovery=10
|frameAdv=
|description=A somewhat awkward move that is still useful in air to air against opponents above you. It is mostly used in combos, but can also be cancelled into from other jump in attacks to create new pressure due to its jump cancel.
}}
}}
}}
====== ======
Trust in the Dust. Excellent disjointed hitbox that floats on hit. Best in air-to-air pressure and outside of jumping in due to the added landed recovery. Jump cancels, most often used in conjunction with {{clr|4|j.H}} for Order Sol's Dust Loop combos. Almost always combos into BRP2, being Order Sol's only consistent air knockdown tool outside of {{MMC|imageNumber=3|input=623H Lv3|label=Storm Viper 3.}}
{{MoveData
 
|name=j.S
Wall bounces on counter hit, allowing for some unique conversions if you're ready for it.  
|image=GGAC_OSol_jS.png
|data=
{{AttackData-GGACR
|damage=28
|tension=2.64
|gb+=10
|gb-=7
|level=3
|guard=HA
|cancel=CJR
|startup=8
|active=6
|recovery=14
|frameAdv=
|description=Useful as a jump in due to its jump cancel and block stun, allowing you to create high/low mixups between j.H and any low on the ground. Its hitbox has been extended backwards in this version, making it more useful as a crossup.
}}
}}
}}


====== ======
==Universal Mechanics==
{{MoveData
===<big>Ground Throw</big>===
|name=j.H
{{GGACR_Move_Card
|image=GGAC_OSol_jH.png
|input=Ground Throw
|data=
|description=
{{AttackData-GGACR
Full force headbutt that launches the opponent across the screen, wall sticking if they reach the corner. Important for Order Sol's mixup, given he mostly spends a lot of time representing strikes instead. Unfortunately comes with an unusually harsh 40% prorate, but still leads to a short combo, or a knockdown with BRP2.  
|damage=34
 
|tension=3.84
Due to the nature of his throw, there are certain scenarios near the corner with low Charge where the opponent will be launched across the screen to wall stick, but ends up too far for any conversion whatsoever. In such scenarios, it could potentially be more effective to throw the opponent back to midscreen if returning to neutral could be too risky (i.e, Chipp or Millia).
|gb+=14
 
|gb-=6
* Requires a 2 frame link into {{clr|4|6H}} to get a knockdown in the corner point-blank at Level 1 Charge.
|level=4
|guard=HA
|cancel=CR
|startup=9
|active=6
|recovery=13
|frameAdv=
|description=Fast, with a large downward hitbox, this is your primary jump in attack and has great priority. It causes slide down on counter hit, allowing for an easy follow up. Can be used to counter hit opponents who try to get out of certain throw setups, and can also be used as part of a high/low mixup off of other JCable air normals like j.S and j.K. It now has 90% initial proration, which makes combos starting from it slightly less damaging.
}}
}}
}}
====== ======
 
{{MoveData
===<big>Air Throw</big>===
|name=j.D
{{GGACR_Move_Card
|image=GGAC_OSol_jD.png
|input=Air Throw
|data=
|description=
{{AttackData-GGACR
High floating exploding air throw. One of Order Sol's most reliable Anti-Air options due to his low jump. Leads to a free followup combo or ample time for charging and oki. Needs charge midscreen for longer combos, but scores similar combos to regular throw in the corner.
|damage=42
 
|tension=3.84
*Similarly to Sol's airthrow, this can be Bursted after the hit, but it'll whiff and just give you a free reset.
|gb+=14
|gb-=10
|level=4
|guard=HF
|cancel=CJR
|startup=13
|active=4
|recovery=7
|frameAdv=
|description=Causes a float down on hit, wall bounce on counter hit. Has a large forward hitbox. Mostly used as part of his corner Dust "loop" combos. Has landing recovery, so not the best choice as part of a jump in.
}}
}}
}}
<br clear=all/>


==Throws==
===<big>Dead Angle Attack</big>===
====== ======
{{GGACR_Move_Card
{{MoveData
|input=DAA
|name=Throw
|description=
|image=GGAC_OSol_throw.png
{{#invoke:FrameChart|drawFrameData
|data=
|startup = 5
{{AttackData-GGACR
|active   = 5
|damage=60
|recovery = 17
|tension=4.00
|gb+=
|gb-=6,7
|level=
  |guard=43 pixels
|cancel=
|startup=
|active=
|recovery=
|frameAdv=
|description=Knocks the opponent across the screen, causes a wall stick in the corner. Very important part of Order-Sol's mixup due to the free combo it grants against cornered opponents. It has 40% forced proration in this version, so combos off of it are not as damaging anymore. Still an essential part of your game plan.
}}
}}
}}
====== ======
Extremely useful, very fast DAA with decent range, causing a ''close'' knockdown on hit.  
{{MoveData
 
|name=Air Throw
Somewhat obnoxious for most of the cast to deal with due to it's speed, usually requiring them to go out of their way to call it out with jump cancels or low profiles. Unsafe on block, but it's also equally annoying for some to punish thanks to it's snappy recovery. Use it and abuse it.
|image=GGAC_OSol_airthrow.png
 
|data=
*Doesn't knock down on air hit. Converts to microdash {{clr|2|5K}} on counter hit.
{{AttackData-GGACR
 
|damage=60
|tension=4.00
|gb+=
|gb-=6,7
|level=
|guard=88 pixels
|cancel=
|startup=
|active=
|recovery=
|frameAdv=
|description=Now floats the opponent much higher, which makes combos off of it easier. Midscreen combos require Charge, whereas corner combos do not. A fairly standard air throw, useful if you know your opponent will try to jump out.
}}
}}
}}
<br clear=all/>
 
==Special Moves==
==Special Moves==
====== ======
===<big>Charge</big>===
{{MoveData
{{InputBadge|{{clr|5|214[D]}}}}
|name=Blockhead Buster
{{GGACR_Move_Card
|input=236P
|input=214[D]
|image=GGAC_OSol_236P.png
|description=
|image2=GGAC_OSol_236P2.png
'''The''' single most important tool in Order Sol's kit. Enables gaining frame advantage across the board, cementing Order Sol's position as the close-range king.
|image3=GGAC_OSol_236P3.png
|data=
{{AttackData-GGACR
|version=Level 1
|damage=10,16
|tension=2.00/1.20
|gb+=14,0
|gb-=4x2
|level=4,3
|guard=All
|cancel=R
|startup=12
|active=2,8
|recovery=Total: 42
|frameAdv=-2
|description=A short ranged "attack" with a projectile attached to it, which has a very slight frame disadvantage on block. If you are close enough for the first attack with the hilt of the sword to connect, the second hit causes a stagger state which can be potentially followed up for a combo. Initially this seems like an underwhelming poking attack, however when cancelled into Action Charge and subsequently FRCed, it gains a frame advantage that can range from slight (+2) to significant (+7). This makes it exceptionally useful in pressure where you can gain Charge and still continue your offense. By utilizing Charge Keep, it can be used even when at higher levels of Charge, which allows you to quickly jump from Level 2 to Level 3 during pressure, giving you access to more attacking options. This additional utility even applies to combo usage, giving access to more powerful combos on both standing and airborne opponents. Intelligent usage of this move can go a long way towards strengthening Order-Sol's offense.


It is also possible to use this move in combination with Action Charge to rapidly gain Charge meter when distanced from your opponent, but this is an inflexible and risky way to raise your Level. It is recommended to use manual Charge instead.
Raises Order Sol's Charge Gauge while holding {{clr|5|D}}, building faster the longer it's held. As Charge increases to higher levels, Order Sol gains access to stronger versions of every special move and Overdrive.  
}}
 
{{AttackData-GGACR
Often used for ''Charge Cancelling'', which replaces the recovery of any normal to 13f (or however long you want to hold it for). This results in some moves gaining much higher frame advantage and letting HOS be ''plus on nearly any blockstring''. Opponents can be made very afraid of pressing buttons, allowing for easier pressure continuations or ample opportunities for mixing in a throw.
|header=no
|version=Level 2
|damage=10,12x2
|tension=2.00/1.20x2
|gb+=14,0
|gb-=4x3
|level=4,5x2
|guard=All
|cancel=R
|startup=12
|active=2,6,6
|recovery=Total: 42
|frameAdv=+11
|description=Similar to the Level 1 version, except the small flame projectile is replaced with a larger burst of flame. In addition to having a larger area of effect, this version boasts a large frame advantage on block. Using AC FRC will increase the frame advantage even more (up to +20), though it may be superfluous at that point and is only really useful if you wish to maintain your Charge while ensuring you can keep your opponent locked down. New to +R, Level 2 BHB now creates a wallstick on hit, allowing for juggles when the opponent is close enough to the corner, otherwise simply blowing the opponent far across the screen for an untechable knockdown. The wallstick time in the corner is long enough to allow an Action Charge while still leaving the opponent open for a combo. If farther away, FRCing the Action Charge will often allow you to still combo a wallstuck opponent by quickly dashing or instant air dashing. This change, combined with the slower drain rate of the Charge gauge, makes this move absolutely brutal as an offensive tool, especially once the opponent is cornered. With a high Level 2 Charge, Order-Sol is able to pressure the opponent for an extended period of time, and any mistake the opponent makes will open them up for a large combo.
}}
{{AttackData-GGACR
|header=no
|version=Level 3
|damage=10,12x3
|tension=2.00/-
|gb+=14,0
|gb-=4x4
|level=4,5x3
|guard=All
|cancel=R
|startup=12
|active=2,12(8)12(8)12
|recovery=Total: 42
|frameAdv=+37
|description=Starts off the same as the previous versions, but this time three large explosions follow. Similar to the Level 1 version, if the initial hilt strike connects, the following explosions will cause stagger. This allows for a variety of combos on a standing opponent while still allowing juggle combos on an airborne opponent. This move generates an enormous amount of frame advantage on block, to the point that you can Action Charge and still have time to dash right in your opponent's face with the advantage; you're still at a whopping +23! This makes using the FRC point on your Action Charge practically pointless, only to be used for certain combo paths. This move serves as a great way to start a long pressure sequence.
}}
}}
}}
====== ======
{{MoveData
|name=Gun Blaze
|input=214S
|image=GGAC_OSol_214S.png
|image2=GGAC_OSol_214S2.png
|image3=GGAC_OSol_214S3.png
|data=
{{AttackData-GGACR
|version=Level 1
|damage=40
|tension=3.00/1.20
|gb+=0
|gb-=6
|level=4
|guard=All
|cancel=F
|startup=23
|active=14
|recovery=Total: 44
|frameAdv=+9
|description=An interesting move where Order-Sol slides forward a short distance, leaving a pillar of flame in the spot where he started from. During the sliding phase, Order-Sol is able to pass through his opponent and stays very low to the ground, though he is not able to pass through a cornered opponent. The combination of a fairly long period of upper invulnerability and the low stance means that Gun Blaze is able to avoid quite a few different attacks; if used properly, it can serve as a great defensive tool, especially against airborne opponents. However, Order-Sol is still vulnerable to lows and throws during this move. The large frame advantage ensures that as long as the opponent blocks Gun Blaze, Order-Sol remains completely safe, and you can use an Action Charge with an FRC to retain that advantage while building your Level. If the flame connects, the opponent is launched, giving you plenty of time to dash in for a combo; often 5HS can still reach an opponent even if you AC, and if you FRC the AC, all dashing combos remain available to you, which is useful for raising your Level mid combo. On counter hit, the opponent cannot tech, allowing you to follow up even more easily, even after using your AC without an FRC. In the corner, followups become even easier, as you recover right next to the opponent.


Where this move really begins to shine is on offense. The fact that it passes through the opponent allows Order-Sol to set up cross up attempts with Gun Blaze; since the opponent must always block in relation to your character, the ability for Order-Sol to pass through his opponents can force them to switch their guard direction quickly or get hit. This ability becomes easiest to set up after knocking the opponent down, which makes Gun Blaze a common staple of Order-Sol's okizeme. In addition, Gun Blaze is FRCable, which can greatly increase the frame advantage of the move, giving you plenty of time to continue your offense if the opponent manages to defend themselves correctly.
===<big>Charge Burst</big>===
{{InputBadge|{{clr|5|214[D]}} > {{clr|4|H}}}}
{{GGACR_Move_Card
|input=214[D] > H
|description=
{{#invoke:FrameChart|drawFrameData
|title = <small>{{tt|Note|The red squares indicates the projectile's active frames. Order-Sol has no hitbox on himself.}}</small>
|startup = 19
|active = 4
|recovery = 35
}}
Explosion move used to blow opponents who rush headlong to punish Charge back to fullscreen. Has a ridiculous amount of invulnerability, allowing him to even ignore a fair amount of Overdrives.


The only change made to this move in +R is that it now carries an 85% initial prorate. This means combos starting with Gun Blaze do not deal as much damage as they used to, though the move retains much of its utility.
Should be used sparingly - HOS only gets any reward off this from a Counter Hit point blank with your opponent in the corner, and the raw damage is equal to {{clr|1|5P}} despite the animation. Like many slow reversals, opponents can use relatively safe options to cover against it, but it's worth representing from time to time.


As a side note, in order to use the Charge Keep version of this move, you must already be holding the D button when you perform it. If you attempt to perform it as 214S+D, you will either get a manual Charge or a Burst.
Technically a frame 2 reversal if you do a frame perfect {{clr|5|214[D]}}~{{clr|4|H}} input, but generally not worth it.
}}
{{AttackData-GGACR
|header=no
|version=Level 2
|damage=30x2
|tension=3.00/1.20x2
|gb+=0
|gb-=6x2
|level=4
|guard=All
|cancel=F
|startup=23
|active=14(2)14
|recovery=Total: 50
|frameAdv=+12
|description=Similar to the Level 1 version, except Order-Sol slides even further and leaves a second pillar of flame in his wake. On hit or block, the opponent is pulled towards Order-Sol in a vacuum-like effect. On hit, this makes following up easier, though the type of followup available is more limited due to the momentum of the other character being thrown forward. The advantage on hit is enough that you can use Action Charge and still have time to juggle the opponent. With the improvement to the Charge gauge, it is possible to loop Gun Blaze several times with a high Level 2, making for a simple and damaging combo. On block, the opponent is drawn close enough to give you a free opportunity to pressure or mix up with the high frame advantage given. It is possible to FRC for even more frame advantage, but this is usually unnecessary. On the other hand, it is possible to AC and FRC to retain roughly the same frame advantage or better (+10~+15) while raising your Level.


In +R this version has an added property where the first flame pillar is guaranteed to appear, even if Order-Sol is hit, after the first 13 frames of startup. While this does not allow for the move to be used as a reversal, it does allow for it to be used aggressively midscreen to attempt to cross up an opponent and draw them into your offense; if the opponent happens to hit Order-Sol, it is likely that they will be counter hit by the flame pillar, giving you a free juggle opportunity. However, it also shares the same 85% initial prorate of the Level 1 version.
*Counter Hit state for the entire recovery. Can't be Roman Cancelled.
*The explosion is a projectile and can cancel 1 hit of other projectiles.
}}


Generally speaking, this move retains most of the same uses as the Level 1 version. It is superior in some aspects offensively, as it is much easier to cross an opponent up, as well as to maintain your pressure if the opponent defends properly. However, it is not as effective as an anti air due to generating inconsistent results on an air hit, even though it is more likely to hit airborne opponents due to the additional space covered. Additionally, the fact that the opponent is dragged along on hit or block can create issues with screen positioning during a match. Still, when used properly, this move remains a strong option. It is recommended to use Charge Keep in order to select the appropriate version of the move for the situation.
===<big>Action Charge</big>===
}}
{{InputBadge|{{clr|5|D}} during Special Recovery}}
{{AttackData-GGACR
{{GGACR_Move_Card
|header=no
|input=Special > D,Special > j.D
|version=Level 3
|description=
|damage=30x3
{{#invoke:FrameChart|drawFrameData
|tension=3.00/1.20x3
|title = <small>AC &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small>
|gb+=0
|recovery = 30
|gb-=6x3
|frcStart = 7
|level=4
|frcEnd = 12
|guard=All
|cancel=F
|startup=17
|active=14(2),18,24
|recovery=Total: 53
|frameAdv=+16
|description=Much like how Level 2 is different from Level 1, Level 3 Gun Blaze slides a further distance than Level 2 and sports a third flame pillar. The untechable time on the third hit is much higher than usual, and in most cases the opponent will be completely vulnerable to any followup combo, even if you Action Charge. Most of the features of Level 2 Gun Blaze remain intact here, simply on a larger scale (more damage and more frame advantage). Additionally, as with Level 2 Gun Blaze, the first two flame pillars are guaranteed to come out after the first 13 frames of the move's startup. This move serves pretty much all of the same uses as the Level 2 version while being much more rewarding on hit. It is also able to drag the opponent across a much further distance, often being able to take the opponent completely into the corner from halfscreen or further. That being said, its relative strength when compared to other Level 3 moves is not as high, which ends up reducing its overall value to Order-Sol's game. Still, don't hesitate to use it if a good opportunity presents itself.
}}
}}
}}
====== ======
{{#invoke:FrameChart|drawFrameData
{{MoveData
|title = <small>AC (Air)</small>
|name=Storm Viper
|recovery = 30
|input=623H or j.623H
|specialRecovery = 8
|image=GGAC_OSol_623H.png
|frcStart = 13
|image2=GGAC_OSol_623H2.png
|frcEnd = 18
|image3=GGAC_OSol_623H3.png
|caption3=Level 3
|data=
{{AttackData-GGACR
|version=Ground Level 1
|damage=25x2
|tension=2.00/4.80x2
|gb+=10x2
|gb-=7x2
|level=3
|guard=HLF
|cancel=R
|startup=12
|active=8,3
|recovery=22+8 Landing
|frameAdv=-19
|description=A leaping flaming knee uppercut which hits twice. The startup of this attack is fairly slow, and the initial hitbox is quite high. It sports a fairly long window of invulnerabilty, but it is not invincible past the startup. It can be cancelled into Action Charge during its recovery, and FRCing will cause Order-Sol to drop straight down at a high speed; this can be used as a feint to set up your next move, as the Action Charge makes you appear vulnerable. This move serves as a pretty standard reversal attack. Its long invincibility means that it can go through many different attacks, but the slow startup and awkward hitbox make it possible to bait the move in a variety of ways, leaving Order-Sol vulnerable to a strong punish. The long startup makes it especially easy to bait with a safe jump on wakeup. Combine this with its low overall damage and you have a high risk, low reward reversal. It can be made safe by RCing on block, but you are left airborne, which makes your options limited. It can be useful as an anti-air against certain attacks due to the invincibility. The usefulness of this move will directly relate to your own sense of when to use it, and the risky nature of it means that you should use it very sparingly unless you have an excellent read on your opponent.
}}
{{AttackData-GGACR
|header=no
|version=Ground Level 2
|damage=30x3
|tension=2.00/4.80x3
|gb+=10x3
|gb-=7x3
|level=3
|guard=HLF
|cancel=R
|startup=10
|active=8,3(3)3
|recovery=24+8 Landing
|frameAdv=-26
|description=
}}
{{AttackData-GGACR
|header=no
|version=Ground Level 3
|damage=25x4
|tension=2.00/4.80x3,2.90
|gb+=10x4
|gb-=7x4
|level=3
|guard=HLF
|cancel=R
|startup=8
|active=8,3(3)3(22)7
|recovery=4+9 Landing
|frameAdv=-3
|description=
}}
{{AttackData-GGACR
|header=no
|version=Air Level 1
|damage=25x2
|tension=2.00/4.80x2
|gb+=10x2
|gb-=7x2
|level=3
|guard=All
|cancel=R
|startup=8
|active=8,3
|recovery=8 Landing
|frameAdv=
|description=
}}
{{AttackData-GGACR
|header=no
|version=Air Level 2
|damage=30x3
|tension=2.00/4.80x3
|gb+=10x3
|gb-=7x3
|level=3
|guard=All
|cancel=R
|startup=8
|active=8,3(3)3
|recovery=8 Landing
|frameAdv=
|description=
}}
{{AttackData-GGACR
|header=no
|version=Air Level 3
|damage=25x4
|tension=2.00/4.80x3,2.90
|gb+=10x4
|gb-=7x4
|level=3
|guard=All
|cancel=R
|startup=8
|active=8,3(3)3(24)7
|recovery=8 Landing
|frameAdv=
|description=
}}
}}
}}
====== ======
Builds 80% Charge after any special move. Charge gained is based on your "true" Charge meter, and not the slowly decreasing bar visible after using a special. The core of what makes a Recharge combo a Recharge combo!
{{MoveData
 
|name=Bandit Revolver Prototype
Has a relatively generous 6 frame FRC on it to make this safe (timed for the flash first appearing), and enables combos out of BHB and Gunblaze. Outside of combos, it's most often seen after a knockdown from RI2/3, BRP2, and SV3.
|input=236K or j.236K
*Counterhit state through the entire move.
|image=GGAC_OSol_236K.png
----
|caption=Level 1
The Air version is identical, but locks HOS out of acting (in counterhit recovery!) until landing unless FRC'd, making it noticeably more dangerous than the grounded version. Best used after j.BRP2 or j.SV3 to keep Charge while still securing a knockdown, and securing charge from SV1 as a combo ender.  
|image2=GGAC_OSol_236K2.png
*Strong with Storm Viper, as it will make it safe if you hold the buttons to FD after an FRC. You can also negative edge another Storm Viper into it.
|caption2=Level 2
**Note that this puts HOS in Counter Hit state during AC's startup, so you can still be punished before an FRC is possible. Don't get predictable.
|image3=GGAC_OSol_236K3.png
|caption3=Level3
|data=
{{AttackData-GGACR
|version=Ground Level 1
|damage=24
|tension=-/4.80
|gb+=10
|gb-=7
|level=3
|guard=HA
|cancel=RF
|startup=22
|active=3
|recovery=6+6 Landing
|frameAdv=-1
|description=
}}
{{AttackData-GGACR
|header=no
|version=Ground Level 2
|damage=26,28
|tension=-/4.80x2
|gb+=10,11
|gb-=7,9
|level=3,4
|guard=HA,HF
|cancel=RF
|startup=20
|active=3(9)3
|recovery=9+4 Landing
|frameAdv=+1
|description=
}}
{{AttackData-GGACR
|header=no
|version=Ground Level 3
|damage=30,42
|tension=-/4.80x2
|gb+=10,15
|gb-=7,9
|level=3,5
|guard=HA,HF
|cancel=RF
|startup=18
|active=3(8)4
|recovery=8+2 Landing
|frameAdv=+5
|description=
}}
{{AttackData-GGACR
|header=no
|version=Air Level 1
|damage=24
|tension=-/4.80
|gb+=14
|gb-=6
|level=4
|guard=HA
|cancel=R
|startup=19
|active=3
|recovery=8 Landing
|frameAdv=
|description=
}}
{{AttackData-GGACR
|header=no
|version=Air Level 2
|damage=26,28
|tension=-/4.80x2
|gb+=14,11
|gb-=6,9
|level=4
|guard=HA,HF
|cancel=R
|startup=19
|active=3(9)3
|recovery=8 Landing
|frameAdv=
|description=
}}
{{AttackData-GGACR
|header=no
|version=Air Level 3
|damage=30,42
|tension=-/4.80x2
|gb+=14,15
|gb-=6,9
|level=4,5
|guard=HA,HF
|cancel=R
|startup=19
|active=3(8)4
|recovery=8 Landing
|frameAdv=
|description=
}}
}}
}}
====== ======
 
{{MoveData
===<big>Blockhead Buster</big>===
|name=Rock It
{{InputBadge|{{clr|1|236P}}}}
|input=236S
<div class=tabber-shadows-fix>
|image=GGAC_OSol_236S.png
<tabber>
|caption=Level 1
Level 1 =
|image2=GGAC_OSol_236S2.png
{{GGACR_Move_Card
|caption2=Level 2
|input=236P Lv1
|image3=GGAC_OSol_236S3.png
|description=
|caption3=Level 3
{{#invoke:FrameChart|drawFrameData
|data=
|title = <small>BHB1 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small>
{{AttackData-GGACR
|startup  = 12
|version=Level 1
|active = 2
|damage=30
|recovery = 29
|tension=1.50/2.40
}}
|gb+=10
{{#invoke:FrameChart|drawFrameData
|gb-=7
|title = <small>Projectile</small>
  |level=3
|startup = 14
|guard=HLF
|active = 8
|cancel=R
}}
|startup=16
Short ranged flame burst. Projectile-esque, multi-purpose. Mostly for pressure, quick charge building, or combo extensions.
|active=16
 
|recovery=10
Staggers on hit for a combo conversion or frame advantage (+2 to +7) when combined with Action Charge FRC (AC FRC), but only if both hits connect. Convert to even bigger combos while spending a bit less on resources, or extend pressure while building them.
|frameAdv=+3
 
|description=
*-15 on AC without FRC. Don't try it unless you know they will sit still.
}}
}}
{{AttackData-GGACR
|-|
|header=no
Level 2 =
|version=Level 2
{{GGACR_Move_Card
|damage=30,20
|input=236P Lv2
|tension=1.50/3.60,2.40
|description=
|gb+=10,20
{{#invoke:FrameChart|drawFrameData
|gb-=7,6
|title = <small>BHB2 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small>
|level=3,5
|startup  = 12
|guard=HLF
|active = 2
|cancel=R
|recovery = 29
|startup=13
}}
|active=17(10)3
{{#invoke:FrameChart|drawFrameData
  |recovery=17
|title = <small>Projectile</small>
  |frameAdv=-1
|startup = 14
|description=
|active = 12
  }}
}}
{{AttackData-GGACR
Overall a larger and generally higher utility version. Flings the opponent across the screen for a knockdown, wallsticking for a bit if they hit the corner. A staple in Order Sol's corner combos, making Recharge combos as accessible as they are. +15 to +20 on block when AC FRC'd, easily allowing HOS to run in and continue pressure for much less risk.
  |header=no
 
|version=Level 3
*Can perform Lvl 2 on block consecutively when charge is high enough due to the slow charge drain rate.
|damage=30,25,20
*Doesn't knock down by itself if the opponent wallsticks.  
|tension=1.50/4.80,3.60x2
*-2 when AC'd without FRC.
|gb+=10,20x2
}}
|gb-=7,6x2
|-|
|level=3,5,5
Level 3 =
|guard=HLF
{{GGACR_Move_Card
|cancel=RJ
|input=236P Lv3
|startup=12
|description=
|active=15(10)3(15)4
{{#invoke:FrameChart|drawFrameData
|recovery=19
|title = <small>BHB3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small>
|frameAdv=-4
|startup = 12
|description=
|active = 2
}}
|recovery = 29
}}
{{#invoke:FrameChart|drawFrameData
|title = <small>Projectile</small>
|startup = 14
|active = 12
|inactive2 = 8
|active3 = 12
|inactive4 = 8
|active5 = 12
}}
Use Lvl 3 for an enormous burst of pressure extension. Burns resources to make sure HOS gets back in. +42 to +46 when AC FRC'd, although this can be seen as pointless given how much advantage is generated in the first place. Leads to a visually obscured pressure sequence, making mixups an open guessing game. Still very plus at +24 when AC'd, but this is largely a waste of Charge.
 
Staggers extensively on grounded hit for bigger conversions, giving enough time to AC and still run up to pick up a combo even when mashed properly. Floats low on all hits against airborne opponents, usually giving enough time to combo unless untech is noticeably scaled.
 
*Can be risky to counterpoke against since it's guaranteed to appear after frame 14.
}}
</tabber>
</div>
 
===<big>Gun Blaze</big>===
{{InputBadge|{{clr|3|214S}}}}
<div class=tabber-shadows-fix>
<tabber>
Level 1 =
{{GGACR_Move_Card
|input=214S Lv1
|description=
{{#invoke:FrameChart|drawFrameData
|title = <small>GB1 ({{tt|Note|The red squares indicates the first frame the projectile is active. Order-Sol has no hitbox on himself.}})</small>
|startup = 23
|active = 1
|recovery = 21
}}
Unusual pass-through move which leaves behind a flame pillar.
*Mainly used on oki or in pressure as a cross-up tool. Significantly plus on block.
**Even then, it needs to be positioned properly as the hitbox starts at a very specific point; proper spacing is required to make effective use of this lest it whiffs.
*Very low profile, works well point blank and as an anti-air. However, it loses to many lows and throws when mistimed.
** The low-profile, high vertical reach, and forward movement can be use as a counter against 'hopping' moves when reacted quickly enough (e.g. {{Character Label|GGACR|Sol Badguy}}'s {{MMC|chara=Sol Badguy|input=236[K]|label=Bandit Bringer}} or {{Character Label|GGACR|Anji Mito}}'s {{MMC|chara=Anji Mito|input=214K|label=Kai|hitboxMode=true}}
*Crosses up the opponent when HOS passes a certain point. Becomes a serious threat on oki when the opponent is low on health, due to FD negating crossup protection.
*Combos midscreen without AC and/or FRC. Full, big damage combos on counter hit due to being untechable, as well as closer to the corner.
*Sometimes works on oki setups by a far hit {{clr|5|2D}} to double GB, or late GB FRC > immediate GB again for trickier setups.
*''Note:'' Cannot be charged kept with {{clr|3|214S}}+{{clr|5|D}} due to input priority. {{clr|5|D}} must already be held before the {{clr|3|214S}} input, or you'll get Manual Charge or Burst. Kara cancelling {{clr|5|2D}} > {{clr|3|214S}} allows the move to be charged kept.
**This is important to keep in mind, as GB is one of the most important moves to use Charge Keep with.
}}
|-|
Level 2 =
{{GGACR_Move_Card
|input=214S Lv2
|description=
{{#invoke:FrameChart|drawFrameData
|title = <small>GB2 ({{tt|Note|The red squares indicates the first frame the projectile is active. Order-Sol has no hitbox on himself.}})</small>
|startup = 23
|active = 1
|inactive2 = 15
|active3 = 1
|recovery = 11
}}
Lvl 2 slides farther and drops two pillars instead of one with a bit more distance, thus there's less likelihood of whiffing.
*Crosses up more easily than Lvl 1 due to travel speed.
*However, less effective as an Anti-Air. Stick to Lvl 1 for that.
*Vacuums on contact, changing your followup options from Lvl 1.
**Easier to follow up on hit, though the resulting combo will generally be different.
*Still combos after a bare AC. Even loops into itself.
*Very much plus, even excessively so on FRC. Still maintains high advantage while building Charge with AC FRC.
*Guaranteed to go active after frame 13, trades will generally be in your favor. Sometimes scores Counter Hits even if the opponent tags you mid move.
}}
|-|
Level 3 =
{{GGACR_Move_Card
|input=214S Lv3
|description=
{{#invoke:FrameChart|drawFrameData
|title = <small>GB3 ({{tt|Note|The red squares indicates the first frame the projectile is active. Order-Sol has no hitbox on himself.}})</small>
|startup = 17
|active = 1
|inactive2 = 15
|active3 = 1
|inactive4 = 17
|active5 = 1
|recovery = 2
}}
Lvl 3 is the same as Lvl 2 but with three pillars instead and further distance travelled.
*A lot more untechable time on the third hit, conversions even with an AC.
*Drags significantly farther on hit, can drag them all the way to the corner.
*Overall less useful than other Level 3 moves, but strong in its own right.
*Maintains Lvl 2's guaranteed active window on 13f.
}}
</tabber>
</div>
 
===<big>Storm Viper</big>===
{{InputBadge|{{clr|4|623H}} (Air OK)}}
 
<div class=tabber-shadows-fix>
<tabber>
Level 1 =
{{GGACR_Move_Card
|input=623H Lv1,j.623H Lv1
|description=
{{#invoke:FrameChart|drawFrameData
|title = <small>SV1&nbsp;&nbsp;</small>
|startup = 12
|active = 11
|recovery = 22
|specialRecovery = 8
}}
{{#invoke:FrameChart|drawFrameData
|title = <small>j.SV1</small>
|startup = 8
|active = 11
|specialRecovery = 8
}}
A slow DP which works better in some instances but worse in others.
*Fairly janky reversal which can be easily meaty baited, but blows through some other, bigger moves more easily.
*Invincible right into startup.
*Action Charge Cancelable during recovery, FRC'ing will cause HOS to drop straight down quickly for feints or to FD and make yourself safer.
**AC puts HOS in CH state, so if you whiff this FRC or get baited, expect to be punished heavily.
**You can negative edge an air Storm Viper into this FRC to bait things with another reversal.
*RC'ing will place HOS airborne with no air movement options. Use this move wisely.
----
Air Lvl 1 wins the air to air war if they're pressing buttons
*Fully invulnerable unlike most other aerial DPs, but only invul until the first frame of the actives.
*Frame 8 unlike the slow ground version.
*Mostly used to tack on top of the screen damage, or when negative edged out of a blocked ground Storm Viper AC FRC.
**While you can AC the DP without FRCing it, you must be careful when you do this. Most chars can punish this, ON HIT, if you're DPing them into the corner, and some others can still do this even if you hit it midscreen. Use this as a knowledge check, if they're not punishing you, why stop?
*Despite this, it's still a gamble for relatively low reward.
}}
|-|
Level 2 =
{{GGACR_Move_Card
|input=623H Lv2,j.623H Lv2
|description=
{{#invoke:FrameChart|drawFrameData
|title = <small>SV2&nbsp;&nbsp;</small>
|startup = 10
|active = 11
|inactive2 = 3
|active3 = 3
|recovery = 22
|specialRecovery = 8
}}
{{#invoke:FrameChart|drawFrameData
|title = <small>j.SV2</small>
|startup = 8
|active = 11
|inactive2 = 3
|active3 = 3
|specialRecovery = 8
}}
Lvl 2 is slightly faster with another hit which pushes back farther and has more hitstun.
*Even less safe on block than Lvl 1, despite more pushback.
*Same invuln as Lvl 1, but knocks away farther on hit.
----
Air Lvl 2 is slightly better than air Lvl 1.
*Same startup speed, but invul lasts longer into the active window.
*Untechable when done low enough to the ground. Can pick up from this from longer conversions out of lower air combos in the corner.
*BRP is preferred at this level to end air combos for knockdown, unless this will kill, will lead to another SV, or BRP Lvl 2 won't connect.
}}
|-|
Level 3 =
{{GGACR_Move_Card
|input=623H Lv3,j.623H Lv3
|description=
{{#invoke:FrameChart|drawFrameData
|title = <small>SV3&nbsp;&nbsp;</small>
|startup = 8
|active = 11
|inactive2 = 3
|active3 = 3
|inactive4 = 22
|active5 = 7
|recovery = 4
|specialRecovery = 8
}}
{{#invoke:FrameChart|drawFrameData
|title = <small>j.SV3</small>
|startup  = 8
|active = 11
|inactive2 = 3
|active3 = 3
|inactive4 = 22
|active5 = 7
|specialRecovery = 8
}}
}}


====== ======
Lvl 3 is an expensive but worthwhile reversal.
{{MoveData
*Significantly faster than previous levels, only -3 on block.
|name=Charge  
*Untechable Floor bounce on hit for a full conversion.
|input=214[D]
*Has combo conversion use as well as use as a starter.
|image=GGAC_OSol_214D.png
*Last hit ignores OTG, so it won't screw up your knockdowns on awkward hits and can still lead to conversions.
|data=
*AC occurs after the last hit, not helping for safety but can build meter and still convert on AC FRC.
  {{AttackData-GGACR
*Has a large window from the third to fourth hit, and can be intercepted between them.
  |damage=
----
|tension=
Air Lvl 3 is useful but pricey extension similar to grounded Lvl 3.
|gb+=
*Especially good off of short air-to-air confirms.
|gb-=
*Preferred over BRP if you have this much charge and are at moderate height.
|level=
*Won't knock down itself, but resulting combos will still lead to it with enough charge.
|guard=
}}
|cancel=
</tabber>
|startup=
</div>
|active=
 
|recovery=13~ Overall
===<big>Bandit Revolver Prototype</big>===
  |frameAdv=
{{InputBadge|{{clr|2|236K}} (Air OK)}}
|description=
<div class=tabber-shadows-fix>
  }}
<tabber>
Level 1 =
{{GGACR_Move_Card
|input=236K Lv1,j.236K Lv1
|description=
{{#invoke:FrameChart|drawFrameData
|title = <small>BRP1 &nbsp;</small>
|startup  = 22
|active = 3
|recovery = 6
|specialRecovery = 6
}}
{{#invoke:FrameChart|drawFrameData
|title = <small>j.BRP1</small>
|startup  = 19
|active = 3
|specialRecovery = 8
}}
Quick overhead that's safe when spaced.
*Only -1 on block. Can frametrap or start pressure afterwards if the opponent doesn't know to throw.
*Even on standing hit, 1f plus on crouching hit, must jump/backdash/reversal to avoid being thrown.
*Can link to {{clr|1|5P}} or {{clr|2|5K}} on standing CH, or any 5f or faster normal on crouching CH, distance depending.
*Can be FRC'd right before the top of the ascent for safer air buttons or a land > throw/low mixup.
**This, when performed, should ''always'' be done with Charge Keep to maintain resources.
*Action Charging is completely unsafe unless FRC'd
*''All versions:'' Foot invul for some frames on startup before going airborne. Can go over lower pokes.
*''All versions:'' Will pass through opponents (even if they're standing or blocking) when used up close with the exception of FA, PO, JU, AB. Generally unpreferable. Space this.
----
Air Lvl 1 is a short combo damage add-on.
*Ends air combos for a last bit of damage. No knockdown.
*Slightly faster than grounded Lvl 1, might be slightly safer when TK'd.
}}
|-|
Level 2 =
{{GGACR_Move_Card
|input=236K Lv2,j.236K Lv2
|description=
{{#invoke:FrameChart|drawFrameData
|title = <small>BRP2 &nbsp;</small>
|startup = 20
|active = 3
|inactive2 = 9
|active3 = 3
|recovery = 9
|specialRecovery = 4
}}
{{#invoke:FrameChart|drawFrameData
|title = <small>j.BRP2</small>
|startup = 19
|active = 3
|inactive2 = 9
|active3 = 3
|specialRecovery = 8
}}
Lvl 2 is a staple combo and pressure ender.
*Follows the first hit with a flip kick that floorslides and knocks down.
*Slightly faster than Lvl 1, likelier to catch them blocking low.
*Second hit must be FD'd in the air, can catch people not paying attention or expecting this if you catch them airborne or upbacking.
*+1 on block, but can still get thrown out.
*Can convert when point blank with an extremely tight {{clr|2|5K}} in the corner.
*Sets up oki or an AC opportunity.
----
Air Lvl 2 is the only guaranteed knockdown out of air combos.
*Scores the KD and leads to oki.
*Second hit is again air unblockable without FD.
*Okay for getting initiative in air-to-air when close enough to the ground.
}}
|-|
Level 3 =
{{GGACR_Move_Card
|input=236K Lv3,j.236K Lv3
|description=
{{#invoke:FrameChart|drawFrameData
|title = <small>BRP3 &nbsp;</small>
|startup = 18
|active = 3
|inactive2 = 8
|active3 = 4
|recovery = 8
|specialRecovery = 2
}}
{{#invoke:FrameChart|drawFrameData
|title = <small>j.BRP3</small>
|startup = 19
|active = 3
|inactive2 = 8
|active3 = 4
|specialRecovery = 8
}}
Lvl 3 is the fastest version and leads to full conversion from anywhere due to wallbounce.
*Crosses HOS up in the corner, so it's generally best used midscreen.
*Will combo into itself with enough charge.
*Completely safe on block in exchange for the meter cost.
*Second hit is again air unblockable without FD. Very dangerous to try to upback out of.
----
Air Lvl 3 has similar functionality to the grounded Lvl 3 version.
*Due to height and conversions, best done lower to the ground and farther from the corner.
*Second hit is again air unblockable without FD.
}}
</tabber>
</div>
 
===<big>Rock It</big>===
{{InputBadge|{{clr|3|236S}}}}
<div class=tabber-shadows-fix>
<tabber>
Level 1 =
{{GGACR_Move_Card
|input=236S Lv1
|description=
{{#invoke:FrameChart|drawFrameData
|title = <small>RI1</small>
|startup = 16
|active = 16
|recovery = 10
}}
An essential advancing attack that has a variety of uses for pressure that goes both ways. Can tag jump-outs and get HOS closer to where he wants.
*Used at the end of pressure strings due to being +3, but can't combo off of anything that doesn't provide as much hitstun.
*Helps get in, but use with caution, as it can be counter-poked/low-profiled/{{clr|1|6P}}'d if used too recklessly.
*Starts offense or establishes pressure on contact.
**FRC'ing an Action Charge will grant you even more plus time.
*Floor slides on CH for bigger conversions (even combos to Fafnir).
*Lvl 1 is generally preferred for use at neutral, as it's unpunishable at no resource cost in spite of not comboing from much.
}}
}}
====== ======
|-|
{{MoveData
Level 2 =
|name=Charge Burst
{{GGACR_Move_Card
|input=H during Charge
|input=236S Lv2
|image=GGAC_OSol_214DH.png
|description=
|caption=GTFO
{{#invoke:FrameChart|drawFrameData
|data=
|title = <small>RI2</small>
{{AttackData-GGACR
|startup = 12
|damage=10
|active = 17
|tension=-/1.20
|inactive2=10
|gb+=0
|active3=3
  |gb-=7
|recovery = 12
|level=2
|guard=any
|cancel=
|startup=19
|active=4
|recovery=35
|frameAdv=-15
|description=
}}
}}
}}
====== ======
Lvl 2 comes with a second knockdown attack after the first hit. Significantly quicker on startup which allows it to be converted into far easier.
{{MoveData
*Predominantly for long ranged confirms into knockdown, putting HOS in his prime space and setting up for oki or Action Charge if it connects.
|name=Action Charge  
*Still works as a blockstring ender as it's faster than Lvl 1 and +4 (though eagle-eyed players will make the second hit punishable with an IB or SB).
|input=D during Special Recovery
*Checks advancing opponents better than Lvl 1 and gives HOS the knockdowns he needs even as a poke or whiff punish.
|image=GGAC_OSol_actcharge.png
*Action Charge will still give time for meatying with lower level buttons.
|caption=Ground
|image2=GGAC_OSol_actchargeair.png
|caption2=Air
|data=
{{AttackData-GGACR
|version=Ground
|damage=
|tension=
|gb+=
|gb-=
|level=
|guard=
|cancel=F
|startup=
|active=
|recovery=30 Total
|frameAdv=
|description=
}}
{{AttackData-GGACR
|header=no
|version=Air
|damage=
|tension=
|gb+=
|gb-=
|level=
|guard=
|cancel=F
|startup=
|active=
|recovery=8 Landing
|frameAdv=
|description=
}}
}}
}}
<br clear=all/>
|-|
Level 3 =
 
{{GGACR_Move_Card
|input=236S Lv3
|description=
{{#invoke:FrameChart|drawFrameData
|title = <small>RI3</small>
|startup  = 8
|active = 15
|inactive2=10
|active3=3
|inactive4=15
|active5=4
|recovery = 19
}}
Lvl 3 adds a third strike that launches on hit and is '''jump cancelable''' on the third hit.
*Leads to full air conversions on hit. Order Sol's main corner conversion tool at Level 3.
*Can be pseudo Charge-Cancelled by jump cancelling the last hit and immediately doing 214 before going airborne. Leads to stronger followups.
*Leads to things like CC > Dust Loop, or TK'd Lvl 3 Storm Viper in the corner. Works with TK'd Lvl 3 Bandit Revolver midscreen.
*Still converts after an Action Charge.
*Minus on block unlike the other two versions, but the jump cancel mitigates this during pressure.
}}
</tabber>
</div>


==Force Breaks==
==Force Breaks==
====== ======
===<big>Fafnir</big>===
{{MoveData
{{InputBadge|{{clr|5|41236D}}}}
|name=Fafnir
{{GGACR_Move_Card
|input=41236D
|input=41236D
|image=GGAC_OSol_236D.png
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-GGACR
|startup = 10
  |damage=70
|active = 2
|tension=
|recovery = 23
|gb+=15
}}
|gb-=6
A fantastic, fear inducing half screen low with immediate low body invuln. Knocks down on hit, or converts into microdash {{clr|3|2S}} > {{clr|4|5H}} IAD {{clr|1|j.P}} for a bit more damage at closer ranges. Ground bounces noticeably higher on CH, enabling Dust Loops and even higher damage. Doesn't require Charge to use.
|level=5
 
|guard=LF
Unfortunately can't be cancelled into, so it's most often seen in neutral or immediately after a CC as a callout. While the low body invuln is immediate, Order Sol flings his body forward before the active frames, so it demands caution against common medium-height pokes such as the average {{clr|3|f.S}}. Even so, it remains a great FB for when you have excess meter on hand.
|cancel=R
|startup=10
|active=2
|recovery=23
|frameAdv=-6
|description=
}}
}}
}}
<br clear=all/>
 
==Overdrives==
==Overdrives==
====== ======
===<big>Tyrant Rave ver. Omega</big>===
{{MoveData
{{InputBadge|{{clr|4|632146H}}}}
|name=Tyrant Rave ver. Omega  
<div class=tabber-shadows-fix>
|input=632146H
<tabber>
|image=GGAC_OSol_632146H.png
Level 1 =
|caption=<big>'''TY-'''</big>
{{GGACR_Move_Card
|image2=GGAC_OSol_632146H2.png
|input=632146H Lv1
|caption2=<big>'''RANT-'''</big>
|description=
|image3=GGAC_OSol_632146H3.png
{{#invoke:FrameChart|drawFrameData
|caption3=<big>'''-RAVE'''</big>
|title = <small>TR1</small>
|data=
|startup = 15
{{AttackData-GGACR
|active = 13
|version=Level 1
|recovery = 18
|damage=80
|tension=
|gb+=20
|gb-=6
|level=5
|guard=HLF
|cancel=R
|startup=5+10
|active=13
|recovery=18
|frameAdv=-12
|description=
}}
{{AttackData-GGACR
|header=no
|version=Level 2
|damage=50,60
|tension=
|gb+=20x2
|gb-=6x2
|level=5
|guard=HLF
|cancel=R
|startup=4+9
|active=13(13+3)16
|recovery=16
|frameAdv=-13
|description=
}}
{{AttackData-GGACR
|header=no
|version=Level 3
|damage=50,60,128
|tension=
|gb+=20x3
|gb-=6x3
  |level=5
|guard=HLF
|cancel=R
|startup=3+8
|active=13(13+3)16(5+5)22
|recovery=26
|frameAdv=-25
|description=
}}
}}
}}
====== ======
Mediocre, but tacks on some okay damage and knocks down. Very long startup for a super, especially post flash. Easy to react to with whatever the opponent wants, including their own super, but can sometimes clash from how disjointed it is. Keep {{clr|2|5K}} or Storm Viper primed in case of a clash - or just hold FD to stay safe.
{{MoveData
 
|name=Savage Fang
*Has a weird quirk where it can hit both the opponent and their puppet at the same time (such as both {{Character Label|GGACR|Dizzy}} and {{MMC|chara=Dizzy|input=214P|label=her fish}}) instead of the puppet eating the hit and leaving you defenseless.
|input=632146P
**Don't forget about the slow speed, though - unless the opponent is doing something, this will still leave you open for a punish.
|image=GGAC_OSol_632146P.png
*''All versions:'' Extremely active for a long portion of the graphics.
|caption=Big Gunflame
|image2=GGAC_OSol_632146P2.png
|caption2=Sorry, were you doing something?
|image3=GGAC_OSol_632146P3.png
|caption3=Fill the Screen with OTG Ignoring Fire
|data=
{{AttackData-GGACR
|version=Level 1
|damage=60
|tension=
|gb+=10
|gb-=7
|level=3
|guard=All
|cancel=
|startup=3+2
|active=6
|recovery=27
|frameAdv=-13
|description=
}}
{{AttackData-GGACR
|header=no
|version=Level 2
|damage=40x3
|tension=
|gb+=10x3
|gb-=7x3
|level=3
|guard=All
|cancel=
|startup=3+0
|active=6(4)6(4)6
|recovery=7
|frameAdv=+7
|description=
}}
{{AttackData-GGACR
|header=no
|version=Level 3
|damage=60x5(?)
|tension=
|gb+=20x5
|gb-=6x5
|level=5
|guard=All
|cancel=
|startup=3+1
|active=3x5
|recovery=28
|frameAdv=+3
|description=
}}
}}
}}
====== ======
|-|
{{MoveData
Level 2 =
|name=Dragon Install Sekkai
{{GGACR_Move_Card
|input=632146S, then P,K,S,H,D,K,S, 632146H
|input=632146H Lv2
|image=GGAC_OSol_632146S.png
|description=
|caption=GGPO
{{#invoke:FrameChart|drawFrameData
|image2=GGAC_OSol_632146H3.png
|title = <small>TR2</small>
|caption2=Big Bang Attack?
|startup = 13
|image3=GGAC_OSol_632146S2.png
|active = 13
|caption3=IK style finisher, only occurs if the previous hit would have been enough to kill.
|inactive2 = 16
|data=
|active3 = 16
{{AttackData-GGACR
|recovery = 16
|damage=30,20x8,230
|tension=
|gb+=20
  |gb-=6,4x8,7
|level=5,3x6,5x2,3
|guard=All
|cancel=R
|startup=7+1
|active=3
|recovery=68
|frameAdv=-50
|description=
}}
}}
}}
<br clear=all/>
Lvl 2 has far more utility due to the free wallbounce followup afterwards, but the resulting air combo can be undesirable if you don't have enough Charge to combo into j.BRP2 for a knockdown afterwards. Best used early in combos due to how Overdrives scale damage.


----
Marginally faster than Lvl 1 with some more invuln, but still not an ideal reversal.
{{CharLinks
*''All versions:'' Extremely active for a long portion of the graphics. First hit can hit both a puppet and the opponent (i.e, both Dizzy and her fish at the same time).
|charMainPage=GGACR/Order-Sol
}}
|videos=
|-|
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/24-order-sol/
Level 3 =
{{GGACR_Move_Card
|input=632146H Lv3
|description=
{{#invoke:FrameChart|drawFrameData
|title = <small>TR3</small>
|startup  = 13
|active = 13
|inactive2 = 16
|active3 = 16
|inactive4 = 10
|active5 = 22
|recovery = 26
}}
Lvl 3 is a very expensive tool with far more damage than previous versions. Goes back to knocking down instead of wallbouncing like Lvl 2. Generally not worth the resources, but can sometimes close out a round with the high base damage. Pushes out further on block than other levels, but is much more unsafe than the others so this is mostly nullified.
 
*Third hit can delete projectiles.
*''All versions:'' Extremely active for a long portion of the graphics. First hit can hit both a puppet and the opponent (i.e, both Dizzy and her fish at the same time).
}}
</tabber>
</div>
 
===<big>Savage Fang</big>===
{{InputBadge|{{clr|1|632146P}}}}
<div class=tabber-shadows-fix>
<tabber>
Level 1 =
{{GGACR_Move_Card
|input=632146P Lv1
|description=
{{#invoke:FrameChart|drawFrameData
|title=<small>SF1&nbsp;</small>
|startup  = 5
|recovery = 33
}}
{{#invoke:FrameChart|drawFrameData
|title=<small>Proj.</small>
|startup  = 5
|active = 6
}}
An okay projectile super at Lvl 1 that is more or less a frame 5 {{MiniMoveCard|chara=Sol Badguy|label=DI-Gunflame|input=236P DI}} for 50%. Unfortunately +2 after the flash, so opponents can FD if they're dashing, but otherwise can be used for longer range callouts above your head.
 
Launches on hit as a short combo extender. Decent base damage, but otherwise completely inferior to Lvl 2.
*''All versions: 2x chip damage.''
}}
|-|
Level 2 =
{{GGACR_Move_Card
|input=632146P Lv2
|description=
{{#invoke:FrameChart|drawFrameData
|title=<small>SF2&nbsp;</small>
|startup  = 3
|recovery = 33
}}
{{#invoke:FrameChart|drawFrameData
|title=<small>Proj.</small>
|startup  = 3
|active = 2
|inactive2 = 4
|active3 = 6
|inactive4 = 4
|active5 = 6
}}
Lvl 2 is a powerful anti-zoning tool with 2 extra projectiles. Frame 0 after the flash, suddenly transforming it into an incredible "just do it" super; the first 4 active frames happen during flash, the other pillars reach over halfscreen, and it's even plus on block. Pressing buttons, throwing projectiles too close, or even just walking forward all become safe punish opportunities on a whim.
 
Unfortunately, despite being 3+0 and having strike invuln startup, this is NOT a reversal - Order Sol becomes vulnerable '''during''' the flash, losing outright if they manage to put a hitbox on top of him during startup. Despite this, it remains an extremely valuable tool in Order Sol's kit for punishing even the slightest hint of aggression.
 
*Often only hits twice (or even only once) at close range due to the high upwards knockback flinging the opponent out of range.
*''All versions: 2x chip damage.''
}}
|-|
Level 3 =
{{GGACR_Move_Card
|input=632146P Lv3
|description=
{{#invoke:FrameChart|drawFrameData
|title=<small>SF3&nbsp;</small>
|startup  = 4
|recovery = 37
}}
{{#invoke:FrameChart|drawFrameData
|title=<small>Proj.</small>
|startup  = 4
|active = 11
}}
Lvl 3, being EX Sol's very version of this attack, is a big conversion tool from short combos or knockdown. Sadly loses being 0 after the flash, but +1 is usually good enough. The 2x chip modifier is very noticeable on this version, taking ~70 damage off unless FD'd - in which case it will take a bit over 25% Tension to negate entirely.
 
Ignores OTG, allowing a combo from {{clr|5|2D}} into this - although the forced 80% prorate will put a noticeable cap on the damage output after. Rather expensive for what it is, but it's high base damage can often come in handy when you need to clutch out a round.  
*''All versions: 2x chip damage.''
}}
</tabber>
</div>
 
===<big>Dragon Install: Sakkai</big>===
{{InputBadge|{{clr|3|632146S}} > {{clr|1|P}}, {{clr|2|K}}, {{clr|3|S}}, {{clr|4|H}}, {{clr|5|D}}, {{clr|2|K}}, {{clr|3|S}} > {{clr|4|632146H}}}}
{{GGACR_Move_Card
|input=632146S
|description=
Fully cash out to make sure they're dead. Instead of an install, this version of DI is done as a short-range aura-explosion that has to connect in order for the rest of the sequence to be inputted.
 
A nod to Deadly Rave. Costs FULL resources: Level 3 Charge and 100 Tension. Usually deals about 40-50% of a character's health bar when starting from full. First hit forces an unmashable stagger on grounded hit, and every hit after that ignores OTG. Combos from nearly any Lvl 3 special, assuming you have enough charge to do Lvl 3 > Lvl 3 (which is usually max charge). Turns into a "instant kill" with a distinct animation if the last hit will end the round, but does Tyrant Rave 3's ender otherwise.
 
Generally speaking, this is more for style than practical usage, though it isn't a bad super flat-out. With the same resources stocked, Tyrant Rave 3 generally does similar damage (and at the end of scaled combos, the difference is usually unnoticeable) while being notably more stable and cheap as an ender.
 
If you're familiar with DI: Sakkai's execution, it's a practical unburstable way to end a match, but should generally be treated like an Astral Finish from BlazBlue; a stylish way to finish off an opponent while you're already loaded.
 
*How to time this move: Wait until HOS rushes and hits them with the first uppercut after the initial explosion.
**Hit the buttons in time with the preceding hit: {{clr|1|P}}, {{clr|2|K}}, {{clr|3|S}}, {{clr|4|H}}, {{clr|5|D}}, (slight pause), {{clr|2|K}}, {{clr|3|S}}, {{clr|4|632146H}}.
**Has a decent amount of recovery if you mistime an input in the sequence or press the wrong button. Be careful!
*If cancelled into from {{clr|5|2D}}, the sequence can be intentionally dropped after the {{clr|5|D}} input and linked into other normals for style instead.
}}
}}
{{Navbar-GGACR}}
 
[[Category:Guilty Gear]]
==Colors==
[[Category:Guilty Gear Characters]]
{{GGACRColors|Character=Order-Sol}}
 
==Navigation==
{{notice|To edit frame data, edit values in [[GGACR/Order-Sol/Data]].}}
{{GGACR/Navigation}}

Latest revision as of 13:47, 22 February 2024

Overview

Overview

Order-Sol, also known as Holy Order-Sol (and often abbreviated to HOS), is a quick, momentum-oriented offensive monster with a unique Charge system which allows him to power up his specials, making them much stronger. He pressures his opponent at close range, forcing poor decisions, then reading their next move and punishing them for it. Smart management of his Charge system is key to implementing this strategy to its fullest potential. Once in, Order-Sol's pressure is limitless; almost every string is plus on block thanks to Charge Cancelling, forcing the opponent into a series of guessing games that only ends when he's pushed out.

Unfortunately, in exchange for this power, Order-Sol's buttons are generally stubby. Unlike his present-self  Sol Badguy, his 6PGGAC OSol 6P.pngGuardMidStartup20Recovery9Advantage+2 is relegated to a sluggish frametrap/oki tool and his DP Storm ViperGGAC OSol 623H.pngGuardMidStartup12Recovery22+8 after landingAdvantage-19 is slow. This forces him to rely on preemptive air defense, which can leave him vulnerable against opponents with a wide range of approaches.

Getting in can be tricky, but there are ways to manage. His high speed and mobility allow him to weave around the opponent's pokes or feint potential approach options, creating a very real threat bubble that some can struggle to challenge. Combined with his low jump arc, he can switch from contesting space to immediately approaching at an unusually shallow angle. Against opponents who'd rather stay away, he can instead start Charging in neutral to force a response.

For better or worse, Order-Sol's strength completely relies on good use of his Charge Meter to generate offense. Learning to keep it full by finding moments to charge with Action ChargeGGAC OSol actcharge.pngGuardStartupRecoveryTotal 30Advantage- FRC, and utilizing combos that leave him positive on Charge (known as Recharge Routes), are critical to unlocking his true strength. Staying on top of your resources is the single biggest key to maximizing his gameplan!

Overall, Order-Sol is at his best when he's able to build Charge, bulldog his way into his opponent's face, and never let go until they're dead.
GGACR Order-Sol Nameplate.png
GGACR Order-Sol Portrait.png
Damage Received Mod
×0.96
Guts Rating
2/5
Gravity Mod
×0.98
Stun Resistance
60
Prejump
3F
Backdash
16F (1~8F Strike Invuln)
Wakeup Timing
25F (Face Up)/ 21F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Fastest Attack
5K (3F)
Reversals
623H (12F/10F/8F)
632146H (15F/13F/11F)

 Order-Sol is an aggressive character with a unique Charge system which allows him to power up his specials over time.

Pros
Cons
  • Powerful at Close Range: Strong close range offense and pressure with a majority of moves being safe or plus on block, enabling endless guessing games that can be hard to wiggle out of.
  • Offensive Monster: Good mixups with Charge, unique cross-ups and okizeme, and a uniquely low jump arc providing easy jump-ins and F-Shiki setups all enable him to stick to his opponent once he closes the gap. Combined with a high running speed, he's never too far away to be considered in a passive position.
  • Strong Damage Potential: High damage with Charge and/or off of a counter hit, with some combo routes leaving Order-Sol Charge positive while maintaining impressively high damage.
  • Limited Range and Unorthodox Anti-air: Much like present-Sol, he has poor range with stubby hitboxes; certain moves have awkward frame data on top of it. An awkward anti-air game forces him to dedicate some of his high movement potential into trying to preemptively snipe aerial approaches.
  • Struggles against Zoning: Getting into range without Charge, meter or taking a risk can be difficult.
  • Heavily Resource Reliant: Low damage without resources, requiring proper resource management to play effectively.

Unique Mechanics

Charge Gauge

Charge Gauge

Order-Sol's specials and Overdrives are governed by the Charge Gauge, a mechanic carried directly over from Guilty Gear: The Missing Link.

The Charge Gauge can be increased in two ways: by using his Charge special to fill the Charge Gauge manually over time, or by tapping D after using a special (other than Charge and Charge Burst) to use Action Charge, a maneuver that refills a fixed amount of the Charge Gauge.

At higher levels of Charge, all of Order-Sol's specials and Overdrives become stronger overall. Each gains more hits, as well as added effects such as knocking down, extending combos, and doing more damage as well as becoming safer. Some excellent examples of his level 3 specials' bonuses include becoming jump-cancellable, extremely advantageous, or just far more damaging. Upon use, the Charge Gauge drains slowly, letting Order-Sol use multiple moves of the same level mid-string and leading to an extensively creative combo game.

Should Order-Sol not desire to spend his accumulated Charge Gauge, he can use Charge Keep to use the lowest level versions of his specials at any time. This can be done by pressing the D button at the same time the move is performed (or by holding the D button prior to the input): to Charge Keep Blockhead Buster, for example, the input would be 236D~P. This technique is especially important in order to maintain pressure and advantage without wasting Charge, or possibly gaining more by mixing the technique with Action Charge FRC.

Furthermore, because of how fast Charge's animation is, as well as how early it can be interrupted, it can be used to cut some recovery from Order-Sol's moves. Known as Charge Cancelling, this technique improves his frame advantage and makes him even better at sticking to his opponent.

Charge Cancel Advantage  
Level Normals On Block
1 5P, 2P, 2K -4
2 5K -2
3 6K, c.S, f.S, 2S 0
4 2D +3
5 5H +5

Starter Guide

Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
10 Mid 4 3 4 +3
Total: 10

5P is good for starting pressure and tick throws, having the most advantage of any of Order Sol's normals without using Charge Cancel.
Has niche uses outside of abare as a spaced out anti-air, but c.S is much better for that.

  • Fast enough to use as a meaty against 5f reversals, when timed for the last active frame.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 3 8 1

5K

Damage Guard Startup Active Recovery On-Block Invuln
14 Mid 3 3 9 0
Total: 14

Button blessed by the cult of three frames. Not as universally applicable or far-reaching as Sol's, but still gets the job done. Somewhat short on the first frame and extends fully on frame 4.

Order Sol's best point-blank interrupt and punish tool, being his fastest button. Required to pick up a combo from Charge Cancel (CC) 2D and most BHB1GGAC OSol 236P.pngGuardAllStartup12RecoveryTotal 42Advantage-2 AC FRC conversions. Good blockstring filler as it's a 3f frametrap into itself and doesn't scale as hard as 5P if it manages to hit.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 6 7 2

c.S

Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 5 3 14 -3
Total: 21

The gateway to big damage anti-airs and punishes. With good base damage and gatling options, it's unsurprisingly also what you'll be using most often for Throw OS. c.S > 5H can be somewhat range and height dependent for combos, but is very easy to feel out.

  • Very frequent in relaunches. Sometimes used in difficult 1 button Jump Install conversions.
  • Unable to be used in backwards Throw OS (4S+H) due to overlap with Slashback.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

f.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 10 2 15 -3
Total: 26

The horizontally longest poke of Order Sol's, but it's relatively slow and shifts his hurtbox forward a fair bit. Limited gatlings means you'll only be confirming this into higher levels of Rock It, or 6H on counter hit.

  • Despite the recovery, can bait 5f reversals if timed for the last active frame at the right distance.

Gatling Options: 5H, 6H, 5D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

5H

Damage Guard Startup Active Recovery On-Block Invuln
47 Mid 13 2 16 +1
Total: 30

Hitbox designed almost entirely to catch filthy up-backers and stray air techs. Nets great reward in the corner with Level 2 BRPGGAC OSol 236K2.pngGuardHigh/Air, HighStartup20Recovery9+4 after landingAdvantage+1 stocked, or explodes their healthbar on air CH when Charge Cancelled. The most plus frames on Charge Cancel available.

Most often used to put a stop sign in the air against predictive approaches, or right after c.S to cancel into a leveled up special. It's also crucial in catching air confirms, such as superjump j.SHD, or IAD j.P where possible. Grants IAD loops against certain grounded characters.

  • Moves Order Sol's sprite forward immediately. This can cause some moves to whiff through him in visually bizarre ways (eg Danzai 2nd HitGGACR ABA danzai-2.pngGuardMidStartup18Recovery25Advantage-9) - or for him to whiff through them instead.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5

5D

Damage Guard Startup Active Recovery On-Block Invuln
20 High 24 3 18 -7
Total: 44

Standard Dust Attack that leads to okay damage. One of the faster 5Ds in the game, but stubby as usual for Order Sol. Reactable due to reeling his leg all the way back first, and also unsafe on block.

Usually goes into some form of Dust Loop anywhere on the screen. While not completely unrewarding at Lv1 charge (unlike 236K or 2H), the risk reward involved often weighs against this move.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 20 3
  • Order Sol is in CH state from 1~33F

6P

Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 20 3 9 +2 1~17F, 28~31F Upper Body
18~27F Above Knees
Total: 31

Unusually slow 6P that acts like a projectile in many ways. No hitlag, removes a hit from other projectiles, and one-sided hitstop that makes it awkward for the opponent to challenge after.

Poorly suited for anti-air (or even anti-poking) attempts due to it's bad speed, low hitbox, and a general lack of any reward after, but it's not strictly impossible to do so. Mostly relegated to frame trapping and spaced oki for baiting reversals.

Staggers on hit, but rarely converts to much else other than linking into 2D without resources unless you're very close. Generally an unwieldy button to use, but if you let yourself trust it, the small things it does well shine through.

  • Has a strong stealth use against  Baiken using BakuGGAC Baiken 412D.pngGuardMidStartup11Recovery20Advantage-3, requiring a frame perfect preemptive input to punish 6P due to lack of hitstop.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 10 7 3
  • Active frames nullifies projectiles
  • Staggers on normal hit for max 30F

6K

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 12 10 7 -3 1~21F Throw
Total: 28

Sliding kick that's really good at keeping running momentum. Frame 1 throw invuln until recovery and active for much longer than you'd think, lasting until he's fully retracted his leg. The perfect tool for destroying wakeup abare An attack during the opponent's pressure, intended to interrupt it., but vulnerable to invincible reversals.

Unfortunately has limited gatlings, but it's mostly mitigated by being 0 on block with CC and a generous stagger on counter hit. Gatling into 2D for knockdown, cancel into BHB2GGAC OSol 236P2.pngGuardAllStartup12RecoveryTotal 42Advantage+11 for a combo in the corner, or CH confirm into CC > Fafnir to cash out for big damage.

Gatling Options: 6H, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3
  • Staggers on ground CH (max 37F)

6H

Damage Guard Startup Active Recovery On-Block Invuln
70 Mid 17 1 24 -6
Total: 41

Massive 70 damage slab of pain with relatively long range that staggers on hit with a hefty 1.5x dizzy modifier. Unfortunately has plenty of risk since the entire move is counter hit state and it's a very wide hurtbox extension, but three hits with 6H in neutral will usually stun most characters.

Mostly seen in CH confirms from 2S, f.S, or 6K, but leveled up specials are more reasonable confirms from those buttons. Also serves as a combo ender off BHB2 in the corner since it knocks down on air hit. Doesn't convert into anything by itself without RC or CH > Fafnir, but a solid combo starter when it makes itself available.

  • Despite the CH state, can be slightly tricky for some multi-hit moves to punish 6H (including Order Sol's own Rock It 2GGAC OSol 236S.pngGuardMidStartup12Recovery12Advantage+4) due to how far forward his hurtbox extends.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • Slams down opponent on air hit
  • Order Sol is in CH state during move
  • Dizzy modifier x1.5
  • Staggers on normal hit for max 45F

2P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 4 4 5 +1
Total: 12

Crouching 5P equivalent, being nearly identical. Only +1 compared to +3, making it slightly better for tick throws. Generally preferred when starting pressure over 5P since it hits much lower and retains almost all of the gatling options, except for 6K and 6H.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 3 8 1

2K

Damage Guard Startup Active Recovery On-Block Invuln
12 Low 5 4 6 0
Total: 14

Quick low with decent range and a very slight disjoint. Order Sol's tool for tagging fuzzy jumps since 2S isn't a low. Strong for tick throws being 0 on block, especially combined with Order Sol's faster running speed than present-Sol to make up for the lack of a command throw.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 70% 3 8 1

2S

Damage Guard Startup Active Recovery On-Block Invuln
24 Mid 6 3 12 -1
Total: 20

Godlike. An essential, extremely disjointed poke with a great hitbox that bends some matchups around it. Exceptionally fast for the range it covers, being as fast as some 5Ps, with just enough recovery to be deceptively hard to whiff punish on reaction.

Order Sol's go-to for neutral poking in most scenarios, with the overall best balance of risk, range, and speed. Some characters (like  Robo-Ky and  Eddie) pray at night that they don't have to deal with this. It's good enough that if you don't strictly need the vertical reach or 3F speed of 5K, it can oftentimes be worthwhile to mash on 2S instead since it somehow manages to carry similar levels of risk.

Counter hit confirms into 6H for a quick damage cashout, and easily converts into specials at higher levels. Despite the range, it occasionally fails to combo into 2D since this reaches slightly further. Even if this hits them with no cancel after it, Order Sol is fast enough to run up and threaten another button immediately after.

  • Hits just low enough to not be threatened by  I-No's STBTGGAC Ino 41236S.pngGuardLowStartup28Recovery16Advantage+1, but the initial startup of  Sol Badguy's Ground ViperGGAC Sol 214S.pngGuardLow×7, MidStartup17Recovery37Advantage-21 can slip underneath.

Gatling Options: 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

2H

Damage Guard Startup Active Recovery On-Block Invuln
32 High 23 4 13 0 11~22F Lower Body
17~26F Throw
Total: 39

Strong and safe overhead, with a slightly misleading startup animation that can be awkward to react to. Slow as usual for an overhead, but +0 on block with good options to gatling into it, such as 5K, 2K and c.S. Links into 5K if hit meaty on the last 2 frames.

Easily reactable ground bounce on CH for big meterless conversions, which pairs well with the throw invuln on the later half of the move. Unfortunately has no cancel options, requiring RC or the aforementioned CH to convert into anything.

Despite being an overhead, 2H is deceptively disjointed. Order Sol leaves the ground for a moment during startup, so it's possible to low crush more committal options.

  • Becomes -4 on IB, allowing some to punish this if they have a fast enough button (such as HOS himself) or if you end up in throw range. Don't get predictable.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 11 6 4
  • Ground bounces on CH (untechable for 90F)

2D

Damage Guard Startup Active Recovery On-Block Invuln
28 Low 9 4 14 -1 6~21F Low Profile
Total: 26

An advancing sweep with decent range and that often ducks under attacks. The obvious comparison is to Sol's 2DGGAC Sol 2D.pngGuardLowStartup7Recovery20Advantage-6, but this doesn't low profile as much and Order Sol starts standing up sooner, making it a better poking tool rather than low-profile counterpoking - although it can occasionally get away with that anyways. Also pivotal in BRP2 > BHB2 extensions in the corner, usually being better than 2S for it when time allows.

The only other plus on block normal when Charge Cancelled at +3, only 2 frames behind 5H while being an attack level lower. This can make the difference when the opponent is utilizing FD to try to push Order Sol out, saving those valuable inches on running back in to keep them locked down.

One of Order Sol's only meterless and chargeless juggle starters. 2D CC > 5K links against most of the cast, and against everyone on counter hit. Confirm on hit into BHB2/3, RI2/3, or even Savage Fang 3GGAC OSol 632146P3.pngGuardAllStartup3+1Recovery26Advantage+7 to cash out big unburstable damage (also an un-OTG option!).

  • Special cancel window lasts slightly into recovery.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 90% 11 6 4

j.P

Damage Guard Startup Active Recovery On-Block Invuln
11 High/Air 4 6 4
Total: 13

Privileged 4F air normal. Contender alongside Justice, Jam, and A.B.A. for the fastest air button, and your real anti-air tool. Decent hitbox, but Order Sol pulls his legs in and significantly shrinks his hurtbox, making this surprisingly annoying for many to deal with.

The raw speed and self-gatling makes it impossible to IB > Throw as long as you keep mashing it. Also sees some use out of IAD to harass namely the taller characters, and crucially enables 5H IAD for loops and confirms.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
16 High/Air 5 8 10
Total: 22

Strong rising air-to-air with a good disjoint up and above Order-Sol. Works well with his low jump, but still to be used with caution as there are better jump-in tools to use. Usually combo filler since this and j.S gatling into each other.

  • Jump cancelable for very low F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. setups.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 5 7 2

j.S

Damage Guard Startup Active Recovery On-Block Invuln
26 High/Air 8 6 14
Total: 27

Overall mostly used for combo filler or for keeping an already blocking opponent guarding for longer. Can cross up, but doesn't covert to much unless it hits relatively deep, making it easier to react to. Versatile gatling options as it cancels to every jump normal besides itself.

  • Jump cancel leads to generally tighter F-Shiki setups than j.K due to the higher attack level.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 90% 8 7 3

j.H

Damage Guard Startup Active Recovery On-Block Invuln
34 High/Air 9 6 13
Total: 27

Fast, powerful normal with a large downwards hitbox. Competes with j.P for Order Sol's best air normal. Extremely difficult to contest despite not being disjointed, pairing well with his low jump arc to stuff even most 6Ps when hit deep enough.

Generally leads into a short string into 2D on normal hit, but groundslides on CH for much stronger conversions. Doesn't jump cancel, but j.D can, leading to his form of Dust Loop.

Gatling Options: j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 11 6 4
  • Slides on CH (untechable for 68F, slides for 25F)

j.D

Damage Guard Startup Active Recovery On-Block Invuln
42 High/Air 13 4 7+5 after landing
Total: 28

Trust in the Dust. Excellent disjointed hitbox that floats on hit. Best in air-to-air pressure and outside of jumping in due to the added landed recovery. Jump cancels, most often used in conjunction with j.H for Order Sol's Dust Loop combos. Almost always combos into BRP2, being Order Sol's only consistent air knockdown tool outside of Storm Viper 3.GGAC OSol 623H3.pngGuardMidStartup8Recovery4+8 after landingAdvantage-3

Wall bounces on counter hit, allowing for some unique conversions if you're ready for it.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 90% 11 10 4
  • Wall bounces on CH (untechable for 52F)

Universal Mechanics

Ground Throw

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

Full force headbutt that launches the opponent across the screen, wall sticking if they reach the corner. Important for Order Sol's mixup, given he mostly spends a lot of time representing strikes instead. Unfortunately comes with an unusually harsh 40% prorate, but still leads to a short combo, or a knockdown with BRP2.

Due to the nature of his throw, there are certain scenarios near the corner with low Charge where the opponent will be launched across the screen to wall stick, but ends up too far for any conversion whatsoever. In such scenarios, it could potentially be more effective to throw the opponent back to midscreen if returning to neutral could be too risky (i.e, Chipp or Millia).

  • Requires a 2 frame link into 6H to get a knockdown in the corner point-blank at Level 1 Charge.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 40% 6
  • When the wall stick occurs, Order-Sol can move 18F before the opponent

Air Throw

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

High floating exploding air throw. One of Order Sol's most reliable Anti-Air options due to his low jump. Leads to a free followup combo or ample time for charging and oki. Needs charge midscreen for longer combos, but scores similar combos to regular throw in the corner.

  • Similarly to Sol's airthrow, this can be Bursted after the hit, but it'll whiff and just give you a free reset.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6,7
  • 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 5 17 -8 1~9F All
10~23F Throw
Total: 26

Extremely useful, very fast DAA with decent range, causing a close knockdown on hit.

Somewhat obnoxious for most of the cast to deal with due to it's speed, usually requiring them to go out of their way to call it out with jump cancels or low profiles. Unsafe on block, but it's also equally annoying for some to punish thanks to it's snappy recovery. Use it and abuse it.

  • Doesn't knock down on air hit. Converts to microdash 5K on counter hit.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 50% 10 7 3

Special Moves

Charge

214[D]

Damage Guard Startup Active Recovery On-Block Invuln
13~

The single most important tool in Order Sol's kit. Enables gaining frame advantage across the board, cementing Order Sol's position as the close-range king.

Raises Order Sol's Charge Gauge while holding D, building faster the longer it's held. As Charge increases to higher levels, Order Sol gains access to stronger versions of every special move and Overdrive.

Often used for Charge Cancelling, which replaces the recovery of any normal to 13f (or however long you want to hold it for). This results in some moves gaining much higher frame advantage and letting HOS be plus on nearly any blockstring. Opponents can be made very afraid of pressing buttons, allowing for easier pressure continuations or ample opportunities for mixing in a throw.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A
  • Can be canceled into Charge Burst from 2F onwards
  • Charge rate increases the longer button is held
  • From empty charge to completely fill each level: Lv 1 = 62F, Lv 2 = 93F, Full = 116F
  • 2F after letting go of button, Order Sol performs a recovery animation (total 8F)
  • Fastest possible charge is 13F long

Charge Burst

214[D] > H

Damage Guard Startup Active Recovery On-Block Invuln
10 All 19 4 35 -10 1~28F All
NoteThe red squares indicates the projectile's active frames. Order-Sol has no hitbox on himself.
Total: 57

Explosion move used to blow opponents who rush headlong to punish Charge back to fullscreen. Has a ridiculous amount of invulnerability, allowing him to even ignore a fair amount of Overdrives.

Should be used sparingly - HOS only gets any reward off this from a Counter Hit point blank with your opponent in the corner, and the raw damage is equal to 5P despite the animation. Like many slow reversals, opponents can use relatively safe options to cover against it, but it's worth representing from time to time.

Technically a frame 2 reversal if you do a frame perfect 214[D]~H input, but generally not worth it.

  • Counter Hit state for the entire recovery. Can't be Roman Cancelled.
  • The explosion is a projectile and can cancel 1 hit of other projectiles.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 0 7 2
  • Order Sol is in CH state during move
  • Order Sol is crouching from 44F onwards
  • Custom blockstun

Action Charge

D during Special Recovery

Version Damage Guard Startup Active Recovery On-Block Invuln
Special > D Total 30
Special > j.D Until Landing+8
AC         
Total: 30
AC (Air)
Total: 38

Builds 80% Charge after any special move. Charge gained is based on your "true" Charge meter, and not the slowly decreasing bar visible after using a special. The core of what makes a Recharge combo a Recharge combo!

Has a relatively generous 6 frame FRC on it to make this safe (timed for the flash first appearing), and enables combos out of BHB and Gunblaze. Outside of combos, it's most often seen after a knockdown from RI2/3, BRP2, and SV3.

  • Counterhit state through the entire move.

The Air version is identical, but locks HOS out of acting (in counterhit recovery!) until landing unless FRC'd, making it noticeably more dangerous than the grounded version. Best used after j.BRP2 or j.SV3 to keep Charge while still securing a knockdown, and securing charge from SV1 as a combo ender.

  • Strong with Storm Viper, as it will make it safe if you hold the buttons to FD after an FRC. You can also negative edge another Storm Viper into it.
    • Note that this puts HOS in Counter Hit state during AC's startup, so you can still be punished before an FRC is possible. Don't get predictable.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
Special > D 7~12F
Special > j.D 13~18F

Special > D:

  • Order Sol is in CH state during move
  • Charge Gauge is increased by 0.8 of a level on 5F

Special > j.D:

  • Charge Gauge is increased by 0.8 of a level on 11F
  • See notes ※1, ※2

Blockhead Buster

236P

Damage Guard Startup Active Recovery On-Block Invuln
10, 16 All 12 2,8 Total 42 -2
BHB1       
Total: 42
Projectile
Total: 21

Short ranged flame burst. Projectile-esque, multi-purpose. Mostly for pressure, quick charge building, or combo extensions.

Staggers on hit for a combo conversion or frame advantage (+2 to +7) when combined with Action Charge FRC (AC FRC), but only if both hits connect. Convert to even bigger combos while spending a bit less on resources, or extend pressure while building them.

  • -15 on AC without FRC. Don't try it unless you know they will sit still.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 0 4×2 4, 3
  • 2nd hit staggers on hit (max 35F) if 1st hit connects
  • 2nd hit is considered a projectile and can pass through other projectiles
  • Can cancel into Action Charge from 26F onwards
Damage Guard Startup Active Recovery On-Block Invuln
10, 12×2 All 12 2,6,6 Total 42 +11
BHB2       
Total: 42
Projectile
Total: 25

Overall a larger and generally higher utility version. Flings the opponent across the screen for a knockdown, wallsticking for a bit if they hit the corner. A staple in Order Sol's corner combos, making Recharge combos as accessible as they are. +15 to +20 on block when AC FRC'd, easily allowing HOS to run in and continue pressure for much less risk.

  • Can perform Lvl 2 on block consecutively when charge is high enough due to the slow charge drain rate.
  • Doesn't knock down by itself if the opponent wallsticks.
  • -2 when AC'd without FRC.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 0 4×3 4, 5×2
  • 2nd hit staggers on hit (max 35F) if 1st hit connects
  • 2nd and 3rd hits are considered projectiles and can pass through other projectiles
  • 2nd and 3rd hits are guranteed to appear after 14F
  • Can cancel into Action Charge from 26F onwards
  • Charge Gauge starts draining on 2F
  • See note ※3
Damage Guard Startup Active Recovery On-Block Invuln
10, 12×3 All 12 2,12(8)12(8)12 Total 42 +37
BHB3       
Total: 42
Projectile
Total: 65

Use Lvl 3 for an enormous burst of pressure extension. Burns resources to make sure HOS gets back in. +42 to +46 when AC FRC'd, although this can be seen as pointless given how much advantage is generated in the first place. Leads to a visually obscured pressure sequence, making mixups an open guessing game. Still very plus at +24 when AC'd, but this is largely a waste of Charge.

Staggers extensively on grounded hit for bigger conversions, giving enough time to AC and still run up to pick up a combo even when mashed properly. Floats low on all hits against airborne opponents, usually giving enough time to combo unless untech is noticeably scaled.

  • Can be risky to counterpoke against since it's guaranteed to appear after frame 14.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 0 4, 2×3 4, 5×3
  • 2nd-4th hits stagger opponent on hit (max 45F) if 1st hit connects
  • 2nd-4th hits are considered projectiles and can pass through other projectiles
  • 2nd-4th hits are guranteed to appear after 14F
  • Can cancel into Action Charge from 26F onwards
  • Charge Gauge starts draining on 2F
  • See note ※3

Gun Blaze

214S

Damage Guard Startup Active Recovery On-Block Invuln
40 All 23 14 Total 44 +9 1~4F Above Knees
5~16F Above Feet
17~19F Low Profile
GB1 (NoteThe red squares indicates the first frame the projectile is active. Order-Sol has no hitbox on himself.)
Total: 44

Unusual pass-through move which leaves behind a flame pillar.

  • Mainly used on oki or in pressure as a cross-up tool. Significantly plus on block.
    • Even then, it needs to be positioned properly as the hitbox starts at a very specific point; proper spacing is required to make effective use of this lest it whiffs.
  • Very low profile, works well point blank and as an anti-air. However, it loses to many lows and throws when mistimed.
    • The low-profile, high vertical reach, and forward movement can be use as a counter against 'hopping' moves when reacted quickly enough (e.g.  Sol Badguy's Bandit BringerGGAC Sol 236Khold.pngGuardHigh/AirStartup32Recovery9+4 after landingAdvantage+1 or  Anji Mito's KaiGGACR Anji 214K Hitbox.pngGuardHigh/AirStartup32Recovery8 after landingAdvantage+1
  • Crosses up the opponent when HOS passes a certain point. Becomes a serious threat on oki when the opponent is low on health, due to FD negating crossup protection.
  • Combos midscreen without AC and/or FRC. Full, big damage combos on counter hit due to being untechable, as well as closer to the corner.
  • Sometimes works on oki setups by a far hit 2D to double GB, or late GB FRC > immediate GB again for trickier setups.
  • Note: Cannot be charged kept with 214S+D due to input priority. D must already be held before the 214S input, or you'll get Manual Charge or Burst. Kara cancelling 2D > 214S allows the move to be charged kept.
    • This is important to keep in mind, as GB is one of the most important moves to use Charge Keep with.
FRC Window Proration Guard Bar+ Guard Bar- Level
27~28F 85% 0 6 4
  • Can pass through opponent 1~30F
  • Flames can pass through other projectiles
  • Can cancel into Action Charge from 33F onwards
Damage Guard Startup Active Recovery On-Block Invuln
30×2 All 23 14(2)14 Total 50 +12 1~4F Above Knees
5~24F Above Feet
25~27F Low Profile
GB2 (NoteThe red squares indicates the first frame the projectile is active. Order-Sol has no hitbox on himself.)
Total: 50

Lvl 2 slides farther and drops two pillars instead of one with a bit more distance, thus there's less likelihood of whiffing.

  • Crosses up more easily than Lvl 1 due to travel speed.
  • However, less effective as an Anti-Air. Stick to Lvl 1 for that.
  • Vacuums on contact, changing your followup options from Lvl 1.
    • Easier to follow up on hit, though the resulting combo will generally be different.
  • Still combos after a bare AC. Even loops into itself.
  • Very much plus, even excessively so on FRC. Still maintains high advantage while building Charge with AC FRC.
  • Guaranteed to go active after frame 13, trades will generally be in your favor. Sometimes scores Counter Hits even if the opponent tags you mid move.
FRC Window Proration Guard Bar+ Guard Bar- Level
35~36F 85% 0 6×2 4
  • Can pass through opponent 1~38F
  • Flames guranteed to appear after 13F
  • Flames can pass through other projectiles
  • Can cancel into Action Charge from 41F onwards
  • Charge Gauge starts draining on 12F
  • See note ※3
Damage Guard Startup Active Recovery On-Block Invuln
30×3 All 17 14(2),18,24 Total 53 +16 1~4F Above Knees
5~30F Above Feet
31~33F Low Profile
GB3 (NoteThe red squares indicates the first frame the projectile is active. Order-Sol has no hitbox on himself.)
Total: 53

Lvl 3 is the same as Lvl 2 but with three pillars instead and further distance travelled.

  • A lot more untechable time on the third hit, conversions even with an AC.
  • Drags significantly farther on hit, can drag them all the way to the corner.
  • Overall less useful than other Level 3 moves, but strong in its own right.
  • Maintains Lvl 2's guaranteed active window on 13f.
FRC Window Proration Guard Bar+ Guard Bar- Level
41~42F 0 4×3 4
  • Can pass through opponent 1~44F
  • Flames guranteed to appear after 13F
  • Flames can pass through other projectiles
  • 3rd flame appears 17F after 2nd flame
  • Can cancel into Action Charge from 47F onwards
  • Charge Gauge starts draining on 12F
  • See note ※3

Storm Viper

623H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
623H Lv1 25×2 Mid 12 8,3 22+8 after landing -19 1~12F All
j.623H Lv1 25×2 All 8 8,3 Until landing+8 1~8F All
SV1  
Total: 52
j.SV1
Total: 26

A slow DP which works better in some instances but worse in others.

  • Fairly janky reversal which can be easily meaty baited, but blows through some other, bigger moves more easily.
  • Invincible right into startup.
  • Action Charge Cancelable during recovery, FRC'ing will cause HOS to drop straight down quickly for feints or to FD and make yourself safer.
    • AC puts HOS in CH state, so if you whiff this FRC or get baited, expect to be punished heavily.
    • You can negative edge an air Storm Viper into this FRC to bait things with another reversal.
  • RC'ing will place HOS airborne with no air movement options. Use this move wisely.

Air Lvl 1 wins the air to air war if they're pressing buttons

  • Fully invulnerable unlike most other aerial DPs, but only invul until the first frame of the actives.
  • Frame 8 unlike the slow ground version.
  • Mostly used to tack on top of the screen damage, or when negative edged out of a blocked ground Storm Viper AC FRC.
    • While you can AC the DP without FRCing it, you must be careful when you do this. Most chars can punish this, ON HIT, if you're DPing them into the corner, and some others can still do this even if you hit it midscreen. Use this as a knowledge check, if they're not punishing you, why stop?
  • Despite this, it's still a gamble for relatively low reward.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
623H Lv1 N/A 10×2 7×2 3
j.623H Lv1 N/A 10×2 7×2 3

623H Lv1:

  • Order Sol is airborne from 12F onwards
  • Can cancel into Air Action Charge from 37F until 1F before landing
  • See note ※2

j.623H Lv1:

  • Can cancel into Air Action Charge from 33F until 1F before landing
  • See notes ※1, ※2
Version Damage Guard Startup Active Recovery On-Block Invuln
623H Lv2 30×3 Mid 10 8,3(3)3 22+8 after landing -26 1~12F All
j.623H Lv2 30×3 All 8 8,3(3)3 Until landing+8 1~10F All
SV2  
Total: 56
j.SV2
Total: 32

Lvl 2 is slightly faster with another hit which pushes back farther and has more hitstun.

  • Even less safe on block than Lvl 1, despite more pushback.
  • Same invuln as Lvl 1, but knocks away farther on hit.

Air Lvl 2 is slightly better than air Lvl 1.

  • Same startup speed, but invul lasts longer into the active window.
  • Untechable when done low enough to the ground. Can pick up from this from longer conversions out of lower air combos in the corner.
  • BRP is preferred at this level to end air combos for knockdown, unless this will kill, will lead to another SV, or BRP Lvl 2 won't connect.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
623H Lv2 N/A 10×3 7×3 3
j.623H Lv2 N/A 10×3 7×3 3

623H Lv2:

  • Order Sol is airborne from 10F onwards
  • Can cancel into Air Action Charge from 44F until 1F before landing
  • Charge Gauge starts draining on 17F
  • See notes ※1, ※2, ※3

j.623H Lv2:

  • Can cancel into Air Action Charge from 42F until 1F before landing
  • Charge Gauge starts draining on 17F
  • See notes ※1, ※2, ※3
Version Damage Guard Startup Active Recovery On-Block Invuln
623H Lv3 25×4 Mid 8 8,3(3)3(22)7 4+8 after landing -3 1~14F All
j.623H Lv3 25×4 All 8 8,3(3)3(24)7 Until landing+8 1~14F All
SV3  
Total: 65
j.SV3
Total: 61

Lvl 3 is an expensive but worthwhile reversal.

  • Significantly faster than previous levels, only -3 on block.
  • Untechable Floor bounce on hit for a full conversion.
  • Has combo conversion use as well as use as a starter.
  • Last hit ignores OTG, so it won't screw up your knockdowns on awkward hits and can still lead to conversions.
  • AC occurs after the last hit, not helping for safety but can build meter and still convert on AC FRC.
  • Has a large window from the third to fourth hit, and can be intercepted between them.

Air Lvl 3 is useful but pricey extension similar to grounded Lvl 3.

  • Especially good off of short air-to-air confirms.
  • Preferred over BRP if you have this much charge and are at moderate height.
  • Won't knock down itself, but resulting combos will still lead to it with enough charge.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
623H Lv3 N/A 100%×3, Forced 90% 10×4 7×4 3
j.623H Lv3 N/A 100%×3, Forced 90% 10×4 7×4 3

623H Lv3:

  • Order Sol is airborne from 8F onwards
  • Can cancel into Action Charge from 3F after landing onwards
  • Charge Gauge starts draining on 27F
  • 4th hit ignores OTG
  • See notes ※1, ※2, ※3

j.623H Lv3:

  • Can cancel into Air Action Charge from 64F until 1F before landing
  • Can cancel into Action Charge from 3F after landing onwards
  • Charge Gauge starts draining on 27F
  • 4th hit ignores OTG
  • See notes ※1, ※2, ※3

Bandit Revolver Prototype

236K (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
236K Lv1 24 High/Air 22 3 6+6 after landing -1 1~7F Feet
j.236K Lv1 24 High/Air 19 3 Until landing+8
BRP1  
Total: 36
j.BRP1
Total: 29

Quick overhead that's safe when spaced.

  • Only -1 on block. Can frametrap or start pressure afterwards if the opponent doesn't know to throw.
  • Even on standing hit, 1f plus on crouching hit, must jump/backdash/reversal to avoid being thrown.
  • Can link to 5P or 5K on standing CH, or any 5f or faster normal on crouching CH, distance depending.
  • Can be FRC'd right before the top of the ascent for safer air buttons or a land > throw/low mixup.
    • This, when performed, should always be done with Charge Keep to maintain resources.
  • Action Charging is completely unsafe unless FRC'd
  • All versions: Foot invul for some frames on startup before going airborne. Can go over lower pokes.
  • All versions: Will pass through opponents (even if they're standing or blocking) when used up close with the exception of FA, PO, JU, AB. Generally unpreferable. Space this.

Air Lvl 1 is a short combo damage add-on.

  • Ends air combos for a last bit of damage. No knockdown.
  • Slightly faster than grounded Lvl 1, might be slightly safer when TK'd.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
236K Lv1 16~17F 8 7 3
j.236K Lv1 N/A 11 6 4

236K Lv1:

  • Order Sol is airborne from 8F onwards
  • Can cancel into Action Charge from 3F after landing onwards
  • See notes ※1,※2

j.236K Lv1:

  • Can cancel into Air Action Charge from 29F until 1F before landing
  • See notes ※1, ※2
Version Damage Guard Startup Active Recovery On-Block Invuln
236K Lv2 26, 28 High/Air, High 20 3(9)3 9+4 after landing +1 1~6F Feet
j.236K Lv2 26, 28 High/Air, High 19 3(9)3 Until landing+8
BRP2  
Total: 47
j.BRP2
Total: 41

Lvl 2 is a staple combo and pressure ender.

  • Follows the first hit with a flip kick that floorslides and knocks down.
  • Slightly faster than Lvl 1, likelier to catch them blocking low.
  • Second hit must be FD'd in the air, can catch people not paying attention or expecting this if you catch them airborne or upbacking.
  • +1 on block, but can still get thrown out.
  • Can convert when point blank with an extremely tight 5K in the corner.
  • Sets up oki or an AC opportunity.

Air Lvl 2 is the only guaranteed knockdown out of air combos.

  • Scores the KD and leads to oki.
  • Second hit is again air unblockable without FD.
  • Okay for getting initiative in air-to-air when close enough to the ground.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
236K Lv2 14~15F 80% 8, 11 7, 9 3, 4
j.236K Lv2 N/A 11×2 6, 9 4

236K Lv2:

  • Order Sol is airborne from 7F onwards
  • Can cancel into Action Charge from 3F after landing onwards
  • Charge Gauge starts draining on 12F
  • See notes ※1,※2

j.236K Lv2:

  • Can cancel into Air Action Charge from 40F until 1F before landing
  • Charge Gauge starts draining on 22F
  • Untechable for 37F
  • See notes ※1, ※2, ※3
Version Damage Guard Startup Active Recovery On-Block Invuln
236K Lv3 30, 42 High/Air, High 18 3(8)4 8+2 after landing +5 1~5F Feet
j.236K Lv3 30, 42 High/Air, High 19 3(8)4 Until landing+8
BRP3  
Total: 42
j.BRP3
Total: 41

Lvl 3 is the fastest version and leads to full conversion from anywhere due to wallbounce.

  • Crosses HOS up in the corner, so it's generally best used midscreen.
  • Will combo into itself with enough charge.
  • Completely safe on block in exchange for the meter cost.
  • Second hit is again air unblockable without FD. Very dangerous to try to upback out of.

Air Lvl 3 has similar functionality to the grounded Lvl 3 version.

  • Due to height and conversions, best done lower to the ground and farther from the corner.
  • Second hit is again air unblockable without FD.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
236K Lv3 12~13F 85% 8, 15 7, 9 3,5
j.236K Lv3 N/A 85% 11, 15 6, 9 4, 5

236K Lv3:

  • Order Sol is airborne from 6F onwards
  • Can cancel into Action Charge after the move ends
  • Charge Gauge starts draining on 16F
  • See notes ※1, ※2, ※3

j.236K Lv3:

  • Can cancel into Air Action Charge from 40F until 1F before landing
  • Charge gauge starts draining on 27F
  • See notes ※1, ※2, ※3

Rock It

236S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 16 16 10 +3
RI1
Total: 41

An essential advancing attack that has a variety of uses for pressure that goes both ways. Can tag jump-outs and get HOS closer to where he wants.

  • Used at the end of pressure strings due to being +3, but can't combo off of anything that doesn't provide as much hitstun.
  • 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.
    • FRC'ing an Action Charge will grant you even more plus time.
  • Floor slides on CH for bigger conversions (even combos to Fafnir).
  • Lvl 1 is generally preferred for use at neutral, as it's unpunishable at no resource cost in spite of not comboing from much.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3
  • Enters recovery on hit or block (rest of active frames are skipped)
  • Slides on CH (untechable for 40F, slides for 20F)
Damage Guard Startup Active Recovery On-Block Invuln
30×2 Mid 12 17(10)3 12 +4
RI2
Total: 53

Lvl 2 comes with a second knockdown attack after the first hit. Significantly quicker on startup which allows it to be converted into far easier.

  • Predominantly for long ranged confirms into knockdown, putting HOS in his prime space and setting up for oki or Action Charge if it connects.
  • Still works as a blockstring ender as it's faster than Lvl 1 and +4 (though eagle-eyed players will make the second hit punishable with an IB or SB).
  • Checks advancing opponents better than Lvl 1 and gives HOS the knockdowns he needs even as a poke or whiff punish.
  • Action Charge will still give time for meatying with lower level buttons.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10, 20 7, 6 3, 5
Damage Guard Startup Active Recovery On-Block Invuln
30, 25, 20 Mid 8 15(10)3(15)4 19 -4
RI3
Total: 73

Lvl 3 adds a third strike that launches on hit and is jump cancelable on the third hit.

  • Leads to full air conversions on hit. Order Sol's main corner conversion tool at Level 3.
  • Can be pseudo Charge-Cancelled by jump cancelling the last hit and immediately doing 214 before going airborne. Leads to stronger followups.
  • Leads to things like CC > Dust Loop, or TK'd Lvl 3 Storm Viper in the corner. Works with TK'd Lvl 3 Bandit Revolver midscreen.
  • Still converts after an Action Charge.
  • Minus on block unlike the other two versions, but the jump cancel mitigates this during pressure.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10, 20×2 7, 6×2 3, 5×2
  • 1st hit's active frames are cut short on hit or block (proceeds to 2nd hit)
  • Can cancel into Action Charge from 11th frame of recovery onwards
  • Charge Gauge starts draining on 20F
  • 2nd and 3rd hit ignore OTG

Force Breaks

Fafnir

41236D

Damage Guard Startup Active Recovery On-Block Invuln
70 Low 10 2 23 -6 1~11F Lower Body
Total: 34

A fantastic, fear inducing half screen low with immediate low body invuln. Knocks down on hit, or converts into microdash 2S > 5H IAD j.P for a bit more damage at closer ranges. Ground bounces noticeably higher on CH, enabling Dust Loops and even higher damage. Doesn't require Charge to use.

Unfortunately can't be cancelled into, so it's most often seen in neutral or immediately after a CC as a callout. While the low body invuln is immediate, Order Sol flings his body forward before the active frames, so it demands caution against common medium-height pokes such as the average f.S. Even so, it remains a great FB for when you have excess meter on hand.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 15 6 5
  • Ground bounces on CH
  • Cannot be canceled into

Overdrives

Tyrant Rave ver. Omega

632146H

Damage Guard Startup Active Recovery On-Block Invuln
80 Mid 5+10 13 18 -12 1~15F All
16~30F Throw
TR1
Total: 45

Mediocre, but tacks on some okay damage and knocks down. Very long startup for a super, especially post flash. Easy to react to with whatever the opponent wants, including their own super, but can sometimes clash from how disjointed it is. Keep 5K or Storm Viper primed in case of a clash - or just hold FD to stay safe.

  • Has a weird quirk where it can hit both the opponent and their puppet at the same time (such as both  Dizzy and her fishGGAC Dizzy 214P.pngGuardAllStartup58~68 (26~35)Recovery12 [Total 36]Advantage-) instead of the puppet eating the hit and leaving you defenseless.
    • Don't forget about the slow speed, though - unless the opponent is doing something, this will still leave you open for a punish.
  • All versions: Extremely active for a long portion of the graphics.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • Dizzy modifier x0.25
  • Chip damage x1.5
Damage Guard Startup Active Recovery On-Block Invuln
50, 60 Mid 4+9 13(13+3)16 16 -13 1~19F All
20~33F Throw
TR2
Total: 73

Lvl 2 has far more utility due to the free wallbounce followup afterwards, but the resulting air combo can be undesirable if you don't have enough Charge to combo into j.BRP2 for a knockdown afterwards. Best used early in combos due to how Overdrives scale damage.

Marginally faster than Lvl 1 with some more invuln, but still not an ideal reversal.

  • All versions: Extremely active for a long portion of the graphics. First hit can hit both a puppet and the opponent (i.e, both Dizzy and her fish at the same time).
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 100%, Forced 75% 20×2 6×2 5
  • Dizzy modifier x0.25
  • Chip damage x1.5
  • Charge Gauge starts draining on 17F
  • See note ※3
Damage Guard Startup Active Recovery On-Block Invuln
50, 60, 128 Mid 3+8 13(13+3)16(5+5)22 26 -29 1~23F All
24~31F Throw
TR3
Total: 115

Lvl 3 is a very expensive tool with far more damage than previous versions. Goes back to knocking down instead of wallbouncing like Lvl 2. Generally not worth the resources, but can sometimes close out a round with the high base damage. Pushes out further on block than other levels, but is much more unsafe than the others so this is mostly nullified.

  • Third hit can delete projectiles.
  • All versions: Extremely active for a long portion of the graphics. First hit can hit both a puppet and the opponent (i.e, both Dizzy and her fish at the same time).
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20×3 6×3 5
  • 3rd hit destroys projectiles
  • Dizzy modifier x0.25
  • Chip damage x1.5
  • Charge Gauge starts draining on 36F
  • See note ※3

Savage Fang

632146P

Damage Guard Startup Active Recovery On-Block Invuln
60 All 3+2 6 27 -13 1~3F Strike
SF1 
Total: 37
Proj.
Total: 10

An okay projectile super at Lvl 1 that is more or less a frame 5 DI-GunflameGGACR Sol 236P DI.pngGuardAllStartup20Recovery7Advantage+7 for 50%. Unfortunately +2 after the flash, so opponents can FD if they're dashing, but otherwise can be used for longer range callouts above your head.

Launches on hit as a short combo extender. Decent base damage, but otherwise completely inferior to Lvl 2.

  • All versions: 2x chip damage.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3
  • Blows away opponent on hit
  • Chip damage x2
  • Flame can pass through projectiles
Damage Guard Startup Active Recovery On-Block Invuln
40×3 All 3+0 6(4)6(4)6 7 +7 1~3F Strike
SF2 
Total: 35
Proj.
Total: 24

Lvl 2 is a powerful anti-zoning tool with 2 extra projectiles. Frame 0 after the flash, suddenly transforming it into an incredible "just do it" super; the first 4 active frames happen during flash, the other pillars reach over halfscreen, and it's even plus on block. Pressing buttons, throwing projectiles too close, or even just walking forward all become safe punish opportunities on a whim.

Unfortunately, despite being 3+0 and having strike invuln startup, this is NOT a reversal - Order Sol becomes vulnerable during the flash, losing outright if they manage to put a hitbox on top of him during startup. Despite this, it remains an extremely valuable tool in Order Sol's kit for punishing even the slightest hint of aggression.

  • Often only hits twice (or even only once) at close range due to the high upwards knockback flinging the opponent out of range.
  • All versions: 2x chip damage.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10×3 7×3 3
  • Blows away opponent on hit
  • Opponent cannot move from superflash until 4F after 1st hit
  • Chip damage x2
  • Flame can pass through projectiles
  • Charge Gauge starts draining 12F after superflash
  • See note ※3
Damage Guard Startup Active Recovery On-Block Invuln
60×5 All 3+1 3×3,1×2 26 +7 1~3F Strike
SF3 
Total: 40
Proj.
Total: 14

Lvl 3, being EX Sol's very version of this attack, is a big conversion tool from short combos or knockdown. Sadly loses being 0 after the flash, but +1 is usually good enough. The 2x chip modifier is very noticeable on this version, taking ~70 damage off unless FD'd - in which case it will take a bit over 25% Tension to negate entirely.

Ignores OTG, allowing a combo from 2D into this - although the forced 80% prorate will put a noticeable cap on the damage output after. Rather expensive for what it is, but it's high base damage can often come in handy when you need to clutch out a round.

  • All versions: 2x chip damage.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 80% 20×5 6×5 5
  • Floats and blows opponent away on hit
  • Chip damage x2
  • Flame can pass through projectiles
  • Charge Gauge starts draining 44F after superflash
  • Ignores OTG
  • See note ※3

Dragon Install: Sakkai

632146S > 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. Instead of an install, this version of DI is done as a short-range aura-explosion that has to connect in order for the rest of the sequence to be inputted.

A nod to Deadly Rave. Costs FULL resources: Level 3 Charge and 100 Tension. Usually deals about 40-50% of a character's health bar when starting from full. First hit forces an unmashable stagger on grounded hit, and every hit after that ignores OTG. Combos from nearly any Lvl 3 special, assuming you have enough charge to do Lvl 3 > Lvl 3 (which is usually max charge). Turns into a "instant kill" with a distinct animation if the last hit will end the round, but does Tyrant Rave 3's ender otherwise.

Generally speaking, this is more for style than practical usage, though it isn't a bad super flat-out. With the same resources stocked, Tyrant Rave 3 generally does similar damage (and at the end of scaled combos, the difference is usually unnoticeable) while being notably more stable and cheap as an ender.

If you're familiar with DI: Sakkai's execution, it's a practical unburstable way to end a match, but should generally be treated like an Astral Finish from BlazBlue; a stylish way to finish off an opponent while you're already loaded.

  • How to time this move: Wait until HOS rushes and hits them with the first uppercut after the initial explosion.
    • Hit the buttons in time with the preceding hit: P, K, S, H, D, (slight pause), K, S, 632146H.
    • Has a decent amount of recovery if you mistime an input in the sequence or press the wrong button. Be careful!
  • If cancelled into from 2D, the sequence can be intentionally dropped after the D input and linked into other normals for style instead.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6, 4×8, 7 5, 3×6, 5×2, 3
  • Full input: P,K,S,H,D,K,S, 632146H
  • 2nd hit onwards ignores OTG
  • 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
  • Charge Gauge starts draining on 1F
  • See note ※3

Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


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