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===Strengths=== | ===Strengths=== | ||
* Very high damage with Charge. | |||
* Strong pressure game. | |||
* Decent mix-up. | |||
* Unique, aggressive jump arc. | |||
* Most moves are safe on block. | |||
===Weaknesses=== | ===Weaknesses=== | ||
* Most moves suffer from very poor range. | |||
* Struggles to get into his advantageous range without Charge. | |||
* Low damage without resources. | |||
* Requires proper resource management to play effectively. | |||
{{#ev:youtube|cTnI-XksUgs|600}} | {{#ev:youtube|cTnI-XksUgs|600}} | ||
<br clear=all/> | <br clear=all/> | ||
==Normal Moves== | ==Normal Moves== | ||
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|recovery=14 | |recovery=14 | ||
|frameAdv=-3 | |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). | |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 | ||
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{{MoveData | {{MoveData | ||
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|recovery=16 | |recovery=16 | ||
|frameAdv=+1 | |frameAdv=+1 | ||
|description=Mostly used in combos and as a tech catch for opponents who like to attack frequently after air recovery. 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. | |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. | ||
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{{MoveData | {{MoveData | ||
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|recovery=24 | |recovery=24 | ||
|frameAdv=-6 | |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. | |description=An extremely heavy hitting normal with long range that causes a stagger on hit. This move also does a lot of stun, to the point where 3 of them in a row will stun most characters. 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. | ||
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{{MoveData | {{MoveData |
Revision as of 23:58, 24 June 2017
Holy Order Sol |
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Defense Modifier: x 0.96
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Overview
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.
Strengths
- Very high damage with Charge.
- Strong pressure game.
- Decent mix-up.
- Unique, aggressive jump arc.
- Most moves are safe on block.
Weaknesses
- Most moves suffer from very poor range.
- Struggles to get into his advantageous range without Charge.
- Low damage without resources.
- Requires proper resource management to play effectively.
Normal Moves
5P |
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5K |
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c.S |
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f.S |
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5H |
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6P |
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6K |
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6H |
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5D |
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Dead Angle Attack |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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Throws
Throw |
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Air Throw |
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Special Moves
Blockhead Buster 236P |
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Gun Blaze 214S |
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Storm Viper 623H or j.623H |
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Bandit Revolver Prototype 236K or j.236K |
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Rock It 236S |
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Charge 214[D] |
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Charge Burst H during Charge |
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Action Charge D during Special Recovery |
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Force Breaks
Fafnir 41236D |
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Overdrives
Tyrant Rave ver. Omega 632146H |
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Savage Fang 632146P |
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Dragon Install Sekkai 632146S, then P,K,S,H,D,K,S, 632146H |
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- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •