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==[[Dustloop_Wiki:Roadmap/GGACR#HOS|Roadmap]]== | |||
{{#lst:Dustloop_Wiki:Roadmap/GGACR|HOS}} | |||
==Navigation== | ==Navigation== |
Revision as of 16:34, 14 November 2019
Holy Order Sol |
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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.
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Overview
Order-Sol is a quick, oppressive 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.
Once in, Order Sol's pressure is nearly limitless. Despite having very short range, nearly every string can be made safe or plus on block. Getting in is the tricky part, but he has a few effective means of getting in reliably, allowing Order-Sol to start his frighteningly powerful offensive gameplan.
Character Specific Mechanics
Charge Level
- Order Sol's specials and overdrives change properties based on the level of his Charge Gauge
HOS's Charge Gauge can be increased multiple ways. He can use his Charge special move to increase the frame advantage on his normals, and he can also use charge keep to use the lowest level versions of his moves at any time given the necessary situations by pressing the D button at the same time you perform the move (or by holding the D button prior to the input).
All of Order Sol's specials become stronger at higher levels. 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.
Furthermore, upon use, his Charge Gauge drains much more slowly than previous versions, letting Order Sol use multiple moves of the same level mid string and leading to an extensively creative combo game.
Guilty Bits Character Intro | |
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{{#evt: service=youtube |
id=https://youtu.be/cTnI-XksUgs
}} |
Normal Moves
Note: Frame data for normals is as follows, x[x] where x is the move normally and [x] is the move when Charge Cancelled.
5K |
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Three frame button. Always blessed.
Additional Frame Data: 90% initial proration. |
c.S |
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Mostly a big punish starter. Has some other stealth uses.
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f.S |
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Has the longest horizontal range of any of Order-Sol's normals.
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5H |
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Catches filthy upbackers.
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6P |
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Anime Afterimage Technique.
Additional Frame Data: 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. |
6K |
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Slow attack that is fully throw invincible for its entire startup and active window.
Additional Frame Data: Throw invincible from frames 1~21. Causes stagger on counter hit for a maximum of 41 frames. |
6H |
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Concrete isn't a toy, kids.
Additional Frame Data: Staggers opponent on ground hit (Max 45F). Slams down opponent and fully untechable on air hit. Order Sol is in CH state during move. |
5D |
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Fairly standard Dust Attack. Leads to okay damage.
Additional Frame Data: Order Sol is in CH state from 1~33F. |
2P |
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Crouching 5P equivalent.
Additional Frame Data: Initial prorate 80%. |
2K |
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Quick low with decent range.
Additional Frame Data: Initial prorate 70%. |
2S |
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Essential poking tool due to its quick speed and excellent hitbox.
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2H |
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Strong, Safe Overhead. The only crouching OH in the game
Additional Frame Data: Lower body invincible 11~22F. Throw invincible 17~26F. Ground bounces opponent and fully untechable on CH. Initial prorate 90%. |
2D |
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An advancing sweep with decent range and that ducks under several attacks.
Additional Frame Data: Low profile 6~21F. Forced prorate 90%. |
j.P |
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Privileged 4F air normal. Contender alongside Justice, Jam, and A.B.A.
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j.K |
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Strong rising air-to-air and conversion tool
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j.S |
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Good oki tool due to crossup and fuzzy setup.
Additional Frame Data: Forced prorate 90% |
j.H |
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Prime jump-in.
Additional Frame Data: Slides opponent on CH (untechable for 68F, slides for 25F). Initial prorate 90%. |
j.D |
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Construction Yard Brawing Technique: Concrete Slab to the Face.
Additional Frame Data: Floats opponent on hit (untechable for 22F). Wall bounces opponent on CH (untechable for 52F). Forced prorate 90%. |
Universal Mechanics
Throw |
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Full force headbutt that converts for free in the corner.
Additional Frame Data: Wall sticks opponent on hit (untechable for 40F, sticks for 30F). Forced prorate 40%. When the wall stick occurs, Order-Sol can move 18F before the opponent. |
Air Throw |
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High floating exploding airthrow.
Additional Frame Data: Floats opponent on hit (untechable for 60F). Floats opponent high and fully untechable on CH. Forced prorate 50%. |
Dead Angle Attack |
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Additional Frame Data: Fully invincible 1~9F. Throw invincible 10~19F. Initial prorate 50%. Knocks down opponent on ground hit. |
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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Gains frame advantage across the board, cementing HOS's position as the close-range king. The single most important tool in HOS's kit.
Additional Frame Data: 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 H during Charge |
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Last ditch explosion used to hit opponents rushing in to punish your charge attempts.
Additional Frame Data: Fully invincible 1~28F. Blows away opponent on hit (untechable for 43F). Order Sol is in CH state during move. Order Sol is crouching from 44F onwards. Blockstun 16F. |
Action Charge D during Special Recovery |
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Notes
- *1: In CH state until landing.
- *2: in crouching state on landing until end of recovery
- *3: The length of the levels (time wise) while draining is as follows: Lvl 3 is 28F long, lvl 2 is 66F long, and lvl 1 is 90F long (Charge gauge does not drain during hitstop). If Order Sol uses a move that requires charge gauge while the charge gauge is draining, the charge gauge stops draining until the move would normally start draining charge meter. If you want an example: A completely full gauge turns into a lvl 2 gauge in 28F, while a just barely lvl (201%) gauge would become a lvl 2 immediately once the charge gauge starts draining.
Force Breaks
Fafnir 41236D |
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A Fantastic, fear inducing move.
Additional Frame Data: Lower body invincible 1~11F. Floats opponent on hit (untechable for 40F). Ground bounces opponent and fully untechable on CH. Fafnir cannot be canceled into. |
Overdrives
Tyrant Rave ver. Omega 632146H |
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Savage Fang 632146P |
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Dragon Install Sakkai 632146S, then P,K,S,H,D,K,S, 632146H |
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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
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