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.
Only selectable on the Arcade and PC-Rollback versions of the game.
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.
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.
"I don't need this. It's the same shit day after day."
Lore:
A past version of Sol Badguy, enlisted in the Holy Order during the AD 2172 crusades.
Voice:
Daisuke Ishiwatari, Jouji Nakata
Order-SolOrder-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.
Pros
Cons
Strong close range offense and pressure with a majority of moves being safe or plus on block
Good mix-up and unique cross-up game
High damage with charge and/or off of a counter hit
Uniquely low-height, aggressive jump arc
Can use Charge Keep to further cement mixup
Poor range with stubby hitboxes
Generally weak at grounded Anti-Air
Struggles to get into range without Charge or taking risks
Low damage without resources
Requires proper resource management to play effectively
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.
Unusually slow 6P which is used for frame traps, oki, and for nullifying a single hit of projectiles.
Staggers on hit and recovers very quickly for links.
Works on oki well as it will clash with many reversals when properly spaced.
Creates a slight frame advantage on block, useful in some pressure resets.
Has no hitstop, as it behaves as a projectile.
Bad for Anti-Air, due to its long startup and relatively low hitbox.
Slightly increased stagger on CH, but HOS will generally still need resources to convert to bigger things.
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.
70 damage normal with relatively long range that staggers on hit.
Deals a lot of stun. Three neutral hits will stun most characters.
Combos from CH 2S, f.S, or 6K. Sometimes RCed for a follow up combo.
Knocks down on air hit. Mostly used at the end of air combos post Lvl2 BHB.
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.
Full force headbutt that converts for free in the corner.
Knocks the opponent across the screen, wall sticking if they reach the corner.
Important for HOS's mixup. Leads to a short combo, or knockdown + oki.
Comes with an extremely harsh prorate.
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.
Short ranged flame burst. Projectile-esque, multi-purpose.
For pressure, quick Charge building, or combo extension.
Gains slight to significant frame advantage when Action Charged > FRC'd (plus 2-7).
Staggers for conversion or advantage, but only if both hits connect.
Using Charge Keep and/or Action Charge FRC let HOS convert to even bigger combos while spending a bit less on resources, or extend pressure while building them.
All versions: inflict no pushback to HOS, allowing him to maintain positioning. 2nd hits onward count as projectiles and can go through other projectiles.
Additional Frame Data:2nd hit staggers opponent on hit (max 35F) ONLY IF 1st hit connects. 2nd hit is untechable for 20F. 1st hit has hitstop 0F. 2nd hit is considered a projectile and can pass through other projectiles. Can cancel into Action Charge from 26F onwards.
Level 2
Larger and overall more useful version.
+11 on block and three hits for better pressure.
Goes up to +20 when AC FRC'd.
Can perform Lvl 2 on block consecutively when charge is high enough due to the slow drain rate.
Scores a knockdown and blowback on hit.
Wallsticks when near the corner for air combo conversions (even when Action Charged in the corner). A staple in HOS's corner combos.
Additional Frame Data:Wall sticks opponent on hit (untechable for 45F, sticks for 30F). 2nd and 3rd hits are considered projectiles and can pass through other projectiles (?). 2nd and 3rd hits are guaranteed to appear after 14F. 1st hit has hitstop 0F. Can cancel into Action Charge from 26F onwards. Charge Gauge starts draining on 2F. See notes *3.
Level 3
Enormous bursts of pressure extension.
+37 on block. Still +23 when AC'd. Burns resources to make sure HOS gets back in.
Leads to a long pressure sequence and obscures what HOS is doing, making mixups a guessing game.
Stagger extensively on hit for bigger conversions or even time to just run in and charge a bit before grabbing the hit.
Floats low on all hits against airborne opponents, allowing for easy air conversions.
Like Lvl 2, hits will remain active past frame 14, making this very risky to try to counter poke.
Additional Frame Data:1st hit has hitstop 0F. 2nd-4th hits stagger opponent on hit (max 45F) ONLY IF 1st hit connects. 2nd-4th hits are considered projectiles and can pass through other projectiles , hitstop 7F. 2nd-4th hits are guaranteed to appear after 14F. 2nd hit is untechable for 20F. Can cancel into Action Charge from 26F onwards. Charge Gauge starts draining on 2F. See notes *3.
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.
Very low profile, works well point blank and as an Anti-air. However, it loses to many lows and throws when mistimed.
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. D must already be held before the 214S due to input priority, or you'll get Manual Charge or Burst.
This is important to keep in mind, as GB is one of the most important moves to use Charge Keep with.
Additional Frame Data:Above knees invincible 1~4F. Above feet invincible 5~16F. Low profile 17~19F. Can pass through opponent 1~30F. Floats opponent on hit (untechable for 40F). Order Sol is in CH state during move. FRC timing 27~28F. Flames can pass through other projectiles. Can cancel into Action Charge from 33F onwards. Initial prorate 85%.
Level 2
Slides farther and drops two pillars instead of one.
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.
Additional Frame Data:Above knees invincible 1~4F. Above feet invincible 5~24F. Low profile 25~27F. Can pass through opponent 1~38F. Flames guaranteed to appear after 13F. Floats opponent on hit (1st hit untechable for 60F, 2nd hit 30F). Order Sol is in CH state during move. FRC timing 35~36F. Flames can pass through other projectiles. Can cancel into Action Charge from 41F onwards. Charge Gauge starts draining on 12F. Initial prorate 85%. See notes *3.
Level 3
Level 2 but with three pillars.
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.
Additional Frame Data:Above knees invincible 1~4F. Above feet invincible 5~30F. Low profile 31~33F. Can pass through opponent 1~44F. Flames guaranteed to appear after 13F. Floats opponent on hit (1st and 2nd hit untechable for 60F, 3rd hit 50F). Order Sol is in CH state during move. FRC timing 41~42F. 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 notes *3.
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.
Additional Frame Data:Fully invincible 1~12F. Order Sol is airborne from 12F onwards. Floats opponent on hit (untechable for 24F). Can cancel into Air Action Charge from 37F until 1F before landing. See notes *2.
Ground Level 2
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 2, but knocks away farther on hit.
Additional Frame Data:Fully invincible 1~12F. Order Sol is airborne from 10F onwards. Floats opponent on hit (1st and 2nd hit untechable for 24F, 3rd hit for 40F). Can cancel into Air Action Charge from 44F until 1F before landing. Charge Gauge starts draining on 17F. See notes *1, *2, *3.
Ground Level 3
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.
Additional Frame Data:Fully invincible 1~14F. Order Sol is airborne from 8F onwards. 1st-3rd hits float opponent on hit (1st hit and 2nd hits untechable for 24F, 3rd hit for 40F). 4th hit ground bounces opponent on hit (untechable for 70F). 4th hit has forced prorate 90%. 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.
Air Level 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 startup.
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.
Despite this, it's still a gamble for relatively low reward.
Additional Frame Data:Fully invincible 1~8F. Floats opponent on hit (untechable for 24F). Can cancel into Air Action Charge from 33F until 1F before landing. See notes *1, *2.
Air Level 2
Slightly better 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.
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.
Additional Frame Data:Fully invincible 1~10F. Floats opponent on hit (1st and 2nd hit untechable for 24F, 3rd hit for 45F). Can cancel into Air Action Charge from 42F until 1F before landing. Charge Gauge starts draining on 17F. See notes *1, *2, *3.
Air Level 3
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.
Additional Frame Data:Fully invincible 1~14F. 1st-3rd hits float opponent on hit (1st hit untechable for 50F, 2nd and 3rd hit for 40F). 4th hit ground bounces opponent on hit (untechable for 70F). 4th hit has forced prorate 90%. 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 or j.236K
The prototype's an overhead, but not the finished product?
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.
Additional Frame Data:Feet invincible 1~7F. Order Sol is airborne from 8F onwards. FRC timing 16~17F. Can cancel into Action Charge from 3F after landing onwards. See notes *1,*2.
Ground Level 2
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.
Additional Frame Data:Feet invincible 1~6F. Order Sol is airborne from 7F onwards. FRC timing 14~15F. 2nd hit slides opponent on hit (untechable for 35F, slides for 19F). Can cancel into Action Charge from 3F after landing onwards. Charge Gauge starts draining on 12F. Initial prorate 80%. See notes *1,*2.
Ground Level 3
The big boom.
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.
Additional Frame Data:Foot invincible 1~5F. Order Sol is airborne from 6F onwards. 2nd hit wallbounces opponent on hit (untechable for 60F). 1st hit has initial prorate 85%. FRC timing 12~13F. Can cancel into Action Charge after the move ends. Charge Gauge starts draining on 16F. See notes *1, *2, *3.
Air Level 1
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.
Additional Frame Data:Can cancel into Air Action Charge from 29F until 1F before landing. See notes *1, *2.
Air Level 2
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.
Additional Frame Data:2nd hit slams down opponent on hit (untechable for 18F) (?). 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.
Air Level 3
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.
Additional Frame Data:2nd hit wall bounces opponent on hit (untechable for 60F). Can cancel into Air Action Charge from 40F until 1F before landing. Charge gauge starts draining on 27F. 1st hit has forced prorate 85%. See notes *1,*2,*3.
Rock It 236S
Pressure ender, Pressure restarter
Knockdowns from afar
Jump cancellable specials make Order Sol slightly less pissed off than usual
An essential advancing attack. Can tag jumpouts and get HOS closer to where he wants.
Used at the end of pressure strings due to being +4.
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).
Lvl1 is generally preferred for use at neutral, as it's unpunishable at no resource cost.
Additional Frame Data:Slides opponent on CH (untechable for 40F, slides for 20F). Recovery frames start right after the move hits or is blocked. Can cancel into Action Charge from 3rd frame of recovery onwards.
Level 2
Comes with a second knockdown attack after the first hit. Significantly quicker.
Predominantly for long ranged confirms into knockdown, putting HOS in his prime space.
Still works as a blockstring ender as it's faster than Lvl1 and +4 (though Eagle eyed players will make the second hit punishable with an IB or SB).
Checks advancing opponents better than Lvl1 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.
Additional Frame Data:1st hit's active frames are cut short on hit or block (proceeds to 2nd hit). 1st hit ignores OTG. 2nd knocks down opponent (untechable for 40F). Charge Gauge starts draining on 22F. Can cancel into Action Charge from 9th frame of recovery onwards. See notes *3.
Level 3
Adds a third strike that launches on hit and is jump cancelable on the third hit.
Leads to full air conversions on hit. HOS'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 > Dustloop, or tk.Lvl3 Storm Viper in the corner. Works with tk.Lvl3 Bandit Revolver midscreen.
Still converts after an AC.
Minus on block unlike the other two versions, but the jump cancel negates this.
Additional Frame Data:1st hit's active frames are cut short on hit or block (proceeds to 2nd hit). 2nd hit ground bounces opponent on hit (untechable for 25F). 3rd hit floats opponent on hit (untechable for 45F). 3rd hit is jump cancellable. Can cancel into Action Charge from 11th frame of recovery onwards. Charge Gauge starts draining on 20F. 2nd and 3rd hit ignores OTG. 2nd hit is untechable for 40F (?).
Gains frame advantage across the board, cementing HOS's position as the close-range king. The single most important tool in HOS's kit.
Raises HOS's Charge Gauge on use. Build speed gradually increases the longer it is held.
As charge increases, HOS gains access to stronger versions of every special move and overdrive.
Mainly used for Charge Cancelling, which replaces the recovery of any normal to 13f or however much 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.
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.
Last ditch explosion used to hit opponents rushing in to punish your charge attempts.
Fully invincible attack that's horribly unsafe if blocked and un-RC-able due to being a projectile.
Full CH duration for its recovery, meaning that if this is blocked or baited, you're going to eat it.
Should be used sparingly to make opponents more wary of attempting to punish your Charge attempts.
Like many slow reversals, however, these punishes can be easily OS'd to avoid getting hit by Charge Burst.
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.
Builds slightly under a full level of charge after any special move.
Lets HOS build charge at the end of combos/setups with special moves, but usually sacrifices time to oki.
Has an FRC on it to make this safe and sometimes gain advantage.
Don't use this carelessly, as it puts HOS in Counter Hit state.
Generally best used after Level 2 attacks which knock down (BRP, RI).
Additional Frame Data:Order Sol is in CH state during move. FRC timing 7~12F. Charge Gauge is increased by 0.8 of a level on 5F.
Air
Similar to the grounded version but locks HOS out of acting until landing.
Builds the same amount of bar, best used after landing air specials which knock down.
Keeps HOS in Counter Hit state all the way down, putting him in a very dangerous position when not FRC'd.
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.
Additional Frame Data:FRC timing 13~18F. Charge Gauge is increased by 0.8 of a level on 11F. See notes *1, *2
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.
Half screen low that comes out on Frame 10, can tag very unexpectedly.
Lower body invincible to go over low poke attempts.
Knocks down on hit for 70 damage, or converts to around 200 damage out of simple IAD confirms, without resources.
Floats higher on CH, leading to Dustloops and even higher damage.
Can't be cancelled into, so Fafnir will commonly see use in neutral, or after a short charge cancel.
Loses to standing pokes if improperly spaced, and will get reversal'd if used predictably.
Extends its hurtbox before going active. Use it at the right range to become truly terrifying.
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.
Mediocre super, but tacks on some okay damage and knocks down.
Very long startup, especially post flash. Easy to react to.
Can be counter reversal'd, but will sometimes clash due to the lengthy invincibility.
Keep 5K or SV primed in case of a clash.
Additional Frame Data:Fully invincible 1~15F. Throw invincible 16~30F. Blows back opponent and fully untechable on hit. Dizzy modifier x0.25. Chip damage x1.5.
Level 2
Far more utility due to free followups afterwards.
Wallbounces from anywhere for a free conversion.
Slightly faster than Lvl 1 with some more invuln.
Best used early in combos due to how Overdrives scale damage.
Still not a very good reversal. Comes with the same problems as Lvl 1.
Additional Frame Data:Fully invincible 1~19F. Throw invincible 20~33F. 1st hit floats opponent on hit. 2nd hit wall bounces opponent and fully untechable on hit. 2nd hit has forced prorate 75%. Dizzy modifier x0.25. Chip damage x1.5. Charge Gauge starts draining on 17F. See notes *3.
Level 3
Very expensive tool with far more damage.
Slightly more utility as a reversal as invuln carries somewhat into the startup of the second hit.
Bigger damage and knockdown on the last hit.
Pushes out farther on block, might be harder to punish for some characters.
Generally not worth the resources unless it will kill.
Additional Frame Data:Fully invincible 1~23F. Throw invincible 24~31F. 1st and 2nd hits float opponent on hit. 3rd hit blows back opponent and fully untechable on hit. 3rd hit destroys projectiles. Dizzy modifier x0.25. Chip damage x1.5. Charge Gauge starts draining on 36F. see notes *3.
Savage Fang 632146P
Blockhead Buster's Big Brother
Don't press buttons
Borrowed from EX Sol to fill the screen; who cares about OTG?
Decent base damage, but otherwise inferior to Lvl 2 in every regard.
Additional Frame Data:Strike invincible 1~3F. Floats and blows away opponent on hit (untechable for 40F). Hitstop 6F. Chip damage x2. Flame can pass through projectiles.
Level 2
Powerful Anti-Zoning tool.
Frame 0 after the flash; the opponent is stuck in, and must face the consequences of whatever state they were in before the super flash.
Catches players pressing buttons, throwing projectiles, or even just walking/running forward.
Hits from over half the screen away.
Eats through other projectiles.
High chip damage.
Additional Frame Data:Strike invincible 1~3F. Floats and blows away opponent on hit (untechable for 40F). Opponent cannot move from superflash until 4F after 1st hit. 1st hit has hitstop 6F. Chip damage x2. Flame can pass through projectiles. Charge Gauge starts draining 12F after superflash. See notes *3.
Level 3
Big conversion tool from short combos and knockdown.
Removes OTG on hit and launches for big conversions.
High base damage, but quite expensive.
Can trade heavily in your favor.
Very clutch, but strong tool.
Additional Frame Data:Strike invincible 1~3F. Floats and blows opponent away on hit (untechable for 45F). Forced prorate 80%. Chip damage x2. Flame can pass through projectiles. Charge Gauge starts draining 44F after superflash. Ignores OTG. See notes *3.
Dragon Install Sakkai 632146S, then P,K,S,H,D,K,S, 632146H
Nod to Deadly Rave. Costs FULL resources: Level 3 bar, 100 tension.
Deals 40-50% of a character's life bar raw when at full health.
Combos from nearly any Lvl 3 special (assuming you had enough charge on the hit to ensure HOS is still at level 3 afterwards)
Restands and removes OTG on the second hit, so it works out of sweeps, corner throws, and launches.
Turns into a psuedo-instant kill with a distinct animation if the last hit will end the round. Otherwise ends with the last hit of Tyrant Rave Lvl 3.
Rarely used at higher level play due to the cost, but unburstable, and can be confirmed from fairly easily if a kill is guaranteed.
How to time this move: Wait until HOS rushes and hits them with the first uppercut after in the initial explosion.
Hit the buttons in time with the preceding hit: P, K, S, H, D (slight pause), K, S, 631246H.
The sequence can be dropped intentionally at certain points and linked into other normals, but this is purely for swag.
Additional Frame Data:1st hit staggers opponent on hit (Max 125F). 10th hit blows back opponent and is fully untechable. 10th hit has chip damage x1.5. Untechable for 100F. 2nd hit onwards ignores OTG. Order Sol is in CH state during move. Charge Gauge starts draining on 1F. see notes *3. If you mess up the command sequence, Order Sol goes into a short dizzy animation (recovery 56F).
To edit frame data, edit values in GGACR/Order-Sol/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.