GGACR/Order-Sol/EX: Difference between revisions

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Mediocre super, but tacks on some great damage and knocks down.
Slower as a reversal than VV, but it deals huge damage and wallbounces midscreen, with a hefty amount of untechable time to boot.
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Revision as of 10:02, 28 March 2021

Overview

Template:CharaOverview HELLA WORK IN PROGRESS

Normal Moves

Ground Normals

5P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

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

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


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


  • 80% proration (no proration in DI).

5K

c.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

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

Can lead to Dustloops, and tk.Bandit Revolvers. Mid-corner combo against airborne opponents, can be jump canceled into a j.D for a high damage Dustloop. In the corner, you'll usually start your loops with c.S > 6P.
Gatling Options: 6P, f.S, 2S, 5H, 2H, 5D, 2D

f.S

5H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

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

On CH against standing opponents, leads to Instant Air Dash > j.S > stuff > dustloop, 5H goes into IAD j.P or j.K against airborne opponents, or after a confirm of xx > 6P > 5H when the 6P is landed somewhat close. Just don't get predictable with airdash pressure.
Gatling Options: 2H, 5D, 2D

5D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

  • Leads to significant damage and a knockdown, especially with an Impossible Dust.
  • Horrid range, very unsafe, and huge CH state window. Keep meter on hand to cancel it.
  • Substantially better in DI due to being safe, and on the cusp of unreactable.

Don't get predictable. 5D's range is only slightly farther than Wild throw and it is highly telegraphed.


  • Knocks down face up on CH.
  • In CH state from Frames 1-30.

2P

2K

2S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

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

Discourages button pushing when properly spaced. Timing 2S ambiguously on oki especially is very tricky to defend against and can give you information on the opponent's mindset.
Gatling Options: 5H, 2H, 5D, 2D

2H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

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

Works as a slower but stronger Anti Air than 5K, and late frame trap tool. Can be a nightmarish meaty if they feel like rolling the dice. .
Gatling Options: 5D, 2D


  • Floats on CH (untechable for ~30F(just a placeholder for now))
  • 90% proration.

2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

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

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


  • Knocks down face down.
  • Frames 4-23 [3-15] low stance.
  • 90% Proration.

6P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

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

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


  • Knocks down face up, face down after wallbounce.
  • Frames 1-8 [1-4], Frames 14-21 [8-11] upper body invincibility.
  • Frames 9-13 [5-7] above the knees invincibility.
  • Wall bounces on hit (untechable for 30 frames).
  • 90% proration (no proration in DI).


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

6H

Air Normals

j.P

j.K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

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

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

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

j.S

j.H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

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

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


  • Untechable on air hit for 17F. If only the first hit counterhits, untechable for 60f

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Large, damaging move with abnormally high untechable time that loops into itself, for the titular DUSTLOOP.

  • Launches on hit, useful in airdash and corner combos.
  • Fullscreen conversions on counter hit due to wallbounce.
  • Can lead to a fuzzy guard setup (too or from), can be the fuzzy guard attack against Potemkin, Eddie, Johnny, Anji, and Justice.

Almost entirely responsible for EX HOS' obscene damage output. Get up to 4 dustloop reps one combo with a 3-hit prior starter. Teyah them to death.


  • Blowback on normal hit (untechable for 27F).
  • Wall bounces on CH (untechable for 54F).
  • Additional 5F landing recovery.
  • 90% proration.

Universal Mechanics

Throw

Air Throw

Dead Angle Attack


Special Moves

Special Skill

Running > P/K

Gun Flame

236S/H

Volcanic Viper

623S/H (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground Normal S
Aerial Normal S
Ground Normal H
Aerial Normal H

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

Ground S: Lower to the ground version.

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

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


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

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

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

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

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

  • Also air blockable without FD.
  • Similarly to j.SVV, cuts air momentum when RC'd on the first hit.

Rock It

214S

Bandit Revolver

236K (Air Ok)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Grounded
Aerial

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

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

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

  • First hit has very low untech, making air BR often not combo to the 2nd part if the first hit connects
  • 2nd part has up to 5 hits with very low untech. Usually your highest damage air combo ender when you cannot get a knockdown

Riot Stamp

214K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

  • Hits on 14f when cornered, but will push out a lot of the cast and go right over some of them crouching. Starts higher off the ground the further you do it from the corner.
  • Airborne on frame 1, gets you out of dodge when used properly.
  • Doesn't normally lead to anything on hit, but full conversion on midscreen counter hit.
  • Can be FRC'd right before it goes active to fake into a low, or right as it hits (if early enough) for unusual conversions.
  • 6P bait. Don't do it fullscreen or you're going to die.

Force Breaks

Fafnir

63214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

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


Volcanic Viper

623D


Gun Flame

236D


Overdrives

Tyrant Rave

632146H

Dragon Install Sakkai

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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Fully cash out to make sure they're dead.

  • Nod to Deadly Rave. Costs 100 tension.
  • Deals 40-50% of a character's life bar raw when at full health.
  • Restands and removes OTG on the second hit, so it works out of sweeps, corner throws, and launches.
  • Turns into a psuedo-instant kill with a distinct animation if the last hit will end the round. Otherwise ends with the last hit of Tyrant Rave Lvl 3.
  • Rarely used at higher level play due to the cost, but unburstable, and can be confirmed from fairly easily if a kill is guaranteed.
  • How to time this move: Wait until HOS rushes and hits them with the first uppercut after in the initial explosion.
    • Hit the buttons in time with the preceding hit: P, K, S, H, D (slight pause), K, S, 631246H.
    • The sequence can be dropped intentionally at certain points and linked into other normals, but this is purely for swag.

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. If you mess up the command sequence, Order Sol goes into a short dizzy animation (recovery 56F).

Instant Kill

All Guns Blazing

During IK Mode: 236236H


Combo List

This is not the Be All End All of HoS combos, this is just to give a overview of his combos, both easy and hard, most of the ones I would consider essential, and a few outliers and oddballs to get people thinking about combo theory. Its much more important to understand the combo theory of HoS with (Starter)->(Linker)->(Ender) and how each part enables different parts, than to learn these combos verbatim, but this will at least give you a place to start.

Chargeless combos (Lv1 and below)
Combo Position Meter Charge Damage Works on: Difficulty Notes
5K/2K > c.S/2S > 2D Anywhere 0 0 59 All Very Easy Scores knockdown for Charge, basic or GB crossup okizeme. Use when you don't have running momentum.
5K/2K > c.S > 2S > 2D Anywhere 0 0 75 All Easy Scores knockdown. Better GB crossup okizeme potential. Use when you do have running knockdown to space yourself for GB oki
5K > c.S > BHB lv1 (2 hits) > ACFRC, 5K > c.S > 2D Anywhere 25 0 97 All Easy 2 hit confirm from 5K for building charge. Easy version of the combo. Customizable depending on your comfort level with links post BHB, notably dropping the ACFRC for microdash and getting the KD meterless. If you don't have enough momentum to get 5K after the BHB, either dash in for it, or use 2S > 2D
CH 6K > CC, Fafnir Anywhere 25 0 94 All Very Easy Simple 6K CH combo. 6K CC gives you enough time to hit confirm block or CH, and fafnir is an easy link. Do 6K > 6H without meter. Needless to say, you can optimize this further, but this is a good starter.
CH f.S/2S > 6H Anywhere 0 0 88 All Very Easy Your main poke combo. Learn to hit confirm the CH, although doing it on normal hit isn't too bad to keep your opponent in check, just beware the counterplay.
2H > RC > 5K > c.S > 2S > 2D Anywhere 50 0 97 Any Very Easy Super easy non-CH route for 2H conversion, gets you KD, can't really complain.
CH 2H > dash j.H > j.D > dj.H > j.Dj.H > j.D > dj.H > j.D Corner 0 0 192 All Hard See Double Dustloop Notes
Air CH 5H > CC > dash j.H > j.D > dj.H > j.Dj.H > j.D > dj.H > j.D Corner 0 0 215 All Hard See Double Dustloop Notes
5D >> [9] > FD-> j.Dj.H > j.D > dj.H > j.D Anywhere 0 0 117 All Easy Impossible dust combo. Actually easier than the normal dust combo IMO.
5D >> [9] > j.H]9[ > dj.Hj.H > j.D > dj.H > j.D Anywhere 0 0 117 All Easy Secondary ID combo. Use if you find the above one too finnicky for lightweights. Some people say this is even easier than the above one, so ymmv.
Ending with 2D > BHB/RI Anywhere 0 0 78~ All Very Easy Easy combo to set up everything you need. AC the special to get charge, or don't to tech chase. Both ACRFC and RC give better route extensions off this too, so be creative.
CH 2D > 5K > c.S > 5HS > SJIAD j.K > j.S > SV Midscreen 0 0 148 All Medium Standard CH 2D float combo. Works on everyone unlike the non-CH version.
j.PxN > j.K > dj.K > j.S > SV Anywhere 0 0 80~ All Easy Basic air catch combo. Can AC the SV in relative safety against most chars.
Throw, dash j.H > j.D > dj.H > j.D Corner 0 0 100 All Easy Basic throw combo. If the opponent wallspats low or has a funky hurtbox, you can use c.S to pop them us first, then replace the first j.H with j.S. End in BRP for damage ender, or land then neutral jump 6 + j.H for a tech trap.
Throw, dash j.H > j.D > dj.H > j.Dc.S > SJ j.S > j.H > j.D Corner 0 0 121 All Medium c.S relaunch combo for throw. Gives up tech positioning, but tacks on a respectable amount of damage for a throw.
Throw, 6H Corner 0 0 81 All Easy HKD ender for throw. Up close the 6H is universal, further out it gets char specific.
Fafnir > 662S > 5H > SJIAD j.K > j.S > SV Anywhere 0 0 183 All Medium Dash 2S 5H is sometimes distance specific. Most of the time you should be able to convert it. Because Fafnir KDs, this combo works basically anytime you use fafnir.
CH Fafnir > dash j.H >j.D > dj.H > D > BRP Anywhere 0 0 192 All Medium Much easier to do than GB.
CH Fafnir > dash j.H > j.D > dj.H > j.Dj.H > j.D > dj.H > j.D Corner 25 0 238 All Hard See Double Dustloop Notes
GB > dash j.H > j.D > dj.H >j.D Anywhere 0 0 137 All Medium Dustloop off GB. To get a sense of timing of j.HS, your opponent's falling state should be head down feet up.
CH GB/Air CH 5H > delay dash c.S > 5H > SJj.S > j.H > j.D Midscreen 0 0 152-175 All Medium Timing sensitive on dashing c.S. CH 5H is much easier to do.

General Tactics

System Data


Normals

  • Data in [ ] refers to Sol in Dragon Install. DI is short for Dragon Install.
Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
5P


  • Initial prorate 80%
5K


c.S


f.S


5H


6P


  • Wall bounces opponent on hit (untechable for 30F)
6H


  • Dizzy modifier x1.5
  • Staggers opponent on ground hit (Max 35F)
5D


  • Sol is in CH state 1~30F
2P


  • Initial prorate 80%
2K


  • Initial prorate 70%
2S


2H


  • Floats opponent on CH (untechable for 40F)
  • Initial prorate 90%
2D


j.P


j.K


j.S


  • Initial prorate 90%
j.H


  • Untechable for 17F
j.D


  • Blows back opponent on normal hit (untechable for 30F)
  • Wall bounces opponent on CH (untechable for 60F)
  • Initial prorate 90%

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Throw


  • Floats opponent on hit
  • Forced prorate 50%
Air Throw


  • Floats opponent on hit (untechable for 60F)
  • Dizzy modifier x1.5
  • Forced prorate 50%
DAA


  • Wall bounces opponent on hit (untechable on ground hit for 28F)
  • Initial prorate 50%

Specials

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Blockhead Buster Lv 1
236P


  • 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
Blockhead Buster Lv 2
236P


  • 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 guranteed 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
Blockhead Buster Lv 3
236P


  • 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 guranteed 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
Gun Blaze Lv 1
214S


  • 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%
Gun Blaze Lv 2
214S


  • Can pass through opponent 1~38F
  • Flames guranteed 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
Gun Blaze Lv 3
214S


  • Can pass through opponent 1~44F
  • Flames guranteed 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
Storm Viper Lv 1
623H


  • 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
Storm Viper Lv 2
623H


  • 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
Storm Viper Lv 3
623H


  • 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 Storm Viper Lv 1
j.623H


  • Floats opponent on hit (untechable for 24F)
  • Can cancel into Air Action Charge from 33F until 1F before landing
  • see notes *1, *2
Air Storm Viper Lv 2
j.623H


  • 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 Storm Viper Lv 3
j.623H


  • 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 Lv 1
236K


  • 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
Bandit Revolver Prototype Lv 2
236K


  • 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
Bandit Revolver Prototype Lv 3
236K


  • 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 Bandit Revolver Prototype Lv 1
j.236K


  • Can cancel into Air Action Charge from 29F until 1F before landing
  • see notes *1, *2
Air Bandit Revolver Prototype Lv 2
j.236K


  • 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 Bandit Revolver Prototype Lv 3
j.236K


  • 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 Lv 1
236S


  • 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
Rock It Lv 2
236S


  • 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
Rock It Lv 3
236S


  • 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 cancelable
  • 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 ???
Charge
214[D]


  • 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
Charge > H


  • 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
  • Attack Level 6
Action Charge
D during Special Move Recovery


  • 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 Action Charge
j.D during Special Move Recovery


  • FRC timing 13~18F
  • Charge Gauge is increased by 0.8 of a level on 11F
  • see notes *1, *2
  • *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

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
FB Fafnir
41236D


  • Knocks down opponent on hit (untechable for 40F)
  • Slides opponent on Clean Hit (untechable for 80F, slides for 28F)
  • Blockstun 26F
  • Forced prorate 70%
  • Can cancel into Tyrant Rave from 12~18F
  • Attack Level 6
Tyrant Rave
Fafnir > 64D


  • Disables opponent's Burst on hit
  • Dizzy modifier x0
  • Chip damage x2
  • 1st~3rd hits have initial prorate 80%
  • 2nd~4th hits can pass through projectiles
  • Clean Hit adds additional damage
FB Sidewinder
j.236D


  • Forced prorate 70%
  • Wall bounces opponent on hit (untechable for 56F)
  • Guaranteed Clean Hit
  • Sol is in CH state during landing recovery
  • Hitstop 27F
  • See Notes *3

Overdrives

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Tyrant Rave ver. Beta
632146H


  • 1st hit floats opponent and is fully untechable
  • 2nd hit wall sticks opponent (untechable for 80F, sticks for 32F)
  • Dizzy modifier: 1st hit: x0.25, 2nd hit: x0
  • Chip damage: 1st hit: x1.5, 2nd hit: x2.0
  • 2nd hit has forced prorate 70%
  • 2nd hit is RCable only if the 1st attack hits or is blocked
  • 2nd hit can pass through projectiles
Dragon Install
214214S


  • During DI, tension increases at a rate of 0.1% per frame
  • DI cannot be while in DI
  • DI duration: 360F + 1F for every health point below 210
  • Dragon Install duration drains during hitstop and superflash
  • Recovery animation: 36F total, CH state throughout, Tension reduced to 0, negative penalty, tension gain lowered, Sol takes extra dizzy damage, and has a lower dizzy rating
Dragon Install 2nd
214214214214PH


  • Requires 100% tension
  • Sol will Install after the super-freeze, even if hit
  • Install mode remains for entire round
  • Tension gained is 20% original value
  • Health steadily decreases

Instant Kill

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Napalm Death
During IK Mode: 236236H


  • IK Mode activation: 76F
  • Sol is in CH state until landing

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K 6P - c.S, f.S, 2S 2H 5D, 2D Sp
c.S 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H, 6H 5D, 2D Sp
2S - - - 5H, 2H 5D, 2D Sp
5H - - - 2H 5D, 2D Jump, Sp
2H - - - - 5D, 2D Jump, Sp
6H - - - - - Sp
5D - - - - homing jump
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H - Sp
j.K j.P - j.S - j.D Sp
j.S - j.K - j.H j.D Jump, Sp
j.H - - - - - Sp
j.D - - - - - Jump, Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)


Notable Players

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
CWheezy) enter USA GGPO - Active
Orrax Luke enter USA GGPO - Active

NOTE: These tables are still WIP

External References

Navigation

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