GGACR/Order-Sol

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overview[edit]
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
Playstyle
GGACR Order-Sol Icon.png 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.
Pros Cons
  • Strong close range offense and pressure with a majority of moves being safe or plus on block.
  • Good mixup and unique cross-up game, on top of a uniquely low-height-aggressive jump arc that can lead to fuzzy guard setups.
  • High damage with charge and/or off of a counter hit, and can use Charge Keep to further cement his mixup.
  • The aforementioned jump arc on top of his fast running speed can make him difficult to keep out.
  • Poor range with stubby hitboxes, and awkward gatling-routes; certain moves have awkward frame data on top of it.
  • Generally weak in terms of grounded anti-airs.
  • Struggles to get into range without Charge or taking risks.
  • Low damage without resources, and requires proper resource management to play effectively.
  • Low jump arc makes jump installing with him something heavily recommended for many of his air combos.
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
GGACR Order-Sol Nameplate.png
GGAC Order-Sol Portrait.png
Prejump:3f
Weight:Middleweight (1.0x)
Backdash:16f (invulnerable f1~>8)
Movement Options:Double Jump, 1 Airdash, Dash Type: Run
Guts Rating:2
Defense Modifier:x0.96
Stun Resistance:60
Wakeup Time:53f (Face Up) / 49f (Face Down)
Colors
default P
default K
default S
default H
default D
GGACR Order-Sol normal p.png
GGACR Order-Sol normal k.png
GGACR Order-Sol normal s.png
GGACR Order-Sol normal h.png
GGACR Order-Sol normal d.png
ex P
ex K
ex S
ex H
ex D
GGACR Order-Sol ex p.png
GGACR Order-Sol ex k.png
GGACR Order-Sol ex s.png
GGACR Order-Sol ex h.png
GGACR Order-Sol ex d.png
slash P
slash K
slash S
slash H
slash D
GGACR Order-Sol slash p.png
GGACR Order-Sol slash k.png
GGACR Order-Sol slash s.png
GGACR Order-Sol slash h.png
GGACR Order-Sol slash d.png
reload P
reload K
reload S
reload H
reload D
GGACR Order-Sol reload p.png
GGACR Order-Sol reload k.png
GGACR Order-Sol reload s.png
GGACR Order-Sol reload h.png
GGACR Order-Sol reload d.png

Normal Moves[edit]

Note: Frame data for normals is as follows, x[x] where x is the move normally and [x] is the move when Charge Cancelled.

[edit]
5P
GGAC OSol 5P.png
Jab your way in
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
10 Mid CSJR 4 3 4 +3[-3]

5P is good for starting pressure, tick throws, or counter poking.

  • Has the most frame advantage of any of HOS's normals without using Charge Cancel.
  • Can be used after OTG 2P at the end of a long combo for minor extra damage.

Additional Frame Data: 80% initial proration.

[edit]
5K
GGAC OSol 5K.png
Belongs to the Holy Society Of Three-Frame Normals
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
14 Mid SJR 3 3 9 +0[-1]

Three frame button. Always blessed.

  • Best for interrupts, clutch punishes, and poking out when near point blank.
  • Frame traps when done repeatedly as it's even on block.
  • Has a subpar hitbox for a 3f normal, but still gets the job done.
  • Can perform the usual pressure duties. Won't scale as hard as 5P if you get a hit.
  • If done from outside of point blank range, it can have a slight frame advantage.
  • Generally gives HOS meterless conversions from 2D when close.

Additional Frame Data: 90% initial proration.

[edit]
c.S
GGAC OSol cS.png
The beginning of the end
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
32 Mid SJR 5 3 14 -3[0]

Mostly a big punish starter. Has some other stealth uses.

  • Decently sized c.S with good damage as an opener, with good gatling options.
  • Used either as part of a hit confirm or starting a punish.
  • A preferred normal for Throw OS.
  • Sometimes works as a reactionary anti air to low jumps or air dashes.
  • Very frequent in relaunches. Sometimes used in difficult 1 button Jump Install conversions.
[edit]
f.S
GGAC OSol fS.png
Somewhat slow, somewhat risky spacing tool
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
28 Mid SJR 10 2 15 -3[0]

Has the longest horizontal range of any of Order-Sol's normals.

  • Relatively slow and with a hurtbox extension, limited but available uses as a poke.
  • Can combo into higher level versions of Rock It, making for ranged punishes.
  • Combos into 6H on counter hit.
  • Safe when Charge Cancelled.
  • Baits 5F reversals when timed meaty for the last active frame.
[edit]
5H
GGAC OSol 5H.png
Make them regret jumping
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
47 Mid SJR 13 2 16 +1[+5]

Catches filthy upbackers.

  • Hitbox designed almost entirely for Anti-Air and catching techs.
  • Jump cancellable for conversions, mainly for IAD confirms.
  • Huge hitstun/untechable time on (air) CH. Converts even after being Charge Cancelled.
  • Relatively slow; For Anti-airing on prediction or putting a big stop sign in the way.
  • Largely Advantageous when CC'd (+4).
[edit]
6P
GGAC OSol 6P.png
Staggers like a gut punch should
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
32 Mid R 20 3 9 +2

Anime Afterimage Technique.

  • 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.

[edit]
6K
GGAC OSol 6K.png
Staggers like a gut kick should
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
30 Mid SR 12 10 7 -3[0]

Slow attack that is fully throw invincible for its entire startup and active window.

  • Best used on an opponent's wake up to punish throw attempts.
  • Combos on normal hit by special canceling into level 2 or higher moves, or gatling to 2D.
  • If blocked, the forward momentum from the move can be used to cancel to other moves like Blockhead Buster to maintain pressure.
  • Heavy stagger on CH, confirms to CC > Fafnir/6H (RC).
  • 0 on block when Charge Cancelled.

Additional Frame Data: Throw invincible from frames 1~21. Causes stagger on counter hit for a maximum of 41 frames.

[edit]
6H
GGAC OSol 6H.png
PAIN
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
70 Mid R 17 1 24 -6

Concrete isn't a toy, kids.

  • 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.

[edit]
5D
GGAC OSol 5D.png
The laziest kick in the world; originally swapped lanes in Isuka
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
20 High R 24 3 18 -7

Fairly standard Dust Attack. Leads to okay damage.

  • One of the faster 5Ds in the game.
  • Fairly easy to see, unsafe on block.
  • Overall poor range, counter hit state, and limited conversions without knockdown make this seldom used.

Additional Frame Data: Order Sol is in CH state from 1~33F.

[edit]
2P
GGAC OSol 2P.png
4F crouching jab: how you start your game
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
8 Mid cCR 4 4 5 +1[-3]

Crouching 5P equivalent.

  • Short range, slight frame advantage on block.
  • Standard pressure opener due to hitting lower to the ground than 5P while still being self cancelable.
  • Wide gatling options and 4f startup for pressure resets.
  • Another tick throw tool. Decent meaty in conjunction with 5P that won't be low profiled.

Additional Frame Data: Initial prorate 80%.

[edit]
2K
GGAC OSol 2K.png
Go-to low poke
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
12 Low SR 5 4 6 0[-4]

Quick low with decent range.

  • Typical upback/Fuzzy jump tagger.
  • Slightly disjointed and good range.
  • Strong for tick throws at 0.

Additional Frame Data: Initial prorate 70%.

[edit]
2S
GGAC OSol 2S.png
Your real spacing tool
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
24 Mid SR 6 3 12 -1[0]

Essential poking tool due to its quick speed and excellent hitbox.

  • Good range, frame 6, hugely disjointed.
  • Makes Order-Sol a small target, can go under some things without quite low profiling.
  • Combos to 6H on counter hit, has other conversions based on resources. A staple move.
[edit]
2H
GGAC OSol 2H.png
Crouching Overheads Rock
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
32 High R 23 4 13 +0

Strong, Safe Overhead. The only crouching OH in the game

  • Slow, but even on block and somewhat throw and lower body invuln.
  • Doesn't convert normally without meter, but links to 5K if hit meaty on the last two frames.
  • Launches on CH for big conversions.

Additional Frame Data: Lower body invincible 11~22F. Throw invincible 17~26F. Ground bounces opponent and fully untechable on CH. Initial prorate 90%.

[edit]
2D
GGAC OSol 2D.png
Get down, make love: the nudging edition
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
28 Low SR 9 4 14 -1[+3]

An advancing sweep with decent range and that ducks under several attacks.

  • Useful for going under things like obviously timed projectiles.
  • One of HOS's only meterless and chargeless juggle starters.
  • +3 on block when Charge Cancelled.
  • Converts to 5K when CC'd against most of the cast.
  • Bigger conversions on CH.

Additional Frame Data: Low profile 6~21F. Forced prorate 90%.

[edit]
j.P
GGAC OSol jP.png
Beat 'em to the punch
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
11 High, Air cCR 4 6 4 -

Privileged 4F air normal. Contender alongside Justice, Jam, and A.B.A.

  • HOS's real anti air tool. This speed make it impossible to IB>Thrown when self canceled.
  • Decent hitbox, but amazing hurtbox as it shrinks and tucks in HOS's legs.
  • Self cancel allows for easy confirms.
  • Can occasionally be used with an IAD as a way to start offense.
[edit]
j.K
GGAC OSol jK.png
Rising Air-to-Air and combo tool
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
16 High, Air SJR 5 8 10 -

Strong rising air-to-air and conversion tool

  • Large disjointed hitbox in front of and above HOS. Works well with his low jump.
  • Makes for good combo filler.
  • Jump cancelable for very low fuzzy setups.
[edit]
j.S
GGAC OSol jS.png
Combos or Crossups,
take your pick
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
26 High, Air SJR 8 6 14 -

Good oki tool due to crossup and fuzzy setup.

  • Overall mostly a normal for setups/conversions when they're already blocking
  • Crosses up, but won't convert to much unless it hits deep.
  • Versatile gatling options as it cancels to every jump normal besides itself.
  • Jump cancel leads to fuzzy setups in a similar vein to j.K.

Additional Frame Data: Forced prorate 90%

[edit]
j.H
GGAC OSol jH.png
Eat It
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
34 High, Air SR 9 6 13 -

Prime jump-in.

  • Fast, powerful normal with a large downward hitbox that works great in conjunction with HOS's low jump arc
  • Extremely difficult to contest. Will stuff almost everything it goes against.
  • Short conversions on hit without resources, but floor slides for big conversions on CH.
  • Can fuzzy from grounded normals against taller character (needs verification).

Additional Frame Data: Slides opponent on CH (untechable for 68F, slides for 25F). Initial prorate 90%.

[edit]
j.D
GGAC OSol jD.png
Prototype Teyah
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
42 High, Air SJR 13 4 7+landing 5 -

Construction Yard Brawing Technique: Concrete Slab to the Face.

  • Excellent disjointed hitbox that floats on hit.
  • Jump cancellable, often used in conjunction with j.H for Order Sol's "Dustloop" combos.
  • Wall bounces on Counter Hit.
  • Best in air-to-air pressure and outside of jumping in due to the added landed recovery.

Additional Frame Data: Floats opponent on hit (untechable for 22F). Wall bounces opponent on CH (untechable for 52F). Forced prorate 90%.


Universal Mechanics[edit]

[edit]
Throw
GGAC OSol throw.png
You wouldn't think he's hitting that hard. You'd be wrong.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
60 43 pixels - - - - -

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.

[edit]
Air Throw
GGAC OSol airthrow.png
Hand explosions = free combos
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
60 88 pixels - - - - -

High floating exploding airthrow.

  • Leads to a free followup combo or ample time for charge and oki.
  • One of HOS's most reliable Anti-Air options due to his low jump.
  • Needs charge midscreen for longer combos, but scores similar combos to regular throw in the corner.
  • Similarly to Sol's airthrow, this can be bursted on hit, but it'll whiff and just give you a free reset.

Additional Frame Data: Floats opponent on hit (untechable for 60F). Floats opponent high and fully untechable on CH. Forced prorate 50%.

[edit]
Dead Angle Attack
GGAC OSol cS.png
Get Off
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
25 Any R 5 5 17 -8

Very good, fast DAA with decent range, and causes a close knockdown on hit.

  • Doesn't knock the opponent very far back on hit, allowing for a good oki setup.
  • Can convert with microdash 5K on counter hit.
  • Unsafe and easily punished if baited. A pretty good DAA overall.

Additional Frame Data: Fully invincible 1~9F. Throw invincible 10~19F. Initial prorate 50%. Knocks down opponent on ground hit.


Special Moves[edit]

[edit]
Blockhead Buster
236P
GGAC OSol 236P.png
Block Head
GGAC OSol 236P2.png
Hang 'em up on the wall
GGAC OSol 236P3.png
Absurdly Advantageous
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
Level 1 10,16 All R 12 2,8 Total 42 -2

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 10,12x2 All R 12 2,6,6 Total 42 +11

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 10,12x3 All R 12 2,12(8)12(8)12 Total 42 +37

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.

[edit]
Gun Blaze
214S
GGAC OSol 214S.png
Crossup City
GGAC OSol 214S2.png
Crossup State
GGAC OSol 214S3.png
Crossup Country
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
Level 1 40 All F 23 14 Total 44 +9

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 30x2 All F 23 14(2)14 Total 50 +12

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 30x3 All F 17 14(2),18,24 Total 53 +16

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.

[edit]
Storm Viper
623H or j.623H
GGAC OSol 623H.png
Not one of the better DPs
GGAC OSol 623H2.png
Knocks them farther away
GGAC OSol 623H3.png
Actually somewhat safe and leads to followups
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
Ground Level 1 25x2 Mid R 12 8,3 22+8 after landing -19

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 30x3 Mid R 10 8,3(3)3 22+8 after landing -26

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 25x4 Mid R 8 8,3(3)3(22)7 4+8 after landing -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 25x2 All R 8 8,3 8 after landing -

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 30x3 All R 8 8,3(3)3 8 after landing -

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 25x4 All R 8 8,3(3)3(24)7 8 after landing -

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.

[edit]
Bandit Revolver Prototype
236K or j.236K
GGAC OSol 236K.png
The prototype's an overhead, but not the finished product?
GGAC OSol 236K2.png
Free Ground Slides for everybody
GGAC OSol 236K3.png
Prototype Teyah: VERSION KABOOM
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
Ground Level 1 24 High, Air RF 22 3 6+6 after landing -1

Quick, safe overhead that's safe when spaced.

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

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 26,28 High, Air,HF RF 20 3(9)3 9+4 after landing +1

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 30,42 High, Air,HF RF 18 3(8)4 8+2 after landing +5

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 24 High, Air R 19 3 8 after landing -

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 26,28 High, Air,HF R 19 3(9)3 8 after landing -

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 30,42 High, Air,HF R 19 3(8)4 8 after landing -

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.

[edit]
Rock It
236S
GGAC OSol 236S.png
Pressure ender, Pressure restarter
GGAC OSol 236S2.png
Knockdowns from afar
GGAC OSol 236S3.png
Jump cancellable specials make Order Sol slightly less pissed off than usual
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
Level 1 30 Mid R 16 16 10 +3

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 30,30 Mid R 12 17(10)3 12 +4

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 30,25,20 Mid Rx2, JR 8 15(10)3(15)4 19 -4[+4]

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 (?).

[edit]
Charge
214[D]
GGAC OSol 214D.png
Exhibit A: "What defines a character"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
- - - 13~ - - -

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.

[edit]
Charge Burst
H during Charge
GGAC OSol 214DH.png
GTFO
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
10 All - 19 4 35 -10

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.

[edit]
Action Charge
D during Special Recovery
GGAC OSol actcharge.png
Condense your moves into charge
GGAC OSol actchargeair.png
Pretty much the same but in the air
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
Ground - - F - - Total 30 -

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 - - F - - Until Landing + 8 -

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.


Force Breaks[edit]

[edit]
Fafnir
41236D
GGAC OSol 236D.png
"Tag"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
70 Low R 10 2 23 -6

A fantastic, fear inducing 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.
  • 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.


Overdrives[edit]

[edit]
Tyrant Rave ver. Omega
632146H
GGAC OSol 632146H.png
TY-
GGAC OSol 632146H2.png
RANT-
GGAC OSol 632146H3.png
-RAVE
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
Level 1 80 Mid R 5+10 13 18 -12

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 50,60 Mid R 4+9 13(13+3)16 16 -13

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 50,60,128 Mid R 3+8 13(13+3)16(5+5)22 26 -25

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.

[edit]
Savage Fang
632146P
GGAC OSol 632146P.png
Blockhead Buster's Big Brother
GGAC OSol 632146P2.png
Don't press buttons
GGAC OSol 632146P3.png
Borrowed from EX Sol to fill the screen; who cares about OTG?
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
Level 1 60 All - 3+2 6 27 -13

Lackluster projectile super at Lvl 1.

  • Launches on hit as a short combo extender.
  • 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 40x3 All - 3+0 6(4)6(4)6 7 +7

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 60x5 All - 3+1 3x3 28 +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.

[edit]
Dragon Install Sakkai
632146S, then P,K,S,H,D,K,S, 632146H
GGAC OSol 632146S.png
GGPO
GGAC OSol 632146H3.png
Big Bang Attack?
GGAC OSol 632146S2.png
Your Ghetto IK
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.
30,20x8,230 All R 7+1 3 68 -50

Fully cash out to make sure they're dead.

  • 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).


Notable Players[edit]

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
Inoue (Now Kazunoko) enter Japan Mikado - Retired Extremely Aggro, strong read player Link
Copal enter Japan Mikado - Retired Incredibly astute player with amazing defense Link
Sanma enter Japan Mikado - Retired to Xrd Strong execution and clean setplay Link
Aligari enter USA - ACPR Discord Active Very Knowledgeable player, lab rat AnimeEVO19



Navigation[edit]


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Guilty Gear XX Accent Core Plus Re
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