Overview
Order-Sol is a quick, oppressive offensive character with a unique Charge system which allows him to power up his specials over time, making them much stronger temporarily. His main style is to use his arsenal of quick, safe attacks to pressure his opponent at close range, forcing them into a disadvantageous situation where they must make a decision, and then reading their next movement and punishing them for it. Smart management of his Charge system is key to implementing this strategy with maximum efficacy.
Once in, Order Sol's pressure is nearly limitless. Despite having very short range, nearly every string can be made safe or plus on block. Getting in is the tricky part, but he has a few effective means of getting in reliably, allowing Order-Sol to start his frighteningly powerful offensive gameplan.
"I don't need this. It's the same shit day after day." |
Lore: | A past version of Sol Badguy, enlisted in the Holy Order during the AD 2172 crusades. |
Voice: | Daisuke Ishiwatari, Jouji Nakata |
Order-Sol 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.
- 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.
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.