Order-Sol, also known as Holy Order-Sol (and often abbreviated to HOS), is a quick, momentum-oriented offensive monster with a unique Charge system which allows him to power up his specials, making them much stronger. He pressures his opponent at close range, forcing poor decisions, then reading their next move and punishing them for it. Smart management of his Charge system is key to implementing this strategy to its fullest potential. Once in, Order-Sol's pressure is limitless; almost every string is plus on block thanks to Charge Cancelling, forcing the opponent into a series of guessing games that only ends when he's pushed out.
Unfortunately, in exchange for this power, Order-Sol's buttons are generally stubby. Unlike his present-self Sol Badguy, his 6PGuardMidStartup20Recovery9Advantage+2 is relegated to a sluggish frametrap/oki tool and his DP Storm ViperGuardMidStartup12Recovery22+8 after landingAdvantage-19 is slow. This forces him to rely on preemptive air defense, which can leave him vulnerable against opponents with a wide range of approaches.
Getting in can be tricky, but there are ways to manage. His high speed and mobility allow him to weave around the opponent's pokes or feint potential approach options, creating a very real threat bubble that some can struggle to challenge. Combined with his low jump arc, he can switch from contesting space to immediately approaching at an unusually shallow angle. Against opponents who'd rather stay away, he can instead start Charging in neutral to force a response.
For better or worse, Order-Sol's strength completely relies on good use of his Charge Meter to generate offense. Learning to keep it full by finding moments to charge with Action ChargeGuardStartupRecoveryTotal 30Advantage- FRC, and utilizing combos that leave him positive on Charge (known as Recharge Routes), are critical to unlocking his true strength. Staying on top of your resources is the single biggest key to maximizing his gameplan!
Overall, Order-Sol is at his best when he's able to build Charge, bulldog his way into his opponent's face, and never let go until they're dead.Damage Received Mod |
×0.96 |
Guts Rating |
2/5 |
Gravity Mod |
×0.98 |
Stun Resistance |
60 |
Prejump |
3F |
Backdash |
16F (1~8F Strike Invuln) |
Wakeup Timing |
25F (Face Up)/ 21F (Face Down) |
Number of Jumps: |
2 |
Number of Air Dashes: |
1 |
Fastest Attack |
5K (3F) |
Reversals |
623H (12F/10F/8F) 632146H (15F/13F/11F) |
Order-Sol is an aggressive character with a unique Charge system which allows him to power up his specials over time.
- Powerful at Close Range: Strong close range offense and pressure with a majority of moves being safe or plus on block, enabling endless guessing games that can be hard to wiggle out of.
- Offensive Monster: Good mixups with Charge, unique cross-ups and okizeme, and a uniquely low jump arc providing easy jump-ins and F-Shiki setups all enable him to stick to his opponent once he closes the gap. Combined with a high running speed, he's never too far away to be considered in a passive position.
- Strong Damage Potential: High damage with Charge and/or off of a counter hit, with some combo routes leaving Order-Sol Charge positive while maintaining impressively high damage.
- Limited Range and Unorthodox Anti-air: Much like present-Sol, he has poor range with stubby hitboxes; certain moves have awkward frame data on top of it. An awkward anti-air game forces him to dedicate some of his high movement potential into trying to preemptively snipe aerial approaches.
- Struggles against Zoning: Getting into range without Charge, meter or taking a risk can be difficult.
- Heavily Resource Reliant: Low damage without resources, requiring proper resource management to play effectively.
Unique Mechanics
Charge Gauge
Order-Sol's specials and Overdrives are governed by the Charge Gauge, a mechanic carried directly over from Guilty Gear: The Missing Link.
The Charge Gauge can be increased in two ways: by using his Charge special to fill the Charge Gauge manually over time, or by tapping D after using a special (other than Charge and Charge Burst) to use Action Charge, a maneuver that refills a fixed amount of the Charge Gauge.
At higher levels of Charge, all of Order-Sol's specials and Overdrives become stronger overall. 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. Upon use, the Charge Gauge drains slowly, letting Order-Sol use multiple moves of the same level mid-string and leading to an extensively creative combo game.
Should Order-Sol not desire to spend his accumulated Charge Gauge, he can use Charge Keep to use the lowest level versions of his specials at any time. This can be done by pressing the D button at the same time the move is performed (or by holding the D button prior to the input): to Charge Keep Blockhead Buster, for example, the input would be 236D~P. This technique is especially important in order to maintain pressure and advantage without wasting Charge, or possibly gaining more by mixing the technique with Action Charge FRC.
Furthermore, because of how fast Charge's animation is, as well as how early it can be interrupted, it can be used to cut some recovery from Order-Sol's moves. Known as Charge Cancelling, this technique improves his frame advantage and makes him even better at sticking to his opponent.
Charge Cancel Advantage | ||
---|---|---|
Level | Normals | On Block |
1 | 5P, 2P, 2K | -4 |
2 | 5K | -2 |
3 | 6K, c.S, f.S, 2S | 0 |
4 | 2D | +3 |
5 | 5H | +5 |
Starter Guide
Normal Moves
5P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
10 | Mid | 4 | 3 | 4 | +3 |
5P is good for starting pressure and tick throws, having the most advantage of any of Order Sol's normals without using Charge Cancel.
Has niche uses outside of abare as a spaced out anti-air, but c.S is much better for that.
- Fast enough to use as a meaty against 5f reversals, when timed for the last active frame.
Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 80% | 3 | 8 | 1 |
5K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
14 | Mid | 3 | 3 | 9 | 0 |
Button blessed by the cult of three frames. Not as universally applicable or far-reaching as Sol's, but still gets the job done. Somewhat short on the first frame and extends fully on frame 4.
Order Sol's best point-blank interrupt and punish tool, being his fastest button. Required to pick up a combo from Charge Cancel (CC) 2D and most BHB1GuardAllStartup12RecoveryTotal 42Advantage-2 AC FRC conversions. Good blockstring filler as it's a 3f frametrap into itself and doesn't scale as hard as 5P if it manages to hit.
Gatling Options: 6P, c.S, f.S, 2S, 5H, 2H, 5D, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 90% | 6 | 7 | 2 |
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
32 | Mid | 5 | 3 | 14 | -3 |
The gateway to big damage anti-airs and punishes. With good base damage and gatling options, it's unsurprisingly also what you'll be using most often for Throw OS. c.S > 5H can be somewhat range and height dependent for combos, but is very easy to feel out.
- Very frequent in relaunches. Sometimes used in difficult 1 button Jump Install conversions.
- Unable to be used in backwards Throw OS (4S+H) due to overlap with Slashback.
Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 5D, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 10 | 7 | 3 |
f.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
28 | Mid | 10 | 2 | 15 | -3 |
The horizontally longest poke of Order Sol's, but it's relatively slow and shifts his hurtbox forward a fair bit. Limited gatlings means you'll only be confirming this into higher levels of Rock It, or 6H on counter hit.
- Despite the recovery, can bait 5f reversals if timed for the last active frame at the right distance.
Gatling Options: 5H, 6H, 5D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 10 | 7 | 3 |
5H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
47 | Mid | 13 | 2 | 16 | +1 |
Hitbox designed almost entirely to catch filthy up-backers and stray air techs. Nets great reward in the corner with Level 2 BRPGuardHigh/Air, HighStartup20Recovery9+4 after landingAdvantage+1 stocked, or explodes their healthbar on air CH when Charge Cancelled. The most plus frames on Charge Cancel available.
Most often used to put a stop sign in the air against predictive approaches, or right after c.S to cancel into a leveled up special. It's also crucial in catching air confirms, such as superjump j.SHD, or IAD j.P where possible. Grants IAD loops against certain grounded characters.
- Moves Order Sol's sprite forward immediately. This can cause some moves to whiff through him in visually bizarre ways (eg Danzai 2nd HitGuardMidStartup18Recovery25Advantage-9) - or for him to whiff through them instead.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 20 | 6 | 5 |
5D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
20 | High | 24 | 3 | 18 | -7 |
Standard Dust Attack that leads to okay damage. One of the faster 5Ds in the game, but stubby as usual for Order Sol. Reactable due to reeling his leg all the way back first, and also unsafe on block.
Usually goes into some form of Dust Loop anywhere on the screen. While not completely unrewarding at Lv1 charge (unlike 236K or 2H), the risk reward involved often weighs against this move.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 8 | 20 | 3 |
- Order Sol is in CH state from 1~33F
6P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
32 | Mid | 20 | 3 | 9 | +2 | 1~17F, 28~31F Upper Body 18~27F Above Knees |
Unusually slow 6P that acts like a projectile in many ways. No hitlag, removes a hit from other projectiles, and one-sided hitstop that makes it awkward for the opponent to challenge after.
Poorly suited for anti-air (or even anti-poking) attempts due to it's bad speed, low hitbox, and a general lack of any reward after, but it's not strictly impossible to do so. Mostly relegated to frame trapping and spaced oki for baiting reversals.
Staggers on hit, but rarely converts to much else other than linking into 2D without resources unless you're very close. Generally an unwieldy button to use, but if you let yourself trust it, the small things it does well shine through.
- Has a strong stealth use against Baiken using BakuGuardMidStartup11Recovery20Advantage-3, requiring a frame perfect preemptive input to punish 6P due to lack of hitstop.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 90% | 10 | 7 | 3 |
- Active frames nullifies projectiles
- Staggers on normal hit for max 30F
6K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
30 | Mid | 12 | 10 | 7 | -3 | 1~21F Throw |
Sliding kick that's really good at keeping running momentum. Frame 1 throw invuln until recovery and active for much longer than you'd think, lasting until he's fully retracted his leg. The perfect tool for destroying wakeup abare An attack during the opponent's pressure, intended to interrupt it., but vulnerable to invincible reversals.
Unfortunately has limited gatlings, but it's mostly mitigated by being 0 on block with CC and a generous stagger on counter hit. Gatling into 2D for knockdown, cancel into BHB2GuardAllStartup12RecoveryTotal 42Advantage+11 for a combo in the corner, or CH confirm into CC > Fafnir to cash out for big damage.
Gatling Options: 6H, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 10 | 7 | 3 |
- Staggers on ground CH (max 37F)
6H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
70 | Mid | 17 | 1 | 24 | -6 |
Massive 70 damage slab of pain with relatively long range that staggers on hit with a hefty 1.5x dizzy modifier. Unfortunately has plenty of risk since the entire move is counter hit state and it's a very wide hurtbox extension, but three hits with 6H in neutral will usually stun most characters.
Mostly seen in CH confirms from 2S, f.S, or 6K, but leveled up specials are more reasonable confirms from those buttons. Also serves as a combo ender off BHB2 in the corner since it knocks down on air hit. Doesn't convert into anything by itself without RC or CH > Fafnir, but a solid combo starter when it makes itself available.
- Despite the CH state, can be slightly tricky for some multi-hit moves to punish 6H (including Order Sol's own Rock It 2GuardMidStartup12Recovery12Advantage+4) due to how far forward his hurtbox extends.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 20 | 6 | 5 |
- Slams down opponent on air hit
- Order Sol is in CH state during move
- Dizzy modifier x1.5
- Staggers on normal hit for max 45F
2P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
8 | Mid | 4 | 4 | 5 | +1 |
Crouching 5P equivalent, being nearly identical. Only +1 compared to +3, making it slightly better for tick throws. Generally preferred when starting pressure over 5P since it hits much lower and retains almost all of the gatling options, except for 6K and 6H.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 80% | 3 | 8 | 1 |
2K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
12 | Low | 5 | 4 | 6 | 0 |
Quick low with decent range and a very slight disjoint. Order Sol's tool for tagging fuzzy jumps since 2S isn't a low. Strong for tick throws being 0 on block, especially combined with Order Sol's faster running speed than present-Sol to make up for the lack of a command throw.
Gatling Options: 6P, c.S, f.S, 2S, 2H, 5D, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 70% | 3 | 8 | 1 |
2S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
24 | Mid | 6 | 3 | 12 | -1 |
Godlike. An essential, extremely disjointed poke with a great hitbox that bends some matchups around it. Exceptionally fast for the range it covers, being as fast as some 5Ps, with just enough recovery to be deceptively hard to whiff punish on reaction.
Order Sol's go-to for neutral poking in most scenarios, with the overall best balance of risk, range, and speed. Some characters (like Robo-Ky and Eddie) pray at night that they don't have to deal with this. It's good enough that if you don't strictly need the vertical reach or 3F speed of 5K, it can oftentimes be worthwhile to mash on 2S instead since it somehow manages to carry similar levels of risk.
Counter hit confirms into 6H for a quick damage cashout, and easily converts into specials at higher levels. Despite the range, it occasionally fails to combo into 2D since this reaches slightly further. Even if this hits them with no cancel after it, Order Sol is fast enough to run up and threaten another button immediately after.
- Hits just low enough to not be threatened by I-No's STBTGuardLowStartup28Recovery16Advantage+1, but the initial startup of Sol Badguy's Ground ViperGuardLow×7, MidStartup17Recovery37Advantage-21 can slip underneath.
Gatling Options: 5H, 2H, 6H, 5D, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 10 | 7 | 3 |
2H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
32 | High | 23 | 4 | 13 | 0 | 11~22F Lower Body 17~26F Throw |
Strong and safe overhead, with a slightly misleading startup animation that can be awkward to react to. Slow as usual for an overhead, but +0 on block with good options to gatling into it, such as 5K, 2K and c.S. Links into 5K if hit meaty on the last 2 frames.
Easily reactable ground bounce on CH for big meterless conversions, which pairs well with the throw invuln on the later half of the move. Unfortunately has no cancel options, requiring RC or the aforementioned CH to convert into anything.
Despite being an overhead, 2H is deceptively disjointed. Order Sol leaves the ground for a moment during startup, so it's possible to low crush more committal options.
- Becomes -4 on IB, allowing some to punish this if they have a fast enough button (such as HOS himself) or if you end up in throw range. Don't get predictable.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 90% | 11 | 6 | 4 |
- Ground bounces on CH (untechable for 90F)
2D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
28 | Low | 9 | 4 | 14 | -1 | 6~21F Low Profile |
An advancing sweep with decent range and that often ducks under attacks. The obvious comparison is to Sol's 2DGuardLowStartup7Recovery20Advantage-6, but this doesn't low profile as much and Order Sol starts standing up sooner, making it a better poking tool rather than low-profile counterpoking - although it can occasionally get away with that anyways. Also pivotal in BRP2 > BHB2 extensions in the corner, usually being better than 2S for it when time allows.
The only other plus on block normal when Charge Cancelled at +3, only 2 frames behind 5H while being an attack level lower. This can make the difference when the opponent is utilizing FD to try to push Order Sol out, saving those valuable inches on running back in to keep them locked down.
One of Order Sol's only meterless and chargeless juggle starters. 2D CC > 5K links against most of the cast, and against everyone on counter hit. Confirm on hit into BHB2/3, RI2/3, or even Savage Fang 3GuardAllStartup3+1Recovery26Advantage+7 to cash out big unburstable damage (also an un-OTG option!).
- Special cancel window lasts slightly into recovery.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | Forced 90% | 11 | 6 | 4 |
j.P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
11 | High/Air | 4 | 6 | 4 |
Privileged 4F air normal. Contender alongside Justice, Jam, and A.B.A. for the fastest air button, and your real anti-air tool. Decent hitbox, but Order Sol pulls his legs in and significantly shrinks his hurtbox, making this surprisingly annoying for many to deal with.
The raw speed and self-gatling makes it impossible to IB > Throw as long as you keep mashing it. Also sees some use out of IAD to harass namely the taller characters, and crucially enables 5H IAD for loops and confirms.
Gatling Options: j.P, j.K, j.S, j.H
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 3 | 8 | 1 |
j.K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
16 | High/Air | 5 | 8 | 10 |
Strong rising air-to-air with a good disjoint up and above Order-Sol. Works well with his low jump, but still to be used with caution as there are better jump-in tools to use. Usually combo filler since this and j.S gatling into each other.
- Jump cancelable for very low F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. setups.
Gatling Options: j.P, j.S, j.H, j.D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 5 | 7 | 2 |
j.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
26 | High/Air | 8 | 6 | 14 |
Overall mostly used for combo filler or for keeping an already blocking opponent guarding for longer. Can cross up, but doesn't covert to much unless it hits relatively deep, making it easier to react to. Versatile gatling options as it cancels to every jump normal besides itself.
- Jump cancel leads to generally tighter F-Shiki setups than j.K due to the higher attack level.
Gatling Options: j.P, j.K, j.H, j.D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | Forced 90% | 8 | 7 | 3 |
j.H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
34 | High/Air | 9 | 6 | 13 |
Fast, powerful normal with a large downwards hitbox. Competes with j.P for Order Sol's best air normal. Extremely difficult to contest despite not being disjointed, pairing well with his low jump arc to stuff even most 6Ps when hit deep enough.
Generally leads into a short string into 2D on normal hit, but groundslides on CH for much stronger conversions. Doesn't jump cancel, but j.D can, leading to his form of Dust Loop.
Gatling Options: j.D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 90% | 11 | 6 | 4 |
- Slides on CH (untechable for 68F, slides for 25F)
j.D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
42 | High/Air | 13 | 4 | 7+5 after landing |
Trust in the Dust. Excellent disjointed hitbox that floats on hit. Best in air-to-air pressure and outside of jumping in due to the added landed recovery. Jump cancels, most often used in conjunction with j.H for Order Sol's Dust Loop combos. Almost always combos into BRP2, being Order Sol's only consistent air knockdown tool outside of Storm Viper 3.GuardMidStartup8Recovery4+8 after landingAdvantage-3
Wall bounces on counter hit, allowing for some unique conversions if you're ready for it.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | Forced 90% | 11 | 10 | 4 |
- Wall bounces on CH (untechable for 52F)
Universal Mechanics
Ground Throw
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
60 | 43 pixels |
Full force headbutt that launches the opponent across the screen, wall sticking if they reach the corner. Important for Order Sol's mixup, given he mostly spends a lot of time representing strikes instead. Unfortunately comes with an unusually harsh 40% prorate, but still leads to a short combo, or a knockdown with BRP2.
Due to the nature of his throw, there are certain scenarios near the corner with low Charge where the opponent will be launched across the screen to wall stick, but ends up too far for any conversion whatsoever. In such scenarios, it could potentially be more effective to throw the opponent back to midscreen if returning to neutral could be too risky (i.e, Chipp or Millia).
- Requires a 2 frame link into 6H to get a knockdown in the corner point-blank at Level 1 Charge.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | Forced 40% | 6 |
- When the wall stick occurs, Order-Sol can move 18F before the opponent
Air Throw
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
60 | 88 pixels |
High floating exploding air throw. One of Order Sol's most reliable Anti-Air options due to his low jump. Leads to a free followup combo or ample time for charging and oki. 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 after the hit, but it'll whiff and just give you a free reset.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | Forced 50% | 6,7 |
- Floats higher on CH (untechable for 120F)
- Dizzy modifier x1.5
Dead Angle Attack
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
25 | All | 5 | 5 | 17 | -8 | 1~9F All 10~23F Throw |
Extremely useful, very fast DAA with decent range, causing a close knockdown on hit.
Somewhat obnoxious for most of the cast to deal with due to it's speed, usually requiring them to go out of their way to call it out with jump cancels or low profiles. Unsafe on block, but it's also equally annoying for some to punish thanks to it's snappy recovery. Use it and abuse it.
- Doesn't knock down on air hit. Converts to microdash 5K on counter hit.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 50% | 10 | 7 | 3 |
Special Moves
Charge
214[D]
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
13~ |
The single most important tool in Order Sol's kit. Enables gaining frame advantage across the board, cementing Order Sol's position as the close-range king.
Raises Order Sol's Charge Gauge while holding D, building faster the longer it's held. As Charge increases to higher levels, Order Sol gains access to stronger versions of every special move and Overdrive.
Often used for Charge Cancelling, which replaces the recovery of any normal to 13f (or however long 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, allowing for easier pressure continuations or ample opportunities for mixing in a throw.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A |
- 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
214[D] > H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
10 | All | 19 | 4 | 35 | -10 | 1~28F All |
Explosion move used to blow opponents who rush headlong to punish Charge back to fullscreen. Has a ridiculous amount of invulnerability, allowing him to even ignore a fair amount of Overdrives.
Should be used sparingly - HOS only gets any reward off this from a Counter Hit point blank with your opponent in the corner, and the raw damage is equal to 5P despite the animation. Like many slow reversals, opponents can use relatively safe options to cover against it, but it's worth representing from time to time.
Technically a frame 2 reversal if you do a frame perfect 214[D]~H input, but generally not worth it.
- Counter Hit state for the entire recovery. Can't be Roman Cancelled.
- The explosion is a projectile and can cancel 1 hit of other projectiles.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 0 | 7 | 2 |
- Order Sol is in CH state during move
- Order Sol is crouching from 44F onwards
- Custom blockstun
Action Charge
D during Special Recovery
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
Special > D | Total 30 | ||||||
Special > j.D | Until Landing+8 |
Builds 80% Charge after any special move. Charge gained is based on your "true" Charge meter, and not the slowly decreasing bar visible after using a special. The core of what makes a Recharge combo a Recharge combo!
Has a relatively generous 6 frame FRC on it to make this safe (timed for the flash first appearing), and enables combos out of BHB and Gunblaze. Outside of combos, it's most often seen after a knockdown from RI2/3, BRP2, and SV3.
- Counterhit state through the entire move.
The Air version is identical, but locks HOS out of acting (in counterhit recovery!) until landing unless FRC'd, making it noticeably more dangerous than the grounded version. Best used after j.BRP2 or j.SV3 to keep Charge while still securing a knockdown, and securing charge from SV1 as a combo ender.
- 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.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
Special > D | 7~12F | ||||
Special > j.D | 13~18F |
Special > D:
- Order Sol is in CH state during move
- Charge Gauge is increased by 0.8 of a level on 5F
Special > j.D:
- Charge Gauge is increased by 0.8 of a level on 11F
- See notes ※1, ※2
Blockhead Buster
236P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
10, 16 | All | 12 | 2,8 | Total 42 | -2 |
Short ranged flame burst. Projectile-esque, multi-purpose. Mostly for pressure, quick charge building, or combo extensions.
Staggers on hit for a combo conversion or frame advantage (+2 to +7) when combined with Action Charge FRC (AC FRC), but only if both hits connect. Convert to even bigger combos while spending a bit less on resources, or extend pressure while building them.
- -15 on AC without FRC. Don't try it unless you know they will sit still.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 0 | 4×2 | 4, 3 |
- 2nd hit staggers on hit (max 35F) if 1st hit connects
- 2nd hit is considered a projectile and can pass through other projectiles
- Can cancel into Action Charge from 26F onwards
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
10, 12×2 | All | 12 | 2,6,6 | Total 42 | +11 |
Overall a larger and generally higher utility version. Flings the opponent across the screen for a knockdown, wallsticking for a bit if they hit the corner. A staple in Order Sol's corner combos, making Recharge combos as accessible as they are. +15 to +20 on block when AC FRC'd, easily allowing HOS to run in and continue pressure for much less risk.
- Can perform Lvl 2 on block consecutively when charge is high enough due to the slow charge drain rate.
- Doesn't knock down by itself if the opponent wallsticks.
- -2 when AC'd without FRC.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 0 | 4×3 | 4, 5×2 |
- 2nd hit staggers on hit (max 35F) if 1st hit connects
- 2nd and 3rd hits are considered projectiles and can pass through other projectiles
- 2nd and 3rd hits are guranteed to appear after 14F
- Can cancel into Action Charge from 26F onwards
- Charge Gauge starts draining on 2F
- See note ※3
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
10, 12×3 | All | 12 | 2,12(8)12(8)12 | Total 42 | +37 |
Use Lvl 3 for an enormous burst of pressure extension. Burns resources to make sure HOS gets back in. +42 to +46 when AC FRC'd, although this can be seen as pointless given how much advantage is generated in the first place. Leads to a visually obscured pressure sequence, making mixups an open guessing game. Still very plus at +24 when AC'd, but this is largely a waste of Charge.
Staggers extensively on grounded hit for bigger conversions, giving enough time to AC and still run up to pick up a combo even when mashed properly. Floats low on all hits against airborne opponents, usually giving enough time to combo unless untech is noticeably scaled.
- Can be risky to counterpoke against since it's guaranteed to appear after frame 14.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 0 | 4, 2×3 | 4, 5×3 |
- 2nd-4th hits stagger opponent on hit (max 45F) if 1st hit connects
- 2nd-4th hits are considered projectiles and can pass through other projectiles
- 2nd-4th hits are guranteed to appear after 14F
- Can cancel into Action Charge from 26F onwards
- Charge Gauge starts draining on 2F
- See note ※3
Gun Blaze
214S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
40 | All | 23 | 14 | Total 44 | +9 | 1~4F Above Knees 5~16F Above Feet 17~19F Low Profile |
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.
- Even then, it needs to be positioned properly as the hitbox starts at a very specific point; proper spacing is required to make effective use of this lest it whiffs.
- Very low profile, works well point blank and as an anti-air. However, it loses to many lows and throws when mistimed.
- The low-profile, high vertical reach, and forward movement can be use as a counter against 'hopping' moves when reacted quickly enough (e.g. Sol Badguy's Bandit BringerGuardHigh/AirStartup32Recovery9+4 after landingAdvantage+1 or Anji Mito's KaiGuardHigh/AirStartup32Recovery8 after landingAdvantage+1
- 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 due to input priority. D must already be held before the 214S input, or you'll get Manual Charge or Burst. Kara cancelling 2D > 214S allows the move to be charged kept.
- This is important to keep in mind, as GB is one of the most important moves to use Charge Keep with.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
27~28F | 85% | 0 | 6 | 4 |
- Can pass through opponent 1~30F
- Flames can pass through other projectiles
- Can cancel into Action Charge from 33F onwards
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
30×2 | All | 23 | 14(2)14 | Total 50 | +12 | 1~4F Above Knees 5~24F Above Feet 25~27F Low Profile |
Lvl 2 slides farther and drops two pillars instead of one with a bit more distance, thus there's less likelihood of whiffing.
- 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.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
35~36F | 85% | 0 | 6×2 | 4 |
- Can pass through opponent 1~38F
- Flames guranteed to appear after 13F
- Flames can pass through other projectiles
- Can cancel into Action Charge from 41F onwards
- Charge Gauge starts draining on 12F
- See note ※3
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
30×3 | All | 17 | 14(2),18,24 | Total 53 | +16 | 1~4F Above Knees 5~30F Above Feet 31~33F Low Profile |
Lvl 3 is the same as Lvl 2 but with three pillars instead and further distance travelled.
- 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.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
41~42F | 0 | 4×3 | 4 |
- Can pass through opponent 1~44F
- Flames guranteed to appear after 13F
- 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 note ※3
Storm Viper
623H (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
623H Lv1 | 25×2 | Mid | 12 | 8,3 | 22+8 after landing | -19 | 1~12F All |
j.623H Lv1 | 25×2 | All | 8 | 8,3 | Until landing+8 | 1~8F All |
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.
Air Lvl 1 wins the air to air war if they're pressing buttons
- Fully invulnerable unlike most other aerial DPs, but only invul until the first frame of the actives.
- 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.
- While you can AC the DP without FRCing it, you must be careful when you do this. Most chars can punish this, ON HIT, if you're DPing them into the corner, and some others can still do this even if you hit it midscreen. Use this as a knowledge check, if they're not punishing you, why stop?
- Despite this, it's still a gamble for relatively low reward.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
623H Lv1 | N/A | 10×2 | 7×2 | 3 | |
j.623H Lv1 | N/A | 10×2 | 7×2 | 3 |
623H Lv1:
- Order Sol is airborne from 12F onwards
- Can cancel into Air Action Charge from 37F until 1F before landing
- See note ※2
j.623H Lv1:
- Can cancel into Air Action Charge from 33F until 1F before landing
- See notes ※1, ※2
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
623H Lv2 | 30×3 | Mid | 10 | 8,3(3)3 | 22+8 after landing | -26 | 1~12F All |
j.623H Lv2 | 30×3 | All | 8 | 8,3(3)3 | Until landing+8 | 1~10F All |
Lvl 2 is 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 1, but knocks away farther on hit.
Air Lvl 2 is slightly better than 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 in the corner.
- 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.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
623H Lv2 | N/A | 10×3 | 7×3 | 3 | |
j.623H Lv2 | N/A | 10×3 | 7×3 | 3 |
623H Lv2:
- Order Sol is airborne from 10F onwards
- Can cancel into Air Action Charge from 44F until 1F before landing
- Charge Gauge starts draining on 17F
- See notes ※1, ※2, ※3
j.623H Lv2:
- Can cancel into Air Action Charge from 42F until 1F before landing
- Charge Gauge starts draining on 17F
- See notes ※1, ※2, ※3
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
623H Lv3 | 25×4 | Mid | 8 | 8,3(3)3(22)7 | 4+8 after landing | -3 | 1~14F All |
j.623H Lv3 | 25×4 | All | 8 | 8,3(3)3(24)7 | Until landing+8 | 1~14F All |
Lvl 3 is an 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.
Air Lvl 3 is 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.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
623H Lv3 | N/A | 100%×3, Forced 90% | 10×4 | 7×4 | 3 |
j.623H Lv3 | N/A | 100%×3, Forced 90% | 10×4 | 7×4 | 3 |
623H Lv3:
- Order Sol is airborne from 8F onwards
- 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
j.623H Lv3:
- Can cancel into Air Action Charge from 64F until 1F before landing
- Can cancel into Action Charge from 3F after landing onwards
- Charge Gauge starts draining on 27F
- 4th hit ignores OTG
- See notes ※1, ※2, ※3
Bandit Revolver Prototype
236K (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
236K Lv1 | 24 | High/Air | 22 | 3 | 6+6 after landing | -1 | 1~7F Feet |
j.236K Lv1 | 24 | High/Air | 19 | 3 | Until landing+8 |
Quick 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.
- All versions: Will pass through opponents (even if they're standing or blocking) when used up close with the exception of FA, PO, JU, AB. Generally unpreferable. Space this.
Air Lvl 1 is a 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.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
236K Lv1 | 16~17F | 8 | 7 | 3 | |
j.236K Lv1 | N/A | 11 | 6 | 4 |
236K Lv1:
- Order Sol is airborne from 8F onwards
- Can cancel into Action Charge from 3F after landing onwards
- See notes ※1,※2
j.236K Lv1:
- Can cancel into Air Action Charge from 29F until 1F before landing
- See notes ※1, ※2
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
236K Lv2 | 26, 28 | High/Air, High | 20 | 3(9)3 | 9+4 after landing | +1 | 1~6F Feet |
j.236K Lv2 | 26, 28 | High/Air, High | 19 | 3(9)3 | Until landing+8 |
Lvl 2 is a 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.
Air Lvl 2 is 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.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
236K Lv2 | 14~15F | 80% | 8, 11 | 7, 9 | 3, 4 |
j.236K Lv2 | N/A | 11×2 | 6, 9 | 4 |
236K Lv2:
- Order Sol is airborne from 7F onwards
- Can cancel into Action Charge from 3F after landing onwards
- Charge Gauge starts draining on 12F
- See notes ※1,※2
j.236K Lv2:
- 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
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
236K Lv3 | 30, 42 | High/Air, High | 18 | 3(8)4 | 8+2 after landing | +5 | 1~5F Feet |
j.236K Lv3 | 30, 42 | High/Air, High | 19 | 3(8)4 | Until landing+8 |
Lvl 3 is the 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.
Air Lvl 3 has 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.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
236K Lv3 | 12~13F | 85% | 8, 15 | 7, 9 | 3,5 |
j.236K Lv3 | N/A | 85% | 11, 15 | 6, 9 | 4, 5 |
236K Lv3:
- Order Sol is airborne from 6F onwards
- Can cancel into Action Charge after the move ends
- Charge Gauge starts draining on 16F
- See notes ※1, ※2, ※3
j.236K Lv3:
- Can cancel into Air Action Charge from 40F until 1F before landing
- Charge gauge starts draining on 27F
- See notes ※1, ※2, ※3
Rock It
236S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
30 | Mid | 16 | 16 | 10 | +3 |
An essential advancing attack that has a variety of uses for pressure that goes both ways. Can tag jump-outs and get HOS closer to where he wants.
- Used at the end of pressure strings due to being +3, but can't combo off of anything that doesn't provide as much hitstun.
- 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).
- Lvl 1 is generally preferred for use at neutral, as it's unpunishable at no resource cost in spite of not comboing from much.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 10 | 7 | 3 |
- Enters recovery on hit or block (rest of active frames are skipped)
- Slides on CH (untechable for 40F, slides for 20F)
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
30×2 | Mid | 12 | 17(10)3 | 12 | +4 |
Lvl 2 comes with a second knockdown attack after the first hit. Significantly quicker on startup which allows it to be converted into far easier.
- Predominantly for long ranged confirms into knockdown, putting HOS in his prime space and setting up for oki or Action Charge if it connects.
- Still works as a blockstring ender as it's faster than Lvl 1 and +4 (though eagle-eyed players will make the second hit punishable with an IB or SB).
- Checks advancing opponents better than Lvl 1 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.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 10, 20 | 7, 6 | 3, 5 |
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
30, 25, 20 | Mid | 8 | 15(10)3(15)4 | 19 | -4 |
Lvl 3 adds a third strike that launches on hit and is jump cancelable on the third hit.
- Leads to full air conversions on hit. Order Sol'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 > Dust Loop, or TK'd Lvl 3 Storm Viper in the corner. Works with TK'd Lvl 3 Bandit Revolver midscreen.
- Still converts after an Action Charge.
- Minus on block unlike the other two versions, but the jump cancel mitigates this during pressure.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 10, 20×2 | 7, 6×2 | 3, 5×2 |
- 1st hit's active frames are cut short on hit or block (proceeds to 2nd hit)
- Can cancel into Action Charge from 11th frame of recovery onwards
- Charge Gauge starts draining on 20F
- 2nd and 3rd hit ignore OTG
Force Breaks
Fafnir
41236D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
70 | Low | 10 | 2 | 23 | -6 | 1~11F Lower Body |
A fantastic, fear inducing half screen low with immediate low body invuln. Knocks down on hit, or converts into microdash 2S > 5H IAD j.P for a bit more damage at closer ranges. Ground bounces noticeably higher on CH, enabling Dust Loops and even higher damage. Doesn't require Charge to use.
Unfortunately can't be cancelled into, so it's most often seen in neutral or immediately after a CC as a callout. While the low body invuln is immediate, Order Sol flings his body forward before the active frames, so it demands caution against common medium-height pokes such as the average f.S. Even so, it remains a great FB for when you have excess meter on hand.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 15 | 6 | 5 |
- Ground bounces on CH
- Cannot be canceled into
Overdrives
Tyrant Rave ver. Omega
632146H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
80 | Mid | 5+10 | 13 | 18 | -12 | 1~15F All 16~30F Throw |
Mediocre, but tacks on some okay damage and knocks down. Very long startup for a super, especially post flash. Easy to react to with whatever the opponent wants, including their own super, but can sometimes clash from how disjointed it is. Keep 5K or Storm Viper primed in case of a clash - or just hold FD to stay safe.
- Has a weird quirk where it can hit both the opponent and their puppet at the same time (such as both Dizzy and her fishGuardAllStartup58~68 (26~35)Recovery12 [Total 36]Advantage-) instead of the puppet eating the hit and leaving you defenseless.
- Don't forget about the slow speed, though - unless the opponent is doing something, this will still leave you open for a punish.
- All versions: Extremely active for a long portion of the graphics.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 20 | 6 | 5 |
- Dizzy modifier x0.25
- Chip damage x1.5
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
50, 60 | Mid | 4+9 | 13(13+3)16 | 16 | -13 | 1~19F All 20~33F Throw |
Lvl 2 has far more utility due to the free wallbounce followup afterwards, but the resulting air combo can be undesirable if you don't have enough Charge to combo into j.BRP2 for a knockdown afterwards. Best used early in combos due to how Overdrives scale damage.
Marginally faster than Lvl 1 with some more invuln, but still not an ideal reversal.
- All versions: Extremely active for a long portion of the graphics. First hit can hit both a puppet and the opponent (i.e, both Dizzy and her fish at the same time).
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 100%, Forced 75% | 20×2 | 6×2 | 5 |
- Dizzy modifier x0.25
- Chip damage x1.5
- Charge Gauge starts draining on 17F
- See note ※3
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
50, 60, 128 | Mid | 3+8 | 13(13+3)16(5+5)22 | 26 | -29 | 1~23F All 24~31F Throw |
Lvl 3 is a very expensive tool with far more damage than previous versions. Goes back to knocking down instead of wallbouncing like Lvl 2. Generally not worth the resources, but can sometimes close out a round with the high base damage. Pushes out further on block than other levels, but is much more unsafe than the others so this is mostly nullified.
- Third hit can delete projectiles.
- All versions: Extremely active for a long portion of the graphics. First hit can hit both a puppet and the opponent (i.e, both Dizzy and her fish at the same time).
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 20×3 | 6×3 | 5 |
- 3rd hit destroys projectiles
- Dizzy modifier x0.25
- Chip damage x1.5
- Charge Gauge starts draining on 36F
- See note ※3
Savage Fang
632146P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
60 | All | 3+2 | 6 | 27 | -13 | 1~3F Strike |
An okay projectile super at Lvl 1 that is more or less a frame 5 DI-GunflameGuardAllStartup20Recovery7Advantage+7 for 50%. Unfortunately +2 after the flash, so opponents can FD if they're dashing, but otherwise can be used for longer range callouts above your head.
Launches on hit as a short combo extender. Decent base damage, but otherwise completely inferior to Lvl 2.
- All versions: 2x chip damage.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 10 | 7 | 3 |
- Blows away opponent on hit
- Chip damage x2
- Flame can pass through projectiles
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
40×3 | All | 3+0 | 6(4)6(4)6 | 7 | +7 | 1~3F Strike |
Lvl 2 is a powerful anti-zoning tool with 2 extra projectiles. Frame 0 after the flash, suddenly transforming it into an incredible "just do it" super; the first 4 active frames happen during flash, the other pillars reach over halfscreen, and it's even plus on block. Pressing buttons, throwing projectiles too close, or even just walking forward all become safe punish opportunities on a whim.
Unfortunately, despite being 3+0 and having strike invuln startup, this is NOT a reversal - Order Sol becomes vulnerable during the flash, losing outright if they manage to put a hitbox on top of him during startup. Despite this, it remains an extremely valuable tool in Order Sol's kit for punishing even the slightest hint of aggression.
- Often only hits twice (or even only once) at close range due to the high upwards knockback flinging the opponent out of range.
- All versions: 2x chip damage.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 10×3 | 7×3 | 3 |
- Blows away opponent on hit
- Opponent cannot move from superflash until 4F after 1st hit
- Chip damage x2
- Flame can pass through projectiles
- Charge Gauge starts draining 12F after superflash
- See note ※3
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
60×5 | All | 3+1 | 3×3,1×2 | 26 | +7 | 1~3F Strike |
Lvl 3, being EX Sol's very version of this attack, is a big conversion tool from short combos or knockdown. Sadly loses being 0 after the flash, but +1 is usually good enough. The 2x chip modifier is very noticeable on this version, taking ~70 damage off unless FD'd - in which case it will take a bit over 25% Tension to negate entirely.
Ignores OTG, allowing a combo from 2D into this - although the forced 80% prorate will put a noticeable cap on the damage output after. Rather expensive for what it is, but it's high base damage can often come in handy when you need to clutch out a round.
- All versions: 2x chip damage.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | Forced 80% | 20×5 | 6×5 | 5 |
- Floats and blows opponent away on hit
- Chip damage x2
- Flame can pass through projectiles
- Charge Gauge starts draining 44F after superflash
- Ignores OTG
- See note ※3
Dragon Install: Sakkai
632146S > P, K, S, H, D, K, S > 632146H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
30, 20×8, 230 | All | 7+1 | 3 | 68 | -50 |
Fully cash out to make sure they're dead. Instead of an install, this version of DI is done as a short-range aura-explosion that has to connect in order for the rest of the sequence to be inputted.
A nod to Deadly Rave. Costs FULL resources: Level 3 Charge and 100 Tension. Usually deals about 40-50% of a character's health bar when starting from full. First hit forces an unmashable stagger on grounded hit, and every hit after that ignores OTG. Combos from nearly any Lvl 3 special, assuming you have enough charge to do Lvl 3 > Lvl 3 (which is usually max charge). Turns into a "instant kill" with a distinct animation if the last hit will end the round, but does Tyrant Rave 3's ender otherwise.
Generally speaking, this is more for style than practical usage, though it isn't a bad super flat-out. With the same resources stocked, Tyrant Rave 3 generally does similar damage (and at the end of scaled combos, the difference is usually unnoticeable) while being notably more stable and cheap as an ender.
If you're familiar with DI: Sakkai's execution, it's a practical unburstable way to end a match, but should generally be treated like an Astral Finish from BlazBlue; a stylish way to finish off an opponent while you're already loaded.
- How to time this move: Wait until HOS rushes and hits them with the first uppercut after the initial explosion.
- Hit the buttons in time with the preceding hit: P, K, S, H, D, (slight pause), K, S, 632146H.
- Has a decent amount of recovery if you mistime an input in the sequence or press the wrong button. Be careful!
- If cancelled into from 2D, the sequence can be intentionally dropped after the D input and linked into other normals for style instead.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 20 | 6, 4×8, 7 | 5, 3×6, 5×2, 3 |
- Full input: P,K,S,H,D,K,S, 632146H
- 2nd hit onwards ignores OTG
- 10th hit blows back opponent: Untechable for 95F, Dizzy modifier x0.25, Chip damage x1.5
- 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)
- Will perform instant kill if opponent has 50 or less health before final hit
- Charge Gauge starts draining on 1F
- See note ※3
Colors
To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
- Only selectable on the Arcade and PC-Rollback versions of the game.
- Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.