GGACR/Order-Sol/Frame Data

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System Data

Defense

x0.96

Guts Rating

2

Weight

Middleweight (1.0x)

Stun Resistance

60

Prejump

3f

Backdash

16f (invulnerable f1~>8)

Wakeup Time

53f (Face Up) / 49f (Face Down)

Movement Options

Double Jump, 1 Airdash, Dash Type: Run

Normals

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P
  • Initial prorate 80%
5K
  • Initial Prorate 90%
c.S
f.S
5H
  • Untechable for 20F
6P
  • Staggers opponent on ground hit (30F) ???
  • Initial prorate 90%
  • Upper body invincible 1~17F, 28~31F
  • Above knees invincible 18~27F
  • Hitstop 0F
  • Active frames nullifies projectiles
6K
  • Throw invincible 1~21F
  • Staggers opponent on ground CH (Max 41F)
6H
  • Staggers opponent on ground hit (Max 45F)
  • Slams down opponent and fully untechable on air hit
  • Order Sol is in CH state during move
5D
  • Order Sol is in CH state from 1~33F
2P
  • Initial prorate 80%
2K
  • Initial prorate 70%
2S
2H
  • Lower body invincible 11~22F
  • Throw invincible 17~26F
  • Ground bounces opponent and fully untechable on CH
  • Initial prorate 90%
2D
  • Low profile 6~21F
  • Forced prorate 90%
j.P
j.K
j.S
  • Forced prorate 90%
j.H
  • Slides opponent on CH (untechable for 68F, slides for 25F)
  • Initial prorate 90%
j.D
  • Floats opponent on hit (untechable for 22F)
  • Wall bounces opponent on CH (untechable for 52F)
  • Forced prorate 90%

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground Throw
  • 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
Air Throw
  • Floats opponent on hit (untechable for 60F)
  • Floats opponent high and fully untechable on CH
  • Forced prorate 50%
DAA
  • Fully invincible 1~9F
  • Throw invincible 10~19F
  • Initial prorate 50%
  • Knocks down opponent on ground hit

Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Blockhead Buster Lv 1
236P
  • 2nd hit staggers opponent on hit (max 35F) ONLY IF 1st hit connects
  • 2nd hit is untechable for 20F
  • 1st hit has hitstop 0F
  • 2nd hit is considered a projectile and can pass through other projectiles
  • Can cancel into Action Charge from 26F onwards
Blockhead Buster Lv 2
236P
  • Wall sticks opponent on hit (untechable for 45F, sticks for 30F)
  • 2nd and 3rd hits are considered projectiles and can pass through other projectiles ???
  • 2nd and 3rd hits are guranteed to appear after 14F
  • 1st hit has hitstop 0F
  • Can cancel into Action Charge from 26F onwards
  • Charge Gauge starts draining on 2F
  • See notes *3
Blockhead Buster Lv 3
236P
  • 1st hit has hitstop 0F
  • 2nd-4th hits stagger opponent on hit (max 45F) ONLY IF 1st hit connects
  • 2nd-4th hits are considered projectiles and can pass through other projectiles , hitstop 7F
  • 2nd-4th hits are guranteed to appear after 14F
  • 2nd hit is untechable for 20F
  • Can cancel into Action Charge from 26F onwards
  • Charge Gauge starts draining on 2F
  • See notes *3
Gun Blaze Lv 1
214S
  • 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%
Gun Blaze Lv 2
214S
  • Above knees invincible 1~4F
  • Above feet invincible 5~24F
  • Low profile 25~27F
  • Can pass through opponent 1~38F
  • Flames guranteed to appear after 13F
  • Floats opponent on hit (1st hit untechable for 60F, 2nd hit 30F)
  • Order Sol is in CH state during move
  • FRC timing 35~36F
  • Flames can pass through other projectiles
  • Can cancel into Action Charge from 41F onwards
  • Charge Gauge starts draining on 12F
  • Initial prorate 85%
  • See notes *3
Gun Blaze Lv 3
214S
  • Above knees invincible 1~4F
  • Above feet invincible 5~30F
  • Low profile 31~33F
  • Can pass through opponent 1~44F
  • Flames guranteed to appear after 13F
  • Floats opponent on hit (1st and 2nd hit untechable for 60F, 3rd hit 50F)
  • Order Sol is in CH state during move
  • FRC timing 41~42F
  • Flames can pass through other projectiles
  • 3rd flame appears 17F after 2nd flame
  • Can cancel into Action Charge from 47F onwards
  • Charge Gauge starts draining on 12F
  • See notes *3
Storm Viper Lv 1
623H
  • 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
Storm Viper Lv 2
623H
  • 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
Storm Viper Lv 3
623H
  • 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 Storm Viper Lv 1
j.623H
  • 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 Storm Viper Lv 2
j.623H
  • 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 Storm Viper Lv 3
j.623H
  • Fully invincible 1~14F
  • 1st-3rd hits float opponent on hit (1st hit untechable for 50F, 2nd and 3rd hit for 40F)
  • 4th hit ground bounces opponent on hit (untechable for 70F)
  • 4th hit has forced prorate 90%
  • Can cancel into Air Action Charge from 64F until 1F before landing
  • Can cancel into Action Charge from 3F after landing onwards
  • Charge Gauge starts draining on 27F
  • 4th hit ignores OTG
  • see notes *1, *2, *3
Bandit Revolver Prototype Lv 1
236K
  • 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
Bandit Revolver Prototype Lv 2
236K
  • 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
Bandit Revolver Prototype Lv 3
236K
  • 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 Bandit Revolver Prototype Lv 1
j.236K
  • Can cancel into Air Action Charge from 29F until 1F before landing
  • see notes *1, *2
Air Bandit Revolver Prototype Lv 2
j.236K
  • 2nd hit slams down opponent on hit (untechable for 18F) ???
  • Can cancel into Air Action Charge from 40F until 1F before landing
  • Charge Gauge starts draining on 22F
  • Untechable for 37F
  • see notes *1, *2, *3
Air Bandit Revolver Prototype Lv 3
j.236K
  • 2nd hit wall bounces opponent on hit (untechable for 60F)
  • Can cancel into Air Action Charge from 40F until 1F before landing
  • Charge gauge starts draining on 27F
  • 1st hit has forced prorate 85%
  • see notes *1,*2,*3
Rock It Lv 1
236S
  • Slides opponent on CH (untechable for 40F, slides for 20F)
  • Recovery frames start right after the move hits or is blocked
  • Can cancel into Action Charge from 3rd frame of recovery onwards
Rock It Lv 2
236S
  • 1st hit's active frames are cut short on hit or block (proceeds to 2nd hit)
  • 1st hit ignores OTG
  • 2nd knocks down opponent (untechable for 40F)
  • Charge Gauge starts draining on 22F
  • Can cancel into Action Charge from 9th frame of recovery onwards
  • see notes *3
Rock It Lv 3
236S
  • 1st hit's active frames are cut short on hit or block (proceeds to 2nd hit)
  • 2nd hit ground bounces opponent on hit (untechable for 25F)
  • 3rd hit floats opponent on hit (untechable for 45F)
  • 3rd hit is jump cancelable
  • Can cancel into Action Charge from 11th frame of recovery onwards
  • Charge Gauge starts draining on 20F
  • 2nd and 3rd hit ignores OTG
  • 2nd hit is untechable for 40F ???
Charge
214[D]
  • Can be canceled into Charge Burst from 2F onwards
  • Charge rate increases the longer button is held
  • From empty charge to completely fill each level: Lv 1 = 62F, Lv 2 = 93F, Full = 116F
  • 2F after letting go of button, Order Sol performs a recovery animation (total 8F)
  • Fastest possible charge is 13F long
Charge Burst
Charge > H
  • 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
  • Attack Level 6
Action Charge
D during Special Move Recovery
  • Order Sol is in CH state during move
  • FRC timing 7~12F
  • Charge Gauge is increased by 0.8 of a level on 5F
Air Action Charge
j.D during Special Move Recovery
  • FRC timing 13~18F
  • Charge Gauge is increased by 0.8 of a level on 11F
  • see notes *1, *2
  • *1: In CH state until landing.
  • *2: in crouching state on landing until end of recovery
  • *3: The length of the levels (time wise) while draining is as follows: Lvl 3 is 28F long, lvl 2 is 66F long, and lvl 1 is 90F long (Charge gauge does not drain during hitstop). If Order Sol uses a move that requires charge gauge while the charge gauge is draining, the charge gauge stops draining until the move would normally start draining charge meter. If you want an example: A completely full gauge turns into a lvl 2 gauge in 28F, while a just barely lvl (201%) gauge would become a lvl 2 immediately once the charge gauge starts draining.

Force Breaks

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Fafnir
41236D
  • Lower body invincible 1~11F
  • Floats opponent on hit (untechable for 40F)
  • Ground bounces opponent and fully untechable on CH
  • Fafnir must be done from neutral; cannot be canceled into

Overdrives

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Tyrant Rave ver. Omega Lv 1
632146H
  • Fully invincible 1~15F
  • Throw invincible 16~30F
  • Blows back opponent and fully untechable on hit
  • Dizzy modifier x0.25
  • Chip damage x1.5
Tyrant Rave ver. Omega Lv 2
632146H
  • 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
Tyrant Rave ver. Omega Lv 3
632146H
  • Fully invincible 1~23F
  • Throw invincible 24~31F
  • 1st and 2nd hits float opponent on hit
  • 3rd hit blows back opponent and fully untechable on hit
  • 3rd hit destroys projectiles
  • Dizzy modifier x0.25
  • Chip damage x1.5
  • Charge Gauge starts draining on 36F
  • see notes *3
Savage Fang Lv 1
632146P
  • Strike invincible 1~3F
  • Floats and blows away opponent on hit (untechable for 40F)
  • Hitstop 6F
  • Chip damage x2
  • Flame can pass through projectiles
Savage Fang Lv 2
632146P
  • 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
Savage Fang Lv 3
632146P
  • 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

Instant Kill

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Dragon Install Sekkai
632146S, then P,K,S,H,D,K,S, 632146H
  • 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)

Gatling Table

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

Navigation

To edit frame data, edit values in GGACR/Order-Sol/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.