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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 | ||||
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5P | ||||||||||
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5K | ||||||||||
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c.S | ||||||||||
f.S | ||||||||||
5H | ||||||||||
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6P | ||||||||||
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6K | ||||||||||
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6H | ||||||||||
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5D | ||||||||||
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2P | ||||||||||
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2K | ||||||||||
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2S | ||||||||||
2H | ||||||||||
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2D | ||||||||||
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j.P | ||||||||||
j.K | ||||||||||
j.S | ||||||||||
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j.H | ||||||||||
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j.D | ||||||||||
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Universal Mechanics
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 | ||||
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Blockhead Buster Lv 1 236P | ||||||||||
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Blockhead Buster Lv 2 236P | ||||||||||
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Blockhead Buster Lv 3 236P | ||||||||||
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Gun Blaze Lv 1 214S | ||||||||||
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Gun Blaze Lv 2 214S | ||||||||||
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Gun Blaze Lv 3 214S | ||||||||||
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Storm Viper Lv 1 623H | ||||||||||
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Storm Viper Lv 2 623H | ||||||||||
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Storm Viper Lv 3 623H | ||||||||||
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Air Storm Viper Lv 1 j.623H | ||||||||||
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Air Storm Viper Lv 2 j.623H | ||||||||||
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Air Storm Viper Lv 3 j.623H | ||||||||||
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Bandit Revolver Prototype Lv 1 236K | ||||||||||
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Bandit Revolver Prototype Lv 2 236K | ||||||||||
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Bandit Revolver Prototype Lv 3 236K | ||||||||||
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Air Bandit Revolver Prototype Lv 1 j.236K | ||||||||||
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Air Bandit Revolver Prototype Lv 2 j.236K | ||||||||||
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Air Bandit Revolver Prototype Lv 3 j.236K | ||||||||||
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Rock It Lv 1 236S | ||||||||||
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Rock It Lv 2 236S | ||||||||||
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Rock It Lv 3 236S | ||||||||||
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Charge 214[D] | ||||||||||
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Charge Burst Charge > H | ||||||||||
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Action Charge D during Special Move Recovery | ||||||||||
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Air Action Charge j.D during Special Move Recovery | ||||||||||
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- *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 | ||||
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Fafnir 41236D | ||||||||||
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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 | ||||
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Tyrant Rave ver. Omega Lv 1 632146H | ||||||||||
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Tyrant Rave ver. Omega Lv 2 632146H | ||||||||||
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Tyrant Rave ver. Omega Lv 3 632146H | ||||||||||
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Savage Fang Lv 1 632146P | ||||||||||
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Savage Fang Lv 2 632146P | ||||||||||
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Savage Fang Lv 3 632146P | ||||||||||
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Instant Kill
Gatling Table
P | K | S | H | D | Cancel | |
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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 |
P | K | S | H | D | Cancel | |
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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)
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.- A.B.A [★]
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Click [★] for character's full frame data
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