GGSlash/Order-Sol/Frame Data

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System Data

Defense Modifier: x 0.96

Guts Rating: 2

Stun Resistance: 60

Jump Startup: 3

Backdash Time: 16

Backdash Invincibility: 1-8


Normals

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
5P 10 1.4 - - 1 HLF CSJR 4 3 4 +3
  • Initial prorate 80%
5K 14 2.6 - - 2 HLF SJR 3 3 9 0
  • Initial Prorate 90%
c.S 32 2.6 - - 3 HLF SJR 5 3 14 -3
f.S 28 2.6 - - 3 HLF SJR 8 6 8 0
5H 30*2 3.8 - - 4 HLF SJR 11 3,2 16 -1
6P 32 2.6 - - 3 HLF R 20 3 9 +2
  • Upper body invincible 1~17F, 29~31F
  • Above knees invincible 18~28F
  • Wall bounces opponent on hit, untechable for 27F
6K 30 2.6 - - 3 HLF SR 12 10 7 -3
  • Throw invincible 1~21F
  • Staggers opponent on ground CH (Max 45F)
6H 70 3.8 - - 5 HLF R 17 1 24 -6
  • Dizzy modifier x1.5
  • Staggers opponent on ground hit (Max 45F)
  • Slams down opponent on air hit
5D 20 2.6 - - 4 HF R 22 3 18 -7
DAA 25 2.64 - - 3 Any R 5 5 17 -8
  • Fully invincible 1~9F
  • Throw invincible 10~19F
  • Initial prorate 50%
  • Knocks down opponent on ground hit
2P 8 1.4 - - 1 HLF CSJR 4 4 5 +1
  • Initial prorate 80%
2K 12 1.4 - - 1 LF SR 5 4 6 0
  • Initial prorate 70%
2S 24 2.6 - - 3 HLF SR 6 3 10 +1
2H 32 3.8 - - 4 HF R 23 4 13 +0
  • Lower body invincible 14~22F
  • Throw invincible 17~22F
  • Ground bounces opponent and untechable for 90F on CH
  • Initial prorate 90%
2D 28 3.8 - - 4 LF SR 9 4 14 -1
  • Low profile 6~22F
  • Initial prorate 90%
j.P 11 1.4 - - 1 HA CSR 4 6 4 -
j.K 16 2.6 - - 2 HA SJR 5 8 10 -
j.S 26 2.6 - - 3 HA SJR 8 6 14 -
  • Forced prorate 90%
j.H 34 3.8 - - 4 HA SR 9 6 13 -
j.D 42 3.8 - - 4 HA SJR 13 4 7 -
  • Floats opponent on hit (untechable for 22F)
  • Forced prorate 90%
Ground Throw 60 - - - - 43 pixels - - - - -
  • Wall sticks opponent on hit (untechable for 36F)
  • Forced prorate 50%
Air Throw 60 - - - - 110 pixels - - - - -
  • Fully untechable on CH
  • Dizzy modifier x1.5
  • Forced prorate 50%

Specials

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Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Blockhead Buster Lv 1
236P
10,10 2.0/1.2 - - 4 HLF RF 12 2,10 Total 42 -14
  • 2nd hit is a projectile
  • Frame adv after blocking only the projectile is -4F
  • Both hits stagger the opponent (max 35F)
Blockhead Buster Lv 2
236P
10,10x3 2.0/1.2 - - 4,3 HLF RF 9 2,16 Total 34 +7
  • 1st hit staggers opponent (max 45F)
  • 2nd~4th hits are projectiles
  • Frame adv after blocking only the projectile is +14F
Blockhead Buster Lv 3
236P
10,10x6 2.0/1.2 - - 4,3x6 HLF RF 9 2,21 Total 24 +32
  • 2nd~5th hit are projectiles
  • 1st hit staggers opponent (max 65F)
  • Frame adv after blocking only the projectile is +60F
Gun Blaze Lv 1
214S
40 3.0/1.2 - - 5 All F 23 14 Total 44 +6
  • Low profile 1~19F
  • Can pass through opponent 1~30F
  • Floats opponent on hit (untechable for 40F)
Gun Blaze Lv 2
214S
30x2 3.0/1.2 - - 4 All F 23 14(2)14 Total 50 +12
  • Low profile 1~27F
  • Can pass through opponent 1~38F
  • Floats opponent on hit (1st untechable for 60F, 2nd hit for 30F)
Gun Blaze Lv 3
214S
30x3 3.0/1.2x2 - - 4 All F 17 14(2),14,19,15 Total 56 +16
  • Low profile 1~33F
  • Can pass through opponent 1~44F
  • Floats opponent on hit (1st untechable for 60F, 2nd hit for 30F, 3rd hit for 50F)
Storm Viper Lv 1
623H
25x2 2.0/4.8x2 - - 3 HLF R 12 8,3 22+8 after landing -19
  • Fully invincible 1~12F
  • Order Sol is airborne from 12F onwards
  • Floats opponent on hit (untechable for 24F)
  • Order Sol is in CH state until landing
  • Order Sol is in crouching state during landing recovery
Storm Viper Lv 2
623H
30x3 2.0/4.8x3 - - 3 HLF R 10 8,3(3)3 23+8 after landing -39
  • Fully invincible 1~12F
  • Order Sol is airborne from 10F onwards
  • Floats opponent on hit (1st~2nd hit untechable for 24F, 3rd hit for 38F)
  • Order Sol is in crouching state during landing recovery
Storm Viper Lv 3
623H
25x4 2.0, 0.5/4.8, 2.4 - - 3 HLF R 8 8,3(3)3(23)7 4+8 after landing -3
  • Fully invincible 1~14F
  • Order Sol is airborne from 10F onwards
  • 1st-3rd hits float opponent on hit (1st hit untechable for 24F, 2nd and 3rd hits untechable for 38F)
  • 4th hit ground bounces opponent on hit (untechable for 70F)
  • 4th hit has forced prorate 80%
Air Storm Viper Lv 1
j.623H
25x2 2.0/4.8 - - 3 HLF R 8 8,3 8 after landing -
  • Fully invincible 1~8F
  • Floats opponent on hit (untechable for 24F)
  • Order Sol is in crouching state during landing recovery
Air Storm Viper Lv 2
j.623H
30x3 2.0/4.8 - - 3 HLF R 8 8,3(3)3 8 after landing -
  • Fully invincible 1~10F
  • Floats opponent on hit (1st and 2nd hit untechable for 24F, 3rd hit for 38F)
  • Order Sol is in crouching state during landing recovery
Air Storm Viper Lv 3
j.623H
25x4 2.0, 0.5/4.8x3,2.4 - - 3 HLF R 8 8,3(3)3(25)7 8 after landing -
  • Fully invincible 1~14F
  • 1st-3rd hits float opponent on hit (1st hit untechable for 24F, 2nd and 3rd hit for 40F)
  • 4th hit ground bounces opponent on hit (untechable for 70F)
  • 4th hit has forced prorate 80%
Bandit Revolver Prototype Lv 1
236K
24 0.0/4.8 - - 3 HA RF 22 3 6+6 after landing -1
  • Feet invincible 1~7F
  • Order Sol is airborne from 8F onwards
  • Order Sol is in crouching state during landing recovery
Bandit Revolver Prototype Lv 2
236K
26,28 0.0/4.8 - - 3,4 HA,HF RF 20 3(9)3 10+3 after landing +1
  • Feet invincible 1~6F
  • Order Sol is airborne from 7F onwards
  • FRC timing 14~15F
  • 2nd hit knocks down opponent on hit
  • Order Sol is in crouching state during landing recovery
Bandit Revolver Prototype Lv 3
236K
30,42 0.0/4.8 - - 3,5 HA,HF RF 18 3(9)4 8+2 after landing +5
  • Foot invincible 1~5F
  • Order Sol is airborne from 6F onwards
  • 2nd hit wallbounces opponent on hit (untechable for 60F)
Air Bandit Revolver Prototype Lv 1
236K
24 -0.0/4.8 - - 4 HA R 19 3 8 after landing -
  • Order Sol is in crouching state during landing recovery
Air Bandit Revolver Prototype Lv 2
236K
26,28 -0.0/4.8 - - 4 HA,HF R 19 3(9)3 8 after landing -
  • 2nd hit slams down opponent on hit (untechable for 30F)
  • Order Sol is in crouching state during landing recovery
Air Bandit Revolver Prototype Lv 3
236K
30,42 0.0/4.8 - - 4,5 HA,HF R 19 3(9)3 8 after landing -
  • 2nd hit wall bounces opponent on hit (untechable for 60F)
  • 2nd hit has forced prorate 85%
  • Order Sol is in crouching state during landing recovery
Rock It Lv 1
236S
30 1.5/2.4 - - 3 HLF R 14 16 10 +3
Rock It Lv 2
236S
30,20 1.5/1.2 - - 3,5 HLF R 14 17(10)3 17 -1
  • 2nd ground bounces opponent (untechable for 25F)
Rock It Lv 3
236S
30,25,20 1.5/1.2 - - 3,5,5 HLF Rx2, JR 25 15(10)3(15)4 20 -4
  • 2nd hit ground bounces opponent on hit (untechable for 25F)
  • 3rd hit floats opponent on hit (untechable for 45F)
Charge
214[D]
- 3.5/- - - - - - - - Total 34~ -
  • 1 Charge Level takes 160F to gain
Charge Burst
Charge -> H
10 -0.01.20 - - 2 All - 19 4 35 -18
  • Fully invincible 1~28F
  • Order Sol is crouching from 44F onwards
  • Floats opponent on hit (untechable for 20F)
  • Order Sol is in CH state during move
Action Charge
D during Special Recovery
- - - - - - F - - Total 30 -
  • Order Sol is in CH state during move
  • Charge Gauge is increased by 0.8 of a level
Air Action Charge
D during Special Recovery
- - - - - - F - - Until Landing + 8 -
  • Charge Gauge is increased by 0.8 of a level
  • Order Sol is in crouching state during landing recovery

Overdrives

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Tyrant Rave ver. Omega Lv 1
632146H
80 - - - 5 HLF R 5+10 13 19 -12
  • Fully invincible 1~15F
  • Throw invincible 16~36F
  • Blows away opponent on hit (untechable for 60F)
Tyrant Rave ver. Omega Lv 2
632146H
50,60 - - - 5 HLF R 4+9 13(16)16 16 -13
  • Fully invincible 1~19F
  • Throw invincible 20~33F
  • 1st hit floats opponent on hit (untechable for 60F)
  • 2nd hit wall bounces opponent on hit (untechable for 60F)
  • 2nd hit has forced prorate 75%
Tyrant Rave ver. Omega Lv 3
632146H
50,60,128 - - - 5 HLF R 3+8 13(16)16(10)22 26 -29
  • Fully invincible 1~23F
  • Throw invincible 24~31F
  • 1st and 2nd hits float opponent on hit (untechable for 60F)
  • 3rd hit blows away opponent on hit (untechable for 95F)
Savage Fang Lv 1
632146P
60 - - - 3 HLF - 3+2 6 Total 37 -13
  • Strike invincible 1~3F
  • Floats and blows away opponent on hit (untechable for 40F)
Savage Fang Lv 2
632146P
40x3 - - - 3 HLF R 3+0 6(4)6(4)6 Total 28 +7
  • Strike invincible 1~3F
  • Floats and blows away opponent on hit (untechable for 40F)
Savage Fang Lv 3
632146P
60x3 - - - 5 All - 3+1 3x3 Total 40 +3
  • Strike invincible 1~3F
  • Floats and blows opponent away on hit (untechable for 45F)
  • Forced prorate 80%

Instant Kill

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Dragon Install Sekkai
632146S, then P,K,S,H,D,K,S, 632146H
30,10x8,180 - - - 5 All R 7+1 3 68 -50
  • 1st hit staggers opponent on hit (Max 216F)
  • 1st hit has initial prorate 250%
  • 10th hit blows back opponent (untechable for 95F)
  • If you mess up the command sequence, Order Sol goes into a short dizzy animation (recovery 56F, all CH state)

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)

Guilty Gear XX Slashe
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc