GGAC/Order-Sol

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Holy Order Sol

Overview

Guts Rating: 2
Defense Modifier: x0.96
Stun Resistance: 60
Strengths: Reasonable/High damage. Strong pressure. Several moves inflict stagger. Reasonable mix-up potential. Unique, aggressive jump arc.
Weaknesses: Very short range. Few options when zoned out. Low damage without resources. Requires resource management skills to play competently.
Movement Options: 1 Double Jump/Air Dash, Run-Type Dash

Move List

See also: Order-Sol Full Frame Data

Note for the Guard section in the tables:

  • H: can block while standing
  • L: can block while crouching
  • F: can block while in the air only with Faultless Defense
  • All: can be blocked however
  • All attacks can be blocked with aerial Faultless Defense unless stated otherwise.

Normal Moves

5P
GGAC OSol 5P.png
What a concrete jab
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
10 1.44 3 8 1 HLF cCJR 4 3 4 +3

A jab with frame advantage and good speed, allowing Order-Sol to start his pressure game when within range. Tick throws, pressure, and frame traps are the standard fare here.

80% Prorate.

5K
GGAC OSol 5K.png
The fastest poke
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
14 2.64 6 7 2 HLF CJR 3 3 9 +0

Of the trio of frame 3 pokes, Order Sol's has the worst range, but is even on block and jump cancellable, making it a safer effort than expected. Use it in the opponent's face to start some combos and get out of tight gaps.

90% Prorate.

c.S
GGAC OSol cS.png
Start some combos and shit
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
32 2.64 10 7 3 HLF CJR 5 3 14 -3

Has a wider activation range than you'd expect, and leads into a good chunk of HOS's harder hitting normals. You'll be starting a lot of punishes with c.S.

f.S
GGAC OSol fS.png
This is pretty much your maximum range without meter.
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
28 2.64 10 7 3 HLF CJR 10 2 15 -3

When it comes to playing footsies and spacing himself properly, this is one of Order-Sol's only tools outside of specials and meter. F.S has decent startup and range, though it doesn't lead into much unless you're within a close proximity, or you have charge or meter to burn. It makes for a decent opening tool because of its range, and will combo into 6H on counter hit. Charge cancel after it lands/gets blocked from far away to make it safer and safely gain some charge.

5H
GGAC OSol 5H.png
Did I just catch you trying to jump out?
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
47 3.84 20 6 5 HLF CJR 13 2 16 +1

Big damage normal that catches jump out attempts, making it good for frame traps on opponents who become conditioned against trying to poke out. Nets huge combos on counter hit, especially when charge cancelled. 5H can be followed up with SJ IAD (Super Jump Instant Air Dash) to j.P > j.K/S/H, and can be charge cancelled for use in pressure. Excellent, used properly.

6P
GGAC OSol 6P.png
WOOSH
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
32 2.64 10 7 3 HLF R 20 3 9 +2

Odd, particularly for a 6P. Order-Sol's forward punch is a move that's difficult to react to, and causes blowback and wallbounce on hit. On counter, it's nearly untechable, allowing you to go into relaunches and D-Loop in the corner. Its speed and effects make it good for frame traps and as unexpected pokes.

What's even weirder is that 6P is a projectile, so it can be used to cancel out other projectiles like Ky's Stun Edges and Gunflame. It'll only negate the first hit of multi-shot projectiles, but will still give you ample time to block afterwards because of its low recovery.

90% Prorate. 1~17F, 28~31F upper body invincibility. 18~27F Above the knee invincibility. Wall bounces. Max untechable time: 28F. HitStop 0.

6K
GGAC OSol 6K.png
Stomps out Riots
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
30 2.64 10 7 3 HLF CR 12 10 7 -3

Designed solely for baiting throws, as it's invincible to them for all through its active frames. It doesn't lead to much on hit, but causes stagger on counter and can go to 6H, or can be special cancelled, or charge cancelled > Fafnir. Useful for frame traps against opponents trying to mash out throw, and for oki.

1~21F throw invincibility. Stagger on CH. Max untechable time: 41F.

6H
GGAC OSol 6H.png
That's what we like to call big damage
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
70 3.84 20 6 5 HLF R 17 1 24 -6

One of the most damaging normals in the game, dealing stagger on hit. After landing CH f.S or 2S, particularly as openers, it's common to go for it for some big damage from the start. If you have 50 meter, feel free to RC it and follow up for even more. Great move when used intelligently.

Staggers on ground hit. Max untechable time: 45F. On air hit floats opponent + knockdown. In CH state until end of recovery.

5D
GGAC OSol 5D.png
ISUKA?!
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
20 2.64 8 20 3 HF R 22 3 18 -7

World's laziest kick. Pretty fast for a dust and can lead to okay damage or knockdown on Impossible Dust, but has a range problem, is unsafe, and is outclassed by Order-Sol's other overheads.

1~33F CH state.

Dead Angle Attack
GGAC OSol cS.png
Get Out
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
25 2.64 10 7 3 All R 5 5 12 -3

Standard DAA, has more range than you'd imagine and can be combo'd off against a cornered opponent.

1~9F invincible. 10~19F throw invincible. 50% Prorate. Knocks down on ground hit.

2P
GGAC OSol 2P.png
Pressure
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
8 1.44 3 8 1 HLF cCR 4 4 5 +1

Pressure and tick throws and frame traps galore! Standard fare for a good, crouching jab.

80% Prorate.

2K
GGAC OSol 2K.png
Your fastest low
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
12 1.44 3 8 1 LF CR 5 4 6 +0

Decent speed and range for a low. Pretty much your main mixup tools for lows.

70% Prorate

2S
GGAC OSol 2S.png
Good hitbox and speed
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
24 2.64 10 7 3 HLF CR 6 3 12 -1

2S’s range makes for another good opener, that goes into 6H on counter and allows you to cover lower space when thrown out as a poke and in footsies. All around standard move, especially after c.S for combos.

2H
GGAC OSol 2H.png
Crouching Overheads Rock
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
32 3.84 11 6 4 HF R 23 4 13 +0

Amazing move: the only crouching overhead in the game, safe, and partially low invincible. When spaced properly, it can be used to bait throws, and nets big rewards on counter hit, allowing you to go for a Dustloop and knock off 40%+ of the opponent's life bar. Its only real drawback is that unless you have 50 meter or land a counter hit, you cannot follow 2H up with a combo. As long as it's not used predictably, 2H will remain one of Order-Sol's best moves.

14~22F lower body invincible. Floats and knocks down on counter hit. 90% Prorate.

2D
GGAC OSol 2D.png
Stays on the ground for days
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
28 3.84 11 6 4 LF CR 9 4 14 -1

Low to the ground sweep that's great for pressure, going under other moves, and just being awesome in general. Order-Sol stays low for a good chunk of time, allowing you to avoid faster projectiles that don't hug the ground. 2D also moves HOS forward a little bit, so utilized properly, it will go under a good amount of things. Charge cancelling it will make it safer and allow you to go for more, especially when you land a counter.

6~21F low profile. 90% Prorate.

j.P
GGAC OSol jP.png
Extremely fast air-to-air
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
11 1.44 3 8 1 HA cCR 4 6 4 --

For an aerial, this is one of the fastest moves in the game. Active for some time, fast, and a good hitbox, j.P works as an Anti-Air and Air-to-Air. Most, if not all of your aerial combos that you end up netting in air pokefests will contain a few of these.

j.K
GGAC OSol jK.png
Big upwards reach for Air-to-air
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
16 2.64 6 7 2 HA CJR 5 8 10 --

Highest-reaching vertical hitbox of all of Order-Sol's aerials, making for a good poke and interception move against opponents above you. This works especially well with Order-Sol's low jump, and can be jump cancelled for combos.

j.S Combo Staple
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
28 2.64 10 7 3 HA CJR 8 6 14 --

When you've confirmed your midscreen air combos, j.S will be used in them the most, as its damage, hitbox, and jump cancel will put the most damage in. It has a small hitbox behind HOS, too, so in clutch situations it can make for a crossup.

90% Forced Prorate.

j.H
GGAC OSol jH.png
Hail to the King
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
34 3.84 14 6 4 HA CR 9 6 13 --

One of GG's best jump-ins. The hitbox in relation to Order-Sol is great, stuffing a large number of moves designed to Anti-Air. On normal hit, it goes into ground combos. On counter, it causes a small amount of floor slide, and Order-Sol can dash in and lead into heavier combo strings. It's used a lot in Dustloop by doing j.H > j.D repeatedly, doing the most damage and carrying into the corner when dashed into. Furthermore, in conjunction with Order-Sol's low jump arc, it makes for a universal fuzzy guard, by doing a low j.S and immediately jump cancelling into j.H > j.D. Extremely important normal. Use it.

Causes Floor Slide on Counter Hit, slides for 25 frames. Untechable for 68 frames.

j.D
GGAC OSol jD.png
Concrete Slab to the Face
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
42 3.84 14 10 4 HF CJR 13 4 7 --

Responsible for Order-Sol's biggest damage output in combos. Particularly in the corner, j.H > j.D > dj.H > j.D deals a good chunk of damage, can generally be done twice, and ended with a BRP or SV, scoring knockdown at level 2 charge. Its hitbox flies out far and low, so it can make for an unexpected jump-in. Overall decent move.

Causes blow back on hit, untechable time: 22F. Wall bounces on CH, untechable time: 52F. 5F landing recovery. 90% Forced Prorate.

Throws

Throw
GGAC OSol throw.png
Butt 'em Out
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
60 4.00 -- 6,7 -- 43 pixels -- -- -- -- --

Particularly scary mixup tool when near the corner, as it causes wall stick and allows Order-Sol to do a respectable chunk in follow up, or simply go for 6H for the knock down. Has an imperceptibly smaller throw range than average.

Untechable for 40 frames. Causes wall stick, sticks for 50 frames. 50% Forced Prorate.

Air Throw
GGAC OSol airthrow.png
Put 'em Down
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
60 4.00 -- 6,7 -- 88 pixels -- -- -- -- --

Run-of-the-mill airthrow, though it scores knockdown across the board and anywhere on screen. Can be followed up in and near the corner if you feel like it.

Floats on hit, Untechable time: 60F. Floats higher on Counter Hit. 50% Forced Prorate.

Special Moves

Blockhead Buster
236P
GGAC OSol 236P.png
Level 1: Burst of Pressure
GGAC OSol 236P2.png
Level 2: Pressure or Corner Combo Tool
GGAC OSol 236P3.png
Level 3: Who wants frame advantage?!
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
Level 1 10,16 2.00/1.20 14,0 4×2 4,3 All R 12 2,8 Total: 42 -2

Fireball that's not really a fireball, but a good tool for pressure and in combos. Causes stagger if both hits land, giving you a short amount of time to connect something else following. If it's blocked, it's not particularly unsafe, though Action Charge > FRC will give you some charge if you need it.

Causes stagger if both hits connect, max 35F. On air hit, 2nd hit is untechable for 20F. 1st hit: HitStop 0. 2nd hit considered a projectile, can pass through other projectiles. From 26F onwards, Action Charge possible.

Level 2 10,12×2 2.00/1.20×2 14,0 4×3 4,5×2 All R 12 2,6,6 Total: 42 +11

Good tool for keeping up pressure if you really want to expend your charge. +11 will allow you to at least keep up the advantage and go for another mixup. Has slightly more stagger than Level 1, so if you're close enough to do it, you can opt to spend it in combos and push them more towards the corner, even with the low damage.

Causes stagger if hits 1&2, 1&3, or all hits connect, max 40F. 1st hit: hitstop 0. Hits 2 and 3 are considered projectiles, past frame 14 hits 2 and 3 cannot be interrupted. Hits 2 and 3 can pass through other projectiles. 26F onwards, Action Charge possible. Charge gauge starts draining on frame 2. See notes *3.

Level 3 10,12×3 2.00/- 14,0 4×4 4,5×3 All R 12 2,12(8)12(8)12 Total: 42 +37

If you want to keep somebody blocking and don't mind blowing a full charge gauge, Level 3 Blockhead Buster is exactly what the doctor ordered. Going for this in a blockstring will still give you ample time to run in after an Action Charge. On hit, the stagger is so great that you're free to do anything you want following.

1st hit: hitstop 0. If after the 1st hit, Hits 2-4 connect, hits 2-4 cause stagger (max 45F). Hits 2-4 are considered projectiles, have hit stop 7 and past frame 14 hits 2-4 cannot be interrupted. Hits 2-4 can pass through other projectiles. 2nd hit untechable on air hit for 20 frames. 26F onwards, Action Charge possible. Charge gauge starts draining on frame 2. See notes *3.

Gun Blaze
214S
GGAC OSol 214S.png
Level 1: Great Crossup Tool
GGAC OSol 214S2.png
Level 2: Clutch Anti-Air, too
GGAC OSol 214S3.png
Level 3: Not quite Grand Viper
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
Level 1 40 3.00/1.20 0 6 4 All F 23 14 Total: 44 +9

A major crossup tool, that works as a clutch Anti-Air and can get under certain things you see coming. This is the move that makes Order-Sol's Charge Keep technique extremely important. Gunblaze Level 1 is considered superior to both other levels, as it allows for the best followups most of the time, and leads to huge damage on counter hit. Use it as an oki tool to crossup, or after a short gatling chain to get behind the opponent and go for a silly mixup like an overhead, 6K, or even another Gunblaze.

An important thing to note about charge keep, is that while for every special in Order-Sol's arsenal can be performed with charge keep by simply performing the input simultaneously with the D button, is that Gunblaze is the exception. You must hold D before performing Gunblaze to successfully perform level 1 while at a higher charge level, and this is easiest in short gatling strings where you do Double Gunblaze Crossups, by knocking down with sweep and holding D afterwards. See Charge Keep for more info.

1~4F above the knees invincibility. 5~16F above the feet invincibility. 17~19F low profile. 1~30F can pass through opponent. Floats on hit (untechable for 40F). CH state till end of recovery. FRC timing: frames 27-28. Flame can pass through projectiles. 33F onwards, Action Charge possible.

Level 2 30×3 3.00/1.20×3 0 6×3 4 All F 17 14(2),18,24 Total: 56 +16

Level 2 Gunblaze won't gain the same rewards that Level 1 earns on counter, but can still be followed up from anywhere on screen with a super jump combo. If you 1 move jump install (do a jump cancellable move, hit jump, then input a super jump before you leave the ground), Order-Sol gets his best damage off of this move. You'll rarely see it though: Level 1 GB is superior.

1~4F above the knees invincibility. 5~24F above the feet invincibility. 25~27F low profile. 1~38F can pass through opponent. Floats on hit (1st hit untechable for 60F, 2nd hit for 30F). CH state till end of recovery. FRC timing: frames 35-36. Flames can pass through projectiles. 41F on, Action Charge possible. Charge gauge starts draining on frame 12. See notes *3.

Level 3 30×2 3.00/1.20×2 0 6×2 4 All F 17 14(2),18,24 Total: 56 +16

Does nice damage to start, but shares similar problems to Level 2: it generally doesn't lead to much in comparison to Level 1. However, the nature of Level 3 makes it much easier to confuse opponents by going for another Gunblaze following. Doing Level 3 followed by Level 2 leads to a big crossup and mixup game that gives you ample time to go for something screwy and to find an opening.

1~4F above the knees invincibility. 5~30F above the feet invincibility. 31~33F low profile. 1~44F can pass through opponent. Floats on hit (Hits 1 and 2 untechable for 60F, 3rd hit for 50F). CH state till end of recovery. FRC timing: frames 41-42. 3rd hit appears 17F after 2nd hit. Flames can pass through projectiles. 47F on, Action Charge possible. Charge gauge starts draining on frame 12. See notes *3.

Storm Viper
623H or j.623H
GGAC OSol 623H.png
Level 1: Get outta my face
GGAC OSol 623H2.png
Level 2: Air Combo Ender, Knocks Down
GGAC OSol 623H3.png
Level 3: DP into combo
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
Ground Level 1 25×2 2.00/4.80×2 10×2 7×2 3 HLF R 12 8,3 22+8 Landing -19

Decent Dragon Punch, gets people off of you no problem. If you want a reversal, Level 1 is generally your best option, so use that Charge Keep! Reaches a decent enough height, making it a workable Anti-Air.

1~12F invincible. 12~ airborne. Floats on hit(24). From 37 until 1F before landing, Air Action Charge possible. See notes *2.

Ground Level 2 30×3 2.00/4.80×3 10×3 7×3 3 HLF R 10 8,3(3)3 24+8 Landing -26

Works better for Anti-Air because of its hits than as a reversal. Though it does more damage than Level 1 Storm Viper, it's even less safe and will cost you charge for throwing it out. True, it's also got better invincibility and starts faster, but Level 1 will generally do what you need a DP to do without the cost. Get used to sticking with level 1 for a reversal.

1~12F invincible. 10~ airborne. Floats on hit(1st-2nd hits: 24; 3rd hit: 40). From 44F until 1F before landing, Air Action Charge possible. Charge gauge starts draining on frame 17. See notes *1, *2, *3.

Ground Level 3 25×4 2.00/4.80×3,2.90 10×4 7×4 3 HLF R 8 8,3(3)3(22)7 4+9 Landing -3

Level 3 is pretty interesting for an uppercut. In addition to being the fastest and most invincible version, The third hit will cause a floor bounce and allow you to do a follow up combo when it lands. Against players not paying attention to your bar or those conditioned to expect Level 1, SV Level 3 will catch players off guard and lead to a combo of your choice. To boot, it's also fairly safe on block. The charge expenditure might not be worth it very often, but the payoff can be big.

1~14F invincible. 8~ airborne. Floats on 1st~3rd hits(1st hit: 24; 2nd~3rd hits: 40). Ground bounces on 4th hit(70). 80% forced prorate on 4th hit. On landing, 3F until recovery, Action Charge possible. Charge Gauge starts draining on frame 17. See notes *1, *2, *3.

Air Level 1 25×2 2.00/4.80×2 10×2 7×2 3 All R 8 8,3 8 Landing --

When your air combos near their end, and you're close enough and without meter, you'll be using Air Level 1 Storm Viper pretty much all of the time unless you're in the corner. This is your main ender out of simple air strings that start with j.P/j.K/etc. Note that all aerial versions of Storm Viper look the same as their grounded counterparts at the same levels.

1~8F invincible. Floats on hit(24F). From 33F until 1F before landing Air Action Charge possible. See notes *1, *2.

Air Level 2 30×3 2.00/4.80×3 10×3 7×3 3 All R 8 8,3(3)3 8 Landing --

If you have the charge, this is your best option for an aerial combo ender, as it'll knock down and deal the most damage for you. Knock downs are always good.

1~10F invincible. Floats on hit(1st-2nd hits untechable for 24F; 3rd hit for 45F). From frame 42 until 1F before landing, Air Action Charge possible. Charge gauge starts draining on frame 17. See notes *1, *2, *3.

Air Level 3 25×4 2.00/4.80×3,2.90 10×4 7×4 3 All R 8 8,3(3)3(24)7 8 Landing --

Feel like going for a longer combo and blowing some charge? Level 3 Storm Viper in the air does the same floor bounce as the grounded version, keeping your aircombos on a lifeline for a bit. Generally though, you'll only want to do this if the combo will kill.

1~14F invincible. Floats on hits 1-3 (1st hit untechable for 50F, 2nd-3rd hits for 40F). Ground bounces on 4th hit(untechable for 70F). 80% Forced Prorate on 4th hit. From 64F until 1F before landing, Air Action Charge possible (on landing, 3~until recovery Action Charge possible). Charge gauge starts draining on frame 27. See notes *1, *2, *3.

Bandit Revolver Prototype
236K or j.236K
GGAC OSol 236K.png
Level 1: Fast overhead
GGAC OSol 236K2.png
Level 2: Air combo ender, knocks down
GGAC OSol 236K3.png
Level 3: PROTOTYPE TEYAH
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
Ground Level 1 24 -/4.80 10 7 3 HA RF 22 3 6+6 Landing -1

Tied with 5D for your fastest grounded overhead without charge, though it doesn't lead to much on normal hit. You can FRC it mid leap and go for a quick aerial or land to throw, making for a strange mixup situation. It'll also go over lows because of its invincibility. Decent overhead, but again, it doesn't give you much unless it's on counter or you RC it.

1~7F feet invincible. 8F~ airborne. FRC timing: 16-17F. Can be cancelled into Action Charge anytime between 3F after landing and the end of the move. See notes *1,*2.

Ground Level 2 26,28 -/4.80×2 10,11 7,9 3,4 HA,HF RF 20 3(9)3 9+4 Landing +1

Faster than level 1 and knocks down on hit. Works better as an overhead too, since it's safer (you won't get thrown as easily), but generally not going to see much use unless you're in the middle of a grounded combo against an airborne opponent and are too far away to confirm into anything else.

1~6F feet invincible. 7F~ airborne. 2nd hit plummets and causes knockdown. FRC timing: 14~15F. Can be cancelled into Action Charge anytime between 3F after landing and the end of the move. Charge gauge starts draining on frame 12. See notes *1, *2, *3.

Ground Level 3 30,42 -/4.80×2 10,15 7,9 3,5 HA,HF RF 18 3(8)4 8+2 Landing +5

Like midscreen combos? Level 3 will score big damage from midscreen and midscreen only; near the corner your proceeding options take a huge hit. When followed, Order-Sol can do into nasty length Dustloops that carry into the corner very easily. It's also your fastest overhead at frame 18. Both hits count as overheads, too, so opponents who aren't careful or are too busy expecting Charge Keep Level 1s are going to miss having more than half of their health.

1~5F feet invincible. 6F~ airborne. 2nd hit wallbounces (untechable for 60F). 2nd hit forced proration 85%. FRC timing: 12~13F. Can use action charge after the move ends. Charge gauge starts draining on frame 16. See notes *1, *2, *3.

Air Level 1 24 -/4.80 14 6 4 HA R 19 3 8 Landing --

Workable combo ender for when opponents are too far away to go into Level 1 Air Storm Viper. Otherwise seldom used. All aerial versions of BRP lose their FRCs too, unfortunately. Note that all aerial versions of Storm Viper look the same as their grounded counterparts at the same levels.

Can be cancelled into air action charge from frame 29 on till 1 frame before landing. See notes *1, *2.

Air Level 2 26,28 -/4.80×2 14,11 6,9 4 HA,HF R 19 3(9)3 8 Landing --

Alternative to Air Level 2 Storm Viper, causing knockdown as well from farther out. Again, generally not preferred over SV as it does less damage, but still knocks down and gives you ample time to set up oki. Actually works interestingly as air pressure, as well, as it's an aerial special that must be blocked with FD on the second hit, so keep that in mind.

2nd hit plummets on hit (untechable for 18F). Can be cancelled into air action charge from frame 40 on till 1 frame before landing. Charge gauge starts draining on frame 22. See notes *1,*2,*3.

Air Level 3 30,42 -/4.80×2 14,15 6,9 4,5 HA,HF R 19 3(8)4 8 Landing --

Can be used to extend air combos just like Air Level 3 Savage Fang, too. Like the grounded version, it also works best from midscreen or near the corner. And like Air Level 2 BRP, the second hit must also be blocked with FD while airborne.

2nd hit wall bounces on hit (untechable for 60F). 2nd hit forced proration 85%. Can be cancelled into air action charge from frame 40 on till 1 frame before landing. Charge gauge starts draining on frame 27. See notes *1,*2,*3.

Rock It
236S
GGAC OSol 236S.png
Level 1: Pressure and Backdash Catcher
GGAC OSol 236S2.png
Level 2: Midscreen combo tool
GGAC OSol 236S3.png
Level 3: Jump Cancellable Specials? Cool
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
Level 1 30 1.50/2.40 10 7 3 HLF R 16 16 10 +3

Great move. Done intelligently, Level 1 Rock It can aid Order-Sol's approach, being safe on block. Because it's active for forever, it catches backdashes as well. Does a short slide on counter hit, granting Order-Sol more time to approach and set up oki. Mixed with his other great pressure tools, Level 1 Rock it serves as a nice blockstring ender.

Causes slide effect on CH (untechable for 40F, slides lasts 20F). On hit or block, performs a recovery animation (does not occur if Rock it whiffs). Can be cancelled into Action Charge anytime after the 3rd frame of recovery.

Level 2 30,20 1.50/3.60,2.40 10,20 7,6 3,5 HLF R 13 17(10)3 17 -1

When you can confirm into combos from far away, Level 2 Rock It makes for a great combo utility, as the floor bounce will give you enough time to run in and connect with a 5K/c.S to relaunch into a short air string. When midscreen, this will carry you a decent distance, sometimes bringing you to the corner where Order-Sol particularly shines.

On hit or block, the 1st hit's active frames are cut short (move proceeds to 2nd hit). 2nd hit ground bounces on hit (untechable for 30F). Can be cancelled into Action charge anytime after the 9th frame of recovery. Charge gauge starts draining on frame 22. See notes *3.

Level 3 30,25,20 1.50/4.80,3.60×2 10,20×2 7,6×2 3,5,5 HLF R 12 15(10)3(15)4 19 -4

Holds the distinct honor of being the only jump cancellable special move in the game (on the last hit). Even from midscreen, Level 3 Rock It goes far forward enough that you'll be ever closer to the corner, and generally in it if this gets used midscreen. You'll generally want to Jump Install into it, as you can Super Jump cancel it into something like (j.S) > j.H > j.D > j.H > j.D > j.BRP/SV. With the resources, this will lead to a lot of life gone for the opponent.

On hit or block, the 1st hit's active frames are cut short (move proceeds to 2nd hit). 2nd hit ground bounces on hit (untechable for 25F). 3rd hit floats (untechable for 45F). Only the 3rd hit is jump cancellable. Can be cancelled into Action charge anytime after the 11th frame of recovery. Charge gauge starts draining on frame 20. See notes *3.

Charge
214[D]
GGAC OSol 214D.png
Build that meter
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
-- -- -- -- -- -- -- -- -- 13~ Overall --

The single most important move in Order-Sol's arsenal. Charge is what turns HOS into a standard rushdown character into a deadly mixup machine: once he gains levels it makes all of his specials safer, faster, stronger, better combo tools. The longer you hold the button, the faster HOS's Charge gain gets. Since it counts as a special move, Charge can be used to cancel nearly all of Order-Sol's normals. Because the recovery on it is pretty small, it allows Order-Sol to go for pressure while only creating small gaps, and to go for blockstrings that other characters could only wish for the ability to do.

Every time you perform Charge, even if it's for only a moment, Order-Sol will build a small amount of Charge meter and bring himself even closer to being ever deadlier. Use it post knockdowns to score a bit of meter. Use it while opponents are playing runaway to make yourself even more of a threat. Use it mid-block strings to make your normals even safer, make unsafe normals safer, and build up that charge. Just be careful and don't get caught wide open. If you're not using this move for everything, you're not playing Order-Sol. Learn it.

Can be cancelled into Charge Burst from 2F on. Charge rate speed increases the longer D is held. 2F after letting go of D, Order Sol performs a recovery animation (total: 8F). Fastest possible charge is 13F long. From empty, it takes 62F to completely fill level 1, 93F to fill level 2, and 116F to completely fill the charge gauge.

Charge Burst
H during Charge
GGAC OSol 214DH.png
GTFO
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
10 -/1.20 0 7 2 All -- 19 4 35 -15

Since you're completely vulnerable during the Charge animation, sometimes your best bet is to do a GTFO move. Charge Burst is fully invincible on startup and gets everything off of you. However, it's extremely unsafe, equals a free counter hit when baited, and is slow to come out, thus easy to fish for. Therefore, you should keep your bits of Charging short, and only resort to using Charge Burst sparingly. Done properly, you can get away with longer charge sessions than some opponents would be comfortable with giving you.

1~28F invincible. Causes blowback on hit (untechable 20F). In CH state until the end of recovery. Order Sol is crouching from 44F until the end of recovery.

Action Charge
D during Special Recovery
GGAC OSol actcharge.png
Ground: FUWOOAAHH
GGAC OSol actchargeair.png
Air: Return Investment
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
Ground -- -- -- -- -- -- F -- -- 30 Total --

Extraordinarily versatile method of gaining charge. Both versions of Action Charge end your special moves with an animation that gives you a sizable chunk of charge. On hit, this is safe for most of Order-Sol's specials. On block, it is not, but can be FRC'd to remedy this downside. FRC'ing Action Charge can even make some of your unsafe specials much safer, and lead to silly mixups that opponents might not expect. Just don't go overboard with Action Charging: it gets predictable fast.

In CH state until end of recovery. FRC timing: 7~12F. On frame 5, Charge Gauge level is increased by 0.8 of a level.

Air -- -- -- -- -- -- F -- -- 8 Landing --

Same in function as the ground version, but obviously only applies to specials that end in the air, which includes all aerial versions of Bandit Revolver Prototype, Levels 1 and 2 Savage Fang, and all aerial versions of Savage Fang (Level 3 is dependent on how high above the ground you are when you perform it). It also shares the same FRC, so make your unsafe moves safe, and go for silly mixups! One tricky thing to do is to FRC this and Negative Edge in a Savage Fang, baiting punish attempts.

FRC timing: 13~18F. On frame 11, Charge Gauge increases by 0.8 of a level.

  • 1: In CH state until landing.
  • 2: on landing until end of the recovery crouch stance
  • 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 hit stop). 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

Fafnir
41236D
GGAC OSol 236D.png
JESUS
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
70 -- 15 6 5 LF R 10 2 23 -6

With only 25 meter, Order-Sol's effective range increases to about half-screen. Fafnir is a terrifying move, as it hits low with ridiculous range for its speed, is low invincible, and goes into very high damage on both normal and counter hit. 2S > 5H > SJ IAD j.P > j.K/S/H > j.SV works best on normal hit, but on counter you score a free Dustloop. You can go into it almost immediately after a Charge, so a lot of times you'll see block strings ended in Charge > Fafnir or dash Fafnir (412366D). Very notable Force Break.

1~11F lower body invincibility. Floats on hit(untechable for 40F). Causes ground bounce and knockdown on CH. Fafnir cannot be cancelled into.

Overdrives

Tyrant Rave ver. Omega
632146H
GGAC OSol 632146H.png
TY-
GGAC OSol 632146H2.png
RANT-
GGAC OSol 632146H3.png
-RAVE
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
Level 1 80 -- 20 6 5 HLF R 5+10 13 18 -12

Big, slow, easy to see reversal super. Level 1 TRΩ is your single most damaging hit, and knocks down, so sometimes you'll see combos ended with it. 2D > TRΩ is a high damage, unburstable combo that works well for killing opponents low on health. If you want to use this as a reversal, use it only when it counts.

1~15F invincible. 16~36F throw invincible. Causes blowback and knock down on hit. Dizzy modifier x0.25. Chip damage x1.5.

Level 2 50,60 -- 20×2 6×2 5 HLF R 4+9 13(13+3)16 16 -13

Better as a combo tool than a reversal, as it allows you to do a following combo from pretty much anywhere on screen, after a big damage boost. Pretty much your best option mid combo if you really feel the need to put in an Overdrive.

1~19F invincible. 20~33F throw invincible. 1st hit causes knockdown on hit. 2nd hit causes wall bounces and knockdown on hit. Dizzy modifier x0.25. Chip damage x1.5. Charge gauge starts draining on frame 17. See notes *3.

Level 3 50,60,128 -- 20×3 6×3 5 HLF R 3+8 13(13+3)16(5+5)22 26 -25

Your biggest damage option with meter. Realize, though, that it's a huge investment, and while the last hit will knock down, you can't follow up with anything else without another 50 meter for an RC. Level 2 is a better transaction than the full cost of a Level 3, but if you know it's going to kill, by all means. It does look pretty cool.

1~23F invincible. 24~31F throw invincible. 1st and 2nd hits causes knockdown on hit. 3rd hit floats and causes knockdown. Dizzy modifier x0.25. Chip damage x1.5. 3rd hit can pass through projectiles. Charge gauge starts draining on frame 36. See notes *3.

Savage Fang
632146P
GGAC OSol 632146P.png
Big Gunflame
GGAC OSol 632146P2.png
You weren't blocking? That sucks
GGAC OSol 632146P3.png
Fill the screen with fire
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
Level 1 60 -- 10 7 3 All -- 3+2 6 27 -13

Savage Fang Level 1 is really just that: a big version of Gunflame that's absolutely nothing special. It doesn't work as a reversal, it doesn't have the best range, and frankly doesn't do much by itself. If you really feel like it, you can use it as a well spaced Anti-Air or against moves that are easy to see coming from away. You can follow it up in the corner with a short air combo, but isn't worth much, really.

1~3F strike invincible. Floats on hit (untechable for 40F). HitStop 6. Chip damage x2. Flame can pass through projectiles.

Level 2 40×3 -- 10×3 7×3 3 All R 3+0 6(4)6(4)6 7 +7

Level 2, on the other hand, is probably Order-Sol's best overdrive. Once the superflash occurs, the hitbox goes active on frame 0. If the opponent wasn't blocking before the flash happened, and they're in range, they're going to get hit. This makes Savage Fang Lvl2 excellent for frame traps, and for catching players running in or pressing buttons from far away. It has slightly better combo followups than Level 1 as well as being very safe on block. It can even chip opponents out well who're low on meter. Great move.

1~3F strike invincible. Floats on hit(untechable for 40F). 1st hit: hitstop 6. Chip damage x2. Flame can pass through projectiles. Charge gauge starts draining 12F before the end of the super flash. See notes *3.

Level 3 60×3 -- 20×3 6×3 5 All -- 3+1 3×3 28 +3

Nice chunk of damage as a combo tool, if you want. Again, not really worth the resource cost, but it has its uses, as it launches high and does good damage. Remember, though, that you have Level 2 Savage Fang, and other moves that are better choices, especially at Level 3.

1~3F strike invincible. Floats on hit (45F). 80% Forced Prorate. Chip damage x2. Flame can pass through projectiles. Charge gauge starts draining 44F before the end of the super flash. See notes *3.

Dragon Install Sekkai
632146S, then P,K,S,H,D,K,S, 632146H
GGAC OSol 632146S.png
DUURRRAAAAAGGGGGOOONNN INNNNNNSSSSSTTTTARRRRRRRU
GGAC OSol 632146H3.png
Normal Big Blast Finisher
GGAC OSol 632146S2.png
Good Game, Peace Out
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
30,20×8,230 -- 20 6,4×8,7 5,3×6,5×2,3 All R 7+1 3 68 -50

Flair: that's what this move is. Though it's Order-Sol's equivalent of an IK, it doesn't actually function like one. Instead, it's a big damage move mean to act as a finisher and a move for bragging rights (though it's really not that hard to do). Because it does so much damage, if you have the means to combo into it and are definitely full on both bars, go for it. You earned it.

Performing DI: Sakkai is performed by pressing the buttons in time with Order-Sol's attacks. After landing the first burst during the super flash, Order-Sol will run forwards and hit the opponent with an uppercut, during which you press P. Each subsequent attack is thus pressed in the same fashion, and then 63214 should be buffered before the last hit done with S, followed by 6H. Done correctly, Order-Sol will perform the large explosion from Level 3 Tyrant Rave. If that hit would normally have done enough damage to kill the opponent, Order-Sol will instead proceed with a rising, exploding knee that will show the Destroyed screen normally reserved for Instant Kills. Feel free to gloat afterwards.

1st hit staggers (max 125F). 10th hit causes blowback and knockdown. 10th hit: chip damage x1.5. CH state till end of recovery. Charge gauge starts draining on frame 1. See notes *3. If you mess up the command sequence, Order Sol goes into a short dizzy animation (recovery: 56F).

  • 1: In CH state until landing.
  • 2: on landing until end of the recovery crouch stance
  • 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 hit stop). 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.



Strategy

http://www.dustloop.com/forums/showthread.php?3474-Accent-Core-Order-Sol-101-Primer-READ-HERE-FIRST-NEWBIES!

Dustloop Order-Sol tutorial thread. Read this first to get an idea of what the character can do/what his general gameplay is all about! Below is a section, regarding basic strategy (taken from post #4 of the thread linked above.)

General Tactics

Order-Sol is designed as an offensive, speed-oriented character. He has a variety of options for both pressure and combos that are intended to be simple yet confusing and damaging if your opponent guesses wrong. Don't think of HOS as a traditional mixup character; as he is far from it. With only three overheads, three lows, and a throw that only yields damage when you're in the corner, HOS' mixup is relatively tame compared to other speedy characters. Instead, HOS relies on conditioning your opponent into thinking they can either escape or punish your assault, at which point you can use one of his numerous options to deal with their intended tactic and claim your damage or setup. Condition your opponent or bait them into doing something wrong with HOS' varied pressure options and punish them accordingly.

As such, you need to be remain aware of what exactly your opponent is capable of doing to counter each setup/bait you employ. That way, you know what your options are, and the most viable counters to whatever your opponent may do. You must limit their options through punishing their mistakes and conditioning them to sit and guard; that's the only way you can control the pace of the match. If you fail to do so, you'll be on the losing end of their offense, either by being zoned (a weakness for HOS), or unable to start an effective offense due to lack of Charge/Tension. Understand your options and your opponents' so that you can maintain control as much as possible.


Offense

The question that most HOS' should face eventually is "How do I keep control of a match?" Sure, if you're playing other relative beginners who don't understand the matchup, you should have no problem with winning via HOS' easy and damaging combos. Newbies will eat GB cross-ups and late GBs all day, and CH Fafnir will get you over 150 damage any time someone throws out a poke without thinking. The problem comes when you're facing opponents who understand what HOS can do and know his weakpoints. It is at that point that you *have* to capitalize on HOS' strengths. Luckily, HOS' gameplay is designed so that he stays effective at all levels of play. Through the use of fast normals that leave HOS with frame advantage or almost no disadvantage, good CHs that lead to solid damage, and specials that force your opponent to sit and guard, HOS can push forward and keep control as long for as you know what to do. A few pro-tips for a solid offensive and "mixup" game:

1: Fish (bait) for pokes and punish them. 2P, 5K, and 2S are all good close-range pokes for this. 2D can get you under alot of normals/specials and net you a knockdown. J.P and j.HS are good for air-to-air and air-to-ground, respectively.

2: Throw! At some point you'll notice that your opponent will just sit there and guard your offense until they can find a point to escape. Inspire fear and make them WANT to poke or escape by throwing them often. Don't get carried away though; throwing IS risky and can leave you either eating a combo or getting thrown yourself and losing control.

3: Bait for potential throws/escape attempts by your opponent and punish them. 6K and, to an extent, 2HS are great for throw baits. Both are combo starters if you nail a CH, and they're safe on guard (6K if it's CC'd or special cancelled). J.P, air throw, or anti-air/jump with 5S(f) and 5HS if your opponent wants to hop out. Backdashes can be punished with either a 2D or a RI. Bait shoryus and overdrives and punish them effectively to deter your opponent from doing them again.

4: Don't get zoned. Easier said than done, right? Long range is not HOS' specialty. HOS does not thrive from mid range. Close range is where HOS shines, and that's where you should try and stay. If your opponent pushes you out and attempts to keep you out, then you need to find a safe way back in. This doesn't mean you should be barrelling in on your opponent constantly without regard to safety or the consequences of your actions. Make intelligent decisions and close the gap if there is one. That way you can continue to use your intimidating inside game and score some damage.

5: Make them fear. Going hand-in-hand with points 1, 2, and 3, fear is HOS' main pressure and damaging tool. The moment your opponent fears is the moment you control the match. Getting in and constantly being in their face, poking with normals and using specials effectively, and consistantly breaking their guard will wreck havoc on your opponent's ability to escape and guard your assault for prolonged periods of time. This means that the corner is your friend. Your opponent being in the corner is an absolute nightmare for them. HOS' most damaging combos all involve the corner, and your Throw becomes much more intimidating when you can follow it up for 120+ damage.


Tension and Charge

Another important aspect of playing HOS effectively is resource management. Not only do you have Tension to spend, you also have Charge. Without Charge or Tension, your damage is subpar and gimmicky. Having both Charge AND Tension allows for HOS to have numerous launch opportunities and increases the damage output of your combos, along with potential knockdowns and setup. A lack of Tension and Charge means a weak offense. Charge and Tension are essential to getting damage and winning matches!

What that means is that you need to be more careful and conservative when deciding to use something that costs either Tension or Charge. You must balance effective use of your Tension, along with safely getting and keeping Charge to combo with, in order to be a real threat. Staying away from using Overdrives, only using Fafnir as a punish or strategically (no spamming!), and maintaining Charge to combo with will increase your offense and damage drastically. Now, this doesn't mean you should be prude and hoard all your resources. Charge and Tension are useless if you don't spend them periodically. The same can be said for excessive use. You cannot be an effective HOS if you stay at Lvl1 and blow all your Tension/Charge as soon as you get it. Resource conservation and management is a key factor to your success as a HOS player.




Some tips on obtaining and maintaining a healthy Charge/Tension bar:

1: Action Charge often. Just don't overdo it. Be mindful that you are vulnerable when you AC, but the risk is worth the reward. You can also FRC the AC and either guard or punish someone's attempt to punish your AC, just to keep them guessing and hesistant to come in on you. Prime times to AC are after a long/mid range Lvl1 BHB (not used as much in ^C as it was in Slash, but still viable for "protected" Charge building), after a knockdown from Lvl2 BRP, after cancelling 2D into a Lvl1 GB on knockdown, and after ending an air combo with Lvl# SV. You can also squeeze in ACs are most Lvl3 specials hit, but those ACs are for flashy combos more than constructive meter building.

2: Manual Charge and Charge Cancel. Smart use of Manual Charge and CC can easily give you that little push you need to reach the next Charge level. CC'ing already has the benefit of extending your in-close offense and putting some fear into your opponent; the fact that it can build Charge as well just makes it more applicable for your game. If you need the meter, try stalling your Manual Charge after you cancel 2D or 5HS; your opponent may not react as fast as they need to, giving you some free charge time. You can occasionally back off and Manual Charge from long range as well. Not only is that a relatively safe time to Charge, but characters that function at close- and mid-range will usually want to come in on you and stop you from gaining "free" Lvl3; giving you an opportunity to punish them if they make a mistake. Long range Manual Charge does not apply to zoning characters obviously, as they tend to WANT you at that range so you're ineffective. Still, any opportunity to give yourself some meter is a good one.

3: Utilize Charge Keep. Don't blow your level as soon as you get it. Charge Keep is a great tool to use. Instead of pressuring with Lvl2 BHBs and BRPs, use their lvl1 versions. Not only are they almost nearly as effective at maintaining control, they let you keep your Charge to combo with once you break your opponent's guard. Ending a pressure string with Lvl1 BHB AC FRC while you have Lvl2 is a safe (but relatively expensive) way of getting to Lvl3 while still being offensive. If you're going to end your air combos with a special, do it with Lvl1 and save that meter (unless you're taking a knockdown with Lvl2 BRP or need the damage from Lvl2/3 BRP/SV). If you can manage to AC either of those then boom, free high Charge. If you conserve your meter with Charge Keep then you can almost always have some Charge to combo with if you do get an opening.

4: Don't spam Overdrives/FB. I know, I know. They look cool, and some of them even lead to decent and free damage if you manage to hit with them. But look at the cost. Overdrives aren't cheap with a cost of 50% bar per use, adding in the Charge cost if you actually want to get decent damage out of them (only Lvl2/3 Overdrives can net you good damage that doesn't involve the corner). Using that many resources at one time should only be used if you need the damage to kill or turn the tide of the battle; haphazardly blowing your Tension and Charge on such a big gamble can easily get you killed. The same can be said of Fafnir, to an extent. Sure, the reward for landing a Fafnir is good, but what if you don't land it? If your opponent baited that Fafnir then you just blew 25% Tension on pretty much nothing, while your opponent only needs to spend a minute fraction of their Tension FD'ing your failed Fafnir to make sure they don't even suffer any chip damage. It's even worse if you do a SECOND Fafnir after the first one was blocked. Cut your losses and move on. Intelligent use of FB and Overdrives is fine and encouraged; just don't get carried away with them.

Charge Keep

Charge Keep, in case you've missed the explanation, is one of Order-Sol's most vital tools for combos and pressure. What it does is allow HOS to perform Level 1 versions of his special moves while his Charge Meter is at Level 2 or higher! Many of his Level 1 specials are still important for combos, and are safer than higher level versions, meaning you may want or need to retain your Charge Level while still applying pressure or dealing damage.

Performing Charge Keep is simple: Press the D button simultaneously as you press the button to perform a special. That's it!

Example: Say you want to do a Level 1 Blockhead Buster. Simply do the input:

236 P + H

Alternatively, you can also hold the D button and perform the special that way:

[D] + 236P

Done correctly, you'll only do the Level 1 version. You'll save your charge gauge for something more important, like scoring a combo into a Level 2 Rock It.

There is one exception to this rule, and that is with the move GunBlaze. Since GunBlaze's input (214S) overlaps with the input for Charge (214D), and since the D button has a higher priority than S, you will always get Charge if you do the input: 214 S + D. To circumvent this, you simply have to perform the hold method, so [D] + 214S.

That's all! Remember that Charge Keep is extremely useful to Order-Sol's resource management. Mastering Charge Keep will open up avenues of pressure routes and combo chains for you to play with.


Basic Combos

http://www.dustloop.com/forums/showthread.php?2564-Accent-Core-Order-Sol-Combo-Thread

The Dustloop Order-Sol combo thread. Most basic to intermediate combos are listed here. Post #1 has SIX tutorial videos to show you the ropes!

Alternate Color Chart

P K S H D
AC
AC Order-Sol normal h.png
AC Order-Sol normal d.png
EX
Slash
#R