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 What a concrete jab |
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5K The fastest poke |
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c.S Start some combos and shit |
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f.S This is pretty much your maximum range without meter. |
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5H Did I just catch you trying to jump out? |
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6P WOOSH |
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6K Stomps out Riots |
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6H That's what we like to call big damage |
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5D ISUKA?! |
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Dead Angle Attack Get Out |
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2P Pressure |
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2K Your fastest low |
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2S Good hitbox and speed |
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2H Crouching Overheads Rock |
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2D Stays on the ground for days |
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j.P Extremely fast air-to-air |
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j.K Big upwards reach for Air-to-air |
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j.S Combo Staple |
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j.H Hail to the King |
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j.D Concrete Slab to the Face |
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Throws
Throw Butt 'em Out |
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Air Throw Put 'em Down |
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Special Moves
Blockhead Buster 236P Level 1: Burst of Pressure Level 2: Pressure or Corner Combo Tool Level 3: Who wants frame advantage?! |
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Gun Blaze 214S Level 1: Great Crossup Tool Level 2: Clutch Anti-Air, too Level 3: Not quite Grand Viper |
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Storm Viper 623H or j.623H Level 1: Get outta my face Level 2: Air Combo Ender, Knocks Down Level 3: DP into combo |
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Bandit Revolver Prototype 236K or j.236K Level 1: Fast overhead Level 2: Air combo ender, knocks down Level 3: PROTOTYPE TEYAH |
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Rock It 236S Level 1: Pressure and Backdash Catcher Level 2: Midscreen combo tool Level 3: Jump Cancellable Specials? Cool |
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Charge 214[D] Build that meter |
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Charge Burst H during Charge GTFO |
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Action Charge D during Special Recovery Ground: FUWOOAAHH Air: Return Investment |
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- 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 JESUS |
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Overdrives
Tyrant Rave ver. Omega 632146H TY- RANT- -RAVE |
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Savage Fang 632146P Big Gunflame You weren't blocking? That sucks Fill the screen with fire |
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Dragon Install Sekkai 632146S, then P,K,S,H,D,K,S, 632146H DUURRRAAAAAGGGGGOOONNN INNNNNNSSSSSTTTTARRRRRRRU Normal Big Blast Finisher Good Game, Peace Out |
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- 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
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 | |
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AC | |||||
EX | |||||
Slash | |||||
#R |
- File:GGAC A.B.A Icon.pngA.B.A [★]
- File:GGAC Anji Mito Icon.pngAnji Mito [★]
- File:GGAC Axl Low Icon.pngAxl Low [★]
- File:GGAC Baiken Icon.pngBaiken [★]
- File:GGAC Bridget Icon.pngBridget [★]
- File:GGAC Chipp Zanuff Icon.pngChipp Zanuff [★]
- File:GGAC Dizzy Icon.pngDizzy [★]
- File:GGAC Eddie Icon.pngEddie [★]
- File:GGAC Faust Icon.pngFaust [★]
- File:GGAC I-No Icon.pngI-No [★]
- File:GGAC Jam Kuradoberi Icon.pngJam Kuradoberi [★]
- File:GGAC Johnny Icon.pngJohnny [★]
- File:GGAC Justice Icon.pngJustice [★]
- File:GGAC Kliff Undersn Icon.pngKliff Undersn [★]
- File:GGAC Ky Kiske Icon.pngKy Kiske [★]
- File:GGAC May Icon.pngMay [★]
- File:GGAC Millia Rage Icon.pngMillia Rage [★]
- File:GGAC Order-Sol Icon.pngOrder-Sol [★]
- File:GGAC Potemkin Icon.pngPotemkin [★]
- File:GGAC Robo-Ky Icon.pngRobo-Ky [★]
- File:GGAC Slayer Icon.pngSlayer [★]
- File:GGAC Sol Badguy Icon.pngSol Badguy [★]
- File:GGAC Testament Icon.pngTestament [★]
- File:GGAC Venom Icon.pngVenom [★]
- File:GGAC Zappa Icon.pngZappa [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc