User:Sobosswagner

237 editsJoined 11 May 2022

ABA pros/cons rewrite


Anti airing

Anti airing is incredibly important for all characters in Guilty Gear and fighting games as a whole and ABAs anti airs are both incredibly rewarding and importantly, change depending on what you’re anti airing, what position on screen you’re on, where they’re landing and what form she’s in. This section will be broken down into anti airs for all 3 of her primary forms, though the buttons she use rarely change, the situations they’re used in often do


Normal Mode (NM)

  • 5P: Your fastest anti air and fastest normal in general. 3 frames with upper body invincibility starting from frame 2 and throughout the active frames, 5P is fast to start up and fast to recover. Very low risk anti air that with good reactions can be very high reward. Gatling into 2S, JC into an air combo to end with air keygrab for a combo into Moroha mode. Very stubby however, and is more suited to anti airs above ABA rather than horizontal anti airs
  • 6P: slower than 5P but trades speed and gatling options for generously more upper body invincibility. Take note that the upper body invincibility wears out the frame before it hits, so it can be prone to trading when timed incorrectly. Its only gatlings are 2S but can work on either hit. Jump cancel only works on second hit so its often best to simply gatling 2S
  • 2S: ABAs best normal mode anti air. Faster than 6P but lacking upper body invincibility, though the lack of hurtboxes on her hand mean that it's very prone to outright beating many jump-ins. On normal hit can be followed up with a jump cancel into a combo to air keygrab, and on counter hit gives ABA ample time to follow up with either OTG keystab or can cancel into slide for a followup combo depending on the height. On trade with most jump normals you can simply follow up with OTG keystab for a quick moroha transformation
  • 2HS: Niche and predictive, but 2Hs disjointed hitboxes on both hits can anti air predictable jump ins or airdashes done low to the ground. Take note that it's both slower than 2S and lacks any upper body invincibility. Not a necessary button to learn to anti air with, but if others are being baited out it can always be good to present an option the opponent may be unprepared for
  • 6HS: The Hail Mary normal. Slow but incredibly rewarding due to the stun modifier, especially on counter hit. Mostly used to tag predictable airdashes but not something to rely on. On counter hit cancel to bloodpack to get a followup combo that will stun any low stun resist character. Use wisely and scarcely.
  • Air throw: universal. Best OSed with j.P. When done low to the ground or from any height vs certain characters can be followed up with OTG keystab
  • j.P: fast and very disjointed around her hand. Your best air-to-air in normal mode. Gatlings to both itself and j.S for confirms into air keygrab


Moroha Mode (MM)

  • 5P: Your fastest anti air and fastest normal in general. 3 frames with upper body invincibility starting from frame 2 and throughout the active frames, 5P is fast to start up and fast to recover. Very low risk anti air that with good reactions can be very high reward. On air hit gatlings to c.S give ABA high damaging, low risk anti air combos that put characters into a tech trap nightmare that forces them to deal with her anti airs all over again
  • 6P: Most identical to her normal mode variant but with slightly altered hitboxes due to the key changing shape. The jump cancel and gatling properties are largely unchanged, though combos to 2S are much more consistent due to the latters larger hitboxes. It does gain a gatling to 6H but this is mostly used on grounded block to reset or end pressure
  • 2S: The God anti air. This move alone propels ABAs anti airs from merely good to well above average. Slower than normal mode 2S but with much bigger hitboxes to compensate. A few things to take note of however. Its slow at 12 frames startup and is largely a vertical anti air. Best used for opponents trying to land on top of you or cross you up. It also has a fair amount of recovery, so take care to make sure they either get hit or air block this attack. On regular hit canceling into jump or superjump into an air string ending with orbs will put them right back into ABAs anti air game. This move especially shines on counter hit though, where it floats the opponent for over half a second and gives you ample time to decide what combo to follow up with. 2S counter hit into dash up c.S->2S->412H anywhere but the other corner will often instantly put them back in the corner. An important skill to learn is confirming regular or counter hit with this move as an anti air, and can often mean the difference between killing them in 2 combos or killing them in 3.
  • 623HS: Unsurprisingly, Danzai can anti air extremely well. Best suited to predictive anti airs due to the slow startup and losing out to multi hit jump ins or even air gatlings. Largely covers in front of her and will eat things like Riot Stamp, Bandit Bringer, and other predictable, reactable moves that put the opponent airborne. Does come with high scaling so best to keep followup combos short
  • 623D: Largely the same as the non force break version, but the infinite armor means it will beat out any jump in that isn’t canceled into an air super of some kind. Ground bounces higher so has different followups than the meterless, though with the same high scaling
  • 6321463214S: Technically ABAs only fully invincible anti air, Goku Moroha activation is heavily disjointed and very rewarding to anti air with, but comes with a few caveats. It must be done predictively due to its slow startup (1 frame slower than Moroha Danzai), it loses invincibility 2 frames before it hits so it can trade with jump ins, though this is almost always favorable due to the extensive untech time that only gets longer on counter hit, and as always it requires both a bloodpack and 50 meter. On hit follow up with whatever you want to follow up with, or just set up some nasty oki
  • Air throw: Universal. Best OSed with either j.P or done raw with j.H
  • j.P: Fast and very disjointed around her hand. Your fastest air-to-air in moroha but can be somewhat awkward to combo off of depending on range. Gatlings to j.S for hit confirms can be quite damaging but unless done very low to the ground won’t lead to knockdowns

Goku Moroha Mode (GMM)

  • 5P: Your fastest anti air and fastest normal in general. 3 frames with upper body invincibility starting from frame 2 and throughout the active frames, 5P is fast to start up and fast to recover. Very low risk anti air that with good reactions can be very high reward.
  • 6P: 3 frames faster startup than the moroha version and the ability to gatling into any and all normals on any hit, as well as being jump cancelable on both hits gives this normal significantly more followup options than before.
  • 2S: The God anti air becomes even better somehow. Now only a frame slower than normal mode 2S with its recovery shaved in half and the ability to self gatling, this move goes from crazy good to outright criminal. Because of butts jump cancel in Goku the conversions off this from anywhere on screen become incredibly powerful. Counter hit 2S in Goku Moroha with even a moderate amount of risc is very liable to outright kill the opponent with the right routing. Give them a good reason to never leave the ground when you have Goku activated
  • 623HS: With a third less startup identical to Moroha 2S, Danzai goes from a predictive anti air to a very potent reactive one in Goku. The ground bounce height stays the same, meaning conversions out of it aren’t too different beyond adjusting for her normals all becoming faster and the jump cancel on butt giving her more freeform routing. This move can also be FRCed right as the first hit connects in order to bypass the harsh scaling of the 2nd hit, giving you an unscaled combo starter at the cost of 25 tension
  • 623D: With the same startup as meterless Danzai, hyper armor and a much higher launch, Force Break Danzai is a formidable anti air for 25 tension. The launch on this move is high enough that it can be difficult to properly convert off of it at times. The hyper armor on this move means it eats anything short of an air super for breakfast and will deter anyone from jumping at you when used properly. It shares the same FRC point as meterless Danzai, meaning for 50 meter you can access an unscaled hyper armor starter, or if the attack whiffs keep yourself completely safe and free to attempt an anti air again
  • Air throw: universal. Best OSed with either j.P or done raw with j.H
  • j.P: A frame faster than the other forms ties this for the fastest j.P in the game with Order-Sol and Justice. Gatling to j.S or j.H for air to air conversions at your leisure
  • j.D: While it doesn’t see much use in other forms due to its slow startup, Goku j.D is a fantastic air to air due to its phenomenal speed and counter hit properties, as well as the ability to cancel into Orb FRC in order to stay safe or advantaged on block

Matchup page WIPs

Anji Miso Soup

Overview: While ABA in moroha and goku moroha mode is very capable of contesting Anji in neutral and smothering him on offense this matchup can very quickly swing into his favor if you aren’t careful, and even one mistake can allow Anji to put you into his potent okizeme game. Focus on stuffing out his buttons by mixing up between jumping, grounded mids and grounded lows. Bait out Fuujin as well as his various other tricky options such as his unique superjump, stomps and his air stalls in order to keep Anji from being able to predict what option you'll opt for

Positioning: Don’t get comfortable in any one position, as a good Anji player will often take advantage of you choosing to always press the same buttons in the same positions with things like autoguard and Fuujin. Moves with long active periods can disrupt the latter due to its lack of full invincibility through startup, as well as delayed buttons to change up your timings. 2D in particular can be quite effective as it requires Anji to commit to one of his low autoguard attacks, but be aware that its long recovery can open you up to other approaches. Avoid going for air-to-airs with him if possible, his superjump and plethora of strong air options make him very dominant when both characters are airborne

A.B.A Dos

  1. Bait out autoguard when Anji choses to RPS with it. Most of Anjis autoguard is relegated to mid and high autoguard, meaning that long range lows like Moroha 2D can often counterhit Anji attempting to autoguard through certain pokes such as Moroha f.S and 5H
  2. Mix up offensive and defensive options. Anji thrives off hard reads on both offense and defense, and making it harder/riskier for him to try to do so can give Anji players pause for thought before committing to a hard read
  3. Punish Fuujin and its followups. Fuujin is one of Anjis primary offensive and neutral tools, and failing to punish it properly is partially telling any Anji you may fight that its a free guessing game for them. For a quick summary: Fuujin~P loses to rising air-to-airs or running under, Fuujin~K is a common but reactable way for Anji to attempt to tick throw you that beats lows, Fuujin~S is Anjis fastest followup off of Fuujin, can often counter hit you attempting to beat the other followups and hits low but is heavily punishable on block, Fuujin~H and Fuujin~D are both slow overheads with high autoguard and throw invincibility that lose to lows. H is 0 on block and D is +5, so always be sure to interrupt them rather than blocking them
  4. Anti air him. Anji has fantastic air-to-airs but his air to ground normals are very lackluster. None of them are very disjointed or fast and will often at best trade with ABAs anti air normals. Moroha 2S in particular will beat out almost any jump normal that Anji attempts to land with unless done very late in response to their jump. He can stall with his j.214P but this is very, very risky for him to do depending on the height
  5. Crank his guard bar. Anji gains the most risc in the game tied with Millia and Robo-Ky. Even simple blockstrings into 2H can get him near flashing or right at it


A.B.A Don’ts:

  1. Don’t jump without reason. Anjis 6P
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    is slow but his 5P
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    is very fast and gives high reward on both regular air hit and air counter hit, and his 5D
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    has very generous autoguard frames that can be cancelled into Kou/FBKou, both of which can knock down
  2. Don’t get predictable. A common don’t in any matchup, but Anji is one of the best at punishing predictability. Predictable meaty spaced 2D will lose to Fuujin, while meaty 2H will lose to Anjis wakeup 6K
  3. Don’t recklessly danzai through fuujin followups. Both the H and D followups will often autoguard through reversal danzai without proper timing and can either be cancelled into Kou or Sou, or simply let rock in order to punish danzai either with a simple knockdown or a full combo into a knockdown
  4. Don’t activate Goku Moroha in neutral. Anji has a very consistent answer to Goku Moroha with Fuujin and can punish you from around halfscreen away for a free counter hit Fuujin into a full followup combo


Anji moves to watch out for:

  1. Fuujin
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    is one of Anjis main ways of bulldogging his way in and can punish you for using certain moves recklessly due to its partial strike invincibility during startup. A few things to keep in mind are that it loses invincibility before it hits (20 frames startup, 1-12 strike invincible) meaning it can lose to moves with lots of active frames, throws, delayed buttons, or even backdashed on reaction due to its short active duration. On block Anji can mix up between 5 followups that all win and lose to different things
  2. Shin: Nishiki
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    , more commonly simply called orb, is an overhead that when TKed becomes a dangerous throw bait, particularly with meter. If its blocked and Anji has no meter however, it's at best -29 and counter hit state for the entire recovery. Bear in mind that the blockstun is very fast so be ready to punish it with 2S
  3. Butterfly
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    is commonly used in Anjis oki in order to make any mixups he attempts safer and more rewarding but can occasionally be used by Anji to zone. When used as a part of his oki IBing the butterfly and either backdashing or danzaiing can interrupt some of Anjis oki
  4. The Force Break version of butterfly
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    is Anjis secondary oki tool, that comes with benefits and drawbacks that make it very distinct from the meterless version. It travels faster, and has infinite projectile durability, making it much more useful for both zoning and counter zoning but has slightly more recovery than meterless. The primary benefit however is that the followup is an overhead, allowing Anji to set up unblockables on your wakeup. IB->backdash or IB->Danzai are both still very useful, but be aware that in the right circumstances these setups can be potentially round-ending
  5. On
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    is Anjis primary combo ender and occasional anti-air special. It does high damage, swaps sides, and will always knock down as well as giving Anji great spacing for butterfly oki. The FRC point just after it goes active is a common way for Anji players to bait bursts, as it will only come out if the attack whiffs
  6. Kai
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    has two versions, both of which hit overhead and are plus on block. Anji can do either version on oki or in pressure in order to sneak crossups in, bait throws or simply add more to your mental stack. 214P
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    is faster and much lower to the ground while 214K has a much higher jump. 214K
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    is slower but be faked with an FRC before it goes active, but leaves Anji with his air actions intact
  7. Kou and Sou are both moves that Anji can perform out of his autoguard and have very different properties. Kou is fast and predominantly an anti air callout while Sou is much slower and is typically used when autoguarding something on the ground. Both are invincible to strikes during their startup. Meterless Kou is -41 and Sou is +4 but with a consistent timing for both IB or SB. FB Kou is the same startup as meterless but trades the high meter build of the latter for being safe on block due to it allowing Anji to perform all air actions afterward
  8. Anjis 6K
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    is one of his most common wakeup options due to its frame 1 high autoguard as well as its ability to be OSed with 6K+HS in order to give him a wakeup option that throws when too close and autoguards mids and highs. The best answer to beating this with ABA is meaty 2D, as it will counter hit Anji out of 6K from afar. Additionally you can meaty keygrab for a moroha refresh, or if you’re feeling bold, you can hit Anji during a 4 frame gap where the attack is still in startup but doesn’t have autoguard
  9. Kachoufuugesto is Anjis only super out of autoguard, but you’ll very very rarely see this move due to its high risk and low reward. It’s both slower and more unsafe than Kou as well as in counter hit state for its entire recovery period, and is -61 on block


Edward Shadowhands

Overview: A rare but important to know matchup, Eddie is very adept at putting you into his blender in most any form, as he tends to do in any matchup, Eddie is one of the most susceptible characters to being rushed down, likely second only to Venom. One of the most important aspects of this matchup is killing Eddie’s shadow, as without it, he’s slow, has fairly weak normals all around and has severely weakened options in neutral and on offense. Focus on navigating around shadow neutral, or kill it and neuter his options in order to get close to Eddie. He has slow normals, a below average backdash, and his only real defensive options of Dead Angle and Amorphous are both very slow. On top of that, his defense modifier is below average and he has 0 guts, meaning he’s often prone to dying very quickly when put on the backfoot

Positioning:

Your best position in this matchup will change depending on if he does or doesn’t have shadow available, as well as if he has it up. If he has shadow available, avoid jumping, as he can activate and perform

Nobiru
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for an anti air that is very difficult to contest properly. Look for Eddie attempting to poke with his

2S
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, it has an extended hurtbox before it comes out, and combos to his

Drills
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on counter hit.

A.B.A. do’s:

  1. Kill the shadow. This is the most important part of the matchup without a doubt. Killing Eddie’s shadow makes him into a much weaker character than he otherwise is, and will force him to play with weaker pokes, anti airs, and much weaker damage output as a whole. 2K
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    and Moroha f.S
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    are good ways of killing Shadow in neutral due to the former's speed and low commitment, and the latters multi hit disjointed hitboxes. Shadow will always go away when Eddie gets hit, but smart shadow positioning can make this quite difficult. Once again, ‘’kill the shadow’’. It will make or break this matchup
  2. Bait Eddie’s Dead Angle. Eddie has terrible defensive options, and his Dead Angle is no different, but it's still useful to him in the matchup and should always be considered an option. It's not particularly rewarding for him due to its low untech time but will still either reset you to neutral or put you airborne vs Eddie with shadow. Low recovery moves such as repeated 2P or 5Ks, as well as jump cancelling moves and Danzai through it will keep Eddie from using it in spots where it would otherwise be guaranteed and can keep him pinned down for longer
  3. Bait wakeup and reversal throw. As previously mentioned, Eddie’s defensive options are quite bad, but he does have the 2nd longest throw range in the game, meaning he can often catch you at ranges other characters may not be able to. Meaty 2H is a godsend against him for this reason, as the normals that come out on a whiffed throw are incredibly slow. His c.S
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    is 9 frames and his 5H
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    is a whopping 13, making him very susceptible to both meaty 2H as well as gatlings into it that leave an unthrowable gap
  4. Anti-air summonless Eddie. Eddie has very unorthodox air movement due to his Flight, giving him immense freedom to reposition himself. Eddie will often use this in conjunction with his shadow to prevent you from putting yourself in a position to anti-air. Without Shadow he is very vulnerable throughout flight though, and can be chased down in order to keep him from landing safely. His only option to keep you from anti-airing him without Shadow to dissuade movement is Shadow Gallery, which is very committal and telegraphed. His best air to ground option is his j.K, which while fast isn’t disjointed and can be anti-aired rather easily when landing from Flight.
  5. Pay attention to shadow meter. If Eddie is low on shadow meter and isn’t in an advantaged state he may attempt to disengage to stall, or use Exhaustion
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    to build it back up. When he’s low on shadow meter he often can’t convert stray shadow hits into big damage and sometimes can’t even turn them into a knockdown without the right hit


A.B.A. don’ts:

  1. Don’t jump recklessly when Eddie has shadow. Eddie with shadow can often anti-air even well timed jump ins with Nobiru
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    . This move has an incredibly dominant hitbox that makes even trading with it difficult, and on counter hit gives Eddie huge damage with Nobiru loops
  2. Don’t FD shadow. The general rule for Eddie pressure is when possible to FD Eddie’s normals and to IB the shadows attacks. FD doesn’t push the shadow out normally due to it generally possessing fixed positions for its attacks, and especially for things like Mawaru
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    are likely only going to burn your meter and put you into a worse position
  3. Don’t give Eddie space to set up. Stay on top of Eddie whenever possible. Don’t allow him to simply back away and summon shadow in neutral for free, as even in neutral Eddie becomes much harder to deal with when he has either shadow up


Eddie moves to watch out for:

  1. Invite Hell
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    is Eddie’s most important special, and one that when he doesn’t have Shadow summoned is one you should always be on the lookout for. All versions hit low and are active for a very long time. Both versions hit at different ranges, from roundstart distance, 22S hits just in front, and 22H hits about a backdashes distance away. 22H has an FRC point before it goes active, which can make it very powerful to use in pressure for 25 meter
  2. Force Break Drill
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    , while not as terrifying as it was in vanilla Accent Core, is still an incredible tool for Eddie, giving him extensive pressure both by itself and at the cost of an additional 25 tension with its FRC allowing Eddie a free summon with either shadow. The most important thing to note is that only the first hit is a low, meaning any unblockables done off this outside of very specific setups are often fake
  3. Eddie has two different Shadow summons, 236H and 214H, both of which have a different moveset. The way to tell which one is being used is based on the animation, as well as with Vice Summons the Shadow meter gains a red border. Normal Shadow is more commonly used in midscreen positions, while Vice Shadow is more common in the corner
  4. Mawaru
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    is Eddie’s most common pressure option midscreen with Shadow active due to its vacuum properties giving him chances to restart his pressure when blocked. The best answer to Eddie players using this is to instant block the first hit and backdash in order to escape. This will force Eddie to vary his pressure up more and use normals on top of Mawaru in order to keep you pinned down
  5. Damned Fang
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    is Eddie’s command grab and is commonly seen during shadow pressure, particularly when the gauge runs low in order to allow Eddie to set up either puddle or Vice Drill Special. Like any command grab, it always leaves a gap allowing you to backdash, danzai or jump out, but it can be covered by Eddie’s shadow attacks to prevent escapes
  6. Amorphous
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    is Eddie’s only true reversal, but is painfully slow at 16 frames of startup, as well as having a deadzone between Eddie and the attack itself. When used up close you can jump after the freeze for a neutral jump punish, or input something invincible in order to punish it when done from further out. It is air unblockable, but is very seldom used as an anti air due to its slow startup and high tension cost


The Cooler Sol

Overview:

A matchup that is largely dictated by your ability to control Order-Sols movement and how much charge he has at any given moment. Order-Sol without charge when you’re in Moroha is a fairly non-threatening character, with good burst movement and decent pressure but very little in the way of threatening damage or knockdowns without being in range for his

2D
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. With level 2 or 3 charge Order-Sol is a much more threatening character who can shave off your Moroha gauge in only a couple good hits and is very capable of making you explode similar to his future self.

Positioning: Staying on the ground is generally much better for you in this matchup than attempting to meet Order-Sol in the air or beat him air-to-ground, as your buttons in Moroha have better reach and reward than his do, and you can better check his movement with buttons like f.S, 5H and 2D, or anti air him with 5P, 6P, 2S, j.P or air throw if he attempts to take to the air.

A.B.A. do’s:

  1. Don’t allow Order-Sol room to charge if you can. In normal mode this is much harder due to your more limited movement, but in Moroha if he isn’t fullscreen you should usually be able to punish him for attempting to charge in neutral, or force him to Charge Burst to attempt to get you away from him. If you block charge burst you can always punish with a counter hit starter such as 5K or c.S
  2. Be patient. Order-Sol wants to get close to you and make you regret his opportunity to do so. Look for common habits in pressure and neutral in order to find your chance to retaliate. Order-Sol needs resources to continue his pressure, whether that be charge or meter for Action Charge FRC, and proper defense will eventually force him out.
  3. Meaty 2H when he doesn’t have charge. Order-Sols DP doesn’t knock down without level 2 or 3 meaning that you’ll often reset back to neutral when you get hit by level 1 Storm-Viper. At level 2 or 3 stick to safejumping or safejabbing it as at level 2 it will knock you down and level 3 will give him a followup combo
  4. Pressure carefully when he has 50 meter. Order-Sol has the second fastest Dead Angle in the game which will punish even your light normals and gives him oki afterward


A.B.A. don’ts:

  1. Don’t let Order-Sol sneak Action Charge FRC in after blocking any version of Storm Viper
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    . Doing 2S pre-emptively after blocking it will allow you to hit him during the recovery if he doesn’t AC, and will counter hit him before he can FRC if he does. If you block Level 3 SV
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    you can always counter hit the final hit before you have to block it unless he RRCs it
  2. Do not jump recklessly at Order-Sol. Despite his 6P being bad for anti-airing he is very adept at punishing you for jumping at him. His j.P
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    is one of the best and fastest air-to-air’s in the game at frame 4, though it doesn’t lead to too much damage. His 5H
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    and Gunblaze
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    both hit very high up and give him enormous reward on both regular and counter hits. His air throw is also a universal anti-air option that Order-Sol can get particularly good use out of due to his lower than average jump height allowing him to do it from shorter heights.
  3. Don’t try to anti-air j.H
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    reactively. He can do it incredibly fast off the ground and from fairly far away due to his fast dash speed and low jump
  4. Do not wake up throw against Order-Sol. 6K
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    is fully invincible to throws for its startup and active frames and staggers on hit while 2H
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    is throw invincible for a portion of its startup and its entire active duration and causes a ground bounce on hit


Order-Sol moves to look out for:

  1. Even in the past Sol has a 3 frame normal. While his 5K
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    is still 3 frames, it isn’t quite the same as regular Sols, being single hit and less active and also not anti-airing like his future counterparts. It sees use as a pressure tool due to its low pushback and neutral frame advantage
  2. Storm Viper
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    is a very slow DP at any level of charge at 12, 10 and 8 for levels 1, 2 and 3 respectively. Safejumps are incredibly easy on it due to this reason and safejabs are possible on it with proper timing. As previously stated Action Charge FRC on any version is punishable with pre-emptive 2S
  3. Bandit Revolver Prototype
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    is an overhead at all levels. Level 1 is -1, 2
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    is +1, and 3
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    is +5. IBing Levels 1 and 2 makes them punishable by 5P, but punishing Level 3 requires you to Slashback the final hit.
  4. Level 2 Rock It
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    is a common pressure reset for Order-Sol at level 1, and at levels 2
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    and 3
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    are fast and can be buffered from his 2S
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    which gives Order-Sol a very rewarding buffer from a very fast poke that he’ll likely already be using a lot of vs you. Level 3 jump cancels on block, meaning despite it being -2 on paper makes it much harder to take your turn back
  5. Fafnir
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    is a 10 frame, very far reaching low attack that also low crushes. If you represent 2D too often either as a meaty or in neutral this attack will give you a very sharp, very painful reminder to use 2D less. In particular this attack can be very potent when used as an answer to meaty spaced 2D
  6. Gunblaze
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    is an instant low profile special similar to Grand Viper, but instead of hitting in front this attack generates a pillar behind Order-Sol. It is commonly used as a meaty or an anti-air due to the attack's advantage on block and tall hitbox.