Order-Sol is a quick, oppressive offensive character with a unique Charge system which allows him to power up his specials, making them much stronger. His main style is to use his arsenal of quick, safe attacks to pressure his opponent at close range, forcing decisions from disadvantageous situations, then reading their next move and punishing them for it. Smart management of his Charge system is key to implementing this strategy with maximum efficacy. Once in, Order Sol's pressure is nearly limitless. Despite having very short range, nearly every string can be made safe or plus on block thanks to Charge Cancelling.
Getting in can be tricky, but there are ways to manage. While Order-Sol's relatively far range pokes can be easy to counterpoke, his high speed and great mobility allow him to move around projectiles or pokes. Order-Sol also has a very unconventional grounded anti-air game. Due to his 6P not being a great anti-air, you are able to use other tools, such as your blazing fast, 4 frame j.P and Air-Throw (aided by your low jump arc) as your general purpose Anti-Airs, or Gunblaze to cover vertical approaches (and with levels, you can cover more approach angles), also, 5H can cover common IAD approach angles. Furthermore, you can use Order Sol's various low profile moves to evade air approaches using Gunblaze, 2D, or even his low run animation. Lastly, Order-Sol's strength is reliant on good use of his Charge Meter. Meaning you must learn to keep it full by finding moments to charge using Action Charge FRC during pressure, and Recharge Routes are critical to unlocking his true strength. Staying on top of your resources is key to maximizing his gameplan.Overall, Order-Sol is a great, momentum-oriented, offensive monster, with a good amount of resource management involved.
|"I don't need this. It's the same shit day after day."|
|Lore:||A past version of Sol Badguy, enlisted in the Holy Order during the AD 2172 crusades.|
|Voice:||Jouji Nakata/Daisuke Ishiwatari|
|Order-Sol is a quick, oppressive offensive character with a unique Charge system which allows him to power up his specials over time, making them much stronger temporarily.|
Order Sol's specials and overdrives change properties based on the level of his Charge Gauge, a mechanic carried directly over from Guilty Gear 1.
HOS's Charge Gauge can be increased multiple ways. He can use his Charge special move to increase the frame advantage on his normals, and he can also use charge keep to use the lowest level versions of his moves at any time given the necessary situations by pressing the D button at the same time you perform the move (or by holding the D button prior to the input). This is specially important in order to maintain pressure and advantage without wasting charge, or possibly gaining more by mixing the technique with Action Charge FRC. To charge keep Blockhead Buster for example, the input would be 236P+D.
All of Order Sol's specials become stronger at higher levels. Each gains more hits, as well as added effects such as knocking down, extending combos, and doing more damage as well as becoming safer. Some excellent examples of his level 3 specials' bonuses include becoming jump cancellable, extremely advantageous, or just far more damaging.
Furthermore, upon use, his Charge Gauge drains much more slowly than previous versions, letting Order Sol use multiple moves of the same level mid string and leading to an extensively creative combo game.
Guilty Bits Character Intro
5P is good for starting pressure, tick throws, or counter poking.
- Has the most frame advantage of any of HOS's normals without using Charge Cancel.
- Can be used after OTG 2P at the end of a long combo for minor extra damage.
Additional Frame Data: Initial prorate 80%.
Button blessed by the cult of three frames.
- Best for interrupts, clutch punishes, and poking out when near point blank.
- Frame traps when done repeatedly as it's even on block.
- Has a subpar hitbox for a 3F normal, but still gets the job done.
- Can perform the usual pressure duties. Won't scale as hard as 5P if you get a hit.
- If done from outside of point blank range, it can have a slight frame advantage.
- Generally gives HOS meterless conversions from 2D when close.
Additional Frame Data: Initial prorate 90%.
Mostly a big punish starter. Has some other stealth uses.
- Decently sized c.S with good damage as an opener, with good gatling options.
- Used either as part of a hit confirm or starting a punish.
- A preferred normal for Throw OS.
- Sometimes works as a reactionary anti air to low jumps or air dashes.
- Very frequent in relaunches. Sometimes used in difficult 1 button Jump Install conversions.
Has the longest horizontal range of any of Order-Sol's pokes.
- Relatively slow and with a hurtbox extension, limited but available uses as a poke.
- Can combo into higher level versions of Rock It, making for ranged punishes.
- Combos into 6H on counter hit.
- Safe when Charge Cancelled.
- Baits 5F reversals when timed meaty for the last active frame.
Catches filthy up-backers.
- Hitbox designed almost entirely for Anti-Air and catching air techs. It can hit crouching opponents up close, but will whiff if the opponent crouches from farther range.
- Jump cancellable for conversions, mainly for IAD confirms.
- Special cancel window extends into recovery frames [Keep in mind that any move that is jc'able technically has an extended special cancel window that's exists via a TK input of some sort, ie. 2369X or 9236X].
- Huge hitstun/untechable time on (air) CH. Converts into full Dustloop after being Charge Cancelled.
- Relatively slow; for anti-airing on prediction or putting a big stop sign in the way.
- Highly advantageous when Charge Cancelled.
- Moves Order Sol's sprite forward immediately. This can cause some moves to whiff through him in visually bizarre ways (eg Danzai second hit).
Standard Dust Attack that leads to okay damage.
- One of the faster 5Ds in the game, but poor range
- React-able and potentially unsafe on block.
- Can lead into Dustloop anywhere on the screen, but it is rarely used because of the range. Order Sol has safer and faster overheads.
Additional Frame Data: Order Sol is in CH state from 1~33F.
Crouching 5P equivalent.
- Short range, slight frame advantage on block.
- Standard pressure opener due to hitting lower to the ground than 5P while still being self cancelable.
- Wide gatling options and 4F startup for pressure resets.
- Another tick throw tool. Decent meaty in conjunction with 5P that won't be low profiled.
Additional Frame Data: Initial prorate 80%.
Quick low with decent range.
- Typical upback/fuzzy jump tagger.
- Slightly disjointed and good range.
- Strong for tick throws at 0, especially combined with Order-Sol's faster running speed than present-Sol to make up for the lack of a command throw.
Additional Frame Data: Initial prorate 70%.
Essential poking tool due to its quick speed and excellent hitbox. A staple move that can define matchups.
- Extremely fast poke for the range it covers. 2S is as fast as some character's jabs!
- Crouching makes Order-Sol a small target.
- Usually cannot be whiff punished on reaction. 2S > 2S is a good pressure string.
- Gatling combo to 6H on counter-hit. 2S has other conversions based on resources.
Strong and safe overhead. The only crouching overhead in the game.
- Misleading startup animation takes a few frames to identify. It can be hard to react to.
- Slow, but +0 on block with good gatling options into the move. Has some later throw invuln and can go over some lows.
- 2H has no cancel options. Requires RC or counter-hit to convert normally. Bounces on CH for big meterless conversions.
- Links to 5K if hit meaty on the last 2 active frames. 2H is an excellent meaty option because of the throw invincibility.
Additional Frame Data: Ground bounces opponent and fully untechable on CH. Initial prorate 90%.
An advancing sweep with decent range and that ducks under several attacks.
- Useful for going under things like obviously timed projectiles.
- One of HOS's only meterless and chargeless juggle starters.
- Special cancel window extends into recovery frames.
- +3 on block when Charge Cancelled.
- Converts to 5K when CC'd against most of the cast.
- Bigger conversions on CH (both w/ and w/o CC'ing).
Additional Frame Data: Forced prorate 90%.
Anime Afterimage Technique.
- Unusually slow 6P which is used for frame traps, oki, and for nullifying a single hit of projectiles.
- Staggers on hit and recovers very quickly for links.
- Works on oki well as it will clash with many reversals when properly spaced.
- Creates a slight frame advantage on block, useful in some pressure resets.
- Has no hitstop, as it behaves as a projectile.
- Bad for Anti-Air, due to its long startup and relatively low hitbox.
- Slightly increased stagger on CH, but HOS will generally still need resources to convert to bigger things.
Additional Frame Data: Initial prorate 90%. Staggers on hit (max 30F). Hitstop 0.
Slow attack that is fully throw invincible for its entire startup and active window. Despite this, it has only a few limited gatling routes but does have its uses.
- Best used on an opponent's wake up to punish throw attempts.
- Combos on normal hit by special canceling into level 2 or higher moves, or gatling to 2D.
- If blocked, the forward momentum from the move can be used to cancel to other moves like Blockhead Buster to maintain pressure.
- Heavy stagger on CH, confirms to CC > Fafnir/6H (RC).
- 0 on block when Charge Cancelled.
Additional Frame Data: Staggers on CH (max 41F).
Occasional ranged button, but still has plenty of risk due to only doing 1 hit instead of 2 like with present-Sol.
- 70 damage normal with relatively long range that staggers on hit.
- Deals a lot of stun. Three neutral hits will stun most characters.
- Combos from CH 2S, f.S, or 6K. Sometimes RCed for a follow up combo.
- Knocks down on air hit. Mostly used at the end of air combos post Lvl 2 Blockhead Buster.
- HOS is at risk due to how far this move extends his hurtbox forward while remaining in CH state throughout.
- But on the flipside, it's far faster on recovery and a bit less committal due to the single hit.
Additional Frame Data: Staggers opponent on ground hit (max 45F). Slams down opponent and fully untechable on air hit. Order Sol is in CH state during move.
Privileged 4F air normal. Contender alongside Justice, Jam, and A.B.A.
- HOS's real anti air tool. This speed make it impossible to IB>Thrown when self canceled.
- Decent hitbox, but amazing hurtbox as it shrinks and tucks in HOS's legs.
- Self cancel allows for easy confirms.
- Can occasionally be used with an IAD as a way to start offense.
Strong rising air-to-air and conversion tool.
- Large disjointed hitbox in front of and above HOS. Works well with his low jump, but still to be used with caution as there are better jump-in tools to use.
- Makes for good combo filler.
- Jump cancelable for very low fuzzy setups.
Good oki tool due to cross-up and fuzzy setup.
- Overall mostly a normal for setups/conversions when they're already blocking.
- Crosses-up, but won't convert to much unless it hits deep, especially since there's better air-to-air tools for Order-Sol to use.
- Versatile gatling options as it cancels to every jump normal besides itself.
- Jump cancel leads to fuzzy setups in a similar vein to j.K.
Additional Frame Data: Forced prorate 90%.
Prime jump-in or an up-back tool. Arguably one of his best jumping normals by far.
- Fast, powerful normal with a large downward hitbox that works great in conjunction with HOS's low jump arc.
- Extremely difficult to contest. Will stuff almost everything it goes against just due to how deep it hits in spite of not being disjointed.
- Short conversions on hit without resources, but floor slides for big conversions on CH.
- Can fuzzy from grounded normals against taller characters for the most part, especially given HOS' low jump height (needs verification).
Additional Frame Data: Slides opponent on CH (untechable for 68F, slides for 25F). Initial prorate 90%.
Trust in the Dust
- Excellent disjointed hitbox that floats on hit.
- Jump cancellable, often used in conjunction with j.H for Order Sol's "Dustloop" combos.
- Even, it's common to have to fit this in air combos that involve jump installing to get the most out of it, both in the open and especially in the corner.
- Wall bounces on Counter Hit.
- Best in air-to-air pressure and outside of jumping in due to the added landed recovery.
Additional Frame Data: Floats opponent on hit (untechable for 22F). Wall bounces opponent on CH (untechable for 52F). Forced prorate 90%.
Full force headbutt that converts for free in the corner.
- Knocks the opponent across the screen, wall sticking if they reach the corner.
- Important for HOS's mixup. Leads to a short combo, or knockdown + oki.
- Comes with an extremely harsh prorate.
Additional Frame Data: Wall sticks opponent on hit (untechable for 40F, sticks for 30F). Forced prorate 40%. When the wall stick occurs, Order-Sol can move 18F before the opponent.
High floating exploding air throw.
- Leads to a free followup combo or ample time for charge and oki.
- One of HOS's most reliable Anti-Air options due to his low jump.
- Needs charge midscreen for longer combos, but scores similar combos to regular throw in the corner.
- Similarly to Sol's airthrow, this can be bursted on hit, but it'll whiff and just give you a free reset.
Additional Frame Data: Floats opponent on hit (untechable for 60F). Floats opponent high and fully untechable on CH. Forced prorate 50%.
Dead Angle Attack
Very good, fast DAA with decent range, and causes a close knockdown on hit.
- Doesn't knock the opponent very far back on hit, allowing for a good oki setup.
- Can convert with microdash 5K on counter hit.
- Unsafe and easily punished if baited. A pretty good DAA overall.
Additional Frame Data: Initial prorate 50%. Knocks down opponent on ground hit.
Short ranged flame burst. Projectile-esque, multi-purpose.
- For pressure, quick charge building, or combo extensions.
- +2~7 when Action Charged > FRC'd.
- Staggers on hit for a combo conversion or frame advantage, but only if both hits connect.
- Using Charge Keep and/or Action Charge FRC lets HOS convert to even bigger combos while spending a bit less on resources, or extend pressure while building them.
Lvl 2 is a larger and overall more useful version.
- +14 on block and three hits for better pressure.
- Goes up to +20 when AC FRC'd.
- Can perform Lvl 2 on block consecutively when charge is high enough due to the slow charge drain rate.
- Scores a knockdown and blowback on hit.
- Wallsticks when near the corner for air combo conversions (even when Action Charged in the corner). A staple in HOS's corner combos.
Use Lvl 3 for an enormous burst of pressure extension.
- +37 on block. Still +23 when Action Charged. Burns resources to make sure HOS gets back in.
- Leads to a long pressure sequence and visually obscures what HOS is doing, making mixups a guessing game.
- Staggers extensively on hit for bigger conversions or even time to briefly Charge a bit before grabbing the stagger.
- Floats low on all hits against airborne opponents, allowing for easy air conversions.
- Like Lvl 2, hits will remain active past frame 14, making it very risky for an opponent to try to counter poke.
Unusual pass-through move which leaves behind a flame pillar.
- Mainly used on oki or in pressure as a cross-up tool. Significantly plus on block.
- Even then, it needs to be positioned properly as the hitbox starts at a very specific point; proper spacing is required to make effective use of this lest it whiffs.
- Very low profile, works well point blank and as an anti-air. However, it loses to many lows and throws when mistimed.
- Crosses up the opponent when HOS passes a certain point. Becomes a serious threat on oki when the opponent is low on health, due to FD negating crossup protection.
- Combos midscreen without AC and/or FRC. Full, big damage combos on counter hit due to being untechable, as well as closer to the corner.
- Sometimes works on oki setups by a far hit 2D to double GB, or late GB FRC > immediate GB again for trickier setups.
- Note: Cannot be charged kept with 214S+D. D must already be held before the 214S due to input priority, or you'll get Manual Charge or Burst. Kara cancelling 2D > 214S allows the move to be charged kept.
- This is important to keep in mind, as GB is one of the most important moves to use Charge Keep with.
Lvl 2 slides farther and drops two pillars instead of one with a bit more distance, thus there's less likelihood of whiffing.
- Crosses up more easily than Lvl 1 due to travel speed.
- However, less effective as an Anti-Air. Stick to Lvl 1 for that.
- Vacuums on contact, changing your followup options from Lvl 1.
- Easier to follow up on hit, though the resulting combo will generally be different.
- Still combos after a bare AC. Even loops into itself.
- Very much plus, even excessively so on FRC. Still maintains high advantage while building Charge with AC FRC.
- Guaranteed to go active after frame 13, trades will generally be in your favor. Sometimes scores Counter Hits even if the opponent tags you mid move.
Lvl 3 is the same as Lvl 2 but with three pillars instead and further distance travelled.
- A lot more untechable time on the third hit, conversions even with an AC.
- Drags significantly farther on hit, can drag them all the way to the corner.
- Overall less useful than other Level 3 moves, but strong in its own right.
- Maintains Lvl 2's guaranteed active window on 13f.
623H (Air OK)
A slow DP which works better in some instances but worse in others.
- Fairly janky reversal which can be easily meaty baited, but blows through some other, bigger moves more easily.
- Invincible right into startup.
- Action Charge Cancelable during recovery, FRC'ing will cause HOS to drop straight down quickly for feints or to FD and make yourself safer.
- AC puts HOS in CH state, so if you whiff this FRC or get baited, expect to be punished heavily.
- You can negative edge an air Storm Viper into this FRC to bait things with another reversal.
- RC'ing will place HOS airborne with no air movement options. Use this move wisely.
Lvl 2 is slightly faster with another hit which pushes back farther and has more hitstun.
- Even less safe on block than Lvl 1, despite more pushback.
- Same invuln as Lvl 2, but knocks away farther on hit.
Lvl 3 is an expensive but worthwhile reversal.
- Significantly faster than previous levels, only -3 on block.
- Untechable Floor bounce on hit for a full conversion.
- Has combo conversion use as well as use as a starter.
- Last hit ignores OTG, so it won't screw up your knockdowns on awkward hits and can still lead to conversions.
- AC occurs after the last hit, not helping for safety but can build meter and still convert on AC FRC.
- Has a large window from the third to fourth hit, and can be intercepted between them.
Air Lvl 1 wins the air to air war if they're pressing buttons
- Fully invulnerable unlike most other aerial DPs, but only invul until the first frame of the actives.
- Frame 8 unlike the slow ground version.
- Mostly used to tack on top of the screen damage, or when negative edged out of a blocked ground Storm Viper AC FRC.
- While you can AC the DP without FRCing it, you must be careful when you do this. Most chars can punish this, ON HIT, if you're DPing them into the corner, and some others can still do this even if you hit it midscreen. Use this as a knowledge check, if they're not punishing you, why stop?
- Despite this, it's still a gamble for relatively low reward.
Air Lvl 2 is slightly better than air Lvl 1.
- Same startup speed, but invul lasts longer into the active window.
- Untechable when done low enough to the ground. Can pick up from this from longer conversions out of lower air combos in the corner.
- BRP is preferred at this level to end air combos for knockdown, unless this will kill, will lead to another SV, or BRP Lvl 2 won't connect.
Air Lvl 3 is useful but pricey extension similar to grounded Lvl 3.
- Especially good off of short air-to-air confirms.
- Preferred over BRP if you have this much charge and are at moderate height.
- Won't knock down itself, but resulting combos will still lead to it with enough charge.
Bandit Revolver Prototype
236K (Air OK)
Quick overhead that's safe when spaced.
- Only -1 on block. Can frametrap or start pressure afterwards if the opponent doesn't know to throw.
- Even on standing hit, 1f plus on crouching hit, must jump/backdash/reversal to avoid being thrown.
- Can link to 5P or 5K on standing CH, or any 5f or faster normal on crouching CH, distance depending.
- Can be FRC'd right before the top of the ascent for safer air buttons or a land > throw/low mixup.
- This, when performed, should always be done with Charge Keep to maintain resources.
- Action Charging is completely unsafe unless FRC'd
- All versions: Foot invul for some frames on startup before going airborne. Can go over lower pokes.
Lvl 2 is a staple combo and pressure ender.
- Follows the first hit with a flip kick that floorslides and knocks down.
- Slightly faster than Lvl 1, likelier to catch them blocking low.
- Second hit must be FD'd in the air, can catch people not paying attention or expecting this if you catch them airborne or upbacking.
- +1 on block, but can still get thrown out.
- Can convert when point blank with an extremely tight 5K in the corner.
- Sets up oki or an AC opportunity.
Lvl 3 is the fastest version and leads to full conversion from anywhere due to wallbounce.
- Crosses HOS up in the corner, so it's generally best used midscreen.
- Will combo into itself with enough charge.
- Completely safe on block in exchange for the meter cost.
- Second hit is again air unblockable without FD. Very dangerous to try to upback out of.
Air Lvl 1 is a short combo damage add-on.
- Ends air combos for a last bit of damage. No knockdown.
- Slightly faster than grounded Lvl 1, might be slightly safer when TK'd.
Air Lvl 2 is the only guaranteed knockdown out of air combos.
- Scores the KD and leads to oki.
- Second hit is again air unblockable without FD.
- Okay for getting initiative in air-to-air when close enough to the ground.
Air Lvl 3 has similar functionality to the grounded Lvl 3 version.
- Due to height and conversions, best done lower to the ground and farther from the corner.
- Second hit is again air unblockable without FD.
An essential advancing attack that has a variety of uses for pressure that goes both ways. Can tag jump-outs and get HOS closer to where he wants.
- Used at the end of pressure strings due to being +3, but can't combo off of anything that doesn't provide as much hitstun.
- Helps get in, but use with caution, as it can be counter-poked/low-profiled/6P'd if used too recklessly.
- Starts offense or establishes pressure on contact.
- FRC'ing an Action Charge will grant you even more plus time.
- Floor slides on CH for bigger conversions (even combos to Fafnir).
- Lvl 1 is generally preferred for use at neutral, as it's unpunishable at no resource cost in spite of not comboing from much.
Lvl 2 comes with a second knockdown attack after the first hit. Significantly quicker on startup which allows it to be converted into far easier.
- Predominantly for long ranged confirms into knockdown, putting HOS in his prime space and setting up for oki or Action Charge if it connects.
- Still works as a blockstring ender as it's faster than Lvl 1 and +4 (though eagle-eyed players will make the second hit punishable with an IB or SB).
- Checks advancing opponents better than Lvl 1 and gives HOS the knockdowns he needs even as a poke or whiff punish.
- Action Charge will still give time for meatying with lower level buttons.
Lvl 3 adds a third strike that launches on hit and is jump cancelable on the third hit.
- Leads to full air conversions on hit. HOS's main corner conversion tool at Level 3.
- Can be pseudo Charge-Cancelled by jump cancelling the last hit and immediately doing 214 before going airborne. Leads to stronger followups.
- Leads to things like CC > Dustloop, or TK'd Lvl 3 Storm Viper in the corner. Works with TK'd Lvl 3 Bandit Revolver midscreen.
- Still converts after an Action Charge.
- Minus on block unlike the other two versions, but the jump cancel mitigates this during pressure.
The single most important tool in HOS's kit. Gains frame advantage across the board, cementing HOS's position as the close-range king.
- Raises HOS's Charge Gauge on use. Build speed gradually increases the longer it is held.
- As charge increases, HOS gains access to stronger versions of every special move and overdrive.
- Mainly used for Charge Cancelling, which replaces the recovery of any normal to 13f or however much you want to hold it for.
- This results in some moves gaining much higher frame advantage and letting HOS be plus on nearly any blockstring. Opponents can be made very afraid of pressing buttons.
|1||5P, 2P, 2K||-4|
|3||6K, c.S, f.S, 2S||0|
H during Charge
Last ditch explosion used to hit opponents rushing in to punish your charge attempts.
- Fully invincible attack that's horribly unsafe if blocked and cannot be RC'd due to being a projectile.
- Full CH duration for its recovery, meaning that if this is blocked or baited, you're going to eat it, despite it being level 6.
- Should be used sparingly to make opponents more wary of attempting to punish your Charge attempts.
- Like many slow reversals, however, these punishes can be easily OS'd to avoid getting hit by Charge Burst.
Additional Frame Data: Blows away opponent on hit (untechable for 43F). Order Sol is in CH state during move. Order Sol is crouching from 44F onwards. Blockstun 16F.
D during Special Recovery
Builds slightly under a full level of charge after any special move.
- Lets HOS build charge at the end of combos/setups with special moves, but usually sacrifices time to oki.
- Has an FRC on it to make this safe and sometimes gain advantage.
- Don't use this carelessly, as it puts HOS in Counter Hit state.
- Generally best used after Level 2 attacks which knock down (BRP, RI).
The Air version is similar to the grounded version but locks HOS out of acting until landing.
- Builds the same amount of bar, best used after landing air specials which knock down.
- Keeps HOS in Counter Hit state all the way down, putting him in a very dangerous position when not FRC'd.
- Strong with Storm Viper, as it will make it safe if you hold the buttons to FD after an FRC. You can also negative edge another Storm Viper into it.
- Note that this puts HOS in Counter Hit state during AC's startup, so you can still be punished before an FRC is possible. Don't get predictable.
A fantastic, fear inducing move, unlike how tame present-Sol's version is.
- Half screen low that comes out on Frame 10, can tag very unexpectedly.
- Lower body invincible to go over low poke attempts.
- Knocks down on hit for 70 damage, or converts to around 200 damage out of simple IAD confirms, without resources.
- Floats higher on CH, leading to Dustloops and even higher damage.
- Can't be cancelled into, so Fafnir will commonly see use in neutral, or after a short charge cancel.
- Loses to standing pokes if improperly spaced, and will get reversal'd if used predictably.
- Extends its hurtbox before going active. Use it at the right range to become truly terrifying.
Tyrant Rave ver. Omega
|Version||Damage||GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
|StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active.||ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup.||RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state.||On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame.||Invuln||Level|
|632146H Lv1||80||Mid||5+10||13||18||-12||1~15F All
|632146H Lv2||50,60||Mid||4+9||13(13+3)16||16||-13||1~19F All
|632146H Lv3||50,60,128||Mid||3+8||13(13+3)16(5+5)22||26||-25||1~23F All
Mediocre super, but tacks on some okay damage and knocks down.
- Very long startup, especially post flash. Easy to react to.
- Can be counter reversal'd, but will sometimes clash due to the lengthy invincibility.
- First hit has a weird quirk where it can hit both the opponent and their puppet instead of just the latter
- Keep 5K or SV primed in case of a clash.
Lvl 2 has far more utility due to free followups afterwards.
- Wallbounces from anywhere for a free conversion.
- Slightly faster than Lvl 1 with some more invuln.
- Best used early in combos due to how Overdrives scale damage.
- Still not a very good reversal. Comes with the same problems as Lvl 1.
Lvl 3 is a very expensive tool with far more damage.
- Slightly more utility as a reversal as invuln carries somewhat into the startup of the second hit.
- Bigger damage and knockdown on the last hit.
- Pushes out farther on block, might be harder to punish for some characters.
- Generally not worth the resources unless it will kill.
Lackluster projectile super at Lvl 1 that basically reuses DI-Gun Flame's graphics and hitbox in a sense.
- Launches on hit as a short combo extender.
- Decent base damage, but otherwise inferior to Lvl 2 in every regard.
Lvl 2 is a powerful anti-zoning tool with 2 extra DI Gun Flames layered on.
- Frame 0 after the flash; the opponent is stuck in, and must face the consequences of whatever state they were in before the super flash.
- Catches players pressing buttons, throwing projectiles, or even just walking/running forward.
- Hits from over half the screen away.
- Eats through other projectiles.
- High chip damage.
Lvl 3, being EX Sol's very version of this attack, is a big conversion tool from short combos and knockdown.
- Removes OTG on hit and launches for big conversions.
- High base damage, but quite expensive.
- Can trade heavily in your favor.
- Very clutch, but strong tool.
Dragon Install: Sakkai
632146S > P, K, S, H, D, K, S > 632146H
Fully cash out to make sure they're dead. This version of DI is done as a short-range aura-explosion that has to connect in order for the rest of the sequence to be inputted.
- Nod to Deadly Rave. Costs FULL resources: Level 3 bar, 100 tension.
- Deals 40-50% of a character's life bar raw when at full health.
- Combos from nearly any Lvl 3 special (assuming you had enough charge on the hit to ensure HOS is still at level 3 afterwards)
- Restands and removes OTG on the second hit, so it works out of sweeps, corner throws, and launches.
- Turns into a psuedo-instant kill with a distinct animation if the last hit will end the round. Otherwise ends with the last hit of Tyrant Rave Lvl 3.
- Rarely used at higher level play due to the cost, but unburstable, and can be confirmed from fairly easily if a kill is guaranteed.
- How to time this move: Wait until HOS rushes and hits them with the first uppercut after in the initial explosion.
- Hit the buttons in time with the preceding hit: P, K, S, H, D, (slight pause), K, S, 631246H.
- The sequence can be dropped intentionally at certain points and linked into other normals, but this is purely for swag.
Additional Frame Data: 1st hit staggers opponent on hit (max 125F). 2nd hit onwards ignores OTG. 10th hit blows back opponent and is fully untechable. Order Sol is in CH state during move. If you mess up the command sequence or if the first part gets blocked, Order Sol goes into a short dizzy animation (recovery 56F).
|To edit frame data, edit values in GGACR/Order-Sol/Data.|
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Click [★] for character's full frame data