GGACR/Order-Sol

From Dustloop Wiki
< GGACR
Revision as of 01:37, 19 September 2023 by Hydlide (talk | contribs) (→‎Charge Burst: tested, it's invuln on frame 2 on instant charge burst)

Overview

Overview

Order-Sol, also known as Holy Order-Sol (and often abbreviated to HOS), is a quick, momentum-oriented offensive monster with a unique Charge system which allows him to power up his specials, making them much stronger. He pressures his opponent at close range, forcing poor decisions, then reading their next move and punishing them for it. Smart management of his Charge system is key to implementing this strategy to its fullest potential. Once in, Order-Sol's pressure is limitless; almost every string is plus on block thanks to Charge Cancelling, forcing the opponent into a series of guessing games that only ends when he's pushed out.

Unfortunately, in exchange for this power, Order-Sol's buttons are generally stubby. Unlike his present-self Sol Badguy, his 6PGGAC OSol 6P.pngGuardMidStartup20Recovery9Advantage+2 is relegated to a sluggish frametrap/oki tool and his DP Storm ViperGGAC OSol 623H.pngGuardMidStartup12Recovery22+8 after landingAdvantage-19 is slow. This forces him to rely on preemptive air defense, which can leave him vulnerable against opponents with a wide range of approaches.

Getting in can be tricky, but there are ways to manage. His high speed and mobility allow him to weave around the opponent's pokes or feint potential approach options, creating a very real threat bubble that some can struggle to challenge. Combined with his low jump arc, he can switch from contesting space to immediately approaching at an unusually shallow angle. Against opponents who'd rather stay away, he can instead start Charging in neutral to force a response.

For better or worse, Order-Sol's strength completely relies on good use of his Charge Meter to generate offense. Learning to keep it full by finding moments to charge with Action ChargeGGAC OSol actcharge.pngGuardStartupRecoveryTotal 30Advantage- FRC, and utilizing combos that leave him positive on Charge (known as Recharge Routes), are critical to unlocking his true strength. Staying on top of your resources is the single biggest key to maximizing his gameplan!

Overall, Order-Sol is at his best when he's able to build Charge, bulldog his way into his opponent's face, and never let go until they're dead.

GGACR Order-Sol Nameplate.png
GGACR Order-Sol Portrait.png
Damage Received Mod
×0.96
Guts Rating
2/5
Gravity Mod
×0.98
Stun Resistance
60
Prejump
3F
Backdash
16F (1~8F Strike Invuln)
Wakeup Timing
25F (Face Up)/ 21F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Fastest Attack
5K (3F)
Reversals
623H (12F/10F/8F)
632146H (15F/13F/11F)

Order-Sol is an aggressive character with a unique Charge system which allows him to power up his specials over time.

Pros
Cons
  • Powerful at Close Range: Strong close range offense and pressure with a majority of moves being safe or plus on block, enabling endless guessing games that can be hard to wiggle out of.
  • Offensive Monster: Good mixups with Charge, unique cross-ups and okizeme, and a uniquely low jump arc providing easy jump-ins and F-Shiki setups all enable him to stick to his opponent once he closes the gap. Combined with a high running speed, he's never too far away to be considered in a passive position.
  • Strong Damage Potential: High damage with Charge and/or off of a counter hit, with some combo routes leaving Order-Sol Charge positive while maintaining impressively high damage.
  • Limited Range and Weak Anti-air: Much like present-Sol, he has poor range with stubby hitboxes; certain moves have awkward frame data on top of it. An awkward anti-air game forces him to dedicate some of his high movement potential into trying to preemptively snipe aerial approaches.
  • Struggles against Zoning: Getting into range without Charge, meter or taking a risk can be difficult.
  • Heavily Resource Reliant: Low damage without resources, requiring proper resource management to play effectively.

Unique Mechanics

Charge Gauge

Charge Gauge

Order-Sol's specials and Overdrives are governed by the Charge Gauge, a mechanic carried directly over from Guilty Gear: The Missing Link.

The Charge Gauge can be increased in two ways: by using his Charge special to fill the Charge Gauge manually over time, or by tapping D after using a special (other than Charge and Charge Burst) to use Action Charge, a maneuver that refills a fixed amount of the Charge Gauge.

At higher levels of Charge, all of Order-Sol's specials and Overdrives become stronger overall. 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. Upon use, the Charge Gauge drains slowly, letting Order-Sol use multiple moves of the same level mid-string and leading to an extensively creative combo game.

Should Order-Sol not desire to spend his accumulated Charge Gauge, he can use Charge Keep to use the lowest level versions of his specials at any time. This can be done by pressing the D button at the same time the move is performed (or by holding the D button prior to the input): to Charge Keep Blockhead Buster, for example, the input would be 236D~P. This technique is especially important in order to maintain pressure and advantage without wasting Charge, or possibly gaining more by mixing the technique with Action Charge FRC.

Furthermore, because of how fast Charge's animation is, as well as how early it can be interrupted, it can be used to cut some recovery from Order-Sol's moves. Known as Charge Cancelling, this technique improves his frame advantage and makes him even better at sticking to his opponent.

Charge Cancel Advantage  
Level Normals On Block
1 5P, 2P, 2K -4
2 5K -2
3 6K, c.S, f.S, 2S 0
4 2D +3
5 5H +5

Starter Guide

Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
10 Mid 4 3 4 +3
Total: 10

5P is good for starting pressure and tick throws, having the most advantage of any of HOS's normals without using Charge Cancel.
Has niche uses outside of abare as a spaced out anti-air, but c.S is much better for that.

  • Fast enough to use as a meaty against 5f reversals, when timed for the last active frame.

Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 3 8 1

5K

Damage Guard Startup Active Recovery On-Block Invuln
14 Mid 3 3 9 0
Total: 14

Button blessed by the cult of three frames. Not as universally applicable or far-reaching as Sol's, but still gets the job done. Somewhat short on the first frame and extends fully on frame 4.

HOS's best point-blank interrupt and punish tool, being his fastest button. Required to pick up a combo from Charge Cancel (CC) 2D and most BHB1GGAC OSol 236P.pngGuardAllStartup12RecoveryTotal 42Advantage-2 AC FRC conversions. Good blockstring filler as it's a 3f frametrap into itself and doesn't scale as hard as 5P if it manages to hit.

Gatling Options: 6P, c.S, f.S, 2S, 5H, 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 6 7 2

c.S

Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 5 3 14 -3
Total: 21

The gateway to big damage anti-airs and punishes. With good base damage and gatling options, it's unsurprisingly also what you'll be using most often for Throw OS. c.S > 5H can be somewhat range and height dependent for combos, but is very easy to feel out.

  • Very frequent in relaunches. Sometimes used in difficult 1 button Jump Install conversions.
  • Unable to be used in backwards Throw OS (4S+H) due to overlap with Slashback.

Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

f.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 10 2 15 -3
Total: 26

The horizontally longest poke of Order-Sol's, but it's relatively slow and shifts his hurtbox forward a fair bit. Limited gatlings means you'll only be confirming this into higher levels of Rock It, or 6H on counter hit.

  • Despite the recovery, can bait 5f reversals if timed for the last active frame at the right distance.

Gatling Options: 5H, 6H, 5D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

5H

Damage Guard Startup Active Recovery On-Block Invuln
47 Mid 13 2 16 +1
Total: 31

Hitbox designed almost entirely to catch filthy up-backers and stray air techs. Nets great reward in the corner with Level 2 BRPGGAC OSol 236K2.pngGuardHigh/Air, HighStartup20Recovery9+4 after landingAdvantage+1 stocked, or explodes their healthbar on air CH when Charge Cancelled. The most plus frames on Charge Cancel available.

Most often used to put a stop sign in the air against predictive approaches, or right after c.S to cancel into a leveled up special. It's also crucial in catching air confirms, such as superjump j.SHD, or IAD j.P where possible. Grants IAD loops against certain grounded characters.

  • Moves Order-Sol's sprite forward immediately. This can cause some moves to whiff through him in visually bizarre ways (eg Danzai 2nd HitGGACR ABA danzai-2.pngGuardMidStartup18Recovery25Advantage-9) - or for him to whiff through them instead.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5

5D

Damage Guard Startup Active Recovery On-Block Invuln
20 High 24 3 18 -7
Total: 44

Standard Dust Attack that leads to okay damage. One of the faster 5Ds in the game, but stubby as usual for Order Sol. Reactable due to reeling his leg all the way back first, and also unsafe on block.

Usually goes into some form of Dust Loop anywhere on the screen. While not completely unrewarding at Lv1 charge (unlike 236K or 2H), the risk reward involved often weighs against this move.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 20 3
  • Order Sol is in CH state from 1~33F

6P

Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 20 3 9 +2 1~17F, 28~31F Upper Body
18~27F Above Knees
Total: 31

Unusually slow 6P that acts like a projectile in many ways. No hitlag, removes a hit from other projectiles, and one-sided hitstop that makes it awkward for the opponent to challenge after.

Poorly suited for anti-air (or even anti-poking) attempts due to it's bad speed, low hitbox, and a general lack of any reward after, but it's not strictly impossible to do so. Mostly relegated to frame trapping and spaced oki for baiting reversals.

Staggers on hit, but rarely converts to much else other than linking into 2D without resources unless you're very close. Generally an unwieldy button to use, but if you let yourself trust it, the small things it does well shine through.

  • Has a strong stealth use against Baiken using BakuGGAC Baiken 412D.pngGuardMidStartup11Recovery20Advantage-3, requiring a frame perfect preemptive input to punish 6P due to lack of hitstop.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 10 7 3
  • Active frames nullifies projectiles
  • Staggers on normal hit for max 30F

6K

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 12 10 7 -3 1~21F Throw
Total: 28

Sliding kick that's throw invincible for its entire startup and active window. Active for much longer than you'd think, lasting until he's fully retracted his leg and maintaining running momentum the entire way through. The perfect tool for destroying wakeup abare, but vulnerable to invincible reversals.

Unfortunately has limited gatlings, but it's mostly mitigated by being 0 on block with CC and a generous stagger on counter hit. Gatling into 2D for knockdown, cancel into BHB2GGAC OSol 236P2.pngGuardAllStartup12RecoveryTotal 42Advantage+11 for a combo in the corner, or CH confirm into CC > Fafnir to cash out for big damage.

Gatling Options: 6H, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3
  • Staggers on ground CH (max 37F)

6H

Damage Guard Startup Active Recovery On-Block Invuln
70 Mid 17 1 24 -6
Total: 41

Massive 70 damage slab of pain with relatively long range that staggers on hit with a hefty 1.5x dizzy modifier. Unfortunately has plenty of risk since the entire move is counter hit state and it's a very wide hurtbox extension, but three hits with 6H in neutral will usually stun most characters.

Mostly seen in CH confirms from 2S, f.S, or 6K, but leveled up specials are more reasonable confirms from those buttons. Also serves as a combo ender off BHB2 in the corner since it knocks down on air hit. Doesn't convert into anything by itself without RC or CH > Fafnir, but a solid combo starter when it makes itself available.

  • Despite the CH state, can be slightly tricky for some multi-hit moves to punish 6H (including Order Sol's own Rock It 2GGAC OSol 236S.pngGuardMidStartup12Recovery12Advantage+4) due to how far forward his hurtbox extends.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • Slams down opponent on air hit
  • Order Sol is in CH state during move
  • Dizzy modifier x1.5
  • Staggers on normal hit for max 45F

2P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 4 4 5 +1
Total: 12

Crouching 5P equivalent, being nearly identical. Only +1 compared to +3, making it slightly better for tick throws. Generally preferred when starting pressure over 5P since it hits much lower and retains almost all of the gatling options, except for 6K and 6H.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 3 8 1

2K

Damage Guard Startup Active Recovery On-Block Invuln
12 Low 5 4 6 0
Total: 14

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.

Gatling Options: 6P, c.S, f.S, 2S, 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 70% 3 8 1

2S

Damage Guard Startup Active Recovery On-Block Invuln
24 Mid 6 3 12 -1
Total: 20

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.

Gatling Options: 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

2H

Damage Guard Startup Active Recovery On-Block Invuln
32 High 23 4 13 0 11~22F Lower Body
17~26F Throw
Total: 39

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.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 11 6 4
  • Ground bounces on CH (untechable for 90F)

2D

Damage Guard Startup Active Recovery On-Block Invuln
28 Low 9 4 14 -1 6~21F Low Profile
Total: 26

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).
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 90% 11 6 4

j.P

Damage Guard Startup Active Recovery On-Block Invuln
11 High/Air 4 6 4
Total: 13

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.

Gatling Options: j.P, j.K, j.S, j.H

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
16 High/Air 5 8 10
Total: 22

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.

Gatling Options: j.P, j.S, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 5 7 2

j.S

Damage Guard Startup Active Recovery On-Block Invuln
26 High/Air 8 6 14
Total: 27

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.

Gatling Options: j.P, j.K, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 90% 8 7 3

j.H

Damage Guard Startup Active Recovery On-Block Invuln
34 High/Air 9 6 13
Total: 27

Prime jump-in or an up-back tool. Competes with j.P for HOS's best air normal.

  • 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).

Gatling Options: j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 11 6 4
  • Slides on CH (untechable for 68F, slides for 25F)

j.D

Damage Guard Startup Active Recovery On-Block Invuln
42 High/Air 13 4 7+5 after landing
Total: 28

Trust in the Dust

  • Excellent disjointed hitbox that floats on hit.
  • Jump-cancellable, often used in conjunction with j.H for Order-Sol's "Dust Loop" 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.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 90% 11 10 4
  • Wall bounces on CH (untechable for 52F)

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 43 pixels

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.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 40% 6
  • When the wall stick occurs, Order-Sol can move 18F before the opponent

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 88 pixels

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.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6,7
  • Floats higher on CH (untechable for 120F)
  • Dizzy modifier x1.5

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 5 5 17 -8 1~9F All
10~23F Throw
Total: 26

Extremely useful, very fast DAA with decent range, causing a close knockdown on hit.

Somewhat obnoxious for most of the cast to deal with due to it's speed, usually requiring them to go out of their way to call it out with jump cancels or low profiles. Unsafe on block, but it's also equally annoying for some to punish thanks to it's snappy recovery. Use it and abuse it.

  • Doesn't knock down on air hit. Converts to microdash 5K on counter hit.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 50% 10 7 3

Special Moves

Blockhead Buster

236P

Version Damage Guard Startup Active Recovery On-Block Invuln
236P Lv1 10, 16 All 12 2,8 Total 42 -2
236P Lv2 10, 12×2 All 12 2,6,6 Total 42 +11
236P Lv3 10, 12×3 All 12 2,12(8)12(8)12 Total 42 +37
Blockhead Buster (NoteThe square with a yellow underline indicates the first frame the projectile is active.)
Total: 42

Short ranged flame burst. Projectile-esque, multi-purpose.

  • For pressure, quick charge building, or combo extensions.
  • +2~7 when Action ChargeGGAC OSol actcharge.pngGuardStartupRecoveryTotal 30Advantage- > 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, and this change is the sole reason Recharges are now more accesible.

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.
    • Goes up to +46 when AC FRC'd, although this is a little pointless.
  • 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 ChargeGGAC OSol 214D.pngGuardStartup13~RecoveryAdvantage- 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.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
236P Lv1 N/A 0 4×2 4, 3
236P Lv2 N/A 0 4×3 4, 5×2
236P Lv3 N/A 0 4, 2×3 4, 5×3

236P Lv1:

  • 2nd hit staggers on hit (max 35F) if 1st hit connects
  • 2nd hit is considered a projectile and can pass through other projectiles
  • Can cancel into Action Charge from 26F onwards

236P Lv2:

  • 2nd hit staggers on hit (max 35F) if 1st hit connects
  • 2nd and 3rd hits are considered projectiles and can pass through other projectiles
  • 2nd and 3rd hits are guranteed to appear after 14F
  • Can cancel into Action Charge from 26F onwards
  • Charge Gauge starts draining on 2F
  • See note ※3

236P Lv3:

  • 2nd-4th hits stagger opponent on hit (max 45F) if 1st hit connects
  • 2nd-4th hits are considered projectiles and can pass through other projectiles
  • 2nd-4th hits are guranteed to appear after 14F
  • Can cancel into Action Charge from 26F onwards
  • Charge Gauge starts draining on 2F
  • See note ※3

Gun Blaze

214S

Version Damage Guard Startup Active Recovery On-Block Invuln
214S Lv1 40 All 23 14 Total 44 +9 1~4F Above Knees
5~16F Above Feet
17~19F Low Profile
214S Lv2 30×2 All 23 14(2)14 Total 50 +12 1~4F Above Knees
5~24F Above Feet
25~27F Low Profile
214S Lv3 30×3 All 17 14(2),18,24 Total 53 +16 1~4F Above Knees
5~30F Above Feet
31~33F Low Profile
Level 1 (Note for all levelsThe red squares indicates the first frame the projectile is active. Order-Sol has no hitbox on himself.)
Total: 44
Level 2
Total: 50
Level 3
Total: 53

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.
    • The low-profile, high vertical reach, and forward movement can be use as a counter against 'hopping' moves when reacted quickly enough (e.g. Sol Badguy's Bandit BringerGGAC Sol 236Khold.pngGuardHigh/AirStartup32Recovery9+4 after landingAdvantage+1 or Anji Mito's KaiGGACR Anji 214K Hitbox.pngGuardHigh/AirStartup32Recovery8 after landingAdvantage+1
  • 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 due to input priority. D must already be held before the 214S input, 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.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
214S Lv1 27~28F 85% 0 6 4
214S Lv2 35~36F 85% 0 6×2 4
214S Lv3 41~42F 0 4×3 4

214S Lv1:

  • Can pass through opponent 1~30F
  • Flames can pass through other projectiles
  • Can cancel into Action Charge from 33F onwards

214S Lv2:

  • Can pass through opponent 1~38F
  • Flames guranteed to appear after 13F
  • Flames can pass through other projectiles
  • Can cancel into Action Charge from 41F onwards
  • Charge Gauge starts draining on 12F
  • See note ※3

214S Lv3:

  • Can pass through opponent 1~44F
  • Flames guranteed to appear after 13F
  • Flames can pass through other projectiles
  • 3rd flame appears 17F after 2nd flame
  • Can cancel into Action Charge from 47F onwards
  • Charge Gauge starts draining on 12F
  • See note ※3

Storm Viper

623H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
623H Lv1 25×2 Mid 12 8,3 22+8 after landing -19 1~12F All
623H Lv2 30×3 Mid 10 8,3(3)3 22+8 after landing -26 1~12F All
623H Lv3 25×4 Mid 8 8,3(3)3(22)7 4+8 after landing -3 1~14F All
j.623H Lv1 25×2 All 8 8,3 Until landing+8 1~8F All
j.623H Lv2 30×3 All 8 8,3(3)3 Until landing+8 1~10F All
j.623H Lv3 25×4 All 8 8,3(3)3(24)7 Until landing+8 1~14F All
Level 1
Total: 52
Level 2
Total: 56
Level 3
Total: 65
Air Level 1
Total: 26
Air Level 2
Total: 32
Air Level 3
Total: 61

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.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
623H Lv1 N/A 10×2 7×2 3
623H Lv2 N/A 10×3 7×3 3
623H Lv3 N/A 100%×3, Forced 90% 10×4 7×4 3
j.623H Lv1 N/A 10×2 7×2 3
j.623H Lv2 N/A 10×3 7×3 3
j.623H Lv3 N/A 100%×3, Forced 90% 10×4 7×4 3

623H Lv1:

  • Order Sol is airborne from 12F onwards
  • Can cancel into Air Action Charge from 37F until 1F before landing
  • See note ※2

623H Lv2:

  • Order Sol is airborne from 10F onwards
  • Can cancel into Air Action Charge from 44F until 1F before landing
  • Charge Gauge starts draining on 17F
  • See notes ※1, ※2, ※3

623H Lv3:

  • Order Sol is airborne from 8F onwards
  • Can cancel into Action Charge from 3F after landing onwards
  • Charge Gauge starts draining on 27F
  • 4th hit ignores OTG
  • See notes ※1, ※2, ※3

j.623H Lv1:

  • Can cancel into Air Action Charge from 33F until 1F before landing
  • See notes ※1, ※2

j.623H Lv2:

  • Can cancel into Air Action Charge from 42F until 1F before landing
  • Charge Gauge starts draining on 17F
  • See notes ※1, ※2, ※3

j.623H Lv3:

  • Can cancel into Air Action Charge from 64F until 1F before landing
  • Can cancel into Action Charge from 3F after landing onwards
  • Charge Gauge starts draining on 27F
  • 4th hit ignores OTG
  • See notes ※1, ※2, ※3

Bandit Revolver Prototype

236K (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
236K Lv1 24 High/Air 22 3 6+6 after landing -1 1~7F Feet
236K Lv2 26, 28 High/Air, High 20 3(9)3 9+4 after landing +1 1~6F Feet
236K Lv3 30, 42 High/Air, High 18 3(8)4 8+2 after landing +5 1~5F Feet
j.236K Lv1 24 High/Air 19 3 Until landing+8
j.236K Lv2 26, 28 High/Air, High 19 3(9)3 Until landing+8
j.236K Lv3 30, 42 High/Air, High 19 3(8)4 Until landing+8
Level 1
Total: 36
Level 2
Total: 47
Level 3
Total: 42
Air Level 1
Total: 29
Air Level 2
Total: 41
Air Level 3
Total: 41

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.
  • All versions: Will pass through opponents (even if they're standing or blocking) when used up close with the exception of FA, PO, JU, AB. Generally unpreferable. Space this.

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.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
236K Lv1 16~17F 8 7 3
236K Lv2 14~15F 80% 8, 11 7, 9 3, 4
236K Lv3 12~13F 85% 8, 15 7, 9 3,5
j.236K Lv1 N/A 11 6 4
j.236K Lv2 N/A 11×2 6, 9 4
j.236K Lv3 N/A 85% 11, 15 6, 9 4, 5

236K Lv1:

  • Order Sol is airborne from 8F onwards
  • Can cancel into Action Charge from 3F after landing onwards
  • See notes ※1,※2

236K Lv2:

  • Order Sol is airborne from 7F onwards
  • Can cancel into Action Charge from 3F after landing onwards
  • Charge Gauge starts draining on 12F
  • See notes ※1,※2

236K Lv3:

  • Order Sol is airborne from 6F onwards
  • Can cancel into Action Charge after the move ends
  • Charge Gauge starts draining on 16F
  • See notes ※1, ※2, ※3

j.236K Lv1:

  • Can cancel into Air Action Charge from 29F until 1F before landing
  • See notes ※1, ※2

j.236K Lv2:

  • Can cancel into Air Action Charge from 40F until 1F before landing
  • Charge Gauge starts draining on 22F
  • Untechable for 37F
  • See notes ※1, ※2, ※3

j.236K Lv3:

  • Can cancel into Air Action Charge from 40F until 1F before landing
  • Charge gauge starts draining on 27F
  • See notes ※1, ※2, ※3

Rock It

236S

Version Damage Guard Startup Active Recovery On-Block Invuln
236S Lv1 30 Mid 16 16 10 +3
236S Lv2 30×2 Mid 12 17(10)3 12 +4
236S Lv3 30, 25, 20 Mid 8 15(10)3(15)4 19 -4

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 > Dust Loop, 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.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
236S Lv1 N/A 10 7 3
236S Lv2 N/A 10, 20 7, 6 3, 5
236S Lv3 N/A 10, 20×2 7, 6×2 3, 5×2

236S Lv1:

  • Enters recovery on hit or block (rest of active frames are skipped)
  • Slides on CH (untechable for 40F, slides for 20F)

236S Lv2: 236S Lv3:

  • 1st hit's active frames are cut short on hit or block (proceeds to 2nd hit)
  • Can cancel into Action Charge from 11th frame of recovery onwards
  • Charge Gauge starts draining on 20F
  • 2nd and 3rd hit ignore OTG

Charge

214[D]

Damage Guard Startup Active Recovery On-Block Invuln
13~

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.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A
  • Can be canceled into Charge Burst from 2F onwards
  • Charge rate increases the longer button is held
  • From empty charge to completely fill each level: Lv 1 = 62F, Lv 2 = 93F, Full = 116F
  • 2F after letting go of button, Order Sol performs a recovery animation (total 8F)
  • Fastest possible charge is 13F long

Charge Burst

214[D] > H

Damage Guard Startup Active Recovery On-Block Invuln
10 All 19 4 35 -10 1~28F All
NoteThe red squares indicates the projectile's active frames. Order-Sol has no hitbox on himself.
Total: 57

Explosion move used to blow opponents who rush headlong to punish Charge back to fullscreen. Has a ridiculous amount of invulnerability, allowing him to even ignore a fair amount of Overdrives.

Should be used sparingly - HOS only gets any reward off this from a Counter Hit point blank with your opponent in the corner, and the raw damage is equal to 5P despite the animation. Like many slow reversals, opponents can use relatively safe options to cover against it, but it's worth representing from time to time.

Technically a frame 2 reversal if you do a frame perfect 214[D]~H input, but generally not worth it.

  • Counter Hit state for the entire recovery. Can't be Roman Cancelled.
  • The explosion is a projectile and can cancel 1 hit of other projectiles.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 0 7 2
  • Order Sol is in CH state during move
  • Order Sol is crouching from 44F onwards
  • Custom blockstun

Action Charge

D during Special Recovery

Version Damage Guard Startup Active Recovery On-Block Invuln
Special &gt; D Total 30
Special &gt; j.D Until Landing+8

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.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
Special &gt; D 7~12F
Special &gt; j.D 13~18F

Special > D:

  • Order Sol is in CH state during move
  • Charge Gauge is increased by 0.8 of a level on 5F

Special > j.D:

  • Charge Gauge is increased by 0.8 of a level on 11F
  • See notes ※1, ※2

Force Breaks

Fafnir

41236D

Damage Guard Startup Active Recovery On-Block Invuln
70 Low 10 2 23 -6 1~11F Lower Body

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 Dust Loops 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.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 15 6 5
  • Ground bounces on CH
  • Cannot be canceled into

Overdrives

Tyrant Rave ver. Omega

632146H

Version Damage Guard Startup Active Recovery On-Block Invuln
632146H Lv1 80 Mid 5+10 13 18 -12 1~15F All
16~30F Throw
632146H Lv2 50, 60 Mid 4+9 13(13+3)16 16 -13 1~19F All
20~33F Throw
632146H Lv3 50, 60, 128 Mid 3+8 13(13+3)16(5+5)22 26 -29 1~23F All
24~31F Throw

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 Storm Viper 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.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
632146H Lv1 N/A 20 6 5
632146H Lv2 N/A 100%, Forced 75% 20×2 6×2 5
632146H Lv3 N/A 20×3 6×3 5

632146H Lv1:

  • Dizzy modifier x0.25
  • Chip damage x1.5

632146H Lv2:

  • Dizzy modifier x0.25
  • Chip damage x1.5
  • Charge Gauge starts draining on 17F
  • See note ※3

632146H Lv3:

  • 3rd hit destroys projectiles
  • Dizzy modifier x0.25
  • Chip damage x1.5
  • Charge Gauge starts draining on 36F
  • See note ※3

Savage Fang

632146P

Version Damage Guard Startup Active Recovery On-Block Invuln
632146P Lv1 60 All 3+2 6 27 -13 1~3F Strike
632146P Lv2 40×3 All 3+0 6(4)6(4)6 7 +7 1~3F Strike
632146P Lv3 60×5 All 3+1 3×3,1×2 26 +7 1~3F Strike

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.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
632146P Lv1 N/A 10 7 3
632146P Lv2 N/A 10×3 7×3 3
632146P Lv3 N/A Forced 80% 20×5 6×5 5

632146P Lv1:

  • Blows away opponent on hit
  • Chip damage x2
  • Flame can pass through projectiles

632146P Lv2:

  • Blows away opponent on hit
  • Opponent cannot move from superflash until 4F after 1st hit
  • Chip damage x2
  • Flame can pass through projectiles
  • Charge Gauge starts draining 12F after superflash
  • See note ※3

632146P Lv3:

  • Floats and blows opponent away on hit
  • Chip damage x2
  • Flame can pass through projectiles
  • Charge Gauge starts draining 44F after superflash
  • Ignores OTG
  • See note ※3

Dragon Install: Sakkai

632146S > P, K, S, H, D, K, S > 632146H

Damage Guard Startup Active Recovery On-Block Invuln
30, 20×8, 230 All 7+1 3 68 -50

Fully cash out to make sure they're dead. Instead of an install, 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.

Generally speaking, this Overdrive is more for style than practical usage, though it isn't a bad super flat-out. With the same resources stocked, Tyrant Rave Ver. Omega generally does similar damage (and at the end of scaled combos, the difference is usually unnoticeable) while being notably more stable and cheap as an ender. If you're familiar with DI: Sakkai's execution, it's a practical way to end a match, but should generally be treated like an Astral Finish from BlazBlue; a stylish way to finish off an opponent while you're already loaded.

  • 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, 632146H.
    • Has a decent amount of recovery if you mistime an input in the sequence or press the wrong button. Be careful!
    • If cancelled into from 2D, the sequence can be intentionally dropped after the D input and linked into other normals for style instead.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6, 4×8, 7 5, 3×6, 5×2, 3
  • Full input: P,K,S,H,D,K,S, 632146H
  • 2nd hit onwards ignores OTG
  • 10th hit blows back opponent: Untechable for 95F, Dizzy modifier x0.25, Chip damage x1.5
  • Order Sol is in CH state during move
  • If you mess up the command sequence, Order Sol goes into a short dizzy animation (recovery 56F)
  • Will perform instant kill if opponent has 50 or less health before final hit
  • Charge Gauge starts draining on 1F
  • See note ※3

Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


Navigation

To edit frame data, edit values in GGACR/Order-Sol/Data.
Systems Pages