GGACR/Order-Sol/Data: Difference between revisions

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{{TOC limit|3}}
==Nav==
<section begin="Nav"/>{{CharNav |charMainPage=GGACR/Order-Sol
|image=GGACR_Order-Sol_Icon.png
|videos=
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/24-order-sol/
|okizeme=yes
}}<section end="Nav"/>
==Links==
==Links==
<section begin=Links/>
<section begin=Links/>{{Overview/navigation|okizeme=yes}}<section end=Links/>
{{CharLinks-GGACR
|charMainPage=GGACR/Order-Sol
|ex=true
|okizeme=false
|videos=https://acpr.keeponrock.in/#/?p1chars=ordersol&versions=AC%2BR
}}<section end=Links/>


==System Data==
==System Data==
{{GGACR-character
{{GGACR-character
|name=Order-Sol
| defense                    = 0.96
|defense=0.96
| weight                    = 0.98
|guts=2
| guts                       = 2
|stunResistance=60
| guardBalance              = 1.0
|guardBalance=1
| guardRecovery              = 5
|prejump=3F
| stunResistance             = 60
|backdash=16F (1~>8F invuln)
| walkSpeedForwards          = 3.5
|weight=Heavyweight (x0.98)
| walkSpeedBackwards        = 2.75
|wakeupFaceUp=53F
| walkForwardsTensionGain    = 12
|wakeupFaceDown=49F
| initialDashSpeed          = 10
|umo=Low Jump Height
| dashAcceleration          = 0.45
|portrait=GGAC_Order-Sol_Portrait.png
| friction                  = 95
|icon=GGACR_Order-Sol_Icon.png
| runTensionGain            = 22
| backdashVX                = 9
| backdashInvulnerability    = 8
| backdashDuration          = 16
| prejump                   = 3
| jumpVY                    = 17.5
| jumpGravity                = 1.15
| jumpDuration              = 32
| jumpForwardsTensionGain    = 8
| jumpVXForwards            = 6
| jumpVXBackwards            = 5
| highJumpDuration          = 50
| highJumpGravity            = 1.15
| highJumpVXBackwards        = 5
| highJumpVXFowards          = 6
| highJumpVY                = 28
| airDashForwardsSpeed      = 17.5
| airDashStartup            = 6
| airDashForwardsDuration    = 16
| airDashForwardsTensionGain = 25
| airDashBackwardsSpeed      = 14
| airDashBackwardsStartup    = 6
| airDashBackwardsDuration  = 12
| numberOfAirDashes          = 1
| numberOfJumps              = 2
| minimumRisingAirDashHeight = 60
| groundThrowRange          = 43
| airThrowRange              = 88
| closeSlashProximityRange  = 170
| wakeupFaceDown            = 21
| wakeupFaceUp              = 25
| landingRecovery            = 5
}}
}}


Line 44: Line 59:
  |blockstun=9|groundHit=10|airHit=10|hitstop=11
  |blockstun=9|groundHit=10|airHit=10|hitstop=11
  |images=GGAC_OSol_5P.png
  |images=GGAC_OSol_5P.png
  |caption=Jab your way in
  |caption=
  |hitboxes=GGXXACPR_Order-Sol_5P-Hitbox.png
  |hitboxes=GGXXACPR_Order-Sol_5P-Hitbox.png
  |notes=
  |notes=
Line 57: Line 72:
  |blockstun=11|groundHit=12|airHit=12|hitstop=12
  |blockstun=11|groundHit=12|airHit=12|hitstop=12
  |images=GGAC_OSol_5K.png
  |images=GGAC_OSol_5K.png
|caption=Steal advantage when 0 on block
  |hitboxes=GGXXACPR_Order-Sol_5K-1-Hitbox.png;GGXXACPR_Order-Sol_5K-2-Hitbox.png
  |hitboxes=GGXXACPR_Order-Sol_5K-1-Hitbox.png;GGXXACPR_Order-Sol_5K-2-Hitbox.png
  |hitboxCaption=Frame 3\Frames 4-5
  |hitboxCaption=Frame 3\Frames 4-5
Line 70: Line 86:
  |blockstun=13|groundHit=14|airHit=14|hitstop=13
  |blockstun=13|groundHit=14|airHit=14|hitstop=13
  |images=GGAC_OSol_cS.png
  |images=GGAC_OSol_cS.png
  |caption=The beginning of the end
  |caption=Your best throw OS option
  |hitboxes=GGXXACPR_Order-Sol_cS-1-Hitbox.png
  |hitboxes=GGXXACPR_Order-Sol_cS-1-Hitbox.png
  |notes=
  |notes=
Line 83: Line 99:
  |blockstun=13|groundHit=14|airHit=14|hitstop=13
  |blockstun=13|groundHit=14|airHit=14|hitstop=13
  |images=GGAC_OSol_fS.png
  |images=GGAC_OSol_fS.png
|caption=
  |hitboxes=GGXXACPR_Order-Sol_fS-Hitbox.png
  |hitboxes=GGXXACPR_Order-Sol_fS-Hitbox.png
  |notes=
  |notes=
Line 92: Line 109:
  |damage=47 |gbp=20 |gbm=6 |prorate=
  |damage=47 |gbp=20 |gbm=6 |prorate=
  |level=5 |guard=Mid |invuln= |cancel=SJR |tension=3.84  
  |level=5 |guard=Mid |invuln= |cancel=SJR |tension=3.84  
  |startup=14 |active=2 |recovery=16 |onBlock=+1 |onHit=
  |startup=13 |active=2 |recovery=16 |onBlock=+1 |onHit=
  |blockstun=18|groundHit=19|airHit=20|hitstop=15
  |blockstun=18|groundHit=19|airHit=20|hitstop=15
  |images=GGAC_OSol_5H.png
  |images=GGAC_OSol_5H.png
|caption=
  |hitboxes=GGXXACPR_Order-Sol_5H-2-Hitbox.png
  |hitboxes=GGXXACPR_Order-Sol_5H-2-Hitbox.png
  |notes=
  |notes=
Line 107: Line 125:
  |blockstun=13|groundHit=Launch 48|airHit=14|hitstop=13
  |blockstun=13|groundHit=Launch 48|airHit=14|hitstop=13
  |images=GGAC_OSol_5D.png
  |images=GGAC_OSol_5D.png
  |caption=The laziest kick in the world
  |caption=
  |hitboxes=GGXXACPR_Order-Sol_5D-Hitbox.png
  |hitboxes=GGXXACPR_Order-Sol_5D-Hitbox.png
  |notes=Order Sol is in CH state from 1~33F
  |notes=Order Sol is in CH state from 1~33F
Line 120: Line 138:
  |blockstun=13|groundHit=Stagger 30|airHit=14|hitstop=0
  |blockstun=13|groundHit=Stagger 30|airHit=14|hitstop=0
  |images=GGAC_OSol_6P.png
  |images=GGAC_OSol_6P.png
  |caption=Staggers like a gut punch should
  |caption=Projectile {{clr|P|6P}}, bad at anti-airing, but has other uses
  |hitboxes=GGXXACPR_Order-Sol_6P-Hitbox.png
  |hitboxes=GGXXACPR_Order-Sol_6P-Hitbox.png
  |notes=Active frames nullifies projectiles;Staggers on normal hit for max 30F
  |notes=Active frames nullifies projectiles;Staggers on normal hit for max 30F
Line 133: Line 151:
  |blockstun=13|groundHit=14|airHit=14|hitstop=13
  |blockstun=13|groundHit=14|airHit=14|hitstop=13
  |images=GGAC_OSol_6K.png
  |images=GGAC_OSol_6K.png
  |caption=Staggers like a gut kick should
  |caption=
  |hitboxes=GGXXACPR_Order-Sol_6K-1-Hitbox.png;GGXXACPR_Order-Sol_6K-2-Hitbox.png;GGXXACPR_Order-Sol_6K-3-Hitbox.png
  |hitboxes=GGXXACPR_Order-Sol_6K-1-Hitbox.png;GGXXACPR_Order-Sol_6K-2-Hitbox.png;GGXXACPR_Order-Sol_6K-3-Hitbox.png
  |hitxCaption=Frames 12-14\Frames 15-18\Frames 19-20
  |hitboxCaption=Frames 12-13\Frames 14-17\Frames 19-21
  |notes=Staggers on ground CH (max 37F)
  |notes=Staggers on ground CH (max 37F)
}}
}}
Line 147: Line 165:
  |blockstun=18|groundHit=Stagger 45|airHit=50|hitstop=15
  |blockstun=18|groundHit=Stagger 45|airHit=50|hitstop=15
  |images=GGAC_OSol_6H.png
  |images=GGAC_OSol_6H.png
  |caption=PAIN
  |caption=Excellent at building stun, but not much else
  |hitboxes=GGXXACPR_Order-Sol_6H-Hitbox.png
  |hitboxes=GGXXACPR_Order-Sol_6H-Hitbox.png
  |notes=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  
  |notes=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  
Line 160: Line 178:
  |blockstun=9|groundHit=10|airHit=10|hitstop=11
  |blockstun=9|groundHit=10|airHit=10|hitstop=11
  |images=GGAC_OSol_2P.png
  |images=GGAC_OSol_2P.png
|caption=
  |hitboxes=GGXXACPR_Order-Sol_2P-Hitbox.png
  |hitboxes=GGXXACPR_Order-Sol_2P-Hitbox.png
  |notes=
  |notes=
Line 172: Line 191:
  |blockstun=9|groundHit=10|airHit=10|hitstop=11
  |blockstun=9|groundHit=10|airHit=10|hitstop=11
  |images=GGAC_OSol_2K.png
  |images=GGAC_OSol_2K.png
|caption=
  |hitboxes=GGXXACPR_Order-Sol_2K-Hitbox.png
  |hitboxes=GGXXACPR_Order-Sol_2K-Hitbox.png
  |notes=
  |notes=
Line 185: Line 205:
  |images=GGAC_OSol_2S.png
  |images=GGAC_OSol_2S.png
  |caption=Your real spacing tool
  |caption=Your real spacing tool
  |hitboxes=GGXXACPR_Order-Sol_2S-Hitbox.png
  |hitboxes=GGXXACPR_Order-Sol_2S-Hitbox.png;GGXXACPR_Order-Sol_2S-Hitbox1.png
|hitboxCaption=Frame 6\Frame 7-8
  |notes=
  |notes=
}}
}}
Line 197: Line 218:
  |blockstun=16|groundHit=17|airHit=16|hitstop=14
  |blockstun=16|groundHit=17|airHit=16|hitstop=14
  |images=GGAC_OSol_2H.png
  |images=GGAC_OSol_2H.png
|caption=
  |hitboxes=GGXXACPR_Order-Sol_2H-Hitbox.png
  |hitboxes=GGXXACPR_Order-Sol_2H-Hitbox.png
  |notes=Ground bounces on CH (untechable for 90F)
  |notes=Ground bounces on CH (untechable for 90F)
Line 209: Line 231:
  |blockstun=16|groundHit=17|airHit=16|hitstop=14
  |blockstun=16|groundHit=17|airHit=16|hitstop=14
  |images=GGAC_OSol_2D.png
  |images=GGAC_OSol_2D.png
|caption=Get down to business
  |hitboxes=GGXXACPR_Order-Sol_2D-Hitbox.png
  |hitboxes=GGXXACPR_Order-Sol_2D-Hitbox.png
  |notes=
  |notes=
Line 235: Line 258:
  |blockstun=11|groundHit=12|airHit=12|hitstop=12
  |blockstun=11|groundHit=12|airHit=12|hitstop=12
  |images=GGAC_OSol_jK.png
  |images=GGAC_OSol_jK.png
  |caption=Rising Air-to-Air and combo tool
  |caption=Rising Air-to-Air
  |hitboxes=GGXXACPR_Order-Sol_jK-1-Hitbox.png;GGXXACPR_Order-Sol_jK-2-Hitbox.png
  |hitboxes=GGXXACPR_Order-Sol_jK-1-Hitbox.png;GGXXACPR_Order-Sol_jK-2-Hitbox.png
  |hitboxCaption=Frames 5-8\Frames 9-12
  |hitboxCaption=Frames 5-8\Frames 9-12
Line 263: Line 286:
  |blockstun=16|groundHit=17|airHit=16|hitstop=14
  |blockstun=16|groundHit=17|airHit=16|hitstop=14
  |images=GGAC_OSol_jH.png
  |images=GGAC_OSol_jH.png
|caption=Pretend you're playing KOF
  |hitboxes=GGXXACPR_Order-Sol_jH-1-Hitbox.png;GGXXACPR_Order-Sol_jH-2-Hitbox.png
  |hitboxes=GGXXACPR_Order-Sol_jH-1-Hitbox.png;GGXXACPR_Order-Sol_jH-2-Hitbox.png
  |hitboxCaption=Frames 9-12\Frames 13-14
  |hitboxCaption=Frames 9-12\Frames 13-14
Line 275: Line 299:
  |startup=13 |active=4 |recovery=7+5 after landing |onBlock= |onHit=
  |startup=13 |active=4 |recovery=7+5 after landing |onBlock= |onHit=
  |blockstun=16|groundHit=Launch|airHit=22|hitstop=14
  |blockstun=16|groundHit=Launch|airHit=22|hitstop=14
  |images=GGAC_OSol_jD.png |caption=Dustloops are your first order of business in the corner
  |images=GGAC_OSol_jD.png |caption=Dustloops are the old meta. R.I.P
  |hitboxes=GGXXACPR_Order-Sol_jD-Hitbox.png
  |hitboxes=GGXXACPR_Order-Sol_jD-Hitbox.png
  |notes=Wall bounces on CH (untechable for 52F)
  |notes=Wall bounces on CH (untechable for 52F)
Line 289: Line 313:
  |blockstun=|groundHit=40 + WStick 30|airHit=|hitstop=
  |blockstun=|groundHit=40 + WStick 30|airHit=|hitstop=
  |images=GGAC_OSol_throw.png
  |images=GGAC_OSol_throw.png
|caption=
  |hitboxes=
  |hitboxes=
  |notes=When the wall stick occurs, Order-Sol can move 18F before the opponent
  |notes=When the wall stick occurs, Order-Sol can move 18F before the opponent
Line 301: Line 326:
  |blockstun=|groundHit=|airHit=60|hitstop=
  |blockstun=|groundHit=|airHit=60|hitstop=
  |images=GGAC_OSol_airthrow.png
  |images=GGAC_OSol_airthrow.png
|caption=HOS's most reliable Anti-Air
  |hitboxes=
  |hitboxes=
  |notes=Floats higher on CH (untechable for 120F);Dizzy modifier x1.5
  |notes=Floats higher on CH (untechable for 120F);Dizzy modifier x1.5
Line 313: Line 339:
  |blockstun=13|groundHit=Down|airHit=14|hitstop=13
  |blockstun=13|groundHit=Down|airHit=14|hitstop=13
  |images=GGAC_OSol_cS.png
  |images=GGAC_OSol_cS.png
|caption=
  |hitboxes=GGXXACPR_Order-Sol_cS-1-Hitbox.png;GGXXACPR_Order-Sol_cS-2-Hitbox.png
  |hitboxes=GGXXACPR_Order-Sol_cS-1-Hitbox.png;GGXXACPR_Order-Sol_cS-2-Hitbox.png
  |hitboxCaption=Frames 5-7\Frames 8-9
  |hitboxCaption=Frames 5-7\Frames 8-9
Line 319: Line 346:


==Special Moves==
==Special Moves==
===214[D]===
{{MoveData-GGACR |chara=Order-Sol |type=special
|input=214[D] |name=Charge
|damage= |gbp= |gbm= |prorate=
|level= |guard= |invuln= |cancel= |tension=
|startup=13~ |active= |recovery= |onBlock= |onHit=
|blockstun=|groundHit=|airHit=|hitstop=
|images=GGAC_OSol_214D.png
|caption=Exhibit A: "What defines a character"
|hitboxes=
|notes=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
}}
===214[D] > H===
{{MoveData-GGACR |chara=Order-Sol |type=special
|input=214[D] > H |name=Charge Burst
|damage=10 |gbp=0 |gbm=7 |prorate=
|level=2 |guard=All |invuln=1~28F All |cancel= |tension=-/1.20
|startup=19 |active=4 |recovery=35 |onBlock=-10 |onHit=
|blockstun=16|groundHit=Launch|airHit=43|hitstop=12
|images=GGAC_OSol_214DH.png
|hitboxes=GGACR_OSol_214DH_Hitbox_1.png;GGACR_OSol_214DH_Hitbox_2.png
|hitboxCaption=Minimum size\Maximum size
|notes=In CH state during move;Order Sol is crouching from 44F onwards;Custom blockstun
}}
===Special > D===
{{MoveData-GGACR |chara=Order-Sol |type=special
|input=Special > D |name=Action Charge
|damage= |gbp= |gbm= |prorate=
|level= |guard= |invuln= |cancel=F |tension=
|startup= |active= |recovery=Total 30 |onBlock= |onHit=
|blockstun=|groundHit=|airHit=|hitstop=|frcWindow=7~12F
|images=GGAC_OSol_actcharge.png
|caption=Condense your moves into charge
|hitboxes=
|notes=Charge Gauge is increased by 0.8 of a level on 5F;In CH state during move
}}
===Special > j.D===
{{MoveData-GGACR |chara=Order-Sol |type=special
|input=Special > j.D |name=Air Action Charge
|damage= |gbp= |gbm= |prorate=
|level= |guard= |invuln= |cancel=F |tension=
|startup= |active= |recovery=Until Landing+8 |onBlock= |onHit=
|blockstun=|groundHit=|airHit=|hitstop=|frcWindow=13~18F
|images=GGAC_OSol_actchargeair.png
|hitboxes=
|notes=Charge Gauge is increased by 0.8 of a level on 11F;In CH state until landing, in crouching state during landing recovery
}}
===236P Lv1===
===236P Lv1===
{{MoveData-GGACR |chara=Order-Sol |type=special
{{MoveData-GGACR |chara=Order-Sol |type=special
Line 327: Line 405:
  |blockstun=16, 13|groundHit=17, 14|airHit=16, 20|hitstop=0, 13
  |blockstun=16, 13|groundHit=17, 14|airHit=16, 20|hitstop=0, 13
  |images=GGAC_OSol_236P.png
  |images=GGAC_OSol_236P.png
|caption=AC FRC this for charge in pressure and in combos
  |hitboxes=GGACR_OSol_236P_Hitbox_1.png;GGACR_OSol_236P_Hitbox_2.png;GGACR_OSol_236P_Hitbox_3.png
  |hitboxes=GGACR_OSol_236P_Hitbox_1.png;GGACR_OSol_236P_Hitbox_2.png;GGACR_OSol_236P_Hitbox_3.png
  |hitboxCaption=Physical hit\First projectile active\Level 1 max size
  |hitboxCaption=Physical hit\First projectile active\Level 1 max size
Line 337: Line 416:
  |damage=10, 12×2 |gbp=0 |gbm=4×3 |prorate=
  |damage=10, 12×2 |gbp=0 |gbm=4×3 |prorate=
  |level=4, 5×2 |guard=All |invuln= |cancel=R |tension=2.00/0, 1.20×2  
  |level=4, 5×2 |guard=All |invuln= |cancel=R |tension=2.00/0, 1.20×2  
  |startup=12 |active=2,6,6 |recovery=Total 42 |onBlock=+14 |onHit=
  |startup=12 |active=2,6,6 |recovery=Total 42 |onBlock=+11 |onHit=
  |blockstun=16, 18×2|groundHit=17, 19, Launch|airHit=16, 18, 45 + WStick 30|hitstop=0, 15×2
  |blockstun=16, 18×2|groundHit=17, 19, Launch|airHit=16, 18, 45 + WStick 30|hitstop=0, 15×2
  |images=GGAC_OSol_236P2.png
  |images=GGAC_OSol_236P2.png
  |caption=Hang 'em up on the wall
  |caption=Hang 'em up on the wall
  |hitboxes=GGACR_OSol_236P_Hitbox_4.png
  |hitboxes=GGACR_OSol_236P_Hitbox_1.png;GGACR_OSol_236P_Hitbox_2.png;GGACR_OSol_236P_Hitbox_4.png
  |hitboxCaption=Level 2 max size
  |hitboxCaption=Physical hit\First projectile active\Level 2 max size
  |notes=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
  |notes=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
}}
}}


Line 355: Line 434:
  |images=GGAC_OSol_236P3.png
  |images=GGAC_OSol_236P3.png
  |caption=Absurdly Advantageous
  |caption=Absurdly Advantageous
  |hitboxes=GGACR_OSol_236P_Hitbox_5.png
  |hitboxes=GGACR_OSol_236P_Hitbox_1.png;GGACR_OSol_236P_Hitbox_2.png;GGACR_OSol_236P_Hitbox_5.png
  |hitboxCaption=Level 3 max size
  |hitboxCaption=Physical hit\First projectile active\Level 3 max size
  |notes=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
  |notes=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
}}
}}


Line 368: Line 447:
  |blockstun=16|groundHit=Launch|airHit=40|hitstop=14|frcWindow=27~28F
  |blockstun=16|groundHit=Launch|airHit=40|hitstop=14|frcWindow=27~28F
  |images=GGAC_OSol_214S.png
  |images=GGAC_OSol_214S.png
  |caption=Crossup City
  |caption=Core pillar of HOS gameplay
  |hitboxes=GGACR_OSol_214S_Hitbox.png
  |hitboxes=GGACR_OSol_214S_Hitbox.png
  |hitboxCaption=Hitbox size scales with sprite
  |hitboxCaption=Hitbox size scales with sprite
  |notes=Can pass through opponent 1~30F;Flames can pass through other projectiles;Can cancel into Action Charge from 33F onwards
  |notes=Can pass through opponent 1~30F;Can cancel into Action Charge from 33F onwards
}}
}}


Line 382: Line 461:
  |blockstun=16|groundHit=Launch|airHit=60, 40|hitstop=14|frcWindow=35~36F
  |blockstun=16|groundHit=Launch|airHit=60, 40|hitstop=14|frcWindow=35~36F
  |images=GGAC_OSol_214S2.png
  |images=GGAC_OSol_214S2.png
  |caption=Crossup State
  |caption=
  |hitboxes=GGACR_OSol_214S_Hitbox.png
  |hitboxes=GGACR_OSol_214S_Hitbox.png
  |hitboxCaption=Hitbox size scales with sprite
  |hitboxCaption=Hitbox size scales with sprite
  |notes=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
  |notes=Can pass through opponent 1~38F;Flames guranteed to appear after 13F;Can cancel into Action Charge from 41F onwards;Charge Gauge starts draining on 12F
}}
}}


Line 396: Line 475:
  |blockstun=16|groundHit=Launch|airHit=60×2, 50|hitstop=14|frcWindow=41~42F
  |blockstun=16|groundHit=Launch|airHit=60×2, 50|hitstop=14|frcWindow=41~42F
  |images=GGAC_OSol_214S3.png
  |images=GGAC_OSol_214S3.png
  |caption=Crossup Country
  |caption=Sparingly used burst safe combo tool
  |hitboxes=GGACR_OSol_214S_Hitbox.png
  |hitboxes=GGACR_OSol_214S_Hitbox.png
  |hitboxCaption=Hitbox size scales with sprite
  |hitboxCaption=Hitbox size scales with sprite
  |notes=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
  |notes=Can pass through opponent 1~44F;Flames guranteed to appear after 13F;3rd flame appears 17F after 2nd flame;Can cancel into Action Charge from 45F onwards;Charge Gauge starts draining on 12F
}}
}}


Line 410: Line 489:
  |blockstun=13|groundHit=Launch|airHit=24|hitstop=13
  |blockstun=13|groundHit=Launch|airHit=24|hitstop=13
  |images=GGAC_OSol_623H.png
  |images=GGAC_OSol_623H.png
|caption=Sometimes a combo ender
  |hitboxes=GGACR_OSol_623H_Hitbox_1.png;GGACR_OSol_623H_Hitbox_2.png
  |hitboxes=GGACR_OSol_623H_Hitbox_1.png;GGACR_OSol_623H_Hitbox_2.png
  |hitboxCaption=1st hit\2nd hit
  |hitboxCaption=1st hit\2nd hit
  |notes=Order Sol is airborne from 12F onwards;Can cancel into Air Action Charge from 37F until 1F before landing;See note ※2
  |notes=Order Sol is airborne from 12F onwards;Can cancel into Air Action Charge from 37F until 1F before landing;In Crouching state during landing recovery
}}
}}


Line 423: Line 503:
  |blockstun=13|groundHit=Launch|airHit=24×2, 40|hitstop=13
  |blockstun=13|groundHit=Launch|airHit=24×2, 40|hitstop=13
  |images=GGAC_OSol_623H.png;GGAC_OSol_623H2.png;
  |images=GGAC_OSol_623H.png;GGAC_OSol_623H2.png;
  |hitboxes=GGACR_OSol_623H_Hitbox_3.png
|caption=Sometimes a combo starter
  |hitboxCaption=3rd hit
  |hitboxes=GGACR_OSol_623H_Hitbox_1.png;GGACR_OSol_623H_Hitbox_2.png;GGACR_OSol_623H_Hitbox_3.png
  |notes=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
  |hitboxCaption=1st hit\2nd hit\3rd hit
  |notes=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;In CH state until landing, in crouching state during landing recovery
}}
}}


Line 434: Line 515:
  |level=3 |guard=Mid |invuln=1~14F All |cancel=R |tension=2.00/4.80×3, 2.90  
  |level=3 |guard=Mid |invuln=1~14F All |cancel=R |tension=2.00/4.80×3, 2.90  
  |startup=8 |active=8,3(3)3(22)7 |recovery=4+8 after landing |onBlock=-3 |onHit=
  |startup=8 |active=8,3(3)3(22)7 |recovery=4+8 after landing |onBlock=-3 |onHit=
  |blockstun=13|groundHit=Launch|airHit=24×2, 40, 60 + GBounce 10|hitstop=13
  |blockstun=13|groundHit=Launch|airHit=24×2, 40, 60 + GBounce|hitstop=13
  |images=GGAC_OSol_623H.png;GGAC_OSol_623H2.png;GGAC_OSol_623H3.png
  |images=GGAC_OSol_623H.png;GGAC_OSol_623H2.png;GGAC_OSol_623H3.png
  |hitboxes=GGACR_OSol_623H_Hitbox_4.png;GGACR_OSol_623H_Hitbox_5.png;GGACR_OSol_623H_Hitbox_6.png
|caption=Often both!
  |hitboxCaption=4th hit (Frames ??)\4th hit (Frames ??)\4th hit (Frames ??)
  |hitboxes=GGACR_OSol_623H_Hitbox_1.png;GGACR_OSol_623H_Hitbox_2.png;GGACR_OSol_623H_Hitbox_3.png;GGACR_OSol_623H_Hitbox_4.png;GGACR_OSol_623H_Hitbox_5.png;GGACR_OSol_623H_Hitbox_6.png
  |notes=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
  |hitboxCaption=1st hit\2nd hit\3rd hit\4th hit (Frames 1-3)\4th hit (Frames 4-5)\4th hit (Frames 6-7)
  |notes=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;In CH state until landing, in crouching state during landing recovery
}}
}}


Line 450: Line 532:
  |images=GGAC_OSol_623H.png
  |images=GGAC_OSol_623H.png
  |hitboxes=
  |hitboxes=
  |notes=Can cancel into Air Action Charge from 33F until 1F before landing;See notes ※1, ※2
  |notes=Can cancel into Air Action Charge from 33F until 1F before landing;In CH state until landing, in crouching state during landing recovery
}}
}}


Line 462: Line 544:
  |images=GGAC_OSol_623H.png;GGAC_OSol_623H2.png
  |images=GGAC_OSol_623H.png;GGAC_OSol_623H2.png
  |hitboxes=
  |hitboxes=
  |notes=Can cancel into Air Action Charge from 42F until 1F before landing;Charge Gauge starts draining on 17F;See notes ※1, ※2, ※3
  |notes=Can cancel into Air Action Charge from 42F until 1F before landing;Charge Gauge starts draining on 17F;In CH state until landing, in crouching state during landing recovery
}}
}}


Line 471: Line 553:
  |level=3 |guard=All |invuln=1~14F All |cancel=R |tension=2.00/4.80×3, 2.90  
  |level=3 |guard=All |invuln=1~14F All |cancel=R |tension=2.00/4.80×3, 2.90  
  |startup=8 |active=8,3(3)3(24)7 |recovery=Until landing+8 |onBlock= |onHit=
  |startup=8 |active=8,3(3)3(24)7 |recovery=Until landing+8 |onBlock= |onHit=
  |blockstun=13|groundHit=Launch|airHit=50, 40×2, 60 + GBounce 10|hitstop=13
  |blockstun=13|groundHit=Launch|airHit=50, 40×2, 60 + GBounce|hitstop=13
  |images=GGAC_OSol_623H.png;GGAC_OSol_623H2.png;GGAC_OSol_623H3.png
  |images=GGAC_OSol_623H.png;GGAC_OSol_623H2.png;GGAC_OSol_623H3.png
  |hitboxes=
  |hitboxes=
  |notes=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
  |notes=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;In CH state until landing, in crouching state during landing recovery
}}
}}


Line 487: Line 569:
  |hitboxes=GGACR_OSol_236K_Hitbox_1.png
  |hitboxes=GGACR_OSol_236K_Hitbox_1.png
  |hitboxCaption=First hit
  |hitboxCaption=First hit
  |notes=Order Sol is airborne from 8F onwards;Can cancel into Action Charge from 3F after landing onwards;See notes ※1,※2
  |notes=Order Sol is airborne from 8F onwards;Can cancel into Action Charge from 3F after landing onwards;In CH state until landing, in crouching state during landing recovery
}}
}}


Line 498: Line 580:
  |blockstun=13, 16|groundHit=14, Launch|airHit=14, 35 + Slide 19|hitstop=13|frcWindow=14~15F
  |blockstun=13, 16|groundHit=14, Launch|airHit=14, 35 + Slide 19|hitstop=13|frcWindow=14~15F
  |images=GGAC_OSol_236K.png;GGAC_OSol_236K2.png
  |images=GGAC_OSol_236K.png;GGAC_OSol_236K2.png
|caption=Most consistent method to get an air knockdown
  |hitboxes=GGACR_OSol_236K_Hitbox_1.png;GGACR_OSol_236K_Hitbox_2.png
  |hitboxes=GGACR_OSol_236K_Hitbox_1.png;GGACR_OSol_236K_Hitbox_2.png
  |hitboxCaption=First hit\Second hit (Level 2)
  |hitboxCaption=First hit\Second hit (Level 2)
  |notes=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 
  |notes=Order Sol is airborne from 7F onwards;Can cancel into Action Charge from 3F after landing onwards;Charge Gauge starts draining on 12F;In CH state until landing, in crouching state during landing recovery
}}
}}


Line 513: Line 596:
  |hitboxes=GGACR_OSol_236K_Hitbox_1.png;GGACR_OSol_236K_Hitbox_3.png
  |hitboxes=GGACR_OSol_236K_Hitbox_1.png;GGACR_OSol_236K_Hitbox_3.png
  |hitboxCaption=First hit\Second hit (Level 3)
  |hitboxCaption=First hit\Second hit (Level 3)
  |notes=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
  |notes=Order Sol is airborne from 6F onwards;Can cancel into Action Charge after the move ends;Charge Gauge starts draining on 16F;In CH state until landing, in crouching state during landing recovery
}}
}}


Line 526: Line 609:
  |hitboxes=GGACR_OSol_236K_Hitbox_1.png
  |hitboxes=GGACR_OSol_236K_Hitbox_1.png
  |hitboxCaption=First hit
  |hitboxCaption=First hit
  |notes=Can cancel into Air Action Charge from 29F until 1F before landing;See notes ※1, ※2
  |notes=Can cancel into Air Action Charge from 29F until 1F before landing;In CH state until landing, in crouching state during landing recovery
}}
}}


Line 537: Line 620:
  |blockstun=16|groundHit=17, Down|airHit=16, 37|hitstop=14
  |blockstun=16|groundHit=17, Down|airHit=16, 37|hitstop=14
  |images=GGAC_OSol_236K.png;GGAC_OSol_236K2.png
  |images=GGAC_OSol_236K.png;GGAC_OSol_236K2.png
|caption=Main method to get an air knockdown
  |hitboxes=GGACR_OSol_236K_Hitbox_1.png;GGACR_OSol_236K_Hitbox_2.png
  |hitboxes=GGACR_OSol_236K_Hitbox_1.png;GGACR_OSol_236K_Hitbox_2.png
  |hitboxCaption=First hit\Second hit (Level 2)
  |hitboxCaption=First hit\Second hit (Level 2)
  |notes=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
  |notes=Can cancel into Air Action Charge from 40F until 1F before landing;Charge Gauge starts draining on 22F;Untechable for 37F;In CH state until landing, in crouching state during landing recovery
}}
}}


Line 552: Line 636:
  |hitboxes=GGACR_OSol_236K_Hitbox_1.png;GGACR_OSol_236K_Hitbox_3.png
  |hitboxes=GGACR_OSol_236K_Hitbox_1.png;GGACR_OSol_236K_Hitbox_3.png
  |hitboxCaption=First hit\Second hit (Level 3)
  |hitboxCaption=First hit\Second hit (Level 3)
  |notes=Can cancel into Air Action Charge from 40F until 1F before landing;Charge gauge starts draining on 27F;See notes ※1, ※2, ※3
  |notes=Can cancel into Air Action Charge from 40F until 1F before landing;Charge gauge starts draining on 27F;In CH state until landing, in crouching state during landing recovery
}}
}}


Line 563: Line 647:
  |blockstun=13|groundHit=14|airHit=14|hitstop=13
  |blockstun=13|groundHit=14|airHit=14|hitstop=13
  |images=GGAC_OSol_236S.png
  |images=GGAC_OSol_236S.png
|caption=Low-reward harassment and gapclosing tool
  |hitboxes=GGACR_OSol_236S_Hitbox_1.png
  |hitboxes=GGACR_OSol_236S_Hitbox_1.png
  |hitboxCaption=Level 1
  |hitboxCaption=Level 1
  |notes=Enters recovery on hit or block (rest of active frames are skipped);Slides on CH (untechable for 40F, slides for 20F)
  |notes=On connect skips rest of active frames;Slides on CH (untechable for 40F, slides for 20F);Can cancel into Action Charge from 4th frame of recovery onwards
}}
}}


Line 576: Line 661:
  |blockstun=13, 18|groundHit=14, Down|airHit=14, 40|hitstop=13, 15
  |blockstun=13, 18|groundHit=14, Down|airHit=14, 40|hitstop=13, 15
  |images=GGAC_OSol_236S.png;GGAC_OSol_236S2.png
  |images=GGAC_OSol_236S.png;GGAC_OSol_236S2.png
|caption=Consistent knockdowns, easier connects
  |hitboxes=GGACR_OSol_236S_Hitbox_2.png;GGACR_OSol_236S_Hitbox_3.png
  |hitboxes=GGACR_OSol_236S_Hitbox_2.png;GGACR_OSol_236S_Hitbox_3.png
  |hitboxCaption=First hit (Level 2/3)\Second hit
  |hitboxCaption=First hit (Level 2/3)\Second hit
  |notes=
  |notes=On connect 1st hit skips rest of active frames;1st hit removes OTG state;Can cancel into Action Charge from 9th frame of recovery onwards;Charge gauge starts draining on 22F
}}
}}


Line 587: Line 673:
  |level=3, 5×2 |guard=Mid |invuln= |cancel=R×2, JR |tension=1.50/4.80, 3.60×2  
  |level=3, 5×2 |guard=Mid |invuln= |cancel=R×2, JR |tension=1.50/4.80, 3.60×2  
  |startup=8 |active=15(10)3(15)4 |recovery=19 |onBlock=-4 |onHit=
  |startup=8 |active=15(10)3(15)4 |recovery=19 |onBlock=-4 |onHit=
  |blockstun=13, 18×2|groundHit=14, Launch×2|airHit=14, 40 + GBounce 10, 45|hitstop=13, 15×2
  |blockstun=13, 18×2|groundHit=14, Launch×2|airHit=14, 40 + GBounce, 45|hitstop=13, 15×2
  |images=GGAC_OSol_236S.png;GGAC_OSol_236S2.png;GGAC_OSol_236S3.png
  |images=GGAC_OSol_236S.png;GGAC_OSol_236S2.png;GGAC_OSol_236S3.png
|caption=Consistent combo extensions, even easier connects
  |hitboxes=GGACR_OSol_236S_Hitbox_2.png;GGACR_OSol_236S_Hitbox_3.png;GGACR_OSol_236S_Hitbox_4.png
  |hitboxes=GGACR_OSol_236S_Hitbox_2.png;GGACR_OSol_236S_Hitbox_3.png;GGACR_OSol_236S_Hitbox_4.png
  |hitboxCaption=First hit (Level 2/3)\Second hit\Third hit
  |hitboxCaption=First hit (Level 2/3)\Second hit\Third hit
  |notes=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
  |notes=On connect 1st hit skips rest of active frames;Charge Gauge starts draining on 20F;2nd and 3rd hit remove OTG state;Can cancel into Action Charge from 11th frame of recovery onwards;Charge gauge starts draining on 20F
}}
 
===214[D]===
{{MoveData-GGACR |chara=Order-Sol |type=special
|input=214[D] |name=Charge
|damage= |gbp= |gbm= |prorate=
|level= |guard= |invuln= |cancel= |tension=
|startup=13~ |active= |recovery= |onBlock= |onHit=
|blockstun=|groundHit=|airHit=|hitstop=
|images=GGAC_OSol_214D.png
|caption=Exhibit A: "What defines a character"
|hitboxes=
|notes=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
}}
 
===214[D] > H===
{{MoveData-GGACR |chara=Order-Sol |type=special
|input=214[D] > H |name=Charge Burst
|damage=10 |gbp=0 |gbm=7 |prorate=
|level=2 |guard=All |invuln=1~28F All |cancel= |tension=-/1.20
|startup=19 |active=4 |recovery=35 |onBlock=-10 |onHit=
|blockstun=16|groundHit=Launch|airHit=43|hitstop=12
|images=GGAC_OSol_214DH.png
|hitboxes=GGACR_OSol_214DH_Hitbox_1.png;GGACR_OSol_214DH_Hitbox_2.png
|hitboxCaption=Minimum size\Maximum size
|notes=Order Sol is in CH state during move;Order Sol is crouching from 44F onwards;Custom blockstun
}}
 
===Special > D===
{{MoveData-GGACR |chara=Order-Sol |type=special
|input=Special > D |name=Action Charge
|damage= |gbp= |gbm= |prorate=
|level= |guard= |invuln= |cancel=F |tension=
|startup= |active= |recovery=Total 30 |onBlock= |onHit=
|blockstun=|groundHit=|airHit=|hitstop=|frcWindow=7~12F
|images=GGAC_OSol_actcharge.png
|caption=Condense your moves into charge
|hitboxes=
|notes=Order Sol is in CH state during move;Charge Gauge is increased by 0.8 of a level on 5F
}}
 
===Special > j.D===
{{MoveData-GGACR |chara=Order-Sol |type=special
|input=Special > j.D |name=Air Action Charge
|damage= |gbp= |gbm= |prorate=
|level= |guard= |invuln= |cancel=F |tension=
|startup= |active= |recovery=Until Landing+8 |onBlock= |onHit=
|blockstun=|groundHit=|airHit=|hitstop=|frcWindow=13~18F
|images=GGAC_OSol_actchargeair.png
|caption=Pretty much the same but in the air
|hitboxes=
|notes=Charge Gauge is increased by 0.8 of a level on 11F;See notes ※1, ※2
}}
}}


Line 655: Line 690:
  |blockstun=18|groundHit=Launch|airHit=40|hitstop=15
  |blockstun=18|groundHit=Launch|airHit=40|hitstop=15
  |images=GGAC_OSol_236D.png
  |images=GGAC_OSol_236D.png
|caption=Fafnir Responsibly
  |hitboxes=GGACR_OSol_41236D_Hitbox.png
  |hitboxes=GGACR_OSol_41236D_Hitbox.png
  |notes=Ground bounces on CH;Cannot be canceled into
  |notes=Ground bounces on CH;Cannot be canceled into
Line 669: Line 705:
  |images=GGAC_OSol_632146H.png
  |images=GGAC_OSol_632146H.png
  |hitboxes=GGACR_OSol_632146H_Hitbox_1.png;GGACR_OSol_632146H_Hitbox_2.png;GGACR_OSol_632146H_Hitbox_3.png;GGACR_OSol_632146H_Hitbox_4.png;GGACR_OSol_632146H_Hitbox_5.png
  |hitboxes=GGACR_OSol_632146H_Hitbox_1.png;GGACR_OSol_632146H_Hitbox_2.png;GGACR_OSol_632146H_Hitbox_3.png;GGACR_OSol_632146H_Hitbox_4.png;GGACR_OSol_632146H_Hitbox_5.png
|hitboxCaption=1st hit (Active frames 1-3)\Level 1 only: 1st hit (Active frames 4-5)\1st hit (Active frames 4-6)\1st hit (Active frames 7-9)\1st hit (Active frames 10-13)
  |notes=Dizzy modifier x0.25;Chip damage x1.5
  |notes=Dizzy modifier x0.25;Chip damage x1.5
}}
}}
Line 681: Line 718:
  |images=GGAC_OSol_632146H.png;GGAC_OSol_632146H2.png
  |images=GGAC_OSol_632146H.png;GGAC_OSol_632146H2.png
  |hitboxes=GGACR_OSol_632146H_Hitbox_6.png;GGACR_OSol_632146H_Hitbox_7.png;GGACR_OSol_632146H_Hitbox_8.png;GGACR_OSol_632146H_Hitbox_9.png;GGACR_OSol_632146H_Hitbox_10.png
  |hitboxes=GGACR_OSol_632146H_Hitbox_6.png;GGACR_OSol_632146H_Hitbox_7.png;GGACR_OSol_632146H_Hitbox_8.png;GGACR_OSol_632146H_Hitbox_9.png;GGACR_OSol_632146H_Hitbox_10.png
  |notes=Dizzy modifier x0.25;Chip damage x1.5;Charge Gauge starts draining on 17F;See note ※3
|hitboxCaption=2nd hit (Active frames 1-3)\2nd hit (Active frames 4-6)\2nd hit (Active frames 7-9)\2nd hit (Active frames 10-12)\2nd hit (Active frames 13-16)
  |notes=Dizzy modifier x0.25;Chip damage x1.5;Charge Gauge starts draining on 16F
}}
}}


Line 689: Line 727:
  |damage=50, 60, 128 |gbp=20×3 |gbm=6×3 |prorate=
  |damage=50, 60, 128 |gbp=20×3 |gbm=6×3 |prorate=
  |level=5 |guard=Mid |invuln=1~23F All<br/>24~31F Throw |cancel=R |tension=  
  |level=5 |guard=Mid |invuln=1~23F All<br/>24~31F Throw |cancel=R |tension=  
  |startup=3+8 |active=13(13+3)16(5+5)22 |recovery=26 |onBlock=-25 |onHit=
  |startup=3+8 |active=13(13+3)16(5+5)22 |recovery=26 |onBlock=-29 |onHit=
  |blockstun=18|groundHit=Launch|airHit=60×2, 95|hitstop=15
  |blockstun=18|groundHit=Launch|airHit=60×2, 95|hitstop=15
  |images=GGAC_OSol_632146H.png;GGAC_OSol_632146H2.png;GGAC_OSol_632146H3.png
  |images=GGAC_OSol_632146H.png;GGAC_OSol_632146H2.png;GGAC_OSol_632146H3.png
  |hitboxes=GGACR_OSol_632146H_Hitbox_11.png;GGACR_OSol_632146H_Hitbox_12.png;GGACR_OSol_632146H_Hitbox_13.png;GGACR_OSol_632146H_Hitbox_14.png;GGACR_OSol_632146H_Hitbox_15.png
  |hitboxes=GGACR_OSol_632146H_Hitbox_11.png;GGACR_OSol_632146H_Hitbox_12.png;GGACR_OSol_632146H_Hitbox_13.png;GGACR_OSol_632146H_Hitbox_14.png;GGACR_OSol_632146H_Hitbox_15.png
  |notes=3rd hit destroys projectiles;Dizzy modifier x0.25;Chip damage x1.5;Charge Gauge starts draining on 36F;See note ※3
|hitboxCaption=3rd hit (Active frames 5-8)\3rd hit (Active frames 9-12)\3rd hit (Active frames 13-16)\3rd hit (Active frames 17-22)
  |notes=3rd hit destroys projectiles;Dizzy modifier x0.25;Chip damage x1.5;Charge Gauge starts draining on 36F
}}
}}


Line 700: Line 739:
  |input=632146P Lv1 |name=Savage Fang Lv 1
  |input=632146P Lv1 |name=Savage Fang Lv 1
  |damage=60 |gbp=10 |gbm=7 |prorate=
  |damage=60 |gbp=10 |gbm=7 |prorate=
  |level=3 |guard=All |invuln=1~3F Strike |cancel= |tension=  
  |level=3 |guard=All |invuln=1~2F Strike |cancel= |tension=  
  |startup=3+2 |active=6 |recovery=27 |onBlock=-13 |onHit=
  |startup=3+2 |active=6 |recovery=27 |onBlock=-13 |onHit=
  |blockstun=13|groundHit=Launch|airHit=40|hitstop=6
  |blockstun=13|groundHit=Launch|airHit=40|hitstop=6
  |images=GGAC_OSol_632146P.png
  |images=GGAC_OSol_632146P.png
  |hitboxes=GGACR_OSol_632146P_Hitbox_1.png;GGACR_OSol_632146P_Hitbox_2.png
  |hitboxes=GGACR_OSol_632146P_Hitbox_1.png;GGACR_OSol_632146P_Hitbox_2.png
  |hitboxCaption=Level 1/2 minimum size\Level 1/2 max size
  |hitboxCaption=Minimum size\Maximum size
  |notes=Blows away opponent on hit;Chip damage x2;Flame can pass through projectiles
  |notes=Blows back opponent on hit;Chip damage x2;Flame can pass through projectiles
}}
}}


Line 713: Line 752:
  |input=632146P Lv2 |name=Savage Fang Lv 2
  |input=632146P Lv2 |name=Savage Fang Lv 2
  |damage=40×3 |gbp=10×3 |gbm=7×3 |prorate=
  |damage=40×3 |gbp=10×3 |gbm=7×3 |prorate=
  |level=3 |guard=All |invuln=1~3F Strike |cancel= |tension=  
  |level=3 |guard=All |invuln=1~2F Strike |cancel= |tension=  
  |startup=3+0 |active=6(4)6(4)6 |recovery=7 |onBlock=+7 |onHit=
  |startup=3+0 |active=6(4)6(4)6 |recovery=7 |onBlock=+7 |onHit=
  |blockstun=13|groundHit=Launch|airHit=40|hitstop=6
  |blockstun=13|groundHit=Launch|airHit=40|hitstop=6
  |images=GGAC_OSol_632146P2.png
  |images=GGAC_OSol_632146P2.png
  |hitboxes=GGACR_OSol_632146P_Hitbox_1.png;GGACR_OSol_632146P_Hitbox_2.png
  |hitboxes=GGACR_OSol_632146P_Hitbox_1.png;GGACR_OSol_632146P_Hitbox_2.png
  |hitboxCaption=Level 1/2 minimum size\Level 1/2 max size
  |hitboxCaption=Minimum size\Maximum size
  |notes=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
  |notes=Blows back 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 before end of superflash
}}
}}


Line 726: Line 765:
  |input=632146P Lv3 |name=Savage Fang Lv 3
  |input=632146P Lv3 |name=Savage Fang Lv 3
  |damage=60×5 |gbp=20×5 |gbm=6×5 |prorate=Forced 80%
  |damage=60×5 |gbp=20×5 |gbm=6×5 |prorate=Forced 80%
  |level=5 |guard=All |invuln=1~3F Strike |cancel= |tension=  
  |level=5 |guard=All |invuln=1~2F Strike |cancel= |tension=  
  |startup=3+1 |active=3×3 |recovery=28 |onBlock=+6 |onHit=
  |startup=3+1 |active=3×3,1×2 |recovery=26 |onBlock=+7 |onHit=
  |blockstun=18|groundHit=Launch|airHit=45|hitstop=
  |blockstun=18|groundHit=Launch|airHit=45|hitstop=15
  |images=GGAC_OSol_632146P3.png
  |images=GGAC_OSol_632146P3.png
  |hitboxes=GGACR_OSol_632146P_Hitbox_3.png;GGACR_OSol_632146P_Hitbox_4.png;GGACR_OSol_632146P_Hitbox_5.png
  |hitboxes=GGACR_OSol_632146P_Hitbox_3.png;GGACR_OSol_632146P_Hitbox_4.png;GGACR_OSol_632146P_Hitbox_5.png
  |notes=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
|hitboxCaption=1st hit (Frames 4-6)\L2nd hit (Frames  7-9)\3rd-5th hits (Frames 10-14)
  |notes=Removes OTG state;Floats and blows opponent away on hit;Chip damage x2;Flame can pass through projectiles;Charge Gauge starts draining 44F before end of superflash
}}
}}


Line 743: Line 783:
  |blockstun=18|groundHit=Stagger 125|airHit=100|hitstop=15
  |blockstun=18|groundHit=Stagger 125|airHit=100|hitstop=15
  |images=GGAC_OSol_632146S.png;GGAC_OSol_632146H3.png;GGAC_OSol_632146S2.png
  |images=GGAC_OSol_632146S.png;GGAC_OSol_632146H3.png;GGAC_OSol_632146S2.png
|caption=Instant Kill flair if it'd win the round, <br> but otherwise an Overdrive
  |hitboxes=GGACR_OSol_632146S_Hitbox.png
  |hitboxes=GGACR_OSol_632146S_Hitbox.png
  |notes=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
  |notes=2nd hit removes 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
}}
}}



Latest revision as of 21:11, 29 April 2024

Links

System Data

GGACR Order-Sol Icon.png Order-Sol Damage Received Mod. Guts Rating Guard Balance Guard Recovery Stun Resistance
GGACR Order-Sol Portrait.png ×0.96 2 ×1.0 1/5F 60
Backdash Duration Backdash Invulnerability Face Up Wakeup Face Down Wakeup Gravity Modifier
16 1~8F 25F 21F ×0.98
Walk Forwards Tension Gain Jump Forwards Tension Gain Air Dash Forwards Tension Gain Run Tension Gain Prejump
12 8 25 22 3
Jump Duration Jump vY Jump Gravity Forwards Jump vX Backwards Jump vX
32 17.5 1.15 6 5
Backdash vX High Jump Duration High Jump vY High Jump Gravity Forwards High Jump vX Backwards High Jump vX
9 50 28 1.15 6 5
Air Dash Backwards Startup Forward Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
6F 3.5 2.75 10 0.45 95
Air Dash Startup Air Dash Forwards Duration Air Dash Forwards Speed Air Dash Backwards Speed Air Dash Backwards Duration Minimum Rising Air Dash Height
6F 16 17.5 14 12 60
Landing Recovery Number Of Air Dashes Number Of Jumps Ground Throw Range Air Throw Range c.S Proximity Range
5F 1 2 43 88 170
Special Forwards Dash Unique Movement Options

Normal Moves

5P

5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 Mid 4 3 4 +3 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 80% CSJR 9 10 10 11
GGAC OSol 5P.png
GGXXACPR Order-Sol 5P-Hitbox.png

5K

5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
14 Mid 3 3 9 0 2 6 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 90% SJR 11 12 12 12
GGAC OSol 5K.png
Steal advantage when 0 on block
GGXXACPR Order-Sol 5K-1-Hitbox.pngGGXXACPR Order-Sol 5K-2-Hitbox.png
Frame 3 • Frames 4-5

c.S

c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 Mid 5 3 14 -3 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC OSol cS.png
Your best throw OS option
GGXXACPR Order-Sol cS-1-Hitbox.png

f.S

f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 10 2 15 -3 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC OSol fS.png
GGXXACPR Order-Sol fS-Hitbox.png

5H

5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
47 Mid 13 2 16 +1 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SJR 18 19 20 15
GGAC OSol 5H.png
GGXXACPR Order-Sol 5H-2-Hitbox.png

5D

5D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 High 24 3 18 -7 3 8 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 R 13 Launch 48 14 13
GGAC OSol 5D.png
GGXXACPR Order-Sol 5D-Hitbox.png
•Order Sol is in CH state from 1~33F

6P

6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 Mid 20 3 9 +2 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 90% 1~17F, 28~31F Upper Body
18~27F Above Knees
R 13 Stagger 30 14 0
GGAC OSol 6P.png
Projectile 6P, bad at anti-airing, but has other uses
GGXXACPR Order-Sol 6P-Hitbox.png
•Active frames nullifies projectiles
•Staggers on normal hit for max 30F

6K

6K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid 12 10 7 -3 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 1~21F Throw SR 13 14 14 13
GGAC OSol 6K.png
GGXXACPR Order-Sol 6K-1-Hitbox.pngGGXXACPR Order-Sol 6K-2-Hitbox.pngGGXXACPR Order-Sol 6K-3-Hitbox.png
Frames 12-13 • Frames 14-17 • Frames 19-21
•Staggers on ground CH (max 37F)

6H

6H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
70 Mid 17 1 24 -6 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 R 18 Stagger 45 50 15
GGAC OSol 6H.png
Excellent at building stun, but not much else
GGXXACPR Order-Sol 6H-Hitbox.png
•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

2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
8 Mid 4 4 5 +1 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 80% CSR 9 10 10 11
GGAC OSol 2P.png
GGXXACPR Order-Sol 2P-Hitbox.png

2K

2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 Low 5 4 6 0 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 70% SR 9 10 10 11
GGAC OSol 2K.png
GGXXACPR Order-Sol 2K-Hitbox.png

2S

2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24 Mid 6 3 12 -1 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC OSol 2S.png
Your real spacing tool
GGXXACPR Order-Sol 2S-Hitbox.pngGGXXACPR Order-Sol 2S-Hitbox1.png
Frame 6 • Frame 7-8

2H

2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 High 23 4 13 0 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 90% 11~22F Lower Body
17~26F Throw
R 16 17 16 14
GGAC OSol 2H.png
GGXXACPR Order-Sol 2H-Hitbox.png
•Ground bounces on CH (untechable for 90F)

2D

2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Low 9 4 14 -1 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 Forced 90% 6~21F Low Profile SR 16 17 16 14
GGAC OSol 2D.png
Get down to business
GGXXACPR Order-Sol 2D-Hitbox.png

j.P

j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
11 High/Air 4 6 4 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CSR 9 10 10 11
GGAC OSol jP.png
Mash
GGXXACPR Order-Sol jP-1-Hitbox.pngGGXXACPR Order-Sol jP-2-Hitbox.png
Frames 4-6 • Frames 7-9

j.K

j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
16 High/Air 5 8 10 2 5 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 11 12 12 12
GGAC OSol jK.png
Rising Air-to-Air
GGXXACPR Order-Sol jK-1-Hitbox.pngGGXXACPR Order-Sol jK-2-Hitbox.png
Frames 5-8 • Frames 9-12

j.S

j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26 High/Air 8 6 14 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 Forced 90% SJR 13 14 14 13
GGAC OSol jS.png
Combos or Cross-ups,
take your pick
GGXXACPR Order-Sol jS-1-Hitbox.pngGGXXACPR Order-Sol jS-2-Hitbox.png
Frames 8-10 • Frames 11-13

j.H

j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
34 High/Air 9 6 13 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 90% SR 16 17 16 14
GGAC OSol jH.png
Pretend you're playing KOF
GGXXACPR Order-Sol jH-1-Hitbox.pngGGXXACPR Order-Sol jH-2-Hitbox.png
Frames 9-12 • Frames 13-14
•Slides on CH (untechable for 68F, slides for 25F)

j.D

j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
42 High/Air 13 4 7+5 after landing 4 11 10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 Forced 90% SJR 16 Launch 22 14
GGAC OSol jD.png
Dustloops are the old meta. R.I.P
GGXXACPR Order-Sol jD-Hitbox.png
•Wall bounces on CH (untechable for 52F)

Universal Mechanics

Ground Throw

Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 43 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 40% 40 + WStick 30
GGAC OSol throw.png
•When the wall stick occurs, Order-Sol can move 18F before the opponent

Air Throw

Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 88 pixels 6,7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% 60
GGAC OSol airthrow.png
HOS's most reliable Anti-Air
•Floats higher on CH (untechable for 120F)
•Dizzy modifier x1.5

DAA

DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 All 5 5 17 -8 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.52 50% 1~9F All
10~23F Throw
R 13 Down 14 13
GGAC OSol cS.png
GGXXACPR Order-Sol cS-1-Hitbox.pngGGXXACPR Order-Sol cS-2-Hitbox.png
Frames 5-7 • Frames 8-9

Special Moves

214[D]

214[D]
Charge
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
13~
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
GGAC OSol 214D.png
Exhibit A: "What defines a character"
•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

214[D] > H

214[D] > H
Charge Burst
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 All 19 4 35 -10 2 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/1.20 1~28F All 16 Launch 43 12
GGAC OSol 214DH.png
GGACR OSol 214DH Hitbox 1.pngGGACR OSol 214DH Hitbox 2.png
Minimum size • Maximum size
•In CH state during move
•Order Sol is crouching from 44F onwards
•Custom blockstun

Special > D

Special > D
Action Charge
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 30
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
F 7~12F
GGAC OSol actcharge.png
Condense your moves into charge
•Charge Gauge is increased by 0.8 of a level on 5F
•In CH state during move

Special > j.D

Special > j.D
Air Action Charge
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Until Landing+8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
F 13~18F
GGAC OSol actchargeair.png
•Charge Gauge is increased by 0.8 of a level on 11F
•In CH state until landing, in crouching state during landing recovery

236P Lv1

236P Lv1
Blockhead Buster Lv 1
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10, 16 All 12 2,8 Total 42 -2 4, 3 0 4×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/1.20 R 16, 13 17, 14 16, 20 0, 13
GGAC OSol 236P.png
AC FRC this for charge in pressure and in combos
GGACR OSol 236P Hitbox 1.pngGGACR OSol 236P Hitbox 2.pngGGACR OSol 236P Hitbox 3.png
Physical hit • First projectile active • Level 1 max size
•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

236P Lv2
Blockhead Buster Lv 2
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10, 12×2 All 12 2,6,6 Total 42 +11 4, 5×2 0 4×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/0, 1.20×2 R 16, 18×2 17, 19, Launch 16, 18, 45 + WStick 30 0, 15×2
GGAC OSol 236P2.png
Hang 'em up on the wall
GGACR OSol 236P Hitbox 1.pngGGACR OSol 236P Hitbox 2.pngGGACR OSol 236P Hitbox 4.png
Physical hit • First projectile active • Level 2 max size
•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

236P Lv3

236P Lv3
Blockhead Buster Lv 3
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10, 12×3 All 12 2,12(8)12(8)12 Total 42 +37 4, 5×3 0 4, 2×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/- R 16, 18×3 17, 19×3 16, 20×3 0, 7×3
GGAC OSol 236P3.png
Absurdly Advantageous
GGACR OSol 236P Hitbox 1.pngGGACR OSol 236P Hitbox 2.pngGGACR OSol 236P Hitbox 5.png
Physical hit • First projectile active • Level 3 max size
•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

214S Lv1

214S Lv1
Gun Blaze Lv 1
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 All 23 14 Total 44 +9 4 0 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.00/1.20 85% 1~4F Above Knees
5~16F Above Feet
17~19F Low Profile
F 16 Launch 40 14 27~28F
GGAC OSol 214S.png
Core pillar of HOS gameplay
GGACR OSol 214S Hitbox.png
Hitbox size scales with sprite
•Can pass through opponent 1~30F
•Can cancel into Action Charge from 33F onwards

214S Lv2

214S Lv2
Gun Blaze Lv 2
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30×2 All 23 14(2)14 Total 50 +12 4 0 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.00/1.20×2 85% 1~4F Above Knees
5~24F Above Feet
25~27F Low Profile
F 16 Launch 60, 40 14 35~36F
GGAC OSol 214S2.png
GGACR OSol 214S Hitbox.png
Hitbox size scales with sprite
•Can pass through opponent 1~38F
•Flames guranteed to appear after 13F
•Can cancel into Action Charge from 41F onwards
•Charge Gauge starts draining on 12F

214S Lv3

214S Lv3
Gun Blaze Lv 3
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30×3 All 17 14(2),18,24 Total 53 +16 4 0 4×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.00/1.20×3 1~4F Above Knees
5~30F Above Feet
31~33F Low Profile
F 16 Launch 60×2, 50 14 41~42F
GGAC OSol 214S3.png
Sparingly used burst safe combo tool
GGACR OSol 214S Hitbox.png
Hitbox size scales with sprite
•Can pass through opponent 1~44F
•Flames guranteed to appear after 13F
•3rd flame appears 17F after 2nd flame
•Can cancel into Action Charge from 45F onwards
•Charge Gauge starts draining on 12F

623H Lv1

623H Lv1
Storm Viper Lv 1
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25×2 Mid 12 8,3 22+8 after landing -19 3 10×2 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80×2 1~12F All R 13 Launch 24 13
GGAC OSol 623H.png
Sometimes a combo ender
GGACR OSol 623H Hitbox 1.pngGGACR OSol 623H Hitbox 2.png
1st hit • 2nd hit
•Order Sol is airborne from 12F onwards
•Can cancel into Air Action Charge from 37F until 1F before landing
•In Crouching state during landing recovery

623H Lv2

623H Lv2
Storm Viper Lv 2
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30×3 Mid 10 8,3(3)3 22+8 after landing -26 3 10×3 7×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80×3 1~12F All R 13 Launch 24×2, 40 13
GGAC OSol 623H.pngGGAC OSol 623H2.png
Sometimes a combo starter
GGACR OSol 623H Hitbox 1.pngGGACR OSol 623H Hitbox 2.pngGGACR OSol 623H Hitbox 3.png
1st hit • 2nd hit • 3rd hit
•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
•In CH state until landing, in crouching state during landing recovery

623H Lv3

623H Lv3
Storm Viper Lv 3
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25×4 Mid 8 8,3(3)3(22)7 4+8 after landing -3 3 10×4 7×4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80×3, 2.90 100%×3, Forced 90% 1~14F All R 13 Launch 24×2, 40, 60 + GBounce 13
GGAC OSol 623H.pngGGAC OSol 623H2.pngGGAC OSol 623H3.png
Often both!
GGACR OSol 623H Hitbox 1.pngGGACR OSol 623H Hitbox 2.pngGGACR OSol 623H Hitbox 3.pngGGACR OSol 623H Hitbox 4.pngGGACR OSol 623H Hitbox 5.pngGGACR OSol 623H Hitbox 6.png
1st hit • 2nd hit • 3rd hit • 4th hit (Frames 1-3) • 4th hit (Frames 4-5) • 4th hit (Frames 6-7)
•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
•In CH state until landing, in crouching state during landing recovery

j.623H Lv1

j.623H Lv1
Air Storm Viper Lv 1
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25×2 All 8 8,3 Until landing+8 3 10×2 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80×2 1~8F All R 13 Launch 24 13
GGAC OSol 623H.png
•Can cancel into Air Action Charge from 33F until 1F before landing
•In CH state until landing, in crouching state during landing recovery

j.623H Lv2

j.623H Lv2
Air Storm Viper Lv 2
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30×3 All 8 8,3(3)3 Until landing+8 3 10×3 7×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80×3 1~10F All R 13 Launch 24×2, 45 13
GGAC OSol 623H.pngGGAC OSol 623H2.png
•Can cancel into Air Action Charge from 42F until 1F before landing
•Charge Gauge starts draining on 17F
•In CH state until landing, in crouching state during landing recovery

j.623H Lv3

j.623H Lv3
Air Storm Viper Lv 3
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25×4 All 8 8,3(3)3(24)7 Until landing+8 3 10×4 7×4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80×3, 2.90 100%×3, Forced 90% 1~14F All R 13 Launch 50, 40×2, 60 + GBounce 13
GGAC OSol 623H.pngGGAC OSol 623H2.pngGGAC OSol 623H3.png
•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
•In CH state until landing, in crouching state during landing recovery

236K Lv1

236K Lv1
Bandit Revolver Prototype Lv 1
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24 High/Air 22 3 6+6 after landing -1 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/4.80 1~7F Feet RF 13 14 14 13 16~17F
GGAC OSol 236K.png
GGACR OSol 236K Hitbox 1.png
First hit
•Order Sol is airborne from 8F onwards
•Can cancel into Action Charge from 3F after landing onwards
•In CH state until landing, in crouching state during landing recovery

236K Lv2

236K Lv2
Bandit Revolver Prototype Lv 2
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26, 28 High/Air, High 20 3(9)3 9+4 after landing +1 3, 4 8, 11 7, 9
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/4.80×2 80% 1~6F Feet RF 13, 16 14, Launch 14, 35 + Slide 19 13 14~15F
GGAC OSol 236K.pngGGAC OSol 236K2.png
Most consistent method to get an air knockdown
GGACR OSol 236K Hitbox 1.pngGGACR OSol 236K Hitbox 2.png
First hit • Second hit (Level 2)
•Order Sol is airborne from 7F onwards
•Can cancel into Action Charge from 3F after landing onwards
•Charge Gauge starts draining on 12F
•In CH state until landing, in crouching state during landing recovery

236K Lv3

236K Lv3
Bandit Revolver Prototype Lv 3
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30, 42 High/Air, High 18 3(8)4 8+2 after landing +5 3,5 8, 15 7, 9
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/4.80×2 85% 1~5F Feet RF 13, 18 14, Launch 14, 60 + WBounce 13 12~13F
GGAC OSol 236K.pngGGAC OSol 236K3.png
GGACR OSol 236K Hitbox 1.pngGGACR OSol 236K Hitbox 3.png
First hit • Second hit (Level 3)
•Order Sol is airborne from 6F onwards
•Can cancel into Action Charge after the move ends
•Charge Gauge starts draining on 16F
•In CH state until landing, in crouching state during landing recovery

j.236K Lv1

j.236K Lv1
Air Bandit Revolver Prototype Lv 1
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24 High/Air 19 3 Until landing+8 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/4.80 R 16 17 16 14
GGAC OSol 236K.png
GGACR OSol 236K Hitbox 1.png
First hit
•Can cancel into Air Action Charge from 29F until 1F before landing
•In CH state until landing, in crouching state during landing recovery

j.236K Lv2

j.236K Lv2
Air Bandit Revolver Prototype Lv 2
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26, 28 High/Air, High 19 3(9)3 Until landing+8 4 11×2 6, 9
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/4.80×2 R 16 17, Down 16, 37 14
GGAC OSol 236K.pngGGAC OSol 236K2.png
Main method to get an air knockdown
GGACR OSol 236K Hitbox 1.pngGGACR OSol 236K Hitbox 2.png
First hit • Second hit (Level 2)
•Can cancel into Air Action Charge from 40F until 1F before landing
•Charge Gauge starts draining on 22F
•Untechable for 37F
•In CH state until landing, in crouching state during landing recovery

j.236K Lv3

j.236K Lv3
Air Bandit Revolver Prototype Lv 3
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30, 42 High/Air, High 19 3(8)4 Until landing+8 4, 5 11, 15 6, 9
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/4.80×2 85% R 16, 18 17, Launch 16, 60 + WBounce
GGAC OSol 236K.pngGGAC OSol 236K3.png
GGACR OSol 236K Hitbox 1.pngGGACR OSol 236K Hitbox 3.png
First hit • Second hit (Level 3)
•Can cancel into Air Action Charge from 40F until 1F before landing
•Charge gauge starts draining on 27F
•In CH state until landing, in crouching state during landing recovery

236S Lv1

236S Lv1
Rock It Lv 1
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid 16 16 10 +3 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/2.40 R 13 14 14 13
GGAC OSol 236S.png
Low-reward harassment and gapclosing tool
GGACR OSol 236S Hitbox 1.png
Level 1
•On connect skips rest of active frames
•Slides on CH (untechable for 40F, slides for 20F)
•Can cancel into Action Charge from 4th frame of recovery onwards

236S Lv2

236S Lv2
Rock It Lv 2
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30×2 Mid 12 17(10)3 12 +4 3, 5 10, 20 7, 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/3.60, 2.40 R 13, 18 14, Down 14, 40 13, 15
GGAC OSol 236S.pngGGAC OSol 236S2.png
Consistent knockdowns, easier connects
GGACR OSol 236S Hitbox 2.pngGGACR OSol 236S Hitbox 3.png
First hit (Level 2/3) • Second hit
•On connect 1st hit skips rest of active frames
•1st hit removes OTG state
•Can cancel into Action Charge from 9th frame of recovery onwards
•Charge gauge starts draining on 22F

236S Lv3

236S Lv3
Rock It Lv 3
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30, 25, 20 Mid 8 15(10)3(15)4 19 -4 3, 5×2 10, 20×2 7, 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/4.80, 3.60×2 R×2, JR 13, 18×2 14, Launch×2 14, 40 + GBounce, 45 13, 15×2
GGAC OSol 236S.pngGGAC OSol 236S2.pngGGAC OSol 236S3.png
Consistent combo extensions, even easier connects
GGACR OSol 236S Hitbox 2.pngGGACR OSol 236S Hitbox 3.pngGGACR OSol 236S Hitbox 4.png
First hit (Level 2/3) • Second hit • Third hit
•On connect 1st hit skips rest of active frames
•Charge Gauge starts draining on 20F
•2nd and 3rd hit remove OTG state
•Can cancel into Action Charge from 11th frame of recovery onwards
•Charge gauge starts draining on 20F

Force Breaks

41236D

41236D
Fafnir
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
70 Low 10 2 23 -6 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~11F Lower Body R 18 Launch 40 15
GGAC OSol 236D.png
Fafnir Responsibly
GGACR OSol 41236D Hitbox.png
•Ground bounces on CH
•Cannot be canceled into

Overdrives

632146H Lv1

632146H Lv1
Tyrant Rave ver. Omega Lv 1
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
80 Mid 5+10 13 18 -12 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~15F All
16~30F Throw
R 18 Launch 60 15
GGAC OSol 632146H.png
GGACR OSol 632146H Hitbox 1.pngGGACR OSol 632146H Hitbox 2.pngGGACR OSol 632146H Hitbox 3.pngGGACR OSol 632146H Hitbox 4.pngGGACR OSol 632146H Hitbox 5.png
1st hit (Active frames 1-3) • Level 1 only: 1st hit (Active frames 4-5) • 1st hit (Active frames 4-6) • 1st hit (Active frames 7-9) • 1st hit (Active frames 10-13)
•Dizzy modifier x0.25
•Chip damage x1.5

632146H Lv2

632146H Lv2
Tyrant Rave ver. Omega Lv 2
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50, 60 Mid 4+9 13(13+3)16 16 -13 5 20×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
100%, Forced 75% 1~19F All
20~33F Throw
R 18 Launch 60, 60 + WBounce 15
GGAC OSol 632146H.pngGGAC OSol 632146H2.png
GGACR OSol 632146H Hitbox 6.pngGGACR OSol 632146H Hitbox 7.pngGGACR OSol 632146H Hitbox 8.pngGGACR OSol 632146H Hitbox 9.pngGGACR OSol 632146H Hitbox 10.png
2nd hit (Active frames 1-3) • 2nd hit (Active frames 4-6) • 2nd hit (Active frames 7-9) • 2nd hit (Active frames 10-12) • 2nd hit (Active frames 13-16)
•Dizzy modifier x0.25
•Chip damage x1.5
•Charge Gauge starts draining on 16F

632146H Lv3

632146H Lv3
Tyrant Rave ver. Omega Lv 3
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50, 60, 128 Mid 3+8 13(13+3)16(5+5)22 26 -29 5 20×3 6×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~23F All
24~31F Throw
R 18 Launch 60×2, 95 15
GGAC OSol 632146H.pngGGAC OSol 632146H2.pngGGAC OSol 632146H3.png
GGACR OSol 632146H Hitbox 11.pngGGACR OSol 632146H Hitbox 12.pngGGACR OSol 632146H Hitbox 13.pngGGACR OSol 632146H Hitbox 14.pngGGACR OSol 632146H Hitbox 15.png
3rd hit (Active frames 5-8) • 3rd hit (Active frames 9-12) • 3rd hit (Active frames 13-16) • 3rd hit (Active frames 17-22)
•3rd hit destroys projectiles
•Dizzy modifier x0.25
•Chip damage x1.5
•Charge Gauge starts draining on 36F

632146P Lv1

632146P Lv1
Savage Fang Lv 1
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 All 3+2 6 27 -13 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~2F Strike 13 Launch 40 6
GGAC OSol 632146P.png
GGACR OSol 632146P Hitbox 1.pngGGACR OSol 632146P Hitbox 2.png
Minimum size • Maximum size
•Blows back opponent on hit
•Chip damage x2
•Flame can pass through projectiles

632146P Lv2

632146P Lv2
Savage Fang Lv 2
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40×3 All 3+0 6(4)6(4)6 7 +7 3 10×3 7×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~2F Strike 13 Launch 40 6
GGAC OSol 632146P2.png
GGACR OSol 632146P Hitbox 1.pngGGACR OSol 632146P Hitbox 2.png
Minimum size • Maximum size
•Blows back 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 before end of superflash

632146P Lv3

632146P Lv3
Savage Fang Lv 3
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60×5 All 3+1 3×3,1×2 26 +7 5 20×5 6×5
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Forced 80% 1~2F Strike 18 Launch 45 15
GGAC OSol 632146P3.png
GGACR OSol 632146P Hitbox 3.pngGGACR OSol 632146P Hitbox 4.pngGGACR OSol 632146P Hitbox 5.png
1st hit (Frames 4-6) • L2nd hit (Frames 7-9) • 3rd-5th hits (Frames 10-14)
•Removes OTG state
•Floats and blows opponent away on hit
•Chip damage x2
•Flame can pass through projectiles
•Charge Gauge starts draining 44F before end of superflash

Instant Kill

632146S

632146S
Dragon Install Morbid World
instantkill
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30, 20×8, 230 All 7+1 3 68 -50 5, 3×6, 5×2, 3 20 6, 4×8, 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
R 18 Stagger 125 100 15
GGAC OSol 632146S.pngGGAC OSol 632146H3.pngGGAC OSol 632146S2.png
Instant Kill flair if it'd win the round,
but otherwise an Overdrive
GGACR OSol 632146S Hitbox.png
•2nd hit removes 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

Charge Cancel

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


Category

Systems Pages