Guilty Gear XX Accent Core/Holy Order Sol

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This Information comes from Titanium Beast's Order-Sol Thread on Dustloop.com NORMAL MOVES:

5P: Same as regular Sol, jabs you with the hilt of his sword.

5K: This is an extremely fast knee kick. Supposedly this is his fastest ground normal and thus good for his offensive poke game. It can be repeat-chained into itself, apparently. Unlike regular Sol, this move is not useful as anti-air; it is strictly for ground fighting. JCable.

5S(c): A slash with the sword, seems pretty fast. Gives frames on block. JCable.

5S(f): This is a Fafnir-style punch with no forward movement. Seems pretty average so far. Decent range.

5H: Strange 2-hit slash where he twists his body around. Seems pretty powerful. Both hits are JCable and the angle of the attack seems to indicate it is good for anti-air purposes.

5D: If you've played Isuka, you'll recognize this as regular Sol's Line Tobashi attack, or as I like to call it, The Laziest Kick Of All Time(tm). He sort of just rears back and boots you into the air with a football kick. It seems to have better range than regular Sol's 5D and remains a pretty quick move.

2P: Again, same as regular Sol. Whether it retains the frame advantage of his 2P remains to be seen.

2K: See above.

2S: Very similar to regular Sol's 2S, but it seems faster. It definitely retains some frame advantage.

2H: An overhead slice with the sword. It has throw invincibility and it may also avoid lows during the early frames of the move. Must be blocked high. It is not cancellable, but RCing for followup is reasonable. Also floor bounces on CH.

2D: Same as regular Sol's, but apparently has less range. May not be as vital due to other moves being changed/improved.

6P: Weird strike with the hilt of the sword. Seems kind of fast. It knocks away on regular hit and CH, allowing for followups in the corner. Recovery seems almost nonexistent.

6K: Slides forward and kicks, similar to Baiken's 6K. Throw invincibility, staggers on CH.

6H: Similar to regular Sol. Faster, only 1 hit. Still staggers, but is not cancellable (RC instead to follow up). Apparently does a lot of stun.

j.P: Same as regular Sol.

j.K: Upward kick. Good for air-to-air when the opponent is above you.

j.S: He slashes you with his cape? JCable. Good jump-in attack. May be good for crossups.

j.H: Bandit Bringer punch (no flames). Very good for jumping in, but not JCable. Used similar to Slayer's j.H. Good offensive tool when combined with his low jump.

j.D: Near-horizontal strike with the sword. Kind of slow. JCable. Knocks the opponent far away on hit. Wall bounce on CH.

SPECIAL MOVES:

(note that all of Order-Sol's special moves have three versions, according to what level he is charged to, exceptions being his Charge, Charge Burst, and Action Charge)


Block Head Buster: Command: 236P RCable: Yes (only if 1st hit connects) FRCable: Yes

Order-Sol thrusts the hilt of his sword forward and shoots a flame from it. The level of the move effects the power of the flame. The hilt possesses a hitbox which will cause stagger if it connects (and allows the move to be RCed), but causes an increase in the recovery of the move. It is FRCable after the flame comes out.

Level 1: Flame does 1 hit. Extremely short range, but it is safe on block.

Level 2: Flame does 3 hits. At this point you gain frames when the flame is blocked, allowing you to continue your offense. This flame reaches maybe 2/3 of the screen, making it much better than the previous level.

Level 3: Flame does 6 hits and reaches even further. All hits of this version cause stagger. At this point, you can actually run up and combo while the flame is hitting the opponent. Naturally, frame advantage granted on block is quite good.

Gun Blaze: Command: 214S RCable: No FRCable: Yes

Order-Sol dashes forward on the ground and leaves a flame behind him. Increased levels increases the strength and number of flames. It is possible to pass through your opponent with this move. Due to the low trajectory with which Sol moves forward, you can dodge many attacks with this move. All levels of this move launch the opponent, letting you follow up with aerial attacks. They also all grant frames on block, making this a primary offensive move, especially on wakeup.

Level 1: Produces one flame. Moves a short distance.

Level 2: Produces two flames, moves further.

Level 3: Produces three flames and moves even further forward.

Storm Viper: Command: 623H (possible in air) RCable: Yes FRCable: No

This is his invincible uppercut (he rises up with a knee kick). It is not quite as speedy as regular Sol's Volcanic Viper. Useful on wakeup and in order to end air combos.

Level 1: 2 hits, techable.

Level 2: 3 hits. He adds a flipping kick to the end of the move. Still techable, but does more damage.

Level 3: 4 hits. Adds one more strike, a dropping kick similar to GGX Sol's Revolver Switch. This last hit floor bounces, allowing for followups.

Bandit Revolver Prototype: Command: 236K (possible in air) RCable: Yes FRCable: Yes

Order-Sol leaps forward and attacks with a sword slash. This must be blocked high. Additional levels add hits. The jump property means it will avoid throw attempts and lows. You can FRC it before the actual attack comes out while he is in the air. The air version has same properties, but is not FRCable.

Level 1: 1 hit with the sword. Gives a slight advantage if it hits, but disadvantage if it is blocked (he can be thrown).

Level 2: 2 hits. He follows up the slash with a kick that looks like the final kick of regular Sol's DI Bandit Revolver. Knocks down.

Level 3: 2 hits. He follows the slash with a flaming version of regular Sol's j.D. It causes a big wall bounce, allowing for easy followups.

Rock It: Command: 236S RCable: Yes FRCable: No

This is an extremely fast dashing punch that goes a good distance forward. It combos easily off of close attacks. Increasing the level adds hits to the move. An important offensive move.

Level 1: 1 hit. It grants frame advantage on both hit and block. In some cases, you can link additional attacks after it connects in close or on airborne opponents. Staple move.

Level 2: 2 hits. After the initial punch, he does a downward slash with the sword. This slash bounces the opponent off the ground. Depending on his proximity to the opponent, following up is possible with very quick attacks like 5P. RCing naturally makes this much easier. Also, if the slash hits an airborne opponent (example, 2D -> level 2 Rock It), the slash slams the opponent forcefully into the ground, making followups without meter much easier.

Level 3: 3 hits. After the slash, he performs a flaming uppercut with his fist. This attack is jump cancellable, so airborne followups are far easier to do after this.

Charge: Command: 63214D RCable: No FRCable: No

Order-Sol pauses and powers up his Charge Gauge. Holding the D button down will cause him to charge continuously at a slow rate. Repeatedly tapping D with the correct rhythm will cause flames to appear around his feet, and his charge rate will increase dramatically.

Charge Burst: Command: H during Charge RCable: No(?) FRCable: No

This performs a fiery Burst animation during the Charge. It possesses a long invincibility window. This is good for interrupting someone who attempts to attack you during your Charge, but Sol is in CH state if it is blocked.

Action Charge: Command: D after any special move (possible in air) RCable: No FRCable: Yes

When this is done during a special attack, the animation of the move is cut short and Sol performs a special charge animation, filling his Charge Gauge by approximately 80 percent. He is in counterhit state during this animation, but it is FRCable during the early frames. FRCing the air version causes him to drop down from the air very quickly. The safety of this move is dependent on multiple factors, including the character you are fighting, distance, which move you did, whether the move hit or was blocked, etc.

OVERDRIVES:


Tyrant Rave ver. Omega: Command: 632146H RCable: Yes FRCable: No

Order-Sol rears back and delivers a large flaming punch like the second hit of regular Sol's Tyrant Rave ver. Beta. It has a large invincibility window. Additional levels add hits and damage. All versions combo easily from powerful hits.

Level 1: 1 hit. Weak damage.

Level 2: 2 hits. After the initial strike, he follows with a Fafnir covered in flames. Damage is only slightly increased, but the second hit causes a wall bounce, allowing for followups.

Level 3: 3 hits. After the second strike, a large flame is shot similar to GGX Sol's Tyrant Rave. No followup is possible, but the damage dealt is tremendous.

Savage Fang: Command: 632146P RCable: No FRCable: No

He shoots a flame like regular Sol's DI Gun Flame. There is no invincibility on startup. Executes extremely fast and cannot be air-guarded. Increased levels increase number of hits and damage.

Level 1: 1 hit. Poor damage.

Level 2: 3 hits. Shoots 2 additional flames after the first. This level only is zero frames after the super freeze (if you are not guarding when the screen freezes, you will be hit). Allows for aerial followups if you are near the corner.

Level 3: ? hits. Does EX Sol's Savage Fang with the Napalm Death flame. Excellent damage.

Dragon Install (level 3 only)(max Tension): Command: 6321463214S, then P,K,S,H,D,K,S,4123641236H RCable: No(uses max Tension) FRCable: No(uses max Tension)

At close range, Order-Sol goes into a Dragon Install pose which hits, then starts a long autocombo, ending with the final hit of a level 3 Tyrant Rave ver. Omega. Deals tremendous damage. If the final hit reduces the enemy's life to zero, he ends with a powered-up Napalm Death for the Destroyed win screen. If the command for the autocombo is entered incorrectly, the move will end prematurely and Sol will be forced into a short recovery. This move has no invincibility and only hits at point blank range. Mainly for show, but it deals good damage.