GUILTY GEAR XX ACCENT CORE PLUS R

GUILTY GEAR XX ACCENT CORE PLUS R

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Order-Sol Guide
От CryeSix12
An alternate version of Sol in the past. Enlisted in the Holy Orders before deserting with the iconic Fireseal.
Order-Sol is a rushdown character like Sol but having more tools in helping with offensive pressure than defensive options. He shines in close range but loses quickly in distance.
This guide will help you on the basics, gameplan and combos for Order-Sol,
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Notations
First off, to represent what motion to input, we use the numpad notation.



For example: QCF (Quarter Circle Forward) would be 236. 2 is down, 3 is down-forward and 6 is forward.

Secondly, attack buttons are represented by itself:
P K S H D
We use H instead of HS to not be confuse when doing chain combos involving S.

You can find more about it in Dustloop[www.dustloop.com].
Mechanics
Charge
An addition to the standard tension meter, the Charge meter is unique to Order-Sol. It is callback to the first Guilty Gear mechanics.
Charge is integral to Order-Sol as it makes his special moves better. Good resource management is key to keep up pressure and breaking defenses.
There are two ways to charge:
  • 214D to manually charge
  • Pressing D after a special move
The more charge you store, the more levels it gives, up to 3 levels.

Throw
His throw is more hard hitting than Sol's. Knocks down your opponent faraway or wallsticks when close to a corner. Prorates very hard at 40%.
Air throw is the same as Sol's.
Another integral part of Order-Sol's gameplan.

Jumping
Another unique mechanic for Order-Sol is his jump height. His jump is shorter than most other characters making jump-ins more dangerous and air throws easier.
Normals
While Order-Sol shares many normals with present Sol, their properties changed to make them a bit different to play than Sol.

5P

Fast and short. Has better frame advantage then Sol's. Great for starting pressure.

5K

Fastest normal in the west. While it is similar to Sol's, it only hits once and and has a smaller hitbox. it is neutral on block so you can link another 5K to catch your opponents pressing buttons.

c.S

Fast and sometimes an anti-air. c.S is a strong starter, punish and combo tool.

f.S

Much slower than Sol's. It is Order-Sol's farthest reaching poke but extends out your hurtbox and has less options to cancel to. Use it wisely.

5H

Unusual move but a welcoming one. Catches backjumpers and it is slightly safe on block. Order-Sol takes a huge step forward when using this move so it can be punished if used haphazardly.

6P

Flashier but slower? Unlike the other 6Ps, Order-Sol's is unique as it is slow to come out. This makes it a bad anti-air option as deep jump-ins can beat it. It is, however, great for blockstrings. You can use it as a frame trap tool due to it's longer startup. It is also counted as a projectile so you can cancel out fireballs. Staggers when hit.

6K

Throw invincible until active. Lots of active frames. A great tool to catch wake up throw attempts and pushes them away. Staggers on counter hit.

6H

70 damage is nothing to be scoffed at. Deals a lot of stun and stagger on hit and a hard knockdown on air hit. Other than that, it has limited uses and you can only cancel it with Roman Cancel.

5D

Average overhead. Not super but not terrible, just a standard Dust.

2P

Same as 5P but only a slight advantage on block.

2K

Your low poke of choice. Quick low and neutral on block.

2S

Actually faster than Sol's. Makes Order-Sol a little bit more smaller.

2H

The only crouching overhead normal in the game. Slow but neutral on block. Launches opponent on counter hit.

2D

Same as Sol's but it is shorter and moves Order-Sol forwards slightly. Extremely low profile, going under almost every attacks.

j.P

Best air tool. Fast and self-cancelable. Shrinks his hurtbox to sneak past some anti-airs.

j.K

Reaches higher opponents. Combo filler.

j.S


Good tool to go with j.K. Also jump-ins and okis pretty well.

j.H

Your jump-in of choice. Strong and can convert on hit. Counter hit grants ground slide for strong conversions.

j.D

Disjointed and paired with j.H for Dustloops in the corner. Counter hit launches and wall bounces near corner for conversions. Also another oki tool.
Specials, Force Breaks and Overdrives
Now the meat of Order-Sol, specials and supers.
Every special moves and Overdrives has three variants depending on your charge level except for Force Breaks, Manual Charge, Action Charge and Charge Burst.


Speical Moves
Manual Charge (214D)
THE most important tool in Order-Sol's kit. Helps in pressure and building Charge.
Hold down D to continue charging.
Tap D after a special cancellable normal to Charge Cancel to grant better frame advantage for pressure or convert a counter hit 2D to big damage combos.


Action Charge [AC] (After a special move ~ D) (Air OK)
Cashes back some charge but will stop your momentum.
There is a late FRC point after Order-Sol cashes back for better frame advantage or continue the combo with charge and faster followups.


Charge Burst (Manual Charge ~ HS)
Situational but mostly useless. Can be baited easily and your are in counter hit state in recovery.


Blockhead Buster [BHB] (236P)
Close ranged flame bursts.
Level 1
Small burst. Not really useful but not useless. Staggers on hit and gains more frame advantage when AC FRC'ed. Usually used for quick Action Charge to build Charge or as a combo tool.
Level 2
Large burst. Significantly more useful than level 1. More frame advantage than AC FRC level 1 and even more when AC FRC'ed. Blows back opponents on hit and wall stick near corner, important combo tool for corner air combos.
Level 3
3 times of level 2. Gives you the most frame advantage even without AC FRC. Locks your opponent from pressing buttons and obscures their vision to see what you are doing. Staggers on hit from all 3 bursts. Floats airborne opponents low enough to convert. Does not blow back.


Bandit Revolver Prototype [BRP] (236K) (Air OK)
Quick evading lows and overhead.
Level 1
Quick overhead at -1 frame, not really useful if not spaced correctly. Invincible to lows from Frame 1. All versions have a FRC point just before Order-Sol reaches the peak of BRP for a safer air option or throw.
Level 2
Better than level 1. Quicker and ground slides opponent on second hit. Second hit is also unblockable if not air FD'd. Staple combo tool in the corner.
Level 3
Your go to midscreen combo starter. The fastest and the most rewarding. If you want big damage from midscreen, start from this. Same properties as level 2 but launches, blows back and wall bounce your opponent.


Rock It [RI] (236S)
Pressure ender and restarter.
Level 1
Moves Order-Sol across the stage. Essential advancing move. Starts pressure when close enough to your opponent. Can be low profiled so be careful. Ground slides on counter hit for conversions.
Level 2
A followup knockdown. Second hit confirms knockdowns from afar. Gains better frame advantage than level 1.
Level 3
Another followup for air conversion. Third hit launches for a full combo. It is jump cancellable when the third hit connects. While it has frame disadvantage by itself, it can be negated by jump cancelling.


Gunblaze [GB] (214S)
Unusual, low profile, pass through move that has its uses. Creates flame pillars behind
Level 1
Slides Order-Sol through a short distance and leaves a flame pillar behind. Uses for crossups, okizeme and an occasional anti-air. You can be thrown out at any point so don't use it predictably. Has a FRC point. Counter hit makes it untechable.
Level 2
Slides further and faster while dropping another flame pillar. Now has vacuum effect to combo. Can loop itself if you have enough charge.
Level 3
Faster startup and drops 3 flame pillars. Same properties as Level 2. Loops itself until level 1, making big damage.


Storm Viper [SV] (623H) (Air OK)
Order Sol's DP, not the best but not useless.
Level 1.
Janky. Slow for a DP so fast meaty can outright block it. Startup is fully invincible. AC FRCing this moves makes him safe if the opponent does not expect it. Mostly unsafe if blocked
Level 2
Faster a bit than level 1. Third hit knocks opponents farther away and has more untechable time. Even more unsafe.
Level 3
Expensive but useful. Fastest DP in Order-Sol's kit. Fourth hit removes OTG and ground bounces for combos. Somewhat safe at -3 frames. Can be stuffed out before the fourth hit.


Force Breaks
Fafnir (41236D)
His only Force Break. A half screen long range low attack that floats opponents on hit. Counter hit floats even higher for bigger combos. Also great for scaring if used properly.


Overdrives
Savage Fang (632146P)
Dragon Install Gunflame but uses meter.
Level 1
Same properties as Sol's. Subpar and not really useful.
Level 2
Much better properties, hits 3 times. After the super freeze, immediately goes active making any dashing a guaranteed hit.
Level 3
Fill it with fire. Removes OTG and launches for conversions. Hits are distance dependent to a maximum of 5.


Tyrant Rave ver. Omega (632146H)
First steps before big boom.
Level 1
Subpar. Mediocre damage for a super and knockdown. Long startup but it is fully invincible.
Level 2
Better than level 1. More invincibility frames but still the same. Wall bounces for a short air combo.
Level 3
Far more damage for more resource.
The biggest boom. Has the most invincibility frames to blow through anything. Pushes opponent farther away when blocked making it somewhat safe.

Dragon Install Sakkai (632146S ~ P, K, S, HS, D, K, S, 632146H)
Go big or go home. All in.
Uses Level 3 Charge, 100% Tension. Max Resources
When done raw, it deals a lot of damage only if you pull of this Deadly Rave nod combination. If you got blocked, mistime or drop the combo midway, you will be in a vulnerable state for almost a second. Removes OTG on the second hit so it can work out of sweeps. After reaching a certain amount of life, this will instant kill.
Gameplan, Neutral and Pressure
Order-Sol is a rushdown that focuses on quick and safe attacks to open up your opponents defenses.
In general, you want to make your opponent scared of you. Make them afraid of pressing buttons by frame trapping them and doing mixups to open them up if they are playing defensively.

Neutral
2S/f.S
Catches attack attempts. Your tools to poke your opponent pressing buttons.

5H
Anti-air callout. This will make them sit down if for trying for a jump-in or IAD attempt.

Pressure
Starter > 2D/2S > 214D
Your most common pressure string. Get used to the range of 2D and 2S. Tapping 214D will Charge Cancel your normals to make them safe
CCing 2D gives good frame advantage allowing you to dash in for another blockstring, mixup or frame trap.
CCing 2S resets back to neutral game if you're too far from 2D range.

BHB > AC FRC
BHB gives you the least frame disadvantage and most frame advantage. Level 1 is -2 but with AC FRC, you can bring that to +2-7.
Level 2 gives even more at +11 and +20 when AC FRC, allowing more options.
Level 3 is an absurd +37 but +23 when AC FRC. Not only it gives a lot of time for mixup options, it also obscures the characters on screen so your opponent may have trouble figuring out your mixup attempt.

Starter > RI
Easy pressure ender and restarter. Level 1 is +3 so you can microdash 5K, frame trap or tick throw if you are close to the opponent.
Level 2 is the same but with +4, allowing a bit more time to get in or frame trap.
Level 3 introduces a mixup attempt as you can jump cancel the last hit to continue pressure from jump-in attacks or empty jump land and 2K or Throw mixup.

Starter > BRP
Catches low blockers. BRP can also evade any low moves when your opponent throws out.
Level 1 is -1 and can be thrown out of before you recover even on hit. Don't use this. Just don't.
Level 2 is almost the same as Level 1 but the followup is air unblockable without FD. So throw this out if they attempt to backjump without FD.
Level 3 is +5, allowing you to do blockstrings or frame trap them. Followup is also air unblockable without FD.

Mixups
Blockstring, dash 2K > 2H
Catches low blockers as they are not expecting an overhead after a low. Counter hit for a full combo.

Blockstring, Fafnir
Catches low poke attempts and high blockers.

Blockstring, dash 2K, Throw
Tick throw them out of block.
Defense
Order-Sol lacks in defense. If you're opponent starts pressure, you don't want them to keep at it. You'll have to use subpar tools to get out of it.

5K
A great interrupter for any dash in blockstring attempt or poke attempt.

Crossunder Anti-air c.S
Pretty good AA you can react to your opponent jump-in.

Air Throw, j.P and j.K
Great anti-air tools to combat jump in attempts.
Air throws are all round great tools to turn the tide.
j.P is fast to come out and very active.
j.K will beat out deep jump in attempts.

Storm Viper
Your DP, while janky, is still an option.
Level 1 is pretty slow but full invincible startup. You can AC FRC to mess up the punish timing of your opponent.
Level 2 is faster and gets you out of pressure by putting distance between you and the opponent.
Level 3 is the fastest and rewarding if you can hit as it ground bounces on fourth hit for a full combo.

Gunblaze
Another attempt on escaping corners. GB will catch normals that are higher than crouching and as another anti-air option.
Combos
Starters and Essential Combos
Your most barebones without using resources, don't forget them.
5K > c.S > 2D
Short and simple special cancellable string

5K > c.S > 2S > 2D
The farthest you can do while still retaining special cancellable.

c.S > 2S > 2D
Punish combo, deals more damage.

(5K/2K/c.S) > 5S > 5HS
Your farthest pushing combo, pushes opponent faraway. Great for instant airdash pressure resets.

[Counter Hit only] (f.S/2S) > 6H
Deals a good chunk damage. You can RC 6H for a followup combo.

Super Jump Instant Airdash combo (SJIAD combo)
High Jump IAD (2956) > j.x > j.S > SV

Important combo if 5H launches too high for a normal IAD combo.
j.x is a combo filler, usually j.P or j.K.

Dustloop
[When opponent is in the air or wall stick] ... > dash j.HS > j.D > (delay) dj.HS > j.D[/b]
Important air combo, deals great damage. Lightweights would require more delay. Heavyweights would have less delay. Dash momentum is important.

[In corner] Throw > (Dustloop/6HS)
Basic way to start dustlooping. You can add a BRP to knockdown if you have level 2 charge or air throw them if they try to tech back or neutral. If you are a bit far away from the corner, go for 6HS for a hard knockdown

Double Dustloop
As the name says, you connect two dustloops together. It is the most damaging combo that Order-Sol has in his tools. Only doable when near or at corner, this will net you 200+ damage.
To do the double Dustloop, you need to be low to ground. A good indicator to see if you are low enough is camera doesn't pan up. Another condition is that your opponent is higher than you but still low enough to not tech.
First loop, the first jump cancel should be delayed to let you and your opponent fall lower to the ground. The 2nd j.D should be delayed to cancel your landing recovery faster and be able to jump again for the second loop
Second loop, you have to do rising j.HS to catch your opponent. After that do it without any delays.

Level 1 Combos
Starter > (RI/BHB/BRP)
Universal combo with BHB and RI, techable. BRP only connects on lightweights.

Starter 2D > GB > (GB/RI/6K)
Basic oki setup. The first GB whiffs and by the time you recover from it, you can do another one for a crossup okizeme. RI will catch backdashers or set up tick throws. 6K catches throw attempts.

Starter 2D > RI > RC > Dustloop
Dustloop out of RI. Cancel RI early so you have the dash momentum to do the dustloop. Timing is very strict for the first j.HS to connect.

Gunblaze > Dustloop
Midscreen dustloop out of GB. Counter hit makes it easier.

j.P mash > j.K > dj.KS > SV
Air catch combo. Gives a safe AC.

Fafnir > dash 2S > 5H > SJIAD combo[/b]
Basic SJIAD combo out of Fafnir.

[Counter Hit] Fafnir > Dustloop
Midscreen dustloop out of Fafnir. Easier to do out of.

2H > RC > Starter
Standard 2H conversion.

[Counter Hit] 2H > Dustloop
Standard midscreen dustloop out of 2H.

[Counter Hit] 2D > 214D > 5K > c.S > 5H > SJIAD combo
Conversion of CH 2D float

[Counter Hit and In Corner] Fafnir > Double Dustloop
Straight 200 damage. Easiest way to start it.

[Counter Hit and In Corner] 2H > Double Dustloop
Time your dash jump right after the recovery then you are fine.

[Air Counter Hit and In Corner] 5H > Charge Cancel > Double Dustloop
Caught in the air, 200 damage.

Level 2 Combos
You will deal significantly more damage here, staple corner BnBs.

[In Corner] Starter 2D > BHB > (Dustloop > BRP/6H)
The most simple and staple combo. Grants knockdown or good damage when opting for 6H or Dustloop ender. You can AC to get charge back and still make the combo valid.

BRP Pickup Combo
BRP lvl 2 > 2D > BHB lvl 2 > AC FRC > (Dustloop > BRP/6H)

Requires 150% Charge and 25% Tension but worthwhile extra damage. 2D only connects if the opponent is higher than you. Delay 2D to prevent action charging.

[In Corner] Starter 2D > BHB > dash c.S > 5H > BRP Pickup Combo
Squeeze a bit more damage out of it.

[Near Corner] c.S > 5H > BHB > dash c.S > 5HS > BRP Pickup Combo
Optimized BHB combo.

[Near Corner] Fafnir > 2S > 5H > BRP Pickup Combo
Out of Fafnir. You have to closer to connect BRP.

GB*N > GB lvl 1 > Dustloop
You can loop GBs as long as you have Level 2 Charge. The last GB has to hit low enough for the Dustloop to connect.

Level 3 Combos
Big damage? HELL YEAH!!!
Your most damaging combos other than Double Dustloop falls here.

Starter > RI > SJ > j.SHD > BRP lvl 2
Standard RI combo. A safe route than the combo below.

Starter > 5H > BRP > SV > Dustloop
Universal Level 3 Combo, gives same damage as double dustloop.

Starter > RI > 5H > BRP lvl 2
Careful on your hitcount, 7 or more hits before BRP will have to go with the first combo.
If you are in the corner, BRP Pickup Combo. Midscreen wise, 2S > 5H > SJIAD combo.

RI > CC > Double Dustloop
Straight out of Rock it, a double dustloop. To do the charge cancel, you have to input 2147D or 8214D right when the 3rd hit strikes. If you mistime it, you will instead do a high j.D.

[Near Corner only]Starter > 5H > BRP > Gunblaze*4 > dash j.HD > dj.H > SV
Full charge but deals tons of damage and safe from burst attempts. Dustloop depends on your last GB timing.

Fafnir > (delay) RI lv3 > SJj.H > SV lv3 ▷ Level 2 BRP > 2D > Level 2 BHB > 6H
Full charge but can be applied almost anywhere. Really good midscreen damage.

6H > (RC) > Fafnir > {delay} RI > SJ.HD > SV ▷ Level 2 BRP (> AC FRC > Level 2 RI)
Same as before. Fafnir can be linked from 6H but it is very hard, 1-2f link only. RC makes it easier to connect but uses 75% instead of 25% meter.

6H > RC, 6H > RC, BRP lv3, 5H > BRP lv3, dash c.S > 5H > SJ.SHD > BRP lv2
Bring in the pain. If you have max Tension and Charge, this combo will do 300~.
It's best used when you are backed near to the corner.
Okizeme
Meaty Buttons
The most basic form of okizeme is to just attack when they just become vulnerable to attacks in the last possible active frames.

6K
Throw invincible until active frames. Very active so most of the time your opponent will whiff their throw attempts.

2HS
Throw invincible just before the active frames. Timing is key here if you don't want to get thrown out of startup.

6P
Keeps you safe in range between throwing distance and reversals.

5HS
More effective on Johnny players. You can just go through their hurtbox if you time it right and their wakeup Overdrive would whiff.

Jump-Ins
Now coming in from the air. Don't get DP'ed.

j.S > j.K
Two hitting jump-in tool of choice. Condition your opponents to this before doing a mixup.

j.S > j.P > land Throw
Simple tick throw from jumping in.

j.S > j.K > dj.HS > j.D
Catches fuzzy guarders when they are not expecting the second jump in.

Dashing jump over opponent > delay air backdash j.S
Cross up jump-in 1, Time your backdash right and j.S will hit low enough to the ground for a conversion.

Dashing jump over opponent > air backdash j.D
Cross up jump-in 2. Counter hit and make them eat a combo.

Gunblaze
For Gunblaze to hit your opponent's wakeup, they have to FD or mash on wakeup.
There's a 1 frame crossup protection after wakeup. Essentially, they can block either direction during that 1 frame.
FD and mashing buttons gets rid of that, if you know your opponent's wakeup habits, you can determine when you want to crossup Gunblaze for big damage.

Manual Charge > GB
This will be protected by crossup protection, so be sure to followup with a normal to keep the pressure up. Gives good charge.

GB (whiff) > GB
Standard GB crossup oki. You will be able to do another GB right after the first one recovers.

GB (whiff) > 6K
Catches throw attempts.

GB (whiff) > RI lvl 1
This will leave you close to your opponent for a tick throw if they blocked RI.

GB (blocked) > dash 2K
Beats out high blockers.

GB (whiff) > AC FRC > 2H
Overhead. Gives perfect timing for 2H to be able to link 5K.

Video examples on GB crossup if you need a tutorial.
Gold and EX modes
An extra to Order-Sol. Consider this a bonus.

To get Gold and EX modes for Order-Sol, complete his story path or complete Level 1000 in Survival Mode for all characters.

Differences in Gold Mode
Gains a new Overdrive: Flame Distortion (214214S)
This is the exclusive move where boss Order-Sol uses in arcade mode.
Superfreeze throughout the whole startup so you can use it in combos.
You move faster and constantly filling up your Charge and Tension.
Dragon Install Sakkai does not need the followup inputs, does it automatically.

Differences in EX Mode
All normals except f.S are replaced with present Sol's moveset with the same frame data as his.
Gunflame is now a full screen ground projectile. (236S/HS)
Volcanic Viper has a late FRC point.
Aerial Bandit Revolver does not have a FRC point.
Riot Stamp added.
You have 2 dashing attacks, 6[6]P/K, P version hitting mid and K hitting overhead.
2 new Force Breaks, Dragon Install Gunflame and Volcanic Viper. Fafnir's input is reversed.
Dragon Install Sakkai's input is changed to 6321463214S.
New Overdrive: Tyrant Rave 632146HS.
Invincible until active frames. Very active hitbox. Huge stun, capable of stunning in just 2 Tyrant Raves. Capable of looping indefinitely with inifinite Tension
Gains a traditional Instant Kill: All Guns Blazing.
Possibly the most practical Instant Kill, uses normal Order-Sol's 5K.
Notable Players
Inoue (Kazunoko)

Copal

Sanma

Aligari
@ 19:07
Helpful Resources
If you want more info or frame data on Order-Sol. You can visit Order-Sol's Dustloop page[www.dustloop.com] for more information on each move.

There's also the Guilty Gear XX Plus R discord server which has lots of resources on getting started in GGACPR with lots of people helping out, check it out!
https://discord.gg/EwyGbew
Комментариев: 3
Bo 8 авг. 2021 г. в 2:36 
Sorry for the stupid question, but where exactly to change it , I don't see it in keyboard settings
CryeSix12  [создатель] 8 авг. 2021 г. в 2:27 
those are diagonal inputs, 7 and 9 are back and forward jump respectively
1 is crouch blocking/down back and 3 is down forward
Bo 8 авг. 2021 г. в 2:25 
I can't figure out how to set up such a control for 1,7,9,3, can you tell me ?