Who is order sol




















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Register Don't have an account? View source. History Talk 0. Do you like this video? Cancel Insert. Go to Link Unlink Change. Cancel Create Link. Disable this feature for this session. Rows: Columns:. Completely safe on block in exchange for the meter cost. Second hit is again air unblockable without FD.

Very dangerous to try to upback out of. Air Lvl 1 is a short combo damage add-on. Ends air combos for a last bit of damage. No knockdown.

Slightly faster than grounded Lvl 1, might be slightly safer when TK'd. Air Lvl 2 is the only guaranteed knockdown out of air combos. Scores the KD and leads to oki. Okay for getting initiative in air-to-air when close enough to the ground. Air Lvl 3 has similar functionality to the grounded Lvl 3 version. Due to height and conversions, best done lower to the ground and farther from the corner. Jump cancellable specials make Order-Sol slightly less pissed off than usual.

Starts offense or establishes pressure on contact. FRC'ing an Action Charge will grant you even more plus time. Floor slides on CH for bigger conversions even combos to Fafnir.

Lvl 1 is generally preferred for use at neutral, as it's unpunishable at no resource cost in spite of not comboing from much. Predominantly for long ranged confirms into knockdown, putting HOS in his prime space and setting up for oki or Action Charge if it connects. Checks advancing opponents better than Lvl 1 and gives HOS the knockdowns he needs even as a poke or whiff punish.

Action Charge will still give time for meatying with lower level buttons. Lvl 3 adds a third strike that launches on hit and is jump cancelable on the third hit. Leads to full air conversions on hit. HOS's main corner conversion tool at Level 3. Can be pseudo Charge-Cancelled by jump cancelling the last hit and immediately doing before going airborne.

Leads to stronger followups. Still converts after an Action Charge. Minus on block unlike the other two versions, but the jump cancel mitigates this during pressure. Build speed gradually increases the longer it is held. As charge increases, HOS gains access to stronger versions of every special move and overdrive. Mainly used for Charge Cancelling, which replaces the recovery of any normal to 13f or however much you want to hold it for.

This results in some moves gaining much higher frame advantage and letting HOS be plus on nearly any blockstring.

Opponents can be made very afraid of pressing buttons. Fully invincible attack that's horribly unsafe if blocked and cannot be RC'd due to being a projectile. Full CH duration for its recovery, meaning that if this is blocked or baited, you're going to eat it, despite it being level 6.

Should be used sparingly to make opponents more wary of attempting to punish your Charge attempts. Like many slow reversals, however, these punishes can be easily OS'd to avoid getting hit by Charge Burst.

Has an FRC on it to make this safe and sometimes gain advantage. The Air version is similar to the grounded version but locks HOS out of acting until landing. Builds the same amount of bar, best used after landing air specials which knock down. You can also negative edge another Storm Viper into it. Don't get predictable. Half screen low that comes out on Frame 10, can tag very unexpectedly.

Lower body invincible to go over low poke attempts. Knocks down on hit for 70 damage, or converts to around damage out of simple IAD confirms, without resources. Floats higher on CH, leading to Dustloops and even higher damage. Can't be cancelled into, so Fafnir will commonly see use in neutral, or after a short charge cancel. Loses to standing pokes if improperly spaced, and will get reversal'd if used predictably.

Extends its hurtbox before going active. Use it at the right range to become truly terrifying. Very long startup, especially post flash. Easy to react to. Can be counter reversal'd, but will sometimes clash due to the lengthy invincibility. Keep 5K or SV primed in case of a clash.

Lvl 2 has far more utility due to free followups afterwards. Wallbounces from anywhere for a free conversion. Slightly faster than Lvl 1 with some more invuln. Best used early in combos due to how Overdrives scale damage. Still not a very good reversal. Comes with the same problems as Lvl 1.

Lvl 3 is a very expensive tool with far more damage. Slightly more utility as a reversal as invuln carries somewhat into the startup of the second hit. Bigger damage and knockdown on the last hit.

Pushes out farther on block, might be harder to punish for some characters. Generally not worth the resources unless it will kill. Launches on hit as a short combo extender. Decent base damage, but otherwise inferior to Lvl 2 in every regard.

Lvl 2 is a powerful anti-zoning tool with 2 extra DI Gun Flames layered on. Frame 0 after the flash; the opponent is stuck in, and must face the consequences of whatever state they were in before the super flash. Hits from over half the screen away. Eats through other projectiles. High chip damage. Removes OTG on hit and launches for big conversions. High base damage, but quite expensive. Can trade heavily in your favor. Very clutch, but strong tool.

Nod to Deadly Rave. Combos from nearly any Lvl 3 special assuming you had enough charge on the hit to ensure HOS is still at level 3 afterwards Restands and removes OTG on the second hit, so it works out of sweeps, corner throws, and launches. Turns into a psuedo-instant kill with a distinct animation if the last hit will end the round. Otherwise ends with the last hit of Tyrant Rave Lvl 3.

Rarely used at higher level play due to the cost, but unburstable, and can be confirmed from fairly easily if a kill is guaranteed. How to time this move: Wait until HOS rushes and hits them with the first uppercut after in the initial explosion. The sequence can be dropped intentionally at certain points and linked into other normals, but this is purely for swag.

Hidden category: Unga. Navigation menu Personal tools Log in. Namespaces Page Discussion. Views Read View source View history. Main page Notation Glossary Dustloop Forums. Sol soon met the "prodigy", Ky Kiske , whose skills on the battlefield surpassed all of his expectations, and thought the young knight to be a "killing machine".

One day, Ky challenged Sol to a duel; Sol was terrified, thinking Ky had figured he was Gear and had come to kill him. Sol was ready to fight with everything he had, but Ky fought Sol as if he were human and lost. Sol took it as an insult, thinking Ky hadn't taken their fight seriously. In , sometime after the Battle of Rome , at a point when Sol was starting to get frustrated [1] with the Order's strict rules, [6] Sol faced Justice for the first time.

Even though he put up a good fight, he lacked the power necessary to defeat her, and Justice spared his life, amused at his recklessness. Sol realized he needed the Fireseal after all. Left with no other options, Sol returned to camp and stole the Sacred Treasure [1] that he had created long ago. After the fight, Kliff told Sol he was "family" and Sol went on his way, leaving the Order behind.



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