Unlock Requirement
Defeat the [OATH] CPU with any characters.
Story
Oath 10 years in the future.
He was supposed to be Oath's moveset rework, but the idea instead became a new character.
Introduction
Archetype: Setplay
Strengths |
Weaknesses
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- Summon Swords: The most versatile move in the game. Can be used for zoning, combos, defense, setplay, approaching, anti-airing, space control, and more.
- Setplay: Order can put the opponent in suffocating safe pressure using 5H overhead, grabs and summon swords to lockdown.
- Oath Clone: Order has a lot of Oath's good normals like 5L, 5M, Airthrow, j.M, etc. So what applies to Oath applies to Order too
- Conversions: Using 623X, 214S and Swords, Order can full combo from any hit, and convert into decent reward.
- Neutral King: With many many safe projectiles and disjointed moves, Order can consistently win neutral and chip away the opponents health.
|
- Execution/Reward: Order has the hardest execution for the least explosive reward, must be consistent at his combos and setups.
- Low Damage: Order has the lowest damage output in the game, meaning he has to work a lot to make a comeback.
- Limited Defense: With only 5H and Ultra as his reversals, Order struggles against good grabs
- Meter Hungry: Constantly has to use meter on 214S for conversions, 214H for pressure and 236H for anti airs.
- Not Really Oath: Order's harder to play, bigger and taller than Oath. Order also loses some of Oath's amazing moves for less good ones.
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Move List
Normal Attacks
5L
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv.
|
Block Adv.
|
5
|
mid
|
-
|
-
|
-
|
+14
|
-
|
|
|
5M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv.
|
Block Adv.
|
7
|
mid
|
-
|
-
|
-
|
+9
|
-
|
|
|
5H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
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Hit Adv.
|
Block Adv.
|
10
|
high
|
-
|
-
|
-
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+13
|
-20
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- Slow, armored overhead. Unique move
- Order's only reversal, a low slash that launched away. Good to use st any point when you could be getting hit.
- Has 1 hit of armor, needs counterhit or sword setups or meter to combo off of
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|
2L
|
Damage
|
Guard
|
Startup
|
Active
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Recovery
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Hit Adv.
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Block Adv.
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5
|
Low
|
-
|
-
|
-
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+10
|
-
|
|
|
2M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv.
|
Block Adv.
|
8
|
Mid
|
-
|
-
|
-
|
+42
|
-
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- Deprecated version of Oath's 2H, no longer juggles, less gattlings into it, less range
- Order's decent launcher, integral to his combos, can slight anti air utility.
|
|
2H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv.
|
Block Adv.
|
11
|
Low
|
-
|
-
|
-
|
+64
|
-
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- Decent rangr sweep, often used to hit otg and confirm into full combos
- It's your other low, use in conjunction with 5H for high/low mixups.
- Integral to combos, but unsafe when blocked
|
|
j.L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv.
|
Block Adv.
|
6
|
mid
|
-
|
-
|
-
|
-2
|
-
|
|
|
j.M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
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Hit Adv.
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Block Adv.
|
8
|
high
|
-
|
-
|
-
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+17
|
-
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- Same framedata as Oath's but has different hit properties
- Doesn't juggle on hit
- Can chain out of on block
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|
j.H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
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Hit Adv.
|
Block Adv.
|
9
|
mid
|
-
|
-
|
-
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+42
|
-
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- Same as Oath's, less usefull in combos
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|
Special Attacks
Wild Throw 5S
|
Damage
|
Guard
|
Startup
|
Active
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Recovery
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Hit Adv.
|
Block Adv.
|
15
|
Throw
|
-
|
-
|
-
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+49
|
-
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- Go to ender for degenerate pressure, your main setup is (buffer backdash 214X 214X dl 236X)
- Can Can be full comboed out of with 236S 214S 2H... if you really want to
|
|
Wild Throw (Air) j.S
|
Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Hit Adv.
|
Block Adv.
|
18 (4.5x4)
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Throw
|
-
|
-
|
-
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+50
|
-
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- Same as Oath's, now with a different color
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|
Oath Spin 2S
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Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Hit Adv.
|
Block Adv.
|
10
|
mid
|
-
|
-
|
-
|
+10
|
-
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- Order spins forward, ignoring any projectiles, then ends in a sweep
- Seldom used in neutral and to get confirms fron afar, needs meter or sword setups to combo off of.
- Slow startup, don't use near the opponent
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|
Oath Spin (Air) j.2S
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
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Hit Adv.
|
Block Adv.
|
6
|
-
|
-
|
-
|
-
|
+38
|
-
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- Air projectile, create the wall
- Has a lot of hitstun, can combo from an air-to-air hit
- LONG endlag, make sure they won't dash under this
|
|
Summon Sword 214L or M or H (Air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv.
|
Block Adv.
|
L
|
4
|
mid
|
-
|
-
|
-
|
-22
|
-
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- Order can have a max of 3 swords out at a time, blocking or getting hit destroys them.
- Swords will be summoned aiming at the opponents position at that time. They juggle on air hit
- Swords have a 0.2s startup before they can be released
-
- Red Sword, average and reliable.
- Used for controlling space and creating walls
|
M
|
6
|
mid
|
-
|
-
|
-
|
-22
|
-
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- Purple Sword, fast and deadly.
- Used for fullscreen zoning and anti-airing.
|
H
|
4,4,4
|
mid
|
-
|
-
|
-
|
-22
|
-
|
- Gold Sword, slow and active, keeps them pinned down.
- Has 3 hits, long lockdown, allows you to summon a sword and continue pressure while they are still locked down.
|
|
Release Sword 236L or M or H (Air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv.
|
Block Adv.
|
L
|
-
|
-
|
0
|
-
|
0
|
-
|
-
|
- Releasing swords can be done at any time and doesn't put you in recovery
- Releases all swords in order of creation.
|
M
|
-
|
-
|
0
|
-
|
0
|
-
|
-
|
- Only releases the oldest sword.
|
H
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Releases all swords, tracks the enemies position
|
|
Centro Stab 623L or M or H
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv.
|
Block Adv.
|
L
|
9
|
Low
|
-
|
-
|
-
|
+45
|
-
|
- Order summons a sword out of the ground that pushes the enemy away
- Hitbox hits high enough to anti air sometimes
- All the versions can be comboed into and out of one another, with a max of 3 times before the enemy becomes unhittable
|
M
|
9
|
Low
|
-
|
-
|
-
|
+45
|
-
|
- Hits further than A but less than H
|
H
|
9
|
Low
|
-
|
-
|
-
|
+43
|
-
|
- Not an EX move
- Pulls them in instead of back, mostly used for poking and comboing from CH 5H
|
|
Level 1 Ultimate Attacks
Linked Army 236S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv.
|
Block Adv.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Funny
- Unreliable reversal but is + on block
|
|
Linked Pull 214S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv.
|
Block Adv.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- The reverse of 236S, creates a row of swords that pull them in
- Used to confirm into pull combo from sword hits
- Allowed comboing from burst back then, before thst was removed
- Has no use as a reversal super
|
|
Level 3 Ultimate Attack
Faith 63214S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv.
|
Block Adv.
|
36
|
Hitgrab
|
-
|
-
|
-
|
-71
|
-
|
|
|
Strategy
Spam
Combos
Colors
Color 1: Base
Color 2: Oath, not Dante
Color 3: Ex Gold/Pornhub (Unlocked by completing Order's 'EX' trial