|Soriz is a rushdown character who excels at pummeling his opponents with frame traps and strong up-close pressure.|
Soriz' defense is increased during Muscle Fury and Macho Ultimatum. Every time he withstands an incoming attack with Muscle Fury, this defense buff will be further enhanced.
Each hit taken is represented by a stack of Manliness. Soriz begins each round with 1 stack of Manliness and can have a maximum of 5 stacks.
Fast close-up pressure tool for staggers and frame-traps. Can link into c.L, f.L and c.M on-hit if in range.
Very fast for a medium. Neutral on block, making it useful for pressure strings or as a meaty. Can also be hit-confirmed into from close Lights.
His best starter in terms of raw damage. Use this for punishes and CH combos. Also useful as an alternative throw bait option to Universal Overhead as it leaves him plus on block. On CH, it can link into itself for crushing damage.
Generic auto combo filler. Both hits are cancellable. Third hit tends to whiff against opponents who are too high in the air.
A standing low. Strong low option from far away. Combos into all of his H special moves and super. Can be chained into from lights to allow him to combo into a special move off 2L starters.
Your go-to poke for neutral. Has less reach than 5H but is faster.
Forward-moving kick with lots of range. Large hitstun allows you to easily confirm into super or your special moves. On counterhit, combos into 22M and 236M. You can use this to whiff-punish. Has jump-in crush frames, making it serviceable as a situational, far-reaching anti-air.
Fast, low option with decent range. Best for hit-confirming and pressure. Can link into itself twice from point-blank range and into f.L at farther ranges.
Not actually a low despite appearances. Soriz's legs will go under most standing pokes but his upper body can still be hit.
Dedicated anti-air button with huge vertical reach. Does not have much of a horizontal hitbox but does a good job of reaching opponents directly above you. It's slower than Roundhouse Fang but is far more rewarding on CH and can be special cancelled on normal hit.
Pretty slow sweep with decent range. Doesn't low profile but useful as an ender for corner combo routes. Can be cancelled into specials and UOH.
Elbow attack that stays active until landing or making contact with an opponent. This is your cross-up button.
Essentially an aerial version of his f.M. Use this as an anti-air tool.
Has the deepest reach of all your jump-ins.
- Launches the opponent upwards.
This would be useful in a game where you can jump-cancel moves in combos, but Granblue is not such a game. The only real use it has is Way of the Fundoshi Fist CH AA 2H combos, which are extremely situational. Because it launches upwards, it's much harder to convert off of CH than his other jumping normals. Practically useless as a jump-in as it whiffs on crouchers.
|5U > 6X||300||Mid||11||3||33||-3||+3||1~13 Armor|
- Armored on frame 3.
- Reactive Muscles on close CH gains 20% meter.
- Being hit while armored gives 1 stack of Manliness. Consecutive hits do not give multiple stacks.
- Decent as an anti-air when you missed the opportunity to use 2H instead.
- Primary use is to steal turns when you're safe but minus or in gaps in pressure strings.
Soriz assumes a stance that allows him to absorb anything that isn't a throw, Skybound Art, or Super Skybound Art. It can be extended by holding U, and Soriz takes less damage while the stance is up. Keep in mind that like most armored moves, you will die if your HP drops below zero while armoring. Soriz also has access to the Reactive Muscles counterattack. You may choose to do the counterattack at any point in the stance animation whether or not your opponent hits you during it. If it counterhits a very close opponent, it will proc a cinematic zoom-in and build a very large amount of meter (20%). On crouching CH, it is possible to link into c.L. Reactive Muscles hits both in front and behind Soriz. It also has Crush frames VS jump-in attacks, making it a viable anti-air option.
Damage modifier during 5U:
- 1 stack = 70%, 2 stacks = 60%, 3 stacks = 50%, 4 stacks = 40%, 5 stacks = 30%
- Does not stack with Macho Ultimatum's damage reduction
|5U > 6X||4|
- 5U > 6X
Back-throw gives worse okizeme than forward-throw. While back-throw limits you to a dash-up 2L in most cases, forward throw gives you a very strong mix game:
- Safe c.L (baits invincible reversals)
- Meaty c.M (can be up to +4 oB and +8 oH)
- Meaty c.H (links to itself on CH)
- Wait and throw again (can be walked, jumped, and mashed out of)
- Meaty 2L (beats walking, jumping, and mashing)
|1500||Throw||5||5||Until landing +6|
Soriz slams his opponent down to the ground with an axe-kick while in the air.
Universal overhead. Goes over lows and baits throws.
Soriz's rush attack. The distance he travels increases with button strength, L being the shortest. All versions travel farther in Macho Ultimatum. All versions are safe and give advantage on hit, meaning Soriz can safely back off or continue pressure as he pleases. The hitbox does not appear until he reaches a certain distance from the opponent, much like Balrog's Dash Straight. You'll be cancelling most of your moves into this to maintain pressure, as some characters cannot stop you from pressing a button afterwards.
Bracketed numbers indicate the Fundoshi version.
- 236L (notes: Clash Level 2)
- 236M (notes: Clash Level 2)
- 236H (notes: Clash Level 3)
Upwards kick. Has Crush properties vs airbone attacks during it's active frames but has no invincibility otherwise. Has bigger range in Macho Ultimatum. Will knockdown an opponent who is grounded. Airborne opponents will be forced into air tech for non-EX versions. On CH can be combo'ed from when in corner.
- L Kick
- Soriz kicks upward in place.
- M Kick
- Soriz advances a bit before kicking upward.
Can be used to anti-air opponents who are jumping in from slightly farther. Exercise caution as it can whiff against an opponent who jumped in too deep.
- H Kick
- 6-frame H button in disguise.
One of Soriz's fastest attacks. In combos it can be a solid way to secure hard knockdowns without having to expend 22H or 236H.
Punch the Stars
Soriz releases a flurry of blows. L version moves him forward slightly, M and H advance farther forward. In Macho Ultimatum, the move deals more hits and can be followed up by Tenacious Will or Bravado Bullet.
Bracketed numbers indicate the Fundoshi version.
Soriz punches the ground really hard and produces a column of flames. Can be used to stop single-hit projectiles. All 3 versions have bigger hitboxes in Macho Ultimatum.
- All Versions lose 100 damage when doing them with simple input, 800/1100/1000 instead of 900/1200/1100.
- L Version
- Fast startup, but minus on block.
Generally used to knockdown the opponent when nothing else is available. Can also be used as a conditioning tool on block since it's only -3 when used in conjunction with 5U. Can lead to meaty 22M in the corner.
- M Version
- Slow startup, but high adv. on block.
Used to reset pressure on opponents scared to contest your blockstrings. Can start combos in the corner.
- H Version
- Best of both worlds, but less plus than the M version.
The centerpiece starter for most of Soriz's high damage corner combos. On block, it can be used as a guaranteed way to reset pressure and continue your blockstring.
- 22L (notes: Easy Input Damage 800)
- 22M (notes: Easy Input Damage 1100)
- 22H (notes: Easy Input Damage 1000)
Leaping Tiger, Charging Dragon
236236H or 236S
A big punch with invincible startup, making it Soriz's sole reversal. Has short range so you need to be close to the opponent. The first hit can be low-profiled by some characters. The slow startup also makes it susceptible to a lot of safe meaty cl.L setups.
Bracketed numbers indicate the Fundoshi version.
Min Damages: Technical 875→625, Simple 525→375, Install Technical 1125→625, Install Simple 675→375
- Clash Level: 25 (Technical) 20 (Easy)
Super Skybound Art
236236U or 236S+U
Soriz strips down and powers up. The super lasts until the end of the round, and while it's active Soriz gains a few bonuses:
- Defense buff based on how many Manliness stacks he absorbed with Muscle Fury.
- Enhanced Special moves and Skybound Art
- Follow-ups to Punch the Stars
- Access to Way of the Fundoshi Fist
- Faster dash
Keep in mind, Soriz IS NOT invincible during the initial startup frames. Only AFTER the superflash animation is over (Frames 10-14). This is not usable as a reversal option.
When cancelled from the following normals Soriz can be plus to continue pressure after activation.
- c.XXX = +2
- f.H = +2
- c.H = +4
Damage modifier during Macho Ultimatum:
- 1 stack = 83.3% , 2 stacks = 76.9% , 3 stacks = 71.4% , 4 stacks = 66.7% , 5 stacks = 62.5%
Punch the Stars > 214X or Punch the Stars > 2S during Macho Ultimatum
Macho Ultimatum-only follow up to Punch the Stars. Guard breaks and is plus on block. On hit leaves the opponent standing. It's very slow but can be cancelled into early on the 4th hit in Punch the Stars. In corner leads to a guaranteed combo with 5L on hit or guard break.
Punch the Stars > 236X or Punch the Stars > 6S during Macho Ultimatum
Knockdown follow-up to Punch the Stars, only available in Macho Ultimatum. Very unsafe on block. Bravado Bullet travels almost 3/4 of the screen and can be whiff canceled from Punch the Stars, making it a decent tool to threaten with. If properly spaced makes Soriz safe.
- Wall-bounces on CH from L or M version of Punch the Stars, even from midscreen, which makes contesting him very risky.
- H version will always wall-bounce in the corner.
- Clash Level 3
Way of the Fundoshi Fist
236236U or 236S+U during Macho Ultimatum
|0, 4500||Throw, Mid||8+0||2(10)3||42||-26|
A Super Skybound Art tied to Macho Ultimatum's activation. Using this super does not cost meter BUT you only get one use. The first hit of the super is a throw, effectively giving Soriz a dodge check. Can be comboed into, but Soriz must be very close to do so. Soriz IS NOT invincible during the startup of this move at all.
Note 1: The opponent cannot jump, dodge or DP on reaction to the superflash animation, but ONLY if they are in range of the first attack (the stomp).
Note 2: If easy input is used, the super deals 500 less damage than that of the technical input, dealing 4000 instead of 4500.
Min Damage: Technical: 1050, Simple 600
- Clash Level: 35 (Technical) 30 (Easy) • Easy Input Damage 0, 3000
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• Movement/Canceling • Offense • Defense • Gauges • Attack Attributes •
Detailed & Advanced Information
• Damage/Combo • Frame Data & System Data • Misc •
• Patch Notes •