GBVS/Soriz

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Overview

Overview

Soriz is a rushdown character who pummels his opponents with frame traps and strong up-close pressure. Soriz has a myriad of plus-on-block special moves that allow him to constantly reset pressure, go for a mix-up, or force a response from his opponent. He also has some of the best comeback potential in the game thanks to his install super in Macho Ultimatum, enhancing him both offensively and defensively.
Playstyle
Soriz is a rushdown character who excels at pummeling his opponents with frame traps and strong up-close pressure.
Pros Cons
  • Never-Ending Pressure: Soriz' special moves such as M Impact Knuckles, EX Punch the Stars, and M/EX Rock Smash leave him advantageous on block and allow him to maintain his pressure and can even loop his pressure.
  • Excellent Damage: Soriz deals high chip damage from his special moves and can convert most hits into high reward. In the corner, all of his special moves can convert into a high damaging combo, depending on the situation.
  • Efficient Footsies: Soriz sports solid long-ranged pokes and a great rush-styled attack in Impact Knuckles. Soriz can always convert his options into pressure or a knockdown to begin his gameplan.
  • Macho Ultimatum: A powerful SSBA that enhances Soriz both offensively and defensively. When in this state, he gains access to a new combo starter, a new special move and SSBA to layer his offense, and a damage reduction buff depending on how many Manliness Stacks he obtained.
  • Reversal Can Be Detrimental: Muscle Fury is his only defensive option outside of his SBA, which loses to throws and doesn't come out until frame 3. Muscle Fury's follow-up can also be whiff-punished into a full-combo from the opponent if Soriz doesn't utilize it properly.
  • Neutral Issues: As Impact Knuckles is his main way of navigating through neutral, Soriz can struggle against characters who can easily snuff it out with long-range pokes or strong projectiles.

GBVS MuscleFuryIcon.png Manliness Buff

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 GBVS Manliness 1.png Manliness. Soriz begins each round with 1 stack of Manliness and can have a maximum of 5 stacks.

Normal Moves

c.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Mid 5 3 6 +2 +6

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.

Level Attribute
0

c.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 6 5 10 0 +4

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.

Level Attribute
2

c.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1200 Mid 10 6 12 +1 +5

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.

Level Attribute
4

Auto Combo

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
c.XX 400 Mid 9 3 15 -3 +1
c.XXX 400 Mid 12 3 18 -4 +0

Generic auto combo filler. Both hits are cancellable. Third hit tends to whiff against opponents who are too high in the air.

Version Level Attribute
c.XX 2
c.XXX 3
  • c.XX
  • c.XXX

f.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Low 7 3 12 -2 +2

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.

Level Attribute
1

f.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 8 5 14 -4 0

Your go-to poke for neutral. Has less reach than 5H but is faster.

Level Attribute
2

f.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 Mid 11 6 19 -8 -4

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.

Level Attribute
3

2L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Low 6 3 6 +2 +6

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.

Level Attribute
0

2M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 7 6 11 -2 +2

Not actually a low despite appearances. Soriz's legs will go under most standing pokes but his upper body can still be hit.

Level Attribute
2

2H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 Mid 11 5 22 -10 -6

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.

Level Attribute
3

2U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Low 10 6 21 -12 HKD

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.

Level Attribute
2

j.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 High/Air 5 Until Landing 0

Elbow attack that stays active until landing or making contact with an opponent. This is your cross-up button.

Level Attribute
1

j.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
600 High/Air 7 9 Until landing

Essentially an aerial version of his f.M. Use this as an anti-air tool.

Level Attribute
2

j.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
800 High/Air 8 6 Until landing

Has the deepest reach of all your jump-ins.

Level Attribute
2

j.U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
800 High/Air 7 6 Until landing
  • 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.

Level Attribute
2


Unique Action

Muscle Fury GBVS MuscleFuryIcon.png

5U

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5U 3
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
Version Level Attribute
5U
5U > 6X 4
  • 5U
  • 5U > 6X

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Throw 7 3 31

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)
Level Attribute
0, 4

Air Throw

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Throw 5 5 Until landing +6

Soriz slams his opponent down to the ground with an axe-kick while in the air.

Level Attribute
0, 4

Overhead Attack

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 High 26 6 17 -4 +1

Universal overhead. Goes over lows and baits throws.

Level Attribute
4


Special Moves

Impact Knuckles

GBVS Tackle.png 236X or 5S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
236L 1100 Mid 15 [13] 4 19 -3 +1
236M 1400 Mid 26 [25] 6 23 +1 KD
236H 1200 Mid 15 [14] 6 18 -2 HKD

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.

Version Level Attribute
236L 2
236M 3
236H 2
  • 236L (notes: Clash Level 2)
  • 236M (notes: Clash Level 2)
  • 236H (notes: Clash Level 3)

Roundhouse Fang

GBVS Uppunch.png 623X or 6S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
623L 1000 Mid 7 6 18 -7 KD
623M 1000 Mid 7 6 20 -9 KD
623H 1000 Mid 6 7 19 -7 HKD

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.

Version Level Attribute
623L 3
623M 3
623H 4
  • 623L
  • 623M
  • 623H

Punch the Stars

GBVS Flurry.png 214X or 4S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
214L 250×4 [140×8] Mid 13 17 14 -1 +3
214M 300×4 [170×8] Mid 21 17 14 -1 +3
214H 300×4 [170×8] Mid 13 17 12 +1 +5

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.

Version Level Attribute
214L 2
214M 2
214H 2
  • 214L
  • 214M
  • 214H

Rock Smash

GBVS Strike.png 22X or 2S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
22L 900 Mid 18 6 17 -3 KD
22M 1200 Mid 28 6 13 +8 KD
22H 1100 Mid 15 6 11 +4 HKD

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.

Version Level Attribute
22L 3
22M 3
22H 3
  • 22L (notes: Easy Input Damage 800)
  • 22M (notes: Easy Input Damage 1100)
  • 22H (notes: Easy Input Damage 1000)


Skybound Art

Leaping Tiger, Charging Dragon

236236H or 236S

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
3500[4500] Mid 7+6 2(27)3 45 -29 KD 1~14 All

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

Level Attribute
4
  • Clash Level: 25 (Technical) 20 (Easy)


Super Skybound Art

Macho Ultimatum

236236U or 236S+U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
10+4 - 10~14 All

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% GBVS DefenseUp.png, 2 stacks = 76.9% GBVS DefenseUp.png, 3 stacks = 71.4% GBVS DefenseUp.png, 4 stacks = 66.7% GBVS DefenseUp.png, 5 stacks = 62.5% GBVS DefenseUp.png
Level Attribute

Tenacious Will

Punch the Stars > 214X or Punch the Stars > 2S during Macho Ultimatum

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 Mid 20 3 23 +5 +5

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.

Level Attribute
4

Bravado Bullet

Punch the Stars > 236X or Punch the Stars > 6S during Macho Ultimatum

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 Mid 14 6 21 -8 KD

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.
Level Attribute
4
  • Clash Level 3

Way of the Fundoshi Fist

236236U or 236S+U during Macho Ultimatum

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
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

Level Attribute
0, 4
  • Clash Level: 35 (Technical) 30 (Easy) Easy Input Damage 0, 3000


Colors

Colors
Color 1
Color 2
Color 3
Color 4
GBVS Soriz Color 01.png
GBVS Soriz Color 02.png
GBVS Soriz Color 03.png
GBVS Soriz Color 04.png
Color 5
Color 6
Color 7
Color 8
GBVS Soriz Color 05.png
GBVS Soriz Color 06.png
GBVS Soriz Color 07.png
GBVS Soriz Color 08.png
Color 9
Color 10
Color 11
Color 12
GBVS Soriz Color 09.png
GBVS Soriz Color 10.png
GBVS Soriz Color 11.png
GBVS Soriz Color 12.png
Color 13
Color 14
Color 15
Color 16
GBVS Soriz Color 13.png
GBVS Soriz Color 14.png
GBVS Soriz Color 15.png
GBVS Soriz Color 16.png
Color 17
Color 18
Color 19
Color EX
GBVS Soriz Color 17.png
GBVS Soriz Color 18.png
GBVS Soriz Color 19.png
GBVS Soriz Color EX.png
Weapons
01
02
03
04
GBVS Soriz Weapon 01.png
GBVS Soriz Weapon 02.png
GBVS Soriz Weapon 03.png
GBVS Soriz Weapon 04.png
05
06
07
08
GBVS Soriz Weapon 05.png
GBVS Soriz Weapon 06.png
GBVS Soriz Weapon 07.png
GBVS Soriz Weapon 08.png


External References

Navigation

Soriz
Ambox notice.png To edit frame data, edit values in GBVS/Soriz/Data.